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Define stable combat-discipline and spell-tradition identities #18

Description

@zoeyrose

Important

This issue is implemented in the fresh MIT-licensed Go server under the replacement program. Its gameplay and content-design decisions remain authoritative. C, CPython, classic packet, file-path, and enum details in the preserved specification are historical evidence only; do not copy, translate, or structurally port GPL implementation code.

Replacement implementation contract

Establish stable string IDs in compiled content from the first implementation; never serialize enum positions. Preserve the broad-discipline and explicit spell-tradition decisions and generate typed Go/Rust catalogs.

The server remains authoritative, consumes versioned compiled content, and exposes bounded generated Game Protocol 1 messages. Pure rules may use a specifically approved typed CEL environment. Starlark is not part of this issue unless the separate residual-scripting decision explicitly approves it.

Required verification

  • Preserve every observable rule, balance decision, disclosure boundary, and anti-exploit invariant from the specification below.
  • Add deterministic Go unit/property tests and wrapper-managed scenario coverage at the appropriate integration boundary.
  • Add bounded malformed-input and persistence-failure cases where this feature accepts content, network, or stored data.
  • Add Go/Rust protocol conformance fixtures for every new cross-process field; the client must not reconstruct authoritative rules from prose.
  • Demonstrate that implementation and tests contain no copied GPL source/test material and execute no runtime Python.
Preserved product/design specification and historical implementation notes

Parent and roadmap

Outcome

Establish the stable discipline and action-source vocabulary before technique trees, achievements, encounters, or content encode obsolete skill identities.

Scope

  • Replace four wielded-melee skills with Melee Combat and bow/crossbow/sling skills with Archery across enums, archetypes, items, scripts, plugins, UI payloads, and tests.
  • Keep Unarmed and Throwing separate; remove unreachable two-hand/polearm skill entries unless a real independent loop is defined.
  • Add Divine Magic and an explicit casting skill/tradition for every directly cast spell without inferring it from spell path.
  • Update learning, scaling, mana, requirements, XP/kill attribution, books, scrolls, devices, merchants, tutorials, and descriptions.

Superseded path / cleanup target

Remove superseded skill enums/archetypes/aliases and Wizardry fallbacks. Do not silently merge nonlinear development-save XP; document any separately required data policy.

Acceptance criteria

  • Every melee weapon uses Melee Combat and every bow/crossbow/sling uses Archery while weapon behavior remains distinct.
  • Every directly cast spell declares exactly one valid Wizardry or Divine Magic tradition.
  • Delayed actions and devices resolve an explicit source skill rather than current chosen_skill.
  • All current producers, consumers, content, editor metadata, and focused tests use the new identities.

Validation baseline

Before: seven narrow weapon/launcher XP bars and hard-coded Wizardry assumptions fragment progression and action ownership.

After: stable broad disciplines and explicit spell traditions provide one action-source vocabulary.

Run skill progression and spell classification matrices, delayed-credit tests, content collection/checks, client/server protocol tests, and GCC/Clang/MinGW builds.

This issue is a bounded child of #27. The parent remains open until every sibling child is complete.

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