pub(super) fn prepare_bound_damage_setup_for(
program: &CombatProgram,
state: &CombatInstance,
request: &BoundDamageRequest,
source: ActorId,
target: EnemyIdx,
now: SimTime,
) -> DamageSetuppub(super) fn prepare_bound_damage_setup_for(
program: &CombatProgram,
state: &CombatInstance,
request: &BoundDamageRequest,
source: ActorId,
target: EnemyIdx,
now: SimTime,
) -> DamageSetup