dabd056e8b
Add an architecture migration plan for the Gnome's Bounty Unity project, detailing the purpose, goals, current context, constraints, architecture issues, high-level migration phases, and a detailed task backlog for the coding model.
682 lines
19 KiB
Markdown
682 lines
19 KiB
Markdown
# Gnome’s Bounty — Architecture Migration Plan for Coding Model
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## 1. Purpose
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This document is written for a coding model / AI coding agent that will work on the current Unity project for **Gnome’s Bounty**.
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The purpose is to guide the model through a **safe, incremental architecture migration** based on the **current project structure**, not an idealized rewrite.
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The agent should use this file as an execution plan.
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---
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## 2. Main Goal
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Refactor and extend the current Unity project so it better matches the intended game concept:
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- 2D puzzle-platformer
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- player uses a **throwing hammer**
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- hammer can **stun enemies** and **break certain walls**
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- player opens chests, finds a key, and exits through a door
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- enemies should create pressure over time
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- enemy AI should eventually react to **noise**
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- the project structure should become cleaner without requiring a full rewrite
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The goal is **not** to rebuild the game from scratch.
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The goal is to **improve the current project safely**.
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---
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## 3. Current Project Context
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The current Unity project already contains the following relevant files and systems:
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- `PlayerController.cs`
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- `Hammer.cs`
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- `HammerThrower.cs`
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- `EnemyAI.cs`
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- `CharacterSpawner.cs`
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- `BreakableWall.cs`
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- `Chest.cs`
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- `KeyChest.cs`
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- `Door.cs`
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- `DoorInteract.cs`
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- `InputManager.cs`
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- `UiManager.cs`
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- `Character.cs`
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- `CameraFollow.cs`
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- `TreasureSO.cs`
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- `MapElementSO.cs`
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The project also includes folders and assets related to:
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- controllers
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- environment objects
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- managers
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- map elements
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- scriptable objects
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- prefabs
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- scenes
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- animations
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- sprites
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This means the project already has a prototype-level gameplay foundation.
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---
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## 4. Important Constraints for the Coding Model
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### 4.1 General Rules
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- Do **not** rewrite unrelated systems.
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- Do **not** perform a full architecture rewrite.
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- Prefer **small, safe, incremental changes**.
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- Keep the project **Unity-friendly** and inspector-friendly.
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- Preserve existing gameplay where possible.
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- Keep naming consistent and readable.
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- Avoid unnecessary abstractions.
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- Use simple `MonoBehaviour` patterns unless something more advanced is clearly required.
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### 4.2 Refactoring Rules
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- If renaming files/classes, clearly list all renamed files.
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- If Unity references may break because of renaming or moving scripts, explicitly mention required Unity setup steps.
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- If a class is currently too generic, improve it gradually instead of replacing it immediately.
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- Prefer **adding missing gameplay systems** over rewriting existing ones.
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- If a task is risky, choose the safest implementation that preserves compatibility.
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### 4.3 Output Rules
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For each task, the coding model must return:
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1. A short summary of what was changed
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2. A list of files changed
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3. Full code for every **new file**
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4. Full code for every **modified file**
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5. Unity setup instructions (if required)
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6. Notes about assumptions, risks, or possible scene/prefab reference issues
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---
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## 5. Architecture Issues to Solve
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The current project already aligns with the concept in several areas, but the following architectural gaps should be addressed:
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1. `UiManager.cs` should be normalized to `UIManager.cs`
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2. `HammerThrower.cs` and `Hammer.cs` should have clearly separated responsibilities
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3. There is no explicit `GameManager.cs`
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4. There is no explicit `LevelManager.cs`
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5. There is no dedicated `NoiseSystem.cs`
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6. `EnemyAI.cs` is likely too generic and should gradually support enemy states
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7. Hammer gameplay should clearly support:
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- cooldown
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- projectile behavior
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- stun
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- destructible wall interaction
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- self-destruction on impact
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8. The chest → key → door → exit loop should be centralized and explicit
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---
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## 6. High-Level Migration Phases
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---
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## Phase 1 — Safe Cleanup and Structural Preparation
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### Objective
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Improve naming and separate responsibilities without changing game behavior too much.
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### Tasks
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1. Rename `UiManager.cs` to `UIManager.cs`
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2. Review `Hammer.cs` and `HammerThrower.cs`
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3. Ensure:
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- `HammerThrower` handles throw input, direction, cooldown, and projectile spawn
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- `Hammer` handles projectile movement, collision detection, stun, breakable wall interaction, and self-destruction
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4. Review `EnemyAI.cs`
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5. Do **not** deeply refactor `EnemyAI` yet
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6. Keep all current gameplay working
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### Expected Result
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- cleaner naming
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- clearer hammer responsibilities
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- no major gameplay breakage
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### Acceptance Criteria
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- project compiles
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- hammer still works
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- no scene references are silently broken
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---
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## Phase 2 — Add Core Gameplay Managers
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### Objective
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Introduce missing orchestration for game state and level progression.
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### Tasks
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1. Create `GameManager.cs`
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2. Create `LevelManager.cs`
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3. `GameManager` should manage:
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- whether the player has the key
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- treasure count
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- simple level complete action
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- future extensibility for restart, game over, or scene transition
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4. `LevelManager` should manage:
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- key collection flow
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- door unlock flow
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- level completion request when player reaches exit
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5. Integrate current `Door`, `DoorInteract`, `Chest`, and `KeyChest` systems with these managers
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### Expected Result
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The gameplay loop becomes explicit:
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1. open chest
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2. get key
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3. unlock door
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4. reach exit
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5. complete level
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### Acceptance Criteria
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- when the player gets the key, game state updates correctly
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- door unlocking is controlled through level logic
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- reaching exit with the key triggers level completion logic
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- project compiles without removing current gameplay
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---
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## Phase 3 — Implement Noise System
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### Objective
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Add one of the missing core mechanics from the design: **enemy reaction to noise**.
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### Tasks
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1. Create `NoiseSystem.cs`
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2. Add a public API such as:
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- `Emit(Vector3 position, float radius)`
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3. Update `BreakableWall.cs` so breaking a wall emits noise
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4. Update `Hammer.cs` so impact can emit noise
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5. Update `EnemyAI.cs` so it can respond to noise events via a method such as:
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- `OnNoise(Vector3 sourcePosition)`
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6. Keep the implementation simple and compatible with the current project
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### Expected Result
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Enemy behavior becomes influenced by player actions.
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### Acceptance Criteria
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- breaking a wall emits noise
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- hammer impact emits noise
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- nearby enemies are notified
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- enemies change behavior when hearing noise
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- exposed tuning fields are available in Inspector where useful
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---
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## Phase 4 — Improve EnemyAI with States
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### Objective
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Make enemy behavior clearer, more predictable, and closer to the intended troll-like pressure behavior.
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### Tasks
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1. Update `EnemyAI.cs` to support a simple internal state model
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2. Add states such as:
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- `Patrol`
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- `Investigate`
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- `Chase`
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- `Stunned`
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3. Add logic for:
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- reacting to noise
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- changing target position when investigating
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- entering a stunned state when hit by the hammer
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- recovering from stun after a delay
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4. Keep implementation simple
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5. Do **not** create an overcomplicated AI framework
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### Expected Result
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Enemies behave in a controlled and readable way.
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### Acceptance Criteria
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- enemy can be stunned
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- enemy can recover from stun
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- enemy can investigate noise
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- enemy can still chase or patrol if such behavior already exists
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- code is maintainable and understandable
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---
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## Phase 5 — Finalize Hammer Gameplay Logic
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### Objective
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Make the hammer fully aligned with the intended design.
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### Tasks
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1. Update `HammerThrower.cs` to include:
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- cooldown
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- throw permission checks
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- projectile spawning
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2. Update `Hammer.cs` to include:
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- collision with breakable walls
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- collision with `EnemyAI`
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- self-destruction on impact
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- optional impact noise emission
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3. Ensure the hammer:
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- does not kill enemies
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- can stun enemies
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- can break only destructible walls
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- disappears on impact
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- becomes available again after cooldown
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### Expected Result
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The hammer becomes a proper tactical tool rather than a generic projectile.
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### Acceptance Criteria
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- hammer cannot be spammed without cooldown
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- hammer breaks only valid destructible objects
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- hammer stuns enemies
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- hammer disappears on impact
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- gameplay remains responsive
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---
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## Phase 6 — Integrate Chest → Key → Door Loop Properly
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### Objective
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Make the main level progression loop robust and explicit.
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### Tasks
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1. Review `Chest.cs` and `KeyChest.cs`
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2. Ensure `KeyChest.cs` informs `GameManager` and/or `LevelManager` when key is collected
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3. Update `Door.cs` so it clearly supports locked/unlocked state
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4. Update `DoorInteract.cs` so player interaction is separate from progression logic
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5. Ensure door completion checks are performed through `GameManager` and/or `LevelManager`
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### Expected Result
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The core objective loop becomes stable:
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- open chest
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- obtain key
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- unlock or enable exit
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- reach exit
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- complete level
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### Acceptance Criteria
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- opening key chest grants key
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- door unlocks only when appropriate
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- player can finish level through door flow
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- project compiles and current gameplay remains functional
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---
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## Phase 7 — Optional Folder and Naming Cleanup
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### Objective
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Improve long-term maintainability without breaking the current project.
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### Tasks
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1. Consider moving scripts into clearer folders, for example:
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- `HammerThrower.cs` → player-related folder
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- `Hammer.cs` → projectile or combat-related folder
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- `EnemyAI.cs` → enemy-related folder
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- `BreakableWall.cs` → environment or world-related folder
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2. Rename `CharacterSpawner.cs` to `EnemySpawner.cs` **only if** it is truly enemy-specific
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3. Do not move or rename files unless the required Unity follow-up steps are clearly documented
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### Expected Result
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The project structure becomes easier to understand and extend.
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### Acceptance Criteria
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- structure becomes clearer
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- moved scripts still work in Unity
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- all renames/moves are documented
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---
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## 7. Detailed Task Backlog for the Coding Model
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Each task below should preferably be executed in a separate interaction or small batch.
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---
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## Task 1 — Normalize UI Manager Naming
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### Instruction
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Rename `UiManager.cs` to `UIManager.cs` and update the class name accordingly.
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Check for all references in the project and update them if necessary.
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Do not change any unrelated logic unless required for compilation.
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### Deliverables
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- renamed file
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- updated class name
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- note about scene/prefab references if Unity reattachment is required
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### Definition of Done
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- project compiles
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- no broken references remain undocumented
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---
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## Task 2 — Separate Hammer Throw Logic and Hammer Projectile Logic
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### Instruction
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Review `HammerThrower.cs` and `Hammer.cs`.
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Refactor them so:
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- `HammerThrower` manages player input integration, throw direction, throw permission checks, cooldown, and projectile spawn
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- `Hammer` manages projectile movement, collision detection, stun application, destructible wall interaction, optional noise emission, and self-destruction on impact
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Do not remove existing functionality unless replacing it with equivalent or better behavior.
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### Deliverables
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- full updated `HammerThrower.cs`
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- full updated `Hammer.cs`
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- short explanation of each class responsibility
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### Definition of Done
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- hammer still throws correctly
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- responsibilities are clearly separated
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---
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## Task 3 — Add GameManager
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### Instruction
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Create a new `GameManager.cs` MonoBehaviour singleton.
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It should manage:
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- whether the player has the key
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- treasure count
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- a basic level completion action
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- future-friendly structure for restart or scene transition
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Keep implementation simple and compatible with the current project.
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### Deliverables
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- new `GameManager.cs`
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- explanation of where to place it in the scene
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- any required setup steps
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### Definition of Done
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- other systems can check key ownership via `GameManager`
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- treasure is tracked centrally
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---
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## Task 4 — Add LevelManager
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### Instruction
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Create a new `LevelManager.cs` MonoBehaviour.
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It should manage:
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- response to key collection
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- door unlock flow
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- level completion request when the player reaches exit
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Integrate it with `Door.cs`, `DoorInteract.cs`, `Chest.cs`, and/or `KeyChest.cs` as needed.
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### Deliverables
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- new `LevelManager.cs`
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- updated related files if required
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- integration notes
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### Definition of Done
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- level progression logic is centralized
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- door flow is no longer spread across unrelated classes
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---
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## Task 5 — Add Noise System
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### Instruction
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Create a simple `NoiseSystem.cs` singleton for noise events in the world.
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Requirements:
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- expose a public method to emit noise using world position and radius
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- detect nearby enemies
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- notify them through a method like `OnNoise(Vector3 sourcePosition)`
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Integrate the system with:
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- `Hammer.cs`
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- `BreakableWall.cs`
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- `EnemyAI.cs`
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### Deliverables
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- new `NoiseSystem.cs`
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- updated `Hammer.cs`
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- updated `BreakableWall.cs`
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- updated `EnemyAI.cs` with a basic noise reaction entry point
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### Definition of Done
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- gameplay events can emit noise
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- nearby enemies can react to that noise
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---
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## Task 6 — Add Enemy States to EnemyAI
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### Instruction
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Refactor `EnemyAI.cs` to support a simple internal state system.
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Required states:
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- `Patrol`
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- `Investigate`
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- `Chase`
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- `Stunned`
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Required behaviors:
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- change target or focus when hearing a noise
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- enter stunned state when hit by hammer
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- recover from stun after delay
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Do not overengineer.
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### Deliverables
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- full updated `EnemyAI.cs`
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- brief explanation of state transitions
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### Definition of Done
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- enemies respond to noise
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- enemies can be stunned and recover
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- code stays readable
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---
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## Task 7 — Add Hammer Cooldown and Tactical Rules
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### Instruction
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Update hammer gameplay to fully support the intended tactical role.
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Requirements:
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- player cannot throw continuously without cooldown
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- hammer disappears on impact
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- hammer stuns enemies but does not kill them
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- hammer breaks only destructible walls
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- hammer impact may emit noise
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- all tunable values should be inspector-friendly where appropriate
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### Deliverables
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- updated `HammerThrower.cs`
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- updated `Hammer.cs`
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- notes about tuning values exposed in Inspector
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### Definition of Done
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- hammer behavior matches design
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- gameplay is tunable without code changes
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---
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## Task 8 — Integrate KeyChest with Game State
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### Instruction
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Update `KeyChest.cs` so that opening it informs `GameManager` and/or `LevelManager` that the key has been collected.
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This must trigger:
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- key ownership update
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- door unlock flow or unlock eligibility
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Do not break the existing chest interaction flow.
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### Deliverables
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- updated `KeyChest.cs`
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- updated `Chest.cs` if needed
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- scene setup notes if references are required
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### Definition of Done
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- opening the key chest updates game state correctly
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---
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## Task 9 — Improve Door Flow
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### Instruction
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Refactor `Door.cs` and `DoorInteract.cs` so that:
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- `Door` owns locked/unlocked state
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- `DoorInteract` handles player interaction only
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- final completion checks are performed through `GameManager` and/or `LevelManager`
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### Deliverables
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- updated `Door.cs`
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- updated `DoorInteract.cs`
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- explanation of class responsibilities
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### Definition of Done
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- door lock state is explicit
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- player interaction is separated from progression logic
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---
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## Task 10 — Optional Folder Cleanup Plan
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### Instruction
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Propose and optionally apply a safer folder structure cleanup for the current scripts.
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Suggested direction:
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- player-related scripts in a player or controllers folder
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- enemy scripts in an enemies folder
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- hammer/projectile scripts in a combat or projectiles folder
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- managers in a managers folder
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- environment/world scripts in an environment or world folder
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Do not move files blindly.
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If there is risk to Unity references, provide a move plan instead of applying changes immediately.
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### Deliverables
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- either actual safe file moves
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- or a documented migration plan for folder cleanup
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### Definition of Done
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- the structure becomes clearer or a safe future move plan is documented
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---
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## 8. Recommended Execution Order
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The coding model should process the tasks in the following order:
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1. Task 1 — Normalize UI manager naming
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2. Task 2 — Separate hammer throw logic and projectile logic
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3. Task 3 — Add `GameManager`
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4. Task 4 — Add `LevelManager`
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5. Task 8 — Integrate `KeyChest` with game state
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6. Task 9 — Improve door flow
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7. Task 5 — Add `NoiseSystem`
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8. Task 6 — Add enemy states to `EnemyAI`
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9. Task 7 — Finalize hammer cooldown and tactical rules
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10. Task 10 — Optional folder cleanup
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This order is intentionally incremental and low risk.
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---
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## 9. Prompt Template for the Coding Model
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Use the following prompt template when sending a single task to a coding model:
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```text
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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.
|