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>
35 lines
1.9 KiB
C#
35 lines
1.9 KiB
C#
using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Pure, deterministic wave-size math — no RNG state, no wall-clock — so a wave is reproducible across
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/// restarts/saves and EditMode-unit-testable without an ECS world (mirrors <see cref="EnemyAIMath"/>).
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///
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/// HISTORY (2026-08-07 audit purge): this class used to carry a 4-kind weighted composition
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/// (Grunt/Charger/Spitter/Swarmer) driven by a MixBands struct. The Charger/Spitter/Swarmer authoring
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/// components were on ZERO prefabs, so LungeState/SpitterState/SwarmerTag were never baked and every
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/// branch of that math resolved to Grunt at runtime — the escalation curve was inert while 734 lines of
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/// green tests certified it. The composition layer was deleted; the LANTERN bestiary (Drowner, Grindylow,
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/// Wrecker, Wisp-Choir) will reintroduce variety through the CreatureKit path, not through this file.
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/// Recover the old version from git if the weighted-slot model is wanted again.
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/// </summary>
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public static class ZoneEnemyMath
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{
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/// <summary>The single enemy kind. Directors index a per-Kind prefab buffer by this byte; kept as a
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/// byte (not an enum) because <c>EnemyAISystem</c> is Bursted and cross-assembly enums trip Burst.</summary>
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public const byte KindGrunt = 0;
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/// <summary>
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/// Total enemies in this wave: <paramref name="baseCount"/> plus one extra per epoch beyond the first
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/// (a gentle ramp). Lower-bounded at 1 so an occupied arena always has a fight. <paramref name="epoch"/>
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/// is the monotonic wave counter (>=1 in practice). Pure integer math; Burst-safe.
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/// </summary>
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public static int WaveSize(int epoch, int baseCount)
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{
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int e = math.max(1, epoch);
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return math.max(1, math.max(0, baseCount) + (e - 1));
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}
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}
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}
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