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
+7 -3
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@@ -245,11 +245,15 @@ plugin content, not game architecture.
- Combat is playable: the player swings an equipped sword (left click) and
dashes (Shift) with cooldowns; hits land against hostile raiders and wolves
through a deterministic simulation `ConflictSystem`. Wolves hunt hungry
nearby villagers, and the hill tribe raids the village when it is short of
nearby villagers and the player, and can wound and even down the player
(brief forced recovery). The hill tribe raids the village when it is short of
food while the village holds plenty — unless the tribe reads the village's
strength (strong NPCs who can swap to defence) and judges victory unlikely,
in which case it plans or aborts. Strong villagers automatically defend
during a raid.
in which case it plans or aborts. During a raid, strong villagers and guards
take a real `defend` duty action and rally at the guard post. Hostiles follow
the navigation mesh through a shared `CreatureVisual` root, and enemies are
data-driven `EnemyDefinition`s so new types add with a definition plus a
visual hook.
- `Escape` releases captured mouse input.
### Village simulation