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
@@ -10,8 +10,7 @@ namespace ProjectM.Server
{
/// <summary>
/// SOLE writer of the replicated run-lifecycle FSM (<see cref="RunInfo"/>) and its server-only working state
/// (<see cref="RunRuntime"/>) — the expedition redesign's counterpart of CyclePhaseSystem's single-writer
/// discipline (that system stays the sole writer of the BASE Calm↔Siege posture; the two FSMs are distinct).
/// (<see cref="RunRuntime"/>).
///
/// Step-7 = the REAL LINEAR traversal: Staging (ready-check) → Launching (3-2-1 telegraph, un-ready aborts) →
/// InRoom (fight; the clear edge arrives as the replicated <see cref="ExpeditionObjective"/>.State == Cleared,
@@ -24,20 +23,12 @@ namespace ProjectM.Server
///
/// The terminal bank (once per RunEpoch, equality-latched): ALWAYS records the honest depth
/// (max(MaxDepthReached, RoomsClearedThisRun) — never the planned RoomCount) and re-stages; ONLY a genuine
/// boss-clear terminal (<see cref="RunRuntime.LastTerminalCleared"/>) credits the win meter
/// (<see cref="GoalProgress"/>.Charge, clamped), RunsCompleted, the retaliation inputs
/// (<see cref="ThreatState"/>.PendingReturns/ExpeditionsCompleted — carried from the retired gate, C7) and
/// requests a save. An abort/wipe banks NOTHING but the depth high-water (D-F3).
///
/// Ordering: <c>[UpdateBefore(CyclePhaseSystem)]</c> ONLY (GoalReachedSystem is [UpdateAfter(CyclePhaseSystem)] —
/// transitively after this system, so the Charge credit lands before it reads the edge). Per the hard rule,
/// NOTHING in the room chain adds another CyclePhase edge (a sort cycle is invisible to EditMode and throws only
/// at Play world creation).
/// boss-clear terminal (<see cref="RunRuntime.LastTerminalCleared"/>) credits RunsCompleted and requests a
/// save. An abort/wipe banks NOTHING but the depth high-water (D-F3).
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateBefore(typeof(CyclePhaseSystem))]
public partial struct RunDirectorSystem : ISystem
{
/// <summary>"All ready → 3-2-1 → go" telegraph (~3 s @ 60). An un-ready during the countdown aborts.</summary>
@@ -95,15 +86,7 @@ namespace ProjectM.Server
{
case RunLifecycle.Staging:
{
// F2 cross-FSM launch guard: no new run while a final siege arms/runs or the outcome latched.
// Guards default OPEN when the server-only markers are absent (EditMode worlds).
bool launchAllowed =
(!SystemAPI.HasComponent<RunPhase>(dirEntity)
|| SystemAPI.GetComponent<RunPhase>(dirEntity).Value == RunPhaseId.Normal)
&& (!SystemAPI.HasComponent<RunOutcome>(dirEntity)
|| SystemAPI.GetComponent<RunOutcome>(dirEntity).Value == RunOutcomeId.InProgress);
if (allReady && run.WasAllReady == 0 && launchAllowed)
if (allReady && run.WasAllReady == 0)
{
// Rising edge → Launching. Seed the run: monotonic epoch + per-playthrough salt lineage,
// never a tick, never 0, equality-compared downstream.
@@ -364,25 +347,9 @@ case RunLifecycle.RouteSelect:
info.MaxDepthReached = meta.MaxDepthReached; // HUD mirror
}
// Boss-clear only: the win meter, the retaliation inputs (C7), and a save checkpoint.
if (run.LastTerminalCleared != 0)
{
if (SystemAPI.HasComponent<GoalProgress>(dirEntity))
{
var goal = SystemAPI.GetComponent<GoalProgress>(dirEntity);
goal.Charge = math.min(goal.Charge + 1, goal.Target);
SystemAPI.SetComponent(dirEntity, goal);
}
if (SystemAPI.HasComponent<ThreatState>(dirEntity))
{
var threat = SystemAPI.GetComponent<ThreatState>(dirEntity);
threat.PendingReturns += 1;
threat.ExpeditionsCompleted += 1;
SystemAPI.SetComponent(dirEntity, threat);
}
if (SystemAPI.HasComponent<SaveRequest>(dirEntity))
SystemAPI.SetComponent(dirEntity, new SaveRequest { Pending = 1 });
}
// Boss-clear only: a save checkpoint (the win-meter/retaliation credits are retired — LANTERN purge).
if (run.LastTerminalCleared != 0 && SystemAPI.HasComponent<SaveRequest>(dirEntity))
SystemAPI.SetComponent(dirEntity, new SaveRequest { Pending = 1 });
}
// TWO-CHANNEL strip (DR-037): run boons EXPIRE at home — one range-strip clears every