Deterministic Combat System #197
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#253 Epic: Combat Grid & Body Model
aethyr/Aethyr
#257 Epic: Hand Tracking & Weapon Configuration
aethyr/Aethyr
#260 Epic: Action Point & Turn System
aethyr/Aethyr
#264 Epic: Round-Delay Telegraph System
aethyr/Aethyr
#268 Epic: Combat Resolution Engine
aethyr/Aethyr
#273 Epic: Combat Action Catalog
aethyr/Aethyr
#280 Epic: Combat UI
aethyr/Aethyr
#284 Epic: Combat Progression
aethyr/Aethyr
#287 Epic: Multiplayer Combat
aethyr/Aethyr
Reference: aethyr/Aethyr#197
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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
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).