Combat: back the flavor-only monster abilities with real effects

Turn the four placeholder ability effects into working mechanics:
spell_resist halves player spell damage, reveal_action rolls the
player's next swing at disadvantage, fear_immune fizzles control
spells, and ally_buff grants an accumulating enemy attack bonus.
All four are armed by applyAbility, read by the shared resolution
primitives, and round-tripped through CombatStatuses for turn-based
suspend/resume. New branches are guarded by zero-valued state so the
auto-resolve characterization golden is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-14 08:59:51 -07:00
parent e629f8fd4d
commit 0cd8fd3337
5 changed files with 312 additions and 50 deletions

View File

@@ -202,9 +202,8 @@ type MonsterAbility struct {
// enrage, armor_break, stun, bonus_damage, aoe, aoe_fire, death_aoe, execute,
// self_heal, max_hp_drain); stateful effects armed here and read by the
// shared resolution primitives (evade, block, advantage, retaliate,
// regenerate, survive_at_1, stat_drain, debuff); flavor-only placeholders
// (spell_resist, reveal_action, fear_immune, ally_buff). Anything else is a
// silent no-op.
// regenerate, survive_at_1, stat_drain, debuff, spell_resist, reveal_action,
// fear_immune, ally_buff). Anything else is a silent no-op.
Effect string
}
@@ -301,6 +300,13 @@ type combatState struct {
playerACDebuff int // debuff: flat reduction to the player's effective AC
maxHPDrain int // max_hp_drain: reduction to the player's effective MaxHP
// Phase 13 bestiary slice 4 — the former flavor-only placeholders, now
// backed by real state.
enemySpellResist bool // spell_resist: player spell damage against this enemy is halved
enemyRevealNext bool // reveal_action: the player's next weapon attack is rolled at disadvantage
enemyFearImmune bool // fear_immune: player control spells (enemy-skip) fizzle against this enemy
enemyAtkBuff int // ally_buff: flat, accumulating bonus to the enemy's attack damage
round int
events []CombatEvent
@@ -392,6 +398,10 @@ func simulateCombatWithRNG(player, enemy Combatant, phases []CombatPhase, rng *r
// 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)
}
@@ -400,6 +410,12 @@ func simulateCombatWithRNG(player, enemy Combatant, phases []CombatPhase, rng *r
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)
}
@@ -455,11 +471,20 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
enemyHeldThisRound := false
if st.enemySkipFirst {
st.enemySkipFirst = false
enemyHeldThisRound = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "spell_held",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
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
@@ -665,6 +690,18 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
}
roll := 1 + st.roll(20)
// Reveal action (monster ability): the enemy read this swing coming — it's
// rolled at disadvantage (2d20, keep the lower). One-shot, consumed here.
if st.enemyRevealNext {
st.enemyRevealNext = false
if alt := 1 + st.roll(20); alt < roll {
roll = alt
}
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "revealed",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
// Halfling Lucky: reroll the first nat 1 of the fight.
if roll == 1 && player.Mods.LuckyReroll && !st.luckyUsed {
st.luckyUsed = true
@@ -856,7 +893,7 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
if st.enraged {
atkMult = 1.5
}
dmg := calcDamage(st.rng, int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
dmg := calcDamage(st.rng, enemyAttackStat(enemy, st, atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct)
blocked := player.Stats.BlockRate > 0 && st.randFloat() < player.Stats.BlockRate
@@ -995,7 +1032,7 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
if st.enraged {
atkMult = 1.5
}
dmg := calcDamage(st.rng, int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
dmg := calcDamage(st.rng, enemyAttackStat(enemy, st, atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct)
dmg = max(1, dmg)
st.playerHP = max(0, st.playerHP-dmg)
@@ -1014,7 +1051,7 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
if st.enraged {
atkMult = 1.5
}
dmg1 := calcDamage(st.rng, int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
dmg1 := calcDamage(st.rng, enemyAttackStat(enemy, st, atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct)
dmg1 = max(1, dmg1)
st.playerHP = max(0, st.playerHP-dmg1)
@@ -1192,14 +1229,50 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
return !trySave(st, player, phaseName)
}
case "spell_resist", "reveal_action", "fear_immune", "ally_buff":
// Slice-2 placeholder: no mechanical effect yet (these need persistent
// per-fight state, deferred to the next slice), but the ability still
// announces itself so the fight log doesn't silently swallow a proc.
case "spell_resist":
// Spell Immunity: the enemy is wrapped in anti-magic. Player spell damage
// (the pre-combat cast in auto-resolve, mid-fight !cast in the turn engine)
// is halved — read by enemyResistsSpells. Arm once; it's a passive, so a
// repeat proc is a silent no-op.
if !st.enemySpellResist {
st.enemySpellResist = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "spell_resist",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
case "reveal_action":
// The enemy reads the player's intent — their next weapon swing comes in
// at disadvantage (2d20 keep-lower). One-shot, consumed by the next
// resolvePlayerAttack. Re-armed (and re-announced) on every proc.
st.enemyRevealNext = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "ability_flavor",
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "reveal_armed",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
case "fear_immune":
// The enemy's resolve can't be broken: player control spells (Hold Person,
// Sleep, Command — the enemy-skip mechanic) fizzle against it. Read by
// enemyImmuneToControl. Arm once; a passive, so a repeat proc is a no-op.
if !st.enemyFearImmune {
st.enemyFearImmune = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "fear_immune",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
case "ally_buff":
// The enemy rallies — a flat, accumulating bonus to the damage its attacks
// deal (read by enemyAttackStat). Capped so a long fight can't run away.
buff := 2 + st.roll(3)
st.enemyAtkBuff = min(15, st.enemyAtkBuff+buff)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "ally_buff",
Damage: buff, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
return false
@@ -1211,11 +1284,11 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
// player's Defense applies (1.0 = a normal hit, lower = an armor-piercing
// burst). Enrage's 1.5x attack multiplier is honored, matching cleave/lifesteal.
func abilityHitDamage(st *combatState, player, enemy *Combatant, phase *CombatPhase, atkFrac, defFrac float64) int {
atk := float64(enemy.Stats.Attack) * atkFrac
mult := atkFrac
if st.enraged {
atk *= 1.5
mult *= 1.5
}
dmg := calcDamage(st.rng, int(atk), phase.AttackWeight, enemy.Mods.DamageBonus,
dmg := calcDamage(st.rng, enemyAttackStat(enemy, st, mult), phase.AttackWeight, enemy.Mods.DamageBonus,
playerDefense(player, st), phase.DefenseWeight*defFrac, player.Mods.DamageReduct)
return max(1, dmg)
}
@@ -1251,6 +1324,29 @@ func playerDefense(player *Combatant, st *combatState) int {
return def
}
// enemyAttackStat is the enemy's effective Attack for a damage roll: the base
// stat scaled by mult (1.0 = normal, 1.5 = enraged, <1 = a partial-power rider)
// plus any accumulated ally_buff bonus. With no buff (every characterization
// scenario) it collapses to the pre-slice-4 expression.
func enemyAttackStat(enemy *Combatant, st *combatState, mult float64) int {
return max(1, int(float64(enemy.Stats.Attack)*mult)+st.enemyAtkBuff)
}
// enemyResistsSpells reports whether the enemy's spell_resist (Spell Immunity)
// ability is in play. It's a passive — the per-round proc may not have armed
// st.enemySpellResist yet, so the ability profile is checked too, letting the
// pre-combat spell and a round-1 mid-fight cast be resisted all the same.
func enemyResistsSpells(enemy *Combatant, st *combatState) bool {
return st.enemySpellResist || (enemy.Ability != nil && enemy.Ability.Effect == "spell_resist")
}
// enemyImmuneToControl reports whether the enemy's fear_immune ability is in
// play. Like spell_resist it's a passive, so the ability profile is checked
// alongside the armed flag.
func enemyImmuneToControl(enemy *Combatant, st *combatState) bool {
return st.enemyFearImmune || (enemy.Ability != nil && enemy.Ability.Effect == "fear_immune")
}
// effPlayerMaxHP is the player's MaxHP after any max_hp_drain monster ability,
// floored at 1. Heal clamps use this so a drained player can't be topped back
// up past the lowered ceiling. With no drain (every characterization scenario)