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Phase 5b: player power floor + Phase-3 winners shipped to live
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.
Pieces:
1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
class/level so the class-balance harness's in-tier parity
assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
refreshes hp_max for existing characters at startup;
idempotent via db.JobCompleted. hp_current is bumped by the
same delta so a full-HP character stays at full.
2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
+3 weapon.MagicBonus (damage). Applied at the END of
applyDnDEquipmentLayer (after computeArmorAC's AC override)
and inside buildHarnessPlayer so live and harness measurement
match.
3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
the single dangerous fight. Elite is now effectively a
high-threat event reachable only via the +1-per-20-threat-
above-40 mod — Phase 4-B's elite-pool monsters still appear,
just less often.
4. dailyThreatDrift base 3 → 1. Slows the threat clock so
players have the days they need before threat tips zones
into the new 23+ elite band.
5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
applied in the temporal-override branch in
dnd_expedition_cycle.go so tidal / unraveling days scale by
the same 0.5× — otherwise those days would be
disproportionately harsh against the new baseline.
The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.
Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
95
internal/plugin/bootstrap_phase5b_hp.go
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95
internal/plugin/bootstrap_phase5b_hp.go
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package plugin
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import (
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"log/slog"
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"gogobee/internal/db"
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)
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// bootstrapPhase5BHPRefresh recomputes hp_max for every dnd_character
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// row after the Phase 5-B HP multiplier (phase5BHPMult in dnd.go)
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// shipped. Without this, existing characters keep their pre-Phase-5-B
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// hp_max until something else recomputes it (level-up, character reset,
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// migration), so the durability lift wouldn't reach live players for
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// weeks. See gogobee_expedition_difficulty.md Phase 5-B.
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//
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// Pattern mirrors bumpDexFloorForExistingCharacters: enumerate, derive
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// new value, update only rows where the new value differs. hp_current
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// is bumped by the same delta so a full-HP character stays at full HP
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// after the bump; a wounded character keeps the same absolute wound
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// (e.g. -7 HP) so the lift only raises the *ceiling*, not the present
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// HP — players don't get a free heal on top of a permanent buff.
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//
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// Idempotent via the db.JobCompleted gate. The job key is bumped if we
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// ever ship a second HP-curve change so the migration runs once per
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// shipped change.
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func bootstrapPhase5BHPRefresh() {
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const jobName = "phase5b_hp_refresh_v1"
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if db.JobCompleted(jobName, "once") {
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return
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}
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d := db.Get()
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rows, err := d.Query(`
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SELECT user_id, class, con_score, dnd_level, hp_max, hp_current
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FROM dnd_character WHERE dnd_level > 0`)
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if err != nil {
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slog.Error("phase5b hp refresh: enumerate failed", "err", err)
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return
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}
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defer rows.Close()
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type row struct {
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userID string
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class DnDClass
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conScore int
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level int
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hpMax int
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hpCurrent int
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}
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var batch []row
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for rows.Next() {
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var r row
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var classStr string
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if err := rows.Scan(&r.userID, &classStr, &r.conScore, &r.level, &r.hpMax, &r.hpCurrent); err != nil {
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slog.Warn("phase5b hp refresh: scan failed", "err", err)
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continue
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}
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r.class = DnDClass(classStr)
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batch = append(batch, r)
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}
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refreshed := 0
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for _, r := range batch {
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conMod := abilityModifier(r.conScore)
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newMax := computeMaxHP(r.class, conMod, r.level)
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if newMax <= r.hpMax {
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// Either already at/above target (re-runs, or the row was
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// hand-edited above formula), or the formula change reduced
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// HP for this class — leave it alone in that case so we
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// never *lower* a player's HP via bootstrap.
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continue
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}
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delta := newMax - r.hpMax
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newCurrent := r.hpCurrent + delta
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if newCurrent > newMax {
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newCurrent = newMax
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}
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if newCurrent < 1 {
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newCurrent = 1
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}
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if _, err := d.Exec(`UPDATE dnd_character
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SET hp_max = ?, hp_current = ?, updated_at = CURRENT_TIMESTAMP
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WHERE user_id = ?`,
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newMax, newCurrent, r.userID); err != nil {
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slog.Warn("phase5b hp refresh: update failed", "user", r.userID, "err", err)
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continue
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}
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refreshed++
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}
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db.MarkJobCompleted(jobName, "once")
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if refreshed > 0 {
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slog.Info("phase5b hp refresh: refreshed character HPMax to Phase 5-B floor", "count", refreshed)
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}
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}
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