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>
46 lines
1.9 KiB
C#
46 lines
1.9 KiB
C#
using NUnit.Framework;
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using ProjectM.Simulation;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Pure-function tests for <see cref="ZoneEnemyMath"/> (no ECS world): the deterministic, save-reproducible
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/// wave size. Pins the lower bound and the per-epoch ramp.
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///
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/// 2026-08-07 audit purge: the IsChargerSlot / weighted-composition tests are gone with the 4-kind MixBands
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/// model. They were green the whole time while the behaviour they certified could not execute — no prefab
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/// carried ChargerAuthoring, so every weighted slot resolved to Grunt at runtime. That false confidence is
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/// exactly what the audit flagged. Recover them from git alongside MixBands if the model returns.
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/// </summary>
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public class ZoneEnemyMathTests
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{
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[Test]
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public void WaveSize_LowerBoundedAtOne()
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{
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Assert.AreEqual(1, ZoneEnemyMath.WaveSize(0, 0), "an occupied arena always has at least one enemy");
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Assert.AreEqual(1, ZoneEnemyMath.WaveSize(-5, 0), "epoch is floored at 1 internally");
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}
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[Test]
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public void WaveSize_BaselinePlusOnePerEpoch()
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{
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Assert.AreEqual(5, ZoneEnemyMath.WaveSize(1, 5), "epoch 1 == the baked base count");
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Assert.AreEqual(7, ZoneEnemyMath.WaveSize(3, 5), "epoch 3: baseline 5 + (3-1) ramp");
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}
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[Test]
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public void WaveSize_NegativeBaseCount_StillFights()
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{
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Assert.AreEqual(1, ZoneEnemyMath.WaveSize(1, -4), "a mis-authored negative base count still fights");
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}
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[Test]
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public void WaveSize_Deterministic()
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{
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for (int epoch = 1; epoch < 9; epoch++)
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Assert.AreEqual(ZoneEnemyMath.WaveSize(epoch, 5), ZoneEnemyMath.WaveSize(epoch, 5),
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"same inputs must give the same wave size — a replayed wave is identical");
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}
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}
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}
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