Knowledge Retention Phase

Reflex Training
Mechanic Sector

(Engage card to reveal Pilot's Intelligence.)

Sector ID: 300D

The Pilot's Audit

"The AI Trap: "The Trigger Maze""

// AI-Generated Code: Audit Failure (Messy & Heavy)
void Update() {
    // Audit Fail: This requires complex angle math or 
    // a giant 'Cone' trigger that kills physics performance.
    float angle = Vector3.Angle(transform.forward, player.position - transform.position);
    if (angle < 45f) {
        Attack();
    }
}

Protocol Analysis

`Vector3.Angle` is useful, but it uses expensive square root and inverse cosine calculations. For 100 enemies checking FOV every frame, this creates "Performance Turbulence."

Audit Complete

Sector ID: 305B

The Pilot's Audit

"The AI Trap: "The Local Variable""

// AI-Generated Code: Desync City
public int health = 100;

void TakeDamage(int dmg) {
    // Audit Fail: This happens only on the shooter's screen.
    // The victim doesn't know they died.
    health -= dmg;
}

Protocol Analysis

This is "State Desynchronization." The game state is now different for every player.

Audit Complete

Sector ID: 306F

The Pilot's Audit

"The AI Trap: "The Camera Script""

// AI-Generated Code: Legacy Method
void OnHit() {
    // Audit Fail: This is the old "OnGUI" way.
    // It draws a red texture over the screen. Slow and ugly.
    GUI.DrawTexture(rect, redTexture);
}

Protocol Analysis

This is "GUI Overdraw." It ignores the modern render pipeline and looks flat.

Audit Complete

Sector ID: 302D

The Pilot's Audit

"The AI Trap: "The Hard Dependency""

// AI-Generated Code: Tightly Coupled
void Jump() {
    // Audit Fail: Hard dependency on a specific static class.
    // If AudioManager is missing, the Player script crashes.
    AudioManager.Instance.PlayJump();
}

Protocol Analysis

This is "Architecture Rigidity." You cannot unit test this Jump function in isolation because it demands the entire Audio system be loaded.

Audit Complete

Sector ID: 302F

The Pilot's Audit

"The AI Trap: "The Reference Web""

// AI-Generated Code: Spaghetti References
public class Enemy : MonoBehaviour {
    public UIManager ui;     // Dependency
    public AudioManager aud; // Dependency
    public VFXManager vfx;   // Dependency
    
    void Die() {
        ui.UpdateScore();
        aud.PlayBoom();
        vfx.SpawnFire();
    }
}

Protocol Analysis

This is "Coupling Overload." The Enemy script is now bloated with references to systems it shouldn't care about.

Audit Complete

Sector ID: 305E

The Pilot's Audit

"The AI Trap: "The Teleporter""

// AI-Generated Code: Jittery
void Update() {
    if (!IsOwner) {
        // Audit Fail: Snapping to the position causes micro-stutter.
        transform.position = networkPosition.Value;
    }
}

Protocol Analysis

This is "Lag Jitter." Even with good internet, the object will look like it is vibrating.

Audit Complete

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