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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@@ -25,17 +25,17 @@ namespace ProjectM.Simulation
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/// <summary>Opcodes for <see cref="DebugCommandRequest.Op"/> (bytes — never an enum on the wire).</summary>
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public static class DebugOp
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{
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/// <summary>Arm + immediately fire a siege of ArgA Husks (ArgA = size).</summary>
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/// <summary>Force the NEXT wave to start this tick (re-meant from the old arm-a-siege op; args unused).</summary>
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public const byte SpawnWave = 0;
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/// <summary>Collapse the current siege (cull Husks, stop spawning, clear pending) -> back to Calm.</summary>
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/// <summary>Quiet the arena: cull Husks + push the next wave ~1 h out (re-meant from the old end-siege op).</summary>
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public const byte EndSiege = 1;
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/// <summary>Cull every living Husk now (leaves the phase alone).</summary>
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/// <summary>Cull every living Husk now (leaves wave state alone).</summary>
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public const byte ClearEnemies = 2;
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/// <summary>Hard-reset the run-state to Calm (clears any siege/pending).</summary>
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public const byte SetCalm = 3;
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// RETIRED (LANTERN purge — keep the byte values reserved, never renumber a wire byte):
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// 3 = SetCalm · 10 = AdvanceGoal · 11 = SetHeat
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/// <summary>Deposit ArgB of resource ArgA (a <see cref="ResourceId"/>) into the shared ledger.</summary>
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public const byte GrantResource = 4;
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@@ -55,11 +55,6 @@ namespace ProjectM.Simulation
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/// <summary>Kill the sender (Health -> 0; the normal death/respawn loop takes over).</summary>
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public const byte KillPlayer = 9;
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/// <summary>Add ArgA to the long-arc goal charge.</summary>
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public const byte AdvanceGoal = 10;
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/// <summary>Set ThreatState.Heat to ArgA (inert until the Heat source ships).</summary>
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public const byte SetHeat = 11;
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/// <summary>Set the <see cref="TuningKnob"/> ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).</summary>
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public const byte SetTuning = 12;
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