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CombatFormulas

Struct CombatFormulas 

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pub struct CombatFormulas;
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Stateless damage resolution functions.

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impl CombatFormulas

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pub fn resolve( event: &DamageEvent, attacker: &CombatStats, defender: &CombatStats, resistances: &ResistanceProfile, ) -> HitResult

Resolve a single damage event, returning a HitResult.

Uses the provided roll value (from attacker’s entropy or RNG) instead of an actual RNG call, making the system fully deterministic and seedable.

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pub fn splash_damage( base_result: &HitResult, splash_radius: f32, distance: f32, ) -> f32

Splash damage — apply a full hit result at reduced strength to multiple targets.

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pub fn entropy_damage( base_damage: f32, defender_entropy: f32, attacker_entropy_amp: f32, ) -> f32

Entropy damage — additional chaos damage based on defender’s current entropy.

High-entropy targets take bonus damage; low-entropy targets are unaffected.

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pub fn gravity_damage( base_damage: f32, attacker_pos: Vec3, defender_pos: Vec3, ) -> f32

Gravity damage — scales with relative height difference between attacker and defender.

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pub fn temporal_slow_factor(damage: f32, defender_max_hp: f32) -> f32

Temporal damage — slows time for the defender based on damage dealt. Returns a slow factor in [0, 1] where 0 = full stop, 1 = normal.

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pub fn dps( damage_per_hit: f32, hits_per_second: f32, crit_chance: f32, crit_mult: f32, ) -> f32

Damage-per-second — useful for comparing damage sources.

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pub fn effective_hp(hp: f32, armor: f32) -> f32

Effective HP — actual HP accounting for armor reduction.

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