Individual skill
rust-turn-intent-systems
Build and review turn-based Rust game flow using turn-state enums, phase-specific schedules, intent messages, movement resolution, combat resolution, wait actions, and win/loss states. Use when implementing roguelike turns, tactical action order, ECS message entities, or decoupled input and action systems.
plugins/LVTD-LLC/skills/skills/rust-turn-intent-systems/SKILL.md
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- Last checked
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# Rust Turn Intent Systems
Use this skill to make turn-based gameplay deterministic and easy to extend.
Separate decision systems from resolution systems: input and AI create intents;
movement, combat, inventory, and end-turn systems resolve them.
## Core Workflow
1. Define the allowed turn phases in one enum.
2. Run different system schedules or branches for input, player resolution,
monster resolution, and terminal states.
3. Convert input and AI decisions into intent components or messages.
4. Resolve intents in shared systems so players and monsters use the same rules.
5. Remove or mark intents after processing.