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Damage.h
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140 [[nodiscard]] Result<void> configureSettlementRules(const settlement::SettlementRuleSet& rules);
143 [[nodiscard]] Result<DamageAmounts> preview(const CombatState& target, const DamageRequest& request) const;
152 [[nodiscard]] Result<DamageOutcome> apply(CombatState& target, const DamageRequest& request) const;
Renderer- and ruleset-neutral gameplay action pipeline.
Move-only, checked operation results for the common layer.
Declarative, domain-neutral rules for buffs and gameplay effects.
Stable reference to a runtime gameplay subject.
DamageRuntime(const IDamageRule *rule=nullptr, HitReactionPolicy policy={})
Construct with an optional borrowed rule provider and owning policy copy.
Definition Damage.h:128
virtual Result< DamageAmounts > evaluate(const DamageRequest &request, const CombatState &target) const =0
Resolve final non-negative amounts without mutating target state.
Deterministically ordered, composable settlement pipeline.
Definition Settlement.h:542
Validated immutable-style rule collection installable into pipelines.
Definition SettlementRules.h:77
Definition ActionDamageSink.cpp:9
@ Flinch
@ Stagger
@ Knockdown
DamageRuleSource
Indicates whether default amounts or an injected rule produced the outcome.
Definition Damage.h:29
@ Provider
Domain-neutral, deterministic settlement pipeline.
Mutable combat state owned by the gameplay domain for one subject.
Definition Damage.h:37
Provider result prepared before the authoritative state is mutated.
Definition Damage.h:67
Complete owning audit result of one committed damage transaction.
Definition Damage.h:98
settlement::SettlementRequest settlementRequest
Exact owning request executed by the shared settlement pipeline.
Definition Damage.h:112
settlement::SettlementResult settlementResult
Complete owning settlement audit retained for replay and verification.
Definition Damage.h:114
Result< void > validate() const
Validate target, canonical gameplay-tag damage type and finite amounts.
Definition Damage.cpp:151
double availableShield
Shield balance available to this transaction; the caller commits reported consumption.
Definition Damage.h:59
double incomingDamageMultiplier
Target-owned effect multiplier applied in the target-mitigation settlement stage.
Definition Damage.h:57
std::optional< action::ActionExecutionId > actionExecution
Definition Damage.h:52
Threshold policy for deterministic reaction selection.
Definition Damage.h:89
Result< void > validate() const
Validate finite non-negative thresholds and fraction in [0,1].
Definition Damage.cpp:171
double staggerPoiseFraction
Definition Damage.h:91
double flinchDamageThreshold
Definition Damage.h:90
Renderer/physics-neutral knockback impulse authored in world units.
Definition Damage.h:19
Domain-neutral input to one settlement operation.
Definition Settlement.h:107
Complete observable outcome of one successful settlement.
Definition Settlement.h:163