feat(simulator): ✨ Update siege damage and success conditions to integrate with city HP for balanced simulation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 11 additions and 9 deletions
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@ -27,14 +27,16 @@ 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=0.70 (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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/// Scales by tier: 0=1.0, 1=0.40 (walls), 2=0.25 (castle).
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/// p1-29 R5a: tightened from 0.70/0.55 → 0.40/0.25 so a walled city resists
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/// overwhelming siege ("+200% defense" handoff target). Paired with the
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/// melee-to-city damage fraction in resolver.rs and the BASE_CITY_HP=500 bump
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/// in mc-city. Siege units bypass via `siege_city_bonus`.
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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 => 0.70,
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_ => 0.55,
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1 => 0.40,
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_ => 0.25,
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}
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}
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@ -143,12 +145,12 @@ mod tests {
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"tier 0 (no walls) = 1.0"
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);
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assert!(
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(melee_wall_penalty(1) - 0.70).abs() < EPS,
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"tier 1 (walls) = 0.70"
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(melee_wall_penalty(1) - 0.40).abs() < EPS,
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"tier 1 (walls) = 0.40"
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);
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assert!(
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(melee_wall_penalty(2) - 0.55).abs() < EPS,
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"tier 2 (castle) = 0.55"
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(melee_wall_penalty(2) - 0.25).abs() < EPS,
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"tier 2 (castle) = 0.25"
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);
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}
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