aether-shards/specs/Combat_Skill_Usage.spec.md

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# **Combat Skill Usage Specification**
This document defines the workflow for selecting, targeting, and executing Active Skills during the Combat Phase.
## **1. The Interaction Flow**
The process follows a strict 3-step sequence:
1. **Selection (UI):** Player clicks a skill button in the HUD.
2. **Targeting (Grid):** Game enters TARGETING_MODE. Player moves cursor to select a target. Valid targets are highlighted.
3. **Execution (Engine):** Player confirms selection. Costs are paid, and effects are applied.
## **2. State Machine Updates**
We need to expand the CombatState in GameLoop to handle targeting.
| State | Description | Input Behavior |
| :------------------------ | :---------------------------------------------------------- | :------------------------------------------------------------------------------------------- |
| **IDLE / SELECTING_MOVE** | Standard state. Cursor highlights movement range. | Click Unit = Select. Click Empty = Move. |
| **TARGETING_SKILL** | Player has selected a skill. Cursor highlights Skill Range. | **Hover:** Update AoE Reticle. **Click:** Execute Skill. **Cancel (B/Esc):** Return to IDLE. |
| **EXECUTING_SKILL** | Animation playing. Input locked. | None. |
## **3. The Skill Targeting System**
We need a helper system (src/systems/SkillTargetingSystem.js) to handle the complex math of "Can I hit this?" without cluttering the GameLoop.
### **Core Logic: isValidTarget(source, targetTile, skillDef)**
1. **Range Check:** Manhattan distance between Source and Target <= skill.range.
2. **Line of Sight (LOS):** Raycast from Source head height to Target center. Must not hit isSolid voxels (unless skill has ignore_cover).
3. **Content Check:**
- If target_type is **ENEMY**: Tile must contain a unit AND unit.team != source.team.
- If target_type is **ALLY**: Tile must contain a unit AND unit.team == source.team.
- If target_type is **EMPTY**: Tile must be empty.
### **Visual Logic: getAffectedTiles(targetTile, skillDef)**
Calculates the Area of Effect (AoE) to highlight in **Red**.
- **SINGLE:** Just the target tile.
- **CIRCLE (Radius R):** All tiles within distance R of target.
- **LINE (Length L):** Raycast L tiles in the cardinal direction from Source to Target.
- **CONE:** A triangle pattern originating from Source.
## **4. Integration Steps (How to Code It)**
### **Step 1: Create SkillTargetingSystem**
This class encapsulates the math.
```js
class SkillTargetingSystem {
constructor(grid, unitManager) { ... }
/** Returns { valid: boolean, reason: string } */
validateTarget(sourceUnit, targetPos, skillId) { ... }
/** Returns array of {x,y,z} for highlighting */
getAoETiles(sourcePos, cursorPos, skillId) { ... }
}
```
### **Step 2: Update GameLoop State**
Add activeSkillId to track which skill is pending.
```js
// In GameLoop.js
// 1. Handle UI Event
onSkillClicked(skillId) {
// Validate unit has AP
if (this.unit.currentAP < getSkillCost(skillId)) return;
this.combatState = 'TARGETING_SKILL';
this.activeSkillId = skillId;
// VISUALS: Clear Movement Blue Grid -> Show Attack Red Grid (Range)
const skill = this.unit.skills.get(skillId);
this.voxelManager.highlightRange(this.unit.pos, skill.range, 'RED_OUTLINE');
}
// 2. Handle Cursor Hover (InputManager event)
onCursorHover(pos) {
if (this.combatState === 'TARGETING_SKILL') {
const aoeTiles = this.targetingSystem.getAoETiles(this.unit.pos, pos, this.activeSkillId);
this.voxelManager.showReticle(aoeTiles); // Solid Red Highlight
}
}
```
### **Step 3: Execution Logic**
When the player confirms the click.
```js
// In GameLoop.js -> triggerSelection()
if (this.combatState === 'TARGETING_SKILL') {
const valid = this.targetingSystem.validateTarget(this.unit, cursor, this.activeSkillId);
if (valid) {
this.executeSkill(this.activeSkillId, cursor);
} else {
// Audio: Error Buzz
console.log("Invalid Target");
}
}
executeSkill(skillId, targetPos) {
this.combatState = 'EXECUTING_SKILL';
// 1. Deduct Costs (AP, Cooldown) via SkillManager
this.unit.skillManager.payCosts(skillId);
// 2. Get Targets (Units in AoE)
const targets = this.targetingSystem.getUnitsInAoE(targetPos, skillId);
// 3. Process Effects (Damage, Status) via EffectProcessor
const skillDef = this.registry.get(skillId);
skillDef.effects.forEach(eff => {
targets.forEach(t => this.effectProcessor.process(eff, this.unit, t));
});
// 4. Cleanup
this.combatState = 'IDLE';
this.activeSkillId = null;
this.voxelManager.clearHighlights();
}
```