docs: record combat, wolves, factions, and tribe war systems

This commit is contained in:
Rijad Zuzo
2026-08-11 20:51:57 +02:00
parent b62f7b86cc
commit 6de6d25bf5
6 changed files with 91 additions and 6 deletions
+15
View File
@@ -998,6 +998,21 @@ trust toward the player. The opportunity family grew to four types
cold season halves gather yields and pauses regrowth to create recurring
scarcity.
The first conflict systems slice is also complete. `ItemDefinition` +
`SimulationItems` establish the extensible weapon/inventory contract.
`ConflictSystem` owns deterministic combatant records (health, weapons,
factions, hostility), the village and hill-tribe faction records, wolf hunger
attacks, the tribe war-motivation decision (tribe hunger + village surplus ->
desire; tribe strength vs NPC-derived village defence -> victory confidence;
watch one interval, then raid, plan, or abort), raid spawning, battle
resolution, and war consequences. Strong villagers automatically defend during
a raid. The player fights with an equipped sword and dash through a
`PlayerCombatController`, and `CombatPresentation` binds hostile raider/wolf
visuals to the authoritative combatants. Headless tests cover combat
determinism, wolf attacks, war motivation (raid only when confident, abort when
the village is strong), raid-to-resolution chains, player kills, and
save/restore.
Recently completed:
- `Jajce Villager Field Note 12`: a separate player-facing note selects the