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# Engine V2 Ability System
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PR: PR_26152_229-engine-v2-ability-system
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Date: 2026-06-03
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## Scope
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- Added a manifest-driven ability resolver for Engine V2 combat.
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- Supported active and passive abilities.
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- Integrated active abilities with cooldown acceptance/blocking.
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- Integrated triggers from condition matches, runtime events, and action outcomes.
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- Avoided game-specific ability behavior.
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## Validation
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Command:
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```powershell
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node tests/engine/EngineV2AbilitySystem.test.mjs
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```
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Result: PASS.
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## Lane Status
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| Area | Status | Notes |
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| --- | --- | --- |
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| Active abilities | PASS | Active ability events require explicit cooldown acceptance. |
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| Passive abilities | PASS | Passive ability events resolve from condition/action triggers without cooldowns. |
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| Trigger integration | PASS | Condition, event, and action trigger sources all produce explicit ability events. |
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| Invalid payloads | PASS | Missing active cooldown IDs reject visibly. |
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| Samples | SKIP | Permanently out of scope. |
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| Tools | SKIP | Out of scope. |
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## Lanes Executed
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- engine - Engine V2 ability system validation.
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- runtime - headless manifest-driven combat ability resolution only.
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## Lanes Skipped
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- samples - permanently out of scope.
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- tools - out of scope.
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- browser Playwright - not part of this headless engine validation.
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## Playwright
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Playwright impacted: No browser/tool UI impact. This PR validates a headless Engine V2 runtime slice through targeted Node tests.
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## Manual Validation
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Review `src/engine/runtime/engineV2AbilitySystem.js` and `tests/engine/EngineV2AbilitySystem.test.mjs` to confirm abilities are generic, manifest-driven, and connected to cooldown, condition, event, and action inputs.
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## Blocker Scope
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No blocker for the Engine V2 ability system lane.
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# Engine V2 Combat Runtime Closeout
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PR: PR_26152_233-engine-v2-combat-runtime-closeout
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Date: 2026-06-03
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## Scope
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- Closed the Engine V2 combat runtime capability lane for abilities, projectiles, status effects, and weapons.
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- Validated the four combat slices together through targeted headless engine tests.
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- Documented reuse/adapt/new decisions for existing runtime and legacy combat helpers.
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- Kept samples, tools, and game-specific combat logic out of scope.
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## Validation
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Commands:
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```powershell
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node tests/engine/EngineV2AbilitySystem.test.mjs
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node tests/engine/EngineV2ProjectileSystem.test.mjs
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node tests/engine/EngineV2StatusEffectSystem.test.mjs
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node tests/engine/EngineV2WeaponSystem.test.mjs
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```
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Result: PASS.
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## Reuse / Adapt / New Decisions
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| Surface | Decision | Notes |
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| --- | --- | --- |
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| `src/engine/runtime/runtimeDamageProcessing.js` | Reuse | Status effects integrate with the existing manifest-driven damage processor. |
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| `src/engine/runtime/runtimeCooldownProcessing.js` | Adapt by contract | Ability system consumes explicit cooldown results instead of embedding cooldown state. |
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| `src/engine/runtime/runtimeConditionSystem.js` | Adapt by contract | Ability system consumes condition matches as runtime input. |
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| `src/engine/runtime/runtimeEventSystem.js` | Adapt by contract | Ability system consumes runtime events as runtime input. |
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| `src/engine/runtime/runtimeActionSystem.js` | Adapt by contract | Abilities and weapons emit action/damage/status requests for downstream systems. |
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| `src/engine/combat/Combat.js` | Reference only | Legacy helper mutates combatants and contains defaults that do not fit Engine V2 cleanly. |
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| `src/engine/systems/ProjectileSystem.js` | Reference only | Legacy projectile system mutates projectile arrays and owns movement state directly. |
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| `src/engine/events/EventBus.js` | Reference only | Event emitter helper is not needed for this deterministic headless runtime slice. |
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## Lane Status
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| Area | Status | Notes |
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| --- | --- | --- |
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| Abilities | PASS | Active/passive abilities resolve from explicit cooldown, condition, event, and action inputs. |
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| Projectiles | PASS | Manifest projectile definitions produce runtime records, movement commands, and collision outcomes. |
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| Status effects | PASS | Runtime status effects produce damage and movement modifier outputs. |
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| Weapons | PASS | Weapons compose abilities, projectiles, damage, and status effects through generic outputs. |
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| Samples | SKIP | Permanently out of scope. |
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| Tools | SKIP | Out of scope. |
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## Next Runtime Capability Slice
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Next lane: combat application and playable-loop integration.
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Expected first slice:
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- attach ability and weapon outputs to the existing runtime action flow
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- route projectile movement commands through the runtime movement processor
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- route projectile/status damage outputs through runtime damage processing
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- connect status movement modifiers to movement processing without hidden defaults
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- preserve manifest-driven configuration and visible error handling
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- keep samples and tool work out of scope
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## Lanes Executed
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- engine - Engine V2 combat runtime closeout validation.
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- runtime - headless ability, projectile, status effect, and weapon processing only.
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## Lanes Skipped
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- samples - permanently out of scope.
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- tools - out of scope.
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- browser Playwright - not part of this headless engine validation.
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## Playwright
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Playwright impacted: No browser/tool UI impact. This closeout validates headless runtime processors through targeted Node tests.
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## Manual Validation
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Review the four new Engine V2 combat modules and tests to confirm the lane remains manifest-driven, generic, and independent from samples, tools, and hard-coded combat behavior.
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## Blocker Scope
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No blocker for the Engine V2 combat runtime lane.
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# Engine V2 Projectile System
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PR: PR_26152_230-engine-v2-projectile-system
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Date: 2026-06-03
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## Scope
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- Added a manifest-driven projectile resolver for Engine V2 combat.
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- Read projectile definitions from explicit manifest/runtime input.
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- Produced runtime projectile records and movement commands without moving objects directly.
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- Integrated projectile collision outcomes into damage and status-effect requests.
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- Avoided hard-coded projectile behavior.
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## Validation
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Command:
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```powershell
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node tests/engine/EngineV2ProjectileSystem.test.mjs
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```
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Result: PASS.
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## Lane Status
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| Area | Status | Notes |
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| --- | --- | --- |
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| Projectile definitions | PASS | Definitions require ID, owner, speed, lifetime, size, and collision action. |
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| Projectile spawning | PASS | Requests create explicit runtime projectile records. |
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| Movement ownership | PASS | Runtime emits movement commands instead of mutating positions. |
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| Collision integration | PASS | Projectile collisions produce damage and status-effect applications. |
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| Invalid payloads | PASS | Requests for missing projectile definitions reject visibly. |
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| Samples | SKIP | Permanently out of scope. |
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| Tools | SKIP | Out of scope. |
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## Lanes Executed
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- engine - Engine V2 projectile system validation.
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- runtime - headless manifest-driven projectile record resolution only.
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## Lanes Skipped
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- samples - permanently out of scope.
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- tools - out of scope.
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- browser Playwright - not part of this headless engine validation.
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## Playwright
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Playwright impacted: No browser/tool UI impact. This PR validates a headless Engine V2 runtime slice through targeted Node tests.
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## Manual Validation
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Review `src/engine/runtime/engineV2ProjectileSystem.js` and `tests/engine/EngineV2ProjectileSystem.test.mjs` to confirm projectile records are manifest-driven and collision outputs remain generic.
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## Blocker Scope
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No blocker for the Engine V2 projectile system lane.
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# Engine V2 Status Effect System
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PR: PR_26152_231-engine-v2-status-effect-system
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Date: 2026-06-03
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## Scope
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- Added a manifest-driven status effect processor for Engine V2 combat.
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- Supported poison, stun, freeze, burn, slow, haste, and custom status effects as runtime data.
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- Integrated ticking status damage with the existing runtime damage processor.
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- Produced movement modifiers from status-effect data.
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- Avoided hard-coded game-specific status behavior.
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## Validation
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Command:
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```powershell
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node tests/engine/EngineV2StatusEffectSystem.test.mjs
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```
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Result: PASS.
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## Lane Status
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| Area | Status | Notes |
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| --- | --- | --- |
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| Status definitions | PASS | Supported status effect types validate through explicit runtime definitions. |
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| Status applications | PASS | Applications create runtime status effects with explicit source and target IDs. |
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| Damage integration | PASS | Ticking status effects feed the runtime damage processor. |
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| Movement integration | PASS | Slow/haste-style effects emit movement modifiers as data. |
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| Invalid payloads | PASS | Missing target records reject visibly. |
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| Samples | SKIP | Permanently out of scope. |
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| Tools | SKIP | Out of scope. |
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## Lanes Executed
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- engine - Engine V2 status effect system validation.
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- runtime - headless manifest-driven status effect processing only.
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## Lanes Skipped
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- samples - permanently out of scope.
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- tools - out of scope.
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- browser Playwright - not part of this headless engine validation.
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## Playwright
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Playwright impacted: No browser/tool UI impact. This PR validates a headless Engine V2 runtime slice through targeted Node tests.
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## Manual Validation
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Review `src/engine/runtime/engineV2StatusEffectSystem.js` and `tests/engine/EngineV2StatusEffectSystem.test.mjs` to confirm status effects stay data-driven and integrate with health/damage without game-specific branches.
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## Blocker Scope
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No blocker for the Engine V2 status effect system lane.
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# Engine V2 Weapon System
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PR: PR_26152_232-engine-v2-weapon-system
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Date: 2026-06-03
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## Scope
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- Added a manifest-driven weapon resolver for Engine V2 combat.
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- Supported melee, ranged, area, and custom weapon definitions.
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- Composed weapon behavior from ability events, projectile definitions, damage outputs, and status-effect applications.
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- Kept weapon behavior generic and data-driven.
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- Avoided game-specific weapon logic.
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## Validation
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Command:
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```powershell
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node tests/engine/EngineV2WeaponSystem.test.mjs
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```
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Result: PASS.
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## Lane Status
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| Area | Status | Notes |
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| --- | --- | --- |
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| Weapon definitions | PASS | Definitions require explicit type, owner, ability/projectile/status arrays, and damage amount. |
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| Ability composition | PASS | Weapon definitions reference resolved ability events. |
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| Projectile composition | PASS | Ranged weapons emit projectile requests instead of spawning directly. |
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| Damage/status composition | PASS | Melee, area, and custom weapons emit generic damage/status requests. |
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| Invalid payloads | PASS | Missing projectile references reject visibly. |
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| Samples | SKIP | Permanently out of scope. |
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| Tools | SKIP | Out of scope. |
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## Lanes Executed
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- engine - Engine V2 weapon system validation.
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- runtime - headless manifest-driven weapon composition only.
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## Lanes Skipped
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- samples - permanently out of scope.
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- tools - out of scope.
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- browser Playwright - not part of this headless engine validation.
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## Playwright
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Playwright impacted: No browser/tool UI impact. This PR validates a headless Engine V2 runtime slice through targeted Node tests.
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## Manual Validation
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Review `src/engine/runtime/engineV2WeaponSystem.js` and `tests/engine/EngineV2WeaponSystem.test.mjs` to confirm weapons compose abilities, projectiles, damage, and status effects without hard-coded combat behavior.
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## Blocker Scope
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No blocker for the Engine V2 weapon system lane.

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