feat(combat-specific): ✨ Update siege combat resolution logic with fortified/damage mechanics and turn-based handling
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 8 additions and 2 deletions
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@ -403,8 +403,14 @@ impl CombatResolver {
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let city_dmg = (damage_to_defender as f32 * siege_mult).round() as i32;
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(city_dmg, (city_hp - city_dmg).max(0))
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} else {
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// Melee vs city: damage goes to city HP
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(damage_to_defender, (city_hp - damage_to_defender).max(0))
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// Melee vs city: only a fraction of unit damage translates to
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// city structural HP. Siege units are the intended counter to
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// walls (via Siege combat_type which applies siege_city_bonus).
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// Halves the effectiveness of warrior-rush captures that were
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// breaking T99/T106 wins in prior batches.
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let melee_city_fraction: f32 = 0.50;
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let city_dmg = (damage_to_defender as f32 * melee_city_fraction).round() as i32;
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(city_dmg, (city_hp - city_dmg).max(0))
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}
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} else {
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(0, 0)
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