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
+18 -3
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@@ -242,6 +242,14 @@ plugin content, not game architecture.
- The world runs a deterministic four-day seasonal cycle: the cold day halves
gather yields and pauses berry regrowth, surfacing a recurring shortage the
player and villagers can address.
- Combat is playable: the player swings an equipped sword (left click) and
dashes (Shift) with cooldowns; hits land against hostile raiders and wolves
through a deterministic simulation `ConflictSystem`. Wolves hunt hungry
nearby villagers, and the hill tribe raids the village when it is short of
food while the village holds plenty — unless the tribe reads the village's
strength (strong NPCs who can swap to defence) and judges victory unlikely,
in which case it plans or aborts. Strong villagers automatically defend
during a raid.
- `Escape` releases captured mouse input.
### Village simulation
@@ -640,9 +648,16 @@ These are expected prototype constraints, not necessarily isolated bugs:
gathering use `ResourceNode` instances with no fallback, food transfer uses
the typed pantry `StorageNode`, and patrol/study/rest use `ActivitySite`.
- Current NPC, village, resource, storage, animal, event, knowledge,
relationship, opportunity, clock, RNG, and player-citizen state serialize
through world schema v13. F5/F9 provide one validated local quicksave; a save
menu, metadata, and player-transform persistence remain deferred.
relationship, opportunity, clock, RNG, player-citizen, combatant, and
faction state serialize through world schema v14. F5/F9 provide one validated
local quicksave; a save menu, metadata, and player-transform persistence
remain deferred.
- Combatants and factions are deterministic simulation records. NPC defenders,
tribe raiders, and wolves carry health and equipped weapons; the village and
hill-tribe factions drive an emergent war cycle gated by tribe hunger, village
food surplus, and a victory-confidence check against the NPC-derived village
defence. Combatant positions and faction food are quantized to binary-exact
steps so JSON round-trips preserve continuation checksums.
- The player is a first-class citizen with persisted hunger, energy, and
carried inventory. Gathering moves yield into carried inventory, depositing
restocks the typed pantry or woodpile, and eating eases hunger from carried