Commit graph

4 commits

Author SHA1 Message Date
e368ed1843
Add defense commitment lock and defense-everywhere support
Defenses now work outside combat mode with stamina cost, recovery lock
(based on timing_window_ms), and broadcast to nearby players. Lock
prevents spamming defenses — you commit to the move. Stamina deduction
moved from encounter.defend() to do_defend command layer. Defense
commands registered with mode="*" instead of "combat".
2026-02-08 12:28:17 -05:00
cf423fb22b
Add attack switching (feints) during telegraph and window phases
Attacker can change their move mid-telegraph or mid-window without
resetting the timer. Old move's stamina is refunded, new move charged.
Defender gets a fresh telegraph on switch. Feedback says "switch to"
instead of "use" when swapping attacks.
2026-02-08 12:28:17 -05:00
9054962f5d
Add combat resolution messages with both-POV feedback
resolve() returns ResolveResult dataclass with attacker_msg, defender_msg,
damage, countered, and combat_ended fields. process_combat is now async
and sends messages to both participants on resolve. Counter, hit, and
slam messages give each player their own perspective on what happened.
2026-02-08 12:28:17 -05:00
dbb976be24
Add data-driven combat system with TOML move definitions
Combat moves defined as TOML content files in content/combat/,
not engine code. State machine (IDLE > TELEGRAPH > WINDOW > RESOLVE)
processes timing-based exchanges. Counter relationships, stamina
costs, damage formulas all tunable from data files.

Moves: punch right/left, roundhouse, sweep, dodge right/left,
parry high/low, duck, jump. Combat ends on knockout (PL <= 0)
or exhaustion (stamina <= 0).
2026-02-07 21:16:12 -05:00