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
@@ -27,13 +27,13 @@ namespace ProjectM.Tests
// RPC-receive systems ordered before the run director
Add<ReadyToggleSystem>(); Add<RouteSelectSystem>(); Add<PortalInteractReceiveSystem>();
Add<MetaSpendSystem>(); Add<ClassSelectReceiveSystem>(); Add<BoonApplySystem>(); Add<PrepPurchaseSystem>();
// Run director + the systems ordered around it and the cycle phase
Add<RunDirectorSystem>(); Add<ThreatDirectorSystem>(); Add<RoomFieldSystem>();
Add<RoomEnemyDirectorSystem>(); Add<BoonOfferSystem>(); Add<CyclePhaseSystem>();
Add<GoalReachedSystem>(); Add<WaveSystem>();
// Run director + the systems ordered around it (the cycle/siege spine is deleted — LANTERN purge)
Add<RunDirectorSystem>(); Add<RoomFieldSystem>();
Add<RoomEnemyDirectorSystem>(); Add<BoonOfferSystem>();
Add<WaveSystem>();
// Combat sub-chain in the same group
Add<EnemyAISystem>(); Add<BossAISystem>(); Add<CoreDamageSystem>();
Add<CoreRestoreSystem>(); Add<EnemyProjectileMoveSystem>(); Add<EnemyProjectileDamageSystem>();
Add<EnemyAISystem>(); Add<BossAISystem>();
Add<EnemyProjectileMoveSystem>(); Add<EnemyProjectileDamageSystem>();
Assert.DoesNotThrow(() => group.SortSystems(),
"A [UpdateBefore/After] cycle in the run/cycle/combat chain throws here instead of only at Play world-creation.");