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

@@ -144,7 +144,12 @@ func resumeTurnEngine(sess *CombatSession, player, enemy *Combatant, rng *rand.R
playerAtkDrain: sess.Statuses.PlayerAtkDrain,
playerACDebuff: sess.Statuses.PlayerACDebuff,
maxHPDrain: sess.Statuses.MaxHPDrain,
rng: rng,
// Slice-4 monster-ability effects — the former flavor-only placeholders.
enemySpellResist: sess.Statuses.EnemySpellResist,
enemyRevealNext: sess.Statuses.EnemyRevealNext,
enemyFearImmune: sess.Statuses.EnemyFearImmune,
enemyAtkBuff: sess.Statuses.EnemyAtkBuff,
rng: rng,
}
return &turnEngine{
sess: sess,
@@ -270,8 +275,20 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
te.sess.Phase = CombatPhaseEnemyTurn
return
}
if eff.EnemyDamage > 0 {
st.enemyHP = max(0, st.enemyHP-eff.EnemyDamage)
action := eff.Action
if action == "" {
action = "spell_cast"
}
// spell_resist (Spell Immunity): a spell's damage against the enemy is
// halved. Consumables that happen to deal damage are not spells, so the
// resist is gated on the spell_cast action.
enemyDmg := eff.EnemyDamage
spellFizzled := enemyDmg > 0 && action == "spell_cast" && enemyResistsSpells(te.enemy, st)
if spellFizzled {
enemyDmg = max(1, enemyDmg/2)
}
if enemyDmg > 0 {
st.enemyHP = max(0, st.enemyHP-enemyDmg)
}
if eff.PlayerHeal > 0 {
// Respect any max_hp_drain monster ability — a drained player can't be
@@ -279,14 +296,16 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
hpCap := max(1, te.sess.PlayerHPMax-st.maxHPDrain)
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
}
action := eff.Action
if action == "" {
action = "spell_cast"
}
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: action,
Damage: eff.EnemyDamage, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: eff.Label,
Damage: enemyDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: eff.Label,
})
if spellFizzled {
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "spell_fizzle",
Damage: enemyDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
if enemyDown(st, turnCombatPhase.Name) {
te.finish(CombatStatusWon)
return
@@ -296,21 +315,38 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
return
}
if eff.EnemySkip {
st.enemySkipFirst = true
// fear_immune enemies shrug off control spells — the skip never arms.
if enemyImmuneToControl(te.enemy, st) {
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "fear_resist",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
} else {
st.enemySkipFirst = true
}
}
te.sess.Phase = CombatPhaseEnemyTurn
}
func (te *turnEngine) stepEnemyTurn() {
// A control spell cast last phase forfeits the enemy's attack this round.
// A control spell cast last phase forfeits the enemy's attack this round
// unless the enemy is fear_immune, in which case the control fizzled and it
// acts as normal.
if te.st.enemySkipFirst {
te.st.enemySkipFirst = false
te.st.events = append(te.st.events, CombatEvent{
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "spell_held",
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
})
te.sess.Phase = CombatPhaseRoundEnd
return
if enemyImmuneToControl(te.enemy, te.st) {
te.st.events = append(te.st.events, CombatEvent{
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "fear_resist",
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
})
} else {
te.st.events = append(te.st.events, CombatEvent{
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "spell_held",
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
})
te.sess.Phase = CombatPhaseRoundEnd
return
}
}
// Monster ability fires at the top of the enemy turn. cleave / lifesteal
@@ -458,6 +494,10 @@ func (te *turnEngine) commit() {
s.PlayerAtkDrain = st.playerAtkDrain
s.PlayerACDebuff = st.playerACDebuff
s.MaxHPDrain = st.maxHPDrain
s.EnemySpellResist = st.enemySpellResist
s.EnemyRevealNext = st.enemyRevealNext
s.EnemyFearImmune = st.enemyFearImmune
s.EnemyAtkBuff = st.enemyAtkBuff
te.sess.TurnLog = append(te.sess.TurnLog, st.events...)
}