Files
Project-M/Assets/_Project/Scripts/Server/Combat/ZoneEnemySpawnUtil.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
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>
2026-08-07 12:59:39 -07:00

30 lines
1.4 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// The ONE per-enemy spawn-stamp for expedition ROOM enemies, shared by RoomEnemyDirectorSystem (wave drip) and
/// BossAISystem (phase-two summon). Keeps the teardown/relevancy/clear-count contract in a single place so a boss
/// add can never silently drop a tag: <see cref="ZoneEnemyTag"/> (counted by the room-clear gate),
/// <see cref="RoomTag"/> (the RoomTeardown filter — Room byte MUST equal the current room), and
/// <see cref="RegionTag"/>{Expedition} (relevancy — an untagged add would leak to base players, a Base-tagged one
/// would hide from the expedition party). Scale preserved via <c>baked.WithPosition</c> (never FromPosition, which
/// resets the [GhostField] Scale). Returns the spawned entity so a caller can layer extra (e.g. boss HP/scale).
/// </summary>
public static class ZoneEnemySpawnUtil
{
public static Entity Spawn(EntityCommandBuffer ecb, Entity prefab, in LocalTransform baked, float3 pos, byte region, byte room)
{
var enemy = ecb.Instantiate(prefab);
ecb.SetComponent(enemy, baked.WithPosition(pos)); // preserve the baked [GhostField] Scale
ecb.AddComponent(enemy, new RegionTag { Region = region });
ecb.AddComponent<ZoneEnemyTag>(enemy);
return enemy;
}
}
}