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Engine Combat

KungRaseri edited this page Mar 19, 2026 · 1 revision

Combat System

Status: ✅ 100% Complete - Abilities & Spells Integrated (See IMPLEMENTATION_STATUS.md)

Overview

The Combat System provides turn-based tactical battles between players and enemies with multiple action options, damage calculations, and combat feedback. Full integration with abilities, spells, and reactive systems complete as of January 7, 2026.

Core Components

Turn-Based Combat

Players and enemies alternate actions each turn with tactical decision-making.

Player Actions

  • Attack: Strike with equipped weapons
  • Defend: Defensive stance reducing damage and enabling blocks
  • Use Ability: Execute learned class abilities (mana cost, cooldown)
  • Cast Spell: Cast learned spells (mana cost, cooldown, success check)
  • Use Item: Consume potions or scrolls
  • Flee: Attempt escape based on speed

Combat Mechanics

  • Damage Calculation: Weapon power + attributes + modifiers - enemy defense
  • Dodge System: Chance to avoid attacks based on DEX (triggers reactive abilities)
  • Block System: Chance to negate damage when defending (triggers reactive abilities)
  • Critical Hits: Increased damage on successful critical strikes (triggers reactive abilities)
  • Reactive Abilities: Auto-triggered abilities on combat events (4 trigger types)
  • Passive Bonuses: Always-active ability bonuses (+5 damage, +2% crit, etc.)
  • Combat Log: Turn-by-turn colored feedback

Enemy System

  • Procedural Generation: Dynamic enemy creation with level scaling
  • Enemy Traits: Behavioral (aggressive, defensive) and statistical traits
  • Enemy Abilities: Intelligent AI chooses abilities based on combat situation
  • Enemy Ability AI: Considers health %, player status, ability types
  • Boss Encounters: Enhanced enemies with unique mechanics

Recent Integration (January 7, 2026)

Abilities & Spells in Combat ✅

  • Combat State Query: Returns available abilities/spells filtered by cooldowns
  • Action Types: Extended with UseAbility and CastSpell
  • Resource Management: Mana costs and cooldowns tracked per character
  • Execution: Full damage/healing calculation with dice notation

Reactive Ability System ✅

  • 4 Trigger Events: onCrit, onDodge, onBlock, onDamageTaken
  • Auto-Execution: Reactive abilities trigger automatically based on combat events
  • Cooldown Tracking: Prevents reactive ability spam

Enemy AI ✅

  • Intelligent Decisions: Enemies choose abilities based on:
    • Health threshold (defensive when low, offensive when high)
    • Combat phase (buffs at start, debuffs when player strong)
    • Ability cooldowns (uses available abilities strategically)
  • Dice Damage: Enemy abilities use dice notation for damage calculation

Passive Bonuses ✅

  • Physical Damage: +5 per combat/offensive passive ability
  • Magic Damage: +5 per magical/elemental/divine passive ability
  • Critical Chance: +2% per offensive/combat passive ability
  • Dodge Chance: +3% per defensive/stealth passive ability
  • Defense: +5 per defensive/combat passive ability

Key Features

  • Tactical Depth: Multiple action options each turn
  • Attribute Scaling: Combat effectiveness tied to character build
  • Visual Feedback: Color-coded damage, crits, and status updates
  • Fair Scaling: Enemies scale with player level for appropriate challenge

Related Systems

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