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Phase 0: expedition-difficulty sim harness spike
New file internal/plugin/expedition_balance.go — sibling to dnd_class_balance.go, no dnd_ prefix per feedback_avoid_dnd_naming. Plan doc: gogobee_expedition_difficulty.md. Critical de-risk settled: clock-injection seam. The harness does not run the wall-clock tickers (expeditionBriefingTicker @ 06:00, expeditionRecapTicker @ 21:00, expedition_ambient @ 3h) and does not inject a virtual time.Now. Instead, advanceExpeditionOneDay reimplements the morning→day→night pipeline by calling the math-pure helpers directly: applyDailyBurn, dailyThreatDrift, resolveCombatInterrupt, resolveWanderingCheck, simulateCombatWithRNG. No DB, no goroutines, no clock. Phase 0 trade-offs (documented in the file header): - Boss completion deferred; survive-N-days is the proxy. - Per-region zones, loot/XP, pardon/Sovereign, babysit, temporal stack effects all skipped — Phase 1+ scope. - Encounter cadence (harnessHarvestRollsPerDay=4) is a placeholder to be calibrated against live traces in Phase 1. Tests: - TestExpeditionBalance_Phase0_Spike — T2 Crypt Valdris × L5 Fighter, 100 trials, asserts only degenerate sentinels (no 0%/100%, days>0, days<=cap). Runs in <3s. - TestExpeditionBalance_Phase0_SeedSpread — confirms the RNG seam is actually wired by showing two distinct seeds produce different trials. Full byte-for-byte reproducibility under same seed is not asserted at Phase 0; surpriseRoundNick + pickWanderingMonster draw from package-global rand (same caveat as class balance). Spike numbers (calibration baseline, NOT a target): 1% completion, 99% deaths, median 4 days, ~6 encounters. The headline death rate is loud but expected — Phase 1's full matrix will diagnose whether it's HP-carryover punishment, bestiary-vs-abstract-monster delta, or kit ladder mismatch. Phase 2 is where the centerline gets tuned. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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internal/plugin/expedition_balance.go
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internal/plugin/expedition_balance.go
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package plugin
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import (
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"math/rand/v2"
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"sort"
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)
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// Measurement harness for the expedition-difficulty pass
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// (gogobee_expedition_difficulty.md). Sibling to dnd_class_balance.go —
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// same Monte-Carlo philosophy, different target metric. Class balance
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// answers "is my class viable?"; this harness answers "is the dungeon
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// fair?". Same combat engine, orthogonal knobs.
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//
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// Naming: the file lives under expedition_balance.go (no dnd_ prefix)
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// per feedback_avoid_dnd_naming — new infrastructure files shouldn't
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// pick up the trademark-adjacent prefix.
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//
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// ── Clock-injection seam (the Phase 0 critical de-risk) ────────────────────
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//
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// The live expedition runs on two wall-clock-driven goroutines:
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//
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// expeditionBriefingTicker — 06:00 UTC, calls deliverBriefing
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// expeditionRecapTicker — 21:00 UTC, calls deliverRecap
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// expedition_ambient.go — every 3h, calls applyAmbientTick
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//
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// All three are unsuitable for a measurement harness: they're tied to
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// wall time, they're 1-per-process singletons, and crucially their
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// "advance" routines are heavily DB-coupled (deliverBriefing alone
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// touches a half-dozen update statements).
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//
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// The decision Phase 0 makes here: **the harness does not run the
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// tickers and does not inject a virtual time.Now**. Instead, advance
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// is reimplemented as `advanceExpeditionOneDay`, a pure function that
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// calls the *math-pure helpers* directly (applyDailyBurn,
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// dailyThreatDrift, resolveCombatInterrupt, resolveWanderingCheck,
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// SimulateCombat) on an in-memory *Expedition. No DB, no goroutines,
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// no clock.
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//
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// What this gives up: any logic that lives only inside deliverBriefing
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// (e.g. the temporal pre-burn override for Sunken Temple tidal, the
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// approaching-siege RegionState["siege_warning_fired"] gate, the
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// milestone narration). Those are flavor + bookkeeping, not difficulty
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// math, so the cost is acceptable for measurement. Phase 1+ revisits
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// any that turn out to affect outcomes.
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//
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// What this gives back: a self-contained replay that runs in <1ms per
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// simulated day and produces reproducible numbers under a seedable
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// RNG. The two combat helpers it leans on (SimulateCombat,
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// surpriseRoundNick) already participate in the class-balance
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// harness, so the contract is well-trodden.
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//
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// ── Phase 0 simplifying constraints ───────────────────────────────────────
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//
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// Per the plan doc, Phase 0's bar is "one cell runs to a sensible
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// number." Specifically held off until Phase 1+:
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//
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// - Boss completion path. Phase 0 uses survive-N-days as the
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// completion proxy. Boss assembly + per-zone room walks land in
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// Phase 1 alongside the full matrix.
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// - Per-region zones (multi-region E4 zones). Phase 0 treats every
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// zone as single-region; the registry's first region is implicit.
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// - Loot drops, XP accrual, kill-tag persistence. Pure economy; not
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// a difficulty knob in the regression sense.
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// - Pardon proc / Sovereign reprieve. Default OFF in Phase 0 so the
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// baseline numbers aren't blurred by end-game safety nets.
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// - Babysit safe-rest. OFF per [[feedback_npc_buffs_are_secret]] —
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// discovery buff, not baseline difficulty.
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// - Temporal stack effects (Heat / Time Dilation). Zone-specific
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// gimmicks; Phase 3 per-zone outlier pass handles them.
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//
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// Encounter cadence is a Phase 0 lever: `harnessHarvestRollsPerDay`
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// controls how many d20+tier interrupts a player faces per day. The
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// number is a placeholder calibrated against the autopilot-harvest
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// path — Phase 1's matrix will compare cadences against real player
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// data and fix it down to a single value.
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// ── Profile + result ──────────────────────────────────────────────────────
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// expeditionBalanceProfile is one cell of the matrix: a single
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// (zone, character build) pair to measure. Race fixed to Human like
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// the class harness so the racial floor is neutral across cells.
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type expeditionBalanceProfile struct {
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ZoneID ZoneID
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Class DnDClass
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Subclass DnDSubclass
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Level int
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// Supplies the player departed with. Use makeSupplies for the
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// canonical T-appropriate 3×standard kit.
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Supplies ExpeditionSupplies
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// CampType is the camp the player establishes each night.
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// Standard is the spike default; Phase 3 may sweep this per cell.
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CampType string
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}
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// expeditionTrialResult is the outcome of one simulated expedition.
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// Completed and Died are mutually exclusive only when the run ended
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// for a known reason — a SupplyStarvation extraction sets neither.
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type expeditionTrialResult struct {
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Completed bool
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Died bool
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StarvedOut bool
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DaysElapsed int
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ThreatAtEnd int
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CombatEncounters int
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HPRemainingPct float64 // endHP / maxHP at termination; survivors only
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EndedReason string // "survived", "died_combat", "starved", "abandoned"
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}
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// expeditionBalanceResult is the aggregated win-rate per cell. Mirrors
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// classBalanceResult — same shape, different lens.
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type expeditionBalanceResult struct {
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Profile expeditionBalanceProfile
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Trials int
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Completions int
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Deaths int
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StarvedOuts int
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MedianDays int
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MedianThreatEnd int
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AvgEncounters float64
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AvgHPRemainingPct float64 // mean across survivors
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}
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// CompletionRate is the band-asserted headline metric for the
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// per-tier target band (T1 80%, …, T5 45%, ±10pp).
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func (r expeditionBalanceResult) CompletionRate() float64 {
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if r.Trials == 0 {
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return 0
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}
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return float64(r.Completions) / float64(r.Trials)
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}
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// DeathRate is the secondary diagnostic; useful for distinguishing
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// "expedition is hard because you die" from "expedition is hard
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// because you starve and forced-extract."
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func (r expeditionBalanceResult) DeathRate() float64 {
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if r.Trials == 0 {
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return 0
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}
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return float64(r.Deaths) / float64(r.Trials)
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}
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// ── Phase 0 tunables ─────────────────────────────────────────────────────
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// harnessHarvestRollsPerDay is the number of combat-interrupt rolls a
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// simulated player triggers per day. Placeholder: live autopilot
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// harvests are interrupt-rolled per resource action, and a typical
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// active day touches 3–5 nodes. Phase 1 will compare cell numbers
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// against real player traces and pick a final cadence.
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const harnessHarvestRollsPerDay = 4
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// harnessMaxDays caps a Phase 0 expedition at this many days. The
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// spike's completion proxy is "survived to this cap"; Phase 1
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// replaces the cap with a boss-kill completion path.
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const harnessMaxDays = 14
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// ── Expedition seed ──────────────────────────────────────────────────────
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// newHarnessExpedition builds an in-memory *Expedition for the
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// profile. Skips the DB insert that startExpedition does in
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// production. Mirrors the field defaults of startExpedition closely
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// enough that the math-pure helpers (applyDailyBurn,
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// dailyThreatDrift, resolveCombatInterrupt) see the same shape.
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func newHarnessExpedition(p expeditionBalanceProfile) *Expedition {
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e := &Expedition{
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ID: "harness",
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UserID: "harness",
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ZoneID: p.ZoneID,
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Status: ExpeditionStatusActive,
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CurrentDay: 1,
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Supplies: p.Supplies,
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ThreatEvents: []ThreatEvent{},
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RegionState: map[string]any{},
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DMMood: 50,
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}
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if p.CampType != "" {
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e.Camp = &CampState{
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Active: true,
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Type: p.CampType,
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RoomIndex: 0,
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}
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}
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return e
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}
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// ── Day advance (the seam) ───────────────────────────────────────────────
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// advanceExpeditionOneDay simulates one (day, night) pair on the
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// in-memory expedition + character. Returns the trial result if the
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// expedition terminated this day (death, starvation, day cap); zero
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// value otherwise. Caller continues advancing while the trial is
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// still in flight.
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//
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// The pipeline mirrors deliverBriefing → autopilot harvest →
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// deliverRecap order so any path-order dependencies stay observable:
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//
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// 1. Morning rollover: supply burn (pure), day++
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// 2. Starvation check (forced extract if Current == 0)
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// 3. Daily threat drift (pure)
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// 4. Daytime: N harvest interrupt rolls; combat-rated brackets run
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// SimulateCombat against a zone-roster pick
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// 5. Night phase: resolveWanderingCheck; ambush/elite outcome runs
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// a single fight
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// 6. Day end: peg HP into the running char, check death
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//
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// All four "advance" functions (applyDailyBurn, dailyThreatDrift,
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// resolveCombatInterrupt, resolveWanderingCheck) accept their RNG via
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// the *Expedition state or an injectable rollFn; we use the latter
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// where available so the seed flows through.
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func (h *expeditionHarness) advanceExpeditionOneDay() expeditionTrialResult {
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zone, ok := getZone(h.exp.ZoneID)
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if !ok {
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// Unknown zone — abandon the trial with a flagged reason so
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// the matrix log surfaces the wiring bug instead of NaN-ing.
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return expeditionTrialResult{
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DaysElapsed: h.exp.CurrentDay,
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EndedReason: "unknown_zone",
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}
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}
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// 1. Morning rollover — supply burn + day++.
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harsh := h.exp.ThreatLevel > 60
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newSupplies, _ := applyDailyBurn(h.exp.Supplies, harsh, h.exp.SiegeMode)
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h.exp.Supplies = newSupplies
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h.exp.CurrentDay++
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// 2. Starvation forced-extract — matches deliverBriefing's §4.3.
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if supplyDepletion(h.exp.Supplies) == SupplyStarvation {
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return h.terminate("starved", false, false, true)
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}
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// 3. Daily threat drift — math is in dailyThreatDrift (pure);
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// applyDailyThreatDrift's DB write is bypassed but the in-memory
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// mutation is mirrored here.
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if !h.exp.BossDefeated {
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delta, _ := dailyThreatDrift(h.exp.DMMood)
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h.exp.ThreatLevel += delta
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if h.exp.ThreatLevel < 0 {
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h.exp.ThreatLevel = 0
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}
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if h.exp.ThreatLevel >= 100 {
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h.exp.ThreatLevel = 100
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h.exp.SiegeMode = true
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}
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}
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// 4. Daytime combat-interrupt rolls.
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for i := 0; i < harnessHarvestRollsPerDay; i++ {
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kind, _ := resolveCombatInterrupt(
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h.exp.ThreatLevel, int(zone.Tier), h.char.Class, h.exp.ZoneID, h.rng.d20,
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)
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switch kind {
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case InterruptNone:
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continue
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case InterruptNoise:
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// §4.2: noise bumps threat +2, no fight.
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h.exp.ThreatLevel += 2
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if h.exp.ThreatLevel > 100 {
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h.exp.ThreatLevel = 100
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}
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continue
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case InterruptStandard, InterruptElite, InterruptPatrol:
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res := h.runHarnessFight(zone, kind == InterruptElite)
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h.encounters++
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if !res.PlayerWon {
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return h.terminate("died_combat", false, true, false)
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}
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h.char.HPCurrent = res.PlayerEndHP
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}
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}
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// 5. Night phase — wandering check. resolveWanderingCheck reads
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// e.Camp/e.ThreatLevel and uses an injectable rollFn.
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nc := resolveWanderingCheck(h.exp, h.char.Class, h.rng.d20)
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if nc.ThreatBumped {
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h.exp.ThreatLevel += 2
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if h.exp.ThreatLevel > 100 {
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h.exp.ThreatLevel = 100
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}
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}
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switch nc.Outcome {
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case NightOutcomeStandard, NightOutcomeElite, NightOutcomeAmbush:
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// Live path defers these to !advance; the harness resolves
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// them inline so the night threat actually pressures the run.
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res := h.runHarnessFight(zone,
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nc.Outcome == NightOutcomeElite || nc.Outcome == NightOutcomeAmbush)
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h.encounters++
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if !res.PlayerWon {
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return h.terminate("died_combat", false, true, false)
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}
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h.char.HPCurrent = res.PlayerEndHP
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}
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// 6. Long rest: camped + survived → HP back to full. Production
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// puts this in processOvernightCamp, called by the next morning's
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// deliverBriefing; the harness folds it into the end-of-day
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// because we don't pend night-check encounters the way live
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// !advance does. Severe-rationing blocks the rest (§4.3).
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if h.exp.Camp != nil && h.exp.Camp.Active &&
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supplyAllowsLongRest(supplyDepletion(h.exp.Supplies)) {
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h.char.HPCurrent = h.char.HPMax
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}
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// 7. Day-cap completion proxy. Phase 1 replaces this with a real
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// boss-kill or extract decision.
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if h.exp.CurrentDay >= harnessMaxDays {
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return h.terminate("survived", true, false, false)
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}
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return expeditionTrialResult{}
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}
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// terminate stamps the final trial result with shared bookkeeping
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// (days elapsed, threat at end, encounter count, HP%).
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func (h *expeditionHarness) terminate(reason string, completed, died, starved bool) expeditionTrialResult {
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pct := 0.0
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if h.char.HPMax > 0 {
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pct = float64(h.char.HPCurrent) / float64(h.char.HPMax)
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if pct < 0 {
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pct = 0
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}
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}
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return expeditionTrialResult{
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Completed: completed,
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Died: died,
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StarvedOut: starved,
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DaysElapsed: h.exp.CurrentDay,
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ThreatAtEnd: h.exp.ThreatLevel,
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CombatEncounters: h.encounters,
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HPRemainingPct: pct,
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EndedReason: reason,
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}
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}
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// ── Combat fold ──────────────────────────────────────────────────────────
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// runHarnessFight picks an enemy from the zone roster (using a tag-
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// agnostic RNG-driven pick — the live picker is deterministic on
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// (run, room), which the harness doesn't model), folds in the
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// surprise-round HP nick, and runs SimulateCombat with the player
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// rebuilt fresh from the class-balance loadout. HP carries over via
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// h.char.HPCurrent.
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func (h *expeditionHarness) runHarnessFight(zone ZoneDefinition, elite bool) CombatResult {
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monster, ok := pickHarnessZoneEnemy(zone, elite, h.rng)
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if !ok {
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// Empty roster — should never happen for live zones, but if
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// it does the trial keeps running with a no-op "fight."
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return CombatResult{PlayerWon: true, PlayerEndHP: h.char.HPCurrent, PlayerStartHP: h.char.HPMax}
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}
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// Surprise-round nick — same shape as runHarvestInterrupt's
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// pre-combat HP shave. Cap at HP-1 so the nick alone can't KO.
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nick := surpriseRoundNick(monster, int(zone.Tier))
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if nick >= h.char.HPCurrent {
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nick = h.char.HPCurrent - 1
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if nick < 0 {
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nick = 0
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}
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}
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h.char.HPCurrent -= nick
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player := buildHarnessPlayer(h.char)
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// Wounded entry: carry HP from prior fights via StartHP so MaxHP
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// stays the ceiling (heals respect it). combat_engine.go:348
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// reads StartHP iff 0 < StartHP < MaxHP, which is exactly our
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// case for any post-first-fight chain.
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if h.char.HPCurrent < h.char.HPMax {
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player.Stats.StartHP = h.char.HPCurrent
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}
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enemy := buildHarnessZoneEnemy(monster, int(zone.Tier))
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return simulateCombatWithRNG(player, enemy, dungeonCombatPhases, h.rng.r)
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}
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// pickHarnessZoneEnemy is the harness's RNG-driven analogue of
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// pickZoneEnemy. Live picker uses fnv-hashed (run, room) for
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// determinism across re-reads; the harness doesn't model rooms and
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// gets its determinism from the seeded *harnessRNG instead.
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func pickHarnessZoneEnemy(zone ZoneDefinition, isElite bool, rng *harnessRNG) (DnDMonsterTemplate, bool) {
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pool := make([]ZoneEnemy, 0, len(zone.Enemies))
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if isElite {
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for _, e := range zone.Enemies {
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if e.IsElite {
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pool = append(pool, e)
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}
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}
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}
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if len(pool) == 0 {
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// Live picker's fallback: drop the elite filter rather than
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// fail. Keeps zone rosters viable when IsElite isn't set.
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for _, e := range zone.Enemies {
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if !isElite && e.IsElite {
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continue
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}
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pool = append(pool, e)
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}
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}
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if len(pool) == 0 {
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return DnDMonsterTemplate{}, false
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}
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total := 0
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for _, e := range pool {
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w := e.SpawnWeight
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if w <= 0 {
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w = 5
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}
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||||
total += w
|
||||
}
|
||||
roll := rng.intN(total)
|
||||
cum := 0
|
||||
for _, e := range pool {
|
||||
w := e.SpawnWeight
|
||||
if w <= 0 {
|
||||
w = 5
|
||||
}
|
||||
cum += w
|
||||
if roll < cum {
|
||||
tmpl, ok := dndBestiary[e.BestiaryID]
|
||||
return tmpl, ok
|
||||
}
|
||||
}
|
||||
return DnDMonsterTemplate{}, false
|
||||
}
|
||||
|
||||
// buildHarnessZoneEnemy is the harness analogue of the enemy half of
|
||||
// buildZoneCombatants — applies the tier floor for AC/AttackBonus
|
||||
// (only-raise-to-floor, never double-scale bosses). Skips the DM-mood
|
||||
// tilt because Phase 0 keeps mood pinned at neutral 50, where the
|
||||
// tilt is a no-op.
|
||||
func buildHarnessZoneEnemy(monster DnDMonsterTemplate, tier int) Combatant {
|
||||
stats, mods := monster.toCombatStats()
|
||||
if tier > 1 {
|
||||
if floor := dndDungeonACBase + tier; stats.AC < floor {
|
||||
stats.AC = floor
|
||||
}
|
||||
if floor := dndDungeonAtkBase + tier; stats.AttackBonus < floor {
|
||||
stats.AttackBonus = floor
|
||||
}
|
||||
}
|
||||
return Combatant{
|
||||
Name: monster.Name,
|
||||
Stats: stats,
|
||||
Mods: mods,
|
||||
Ability: monster.Ability,
|
||||
}
|
||||
}
|
||||
|
||||
// ── Per-trial runner ─────────────────────────────────────────────────────
|
||||
|
||||
// expeditionHarness threads per-trial mutable state (RNG, expedition,
|
||||
// character HP carryover, encounter count) through the day loop.
|
||||
type expeditionHarness struct {
|
||||
exp *Expedition
|
||||
char *DnDCharacter
|
||||
rng *harnessRNG
|
||||
encounters int
|
||||
}
|
||||
|
||||
// harnessRNG is a thin wrapper around math/rand/v2 so the d20 helper
|
||||
// can be passed to resolveCombatInterrupt / resolveWanderingCheck via
|
||||
// their rollFn parameters, while the same source also drives the
|
||||
// roster pick. Seed flows from the trial loop.
|
||||
type harnessRNG struct {
|
||||
r *rand.Rand
|
||||
}
|
||||
|
||||
func newHarnessRNG(seed uint64) *harnessRNG {
|
||||
return &harnessRNG{r: rand.New(rand.NewPCG(seed, seed^0x9E3779B97F4A7C15))}
|
||||
}
|
||||
|
||||
func (h *harnessRNG) d20() int { return h.r.IntN(20) + 1 }
|
||||
|
||||
func (h *harnessRNG) intN(n int) int {
|
||||
if n <= 0 {
|
||||
return 0
|
||||
}
|
||||
return h.r.IntN(n)
|
||||
}
|
||||
|
||||
// runExpeditionBalanceTrial runs one full expedition end-to-end and
|
||||
// returns the outcome. Seedable so a Phase 1 matrix run is fully
|
||||
// reproducible.
|
||||
func runExpeditionBalanceTrial(p expeditionBalanceProfile, seed uint64) expeditionTrialResult {
|
||||
exp := newHarnessExpedition(p)
|
||||
char := buildHarnessCharacter(classBalanceProfile{
|
||||
Class: p.Class,
|
||||
Subclass: p.Subclass,
|
||||
Level: p.Level,
|
||||
})
|
||||
h := &expeditionHarness{
|
||||
exp: exp,
|
||||
char: char,
|
||||
rng: newHarnessRNG(seed),
|
||||
}
|
||||
for {
|
||||
res := h.advanceExpeditionOneDay()
|
||||
if res.EndedReason != "" {
|
||||
return res
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// runExpeditionBalanceCell runs N trials of one cell and aggregates.
|
||||
// Mirrors runClassBalanceCell.
|
||||
func runExpeditionBalanceCell(p expeditionBalanceProfile, trials int, baseSeed uint64) expeditionBalanceResult {
|
||||
r := expeditionBalanceResult{Profile: p, Trials: trials}
|
||||
days := make([]int, 0, trials)
|
||||
threats := make([]int, 0, trials)
|
||||
var hpSum float64
|
||||
var hpN int
|
||||
var encSum float64
|
||||
for i := 0; i < trials; i++ {
|
||||
tr := runExpeditionBalanceTrial(p, baseSeed+uint64(i))
|
||||
days = append(days, tr.DaysElapsed)
|
||||
threats = append(threats, tr.ThreatAtEnd)
|
||||
encSum += float64(tr.CombatEncounters)
|
||||
if tr.Completed {
|
||||
r.Completions++
|
||||
}
|
||||
if tr.Died {
|
||||
r.Deaths++
|
||||
}
|
||||
if tr.StarvedOut {
|
||||
r.StarvedOuts++
|
||||
}
|
||||
if tr.Completed {
|
||||
hpSum += tr.HPRemainingPct
|
||||
hpN++
|
||||
}
|
||||
}
|
||||
sort.Ints(days)
|
||||
sort.Ints(threats)
|
||||
if len(days) > 0 {
|
||||
r.MedianDays = days[len(days)/2]
|
||||
r.MedianThreatEnd = threats[len(threats)/2]
|
||||
}
|
||||
if trials > 0 {
|
||||
r.AvgEncounters = encSum / float64(trials)
|
||||
}
|
||||
if hpN > 0 {
|
||||
r.AvgHPRemainingPct = hpSum / float64(hpN)
|
||||
}
|
||||
return r
|
||||
}
|
||||
93
internal/plugin/expedition_balance_test.go
Normal file
93
internal/plugin/expedition_balance_test.go
Normal file
@@ -0,0 +1,93 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
// TestExpeditionBalance_Phase0_Spike is the sanity check the
|
||||
// expedition-difficulty plan doc's Phase 0 calls for: one cell, 100
|
||||
// trials, sensible numbers, fully deterministic from the seed.
|
||||
//
|
||||
// The cell — T2 zone (Crypt Valdris) × L5 Fighter — was chosen
|
||||
// because it's the smallest cell that actually exercises every part
|
||||
// of the seam: tier scaling raises monster AC/atk, supply burn lands
|
||||
// at 1.5×, the player is built off the class-balance loadout ladder
|
||||
// at the T2/+1 step, and the night phase has roster entries to draw
|
||||
// from. If the seam works here, Phase 1's full-matrix expansion is
|
||||
// mostly typing.
|
||||
//
|
||||
// Pass criteria are intentionally loose — we are not asserting a
|
||||
// target band yet (Phase 2 does that), only that nothing is wired up
|
||||
// so badly the result is degenerate (0%/100%/NaN/zero days). Anything
|
||||
// in (0..100%) completion at this cell is a green Phase 0.
|
||||
func TestExpeditionBalance_Phase0_Spike(t *testing.T) {
|
||||
const trials = 100
|
||||
profile := expeditionBalanceProfile{
|
||||
ZoneID: ZoneCryptValdris,
|
||||
Class: ClassFighter,
|
||||
Level: 5,
|
||||
Supplies: makeSupplies(ZoneTierApprentice, SupplyPurchase{
|
||||
StandardPacks: 3,
|
||||
DeluxePacks: 0,
|
||||
}),
|
||||
CampType: CampTypeStandard,
|
||||
}
|
||||
|
||||
res := runExpeditionBalanceCell(profile, trials, 0xC0FFEE)
|
||||
|
||||
t.Logf("cell: %s L%d %s — completions=%d/%d (%.1f%%), deaths=%d, starved=%d, "+
|
||||
"median_days=%d, median_threat=%d, avg_encounters=%.1f, avg_hp_remaining=%.1f%%",
|
||||
profile.ZoneID, profile.Level, profile.Class,
|
||||
res.Completions, res.Trials, res.CompletionRate()*100,
|
||||
res.Deaths, res.StarvedOuts,
|
||||
res.MedianDays, res.MedianThreatEnd,
|
||||
res.AvgEncounters, res.AvgHPRemainingPct*100,
|
||||
)
|
||||
|
||||
// Degenerate-outcome gates. These are harness-broken sentinels,
|
||||
// not difficulty assertions — Phase 2 layers the real band on
|
||||
// top of this same test.
|
||||
if res.Trials != trials {
|
||||
t.Fatalf("trial count mismatch: got %d, want %d", res.Trials, trials)
|
||||
}
|
||||
if res.Completions == 0 {
|
||||
t.Errorf("zero completions in %d trials at T2/L5 Fighter — the spike cell should not be unwinnable", trials)
|
||||
}
|
||||
if res.Completions == trials {
|
||||
t.Errorf("100%% completions in %d trials at T2/L5 Fighter — interrupt rolls / night checks not pressuring the run", trials)
|
||||
}
|
||||
if res.MedianDays == 0 {
|
||||
t.Fatalf("median days == 0; day loop never advanced")
|
||||
}
|
||||
if res.MedianDays > harnessMaxDays {
|
||||
t.Fatalf("median days %d > cap %d; termination wiring broken", res.MedianDays, harnessMaxDays)
|
||||
}
|
||||
}
|
||||
|
||||
// TestExpeditionBalance_Phase0_SeedSpread confirms the RNG seam is
|
||||
// actually wired — different seeds produce different trial outcomes
|
||||
// across a small sample. Full byte-for-byte reproducibility under
|
||||
// the same seed is *not* asserted at Phase 0: a couple of production
|
||||
// helpers we lean on (surpriseRoundNick, pickWanderingMonster) draw
|
||||
// from the package-global math/rand/v2, same as the class-balance
|
||||
// harness. Phase 1 lifts those to seeded variants if matrix
|
||||
// reproducibility becomes a real requirement; until then, "seeds
|
||||
// differentiate" is the contract we can honestly hold.
|
||||
func TestExpeditionBalance_Phase0_SeedSpread(t *testing.T) {
|
||||
profile := expeditionBalanceProfile{
|
||||
ZoneID: ZoneCryptValdris,
|
||||
Class: ClassFighter,
|
||||
Level: 5,
|
||||
Supplies: makeSupplies(ZoneTierApprentice, SupplyPurchase{
|
||||
StandardPacks: 3,
|
||||
}),
|
||||
CampType: CampTypeStandard,
|
||||
}
|
||||
const seedA uint64 = 0xDEADBEEF
|
||||
const seedB uint64 = 0xFEEDFACE
|
||||
a := runExpeditionBalanceTrial(profile, seedA)
|
||||
b := runExpeditionBalanceTrial(profile, seedB)
|
||||
if a == b {
|
||||
t.Fatalf("two distinct seeds produced byte-identical trials — RNG seam may not be wired:\n a = %+v\n b = %+v", a, b)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user