package tuning

// Defaults for enemy→hero damage (runtime_config JSON keys: enemyCombatDamageScale, enemyCombatDamageRollMin, enemyCombatDamageRollMax).
// Kept in proportion to combatPaceMultiplier vs legacy (28): same incoming DPS when attack intervals shrink.
// DefaultEnemyAttackIntervalMultiplier stretches only enemy swing spacing; DefaultEnemyCombatDamageScale is paired so incoming DPS stays in the same ballpark.
const (
	DefaultEnemyAttackIntervalMultiplier = 1.5 // enemyAttackIntervalMultiplier
	DefaultEnemyCombatDamageScale        = 1.0 // enemyCombatDamageScale
	DefaultEnemyCombatDamageRollMin      = 0.82
	DefaultEnemyCombatDamageRollMax      = 1.0
)

// Enemy HP regen: fraction of MaxHP healed per second (runtime_config JSON keys below).
// Hero attack intervals are often multi-second; regen accumulates over the full gap — keep rates low
// so net DPS stays positive (e.g. 0.003 ≈ 0.3%/s → ~3% MaxHP over a 10s gap).
// Loaded from DB via tuning.ReloadNow; use EffectiveEnemyRegen* when a positive DB value is required.
const (
	// Fraction of MaxHP healed per second. Must stay below hero sustained DPS / MaxHP at reference gear
	// or regen stalemates (long fights / maxSteps losses).
	DefaultEnemyRegenDefault      = 0.0012 // enemyRegenDefault
	DefaultEnemyRegenSkeletonKing = 0.00003 // enemyRegenSkeletonKing
	DefaultEnemyRegenForestWarden = 0.00010 // enemyRegenForestWarden
	DefaultEnemyRegenBattleLizard = 0.0005 // enemyRegenBattleLizard
)
