package plugin // Shared combat resolution primitives. // // These are the building blocks both the auto-resolve engine (SimulateCombat) // and the upcoming turn-based engine call into, so a single attack resolves // identically regardless of which loop drives it. Everything here is a // behavior-preserving extraction from combat_engine.go — the combat // characterization golden file pins that no event stream shifted. // effectiveAttackBonus returns the d20 attack bonus for a combatant, applying // the appendix §8 non-proficient-weapon penalty (-4) when the combatant wields // a D&D weapon without proficiency. Monsters and weaponless combatants have no // Weapon set, so they fall through to the raw bonus. func effectiveAttackBonus(s CombatStats) int { ab := s.AttackBonus if s.Weapon != nil && !s.WeaponProficient { ab -= 4 } return ab } // attackCritFloor returns the lowest d20 face that counts as a critical hit. // Default 20; Champion Improved Critical (and later tiers) lower it via // CritThreshold. A zero or out-of-range CritThreshold means "use default". func attackCritFloor(m CombatModifiers) int { if m.CritThreshold > 0 && m.CritThreshold < 20 { return m.CritThreshold } return 20 } // attackConnects decides whether a d20 attack lands. roll is the raw d20 face // (post-reroll), total is roll+bonus, ac is the defender's armor class, and // critFloor is the crit threshold from attackCritFloor. A raw 1 always misses // (fumble); a roll at/above critFloor always hits; otherwise total must meet AC. func attackConnects(roll, total, ac, critFloor int) bool { if roll == 1 { return false } if roll >= critFloor { return true } return total >= ac } // applyPlayerHitDamageMods runs the post-hit player damage stack on a connected // attack: crit doubling (natural or AutoCritFirst consumable), Orc Rage, the // Berserker rage flat+multiplicative bumps, Cleric Divine Strike, and the // Assassinate first-hit bonus. It consumes the relevant one-shot state on st // (autoCrit, pendingRageAttack, assassinateBonusUsed) and returns the final // damage plus the event action/desc labels. dmg is clamped to >=1. func applyPlayerHitDamageMods(st *combatState, player *Combatant, dmg int, isCritRoll, blocked bool) (int, string, string) { isCrit := isCritRoll autoCritFired := false if !isCritRoll && st.autoCrit { isCrit = true autoCritFired = true st.autoCrit = false } else if st.autoCrit && isCritRoll { // Natural crit consumes the auto-crit charge but doesn't get the // "passive fired" flavor — the dice already explain it. st.autoCrit = false } if isCrit { // Crit: double damage. (5e rolls extra dice; we double total to // match the engine's pre-Phase-8 crit semantics.) dmg *= 2 } // Orc Rage: +50% damage on this attack, then consume. if st.pendingRageAttack { dmg = int(float64(dmg) * 1.5) st.pendingRageAttack = false } // Phase 10 SUB2a — Berserker rage: +flat per hit, plus Frenzy // multiplicative bump that approximates the bonus-attack-per-turn we // can't model in one-shot combat. if player.Mods.BerserkerRage { if player.Mods.RageMeleeDmg > 0 { dmg += player.Mods.RageMeleeDmg } if player.Mods.FrenzyDmgBonus > 0 { dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus)) } } // Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only // (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon // damage path and Divine Strike doesn't apply). Lands every hit because // our 1v1 model has no concept of "once per turn" turn boundaries. if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil { dmg += player.Mods.DivineStrikePerHit } // Class-identity audit (2026-05-16) — Rogue Sneak Attack. Add Nd6 on // every player hit. Same "once per turn = every hit" convention as // Divine Strike. Rogues swing once per round so this naturally lands // once/round at the cadence 5e expects. The bonus rides through the // crit doubling above (already applied to dmg) so a sneak-attack crit // reads correctly: doubled weapon dmg, then +Nd6 unaffected by the // crit. (5e doubles the sneak attack dice on crit too — we under- // shoot by ~Nd6 on the rare crit, which is acceptable for now.) if player.Mods.SneakAttackDie > 0 { for i := 0; i < player.Mods.SneakAttackDie; i++ { dmg += 1 + st.roll(6) } } // Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the // first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit // (which already doubled the base damage above) — the bonus itself is // applied AFTER the crit doubling so the math is "double base + flat // surprise damage". Consumed on first hit regardless of crit status. if player.Mods.AssassinateBonusDmg > 0 && !st.assassinateBonusUsed { dmg += player.Mods.AssassinateBonusDmg st.assassinateBonusUsed = true } dmg = max(1, dmg) action := "hit" desc := "" if isCrit { action = "crit" if autoCritFired { desc = "auto_crit" } } else if blocked { action = "block" } return dmg, action, desc }