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