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