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>
This commit is contained in:
2026-07-07 23:29:43 -07:00
parent 589e712db3
commit ba303e5fd0
16 changed files with 37 additions and 21 deletions
@@ -15,10 +15,10 @@ namespace ProjectM.Authoring
public class FabricatorAuthoring : MonoBehaviour public class FabricatorAuthoring : MonoBehaviour
{ {
[Tooltip("Input resource id consumed per run (1=Aether, 2=Ore, 3=Biomass).")] [Tooltip("Input resource id consumed per run (1=Aether, 2=Ore, 3=Biomass).")]
public byte InResourceId = 2; // Ore public byte InResourceId = ResourceId.Ore;
[Min(1)] public int InAmount = 1; [Min(1)] public int InAmount = 1;
[Tooltip("Output resource id deposited to the global ledger (4 = EB-2 Charge / turret ammo).")] [Tooltip("Output resource id deposited to the global ledger (4 = EB-2 Charge / turret ammo).")]
public byte OutResourceId = 4; // Charge public byte OutResourceId = ResourceId.Charge;
[Min(1)] public int OutAmount = 3; [Min(1)] public int OutAmount = 3;
[Min(1)] public int PeriodTicks = 30; [Min(1)] public int PeriodTicks = 30;
[Tooltip("EB-2: 1 = ledger-fed (consume the input from the shared ledger; no conveyor). 0 = M7 MachineInput chain.")] [Tooltip("EB-2: 1 = ledger-fed (consume the input from the shared ledger; no conveyor). 0 = M7 MachineInput chain.")]
@@ -13,7 +13,7 @@ namespace ProjectM.Authoring
public class HarvesterAuthoring : MonoBehaviour public class HarvesterAuthoring : MonoBehaviour
{ {
[Tooltip("Resource id this generator produces (1=Aether, 2=Ore, 3=Biomass).")] [Tooltip("Resource id this generator produces (1=Aether, 2=Ore, 3=Biomass).")]
public byte OutputResourceId = 2; // Ore public byte OutputResourceId = ResourceId.Ore;
[Min(1)] public int Yield = 1; [Min(1)] public int Yield = 1;
[Min(1)] public int PeriodTicks = 60; [Min(1)] public int PeriodTicks = 60;
@@ -1,6 +1,7 @@
using ProjectM.Simulation; using ProjectM.Simulation;
using Unity.Entities; using Unity.Entities;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
namespace ProjectM.Authoring namespace ProjectM.Authoring
{ {
@@ -23,8 +24,8 @@ namespace ProjectM.Authoring
[Tooltip("Wall structure ghost prefab (StructureAuthoring{Wall} + GhostAuthoring).")] [Tooltip("Wall structure ghost prefab (StructureAuthoring{Wall} + GhostAuthoring).")]
public GameObject WallPrefab; public GameObject WallPrefab;
[Tooltip("Ore cost to build a wall.")] [Tooltip("Biomass cost to build a wall.")]
[Min(0)] public int WallCostOre = 4; [Min(0)] [FormerlySerializedAs("WallCostOre")] public int WallCostBiomass = 4;
[Tooltip("Pylon cosmetic-beacon ghost prefab (StructureAuthoring{Pylon} + GhostAuthoring).")] [Tooltip("Pylon cosmetic-beacon ghost prefab (StructureAuthoring{Pylon} + GhostAuthoring).")]
public GameObject PylonPrefab; public GameObject PylonPrefab;
@@ -69,7 +70,7 @@ namespace ProjectM.Authoring
Type = StructureType.Wall, Type = StructureType.Wall,
Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic), Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic),
CostResourceId = ResourceId.Biomass, // DR-042 C6b: walls cost Biomass (the dead currency's only sink) CostResourceId = ResourceId.Biomass, // DR-042 C6b: walls cost Biomass (the dead currency's only sink)
CostAmount = authoring.WallCostOre, CostAmount = authoring.WallCostBiomass,
}); });
} }
@@ -66,7 +66,7 @@ namespace ProjectM.Authoring
// {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes. // {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes.
if (GetComponent<ChargerAuthoring>() != null && spitter != null) if (GetComponent<ChargerAuthoring>() != null && spitter != null)
Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring); Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring);
if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = 30; } if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = (byte)Tuning.ChargerWindupTicks; }
else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); } else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); }
else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = (byte)Tuning.AttackWindupTicks; /* B4: match the server windup (grunt-path swarmers use GruntWindupTicks); baked 6 was a snap-ramp lie */ } else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = (byte)Tuning.AttackWindupTicks; /* B4: match the server windup (grunt-path swarmers use GruntWindupTicks); baked 6 was a snap-ramp lie */ }
AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind }); AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind });
@@ -24,7 +24,7 @@ namespace ProjectM.Authoring
public class PlayerCharacterAuthoring : MonoBehaviour public class PlayerCharacterAuthoring : MonoBehaviour
{ {
[Tooltip("Sharpness of ground velocity smoothing (higher = snappier).")] [Tooltip("Sharpness of ground velocity smoothing (higher = snappier).")]
public float GroundedMovementSharpness = 15f; public float GroundedMovementSharpness = CharacterComponent.DefaultGroundedSharpness;
public AuthoringKinematicCharacterProperties CharacterProperties = AuthoringKinematicCharacterProperties.GetDefault(); public AuthoringKinematicCharacterProperties CharacterProperties = AuthoringKinematicCharacterProperties.GetDefault();
@@ -25,7 +25,7 @@ namespace ProjectM.Client
[UpdateInGroup(typeof(PresentationSystemGroup))] [UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class OnboardingSystem : SystemBase public partial class OnboardingSystem : SystemBase
{ {
const float ExpeditionRegionXMin = 500f; // player x past this = the +1000 expedition region (mirrors HudSystem) const float ExpeditionRegionXMin = RegionMath.RegionBoundaryX; // player x past this = the +1000 expedition region (mirrors HudSystem)
GameObject _go; GameObject _go;
UIDocument _doc; UIDocument _doc;
@@ -45,7 +45,7 @@ namespace ProjectM.Client
static readonly Color SlotSelBg = new(0.16f, 0.26f, 0.32f, 0.95f); static readonly Color SlotSelBg = new(0.16f, 0.26f, 0.32f, 0.95f);
static readonly Color SlotIdleBorder = new(1f, 1f, 1f, 0.08f); static readonly Color SlotIdleBorder = new(1f, 1f, 1f, 0.08f);
const int MaxPips = 12; const int MaxPips = 12;
const float ExpeditionRegionXMin = 500f; // camera x past this = the +1000 expedition region (DR-013) const float ExpeditionRegionXMin = RegionMath.RegionBoundaryX; // camera x past this = the +1000 expedition region (DR-013)
GameObject _hudGo; GameObject _hudGo;
UIDocument _doc; UIDocument _doc;
@@ -102,7 +102,7 @@ namespace ProjectM.Client
Busy = false; Busy = false;
} }
static void Seed(World world, ConnectionMode mode, string address, ushort port) static void Seed(World world, byte mode, string address, ushort port)
{ {
if (world is not { IsCreated: true }) return; if (world is not { IsCreated: true }) return;
var em = world.EntityManager; var em = world.EntityManager;
@@ -11,17 +11,19 @@ namespace ProjectM.Simulation
/// <c>NetworkStreamRequestConnect</c> and clears <see cref="Requested"/>. Direct IP/LAN only for now — /// <c>NetworkStreamRequestConnect</c> and clears <see cref="Requested"/>. Direct IP/LAN only for now —
/// Unity Relay is deferred to a later pass. Created per-world as a singleton. /// Unity Relay is deferred to a later pass. Created per-world as a singleton.
/// </summary> /// </summary>
public enum ConnectionMode : byte /// <summary>Connection intent values (byte-const, matching the project's op/id convention — not an enum, so
/// they stay safe if a consumer is ever [BurstCompile]d). Written to <see cref="ConnectionConfig.Mode"/>.</summary>
public static class ConnectionMode
{ {
None, public const byte None = 0;
Host, public const byte Host = 1;
Join, public const byte Join = 2;
} }
public struct ConnectionConfig : IComponentData public struct ConnectionConfig : IComponentData
{ {
/// <summary>What to do with this world's network stream.</summary> /// <summary>What to do with this world's network stream.</summary>
public ConnectionMode Mode; public byte Mode;
/// <summary>Dotted IPv4 to connect to (Join). Ignored for Host (binds AnyIpv4).</summary> /// <summary>Dotted IPv4 to connect to (Join). Ignored for Host (binds AnyIpv4).</summary>
public FixedString64Bytes Address; public FixedString64Bytes Address;
@@ -74,7 +74,7 @@ namespace ProjectM.Simulation
RecoverTailTicks = 9f, RecoverTailTicks = 9f,
DashCooldownTicks = 36f, // tune: was 45 (0.75s) -> 0.60s, snappier horde-kiter cadence DashCooldownTicks = 36f, // tune: was 45 (0.75s) -> 0.60s, snappier horde-kiter cadence
DashSharpness = 200f, DashSharpness = 200f,
ChargerWindupTicks = 30f, ChargerWindupTicks = Tuning.ChargerWindupTicks,
ChargerLungeSpeed = 16f, ChargerLungeSpeed = 16f,
ChargerLungeDurationTicks = 18f, ChargerLungeDurationTicks = 18f,
ChargerWhiffStaggerTicks = 36f, ChargerWhiffStaggerTicks = 36f,
@@ -23,7 +23,7 @@ namespace ProjectM.Simulation
/// subscene MUST be re-baked (consistently in both worlds) or the connect handshake desyncs. /// subscene MUST be re-baked (consistently in both worlds) or the connect handshake desyncs.
/// </summary> /// </summary>
[GhostComponent(OwnerSendType = SendToOwnerType.All)] [GhostComponent(OwnerSendType = SendToOwnerType.All)]
[InternalBufferCapacity(24)] [InternalBufferCapacity(Tuning.InventoryMaxSlots)]
public struct InventorySlot : IBufferElementData public struct InventorySlot : IBufferElementData
{ {
/// <summary>Item carried in this slot (0 = empty/unused; aligns with InventoryMath's 0-id no-op).</summary> /// <summary>Item carried in this slot (0 = empty/unused; aligns with InventoryMath's 0-id no-op).</summary>
@@ -16,6 +16,10 @@ namespace ProjectM.Simulation
[Serializable] [Serializable]
public struct CharacterComponent : IComponentData public struct CharacterComponent : IComponentData
{ {
/// <summary>The CC's default grounded-movement smoothing sharpness — the single source for GetDefault, the
/// authoring default, DashSystem's base, and the death-state reset.</summary>
public const float DefaultGroundedSharpness = 15f;
/// <summary>How quickly RelativeVelocity is lerped toward the target velocity on the ground.</summary> /// <summary>How quickly RelativeVelocity is lerped toward the target velocity on the ground.</summary>
public float GroundedMovementSharpness; public float GroundedMovementSharpness;
@@ -26,7 +30,7 @@ namespace ProjectM.Simulation
{ {
return new CharacterComponent return new CharacterComponent
{ {
GroundedMovementSharpness = 15f, GroundedMovementSharpness = DefaultGroundedSharpness,
StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault(), StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault(),
}; };
} }
@@ -32,7 +32,7 @@ namespace ProjectM.Simulation
// Feel knobs are LIVE-tunable via the TuningConfig singleton (MC-0): OnUpdate reads it each tick and falls // Feel knobs are LIVE-tunable via the TuningConfig singleton (MC-0): OnUpdate reads it each tick and falls
// back to TuningConfig.Defaults() when absent (release builds / EditMode), so behaviour is identical to the // back to TuningConfig.Defaults() when absent (release builds / EditMode), so behaviour is identical to the
// old baked consts. DefaultSharpness (the restore target) + SimTickRate stay compile-time (not tuned). // old baked consts. DefaultSharpness (the restore target) + SimTickRate stay compile-time (not tuned).
const float DefaultSharpness = 15f; // CharacterComponent.GetDefault() base const float DefaultSharpness = CharacterComponent.DefaultGroundedSharpness; // CharacterComponent.GetDefault() base
const float SimTickRate = 60f; const float SimTickRate = 60f;
[BurstCompile] [BurstCompile]
@@ -48,7 +48,7 @@ namespace ProjectM.Simulation
if (SystemAPI.HasComponent<CharacterComponent>(entity)) if (SystemAPI.HasComponent<CharacterComponent>(entity))
{ {
var cc = SystemAPI.GetComponent<CharacterComponent>(entity); var cc = SystemAPI.GetComponent<CharacterComponent>(entity);
cc.GroundedMovementSharpness = 15f; cc.GroundedMovementSharpness = CharacterComponent.DefaultGroundedSharpness;
SystemAPI.SetComponent(entity, cc); SystemAPI.SetComponent(entity, cc);
} }
} }
@@ -51,6 +51,11 @@ namespace ProjectM.Simulation
/// under interp lag (>= ~250ms reaction + interp buffer; Slice 1 readability). 0/1 = near-instant (legacy).</summary> /// under interp lag (>= ~250ms reaction + interp buffer; Slice 1 readability). 0/1 = near-instant (legacy).</summary>
public const int AttackWindupTicks = 22; public const int AttackWindupTicks = 22;
/// <summary>Charger lunge telegraph windup (ticks). Single source shared by EnemyBaker (the baked client
/// danger-ramp denominator) and TuningConfig.Defaults, mirroring the Grunt AttackWindupTicks pattern so the
/// baked telegraph can't drift from the server windup.</summary>
public const int ChargerWindupTicks = 30;
// ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ---- // ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ----
/// <summary>Max production cycles a single machine awards in one process (bounds within-session /// <summary>Max production cycles a single machine awards in one process (bounds within-session
@@ -42,6 +42,10 @@ namespace ProjectM.Simulation
/// transiently-coexisting arenas can never interact in the shared PhysicsWorld.</summary> /// transiently-coexisting arenas can never interact in the shared PhysicsWorld.</summary>
public const float RoomStrideX = 500f; public const float RoomStrideX = 500f;
/// <summary>Region-flip boundary X (half the expedition offset): a player/camera past this reads as the
/// +1000 expedition region. Single source for the HUD / onboarding / atmosphere region checks (DR-013).</summary>
public const float RegionBoundaryX = ExpeditionOffsetX * 0.5f;
/// <summary> /// <summary>
/// World-space origin of expedition room sub-slot <paramref name="subSlot"/> (0 or 1 — the run FSM /// World-space origin of expedition room sub-slot <paramref name="subSlot"/> (0 or 1 — the run FSM
/// ping-pongs consecutive rooms between two offsets so the next room spawns at the idle slot while the /// ping-pongs consecutive rooms between two offsets so the next room spawns at the idle slot while the