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Sync development to main: ARM64 support + test infrastructure fixes #10
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51742d1
fix(combat): rebuild binary with relaxed spell damage validation
Mnehmos 13f3664
feat: Sync recent combat tool updates
Mnehmos 9974db8
feat: add list_rooms tool to spatial system
Mnehmos c5d650d
test(combat): add tests for terrain rendering in get_encounter_state
Mnehmos 8581f5d
fix(persistence): ensure database and encounters persist to APPDATA […
Mnehmos c67d1dd
fix(types): correct encounter schema types for database persistence
Mnehmos 884e784
feat(build): add ARM64 macOS (M1/M2/M3/M4) binary support
Mnehmos 0ec6f48
fix(tests): remove explicit vitest imports to fix test suite detection
Mnehmos 67e7a38
fix(tests): properly extract state from handleGetEncounterState respo…
Mnehmos 762c609
fix(combat): change isEnemy default from true to false
Mnehmos f2947d3
test: remove uncommitted movement_mechanics test file
Mnehmos 6d325d7
fix(tests): fix remaining test failures - 99.92% passing
Mnehmos 40802c8
test(combat): align damage param test with CRIT-006 security
Mnehmos d7e3544
test(spellcasting): add retry logic to flaky spell tests
Mnehmos c8fd445
Merge remote-tracking branch 'origin/main' into development
Mnehmos 6e89bfd
fix(tests): adapt CRUD tests to RichFormatter embedded JSON
Mnehmos 7dd965b
WIP: merge main into development - partial test fixes
Mnehmos 0fd1e4a
fix(tests): complete RichFormatter migration for all test files
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executeAttackrolls dice for string damage before checkingattackRoll.isHit, so misses still consume RNG and can throw on invalid damage expressions. This changes subsequent random outcomes (deterministic seeds diverge) and makes misses capable of failing the action even though no damage should be resolved. Move the damage roll inside the hit branch to keep RNG sequencing and error handling consistent with hit/miss results.Useful? React with 👍 / 👎.