minor fixes

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Sebastian Bularca
2026-05-08 01:13:30 +02:00
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# AGENTS.md
## Project
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.
## Unity & Tools
- **Unity**: 6000.3.7f1 (C# 9.0, .NET Framework 4.7.1)
- **URP**: 17.3.0
- **Input System**: 1.18.0 (com.unity.inputsystem)
- **Editor only** — no CI/CD, no CLI build command. Build via Unity Editor → Windows target `Nox.exe`.
- **Solution**: `trail-into-darkness.sln` at root. Rider is primary IDE (`com.unity.ide.rider`).
## Boot Sequence
1. `Boot.cs` `[RuntimeInitializeOnLoadMethod]` loads `"Initializer"` addressable prefab (or `"Startup"` scene in FullBoot mode)
2. `EntryPoint.Start()` coroutine initializes platform, creates game states, adds `GameStateRunner` MonoBehaviour
3. `GameStateRunner` ticks current state: `SplashGameState``MainMenuGameState``GameModeGameState`
Editor-only: `BootMode.cs` (`Nox.EditorCode`) controls boot mode (Full Boot, Scene Boot, Unity Default).
## State Architecture
Dual-layer state:
- **Game States** (`IGameState`): Application flow. Lifecycle: `EnterGameState()``Tick()`/`LateTick()``ExitGameState()``Dispose()`
- **Play Modes** (`IPlayMode`): GameModes inside `GameModeGameState`. Same tick lifecycle.
Central store: `GameDataState` holds `ActiveGameState`, `ActivePlayMode`, `ActiveParty`, `platformSelector`, `activeSessionId`.
Scene authoring: `SceneReference` MonoBehaviour per scene sets initial `GameState`. Enables standalone scene playback in editor.
## Addressable Keys
Assets loaded by string key. Do not change keys without checking all callers: `"Initializer"`, `"AdventureMapPrefabs"`, `"PauseMenuPrefabs"`, `"AdventureSettings"`, `"CharacterBaseSettings"`, `"PerkRegistry"`, `"CharacterRegistry"`, `"BootstrapReferences"`.
## Character System
Factory chain initialized from ScriptableObjects: `CharacterSystemsFactory.Create()` builds `PerkFactory``CharacterAttributesFactory``CharacterStatsFactory``CharacterFactory``PartyFactory`. Config loaded via Addressables.
## Persistence
`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`.
## Platform Abstraction
`IPlatform` interface with `DesktopPlatform` and `UnityEditorPlatform` implementations. Each initializes platform-specific `IInput`. Switched via `PlatformSelector`.
## In-House Jovian Packages
- `com.jovian.savesystem` — JSON persistence
- `com.jovian.encounter-system` — data-driven encounters, `IEncounterKind` payloads, `EncounterLink` refs, `QuestProgress` gating. Designer tool: `Jovian → Encounters → Encounter Browser`
- `com.jovian.calendar` — in-game calendar
- `com.jovian.ingame-logging` — runtime game log
- `com.jovian.popup-system` — popup/dialog UI
- `com.jovian.zonesystem` — zone/region management
- `com.jovian.logger` — dev logging
- `com.jovian.utilities` / `com.jovian.inspector-tools` — editor utilities
## C# Style (from .editorconfig)
- 4 spaces, LF endings
- `var` preferred when type is apparent
- Target-typed `new()` when type is evident
- No space after keywords in control flow: `if(` not `if (`
- Braces on same line; `else`/`catch`/`finally` on new line
- Block-scoped namespaces, usings outside namespace
- PascalCase types/methods/properties, camelCase all fields (public and private), `I` prefix interfaces
- Expression-bodied: yes for properties/accessors/lambdas; no for constructors/methods/operators/local functions
- No `this.` qualifier; language keywords (`int` not `Int32`)
## Planning Docs
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.
## Gotchas
- No test suite exists despite `com.unity.test-framework` in manifest
- No runtime build/lint/typecheck commands — all validation happens in Unity Editor
- Generated `.csproj` files are Unity output, not source of truth for assembly structure
- `Assets/Code/` is the only code location to modify; never edit `Packages/com.jovian.*` core unless working on that package