Commit pending working-tree changes (local edits, line endings)

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cthangover committed 2026-10-21 12:31:54 +02:00
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commit 18616852e1
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+1315 -1315

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+37 -37
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@@ -1,37 +1,37 @@
# Godot 4.x
.godot/
.idea/
sdk/
bin/
obj/
#ai
.omo/
.opencode/
gen/
obj/
bin/
*.tres~
*.tscn~
# GDScript LSP
.godot/
# Export
*.exe
*.dmg
*.apk
*.aab
*.pck
*.zip
*.log
# OS
.DS_Store
Thumbs.db
# Editor
*.import
*.godot.uid
# Godot 4.x
.godot/
.idea/
sdk/
bin/
obj/
#ai
.omo/
.opencode/
gen/
obj/
bin/
*.tres~
*.tscn~
# GDScript LSP
.godot/
# Export
*.exe
*.dmg
*.apk
*.aab
*.pck
*.zip
*.log
# OS
.DS_Store
Thumbs.db
# Editor
*.import
*.godot.uid
+56 -56
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@@ -1,56 +1,56 @@
using Cthangover.Core.Cards.StatusEffect;
using Cthangover.Core.Characters;
using Cthangover.Core.Utils;
using Godot;
namespace Cthangover.FFBattle.Actions
{
/// <summary>
/// Executes a physical attack action. Calculates damage as
/// <c>action.Attack × user.Attack</c>, then routes through
/// <see cref="StatusEffectQueue.OnDealDamage"/> and
/// <see cref="StatusEffectQueue.OnTakeDamage"/> for status-effect
/// hooks. Subtraction is applied defence-first: <see cref="CharacterAttributes.Defence"/>
/// absorbs damage point-for-point before health is reduced.
/// Registered under ID <c>"physics/attack"</c>.
/// </summary>
public class FFDamageExecutor : ActionBase
{
/// <summary>Hub registry key for this executor.</summary>
public override string ID => "FFDamageExecutor";
/// <summary>Applies attack damage with status hooks and defence absorption; consumes the action's required points.</summary>
public override ChangedAttributes Execute(ActionCharacter action, Character user, Character target)
{
if (target == null || user == null || !CheckRequiredAndUsePoint(action, user))
return new ChangedAttributes { Result = false };
var damageDelta = Mathf.RoundToInt(action.GetFloat("Attack", 1f) * user.Attributes.Attack.Value);
StatusEffectService.Of(target).OnTakeDamage(user, ref damageDelta);
StatusEffectService.Of(user).OnDealDamage(target, ref damageDelta);
var defenceDelta = 0;
var ignoreArmor = user.HasPassiveEffect("IgnoreArmor");
if (!ignoreArmor && target.Attributes.Defence.Value > 0)
{
defenceDelta = target.Attributes.Defence.Value >= damageDelta
? damageDelta
: target.Attributes.Defence.Value;
damageDelta -= defenceDelta;
}
target.Attributes.Defence.Value -= defenceDelta;
target.Attributes.Health.Value -= damageDelta;
GameLogger.Log("FF_BATTLE",
$"{user.Name} attacks {target.Name}: damage={damageDelta} defence={defenceDelta}",
LogLevel.Debug);
return new ChangedAttributes
{
Result = true,
Target = { Damage = damageDelta, Defence = -defenceDelta }
};
}
}
}
using Cthangover.Core.Cards.StatusEffect;
using Cthangover.Core.Characters;
using Cthangover.Core.Utils;
using Godot;
namespace Cthangover.FFBattle.Actions
{
/// <summary>
/// Executes a physical attack action. Calculates damage as
/// <c>action.Attack × user.Attack</c>, then routes through
/// <see cref="StatusEffectQueue.OnDealDamage"/> and
/// <see cref="StatusEffectQueue.OnTakeDamage"/> for status-effect
/// hooks. Subtraction is applied defence-first: <see cref="CharacterAttributes.Defence"/>
/// absorbs damage point-for-point before health is reduced.
/// Registered under ID <c>"physics/attack"</c>.
/// </summary>
public class FFDamageExecutor : ActionBase
{
/// <summary>Hub registry key for this executor.</summary>
public override string ID => "FFDamageExecutor";
/// <summary>Applies attack damage with status hooks and defence absorption; consumes the action's required points.</summary>
public override ChangedAttributes Execute(ActionCharacter action, Character user, Character target)
{
if (target == null || user == null || !CheckRequiredAndUsePoint(action, user))
return new ChangedAttributes { Result = false };
var damageDelta = Mathf.RoundToInt(action.GetFloat("Attack", 1f) * user.Attributes.Attack.Value);
StatusEffectService.Of(target).OnTakeDamage(user, ref damageDelta);
StatusEffectService.Of(user).OnDealDamage(target, ref damageDelta);
var defenceDelta = 0;
var ignoreArmor = user.HasPassiveEffect("IgnoreArmor");
if (!ignoreArmor && target.Attributes.Defence.Value > 0)
{
defenceDelta = target.Attributes.Defence.Value >= damageDelta
? damageDelta
: target.Attributes.Defence.Value;
damageDelta -= defenceDelta;
}
target.Attributes.Defence.Value -= defenceDelta;
target.Attributes.Health.Value -= damageDelta;
GameLogger.Log("FF_BATTLE",
$"{user.Name} attacks {target.Name}: damage={damageDelta} defence={defenceDelta}",
LogLevel.Debug);
return new ChangedAttributes
{
Result = true,
Target = { Damage = damageDelta, Defence = -defenceDelta }
};
}
}
}
+34 -34
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@@ -1,34 +1,34 @@
using Cthangover.Core.Characters;
using Cthangover.Core.Utils;
namespace Cthangover.FFBattle.Actions
{
/// <summary>
/// Executes a defensive action (buff/barrier). Increases the target's
/// <see cref="CharacterAttributes.Defence"/> by the value stored in
/// the <c>"Defence"</c> property on the action (default 4).
/// Defence acts as a shield against incoming physical damage in the
/// <see cref="FFDamageExecutor"/>. Registered under ID <c>"physics/defence"</c>.
/// </summary>
public class FFDefenceExecutor : ActionBase
{
/// <summary>Hub registry key for this executor.</summary>
public override string ID => "FFDefenceExecutor";
/// <summary>Adds the action's "Defence" value (default 4) to the target's defence shield.</summary>
public override ChangedAttributes Execute(ActionCharacter action, Character user, Character target)
{
if (target == null || user == null || !CheckRequiredAndUsePoint(action, user))
return new ChangedAttributes { Result = false };
var defenceDelta = action.GetInt("Defence", 4);
target.Attributes.Defence.Value += defenceDelta;
GameLogger.Log("FF_BATTLE",
$"{user.Name} defends → +{defenceDelta} defence for {target?.Name}",
LogLevel.Debug);
return new ChangedAttributes { Result = true, Target = { Defence = defenceDelta } };
}
}
}
using Cthangover.Core.Characters;
using Cthangover.Core.Utils;
namespace Cthangover.FFBattle.Actions
{
/// <summary>
/// Executes a defensive action (buff/barrier). Increases the target's
/// <see cref="CharacterAttributes.Defence"/> by the value stored in
/// the <c>"Defence"</c> property on the action (default 4).
/// Defence acts as a shield against incoming physical damage in the
/// <see cref="FFDamageExecutor"/>. Registered under ID <c>"physics/defence"</c>.
/// </summary>
public class FFDefenceExecutor : ActionBase
{
/// <summary>Hub registry key for this executor.</summary>
public override string ID => "FFDefenceExecutor";
/// <summary>Adds the action's "Defence" value (default 4) to the target's defence shield.</summary>
public override ChangedAttributes Execute(ActionCharacter action, Character user, Character target)
{
if (target == null || user == null || !CheckRequiredAndUsePoint(action, user))
return new ChangedAttributes { Result = false };
var defenceDelta = action.GetInt("Defence", 4);
target.Attributes.Defence.Value += defenceDelta;
GameLogger.Log("FF_BATTLE",
$"{user.Name} defends → +{defenceDelta} defence for {target?.Name}",
LogLevel.Debug);
return new ChangedAttributes { Result = true, Target = { Defence = defenceDelta } };
}
}
}
+37 -37
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@@ -1,37 +1,37 @@
using Cthangover.Core.Cards.StatusEffect;
using Cthangover.Core.Characters;
using Cthangover.Core.Utils;
namespace Cthangover.FFBattle.Actions
{
/// <summary>
/// Applies a stun status effect to the target for a configurable number of turns.
/// Reads the turn count from the <c>"Turn"</c> property on the action (default 3).
/// Stunned characters are skipped during turn iteration in
/// <see cref="FFBattleCore.TryNextCharacterOrEndTurn"/> and
/// <see cref="FFBattleCore.RunEnemyTurn"/>. Registered under ID <c>"physics/stun"</c>.
/// </summary>
public class FFStunExecutor : ActionBase
{
/// <summary>Hub registry key for this executor.</summary>
public override string ID => "FFStunExecutor";
/// <summary>Adds the stun effect for the action's "Turn" count (default 3); stun-immune targets consume the points but stay un-stunned.</summary>
public override ChangedAttributes Execute(ActionCharacter action, Character user, Character target)
{
if (target == null || user == null || !CheckRequiredAndUsePoint(action, user))
return new ChangedAttributes { Result = false };
if (target.HasPassiveEffect("StunImmune"))
return new ChangedAttributes { Result = true };
var turns = action.GetInt("Turn", 3);
StatusEffectService.Of(target).Add("effect/physics/stun", turns);
GameLogger.Log("FF_BATTLE",
$"{user.Name} stuns {target.Name} for {turns} turns",
LogLevel.Debug);
return new ChangedAttributes { Result = true };
}
}
}
using Cthangover.Core.Cards.StatusEffect;
using Cthangover.Core.Characters;
using Cthangover.Core.Utils;
namespace Cthangover.FFBattle.Actions
{
/// <summary>
/// Applies a stun status effect to the target for a configurable number of turns.
/// Reads the turn count from the <c>"Turn"</c> property on the action (default 3).
/// Stunned characters are skipped during turn iteration in
/// <see cref="FFBattleCore.TryNextCharacterOrEndTurn"/> and
/// <see cref="FFBattleCore.RunEnemyTurn"/>. Registered under ID <c>"physics/stun"</c>.
/// </summary>
public class FFStunExecutor : ActionBase
{
/// <summary>Hub registry key for this executor.</summary>
public override string ID => "FFStunExecutor";
/// <summary>Adds the stun effect for the action's "Turn" count (default 3); stun-immune targets consume the points but stay un-stunned.</summary>
public override ChangedAttributes Execute(ActionCharacter action, Character user, Character target)
{
if (target == null || user == null || !CheckRequiredAndUsePoint(action, user))
return new ChangedAttributes { Result = false };
if (target.HasPassiveEffect("StunImmune"))
return new ChangedAttributes { Result = true };
var turns = action.GetInt("Turn", 3);
StatusEffectService.Of(target).Add("effect/physics/stun", turns);
GameLogger.Log("FF_BATTLE",
$"{user.Name} stuns {target.Name} for {turns} turns",
LogLevel.Debug);
return new ChangedAttributes { Result = true };
}
}
}
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