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path: root/internal/combat/formulas.go
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package combat

import "math/rand"

func EffectiveRoll(level int, styleBonus int, equipBonus int) int {
	effective := level + styleBonus + 8
	return effective * (equipBonus + 64)
}

func HitChance(attackRoll, defenseRoll int) float64 {
	a := float64(attackRoll)
	d := float64(defenseRoll)
	if a > d {
		return 1.0 - (d+2.0)/(2.0*(a+1.0))
	}
	return a / (2.0 * (d + 1.0))
}

func HitCheck(attackRoll, defenseRoll int) bool {
	chance := HitChance(attackRoll, defenseRoll)
	return rand.Float64() < chance
}

func MaxHit(level int, styleBonus int, equipBonus int) int {
	effective := level + styleBonus + 8
	hit := (effective * (equipBonus + 64)) / 512
	if hit < 1 {
		hit = 1
	}
	return hit
}

func RollDamage(maxHit int) int {
	if maxHit <= 0 {
		return 0
	}
	return 1 + rand.Intn(maxHit)
}

func AttackStyleBonus(style string) (attack, strength, defense int) {
	switch style {
	case "accurate":
		return 3, 0, 0
	case "aggressive":
		return 0, 3, 0
	case "defensive":
		return 0, 0, 3
	case "balanced":
		return 1, 1, 1
	default:
		return 0, 0, 0
	}
}

func RangedStyleBonus(style string) (ranged, defense int) {
	switch style {
	case "accurate":
		return 3, 0
	case "aggressive":
		return 3, 0
	case "defensive":
		return 0, 3
	case "balanced":
		return 1, 1
	default:
		return 0, 0
	}
}

func SelectBonus(attackType string, stab, slash, crush, science, ranged int) int {
	switch attackType {
	case "stab":
		return stab
	case "slash":
		return slash
	case "crush":
		return crush
	case "science":
		return science
	case "ranged":
		return ranged
	default:
		return crush
	}
}