Merge pull request #123 from ViPro-Technologies/docs/e5m2-prototype-backlog

chore: Decompose E5.M2 prototype backlog (NEO-87–NEO-98)
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@ -64,6 +64,8 @@ Deliver tab-target combat resolution, NPC behaviors and telegraphs, encounter te
- Telegraph timing matches UI feedback; aggro rules deterministic.
- Telemetry hooks: `telegraph_fired`, `npc_state_transition`.
**Linear backlog:** [E5M2-prototype-backlog.md](../../plans/E5M2-prototype-backlog.md) — [NEO-87](https://linear.app/neon-sprawl/issue/NEO-87) → [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98); client capstone **E5M2-12** [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98). Verify in **Godot**, not Bruno-only.
### Slice 3 - Encounters and loot routing
- Scope: E5.M3 wired to E3.M3 and E7.M2 for rewards and quest progress.

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@ -7,27 +7,33 @@
| **Module ID** | E5.M2 |
| **Epic** | [Epic 5 — PvE Combat](../epics/epic_05_pve_combat.md) |
| **Stage target** | Prototype |
| **Status** | Planned (see [dependency register](module_dependency_register.md)) |
| **Status** | In Progress — Slice 2 backlog [E5M2-prototype-backlog.md](../../plans/E5M2-prototype-backlog.md): **E5M2-01** [NEO-87](https://linear.app/neon-sprawl/issue/NEO-87) → **E5M2-12** [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98) (decomposed; implementation not started) |
| **Linear** | Label **`E5.M2`** · [E5M2-prototype-backlog.md](../../plans/E5M2-prototype-backlog.md) **E5M2-01** [NEO-87](https://linear.app/neon-sprawl/issue/NEO-87) → **E5M2-12** [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98) |
## Purpose
Enemy archetype behavior loops, aggro logic, and telegraph scheduling on top of [E5.M1 — CombatRulesEngine](E5_M1_CombatRulesEngine.md).
**Authority:** [Client vs server](client_server_authority.md) — server owns NPC behavior state, aggro holders, telegraph timing, and NPC→player damage; client displays telegraphs and state from polled snapshots only.
Enemy archetype behavior loops, aggro logic, and telegraph scheduling on top of [E5.M1 — CombatRulesEngine](E5_M1_CombatRulesEngine.md). Replaces passive **`prototype_target_alpha` / `beta`** dummies with **three** fight-back NPC instances for the vision prototype minimum ([three archetypes](../../../neon_sprawl_vision.plan.md#prototype-content-minimums)).
## Responsibilities
- Run `NpcBehaviorDef`; emit `TelegraphEvent`; apply `AggroRule` / threat integration with combat state.
- Run `NpcBehaviorDef`; emit `TelegraphEvent`; apply `AggroRule` / **`ThreatState`** integration with combat state.
- Lazy NPC tick advance on **`GET /game/world/npc-runtime-snapshot`** poll (prototype).
- Session **`IPlayerCombatHealthStore`** for incoming NPC damage (no Postgres in Slice 2).
## Key contracts
| Contract | Role |
|----------|------|
| `NpcBehaviorDef` | Archetype scripts or state machines. |
| `NpcBehaviorDef` | Archetype scripts or state machines (content JSON + schema). |
| `TelegraphEvent` | Telegraph timing for UI and dodge windows. |
| `AggroRule` | Target selection and leash behavior. |
| `ThreatState` | Per-NPC aggro holder (`playerId` or empty). |
## Module dependencies
- **E5.M1** — CombatRulesEngine.
- **E5.M1** — CombatRulesEngine (player → NPC damage, combat-target HP, cast funnel).
## Dependents (by design)
@ -36,9 +42,47 @@ Enemy archetype behavior loops, aggro logic, and telegraph scheduling on top of
## Related implementation slices
Epic 5 **Slice 2** — three archetypes; `telegraph_fired`, `npc_state_transition`.
Epic 5 **Slice 2 — NPC archetypes and telegraphs**: three archetypes (melee pressure, ranged control, elite mini-boss); telemetry `telegraph_fired`, `npc_state_transition`.
## Linear backlog (decomposed)
Full story tables, kickoff defaults, and **`blockedBy` graph:** [E5M2-prototype-backlog.md](../../plans/E5M2-prototype-backlog.md).
| Slug | Linear |
|------|--------|
| E5M2-01 | [NEO-87](https://linear.app/neon-sprawl/issue/NEO-87) |
| E5M2-02 | [NEO-88](https://linear.app/neon-sprawl/issue/NEO-88) |
| E5M2-03 | [NEO-89](https://linear.app/neon-sprawl/issue/NEO-89) |
| E5M2-04 | [NEO-90](https://linear.app/neon-sprawl/issue/NEO-90) |
| E5M2-05 | [NEO-91](https://linear.app/neon-sprawl/issue/NEO-91) |
| E5M2-06 | [NEO-92](https://linear.app/neon-sprawl/issue/NEO-92) |
| E5M2-07 | [NEO-93](https://linear.app/neon-sprawl/issue/NEO-93) |
| E5M2-08 | [NEO-94](https://linear.app/neon-sprawl/issue/NEO-94) |
| E5M2-09 | [NEO-95](https://linear.app/neon-sprawl/issue/NEO-95) |
| E5M2-10 | [NEO-96](https://linear.app/neon-sprawl/issue/NEO-96) |
| E5M2-11 | [NEO-97](https://linear.app/neon-sprawl/issue/NEO-97) |
| E5M2-12 | [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98) |
## Prototype Slice 2 freeze (E5M2-01)
The **first shipped three-archetype NPC spine** under `content/npc-behaviors/*.json` is **frozen** for behavior binding, aggro tuning, and telegraph timings until a deliberate migration issue expands the roster.
| `NpcBehaviorDef.id` | `displayName` | `archetypeKind` | `maxHp` | `telegraphWindupSeconds` | `attackDamage` |
|---------------------|---------------|-----------------|---------|--------------------------|----------------|
| **`prototype_melee_pressure`** | Melee Pressure | `melee_pressure` | 100 | 1.5 | 15 |
| **`prototype_ranged_control`** | Ranged Control | `ranged_control` | 80 | 2.0 | 12 |
| **`prototype_elite_mini_boss`** | Elite Mini-Boss | `elite_mini_boss` | 200 | 2.5 | 25 |
**NPC instance ids (E5M2-05):** **`prototype_npc_melee`**, **`prototype_npc_ranged`**, **`prototype_npc_elite`** — each binds one behavior def + world anchor (replaces **`prototype_target_alpha` / `beta`**).
**Rules:** Do **not** rename frozen behavior **`id`** values without a migration issue. CI enforces **exactly** these three behavior ids. Tune combat feel via numeric fields or new ids in a follow-up issue.
## Risks and telemetry
- Telegraph desync: single **`npc-runtime-snapshot`** poll surface; no client windup math.
- Aggro confusion: deterministic first-hit + leash rules; instrument `npc_state_transition` when E9.M1 lands.
## Source anchors
- Master plan: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Epic 5.
- Master plan: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Epic 5, prototype enemy minimums.
- [Module dependency register](module_dependency_register.md)

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@ -71,12 +71,14 @@ Fleshed-out scope, contracts, and integration notes live in **per-module documen
| Module ID | Module Name | Depends On | Contract Needed | Phase Required | Status |
|---|---|---|---|---|---|
| E5.M1 | CombatRulesEngine | E1.M3, E2.M2 | CombatAction, CombatResolution, ThreatState | Prototype | In Progress |
| E5.M2 | NpcAiAndBehaviorProfiles | E5.M1 | NpcBehaviorDef, TelegraphEvent, AggroRule | Prototype | Planned |
| E5.M1 | CombatRulesEngine | E1.M3, E2.M2 | CombatAction, CombatResolution, ThreatState | Prototype | Ready |
| E5.M2 | NpcAiAndBehaviorProfiles | E5.M1 | NpcBehaviorDef, TelegraphEvent, AggroRule | Prototype | In Progress |
| E5.M3 | EncounterAndRewardTables | E5.M1, E3.M3, E7.M2 | EncounterDef, RewardTable, EncounterCompleteEvent | Prototype | Planned |
| E5.M4 | GroupCombatScaling | E5.M3, E8.M1 | ScalingProfile, PartySizeModifier, CombatDifficultyBand | Pre-production | Planned |
**E5.M1 note:** Epic 5 **Slice 1** backlog in Linear ([Epic 5 — PvE Combat and Encounter Content](https://linear.app/neon-sprawl/project/epic-5-pve-combat-and-encounter-content-cf3c94c3-5346-40e0-8aaf-281e846f2846)): [NEO-76](https://linear.app/neon-sprawl/issue/NEO-76) → [NEO-86](https://linear.app/neon-sprawl/issue/NEO-86); label **`E5.M1`**. Gig XP on defeat: **E5M1-10** [NEO-44](https://linear.app/neon-sprawl/issue/NEO-44). See [E5M1-prototype-backlog.md](../../plans/E5M1-prototype-backlog.md), [E5_M1_CombatRulesEngine.md](E5_M1_CombatRulesEngine.md). Builds on E1.M4 cast funnel (NEO-28/31/32); extends **`POST …/ability-cast`** with **`CombatResolution`**. **NEO-76 landed:** frozen four-ability catalog + CI ([NEO-76 plan](../../plans/NEO-76-implementation-plan.md)). **NEO-77 landed:** fail-fast server load of `content/abilities/*_abilities.json` ([NEO-77 plan](../../plans/NEO-77-implementation-plan.md)). **NEO-79 landed:** injectable **`IAbilityDefinitionRegistry`** + DI; hotbar/cast use **`TryNormalizeKnown`** ([NEO-79 plan](../../plans/NEO-79-implementation-plan.md)). **NEO-78 landed:** **`GET /game/world/ability-definitions`** — `AbilityDefinitionsWorldApi` + DTOs in `Game/Combat/` ([NEO-78 plan](../../plans/NEO-78-implementation-plan.md)); Bruno `bruno/neon-sprawl-server/ability-definitions/`. **NEO-80 landed:** **`ICombatEntityHealthStore`** / **`InMemoryCombatEntityHealthStore`** — lazy prototype dummy HP at **`PrototypeCombatConstants.MaxPrototypeTargetHp` (100)**; DI via **`AddCombatEntityHealthStore()`** ([NEO-80 plan](../../plans/NEO-80-implementation-plan.md)); [server README — Combat entity health (NEO-80)](../../../server/README.md#combat-entity-health-neo-80). **NEO-81 landed:** **`CombatOperations.TryResolve`** + **`CombatResult`** + **`CombatReasonCodes`** — defeated pre-check deny vocabulary (`target_defeated`, `unknown_ability`, `unknown_target`) ([NEO-81 plan](../../plans/NEO-81-implementation-plan.md)); [server README — Combat engine (NEO-81)](../../../server/README.md#combat-engine-neo-81). **NEO-82 landed:** **`AbilityCastApi`** invokes **`CombatOperations.TryResolve`** after E1.M4 gates; nested wire **`combatResolution`** on accept; per-ability catalog **`cooldownSeconds`** on successful resolve; **`target_defeated`** JSON cast deny without cooldown ([NEO-82 plan](../../plans/NEO-82-implementation-plan.md)); [server README — Ability cast (NEO-82)](../../../server/README.md#ability-cast-neo-31-neo-82); Bruno `bruno/neon-sprawl-server/ability-cast/` defeat spine. **NEO-83 landed:** **`GET /game/world/combat-targets`** — `CombatTargetsWorldApi` + DTOs; authoritative HP snapshot from **`ICombatEntityHealthStore`** for client HUD ([NEO-83 plan](../../plans/NEO-83-implementation-plan.md)); [server README — Combat targets snapshot (NEO-83)](../../../server/README.md#combat-targets-snapshot-neo-83); Bruno `bruno/neon-sprawl-server/combat-targets/`. **NEO-44 landed:** **`CombatDefeatGigXpGrant`** on cast **`targetDefeated`** — **25** gig XP to **`breach`** via **`IPlayerGigProgressionStore`** (V007); **`GET …/gig-progression`** ([NEO-44 plan](../../plans/NEO-44-implementation-plan.md)); [server README — Gig progression (NEO-44)](../../../server/README.md#gig-progression-snapshot-neo-44). **NEO-84 landed:** comment-only **`ability_used`** / **`enemy_defeat`** telemetry hook sites in **`CombatOperations.TryResolve`**; reserved **`encounter_start`** / **`player_death`** ([NEO-84 plan](../../plans/NEO-84-implementation-plan.md)); [server README — Combat telemetry hooks (NEO-84)](../../../server/README.md#combat-telemetry-hooks-neo-84). **NEO-85 landed:** client combat HUD — **`combat_targets_client.gd`**, **`CombatTargetHpLabel`**, **`CastFeedbackLabel`** resolution copy; event-driven **`GET /game/world/combat-targets`** refresh ([NEO-85 plan](../../plans/NEO-85-implementation-plan.md), [`NEO-85` manual QA](../../manual-qa/NEO-85.md)); [client README — Combat feedback + target HP HUD (NEO-85)](../../../client/README.md#combat-feedback--target-hp-hud-neo-85). **NEO-86 landed:** playable combat capstone — **`gig_progression_client.gd`**, **`GigXpLabel`**, defeat-triggered gig GET refresh; capstone manual QA [`NEO-86`](../../manual-qa/NEO-86.md) ([NEO-86 plan](../../plans/NEO-86-implementation-plan.md)); [client README — End-to-end combat loop (NEO-86)](../../../client/README.md#end-to-end-combat-loop-neo-86). **Epic 5 Slice 1 client capstone complete.**
**E5.M1 note:** Epic 5 **Slice 1** backlog in Linear ([Epic 5 — PvE Combat and Encounter Content](https://linear.app/neon-sprawl/project/epic-5-pve-combat-and-encounter-content-cf3c94c3-5346-40e0-8aaf-281e846f2846)): [NEO-76](https://linear.app/neon-sprawl/issue/NEO-76) → [NEO-86](https://linear.app/neon-sprawl/issue/NEO-86); label **`E5.M1`**. Gig XP on defeat: **E5M1-10** [NEO-44](https://linear.app/neon-sprawl/issue/NEO-44). See [E5M1-prototype-backlog.md](../../plans/E5M1-prototype-backlog.md), [E5_M1_CombatRulesEngine.md](E5_M1_CombatRulesEngine.md). Builds on E1.M4 cast funnel (NEO-28/31/32); extends **`POST …/ability-cast`** with **`CombatResolution`**. **NEO-76 landed:** frozen four-ability catalog + CI ([NEO-76 plan](../../plans/NEO-76-implementation-plan.md)). **NEO-77 landed:** fail-fast server load of `content/abilities/*_abilities.json` ([NEO-77 plan](../../plans/NEO-77-implementation-plan.md)). **NEO-79 landed:** injectable **`IAbilityDefinitionRegistry`** + DI; hotbar/cast use **`TryNormalizeKnown`** ([NEO-79 plan](../../plans/NEO-79-implementation-plan.md)). **NEO-78 landed:** **`GET /game/world/ability-definitions`** — `AbilityDefinitionsWorldApi` + DTOs in `Game/Combat/` ([NEO-78 plan](../../plans/NEO-78-implementation-plan.md)); Bruno `bruno/neon-sprawl-server/ability-definitions/`. **NEO-80 landed:** **`ICombatEntityHealthStore`** / **`InMemoryCombatEntityHealthStore`** — lazy prototype dummy HP at **`PrototypeCombatConstants.MaxPrototypeTargetHp` (100)**; DI via **`AddCombatEntityHealthStore()`** ([NEO-80 plan](../../plans/NEO-80-implementation-plan.md)); [server README — Combat entity health (NEO-80)](../../../server/README.md#combat-entity-health-neo-80). **NEO-81 landed:** **`CombatOperations.TryResolve`** + **`CombatResult`** + **`CombatReasonCodes`** — defeated pre-check deny vocabulary (`target_defeated`, `unknown_ability`, `unknown_target`) ([NEO-81 plan](../../plans/NEO-81-implementation-plan.md)); [server README — Combat engine (NEO-81)](../../../server/README.md#combat-engine-neo-81). **NEO-82 landed:** **`AbilityCastApi`** invokes **`CombatOperations.TryResolve`** after E1.M4 gates; nested wire **`combatResolution`** on accept; per-ability catalog **`cooldownSeconds`** on successful resolve; **`target_defeated`** JSON cast deny without cooldown ([NEO-82 plan](../../plans/NEO-82-implementation-plan.md)); [server README — Ability cast (NEO-82)](../../../server/README.md#ability-cast-neo-31-neo-82); Bruno `bruno/neon-sprawl-server/ability-cast/` defeat spine. **NEO-83 landed:** **`GET /game/world/combat-targets`** — `CombatTargetsWorldApi` + DTOs; authoritative HP snapshot from **`ICombatEntityHealthStore`** for client HUD ([NEO-83 plan](../../plans/NEO-83-implementation-plan.md)); [server README — Combat targets snapshot (NEO-83)](../../../server/README.md#combat-targets-snapshot-neo-83); Bruno `bruno/neon-sprawl-server/combat-targets/`. **NEO-44 landed:** **`CombatDefeatGigXpGrant`** on cast **`targetDefeated`** — **25** gig XP to **`breach`** via **`IPlayerGigProgressionStore`** (V007); **`GET …/gig-progression`** ([NEO-44 plan](../../plans/NEO-44-implementation-plan.md)); [server README — Gig progression (NEO-44)](../../../server/README.md#gig-progression-snapshot-neo-44). **NEO-84 landed:** comment-only **`ability_used`** / **`enemy_defeat`** telemetry hook sites in **`CombatOperations.TryResolve`**; reserved **`encounter_start`** / **`player_death`** ([NEO-84 plan](../../plans/NEO-84-implementation-plan.md)); [server README — Combat telemetry hooks (NEO-84)](../../../server/README.md#combat-telemetry-hooks-neo-84). **NEO-85 landed:** client combat HUD — **`combat_targets_client.gd`**, **`CombatTargetHpLabel`**, **`CastFeedbackLabel`** resolution copy; event-driven **`GET /game/world/combat-targets`** refresh ([NEO-85 plan](../../plans/NEO-85-implementation-plan.md), [`NEO-85` manual QA](../../manual-qa/NEO-85.md)); [client README — Combat feedback + target HP HUD (NEO-85)](../../../client/README.md#combat-feedback--target-hp-hud-neo-85). **NEO-86 landed:** playable combat capstone — **`gig_progression_client.gd`**, **`GigXpLabel`**, defeat-triggered gig GET refresh; capstone manual QA [`NEO-86`](../../manual-qa/NEO-86.md) ([NEO-86 plan](../../plans/NEO-86-implementation-plan.md)); [client README — End-to-end combat loop (NEO-86)](../../../client/README.md#end-to-end-combat-loop-neo-86). **Epic 5 Slice 1 complete — register row Ready.**
**E5.M2 note:** Epic 5 **Slice 2** backlog in Linear ([Epic 5 — PvE Combat and Encounter Content](https://linear.app/neon-sprawl/project/epic-5-pve-combat-and-encounter-content-cf3c94c3-5346-40e0-8aaf-281e846f2846)): [NEO-87](https://linear.app/neon-sprawl/issue/NEO-87) → [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98); label **`E5.M2`**. Client capstone **E5M2-12** [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98). See [E5M2-prototype-backlog.md](../../plans/E5M2-prototype-backlog.md), [E5_M2_NpcAiAndBehaviorProfiles.md](E5_M2_NpcAiAndBehaviorProfiles.md). Upstream **E5.M1 Ready**. Replaces **`prototype_target_alpha` / `beta`** with three NPC archetype instances; owns **`ThreatState`**, **`TelegraphEvent`**, session **`IPlayerCombatHealthStore`**. **Backlog decomposed** — implementation not started.
### Epic 6 — PvP Security

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@ -378,7 +378,7 @@ Working backlog for **Epic 5 — Slice 1** ([combat rules MVP](../decomposition/
## After this backlog
- **[E5.M2](../decomposition/modules/E5_M2_NpcAiAndBehaviorProfiles.md)** Slice 2 — decompose when E5.M1 lands (NPC archetypes + telegraphs + client telegraph UX).
- **[E5.M2](../decomposition/modules/E5_M2_NpcAiAndBehaviorProfiles.md)** Slice 2 — decomposed in [E5M2-prototype-backlog.md](E5M2-prototype-backlog.md) (**NEO-87** → **NEO-98**).
- **[E1.M4](../decomposition/modules/E1_M4_AbilityInputScaffold.md)** module **Ready** when cast path returns real **`CombatResolution`** and client HUD reflects it.
- Track delivery in Linear; keep `blockedBy` synchronized if scope changes.
- For each issue kickoff: `docs/plans/{NEO-XX}-implementation-plan.md` per [story-kickoff](../../.cursor/rules/story-kickoff.md).

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# E5.M2 — Prototype story backlog (NpcAiAndBehaviorProfiles)
Working backlog for **Epic 5 — Slice 2** ([NPC archetypes and telegraphs](../decomposition/epics/epic_05_pve_combat.md#slice-2---npc-archetypes-and-telegraphs)). Decomposition and contracts: [E5.M2 — NpcAiAndBehaviorProfiles](../decomposition/modules/E5_M2_NpcAiAndBehaviorProfiles.md).
**Full-stack policy:** Epics deliver **playable game features**. Every **player-visible** story has a **`client`** Linear issue created in **this same decomposition pass** — not an undocumented follow-up. Reference: [E5M1 (paired server+client)](../plans/E5M1-prototype-backlog.md).
**Labels (Linear):** every issue **`E5.M2`**; add **`server`** or **`client`** + **`Story`** as listed.
**Precursor (do not re-scope):** [E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md) combat spine — ability catalog ([NEO-76](https://linear.app/neon-sprawl/issue/NEO-76)[NEO-79](https://linear.app/neon-sprawl/issue/NEO-79)), cast + **`CombatResolution`** ([NEO-82](https://linear.app/neon-sprawl/issue/NEO-82)), combat-targets GET ([NEO-83](https://linear.app/neon-sprawl/issue/NEO-83)), client HUD + capstone ([NEO-85](https://linear.app/neon-sprawl/issue/NEO-85), [NEO-86](https://linear.app/neon-sprawl/issue/NEO-86)). **`ThreatState`** / aggro was **stub-only** in Slice 1 — this module owns it.
**Upstream (must be landed):** [E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md) **Ready**; [E1.M3](../decomposition/modules/E1_M3_InteractionAndTargetingLayer.md) targeting + tab cycle ([NEO-23](https://linear.app/neon-sprawl/issue/NEO-23)[NEO-26](https://linear.app/neon-sprawl/issue/NEO-26)).
**Prototype NPC spine (frozen in E5M2-01):** **three** `NpcBehaviorDef` rows — ids **`prototype_melee_pressure`**, **`prototype_ranged_control`**, **`prototype_elite_mini_boss`** — one per vision archetype (melee pressure, ranged control, elite mini-boss). **Three** combat NPC **instance** ids replace E1.M3/E5.M1 dummies: **`prototype_npc_melee`**, **`prototype_npc_ranged`**, **`prototype_npc_elite`** (each binds a behavior def + world anchor).
**Linear issues (created):** attach `docs/plans/NEO-*-implementation-plan.md` on the story branch when work starts.
| Slug | Layer | Linear |
|------|-------|--------|
| E5M2-01 | server | [NEO-87](https://linear.app/neon-sprawl/issue/NEO-87) |
| E5M2-02 | server | [NEO-88](https://linear.app/neon-sprawl/issue/NEO-88) |
| E5M2-03 | server | [NEO-89](https://linear.app/neon-sprawl/issue/NEO-89) |
| E5M2-04 | server | [NEO-90](https://linear.app/neon-sprawl/issue/NEO-90) |
| E5M2-05 | server | [NEO-91](https://linear.app/neon-sprawl/issue/NEO-91) |
| E5M2-06 | server | [NEO-92](https://linear.app/neon-sprawl/issue/NEO-92) |
| E5M2-07 | server | [NEO-93](https://linear.app/neon-sprawl/issue/NEO-93) |
| E5M2-08 | server | [NEO-94](https://linear.app/neon-sprawl/issue/NEO-94) |
| E5M2-09 | server | [NEO-95](https://linear.app/neon-sprawl/issue/NEO-95) |
| E5M2-10 | server | [NEO-96](https://linear.app/neon-sprawl/issue/NEO-96) |
| E5M2-11 | client | [NEO-97](https://linear.app/neon-sprawl/issue/NEO-97) |
| E5M2-12 | client | [NEO-98](https://linear.app/neon-sprawl/issue/NEO-98) |
**Dependency graph in Linear:** E5M2-02 blocked by E5M2-01. E5M2-03 blocked by E5M2-02. E5M2-04 blocked by E5M2-03. E5M2-05 blocked by E5M2-03. E5M2-06 blocked by E5M2-05. E5M2-07 blocked by E5M2-06 and E5M2-03. E5M2-08 blocked by E5M2-07. E5M2-09 blocked by E5M2-08. E5M2-10 blocked by E5M2-07 (may parallel E5M2-09). E5M2-11 blocked by E5M2-08 and E5M2-09. E5M2-12 blocked by E5M2-11.
**Board order:** estimates **112** matching slug order (E5M2-01 = 1 … E5M2-12 = 12). On the Epic 5 project board, sort by **Estimate** (ascending).
---
## Story order (recommended)
| Order | Slug | Layer | Depends on |
|-------|------|-------|------------|
| 1 | **E5M2-01** | server | E5.M1 Ready |
| 2 | **E5M2-02** | server | E5M2-01 |
| 3 | **E5M2-03** | server | E5M2-02 |
| 4 | **E5M2-04** | server | E5M2-03 |
| 5 | **E5M2-05** | server | E5M2-03 |
| 6 | **E5M2-06** | server | E5M2-05 |
| 7 | **E5M2-07** | server | E5M2-06, E5M2-03 |
| 8 | **E5M2-08** | server | E5M2-07 |
| 9 | **E5M2-09** | server | E5M2-08 |
| 10 | **E5M2-10** | server | E5M2-07 |
| 11 | **E5M2-11** | client | E5M2-08, E5M2-09 |
| 12 | **E5M2-12** | client | E5M2-11 |
**Downstream (separate modules):** [E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md) encounters + loot; [E4.M2](../decomposition/modules/E4_M2_SpawnEcologyController.md) spawn ecology; [E1.M4](../decomposition/modules/E1_M4_AbilityInputScaffold.md) may consume telegraph deny hints later.
---
## Kickoff decisions (decomposition defaults)
| Topic | Decision | Rationale |
|-------|----------|-----------|
| Archetype count | **3** frozen behavior defs | Vision prototype minimum; epic Slice 2 |
| Dummy migration | **Replace** `prototype_target_alpha` / `beta` with **3 NPC instance ids** | Vision asks for 3 enemy archetypes, not passive dummies + NPCs |
| NPC instance ids | **`prototype_npc_melee`**, **`prototype_npc_ranged`**, **`prototype_npc_elite`** | Stable prefix; each references a `behaviorDefId` |
| Aggro trigger | **First damaging cast** on NPC + **proximity re-aggro** inside `aggroRadius` | Deterministic; no random target swaps |
| Leash | **Return idle** when holder player leaves `leashRadius` | Simple anti-kite prototype rule |
| ThreatState | **In-memory** per-NPC aggro holder (`playerId` or empty) | E5.M1 stub → real store here |
| Player HP | **Session in-memory** **`IPlayerCombatHealthStore`** (100 default); **no Postgres** | NPC pressure readable in Godot without E5.M1 persistence scope |
| NPC tick | **Lazy advance** on **`GET …/npc-runtime-snapshot`** poll (client ~1 Hz in combat pocket) | Mirrors cooldown snapshot poll ([NEO-32](https://linear.app/neon-sprawl/issue/NEO-32)) |
| Telegraph wire | **`GET /game/world/npc-runtime-snapshot`** v1 — states + active **`TelegraphEvent`** rows | Single poll surface; no client-side windup math |
| NPC attacks | **Deterministic** damage from `NpcBehaviorDef.attackDamage` after telegraph resolves | Matches E5.M1 no-RNG combat |
| PvP | NPCs **never** acquire player targets blocked by E6 stub | [pvp_combat_integration.md](../decomposition/modules/pvp_combat_integration.md) |
| World placement | Static **`PrototypeNpcRegistry`** (successor to target registry anchors) until [E4.M2](../decomposition/modules/E4_M2_SpawnEcologyController.md) | Same static-registry pattern as E5.M1 dummies |
| HUD fidelity | Prototype Labels / debug panels (not final art) | NEO-85 / NEO-97 precedent |
---
### E5M2-01 — Prototype NpcBehaviorDef catalog + schemas + CI
**Goal:** Lock content shape and CI validation for **three** frozen NPC behavior archetypes before server load.
**In scope**
- `content/schemas/npc-behavior-def.schema.json`.
- `content/npc-behaviors/prototype_npc_behaviors.json` with stable **`id`** values: **`prototype_melee_pressure`**, **`prototype_ranged_control`**, **`prototype_elite_mini_boss`**.
- Fields: **`displayName`**, **`archetypeKind`** enum (`melee_pressure` / `ranged_control` / `elite_mini_boss`), **`maxHp`**, **`aggroRadius`**, **`leashRadius`**, **`telegraphWindupSeconds`**, **`attackDamage`**, **`attackCooldownSeconds`**.
- `scripts/validate_content.py`: schema validation, duplicate ids, exact three-id allowlist, positive numeric guards.
- Designer note in [E5_M2](../decomposition/modules/E5_M2_NpcAiAndBehaviorProfiles.md) + `content/README.md`.
**Out of scope**
- Server loader, runtime engine, HTTP, Godot.
**Acceptance criteria**
- [ ] PR gate validates NPC behavior JSON against schema.
- [ ] Exactly three prototype behavior ids; duplicate `id` fails CI.
- [ ] Stable id list documented in module doc freeze box.
---
### E5M2-02 — Server NPC behavior catalog load (fail-fast)
**Goal:** Disk → host: startup load of `content/npc-behaviors/*.json` with CI-parity validation.
**In scope**
- Loader + catalog types under `server/NeonSprawl.Server/Game/Npc/` (path finalized in plan).
- Fail-fast on malformed files, duplicate ids, allowlist mismatch with CI.
- Unit tests (AAA) for loader happy path and failure modes.
- `server/README.md` section.
**Out of scope**
- Injectable registry interface (E5M2-03), HTTP projection, runtime tick.
**Acceptance criteria**
- [ ] Host fails startup on invalid NPC behavior JSON (mirror CI rules).
- [ ] Tests cover at least one happy path and one malformed catalog rejection.
---
### E5M2-03 — Injectable `INpcBehaviorDefinitionRegistry` + DI
**Goal:** Replace direct catalog access with injectable registry; wire into host DI.
**In scope**
- `INpcBehaviorDefinitionRegistry` + implementation backed by E5M2-02 catalog.
- `TryNormalizeKnown` / `GetDefinitionsInIdOrder` parity with ability registry patterns.
- DI extension method; unit tests (AAA).
**Out of scope**
- HTTP routes, NPC runtime, client.
**Acceptance criteria**
- [ ] Registry resolves all three frozen behavior ids.
- [ ] Unknown id normalization fails closed.
---
### E5M2-04 — GET `/game/world/npc-behavior-definitions`
**Goal:** Read-only world projection of behavior defs for client labels and Bruno smokes.
**In scope**
- `NpcBehaviorDefinitionsWorldApi` + versioned DTOs in `Game/Npc/`.
- Integration tests (AAA); Bruno folder `bruno/neon-sprawl-server/npc-behavior-definitions/`.
- `server/README.md` route section.
**Out of scope**
- Runtime state, telegraphs, Godot.
**Acceptance criteria**
- [ ] GET returns all three defs in ascending `id` order with `schemaVersion` **1**.
- [ ] Bruno happy GET passes in CI Bruno step.
---
### E5M2-05 — Prototype NPC instance registry + combat-target migration
**Goal:** Replace passive alpha/beta dummies with **three** NPC combat instances wired into targeting + HP stores.
**In scope**
- `PrototypeNpcRegistry` (or extend targeting registry with NPC metadata): instance id, `behaviorDefId`, world anchor, shared lock radius convention.
- Migrate **`PrototypeTargetRegistry`** / **`ICombatEntityHealthStore`** gates from alpha/beta → three NPC ids; max HP from behavior def.
- Update Bruno combat-targets / ability-cast / target-select smokes; server tests.
- Document breaking id change + client constant migration requirement in plan.
**Out of scope**
- Behavior tick, aggro, telegraphs (E5M2-06+).
- Godot markers — **client counterpart [NEO-97](#)** updates markers in parallel story after server ids land (blockedBy E5M2-08 for HUD; markers can land in E5M2-11).
**Acceptance criteria**
- [ ] Cast + combat-targets GET operate on three NPC ids only (alpha/beta removed).
- [ ] Each instance references a valid frozen `behaviorDefId`.
- [ ] Bruno defeat spine passes for at least one archetype.
**Client counterpart:** [NEO-97](https://linear.app/neon-sprawl/issue/NEO-97) — archetype markers + telegraph HUD (after runtime snapshot lands).
---
### E5M2-06 — AggroRule engine + `IThreatStateStore`
**Goal:** Deterministic aggro: NPC acquires holder on first damaging player cast; clears on leash break.
**In scope**
- `IThreatStateStore` + in-memory implementation keyed by NPC instance id.
- `AggroOperations.TryAcquire` / `TryClearOnLeash` using player **`PositionState`** + registry anchors.
- Hook from **`CombatOperations.TryResolve`** on successful NPC damage (player → NPC).
- Unit + integration tests (AAA).
**Out of scope**
- NPC attack loop, telegraphs, client HUD.
**Acceptance criteria**
- [ ] First damaging cast on NPC sets aggro holder to casting player id.
- [ ] Holder clears when player leaves `leashRadius` (deterministic distance check).
- [ ] Re-aggro inside radius after clear follows same first-hit rule.
---
### E5M2-07 — NPC behavior state machine + lazy tick advance
**Goal:** Server-owned NPC states: **`idle`** → **`aggro`** → **`telegraph_windup`** → **`attack_execute`** → **`recover`** with catalog-driven timings.
**In scope**
- `NpcRuntimeOperations.AdvanceAll` (or per-id) called from snapshot GET handler with monotonic clock delta cap.
- State transitions emit internal events for telemetry hooks (E5M2-10).
- Unit tests with injected clock for deterministic transitions.
**Out of scope**
- HTTP DTO projection (E5M2-08), player damage (E5M2-09), Godot.
**Acceptance criteria**
- [ ] Aggro'd NPC enters telegraph after `attackCooldownSeconds` elapses from last attack.
- [ ] Windup duration matches `telegraphWindupSeconds` from behavior def.
- [ ] Idle NPC with no aggro holder does not telegraph.
---
### E5M2-08 — TelegraphEvent snapshot GET + wire DTOs
**Goal:** **`GET /game/world/npc-runtime-snapshot`** returns authoritative NPC runtime rows + active telegraphs for client poll.
**In scope**
- `NpcRuntimeSnapshotWorldApi` + DTOs: per-NPC **`state`**, **`aggroHolderPlayerId`**, active **`TelegraphEvent`** (`telegraphId`, `npcInstanceId`, `windupRemainingSeconds`, `archetypeKind`, …).
- Handler invokes E5M2-07 lazy tick before read.
- Integration tests (AAA); Bruno `bruno/neon-sprawl-server/npc-runtime-snapshot/`.
- `server/README.md` section.
**Out of scope**
- Godot poll client (E5M2-11).
- Player damage application (E5M2-09).
**Acceptance criteria**
- [ ] Snapshot reflects state transition within one poll generation after aggro.
- [ ] Active telegraph row appears during windup with decreasing remaining time.
- [ ] Bruno smoke: lock NPC → damage → poll until telegraph row present.
**Client counterpart:** [NEO-97](https://linear.app/neon-sprawl/issue/NEO-97) — telegraph label + NPC state HUD driven by this GET.
---
### E5M2-09 — NPC attack resolve + session player combat HP
**Goal:** When telegraph completes, apply **`attackDamage`** to aggro holder via **`IPlayerCombatHealthStore`**; expose player HP on snapshot or dedicated GET.
**In scope**
- `IPlayerCombatHealthStore` + in-memory implementation (session-only, lazy init 100 HP).
- `NpcAttackOperations.TryResolveTelegraphComplete` invoked from tick advance.
- Extend snapshot DTO (or add **`GET /game/players/{id}/combat-health`**) with **`currentHp`** / **`maxHp`** for client HUD.
- Integration tests: telegraph complete → player HP decreases deterministically.
- Reserved **`player_death`** hook site when HP hits 0 (comment-only, no respawn loop).
**Out of scope**
- Postgres persistence, healing, player defensive abilities.
- Godot HUD — **client counterpart [NEO-97](#)**.
**Acceptance criteria**
- [ ] Elite archetype telegraph → attack deals catalog damage to holder.
- [ ] Player HP read model matches store after NPC attack.
- [ ] No client-side damage math required for verification (Bruno or integration tests).
**Client counterpart:** [NEO-97](https://linear.app/neon-sprawl/issue/NEO-97) — player HP + incoming telegraph/attack feedback labels.
---
### E5M2-10 — Slice 2 NPC telemetry hook sites
**Goal:** Comment-only **`telegraph_fired`** and **`npc_state_transition`** hook sites in NPC runtime path.
**In scope**
- TODO(E9.M1) markers at telegraph start and on state transition commit.
- `server/README.md` pointer; module doc cross-link.
**Out of scope**
- Production ingest, Godot.
**Acceptance criteria**
- [ ] Hook names match [epic_05 Slice 2](../decomposition/epics/epic_05_pve_combat.md#slice-2---npc-archetypes-and-telegraphs) vocabulary.
- [ ] No runtime behavior change beyond comments.
---
### E5M2-11 — Client telegraph HUD + NPC archetype markers
**Goal:** Godot shows **server-owned** telegraph timing, NPC state, and archetype markers for all three instances.
**In scope**
- `client/scripts/npc_runtime_client.gd` — poll **`GET /game/world/npc-runtime-snapshot`** (~1 Hz when combat HUD visible).
- `client/scripts/npc_archetype_markers.gd` — replace alpha/beta dummy markers with three archetype capsules + labels.
- HUD labels: **`TelegraphLabel`**, **`NpcStateLabel`**, **`PlayerCombatHpLabel`** under `UICanvas`.
- Update `prototype_target_constants.gd` / tab cycle for three NPC ids (server parity).
- GdUnit tests with HTTP doubles ([testing-expectations.md](../../.cursor/rules/testing-expectations.md)).
- `docs/manual-qa/NEO-97.md`**Godot** steps (server + client running).
- `client/README.md` NPC / telegraph section.
**Out of scope**
- Final VFX art; dodge mechanics (prototype shows telegraph only).
**Acceptance criteria**
- [ ] Player-visible telegraph countdown matches server snapshot within one poll frame.
- [ ] Tab cycle visits three NPC instances in documented order.
- [ ] Manual QA checklist exercisable without Bruno.
**Client counterpart:** this issue (**NEO-97**).
---
### E5M2-12 — Playable NPC telegraph combat capstone (Godot)
**Goal:** Prove Epic 5 Slice 2 acceptance **in Godot**: aggro a melee NPC, observe telegraph, take damage, defeat all three archetypes — without Bruno.
**In scope**
- `docs/manual-qa/NEO-98.md` single-session script covering three archetypes.
- `client/README.md` end-to-end NPC combat loop section.
- Update [documentation_and_implementation_alignment.md](../decomposition/modules/documentation_and_implementation_alignment.md) E5.M2 row when complete.
**Out of scope**
- Encounters/loot ([E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md)), spawn ecology ([E4.M2](../decomposition/modules/E4_M2_SpawnEcologyController.md)).
**Acceptance criteria**
- [ ] Human completes script with server + client; telegraph timing readable before damage.
- [ ] Epic 5 Slice 2 AC: telegraph timing matches UI feedback; aggro rules feel deterministic in manual QA.
- [ ] Re-read [epic_05 Definition of Done](../decomposition/epics/epic_05_pve_combat.md#definition-of-done) for prototype minimums.
**Client counterpart:** this issue (**NEO-98**).
---
## After this backlog
- **[E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md)** Slice 3 — decompose when E5.M2 lands (encounters + loot routing).
- Track delivery in Linear; keep `blockedBy` synchronized if scope changes.
- For each issue kickoff: `docs/plans/{NEO-XX}-implementation-plan.md` per [story-kickoff](../../.cursor/rules/story-kickoff.md).
- Add `docs/manual-qa/{NEO-XX}.md` for player-visible **client** stories when implementation lands.
## Decomposition complete checklist
- [x] Every player-visible AC has a **`client`** Linear issue (**NEO-97**, **NEO-98**)
- [x] No “optional follow-up” / “future client” without NEO-XX
- [x] Capstone client issue exists for playable Godot verification (**NEO-98**)
- [x] [documentation_and_implementation_alignment.md](../decomposition/modules/documentation_and_implementation_alignment.md) updated
- [x] [module_dependency_register.md](../decomposition/modules/module_dependency_register.md) E5.M2 note updated when issues are created
## Related docs
- [E5_M2_NpcAiAndBehaviorProfiles.md](../decomposition/modules/E5_M2_NpcAiAndBehaviorProfiles.md)
- [E5_M1_CombatRulesEngine.md](../decomposition/modules/E5_M1_CombatRulesEngine.md)
- [epic_05_pve_combat.md](../decomposition/epics/epic_05_pve_combat.md)
- [abilities.md](../game-design/abilities.md)
- [pvp_combat_integration.md](../decomposition/modules/pvp_combat_integration.md)
- [client_server_authority.md](../decomposition/modules/client_server_authority.md)