Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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using Theriapolis.Core.Rules.Combat;
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namespace Theriapolis.Core.Entities.Ai;
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/// <summary>
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/// "Move toward target, attack when in reach" — the baseline aggressive
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/// melee behavior. Used by Brigand* and Patrol templates that aren't
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/// scripted to flee.
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/// </summary>
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public sealed class BrigandBehavior : INpcBehavior
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{
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public void TakeTurn(Combatant self, AiContext ctx)
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{
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if (self.IsDown) return;
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var target = ctx.FindClosestHostile(self);
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if (target is null) return;
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var attack = self.AttackOptions[0];
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// Move budget: 5 ft. = 1 tactical tile per d20 standard.
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int tiles = ctx.Encounter.CurrentTurn.RemainingMovementFt / 5;
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while (!ReachAndCover.IsInReach(self, target, attack) && tiles > 0)
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{
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var next = ReachAndCover.StepToward(self.Position, target.Position);
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if (next.X == self.Position.X && next.Y == self.Position.Y) break;
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self.Position = next;
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ctx.Encounter.AppendLog(CombatLogEntry.Kind.Move,
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$"{self.Name} moves to ({(int)next.X},{(int)next.Y}).");
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tiles--;
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}
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int consumedTiles = (ctx.Encounter.CurrentTurn.RemainingMovementFt / 5) - tiles;
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ctx.Encounter.CurrentTurn.ConsumeMovement(consumedTiles * 5);
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if (!ReachAndCover.IsInReach(self, target, attack)) return;
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Resolver.AttemptAttack(ctx.Encounter, self, target, attack);
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ctx.Encounter.CurrentTurn.ConsumeAction();
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}
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}
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