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Implement combat target selection and ARPG hit validation loop #147

@JOY

Description

@JOY

Summary

Move the combat prototype toward ARPG-style attack validation where targets can move out of range.

Scope

  • Add target selection or nearest valid target detection for the prototype.
  • Validate range, cone, obstacle, target alive state, and attack timing server-side.
  • Support hit, miss, out-of-range, blocked, and defeated result states.
  • Keep client visuals responsive but non-authoritative.

Acceptance Criteria

  • Attacking a target in range can apply server-validated damage.
  • Attacking after the target moves out of range misses or is rejected.
  • Client cannot submit negative damage or fake hit results.
  • Hit result can drive animation feedback and HUD target HP.
  • Backend tests cover valid hit, out-of-range, invalid target, and defeated target branches.

References

  • ROADMAP.md
  • docs/ARCHITECTURE.md

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    area:combatCombat mechanics, damage, enemies, and encountersarea:nakamaNakama runtime, storage, auth, social, or backend modulesarea:unityUnity client, scenes, assets, or editor workflowenhancementNew feature or requestpriority:p1High priority for current milestonesize:lLarge task

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