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
@@ -11,12 +11,12 @@ namespace ProjectM.Server
/// <summary>
/// EDITOR-ONLY server receiver for <see cref="DebugCommandRequest"/> dev-tool RPCs (from the DebugOverlay or
/// execute_code). Applies authoritative effects so the dev buttons exercise the REAL server paths and work
/// over a live connection too: force/end sieges, grant resources/upgrades, teleport, god-mode, heal/kill,
/// advance the goal. Sender-targeted ops resolve the player via SourceConnection -> NetworkId -> GhostOwner
/// (the RegionTransitSystem pattern). Plain server SimulationSystemGroup (NOT the predicted loop). Reuses
/// StorageMath / StatModifier / RegionMath + the wave/cycle singletons. The whole system is #if UNITY_EDITOR
/// (stripped from builds); the wire TYPE (<see cref="DebugCommandRequest"/>) is unconditional so the RPC
/// collection hash matches across peers. Non-Burst (managed-simple, editor-only) — perf is irrelevant.
/// over a live connection too: force/stop waves, clear enemies, grant resources/upgrades, teleport, god-mode,
/// heal/kill, class swap, gym enemy spawns. Sender-targeted ops resolve the player via SourceConnection ->
/// NetworkId -> GhostOwner (the RegionTransitSystem pattern). Plain server SimulationSystemGroup (NOT the
/// predicted loop). The whole system is #if UNITY_EDITOR (stripped from builds); the wire TYPE
/// (<see cref="DebugCommandRequest"/>) is unconditional so the RPC collection hash matches across peers.
/// Non-Burst (managed-simple, editor-only) — perf is irrelevant.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
@@ -41,7 +41,8 @@ namespace ProjectM.Server
foreach (var (owner, e) in SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag>().WithEntityAccess())
playerByConn[owner.ValueRO.NetworkId] = e;
bool haveCycle = SystemAPI.TryGetSingletonEntity<CycleState>(out var cycleEntity);
uint now = SystemAPI.TryGetSingleton<NetworkTime>(out var netTime) && netTime.ServerTick.IsValid
? netTime.ServerTick.TickIndexForValidTick : 0u;
foreach (var (request, receive, reqEntity) in
SystemAPI.Query<RefRO<DebugCommandRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
@@ -54,43 +55,29 @@ namespace ProjectM.Server
switch (cmd.Op)
{
case DebugOp.SpawnWave:
if (haveCycle && SystemAPI.HasComponent<ThreatState>(cycleEntity))
case DebugOp.SpawnWave: // re-meant (LANTERN): force the NEXT wave to start this tick
if (SystemAPI.TryGetSingletonEntity<WaveState>(out var forceWaveE))
{
var ts = SystemAPI.GetComponent<ThreatState>(cycleEntity);
ts.PendingSiegeSize = math.max(1, cmd.ArgA);
ts.ArmTick = 0; // fire as soon as CyclePhaseSystem sees it
SystemAPI.SetComponent(cycleEntity, ts);
var fw = SystemAPI.GetComponent<WaveState>(forceWaveE);
fw.Phase = WavePhase.Lull;
fw.NextActionTick = 0; // due immediately -> WaveSystem starts the next (bigger) wave
SystemAPI.SetComponent(forceWaveE, fw);
}
break;
case DebugOp.EndSiege:
case DebugOp.SetCalm:
case DebugOp.EndSiege: // re-meant (LANTERN): "quiet the arena" — cull husks + push the next wave far out
CullHusks(ref ecb);
if (SystemAPI.TryGetSingletonEntity<WaveState>(out var we))
if (SystemAPI.TryGetSingletonEntity<WaveState>(out var stopWaveE))
{
var w = SystemAPI.GetComponent<WaveState>(we);
var w = SystemAPI.GetComponent<WaveState>(stopWaveE);
w.Phase = WavePhase.Lull;
w.RemainingToSpawn = 0;
SystemAPI.SetComponent(we, w);
}
if (haveCycle && SystemAPI.HasComponent<ThreatState>(cycleEntity))
{
var ts = SystemAPI.GetComponent<ThreatState>(cycleEntity);
ts.PendingSiegeSize = 0;
ts.ArmTick = 0;
ts.SiegeStartTick = 0;
SystemAPI.SetComponent(cycleEntity, ts);
}
if (cmd.Op == DebugOp.SetCalm && haveCycle)
{
var cs = SystemAPI.GetComponent<CycleState>(cycleEntity);
cs.Phase = CyclePhase.Calm;
cs.PhaseEndTick = 0;
SystemAPI.SetComponent(cycleEntity, cs);
w.NextActionTick = TickUtil.NonZero(now + 216000u); // ~1 h @ 60 Hz: waves stay quiet for the session
SystemAPI.SetComponent(stopWaveE, w);
}
break;
case DebugOp.ClearEnemies:
CullHusks(ref ecb);
break;
@@ -147,23 +134,6 @@ namespace ProjectM.Server
}
break;
case DebugOp.AdvanceGoal:
if (haveCycle && SystemAPI.HasComponent<GoalProgress>(cycleEntity))
{
var g = SystemAPI.GetComponent<GoalProgress>(cycleEntity);
g.Charge += math.max(1, cmd.ArgA);
SystemAPI.SetComponent(cycleEntity, g);
}
break;
case DebugOp.SetHeat:
if (haveCycle && SystemAPI.HasComponent<ThreatState>(cycleEntity))
{
var ts = SystemAPI.GetComponent<ThreatState>(cycleEntity);
ts.Heat = cmd.ArgA;
SystemAPI.SetComponent(cycleEntity, ts);
}
break;
case DebugOp.SetTuning:
if (SystemAPI.TryGetSingleton<TuningConfig>(out var tuningCfg))
{