diff --git a/doc/user-story-observations.md b/doc/user-story-observations.md new file mode 100644 index 0000000..7135fd0 --- /dev/null +++ b/doc/user-story-observations.md @@ -0,0 +1,70 @@ +# User Story Observations + +## Domain Model Overview + +The domain has **four core entities**: + +| Entity | Key Properties | +|---|---| +| **Character** | Health (max 1000/1500), Level (1–10), Alive/Dead, Factions (many), damage survived, faction count | +| **Magical Object** | Health, maxHealth, type (Healing or Weapon), destroyed flag | +| **Faction** | String/name, members | +| **Damage/Heal events** | Source, target, amount, level-adjusted | + +--- + +## User Story Groups + +### 1. Damage & Health (3 rules) +- Characters start at 1000 HP, Alive +- Damage subtracts from HP; death at 0 +- Self-damage forbidden +- Healing: self only, dead can't heal + +### 2. Levels (2 rules) +- Base level 1; max HP scales at level 6 (→ 1500) +- Level gap ≥ 5: damage ±50% (target higher = -50%, target lower = +50%) + +### 3. Factions (3 rules) +- Characters can join/leave multiple factions +- Same faction = Allies: no damage between allies, ally-only healing + +### 4. Magical Objects (3 rules) +- **Healing objects**: give HP to characters, can't deal damage, can't be healed +- **Weapons**: deal fixed damage, lose 1 HP per use, can't heal +- Objects are faction-neutral + +### 5. Leveling Up (3 rules) +- **Survived damage**: Level 1 → 1000, then +2000 per level (cumulative) +- **Faction diversity**: Level 1 → 3 factions, then +3 per level (cumulative) +- Max level 10, no level loss + +--- + +## Observations & Ambiguities + +1. **Max HP scaling**: Only mentions the jump at level 6. What about levels 7–10? Is max HP flat at 1500, or does it increase further? + +2. **Level gap rule**: "5 or more levels" — is it strictly `≥ 5` or `> 5`? The wording says "5 or more" so `≥ 5`. + +3. **Survived damage counter**: Is it per-character global (across all battles), or per-battle? The story says "counted over several battles" → global. + +4. **Faction diversity counter**: "ever been part of" — cumulative across the character's lifetime, not just current factions. + +5. **Level-up timing**: "happens directly afterwards (if the player is still alive)" — level-ups are synchronous, not deferred. + +6. **Magical Object durability**: Weapons lose 1 HP per use — does that mean they can be "used" until destroyed (HP = 0)? Healing objects presumably can also be depleted. + +7. **Healing cap**: Characters heal up to their max HP (which depends on level), and objects heal up to their own max. + +8. **No explicit interface**: The stories describe behavior but don't specify method signatures — we'll need to design the API. + +--- + +## Suggested Implementation Order + +1. **Character** (HP, level, alive state, factions) +2. **Damage/Heal mechanics** with faction ally checks +3. **Level-based damage modifiers** +4. **Magical Objects** (Weapons + Healers) +5. **Leveling up** (survived damage + faction diversity)