mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
J1: Extra Attack now fires in turn-based combat
The class-identity audit (98ba416) wired Extra Attack via the new
resolvePlayerSwings helper, but only SimulateCombat (auto-resolve)
called it. The turn-based engine — every !fight/!attack and every
elite/boss gate the sim drives via autoResolveCombat — still called
single-swing resolvePlayerAttack, so Fighter L11+ got 1 swing/turn at
the gates instead of 3. The audit close-out was correct in spirit but
half-applied.
J1 baseline matrix surfaced it: Fighter L12 cleared 100% of T2 forest
but 2% of T3 manor and 7% of T4 underdark, with %boss_reached at 100%
across the board. The wall was the boss-room damage exchange, not
mid-zone attrition. Trace dump on a sample fight: Fighter dealt 79
dmg in 14 rounds (7 hits / 9 swings) — exactly one swing per round —
versus 167 enemy dmg. With multi-swing wired in, the same fight ends
in 7 rounds with the boss dead, Fighter at 87/168 HP, 16 hits in 19
swings.
n=100 matrix after the fix:
Fighter L12 manor: 2% → 100% clr
Fighter L12 underdark: 7% → 98% clr
Fighter L12 forest: 94% → 100% (no leader regression)
Mage cells unchanged (J2 territory). Rogue cells within noise.
Sim infra changes that landed alongside (needed to read the J1
signal):
* expedition_sim auto-arms class-default defensive abilities
(Second Wind / Healing Word) via the new simAutoArmEnabled toggle
+ trySimAutoArm helper, hooked before applyArmedAbility in both
combat builders. Production code paths untouched (toggle stays
off). Without this the sim simulated a player who never types
!arm, which under-counts class survival.
* SimResult.Combats captures per-fight turn-log summaries (rounds,
hits/misses, damage by side, AC values inferred from RollAgainst)
so future J-phase questions can dig into the engine without
re-running the matrix.
* sim_results/run_matrix.sh fans the matrix across (class,level,zone)
cells via xargs -P (one process per cell — each owns its global
sqlite handle). ~6× wall-clock speedup on a 14-core box; n=100
matrix runs in ~3min.
* sim_results/summarize.sh gains p50_yld_clr + %boss_reached columns
so future sweeps don't conflate "reaches boss" with "clears zone".
Baselines:
sim_results/baseline_j0_n100.jsonl — pre-fix (1350 rows)
sim_results/baseline_j1_extra_attack.jsonl — post-fix (4500 rows)
Phase J state: J0 baseline locked, J1 done. T5 dragons_lair still
0% clear universally (J3). Mage T2+ wall still real (J2).
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -7,3 +7,4 @@ gogobee
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gensolver
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holdem-train
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/open5e-import
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/expedition-sim
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@@ -86,6 +86,7 @@ func (p *AdventurePlugin) runDungeonCombat(
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applyRacePassives(&playerStats, &playerMods, dndChar)
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applySubclassPassives(&playerStats, &playerMods, dndChar)
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applyMagicItemEffects(&playerStats, &playerMods, userID)
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trySimAutoArm(dndChar)
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if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
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slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
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}
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@@ -64,6 +64,7 @@ func (p *AdventurePlugin) buildZoneCombatants(
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applyRacePassives(&playerStats, &playerMods, dndChar)
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applySubclassPassives(&playerStats, &playerMods, dndChar)
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applyMagicItemEffects(&playerStats, &playerMods, userID)
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trySimAutoArm(dndChar)
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if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
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slog.Info("dnd: armed ability fired (turn-based build)", "user", userID, "ability", firedName)
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}
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@@ -197,10 +197,18 @@ func (te *turnEngine) stepPlayerTurn(action PlayerAction) {
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te.stepPlayerActionEffect(action.Effect)
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return
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}
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// Default: weapon attack. resolvePlayerAttack returns true once the fight
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// is decided — usually the enemy is down, but a retaliate aura can drop the
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// player on their own swing, so disambiguate the outcome by HP.
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if resolvePlayerAttack(te.st, te.player, te.enemy, &turnCombatPhase, te.result) {
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// Default: weapon attack. resolvePlayerSwings rolls the base swing plus
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// Mods.ExtraAttacks follow-ups (5e Extra Attack at Fighter L5/L11/L20,
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// Ranger/Paladin L5, Bard College of Valor L7). One !attack press in the
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// turn-based engine == one 5e Attack action == all swings in sequence.
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// Before this, the turn path called single-swing resolvePlayerAttack and
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// Extra Attack only fired in the auto-resolve SimulateCombat path; that
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// left every elite/boss !fight at L11+ short two swings/turn, which the
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// J1 boss-trace surfaced as Fighter's T3+ wall.
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// Returns true once the fight is decided — usually the enemy is down,
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// but a retaliate aura can drop the player on their own swing, so
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// disambiguate the outcome by HP.
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if resolvePlayerSwings(te.st, te.player, te.enemy, &turnCombatPhase, te.result) {
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if te.st.playerHP <= 0 {
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te.finish(CombatStatusLost)
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} else {
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@@ -357,6 +357,59 @@ func displayAbility(id string) string {
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// ── Combat hook ──────────────────────────────────────────────────────────────
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// simAutoArmEnabled, when true, lets the combat builders pre-arm a
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// class-default ability for any character entering combat with an empty
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// ArmedAbility slot. The expedition-sim flips this on so synthetic
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// players model a competent real player (who would `!arm` Second Wind
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// before each fight) instead of a player who never touches the
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// !arm command. Untouched in production code paths.
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var simAutoArmEnabled = false
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// simAutoArmDefaultFor returns the class-default ability id the sim
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// should pre-arm. Defensive heals (Second Wind, Healing Word) only —
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// burning a Mage's spell slot every fight would mask J2, not help it.
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func simAutoArmDefaultFor(class DnDClass) string {
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switch class {
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case ClassFighter:
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return "second_wind"
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case ClassCleric:
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return "healing_word"
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}
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return ""
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}
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// trySimAutoArm pre-arms the class-default ability if the global toggle
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// is on, no ability is currently armed, and the resource pool has at
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// least one charge. Mirrors handleDnDArmCmd's spend-and-save flow.
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// Returns the ability name (or "" when nothing was armed).
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func trySimAutoArm(c *DnDCharacter) string {
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if !simAutoArmEnabled || c == nil || c.ArmedAbility != "" {
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return ""
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}
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id := simAutoArmDefaultFor(c.Class)
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if id == "" {
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return ""
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}
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ab, ok := dndActiveAbilities[id]
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if !ok {
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return ""
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}
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cur, _, err := getResource(c.UserID, ab.Resource)
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if err != nil || cur < 1 {
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return ""
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}
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c.ArmedAbility = ab.ID
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if err := SaveDnDCharacter(c); err != nil {
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return ""
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}
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if ok, _ := spendResource(c.UserID, ab.Resource, 1); !ok {
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c.ArmedAbility = ""
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_ = SaveDnDCharacter(c)
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return ""
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}
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return ab.Name
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}
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// applyArmedAbility checks for a pre-armed ability on the character and
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// applies its effect to the player's CombatModifiers, then clears the armed
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// flag. Called from combat_bridge.go before SimulateCombat.
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@@ -12,6 +12,7 @@ package plugin
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// real-time waits.
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import (
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"encoding/json"
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"fmt"
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"time"
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@@ -35,6 +36,11 @@ func NewSimRunner(dataDir string) (*SimRunner, error) {
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if err := db.Init(dataDir); err != nil {
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return nil, fmt.Errorf("db init: %w", err)
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}
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// Synthetic players don't type !arm between fights; flip on the
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// in-combat auto-arm so Fighter Second Wind, Cleric Healing Word,
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// etc. fire the way a competent prod player would set them up.
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// Without this the sim under-counts class survival.
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simAutoArmEnabled = true
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euro := &EuroPlugin{}
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p := &AdventurePlugin{euro: euro}
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return &SimRunner{P: p, Euro: euro}, nil
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@@ -74,6 +80,12 @@ func (s *SimRunner) BuildCharacter(uid id.UserID, class DnDClass, level int) (*D
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if err := SaveDnDCharacter(c); err != nil {
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return nil, fmt.Errorf("SaveDnDCharacter: %w", err)
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}
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// Class resource pool (stamina/favor/focus/spell_slot). !setup writes
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// this for prod players; the sim has to do it explicitly so Second
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// Wind / Healing Word / etc. have a pool to draw from.
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if err := initResources(uid, class); err != nil {
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return nil, fmt.Errorf("initResources: %w", err)
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}
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if pool := slotsForClassLevel(class, level); len(pool) > 0 {
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if err := setSpellSlotsForLevel(uid, class, level); err != nil {
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return nil, fmt.Errorf("setSpellSlotsForLevel: %w", err)
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@@ -231,9 +243,39 @@ type SimResult struct {
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// adventure_inventory at end-of-run.
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YieldCount int
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YieldsByName map[string]int
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// Combats holds a per-combat trace for every fight the synthetic
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// player entered during the expedition (boss + elites + patrols).
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// Used by post-hoc analysis to dig into class-survival walls
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// without re-running the matrix. Populated from combat_sessions
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// rows + their TurnLog at end-of-run.
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Combats []SimCombatSummary
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Log []SimLogEntry
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}
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// SimCombatSummary is a compact per-fight trace: the entry stats, the
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// per-round damage dealt by each side, and the outcome. Lets J-phase
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// analysis ask "did Fighter L12 hit the manor boss often enough?"
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// without re-running the matrix.
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type SimCombatSummary struct {
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SessionID string
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EncounterID string
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EnemyID string
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Status string // active/won/lost/fled/expired
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Rounds int
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PlayerHPMax int
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PlayerHPEnd int
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EnemyHPMax int
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EnemyHPEnd int
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PlayerDamage int // total damage dealt by player across the fight
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EnemyDamage int // total damage dealt by enemy across the fight
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PlayerHits int // d20 rolls by player that landed (>= enemy AC)
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PlayerMisses int
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EnemyHits int
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EnemyMisses int
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PlayerAC int // inferred from RollAgainst on enemy attack events
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EnemyAC int // inferred from RollAgainst on player attack events
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}
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// SimLogEntry is a JSONL-friendly projection of one dnd_expedition_log
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// row. We expose just the fields a post-hoc analyzer needs without
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// pulling the full ExpeditionEntry type.
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@@ -379,9 +421,77 @@ func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, walkCap int) (*S
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}
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}
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res.YieldCount, res.YieldsByName = simMaterialYields(uid)
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res.Combats = simCombatSummaries(uid)
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return res, nil
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}
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// simCombatSummaries pulls every combat_sessions row for uid and folds
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// its TurnLog into a SimCombatSummary. AC values are inferred from the
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// RollAgainst column on attack events (the engine writes the defender's
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// AC there). Rows are ordered by started_at so the boss fight is last.
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func simCombatSummaries(uid id.UserID) []SimCombatSummary {
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rows, err := db.Get().Query(`
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SELECT session_id, encounter_id, enemy_id, status, round,
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player_hp, player_hp_max, enemy_hp, enemy_hp_max,
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turn_log_json
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FROM combat_session
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WHERE user_id = ?
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ORDER BY started_at ASC`, string(uid))
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if err != nil {
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return nil
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}
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defer rows.Close()
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var out []SimCombatSummary
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for rows.Next() {
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var s SimCombatSummary
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var turnLogJSON string
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if err := rows.Scan(
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&s.SessionID, &s.EncounterID, &s.EnemyID, &s.Status, &s.Rounds,
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&s.PlayerHPEnd, &s.PlayerHPMax, &s.EnemyHPEnd, &s.EnemyHPMax,
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&turnLogJSON); err != nil {
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continue
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}
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var events []CombatEvent
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if turnLogJSON != "" {
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_ = json.Unmarshal([]byte(turnLogJSON), &events)
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}
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for _, ev := range events {
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switch ev.Actor {
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case "player":
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if ev.Roll > 0 {
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if ev.Damage > 0 {
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s.PlayerHits++
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} else {
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s.PlayerMisses++
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}
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if ev.RollAgainst > s.EnemyAC {
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s.EnemyAC = ev.RollAgainst
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}
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}
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if ev.Damage > 0 {
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s.PlayerDamage += ev.Damage
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}
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case "enemy":
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if ev.Roll > 0 {
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if ev.Damage > 0 {
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s.EnemyHits++
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} else {
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s.EnemyMisses++
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}
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if ev.RollAgainst > s.PlayerAC {
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s.PlayerAC = ev.RollAgainst
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}
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}
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if ev.Damage > 0 {
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s.EnemyDamage += ev.Damage
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}
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}
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}
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out = append(out, s)
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}
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return out
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}
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// simMaterialYields tallies the material rows the synthetic player
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// banked in adventure_inventory. One row per +1, so the count is the
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// raw resource-unit total. Map breakdown is keyed by resource name.
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8423
sim_results/baseline_j0_n100.err
Normal file
8423
sim_results/baseline_j0_n100.err
Normal file
File diff suppressed because it is too large
Load Diff
4500
sim_results/baseline_j0_n100.jsonl
Normal file
4500
sim_results/baseline_j0_n100.jsonl
Normal file
File diff suppressed because it is too large
Load Diff
8422
sim_results/baseline_j1_extra_attack.err
Normal file
8422
sim_results/baseline_j1_extra_attack.err
Normal file
File diff suppressed because it is too large
Load Diff
4500
sim_results/baseline_j1_extra_attack.jsonl
Normal file
4500
sim_results/baseline_j1_extra_attack.jsonl
Normal file
File diff suppressed because it is too large
Load Diff
80
sim_results/run_matrix.sh
Executable file
80
sim_results/run_matrix.sh
Executable file
@@ -0,0 +1,80 @@
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#!/usr/bin/env bash
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# Parallel driver for cmd/expedition-sim matrix sweeps.
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#
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# Spawns one expedition-sim process per (class, level, zone) cell, so each
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# worker owns its own global sqlite handle (NewSimRunner closes+reinits the
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# package-level db.Get() — workers in the same process would clobber each
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# other). All worker stdouts are concatenated into a single JSONL.
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#
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# Usage:
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# run_matrix.sh OUTFILE RUNS CLASSES LEVELS ZONES [PARALLEL]
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#
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# Example (1350 rows, 14-way parallel):
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# run_matrix.sh baseline_j0.jsonl 30 \
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# fighter,mage,rogue 3,7,12 \
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# goblin_warrens,forest_shadows,manor_blackspire,underdark,dragons_lair
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set -euo pipefail
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outfile=${1:?outfile required}
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runs=${2:?runs required}
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classes=${3:?classes required}
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levels=${4:?levels required}
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zones=${5:?zones required}
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parallel=${6:-$(nproc)}
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repo=$(cd "$(dirname "$0")/.." && pwd)
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bin=$repo/expedition-sim
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[[ -x "$bin" ]] || { echo "missing $bin — run 'go build ./cmd/expedition-sim' first" >&2; exit 1; }
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cd "$repo/sim_results"
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tmpdir=$(mktemp -d -t simrun-XXXXXX)
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trap 'rm -rf "$tmpdir"' EXIT
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errfile=${outfile%.jsonl}.err
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: > "$outfile"
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: > "$errfile"
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# Enumerate cells one per line: "class level zone".
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cells=$tmpdir/cells.txt
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IFS=, read -ra cls <<< "$classes"
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IFS=, read -ra lvs <<< "$levels"
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IFS=, read -ra zns <<< "$zones"
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for c in "${cls[@]}"; do
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for l in "${lvs[@]}"; do
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for z in "${zns[@]}"; do
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printf "%s\t%s\t%s\n" "$c" "$l" "$z"
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done
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done
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done > "$cells"
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||||
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||||
ncells=$(wc -l < "$cells")
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echo "matrix: $ncells cells × $runs runs = $((ncells * runs)) rows, $parallel workers" >&2
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|
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# Fan out: one process per cell. Per-cell stdout goes to its own shard,
|
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# stderr is collected to the shared errfile.
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worker() {
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||||
local class=$1 level=$2 zone=$3
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local shard=$tmpdir/$class-$level-$zone.jsonl
|
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"$bin" -matrix \
|
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-classes "$class" -levels "$level" -zones "$zone" \
|
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-runs "$runs" \
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||||
> "$shard" 2>> "$errfile"
|
||||
}
|
||||
export -f worker
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||||
export bin tmpdir runs errfile
|
||||
|
||||
xargs -P "$parallel" -L 1 -a "$cells" bash -c 'worker "$@"' _
|
||||
|
||||
# Stitch shards in deterministic order (zone, class, level — matches
|
||||
# summarize.sh's sort_by) so diff-friendliness survives parallel arrival.
|
||||
for c in "${cls[@]}"; do
|
||||
for l in "${lvs[@]}"; do
|
||||
for z in "${zns[@]}"; do
|
||||
shard=$tmpdir/$c-$l-$z.jsonl
|
||||
[[ -f "$shard" ]] && cat "$shard" >> "$outfile"
|
||||
done
|
||||
done
|
||||
done
|
||||
|
||||
rows=$(wc -l < "$outfile")
|
||||
echo "wrote $rows rows → $outfile (errors in $errfile)" >&2
|
||||
@@ -1,12 +1,19 @@
|
||||
#!/usr/bin/env bash
|
||||
# Aggregate h4_baseline.jsonl into a per-(class,level,zone) table.
|
||||
# Columns: class, level, zone, n, p50 yield, mean yield, mean rooms, %cleared, %tpk, %fled, %extracted.
|
||||
# Aggregate a sim corpus JSONL into a per-(class,level,zone) table.
|
||||
# Columns: class, level, zone, n, p50 yield (all), p50 yield among cleared,
|
||||
# mean yield, mean rooms, %cleared, %boss-reached, %tpk, %fled, %extracted.
|
||||
#
|
||||
# boss-reached counts runs whose StopCode is "boss" or "complete" — i.e.,
|
||||
# the autopilot entered the boss room, whether the run died there or
|
||||
# finished the zone.
|
||||
set -euo pipefail
|
||||
|
||||
infile=${1:-h4_baseline.jsonl}
|
||||
infile=${1:-baseline_j0.jsonl}
|
||||
cd "$(dirname "$0")"
|
||||
|
||||
jq -rs '
|
||||
def p50(xs): if (xs|length)==0 then 0 else (xs|sort|.[(length/2|floor)]) end;
|
||||
|
||||
group_by([.Class, .Level, .Zone])
|
||||
| map({
|
||||
class: .[0].Class,
|
||||
@@ -14,24 +21,30 @@ jq -rs '
|
||||
zone: .[0].Zone,
|
||||
n: length,
|
||||
yields: [.[] | .YieldCount],
|
||||
yields_cleared: [.[] | select(.Outcome=="cleared") | .YieldCount],
|
||||
rooms: [.[] | .Rooms],
|
||||
outcomes: [.[] | .Outcome]
|
||||
outcomes: [.[] | .Outcome],
|
||||
stops: [.[] | .StopCode]
|
||||
})
|
||||
| map(. + {
|
||||
p50_yield: (.yields | sort | .[(length/2|floor)]),
|
||||
mean_yield: ((.yields | add) / length),
|
||||
mean_rooms: ((.rooms | add) / length),
|
||||
p50_yield: p50(.yields),
|
||||
p50_yield_cleared: p50(.yields_cleared),
|
||||
mean_yield: ((.yields | add) / .n),
|
||||
mean_rooms: ((.rooms | add) / .n),
|
||||
pct_cleared: (([.outcomes[] | select(. == "cleared")] | length) * 100 / .n),
|
||||
pct_boss_reached: (([.stops[] | select(. == "boss" or . == "complete")] | length) * 100 / .n),
|
||||
pct_tpk: (([.outcomes[] | select(. == "tpk")] | length) * 100 / .n),
|
||||
pct_fled: (([.outcomes[] | select(. == "fled")] | length) * 100 / .n),
|
||||
pct_extracted: (([.outcomes[] | select(. == "extracted")] | length) * 100 / .n)
|
||||
})
|
||||
| sort_by(.zone, .class, .level)
|
||||
| (["class","level","zone","n","p50_yld","mean_yld","mean_rms","%clr","%tpk","%fled","%ext"] | @tsv),
|
||||
(.[] | [.class, .level, .zone, .n, .p50_yield,
|
||||
| (["class","level","zone","n","p50_yld","p50_yld_clr","mean_yld","mean_rms","%clr","%boss","%tpk","%fled","%ext"] | @tsv),
|
||||
(.[] | [.class, .level, .zone, .n,
|
||||
.p50_yield, .p50_yield_cleared,
|
||||
(.mean_yield * 10 | round / 10),
|
||||
(.mean_rooms * 10 | round / 10),
|
||||
(.pct_cleared | round),
|
||||
(.pct_boss_reached | round),
|
||||
(.pct_tpk | round),
|
||||
(.pct_fled | round),
|
||||
(.pct_extracted | round)] | @tsv)
|
||||
|
||||
Reference in New Issue
Block a user