# SlaveMatrix Engine Rewrite Plan ## Goal Rearchitect the game from a decompiled monolith with hardcoded Japanese string lookups, BinaryFormatter resources, and GDI+ rendering into a moddable, data-driven engine with Vulkan/Silk.NET rendering, YAML sidecar definitions, and SVG vector assets. ## Key Decisions - **Clean break** from save compatibility (no BinaryFormatter/RenameMap) - **Vulkan/Silk.NET** rendering backend - **YAML** sidecar data files for body part definitions - **Full modding support**: new body parts, races, color schemes, animation states - **SVG extraction** for vector graphics data; Vulkan rendering at runtime - **Runtime catalog** built from sidecar files at load time - **No MigrateKeys** -- resource data will have keys renamed at extraction time, not at runtime ## Current State - 843 BodyPartClasses with Japanese filenames - 13 binary `Obj` resources embedded in `.resx` (5.5MB largest) - `MigrateKeys()` runtime key-mutation for 4 of 13 resources (fragile, incomplete) - 1,660 unique string keys across all resource lookups - BinaryFormatter double-wrapped serialization - GDI+ rendering with cardinal splines, GraphicsPath, hit-testing - Existing `Ser.ToJson`/`Ser.UnJson` infrastructure (needs fixes for private fields and OrderedDictionary) ## Phase 0: Resource Extraction & Asset Pipeline ### 0.1: Fix JSON Serialization - Add `JsonConverter>` for proper dictionary round-tripping - Configure `DefaultContractResolver` to include private fields (`Difs.difs`, `Dif.parss`, `Pars.parent`) - Fix `ToJsonBytes` to use `PreserveReferencesHandling.All` (match `ToJson`) - Test: `ObjLoad()` -> `ToJson()` -> `UnJson()` -> verify rendering is identical ### 0.2: Build Complete Key Map - Audit ALL `Sta.X["key"]` and `pars["key"]` lookups across all body part classes - Build definitive `KeyMap` covering all 155 top-level keys + 1,516 Pars keys - Add Pars-level recursive migration to `MigrateKeys()` - Apply `MigrateKeys()` to ALL 13 resources (currently only 4 get it) ### 0.3: Write Extraction Console App - Create `SlaveMatrix.Extract` console project - Load all 13 `Obj` from embedded resources - Apply complete `MigrateKeys()` - Export each `Obj` to JSON file - Export body part breakdown (each `Difs` key -> separate file) - For SVG export: iterate all `Par` objects, convert cardinal spline to cubic Bezier, write SVG `` elements - Export part metadata (joints, connections, color data) as YAML sidecar files - Output a catalog of all parts with their connections ### 0.4: Validate Extraction - Build visual comparison tool: render original vs. extracted -> pixel diff - Verify all keys match, all shapes present, all morph variants accounted for ## Phase 1: Engine Foundation - New .NET 8 solution: `SlaveMatrix.Engine`, `SlaveMatrix.Modding`, `SlaveMatrix.Game`, `SlaveMatrix.AssetTool` - Vulkan/Silk.NET renderer: GPU path rendering, fill/stroke, hit-testing - YAML part definition schema (connections, variants, colors, joints) - Asset loader: scan `Assets/` directories, build runtime `PartCatalog` - Morph interpolation between SVG variants ## Phase 2: Character Assembly & Joints - Explicit joint definitions in YAML (no proximity-based matching) - Connection resolution: parent-child graph from catalog - Character builder: given race template, assemble character from parts - Runtime catalog on startup ## Phase 3: Game Logic Migration - YAML-based character saves (replace EleD serialization) - YAML-driven color palette system (replace `配色指定`/`BodyColorSet`) - Pose/animation system (same morph concept, YAML-defined) - Port UI ## Phase 4: Modding API - Mod package format: manifest.yaml + Parts/ + Races/ + Colors/ - Mod loader: merge catalogs, validate connections - Hot reload during development ## Phase 5: Polish & Release - Build pipeline: MSBuild targets for asset packing - Performance: GPU instancing, spatial partitioning - Visual regression tests ## Resource Architecture ### Current (Binary) ``` Resources.resx -> byte[] -> BinaryFormatter(BinaryFormatter(Obj)) -> Obj Obj.Difss keys are Japanese MigrateKeys() renames some keys at runtime (fragile) ``` ### Target (YAML + SVG) ``` Assets/ Parts/torso/torso.yaml <- part definition Parts/torso/torso_base.svg <- X0Y0 variant Parts/torso/torso_morph1.svg <- X1Y0 variant Colors/skin_tones.yaml <- color palette Races/human.yaml <- race template Catalog.yaml <- auto-generated index Game loads YAML+SVG at runtime, no embedded binary resources needed. Modders add directories under Assets/Parts/ to add new parts. ``` ## Rendering Architecture ### Current (GDI+) - `System.Drawing.Graphics.FillPath/DrawPath` for fills and strokes - `GraphicsPath.AddCurve(points, tension)` for cardinal splines - Separate hit-test pass with unique colors per `Par` - `Difs.ValueX/ValueY` controls morph interpolation (discrete variant selection) ### Target (Vulkan/Silk.NET) - GPU path rendering: tessellate cubic Bezier curves into triangles - Separate hit-test pass: render with unique colors to offscreen buffer, read pixel - Morph interpolation: blend control point positions between SVG variants - YAML-driven pose system replaces hardcoded `Difs` index selection ## Data Format: YAML Part Definition ```yaml id: BaseHair category: hair parent: Head connections: - name: top_left joint: top_left - name: top_right joint: top_right - name: front joint: front_hair - name: back joint: back_hair - name: side_left joint: side_hair_left - name: side_right joint: side_hair_right variants: - x: 0 y: 0 svg: base_hair_x0y0.svg morph_x: 1 morph_y: 1 colors: hair: { palette: hair, field: HairCD } ``` ## Data Format: YAML Race Template ```yaml id: human parts: torso: { variant: human, morph_x: 0.5, morph_y: 0.3 } head: { variant: human } hair: { variant: long } left_arm: { variant: human } right_arm: { variant: human } left_leg: { variant: human } right_leg: { variant: human } colors: skin: { palette: skin_tones, index: 0 } hair: { palette: hair_colors, index: 3 } ```