pub(crate) fn aura_stacks_by_id(
state: &CombatState,
buf: &DenseBuffer,
aura_id: u32,
source: ActorId,
target: Option<EnemyIdx>,
) -> i32pub(crate) fn aura_stacks_by_id(
state: &CombatState,
buf: &DenseBuffer,
aura_id: u32,
source: ActorId,
target: Option<EnemyIdx>,
) -> i32