Deterministic Combat System #197

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opened 2026-03-16 01:33:30 +00:00 by freemo · 0 comments
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Scope

Implement the full deterministic combat system as defined in specification §16. This replaces the current balance-based combat system (kick/punch/slash/block/dodge) with a purely skill-based, zero-randomness tactical combat system.

Key Components

  • Body Grid: 5×7 grid representing humanoid body with 16 named body parts, each with own HP pool. Lethal zones: Head, Neck, Chest, Torso.
  • Hand Tracking: 7 weapon configurations (weapon+shield, dual, two-handed, weapon+free, shield+free, unarmed, staff/polearm).
  • Action Points: 3 AP/turn default budget with 5 turn phases (Planning → Commit → Resolution → Countdown → Grid Update).
  • Round-Delay Telegraph: Actions have 0-4+ round delays visible to opponents, creating multi-round planning depth.
  • Multi-Strike & Momentum: Sustained (blocked strikes deal 0, arc continues) and Interrupted (blocked strike cancels subsequent).
  • Shield Sweep Blocking: Shield traces path, blocks any strike at any cell passed through.
  • 35+ Core Actions: One-handed (12), two-handed (7), dual-wield (3), shield (9), empty-hand (3), unarmed (5), stance (4).
  • Combat Progression: Per-weapon-type skill XP with level thresholds unlocking new moves.
  • MMO Compatibility: Turn submission timers, NPC AI, multi-player combat, observer mode.

Articulated End State

Combat is fully deterministic — identical inputs always produce identical outcomes with zero RNG. Players engage in chess-like tactical combat on a body grid, planning multi-round sequences of attacks, blocks, and positioning. The system supports PvP, PvE, and spectation seamlessly.

Child Epics

Epic issues will be created for each major subsystem (grid, hands, AP, telegraph, resolution, actions, UI, progression, multiplayer).

Milestones

Spans v1.3.0 (Game Systems).

## Scope Implement the full deterministic combat system as defined in specification §16. This replaces the current balance-based combat system (kick/punch/slash/block/dodge) with a purely skill-based, zero-randomness tactical combat system. ## Key Components - **Body Grid**: 5×7 grid representing humanoid body with 16 named body parts, each with own HP pool. Lethal zones: Head, Neck, Chest, Torso. - **Hand Tracking**: 7 weapon configurations (weapon+shield, dual, two-handed, weapon+free, shield+free, unarmed, staff/polearm). - **Action Points**: 3 AP/turn default budget with 5 turn phases (Planning → Commit → Resolution → Countdown → Grid Update). - **Round-Delay Telegraph**: Actions have 0-4+ round delays visible to opponents, creating multi-round planning depth. - **Multi-Strike & Momentum**: Sustained (blocked strikes deal 0, arc continues) and Interrupted (blocked strike cancels subsequent). - **Shield Sweep Blocking**: Shield traces path, blocks any strike at any cell passed through. - **35+ Core Actions**: One-handed (12), two-handed (7), dual-wield (3), shield (9), empty-hand (3), unarmed (5), stance (4). - **Combat Progression**: Per-weapon-type skill XP with level thresholds unlocking new moves. - **MMO Compatibility**: Turn submission timers, NPC AI, multi-player combat, observer mode. ## Articulated End State Combat is fully deterministic — identical inputs always produce identical outcomes with zero RNG. Players engage in chess-like tactical combat on a body grid, planning multi-round sequences of attacks, blocks, and positioning. The system supports PvP, PvE, and spectation seamlessly. ## Child Epics Epic issues will be created for each major subsystem (grid, hands, AP, telegraph, resolution, actions, UI, progression, multiplayer). ## Milestones Spans v1.3.0 (Game Systems).
freemo self-assigned this 2026-03-16 01:33:30 +00:00
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Reference: aethyr/Aethyr#197
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