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namespace Theriapolis.Core.Rules.Combat;
/// <summary>
/// Mutable per-turn state for the active combatant: action / bonus action /
/// reaction availability and remaining movement budget. The
/// <see cref="Encounter"/> rebuilds this when each new turn begins; the
/// <see cref="Resolver"/> consumes resources as the combatant uses them.
///
/// Phase 5 M4 tracks the booleans but doesn't enforce them inside Resolver
/// (callers can attack twice in a turn if they want — useful for tests).
/// M5 introduces per-action-cost gating in the live PlayScreen wrapper.
/// </summary>
public struct Turn
{
public int CombatantId;
public bool ActionAvailable;
public bool BonusActionAvailable;
public bool ReactionAvailable;
public int RemainingMovementFt;
public static Turn FreshFor(int combatantId, int speedFt) => new()
{
CombatantId = combatantId,
ActionAvailable = true,
BonusActionAvailable = true,
ReactionAvailable = true,
RemainingMovementFt = speedFt,
};
public void ConsumeAction() => ActionAvailable = false;
public void ConsumeBonusAction() => BonusActionAvailable = false;
public void ConsumeReaction() => ReactionAvailable = false;
public void ConsumeMovement(int feet)
{
RemainingMovementFt -= feet;
if (RemainingMovementFt < 0) RemainingMovementFt = 0;
}
}