refactor
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281 changed files with 3188 additions and 611 deletions
34
src/Nexus.Core/GameState.cs
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34
src/Nexus.Core/GameState.cs
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using System.Numerics;
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namespace Nexus.Core;
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public class GameState
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{
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public long TickNumber { get; set; }
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public float DeltaTime { get; set; }
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public long TimestampMs { get; set; }
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public PlayerState Player { get; set; } = new();
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public IReadOnlyList<EntitySnapshot> Entities { get; set; } = [];
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public IReadOnlyList<EntitySnapshot> HostileMonsters { get; set; } = [];
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public IReadOnlyList<EntitySnapshot> NearbyLoot { get; set; } = [];
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public WalkabilitySnapshot? Terrain { get; set; }
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public uint AreaHash { get; set; }
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public int AreaLevel { get; set; }
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public string? CurrentAreaName { get; set; }
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public bool IsLoading { get; set; }
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public bool IsEscapeOpen { get; set; }
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public DangerLevel Danger { get; set; }
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public Matrix4x4? CameraMatrix { get; set; }
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public IReadOnlyList<QuestProgress> ActiveQuests { get; set; } = [];
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/// <summary>Active quests as shown in the game UI (title + objectives).</summary>
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public IReadOnlyList<UiQuestInfo> UiQuests { get; set; } = [];
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/// <summary>In-progress quests from the quest linked list with target areas and paths.</summary>
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public IReadOnlyList<QuestInfo> Quests { get; set; } = [];
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// Derived (computed once per tick by GameStateEnricher)
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public ThreatMap Threats { get; set; } = new();
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public IReadOnlyList<EntitySnapshot> NearestEnemies { get; set; } = [];
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public IReadOnlyList<GroundEffect> GroundEffects { get; set; } = [];
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}
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