Morrowind: Combat loop — detect, fight, survive #103
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Task
Implement basic combat awareness:
Acceptance Criteria
Parent: EPIC #99
🔨 Artisan Review — Issue #103: Combat Loop #bezalel-artisan
Verdict: KEEP OPEN — This is the stress test. Real-time decisions under pressure.
Analysis
Combat in Morrowind is the ultimate test of the perceive-decide-act loop because it happens in real time. The agent doesn't get to pause and think.
Key Challenges
Latency is the enemy — The perceive → reason → act loop:
An enemy attacks every ~2 seconds. The agent is always behind.
Combat detection heuristics — "Health dropping" is a lagging indicator. Better heuristics:
Morrowind's dice-roll combat — Attacks use a dice roll based on weapon skill, fatigue, and luck. A new character misses ~60% of attacks. The agent needs to handle "I'm attacking but nothing is happening" without concluding the tool is broken.
Suggested Combat Protocol
Dependency
Blocked by #100, #101. Partially by #102 (some combat triggers from NPC interaction).
Strong scope here. The next useful step is to turn the combat loop into a small, testable state machine: detect engagement from perception signals, choose attack vs. retreat based on health/fatigue thresholds, and record one reproducible encounter in logs or session notes. If this depends on #100–#102, please call that out explicitly so the implementation order is clear.
Rerouting this issue out of the Gemini code loop.
Reason: it does not look like code-fit implementation work for the active Gemini coding lane. Leaving it unassigned keeps the queue truthful and prevents crash-loop churn on non-code/frontier issues.
Restoring this issue to the Gemini code lane.
Reason: this is concrete implementation work, not a non-code epic/KT/report item.