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hbm-foundry-system/src/logic/damage.ts

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/**
* 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<string, unknown>) => Promise<unknown>;
toggleStatusEffect?: (id: string, options?: any) => Promise<any> | any;
effects?: { find: (fn: (e: any) => boolean) => any };
}
export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): Promise<DamageReport> {
const total = Math.max(0, Math.floor(opts.amount));
const a = actor.system.attributes;
const updates: Record<string, unknown> = {};
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<any> | 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[] = [
`<strong>${actor.name}</strong> - ${game.i18n.localize('HBM.damage.report.title')}: <strong>${total}</strong>`,
];
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')}: ${report.hpDamage}`);
await ChatMessage.create({ content: `<div class="hbm-damage-report">${lines.join('<br/>')}</div>` });
}
return report;
}