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kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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

35 lines
1.9 KiB
C#

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