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 (~0.37s @ 60 ticks/sec) — sized for a fair tell
/// under interp lag (>= ~250ms reaction + interp buffer; Slice 1 readability). 0/1 = near-instant (legacy).
public const int AttackWindupTicks = 22;
// ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ----
/// Max production cycles a single machine awards in one process (bounds within-session
/// catch-up after any skipped ticks; restore re-seats the baseline so this never reflects wall-clock).
public const int MaxProductionCatchup = 600;
/// EB-2: Charge (turret munition) consumed per turret shot, withdrawn from the global ledger. A
/// turret with 0 Charge SOFT-FAILS (no shot, no cooldown advance). A ledger-fed Fabricator mints Charge from
/// Ore. Operator feel-fork: keep generous so turrets stay fed while you keep mining.
public const int TurretChargeCostPerShot = 1;
// ---- Cold start (CycleDirectorSpawnSystem seeds the shared ledger on a NEW game) ----
/// DR-042 C6c: Ore deposited into the shared ledger at spawn on a NEW game ONLY (a restored save keeps
/// its persisted ledger). Bootstraps the Fabricator(30)->Charge->Turret(10) chain so a turret placed before any
/// mining isn't a silent cold deadlock. Ore-only so the 'build a Fabricator to arm turrets' lesson survives.
public const int StartingOre = 50;
// ---- Inventory (per-player bag; InventoryMath / ResourceHarvestSystem / InventoryDepositSystem) ----
/// Max stacks a player can carry; InventoryMath rejects deposits past this and the harvest remainder spills to the global ledger.
public const int InventoryMaxSlots = 24;
/// Default per-slot stack cap when an item has no ItemDatabase entry (the catalog is optional at runtime).
public const int DefaultStackMax = 999;
// ---- Equipment stat-mod SourceIds (EquipSystem) ----
// One DISTINCT sentinel per slot: slot i tags its mods with EquipSourceIdBase + i. All of a slot's
// inline mods share that one id and are stripped target-agnostically via
// TimedModifierUtil.RemoveBySourceId on unequip/swap. Full StatModifier SourceId map (keep DISJOINT):
// 0u = pickups + debug-injection; 0x00A0E711 = ability-damage upgrade; 0x00DEB061 = debug stat command;
// 0x00E91000.. = equipment (4 slots); 0x00C1A550.. = class traits (Slice 2, permanent).
/// Base for per-slot equipment SourceIds; slot i tags its mods with EquipSourceIdBase + i.
public const uint EquipSourceIdBase = 0x00E91000u;
/// Slice 2: base SourceId for a class's permanent trait StatModifiers (Warrior/Ranger seeds).
/// DISJOINT from equipment/upgrade/debug ranges; class traits are NEVER stripped (permanent per session).
public const uint ClassSourceId = 0x00C1A550u;
}
}