Further Tests & Progress
This commit is contained in:
@@ -0,0 +1,54 @@
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Central home for gameplay-balance constants that were previously buried as <c>private const</c>s
|
||||
/// inside individual systems, so designers have one searchable place to tune them. Burst-safe (compile-time
|
||||
/// <c>const</c>s only — they inline into the consuming systems with no runtime cost or managed reference).
|
||||
/// <para>
|
||||
/// Systems reference these via <c>Tuning.*</c> (wired in the 2026-06-04 polish pass, Stage C). When adding a
|
||||
/// new tunable value, prefer adding it here over a local private const UNLESS it already has an obvious,
|
||||
/// well-named public home (see the cross-references below) — duplicating a literal creates two sources of truth.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// <b>Values that already live in a clear, public, semantically-named home (NOT duplicated here):</b>
|
||||
/// <list type="bullet">
|
||||
/// <item><see cref="CyclePhase.ExpeditionTicks"/> / <see cref="CyclePhase.BuildTicks"/> — cycle phase durations.</item>
|
||||
/// <item><see cref="RegionMath.ExpeditionOffsetX"/> — base→expedition world-space offset.</item>
|
||||
/// <item>Per-ability/character stats — authored in ScriptableObjects, baked to the AbilityDatabase blob (M3).</item>
|
||||
/// </list>
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class Tuning
|
||||
{
|
||||
// ---- Ability damage upgrade (AbilityUpgradeSystem) ----
|
||||
|
||||
/// <summary>Distinct sentinel SourceId so the upgrade <c>StatModifier</c> is found + grown in place
|
||||
/// (replace-by-SourceId keeps the bounded modifier buffer from growing a row per upgrade).</summary>
|
||||
public const uint AbilityUpgradeSourceId = 0x00A0E711u;
|
||||
|
||||
/// <summary>Damage bonus added per upgrade tier (PercentAdd op): +25% per tier.</summary>
|
||||
public const float AbilityUpgradeTierStep = 0.25f;
|
||||
|
||||
/// <summary>Aether cost charged to the shared ledger per upgrade tier.</summary>
|
||||
public const int AbilityUpgradeCostAmount = 20;
|
||||
|
||||
// ---- Resource harvest (ResourceHarvestSystem) ----
|
||||
|
||||
/// <summary>Effective projectile radius used by the swept-segment node-hit test (added to the node's
|
||||
/// <c>HitRadius</c>). Tunnel-safe because the segment is reconstructed from <c>Projectile.LastStep</c>.</summary>
|
||||
public const float HarvestProjectileRadius = 0.2f;
|
||||
|
||||
// ---- Enemy knockback (ProjectileDamageSystem stamps on hit; EnemyAISystem applies + suppresses seek/strike) ----
|
||||
|
||||
/// <summary>Knockback speed (world units/sec) a Husk recoils at when shot; 0 disables knockback globally.</summary>
|
||||
public const float KnockbackSpeed = 8f;
|
||||
|
||||
/// <summary>Server ticks the knockback lasts (~60 ticks/sec).</summary>
|
||||
public const int KnockbackDurationTicks = 8;
|
||||
|
||||
// ---- Husk attack telegraph (EnemyAISystem 2-phase strike; client cue in CombatFeedbackSystem) ----
|
||||
|
||||
/// <summary>Wind-up ticks before a Husk strike lands (~0.3s @ 60 ticks/sec). 0/1 = near-instant (legacy behaviour).</summary>
|
||||
public const int AttackWindupTicks = 18;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user