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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@@ -5,23 +5,13 @@ namespace ProjectM.Simulation
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/// <summary>
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/// Server-world, UNMANAGED bridge holding a save slice the menu staged for a "Continue" session, applied
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/// AT SPAWN by the server CycleDirectorSpawnSystem so the director ghost is BORN correct — it never
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/// serializes a default <see cref="GoalProgress"/> / empty ledger to clients (no replication flicker). The
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/// menu creates exactly one of these (with the <see cref="PendingSaveLedgerRow"/> buffer) in the freshly
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/// created ServerWorld BEFORE the gameplay subscene streams in; the spawn system consumes + destroys it.
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/// Unmanaged so the Bursted spawn system reads it without a managed bridge.
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/// serializes an empty ledger to clients (no replication flicker). The menu creates exactly one of these
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/// (with the <see cref="PendingSaveLedgerRow"/> buffer) in the freshly created ServerWorld BEFORE the
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/// gameplay subscene streams in; the spawn system consumes + destroys it. Unmanaged so the Bursted spawn
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/// system reads it without a managed bridge.
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/// </summary>
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public struct PendingSave : IComponentData
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{
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public int GoalCharge;
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public int GoalTarget;
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/// <summary>END-1: Engine Core integrity to restore (0 = pre-v4 save / New Game -> born full at baked Max).</summary>
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public int CoreCurrent;
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/// <summary>END-2: terminal run outcome to restore (0 = InProgress / pre-v5 save / New Game; 1 = Victory,
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/// 2 = Loss -> the run loads finished + halted, no re-arm). Born-correct at director spawn.</summary>
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public byte RunOutcome;
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/// <summary>v6: persisted run counters to restore into MetaCounters + the born-correct RunInfo HUD mirror.</summary>
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public int RunsCompleted;
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public int MaxDepthReached;
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@@ -40,14 +30,15 @@ namespace ProjectM.Simulation
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/// <summary>One staged PERMANENT meta tier for a Continue session (v6) — copied VERBATIM into the director's
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/// replicated MetaTierState buffer at spawn (unknown ids preserved for round-trip; clamping happens only at
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/// seed/shop/spend). The buffer is added UNCONDITIONALLY at staging (empty OK) — the Bursted spawn system
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/// GetBuffers it inside the HasData block and a missing buffer would throw on any v<=5 Continue.</summary>
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/// GetBuffers it inside the HasData block and a missing buffer would throw on any Continue.</summary>
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public struct PendingMetaRow : IBufferElementData
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{
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public byte ClassId;
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public byte UpgradeId;
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public byte Tier;
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}
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/// <summary>One staged player-built structure row for a Continue session (M7); BaseRestoreSystem replays it
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/// <summary>One staged player-built structure row for a Continue session; BaseRestoreSystem replays it
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/// charge-free into the freshly-streamed base. Mirrors <see cref="StructureSave"/> but as an unmanaged ECS
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/// buffer element (staged in the ServerWorld before the subscene streams).</summary>
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public struct PendingStructure : IBufferElementData
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@@ -55,28 +46,13 @@ namespace ProjectM.Simulation
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public byte Type;
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public int CellX;
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public int CellZ;
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public byte Direction;
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public uint RemainingTicks;
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public byte ConveyorResId;
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public int ConveyorCount;
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public float HP; // EB-1: staged hit points (BaseRestoreSystem restores 0 -> baked Max)
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}
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/// <summary>One staged machine I/O row (M7), joined to the <see cref="PendingStructure"/> buffer by index.
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/// Slot 0 = MachineInput, 1 = MachineOutput.</summary>
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public struct PendingStructureIo : IBufferElementData
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{
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public int StructureIndex;
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public byte Slot;
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public byte ResourceId;
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public int Count;
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}
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/// <summary>
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/// Host-only autosave request flag on the CycleDirector entity (added at spawn). The Bursted CyclePhaseSystem
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/// sets <see cref="Pending"/>=1 on the Siege->Calm checkpoint; the managed SaveWriteSystem reads it, writes
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/// the JSON save, and clears it. A plain byte => Burst-safe (no managed/string/file touch in the sim loop).
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/// Host-only autosave request flag on the director entity (added at spawn). RunDirectorSystem sets
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/// <see cref="Pending"/>=1 on the terminal bank; the managed SaveWriteSystem reads it, writes the JSON save,
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/// and clears it. A plain byte => Burst-safe (no managed/string/file touch in the sim loop).
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/// </summary>
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public struct SaveRequest : IComponentData
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{
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