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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@@ -16,6 +16,9 @@ namespace ProjectM.Simulation
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dest.Add(new StorageEntry { ItemId = src[i].ItemId, Count = src[i].Count });
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}
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/// <summary>EB-1: map a serialized <see cref="StructureSave"/> to the staged <see cref="PendingStructure"/>
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/// (the menu->ServerWorld copy in WorldLauncher). Pure so the field-for-field copy — including the
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/// easy-to-miss HP — is unit-tested; an omitted field here silently restores every structure at full HP.</summary>
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/// <summary>EB-1: map a serialized <see cref="StructureSave"/> to the staged <see cref="PendingStructure"/>
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/// (the menu->ServerWorld copy in WorldLauncher). Pure so the field-for-field copy — including the
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/// easy-to-miss HP — is unit-tested; an omitted field here silently restores every structure at full HP.</summary>
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@@ -24,10 +27,6 @@ namespace ProjectM.Simulation
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Type = s.Type,
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CellX = s.CellX,
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CellZ = s.CellZ,
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Direction = s.Direction,
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RemainingTicks = s.RemainingTicks,
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ConveyorResId = s.ConveyorResId,
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ConveyorCount = s.ConveyorCount,
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HP = s.HP,
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};
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}
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