0.15.0

But joueur : un ennemi hostile qui repère le groupe déclenche le combat à
l'endroit exact de la rencontre, sans téléportation vers une arène séparée.

Contenu prévu :

  • détection fondée sur perception, distance, obstacles et champ de vision ;
  • distinction explicite entre détection, hostilité et participation à la
    rencontre ;
  • déclenchement de l'initiative directement dans World ;
  • TacticalGrid construit depuis les murs et positions de la zone réelle ;
  • interface tactique affichée en surimpression, sans décharger la carte ;
  • passage temporaire des entrées d'exploration au contrôle tour par tour ;
  • positions des survivants conservées à la fin du combat ;
  • attaques à distance, portée et première ligne de vue ;
  • suppression à terme de l'arène générique comme chemin de jeu principal.

Critères de sortie :

  • un ennemi hostile peut détecter et engager le joueur sans contact de case ;
  • exploration et combat utilisent les mêmes obstacles et positions ;
  • victoire ou fuite rendent immédiatement le contrôle d'exploration ;
  • aucune transition de scène n'est nécessaire pour une rencontre ordinaire ;
  • détection, hostilité, ligne de vue et reprise de l'exploration sont testées.
No due date
100% Completed
Release 0.15.0 — Le monde devient le champ de bataille
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#25 by Reliodas was merged 2026-06-22 02:18:08 +00:00
Valider le flux combat-en-monde et retirer l'ancien chemin principal (#9)
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#24 by Reliodas was merged 2026-06-20 01:57:13 +00:00 4 / 5
Gérer attaques à distance, portée et ligne de vue en combat monde (#6)
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#23 by Reliodas was merged 2026-06-20 01:47:24 +00:00 5 / 5
Sélectionner les participants et gérer le combat à plusieurs ennemis (#7)
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#22 by Reliodas was merged 2026-06-20 01:17:46 +00:00
Modéliser la détection, la perception et l'hostilité (#4)
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#21 by Reliodas was merged 2026-06-19 21:56:30 +00:00 4 / 4
Durcir les invariants de déplacement et de placement de TacticalGrid (#15)
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#20 by Reliodas was merged 2026-06-19 21:49:05 +00:00 5 / 5
Empêcher le retour d'un ennemi vaincu après une fuite et un rechargement (#16)
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#19 by Reliodas was merged 2026-06-19 21:42:15 +00:00 5 / 5
Décrire les créatures du monde comme entités structurées dans ZoneData (#2)
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#18 by Reliodas was merged 2026-06-19 20:51:46 +00:00 4 / 4
Durcir la CI : import strict, tests obligatoires, smoke test World (#14)
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#17 by Reliodas was merged 2026-06-19 20:28:31 +00:00 5 / 5