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Implement combat system

The combat system should be a simple turn based system that integrates with the game time tools.

Consider

  1. Turns are based on time taken for an action. If you take an action, it takes a certain amount of time. You can act again when that action is complete. For example: if an enemy does something that takes 30 seconds, you can take multiple turns if your actions take smaller amounts of time, like 5 seconds.
  2. Use TimeSpent events to progress the flow of time from the player's perspective. Enemy actions should be set up with timers to trigger when the player has spent enough time for the enemy action to complete. If Enemy objects trigger TimeSpent events, then the global clock will move forward too quickly. Watch out for cases where enemy should get multiple turns during a long player action.
  3. Keep initial stats simple. HP/attack/def should be enough to start with. I can always add more in later or tweak the stats/math later. The goal here is to implement the flow of combat, not pin down complex formulas or implement interesting character classes or enemy types. On that note, keep the flavor text simple as well.
  4. Don't mess with loot or rewards yet. That comes later.

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