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