Combat frontend rewrite: Clean architecture with structured messages, animations, and i18n
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@@ -600,7 +600,7 @@ async def npc_attack(player_id: int, combat: dict, npc_def, reduce_armor_func) -
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actual_damage = max(1, npc_damage - armor_absorbed)
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new_player_hp = max(0, player['hp'] - actual_damage)
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message += create_combat_message("enemy_attack", npc_name=npc_def.name, damage=npc_damage, armor_absorbed=armor_absorbed)
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message += create_combat_message("enemy_attack", origin="enemy", npc_name=npc_def.name, damage=npc_damage, armor_absorbed=armor_absorbed)
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if armor_absorbed > 0:
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message += f" (Armor absorbed {armor_absorbed})"
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