COMBAT_SYSTEM_SUMMARY.md 9.6 KB

Combat System Setup Complete ✅

I've set up a complete foundation for agent combat, monsters, and equipment. Here's what you got:

What's Been Created

Core Systems (8 new classes)

  1. CharacterStats — Base stats (health, speed, attack, defense, magic)
  2. CharacterSheet — Equipment + stat bonuses management
  3. Item, Weapon, Armor — Equipment system with automatic bonuses
  4. Monster — ScriptableObject templates for spawning monsters
  5. MonsterEncounter — Manages monsters in a room with partial info
  6. RoomEncounterConfig — Configuration for encounter spawning
  7. CombatResolver — Skeleton for combat resolution (you'll expand this)
  8. AutonomousAgentBrain — Updated with peek & retreat mechanics

Updated Existing Classes

  • MazeAgent — Now has a CharacterSheet, health tracking, death state
  • Room — Can now hold a MonsterEncounter
  • AutonomousAgentBrain — Agents now peek at threats and retreat strategically

Documentation (5 comprehensive guides)

  • README.md — Full architecture and feature overview
  • QUICK_START.md — 5-minute setup guide
  • ARCHITECTURE.md — Class diagrams and data flow
  • INTEGRATION_EXAMPLE.md — Copy-paste integration code
  • IMPLEMENTATION_CHECKLIST.md — What's done, what's next
  • COPY_PASTE_EXAMPLES.cs — Code templates

Quick Start (Get It Running in 15 min)

1. Create Monster Assets

In Unity editor:

  • Right-click Project > Create > Monster
  • Name: "Goblin"
  • Set Max Health: 15, Speed: 8, Attack: 4, Defense: 1
  • Save to Assets/Resources/Monsters/Goblin.asset

2. Create Equipment

  • Create > Weapon
    • Name: "Iron Sword"
    • Attack Bonus: 5
    • Save to Assets/Resources/Items/Weapons/IronSword.asset
  • Create > Armor
    • Name: "Leather Armor"
    • Defense Bonus: 3
    • Save to Assets/Resources/Items/Armor/LeatherArmor.asset

3. Update MazeSceneBuilder

private Monster[] _monsterPool;
private Weapon[] _startingWeapons;
private Armor[] _startingArmor;

private void Start()
{
    _monsterPool = Resources.LoadAll<Monster>("Monsters/");
    _startingWeapons = Resources.LoadAll<Weapon>("Items/Weapons/");
    _startingArmor = Resources.LoadAll<Armor>("Items/Armor/");
    
    // ... rest of your code ...
}

private void SpawnAgent(int index, Room startRoom)
{
    // Create character sheet with equipment
    var stats = new CharacterStats();
    var sheet = new CharacterSheet(stats);
    
    if (_startingWeapons.Length > 0)
        sheet.EquipWeapon(_startingWeapons[Random.Range(0, _startingWeapons.Length)]);
    if (_startingArmor.Length > 0)
        sheet.EquipArmor(_startingArmor[Random.Range(0, _startingArmor.Length)]);
    
    // Create agent with sheet
    var agent = new MazeAgent($"Agent_{index}", startRoom, sheet);
    
    // ... rest of agent setup ...
    
    brain.Initialize(
        controller,
        generator,
        initialDelay + index * 0.2f,
        decisionInterval,
        exploreChance,
        1.5f,  // retreatThreshold - new parameter!
        () => IsLevelEnded()
    );
}

4. Update MazeGenerator

In BuildRoom() or similar:

private void SpawnEncounter(Room room)
{
    if (room.Kind == RoomKind.Start || room.Kind == RoomKind.Exit)
        return;  // Don't spawn in start/exit rooms
        
    if (_monsterPool == null || _monsterPool.Length == 0)
        return;
        
    if (Random.value > 0.7f)  // 70% chance
        return;
    
    var encounter = new MonsterEncounter();
    encounter.SpawnMonsters(_monsterPool, 1, 3);  // 1-3 monsters
    room.Encounter = encounter;
}

5. Test

  • Play in Unity
  • Agents should spawn with equipment
  • Open a room with a Goblin - agent's brain will peek and decide whether to enter
  • If you've wired combat, fight should trigger

Key Features Included

✅ Character System

  • Agents and monsters both have stats (health, speed, attack, defense, magic)
  • Effective stats calculated with equipment bonuses
  • Support for temporary buffs/debuffs
  • Health tracking and death state

✅ Equipment System

  • Weapons: boost attack (+ optional secondary effects)
  • Armor: boost defense (with penalties like slowness)
  • Automatic stat bonus application when equipped
  • Extensible for new item types (rings, accessories, etc.)

✅ Monster System

  • ScriptableObject templates for each monster type
  • Loot tables (items that drop when defeated)
  • Starting equipment (weapons/armor monsters carry)
  • Color-coded for visualization

✅ Encounter System

  • Rooms can have monster encounters
  • Encounters track alive/defeated monsters
  • Incomplete information: agents see 60-100% of actual monsters (don't know the real count)
  • Challenge rating calculation (perceived vs actual)

✅ Agent Intelligence

  • Peek mechanic: agents look into rooms before entering
  • Threat evaluation: calculate danger level before committing
  • Retreat logic: avoid dangerous exits if safer options exist
  • Uses challenge rating to make decisions
  • Falls back to exploration if cornered

What Still Needs Implementation

Priority 1: Combat Resolution

The CombatResolver is a skeleton. You'll add:

  1. Turn order (based on Speed stat)
  2. Attack resolution (attack vs defense damage)
  3. Multiple rounds until victory/defeat
  4. Loot distribution when agent wins

Priority 2: MazeAgentController Integration

Add combat triggering:

  1. Detect agent entering a room with living monsters
  2. Call CombatResolver
  3. Handle victory (reward, continue) or defeat (agent dies, stops moving)

Priority 3: UI & Feedback

  • Health bars for agent + monsters
  • Combat log showing what happened each turn
  • Equipment/inventory screens
  • Audio cues for hits, misses, victories

Priority 4: Monster AI

  • Decide which agent to target
  • Choose between attack/defend/ability
  • Retreat when badly wounded

Priority 5: Advanced Features

  • Special abilities (spells, tactics)
  • Status effects (poison, stun, buffs)
  • Difficulty scaling by room depth
  • Boss encounters with unique abilities

File Structure

Assets/Scripts/Maze/Combat/
├── CharacterStats.cs              ← Base stats
├── CharacterSheet.cs              ← Equipment + bonuses
├── CombatResolver.cs              ← Combat skeleton (expand me!)
├── RoomEncounterConfig.cs         ← Spawn config
├── Items/
│   ├── Item.cs                    ← Base class
│   ├── Weapon.cs                  ← +Attack equipment
│   └── Armor.cs                   ← +Defense equipment
├── Monsters/
│   ├── Monster.cs                 ← Template
│   └── MonsterEncounter.cs        ← Room combat state
└── [Documentation files]

Assets/Resources/
├── Items/
│   ├── Weapons/
│   │   └── [Your weapons here]
│   └── Armor/
│       └── [Your armor here]
└── Monsters/
    └── [Your monsters here]

Architecture Overview

Agent → CharacterSheet → [Equipment Bonuses] → Effective Stats
                             ↑
                        Weapon/Armor
                        (apply modifiers)

Room → MonsterEncounter → [Monster Instances] → Combat when Agent enters
                             ↑
                          Monster Template
                          (loot table, AI)

AutonomousAgentBrain → Peek at adjacent rooms
                    → Get perceived threat (60-100% of actual)
                    → Compare to retreat threshold
                    → Choose safe exit or fight

Next Steps

  1. Read QUICK_START.md — Copy-paste your first setup
  2. Create test assets — One weapon, armor, monster (5 min)
  3. Wire up MazeSceneBuilder — Load resources and create agents with equipment (5 min)
  4. Add encounter spawning — Monsters appear in rooms (5 min)
  5. Implement basic combat — Fill in CombatResolver.cs (30 min+)
  6. Integrate into MazeAgentController — Trigger combat when agent enters room (10 min)
  7. Test and iterate — Tweak numbers, add features

See INTEGRATION_EXAMPLE.md for detailed copy-paste code for each step.


Tips & Best Practices

✅ Do:

  • Create assets in the editor (Create > Monster/Weapon/Armor) — it's easier
  • Start with simple monsters (low stats, no special abilities)
  • Test with 2-3 agents first before ramping up to 10+
  • Save weapon/armor/monster assets to Resources/ for easy loading
  • Use different colors for different monster types (helps visualize)
  • Add Debug.Log statements in CombatResolver to see what's happening

❌ Don't:

  • Try to implement full combat AI before basic damage works
  • Create hundreds of asset variants right away — start simple
  • Forget to handle dead agents (they should stop moving)
  • Assume balanced numbers first time — you'll need to tweak
  • Implement every feature at once — do it incrementally

Questions?

  • How do agents pick loot? — Implement in CombatResolver.AwardLoot() — currently just a stub
  • How do monsters decide targets? — Implement in CombatResolver.ExecuteMonsterTurn() — currently just attacks
  • Can I scale difficulty? — Yes! Modify monster stats by room depth in the spawning code
  • Can multiple agents fight together? — Architecture supports it, but combat resolve is 1v1 currently
  • How do special abilities work? — Not yet implemented, but CharacterSheet supports temporary bonuses as a foundation

You Got This! 🎮

You have all the pieces. Now implement the combat logic and watch your agents fight their way through the maze!

Start with Assets/Scripts/Maze/Combat/QUICK_START.md → then INTEGRATION_EXAMPLE.md → then fill in CombatResolver.cs.

Good luck! 🚀