Combat: TwinBee per-round narration for turn-based fights

Replace the MVP turn-based round renderer with RenderTurnRound, which
reuses the full auto-resolve narrative pools for shared combat events so
TwinBee's voice is identical across both engines. Only the four
turn-specific actions (flee, spell_held, spell_cast, use_consumable) get
new pools.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-14 07:53:17 -07:00
parent fd28f31de5
commit 146924818d
3 changed files with 105 additions and 95 deletions

View File

@@ -155,7 +155,7 @@ func (p *AdventurePlugin) handleCombatActionCmd(ctx MessageContext, action Playe
// close-out block (terminal status). Shared by !attack/!flee, !cast, !consume.
func (p *AdventurePlugin) renderRoundResult(userID id.UserID, sess *CombatSession, events []CombatEvent, playerName string, enemy Combatant) string {
var b strings.Builder
b.WriteString(renderCombatRound(events, playerName, enemy.Name))
b.WriteString(RenderTurnRound(events, playerName, enemy.Name))
if sess.IsActive() {
b.WriteString("\n\n")
b.WriteString(fmt.Sprintf("You: **%d/%d** · %s: **%d/%d**\n",
@@ -278,87 +278,6 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
return b.String()
}
// ── rendering ───────────────────────────────────────────────────────────────
// renderCombatRound turns one round's events into a compact play-by-play
// block. Full TwinBee per-round narration is a later sub-phase; this is the
// functional MVP renderer.
func renderCombatRound(events []CombatEvent, playerName, enemyName string) string {
var lines []string
for _, ev := range events {
if line := renderCombatRoundEvent(ev, playerName, enemyName); line != "" {
lines = append(lines, line)
}
}
if len(lines) == 0 {
return "_The round passes without a clean blow landed._"
}
return strings.Join(lines, "\n")
}
func renderCombatRoundEvent(ev CombatEvent, playerName, enemyName string) string {
switch ev.Actor {
case "player":
switch ev.Action {
case "hit":
return fmt.Sprintf("⚔️ %s lands a hit for **%d**.", playerName, ev.Damage)
case "crit":
return fmt.Sprintf("💥 %s **crits** for **%d**!", playerName, ev.Damage)
case "block":
return fmt.Sprintf("⚔️ %s pushes through the guard for **%d**.", playerName, ev.Damage)
case "miss":
return fmt.Sprintf("… %s swings and misses.", playerName)
case "stunned":
return fmt.Sprintf("😵 %s is stunned and loses the turn.", playerName)
case "rage":
return fmt.Sprintf("🔥 %s's blood is up — rage takes hold.", playerName)
case "death_save":
return fmt.Sprintf("✨ %s should be down — and isn't.", playerName)
case "flee":
return fmt.Sprintf("🏃 %s breaks off and runs.", playerName)
case "spell_cast":
if ev.Desc != "" {
return "✨ " + ev.Desc
}
return fmt.Sprintf("✨ %s casts a spell.", playerName)
case "use_consumable":
if ev.Desc != "" {
return "🧪 " + ev.Desc
}
return fmt.Sprintf("🧪 %s uses an item.", playerName)
}
case "enemy":
switch ev.Action {
case "hit":
return fmt.Sprintf("🩸 %s hits %s for **%d**.", enemyName, playerName, ev.Damage)
case "crit":
return fmt.Sprintf("🩸 %s **crits** %s for **%d**!", enemyName, playerName, ev.Damage)
case "miss":
return fmt.Sprintf("… %s attacks, but misses.", enemyName)
case "poison_tick":
return fmt.Sprintf("☠️ Poison saps **%d** from %s.", ev.Damage, playerName)
case "poison":
return fmt.Sprintf("☠️ %s's strike leaves a poison festering.", enemyName)
case "enrage":
return fmt.Sprintf("😡 %s flies into a rage.", enemyName)
case "armor_break":
return fmt.Sprintf("🛡️ %s cracks %s's armor.", enemyName, playerName)
case "stun":
return fmt.Sprintf("💫 %s lands a stunning blow.", enemyName)
case "lifesteal":
return fmt.Sprintf("🧛 %s drains life from the wound.", enemyName)
case "cleave":
return fmt.Sprintf("🪓 %s cleaves into %s for **%d**.", enemyName, playerName, ev.Damage)
case "spell_held":
return fmt.Sprintf("🌀 %s is held fast — no attack this round.", enemyName)
}
}
if ev.Damage > 0 {
return fmt.Sprintf("• %s — %s (%d)", ev.Actor, ev.Action, ev.Damage)
}
return ""
}
// ── !cast (in-combat) ───────────────────────────────────────────────────────
//
// handleDnDCastCmd routes here when the player has an active CombatSession: