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
+21
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@@ -83,6 +83,27 @@ carried-inventory holder in economic events. Player-performed pantry food
supply is witnessed by nearby villagers and can raise their directed trust
toward the player, with the player as a relationship subject.
## Item and weapon vocabulary
`ItemDefinition` is the editor-readable resource contract for items, and
`SimulationItems` is the current registry. Weapons carry `damage`, `reach`,
and `attack_cooldown` and fill the `hand` equip slot, so the same contract can
later host non-weapon items (food sacks, tools, armour) in a full inventory.
The current weapons are `item_sword` (the player's equipped blade) and
`item_claw` (wolf bites and unarmed defenders). NPC guards are equipped with
swords; other villagers fight with claws, which feeds the village-defense
derivation.
## Conflict vocabulary
`CombatantStateRecord` and `FactionStateRecord` use stable IDs. Combatant kinds
are `npc`, `raider`, `wolf`, and `player`; NPC combatants reference their
`SimNPC` by stable ID. Factions are `faction_village` and `faction_tribe`, with
`neutral`/`hostile` stances and `none`/`planned`/`raiding`/`aborted` war plans.
Combat, raid, and war narrative facts use the stable event types
`combatant_hurt`, `combatant_killed`, `raid_started`, `war_resolved`,
`war_aborted`, and `wolf_hunt`.
## Validation
The registry rejects: