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>
33 lines
1.7 KiB
C#
33 lines
1.7 KiB
C#
using Unity.Entities;
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Shared knockback stamp for melee/cone hits. Guarded exactly as the two call sites were: the target must own
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/// <see cref="KnockbackState"/> (dummies/structures lacking it would throw at ECB playback if written). The
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/// planar (XZ) heading is normalize(targetPos - sourcePos), falling back to <paramref name="faceFallback"/>
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/// when that delta is degenerate. Deduplicates the identical stamps in <see cref="AbilityFireSystem"/> (cone)
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/// and <see cref="MeleeComboSystem"/> (melee cleave). Callers still gate their own speed/window (e.g. the melee
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/// KnockSpeed > 0 check) before calling.
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///
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/// The former BossState knockback-immunity gate was removed with the boss purge (2026-08-07 audit): the boss
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/// query required LungeState, which no prefab baked, so BossAISystem matched nothing and the immunity branch
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/// was unreachable. Reintroduce a per-target immunity flag when the LANTERN shelf-boss lands (Phase 6).
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/// </summary>
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static class KnockbackUtil
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{
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public static void Stamp(ref ComponentLookup<KnockbackState> lookup,
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Entity target, float3 sourcePos, float3 targetPos, float2 faceFallback, float speed, uint untilTick, bool pull = false)
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{
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if (!lookup.HasComponent(target))
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return;;
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float3 delta = targetPos - sourcePos;
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float2 dir = math.lengthsq(delta.xz) > 1e-6f ? math.normalize(delta.xz) : faceFallback;
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if (pull) dir = -dir; // Phase 1.7 Gravity Pull: drag the target TOWARD the attacker
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lookup[target] = new KnockbackState { Dir = dir, Speed = speed, UntilTick = untilTick };
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}
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}
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}
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