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Combat: wire pet procs into the turn-based engine
Pet attacks were never resolved in turn-based fights. Roll the proc once at fight start (a per-round roll would make a proc near-certain over a long manual fight), persist it on the session so suspend/resume and reaper auto-play honor the same outcome, and land a single pet hit on the player's first acting turn. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -65,6 +65,14 @@ 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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