2.7 KiB
2.7 KiB
E6.M1 — PvPEligibilityAndFlagState
Summary
| Field | Value |
|---|---|
| Module ID | E6.M1 |
| Epic | Epic 6 — PvP Security |
| Stage target | Prototype |
| Status | Planned (see dependency register) |
Purpose
Server-enforced rules for whether player-versus-player combat is allowed: driven by E4.M4 security tiers and explicit opt-in context. Ensures PvP is never client-only toggles; eligibility is authoritative and auditable.
Responsibilities
- Evaluate
EligibilityRuleagainst current zone policy and player PvP flag / consent context. - Maintain and transition
PvPFlagState(or equivalent) with clear semantics for combat engine gating. - Emit
PvPStateChanged(or equivalent) for UI, telemetry, and downstream systems.
Key contracts
| Contract | Role |
|---|---|
PvPFlagState |
Current opt-in and effective PvP capability for an actor in context. |
EligibilityRule |
Policy mapping from tier + context to allow/deny. |
PvPStateChanged |
Event for subscribers (UX, analytics, combat deny reasons). |
Module dependencies
- E4.M4 — SecurityTierZoneFlags:
SecurityTier,ZonePolicyState,ZoneEntryWarninginputs.
Dependents (by design)
- E6.M2 — ConsentAndRiskUxSignals: prompts and HUD indicators.
- E6.M3 — LossPenaltyAndAntiGriefRules: builds on eligibility and zone context.
- Combat resolution — E5.M1 consults E6.M1 in the same pipeline before applying player-target hostility; see PvP and the combat engine.
Related implementation slices
See Epic 6 Slice 1 — Zone-based PvP flag core: high-sec blocks player combat; server-enforced eligibility; telemetry pvp_state_changed, pvp_zone_enter, pvp_zone_exit.
Risks and telemetry
- PvP feeling mandatory: pair with E6.M4 reward parity and design gates from master plan.
- Griefing: high-sec safe hubs; fast iteration using telemetry and E9 integrity paths when live.
Source anchors
- Master plan:
neon_sprawl_vision.plan.md— Core Epic Map, Epic 6. - Module dependency register