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Module systems

Module systems 

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Combat system functions operating on crate::context::CombatCtx and typed buffer accessors.

ModulesΒ§

absorbs πŸ”’
Shared mutable absorb-pool consumption for damage and healing pipelines.
aoe πŸ”’
AoE target-count resolution and per-target damage multipliers.
async_stacks πŸ”’
Asynchronous per-stack buff expiry.
auras πŸ”’
Aura application, expiry, stacking, snapshotting, and exclusive-group handling.
auto_attack πŸ”’
Auto-attack swing scheduling, damage, and earliest-swing queries.
buffs πŸ”’
Aggregation of active aura buff effects and haste/GCD derivations.
casting πŸ”’
channel πŸ”’
Channeled-spell per-tick cost, damage, and early-end handling.
cooldowns πŸ”’
Cooldown start, reduction, reset, and charge-recharge logic.
damage_pipeline πŸ”’
The damage pipeline: request types, setup resolution, single-hit rolls, and dispatch.
effects πŸ”’
ground_effects πŸ”’
guardians πŸ”’
Temporary guardian lifecycle and action scheduling.
healing_pipeline πŸ”’
Healing pipeline mirroring damage setup, crit/versatility, target modifiers, and application.
health_thresholds πŸ”’
mastery πŸ”’
Per-spec mastery: each spec’s MasteryFn returns a hit’s mastery damage multiplier.
periodic πŸ”’
Periodic (DoT/HoT/resource) aura tick processing and rescheduling.
pet_actions πŸ”’
Persistent-pet resource, priority-list, and global-cooldown scheduling.
procs πŸ”’
Per-impact proc firing and resource-event telemetry emission.
resources πŸ”’
Primary/secondary resource spend, gain, and haste-scaled regeneration.
spell_gates πŸ”’