reikhelm/combat
Parley Hatch 5813ee3b5a feat(game): REIKHELM: DESCENT — playable first-person roguelike
The pieces finally meet: procgen dungeons + the baked EoB atlas pipeline +
the Vigor combat engine become one game. Three fixed pre-baked floors
(seeds 7 → 69 → 59, 208 frames), monsters/loot/encounters rerolled per run
and composited over the empty scenes; the Ember Sovereign waits at the
bottom.

- game-wasm: run state machine in Rust (manifest nav graph as dungeon
  truth, seeded spawning by theme/depth, embedded combat-core Encounter,
  vigor/fatigue persistence between fights, rest/potions/relics/flee,
  permadeath + victory). 8 native tests incl. a whole-run bot and a
  ScriptedPlayer boss-winnability probe used for tuning.
- game-web: no-framework front-end — title/death/victory screens, baked
  frames with screen-blend monster portraits, combat overlay (dual vigor
  bars, cast telegraphs, cooldown sweeps, floaters), minimap with fog,
  all SFX synthesized in WebAudio.
- balance: floor-scaled levels with a hero's edge over trash, no packs on
  floor 1, boss tuned by sim sweep (~35%/55% win at skill 50/80).
- campaign atlases now versioned (tools/.gitignore exception); boss
  portrait added to the Z-Image roster.

Verified end-to-end in-browser: an autopilot beat the full game through
the real UI (10 fights, 2 flees, Sovereign down), and died plenty before
that.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 23:30:50 -06:00
..
analysis feat(combat): deterministic combined-pool combat engine + sim + analysis 2026-06-03 12:13:04 -06:00
combat-core feat(combat): order-of-magnitude slowdown — fights now ~20-30s 2026-06-03 13:34:10 -06:00
combat-sim feat(combat): order-of-magnitude slowdown — fights now ~20-30s 2026-06-03 13:34:10 -06:00
combat-wasm feat(combat): playable browser front-end + AI monster portraits 2026-06-03 12:46:47 -06:00
combat-web feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
configs feat(combat): order-of-magnitude slowdown — fights now ~20-30s 2026-06-03 13:34:10 -06:00
tools feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
.gitignore feat(combat): playable browser front-end + AI monster portraits 2026-06-03 12:46:47 -06:00
Cargo.lock feat(combat): playable browser front-end + AI monster portraits 2026-06-03 12:46:47 -06:00
Cargo.toml feat(combat): playable browser front-end + AI monster portraits 2026-06-03 12:46:47 -06:00
README.md feat(combat): order-of-magnitude slowdown — fights now ~20-30s 2026-06-03 13:34:10 -06:00

combat — a combined-pool combat system

A standalone experiment in the reikhelm sandbox. It borrows the repo's conventions (pure deterministic core, serde config, ChaCha8 RNG, headless-first, front-ends as consumers) but has no dependency on reikhelm-core. Its own Cargo workspace; one experiment, one isolated build graph.

Design spec: ../.dev/2026-06-02-combat-system/spec/design.md.

The idea

A real-time (tick-based) combat system in the EverQuest / Daggerfall lineage — auto-attack + skills + magic — built on one deliberately unusual idea: a single combined resource pool, Vigor, that replaces separate HP / mana / stamina. Everything you do and everything done to you draws on the same bar. Offense literally spends your survival.

It is a deterministic simulation first, a playable game second. "Feel" (fight duration, difficulty curve) is not eyeballed — it is measured across tens of thousands of simulated fights and tuned to target shapes.

The spine — two axes and a squeeze

Every combatant has one pool with three derived quantities:

Term Meaning
Vigor (fill) Current value. Also your absorb capacity for the stagger cascade.
Cap (ceiling) max_vigor fatigue. The highest fill can regen to right now.
Fatigue Fight-scoped ceiling loss. Every point that leaves the pool adds some.

Every combat verb is a point on two axes — cost to fill and cost to ceiling. Offense costs both; auto-attack/defense cost a little ceiling; recovery is the inverse. You don't lose by emptying fill once — you lose because attrition grinds your ceiling down, a lower ceiling caps a lower fill, and a low fill lets the next hit overrun your capacity and trigger the stagger cascade (absorbed → dazed → unconscious → dead). Everything points at the same death.

Layout

combat/
  combat-core/   pure deterministic engine — the single source of truth
  combat-sim/    batch harness: load config, run sweeps, export CSV/JSON
  combat-wasm/   wasm-bindgen bridge — drive the engine from a browser
  combat-web/    a playable real-time battler (the front-end consumer, §14)
  analysis/      Python (pandas/matplotlib) over the exported data
  configs/       the tunable "table" (default.json)
  tools/         portraits.py — AI monster art via the LAN Z-Image stack

combat-core has no I/O, no rendering, no real-time. A fight is a pure function of (rules, seed, actors, controllers), reproducible bit-for-bit. The sim and (later) any visual front-end are just consumers.

Inside combat-core

Module Role
fixed integer fixed-point math — the only place magnitudes round (banker's rounding)
rng vendored order-independent, version-stable deterministic RNG (+ integer chance_bp)
con the level-delta → multiplier con curve
mitigation the ordered "how much lands" pipeline (armor → con → defense → stance → buff)
effect / ability the composable effect library + unified ability model (skills == spells)
actor the symmetric combatant: combined pool, stagger cascade, statuses, competency, loadout
controller pluggable intent — SwingOnCooldown, ScriptedPlayer { skill }, HoldAndPunish
config the full tunable surface, compiled to an integer-only Rules
event the structured event stream + metrics recorder
engine the fixed-tick loop + canonical within-tick resolution order

Determinism is load-bearing

"Change one knob, observe the isolated delta" only holds if unrelated rolls don't reshuffle and arithmetic doesn't drift. Two guarantees make it true:

  • Order-independent RNG forking — every roll is keyed root.fork("actor{id}:{kind}:tick{t}"), so adding an effect to one ability never shifts another actor's or tick's stream. (Vendored verbatim; a hand-rolled splitmix64 + FNV-1a mix, not DefaultHasher.)
  • Integer fixed-point magnitudesvigor/cap/fatigue and every formula are integer milli-units with one documented rounding rule; f64 is confined to config parsing. Bit-exact across compilers / opt levels / machines.

The within-tick order is itself an invariant (reordering changes outcomes), and decisions are simultaneous within a tick — all controllers read the same start-of-tick snapshot, then commit in id order — so a perfect mirror match is fair.

Build & run

# (cargo on PATH: export PATH="$HOME/.cargo/bin:$PATH")
cd combat
cargo test                     # unit + determinism integration tests
cargo build --release

# Run the sweeps → out/{fights.csv, summary.csv, sample_fight.json}
./target/release/combat-sim --config configs/default.json --out out --seeds 300

# Analyze → plots/*.png + a text read-out
cd analysis
python3 -m venv .venv && ./.venv/bin/pip install -r requirements.txt
./.venv/bin/python analyze.py --data ../out --plots plots

combat-sim runs two sweeps:

  • con — player vs. a fixed competent benchmark across level delta × player policy (auto-only, skill 20/50/80/100). The auto-only policy is the §12 anti-turtle guardrail.
  • archetypes — a skilled player against golem / rat / battlemage.

Play it (browser)

The same engine, real-time, with AI-rendered monster portraits — pick a foe and fight. See combat-web/README.md for details.

wasm-pack build combat-wasm --dev --target web \
  --out-dir ../combat-web/pkg --out-name combat_wasm   # build the bridge → pkg/
python3 -m http.server 8013 --directory .              # serve combat/ as root
open http://127.0.0.1:8013/combat-web/

What the data shows (default config)

With the shipped configs/default.json (these numbers are tuned placeholders — the whole point is that they're a table you edit):

  • Fights last ~2030s — monster matchups (a skilled player) resolve in roughly 1638s (melee bruisers faster, casters longer). The pace is set by the global cooldown (the swing timer, §10): you act ~once per 1.5s, so no button-masher can out-DPS the intended tempo.
  • Skill matters — at even con, win rate climbs steeply and monotonically with policy: auto-only 0% → skill20 2% → skill50 12% → skill80 44% → skill100 78%.
  • Anti-turtle guardrail is green — the full kit dominates auto-attack-only (78% vs 0% at even con). Spending on the interesting verbs is worth it, which is the whole thesis.
  • All six monsters are winnable by skilled play; the Golem and Troll demand it.

Getting there was the sim working as designed. The first default numbers produced a one-tick cliff and 82% mutual-KO draws and revealed the §15 deepest risk live — a poke skill strictly worse than the free auto-attack, so auto-only out-won the full kit. Slowing the fights to a ~2030s feel surfaced the next lesson: under a global cooldown, any ability that just out-damages auto-attack either trivializes the pace or isn't worth its fill, so the kit is tuned DPS-neutral — abilities match auto's damage-per-second and win through stagger leverage and timing, not raw throughput. That loop — sim → measure → tune → re-sim — is the deliverable.

Tuning

Everything balance-relevant lives in configs/default.json. Editing it is the primary balancing act; only structural rule changes need a recompile. The levers the feel rides on (spec §15): the global_cooldown (raise it → slower, more deliberate fights; the cleanest uniform pace knob), the con curve shape, the regen vs. drain vs. spend rates (co-tuned or even-con fights are un-loseable or stagger-locked), and keeping abilities ahead of auto-attack on stagger / utility (under the global cooldown, raw DPS just trivializes the pace).