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Get Started Free →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.
.claude/skills/hashgraph-online-rust-turn-intent-systems/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-11 | ✗→✓ | ▲ Improved | -32% | 0% |
| case-13 | ✗→✓ | ▲ Improved | -14% | 0% |
| case-20 | ✗→✓ | ▲ Improved | -8% | 0% |
| case-01 | ✓→✓ | = Same ✓ | -25% | 0% |
| case-02 | ✓→✓ | = Same ✓ | -29% | 0% |
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.
monster resolution, and terminal states.
Read references/turn-intent-patterns.md for phase design, intent messages, ordering rules, and review checks.
Guidance is transformed and paraphrased from Hands-On Rust Chapters 7, 8, 9, and 13 and from the official companion source repository. The patterns are generalized for Rust ECS projects and do not require using Legion.
Other measured skills in the registry, with their headline benchmark lift.