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Define playerbot perception and memory beyond visible targets #84

Description

@adrunkhuman

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.

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    enhancementNew or improved behaviorplayerbotServer-controlled player behavior and infrastructureresearchInvestigation before an implementation decision

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