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https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Spiritual Weapon: own channel + narration; rest blocked mid-zone
Spiritual Weapon used to ride the pet-attack channel, so a petless cleric saw "🐾 Your faithful companion" each round and couldn't tell the spell was firing. Split it to SpiritWeaponProc/Dmg with its own ✨ flavor; damage now scales with spell mod + upcast. Rest also fired mid-dungeon — only the autorun honored RestingUntil, the !rest commands themselves had no gate. Block both short and long rest when an expedition or combat session is active.
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@@ -53,6 +53,11 @@ type CombatModifiers struct {
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PetAttackDmg int
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PetDeflectProc float64
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PetWhiffProc float64 // pet distracts enemy → guaranteed miss
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// Spiritual Weapon — separate channel from the pet so the spectral mace
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// gets its own narration when a cleric without a companion casts it.
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// Damage formula mirrors PetAttack (Dmg + d5), proc rolls per round.
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SpiritWeaponProc float64
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SpiritWeaponDmg int
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SniperKillProc float64 // Arina instant-kill
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MistyHealProc float64
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MistyHealAmt int
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@@ -645,6 +650,19 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
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}
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}
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// Spiritual Weapon strike
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if player.Mods.SpiritWeaponProc > 0 && st.randFloat() < player.Mods.SpiritWeaponProc {
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swDmg := player.Mods.SpiritWeaponDmg + st.roll(5)
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st.enemyHP = max(0, st.enemyHP-swDmg)
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st.events = append(st.events, CombatEvent{
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Round: st.round, Phase: phaseName, Actor: "spirit_weapon", Action: "spirit_weapon_strike",
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Damage: swDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
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})
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if enemyDown(st, phaseName) {
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return true
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}
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}
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// Misty heal
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if player.Mods.MistyHealProc > 0 && st.randFloat() < player.Mods.MistyHealProc {
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healAmt := player.Mods.MistyHealAmt
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@@ -236,6 +236,9 @@ func renderEvent(e CombatEvent, playerName, enemyName string, result CombatResul
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case "pet_attack":
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return fmt.Sprintf(pickRand(narrativePetAttack), e.Damage)
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case "spirit_weapon_strike":
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return fmt.Sprintf(pickRand(narrativeSpiritWeapon), e.Damage)
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case "pet_deflect":
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return pickRand(narrativePetDeflect)
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@@ -526,6 +529,13 @@ var narrativePetAttack = []string{
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"🐾 Your faithful companion lands a hit for %d damage. More faithful than accurate, but today both applied.",
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}
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var narrativeSpiritWeapon = []string{
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"✨ The spectral mace swings on its own and lands for %d damage. Floating menace, well-balanced.",
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"✨ Your spiritual weapon hovers, picks an angle, strikes — %d damage. No grip, all conviction.",
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"✨ A glowing weapon arcs in from beside you. %d damage. The enemy keeps trying to track it. Cannot.",
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"✨ The spectral blade flickers, then bites. %d damage. It does not tire. It does not blink.",
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}
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var narrativePetDeflect = []string{
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"🐾 Your pet intercepts the blow. Damage halved. Your pet is now your best piece of equipment.",
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"🐾 Your pet pushes you aside at the last second. Impact reduced. You did not ask to be pushed. Results speak for themselves.",
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@@ -121,6 +121,8 @@ type CombatStatuses struct {
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BuffDamageBonus float64 `json:"buff_damage_bonus,omitempty"`
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BuffPetProc float64 `json:"buff_pet_proc,omitempty"`
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BuffDamageReductMul float64 `json:"buff_damage_reduct_mul,omitempty"`
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BuffSpiritProc float64 `json:"buff_spirit_proc,omitempty"`
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BuffSpiritDmg int `json:"buff_spirit_dmg,omitempty"`
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}
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// applyBuffDelta folds one resolved buff (the result of a !cast / !consume
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@@ -134,6 +136,8 @@ func (s *CombatStatuses) applyBuffDelta(d turnBuffDelta) {
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s.BuffCritRate += d.dCrit
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s.BuffDamageBonus += d.dDmgBonus
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s.BuffPetProc += d.dPetProc
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s.BuffSpiritProc += d.dSpiritProc
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s.BuffSpiritDmg += d.dSpiritDmg
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if d.dReductMul > 0 && d.dReductMul != 1 {
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if s.BuffDamageReductMul == 0 {
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s.BuffDamageReductMul = d.dReductMul
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@@ -149,6 +149,8 @@ func applySessionBuffs(player *Combatant, s CombatStatuses) {
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player.Mods.DamageBonus += s.BuffDamageBonus
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player.Mods.PetAttackProc += s.BuffPetProc
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player.Mods.PetAttackDmg += s.BuffPetDmg
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player.Mods.SpiritWeaponProc += s.BuffSpiritProc
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player.Mods.SpiritWeaponDmg += s.BuffSpiritDmg
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if s.BuffDamageReductMul > 0 {
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player.Mods.DamageReduct *= s.BuffDamageReductMul
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}
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@@ -219,6 +219,10 @@ func (te *turnEngine) stepPlayerTurn(action PlayerAction) {
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te.finish(CombatStatusWon)
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return
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}
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if te.spiritWeaponStrike() {
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te.finish(CombatStatusWon)
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return
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}
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te.sess.Phase = CombatPhaseEnemyTurn
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}
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@@ -244,6 +248,24 @@ func (te *turnEngine) petStrike() bool {
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return enemyDown(st, turnCombatPhase.Name)
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}
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// spiritWeaponStrike resolves the spell's bonus-action attack each round when
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// the spiritual_weapon buff is active. Same per-turn cadence as petStrike, but
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// rolls and narrates on its own channel so the spectral mace doesn't borrow
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// pet flavor on a petless caster. Returns true if the strike dropped the enemy.
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func (te *turnEngine) spiritWeaponStrike() bool {
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st := te.st
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if te.player.Mods.SpiritWeaponProc <= 0 || st.randFloat() >= te.player.Mods.SpiritWeaponProc {
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return false
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}
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dmg := te.player.Mods.SpiritWeaponDmg + st.roll(5)
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st.enemyHP = max(0, st.enemyHP-dmg)
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st.events = append(st.events, CombatEvent{
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Round: st.round, Phase: turnCombatPhase.Name, Actor: "spirit_weapon", Action: "spirit_weapon_strike",
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Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
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})
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return enemyDown(st, turnCombatPhase.Name)
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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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@@ -295,6 +317,10 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
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te.finish(CombatStatusWon)
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return
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}
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if te.spiritWeaponStrike() {
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te.finish(CombatStatusWon)
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return
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}
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if eff.EnemySkip {
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// fear_immune enemies shrug off control spells — the skip never arms.
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if enemyImmuneToControl(te.enemy, st) {
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@@ -6,6 +6,8 @@ import (
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"sort"
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"strings"
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"time"
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"maunium.net/go/mautrix/id"
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)
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// !rest short / !rest long.
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@@ -45,6 +47,20 @@ func restingLockoutRemaining(c *DnDCharacter) time.Duration {
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return remaining
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}
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// restBlockedReason returns a player-facing message when the character
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// cannot rest right now because they're mid-fight or mid-expedition. An
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// empty string means rest is allowed. Both !rest short and !rest long
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// honor this — the dungeon shouldn't be a campfire.
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func restBlockedReason(uid id.UserID) string {
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if hasActiveCombatSession(uid) {
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return "You're mid-fight. Finish it (or `!flee`) before resting."
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}
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if exp, _ := getActiveExpedition(uid); exp != nil {
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return "You can't rest while on an expedition. Use `!expedition extract` first."
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}
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return ""
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}
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func (p *AdventurePlugin) handleDnDRestCmd(ctx MessageContext, args string) error {
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args = strings.TrimSpace(strings.ToLower(args))
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switch args {
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@@ -77,6 +93,9 @@ func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
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return p.SendDM(ctx.Sender, "Couldn't load your character.")
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}
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if msg := restBlockedReason(ctx.Sender); msg != "" {
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return p.SendDM(ctx.Sender, msg)
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}
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if c.ShortRestCharges <= 0 {
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return p.SendDM(ctx.Sender,
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"You're out of short rest charges. Take a `!rest long` to restore them.")
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@@ -170,6 +189,9 @@ func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
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return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
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}
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if msg := restBlockedReason(ctx.Sender); msg != "" {
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return p.SendDM(ctx.Sender, msg)
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}
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if c.LastLongRestAt != nil {
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elapsed := time.Since(*c.LastLongRestAt)
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if elapsed < dndLongRestCooldown {
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@@ -268,12 +268,22 @@ func applySpellBuff(spell SpellDefinition, c *DnDCharacter, stats *CombatStats,
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stats.AttackBonus += 1
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mods.DamageBonus += 0.05
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case "spiritual_weapon":
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// Spectral bonus-action attack each round. Reuse pet-attack channel.
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if mods.PetAttackProc < 0.5 {
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mods.PetAttackProc = 0.5
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// Spectral bonus-action attack each round on its own channel so the
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// narration doesn't borrow pet flavor (the cleric may have no pet).
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// 1d8 + spell mod base, +1d8 per 2 slot levels above 2nd; the engine
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// rolls the d5 variance, so Dmg carries the average + upcast bump.
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base := 4 + spellAttackBonus(c)
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if slot > 2 {
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base += 4 * ((slot - 2) / 2)
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}
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if mods.PetAttackDmg < 6 {
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mods.PetAttackDmg = 6
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if base < 4 {
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base = 4
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}
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if mods.SpiritWeaponProc < 0.5 {
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mods.SpiritWeaponProc = 0.5
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}
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if mods.SpiritWeaponDmg < base {
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mods.SpiritWeaponDmg = base
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}
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case "mirror_image":
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mods.WardCharges += 2
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@@ -422,6 +432,8 @@ type turnBuffDelta struct {
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reflect float64
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autoCrit, enemySkip bool
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heal int // a MaxHP-raise (Aid) collapses to an immediate heal
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dSpiritProc float64
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dSpiritDmg int
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}
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// statComponent reports whether the buff has a re-applicable persistent stat
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@@ -429,6 +441,7 @@ type turnBuffDelta struct {
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func (d turnBuffDelta) statComponent() bool {
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return d.dAC != 0 || d.dAtk != 0 || d.dSpeed != 0 || d.dPetDmg != 0 ||
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d.dCrit != 0 || d.dDmgBonus != 0 || d.dPetProc != 0 ||
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d.dSpiritProc != 0 || d.dSpiritDmg != 0 ||
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(d.dReductMul > 0 && d.dReductMul != 1)
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}
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@@ -460,6 +473,8 @@ func diffTurnBuff(bs, as CombatStats, bm, am CombatModifiers) turnBuffDelta {
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autoCrit: am.AutoCritFirst && !bm.AutoCritFirst,
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enemySkip: am.SpellEnemySkipFirst && !bm.SpellEnemySkipFirst,
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heal: as.MaxHP - bs.MaxHP,
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dSpiritProc: am.SpiritWeaponProc - bm.SpiritWeaponProc,
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dSpiritDmg: am.SpiritWeaponDmg - bm.SpiritWeaponDmg,
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}
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if bm.DamageReduct > 0 {
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d.dReductMul = am.DamageReduct / bm.DamageReduct
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