Adv 2.0 D&D Phase R7: post-completion audit hardening

High-priority fixes from the multi-agent audit of Adventure 2.0:

- Phase 11 nil-deref cluster: zoneOrFallback() helper replaces 8 unsafe
  getZone(_) sites in dnd_zone_cmd.go. Corrupted zone IDs render a
  placeholder instead of panicking.
- Briefing/recap idempotency: deliverBriefing/deliverRecap now claim
  the rollover via a conditional UPDATE. Double-fires from clock skew
  or restart become no-ops; supply burn and day++ no longer reapply.
- Graceful ticker shutdown: AdventurePlugin gains stopCh + Stop(); all
  11 background tickers now select on stopCh in addition to ticker.C.
- Mood decay (§3.2): math.Round(elapsed*2) replaces int() truncation
  so sub-hour gaps decay correctly.
- 24h auto-abandon (§4.3): getActiveZoneRun returns clean slate and
  abandons stale runs whose LastActionAt is over 24h old.
- Respec / auto-migrate orphan cleanup: !respec and the auto-migrated
  draft wipe now abandon active zone runs and expeditions before
  deleting the dnd_character row.
- Phase R combat-link: applyBossDefeatThreat now wired from
  resolveBossRoom (-20 threat); applyRoomCombatThreatForUser adds
  +5/+8 from non-boss/elite kills (§8.1).
- Starvation → forced extraction: briefing-time check forces extract
  with §10.2 coin tax when supplies hit zero.
- GMNat20/Nat1 narration wired into resolveCombatRoom and
  resolveBossRoom (nat-20 takes precedence over nat-1).
- Treasure-undo race: LoadAndDelete on both timer-fire and `undo`
  paths so only one side wins.
- Battle Master: Disarming, Menacing, Parry maneuvers added (3 → 6
  of 10). Remaining 4 (Pushing, Goading, Riposte, Commander's Strike)
  documented inline as needing ally/reaction mechanics the engine
  doesn't model.
- Threat-70 warning: tracked in RegionState["siege_warning_fired"]
  so a drop-and-recross doesn't re-fire the beat.
- region_state JSON decode error now logged via slog.Warn instead
  of silently discarded.

Failing TestProdDB_DnDLayer fixed via option (a): track migrated
characters and only run round-trip / idempotency assertions on those,
skipping pre-existing prod-DB rows accumulated from live bot use.

New tests in dnd_audit_phase_R7_test.go cover: 24h auto-abandon,
briefing double-fire idempotency, threat-70 warning idempotency,
multi-region extract→resume state preservation, and starvation
forced-extraction.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-08 19:29:54 -07:00
parent 8a1d9a16ce
commit 45863bd5f3
19 changed files with 837 additions and 273 deletions

View File

@@ -1,5 +1,7 @@
package plugin
import "math"
// Phase 10 SUB2a — subclass combat hooks.
//
// applySubclassPassives layers subclass-driven flags onto CombatModifiers
@@ -429,6 +431,46 @@ func init() {
mods.HealItem += base + abilityModifier(c.CHA)
},
}
// Three more maneuvers using existing CombatModifiers fields. The
// remaining four spec maneuvers (Pushing, Goading, Riposte, Commander's
// Strike) need ally-targeting / reaction mechanics that the one-shot
// engine doesn't model — they're omitted rather than approximated
// inaccurately.
dndActiveAbilities["disarming_attack"] = DnDAbility{
ID: "disarming_attack",
Name: "Disarming Attack",
Class: ClassFighter,
Subclass: SubclassBattleMaster,
Resource: "superiority",
Description: "Knock the enemy's weapon aside: their damage is reduced for the rest of the fight (consumes 1 superiority die).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
// 25% incoming-damage cut models a fighter who is now
// swinging an improvised weapon at -d4-ish.
mods.DamageReduct = math.Max(mods.DamageReduct, 0.25)
},
}
dndActiveAbilities["menacing_attack"] = DnDAbility{
ID: "menacing_attack",
Name: "Menacing Attack",
Class: ClassFighter,
Subclass: SubclassBattleMaster,
Resource: "superiority",
Description: "Snarl as you swing — the enemy hesitates and skips its first attack (consumes 1 superiority die).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
mods.SpellEnemySkipFirst = true
},
}
dndActiveAbilities["parry"] = DnDAbility{
ID: "parry",
Name: "Parry",
Class: ClassFighter,
Subclass: SubclassBattleMaster,
Resource: "superiority",
Description: "Set yourself for incoming blows — physical damage taken is sharply reduced (consumes 1 superiority die).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
mods.DamageReduct = math.Max(mods.DamageReduct, 0.40)
},
}
// Phase 10 SUB2c — Cleric Channel Divinity. All three Cleric subclasses
// share the "channel_divinity" resource pool (2/long-rest in our model;