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Project-M/Assets/_Project/Scripts/Simulation/Tuning.cs
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2026-07-02 20:41:43 -07:00

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C#

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 (~0.37s @ 60 ticks/sec) — sized for a fair tell
/// under interp lag (>= ~250ms reaction + interp buffer; Slice 1 readability). 0/1 = near-instant (legacy).</summary>
public const int AttackWindupTicks = 22;
// ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ----
/// <summary>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).</summary>
public const int MaxProductionCatchup = 600;
/// <summary>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.</summary>
public const int TurretChargeCostPerShot = 1;
/// <summary>Max turrets buildable per base (server-enforced in BuildPlaceSystem; the client preview goes red at
/// the cap). Turrets are a deliberate fortress investment, not spammable — paired with the 40-Ore build cost.</summary>
public const int TurretCap = 6;
// ---- Cold start (CycleDirectorSpawnSystem seeds the shared ledger on a NEW game) ----
/// <summary>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.</summary>
public const int StartingOre = 50;
// ---- Expedition run economy (RoomFieldSystem / RunDirectorSystem) ----
/// <summary>Run-wide resource-node allotment: RunDirectorSystem stages it into RunRuntime.NodeBudgetRemaining
/// at the launch edge; RoomFieldSystem floors each room's scatter to what remains and spends it down. THE
/// scarcity knob — ~1.5 nodes/room over an 8-room run (dense Reward rooms drain it fastest; late rooms can
/// run dry, which is the intended tension).</summary>
public const int ExpeditionNodeBudget = 12;
/// <summary>Boss-room health multiplier over the base enemy prefab (RoomEnemyDirectorSystem spawns ONE
/// boss per Boss room; v1 = a beefed Charger — a real boss kit is a later rung).</summary>
public const float BossHealthMultiplier = 8f;
/// <summary>Boss-room visual scale multiplier (LocalTransform.Scale is a replicated [GhostField] — set once
/// at spawn on the baked value, legible at a glance).</summary>
public const float BossScaleMultiplier = 1.6f;
// ---- Inventory (per-player bag; InventoryMath / ResourceHarvestSystem / InventoryDepositSystem) ----
/// <summary>Max stacks a player can carry; InventoryMath rejects deposits past this and the harvest remainder spills to the global ledger.</summary>
public const int InventoryMaxSlots = 24;
/// <summary>Default per-slot stack cap when an item has no ItemDatabase entry (the catalog is optional at runtime).</summary>
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;
// 0x00B00000..0x00B10000 = run-scoped BOONS (stripped on return); 0x00C1A550.. = class traits (permanent);
// 0x00E7A000..0x00E7A100 = permanent META upgrades (Step 12a); 0x00E91000.. = equipment (4 slots).
/// <summary>Base of the run-scoped BOON SourceId band: each applied pick draws BoonSourceIdBase +
/// (BoonPickCounter++ % BoonSourceIdSpan), so boons stack as distinct rows and ONE range-strip on the
/// Returning edge clears the whole run's boons (the two-channel model — boons never persist).</summary>
public const uint BoonSourceIdBase = 0x00B00000u;
/// <summary>Width of the boon band [Base, Base+Span) — far above any realistic per-run pick count.</summary>
public const uint BoonSourceIdSpan = 0x10000u;
/// <summary>Base of the PERMANENT meta-upgrade SourceId band: a purchased tier's live StatModifier is
/// keyed MetaSourceIdBase + UpgradeId (absolute-value UPSERT — one row per owned upgrade, set to
/// ValuePerTier*tier). Persisted via MetaTierState (SaveData v6) and re-applied born-correct at spawn.
/// DISJOINT from every other band; NEVER stripped (the permanent channel of the two-channel model).</summary>
public const uint MetaSourceIdBase = 0x00E7A000u;
/// <summary>Width of the meta band [Base, Base+Span) — bounds UpgradeId to a byte-sized catalog.</summary>
public const uint MetaSourceIdSpan = 0x100u;
/// <summary>Base for per-slot equipment SourceIds; slot i tags its mods with <c>EquipSourceIdBase + i</c>.</summary>
public const uint EquipSourceIdBase = 0x00E91000u;
/// <summary>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).</summary>
public const uint ClassSourceId = 0x00C1A550u;
}
}