LANTERN purge B3+B5: delete the cycle/core/win-lose spine + onboarding; save epoch v7
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector, CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components, CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files). Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked), EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues; no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core bar, siege banner, terminal banner, outcome flash, onboarding hook all gone), MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant (SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved), StorageMath.DrainFraction deleted, HowToPlay copy rewritten. Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome + conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed. 390 tests green; Play world-creation clean (player + waves live, no exceptions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -144,10 +144,8 @@ namespace ProjectM.Client
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// Hide the OS cursor only while aiming AND focused; restore otherwise (focus loss / pre-spawn) so an
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// unfocused editor or a windowed session is never stranded with an invisible pointer.
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// END-2: while the run is over (terminal banner up) keep the cursor visible so the player can click the
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// Play Again / Quit buttons, regardless of aim state. AimReticleSystem is the sole Cursor.visible writer.
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bool runOver = SystemAPI.TryGetSingleton<RunOutcome>(out var ro) && ro.Value != RunOutcomeId.InProgress;
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bool wantHidden = haveTarget && Application.isFocused && !AimPresentation.ForceCursorVisible && !runOver;
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// AimReticleSystem is the sole Cursor.visible writer.
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bool wantHidden = haveTarget && Application.isFocused && !AimPresentation.ForceCursorVisible;
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if (wantHidden != _cursorHidden)
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{
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if (wantHidden) Cursor.lockState = CursorLockMode.None;
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