orbit/js/combat
Brian Fertig 5e799bbd5a Add pirate comms: attack/defeat/bounty voice lines with speech and video
- Raiders now roll an attack comm on-screen (50%) or on rolling-wave arrival (20%), and a defeat comm on kill (20%), driven by per-type config in combat.json
- New bounty-attack comm fires when the wanted leader's fight stands up in GameScene._fireBountyEngagements
- Ship 12 pirate speech clips, 3 enemy video clips, and register three new senders (pirate, pirate_defeat, pirate_bounty) in comms.json
- Wire onComm seam through CombatSystem so the scene can arm CommsHub triggers; rolls are no-ops when the seam is absent
- Add combat, bounty-hunt, and comms test coverage for the new roll logic, trigger arming, asset presence, and roster count
2026-09-20 21:34:05 -06:00
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Bullet.js
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CamShake.js
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Combat.js
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CombatHud.js
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CombatScene.js
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CombatSfx.js
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CombatSystem.js Add pirate comms: attack/defeat/bounty voice lines with speech and video 2026-09-20 21:34:05 -06:00
EnemyShip.js Add BOUNTY HUNT side quest with elite combat seam and verification 2026-09-20 20:10:07 -06:00
EnemyTypes.js
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Fx.js
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Missile.js
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StarDrift.js
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Waves.js Add BOUNTY HUNT side quest with elite combat seam and verification 2026-09-20 20:10:07 -06:00
Weapons.js
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XpManager.js
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main.js
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