namespace ProjectM.Simulation { /// /// Central home for gameplay-balance constants that were previously buried as private consts /// inside individual systems, so designers have one searchable place to tune them. Burst-safe (compile-time /// consts only — they inline into the consuming systems with no runtime cost or managed reference). /// /// Systems reference these via Tuning.* (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. /// /// /// Values that already live in a clear, public, semantically-named home (NOT duplicated here): /// /// / — cycle phase durations. /// — base→expedition world-space offset. /// Per-ability/character stats — authored in ScriptableObjects, baked to the AbilityDatabase blob (M3). /// /// /// public static class Tuning { // ---- Ability damage upgrade (AbilityUpgradeSystem) ---- /// Distinct sentinel SourceId so the upgrade StatModifier is found + grown in place /// (replace-by-SourceId keeps the bounded modifier buffer from growing a row per upgrade). public const uint AbilityUpgradeSourceId = 0x00A0E711u; /// Damage bonus added per upgrade tier (PercentAdd op): +25% per tier. public const float AbilityUpgradeTierStep = 0.25f; /// Aether cost charged to the shared ledger per upgrade tier. public const int AbilityUpgradeCostAmount = 20; // ---- Resource harvest (ResourceHarvestSystem) ---- /// Effective projectile radius used by the swept-segment node-hit test (added to the node's /// HitRadius). Tunnel-safe because the segment is reconstructed from Projectile.LastStep. public const float HarvestProjectileRadius = 0.2f; // ---- Enemy knockback (ProjectileDamageSystem stamps on hit; EnemyAISystem applies + suppresses seek/strike) ---- /// Knockback speed (world units/sec) a Husk recoils at when shot; 0 disables knockback globally. public const float KnockbackSpeed = 8f; /// Server ticks the knockback lasts (~60 ticks/sec). public const int KnockbackDurationTicks = 8; // ---- Husk attack telegraph (EnemyAISystem 2-phase strike; client cue in CombatFeedbackSystem) ---- /// Wind-up ticks before a Husk strike lands (~0.3s @ 60 ticks/sec). 0/1 = near-instant (legacy behaviour). public const int AttackWindupTicks = 18; } }