fix: soul drain death check for StatusEffect upfront damage#316
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…path StatusEffect branch in CombatSystem applied upfront spell damage (via _calculateStatusEffect) but never checked if it killed the defender. PhysicalDamage and MagicDamage branches both had `if (currentHp <= 0) defenderDied = true` but StatusEffect was missing it entirely. This caused damage_debuff spells (Soul Drain, Marked Shot, Expose Weakness, Entangle) to bring enemies to 0 HP without triggering the death flag, creating unkillable zombie enemies that fight forever. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
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Summary
damage_debuffspells (Soul Drain, Marked Shot, Expose Weakness, Entangle) bring enemies to 0 HP but never set thediedflag — creating unkillable zombie enemiesRoot Cause
_calculateStatusEffectapplies upfront spell damage and clamps HP to 0, but the StatusEffect branch never setsactionOutcomeData.defenderDied = true. The PhysicalDamage and MagicDamage branches both had this check; StatusEffect was missing it.Test plan
forge buildpasses (exit 0)0xDc34...5678)SoulDrainKill.integration.t.sol) — needs local devnode🤖 Generated with Claude Code