Hygiene B3: single-sourcing & magic-number consolidation
- StructureCatalogAuthoring: WallCostOre -> WallCostBiomass (it bakes a Biomass cost; [FormerlySerializedAs] preserves the scene value). - Harvester/Fabricator authoring: resource-id byte defaults reference ResourceId.Ore/.Charge instead of magic 2/4. - RegionMath.RegionBoundaryX (= ExpeditionOffsetX*0.5) single-sources the region-flip X used by HudSystem + OnboardingSystem (was 500f in 3 places). - CharacterComponent.DefaultGroundedSharpness single-sources the CC sharpness 15f (GetDefault, DashSystem, PlayerDeathStateSystem, PlayerCharacterAuthoring). - InventorySlot [InternalBufferCapacity] references Tuning.InventoryMaxSlots. - ConnectionMode enum -> byte-const class (project convention; removes the latent enum-in-Burst trap); field + one Seed() param become byte. - Tuning.ChargerWindupTicks single-sources the Charger telegraph windup (EnemyBaker + TuningConfig.Defaults; was a bare 30 that could drift). - (TicksPerSecond deliberately NOT added: no seconds->ticks conversion site exists; the tick-count fields are per-authoring designer tunables, so a const would be unreferenced.) 451/451 EditMode tests pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -16,6 +16,10 @@ namespace ProjectM.Simulation
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[Serializable]
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public struct CharacterComponent : IComponentData
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{
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/// <summary>The CC's default grounded-movement smoothing sharpness — the single source for GetDefault, the
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/// authoring default, DashSystem's base, and the death-state reset.</summary>
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public const float DefaultGroundedSharpness = 15f;
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/// <summary>How quickly RelativeVelocity is lerped toward the target velocity on the ground.</summary>
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public float GroundedMovementSharpness;
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@@ -26,7 +30,7 @@ namespace ProjectM.Simulation
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{
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return new CharacterComponent
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{
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GroundedMovementSharpness = 15f,
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GroundedMovementSharpness = DefaultGroundedSharpness,
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StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault(),
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};
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}
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