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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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@@ -154,6 +154,8 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
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seats := sess.SeatUserIDs()
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players := make([]*Combatant, len(seats))
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levels := make([]int, len(seats))
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companions := make([]bool, len(seats))
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var enemy Combatant
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for seat, uid := range seats {
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// The ability this seat armed was consumed once, at fight start, and its
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@@ -172,18 +174,16 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
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player, en, _ := p.companionCombatant(class, level, monster, int(zone.Tier), run.DMMood)
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applySessionBuffs(&player, st)
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players[seat] = &player
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levels[seat], companions[seat] = level, true
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if seat == 0 {
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// Unreachable today (seat 0 is always the leader), but if it ever
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// isn't, the enemy still has to come from somewhere.
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enemy = en
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if sess.IsParty() {
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enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, sess.RosterSize())
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}
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}
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continue
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}
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player, e, _, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood, st.ArmedAbility)
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player, e, dc, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood, st.ArmedAbility)
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if err != nil {
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return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err)
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}
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@@ -194,22 +194,47 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
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// stat deltas are applied here — and only that seat's own.
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applySessionBuffs(&player, st)
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players[seat] = &player
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if dc != nil {
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levels[seat] = dc.Level
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}
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if seat == 0 {
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// The enemy build reads only (monster, tier, dmMood): every seat
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// rebuilds the identical stat block, so seat 0's copy is the fight's.
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// Only the *player* half of the build varies by seat.
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enemy = e
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// Party-only enemy HP bump, re-derived each turn from the template so
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// it never compounds. Matches the scalar startPartyCombatSession used
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// for the initial persist; solo (roster 1) scales by 1.0.
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if sess.IsParty() {
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enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, sess.RosterSize())
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}
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}
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}
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// What each seat costs the enemy, priced against the leader. This runs after
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// the loop and not inside it, because a seat's weight is relative to seat 0's
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// level and the enemy's HP is scaled off the *summed* weight — neither is known
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// until every seat is built.
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applySeatWeights(players, levels, companions)
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// Party-only enemy HP bump, re-derived each turn from the template so it never
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// compounds. Matches the scalar startPartyCombatSession used for the initial
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// persist; solo (one seat, weight 1) scales by 1.0.
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if sess.IsParty() {
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enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, partyWeight(players))
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}
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return players, &enemy, nil
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}
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// applySeatWeights prices every seat against the leader's level. Seat 0 is the
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// leader and always weighs a full 1.0.
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func applySeatWeights(players []*Combatant, levels []int, companions []bool) {
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if len(players) == 0 {
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return
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}
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leaderLevel := levels[0]
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for i, c := range players {
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if c == nil {
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continue
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}
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c.SeatWeight = seatWeight(levels[i], leaderLevel, companions[i])
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}
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}
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// seatFightStartMods re-derives the modifiers a finished fight's close-out still
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// needs: the Berserker's rage flag, which decides whether the character owes a
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// point of exhaustion, and the Necromancy Mage's Grim Harvest stash.
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