LANTERN purge B1: delete the automation chain (Harvester/Conveyor/Fabricator)
Deletes the M7 production systems, automation components/math, authoring, 3 machine prefabs, and 6 test files (-43 tests, 459 green). Trims the automation paths out of BaseRestoreSystem/SaveStructureScan/BuildPlaceSystem/BuildSendSystem/ HudSystem/HudTheme/StructureCatalogAuthoring/Tuning. RuntimePlacedTag (save marker, a keeper) re-homed into StructureComponents.cs. StructureType byte codes stay reserved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -29,9 +29,8 @@ namespace ProjectM.Client
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{
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(UnityEngine.InputSystem.Key.B, StructureType.Turret),
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(UnityEngine.InputSystem.Key.V, StructureType.Wall),
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(UnityEngine.InputSystem.Key.F, StructureType.Fabricator),
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// DR-042 C6d: Pylon/Harvester/Conveyor are dead (unwired automation) — dropped from the hotkey fallback
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// to match the hidden build palette; their PlaceStructure execute_code statics remain for dev.
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// LANTERN purge: the automation buildables (Fabricator/Harvester/Conveyor) are deleted; Pylon stays
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// hidden from the hotkey fallback to match the build palette. PlaceStructure execute_code statics remain.
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};
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UnityEngine.Camera _camera; // cursor -> ground re-raycast for click-to-place (resolved lazily)
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@@ -61,9 +60,6 @@ namespace ProjectM.Client
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/// <summary>EDITOR / execute_code hook: queue a wall placement at a specific cell.</summary>
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public static void PlaceWall(int cellX, int cellZ) => PlaceStructure(StructureType.Wall, cellX, cellZ);
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/// <summary>EDITOR / execute_code hook: queue a fabricator placement at a specific cell.</summary>
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public static void PlaceFabricator(int cellX, int cellZ) => PlaceStructure(StructureType.Fabricator, cellX, cellZ);
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#endif
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protected override void OnCreate()
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