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Adds an optional *rand.Rand to combatState so a fight can be driven by a deterministic source. Auto-resolve leaves it nil and falls through to the package global in the same call order — behaviorally identical. Threads the source through calcDamage and rollWeaponDamage. Groundwork for the turn-based elite/boss engine and its timeout reaper, which seed the rng per combat_session to make fights resumable and replayable. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
21 KiB
21 KiB