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Combat: implement stateful monster ability effects
Slice 3 of the bestiary SRD upgrade: the monster abilities that need per-fight state (evade, block, advantage, retaliate, regenerate, survive_at_1, stat_drain, debuff, max_hp_drain). applyAbility arms combatState flags that the shared resolution primitives read, so both the auto-resolve and turn-based engines honor them; the turn-based engine round-trips them through CombatStatuses so a suspended fight resumes from exact mid-state. New branches are guarded by zero-valued state so the auto-resolve characterization golden is untouched. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -469,7 +469,7 @@ func combatDegradation(result CombatResult, equip map[EquipmentSlot]*AdvEquipmen
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damage[SlotHelmet] += 1 + rand.IntN(2)
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case ev.Actor == "enemy" && ev.Action == "cleave":
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damage[SlotArmor] += 2 + rand.IntN(3)
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case ev.Actor == "enemy" && (ev.Action == "bonus_damage" || ev.Action == "aoe" || ev.Action == "execute"):
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case ev.Actor == "enemy" && (ev.Action == "bonus_damage" || ev.Action == "aoe" || ev.Action == "execute" || ev.Action == "retaliate" || ev.Action == "max_hp_drain"):
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damage[SlotArmor] += 1 + rand.IntN(2)
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case ev.Actor == "enemy" && ev.Action == "lifesteal":
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damage[SlotArmor] += 1 + rand.IntN(2)
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