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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:
@@ -145,8 +145,26 @@ func abilityModifier(score int) int {
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return diff/2 - 1
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}
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// phase5BHPMult is the Phase 5-B HP-floor multiplier. Applied uniformly
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// in computeMaxHP so every class/level scales together — preserves the
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// class-balance harness's parity assertions (which test in-tier spread,
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// not absolute win rates) while lifting durability enough to land the
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// expedition harness in the "fairly breezy with some death" band the
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// user chose for Phase 5-B. See gogobee_expedition_difficulty.md for
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// the sweep that picked 1.5 (gear-bonus floor +3, HP ×1.5 → T1=85 T2=73
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// T3=60 T4=78 T5=81 mean completion at the tier-centerline cell).
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//
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// Bumping this changes the *persisted* HPMax for new characters and for
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// existing characters on their next computeMaxHP recall (level-up,
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// character reset, bootstrap refresh). The Phase 5-B bootstrap
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// (bootstrap_phase5b_hp.go) walks the dnd_character table once at
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// startup to refresh stale rows.
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const phase5BHPMult = 1.5
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// computeMaxHP — D&D5e style. L1: full HP die + CON mod (min 1).
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// Per level after: average HP die (roundup of die/2 + 1) + CON mod.
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// The result is scaled by phase5BHPMult — see that constant for the
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// difficulty-pass motivation.
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func computeMaxHP(class DnDClass, conMod, level int) int {
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ci, ok := classInfo(class)
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if !ok {
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@@ -163,7 +181,12 @@ func computeMaxHP(class DnDClass, conMod, level int) int {
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}
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hp += gain
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}
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return hp
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// Phase 5-B player power floor — round to nearest int.
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scaled := int(float64(hp)*phase5BHPMult + 0.5)
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if scaled < 1 {
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scaled = 1
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}
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return scaled
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}
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// computeAC — Phase 1 baseline. Equipment-derived AC arrives in Phase 4
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