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https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Pets: per-round attack + wire deflect/whiff into the turn engine
The live turn engine only struck once per fight and never rolled pet deflect or whiff, so pet armor (deflect-only) bought nothing in real runs. Roll pet attack each player turn and roll deflect/whiff per enemy turn, mirroring the auto-resolve engine; retire the one-shot pet-proc machinery (rollCombatSessionPetProc / PetProcReady). (cherry picked from commit a0e41c97801e500efad13c7e9a06be4c345e464e)
This commit is contained in:
@@ -91,11 +91,9 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
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}
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// Carry fight-start one-shot resources (Abjuration Arcane Ward, etc.) onto
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// the session so they survive the turn engine's resume/commit cycle, and
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// make the one-and-only per-fight pet-attack roll.
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seeded := seedCombatSessionOneShots(sess, player.Mods)
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pet := rollCombatSessionPetProc(sess, player.Mods)
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if seeded || pet {
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// the session so they survive the turn engine's resume/commit cycle. The
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// pet now rolls per-turn inside the engine, so there's no fight-start roll.
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if seedCombatSessionOneShots(sess, player.Mods) {
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if err := saveCombatSession(sess); err != nil {
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slog.Error("combat: seed session one-shots", "user", ctx.Sender, "err", err)
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}
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@@ -319,10 +319,6 @@ type combatState struct {
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// the enemy would otherwise attack).
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enemySkipFirst bool
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// Phase 13 turn-based — pet attack decided once at fight start; the pet
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// strikes once on the player's first acting turn, which clears this.
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petProcReady bool
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// Phase 10 SUB2a-ii first-attack one-shots.
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firstAttackBonusUsed bool
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assassinateRerollUsed bool
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@@ -65,14 +65,6 @@ type CombatStatuses struct {
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// combatState, so the flag must survive the commit between them.
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EnemySkipNext bool `json:"enemy_skip_next,omitempty"`
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// PetProcReady is the per-fight pet-attack outcome. Auto-resolve rolls the
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// pet proc every round; a manual fight can run many rounds, so the roll is
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// decided once at fight start (rollCombatSessionPetProc) and parked here.
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// The pet then lands a single hit on the player's first acting turn, which
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// clears the flag — persisted so a suspend/resume or reaper auto-play sees
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// the same outcome.
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PetProcReady bool `json:"pet_proc_ready,omitempty"`
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// Fight-scoped depleting resources — mirror the combatState charges that
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// genuinely carry round-to-round. Seeded at fight start (Arcane Ward) or by
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// a mid-fight !cast / !consume, restored into combatState on every resume,
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@@ -425,72 +425,120 @@ func TestTurnEngine_OneShotsRoundTrip(t *testing.T) {
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}
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}
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// ── Pet proc (per-fight) ───────────────────────────────────────────────────
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// ── Pet proc (per-round) ───────────────────────────────────────────────────
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func TestRollCombatSessionPetProc(t *testing.T) {
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// No pet proc on the player → never rolls true, never touches statuses.
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none := &CombatSession{SessionID: "no-pet"}
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if rollCombatSessionPetProc(none, CombatModifiers{}) || none.Statuses.PetProcReady {
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t.Error("zero PetAttackProc should not arm a pet strike")
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}
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// A guaranteed proc arms the flag; the draw is deterministic per session id.
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sure := &CombatSession{SessionID: "pet-fight"}
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if !rollCombatSessionPetProc(sure, CombatModifiers{PetAttackProc: 1.0}) || !sure.Statuses.PetProcReady {
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t.Error("PetAttackProc 1.0 should always arm a pet strike")
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}
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again := &CombatSession{SessionID: "pet-fight"}
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rollCombatSessionPetProc(again, CombatModifiers{PetAttackProc: 1.0})
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if again.Statuses.PetProcReady != sure.Statuses.PetProcReady {
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t.Error("same session id should roll the pet proc deterministically")
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}
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}
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// TestTurnEngine_PetStrike confirms an armed pet lands exactly one hit on the
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// player's first acting turn, then never again — the per-fight roll model.
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// TestTurnEngine_PetStrike confirms a pet with a guaranteed proc strikes on
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// every player-acting turn — the per-round roll model, matching auto-resolve.
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func TestTurnEngine_PetStrike(t *testing.T) {
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// Pools huge so no phase can end the fight; isolate the pet behaviour.
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sess := turnSession(CombatPhasePlayerTurn, 100000, 100000)
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sess.Statuses.PetProcReady = true
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player, enemy := basePlayer(), baseEnemy()
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player.Mods.PetAttackProc = 1.0
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player.Mods.PetAttackDmg = 8
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events, err := stepEngine(sess, &player, &enemy, PlayerAction{Kind: ActionAttack})
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if err != nil {
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t.Fatal(err)
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}
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petHits := 0
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for _, e := range events {
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if e.Action == "pet_attack" {
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petHits++
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if e.Damage <= 0 {
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t.Errorf("pet_attack damage = %d, want > 0", e.Damage)
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petHitsOnPlayerTurn := func() int {
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events, err := stepEngine(sess, &player, &enemy, PlayerAction{Kind: ActionAttack})
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if err != nil {
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t.Fatal(err)
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}
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hits := 0
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for _, e := range events {
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if e.Action == "pet_attack" {
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hits++
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if e.Damage <= 0 {
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t.Errorf("pet_attack damage = %d, want > 0", e.Damage)
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}
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}
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}
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}
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if petHits != 1 {
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t.Fatalf("pet_attack events = %d on first player turn, want 1", petHits)
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}
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if sess.Statuses.PetProcReady {
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t.Error("PetProcReady should clear after the pet strikes")
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return hits
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}
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// Cycle back to the next player turn — the pet must not strike again.
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if got := petHitsOnPlayerTurn(); got != 1 {
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t.Fatalf("pet_attack events = %d on first player turn, want 1", got)
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}
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// Cycle back to the next player turn — the pet must strike again.
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for sess.Phase != CombatPhasePlayerTurn {
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if _, err := stepEngine(sess, &player, &enemy, PlayerAction{}); err != nil {
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t.Fatal(err)
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}
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}
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events, err = stepEngine(sess, &player, &enemy, PlayerAction{Kind: ActionAttack})
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if got := petHitsOnPlayerTurn(); got != 1 {
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t.Errorf("pet_attack events = %d on second player turn, want 1 (per-round)", got)
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}
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}
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// TestTurnEngine_PetNoProc confirms a player without the pet proc never sees a
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// pet strike.
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func TestTurnEngine_PetNoProc(t *testing.T) {
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sess := turnSession(CombatPhasePlayerTurn, 100000, 100000)
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player, enemy := basePlayer(), baseEnemy()
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player.Mods.PetAttackProc = 0
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events, err := stepEngine(sess, &player, &enemy, PlayerAction{Kind: ActionAttack})
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if err != nil {
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t.Fatal(err)
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}
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for _, e := range events {
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if e.Action == "pet_attack" {
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t.Error("pet struck twice — the roll is per fight, not per round")
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t.Error("pet struck with zero PetAttackProc")
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}
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}
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}
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// TestTurnEngine_PetWhiff confirms a guaranteed whiff makes the enemy's turn a
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// total miss — a pet_whiff event fires and the player takes no damage.
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func TestTurnEngine_PetWhiff(t *testing.T) {
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sess := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
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player, enemy := basePlayer(), baseEnemy()
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player.Mods.PetWhiffProc = 1.0
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enemy.Stats.AttackBonus = 50 // would connect easily if not whiffed
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startHP := sess.PlayerHP
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events, err := stepEngine(sess, &player, &enemy, PlayerAction{})
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if err != nil {
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t.Fatal(err)
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}
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whiffs := 0
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for _, e := range events {
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if e.Action == "pet_whiff" {
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whiffs++
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}
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if e.Actor == "enemy" && e.Action == "hit" {
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t.Error("enemy landed a hit despite a guaranteed pet whiff")
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}
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}
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if whiffs == 0 {
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t.Error("expected a pet_whiff event with PetWhiffProc 1.0")
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}
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if sess.PlayerHP != startHP {
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t.Errorf("player took %d damage on a whiffed turn, want 0", startHP-sess.PlayerHP)
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}
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}
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// TestTurnEngine_PetDeflect confirms a guaranteed deflect emits a pet_deflect
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// event on a connecting enemy attack.
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func TestTurnEngine_PetDeflect(t *testing.T) {
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sess := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
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player, enemy := basePlayer(), baseEnemy()
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player.Mods.PetDeflectProc = 1.0
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enemy.Stats.AttackBonus = 50 // guarantee the swing connects
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events, err := stepEngine(sess, &player, &enemy, PlayerAction{})
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if err != nil {
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t.Fatal(err)
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}
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deflects := 0
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for _, e := range events {
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if e.Action == "pet_deflect" {
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deflects++
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}
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}
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if deflects == 0 {
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t.Error("expected a pet_deflect event with PetDeflectProc 1.0 on a connecting hit")
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}
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}
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func TestCombatSessionRNG_DeterministicPerPhase(t *testing.T) {
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sess := &CombatSession{SessionID: "abc123", Round: 2, Phase: CombatPhaseEnemyTurn}
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a := combatSessionRNG(sess)
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@@ -116,7 +116,6 @@ func resumeTurnEngine(sess *CombatSession, player, enemy *Combatant, rng *rand.R
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armorBroken: sess.Statuses.ArmorBroken,
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armorBreakAmt: sess.Statuses.ArmorBreakAmt,
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enemySkipFirst: sess.Statuses.EnemySkipNext,
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petProcReady: sess.Statuses.PetProcReady,
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// Fight-scoped depleting resources + once-per-fight one-shots: restored
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// from the persisted statuses so a charge or "already used" flag can't
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// reset across a suspend/resume. commit writes the updated values back.
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@@ -223,19 +222,19 @@ func (te *turnEngine) stepPlayerTurn(action PlayerAction) {
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te.sess.Phase = CombatPhaseEnemyTurn
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}
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// petStrike resolves the player's pet attack for a turn-based fight. Whether
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// the pet lands a hit was decided once at fight start (rollCombatSessionPetProc)
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// and parked on the session; the pet then strikes a single time on the player's
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// first acting turn — this clears the flag so it never repeats. Damage reuses
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// the auto-resolve formula (PetAttackDmg + d5), and PetAttackDmg already carries
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// any mid-fight buff delta via applySessionBuffs. Returns true if the strike
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// dropped the enemy.
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// petStrike resolves the player's pet attack for a turn-based fight. The pet
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// rolls fresh on every player-acting turn (PetAttackProc), mirroring the
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// auto-resolve engine's per-round chance rather than a once-per-fight strike.
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// The roll rides the per-(round,phase) step RNG, so a suspend/resume or reaper
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// auto-play of the same turn reproduces the same outcome. Damage reuses the
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// auto-resolve formula (PetAttackDmg + d5), and PetAttackDmg already carries any
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// mid-fight buff delta via applySessionBuffs. Returns true if the strike dropped
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// the enemy.
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func (te *turnEngine) petStrike() bool {
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st := te.st
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if !st.petProcReady {
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if te.player.Mods.PetAttackProc <= 0 || st.randFloat() >= te.player.Mods.PetAttackProc {
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return false
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}
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st.petProcReady = false
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petDmg := te.player.Mods.PetAttackDmg + st.roll(5)
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st.enemyHP = max(0, st.enemyHP-petDmg)
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st.events = append(st.events, CombatEvent{
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@@ -245,32 +244,6 @@ func (te *turnEngine) petStrike() bool {
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return enemyDown(st, turnCombatPhase.Name)
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}
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// rollCombatSessionPetProc makes the one-and-only per-fight pet-attack roll and
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// parks the result on the session. Called once at fight start. The draw is
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// deterministic — seeded off the session id on a stream distinct from the
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// per-(round,phase) combat streams — so a reaper auto-play of an abandoned
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// fight reproduces the same outcome. Returns true if the pet will attack (so
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// the caller can decide whether the session needs persisting).
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//
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// Note: only the base PetAttackProc (class/race/subclass passives) is rolled
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// here — a pet-proc buff cast mid-fight gets no fresh roll, consistent with the
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// per-fight rule. Such a buff still raises PetAttackDmg if the pet does strike.
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func rollCombatSessionPetProc(sess *CombatSession, playerMods CombatModifiers) bool {
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if playerMods.PetAttackProc <= 0 {
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return false
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}
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var seed uint64 = 1469598103934665603
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for _, c := range sess.SessionID {
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seed = (seed ^ uint64(c)) * 1099511628211
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}
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rng := rand.New(rand.NewPCG(seed, 0x9E3779B97F4A7C15))
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if rngFloat(rng) < playerMods.PetAttackProc {
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sess.Statuses.PetProcReady = true
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return true
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}
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return false
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}
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// stepPlayerActionEffect resolves a !cast / !consume turn: the command handler
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// has already rolled the spell / picked the item and spent the resource, so the
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// engine only applies the HP deltas and emits the event before handing off to
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@@ -375,6 +348,17 @@ func (te *turnEngine) stepEnemyTurn() {
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}
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if !abilityDealtDamage {
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// Pet defensive procs are a per-round concept (mirrors the auto-resolve
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// engine): roll once for the whole enemy turn, then apply to every swing
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// in a multiattack profile. Whiff makes the enemy's attack this round a
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// guaranteed miss; deflect halves the incoming damage. The shared
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// resolveEnemyAttack primitive consumes both flags.
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petWhiff := te.player.Mods.PetWhiffProc > 0 && te.st.randFloat() < te.player.Mods.PetWhiffProc
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petDeflect := te.player.Mods.PetDeflectProc > 0 && te.st.randFloat() < te.player.Mods.PetDeflectProc
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if petDeflect {
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te.result.PetDeflected = true
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}
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// SRD multiattack: each profile entry is one attack roll resolved
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// through the shared primitive. A registered elite/boss swings its full
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// profile; everyone else gets a single attack from the template stats.
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@@ -385,7 +369,7 @@ func (te *turnEngine) stepEnemyTurn() {
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swing := *te.enemy
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swing.Stats.Attack = atk.Damage
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swing.Stats.AttackBonus = atk.AttackBonus
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decided := resolveEnemyAttack(te.st, te.player, &swing, &turnCombatPhase, te.result, false, false, false)
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decided := resolveEnemyAttack(te.st, te.player, &swing, &turnCombatPhase, te.result, petWhiff, petDeflect, false)
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if te.st.playerHP <= 0 {
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te.finish(CombatStatusLost)
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return
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@@ -479,7 +463,6 @@ func (te *turnEngine) commit() {
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s.ArmorBroken = st.armorBroken
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s.ArmorBreakAmt = st.armorBreakAmt
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s.EnemySkipNext = st.enemySkipFirst
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s.PetProcReady = st.petProcReady
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s.WardCharges = st.wardCharges
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s.SporeRounds = st.sporeRounds
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s.ReflectFrac = st.reflectFrac
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