Reflex Training
Mechanic Sector
(Engage card to reveal Pilot's Intelligence.)
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
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
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
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
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
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
Scanning database for new traps