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N3/P8: scale the enemy's action economy to the party
A party of N used to face one enemy swing a round against a single seat, so
each member absorbed ~1/N² of the solo incoming and cleared 100% of every T5
cell. The enemy now takes enemyActionsThisRound() attack-actions, each
re-targeted at a fresh standing seat, in both combat engines:
- auto-resolve (simulatePartyRound): enemyRoundSwings loops the actions,
re-rolling each target's pet procs.
- turn engine (stepEnemyTurn): enemyAttackAction resolves one full SRD
multiattack per action; step() no longer blanket-stamps the enemy turn to
one seat, since a party's enemy now hits several.
The action count is a fractional expectation realised as a per-round coin-flip
(2.4 for a duo, 2N-1 for N>=3), because the integer lever is too coarse at small
N -- against a duo, 2 actions is a ~91% faceroll and 3 a ~45% grinder, with
nothing between. A light party-only enemy HP scalar (x1.15) trims the martial
ceiling that action count alone leaves at 100%.
Solo is exempt on both levers (1 action, no RNG draw; x1.0 HP), so
TestCombatCharacterization is byte-identical and the d8prereq corpus still
compares. Sim band (party of 3, T5, HP scaled): fighter 70->90%, cleric-led
27->72% -- monotonic by party size, no composition worse than soloing.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -176,6 +176,12 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
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// rebuilds the identical stat block, so seat 0's copy is the fight's.
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// Only the *player* half of the build varies by seat.
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enemy = e
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// Party-only enemy HP bump, re-derived each turn from the template so
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// it never compounds. Matches the scalar startPartyCombatSession used
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// for the initial persist; solo (roster 1) scales by 1.0.
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if sess.IsParty() {
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enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, sess.RosterSize())
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}
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}
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}
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return players, &enemy, nil
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