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Add 'Damage' abstraction #4
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This centralizes functionality in a single abstraction that can be used in all places that handle damage values.
Fixes a off-by-one mistake in fire arrow damage randomization logic that was preventing the final damage from ever being the maximum value of the range. For example, a 1-10 fire damage item would only ever do between 1 and 9 damage.
Will be used in a few places where it is important to make the distinction between fixed and variable damage (i.e. printing values, oil applicaiton, etc).
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This PR introduces a new Damage struct to abstract damage values (min/max vs constant) and randomization logic in a single place. All methods and models that had a pair of int values now leverage a Damage instance in its place.