# Implementation Checklist ## ✅ Complete (Already Implemented) ### Core Systems - [x] **CharacterStats** — Base stats (health, speed, attack, defense, magic) - [x] **CharacterSheet** — Stat management with equipment and bonuses - [x] **Item base class** — Extensible equipment system - [x] **Weapon** — Attack bonuses + secondary stat effects - [x] **Armor** — Defense bonuses + penalties/resistances - [x] **Monster template** — Scriptable monster definitions - [x] **MonsterEncounter** — Room encounter management - [x] **RoomEncounterConfig** — Encounter spawning configuration - [x] **MazeAgent integration** — Character sheet + death tracking - [x] **Peek mechanic** — Challenge rating evaluation - [x] **Retreat logic** — Threat-based exit filtering - [x] **AutonomousAgentBrain updates** — Dead agent detection, retreat threshold ### Documentation - [x] Architecture diagram (ARCHITECTURE.md) - [x] Quick start guide (QUICK_START.md) - [x] Detailed README (README.md) - [x] Integration example (INTEGRATION_EXAMPLE.md) --- ## 🔨 TODO (Implementation Tasks) ### Priority 1: Core Combat - [ ] **Full combat resolver** - [ ] Turn order calculation (speed-based initiative) - [ ] Combat loop (multiple rounds) - [ ] Victory/defeat conditions - [ ] Damage calculation (attack vs defense) - [ ] Loot award on victory ### Priority 2: Game Integration - [ ] **MazeSceneBuilder updates** - [ ] Load/assign monster templates - [ ] Load/assign weapon/armor templates - [ ] Pass encounter config to brain - [ ] Create agent character sheets with starting equipment - [ ] **MazeGenerator updates** - [ ] Spawn encounters when generating rooms - [ ] Exclude start/exit rooms from encounters (or customize) - [ ] Scale encounter difficulty by room depth (optional) - [ ] **MazeAgentController updates** - [ ] Detect agent entering room with encounter - [ ] Trigger combat resolution - [ ] Handle victory/defeat outcomes - [ ] Update UI based on combat result ### Priority 3: Features - [ ] **Monster AI** — Decision making during combat - [ ] Target selection (damaged enemies? weakest? random?) - [ ] Ability choice (basic attack? special? defend?) - [ ] Retreat logic (flee at low health?) - [ ] **Ability system** — Special attacks/spells - [ ] Define ability type (physical/magical/healing) - [ ] Energy/mana cost - [ ] Cooldown tracking - [ ] Effect application (damage, heal, buff, debuff) - [ ] **Status effects** — Temporary debuffs/buffs - [ ] Poison (damage over time) - [ ] Stun (skip turn) - [ ] Buff/debuff (stat modifiers) - [ ] Duration tracking - [ ] **Item drops** — Loot system - [ ] Roll on monster's loot table - [ ] Add to agent inventory - [ ] Option to equip immediately or carry ### Priority 4: Polish - [ ] **UI** - [ ] Health bars (agent + monsters) - [ ] Combat log (what happened each turn) - [ ] Stat display (show effective vs base stats) - [ ] Inventory screen - [ ] Equipment screen - [ ] **Audio/VFX** - [ ] Hit/miss sound effects - [ ] Damage number popups - [ ] Hit impact VFX - [ ] Victory/defeat music/effects - [ ] **Difficulty scaling** - [ ] Monster stat scaling by room depth - [ ] Encounter size scaling - [ ] Difficulty presets (easy/normal/hard) ### Priority 5: Advanced Features - [ ] **Combat variants** - [ ] 1v1 duels - [ ] 1vN multi-monster battles - [ ] Team battles (multiple agents vs monsters) - [ ] **Item types beyond weapon/armor** - [ ] Consumables (potions, scrolls) - [ ] Accessories (rings, amulets) - [ ] Questionnaire items - [ ] **AI decision trees** — Complex monster behavior - [ ] Formation tactics - [ ] Spell casting priority - [ ] Mob coordination - [ ] **Procedural monster generation** — Randomize stats/loot - [ ] **Difficulty ramp** — Get harder as agents progress - [ ] **Unique monsters** — Boss encounters with special abilities --- ## Getting Started (30 min) 1. **Create test assets** (5 min) - 1 Weapon - 1 Armor - 1 Monster 2. **Wire up MazeSceneBuilder** (10 min) - Load resources - Create agent character sheets - Pass retreat threshold to brain 3. **Add encounter spawning** (10 min) - Update MazeGenerator to spawn encounters - Test in Unity 4. **Implement basic combat** (5 min) - Add combat trigger to MazeAgentController - Run simple damage calculation - Test victory condition --- ## File Structure ``` Assets/Scripts/Maze/ ├── Combat/ │ ├── CharacterStats.cs [✅ Done] │ ├── CharacterSheet.cs [✅ Done] │ ├── CombatResolver.cs [🔨 TODO: Full impl] │ ├── RoomEncounterConfig.cs [✅ Done] │ ├── Items/ │ │ ├── Item.cs [✅ Done] │ │ ├── Weapon.cs [✅ Done] │ │ └── Armor.cs [✅ Done] │ ├── Monsters/ │ │ ├── Monster.cs [✅ Done] │ │ └── MonsterEncounter.cs [✅ Done] │ ├── README.md [✅ Done] │ ├── QUICK_START.md [✅ Done] │ ├── ARCHITECTURE.md [✅ Done] │ ├── INTEGRATION_EXAMPLE.md [✅ Done] │ └── IMPLEMENTATION_CHECKLIST.md[✅ You're reading this] ├── Agent/ │ ├── MazeAgent.cs [✅ Updated] │ ├── AutonomousAgentBrain.cs [✅ Updated] │ └── MazeAgentController.cs [🔨 TODO: Combat trigger] ├── Core/ │ └── Room.cs [✅ Updated] └── ... (other existing files) Resources/ ├── Items/ │ ├── Weapons/ │ │ └── IronSword.asset [🔨 TODO: Create] │ └── Armor/ │ └── LeatherArmor.asset [🔨 TODO: Create] └── Monsters/ └── Goblin.asset [🔨 TODO: Create] ``` --- ## Testing Checklist After implementing each piece, verify: - [ ] Weapon/Armor assets load and apply bonuses - [ ] Monster template creates instances with correct stats - [ ] Agents get character sheets with starting equipment - [ ] Agents see monsters when entering rooms - [ ] Agents peek at threat and retreat if dangerous - [ ] Combat resolves when agent enters monster room - [ ] Agent health decreases during combat - [ ] Dead agents stop moving - [ ] Loot drops when monster dies (if implemented) - [ ] New agents start fresh (not carrying over damage) --- ## Notes - The system is designed to be **extensible** — add new item types, abilities, effects without breaking existing code - **Incomplete information** is by design — agents see 60-100% of monsters, creating uncertainty and risk - **Difficulty balance** is your responsibility — tune `retreatThreshold`, encounter chance, monster stats - **Performance** should be fine even with 50+ agents since stats are just numbers - **No runtime state** in the template assets — each instance gets its own CharacterSheet copy Good luck! 🎮