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>
This commit is contained in:
2026-07-15 15:27:12 -07:00
parent 835dace213
commit b34945c2d2
74 changed files with 233 additions and 3955 deletions
@@ -144,10 +144,8 @@ namespace ProjectM.Client
// Hide the OS cursor only while aiming AND focused; restore otherwise (focus loss / pre-spawn) so an
// unfocused editor or a windowed session is never stranded with an invisible pointer.
// END-2: while the run is over (terminal banner up) keep the cursor visible so the player can click the
// Play Again / Quit buttons, regardless of aim state. AimReticleSystem is the sole Cursor.visible writer.
bool runOver = SystemAPI.TryGetSingleton<RunOutcome>(out var ro) && ro.Value != RunOutcomeId.InProgress;
bool wantHidden = haveTarget && Application.isFocused && !AimPresentation.ForceCursorVisible && !runOver;
// AimReticleSystem is the sole Cursor.visible writer.
bool wantHidden = haveTarget && Application.isFocused && !AimPresentation.ForceCursorVisible;
if (wantHidden != _cursorHidden)
{
if (wantHidden) Cursor.lockState = CursorLockMode.None;