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Combat: extract shared attack-resolution primitives
Pull effectiveAttackBonus, attackCritFloor, attackConnects, and the post-hit player damage stack out of combat_engine.go into combat_primitives.go so the upcoming turn-based engine resolves an attack identically to auto-resolve. Behavior-preserving — the combat characterization golden file is unchanged. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -645,18 +645,9 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
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}
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}
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}
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}
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isFumble := roll == 1
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isFumble := roll == 1
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// Phase 10 SUB2a — Champion Improved Critical lowers the crit floor.
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critFloor := attackCritFloor(player.Mods)
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// CritThreshold==0 means "use default" (nat 20). Champion sets 19.
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critFloor := 20
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if player.Mods.CritThreshold > 0 && player.Mods.CritThreshold < 20 {
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critFloor = player.Mods.CritThreshold
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}
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isCritRoll := roll >= critFloor
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isCritRoll := roll >= critFloor
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// Class proficiency penalty (appendix §8): -4 attack with a non-proficient weapon.
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attackBonus := effectiveAttackBonus(player.Stats)
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attackBonus := player.Stats.AttackBonus
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if player.Stats.Weapon != nil && !player.Stats.WeaponProficient {
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attackBonus -= 4
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}
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// Phase 10 SUB2a-ii — Battle Master Precision Attack: +d8 (modeled as
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// Phase 10 SUB2a-ii — Battle Master Precision Attack: +d8 (modeled as
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// flat +4) to the first attack roll only. Consumed even on miss.
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// flat +4) to the first attack roll only. Consumed even on miss.
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if player.Mods.FirstAttackBonus > 0 && !st.firstAttackBonusUsed {
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if player.Mods.FirstAttackBonus > 0 && !st.firstAttackBonusUsed {
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@@ -665,7 +656,7 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
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}
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}
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total := roll + attackBonus
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total := roll + attackBonus
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if isFumble || (!isCritRoll && total < enemy.Stats.AC) {
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if !attackConnects(roll, total, enemy.Stats.AC, critFloor) {
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desc := ""
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desc := ""
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if isFumble {
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if isFumble {
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desc = "fumble"
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desc = "fumble"
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@@ -706,66 +697,7 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
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dmg = max(1, dmg/2)
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dmg = max(1, dmg/2)
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}
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}
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isCrit := isCritRoll
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dmg, action, desc := applyPlayerHitDamageMods(st, player, dmg, isCritRoll, blocked)
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autoCritFired := false
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if !isCritRoll && st.autoCrit {
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isCrit = true
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autoCritFired = true
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st.autoCrit = false
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} else if st.autoCrit && isCritRoll {
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// Natural crit consumes the auto-crit charge but doesn't get the
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// "passive fired" flavor — the dice already explain it.
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st.autoCrit = false
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}
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if isCrit {
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// Crit: double damage. (5e rolls extra dice; we double total to
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// match the engine's pre-Phase-8 crit semantics.)
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dmg *= 2
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}
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// Orc Rage: +50% damage on this attack, then consume.
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if st.pendingRageAttack {
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dmg = int(float64(dmg) * 1.5)
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st.pendingRageAttack = false
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}
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// Phase 10 SUB2a — Berserker rage: +flat per hit, plus Frenzy
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// multiplicative bump that approximates the bonus-attack-per-turn we
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// can't model in one-shot combat.
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if player.Mods.BerserkerRage {
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if player.Mods.RageMeleeDmg > 0 {
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dmg += player.Mods.RageMeleeDmg
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}
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if player.Mods.FrenzyDmgBonus > 0 {
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dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus))
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}
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}
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// Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only
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// (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon
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// damage path and Divine Strike doesn't apply). Lands every hit because
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// our 1v1 model has no concept of "once per turn" turn boundaries.
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if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
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dmg += player.Mods.DivineStrikePerHit
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}
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// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
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// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
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// (which already doubled the base damage above) — the bonus itself is
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// applied AFTER the crit doubling so the math is "double base + flat
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// surprise damage". Consumed on first hit regardless of crit status.
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if player.Mods.AssassinateBonusDmg > 0 && !st.assassinateBonusUsed {
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dmg += player.Mods.AssassinateBonusDmg
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st.assassinateBonusUsed = true
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}
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dmg = max(1, dmg)
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action := "hit"
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desc := ""
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if isCrit {
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action = "crit"
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if autoCritFired {
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desc = "auto_crit"
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}
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} else if blocked {
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action = "block"
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}
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st.enemyHP = max(0, st.enemyHP-dmg)
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st.enemyHP = max(0, st.enemyHP-dmg)
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st.events = append(st.events, CombatEvent{
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st.events = append(st.events, CombatEvent{
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@@ -805,9 +737,9 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
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roll := 1 + st.roll(20)
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roll := 1 + st.roll(20)
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isFumble := roll == 1
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isFumble := roll == 1
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isNat20 := roll == 20
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isNat20 := roll == 20
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total := roll + enemy.Stats.AttackBonus
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total := roll + effectiveAttackBonus(enemy.Stats)
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if isFumble || (!isNat20 && total < player.Stats.AC) {
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if !attackConnects(roll, total, player.Stats.AC, 20) {
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desc := ""
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desc := ""
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if isFumble {
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if isFumble {
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desc = "fumble"
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desc = "fumble"
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115
internal/plugin/combat_primitives.go
Normal file
115
internal/plugin/combat_primitives.go
Normal file
@@ -0,0 +1,115 @@
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package plugin
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// Shared combat resolution primitives.
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//
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// These are the building blocks both the auto-resolve engine (SimulateCombat)
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// and the upcoming turn-based engine call into, so a single attack resolves
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// identically regardless of which loop drives it. Everything here is a
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// behavior-preserving extraction from combat_engine.go — the combat
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// characterization golden file pins that no event stream shifted.
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// effectiveAttackBonus returns the d20 attack bonus for a combatant, applying
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// the appendix §8 non-proficient-weapon penalty (-4) when the combatant wields
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// a D&D weapon without proficiency. Monsters and weaponless combatants have no
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// Weapon set, so they fall through to the raw bonus.
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func effectiveAttackBonus(s CombatStats) int {
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ab := s.AttackBonus
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if s.Weapon != nil && !s.WeaponProficient {
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ab -= 4
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}
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return ab
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}
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// attackCritFloor returns the lowest d20 face that counts as a critical hit.
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// Default 20; Champion Improved Critical (and later tiers) lower it via
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// CritThreshold. A zero or out-of-range CritThreshold means "use default".
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func attackCritFloor(m CombatModifiers) int {
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if m.CritThreshold > 0 && m.CritThreshold < 20 {
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return m.CritThreshold
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}
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return 20
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}
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// attackConnects decides whether a d20 attack lands. roll is the raw d20 face
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// (post-reroll), total is roll+bonus, ac is the defender's armor class, and
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// critFloor is the crit threshold from attackCritFloor. A raw 1 always misses
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// (fumble); a roll at/above critFloor always hits; otherwise total must meet AC.
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func attackConnects(roll, total, ac, critFloor int) bool {
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if roll == 1 {
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return false
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}
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if roll >= critFloor {
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return true
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}
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return total >= ac
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}
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// applyPlayerHitDamageMods runs the post-hit player damage stack on a connected
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// attack: crit doubling (natural or AutoCritFirst consumable), Orc Rage, the
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// Berserker rage flat+multiplicative bumps, Cleric Divine Strike, and the
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// Assassinate first-hit bonus. It consumes the relevant one-shot state on st
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// (autoCrit, pendingRageAttack, assassinateBonusUsed) and returns the final
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// damage plus the event action/desc labels. dmg is clamped to >=1.
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func applyPlayerHitDamageMods(st *combatState, player *Combatant, dmg int, isCritRoll, blocked bool) (int, string, string) {
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isCrit := isCritRoll
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autoCritFired := false
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if !isCritRoll && st.autoCrit {
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isCrit = true
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autoCritFired = true
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st.autoCrit = false
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} else if st.autoCrit && isCritRoll {
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// Natural crit consumes the auto-crit charge but doesn't get the
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// "passive fired" flavor — the dice already explain it.
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st.autoCrit = false
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}
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if isCrit {
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// Crit: double damage. (5e rolls extra dice; we double total to
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// match the engine's pre-Phase-8 crit semantics.)
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dmg *= 2
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}
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// Orc Rage: +50% damage on this attack, then consume.
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if st.pendingRageAttack {
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dmg = int(float64(dmg) * 1.5)
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st.pendingRageAttack = false
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}
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// Phase 10 SUB2a — Berserker rage: +flat per hit, plus Frenzy
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// multiplicative bump that approximates the bonus-attack-per-turn we
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// can't model in one-shot combat.
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if player.Mods.BerserkerRage {
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if player.Mods.RageMeleeDmg > 0 {
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dmg += player.Mods.RageMeleeDmg
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}
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if player.Mods.FrenzyDmgBonus > 0 {
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dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus))
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}
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}
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// Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only
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// (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon
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// damage path and Divine Strike doesn't apply). Lands every hit because
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// our 1v1 model has no concept of "once per turn" turn boundaries.
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if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
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dmg += player.Mods.DivineStrikePerHit
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}
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// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
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// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
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// (which already doubled the base damage above) — the bonus itself is
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// applied AFTER the crit doubling so the math is "double base + flat
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// surprise damage". Consumed on first hit regardless of crit status.
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if player.Mods.AssassinateBonusDmg > 0 && !st.assassinateBonusUsed {
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dmg += player.Mods.AssassinateBonusDmg
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st.assassinateBonusUsed = true
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}
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dmg = max(1, dmg)
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action := "hit"
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desc := ""
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if isCrit {
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action = "crit"
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if autoCritFired {
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desc = "auto_crit"
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}
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} else if blocked {
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action = "block"
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}
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return dmg, action, desc
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}
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