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TacticsBattle.h
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58 [[nodiscard]] static Result<void> addUnit(Battle& battle, ecs::EntityHandle unit, ecs::EntityHandle side,
78 [[nodiscard]] static Result<MoveReceipt> moveUnit(Battle& battle, SubjectRef actor, Cell destination);
80 [[nodiscard]] static Result<MoveReceipt> moveUnit(Battle& battle, SubjectRef actor, Cell destination,
94 [[nodiscard]] static Result<void> waitUnit(Battle& battle, SubjectRef actor, SimulationTick commandTick);
117 [[nodiscard]] static Result<AbilityReceipt> useAbility(Battle& battle, SubjectRef actor, const LogicalId& action,
134 [[nodiscard]] static Result<MoveReceipt> previewMove(Battle& battle, SubjectRef actor, Cell destination);
140 [[nodiscard]] static Result<std::size_t> openReaction(Battle& battle, std::uint64_t triggerSequence,
Deterministic fixed-cost tactics path queries.
Deterministic board values and short-root ECS entities for tactics.
Human-readable, scoped identifier in the form namespace:name.
Definition Identity.h:411
Stateless systems over the tactics short-root ECS family.
Definition TacticsBattle.h:49
Battle short-root and authoritative owner of board and turn state.
Definition TacticsTypes.h:444
Definition Interaction.cpp:13
One declared ability activation and the resource state it left behind.
Definition TacticsBattle.h:29
int remainingActionPoints
Remaining action points after the activation was paid for.
Definition TacticsBattle.h:36
SubjectRef targetUnit
The targeted unit, or an invalid subject when the ability targets a cell only.
Definition TacticsBattle.h:33
Logical board coordinate independent of rendering projection.
Definition TacticsTypes.h:30
Committed tactical movement and remaining resource state.
Definition TacticsBattle.h:16
Persistent objective definition using stable side identities.
Definition TacticsTypes.h:426