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/// belonged to the superseded base/expedition direction, so it was deleted along with the shell; harvest is now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