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WIP: in-flight combat/expedition/flavor changes
Bundle of uncommitted working-tree edits across combat engine, expedition cycle, flavor pools, and TwinBee/zone narration. Includes new files: combat_debug.go, dnd_boss_consumables.go, dnd_dex_floor.go, plus CHANGES_24H.md and REBALANCE_NOTES.md scratch notes. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -23,20 +23,45 @@ func testChar(combatLevel int) *AdventureCharacter {
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}
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}
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// balanceTestDnDChar synthesizes a fighter sheet at the given dnd level for
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// balance regression sims. Mirrors ensureDnDCharacterForCombat →
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// autoBuildCharacter. CombatLevel is dead — combat keys off this sheet
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// (HP/AC/AB/weapon dice) plus gear bonuses, nothing else.
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func balanceTestDnDChar(dndLevel int) *DnDCharacter {
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scores := classStatPriority(ClassFighter)
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c := &DnDCharacter{
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Class: ClassFighter, Level: dndLevel,
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STR: scores[0], DEX: scores[1], CON: scores[2],
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INT: scores[3], WIS: scores[4], CHA: scores[5],
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}
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conMod := abilityModifier(c.CON)
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dexMod := abilityModifier(c.DEX)
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c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
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c.HPCurrent = c.HPMax
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c.ArmorClass = computeAC(c.Class, dexMod)
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return c
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}
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func zeroBonuses() *AdvBonusSummary {
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return &AdvBonusSummary{}
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}
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func TestDerivePlayerStats_BaseStats(t *testing.T) {
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// Post HP-unification + CL-strip: DerivePlayerStats no longer scales
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// off CombatLevel. With zero gear, output is the constant baseline that
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// applyDnDPlayerLayer then layers c.HPMax / weapon dice / etc. on top.
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char := testChar(10)
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equip := testEquip(0)
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stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
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if stats.MaxHP < 70 {
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t.Errorf("level 10 base MaxHP = %d, want >= 70", stats.MaxHP)
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if stats.MaxHP != 50 {
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t.Errorf("zero-gear MaxHP = %d, want 50 (legacy base used only for HPBonus calc)", stats.MaxHP)
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}
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if stats.Attack < 15 {
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t.Errorf("level 10 base Attack = %d, want >= 15", stats.Attack)
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if stats.HPBonus != 0 {
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t.Errorf("zero-gear HPBonus = %d, want 0 (no gear/arena/housing buffs)", stats.HPBonus)
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}
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if stats.Attack != 5 {
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t.Errorf("zero-gear Attack = %d, want 5 (legacy fallback only; production uses weapon dice)", stats.Attack)
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}
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}
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@@ -249,12 +274,14 @@ func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
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maxDeath float64
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minDeath float64
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}
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// `level` is the dnd_level (CombatLevel is no longer consulted for combat
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// scaling — gear + dnd sheet drive everything).
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cases := []tc{
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{5, 1, advDungeons[0], 0.05, 0.0}, // T1: trivial with proper gear
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{12, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level
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{25, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear
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{38, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared
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{48, 5, advDungeons[4], 0.35, 0.01}, // T5: real danger — monster stats catch up. Lower bound is loose because the Sudden Death phase added round headroom that lets geared players close fights more often.
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{1, 1, advDungeons[0], 0.05, 0.0}, // T1: trivial with proper gear
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{2, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level
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{5, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear
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{7, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared
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{9, 5, advDungeons[4], 0.35, 0.01}, // T5: real danger — monster stats catch up
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}
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for _, c := range cases {
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@@ -264,6 +291,14 @@ func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
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stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false)
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eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon)
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// Apply the D&D layers so the test reflects production combat
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// HP/AC/AB/weapon-dice (post HP-unification, raw DerivePlayerStats
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// no longer matches what players actually fight with).
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dndChar := balanceTestDnDChar(c.level)
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applyDnDPlayerLayer(&stats, dndChar)
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applyDnDEquipmentLayer(&stats, dndChar, equip)
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applyDnDDungeonMonsterLayer(&eStats, c.dungeon.Tier)
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player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true}
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enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods}
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@@ -276,10 +311,10 @@ func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
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}
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}
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rate := float64(deaths) / float64(N)
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t.Logf("%s (L%d T%d): P[HP=%d Atk=%d Def=%d Spd=%d] E[HP=%d Atk=%d Def=%d Spd=%d] → death=%.2f",
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t.Logf("%s (L%d T%d): P[HP=%d AC=%d AB=%d Def=%d] E[HP=%d AC=%d AB=%d Atk=%d] → death=%.2f",
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c.dungeon.Name, c.level, c.equipT,
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stats.MaxHP, stats.Attack, stats.Defense, stats.Speed,
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eStats.MaxHP, eStats.Attack, eStats.Defense, eStats.Speed,
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stats.MaxHP, stats.AC, stats.AttackBonus, stats.Defense,
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eStats.MaxHP, eStats.AC, eStats.AttackBonus, eStats.Attack,
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rate)
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if rate < c.minDeath || rate > c.maxDeath {
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t.Errorf(" FAIL: death rate %.2f outside [%.2f, %.2f]",
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@@ -297,11 +332,12 @@ func TestBalanceRegression_UnderleveledPlayers(t *testing.T) {
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dungeon AdvLocation
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minDeath float64
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}
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// `level` is dnd_level. Underleveled = dnd_level low for the dungeon tier.
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cases := []tc{
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{"L1 in T2 dungeon", 1, 0, advDungeons[1], 0.40},
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{"L8 in T3 dungeon", 8, 1, advDungeons[2], 0.30},
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{"L20 in T4 dungeon, T2 gear", 20, 2, advDungeons[3], 0.25},
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{"L30 in T5 dungeon, T3 gear", 30, 3, advDungeons[4], 0.30},
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{"L2 in T3 dungeon", 2, 1, advDungeons[2], 0.30},
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{"L4 in T4 dungeon, T2 gear", 4, 2, advDungeons[3], 0.25},
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{"L6 in T5 dungeon, T3 gear", 6, 3, advDungeons[4], 0.30},
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}
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for _, c := range cases {
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@@ -311,6 +347,14 @@ func TestBalanceRegression_UnderleveledPlayers(t *testing.T) {
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stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false)
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eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon)
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// Apply the D&D layers so the test reflects production combat
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// HP/AC/AB/weapon-dice (post HP-unification, raw DerivePlayerStats
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// no longer matches what players actually fight with).
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dndChar := balanceTestDnDChar(c.level)
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applyDnDPlayerLayer(&stats, dndChar)
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applyDnDEquipmentLayer(&stats, dndChar, equip)
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applyDnDDungeonMonsterLayer(&eStats, c.dungeon.Tier)
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player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true}
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enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods}
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@@ -323,9 +367,9 @@ func TestBalanceRegression_UnderleveledPlayers(t *testing.T) {
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}
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}
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rate := float64(deaths) / float64(N)
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t.Logf("%s: P[HP=%d Atk=%d Def=%d] E[HP=%d Atk=%d Def=%d] → death=%.2f (want ≥%.2f)",
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c.name, stats.MaxHP, stats.Attack, stats.Defense,
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eStats.MaxHP, eStats.Attack, eStats.Defense, rate, c.minDeath)
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t.Logf("%s: P[HP=%d AC=%d AB=%d] E[HP=%d AC=%d AB=%d Atk=%d] → death=%.2f (want ≥%.2f)",
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c.name, stats.MaxHP, stats.AC, stats.AttackBonus,
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eStats.MaxHP, eStats.AC, eStats.AttackBonus, eStats.Attack, rate, c.minDeath)
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if rate < c.minDeath {
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t.Errorf(" FAIL: death rate %.2f below minimum %.2f", rate, c.minDeath)
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}
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