Knowledge Retention Phase

Reflex Training
Mechanic Sector

(Engage card to reveal Pilot's Intelligence.)

Sector ID: 105D

The Pilot's Audit

"The AI Trap: "The Ghost Script""

// AI-Generated Code: Component Removal
Destroy(this, 2f);
// Audit Fail: This removes the SCRIPT, but leaves the bullet
// floating in the air forever.

Protocol Analysis

This is "Partial Cleanup." The logic is gone, but the physics body and mesh remain, clogging the game.

Audit Complete

Sector ID: 103E

The Pilot's Audit

"The AI Trap: "The Rapid Fire""

// AI-Generated Code: Game-Breaking Speed
void OnTriggerStay(Collider other) {
    // Audit Fail: Heals 60 HP per second.
    // Instantly refills health to max.
    player.Heal(10);
}

Protocol Analysis

This is "Frequency Overload." Without a timer, the mechanic is unbalanced and uncontrollable.

Audit Complete

Sector ID: 101E

The Pilot's Audit

"The AI Trap: "The Hardcoded Path""

// AI-Generated Code: Guaranteed to Crash on Mobile
void SaveScore(string data) {
    // Audit Fail: This path only exists on your PC.
    File.WriteAllText("C:/Saves/score.txt", data);
}

Protocol Analysis

This is "Platform Ignorance." This code will work fine on your laptop, but the moment you build for Android, the game will crash because it doesn't have permission to write to the root C: drive.

Audit Complete

Sector ID: 101C

The Pilot's Audit

"The AI Trap: "The Duplicate Data""

// AI-Generated Code: Heavy and Repetitive
public class Sword : MonoBehaviour {
    public float damage = 10f;
    public string description = "A sharp blade.";
    // Audit Fail: If you have 100 swords, 
    // this data is copied into memory 100 times.
}

Protocol Analysis

This is "Memory Bloat." You are storing the exact same string "A sharp blade" hundreds of times in RAM. A professional uses a reference to a shared asset.

Audit Complete

Sector ID: 104E

The Pilot's Audit

"The AI Trap: "The Infinite Laser""

// AI-Generated Code: Unfiltered Scan
if (Physics.Raycast(transform.position, Vector3.down, out hit)) {
    isGrounded = true;
}
// Audit Fail: This hits EVERYTHING. Including the player's own foot.

Protocol Analysis

This is "Self-Detection." The raycast hits the player collider immediately and thinks the player is "grounded" in mid-air.

Audit Complete

Sector ID: 101F

The Pilot's Audit

"The AI Trap: "The Instance Override""

// AI Suggestion: Just change it in the scene!
// Audit Fail: You have now "Dirtied" this specific instance.
// If you later update the Enemy Prefab to have 200 HP,
// this specific Red Enemy might incorrectly block that update.

Protocol Analysis

This is "Instance Drift." Over time, your scene becomes filled with objects that have "broken the link" to their original blueprints, making global updates impossible.

Audit Complete

Refresh Sector Protocols

Scanning database for new traps