Files
Project-M/Assets/_Project/Scripts/Simulation/Economy/HarvestMath.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kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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

34 lines
1.7 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Shared harvest-yield deposit routing used by BOTH the projectile-sweep harvest (ResourceHarvestSystem) and
/// the melee-cone harvest (MeleeComboSystem), so the two can't drift. (They previously did: the melee path
/// hard-coded a stack cap and silently ignored per-item limits.) All yield credits the shared
/// <see cref="ResourceLedger"/> directly.
///
/// HISTORY (2026-08-07 audit purge): yield used to route to a PERSONAL InventorySlot bag for expedition-region
/// targets and spill to the ledger. The inventory/equipment layer was already marked PAUSED in CLAUDE.md and
/// belonged to the superseded base/expedition direction, so it was deleted along with the shell; harvest is now
/// single-sink. When LANTERN's carried-vs-banked cargo distinction lands (Phase 2), reintroduce the second sink
/// here rather than at the two call sites — that is the whole point of this class.
/// </summary>
public static class HarvestMath
{
/// <summary>
/// Routes one harvested yield to the shared ledger. Returns true if the yield landed somewhere; callers use
/// this to avoid consuming a target for zero credit (e.g. no ledger singleton present).
/// <paramref name="ledger"/> is only touched when <paramref name="haveLedger"/> is true.
/// </summary>
public static bool DepositYield(byte yieldId, int amount, DynamicBuffer<StorageEntry> ledger, bool haveLedger)
{
if (amount <= 0 || !haveLedger)
return false;
StorageMath.Deposit(ledger, yieldId, amount);
return true;
}
}
}