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).
This commit is contained in:
prosolis
2026-07-17 16:17:41 -07:00
parent 6e2782ac48
commit 1f62a8e842
13 changed files with 281 additions and 31 deletions

View File

@@ -175,6 +175,9 @@ func generateRoomSequence(zone ZoneDefinition, rng *rand.Rand) []RoomType {
// newRunID — 16-char hex token. Crypto-random; collision-resistant.
func newRunID() string {
if simSeedOn() {
return simHexToken()
}
var b [8]byte
if _, err := cryptorand.Read(b[:]); err != nil {
// Fall back to math/rand if /dev/urandom is unavailable.
@@ -240,7 +243,11 @@ func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand)
}
if rng == nil {
rng = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), uint64(time.Now().UnixMicro())))
if simSeedOn() {
rng = simZoneRNG()
} else {
rng = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), uint64(time.Now().UnixMicro())))
}
}
seq := generateRoomSequence(zone, rng)