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>
This commit is contained in:
prosolis
2026-05-12 21:59:19 -07:00
parent 2b86f3df16
commit 4e412219f3
49 changed files with 1381 additions and 444 deletions

View File

@@ -2,20 +2,18 @@ package plugin
import (
"log/slog"
"math"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 2 — D&D combat layer hookup.
// D&D combat layer.
//
// Phase 2 strategy: keep legacy HP/damage/dodge-rate scaling intact. The D&D
// layer adds AC + d20-vs-AC hit resolution on top. This preserves the
// existing balance while making combat read as D&D for opted-in players.
//
// HP rescaling and condition-system overhaul are deferred to later phases.
// applyDnDPlayerLayer reseats stats.MaxHP onto the dnd_character HP scale
// (c.HPMax + the gear/arena/housing bonus DerivePlayerStats captured in
// HPBonus). Wound carry-over via applyDnDHPScaling is a direct integer
// copy — there is no longer a percentage bridge between scales.
// ── Tunable constants ────────────────────────────────────────────────────────
@@ -80,12 +78,15 @@ func dndPlayerAttackBonus(c *DnDCharacter) int {
return classAttackStatMod(c) + proficiencyBonus(c.Level) + dndClassWeaponBonus[c.Class]
}
// applyDnDPlayerLayer sets AC and AttackBonus on a stat block from the
// player's D&D character. Called after DerivePlayerStats has populated
// HP/Attack/Defense/etc. Phase 8: also wires equipped weapon/armor profiles
// into CombatStats so the d20 attack path uses real weapon dice and AC
// computation per gogobee_equipment_appendix.md.
// applyDnDPlayerLayer sets HP/AC/AttackBonus on a stat block from the
// player's D&D character. Combat MaxHP is the sheet HPMax plus the
// equipment/arena/housing bonus DerivePlayerStats accumulated into
// stats.HPBonus — so dnd_character.hp_current can be the single source of
// truth for wounds while gear keeps adding flat HP to the fight.
//
// Phase 8 wires equipped weapon/armor profiles in via applyDnDEquipmentLayer.
func applyDnDPlayerLayer(stats *CombatStats, c *DnDCharacter) {
stats.MaxHP = c.HPMax + stats.HPBonus
stats.AC = c.ArmorClass
stats.AttackBonus = dndPlayerAttackBonus(c)
}
@@ -176,15 +177,23 @@ func applyDnDDungeonMonsterLayer(stats *CombatStats, tier int) {
// (which is allowed without respec cooldown when auto_migrated=1).
func classStatPriority(class DnDClass) [6]int {
// Returned array is in STR, DEX, CON, INT, WIS, CHA order.
//
// Design note: every class gets DEX ≥ 14 baseline. DEX drives AC (via
// armor synthesis) and initiative, so dumping it leaves players in
// armor dead-zones where T3 chain shirt provides no AC over their
// class floor. The previous Cleric DEX=10 / Mage DEX=12 spread was
// faithful to standard array prioritization but produced unfun
// outcomes — gear upgrades didn't visibly help. Pumping the floor
// trades canonical purity for "armor upgrades feel like upgrades."
switch class {
case ClassFighter:
return [6]int{15, 13, 14, 8, 12, 10} // STR, CON, DEX prioritized
return [6]int{15, 14, 13, 8, 12, 10} // STR, DEX, CON
case ClassRogue:
return [6]int{8, 15, 13, 14, 10, 12} // DEX, INT, CON
case ClassMage:
return [6]int{8, 12, 13, 15, 14, 10} // INT, WIS, CON
return [6]int{8, 14, 13, 15, 12, 10} // INT, DEX, CON
case ClassCleric:
return [6]int{12, 10, 13, 8, 15, 14} // WIS, CHA, CON
return [6]int{12, 14, 13, 8, 15, 10} // WIS, DEX, CON
case ClassRanger:
return [6]int{12, 15, 13, 10, 14, 8} // DEX, WIS, CON
}
@@ -280,6 +289,7 @@ func autoBuildCharacter(userID id.UserID, char *AdventureCharacter) *DnDCharacte
c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
c.HPCurrent = c.HPMax
c.ArmorClass = computeAC(c.Class, dexMod)
c.ShortRestCharges = c.Level
return c
}
@@ -406,79 +416,42 @@ func formatN(n int, word string) string {
return string(out)
}
// ── Combat HP scaling (rest teeth) ───────────────────────────────────────────
// ── Combat HP carry-over ─────────────────────────────────────────────────────
// dndWoundFloor — when scaling combat MaxHP from sheet HP%, never reduce
// below this fraction of the legacy max. Prevents one-shot deaths when the
// sheet is at 0 HP.
const dndWoundFloor = 0.25
// applyDnDHPScaling scales playerStats.MaxHP based on the player's current
// dnd_character HP fraction. A fully-rested player fights at full legacy HP;
// a wounded player fights at reduced HP, with a floor at dndWoundFloor.
//
// This is what makes !rest mechanically meaningful — without it, the rest
// system is purely cosmetic.
// applyDnDHPScaling sets stats.StartHP from the player's persisted wounds.
// A full-HP character enters at MaxHP (StartHP=0 means "use MaxHP"); a
// wounded character enters at c.HPCurrent + HPBonus — the persistent dnd
// wound layered with the fresh equipment cushion. There is no scale
// conversion; persistDnDHPAfterCombat is the inverse direct copy.
func applyDnDHPScaling(stats *CombatStats, c *DnDCharacter) {
if c == nil || c.HPMax <= 0 {
if c == nil || c.HPMax <= 0 || c.HPCurrent >= c.HPMax {
return
}
pct := float64(c.HPCurrent) / float64(c.HPMax)
if pct >= 1.0 {
return
startHP := c.HPCurrent + stats.HPBonus
if startHP < 1 {
startHP = 1
}
if pct < dndWoundFloor {
pct = dndWoundFloor
if startHP > stats.MaxHP {
startHP = stats.MaxHP
}
// Round half-up. Naive int truncation loses up to 1 HP on every
// round-trip through the dndChar scale (which is coarser than the
// legacy combat scale): 101/123 → persist as 64/78 → restore as
// int(100.92) = 100, silently dropping a HP between fights.
scaled := int(math.Round(float64(stats.MaxHP) * pct))
if scaled < 1 {
scaled = 1
}
if scaled > stats.MaxHP {
scaled = stats.MaxHP
}
// Set StartHP rather than overwriting MaxHP. The combat engine reads
// StartHP as the entry-HP, but display denominators (e.g. "101/123")
// keep using MaxHP — so wounded carry-over reads "wounded out of full"
// rather than "full out of shrunk-max", which previously made wound
// state invisible across battles.
stats.StartHP = scaled
stats.StartHP = startHP
}
// ── HP persistence ───────────────────────────────────────────────────────────
// persistDnDHPAfterCombat updates dnd_character.hp_current to reflect wounds
// from a fight, scaled to the D&D HP scale (since combat uses legacy HP).
//
// We compute the % of legacy HP the player ended with and apply the same %
// to dnd_character.hp_max. This keeps the player's "displayed health" in
// the sheet honest even though the combat engine itself uses legacy HP.
//
// No-op if the player has no dnd_character row or hasn't completed setup.
func persistDnDHPAfterCombat(userID id.UserID, legacyStartHP, legacyEndHP int) {
// persistDnDHPAfterCombat copies endHP into dnd_character.hp_current,
// clamped to [0, c.HPMax]. The HPBonus from gear is fight-only and does
// not carry over — anything above c.HPMax is treated as unused armor
// cushion and clamped down. No-op if the row is missing or pending setup.
func persistDnDHPAfterCombat(userID id.UserID, endHP int) {
c, err := LoadDnDCharacter(userID)
if err != nil || c == nil || c.PendingSetup {
return
}
if legacyStartHP <= 0 || c.HPMax <= 0 {
if c.HPMax <= 0 {
return
}
pct := float64(legacyEndHP) / float64(legacyStartHP)
if pct < 0 {
pct = 0
} else if pct > 1 {
pct = 1
}
// Round half-up to mirror applyDnDHPScaling — a fight that ends at
// 101/123 should round-trip cleanly through the dndChar (78-scale)
// store and come back as 101, not 100.
newHP := int(math.Round(float64(c.HPMax) * pct))
newHP := endHP
if newHP < 0 {
newHP = 0
}
@@ -494,11 +467,10 @@ func persistDnDHPAfterCombat(userID id.UserID, legacyStartHP, legacyEndHP int) {
}
}
// dndHPSnapshot returns the user's D&D-scale (current, max) HP. Caller
// captures pre-combat values via this helper, runs combat (which calls
// persistDnDHPAfterCombat internally), then re-snapshots for the post
// values. Used so combat outcome narration shows sheet HP rather than
// the legacy combat-engine HP scale.
// dndHPSnapshot returns the user's persisted (current, max) HP. Combat
// callers snapshot pre-combat, run the fight (persistDnDHPAfterCombat
// updates hp_current), then re-snapshot for the post values to render
// the sheet's wound state in narration.
func dndHPSnapshot(userID id.UserID) (cur, max int) {
c, err := LoadDnDCharacter(userID)
if err != nil || c == nil {