Please solve step by step in great detail in high quality:

Here’s a **complex, exam-level undergraduate problem** centered on another rich and challenging aspect of developing a **Fire Emblem-style tactical RPG in Godot 4**: **building a modular combat forecast and resolution system**. This question requires **data design, UI logic separation, gameplay simulation, and architectural extensibility**.


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## 🧩 Exam Question: Combat Forecast & Resolution System in Godot 4 (Fire Emblem Clone)


In tactical RPGs like *Fire Emblem*, selecting an enemy shows a **combat forecast**: potential damage, hit rate, double attack predictions, and critical chance—before you commit to the attack. You are tasked with designing and implementing this system in **Godot 4**, ensuring it is **modular**, **data-driven**, and **testable**.


### Provided:


* `Unit.gd` has properties like:


  * `attack`, `defense`, `speed`, `weapon`, `hit_rate`, `crit_rate`, `current_hp`

  * `func get_combat_stats(): Dictionary`

* `Weapon.tres` is a `Resource` that contains:


  * `power`, `range`, `weight`, `type` (e.g., sword, axe)

* The game uses `CombatResolver.gd` to compute battle outcomes.


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### ❓ Part A: Forecast Data Modeling and Architecture (15 pts)


1. Design a **`CombatForecast` data structure** (or class) that cleanly represents a projected encounter between two units, including:


   * damage, hit %, crit %, potential follow-up attack, and weapon triangle advantage

   * clear separation from UI rendering logic


2. How would you architect the `CombatResolver` so that it supports:


   * Plug-in modifiers (skills, terrain bonuses, weather, etc.)

   * Pre-combat simulation (forecast) *and* final resolution

   * Testing combat logic in isolation from the game world


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### ❓ Part B: Combat Forecast UI Integration (10 pts)


1. Describe how you would integrate the combat forecast system with the UI, ensuring **real-time responsiveness** as the player hovers over enemies.


2. How would you avoid tightly coupling forecast UI code to gameplay logic? Use Godot 4 patterns or tools in your explanation.


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### ❓ Part C: Handling Special Mechanics (10 pts)


1. Implementing “Follow-Up Attacks” (double hits if unit’s speed ≥ opponent’s speed + 4) introduces subtle bugs, especially when both units can double.


   * Describe **two possible bugs** you might encounter during resolution or forecasting.

   * Propose **one architectural technique** to simulate full attack rounds cleanly and deterministically.


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### ❓ Part D: Extending to Area-of-Effect (AOE) Weapons (10 pts)


A new class of weapons (e.g., “Meteor”) can target multiple tiles and affect all units in range. The player should see:


* a tile highlight for affected zones

* a forecast for *each unit* hit


1. How would you extend your `CombatForecast` and UI systems to support this without duplicating code for each target?


2. What design pattern or abstraction would you introduce to handle forecast generation for **single-target vs multi-target** weapons?


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## ✅ Grading Breakdown (Total: 45 pts)


| Part | Focus                                                               | Points |

| ---- | ------------------------------------------------------------------- | ------ |

| A    | Forecast modeling, modular combat logic, and testability            | 15     |

| B    | UI integration, clean separation, signals/resources/autoloads usage | 10     |

| C    | Bug diagnosis, attack round modeling                                | 10     |

| D    | Forecast system extensibility, AOE abstractions                     | 10     |


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### 🌟 Bonus (+2 pts)


Award for describing:


* a rollback/undo system for forecasting,

* deterministic combat logs,

* or predictive AI use of the same forecast logic.


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