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kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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

58 lines
3.2 KiB
C#

using Unity.Entities;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Client-only water-column ATMOSPHERE for the LANTERN seabed (deep-sea murk). A managed presentation
/// system (SystemBase, main thread, NO Burst) in <see cref="PresentationSystemGroup"/> that OBSERVES the
/// follow-camera's world-space X and lerps <see cref="RenderSettings"/> fog + flat ambient between the
/// base-shelf murk (origin) and the deeper out-shelf murk (+1000 X) — mirroring HudSystem's region split
/// at camera X &gt; 500. The skybox stays empty and the post-FX volume GLOBAL; only fog colour/density +
/// ambient shift per region. Pure presentation: never mutates the simulation. Knobs live in
/// <see cref="WorldAtmosphereConfig"/> (falls back to baked LANTERN-murk defaults when absent). Gated by
/// <see cref="ScenePolicy.IsGameplayScene"/> so it never restyles the menu or ArtStaging. Per-room-biome
/// murk variants key on the replicated RunInfo.CurrentBiome (re-meant to depth/water flavors — the old
/// meadow/arid/blight palettes died in the LANTERN realignment).
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class WorldAtmosphereSystem : SystemBase
{
Camera _cam;
protected override void OnUpdate()
{
if (!ScenePolicy.IsGameplayScene()) return;
if (_cam == null) _cam = Camera.main;
if (_cam == null) return;
var cfg = WorldAtmosphereConfig.Instance;
float boundary = cfg != null ? cfg.BoundaryX : 500f;
float half = cfg != null ? Mathf.Max(1f, cfg.BlendHalfWidth) : 80f;
// LANTERN murk defaults (match the ArtStaging source-of-truth hues; density is the play-readability knob).
Color baseFog = cfg != null ? cfg.BaseFogColor : new Color(0.02f, 0.10f, 0.12f, 1f);
float baseDen = cfg != null ? cfg.BaseFogDensity : 0.035f;
Color baseAmb = cfg != null ? cfg.BaseAmbientSky : new Color(0.03f, 0.055f, 0.08f, 1f);
Color expFog = cfg != null ? cfg.ExpeditionFogColor : new Color(0.015f, 0.075f, 0.10f, 1f);
float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.04f;
Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.02f, 0.045f, 0.07f, 1f);
// 2026-08-07 audit purge: per-room murk flavors (kelp shallows / crush-dark trench / gloam bloom)
// keyed off RunInfo.CurrentBiome. The run FSM is deleted, so the out-shelf murk config above is the
// whole look. Re-key this off LANTERN's pocket type when Phase 2 lands — the colour constants are in
// git if the three flavors are wanted back.
float x = _cam.transform.position.x;
float t = Mathf.Clamp01((x - (boundary - half)) / (2f * half));
t = t * t * (3f - 2f * t); // smoothstep
RenderSettings.fogColor = Color.Lerp(baseFog, expFog, t);
RenderSettings.fogDensity = Mathf.Lerp(baseDen, expDen, t);
RenderSettings.ambientSkyColor = Color.Lerp(baseAmb, expAmb, t);
}
}
}