docs: codify entity systems pattern and record combat extensions
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@@ -245,11 +245,15 @@ plugin content, not game architecture.
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- Combat is playable: the player swings an equipped sword (left click) and
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dashes (Shift) with cooldowns; hits land against hostile raiders and wolves
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through a deterministic simulation `ConflictSystem`. Wolves hunt hungry
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nearby villagers, and the hill tribe raids the village when it is short of
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nearby villagers and the player, and can wound and even down the player
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(brief forced recovery). The hill tribe raids the village when it is short of
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food while the village holds plenty — unless the tribe reads the village's
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strength (strong NPCs who can swap to defence) and judges victory unlikely,
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in which case it plans or aborts. Strong villagers automatically defend
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during a raid.
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in which case it plans or aborts. During a raid, strong villagers and guards
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take a real `defend` duty action and rally at the guard post. Hostiles follow
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the navigation mesh through a shared `CreatureVisual` root, and enemies are
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data-driven `EnemyDefinition`s so new types add with a definition plus a
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visual hook.
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- `Escape` releases captured mouse input.
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### Village simulation
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