Combat: extract shared attack-resolution primitives

Pull effectiveAttackBonus, attackCritFloor, attackConnects, and the
post-hit player damage stack out of combat_engine.go into
combat_primitives.go so the upcoming turn-based engine resolves an
attack identically to auto-resolve. Behavior-preserving — the combat
characterization golden file is unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-13 23:05:33 -07:00
parent 6141964c58
commit 1e1fbf9056
2 changed files with 121 additions and 74 deletions

View File

@@ -645,18 +645,9 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
} }
} }
isFumble := roll == 1 isFumble := roll == 1
// Phase 10 SUB2a — Champion Improved Critical lowers the crit floor. critFloor := attackCritFloor(player.Mods)
// CritThreshold==0 means "use default" (nat 20). Champion sets 19.
critFloor := 20
if player.Mods.CritThreshold > 0 && player.Mods.CritThreshold < 20 {
critFloor = player.Mods.CritThreshold
}
isCritRoll := roll >= critFloor isCritRoll := roll >= critFloor
// Class proficiency penalty (appendix §8): -4 attack with a non-proficient weapon. attackBonus := effectiveAttackBonus(player.Stats)
attackBonus := player.Stats.AttackBonus
if player.Stats.Weapon != nil && !player.Stats.WeaponProficient {
attackBonus -= 4
}
// Phase 10 SUB2a-ii — Battle Master Precision Attack: +d8 (modeled as // Phase 10 SUB2a-ii — Battle Master Precision Attack: +d8 (modeled as
// flat +4) to the first attack roll only. Consumed even on miss. // flat +4) to the first attack roll only. Consumed even on miss.
if player.Mods.FirstAttackBonus > 0 && !st.firstAttackBonusUsed { if player.Mods.FirstAttackBonus > 0 && !st.firstAttackBonusUsed {
@@ -665,7 +656,7 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
} }
total := roll + attackBonus total := roll + attackBonus
if isFumble || (!isCritRoll && total < enemy.Stats.AC) { if !attackConnects(roll, total, enemy.Stats.AC, critFloor) {
desc := "" desc := ""
if isFumble { if isFumble {
desc = "fumble" desc = "fumble"
@@ -706,66 +697,7 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
dmg = max(1, dmg/2) dmg = max(1, dmg/2)
} }
isCrit := isCritRoll dmg, action, desc := applyPlayerHitDamageMods(st, player, dmg, isCritRoll, blocked)
autoCritFired := false
if !isCritRoll && st.autoCrit {
isCrit = true
autoCritFired = true
st.autoCrit = false
} else if st.autoCrit && isCritRoll {
// Natural crit consumes the auto-crit charge but doesn't get the
// "passive fired" flavor — the dice already explain it.
st.autoCrit = false
}
if isCrit {
// Crit: double damage. (5e rolls extra dice; we double total to
// match the engine's pre-Phase-8 crit semantics.)
dmg *= 2
}
// Orc Rage: +50% damage on this attack, then consume.
if st.pendingRageAttack {
dmg = int(float64(dmg) * 1.5)
st.pendingRageAttack = false
}
// Phase 10 SUB2a — Berserker rage: +flat per hit, plus Frenzy
// multiplicative bump that approximates the bonus-attack-per-turn we
// can't model in one-shot combat.
if player.Mods.BerserkerRage {
if player.Mods.RageMeleeDmg > 0 {
dmg += player.Mods.RageMeleeDmg
}
if player.Mods.FrenzyDmgBonus > 0 {
dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus))
}
}
// Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only
// (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon
// damage path and Divine Strike doesn't apply). Lands every hit because
// our 1v1 model has no concept of "once per turn" turn boundaries.
if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
dmg += player.Mods.DivineStrikePerHit
}
// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
// (which already doubled the base damage above) — the bonus itself is
// applied AFTER the crit doubling so the math is "double base + flat
// surprise damage". Consumed on first hit regardless of crit status.
if player.Mods.AssassinateBonusDmg > 0 && !st.assassinateBonusUsed {
dmg += player.Mods.AssassinateBonusDmg
st.assassinateBonusUsed = true
}
dmg = max(1, dmg)
action := "hit"
desc := ""
if isCrit {
action = "crit"
if autoCritFired {
desc = "auto_crit"
}
} else if blocked {
action = "block"
}
st.enemyHP = max(0, st.enemyHP-dmg) st.enemyHP = max(0, st.enemyHP-dmg)
st.events = append(st.events, CombatEvent{ st.events = append(st.events, CombatEvent{
@@ -805,9 +737,9 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
roll := 1 + st.roll(20) roll := 1 + st.roll(20)
isFumble := roll == 1 isFumble := roll == 1
isNat20 := roll == 20 isNat20 := roll == 20
total := roll + enemy.Stats.AttackBonus total := roll + effectiveAttackBonus(enemy.Stats)
if isFumble || (!isNat20 && total < player.Stats.AC) { if !attackConnects(roll, total, player.Stats.AC, 20) {
desc := "" desc := ""
if isFumble { if isFumble {
desc = "fumble" desc = "fumble"

View File

@@ -0,0 +1,115 @@
package plugin
// Shared combat resolution primitives.
//
// These are the building blocks both the auto-resolve engine (SimulateCombat)
// and the upcoming turn-based engine call into, so a single attack resolves
// identically regardless of which loop drives it. Everything here is a
// behavior-preserving extraction from combat_engine.go — the combat
// characterization golden file pins that no event stream shifted.
// effectiveAttackBonus returns the d20 attack bonus for a combatant, applying
// the appendix §8 non-proficient-weapon penalty (-4) when the combatant wields
// a D&D weapon without proficiency. Monsters and weaponless combatants have no
// Weapon set, so they fall through to the raw bonus.
func effectiveAttackBonus(s CombatStats) int {
ab := s.AttackBonus
if s.Weapon != nil && !s.WeaponProficient {
ab -= 4
}
return ab
}
// attackCritFloor returns the lowest d20 face that counts as a critical hit.
// Default 20; Champion Improved Critical (and later tiers) lower it via
// CritThreshold. A zero or out-of-range CritThreshold means "use default".
func attackCritFloor(m CombatModifiers) int {
if m.CritThreshold > 0 && m.CritThreshold < 20 {
return m.CritThreshold
}
return 20
}
// attackConnects decides whether a d20 attack lands. roll is the raw d20 face
// (post-reroll), total is roll+bonus, ac is the defender's armor class, and
// critFloor is the crit threshold from attackCritFloor. A raw 1 always misses
// (fumble); a roll at/above critFloor always hits; otherwise total must meet AC.
func attackConnects(roll, total, ac, critFloor int) bool {
if roll == 1 {
return false
}
if roll >= critFloor {
return true
}
return total >= ac
}
// applyPlayerHitDamageMods runs the post-hit player damage stack on a connected
// attack: crit doubling (natural or AutoCritFirst consumable), Orc Rage, the
// Berserker rage flat+multiplicative bumps, Cleric Divine Strike, and the
// Assassinate first-hit bonus. It consumes the relevant one-shot state on st
// (autoCrit, pendingRageAttack, assassinateBonusUsed) and returns the final
// damage plus the event action/desc labels. dmg is clamped to >=1.
func applyPlayerHitDamageMods(st *combatState, player *Combatant, dmg int, isCritRoll, blocked bool) (int, string, string) {
isCrit := isCritRoll
autoCritFired := false
if !isCritRoll && st.autoCrit {
isCrit = true
autoCritFired = true
st.autoCrit = false
} else if st.autoCrit && isCritRoll {
// Natural crit consumes the auto-crit charge but doesn't get the
// "passive fired" flavor — the dice already explain it.
st.autoCrit = false
}
if isCrit {
// Crit: double damage. (5e rolls extra dice; we double total to
// match the engine's pre-Phase-8 crit semantics.)
dmg *= 2
}
// Orc Rage: +50% damage on this attack, then consume.
if st.pendingRageAttack {
dmg = int(float64(dmg) * 1.5)
st.pendingRageAttack = false
}
// Phase 10 SUB2a — Berserker rage: +flat per hit, plus Frenzy
// multiplicative bump that approximates the bonus-attack-per-turn we
// can't model in one-shot combat.
if player.Mods.BerserkerRage {
if player.Mods.RageMeleeDmg > 0 {
dmg += player.Mods.RageMeleeDmg
}
if player.Mods.FrenzyDmgBonus > 0 {
dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus))
}
}
// Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only
// (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon
// damage path and Divine Strike doesn't apply). Lands every hit because
// our 1v1 model has no concept of "once per turn" turn boundaries.
if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
dmg += player.Mods.DivineStrikePerHit
}
// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
// (which already doubled the base damage above) — the bonus itself is
// applied AFTER the crit doubling so the math is "double base + flat
// surprise damage". Consumed on first hit regardless of crit status.
if player.Mods.AssassinateBonusDmg > 0 && !st.assassinateBonusUsed {
dmg += player.Mods.AssassinateBonusDmg
st.assassinateBonusUsed = true
}
dmg = max(1, dmg)
action := "hit"
desc := ""
if isCrit {
action = "crit"
if autoCritFired {
desc = "auto_crit"
}
} else if blocked {
action = "block"
}
return dmg, action, desc
}