Docs: LANTERN Phase 0 — full pivot adoption + all-doc sweep
Adopt LANTERN as the operative direction (co-op action-RPG, light-as-territory), superseding the Awakening Engine fiction + the Co-op Hades iteration. Existing code becomes salvage quarry; the mechanical pillars hold. Phase 0 deliverables (doc portions): - DR-048 adoption decision record (0.1) - Lantern_Strip_Mothball_Inventory — system-by-system keep/rework/mothball (0.2) - Lantern_World_Model_Spike — pocket-graph + seed-pinning BRIEF, review-first (0.3) - Art_Direction_Lantern — style bible + material decision + A0 gate (0.4) Docs/skills sweep: Pillars pointers + LANTERN locked decisions; superseded banners on Identity, Iteration_CoopHades, Path_to_Fun, Milestones, Backlog, End_Of_Month (all redirect to the LANTERN roadmap); Home MoC + current-direction callout (and stale serena line fixed); Systems_Index era note; CLAUDE.md core-loop line -> LANTERN direction pointer (verbose co-op-Hades invariants archived to the gotchas archive, net-neutral under the 40 KB budget); dots-dev validation-harness expedition-run recipe flagged era-specific. Two Phase-0 gate items remain OPEN (not doc work): the 0.3 world-model design review and the 0.4 in-engine style-proof scene. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -463,3 +463,11 @@ CLAUDE.md was chronically saturated (39.9–40.2 KB for a week; every gotcha add
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- **Core loop = ready-check multi-room RUNS ★ (DR-044; DR-031/042 base-mining text archived 07-04):** base = pure SPEND hub (no base nodes; `Tuning.StartingOre` grubstake). `RunDirectorSystem` = sole `RunInfo` writer (`[UpdateBefore(CyclePhaseSystem)]`; NOTHING else in the room chain touches CyclePhase); banks Charge+retaliation once-per-`RunEpoch` on boss-clear ONLY; strips the boon band + every `BoonOffer` on exit; teleports ONLY launch-stamped **`RunParticipant`s** (released on Returning — dead-respawned re-conscript, late joiners stay home). Rooms spawn per `RoomEpoch` at ping-pong sub-slots, `RoomTag`-torn-down; first slot waits `Tuning.RoomEntryGraceTicks`. ★ a serialized prefab bool ignores the C# initializer — flip `CycleDirector.prefab`. **Demo (DR-045/046): `GoalProgress.Target`=2; `Health.Max` now `[GhostField]` (boss + enemy HP bars). Boss = scaled Charger + server-only `BossState` kit (sole `BossAISystem` mover: SLAM/phase-2 summon/knockback-immune). Grunt windup commits ~last 30%; Charger stagger + Spitter cornered-hold. Rooms gate on a PORTAL (`RunLifecycle.RoomExplore=6` loot window; `PortalInteractRequest`→server `PortalCommand`; empty expedition advances now); class picked + per-run PREP buffs spent at base each run (Staging-gated RPCs via the shared `ClassSwapUtil`; disjoint prep `StatModifier` band stripped on Returning).** See [[DR-044_Expedition_Redesign_Shipped_Demo_Polish]] · [[DR-045_Combat_Demo_Feel_Boss_Fight]] · [[DR-046_Base_Expedition_Ties_Portal_Class_Prep]].
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Also this pass (earlier, same session): four stale netcode "1.13.2" stamps corrected to 6.5.0 (CreateLocalWorld is now PUBLIC — reflect-verified; NetCodeTestWorld still effectively unavailable), the dead `~/.claude/skills` path fixed to the in-repo skill, and the ctx7 netcode pin re-annotated (no 6.x docs set exists as of 07-07).
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## 2026-07-13 — LANTERN pivot: co-op-Hades core-loop bullet archived (pays the direction pointer)
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The project pivoted to **LANTERN** ([[DR-048_Lantern_Adoption_Full_Pivot]]; design [[Identity_Lantern]], roadmap [[Roadmap_Lantern_Slice]]). The co-op-Hades run-loop code is now **salvage quarry** ([[Lantern_Strip_Mothball_Inventory]]), not the operative direction, so its verbose CLAUDE.md core-loop bullet was condensed to a one-line direction pointer. The DR-044/045/046 invariants stay TRUE of the live code while it exists as quarry — preserved here verbatim (the pre-pivot CLAUDE.md "Core loop" bullet):
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- **Core loop = ready-check multi-room RUNS ★ (DR-044/045/046):** base = pure SPEND hub. `RunDirectorSystem` = sole `RunInfo` writer (`[UpdateBefore(CyclePhaseSystem)]`; nothing else in the room chain touches CyclePhase); banks Charge+retaliation once-per-`RunEpoch` on boss-clear ONLY; strips the boon band + `BoonOffer`s on exit; teleports ONLY launch-stamped `RunParticipant`s (released on Returning). Rooms spawn per `RoomEpoch`, `RoomTag`-torn-down, gate on a PORTAL (`RunLifecycle.RoomExplore=6` loot window; `PortalInteractRequest`→server `PortalCommand`). Class + per-run PREP spent at base (Staging-gated RPCs via shared `ClassSwapUtil`; prep `StatModifier` band stripped on Returning). `Health.Max` is a `[GhostField]`. Boss = server-only `BossState`/`BossAISystem` (sole boss mover). ★ **a serialized prefab bool ignores the C# initializer — flip the value in the prefab.** Feel/tuning detail → [[DR-044_Expedition_Redesign_Shipped_Demo_Polish]] · [[DR-045_Combat_Demo_Feel_Boss_Fight]] · [[DR-046_Base_Expedition_Ties_Portal_Class_Prep]].
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The general gotcha "a serialized prefab bool ignores the C# initializer — flip the value in the prefab" is kept inline in CLAUDE.md (broadly applicable beyond this loop).
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