pub(super) fn resolve_chain(
state: &CombatState,
source: ActorId,
anchor: SingleTargetSelector,
geometry: ChainGeometry,
context: ResolutionContext<'_>,
diagnostics: &mut ResolutionDiagnostics,
) -> Vec<EnemyIdx>pub(super) fn resolve_chain(
state: &CombatState,
source: ActorId,
anchor: SingleTargetSelector,
geometry: ChainGeometry,
context: ResolutionContext<'_>,
diagnostics: &mut ResolutionDiagnostics,
) -> Vec<EnemyIdx>