Remove the dead Slay-the-Spire map system (superseded by the lobby)
The lobby hub replaced the between-fights map, leaving the whole map subsystem unused. Remove it: - Delete MapScreen.tscn + map_screen.gd (the dead screen) and map_node.gd (the MapNode class). - Strip map generation + navigation from run_state.gd (~90 lines: _generate_map/_link_rows/reachable/select_node/node_at/current_node/ run_complete/complete_current_level, plus map/player_row/col/pending_row/col). ensure_run() now guards on a _run_active flag instead of the map array, so the shell reloading for each fight still can't wipe the run in progress. - Simplify active_level() to the lobby flow (override -> lobby -> gate -> arena). - Drop the now-unread LevelDef.color / is_boss fields and the _make_level args. - Remove the map test from logic_test.gd. Live flow unchanged (lobby gates via choose_level, wins via return_to_lobby). Full headless suite green; menu + shell boot into the lobby clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
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@@ -1,9 +1,8 @@
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class_name LevelDef
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extends Resource
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## Definition of one playable level on the run map — the arena today, later a cave with
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## a bear, a china shop to smash, and so on. Every map node references a LevelDef, and
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## the map/flow code never hard-codes a scene: adding a level is a new LevelDef (plus its
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## scene) handed out by the map generator in run_state.gd.
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## Definition of one playable level — the arena, the bear's den, the lobby hub, and later
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## a china shop to smash. The flow code never hard-codes a scene: a level is a LevelDef
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## (plus its scene) built in run_state.gd and served through the lobby.
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@export var id: StringName = &""
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@export var display_name: String = "Level"
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@@ -15,14 +14,10 @@ extends Resource
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## colliders and any level-specific subscripts. Swapped wholesale between levels so no
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## previous level's geometry (or its colliders) can leak into the next.
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@export var level_scene: PackedScene = null
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## Placeholder pip tint on the map until per-level icon art exists.
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@export var color: Color = Color(0.80, 0.62, 0.24)
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## Camera framing multiplier when this level loads — 1.0 is the shell camera's default
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## shot; >1 dollies the camera back for a wider view (the lobby pulls out so the whole
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## hub reads). Applied by game_shell; independent of the player's scroll-wheel zoom.
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@export var camera_zoom: float = 1.0
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## A boss level caps a run — its node is drawn larger and clearing it ends the map.
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@export var is_boss: bool = false
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## The enemy this level pits the bull against. Null → the usual matador wave (the
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## spawner's default). Set → a single boss enemy of this scene is spawned instead (e.g.
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## the bear), and the fight is won when it falls. The arena scene is shared either way;
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