Ease of being hit depending on the action
Open
enhancement
Gameplay
- Dominant language
- Rust
- Stars
- 116
- Forks
- 9
- PR merge metrics
- No merged PRs in 30d
Description
* When a soldier is hiding, it most be difficult to hit him
* When a soldier is firing, it must be easier to hit him
* When e soldier is running, it must be easier to hit him
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by locating the soldier action/state handling and the code that calculates whether a soldier is hit. Trace how hiding, firing, and running are represented, then identify the existing combat tests or simulation path. Done means hit difficulty changes consistently for each action and the behavior is covered by tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100