aether-shards/specs/CombatState.spec.md

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# **Combat State & Movement Specification**
This document defines the logic for managing the Turn-Based Combat Loop and the execution of Movement Actions.
## **1. TypeScript Interfaces (Data Models)**
```typescript
export type CombatPhase =
| "INIT"
| "TURN_START"
| "WAITING_FOR_INPUT"
| "EXECUTING_ACTION"
| "TURN_END"
| "COMBAT_END";
export interface CombatState {
/** Whether combat is currently active */
isActive: boolean;
/** Current Round number */
round: number;
/** Ordered list of Unit IDs for the current round */
turnQueue: string[];
/** The ID of the unit currently taking their turn */
activeUnitId: string | null;
/** Current phase of the turn loop */
phase: CombatPhase;
}
// src/types/Actions.ts
export interface ActionRequest {
type: "MOVE" | "SKILL" | "ITEM" | "WAIT";
sourceId: string;
targetId?: string; // For targeted skills
targetPosition?: { x: number; y: number; z: number }; // For movement/AoE
skillId?: string;
itemId?: string;
}
export interface MovementResult {
success: boolean;
path: { x: number; y: number; z: number }[];
costAP: number;
finalPosition: { x: number; y: number; z: number };
}
```
## **2. Conditions of Acceptance (CoA)**
These checks ensure the combat loop feels fair and responsive.
### **System: TurnSystem (src/systems/TurnSystem.js)**
- **CoA 1: Initiative Roll:** Upon starting combat, all active units must be sorted into the turnQueue based on their Speed stat (Highest First).
- **CoA 2: Turn Start Hygiene:** When a unit's turn begins:
- Their currentAP must reset to baseAP.
- Status effects (DoTs) must tick.
- Cooldowns must decrement.
- **CoA 3: Cycling:** Calling endTurn() must move the activeUnitId to the next in the queue. If the queue is empty, increment round and re-roll/reset the queue.
### **System: MovementSystem (src/systems/MovementSystem.js)**
- **CoA 1: Validation:** Moving to a tile must fail if:
- The tile is blocked/occupied.
- No path exists.
- The unit has insufficient AP for the _entire_ path.
- **CoA 2: Execution:** A successful move must:
- Update the Unit's position in the UnitManager.
- Update the VoxelGrid occupancy map.
- Deduct the correct AP cost (including terrain modifiers).
- **CoA 3: Path Snapping:** If the user clicks a tile, but the unit only has AP to reach halfway, the system should allow moving to the _furthest reachable tile_ on that path (optional QoL).
## **3. Implementation Prompts**
Use these prompts to generate the specific logic files.
### **Prompt 1: The Turn System**
"Create src/systems/TurnSystem.js. It should manage the CombatState.
1. Implement startCombat(units): Sorts units by speed into turnQueue and sets phase to TURN_START.
2. Implement startTurn(): Refills the active unit's AP, processes cooldowns/statuses, and sets phase to WAITING_FOR_INPUT.
3. Implement endTurn(): Rotates the queue. If queue is empty, start new Round.
4. It should accept the UnitManager in the constructor to access unit stats.
5. Dispatch events: combat-start, turn-start, turn-end."
### **Prompt 2: The Movement System**
"Create src/systems/MovementSystem.js. It coordinates Pathfinding, VoxelGrid, and UnitManager.
1. Implement validateMove(unit, targetPos): Returns { valid: boolean, cost: number, path: [] }. It checks `A*` pathfinding and compares cost vs unit.currentAP.
2. Implement executeMove(unit, targetPos):
- Validates the move first.
- Updates grid.moveUnit(unit, targetPos).
- Deducts AP.
- Returns a Promise that resolves when the visual movement (optional animation hook) would handle it, or immediately for logic."