62e48a3b0b
The 2026-08-06 audit found the shipping scene was still the abandoned co-op-Hades game with LANTERN combat bolted on, and that a third of the codebase was live code for a direction abandoned on 2026-07-13. Operator chose deletion over freezing: "everything is saved in source control if needed. I want the project to be clean." DELETED (~140 source files, Scripts 335->231, Tests 77->43): - Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring / SwarmerAuthoring were attached to ZERO prefabs, so LungeState / SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI passes, BossAISystem (261 lines) and the whole MixBands escalation curve could not match a single chunk at runtime, while 734 lines of green tests certified them. Both shipping enemy prefabs were already byte-identical in stats. - Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag, route select, portal interact, ready-check, room field/teardown. - Meta shop, prep loadout, boons (incl. KillRewardSystem and DashTrailDamageSystem, which existed only to serve boon flags). - Build palette + structures, shared storage, inventory/equipment (already recorded PAUSED in CLAUDE.md). - The HUD panels driving all of the above (HudSystem 1168 -> 610). KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter for spawn rings, respawn and dynamic light), the resource ledger + StorageMath, the save system, region/relevancy. Three of these were in the delete set until I checked their consumers — worth remembering that the file-level manifest was wrong about them. Also folds in audit finding M5: PlayerClass was a second, server-only copy of the byte FrameId already replicates. It existed for the meta shop; with that gone, FrameId is the single frame identity. Harvest is now single-sink (ledger). HarvestMath keeps its shape so LANTERN's carried-vs-banked cargo split lands in one place, not two. 295/295 EditMode green, zero compile errors. Subscene re-bake and Play validation follow in the next commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
58 lines
3.2 KiB
C#
58 lines
3.2 KiB
C#
using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only water-column ATMOSPHERE for the LANTERN seabed (deep-sea murk). A managed presentation
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/// system (SystemBase, main thread, NO Burst) in <see cref="PresentationSystemGroup"/> that OBSERVES the
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/// follow-camera's world-space X and lerps <see cref="RenderSettings"/> fog + flat ambient between the
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/// base-shelf murk (origin) and the deeper out-shelf murk (+1000 X) — mirroring HudSystem's region split
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/// at camera X > 500. The skybox stays empty and the post-FX volume GLOBAL; only fog colour/density +
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/// ambient shift per region. Pure presentation: never mutates the simulation. Knobs live in
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/// <see cref="WorldAtmosphereConfig"/> (falls back to baked LANTERN-murk defaults when absent). Gated by
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/// <see cref="ScenePolicy.IsGameplayScene"/> so it never restyles the menu or ArtStaging. Per-room-biome
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/// murk variants key on the replicated RunInfo.CurrentBiome (re-meant to depth/water flavors — the old
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/// meadow/arid/blight palettes died in the LANTERN realignment).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class WorldAtmosphereSystem : SystemBase
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{
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Camera _cam;
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protected override void OnUpdate()
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{
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if (!ScenePolicy.IsGameplayScene()) return;
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if (_cam == null) _cam = Camera.main;
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if (_cam == null) return;
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var cfg = WorldAtmosphereConfig.Instance;
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float boundary = cfg != null ? cfg.BoundaryX : 500f;
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float half = cfg != null ? Mathf.Max(1f, cfg.BlendHalfWidth) : 80f;
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// LANTERN murk defaults (match the ArtStaging source-of-truth hues; density is the play-readability knob).
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Color baseFog = cfg != null ? cfg.BaseFogColor : new Color(0.02f, 0.10f, 0.12f, 1f);
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float baseDen = cfg != null ? cfg.BaseFogDensity : 0.035f;
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Color baseAmb = cfg != null ? cfg.BaseAmbientSky : new Color(0.03f, 0.055f, 0.08f, 1f);
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Color expFog = cfg != null ? cfg.ExpeditionFogColor : new Color(0.015f, 0.075f, 0.10f, 1f);
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float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.04f;
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Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.02f, 0.045f, 0.07f, 1f);
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// 2026-08-07 audit purge: per-room murk flavors (kelp shallows / crush-dark trench / gloam bloom)
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// keyed off RunInfo.CurrentBiome. The run FSM is deleted, so the out-shelf murk config above is the
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// whole look. Re-key this off LANTERN's pocket type when Phase 2 lands — the colour constants are in
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// git if the three flavors are wanted back.
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float x = _cam.transform.position.x;
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float t = Mathf.Clamp01((x - (boundary - half)) / (2f * half));
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t = t * t * (3f - 2f * t); // smoothstep
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RenderSettings.fogColor = Color.Lerp(baseFog, expFog, t);
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RenderSettings.fogDensity = Mathf.Lerp(baseDen, expDen, t);
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RenderSettings.ambientSkyColor = Color.Lerp(baseAmb, expAmb, t);
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}
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}
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}
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