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>
37 lines
2.1 KiB
C#
37 lines
2.1 KiB
C#
using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// The ONE in-place frame-swap effect, shared by the editor dev tool (DebugOp.SetClass) and the player-facing
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/// frame select. Re-seeds the frame's stat band via <see cref="ClassTraits.Reapply"/>; the caller then writes
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/// FrameId/PlayerClass, re-seeds the socket loadout, and calls <see cref="HealClamp"/> (a static can't resolve
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/// singletons or SystemAPI.SetComponent, so the caller passes the resolved pieces). Server-authoritative +
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/// prediction-correct (StatRecomputeSystem refolds EffectiveCharacterStats next tick).
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///
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/// HISTORY (2026-08-07 audit purge): this also used to strip and replay a PERMANENT-META band
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/// (MetaUpgradeCatalog + MetaTierState) so an Aether-bought upgrade followed the frame across a swap. The meta
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/// shop belonged to the superseded base/expedition direction and was deleted; only the frame band remains.
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/// </summary>
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public static class ClassSwapUtil
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{
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/// <summary>Re-seed the frame stat band for <paramref name="rawClass"/> on <paramref name="mods"/>.
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/// Returns the normalized frame id (the caller writes FrameId/PlayerClass + re-seeds the socket
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/// loadout).</summary>
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public static void Apply(byte rawClass, DynamicBuffer<StatModifier> mods, out byte newClass)
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{
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newClass = ClassTraits.Normalize(rawClass);
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ClassTraits.Reapply(newClass, mods);
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}
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/// <summary>Heal/down-clamp a LIVING player's Current to the new class's full max (blob base folded with the
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/// just-reseeded <paramref name="mods"/>, like StatRecomputeSystem). Doubles as the down-clamp when the new
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/// class's max is lower (Warrior +30 HP vs Ranger -15%). No-op on a corpse (Current<=0) — respawn refills.</summary>
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public static void HealClamp(ref Health health, float baseMaxHealth, DynamicBuffer<StatModifier> mods)
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{
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if (health.Current > 0f)
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health.Current = StatMath.Apply(baseMaxHealth, StatTarget.MaxHealth, mods);
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}
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}
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}
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