feat(mc-combat): ✨ Introduce Siege struct and resolution logic for siege combat scenarios
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 8 additions and 7 deletions
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@ -23,13 +23,14 @@ const RANGED_CITY_HP_FRACTION: f32 = 0.75;
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/// Compute the penalty multiplier for melee attacks against a walled city.
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/// Returns a value < 1.0 that the attacker's effective strength is multiplied by.
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/// Scales by tier: 0=1.0, 1=0.60 (walls), 2=0.45 (castle).
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/// Second pass from 0.70/0.55; first pass slowed but seed1 still fell T106.
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/// Scales by tier: 0=1.0, 1=0.70 (walls), 2=0.55 (castle).
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/// Paired with the melee-to-city damage fraction in resolver.rs that halves
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/// structural damage from non-siege melee attacks.
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pub fn melee_wall_penalty(wall_tier: i32) -> f32 {
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match wall_tier {
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0 => 1.0,
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1 => 0.60,
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_ => 0.45,
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1 => 0.70,
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_ => 0.55,
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}
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}
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@ -91,9 +92,9 @@ mod tests {
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#[test]
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fn melee_penalty_scales_by_tier() {
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assert!((melee_wall_penalty(0) - 1.0).abs() < 0.001);
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assert!((melee_wall_penalty(1) - 0.60).abs() < 0.001);
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assert!((melee_wall_penalty(2) - 0.45).abs() < 0.001);
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assert!((melee_wall_penalty(3) - 0.45).abs() < 0.001);
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assert!((melee_wall_penalty(1) - 0.70).abs() < 0.001);
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assert!((melee_wall_penalty(2) - 0.55).abs() < 0.001);
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assert!((melee_wall_penalty(3) - 0.55).abs() < 0.001);
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}
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#[test]
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