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combat: revive the caster sustained-cantrip floor in the turn engine
The arcane-blaster "sustained floor" passives (CantripPerRound, DamageBonus, FlatDmgStart from casterBlasterFloor) were built for the swing-based engine (SimulateCombat, combat_engine.go:590). But every live expedition auto-resolves through the turn engine (autoDriveCombat -> session -> combat_turn_engine), where casters autocast every turn and never weapon-swing -- so CantripPerRound never fired and DamageBonus was inert. Casters fought at bare cantrip dice (~4d10~=22 at L20) instead of their intended floor, in sim AND in prod. This is why every caster damage dial read as a dead lever across the whole rebaseline. Fix (combat_cmd.go): bridge the already-computed CantripPerRound into the turn-engine damage-cantrip cast, hit-gated (only lift a cast that already connected, so the ~35% miss variance survives and the floor isn't a guaranteed flat hammer). Self-targeting: only Mage/Sorcerer/Warlock carry a nonzero CantripPerRound -- martials swing (untouched), cleric/bard/druid have floor 0. Tuning (dnd_passives.go): casterCantripBase 9 -> 3, now a live, class-specific lever. Mage/Sorcerer take base 3; Warlock passes 0 (its bare-dice cantrip plus a structural edge already lands it mid-band, so an added floor overshoots). Removed the dead casterHPPerLevel rider (it inflated the truncation-fraction denominator without adding startable HP -- a bug). Also lands the deterministic-seeding infra (sim_seed.go + simIntN/simFloat64 threading) used to read these deltas out of the process-seed noise; prod is byte-identical (unseeded -> package rand). Confirmation (expedition-sim, L20 T5 dragons_lair+abyss_portal, n=250): casters now in the 35-45 floor -- sorcerer 39, mage 38, warlock 36; martial leaders undisturbed (rogue 68, druid 66, ranger 65, fighter 64, ... paladin 55).
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@@ -23,7 +23,6 @@ package plugin
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import (
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"encoding/json"
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"fmt"
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"math/rand/v2"
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"strings"
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"gogobee/internal/flavor"
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@@ -75,7 +74,7 @@ func resolveCombatInterrupt(
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rollFn func() int,
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) (CombatInterruptKind, int) {
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if rollFn == nil {
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rollFn = func() int { return rand.IntN(20) + 1 }
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rollFn = func() int { return simIntN(20) + 1 }
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}
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r := rollFn()
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mod := tier
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@@ -249,7 +248,7 @@ func surpriseRoundNickF(m DnDMonsterTemplate, tier, floorOverride int) int {
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if tier < 1 {
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tier = 1
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}
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dmg := 1 + rand.IntN(4) + m.AttackBonus/2
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dmg := 1 + simIntN(4) + m.AttackBonus/2
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floor := tier
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if floorOverride >= 0 {
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floor = floorOverride
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@@ -484,7 +483,7 @@ func (p *AdventurePlugin) tryPatrolEncounter(
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return
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}
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chance := rollPatrolChance(exp.ThreatLevel)
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if chance <= 0 || rand.Float64() > chance {
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if chance <= 0 || simFloat64() > chance {
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return
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}
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monster, ok := pickZoneEnemy(zone, run.RunID, run.CurrentRoom, false)
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