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
@@ -76,24 +76,7 @@ namespace ProjectM.Simulation
/// <summary>END-1 soft-loss penalty: remove a FRACTION (0..1) of EVERY row, floored per row, dropping any
/// row that hits zero. Pure/deterministic (no RNG, no wall-clock), Burst-safe; iterates back-to-front so a
/// dropped row never skips its successor. No-op for fraction &lt;= 0.</summary>
public static void DrainFraction(DynamicBuffer<StorageEntry> buffer, float fraction)
{
fraction = math.clamp(fraction, 0f, 1f);
if (fraction <= 0f)
return;
for (int i = buffer.Length - 1; i >= 0; i--)
{
var entry = buffer[i];
int drop = (int)math.floor(entry.Count * fraction);
if (drop <= 0)
continue;
entry.Count -= drop;
if (entry.Count <= 0)
buffer.RemoveAt(i);
else
buffer[i] = entry;
}
}
}
}