pub(crate) fn target_aura_mechanic_mask(
state: &CombatState,
buf: &DenseBuffer,
target: EnemyIdx,
now: SimTime,
) -> MechanicMaskpub(crate) fn target_aura_mechanic_mask(
state: &CombatState,
buf: &DenseBuffer,
target: EnemyIdx,
now: SimTime,
) -> MechanicMask