aether-shards/src/core/Turn-System.spec.md

2.9 KiB

Turn Resolution Specification: The Tick System

This document defines the logic that occurs the moment a unit presses "End Turn". It transitions the game from one actor to the next using a time-based simulation.

1. The Logic Flow

When endTurn() is called:

  1. Resolution (Old Unit):
    • Cooldowns: Decrement cooldowns on all skills by 1.
    • Status Effects: Tick durations of active effects (Buffs/Debuffs). Remove expired ones.
    • Charge Reset: The unit's chargeMeter is reset to 0 (or reduced by action cost).
  2. Time Advancement (The "Tick"):
    • The system enters a while(no_active_unit) loop.
    • Tick: Every unit gains Charge += Speed.
    • Check: Does anyone have Charge >= 100?
      • Yes: Stop looping. The unit with the highest Charge is the New Active Unit.
      • No: Continue looping.
  3. Activation (New Unit):
    • AP Refill: Set currentAP to maxAP.
    • Start Triggers: Fire ON_TURN_START events (e.g., "Take Poison Damage").
    • Input Unlock: If Player, unlock UI. If Enemy, trigger AI.

2. TypeScript Interfaces

// src/types/TurnSystem.ts

export interface TurnState {
/** The ID of the unit currently acting */
activeUnitId: string | null;
/** How many "Ticks" have passed in total (Time) _/
globalTime: number;
/** Ordered list of who acts next (predicted) for the UI _/
projectedQueue: string[];
}

export interface TurnEvent {
type: 'TURN_CHANGE';
previousUnitId: string;
nextUnitId: string;
/*_ Did we wrap around a "virtual round"? _/
isNewRound: boolean;
}

3. Conditions of Acceptance (CoA)

CoA 1: Speed determines frequency

  • If Unit A has Speed 20 and Unit B has Speed 10:
  • Unit A should act roughly twice as often as Unit B over 10 turns.

CoA 2: Queue Prediction

  • The system must expose a getPredictedQueue(depth) method that "simulates" future ticks without applying them, so the UI can show the "Next 5 Units" list correctly.

CoA 3: Status Duration

  • A Status Effect with duration: 1 applied on Turn X must expire exactly at the start of the unit's next turn (Turn X+1), ensuring it affects them for one full action phase.

4. Prompt for Coding Agent

"Create src/systems/TurnSystem.js.

  1. State: Maintain a globalTick counter and reference to UnitManager.
  2. End Turn Logic: Implement endTurn(unit). Reset the unit's charge to 0. Tick their cooldowns/statuses.
  3. Time Loop: Implement advanceToNextTurn(). Loop through all alive units, adding Speed to Charge. Stop as soon as one or more units reach 100.
  4. Tie Breaking: If multiple units pass 100 in the same tick, the one with the highest total charge goes first. If equal, Player beats Enemy.
  5. Prediction: Implement simulateQueue(depth) which clones the current charge state and runs the loop virtually to return an array of the next depth Unit IDs."