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
+9 -7
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@@ -1005,13 +1005,15 @@ factions, hostility), the village and hill-tribe faction records, wolf hunger
attacks, the tribe war-motivation decision (tribe hunger + village surplus ->
desire; tribe strength vs NPC-derived village defence -> victory confidence;
watch one interval, then raid, plan, or abort), raid spawning, battle
resolution, and war consequences. Strong villagers automatically defend during
a raid. The player fights with an equipped sword and dash through a
`PlayerCombatController`, and `CombatPresentation` binds hostile raider/wolf
visuals to the authoritative combatants. Headless tests cover combat
determinism, wolf attacks, war motivation (raid only when confident, abort when
the village is strong), raid-to-resolution chains, player kills, and
save/restore.
resolution, and war consequences. Strong villagers take a real `defend` duty
action during raids. The player fights with an equipped sword and dash, has
persisted health, and can be downed by wolves or raiders before recovering.
Hostile raiders and wolves share a `CreatureVisual` movement root and are
described by data-driven `EnemyDefinition`s, so the next bear, bandit, or boar
is a definition plus a visual hook rather than a new movement or combat system.
Headless tests cover combat determinism, wolf attacks, enemy definitions,
player downing/recovery, defend duty, war motivation, raid-to-resolution
chains, player kills, and save/restore.
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