AxonRush · Codebase Audit

refreshed 2026-05-11 · CL 747 · post Phase H–K + UI redesign Phase A in flight
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Top-line numbers

Source files
1,347
.h + .cpp across all modules
Total LOC
137,734
all source code
Non-test LOC
106,371
production code
Test LOC
31,363
23% of total — strong coverage
Modules
7
Build.cs targets
Subsystems
21
UE *Subsystem classes
Console cheats
161
distinct axon.* commands
Submitted CLs
747
since project start
Tickets
357
retroactive at submit
Scenarios
3
M0 only — Phase-1 acceptance scenarios retired
Design docs
62
22,560 lines markdown
Phase status
A–K shipped
UI redesign Phase A 5/13
post Phase 1 + UX rebuild in flight

Modules (Build.cs targets)

ModuleFilesLOCRole
AxonRushCore81757,373 Foundation — gameplay context, providers, reactions, triggers, scenario, hotpatch, debug overlay, perf HUD
AxonRush21643,299 Core gameplay — match flow, world, units, combat, economy, projects, dormancy, visibility, AI, leader system
AxonRushEditor6819,312 Editor extensions — InstancedStruct graph customization, Hotpatch inject queue, TaskTracker UI
AxonRushUI1278,897 In-match HUD + frontend lobby UI + theme subsystem (UI redesign Phase A live)
AxonRushEventRouter986,674 Generic event bus (verb system)
AxonRushOnline171,882 PlayFab anonymous CustomID auth + matchmaking REST
AxonRushUIEditor4297 UI module's editor-only helpers

Foundation layer breakdown (the 817-file Core)

85% of AxonRushCore's file count is foundation-layer scaffolding (per-type providers + tests). Only ~10K LOC is unique logic.
Foundation areaFilesLOCNotes
Gameplay/Providers/26910,540 15 typed providers × 8 universal subproviders (Bool/Int32/Double/Vector/Rotator/Transform/Name/Text/LinearColor/GameplayTag/Tag-container/Actor/Class/Object/SoftObjectPtr)
Tests/23128,907 Foundation-layer test scaffolding (provider round-trips, trigger fixtures, scenario steps)
Gameplay/Triggers/292,270 Verb framework — gates, source triggers (Tick/Delay/BP), wrappers (All/Any/Counted/None/Sequence/TimeOfDay/TrackedDelta), subsystem
Gameplay/Reactions/3142 Reaction-base + variants
Hotpatch / Scenario / PerfHUD / DebugOverlay / Cheats / EventRouter~30~3,000 Dev-side tooling subsystems (asset injection, scenario runner, perf HUD provider, debug overlay widget, cheat manager, generic event bus)

Gameplay-module breakdown (the 43,299-line AxonRush)

Subsystem areaFilesLOCStatus
World — grid, tiles, mapgen, paths509,067Real
Game — mode, state, player controller, OneShot dispatch164,720Real
Combat — cascade, edge combat, ticker framework94,597Real
DevTools — cheats catalog (161 commands)183,936Real
Match — lifecycle, lobby, tracker, overlay171,391Real
Units — 5 unit types + visualizer + query service + tuning131,411Real + tuning hooks
Hooks — 14 trigger payloads + bridges231,168Real
Replication — Iris filter groups, push-based, team-bubble8709Real (post A-3)
AI — StubCpu + Personality + Names5649Stub behaviour Real input shape
Economy — gather pickup + dropoff subsystems4648Real
HUD / UI surface (in-match HUD live; UI redesign Phase A foundation infra in flight)1278,897Real (redesign in flight)

Major gameplay systems

20 production systems in real / spec-faithful status, plus 2 active stubs. Leader system shipped during Phase D close-out (CL ~660+); per-stack unit Level shipped in Phase H. UI redesign foundation infra (Phase A: theme tokens / FactionTint / theme subsystem / theme asset / pre-submit literal validator) shipped CLs 743–747 — A-1 through A-5 closed, A-6 through A-13 in flight.

Production-design (Real) — 20

Stub or partial — 2

Subsystems (the 21)

Match / Online (5)
AxonMatchLifecycleSubsystem  ·  AxonMatchTrackerSubsystem  ·  AxonAuthSubsystem  ·  AxonMatchmakingSubsystem  ·  AxonInjectQueueSubsystem
World (1)
AxonGridSubsystem
Combat / Mechanics (3)
AxonCombatSubsystem  ·  AxonCombatTickerFramework  ·  AxonTileMechanicsSubsystem
Economy (2)
AxonGatherPickupSubsystem  ·  AxonGatherDropoffSubsystem
Units / Replication (2)
AxonMassReplicationSetupSubsystem  ·  AxonTeamUnitBubbleSubsystem
AI (1)
AxonStubCpuSubsystem
Foundation / Dev (5)
AxonTriggerSubsystem  ·  AxonHotpatchSubsystem  ·  AxonScenarioSubsystem  ·  AxonDebugOverlaySubsystem  ·  AxonPerfHUDSubsystem
UI (2)
AxonInMatchUISubsystem  ·  AxonUIThemeSubsystem (theme accessor + faction-tint resolver, CL 745)
Other (1)
EventRouterSubsystem (generic verb dispatcher)

Cheat surface (161 distinct commands)

NamespaceCountWhat they touch
axon.leader.*28Spawn / move / kill / heal / xp / aura / ability / supply / respawn — full Phase D leader system
axon.tile.*27Set rule / level / type / owner / stockpile / loose-pile / dormant / occupy / walls / decay / cascade
axon.combat.*15List / skip / comeback / dump / tile-defense / claim-regen / ticker-smoke / trace-buffs
axon.path.*9Set / clear / dump per (source, type) — Phase J per-type path-tree work
axon.unit.*8Spawn / spawn-typed / kill / kill-all / list / list-levels / list-speed / set-hp
axon.ui.*7Show / pop / dump-stack / select-tile / deselect / help / faction_info
axon.match.*7Start / end / restart / rebuild / skip-countdown / tile-counts / set-map-seed
axon.ai.*6Enable / disable / set-difficulty / add-brain / dump-personality / dump-name
axon.spawn.*5Enable / disable / burst / count / enabled
axon.mm.*5PlayFab matchmaking helpers
axon.inject.*4AxonInject queue: status / scan_now / pause / resume
axon.asset.*4Inject / inject_file / save / dump (synchronous JSON injection alternates)
axon.faction.* / axon.tv.* / axon.time.* / axon.walk.* / axon.mapgen.* / axon.hotpatch.*3 eachFaction apply/choose; team-view dump/recompute; pause/scale/unpause; walk enable/disable/enabled; mapgen smokes; hotpatch list/reload/dump
axon.scout.* / axon.defender.* / axon.scenario.* / axon.perf.* / axon.debug.* / axon.trace.*2 eachScout list/move; defender list/set-stationed; scenario list/load; perf dump/toggle; debug overlay list/toggle; trace claim/walk
Single-cheat namespaces10axon.{auth,console,dump,engineer,gather,triggers}.* + a handful of one-offs

Documentation

LocationFilesLines
Claude/ total 62 22,560
Pillar docs (GDD, ArchitecturePath, PostArchitecture, tech-decisions, prearchitecture, mdMap) 6 ~6,500
Biome docs (15 biomes) 15 ~3,000
UI redesign series (Vision / IA / Interaction / Visual / Layouts / ImplementationGuide / ImplementationPhases — Docs 1–7 of 7, CLs 736–742) 7 ~3,500
Phase / impl plans (Tile-UI-Handoff, DevToolsCatalog, M6-M7-Implementation-Plan, AutonomousRun_continuation, retired UX-pass docs, etc.) ~16 ~5,500
Website pages (overview / tech / roadmap / leader / combat / paths / map / match / economy / ideas / monetization / presskit / team / tiles / deferred / index + this audit) ~17 ~3,000
Misc (recruitment, trailer brief, onboarding) ~3 ~1,200

Velocity context

CL range submitted in this lineage: CL 1 → CL 747. +152 CLs since the previous audit snapshot at CL 595. Sub-slice-per-CL discipline holds — most CLs are 5–50 LOC of code change + retroactive ticket + doc update.

Coverage CL 595 → 747 (in declared phase order):
  • Phase H closed (per-stack unit Level, scout direct-control, post-Phase-1 visibility cleanup)
  • Phase I closed (PvP listen-server lobby, slot-driven map config, lobby seed/size selection — sub-slices PI-1 through PI-7)
  • Two-CL replication / log-warning cleanup (CLs 699, 700)
  • Phase J closed (per-type path tabs, used/budget readout, per-faction resource display names — PJ-1 through PJ-3)
  • Phase K closed (press-kit + website refresh)
  • Regression-fix block (CLs 710–717): unified Start Match / 4-AI scenarios / phrogz 24-color owner palette swap
  • Lobby placeholder-UI fixes (CLs 718–735) — superseded by the redesign but still in depot
  • Major scope shift: UX-pass retired CL 736. Replaced by ground-up UI redesign — 7-doc design series (Vision / InformationArchitecture / Interaction / Visual / Layouts / ImplementationGuide / ImplementationPhases) shipped CLs 736–742 = doc series complete
  • UI redesign Phase A foundation infra implementation: A-1 theme tokens (CL 743), A-2 FactionTint UPROPERTY + Vanguard / Industrial asset patches (CL 744), A-3 UAxonUIThemeSubsystem lazy-loader + ResolveLocalPlayerFactionTint accessor (CL 745), A-4 DA_AxonUITheme_Default.uasset author (CL 746), A-5 pre-submit theme-token literal validator (CL 747). End-to-end pipeline A-1 → A-2 → A-3 → A-4 verified live.

What's next: UI redesign Phase A close-out (sub-slices A-6 through A-13: LICENSE-ATTRIB.md schema + license hook, Google Fonts, Lucide icons, AxonButton WBP, FocusRing WBP, Tooltip + KeyGlyph WBPs). After Phase A: phases B (Frontend), C (Lobby), D (In-match HUD), F (Modals) parallelizable; then E (Tile-selection panel), G (Pre-match countdown), H (Spectator readout), I (License finalization). PL Phase 1 acceptance resumes after the redesign closes.