1.8 KiB
1.8 KiB
1. Battle Runtime Convergence
- 1.1 Update
SimulationWorldand battle entry points so the Burst/Job simulation pipeline is the only runtime execution path. - 1.2 Remove or redefine
UseSimulationMovementand related semantics so it can no longer route combat through a legacy non-simulation path. - 1.3 Confirm
ClearSimulationState()and battle bootstrap/reset flows only clear simulation-owned state without reintroducing dual-path behavior.
2. Entity and Component Path Cleanup
- 2.1 Refactor
MovementComponentinto an input/register/sync layer and remove direct transform advancement plusEnemySeparationSolverProviderruntime dependence. - 2.2 Remove enemy and player calls that self-advance movement or branch on
UseSimulationMovement, replacing them with simulation input submission and presentation consumption. - 2.3 Remove projectile self-driven movement/lifetime logic and make projectile presentation follow
SimulationWorldoutput only.
3. Query, Debug, and Regression Alignment
- 3.1 Route target selection and hit queries exclusively through
SimulationWorldspatial data and remove legacy fallback traversal paths. - 3.2 Clean the runtime debug panel so it exposes current
SimulationWorldmetrics without legacy solver or dual-path controls. - 3.3 Rewrite simulation regression tests to validate observable behavior such as movement, projectile lifetime, hit results, and hide/remove lifecycle.
4. Documentation and Verification
- 4.1 Update simulation architecture documents and todo notes to describe the single authoritative
SimulationWorldpath and remove stale switch descriptions. - 4.2 Run targeted verification for battle movement, projectile flow, query behavior, and updated tests to confirm no legacy execution path remains.