N3/P6e: a party that fights every room

Only elite and boss doorways seated a roster. Everything else -- exploration
rooms, patrol encounters, harvest interrupts -- resolved through SimulateCombat
against ctx.Sender, and P6d made the walk commands leader-only. So on a 38-room
T5 expedition a party of three fought together twice and the leader soloed the
other ~35, then died alone while two untouched members stood at full HP.

The plan said the N-body core was already there and only the callers passed one
player. It wasn't: SimulateCombat built a one-seat roster internally. But the
resolution primitives already read st.c -- the cursor's Combatant -- because the
turn engine has called them that way since P3. Only the round loop needed
widening.

combat_engine_party.go carries it: simulateParty, simulatePartyRound,
roundInitiative, enemyTargetSeat. Every roster short-circuit collapses for one
seat, copying P3's solo exemptions, so the RNG draw order is unchanged and
SimulateCombat is now simulateParty([]Combatant{p}, ...).Seats[0].
TestCombatCharacterization is byte-identical; TestSimulateCombat_IsTheOneSeatPartyCase
pins the delegation event-for-event across 40 seeds.

zone_combat_party.go carries the callers' half: runZoneCombatRoster fans out the
character-scoped close-out (HP, XP, achievements, subclass, heal items burned,
Misty's repair) per seat, while loot, threat, kill records and death stay with
whoever knows the room. runZoneCombat remains the explicit solo entry point --
the arena calls it, and an arena bout must never drag in a party.

Death is read per seat off HP, never off the fight's terminal status: a timed-out
party can still have lost somebody, and a solo player at 0 HP has already ended
the fight, so PlayerEndHP <= 0 is exactly the old !TimedOut rule.

Preserved deliberately: a solo player can win at 0 HP (a retaliate aura kills the
swinger on the killing blow, and resolvePlayerAttack returns before enemyDown is
consumed) and is not marked dead. A party marks its downed seats dead on a win,
which is what finishPartyWin always did.

Solo T5 re-sweep is unregressed (fighter 47-73%, cleric 20-33%). Party of 3 now
clears 100% of every T5 cell, which is P8's problem: the enemy takes one turn per
round and swings at one seat, so a party of N deals xN damage and each member
takes ~1/N^2 of the solo incoming. An HP scalar cannot close that -- it restores
the fight's duration, not the enemy's action economy.
This commit is contained in:
prosolis
2026-07-10 06:32:29 -07:00
parent 32e3148755
commit 08d3053368
8 changed files with 1155 additions and 435 deletions

View File

@@ -482,333 +482,12 @@ func SimulateCombat(player, enemy Combatant, phases []CombatPhase) CombatResult
// The characterization test and the turn-based engine pass a seeded *rand.Rand
// so a fight is fully reproducible. Passing nil is behaviorally identical to
// the pre-injection code.
//
// This is the one-seat case of the N-body engine in combat_engine_party.go.
// Every roster short-circuit in there collapses for a single player, so the
// draw order — and therefore TestCombatCharacterization — is unchanged.
func simulateCombatWithRNG(player, enemy Combatant, phases []CombatPhase, rng *rand.Rand) CombatResult {
playerStart := player.Stats.MaxHP
if player.Stats.StartHP > 0 && player.Stats.StartHP < player.Stats.MaxHP {
playerStart = player.Stats.StartHP
}
enemyStart := enemy.Stats.MaxHP
if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
enemyStart = enemy.Stats.StartHP
}
// Solo roster: one seat, cursor parked on it for the whole fight. The
// resolution primitives read the cursor, so this is the degenerate case
// of the N-player model and draws RNG in exactly the pre-roster order.
seat0 := newActor(&player)
seat0.playerHP = playerStart
st := &combatState{
actor: seat0,
actors: []*actor{seat0},
enemyHP: enemyStart,
enemySkipFirst: player.Mods.SpellEnemySkipFirst,
rng: rng,
}
result := CombatResult{
PlayerStartHP: player.Stats.MaxHP,
PlayerEntryHP: playerStart,
EnemyStartHP: enemy.Stats.MaxHP,
EnemyEntryHP: enemyStart,
}
// Pre-combat: Arina sniper check
if player.Mods.SniperKillProc > 0 && st.randFloat() < player.Mods.SniperKillProc {
st.enemyHP = 0
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "npc", Action: "sniper_kill",
Damage: enemy.Stats.MaxHP, PlayerHP: st.playerHP, EnemyHP: 0,
Desc: "Arina",
})
result.SniperKilled = true
return finalize(result, st, player, enemy)
}
// Pre-combat: Coal Bomb / flat start damage
if player.Mods.FlatDmgStart > 0 {
dmg := player.Mods.FlatDmgStart
st.enemyHP = max(0, st.enemyHP-dmg)
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "consumable", Action: "flat_damage",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.enemyHP <= 0 {
return finalize(result, st, player, enemy)
}
}
// Pre-combat: queued spell. Resolved by applyPendingCast() before this
// runs — the modifiers carry the resolved damage and narrative hook.
if player.Mods.SpellPreDamageDesc != "" {
dmg := player.Mods.SpellPreDamage
resisted := dmg > 0 && enemyResistsSpells(&enemy, st)
if resisted {
dmg = max(1, dmg/2)
}
if dmg > 0 {
st.enemyHP = max(0, st.enemyHP-dmg)
}
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "player", Action: "spell_cast",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: player.Mods.SpellPreDamageDesc,
})
if resisted {
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "enemy", Action: "spell_fizzle",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
if st.enemyHP <= 0 {
return finalize(result, st, player, enemy)
}
}
// Pre-combat: Misty gourmet is now a per-round heal, no pre-combat damage
// Main simulation loop
for _, phase := range phases {
roundsThisPhase := phase.Rounds
// Add slight variance: ±1 round for non-Decisive phases
if phase.Name != "Decisive" && roundsThisPhase > 1 {
roundsThisPhase += st.roll(2) // 0 or +1
}
for r := 0; r < roundsThisPhase; r++ {
st.round++
if simulateRound(st, &player, &enemy, &phase, &result) {
return finalize(result, st, player, enemy)
}
}
}
// If we exhaust all phases without a kill, tiebreak by HP percentage
// to decide the *outcome* (PlayerWon flag) — but DO NOT zero out HP
// on the loser. Timeout = retreat, not lethal blow. Caller treats a
// timeout loss as "fight ended, no character death".
//
// Absolute-HP tiebreak (briefly used on the legacy ~120 HP scale) was
// wrong post HP-unification: monster pools (~30175) are 2-3× player
// pools (~1383), so absolute always favored the larger combatant
// even when the player took less proportional damage. Slight bias
// toward the player on exact ties (frac >=).
result.TimedOut = true
playerFrac := float64(st.playerHP) / float64(max(1, player.Stats.MaxHP))
enemyFrac := float64(st.enemyHP) / float64(max(1, enemy.Stats.MaxHP))
playerWonTiebreak := playerFrac >= enemyFrac
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: "exhaust", Actor: "system", Action: "timeout",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
out := finalize(result, st, player, enemy)
out.PlayerWon = playerWonTiebreak
return out
}
// simulateRound runs one round. Returns true if combat is over.
func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
phaseName := phase.Name
// Phase 9 spell: control effect (Hold Person, Sleep, Command) skips the
// enemy's attack for one round. Logged as a dedicated event so narrative
// can read it as a held/stunned beat rather than a generic miss.
enemyHeldThisRound := false
if st.enemySkipFirst {
st.enemySkipFirst = false
if enemyImmuneToControl(enemy, st) {
// fear_immune: the control spell can't take hold — the enemy acts
// as normal this round.
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "fear_resist",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
} else {
enemyHeldThisRound = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "spell_held",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
}
// Monster ability: check at round start
abilityDealtDamage := enemyHeldThisRound
if enemy.Ability != nil {
if abilityFires(enemy.Ability, phaseName, st) {
if applyAbility(st, player, enemy, phase, result) {
return true
}
// Cleave and lifesteal deal damage — skip normal enemy attack this round
switch enemy.Ability.Effect {
case "cleave", "lifesteal":
abilityDealtDamage = true
}
}
}
// Poison tick from previous round
if st.poisonTicks > 0 {
st.playerHP = max(0, st.playerHP-st.poisonDmg)
st.poisonTicks--
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "poison_tick",
Damage: st.poisonDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.playerHP <= 0 {
if trySave(st, player, phaseName) {
// survived
} else {
return true
}
}
}
// Pet whiff: if proc'd, enemy's attack this round is a guaranteed miss
petWhiff := player.Mods.PetWhiffProc > 0 && st.randFloat() < player.Mods.PetWhiffProc
// Pet deflect: halves incoming damage to player this round
petDeflect := player.Mods.PetDeflectProc > 0 && st.randFloat() < player.Mods.PetDeflectProc
if petDeflect {
result.PetDeflected = true
}
// Spore cloud: enemy has 15% miss chance (decremented when enemy actually attacks)
sporeMiss := st.sporeRounds > 0 && st.randFloat() < 0.15
// Determine initiative. DM mood (Effusive/Hostile) biases the player's
// roll via player.Mods.InitiativeBias — +X means player goes first
// more often, -X means the enemy does.
playerSpeed := float64(player.Stats.Speed) * phase.SpeedWeight
enemySpeed := float64(enemy.Stats.Speed) * phase.SpeedWeight
playerInit := playerSpeed + st.randFloat()*10 + player.Mods.InitiativeBias
enemyInit := enemySpeed + st.randFloat()*10
playerFirst := playerInit >= enemyInit
if playerFirst {
if resolvePlayerSwings(st, player, enemy, phase, result) {
return true
}
if !abilityDealtDamage {
if resolveEnemyAttack(st, player, enemy, phase, result, petWhiff, petDeflect, sporeMiss) {
return true
}
}
} else {
if !abilityDealtDamage {
if resolveEnemyAttack(st, player, enemy, phase, result, petWhiff, petDeflect, sporeMiss) {
return true
}
}
if resolvePlayerSwings(st, player, enemy, phase, result) {
return true
}
}
// Environmental hazard
if phase.EnvironmentProc > 0 && st.randFloat() < phase.EnvironmentProc {
envDmg := 2 + st.roll(5)
st.playerHP = max(0, st.playerHP-envDmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "environment", Action: "environmental",
Damage: envDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.playerHP <= 0 {
if !trySave(st, player, phaseName) {
return true
}
}
}
// Misty crowd revenge (debuff for declining Misty)
if player.Mods.CrowdRevengeProc > 0 && st.randFloat() < player.Mods.CrowdRevengeProc {
dmg := player.Mods.CrowdRevengeDmg
st.playerHP = max(0, st.playerHP-dmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty's crowd",
})
if st.playerHP <= 0 {
if !trySave(st, player, phaseName) {
return true
}
}
}
// Pet attack
if player.Mods.PetAttackProc > 0 && st.randFloat() < player.Mods.PetAttackProc {
petDmg := player.Mods.PetAttackDmg + st.roll(5)
st.enemyHP = max(0, st.enemyHP-petDmg)
result.PetAttacked = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_attack",
Damage: petDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if enemyDown(st, phaseName) {
return true
}
}
// Spiritual Weapon strike
if player.Mods.SpiritWeaponProc > 0 && st.randFloat() < player.Mods.SpiritWeaponProc {
swDmg := player.Mods.SpiritWeaponDmg + st.roll(5)
st.enemyHP = max(0, st.enemyHP-swDmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "spirit_weapon", Action: "spirit_weapon_strike",
Damage: swDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if enemyDown(st, phaseName) {
return true
}
}
// Misty heal
if player.Mods.MistyHealProc > 0 && st.randFloat() < player.Mods.MistyHealProc {
healAmt := player.Mods.MistyHealAmt
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
result.MistyHealed = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty",
})
}
// Consumable heal: triggers when player drops below 60% HP. Fires up
// to HealItemCharges times per fight (1 = legacy one-shot; bosses can
// stack from inventory).
//
// Threshold is 60% rather than 50% to give low-HP classes (cleric,
// mage) more breathing room — at 50% a cleric was bleeding into the
// danger zone before the heal fired.
if st.healChargesLeft > 0 && player.Mods.HealItem > 0 &&
st.playerHP > 0 && st.playerHP*5 < player.Stats.MaxHP*3 {
st.healChargesLeft--
healAmt := player.Mods.HealItem
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "heal_item",
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
// Regenerate (monster ability): the enemy knits its wounds at the close of
// every round once the ability has armed st.enemyRegen.
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < enemy.Stats.MaxHP {
st.enemyHP = min(enemy.Stats.MaxHP, st.enemyHP+st.enemyRegen)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "regen_tick",
Damage: st.enemyRegen, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
// End-of-round Orc Rage backstop. The primary trigger sits at the
// top of resolvePlayerAttack so rage fires same-round when the player
// swings after taking the threshold-crossing hit. But if the enemy
// goes first this round AND next, the player can be two-shot without
// ever getting back to that check. Re-checking here ensures the rage
// event always fires while HP > 0 and below 50%, even if the buff
// goes unused.
maybeTriggerOrcRage(st, player, phaseName)
return false
return simulatePartyWithRNG([]Combatant{player}, enemy, phases, rng).Seats[0]
}
// maybeTriggerOrcRage emits the "rage" event and arms pendingRageAttack
@@ -1620,24 +1299,3 @@ func trySave(st *combatState, player *Combatant, phaseName string) bool {
return false
}
func finalize(result CombatResult, st *combatState, player, enemy Combatant) CombatResult {
result.Events = st.events
result.PlayerEndHP = st.playerHP
result.EnemyEndHP = st.enemyHP
result.TotalRounds = st.round
result.PlayerWon = st.enemyHP <= 0
playerMax := max(1, player.Stats.MaxHP)
enemyMax := max(1, enemy.Stats.MaxHP)
if result.PlayerWon && st.playerHP > 0 {
result.NearDeath = float64(st.playerHP) < float64(playerMax)*0.15
winnerRemaining := float64(st.playerHP) / float64(playerMax)
result.Closeness = 1.0 - winnerRemaining
} else if !result.PlayerWon {
enemyRemaining := float64(st.enemyHP) / float64(enemyMax)
result.NearDeath = enemyRemaining < 0.15
result.Closeness = 1.0 - enemyRemaining
}
return result
}

View File

@@ -0,0 +1,599 @@
package plugin
import (
"math/rand/v2"
"sort"
)
// ── N-body auto-resolve ──────────────────────────────────────────────────────
//
// The auto-resolve engine seats a roster, exactly as the turn-based engine has
// since P3. `SimulateCombat` is the one-seat case and nothing more: for a solo
// roster every short-circuit below collapses to the pre-roster code path and
// the engine draws from the RNG in precisely the pre-roster order. That is what
// keeps `TestCombatCharacterization` byte-identical and the d8prereq_corpus
// baselines comparable. If the golden moves, solo balance moved — stop.
//
// The invariants the solo path rests on, all of them mirrored from P3:
//
// - enemyTargetSeat draws nothing for a one-seat roster (there is only one
// target), so the enemy's choice costs no randomness.
// - the initiative loop draws one player roll then one enemy roll, which is
// the pre-roster order; ties go to the player, as `playerInit >= enemyInit`
// always did.
// - the per-seat loops run exactly once.
//
// Per-actor state (poison, charges, rage, wards) follows the `combatState`
// cursor, so the resolution primitives need no changes: they already read
// `st.c` — the turn engine has called them that way since P3.
// PartyCombatResult is one fight, seen from every seat at once. The fight-scoped
// fields (the enemy, the round count, the event log) are shared; `Seats` holds
// the per-character view, and `Seats[i]` is a complete `CombatResult` so a solo
// caller can take `Seats[0]` and be handed exactly what `SimulateCombat` always
// returned.
type PartyCombatResult struct {
PlayerWon bool
TimedOut bool
TotalRounds int
Events []CombatEvent
EnemyStartHP int
EnemyEntryHP int
EnemyEndHP int
Seats []CombatResult
}
// AnySurvivor reports whether at least one seat is still standing. A party can
// win a fight it did not all walk away from.
func (r PartyCombatResult) AnySurvivor() bool {
for i := range r.Seats {
if r.Seats[i].PlayerEndHP > 0 {
return true
}
}
return false
}
// simulateParty auto-resolves one enemy against a roster of N player characters.
// Production auto-resolve passes a nil rng (package global); the sim harness and
// the characterization test seed it.
func simulateParty(players []Combatant, enemy Combatant, phases []CombatPhase) PartyCombatResult {
return simulatePartyWithRNG(players, enemy, phases, nil)
}
func simulatePartyWithRNG(players []Combatant, enemy Combatant, phases []CombatPhase, rng *rand.Rand) PartyCombatResult {
enemyStart := enemy.Stats.MaxHP
if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
enemyStart = enemy.Stats.StartHP
}
actors := make([]*actor, len(players))
seats := make([]CombatResult, len(players))
for i := range players {
actors[i] = newActor(&players[i])
seats[i] = CombatResult{
PlayerStartHP: players[i].Stats.MaxHP,
PlayerEntryHP: actors[i].playerHP,
EnemyStartHP: enemy.Stats.MaxHP,
EnemyEntryHP: enemyStart,
}
}
st := &combatState{
actor: actors[0],
actors: actors,
enemyHP: enemyStart,
rng: rng,
}
// Holding the enemy holds it for everyone, so the control effect is
// fight-scoped: any caster who queued one arms it.
for i := range players {
if players[i].Mods.SpellEnemySkipFirst {
st.enemySkipFirst = true
}
}
// Pre-combat one-shots, grouped by kind rather than by seat. A one-seat
// roster walks these in the pre-roster order.
for i := range actors {
st.seat(i)
if st.c.Mods.SniperKillProc > 0 && st.randFloat() < st.c.Mods.SniperKillProc {
st.enemyHP = 0
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "npc", Action: "sniper_kill",
Damage: enemy.Stats.MaxHP, PlayerHP: st.playerHP, EnemyHP: 0,
Seat: i, Desc: "Arina",
})
seats[i].SniperKilled = true
return finalizeParty(seats, st, players, enemy)
}
}
for i := range actors {
st.seat(i)
if st.c.Mods.FlatDmgStart > 0 {
dmg := st.c.Mods.FlatDmgStart
st.enemyHP = max(0, st.enemyHP-dmg)
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "consumable", Action: "flat_damage",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Seat: i,
})
if st.enemyHP <= 0 {
return finalizeParty(seats, st, players, enemy)
}
}
}
// Queued spells. Resolved by applyPendingCast() before this runs — the
// modifiers carry the resolved damage and narrative hook.
for i := range actors {
st.seat(i)
if st.c.Mods.SpellPreDamageDesc == "" {
continue
}
dmg := st.c.Mods.SpellPreDamage
resisted := dmg > 0 && enemyResistsSpells(&enemy, st)
if resisted {
dmg = max(1, dmg/2)
}
if dmg > 0 {
st.enemyHP = max(0, st.enemyHP-dmg)
}
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "player", Action: "spell_cast",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Seat: i,
Desc: st.c.Mods.SpellPreDamageDesc,
})
if resisted {
st.events = append(st.events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "enemy", Action: "spell_fizzle",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Seat: i,
})
}
if st.enemyHP <= 0 {
return finalizeParty(seats, st, players, enemy)
}
}
// Pre-combat: Misty gourmet is now a per-round heal, no pre-combat damage
for _, phase := range phases {
roundsThisPhase := phase.Rounds
// Add slight variance: ±1 round for non-Decisive phases
if phase.Name != "Decisive" && roundsThisPhase > 1 {
roundsThisPhase += st.roll(2) // 0 or +1
}
for r := 0; r < roundsThisPhase; r++ {
st.round++
if simulatePartyRound(st, &enemy, &phase, seats) {
return finalizeParty(seats, st, players, enemy)
}
}
}
// Exhausted the phase clock without a kill. Tiebreak on HP percentage to
// decide the outcome — but DO NOT zero out HP on the loser. Timeout =
// retreat, not a lethal blow, so no character-death side effects fire.
//
// The party reads its fraction off the pooled roster, which for one seat is
// that seat's own fraction, i.e. the pre-roster comparison. Slight bias to
// the players on exact ties (frac >=).
var partyHP, partyMax int
for i := range st.actors {
partyHP += st.actors[i].playerHP
partyMax += players[i].Stats.MaxHP
}
playerFrac := float64(partyHP) / float64(max(1, partyMax))
enemyFrac := float64(st.enemyHP) / float64(max(1, enemy.Stats.MaxHP))
playerWonTiebreak := playerFrac >= enemyFrac
st.seat(0)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: "exhaust", Actor: "system", Action: "timeout",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
for i := range seats {
seats[i].TimedOut = true
}
out := finalizeParty(seats, st, players, enemy)
out.TimedOut = true
out.PlayerWon = playerWonTiebreak
for i := range out.Seats {
out.Seats[i].PlayerWon = playerWonTiebreak
}
return out
}
// combatOver reads the fight's terminal condition off HP rather than off a
// primitive's bool. resolvePlayerAttack documents why: a retaliate aura can
// drop the swinger with the enemy still standing, so `true` means "something
// decisive happened", not "the players won". For a one-seat roster this is the
// same answer the old `return true` gave.
func combatOver(st *combatState) bool {
return st.enemyHP <= 0 || !st.anyAlive()
}
// enemyTargetSeat picks who the enemy swings at. A one-seat roster draws no
// randomness — there is only one target — which is what keeps the solo RNG
// stream identical. Shared with the turn engine.
func enemyTargetSeat(st *combatState) (int, bool) {
if len(st.actors) == 1 {
return 0, st.actors[0].playerHP > 0
}
standing := make([]int, 0, len(st.actors))
for i, a := range st.actors {
if a.playerHP > 0 {
standing = append(standing, i)
}
}
if len(standing) == 0 {
return 0, false
}
return standing[st.roll(len(standing))], true
}
// eventsForSeat is the sub-log a single character is responsible for. Events the
// engine never stamped — the enemy regenerating, the phase clock running out —
// carry seat 0, so they read as the leader's. Only ever called for a party: a
// solo seat is handed the whole log by identity.
func eventsForSeat(events []CombatEvent, seat int) []CombatEvent {
out := make([]CombatEvent, 0, len(events))
for _, e := range events {
if e.Seat == seat {
out = append(out, e)
}
}
return out
}
// stampEventSeats attributes every event appended since `mark` to a seat, so
// party narration can say who did what. Seat 0 stamps a zero, which is
// `omitempty` — a solo fight's event log is byte-identical.
func stampEventSeats(st *combatState, mark, seat int) {
for i := mark; i < len(st.events); i++ {
st.events[i].Seat = seat
}
}
// roundInitiative rolls the round's turn order: every seat, then the enemy, in
// seating order — the pre-roster draw order when there is one seat. Ties favour
// the players, then the lower seat.
func roundInitiative(st *combatState, enemy *Combatant, phase *CombatPhase) []int {
type entry struct {
seat int
init float64
}
entries := make([]entry, 0, len(st.actors)+1)
for i, a := range st.actors {
speed := float64(a.c.Stats.Speed) * phase.SpeedWeight
entries = append(entries, entry{i, speed + st.randFloat()*10 + a.c.Mods.InitiativeBias})
}
enemySpeed := float64(enemy.Stats.Speed) * phase.SpeedWeight
entries = append(entries, entry{enemySeat, enemySpeed + st.randFloat()*10})
sort.SliceStable(entries, func(i, j int) bool {
a, b := entries[i], entries[j]
if a.init != b.init {
return a.init > b.init
}
if (a.seat == enemySeat) != (b.seat == enemySeat) {
return b.seat == enemySeat
}
return a.seat < b.seat
})
order := make([]int, len(entries))
for i, e := range entries {
order[i] = e.seat
}
return order
}
// simulatePartyRound runs one round for the whole roster. Returns true if the
// fight is over.
func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult) bool {
phaseName := phase.Name
// Whoever the enemy is looking at this round. Chosen before the ability
// fires, because the ability lands on its target. Costs no RNG when solo.
target, alive := enemyTargetSeat(st)
if !alive {
return true
}
st.seat(target)
// Phase 9 spell: control effect (Hold Person, Sleep, Command) skips the
// enemy's attack for one round. Fight-scoped — holding it holds it for all.
enemyHeldThisRound := false
if st.enemySkipFirst {
st.enemySkipFirst = false
if enemyImmuneToControl(enemy, st) {
// fear_immune: the control spell can't take hold — the enemy acts
// as normal this round.
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "fear_resist",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
} else {
enemyHeldThisRound = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "spell_held",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
}
// Monster ability: check at round start. It resolves against the enemy's
// target, which the cursor already points at.
abilityDealtDamage := enemyHeldThisRound
if enemy.Ability != nil {
if abilityFires(enemy.Ability, phaseName, st) {
mark := len(st.events)
over := applyAbility(st, st.c, enemy, phase, &seats[target])
stampEventSeats(st, mark, target)
if over && combatOver(st) {
return true
}
// Cleave and lifesteal deal damage — skip normal enemy attack this round
switch enemy.Ability.Effect {
case "cleave", "lifesteal":
abilityDealtDamage = true
}
}
}
// Poison tick from previous round. Stacked per character, so every seat
// carrying it bleeds.
for i := range st.actors {
st.seat(i)
if st.poisonTicks <= 0 {
continue
}
st.playerHP = max(0, st.playerHP-st.poisonDmg)
st.poisonTicks--
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "poison_tick",
Damage: st.poisonDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Seat: i,
})
if st.playerHP <= 0 && !trySave(st, st.c, phaseName) && !st.anyAlive() {
return true
}
}
// The poison may have dropped the seat the enemy had picked. Re-target
// before the swing procs, which read the target's own modifiers.
if st.actors[target].playerHP <= 0 {
if target, alive = enemyTargetSeat(st); !alive {
return true
}
}
st.seat(target)
// Pet whiff: if proc'd, enemy's attack this round is a guaranteed miss
petWhiff := st.c.Mods.PetWhiffProc > 0 && st.randFloat() < st.c.Mods.PetWhiffProc
// Pet deflect: halves incoming damage to the target this round
petDeflect := st.c.Mods.PetDeflectProc > 0 && st.randFloat() < st.c.Mods.PetDeflectProc
if petDeflect {
seats[target].PetDeflected = true
}
// Spore cloud: enemy has 15% miss chance (decremented when enemy actually attacks)
sporeMiss := st.sporeRounds > 0 && st.randFloat() < 0.15
// Determine initiative. DM mood (Effusive/Hostile) biases a player's roll
// via Mods.InitiativeBias — +X means they go first more often.
for _, s := range roundInitiative(st, enemy, phase) {
if s == enemySeat {
if abilityDealtDamage {
continue
}
st.seat(target)
mark := len(st.events)
over := resolveEnemyAttack(st, st.c, enemy, phase, &seats[target], petWhiff, petDeflect, sporeMiss)
stampEventSeats(st, mark, target)
if over && combatOver(st) {
return true
}
continue
}
if st.actors[s].playerHP <= 0 {
// A seat that went down earlier this round forfeits its swing.
continue
}
st.seat(s)
mark := len(st.events)
over := resolvePlayerSwings(st, st.c, enemy, phase, &seats[s])
stampEventSeats(st, mark, s)
if over && combatOver(st) {
return true
}
}
// End-of-round, per surviving character.
for i := range st.actors {
st.seat(i)
if st.playerHP <= 0 {
continue
}
mark := len(st.events)
if over := endOfRoundForSeat(st, phase, &seats[i]); over {
stampEventSeats(st, mark, i)
return true
}
stampEventSeats(st, mark, i)
}
// Regenerate (monster ability): the enemy knits its wounds at the close of
// every round once the ability has armed st.enemyRegen. Fight-scoped.
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < enemy.Stats.MaxHP {
st.enemyHP = min(enemy.Stats.MaxHP, st.enemyHP+st.enemyRegen)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "regen_tick",
Damage: st.enemyRegen, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
// End-of-round Orc Rage backstop. The primary trigger sits at the top of
// resolvePlayerAttack so rage fires same-round when the character swings
// after taking the threshold-crossing hit. But if the enemy goes first this
// round AND next, they can be two-shot without ever getting back to that
// check. Re-checking here ensures the rage event always fires while HP > 0
// and below 50%, even if the buff goes unused.
for i := range st.actors {
st.seat(i)
mark := len(st.events)
maybeTriggerOrcRage(st, st.c, phaseName)
stampEventSeats(st, mark, i)
}
return false
}
// endOfRoundForSeat runs the per-character close of a round against the seat the
// cursor already points at: environment, Misty's crowd, the pet, the spiritual
// weapon, Misty's heal, and the consumable auto-heal — in that order, which is
// the pre-roster order. Returns true if the fight is over.
func endOfRoundForSeat(st *combatState, phase *CombatPhase, result *CombatResult) bool {
phaseName := phase.Name
player := st.c
// Environmental hazard
if phase.EnvironmentProc > 0 && st.randFloat() < phase.EnvironmentProc {
envDmg := 2 + st.roll(5)
st.playerHP = max(0, st.playerHP-envDmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "environment", Action: "environmental",
Damage: envDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive() {
return true
}
}
// Misty crowd revenge (debuff for declining Misty)
if player.Mods.CrowdRevengeProc > 0 && st.randFloat() < player.Mods.CrowdRevengeProc {
dmg := player.Mods.CrowdRevengeDmg
st.playerHP = max(0, st.playerHP-dmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty's crowd",
})
if st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive() {
return true
}
}
// A character the round just killed stops acting, but the fight goes on if
// anyone else is standing.
if st.playerHP <= 0 {
return false
}
// Pet attack
if player.Mods.PetAttackProc > 0 && st.randFloat() < player.Mods.PetAttackProc {
petDmg := player.Mods.PetAttackDmg + st.roll(5)
st.enemyHP = max(0, st.enemyHP-petDmg)
result.PetAttacked = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_attack",
Damage: petDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if enemyDown(st, phaseName) {
return true
}
}
// Spiritual Weapon strike
if player.Mods.SpiritWeaponProc > 0 && st.randFloat() < player.Mods.SpiritWeaponProc {
swDmg := player.Mods.SpiritWeaponDmg + st.roll(5)
st.enemyHP = max(0, st.enemyHP-swDmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "spirit_weapon", Action: "spirit_weapon_strike",
Damage: swDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if enemyDown(st, phaseName) {
return true
}
}
// Misty heal
if player.Mods.MistyHealProc > 0 && st.randFloat() < player.Mods.MistyHealProc {
healAmt := player.Mods.MistyHealAmt
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
result.MistyHealed = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty",
})
}
// Consumable heal: triggers when the character drops below 60% HP. Fires up
// to HealItemCharges times per fight (1 = legacy one-shot; bosses can
// stack from inventory).
//
// Threshold is 60% rather than 50% to give low-HP classes (cleric, mage)
// more breathing room — at 50% a cleric was bleeding into the danger zone
// before the heal fired.
if st.healChargesLeft > 0 && player.Mods.HealItem > 0 &&
st.playerHP > 0 && st.playerHP*5 < player.Stats.MaxHP*3 {
st.healChargesLeft--
healAmt := player.Mods.HealItem
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "heal_item",
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
return false
}
// finalizeParty closes the fight, giving every seat its own view. The enemy's
// numbers and the event log are shared; HP, closeness and near-death are read
// per character. For one seat this is byte-for-byte the old `finalize`.
func finalizeParty(seats []CombatResult, st *combatState, players []Combatant, enemy Combatant) PartyCombatResult {
won := st.enemyHP <= 0
enemyMax := max(1, enemy.Stats.MaxHP)
// A solo fight's seat holds the whole log, which is the same slice header the
// pre-roster engine returned. A party's seats each hold their own events, so
// the per-seat close-out (heal items burned, combat achievements) counts what
// that character actually did rather than what the party did.
solo := len(seats) == 1
for i := range seats {
a := st.actors[i]
r := &seats[i]
if solo {
r.Events = st.events
} else {
r.Events = eventsForSeat(st.events, i)
}
r.PlayerEndHP = a.playerHP
r.EnemyEndHP = st.enemyHP
r.TotalRounds = st.round
r.PlayerWon = won
playerMax := max(1, players[i].Stats.MaxHP)
if won && a.playerHP > 0 {
r.NearDeath = float64(a.playerHP) < float64(playerMax)*0.15
winnerRemaining := float64(a.playerHP) / float64(playerMax)
r.Closeness = 1.0 - winnerRemaining
} else if !won {
enemyRemaining := float64(st.enemyHP) / float64(enemyMax)
r.NearDeath = enemyRemaining < 0.15
r.Closeness = 1.0 - enemyRemaining
}
}
return PartyCombatResult{
PlayerWon: won,
TotalRounds: st.round,
Events: st.events,
EnemyStartHP: enemy.Stats.MaxHP,
EnemyEntryHP: seats[0].EnemyEntryHP,
EnemyEndHP: st.enemyHP,
Seats: seats,
}
}

View File

@@ -0,0 +1,220 @@
package plugin
import (
"math/rand/v2"
"testing"
"maunium.net/go/mautrix/id"
)
// seededRNG gives each test its own deterministic stream, so none of these can
// join the flaky set that rode the package global before P4 seeded them.
func seededRNG(seed uint64) *rand.Rand {
return rand.New(rand.NewPCG(seed, seed^0x9e3779b9))
}
// The load-bearing claim of P6e: a one-seat roster draws from the RNG in exactly
// the pre-roster order, so SimulateCombat is the degenerate case of the N-body
// engine and the d8prereq_corpus baselines still compare. TestCombatCharacterization
// is the real proof (57 scenarios); this pins the delegation itself.
func TestSimulateCombat_IsTheOneSeatPartyCase(t *testing.T) {
for seed := uint64(1); seed <= 40; seed++ {
solo := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases, seededRNG(seed))
party := simulatePartyWithRNG([]Combatant{basePlayer()}, baseEnemy(), dungeonCombatPhases, seededRNG(seed))
if len(party.Seats) != 1 {
t.Fatalf("seed %d: one player seated %d seats", seed, len(party.Seats))
}
got := party.Seats[0]
if got.PlayerWon != solo.PlayerWon || got.PlayerEndHP != solo.PlayerEndHP ||
got.EnemyEndHP != solo.EnemyEndHP || got.TotalRounds != solo.TotalRounds ||
got.TimedOut != solo.TimedOut {
t.Fatalf("seed %d: one-seat party diverged from solo\n solo=%+v\nparty=%+v", seed, solo, got)
}
if len(got.Events) != len(solo.Events) {
t.Fatalf("seed %d: event count %d != solo %d", seed, len(got.Events), len(solo.Events))
}
for i := range solo.Events {
if got.Events[i] != solo.Events[i] {
t.Fatalf("seed %d: event %d differs\n solo=%+v\nparty=%+v", seed, i, solo.Events[i], got.Events[i])
}
}
}
}
// A solo fight never stamps a seat, because seat 0 is the zero value and the
// field is omitempty. If this regresses, the golden file moves.
func TestSimulateCombat_SoloEventsCarryNoSeat(t *testing.T) {
res := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases, seededRNG(7))
for i, e := range res.Events {
if e.Seat != 0 {
t.Fatalf("event %d (%s/%s) stamped seat %d in a solo fight", i, e.Phase, e.Action, e.Seat)
}
}
}
// The whole point of P6e. Three characters swinging at one monster must land more
// player attacks per round than one character does — before this, the members
// stood in the doorway while the leader fought.
func TestSimulateParty_EverySeatSwings(t *testing.T) {
tank := baseEnemy()
tank.Stats.MaxHP = 5000 // outlast the phase clock so we can count swings
countSwings := func(events []CombatEvent, seat int) int {
n := 0
for _, e := range events {
if e.Actor == "player" && e.Seat == seat && e.Roll > 0 {
n++
}
}
return n
}
res := simulatePartyWithRNG(
[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(11))
if len(res.Seats) != 3 {
t.Fatalf("seated %d, want 3", len(res.Seats))
}
for seat := range 3 {
if got := countSwings(res.Events, seat); got == 0 {
t.Fatalf("seat %d never swung — the party is not fighting together", seat)
}
}
}
// A member going down is not the end of the fight. Only an empty roster is.
// This is the bug P7 measured from the outside: every party loss was the leader
// dying alone, because a member was never in the fight to begin with.
func TestSimulateParty_DownedMemberDoesNotEndTheFight(t *testing.T) {
glass := basePlayer()
glass.Stats.MaxHP = 1
glass.Stats.Defense = 0
brute := basePlayer()
brute.Stats.MaxHP = 4000
killer := baseEnemy()
killer.Stats.MaxHP = 3000
killer.Stats.Attack = 40
res := simulatePartyWithRNG([]Combatant{brute, glass}, killer, dungeonCombatPhases, seededRNG(3))
if res.Seats[1].PlayerEndHP > 0 {
t.Skip("the glass cannon survived this seed; nothing to assert")
}
if !res.AnySurvivor() {
t.Fatalf("both seats down — pick a seed where the brute lives")
}
if res.TotalRounds <= 1 {
t.Fatalf("fight ended in %d round(s) when a member fell; the roster should have fought on",
res.TotalRounds)
}
// The brute must have kept swinging after the member fell.
lastMemberEvent, lastBruteEvent := -1, -1
for i, e := range res.Events {
if e.Seat == 1 && e.Actor == "player" {
lastMemberEvent = i
}
if e.Seat == 0 && e.Actor == "player" && e.Roll > 0 {
lastBruteEvent = i
}
}
if lastBruteEvent < lastMemberEvent {
t.Fatalf("the fight stopped when seat 1 fell (last brute swing %d, last member event %d)",
lastBruteEvent, lastMemberEvent)
}
}
// The enemy swings at one seat per round, not at everyone.
func TestSimulateParty_EnemyStrikesOneSeatPerRound(t *testing.T) {
tank := baseEnemy()
tank.Stats.MaxHP = 5000
res := simulatePartyWithRNG(
[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(23))
perRound := map[int]map[int]bool{}
for _, e := range res.Events {
if e.Actor != "enemy" || e.Roll == 0 {
continue
}
if perRound[e.Round] == nil {
perRound[e.Round] = map[int]bool{}
}
perRound[e.Round][e.Seat] = true
}
if len(perRound) == 0 {
t.Fatal("the enemy never attacked")
}
for round, seats := range perRound {
if len(seats) != 1 {
t.Fatalf("round %d: enemy attack rolls landed on %d seats, want 1", round, len(seats))
}
}
}
// Over many seeds the enemy must spread its attention across the roster, or
// "targeting" is really "always seat 0" and members take no risk.
func TestSimulateParty_EnemySpreadsItsTargetsAcrossTheRoster(t *testing.T) {
hit := map[int]bool{}
for seed := uint64(1); seed <= 30; seed++ {
tank := baseEnemy()
tank.Stats.MaxHP = 5000
res := simulatePartyWithRNG(
[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(seed))
for _, e := range res.Events {
if e.Actor == "enemy" && e.Roll > 0 {
hit[e.Seat] = true
}
}
}
for seat := range 3 {
if !hit[seat] {
t.Fatalf("seat %d was never targeted across 30 seeds — the enemy is not really choosing", seat)
}
}
}
// Per-seat close-out reads its own events, not the party's. If eventsForSeat
// leaked, a member's potions would be burned for the leader's heals.
func TestEventsForSeat_PartitionsTheLog(t *testing.T) {
events := []CombatEvent{
{Action: "heal_item", Seat: 0},
{Action: "heal_item", Seat: 1},
{Action: "heal_item", Seat: 1},
{Action: "regen_tick"}, // unstamped: reads as the leader's
}
if got := len(eventsForSeat(events, 0)); got != 2 {
t.Fatalf("seat 0 saw %d events, want 2", got)
}
if got := countHealEventsFired(CombatResult{Events: eventsForSeat(events, 1)}); got != 2 {
t.Fatalf("seat 1 fired %d heal items, want 2", got)
}
if got := countHealEventsFired(CombatResult{Events: eventsForSeat(events, 0)}); got != 1 {
t.Fatalf("seat 0 fired %d heal items, want 1", got)
}
}
// A party that wins with a casualty is a win, and the casualty is still a
// casualty. partySurvivors is what the close-out splits on.
func TestPartySurvivors_SplitsOnHPNotOnOutcome(t *testing.T) {
res := PartyCombatResult{
PlayerWon: true,
Seats: []CombatResult{
{PlayerEndHP: 12},
{PlayerEndHP: 0},
{PlayerEndHP: 3},
},
}
up, down := partySurvivors(res, []id.UserID{"@a:x", "@b:x", "@c:x"})
if len(up) != 2 || len(down) != 1 {
t.Fatalf("split %d up / %d down, want 2/1", len(up), len(down))
}
if down[0].String() != "@b:x" {
t.Fatalf("wrong casualty: %s", down[0])
}
if !res.AnySurvivor() {
t.Fatal("AnySurvivor said nobody lived")
}
}

View File

@@ -604,21 +604,7 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
// enemyTarget picks the seat the monster swings at this turn: uniformly among
// the standing roster. A solo roster draws nothing, so its RNG stream keeps the
// pre-roster shape. Returns false when the whole roster is down.
func (te *turnEngine) enemyTarget() (int, bool) {
if len(te.st.actors) == 1 {
return 0, te.st.actors[0].playerHP > 0
}
standing := make([]int, 0, len(te.st.actors))
for i, a := range te.st.actors {
if a.playerHP > 0 {
standing = append(standing, i)
}
}
if len(standing) == 0 {
return 0, false
}
return standing[te.st.roll(len(standing))], true
}
func (te *turnEngine) enemyTarget() (int, bool) { return enemyTargetSeat(te.st) }
func (te *turnEngine) stepEnemyTurn() {
// Seat the target before anything reads the cursor: the ability path, the

View File

@@ -146,12 +146,16 @@ func (p *AdventurePlugin) runHarvestInterrupt(
}
preCombatHP, _ := dndHPSnapshot(userID)
result, err := p.runZoneCombat(userID, monster, int(zone.Tier), nil, run.DMMood)
// P6e: the party fights the interrupt. The surprise nick above stays on the
// leader — it is one free swing at whoever is walking point.
pres, seated, err := p.runZoneCombatRoster(
zoneCombatRoster(userID), monster, int(zone.Tier), nil, run.DMMood)
if err != nil {
return fmt.Sprintf("_(Interrupt combat error: %v.)_", err), false
}
result := pres.Seats[0]
postHP, maxHP := dndHPSnapshot(userID)
scanMoodEventsFromCombat(run.RunID, result)
scanMoodEventsFromEvents(run.RunID, pres.Events)
var b strings.Builder
if kind == InterruptPatrol {
@@ -182,23 +186,34 @@ func (p *AdventurePlugin) runHarvestInterrupt(
_ = applyThreatDelta(exp.ID, retreatThreatBump, "combat retreat")
b.WriteString(fmt.Sprintf("⏳ **%s** outlasts you. You break off, wounded but alive. (Threat +%d.)",
monster.Name, retreatThreatBump))
// A party can run out the clock having lost somebody. The retreat is
// still a retreat — the run goes on — but the fallen are still fallen.
if line := partyCasualtyLine(closeOutZoneLoss(pres, seated, zone, "expedition")); line != "" {
b.WriteString("\n")
b.WriteString(line)
}
return b.String(), false
}
// True death.
// True death. The engine only ends a fight the players lost once nobody is
// standing, so this branch is the whole roster.
_, _ = applyMoodEvent(run.RunID, MoodEventPlayerDeath)
_ = abandonZoneRun(userID)
_ = retireAllRegionRuns(exp)
_, _, _ = forcedExtractExpedition(exp.ID, "interrupt death")
markAdventureDead(userID, "expedition", zone.Display)
closeOutZoneLoss(pres, seated, zone, "expedition")
if line := flavor.Pick(flavor.PlayerDeath); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(fmt.Sprintf("💀 You fell to **%s**. Run ended.", monster.Name))
if len(seated) > 1 {
b.WriteString(fmt.Sprintf("💀 The party fell to **%s**. Run ended.", monster.Name))
} else {
b.WriteString(fmt.Sprintf("💀 You fell to **%s**. Run ended.", monster.Name))
}
return b.String(), true
}
// Win: kill-log writer.
// Win: kill-log writer. Run-scoped once; loot and death fan out per seat.
_ = recordZoneKill(exp, monster.ID)
if line := flavor.Pick(flavor.CombatVictory); line != "" {
b.WriteString(line)
@@ -206,10 +221,15 @@ func (p *AdventurePlugin) runHarvestInterrupt(
}
b.WriteString(fmt.Sprintf("✅ **%s** down (HP %d→%d / %d).",
monster.Name, preCombatHP, postHP, maxHP))
if drop := p.dropZoneLoot(userID, zone.ID, monster, false, false); drop != "" {
drop, downed := p.closeOutZoneWin(pres, seated, zone, monster, false, false, "expedition")
if drop != "" {
b.WriteString("\n")
b.WriteString(drop)
}
if line := partyCasualtyLine(downed); line != "" {
b.WriteString("\n")
b.WriteString(line)
}
return b.String(), false
}
@@ -471,13 +491,15 @@ func (p *AdventurePlugin) tryPatrolEncounter(
if !ok {
return
}
result, rerr := p.runZoneCombat(userID, monster, int(zone.Tier), nil, run.DMMood)
pres, seated, rerr := p.runZoneCombatRoster(
zoneCombatRoster(userID), monster, int(zone.Tier), nil, run.DMMood)
if rerr != nil {
err = rerr
return
}
result := pres.Seats[0]
postHP, maxHP := dndHPSnapshot(userID)
scanMoodEventsFromCombat(run.RunID, result)
scanMoodEventsFromEvents(run.RunID, pres.Events)
// Intro: patrol-encounter flavor + creature stat block.
var ib strings.Builder
@@ -503,6 +525,11 @@ func (p *AdventurePlugin) tryPatrolEncounter(
_ = applyThreatDelta(exp.ID, retreatThreatBump, "patrol retreat")
ob.WriteString(fmt.Sprintf("⏳ The patrol drags on. You break off, wounded but alive. (Threat +%d.)",
retreatThreatBump))
// The run continues, but a party may have left somebody behind.
if line := partyCasualtyLine(closeOutZoneLoss(pres, seated, zone, "patrol")); line != "" {
ob.WriteString("\n")
ob.WriteString(line)
}
if rollLine := dndRollSummaryLine(result); rollLine != "" {
ob.WriteString("\n")
ob.WriteString(rollLine)
@@ -515,12 +542,16 @@ func (p *AdventurePlugin) tryPatrolEncounter(
_ = abandonZoneRun(userID)
_ = retireAllRegionRuns(exp)
_, _, _ = forcedExtractExpedition(exp.ID, "patrol death")
markAdventureDead(userID, "patrol", zone.Display)
closeOutZoneLoss(pres, seated, zone, "patrol")
if line := flavor.Pick(flavor.PlayerDeath); line != "" {
ob.WriteString(line)
ob.WriteString("\n")
}
ob.WriteString("💀 The patrol takes you down. Run ended.")
if len(seated) > 1 {
ob.WriteString("💀 The patrol takes the party down. Run ended.")
} else {
ob.WriteString("💀 The patrol takes you down. Run ended.")
}
if rollLine := dndRollSummaryLine(result); rollLine != "" {
ob.WriteString("\n")
ob.WriteString(rollLine)
@@ -536,10 +567,15 @@ func (p *AdventurePlugin) tryPatrolEncounter(
ob.WriteString("\n")
ob.WriteString(rollLine)
}
if drop := p.dropZoneLoot(userID, zone.ID, monster, false, false); drop != "" {
drop, downed := p.closeOutZoneWin(pres, seated, zone, monster, false, false, "patrol")
if drop != "" {
ob.WriteString("\n")
ob.WriteString(drop)
}
if line := partyCasualtyLine(downed); line != "" {
ob.WriteString("\n")
ob.WriteString(line)
}
outcome = ob.String()
return
}

View File

@@ -1043,13 +1043,18 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
return
}
preHP, _ := dndHPSnapshot(userID)
result, rerr := p.runZoneCombat(userID, monster, int(zone.Tier), nil, run.DMMood)
// P6e: the whole party fights the room, not just whoever owns the run.
// Seats[0] is the leader — their view drives this narration, which is the
// leader's stream. The mood scan reads the whole fight's log.
pres, seated, rerr := p.runZoneCombatRoster(
zoneCombatRoster(userID), monster, int(zone.Tier), nil, run.DMMood)
if rerr != nil {
err = rerr
return
}
result := pres.Seats[0]
postHP, maxHP := dndHPSnapshot(userID)
nat20s, nat1s := scanMoodEventsFromCombat(run.RunID, result)
nat20s, nat1s := scanMoodEventsFromEvents(run.RunID, pres.Events)
// Compact mode: skip TwinBee banter, skip the multi-beat play-by-play.
// Render a single outcome line. Still records kills, threat, and drops.
@@ -1068,12 +1073,19 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
ob.WriteString(fmt.Sprintf(" (%d)", hpDelta))
}
ob.WriteString(".")
// Run-scoped once, for the owner: the kill record and the threat one kill
// costs. Character-scoped effects fan out per seat.
recordZoneKillForUser(userID, monster.ID)
applyRoomCombatThreatForUser(userID, elite || isBoss)
if drop := p.dropZoneLoot(userID, zone.ID, monster, isBoss, elite); drop != "" {
drop, downed := p.closeOutZoneWin(pres, seated, zone, monster, isBoss, elite, "zone")
if drop != "" {
ob.WriteString(" ")
ob.WriteString(drop)
}
if line := partyCasualtyLine(downed); line != "" {
ob.WriteString("\n")
ob.WriteString(line)
}
outcome = ob.String()
return
}
@@ -1138,11 +1150,12 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
// dnd_expedition_combat.go.
_, _ = applyMoodEvent(run.RunID, MoodEventPlayerDeath)
_ = abandonZoneRun(userID)
// Timeout loss = retreat; player took wounds but isn't actually
// dead. Don't fire markAdventureDead — that would trigger the 6h
// respawn timer for what is mechanically "ran out the clock".
// Timeout loss = retreat; the fighters took wounds but nobody actually
// died. Don't fire markAdventureDead — that would trigger the 6h respawn
// timer for what is mechanically "ran out the clock". Death is read per
// seat off HP, which for a solo walker is the same `!TimedOut` rule.
closeOutZoneLoss(pres, seated, zone, "zone")
if !result.TimedOut {
markAdventureDead(userID, "zone", zone.Display)
forceExtractExpeditionForRunLoss(userID, "combat death")
} else {
forceExtractExpeditionForRunLoss(userID, "combat retreat")
@@ -1175,10 +1188,15 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
}
recordZoneKillForUser(userID, monster.ID)
applyRoomCombatThreatForUser(userID, elite)
if drop := p.dropZoneLoot(userID, zone.ID, monster, false, elite); drop != "" {
drop, downed := p.closeOutZoneWin(pres, seated, zone, monster, false, elite, "zone")
if drop != "" {
ob.WriteString("\n")
ob.WriteString(drop)
}
if line := partyCasualtyLine(downed); line != "" {
ob.WriteString("\n")
ob.WriteString(line)
}
outcome = ob.String()
return
}

View File

@@ -6,7 +6,6 @@ import (
"log/slog"
"math/rand/v2"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
@@ -117,6 +116,11 @@ func zoneSelectorHash(runID string, roomIdx int) uint64 {
//
// Returns the engine result so the caller can branch on PlayerWon and
// fold combat events into the per-room narration.
// runZoneCombat resolves a zone encounter for exactly one player. It is the
// one-seat case of runZoneCombatRoster, and the entry point for every fight
// that is not on an expedition — the arena's encounter bouts included, which is
// why the roster is not resolved here: an arena fighter must never drag their
// party into the ring.
func (p *AdventurePlugin) runZoneCombat(
userID id.UserID,
monster DnDMonsterTemplate,
@@ -124,61 +128,11 @@ func (p *AdventurePlugin) runZoneCombat(
phases []CombatPhase,
dmMood int,
) (CombatResult, error) {
if phases == nil {
phases = dungeonCombatPhases
}
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return CombatResult{}, fmt.Errorf("load adv character: %w", err)
}
equip, err := loadAdvEquipment(userID)
if err != nil {
return CombatResult{}, fmt.Errorf("load equipment: %w", err)
}
// Player/enemy Combatant pair — shared with the turn-based engine. The
// builder folds in the D&D layer, tier scaling, and the DM-mood tilt.
player, enemy, dndChar, err := p.buildZoneCombatants(userID, monster, tier, dmMood)
res, _, err := p.runZoneCombatRoster([]id.UserID{userID}, monster, tier, phases, dmMood)
if err != nil {
return CombatResult{}, err
}
// Pre-combat one-shots that the turn-based path does NOT share: a queued
// spell and the panic-heal consumable trigger. Both mutate the Combatant
// pair once, before the fight runs.
applyPendingCast(userID, dndChar, &player.Stats, &player.Mods, &enemy.Stats)
consumables := p.loadConsumableInventory(userID)
setupAutoHealFromInventory(consumables, &player.Mods)
result := SimulateCombat(player, enemy, phases)
dumpCombatEventsIfDebug(fmt.Sprintf("zone:%s vs %s", monster.ID, player.Name), result)
// Remove the actual heal items consumed during combat (one inventory
// item per heal_item event fired). Cheapest-tier first.
consumeFiredHealingItems(userID, countHealEventsFired(result))
// Misty condition repair (post-combat, same 20% chance as arena/encounter
// paths in combat_bridge.go). Mirrors the buff's intent — gourmet food
// keeps her gear in shape on long expeditions, not just in the arena.
if char.MistyBuffExpires != nil && time.Now().UTC().Before(*char.MistyBuffExpires) {
if rand.Float64() < 0.20 {
npcRepairMostDamaged(userID, equip, 5)
}
}
p.grantCombatAchievements(userID, result)
persistDnDHPAfterCombat(userID, result.PlayerEndHP)
if err := persistDnDPostCombatSubclass(dndChar, player.Mods.BerserkerRage, result, player.Mods); err != nil {
slog.Error("dnd: post-combat subclass persist (zone)", "user", userID, "err", err)
}
if xp := zoneCombatXP(result, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(userID, xp); err != nil {
slog.Error("dnd: grantDnDXP zone", "user", userID, "err", err)
}
}
return result, nil
return res.Seats[0], nil
}
// zoneCombatXP — CR-weighted XP per kill, with a tier-based floor so

View File

@@ -0,0 +1,249 @@
package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// runZoneCombatRoster auto-resolves one zone encounter for a whole roster.
//
// It is the seam P6e opens: before it, only elite and boss doorways seated a
// party (through the turn engine), and every other fight in a zone — exploration
// rooms, patrol encounters, harvest interrupts — resolved as the leader alone.
// On a 38-room expedition that meant a party of three fought together twice and
// the leader soloed the other ~35, which is why P7 measured zero member deaths
// and zero TPKs across 240 seats: the members were never in the fight.
//
// Roster order is the seating order, and roster[0] is the leader. Callers get
// back the seats that actually sat down, aligned index-for-index with
// res.Seats, so the character-scoped close-out (loot, death) can fan out and the
// run-scoped one (threat, kill record) can stay with the leader.
//
// A member who is down sits the encounter out. A leader who is down is a
// caller-side error — the run is theirs and the walk should not have reached
// here.
//
// Effects applied here are exactly the character-scoped ones runZoneCombat
// always applied, now per seat: HP, XP, achievements, the subclass persist, the
// heal items actually burned, and Misty's condition repair. Loot, threat, kill
// records and death remain the caller's, because only the caller knows the room.
func (p *AdventurePlugin) runZoneCombatRoster(
roster []id.UserID,
monster DnDMonsterTemplate,
tier int,
phases []CombatPhase,
dmMood int,
) (PartyCombatResult, []id.UserID, error) {
if len(roster) == 0 {
return PartyCombatResult{}, nil, fmt.Errorf("runZoneCombatRoster: empty roster")
}
if phases == nil {
phases = dungeonCombatPhases
}
type seatBuild struct {
uid id.UserID
dndChar *DnDCharacter
advChar *AdventureCharacter
equip map[EquipmentSlot]*AdvEquipment
mods CombatModifiers
}
var (
players []Combatant
builds []seatBuild
seated []id.UserID
enemy Combatant
)
for i, uid := range roster {
leader := i == 0
// The leader's failures are the encounter's failures; a member's only
// cost them their seat.
bail := func(err error) (PartyCombatResult, []id.UserID, error) {
return PartyCombatResult{}, nil, err
}
advChar, err := loadAdvCharacter(uid)
if err != nil || advChar == nil {
if leader {
return bail(fmt.Errorf("load adv character: %w", err))
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
equip, err := loadAdvEquipment(uid)
if err != nil {
if leader {
return bail(fmt.Errorf("load equipment: %w", err))
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
player, e, dndChar, err := p.buildZoneCombatants(uid, monster, tier, dmMood)
if err != nil {
if leader {
return bail(err)
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
if leader {
enemy = e
} else if hp, _ := dndHPSnapshot(uid); hp <= 0 {
// A downed member sits it out. They own no close-out claim.
continue
}
// Pre-combat one-shots that the turn-based path does NOT share: a queued
// spell and the panic-heal consumable trigger. Both mutate this seat's
// Combatant once, before the fight runs. The queued spell can also debuff
// the shared enemy, so every seat's cast lands on the one stat block.
applyPendingCast(uid, dndChar, &player.Stats, &player.Mods, &enemy.Stats)
setupAutoHealFromInventory(p.loadConsumableInventory(uid), &player.Mods)
players = append(players, player)
builds = append(builds, seatBuild{
uid: uid, dndChar: dndChar, advChar: advChar, equip: equip, mods: player.Mods,
})
seated = append(seated, uid)
}
res := simulateParty(players, enemy, phases)
dumpCombatEventsIfDebug(
fmt.Sprintf("zone:%s vs %s (%d seat(s))", monster.ID, players[0].Name, len(players)),
res.Seats[0])
for i, b := range builds {
seatRes := res.Seats[i]
// Remove the actual heal items consumed during combat (one inventory item
// per heal_item event this seat fired). Cheapest-tier first.
consumeFiredHealingItems(b.uid, countHealEventsFired(seatRes))
// Misty condition repair (post-combat, same 20% chance as the arena and
// encounter paths in combat_bridge.go). Gourmet food keeps her gear in
// shape on long expeditions, not just in the arena.
if b.advChar.MistyBuffExpires != nil && time.Now().UTC().Before(*b.advChar.MistyBuffExpires) {
if rand.Float64() < 0.20 {
npcRepairMostDamaged(b.uid, b.equip, 5)
}
}
p.grantCombatAchievements(b.uid, seatRes)
persistDnDHPAfterCombat(b.uid, seatRes.PlayerEndHP)
if err := persistDnDPostCombatSubclass(b.dndChar, b.mods.BerserkerRage, seatRes, b.mods); err != nil {
slog.Error("dnd: post-combat subclass persist (zone)", "user", b.uid, "err", err)
}
if xp := zoneCombatXP(seatRes, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(b.uid, xp); err != nil {
slog.Error("dnd: grantDnDXP zone", "user", b.uid, "err", err)
}
}
}
return res, seated, nil
}
// zoneCombatRoster is the roster a zone encounter seats for this walker: their
// expedition's party if they lead one, otherwise just them. Downed members are
// filtered by runZoneCombatRoster, not here — this answers "who is on the
// expedition", not "who can stand up".
//
// It must not touch getActiveZoneRun: that lookup carries the §4.3 idle reap,
// and the callers are mid-walk on the run it would reap. fightRoster observes
// the same rule, for the same reason.
func zoneCombatRoster(walker id.UserID) []id.UserID { return fightRoster(walker) }
// partySurvivors splits a resolved roster into who is still standing and who
// went down, in seating order.
func partySurvivors(res PartyCombatResult, seated []id.UserID) (up, down []id.UserID) {
for i, uid := range seated {
if res.Seats[i].PlayerEndHP > 0 {
up = append(up, uid)
} else {
down = append(down, uid)
}
}
return up, down
}
// closeOutZoneWin hands loot to every seat still standing and the hospital to
// every seat that isn't. It returns the leader's own loot line — the only one
// that belongs in the leader's room narration — and who went down.
//
// The one asymmetry is deliberate. A *solo* player can win at 0 HP: a retaliate
// aura kills the swinger on the same blow that drops the enemy, and
// resolvePlayerAttack returns before enemyDown is consumed. Today that player is
// not marked dead, and P6e is not the place to change it — it would move the
// sim's outcome labels. A *party* marks its downed seats dead on a win, which is
// exactly what the turn-engine close-out has always done (finishPartyWin).
func (p *AdventurePlugin) closeOutZoneWin(
res PartyCombatResult,
seated []id.UserID,
zone ZoneDefinition,
monster DnDMonsterTemplate,
isBoss, elite bool,
deathSource string,
) (leaderDrop string, downed []id.UserID) {
party := len(seated) > 1
for i, uid := range seated {
if res.Seats[i].PlayerEndHP > 0 {
drop := p.dropZoneLoot(uid, zone.ID, monster, isBoss, elite)
if i == 0 {
leaderDrop = drop
}
continue
}
// Down when the enemy fell. No loot — they never saw it drop.
downed = append(downed, uid)
if party {
markAdventureDead(uid, deathSource, zone.Display)
}
}
return leaderDrop, downed
}
// closeOutZoneLoss marks every seat the fight actually killed. A loss is not the
// same as a death: the engine's timeout is a retreat ("ran out the clock"), and
// it leaves HP where it was. So death is read per seat off HP, never off the
// fight's terminal status — which for one seat is exactly the old
// `if !result.TimedOut` rule, since a solo player at 0 HP has already ended the
// fight.
func closeOutZoneLoss(res PartyCombatResult, seated []id.UserID, zone ZoneDefinition, deathSource string) (killed []id.UserID) {
for i, uid := range seated {
if res.Seats[i].PlayerEndHP <= 0 {
markAdventureDead(uid, deathSource, zone.Display)
killed = append(killed, uid)
}
}
return killed
}
// partyCasualtyLine names the members a fight put on the floor, for the leader's
// narration. Empty for a solo walker, and empty when everyone walked away.
func partyCasualtyLine(downed []id.UserID) string {
if len(downed) == 0 {
return ""
}
names := make([]string, 0, len(downed))
for _, uid := range downed {
name, _ := loadDisplayName(uid)
if name == "" {
name = uid.Localpart()
}
names = append(names, "**"+name+"**")
}
if len(names) == 1 {
return "💀 " + names[0] + " went down."
}
return "💀 " + strings.Join(names[:len(names)-1], ", ") + " and " + names[len(names)-1] + " went down."
}