How lsjiloveu/scszr6bg868j works
WarCore is a Unity foundation for a reskinnable top-down shooter and melee game, with a deterministic simulation core. Its apparent user workflow is player input through control and movement into combat and match simulation, then presentation of the resulting world. The repository also contains content and map tooling, terrain/navigation, and AI. The README establishes the product and deterministic core, but the supplied source excerpts do not show runtime call sites; dashed edges therefore mark inferred, unverified relationships rather than confirmed calls.
Main entry points: Sim.cs Deterministic Simulation · SimSession.cs Simulation Session · ContentLoader.cs Content Loader · PlayerInput.cs Player Input Bridge
Components 20
Player Input
- Player Input Bridge
Assets/WarCore/Presentation/Bridge/PlayerInput.cs - Player Control
Assets/WarCore/Control/PlayerControl.cs
Simulation
- Locomotion
Assets/WarCore/Interim/InterimLocomotion.cs - Deterministic Simulation
Assets/WarCore/Sim/Sim.cs - Entity Store
Assets/WarCore/Sim/EntityStore.cs - Grid Navigation
Assets/WarCore/Sim/GridPathfinder.cs - Gameplay Systems
Assets/WarCore/Sim/GameplayWorld.cs
Battle Runtime
- Combat Resolution
Assets/WarCore/Combat/CombatSystem.Resolve.cs - Match Systems
Assets/WarCore/Battle/MatchSystem.cs - Battle AI
Assets/WarCore/Battle/SimpleAiSystem.cs - Capture and Respawn
Assets/WarCore/Battle/CaptureSystem.cs
Content and Maps
- Content Loader
Assets/WarCore/Content/Data/ContentLoader.cs - Content Sections
Assets/WarCore/Content/Data/Sections/SectionBuild.cs - Map Read and Write
Assets/WarCore/Content/WcMapReader.cs - Map Editing and Bake
Assets/WarCore/Content/MapTools/MapBake.cs
Presentation
- World Assembly
Assets/WarCore/Presentation/Bridge/Features/WorldAssembly.cs - Simulation Session
Assets/WarCore/Presentation/Bridge/SimSession.cs - World View
Assets/WarCore/Presentation/Bridge/FrameView.cs - Camera and HUD
Assets/WarCore/Presentation/Camera/IsoCamera.cs
Other components
- Player
Connections 18
- Player → Player Input Bridge: provides input
- Player Input Bridge → Player Control: forwards input
- Player Control → Locomotion: issues movement
- Locomotion → Deterministic Simulation: updates simulation
- Deterministic Simulation → Entity Store: uses state
- Deterministic Simulation → Gameplay Systems: runs gameplay
- Deterministic Simulation → Combat Resolution: runs combat
- Deterministic Simulation → Match Systems: runs match
- Deterministic Simulation → Battle AI: runs AI
- Deterministic Simulation → Capture and Respawn: runs objectives
- Deterministic Simulation → Grid Navigation: queries paths
- Content Loader → Content Sections: builds content
- Map Editing and Bake → Map Read and Write: bakes maps
- Content Loader → World Assembly: supplies content
- World Assembly → Simulation Session: assembles session
- Simulation Session → Deterministic Simulation: advances simulation
- Simulation Session → World View: provides frame
- World View → Camera and HUD: renders view