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.
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The file
Files
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
- A shot slot commits at most once for one fire sequence.
- Stale target snapshots follow the project's retain/reacquire/cancel policy; render order is not authority.
- Random spread consumes the declared RNG stream so replay can reproduce shot directions.
- Player invulnerability/filtering remains with its gameplay owner.
- 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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