docs: codify entity systems pattern and record combat extensions

This commit is contained in:
Rijad Zuzo
2026-08-12 00:19:48 +02:00
parent 661d53f31a
commit cd29da95e0
6 changed files with 69 additions and 15 deletions
+8
View File
@@ -79,6 +79,14 @@ would otherwise obscure that lifecycle:
- `simulation/definitions/` owns stable IDs and immutable action/profession
definitions.
`world/creatures/creature_visual.gd` is the shared root for creature
presentation: any `CreatureVisual` follows a simulation-owned position through
the navigation mesh, reports position changes, and plays a shared death
collapse. `HostileCombatant` extends it and builds its body from an
`EnemyDefinition`; `NpcVisual` and `AnimalNode` already follow the same
follow-the-authoritative-position contract, so future creatures (bears, boars,
archers) add a definition and a visual hook instead of a new movement system.
`world/resource_nodes/LoadedResourceSpatialIndex.gd` is a focused disposable
acceleration structure owned by `ActiveWorldAdapter`. It indexes loaded
interaction positions by action and horizontal cell, plus authoritative