Context
The current combat controller reacts to creatures exposed by the server spectator viewport. A bounded last-seen pursuit handles an ordinary monster leaving that viewport, but broader perception rules remain undefined.
Required research
- Distinguish viewport loss, floor changes, invisibility conditions, creature removal, and confirmed death.
- Define which observations a bot may retain: creature identity, last-seen position, observation time, and confidence.
- Define when remembered targets may be reacquired, suppressed, forgotten, or replaced by a higher-priority visible threat.
- Keep perception and memory bounded for hundreds of bots.
- Identify which normal player-visible events can update memory without reading hidden live creature state.
Acceptance
- Document a concrete perception and target-memory contract.
- Prohibit decisions based on a hidden creature's live position or state.
- Cover target movement while hidden, floor transitions, invisibility, reappearance, suppression expiry, and competing visible targets.
- Add deterministic fixtures for the accepted behavior before expanding combat pursuit.
Current scope
The immediate bounded pursuit implementation is intentionally limited to a five-second or six-tile last-seen search with visible-only updates and a short suppression fallback. This issue tracks later policy, not expansion of that patch.
Context
The current combat controller reacts to creatures exposed by the server spectator viewport. A bounded last-seen pursuit handles an ordinary monster leaving that viewport, but broader perception rules remain undefined.
Required research
Acceptance
Current scope
The immediate bounded pursuit implementation is intentionally limited to a five-second or six-tile last-seen search with visible-only updates and a short suppression fallback. This issue tracks later policy, not expansion of that patch.