2395e5108c
Convert CombatManager's phase state machine to coroutines so drawing, interpreter-queue cards, and enemy actions each resolve one at a time with visible delays, instead of an entire phase mutating state in a single synchronous frame. Delays are skipped when UIPreferences.ReducedMotion is set. Also drops the UI's old artificial cascade stagger for queued-card animations since real per-card timing now provides the spacing.
55 lines
2.3 KiB
C#
55 lines
2.3 KiB
C#
namespace KernelPanic.Combat
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{
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/// <summary>
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/// Central combat economy/scaffold tuning. Kept in code while the combat scaffold is still volatile;
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/// promote to a ScriptableObject once designers need per-run or per-encounter tuning without recompiles.
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/// </summary>
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public static class CombatTuning
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{
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public const int OpeningHandSize = 5;
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public const int DrawPerTurn = 1;
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public const int MinimumHandFloor = 0;
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public const int BaseEnemyUptimeMin = 5;
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public const int BaseEnemyUptimeMax = 10;
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public const int EnemyUptimeGrowthPerWave = 2;
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public const int BaseEnemyAttack = 3;
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public const int EnemyAttackGrowthEveryWaves = 2;
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public const int EnemySlotAttackVariance = 1;
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public const int EnemyStatusAttackDamage = 1;
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public const int EnemyStatusDuration = 3;
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public const int BaseEnemiesPerWave = 2;
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public const int AdditionalEnemiesPerWave = 1;
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public const int MaxEnemiesPerWave = 5;
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public const int BitsPerKill = 1;
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public const int ShopSize = 5;
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public const int RerollBaseCost = 1;
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public const int RerollCostStep = 1;
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public const int RemoveCardCost = 1;
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public const int NewCardOfferCost = 2;
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public const int UpgradeOfferCost = 2;
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public const int StatUpgradeCost = 3;
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public const int BandwidthBase = 10;
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public const int BandwidthPerWaveStep = 5;
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public const int EntropyStartWave = 5;
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public const int EntropyPerWave = 3;
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public const int StatUpgradeMaxCycles = 1;
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public const int StatUpgradeMaxUptime = 4;
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public const int StatUpgradeHeal = 5;
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public const int StatUpgradeRam = 1;
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public const int UpgradeMagnitudeBonus = 2;
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// Combat pacing: gaps between phase transitions and per-item resolution steps so
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// players can follow drawing/queue/enemy resolution instead of seeing it all at once.
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// Skipped entirely when UIPreferences.ReducedMotion is set.
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public const float PhaseTransitionDelaySeconds = 0.35f;
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public const float CardDrawDelaySeconds = 0.12f;
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public const float QueueCardResolveDelaySeconds = 0.45f;
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public const float EnemyTelegraphDelaySeconds = 0.35f;
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public const float EnemyActionDelaySeconds = 0.45f;
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}
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}
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