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The rage threshold check sat only at the top of resolvePlayerAttack, so a player who took a threshold-crossing hit and was then killed by the very next enemy swing (before getting back to their own attack) would never see "rage" emitted — even though HP visibly crossed 50% while alive. Extracted maybeTriggerOrcRage shared by both sites: - Top of resolvePlayerAttack (unchanged UX: rage applies same-round when the player swings after the enemy hit). - End of runRound as a backstop (catches cross-round two-shots). st.raged guards against double-emit. Fixes the flaky TestOrcRageFiresOnLowHP; 10/10 repeats green.
56 KiB
56 KiB