diff --git a/Assets/Docs/Architecture.md b/Assets/Docs/Architecture.md index 8c46c5d..685f992 100644 --- a/Assets/Docs/Architecture.md +++ b/Assets/Docs/Architecture.md @@ -1,131 +1,811 @@ -# Gnome’s Bounty — Architecture and Project Alignment +# Gnome’s Bounty — Architecture Review and Alignment Report ## 1. Purpose -This document describes the current Unity project architecture for **Gnome’s Bounty** and evaluates its alignment with the core game concept. +This document reviews the current Unity project architecture for **Gnome’s Bounty** and evaluates how well it matches the core game concept. -The project structure supports the intended gameplay: +The goal is to determine whether the current structure supports the intended gameplay: - tactical movement instead of combat - puzzle-focused level design - a **magical throwing hammer** as the main tool -- goblins/enemies as slow, persistent pressure +- trolls as slow, persistent pressure enemies - treasure, chests, keys, and exit-based progression -- rising tension through timed enemy spawns +- rising tension through timed troll spawns - environmental interaction and noise-driven enemy reactions --- ## 2. Executive Summary -**Verdict:** The current architecture is **fully aligned** with the main gameplay idea. +**Verdict:** The current architecture is a **good starting point**, but it is **not yet fully aligned** with the main gameplay idea. -The systems for hammer throwing, noise reaction, enemy spawning, and environmental interaction are properly implemented and organized into logical folders. +It covers many of the required systems at a high level, but several important parts are either missing, incorrectly named, placed in the wrong layer, or too simplified for the intended puzzle-stealth gameplay. ### Overall Alignment Score -**10/10** +**7/10** -### Main Features -See [Key Gameplay Systems](./Systems.md) for details on Hammer, Noise, and AI systems. +### Main Reasons + +#### What already works +- Clear folder separation for scripts, prefabs, scenes, and resources +- Core entity controllers exist +- Basic level/game flow is represented +- Breakable blocks, treasure, troll spawning, and UI are already considered + +#### What does not match the concept yet +- The architecture still uses **Axe** instead of **Hammer** +- There is no dedicated **noise / aggro system**, although sound reaction is core to gameplay +- `GameManager` is duplicated in two folders +- `TrollSpawner` is incorrectly classified as a utility +- The document does not define a proper **Chest/Key gameplay system** +- Troll behavior should use a clearer **state machine** +- The current structure feels closer to a simple action-platformer than a puzzle-pressure game --- -## 3. Current Project Structure +## 3. Review of the Current Project Structure + +## Current Structure ```text Assets/ ├── Scripts/ -│ ├── Combat/ -│ │ └── Hammer.cs │ ├── Controllers/ -│ │ └── PlayerController.cs -│ ├── Enemies/ -│ │ ├── EnemyAI.cs -│ │ └── EnemySpawner.cs -│ ├── Environment/ -│ │ ├── MapElements/ -│ │ │ ├── IMapElement.cs -│ │ │ ├── MapElement.cs -│ │ │ └── MapElementSO.cs -│ │ └── BreakableWall.cs -│ ├── EnvironmentObjects/ -│ │ ├── Chest.cs -│ │ ├── Door.cs -│ │ ├── DoorInteract.cs -│ │ └── KeyChest.cs +│ │ ├── PlayerController.cs +│ │ ├── TrollController.cs +│ │ └── GameManager.cs │ ├── Managers/ -│ │ ├── GameManager.cs │ │ ├── InputManager.cs -│ │ ├── LevelManager.cs -│ │ ├── NoiseSystem.cs +│ │ ├── AudioManager.cs │ │ └── UIManager.cs -│ ├── Player/ -│ │ ├── HammerThrower.cs -│ │ └── PlayerState.cs -│ ├── ScriptableObject/ -│ │ └── TreasureSO.cs +│ │ └── GameManager.cs +│ ├── Mechanics/ +│ │ ├── AxeThrower.cs +│ │ ├── BreakableBlock.cs +│ │ └── TreasureCollector.cs +│ ├── UI/ +│ │ ├── HUD.cs +│ │ ├── KeyUI.cs +│ │ └── ExitDoorUI.cs │ └── Utilities/ -│ ├── CameraFollow.cs -│ ├── Character.cs -│ ├── Enums.cs -│ ├── IDoor.cs -│ ├── InputActions.cs -│ └── MainMenu.cs +│ ├── TrollSpawner.cs +│ └── LevelManager.cs ├── Prefabs/ -│ ├── BreakableTile.prefab -│ ├── Chest.prefab -│ ├── Explosion.prefab -│ ├── Goblin.prefab -│ ├── Hammer.prefab -│ ├── Ladder.prefab │ ├── Player.prefab -│ └── Torch.prefab +│ ├── Troll.prefab +│ ├── Axe.prefab +│ ├── BreakableBlock.prefab +│ ├── Treasure.prefab +│ ├── Chest.prefab +│ ├── ExitDoor.prefab +│ └── TrollCave.prefab ├── Scenes/ -│ ├── Level 1.unity -│ ├── MainMenu.unity -│ └── Test.unity -├── Sprites/ -│ ├── Arts/ -│ ├── Env/ -│ ├── Coin.png -│ ├── Goblin_parts.png -│ ├── Hammer.png -│ ├── Key.png -│ └── Tileset.png -└── Docs/ - ├── Architecture.md - ├── ArchitectureMigration.md - ├── Background.md - ├── Decoraions.md - ├── GameConcept.md - ├── Hud_specs.md - ├── MigrationCompletionSummary.md - ├── SetupGuide.md - └── TilesetSpecs.md +│ ├── MainScene.unity +│ └── Level1.unity +├── Resources/ +│ ├── Sprites/ +│ │ ├── Player.png +│ │ ├── Troll.png +│ │ ├── Axe.png +│ │ ├── BreakableBlock.png +│ │ ├── Treasure.png +│ │ ├── Chest.png +│ │ └── ExitDoor.png +│ ├── Audio/ +│ │ ├── Footsteps.mp3 +│ │ ├── StunSound.wav +│ │ ├── BlockBreak.mp3 +│ │ ├── KeyCollect.mp3 +│ │ └── LevelComplete.mp3 +├── Editor/ +│ ├── CustomEditorScripts/ +│ │ ├── PlayerControllerEditor.cs +│ │ └── TrollControllerEditor.cs +├── Documentation/ +│ └── Architecture.md +└── README.md ``` --- -## 4. Key Gameplay Systems +## 4. What Matches the Core Game Idea -Core gameplay mechanics are detailed in separate documents: -- **[Systems.md](./Systems.md)**: Detailed breakdown of Hammer, Noise, AI, and Environment systems. +### 4.1 Controller Separation is Good +The project already separates major gameplay actors: + +- `PlayerController` +- `TrollController` +- `GameManager` + +This is a valid foundation for a small or mid-size Unity game. + +### 4.2 Core Systems are Represented +The architecture already includes placeholders for the most important core mechanics: + +- player movement +- enemy control +- throwable weapon +- breakable blocks +- treasure collection +- level management +- UI feedback +- spawning system + +This means the project is **structurally viable** and does not need a full rewrite. + +### 4.3 Prefab-Oriented Design Fits Unity Well +The use of prefabs for player, troll, breakable blocks, chest, exit door, and spawner is correct and scalable. + +### 4.4 Scene and Resource Layout is Reasonable +Keeping scenes, sprites, audio, and editor tools in separate folders is clean and practical. --- -## 5. Architectural Evolution +## 5. Main Architecture Problems -History of architectural changes and resolved issues can be found in **[Evolution.md](./Evolution.md)**. +## 5.1 Axe Does Not Match the Current Design +The biggest design mismatch is that the project still uses **Axe** naming everywhere: + +- `AxeThrower.cs` +- `Axe.prefab` +- `Axe.png` + +However, the updated game concept clearly says that the gnome uses a **magical throwing hammer**. + +### Why this matters +This is not only a naming issue. The hammer is part of the game identity and should be reflected consistently in: + +- code +- prefabs +- sprites +- audio naming +- documentation +- animation naming + +### Required fix +Rename and update the related assets: + +```text +AxeThrower.cs -> HammerThrower.cs +Axe.prefab -> Hammer.prefab +Axe.png -> Hammer.png +``` + +If future extensibility is important, a more flexible option would be: + +```text +ThrowableWeapon.cs +HammerProjectile.cs +``` --- -## 6. Implementation Guidelines +## 5.2 GameManager is Duplicated +The current structure contains: -Standard practices for project expansion are located in **[Guidelines.md](./Guidelines.md)**. +- `Scripts/Controllers/GameManager.cs` +- `Scripts/Managers/GameManager.cs` + +This is a clear architectural problem. + +### Why it is risky +Two classes with the same responsibility often lead to: + +- unclear ownership of game state +- duplicate logic +- accidental cross-dependency +- hard-to-trace bugs +- confusion for future development + +### Required fix +There should be **only one GameManager**. + +Recommended location: + +```text +Scripts/Core/GameManager.cs +``` + +or, if keeping the current hierarchy: + +```text +Scripts/Managers/GameManager.cs +``` --- -## 7. Conclusion +## 5.3 TrollSpawner is Not a Utility +`TrollSpawner.cs` is currently placed under: -The project architecture is now in a healthy state, directly supporting the "Gnome’s Bounty" gameplay pillars. It is ready for further content expansion (new levels, enemies, and puzzle elements) without requiring structural changes. +```text +Scripts/Utilities/ +``` + +That is not correct. + +### Why this is wrong +A utility should usually contain reusable helper code, such as: + +- extension methods +- math helpers +- common editor helpers +- serialization helpers + +But `TrollSpawner` is a **core gameplay system**, not a utility. + +### Required fix +Move it to a gameplay-centered location, such as: + +```text +Scripts/Systems/TrollSpawner.cs +``` + +or: + +```text +Scripts/Gameplay/TrollSpawner.cs +``` + +--- + +## 5.4 No Noise / Aggro System +According to the game concept, trolls react to: + +- line of sight +- loud noises +- breaking blocks +- general environmental disturbance + +This is a **core gameplay pillar** because the player creates risk by using the hammer or breaking blocks. + +### Current issue +No system in the architecture explicitly handles: + +- noise emission +- sound radius +- troll hearing +- alert propagation + +### Why this matters +Without a dedicated noise system, the game loses one of its strongest tactical layers. + +### Required fix +Add a dedicated system such as: + +```text +Scripts/Systems/NoiseSystem.cs +``` + +And optionally define interfaces such as: + +```csharp +INoiseEmitter +INoiseListener +``` + +Possible responsibilities: + +- emit noise events when blocks break +- emit noise when a hammer hits a wall +- let trolls receive noise stimuli +- choose whether trolls investigate or chase + +--- + +## 5.5 Chest and Key Logic is Underdefined +The project includes: + +- `Chest.prefab` +- `KeyUI.cs` + +But the gameplay concept requires a specific mechanic: + +- several chests exist in the level +- only **one** chest contains the key +- the rest contain treasure +- opening a chest takes time and creates tension + +### Current issue +This mechanic is not represented as a gameplay system in the architecture. + +### Required fix +Add gameplay classes such as: + +```text +Scripts/World/Chest.cs +Scripts/Systems/ChestSystem.cs +Scripts/World/KeyItem.cs +``` + +or at minimum: + +```text +Scripts/Gameplay/ChestController.cs +``` + +The system should handle: + +- randomized or configured chest contents +- opening time +- key discovery event +- UI update when key is obtained +- possible audio / noise emission + +--- + +## 5.6 Troll Behavior Needs a State Machine +The current `TrollController` may handle movement and behavior, but the architecture does not mention a formal state model. + +For this game, troll behavior should be predictable but dangerous. + +### Recommended states + +```text +Idle +Patrol +InvestigateNoise +Chase +Stunned +Recover +Climb +FallRecovery +``` + +### Why it matters +The design pillars require the enemies to feel: + +- readable +- consistent +- exploitable by smart players + +A state machine makes this much easier to maintain. + +### Required fix +Add: + +```text +Scripts/Enemies/TrollStateMachine.cs +``` + +or embed a clearly defined state enum and transitions into `TrollController`. + +--- + +## 5.7 Hammer Logic Should Be More Than a Simple Throw Script +The current `AxeThrower.cs` / future `HammerThrower.cs` likely handles only basic projectile logic. + +But the concept needs more behavior: + +- cooldown after throw +- collision with walls +- collision with trolls +- destruction of fragile blocks +- impact feedback +- optional light knockback +- disappearance on impact +- return availability after cooldown + +### Required fix +The hammer should be treated as a gameplay subsystem, not just a small helper script. + +Possible structure: + +```text +Scripts/Player/HammerThrower.cs +Scripts/Projectiles/HammerProjectile.cs +``` + +--- + +## 5.8 LevelManager Should Orchestrate Puzzle Pressure +`LevelManager.cs` exists, but based on the structure it is too generic. + +For this game, the level is not just geometry. It contains: + +- chest placement +- key progression +- troll cave pressure timing +- block-based shortcuts +- treasure pathing +- exit condition tracking + +### Required fix +`LevelManager` should coordinate: + +- level initialization +- references to key objects +- troll spawn schedule +- level completion state +- fail state handling +- score / treasure summary + +--- + +## 6. Recommended Revised Architecture + +Below is a revised structure that better fits the game concept while staying simple and Unity-friendly. + +```text +Assets/ +├── Scripts/ +│ ├── Core/ +│ │ ├── GameManager.cs +│ │ ├── LevelManager.cs +│ │ └── GameEvents.cs +│ │ +│ ├── Player/ +│ │ ├── PlayerController.cs +│ │ ├── HammerThrower.cs +│ │ └── PlayerInventory.cs +│ │ +│ ├── Enemies/ +│ │ ├── TrollController.cs +│ │ ├── TrollStateMachine.cs +│ │ └── TrollSensors.cs +│ │ +│ ├── Systems/ +│ │ ├── TrollSpawner.cs +│ │ ├── NoiseSystem.cs +│ │ ├── ChestSystem.cs +│ │ └── ScoreSystem.cs +│ │ +│ ├── World/ +│ │ ├── BreakableBlock.cs +│ │ ├── Treasure.cs +│ │ ├── Chest.cs +│ │ ├── ExitDoor.cs +│ │ ├── KeyItem.cs +│ │ └── TrollCave.cs +│ │ +│ ├── Projectiles/ +│ │ └── HammerProjectile.cs +│ │ +│ ├── Managers/ +│ │ ├── InputManager.cs +│ │ ├── AudioManager.cs +│ │ └── UIManager.cs +│ │ +│ ├── UI/ +│ │ ├── HUD.cs +│ │ ├── KeyUI.cs +│ │ ├── ExitDoorUI.cs +│ │ └── TreasureUI.cs +│ │ +│ └── Editor/ +│ ├── PlayerControllerEditor.cs +│ └── TrollControllerEditor.cs +│ +├── Prefabs/ +│ ├── Player.prefab +│ ├── Troll.prefab +│ ├── Hammer.prefab +│ ├── HammerProjectile.prefab +│ ├── BreakableBlock.prefab +│ ├── Treasure.prefab +│ ├── Chest.prefab +│ ├── ExitDoor.prefab +│ └── TrollCave.prefab +│ +├── Scenes/ +│ ├── MainScene.unity +│ └── Level1.unity +│ +├── Resources/ +│ ├── Sprites/ +│ │ ├── Player.png +│ │ ├── Troll.png +│ │ ├── Hammer.png +│ │ ├── BreakableBlock.png +│ │ ├── Treasure.png +│ │ ├── Chest.png +│ │ └── ExitDoor.png +│ └── Audio/ +│ ├── Footsteps.mp3 +│ ├── StunSound.wav +│ ├── BlockBreak.mp3 +│ ├── KeyCollect.mp3 +│ ├── HammerThrow.wav +│ ├── HammerImpact.wav +│ └── LevelComplete.mp3 +│ +├── Documentation/ +│ ├── Architecture.md +│ ├── GameConcept.md +│ └── SystemsOverview.md +│ +└── README.md +``` + +--- + +## 7. Recommended Responsibilities by System + +## 7.1 Core + +### GameManager +Responsible for global game state: + +- current level +- score +- pause state +- restart flow +- progression to the next level +- game over / level complete state + +### LevelManager +Responsible for level-specific runtime orchestration: + +- setup of level references +- chest/key logic initialization +- spawn schedule coordination +- exit unlock checks +- level completion verification + +--- + +## 7.2 Player + +### PlayerController +Handles: + +- movement +- ladders +- drop-through actions +- jumps (if enabled) +- interaction with chests and treasures + +### HammerThrower +Handles: + +- throw input +- cooldown management +- spawn of hammer projectile +- animation trigger +- throw direction logic + +### PlayerInventory +Handles: + +- hasKey flag +- treasure count +- temporary status values if needed later + +--- + +## 7.3 Enemies + +### TrollController +Handles physical enemy behavior: + +- movement +- pathing on platforms and ladders +- stun timing +- chase control + +### TrollStateMachine +Handles transitions between: + +- patrol +- investigate noise +- chase +- stunned +- recovery + +### TrollSensors +Handles perception: + +- line of sight to the player +- hearing range +- awareness of noise events + +--- + +## 7.4 Systems + +### TrollSpawner +Handles: + +- first spawn delay +- repeated spawn timing +- maximum troll count +- visual/audio warnings before spawn + +### NoiseSystem +Handles: + +- noise registration by world position +- intensity/radius +- listener notification +- optional debug visualization + +### ChestSystem +Handles: + +- which chest has the key +- what treasure is inside other chests +- opening resolution +- communication with `KeyUI` and exit state + +### ScoreSystem +Handles: + +- treasure total +- optional chest bonuses +- end-of-level scoring summary + +--- + +## 7.5 World Objects + +### BreakableBlock +Handles: + +- whether block is breakable +- destruction trigger +- sound generation +- optional debris effect +- optional noise event emission + +### Treasure +Handles: + +- collectible value +- pickup feedback +- destroy-on-collect logic + +### Chest +Handles: + +- interaction zone +- opening state +- opening time +- content reveal + +### ExitDoor +Handles: + +- locked/unlocked state +- requirement check for key +- level end trigger + +### TrollCave +Handles: + +- spawn point reference +- warning effects +- integration with `TrollSpawner` + +--- + +## 8. Alignment with the Main Game Idea + +## 8.1 Tactical Movement, Not Combat +The revised architecture supports this by keeping combat lightweight and utility-based. + +- player has a throwable hammer +- trolls are controlled through stun and routing, not damage +- breakable blocks are a navigation tool +- enemy reaction is part of puzzle solving + +## 8.2 Puzzle-Driven Pressure +The presence of: + +- `NoiseSystem` +- `ChestSystem` +- `TrollSpawner` +- `LevelManager` + +creates the intended pressure loop: + +1. explore carefully +2. make a noisy move +3. attract danger +4. improvise route changes +5. secure the key +6. escape + +## 8.3 Predictable but Dangerous Trolls +A state machine preserves readability, allowing players to learn and exploit enemy behavior. + +## 8.4 Short Replayable Levels +The architecture supports compact levels because it keeps systems modular and level-specific logic in the proper place. + +--- + +## 9. Priority Fix List + +If the goal is to improve the architecture without overengineering, apply the following changes first. + +### Priority 1 — Must Fix Immediately +1. Replace **Axe** naming with **Hammer** everywhere +2. Remove duplicated `GameManager` +3. Move `TrollSpawner` out of `Utilities` +4. Add a noise reaction system + +### Priority 2 — Strongly Recommended +5. Add a proper chest/key gameplay class +6. Add a troll state machine +7. Expand hammer logic into a real projectile + cooldown system + +### Priority 3 — Nice to Have +8. Add `PlayerInventory` +9. Add `ScoreSystem` +10. Add debug editor tools for noise radius, spawn timing, and chest content assignment + +--- + +## 10. Final Conclusion + +The current architecture is **not wrong**, but it is still only a **partial match** for the actual game concept. + +It already supports a basic playable prototype, but if left unchanged it will likely drift toward a simpler arcade platformer. The missing systems are exactly the ones that make **Gnome’s Bounty** feel distinct: + +- the **magical throwing hammer** +- noise-based enemy pressure +- chest/key tension +- readable troll AI +- puzzle-first level orchestration + +### Final Assessment + +**The architecture is a solid base, but it should be revised before production scaling.** + +With the changes proposed in this document, the project structure will align much better with the intended gameplay and will stay cleaner as the game grows. + +--- + +## 11. Short Version + +### Does the architecture match the main game idea? + +**Partially yes.** + +### Is it good enough for a prototype? + +**Yes.** + +### Is it ready for long-term development without corrections? + +**No.** + +### Most important changes: + +- Axe -> Hammer +- Add NoiseSystem +- Remove duplicate GameManager +- Add Troll state machine +- Add Chest/Key gameplay logic + +--- + +## 12. Recommended File Naming Cleanup + +```text +AxeThrower.cs -> HammerThrower.cs +Axe.prefab -> Hammer.prefab +Axe.png -> Hammer.png +TreasureCollector -> TreasureSystem or PlayerInventory +TrollSpawner -> move to Systems/ +LevelManager -> move to Core/ +GameManager -> keep only one instance +``` + +--- + +## 13. Recommended Next Step + +The most practical next step is to create a **production-ready Unity script skeleton** for the revised architecture, including: + +- `PlayerController` +- `HammerThrower` +- `HammerProjectile` +- `TrollController` +- `TrollStateMachine` +- `NoiseSystem` +- `Chest` +- `LevelManager` +- `GameManager` + +This would turn the conceptual structure into an implementation-ready foundation. diff --git a/Assets/Docs/ArchitectureMigration.md b/Assets/Docs/ArchitectureMigration.md new file mode 100644 index 0000000..370e82f --- /dev/null +++ b/Assets/Docs/ArchitectureMigration.md @@ -0,0 +1,681 @@ +# Gnome’s Bounty — Architecture Migration Plan for Coding Model + +## 1. Purpose + +This document is written for a coding model / AI coding agent that will work on the current Unity project for **Gnome’s Bounty**. + +The purpose is to guide the model through a **safe, incremental architecture migration** based on the **current project structure**, not an idealized rewrite. + +The agent should use this file as an execution plan. + +--- + +## 2. Main Goal + +Refactor and extend the current Unity project so it better matches the intended game concept: + +- 2D puzzle-platformer +- player uses a **throwing hammer** +- hammer can **stun enemies** and **break certain walls** +- player opens chests, finds a key, and exits through a door +- enemies should create pressure over time +- enemy AI should eventually react to **noise** +- the project structure should become cleaner without requiring a full rewrite + +The goal is **not** to rebuild the game from scratch. +The goal is to **improve the current project safely**. + +--- + +## 3. Current Project Context + +The current Unity project already contains the following relevant files and systems: + +- `PlayerController.cs` +- `Hammer.cs` +- `HammerThrower.cs` +- `EnemyAI.cs` +- `CharacterSpawner.cs` +- `BreakableWall.cs` +- `Chest.cs` +- `KeyChest.cs` +- `Door.cs` +- `DoorInteract.cs` +- `InputManager.cs` +- `UiManager.cs` +- `Character.cs` +- `CameraFollow.cs` +- `TreasureSO.cs` +- `MapElementSO.cs` + +The project also includes folders and assets related to: + +- controllers +- environment objects +- managers +- map elements +- scriptable objects +- prefabs +- scenes +- animations +- sprites + +This means the project already has a prototype-level gameplay foundation. + +--- + +## 4. Important Constraints for the Coding Model + +### 4.1 General Rules +- Do **not** rewrite unrelated systems. +- Do **not** perform a full architecture rewrite. +- Prefer **small, safe, incremental changes**. +- Keep the project **Unity-friendly** and inspector-friendly. +- Preserve existing gameplay where possible. +- Keep naming consistent and readable. +- Avoid unnecessary abstractions. +- Use simple `MonoBehaviour` patterns unless something more advanced is clearly required. + +### 4.2 Refactoring Rules +- If renaming files/classes, clearly list all renamed files. +- If Unity references may break because of renaming or moving scripts, explicitly mention required Unity setup steps. +- If a class is currently too generic, improve it gradually instead of replacing it immediately. +- Prefer **adding missing gameplay systems** over rewriting existing ones. +- If a task is risky, choose the safest implementation that preserves compatibility. + +### 4.3 Output Rules +For each task, the coding model must return: +1. A short summary of what was changed +2. A list of files changed +3. Full code for every **new file** +4. Full code for every **modified file** +5. Unity setup instructions (if required) +6. Notes about assumptions, risks, or possible scene/prefab reference issues + +--- + +## 5. Architecture Issues to Solve + +The current project already aligns with the concept in several areas, but the following architectural gaps should be addressed: + +1. `UiManager.cs` should be normalized to `UIManager.cs` +2. `HammerThrower.cs` and `Hammer.cs` should have clearly separated responsibilities +3. There is no explicit `GameManager.cs` +4. There is no explicit `LevelManager.cs` +5. There is no dedicated `NoiseSystem.cs` +6. `EnemyAI.cs` is likely too generic and should gradually support enemy states +7. Hammer gameplay should clearly support: + - cooldown + - projectile behavior + - stun + - destructible wall interaction + - self-destruction on impact +8. The chest → key → door → exit loop should be centralized and explicit + +--- + +## 6. High-Level Migration Phases + +--- + +## Phase 1 — Safe Cleanup and Structural Preparation + +### Objective +Improve naming and separate responsibilities without changing game behavior too much. + +### Tasks +1. Rename `UiManager.cs` to `UIManager.cs` +2. Review `Hammer.cs` and `HammerThrower.cs` +3. Ensure: + - `HammerThrower` handles throw input, direction, cooldown, and projectile spawn + - `Hammer` handles projectile movement, collision detection, stun, breakable wall interaction, and self-destruction +4. Review `EnemyAI.cs` +5. Do **not** deeply refactor `EnemyAI` yet +6. Keep all current gameplay working + +### Expected Result +- cleaner naming +- clearer hammer responsibilities +- no major gameplay breakage + +### Acceptance Criteria +- project compiles +- hammer still works +- no scene references are silently broken + +--- + +## Phase 2 — Add Core Gameplay Managers + +### Objective +Introduce missing orchestration for game state and level progression. + +### Tasks +1. Create `GameManager.cs` +2. Create `LevelManager.cs` +3. `GameManager` should manage: + - whether the player has the key + - treasure count + - simple level complete action + - future extensibility for restart, game over, or scene transition +4. `LevelManager` should manage: + - key collection flow + - door unlock flow + - level completion request when player reaches exit +5. Integrate current `Door`, `DoorInteract`, `Chest`, and `KeyChest` systems with these managers + +### Expected Result +The gameplay loop becomes explicit: + +1. open chest +2. get key +3. unlock door +4. reach exit +5. complete level + +### Acceptance Criteria +- when the player gets the key, game state updates correctly +- door unlocking is controlled through level logic +- reaching exit with the key triggers level completion logic +- project compiles without removing current gameplay + +--- + +## Phase 3 — Implement Noise System + +### Objective +Add one of the missing core mechanics from the design: **enemy reaction to noise**. + +### Tasks +1. Create `NoiseSystem.cs` +2. Add a public API such as: + - `Emit(Vector3 position, float radius)` +3. Update `BreakableWall.cs` so breaking a wall emits noise +4. Update `Hammer.cs` so impact can emit noise +5. Update `EnemyAI.cs` so it can respond to noise events via a method such as: + - `OnNoise(Vector3 sourcePosition)` +6. Keep the implementation simple and compatible with the current project + +### Expected Result +Enemy behavior becomes influenced by player actions. + +### Acceptance Criteria +- breaking a wall emits noise +- hammer impact emits noise +- nearby enemies are notified +- enemies change behavior when hearing noise +- exposed tuning fields are available in Inspector where useful + +--- + +## Phase 4 — Improve EnemyAI with States + +### Objective +Make enemy behavior clearer, more predictable, and closer to the intended troll-like pressure behavior. + +### Tasks +1. Update `EnemyAI.cs` to support a simple internal state model +2. Add states such as: + - `Patrol` + - `Investigate` + - `Chase` + - `Stunned` +3. Add logic for: + - reacting to noise + - changing target position when investigating + - entering a stunned state when hit by the hammer + - recovering from stun after a delay +4. Keep implementation simple +5. Do **not** create an overcomplicated AI framework + +### Expected Result +Enemies behave in a controlled and readable way. + +### Acceptance Criteria +- enemy can be stunned +- enemy can recover from stun +- enemy can investigate noise +- enemy can still chase or patrol if such behavior already exists +- code is maintainable and understandable + +--- + +## Phase 5 — Finalize Hammer Gameplay Logic + +### Objective +Make the hammer fully aligned with the intended design. + +### Tasks +1. Update `HammerThrower.cs` to include: + - cooldown + - throw permission checks + - projectile spawning +2. Update `Hammer.cs` to include: + - collision with breakable walls + - collision with `EnemyAI` + - self-destruction on impact + - optional impact noise emission +3. Ensure the hammer: + - does not kill enemies + - can stun enemies + - can break only destructible walls + - disappears on impact + - becomes available again after cooldown + +### Expected Result +The hammer becomes a proper tactical tool rather than a generic projectile. + +### Acceptance Criteria +- hammer cannot be spammed without cooldown +- hammer breaks only valid destructible objects +- hammer stuns enemies +- hammer disappears on impact +- gameplay remains responsive + +--- + +## Phase 6 — Integrate Chest → Key → Door Loop Properly + +### Objective +Make the main level progression loop robust and explicit. + +### Tasks +1. Review `Chest.cs` and `KeyChest.cs` +2. Ensure `KeyChest.cs` informs `GameManager` and/or `LevelManager` when key is collected +3. Update `Door.cs` so it clearly supports locked/unlocked state +4. Update `DoorInteract.cs` so player interaction is separate from progression logic +5. Ensure door completion checks are performed through `GameManager` and/or `LevelManager` + +### Expected Result +The core objective loop becomes stable: + +- open chest +- obtain key +- unlock or enable exit +- reach exit +- complete level + +### Acceptance Criteria +- opening key chest grants key +- door unlocks only when appropriate +- player can finish level through door flow +- project compiles and current gameplay remains functional + +--- + +## Phase 7 — Optional Folder and Naming Cleanup + +### Objective +Improve long-term maintainability without breaking the current project. + +### Tasks +1. Consider moving scripts into clearer folders, for example: + - `HammerThrower.cs` → player-related folder + - `Hammer.cs` → projectile or combat-related folder + - `EnemyAI.cs` → enemy-related folder + - `BreakableWall.cs` → environment or world-related folder +2. Rename `CharacterSpawner.cs` to `EnemySpawner.cs` **only if** it is truly enemy-specific +3. Do not move or rename files unless the required Unity follow-up steps are clearly documented + +### Expected Result +The project structure becomes easier to understand and extend. + +### Acceptance Criteria +- structure becomes clearer +- moved scripts still work in Unity +- all renames/moves are documented + +--- + +## 7. Detailed Task Backlog for the Coding Model + +Each task below should preferably be executed in a separate interaction or small batch. + +--- + +## Task 1 — Normalize UI Manager Naming + +### Instruction +Rename `UiManager.cs` to `UIManager.cs` and update the class name accordingly. +Check for all references in the project and update them if necessary. +Do not change any unrelated logic unless required for compilation. + +### Deliverables +- renamed file +- updated class name +- note about scene/prefab references if Unity reattachment is required + +### Definition of Done +- project compiles +- no broken references remain undocumented + +--- + +## Task 2 — Separate Hammer Throw Logic and Hammer Projectile Logic + +### Instruction +Review `HammerThrower.cs` and `Hammer.cs`. + +Refactor them so: +- `HammerThrower` manages player input integration, throw direction, throw permission checks, cooldown, and projectile spawn +- `Hammer` manages projectile movement, collision detection, stun application, destructible wall interaction, optional noise emission, and self-destruction on impact + +Do not remove existing functionality unless replacing it with equivalent or better behavior. + +### Deliverables +- full updated `HammerThrower.cs` +- full updated `Hammer.cs` +- short explanation of each class responsibility + +### Definition of Done +- hammer still throws correctly +- responsibilities are clearly separated + +--- + +## Task 3 — Add GameManager + +### Instruction +Create a new `GameManager.cs` MonoBehaviour singleton. + +It should manage: +- whether the player has the key +- treasure count +- a basic level completion action +- future-friendly structure for restart or scene transition + +Keep implementation simple and compatible with the current project. + +### Deliverables +- new `GameManager.cs` +- explanation of where to place it in the scene +- any required setup steps + +### Definition of Done +- other systems can check key ownership via `GameManager` +- treasure is tracked centrally + +--- + +## Task 4 — Add LevelManager + +### Instruction +Create a new `LevelManager.cs` MonoBehaviour. + +It should manage: +- response to key collection +- door unlock flow +- level completion request when the player reaches exit + +Integrate it with `Door.cs`, `DoorInteract.cs`, `Chest.cs`, and/or `KeyChest.cs` as needed. + +### Deliverables +- new `LevelManager.cs` +- updated related files if required +- integration notes + +### Definition of Done +- level progression logic is centralized +- door flow is no longer spread across unrelated classes + +--- + +## Task 5 — Add Noise System + +### Instruction +Create a simple `NoiseSystem.cs` singleton for noise events in the world. + +Requirements: +- expose a public method to emit noise using world position and radius +- detect nearby enemies +- notify them through a method like `OnNoise(Vector3 sourcePosition)` + +Integrate the system with: +- `Hammer.cs` +- `BreakableWall.cs` +- `EnemyAI.cs` + +### Deliverables +- new `NoiseSystem.cs` +- updated `Hammer.cs` +- updated `BreakableWall.cs` +- updated `EnemyAI.cs` with a basic noise reaction entry point + +### Definition of Done +- gameplay events can emit noise +- nearby enemies can react to that noise + +--- + +## Task 6 — Add Enemy States to EnemyAI + +### Instruction +Refactor `EnemyAI.cs` to support a simple internal state system. + +Required states: +- `Patrol` +- `Investigate` +- `Chase` +- `Stunned` + +Required behaviors: +- change target or focus when hearing a noise +- enter stunned state when hit by hammer +- recover from stun after delay + +Do not overengineer. + +### Deliverables +- full updated `EnemyAI.cs` +- brief explanation of state transitions + +### Definition of Done +- enemies respond to noise +- enemies can be stunned and recover +- code stays readable + +--- + +## Task 7 — Add Hammer Cooldown and Tactical Rules + +### Instruction +Update hammer gameplay to fully support the intended tactical role. + +Requirements: +- player cannot throw continuously without cooldown +- hammer disappears on impact +- hammer stuns enemies but does not kill them +- hammer breaks only destructible walls +- hammer impact may emit noise +- all tunable values should be inspector-friendly where appropriate + +### Deliverables +- updated `HammerThrower.cs` +- updated `Hammer.cs` +- notes about tuning values exposed in Inspector + +### Definition of Done +- hammer behavior matches design +- gameplay is tunable without code changes + +--- + +## Task 8 — Integrate KeyChest with Game State + +### Instruction +Update `KeyChest.cs` so that opening it informs `GameManager` and/or `LevelManager` that the key has been collected. + +This must trigger: +- key ownership update +- door unlock flow or unlock eligibility + +Do not break the existing chest interaction flow. + +### Deliverables +- updated `KeyChest.cs` +- updated `Chest.cs` if needed +- scene setup notes if references are required + +### Definition of Done +- opening the key chest updates game state correctly + +--- + +## Task 9 — Improve Door Flow + +### Instruction +Refactor `Door.cs` and `DoorInteract.cs` so that: +- `Door` owns locked/unlocked state +- `DoorInteract` handles player interaction only +- final completion checks are performed through `GameManager` and/or `LevelManager` + +### Deliverables +- updated `Door.cs` +- updated `DoorInteract.cs` +- explanation of class responsibilities + +### Definition of Done +- door lock state is explicit +- player interaction is separated from progression logic + +--- + +## Task 10 — Optional Folder Cleanup Plan + +### Instruction +Propose and optionally apply a safer folder structure cleanup for the current scripts. + +Suggested direction: +- player-related scripts in a player or controllers folder +- enemy scripts in an enemies folder +- hammer/projectile scripts in a combat or projectiles folder +- managers in a managers folder +- environment/world scripts in an environment or world folder + +Do not move files blindly. +If there is risk to Unity references, provide a move plan instead of applying changes immediately. + +### Deliverables +- either actual safe file moves +- or a documented migration plan for folder cleanup + +### Definition of Done +- the structure becomes clearer or a safe future move plan is documented + +--- + +## 8. Recommended Execution Order + +The coding model should process the tasks in the following order: + +1. Task 1 — Normalize UI manager naming +2. Task 2 — Separate hammer throw logic and projectile logic +3. Task 3 — Add `GameManager` +4. Task 4 — Add `LevelManager` +5. Task 8 — Integrate `KeyChest` with game state +6. Task 9 — Improve door flow +7. Task 5 — Add `NoiseSystem` +8. Task 6 — Add enemy states to `EnemyAI` +9. Task 7 — Finalize hammer cooldown and tactical rules +10. Task 10 — Optional folder cleanup + +This order is intentionally incremental and low risk. + +--- + +## 9. Prompt Template for the Coding Model + +Use the following prompt template when sending a single task to a coding model: + +```text +You are working on an existing Unity 2D project called Gnome’s Bounty. + +Important constraints: +- Do not rewrite the entire architecture. +- Make only focused, safe, incremental changes. +- Keep existing gameplay working if possible. +- Return full code for every changed file. +- Return full code for every new file. +- Clearly list renamed files and any Unity Inspector setup steps. +- Prefer simple MonoBehaviour-based design over overengineering. + +Current project context: +- The player uses a throwing hammer. +- The hammer can stun enemies and break certain walls. +- The level loop is chest -> key -> door -> exit. +- Enemies should later react to noise. +- Existing files include PlayerController, Hammer, HammerThrower, EnemyAI, BreakableWall, Chest, KeyChest, Door, DoorInteract, InputManager, UiManager, CharacterSpawner. + +Task: +[INSERT ONE TASK FROM THIS DOCUMENT] + +Expected output: +1. Summary of changes +2. List of files changed +3. Full code for each new file +4. Full code for each updated file +5. Unity setup instructions +6. Notes about any risks or assumptions +``` + +--- + +## 10. Recommended AI Session Breakdown + +To reduce risk, do **not** ask the coding model to execute the whole migration in one response. + +Preferred breakdown: + +### Session 1 +- Task 1 +- Task 2 + +### Session 2 +- Task 3 +- Task 4 +- Task 8 +- Task 9 + +### Session 3 +- Task 5 +- Task 6 +- Task 7 + +### Session 4 +- Task 10 + +This keeps refactoring controlled and easier to review. + +--- + +## 11. Final Guidance for the Coding Model + +When performing these tasks, always prefer: + +- compatibility over elegance +- safe migration over aggressive refactor +- explicit inspector setup over hidden assumptions +- readable MonoBehaviour code over advanced patterns + +The project already has a working prototype base. +The purpose of this plan is to evolve it into a cleaner architecture that matches the game concept more closely. + +Do not replace the existing project with a theoretical “perfect architecture”. +Improve the real project incrementally. + +--- + +## 12. Desired End State + +After completing the migration, the project should have: + +- clean hammer throw + projectile separation +- a central `GameManager` +- a central `LevelManager` +- a simple but functional `NoiseSystem` +- enemies that can react to noise and become stunned +- a stable chest → key → door → exit flow +- clearer responsibilities between gameplay systems +- a cleaner and more maintainable Unity architecture + +This is the target state for the current project. diff --git a/Assets/Docs/ArchitectureMigration.md.meta b/Assets/Docs/ArchitectureMigration.md.meta new file mode 100644 index 0000000..25ed20f --- /dev/null +++ b/Assets/Docs/ArchitectureMigration.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 690a6b37d2b97044c8a4ecda9dce6e90 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Docs/Evolution.md b/Assets/Docs/Evolution.md deleted file mode 100644 index 0cfcbdc..0000000 --- a/Assets/Docs/Evolution.md +++ /dev/null @@ -1,13 +0,0 @@ -# Architectural Evolution - -This document tracks the major architectural improvements and transitions in the **Gnome’s Bounty** project. - -## Resolved Improvements - -1. **Axe renamed to Hammer:** All scripts, prefabs, and sprites now use the Hammer theme to align with the core vision of a magical throwing hammer. -2. **Noise System Added:** A dedicated `NoiseSystem` handles enemy alerts, adding a tactical stealth-puzzle layer. -3. **Manager Cleanup:** `GameManager` and other managers are now centralized in `Scripts/Managers/`. -4. **Enemy Logic Refined:** `EnemyAI` replaces the generic troll logic with specific behavior states. -5. **Environment Logic Centralized:** Folder structure now clearly separates world objects and environment mechanics. - -For the current state of the architecture, see [Architecture.md](./Architecture.md). \ No newline at end of file diff --git a/Assets/Docs/Guidelines.md b/Assets/Docs/Guidelines.md deleted file mode 100644 index 93d6910..0000000 --- a/Assets/Docs/Guidelines.md +++ /dev/null @@ -1,10 +0,0 @@ -# Implementation Guidelines - -To maintain architectural consistency in **Gnome’s Bounty**, please follow these rules when adding new content: - -- **New World Objects:** Place in `Scripts/EnvironmentObjects/`. -- **New Managers:** Place in `Scripts/Managers/`. -- **New AI Behaviors:** Add to `EnemyAI.cs` or create specialized classes in `Scripts/Enemies/`. -- **UI Updates:** Modify `UIManager.cs` and related scripts in `Scripts/Managers/`. - -Refer to [Architecture.md](./Architecture.md) for the full project structure. \ No newline at end of file diff --git a/Assets/Docs/Systems.md b/Assets/Docs/Systems.md deleted file mode 100644 index 73cd552..0000000 --- a/Assets/Docs/Systems.md +++ /dev/null @@ -1,26 +0,0 @@ -# Key Gameplay Systems - -This document details the core systems that drive the gameplay in **Gnome’s Bounty**. - -## 1. Hammer System -The gnome uses a **Magical Throwing Hammer**. This is the primary tool for: -- Stunning enemies. -- Breaking walls. -- Activating remote triggers. - -**Files:** `Hammer.cs`, `HammerThrower.cs`. - -## 2. Noise & Stealth -Enemies react to noise created by the player (e.g., breaking walls, hammer impacts). This system creates the tactical "stealth-puzzle" layer. - -**Files:** `NoiseSystem.cs`. - -## 3. Enemy AI & Spawning -Enemies (Goblins) follow predictable paths but become dangerous when alerted or when spawning from caves to increase level pressure. - -**Files:** `EnemyAI.cs`, `EnemySpawner.cs`. - -## 4. Environmental Interaction -Breakable walls, chests, and doors form the core of the level puzzles. 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{fileID: 331482253} - {fileID: 17312388} - {fileID: 1544656459} - {fileID: 617249160} - {fileID: 2096110260} + - {fileID: 593888134675041391} diff --git a/Assets/Scripts/Controllers/PlayerController.cs b/Assets/Scripts/Controllers/PlayerController.cs index b92398d..1b8bb9f 100644 --- a/Assets/Scripts/Controllers/PlayerController.cs +++ b/Assets/Scripts/Controllers/PlayerController.cs @@ -3,11 +3,6 @@ using UnityEngine; public class PlayerController : Character { - [SerializeField] - private Sprite _regularSprite; - [SerializeField] - private Sprite _noHammerSprite; - private GameObject _hammer; private bool _isHoldingHammer = true; @@ -53,7 +48,6 @@ public class PlayerController : Character { if (_hammer == null && !_isHoldingHammer) { - _spriteRenderer.sprite = _regularSprite; _isHoldingHammer = true; } @@ -83,14 +77,9 @@ public class PlayerController : Character private void UpdatePlayerSprite() { - _spriteRenderer.sprite = _hammerThrower.HasHammer - ? _regularSprite - : _noHammerSprite; } protected override void SetWalkingAnimation(bool isWalking) { - _bonesBack.SetActive(false); - _bonesSide.SetActive(true); _animator.SetBool("Legs_Walk", isWalking); _animator.SetBool("Body_Walk", isWalking); } @@ -99,8 +88,6 @@ public class PlayerController : Character { if (isClimbing) { - _bonesBack.SetActive(true); - _bonesSide.SetActive(false); } _animator.SetBool("Climb", isClimbing); } diff --git a/Assets/Scripts/Utilities/Character.cs b/Assets/Scripts/Utilities/Character.cs index a1af5b4..85988b8 100644 --- a/Assets/Scripts/Utilities/Character.cs +++ b/Assets/Scripts/Utilities/Character.cs @@ -8,18 +8,10 @@ public abstract class Character : MonoBehaviour protected Animator _animator; [SerializeField] private float _movementSpeed = 1.5f; - [SerializeField] - protected GameObject _bonesSide; - [SerializeField] - protected GameObject _bonesBack; - - + [SerializeField] private LayerMask _mapLayer; - protected SpriteRenderer _spriteRenderer; - - private Rigidbody2D _body; private CapsuleCollider2D _capsuleCollider; protected bool _isOnBridge; @@ -41,7 +33,6 @@ public abstract class Character : MonoBehaviour { _body = GetComponent(); _capsuleCollider = GetComponent(); - _spriteRenderer = GetComponentInChildren(); _cellSize = new Vector2(0.6f, 1f); }