docs: codify entity systems pattern and record combat extensions
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@@ -24,8 +24,13 @@ Each executable action definition contains:
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- optional completion-cost resource ID and amount.
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The current actions are gather food, gather wood, feed animal, deposit food,
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deposit wood, withdraw food, patrol, study, eat, rest, sleep, and wander. Idle
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and dead are stable state sentinels, not executable action definitions.
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deposit wood, withdraw food, patrol, study, eat, rest, sleep, wander, and
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defend. Idle and dead are stable state sentinels, not executable action
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definitions.
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`defend` is the raid-response action: eligible strong villagers and guards
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prefer it during an active raid, travel to the guard post, and raise village
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safety while they work. Patrol activity sites accept it as a rally point.
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SimNPC reads default duration and preferred-profession metadata from these
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definitions. WorldViewManager reads target type and resource-action metadata
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@@ -104,6 +109,15 @@ Combat, raid, and war narrative facts use the stable event types
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`combatant_hurt`, `combatant_killed`, `raid_started`, `war_resolved`,
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`war_aborted`, and `wolf_hunt`.
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## Enemy vocabulary
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`EnemyDefinition` is the data contract for hostile creatures and
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`SimulationEnemies` is the current registry. Each enemy carries a `kind`
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(raider/wolf), equipped weapon, health, move speed, body/accent colors, and a
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visual scale, so a new bear, bandit, or boar is mostly one definition plus a
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small `_build_*` visual hook on the shared `CreatureVisual` root. The current
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enemies are `enemy_raider` (sword) and `enemy_wolf` (claw).
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## Validation
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The registry rejects:
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