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