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Combat engine §2(a): the enemy charges for what a seat brings
Both scaling levers counted seats. partyEnemyHPScale gave +15% boss HP for any roster >= 2, and partyActionExpectation lifted the enemy from 1 to 2.4 attacks a round. A seat COUNT charges the same for an under-levelled friend, a hired NPC, and a true peer — so a below-median body cost a full seat's worth of boss and did not give a full seat's worth back. Measured, once the companion's free full-heal was taken away and he became honest: hiring him was WORSE than going alone (66.1% against solo's 69.0%). That is this bug, and it has been live for every under-levelled friend anyone has ever invited. Seats now carry a SeatWeight, and both levers scale on the summed weight of the LIVING seats rather than on a head count. The weight is level-based, priced against the leader, times a discount for a hireling (no subclass, no magic items, gear that is never Masterwork — the layers a player accrues and a hireling never will). Level, and deliberately not a power score: an HP-x-damage proxy would rank a cleric below a fighter and quietly make every mixed HUMAN party easier, which is a difficulty regression smuggled in under a bug fix. The safety argument is one property: **a peer weighs exactly 1.0**. So the curves interpolate between the integer knots the P8 sweep tuned — (1, 1.0), (2, 2.4), 2n-1 from 3 up — and every integer input returns exactly what it always returned. Solo is byte-identical, a party of same-level humans is byte-identical, both goldens hold unmoved, and only an UNEQUAL roster lands between the knots. That is the entire point of the change. It also finishes §2(b): a seat that is down now buys the enemy nothing. §2(b) fixed the head-count half; a corpse still carried its full weight until this. Measured, 640 runs/arm, same grid: solo 69.0% (unchanged — corpus intact) + Pete 76.8% (+7.8pp) + a human cleric peer 77.6% (+8.6pp) band solo +Pete lift trailing (<40%) 10.0% 31.0% +21.0pp middle 58.9% 76.8% +17.9pp leading (>=70%) 93.5% 99.2% +5.7pp Help, never a carry: he rescues the players who were drowning and barely moves the ones who were already fine — and he stays below a real human of the leader's level, which is the invariant a hireling must never break. Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
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@@ -58,6 +58,10 @@ func (p *AdventurePlugin) buildFightSeats(
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senderSkip = why
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}
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}
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// Parallel to `seats`, so a skipped member leaves no gap: what a seat costs the
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// enemy is priced from these once the roster is final.
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var levels []int
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var companions []bool
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for i, uid := range roster {
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leader := i == 0
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@@ -84,6 +88,7 @@ func (p *AdventurePlugin) buildFightSeats(
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HPMax: player.Stats.MaxHP,
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Mods: player.Mods, C: &player, EngineDriven: true,
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})
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levels, companions = append(levels, level), append(companions, true)
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continue
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}
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@@ -122,7 +127,7 @@ func (p *AdventurePlugin) buildFightSeats(
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trySimAutoArm(c)
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armed = consumeArmedAbility(c)
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}
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player, e, _, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
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player, e, dc, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
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if err != nil {
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if leader {
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return nil, nil, "", "Couldn't set up the fight: " + err.Error()
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@@ -141,7 +146,17 @@ func (p *AdventurePlugin) buildFightSeats(
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seats = append(seats, CombatSeatSetup{
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UserID: uid, HP: hp, HPMax: hpMax, Mods: player.Mods, C: &player, ArmedAbility: armed,
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})
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lvl := 0
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if dc != nil {
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lvl = dc.Level
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}
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levels, companions = append(levels, lvl), append(companions, false)
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}
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// Price each seat against the leader. It runs here, over the seats that were
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// actually seated — a member who was skipped (downed, busy elsewhere) never
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// joined the fight and must not be charged to the enemy.
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applySeatWeights(seatCombatants(seats), levels, companions)
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return seats, enemy, senderSkip, ""
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}
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