package plugin import "math/rand/v2" // ── Core Types ─────────────────────────────────────────────────────────────── type CombatStats struct { MaxHP int Attack int Defense int Speed int CritRate float64 // legacy; superseded by nat-20 crits but still consumed by autoCrit logic & equipment scaling. DodgeRate float64 // legacy; no longer queried by hit resolution but still computed for narrative scaling. BlockRate float64 // still used to halve damage on a successful hit. // D&D layer. AC and AttackBonus drive d20-vs-AC hit resolution. // Set via dnd_combat.go's applyDnDPlayerLayer / applyDnDArenaMonsterLayer / applyDnDDungeonMonsterLayer. AC int AttackBonus int // Phase 8 — equipment-driven damage. When Weapon is non-nil, the d20 // attack path rolls weapon damage dice + AbilityModForDamage instead of // the legacy calcDamage penetration formula. When nil, legacy math // applies (used by monsters and any combatant without a D&D weapon). Weapon *WeaponProfile AbilityModForDamage int WeaponProficient bool // false → -4 attack penalty (appendix §8 implementation note) TwoHandedMode bool // true + versatile weapon → use larger versatile die } type CombatModifiers struct { DamageBonus float64 // additive: 0 = neutral, 0.25 = +25% damage. Applied as (1 + DamageBonus). DamageReduct float64 // multiplicative damage-taken reduction, 1.0 = neutral DeathSave bool // Sovereign reprieve — survive one lethal hit PetAttackProc float64 PetAttackDmg int PetDeflectProc float64 PetWhiffProc float64 // pet distracts enemy → guaranteed miss SniperKillProc float64 // Arina instant-kill MistyHealProc float64 MistyHealAmt int CrowdRevengeProc float64 // Misty debuff: chance per round of crowd damage CrowdRevengeDmg int // Misty debuff: damage per proc HealItem int // consumable: HP restored at <50% HP (one-shot) WardCharges int // consumable: hits fully absorbed SporeCloud int // consumable: rounds of 15% enemy miss chance ReflectNext float64 // consumable: fraction of next hit reflected AutoCritFirst bool // consumable: first player hit is auto-crit FlatDmgStart int // consumable: flat damage to enemy pre-combat // D&D race passives (Phase 3 — race traits with combat hooks). LuckyReroll bool // Halfling: reroll the first nat 1 of the fight RageReady bool // Orc: when HP first drops <50%, next attack deals +50% damage PoisonResist bool // Dwarf: poison tick damage halved } type Combatant struct { Name string Stats CombatStats Mods CombatModifiers IsPlayer bool Ability *MonsterAbility // non-nil for monsters with a special ability } type CombatPhase struct { Name string Rounds int AttackWeight float64 DefenseWeight float64 SpeedWeight float64 EnvironmentProc float64 } type CombatEvent struct { Round int Phase string Actor string // "player", "enemy", "pet", "environment", "npc", "consumable" Action string Damage int PlayerHP int EnemyHP int Desc string // optional flavor (item name, ability name) // D&D layer fields. Set only on events from the d20-vs-AC resolution path. // Roll is the raw d20 (1..20); RollAgainst is the target AC. Roll int RollAgainst int } type CombatResult struct { PlayerWon bool Events []CombatEvent PlayerStartHP int EnemyStartHP int PlayerEndHP int EnemyEndHP int TotalRounds int Closeness float64 NearDeath bool PetAttacked bool PetDeflected bool SniperKilled bool MistyHealed bool } // ── Monster Abilities ──────────────────────────────────────────────────────── type MonsterAbility struct { Name string Phase string // "opening", "clash", "decisive", "any" ProcChance float64 Effect string // "poison", "enrage", "armor_break", "stun", "lifesteal", "cleave" } // ── Default Phase Definitions ──────────────────────────────────────────────── var defaultCombatPhases = []CombatPhase{ {"Opening", 2, 0.6, 0.8, 1.5, 0.15}, {"Clash", 3, 1.2, 1.0, 0.8, 0.08}, {"Decisive", 1, 1.0, 0.7, 1.0, 0.05}, } var dungeonCombatPhases = []CombatPhase{ {"Opening", 1, 0.8, 0.8, 1.2, 0.10}, {"Clash", 2, 1.0, 1.0, 0.8, 0.08}, {"Decisive", 1, 1.0, 0.7, 1.0, 0.05}, } // ── Simulation ─────────────────────────────────────────────────────────────── // combatState tracks mutable state during the simulation. type combatState struct { playerHP int enemyHP int // Consumable one-shots healUsed bool wardCharges int sporeRounds int reflectFrac float64 autoCrit bool // Monster ability effects poisonTicks int poisonDmg int stunPlayer bool enraged bool armorBroken bool armorBreakAmt float64 // Sovereign reprieve deathSaveUsed bool // D&D race-passive state luckyUsed bool // Halfling Lucky reroll consumed raged bool // Orc Rage already triggered this fight pendingRageAttack bool // next player attack gets +50% damage round int events []CombatEvent } func SimulateCombat(player, enemy Combatant, phases []CombatPhase) CombatResult { st := &combatState{ playerHP: player.Stats.MaxHP, enemyHP: enemy.Stats.MaxHP, wardCharges: player.Mods.WardCharges, sporeRounds: player.Mods.SporeCloud, reflectFrac: player.Mods.ReflectNext, autoCrit: player.Mods.AutoCritFirst, } result := CombatResult{ PlayerStartHP: player.Stats.MaxHP, EnemyStartHP: enemy.Stats.MaxHP, } // Pre-combat: Arina sniper check if player.Mods.SniperKillProc > 0 && rand.Float64() < player.Mods.SniperKillProc { st.enemyHP = 0 st.events = append(st.events, CombatEvent{ Round: 0, Phase: "pre_combat", Actor: "npc", Action: "sniper_kill", Damage: enemy.Stats.MaxHP, PlayerHP: st.playerHP, EnemyHP: 0, Desc: "Arina", }) result.SniperKilled = true return finalize(result, st, player, enemy) } // Pre-combat: Coal Bomb / flat start damage if player.Mods.FlatDmgStart > 0 { dmg := player.Mods.FlatDmgStart st.enemyHP = max(0, st.enemyHP-dmg) st.events = append(st.events, CombatEvent{ Round: 0, Phase: "pre_combat", Actor: "consumable", Action: "flat_damage", Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.enemyHP <= 0 { return finalize(result, st, player, enemy) } } // Pre-combat: Misty gourmet is now a per-round heal, no pre-combat damage // Main simulation loop for _, phase := range phases { roundsThisPhase := phase.Rounds // Add slight variance: ±1 round for non-Decisive phases if phase.Name != "Decisive" && roundsThisPhase > 1 { roundsThisPhase += rand.IntN(2) // 0 or +1 } for r := 0; r < roundsThisPhase; r++ { st.round++ if simulateRound(st, &player, &enemy, &phase, &result) { return finalize(result, st, player, enemy) } } } // If we exhaust all phases without a kill, the side with more HP% wins. playerMax := max(1, player.Stats.MaxHP) enemyMax := max(1, enemy.Stats.MaxHP) playerPct := float64(st.playerHP) / float64(playerMax) enemyPct := float64(st.enemyHP) / float64(enemyMax) if playerPct < enemyPct { st.playerHP = 0 } else { st.enemyHP = 0 } st.events = append(st.events, CombatEvent{ Round: st.round, Phase: "exhaust", Actor: "system", Action: "timeout", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) return finalize(result, st, player, enemy) } // simulateRound runs one round. Returns true if combat is over. func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool { phaseName := phase.Name // Monster ability: check at round start abilityDealtDamage := false if enemy.Ability != nil { if abilityFires(enemy.Ability, phaseName, st) { if applyAbility(st, player, enemy, phase, result) { return true } // Cleave and lifesteal deal damage — skip normal enemy attack this round switch enemy.Ability.Effect { case "cleave", "lifesteal": abilityDealtDamage = true } } } // Poison tick from previous round if st.poisonTicks > 0 { st.playerHP = max(0, st.playerHP-st.poisonDmg) st.poisonTicks-- st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "poison_tick", Damage: st.poisonDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.playerHP <= 0 { if trySave(st, player, phaseName) { // survived } else { return true } } } // Pet whiff: if proc'd, enemy's attack this round is a guaranteed miss petWhiff := player.Mods.PetWhiffProc > 0 && rand.Float64() < player.Mods.PetWhiffProc // Pet deflect: halves incoming damage to player this round petDeflect := player.Mods.PetDeflectProc > 0 && rand.Float64() < player.Mods.PetDeflectProc if petDeflect { result.PetDeflected = true } // Spore cloud: enemy has 15% miss chance (decremented when enemy actually attacks) sporeMiss := st.sporeRounds > 0 && rand.Float64() < 0.15 // Determine initiative playerSpeed := float64(player.Stats.Speed) * phase.SpeedWeight enemySpeed := float64(enemy.Stats.Speed) * phase.SpeedWeight playerInit := playerSpeed + rand.Float64()*10 enemyInit := enemySpeed + rand.Float64()*10 playerFirst := playerInit >= enemyInit if playerFirst { if resolvePlayerAttack(st, player, enemy, phase, result) { return true } if !abilityDealtDamage { if resolveEnemyAttack(st, player, enemy, phase, result, petWhiff, petDeflect, sporeMiss) { return true } } } else { if !abilityDealtDamage { if resolveEnemyAttack(st, player, enemy, phase, result, petWhiff, petDeflect, sporeMiss) { return true } } if resolvePlayerAttack(st, player, enemy, phase, result) { return true } } // Environmental hazard if phase.EnvironmentProc > 0 && rand.Float64() < phase.EnvironmentProc { envDmg := 2 + rand.IntN(5) st.playerHP = max(0, st.playerHP-envDmg) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "environment", Action: "environmental", Damage: envDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.playerHP <= 0 { if !trySave(st, player, phaseName) { return true } } } // Misty crowd revenge (debuff for declining Misty) if player.Mods.CrowdRevengeProc > 0 && rand.Float64() < player.Mods.CrowdRevengeProc { dmg := player.Mods.CrowdRevengeDmg st.playerHP = max(0, st.playerHP-dmg) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge", Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: "Misty's crowd", }) if st.playerHP <= 0 { if !trySave(st, player, phaseName) { return true } } } // Pet attack if player.Mods.PetAttackProc > 0 && rand.Float64() < player.Mods.PetAttackProc { petDmg := player.Mods.PetAttackDmg + rand.IntN(5) st.enemyHP = max(0, st.enemyHP-petDmg) result.PetAttacked = true st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_attack", Damage: petDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.enemyHP <= 0 { return true } } // Misty heal if player.Mods.MistyHealProc > 0 && rand.Float64() < player.Mods.MistyHealProc { healAmt := player.Mods.MistyHealAmt st.playerHP = min(player.Stats.MaxHP, st.playerHP+healAmt) result.MistyHealed = true st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal", Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: "Misty", }) } // Consumable heal: triggers once when player drops below 50% if !st.healUsed && player.Mods.HealItem > 0 && st.playerHP > 0 && st.playerHP < player.Stats.MaxHP/2 { st.healUsed = true healAmt := player.Mods.HealItem st.playerHP = min(player.Stats.MaxHP, st.playerHP+healAmt) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "consumable", Action: "heal_item", Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) } return false } // ── Attack Resolution ──────────────────────────────────────────────────────── // resolvePlayerAttack — d20 + AttackBonus vs enemy AC. // Nat 20 = auto-hit + crit. Nat 1 = auto-miss tagged "fumble". // Block (on hit) halves damage. autoCrit consumable forces a crit on hit. func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool { phaseName := phase.Name // Stun: player skips attack if st.stunPlayer { st.stunPlayer = false st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "player", Action: "stunned", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) return false } // Orc Rage: trigger on the first attack after dropping below 50% HP. // Use HP*2 < MaxHP rather than HP < MaxHP/2 so the threshold is exact // regardless of MaxHP parity (avoids per-character drift on odd MaxHP). if player.Mods.RageReady && !st.raged && st.playerHP > 0 && st.playerHP*2 < player.Stats.MaxHP { st.raged = true st.pendingRageAttack = true st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "player", Action: "rage", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: "Orc Rage", }) } roll := 1 + rand.IntN(20) // Halfling Lucky: reroll the first nat 1 of the fight. if roll == 1 && player.Mods.LuckyReroll && !st.luckyUsed { st.luckyUsed = true newRoll := 1 + rand.IntN(20) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "player", Action: "lucky_reroll", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Roll: newRoll, RollAgainst: enemy.Stats.AC, Desc: "Halfling Lucky", }) roll = newRoll } isFumble := roll == 1 isNat20 := roll == 20 // Class proficiency penalty (appendix §8): -4 attack with a non-proficient weapon. attackBonus := player.Stats.AttackBonus if player.Stats.Weapon != nil && !player.Stats.WeaponProficient { attackBonus -= 4 } total := roll + attackBonus if isFumble || (!isNat20 && total < enemy.Stats.AC) { desc := "" if isFumble { desc = "fumble" } st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "player", Action: "miss", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Roll: roll, RollAgainst: enemy.Stats.AC, Desc: desc, }) return false } // Damage roll: weapon dice path (Phase 8) or legacy penetration formula. var dmg int if player.Stats.Weapon != nil { // Unproficient wielders don't add their ability mod to damage. mod := player.Stats.AbilityModForDamage if !player.Stats.WeaponProficient { mod = 0 } total, _ := rollWeaponDamage(player.Stats.Weapon, mod, player.Stats.TwoHandedMode) dmg = total // Class damage bonus / streak bonus / etc. layered on top via DamageBonus. if player.Mods.DamageBonus > 0 { dmg = int(float64(dmg) * (1 + player.Mods.DamageBonus)) } // Apply enemy damage reduction (consumables, sets) the same way calcDamage does. if enemy.Mods.DamageReduct > 0 && enemy.Mods.DamageReduct != 1.0 { dmg = int(float64(dmg) * enemy.Mods.DamageReduct) } } else { dmg = calcDamage(player.Stats.Attack, phase.AttackWeight, player.Mods.DamageBonus, enemy.Stats.Defense, phase.DefenseWeight, enemy.Mods.DamageReduct) } blocked := enemy.Stats.BlockRate > 0 && rand.Float64() < enemy.Stats.BlockRate if blocked { dmg = max(1, dmg/2) } isCrit := isNat20 if st.autoCrit { isCrit = true 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 } dmg = max(1, dmg) action := "hit" if isCrit { action = "crit" } else if blocked { action = "block" } st.enemyHP = max(0, st.enemyHP-dmg) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "player", Action: action, Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Roll: roll, RollAgainst: enemy.Stats.AC, }) return st.enemyHP <= 0 } // resolveEnemyAttack — enemy rolls d20 + AttackBonus vs player AC. // Pet whiff and spore-cloud miss preempt the roll. Ward absorbs a hit fully. // Block halves damage. Reflect bounces a fraction back. Death save fires if HP hits 0. func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult, petWhiff, petDeflect, sporeMiss bool) bool { phaseName := phase.Name if st.sporeRounds > 0 { st.sporeRounds-- } if petWhiff { st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_whiff", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) return false } if sporeMiss { st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "consumable", Action: "spore_miss", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) return false } roll := 1 + rand.IntN(20) isFumble := roll == 1 isNat20 := roll == 20 total := roll + enemy.Stats.AttackBonus if isFumble || (!isNat20 && total < player.Stats.AC) { desc := "" if isFumble { desc = "fumble" } st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "miss", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Roll: roll, RollAgainst: player.Stats.AC, Desc: desc, }) return false } if st.wardCharges > 0 { st.wardCharges-- st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "consumable", Action: "ward_absorb", Damage: 0, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) return false } atkMult := 1.0 if st.enraged { atkMult = 1.5 } dmg := calcDamage(int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus, playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct) blocked := player.Stats.BlockRate > 0 && rand.Float64() < player.Stats.BlockRate if blocked { dmg = max(1, dmg/2) } isCrit := isNat20 if isCrit { dmg *= 2 } dmg = max(1, dmg) if petDeflect { dmg = max(1, dmg/2) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_deflect", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) } action := "hit" if isCrit { action = "crit" } else if blocked { action = "block" } st.playerHP = max(0, st.playerHP-dmg) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: action, Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Roll: roll, RollAgainst: player.Stats.AC, }) if st.reflectFrac > 0 { reflected := max(1, int(float64(dmg)*st.reflectFrac)) st.reflectFrac = 0 st.enemyHP = max(0, st.enemyHP-reflected) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "consumable", Action: "reflect_damage", Damage: reflected, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.enemyHP <= 0 { return true } } if st.playerHP <= 0 { return !trySave(st, player, phaseName) } return false } // ── Monster Ability Logic ──────────────────────────────────────────────────── func abilityFires(ability *MonsterAbility, phaseName string, st *combatState) bool { phaseMatch := ability.Phase == "any" || (ability.Phase == "opening" && phaseName == "Opening") || (ability.Phase == "clash" && phaseName == "Clash") || (ability.Phase == "decisive" && phaseName == "Decisive") if !phaseMatch { return false } return rand.Float64() < ability.ProcChance } func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool { ab := enemy.Ability phaseName := phase.Name switch ab.Effect { case "poison": st.poisonTicks = 2 st.poisonDmg = 3 + rand.IntN(3) if player.Mods.PoisonResist { st.poisonDmg = max(1, st.poisonDmg/2) } st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "poison", Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) case "enrage": if !st.enraged && st.enemyHP < int(float64(enemy.Stats.MaxHP)*0.4) { st.enraged = true st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "enrage", Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) } case "armor_break": if !st.armorBroken { st.armorBroken = true st.armorBreakAmt = 0.30 st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "armor_break", Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) } case "stun": st.stunPlayer = true st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "stun", Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) case "lifesteal": atkMult := 1.0 if st.enraged { atkMult = 1.5 } dmg := calcDamage(int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus, playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct) dmg = max(1, dmg) st.playerHP = max(0, st.playerHP-dmg) heal := dmg / 2 st.enemyHP = min(enemy.Stats.MaxHP, st.enemyHP+heal) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "lifesteal", Damage: dmg, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.playerHP <= 0 { return !trySave(st, player, phaseName) } case "cleave": atkMult := 1.0 if st.enraged { atkMult = 1.5 } dmg1 := calcDamage(int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus, playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct) dmg1 = max(1, dmg1) st.playerHP = max(0, st.playerHP-dmg1) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "cleave", Damage: dmg1, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.playerHP <= 0 { if !trySave(st, player, phaseName) { return true } // Death save fired — skip follow-up hit (survived the first blow barely) } else { dmg2 := max(1, dmg1/2) st.playerHP = max(0, st.playerHP-dmg2) st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "enemy", Action: "cleave", Damage: dmg2, Desc: ab.Name + " (follow-up)", PlayerHP: st.playerHP, EnemyHP: st.enemyHP, }) if st.playerHP <= 0 { return !trySave(st, player, phaseName) } } } return false } // ── Helpers ────────────────────────────────────────────────────────────────── // calcDamage uses a penetration model: defense provides diminishing returns // reduction rather than flat subtraction, so damage is never fully negated. // Formula: rawAtk * reduction where reduction = K / (K + effectiveDef). // K=40 means 40 defense halves incoming damage; 80 defense reduces by 67%. // // A ±15% per-hit jitter is applied so successive hits in the same phase don't // produce identical numbers — the previous flat-damage output read as scripted. func calcDamage(attack int, atkWeight, dmgBonus float64, defense int, defWeight, dmgReduct float64) int { const K = 40.0 rawAtk := float64(attack) * atkWeight * (1 + dmgBonus) effectiveDef := float64(defense) * defWeight * dmgReduct reduction := K / (K + effectiveDef) dmg := rawAtk * reduction jitter := 0.85 + rand.Float64()*0.30 // 0.85 .. 1.15 dmg *= jitter if dmg < 1 { return 1 } return int(dmg) } func playerDefense(player *Combatant, st *combatState) int { def := player.Stats.Defense if st.armorBroken { def = int(float64(def) * (1 - st.armorBreakAmt)) } return def } func trySave(st *combatState, player *Combatant, phaseName string) bool { if player.Mods.DeathSave && !st.deathSaveUsed { st.deathSaveUsed = true st.playerHP = 1 st.events = append(st.events, CombatEvent{ Round: st.round, Phase: phaseName, Actor: "player", Action: "death_save", PlayerHP: 1, EnemyHP: st.enemyHP, Desc: "Sovereign", }) return true } return false } func finalize(result CombatResult, st *combatState, player, enemy Combatant) CombatResult { result.Events = st.events result.PlayerEndHP = st.playerHP result.EnemyEndHP = st.enemyHP result.TotalRounds = st.round result.PlayerWon = st.enemyHP <= 0 playerMax := max(1, player.Stats.MaxHP) enemyMax := max(1, enemy.Stats.MaxHP) if result.PlayerWon && st.playerHP > 0 { result.NearDeath = float64(st.playerHP) < float64(playerMax)*0.15 winnerRemaining := float64(st.playerHP) / float64(playerMax) result.Closeness = 1.0 - winnerRemaining } else if !result.PlayerWon { enemyRemaining := float64(st.enemyHP) / float64(enemyMax) result.NearDeath = enemyRemaining < 0.15 result.Closeness = 1.0 - enemyRemaining } return result }