import { clampPlayerLevel } from "./progression"; /** * Normal campaign dungeons scale to the character instead of retaining the * source client's original 15-80 level gates. Bosses keep a one-level edge so * encounter hierarchy remains visible without making the opening tier lethal. */ export function scaledDungeonEnemyLevel(characterLevel: number, boss: boolean): number { return clampPlayerLevel(characterLevel + (boss ? 1 : 0)); }