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Combat engine §6: the rooms get the small change, the boss keeps the big slots
The first cut let a caster cast in auto-resolved rooms and capped nothing but upcasting. The sweep said that was half a fix. Room deaths fell for every caster — mage 131 -> 105, sorcerer 118 -> 105 — and fleeing collapsed, which is what §6 predicted. But elite and boss deaths exploded behind it: mage 7 -> 38 and 19 -> 61, sorcerer 14 -> 51 and 15 -> 65. They were winning the trash rooms and arriving at the thing that matters with an empty pool. Net, mage and sorcerer came out of §6 worse than they went in (-34 and -37 runs cleared). "Never upcast" is not a reserve. A mage's native-level spells ARE its boss kit, so casting them at native level in a goblin room still spends the dragon's slots. Only a level cap reserves anything. So an ordinary room may reach for a 2nd-level slot and no higher. Every caster still owns a real spell down there — a cleric's inflict_wounds, everyone else's scorching_ray — but fireball, spirit_guardians, flame_strike and every slot the turn engine would upcast into stay in the caster's pocket until there is something worth spending them on. Claude-Session: https://claude.ai/code/session_01B2MwktU4RgfWkar8HM3zZn
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@@ -66,9 +66,27 @@ func (p *AdventurePlugin) autoCastForAutoResolve(
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return true
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}
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// roomSlotCap is the highest slot level an ordinary room may spend. Cantrips are
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// free and always available; anything above this is reserved for the elite and
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// the boss.
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//
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// The first cut of §6 had no cap — "never upcast" was supposed to be enough. It
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// was not, and the sweep said so: room deaths fell for every caster (mage 131 →
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// 105) while elite and boss deaths exploded (mage 7 → 38 and 19 → 61, sorcerer
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// 14 → 51 and 15 → 65). Casters were winning the trash rooms and arriving at the
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// thing that matters with an empty pool. Native-level is not a reserve, because
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// a mage's native-level spells ARE its boss kit; only a level cap is.
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//
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// 2 is where the two demands stop overlapping. Every caster owns a damage spell
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// at or below it (a cleric's guiding_bolt and inflict_wounds are both 1st), so
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// the rooms still get a real spell — but a fireball, a spirit_guardians, a
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// flame_strike, and every slot the turn engine would upcast into stays in the
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// caster's pocket until there is something worth spending it on.
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const roomSlotCap = 2
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// pickAutoResolveSpell is the best damage spell this caster can actually cast
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// right now: known, prepared, on their list, and backed by a slot they still
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// hold.
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// right now: known, prepared, on their list, at or under the room slot cap, and
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// backed by a slot they still hold.
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//
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// It casts at the spell's NATIVE level and never upcasts. simPickSpell upcasts
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// aggressively — correct there, because it runs in the turn engine at an elite
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@@ -115,8 +133,12 @@ func pickAutoResolveSpell(uid id.UserID, c *DnDCharacter) (SpellDefinition, int,
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if !onList {
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continue
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}
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// A cantrip is free; a leveled spell needs a slot still in hand.
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// A cantrip is free; a leveled spell needs a slot still in hand, and the
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// room only gets to reach for the small ones.
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if sp.Level > 0 {
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if sp.Level > roomSlotCap {
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continue
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}
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if pair, ok := slots[sp.Level]; !ok || pair[0]-pair[1] <= 0 {
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continue
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}
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@@ -50,18 +50,42 @@ func TestAutoCast_CasterCastsAndPaysForIt(t *testing.T) {
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if !p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy) {
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t.Fatal("a level-10 cleric with a full slot pool cast nothing")
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}
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// The spell has to actually land as damage — otherwise we spent a slot on air.
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if mods.SpellPreDamage <= 0 && enemy.MaxHP >= 100 {
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t.Fatalf("cast produced no damage: preDamage=%d enemyHP=%d", mods.SpellPreDamage, enemy.MaxHP)
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}
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// And it has to be PAID for. pickBestDamageSpell reads the theoretical class
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// slot table; if we had reused it here the spell would be infinite — the same
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// free-lunch bug that gave the companion an unlimited body.
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// It has to be PAID for. pickBestDamageSpell reads the theoretical class slot
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// table; if we had reused it here the spell would be infinite — the same
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// free-lunch bug that gave the companion an unlimited body. The slot is spent
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// whether or not the spell connects, exactly as it is at a real table.
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if used := usedSlots(t, uid); used != 1 {
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t.Fatalf("slots used = %d, want exactly 1 — the spell must cost a real slot", used)
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}
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}
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// The slot has to buy damage. Not on any GIVEN cast — under the room slot cap a
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// cleric reaches for inflict_wounds, which is an attack-roll spell and is
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// allowed to miss — but a caster who spends its pool and never scratches
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// anything would be strictly worse than swinging the mace.
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func TestAutoCast_SpellActuallyDealsDamage(t *testing.T) {
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setupEmptyTestDB(t)
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p := &AdventurePlugin{}
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uid, c := autocastCleric(t, "damage")
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landed := 0
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for i := 0; i < 40; i++ {
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var mods CombatModifiers
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stats := CombatStats{MaxHP: 100, AC: 14}
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enemy := CombatStats{MaxHP: 1000, AC: 10}
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if !p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy) {
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continue
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}
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if mods.SpellPreDamage > 0 || enemy.MaxHP < 1000 {
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landed++
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}
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}
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if landed == 0 {
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t.Fatal("40 casts against AC 10 and not one dealt a point of damage — " +
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"the caster is spending slots on air")
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}
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}
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// The pool is finite: cast far more times than the caster has slots, and the
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// ledger must converge rather than run forever. This is the free-lunch guard —
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// reusing the harness's pickBestDamageSpell (which reads the theoretical class
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@@ -182,3 +206,49 @@ func TestAutoCast_DoesNotBurnTheBigSlots(t *testing.T) {
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spell.ID, slot, spell.Level)
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}
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}
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// The boss kit survives the walk in. This is the regression the first cut of §6
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// shipped and the sweep caught: with no cap, a caster spent its whole pool on
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// goblins and reached the boss empty — room deaths fell but boss deaths tripled
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// (mage 19 → 61, sorcerer 15 → 65). "Never upcast" is not a reserve, because a
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// mage's native-level spells ARE its boss kit.
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//
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// So: grind a full expedition's worth of rooms, and every slot above the cap
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// must still be sitting there untouched when the dragon opens its eyes.
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func TestAutoCast_ReservesTheBossSlots(t *testing.T) {
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for _, class := range []DnDClass{ClassMage, ClassSorcerer, ClassCleric, ClassWarlock} {
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t.Run(string(class), func(t *testing.T) {
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setupEmptyTestDB(t)
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p := &AdventurePlugin{}
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s := &SimRunner{P: p}
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uid := id.UserID("@autocast-reserve-" + string(class) + ":example.org")
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c, err := s.BuildCharacter(uid, class, 12)
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if err != nil {
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t.Fatal(err)
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}
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// A long expedition: far more rooms than the caster has slots.
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for i := 0; i < 60; i++ {
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var mods CombatModifiers
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stats := CombatStats{MaxHP: 100, AC: 14}
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enemy := CombatStats{MaxHP: 1000, AC: 14}
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p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy)
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}
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slots, err := getSpellSlots(uid)
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if err != nil {
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t.Fatal(err)
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}
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for lvl, pair := range slots {
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if lvl <= roomSlotCap {
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continue
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}
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if pair[1] != 0 {
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t.Errorf("level-%d slots: %d of %d spent in ordinary rooms — "+
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"that is the boss's kit, and the caster will arrive empty",
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lvl, pair[1], pair[0])
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}
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}
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})
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}
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}
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