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