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Pets: per-round attack + wire deflect/whiff into the turn engine
The live turn engine only struck once per fight and never rolled pet deflect or whiff, so pet armor (deflect-only) bought nothing in real runs. Roll pet attack each player turn and roll deflect/whiff per enemy turn, mirroring the auto-resolve engine; retire the one-shot pet-proc machinery (rollCombatSessionPetProc / PetProcReady). (cherry picked from commit a0e41c97801e500efad13c7e9a06be4c345e464e)
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@@ -65,14 +65,6 @@ type CombatStatuses struct {
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// combatState, so the flag must survive the commit between them.
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EnemySkipNext bool `json:"enemy_skip_next,omitempty"`
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// PetProcReady is the per-fight pet-attack outcome. Auto-resolve rolls the
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// pet proc every round; a manual fight can run many rounds, so the roll is
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// decided once at fight start (rollCombatSessionPetProc) and parked here.
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// The pet then lands a single hit on the player's first acting turn, which
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// clears the flag — persisted so a suspend/resume or reaper auto-play sees
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// the same outcome.
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PetProcReady bool `json:"pet_proc_ready,omitempty"`
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// Fight-scoped depleting resources — mirror the combatState charges that
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// genuinely carry round-to-round. Seeded at fight start (Arcane Ward) or by
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// a mid-fight !cast / !consume, restored into combatState on every resume,
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