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# Nexus.Engine & Nexus.Systems — Bot Brain
## BotEngine (Orchestrator)
The main loop. Owns systems, navigation, profiles, and action execution.
### Logic Loop (25Hz, background thread)
```
1. Wait for MemoryPoller to provide latest GameState
2. CheckCharacterProfile() → auto-load profile if character changed
3. GameStateEnricher.Enrich() → compute NearestEnemies, ThreatMap, DangerLevel
4. Clear ActionQueue
5. NavigationController.Update(state) → compute path, set DesiredDirection
6. Run all ISystem implementations in priority order
7. NavigationSystem submits MoveAction if DesiredDirection is set
8. ActionQueue.Resolve() → merge conflicts
9. ExecuteActions() → emit key/mouse/click commands via IInputController
```
### Action Execution
| Action | Execution |
|--------|-----------|
| MoveAction | Direction → MovementKeyTracker → WASD key state changes (delta-based) |
| CastAction | SmoothMoveTo target + key press. Re-projects moving entities. Adds ±30-50px jitter. |
| FlaskAction | Direct key press |
| KeyAction | Press/Down/Up operations |
| ClickAction | Left/Right/Middle click at screen position |
### MovementKeyTracker
Converts world-space direction vectors to WASD keys for isometric camera:
```
1. Rotate direction 45° to align with isometric axes
2. sx = dir.X * cos(45°) - dir.Y * sin(45°)
3. sy = dir.X * sin(45°) + dir.Y * cos(45°)
4. W if sy > 0.3, S if sy < -0.3, D if sx > 0.3, A if sx < -0.3
5. Only emit key changes (delta-based — no redundant KeyDown/KeyUp)
```
### Mouse Drift (Navigation)
During navigation, lazily repositions the mouse toward enemy clusters:
- Projects enemy centroid ahead of player movement
- Applies ±25° angular offset for organic appearance
- Fires every 800-1500ms (randomized)
### Safety
- Releases all held keys when loading screen or escape menu detected
- CombatSystem's `ReleaseAllHeld()` called on state transitions
---
## Systems
### ThreatSystem (Priority 50)
Emergency threat response. Runs first, only acts on elevated danger.
| Danger | Response |
|--------|----------|
| Safe / Low | No action |
| Medium | No action (MovementSystem handles soft avoidance) |
| High | Flee toward safety (priority 50, allows casting) |
| Critical or point-blank (<150 units) | **Urgent flee (priority 5) — blocks all casting** |
**Flee direction**: `Player.Position - ThreatCentroid`, validated against terrain via `FindWalkableDirection()`.
### MovementSystem (Priority 100)
Continuous soft avoidance via **inverse-square repulsion field**.
For each hostile monster within SafeDistance (400 units):
```
force += (playerPos - enemyPos) / distanceSquared * RepulsionWeight
```
Normalizes sum, validates against terrain, submits as lower-priority MoveAction.
Effect: Player gently drifts away from enemies without hard fleeing.
### AreaProgressionSystem (Priority 199)
High-level area traversal. Runs before NavigationSystem to take precedence.
**State machine (7 phases):**
```
Exploring → Looting → NavigatingToChest → InteractingChest →
NavigatingToTransition → Interacting → TalkingToNpc
```
**Exploration strategy:**
1. Check for elite enemies (Rare/Unique within 800u) → yield to combat
2. Check for quest chests → navigate and interact
3. Check for loot (if danger ≤ Low) → pick up within 600u
4. Once fully explored → find area transition matching quest target
5. In towns with active quest → talk to NPC
**Quest integration**: Queries active quests for target areas. Prioritizes tracked quests, then lowest act, then shortest path. Blacklists failed transitions after 5s timeout.
**Navigation delegation**: Uses `NavigationController.NavigateToEntity()` and `.Explore()`. Sets targets and yields until reached.
### NavigationSystem (Priority 200)
Ultra-thin passthrough. If `NavigationController.DesiredDirection` is set, submits a MoveAction. All actual pathfinding logic lives in NavigationController (see [pathfinding.md](pathfinding.md)).
### CombatSystem (Priority 300)
Skill rotation and target selection. Hot-swappable via CharacterProfile.
**Rotation loop:**
```
1. Check global cooldown (skip if recently cast)
2. For each skill in priority order:
a. Check per-skill cooldown
b. Match skill to memory via slot index (fallback to name)
c. If aura: cast once per zone
d. If damage: find target → submit CastAction
3. Release held keys for skills without valid targets
```
**Target selection pipeline:**
```
1. Filter by TargetSelection (Nearest, Rarest, MagicPlus, RarePlus, UniqueOnly)
2. Filter by range (SkillProfile.RangeMin/RangeMax)
3. Filter by line-of-sight (terrain query)
4. Check MinMonstersInRange (AOE threshold)
5. Pick best: Rarest mode → prefer higher rarity then nearer; others → nearest
6. Project to screen coordinates
```
**Skill input types:**
- LeftClick/RightClick/MiddleClick: Direct click at target position
- KeyPress with MaintainPressed: Hold key continuously
- KeyPress normal: Single tap
**Kiting/orbit (during global cooldown):**
- Computes enemy centroid
- Moves perpendicular to centroid (orbital movement)
- Applies radial bias to maintain ideal distance
- Flips orbit direction if terrain blocks path
- Persists orbit sign across ticks for smooth motion
**Cooldown management:**
- Per-skill: `max(skill.CooldownMs, globalCd + 50)` for rotation
- MaintainPressed skills: use skill.CooldownMs directly
- Area reset: clears aura tracking, resets orbit
### ResourceSystem (Priority 400)
Flask automation based on life/mana thresholds.
```
if LifePercent < LifeFlaskThreshold (50%) && cooldown expired FlaskAction
if ManaPercent < ManaFlaskThreshold (50%) && cooldown expired FlaskAction
```
Flask cooldown: 4000ms default. Hot-swappable on character profile change.
### LootSystem (Priority 500)
Stub — disabled by default. Item pickup logic handled by AreaProgressionSystem's looting phase.
---
## System Interaction Diagram
```
GameState (read-only, shared)
├─→ ThreatSystem ──→ MoveAction (priority 5 or 50)
│ [blocks casting if priority ≤ 10]
├─→ MovementSystem ──→ MoveAction (priority 100)
│ [soft repulsion, overridable]
├─→ AreaProgressionSystem ──→ NavigateTo/Explore commands
│ [drives NavigationController]
├─→ NavigationSystem ──→ MoveAction (priority 200)
│ [passthrough from NavigationController]
├─→ CombatSystem ──→ CastAction (priority 300)
│ [skill rotation + target selection]
├─→ ResourceSystem ──→ FlaskAction (priority 400)
│ [always passes through]
└─→ ActionQueue.Resolve()
├── Highest MoveAction wins
├── CastAction passes unless blocked by urgent flee
├── FlaskAction always passes
└──→ ExecuteActions() → IInputController
```