ea108e48e4
B1 SEPARATION: pairwise soft-collision pass INSIDE EnemyAISystem (sole enemy-Position writer preserved; O(n^2) fine at MaxAlive<=14). Knocked/ lunging enemies keep committed motion but still push neighbours; the boss is never pushed; enemies yield a small personal radius around players (below melee range per review B1-1); displacement goes through the swept move so nothing shoves through walls. SeparationMaxSpeed = live knob. B2 POISE: the windup-cancel lived in the knockback CONTINUE branches (grunt/ charger/spitter). Threshold on the EXISTING KnockbackState.Speed channel: light melee (6) nudges without interrupting; the finisher (10.8) and cone (8) stagger as before. StaggerKnockbackSpeed = live knob (default 7). B4 BOSS LUNGE: a telegraphed gap-closer on its own cooldown when the target sits outside slam reach (repositioning - the slam stays the damage beat). BossState.PendingAttack (server-only byte) disambiguates the shared windup elapse (review-confirmed: naive reuse would SLAM on a lunge elapse); LungeState.UntilTick spans windup+travel so the existing IsLunging ghost bit replicates the tell, and the client draws a travel wedge instead of the slam ring while it is set. B5 PARTY HP SCALE: boss Health x(1 + 0.75/extra LIVING expedition player) at spawn (not RunParticipant - dead-respawned members park at base). Max is a GhostField so the bar stays truthful. B6 RUN-FAILED BANNER: silent wipes used to land players home with zero explanation. Client detects the (in-run)->Staging edge with a launch-cached Charge (NEVER Returning - a 1-tick transient that precedes the bank by a tick) and shows EXPEDITION FAILED for 6 s. B7 FIRE ANIM: the class ability finally moves the body - a stateless window from replicated AbilityCooldown.NextFireTick minus derived CooldownTicks (works for predicted local + interpolated remotes, no cached edges). 456/456 EditMode; live Play smoke: launch -> 5 kills credit the room clear through the corpse window -> boon window opens -> corpses expire clean, no exceptions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
214 lines
13 KiB
C#
214 lines
13 KiB
C#
namespace ProjectM.Simulation
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{
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/// <summary>
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/// Central home for gameplay-balance constants that were previously buried as <c>private const</c>s
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/// inside individual systems, so designers have one searchable place to tune them. Burst-safe (compile-time
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/// <c>const</c>s only — they inline into the consuming systems with no runtime cost or managed reference).
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/// <para>
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/// Systems reference these via <c>Tuning.*</c> (wired in the 2026-06-04 polish pass, Stage C). When adding a
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/// new tunable value, prefer adding it here over a local private const UNLESS it already has an obvious,
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/// well-named public home (see the cross-references below) — duplicating a literal creates two sources of truth.
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/// </para>
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/// <para>
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/// <b>Values that already live in a clear, public, semantically-named home (NOT duplicated here):</b>
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/// <list type="bullet">
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/// <item><see cref="CyclePhase.ExpeditionTicks"/> / <see cref="CyclePhase.BuildTicks"/> — cycle phase durations.</item>
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/// <item><see cref="RegionMath.ExpeditionOffsetX"/> — base→expedition world-space offset.</item>
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/// <item>Per-ability/character stats — authored in ScriptableObjects, baked to the AbilityDatabase blob (M3).</item>
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/// </list>
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/// </para>
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/// </summary>
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public static class Tuning
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{
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// ---- Ability damage upgrade (AbilityUpgradeSystem) ----
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/// <summary>Distinct sentinel SourceId so the upgrade <c>StatModifier</c> is found + grown in place
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/// (replace-by-SourceId keeps the bounded modifier buffer from growing a row per upgrade).</summary>
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public const uint AbilityUpgradeSourceId = 0x00A0E711u;
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/// <summary>Damage bonus added per upgrade tier (PercentAdd op): +25% per tier.</summary>
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public const float AbilityUpgradeTierStep = 0.25f;
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/// <summary>Aether cost charged to the shared ledger per upgrade tier.</summary>
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public const int AbilityUpgradeCostAmount = 20;
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// ---- Resource harvest (ResourceHarvestSystem) ----
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/// <summary>Effective projectile radius used by the swept-segment node-hit test (added to the node's
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/// <c>HitRadius</c>). Tunnel-safe because the segment is reconstructed from <c>Projectile.LastStep</c>.</summary>
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public const float HarvestProjectileRadius = 0.2f;
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// ---- Enemy knockback (ProjectileDamageSystem stamps on hit; EnemyAISystem applies + suppresses seek/strike) ----
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/// <summary>Knockback speed (world units/sec) a Husk recoils at when shot; 0 disables knockback globally.</summary>
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public const float KnockbackSpeed = 8f;
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/// <summary>Server ticks the knockback lasts (~60 ticks/sec).</summary>
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public const int KnockbackDurationTicks = 8;
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// ---- Husk attack telegraph (EnemyAISystem 2-phase strike; client cue in CombatFeedbackSystem) ----
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/// <summary>Wind-up ticks before a Husk strike lands (~0.37s @ 60 ticks/sec) — sized for a fair tell
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/// under interp lag (>= ~250ms reaction + interp buffer; Slice 1 readability). 0/1 = near-instant (legacy).</summary>
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public const int AttackWindupTicks = 22;
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// ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ----
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/// <summary>Max production cycles a single machine awards in one process (bounds within-session
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/// catch-up after any skipped ticks; restore re-seats the baseline so this never reflects wall-clock).</summary>
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public const int MaxProductionCatchup = 600;
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/// <summary>EB-2: Charge (turret munition) consumed per turret shot, withdrawn from the global ledger. A
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/// turret with 0 Charge SOFT-FAILS (no shot, no cooldown advance). A ledger-fed Fabricator mints Charge from
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/// Ore. Operator feel-fork: keep generous so turrets stay fed while you keep mining.</summary>
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public const int TurretChargeCostPerShot = 1;
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/// <summary>Max turrets buildable per base (server-enforced in BuildPlaceSystem; the client preview goes red at
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/// the cap). Turrets are a deliberate fortress investment, not spammable — paired with the 40-Ore build cost.</summary>
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public const int TurretCap = 6;
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// ---- Cold start (CycleDirectorSpawnSystem seeds the shared ledger on a NEW game) ----
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/// <summary>DR-042 C6c: Ore deposited into the shared ledger at spawn on a NEW game ONLY (a restored save keeps
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/// its persisted ledger). Bootstraps the Fabricator(30)->Charge->Turret(10) chain so a turret placed before any
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/// mining isn't a silent cold deadlock. Ore-only so the 'build a Fabricator to arm turrets' lesson survives.</summary>
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public const int StartingOre = 90;
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// ---- Expedition run economy (RoomFieldSystem / RunDirectorSystem) ----
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/// <summary>Run-wide resource-node allotment: RunDirectorSystem stages it into RunRuntime.NodeBudgetRemaining
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/// at the launch edge; RoomFieldSystem floors each room's scatter to what remains and spends it down. THE
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/// scarcity knob — ~1.5 nodes/room over an 8-room run (dense Reward rooms drain it fastest; late rooms can
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/// run dry, which is the intended tension).</summary>
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public const int ExpeditionNodeBudget = 12;
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/// <summary>Boss-room health multiplier over the base enemy prefab (RoomEnemyDirectorSystem spawns ONE
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/// boss per Boss room; v1 = a beefed Charger — a real boss kit is a later rung).</summary>
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public const float BossHealthMultiplier = 8f;
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/// <summary>Boss-room visual scale multiplier (LocalTransform.Scale is a replicated [GhostField] — set once
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/// at spawn on the baked value, legible at a glance).</summary>
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public const float BossScaleMultiplier = 1.6f;
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/// <summary>Room-landing grace before the FIRST enemy slot spawns (~1.7 s @ 60): the party just teleported
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/// in and needs a beat to orient — without it the wave engages while the camera is still settling (demo
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/// polish; an idle player died in ~2 s of landing). Subsequent slots keep the normal drip cadence.</summary>
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public const uint RoomEntryGraceTicks = 100;
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/// <summary>Phase 1 (B3) corpse window (~0.9 s @60): a dead enemy lingers as a non-acting, non-counting,
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/// non-targetable corpse so the client death animation has time to read before the despawn burst.</summary>
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public const uint EnemyDeathWindowTicks = 54;
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/// <summary>Phase 1 (B5): boss HP grows by this fraction of its base per LIVING expedition player beyond the
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/// first (counted at spawn; Health.Max replicates so the bar stays truthful).</summary>
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public const float BossHealthPerExtraPlayer = 0.75f;
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// ---- Expedition BOSS (a scaled Charger given a real kit by BossAISystem; server-only feel consts) ----
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/// <summary>Radial SLAM AoE radius (world units): a player inside this ring at wind-up elapse eats the hit
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/// unless dashing (i-frames). Sized well above melee reach so the tell reads as a boss-scale ring.</summary>
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public const float BossSlamRadius = 5.5f;
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/// <summary>Radial SLAM damage. Heavy but survivable given generous i-frames + respawn (readable-but-fair).</summary>
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public const float BossSlamDamage = 34f;
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/// <summary>SLAM telegraph lead (~0.75 s @60): a fair dodge window under interp lag before the ring lands.</summary>
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public const uint BossSlamWindupTicks = 45;
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/// <summary>Ticks between SLAMs in phase one (~4 s). Phase two multiplies this by BossPhase2SlamCooldownMult.</summary>
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public const uint BossSlamCooldownTicks = 240;
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// Phase 1 (B4): the boss's SECOND attack - a telegraphed gap-closing LUNGE (repositioning; the slam stays
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// the damage beat). Windup is readable (~0.6 s); travel reuses the Charger contract (committed, wall-stopped).
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public const uint BossLungeWindupTicks = 35;
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public const float BossLungeSpeed = 20f;
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public const uint BossLungeDurationTicks = 22;
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public const uint BossLungeCooldownTicks = 300;
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/// <summary>Lunge only when the target is beyond this (else slam) and within LungeMaxRange.</summary>
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public const float BossLungeMinRange = 7f;
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public const float BossLungeMaxRange = 20f;
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/// <summary>Health fraction at/below which the boss enters phase two (faster + summons adds).</summary>
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public const float BossPhase2HealthFraction = 0.5f;
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/// <summary>Phase-two move-speed multiplier over the boss's base EnemyStats.MoveSpeed (a visible gear shift).</summary>
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public const float BossPhase2SpeedMult = 1.45f;
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/// <summary>Phase-two SLAM cooldown multiplier (<1 = slams more often when enraged).</summary>
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public const float BossPhase2SlamCooldownMult = 0.6f;
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/// <summary>Swarmers summoned per phase-two summon (spawned around the boss, tagged as room zone enemies).</summary>
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public const int BossSummonCount = 3;
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/// <summary>Ticks between phase-two summons (~7 s).</summary>
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public const uint BossSummonCooldownTicks = 420;
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/// <summary>Cap on live zone enemies the boss will summon toward — it holds fire above this so a boss room
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/// never floods past readable (also bounded by the director's MaxAlive count).</summary>
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public const int BossSummonLiveCap = 8;
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// ---- DR-046 room-exit PORTAL / loot window ----
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/// <summary>Client-side portal position offset from the room origin (where the party landed): a short step
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/// back toward the entrance, so 'leave the way you came'. Client VFX + proximity prompt only.</summary>
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public const float PortalOffsetZ = -5f;
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/// <summary>How close the local player must be to the portal to show 'E to LEAVE' + send the interact.</summary>
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public const float PortalInteractRange = 3.5f;
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/// <summary>RoomExplore soft-timeout (~30 s @60): auto-advance if nobody interacts the portal (no softlock).</summary>
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public const uint ExploreGraceTicks = 1800;
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// ---- Inventory (per-player bag; InventoryMath / ResourceHarvestSystem / InventoryDepositSystem) ----
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/// <summary>Max stacks a player can carry; InventoryMath rejects deposits past this and the harvest remainder spills to the global ledger.</summary>
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public const int InventoryMaxSlots = 24;
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/// <summary>Default per-slot stack cap when an item has no ItemDatabase entry (the catalog is optional at runtime).</summary>
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public const int DefaultStackMax = 999;
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// ---- Equipment stat-mod SourceIds (EquipSystem) ----
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// One DISTINCT sentinel per slot: slot i tags its mods with EquipSourceIdBase + i. All of a slot's
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// inline mods share that one id and are stripped target-agnostically via
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// TimedModifierUtil.RemoveBySourceId on unequip/swap. Full StatModifier SourceId map (keep DISJOINT):
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// 0u = pickups + debug-injection; 0x00A0E711 = ability-damage upgrade; 0x00DEB061 = debug stat command;
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// 0x00B00000..0x00B10000 = run-scoped BOONS (stripped on return); 0x00C1A550.. = class traits (permanent);
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// 0x00E7A000..0x00E7A100 = permanent META upgrades (Step 12a); 0x00E91000.. = equipment (4 slots).
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/// <summary>Base of the run-scoped BOON SourceId band: each applied pick draws BoonSourceIdBase +
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/// (BoonPickCounter++ % BoonSourceIdSpan), so boons stack as distinct rows and ONE range-strip on the
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/// Returning edge clears the whole run's boons (the two-channel model — boons never persist).</summary>
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public const uint BoonSourceIdBase = 0x00B00000u;
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/// <summary>Width of the boon band [Base, Base+Span) — far above any realistic per-run pick count.</summary>
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public const uint BoonSourceIdSpan = 0x10000u;
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/// <summary>DR-046: base PREP-LOADOUT run-scoped SourceId band [Base, Base+Span). DISJOINT from boon
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/// (0x00B00000), class (0x00C1A550), meta (0x00E7A000), equip (0x00E91000); one prep option's live
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/// StatModifier is keyed PrepSourceIdBase + optionId. Stripped on the Returning edge like boons.</summary>
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public const uint PrepSourceIdBase = 0x00D00000u;
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/// <summary>Width of the prep band (far above the tiny option count).</summary>
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public const uint PrepSourceIdSpan = 0x10000u;
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/// <summary>Base of the PERMANENT meta-upgrade SourceId band: a purchased tier's live StatModifier is
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/// keyed MetaSourceIdBase + UpgradeId (absolute-value UPSERT — one row per owned upgrade, set to
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/// ValuePerTier*tier). Persisted via MetaTierState (SaveData v6) and re-applied born-correct at spawn.
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/// DISJOINT from every other band; NEVER stripped (the permanent channel of the two-channel model).</summary>
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public const uint MetaSourceIdBase = 0x00E7A000u;
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/// <summary>Width of the meta band [Base, Base+Span) — bounds UpgradeId to a byte-sized catalog.</summary>
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public const uint MetaSourceIdSpan = 0x100u;
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/// <summary>Base for per-slot equipment SourceIds; slot i tags its mods with <c>EquipSourceIdBase + i</c>.</summary>
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public const uint EquipSourceIdBase = 0x00E91000u;
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/// <summary>Slice 2: base SourceId for a class's permanent trait StatModifiers (Warrior/Ranger seeds).
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/// DISJOINT from equipment/upgrade/debug ranges; class traits are NEVER stripped (permanent per session).</summary>
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public const uint ClassSourceId = 0x00C1A550u;
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}
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}
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