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jammyfujammyfu/open-game-skills/skills/disciplines/enemy-fire/SKILL.md

enemy-fire

Skill12 starsChanged 23 days agoMITView on GitHub

Use when an enemy ranged attack needs an authored fire-pattern profile, stable burst/shot identity, target snapshot and deterministic spread/suppression behavior without owning target selection or hit resolution.

The file

Files
SKILL.md

Enemy fire

Ask: burst | suppress | accurate.

Ownership

enemy-fire owns fire-pattern scheduling. target-priority supplies the target decision, attack-tell supplies authored warning contracts when required, projectile-hitscan resolves shots, and rng-seed owns replayable random streams.

Contract

Publish:

  • stable fire_pattern_id + revision
  • fire_sequence_id
  • target ID / aim snapshot source
  • ordered shot IDs or shot slots
  • timing/recovery data from the project gameplay clock
  • spread/suppression parameters and RNG stream ID when stochastic
  • interruption/cancel conditions

Burst length, suppression accuracy, first-shot warning policy, crouch/cover modifiers and reload behavior are project data. Do not assume one universal pattern.

Runtime rules

  1. A shot slot commits at most once for one fire sequence.
  2. Stale target snapshots follow the project's retain/reacquire/cancel policy; render order is not authority.
  3. Random spread consumes the declared RNG stream so replay can reproduce shot directions.
  4. Player invulnerability/filtering remains with its gameplay owner.
  5. Presentation muzzle flash/tracer does not schedule or confirm the shot.

Acceptance

Given the same pattern revision, target snapshot, gameplay-clock state and RNG stream state, the same ordered shot requests are produced. Interrupted/retried sequences cannot duplicate committed shot slots.

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