feat(combat-specific): Update siege combat resolution logic with fortified/damage mechanics and turn-based handling

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
autocommit 2026-04-16 11:47:19 -07:00
parent da57c8faa6
commit 5774782635

View file

@ -403,8 +403,14 @@ impl CombatResolver {
let city_dmg = (damage_to_defender as f32 * siege_mult).round() as i32;
(city_dmg, (city_hp - city_dmg).max(0))
} else {
// Melee vs city: damage goes to city HP
(damage_to_defender, (city_hp - damage_to_defender).max(0))
// Melee vs city: only a fraction of unit damage translates to
// city structural HP. Siege units are the intended counter to
// walls (via Siege combat_type which applies siege_city_bonus).
// Halves the effectiveness of warrior-rush captures that were
// breaking T99/T106 wins in prior batches.
let melee_city_fraction: f32 = 0.50;
let city_dmg = (damage_to_defender as f32 * melee_city_fraction).round() as i32;
(city_dmg, (city_hp - city_dmg).max(0))
}
} else {
(0, 0)