/** * Damage application engine - flows through 4 layers: * 1. Magical Armor (DR + every 5 dmg absorbed degrades value by 1 via runicCounter) * 2. Magical Shield (raw temp HP; cannot be healed; vanishes at 0) * 3. Physical Armor (flat DR; optionally degrade `condition` by 1) * 4. Health (the leftover hits HP) * * Bypass flags allow effects to skip individual layers. * * After resolving, if HP loss meets the Oszołomiony threshold ⌈(C+U+D)/3⌉ * the effect is auto-applied to character actors. */ import { DamageType } from '../constants'; export interface ApplyDamageOptions { amount: number; type?: DamageType; ignoreMagicalArmor?: boolean; ignoreMagicalShield?: boolean; ignorePhysicalArmor?: boolean; damageArmor?: boolean; postChat?: boolean; } export interface DamageReport { amount: number; absorbed: { magicalArmor: number; magicalShield: number; physicalArmor: number }; hpDamage: number; shieldDropped: boolean; oszolomionyApplied: boolean; } interface ActorLike { name: string; type: string; system: any; update: (changes: Record) => Promise; toggleStatusEffect?: (id: string, options?: any) => Promise | any; effects?: { find: (fn: (e: any) => boolean) => any }; } export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): Promise { const total = Math.max(0, Math.floor(opts.amount)); const a = actor.system.attributes; const updates: Record = {}; const report: DamageReport = { amount: total, absorbed: { magicalArmor: 0, magicalShield: 0, physicalArmor: 0 }, hpDamage: 0, shieldDropped: false, oszolomionyApplied: false, }; let remaining = total; // Layer 1: Magical Armor - DR-based; runicCounter accumulates incoming damage. if (!opts.ignoreMagicalArmor && a.magicalArmor) { const dr = Math.max(0, Number(a.magicalArmor.value) || 0); const absorbed = Math.min(dr, remaining); if (absorbed > 0) { const incomingDmg = remaining; report.absorbed.magicalArmor = absorbed; remaining -= absorbed; const newCounter = (Number(a.magicalArmor.runicCounter) || 0) + incomingDmg; const decrements = Math.floor(newCounter / 5); const newValue = Math.max(0, dr - decrements); updates['system.attributes.magicalArmor.runicCounter'] = newCounter % 5; updates['system.attributes.magicalArmor.value'] = newValue; } } // Layer 2: Magical Shield - pure temp HP (raw subtraction). if (remaining > 0 && !opts.ignoreMagicalShield && a.magicalShield) { const shield = Math.max(0, Number(a.magicalShield.value) || 0); const taken = Math.min(shield, remaining); if (taken > 0) { report.absorbed.magicalShield = taken; remaining -= taken; const newShield = shield - taken; updates['system.attributes.magicalShield.value'] = newShield; if (newShield === 0) report.shieldDropped = true; } } // Layer 3: Physical Armor - flat DR; optionally degrade condition. if (remaining > 0 && !opts.ignorePhysicalArmor && a.physicalArmor) { const dr = Math.max(0, Number(a.physicalArmor.value) || 0); const absorbed = Math.min(dr, remaining); if (absorbed > 0) { report.absorbed.physicalArmor = absorbed; remaining -= absorbed; } if (opts.damageArmor && actor.type === 'character' && a.physicalArmor.condition != null) { // Decrement durability of the first equipped armor piece (character only) const items = (actor as any).items as Iterable | undefined; if (items) { for (const it of items) { if (it.type === 'gear' && it.system?.equipped && it.system?.category === 'armor') { const cond = Math.max(0, Number(it.system.armor?.condition ?? 0) - 1); await it.update({ 'system.armor.condition': cond }); break; } } } } } // Layer 4: Health if (remaining > 0 && a.health) { const hp = Math.max(0, Number(a.health.value) || 0); const newHp = Math.max(0, hp - remaining); report.hpDamage = hp - newHp; updates['system.attributes.health.value'] = newHp; } if (Object.keys(updates).length > 0) await actor.update(updates); if (opts.postChat ?? true) { const lines: string[] = [ `${actor.name} - ${game.i18n.localize('HBM.damage.report.title')}: ${total}`, ]; if (report.absorbed.magicalArmor) lines.push(`${game.i18n.localize('HBM.resources.magicalArmor')}: −${report.absorbed.magicalArmor}`); if (report.absorbed.magicalShield) lines.push(`${game.i18n.localize('HBM.resources.magicalShield')}: −${report.absorbed.magicalShield}${report.shieldDropped ? ' ✦' : ''}`); if (report.absorbed.physicalArmor) lines.push(`${game.i18n.localize('HBM.resources.physicalArmor')}: −${report.absorbed.physicalArmor}`); if (report.hpDamage) lines.push(`${game.i18n.localize('HBM.resources.health')}: −${report.hpDamage}`); await ChatMessage.create({ content: `
${lines.join('
')}
` }); } return report; }