Adv 2.0 L2: rip legacy arena combat path; boss flow is the only path

Cancels the planned ARENA_BOSS_FLOW soak. The boss flow is shipped
unconditionally with no legacy fallback — boss-flow errors now surface
to the player and abort the round rather than silently falling back to
the old CombatPower path.

Deleted:
- runArenaCombat (combat_bridge.go) — legacy CombatPower-vs-Lethality
  arena combat driver.
- RenderCombatLogArena, renderArenaOutcome (combat_narrative.go) — legacy
  arena renderers. RenderCombatLogArena was a thin alias for
  RenderCombatLog; renderArenaOutcome was already dead.
- renderArenaCombatFinalMessage (combat_bridge.go) — legacy "rewards +
  closer" trailing text.
- arenaWinCloser, arenaLoseCloser (adventure_arena_combat.go) — flavor
  helpers that only fed the deleted renderers. File now just holds
  arenaParticipationXP.
- arenaBossFlowEnabled + the ARENA_BOSS_FLOW env var (adventure_arena.go,
  .env.example). The env gate served only the now-removed fallback.
- sendArenaCombatMessages (adventure_arena.go) — wrapper that switched
  pacing between boss flow and legacy. Replaced with direct
  sendZoneCombatMessages calls at the three call sites.
- TestArenaBossFlowEnabled (bossflow test) and
  TestRenderCombatLogArena_ProducesPhaseMessages (narrative test).

Simplified resolveArenaRound / resolveArenaSurvival / resolveArenaDeath:
the bossNarr-vs-nil branches collapsed since narration is now always
produced by resolveArenaBoss. Equipment degradation and the death-save
reprieve hook are unchanged — both already worked off the boss-flow
CombatResult.

Migration doc (§4) updated to record the cancellation and the
remaining tuning approach (playtest-driven, no flag soak window).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-09 09:06:38 -07:00
parent 85a80e5c40
commit 3b4dfa44d3
9 changed files with 34 additions and 339 deletions

View File

@@ -203,8 +203,8 @@ func arenaGetMonster(tier, round int) *ArenaMonster {
//
// HP/AC/Attack are first-pass tier-banded values; BaseLethality biases
// each monster up or down within its tier band so round-1 is the
// weakest fight and round-4 is the cap. Final tuning happens during
// the ARENA_BOSS_FLOW flag soak (gogobee_legacy_migration.md §4 Risk).
// weakest fight and round-4 is the cap. Tuning is ongoing against
// playtest data (gogobee_legacy_migration.md §4 Risk).
var arenaBosses = map[string]DnDMonsterTemplate{}
// arenaBossID composes the canonical arena bestiary key.