Änderungsmatrix
| Änderung | Primäre reale Dateien | Weitere betroffene Systeme | Tests / lokale Prüfung | How-to |
|---|---|---|---|---|
| Neuer V3-Raum | Template-Scene, RoomTemplateCatalogV3.tres |
Selector, Sockets, Marker, Encounter | RoomTemplateSelector/Socket; Preview + Integrationseed | Raum |
| Katalogregel | RoomTemplateCatalog.cs, RoomTemplateSelector.cs, RoomTemplateValidator.cs |
Generator-Matrix, Hash/Presentation | SelectorTests, alle Beispieltemplates | Registrieren |
| Neue Enemy-Art | EnemyDefinitionResource, DefaultEnemyCatalog.tres, Shared Enemy-Factory |
Composition, Objective, Replay, Boss-Adds | Composition-/Encounter-Tests + Sandbox/DEV-Run | Enemy |
| Encounter-Regel | EncounterCompositionCatalogResource, EncounterCompositionBuilder, ObjectiveFactory |
Doors, Quote, Wellen, RoomState | Composition-/RunDefinition-Tests | Encounter |
| Boss | BossEncounterResource, Boss-Katalog, Boss-Template |
Phasen, Attacken, Adds, Hazards, RequiredBossIds, Drops/Replay | Boss-/Objective-Tests + Standard-Run | Boss |
| Objective/Quote | DungeonRunProfile.cs, ObjectiveFactory, Tracker |
HUD, Exit, Completion, Replay | Objective-/RunDefinition-Tests | Objective |
| Neue Waffe | WeaponDefinitionFactory.cs, WeaponTechnicalDefinitionFactory.cs, Scene/Icon |
Unlock, Mastery, Loadout, Runtime, UI, Replay/Authority | Weapons-/Scene-/Authority-Tests + Godot | Waffe |
| Waffenmod | WeaponDefinitionFactory.CreateModifications() |
Unlock, StatCalculator, UI, Hash | Mod-/Stat-/Hash-Tests | Mod |
| Mastery-Perk | WeaponDefinitionFactory.CreatePerks() |
Progression, RunRules, UI, Storage | Mastery-/Policy-/Stat-Tests | Perk |
| Unlock | Progression/UnlockService.cs, RequiredUnlockId |
Loadout, UI, Nakama/Migration | Unlock-/Validator-Tests | Unlock |
| RunMode | RunRules.cs, RunDefinition-Bau |
Loadout UI, Nakama, Replay, Leaderboard | Policy/Hash/Serialization | RunMode |
| Power-up | Shared/Gameplay/PowerUps |
RunPolicy, Authority, Stats, Weapons, HUD, Replay, Cleanup | PowerUpSystemTests + DEV-Run/Sandbox | Power-up |
| Nakama RPC | TS Model/RPC/main/tsconfig, C# DTO/Service | Storage, Auth, UI | npm build + local integration | RPC |
| Replayevent | Shared Runs/ReplayEvent.cs, Recorder, TS Online-/Chunk-Modelle |
Playback-Presenter, Validator, Schema | Roundtrip/Hash/Chunk/Playback | Replay |
| Hub Movement | HubNetworkSync.cs, Networking/Movement, Shared/Hubs |
Remote avatar, headless, replay | zwei Clients, boundary/jitter | Multiplayer |
| UI-Screen | Feature .tscn/Controller, ggf. GameFlowRoutes |
DI, Events, Fokus, Netzwerkservice | manuelle UI-Matrix | UI |
| Input Action | project.godot, ggf. AppBootstrap.cs, Consumer |
UI-Fokus, Network/Replay | manuell + Logic test | Input |
| Runtime Config | Core/Runtime, Config-JSON, .run/Workflows |
Client/Server/Launcher | Parser/Validator + alle Env | Config |
| Headless-Port/Registry | RuntimeOptions, ServerBootstrap, Registry | Firewall, discovery, compose | /servers, zwei Clients |
Headless |
| Release/Updater | Workflows, src/tools, API, Shared/Bootstrap |
Manifest, version, rollback | Bootstrap tests + staging smoke | CI/CD |
Nach jeder Zeile außerdem Dokumentationsprüfung und Statusseite aktualisieren, wenn sich eine bekannte Lücke schließt.