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AGENTS.md
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AGENTS.md
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# AGENTS.md
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## Project
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Nox — Unity 6 party-based RPG. Code lives under `Assets/Code/` with namespaces `Nox.Core`, `Nox.Game`, `Nox.Input`, `Nox.Platform`, `Nox.Util`. In-house packages under `Packages/com.jovian.*` are first-party code, not third-party.
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## Unity & Tools
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- **Unity**: 6000.3.7f1 (C# 9.0, .NET Framework 4.7.1)
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- **URP**: 17.3.0
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- **Input System**: 1.18.0 (com.unity.inputsystem)
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- **Editor only** — no CI/CD, no CLI build command. Build via Unity Editor → Windows target `Nox.exe`.
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- **Solution**: `trail-into-darkness.sln` at root. Rider is primary IDE (`com.unity.ide.rider`).
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## Boot Sequence
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1. `Boot.cs` `[RuntimeInitializeOnLoadMethod]` loads `"Initializer"` addressable prefab (or `"Startup"` scene in FullBoot mode)
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2. `EntryPoint.Start()` coroutine initializes platform, creates game states, adds `GameStateRunner` MonoBehaviour
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3. `GameStateRunner` ticks current state: `SplashGameState` → `MainMenuGameState` → `GameModeGameState`
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Editor-only: `BootMode.cs` (`Nox.EditorCode`) controls boot mode (Full Boot, Scene Boot, Unity Default).
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## State Architecture
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Dual-layer state:
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- **Game States** (`IGameState`): Application flow. Lifecycle: `EnterGameState()` → `Tick()`/`LateTick()` → `ExitGameState()` → `Dispose()`
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- **Play Modes** (`IPlayMode`): GameModes inside `GameModeGameState`. Same tick lifecycle.
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Central store: `GameDataState` holds `ActiveGameState`, `ActivePlayMode`, `ActiveParty`, `platformSelector`, `activeSessionId`.
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Scene authoring: `SceneReference` MonoBehaviour per scene sets initial `GameState`. Enables standalone scene playback in editor.
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## Addressable Keys
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Assets loaded by string key. Do not change keys without checking all callers: `"Initializer"`, `"AdventureMapPrefabs"`, `"PauseMenuPrefabs"`, `"AdventureSettings"`, `"CharacterBaseSettings"`, `"PerkRegistry"`, `"CharacterRegistry"`, `"BootstrapReferences"`.
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## Character System
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Factory chain initialized from ScriptableObjects: `CharacterSystemsFactory.Create()` builds `PerkFactory` → `CharacterAttributesFactory` → `CharacterStatsFactory` → `CharacterFactory` → `PartyFactory`. Config loaded via Addressables.
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## Persistence
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`Jovian.SaveSystem` package handles JSON serialization to `Application.persistentDataPath`. Nox wrapper: `NoxSaveData.RestoreSavedData()` loads `NoxSavedDataSet` (playMode, party, position, adventure data, game log). Save slots managed by `SaveSlotManager`.
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## Platform Abstraction
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`IPlatform` interface with `DesktopPlatform` and `UnityEditorPlatform` implementations. Each initializes platform-specific `IInput`. Switched via `PlatformSelector`.
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## In-House Jovian Packages
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- `com.jovian.savesystem` — JSON persistence
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- `com.jovian.encounter-system` — data-driven encounters, `IEncounterKind` payloads, `EncounterLink` refs, `QuestProgress` gating. Designer tool: `Jovian → Encounters → Encounter Browser`
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- `com.jovian.calendar` — in-game calendar
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- `com.jovian.ingame-logging` — runtime game log
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- `com.jovian.popup-system` — popup/dialog UI
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- `com.jovian.zonesystem` — zone/region management
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- `com.jovian.logger` — dev logging
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- `com.jovian.utilities` / `com.jovian.inspector-tools` — editor utilities
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## C# Style (from .editorconfig)
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- 4 spaces, LF endings
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- `var` preferred when type is apparent
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- Target-typed `new()` when type is evident
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- No space after keywords in control flow: `if(` not `if (`
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- Braces on same line; `else`/`catch`/`finally` on new line
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- Block-scoped namespaces, usings outside namespace
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- PascalCase types/methods/properties, camelCase all fields (public and private), `I` prefix interfaces
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- Expression-bodied: yes for properties/accessors/lambdas; no for constructors/methods/operators/local functions
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- No `this.` qualifier; language keywords (`int` not `Int32`)
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## Planning Docs
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Non-trivial features planned in `docs/plans/` as paired files: `{date}-{name}-design.md` + `{date}-{name}-implementation.md`. Check here before starting new feature work.
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## Gotchas
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- No test suite exists despite `com.unity.test-framework` in manifest
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- No runtime build/lint/typecheck commands — all validation happens in Unity Editor
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- Generated `.csproj` files are Unity output, not source of truth for assembly structure
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- `Assets/Code/` is the only code location to modify; never edit `Packages/com.jovian.*` core unless working on that package
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