using System;
namespace KernelPanic.Combat
{
///
/// Carries source data for combat rolls so later passives can bias the result.
///
public readonly struct RollContext
{
public RollContext(CombatantState source)
{
Source = source;
}
public static RollContext None => new(null);
public CombatantState Source { get; }
}
///
/// Single combat randomness chokepoint. Seeded from RunConfig.RunSeed during boot for reproducible runs.
///
public static class RandomRoll
{
private static Random _random = new(0);
public static void Seed(int seed)
{
_random = new Random(seed);
}
public static int RollRange(int min, int max, RollContext context)
{
if (min > max)
{
(min, max) = (max, min);
}
// Mint's passive will flip this bool; no passive sets it in this scaffold.
if (context.Source != null && context.Source.ForceMaxRolls)
{
return max;
}
return _random.Next(min, max + 1);
}
}
}