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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:
@@ -141,6 +141,38 @@ type expeditionBalanceProfile struct {
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// TestExpeditionBalance_Phase3B_NickSupplySweep.
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SurpriseNickFloorOverride int
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SupplyBurnRatePctOverride int
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// Phase 5-B lever — gear magic-bonus delta applied on top of the
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// live magicBonusForTier ladder. Lifts weapon.MagicBonus,
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// armor.MagicBonus, and AttackBonus by this many points at fight
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// time. Zero = live ladder.
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//
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// Phase 5-A's sensitivity sweep named player level as the dominant
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// lever at T2/T3, but the within-bracket slope showed even
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// max-of-range still misses the band — closing T2/T3 to the
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// 62-82%/55-75% targets requires a player-power lift, not just a
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// centerline shift. This knob measures the cross-zone effect of a
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// flat gear-bonus bump (the simplest player-power lever that
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// already participates in the combat math via weapon/armor
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// MagicBonus) so the shipped change can pick the smallest delta
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// that lands T1-T5 in band.
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//
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// Wired into the harness's runHarnessFight player-build site only;
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// live combat untouched. Shield MagicBonus is not bumped, mirroring
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// magicBonusForTier's "shields stay mundane" rule (classLoadout
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// comment).
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GearMagicBonusOverride int
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// Phase 5-B HP multiplier — scales the player's HPMax (and resets
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// HPCurrent to the new max at the start of each trial). Zero or
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// 1.0 = live HP curve. Lever exists because the Phase 5-B gear-
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// only sweep showed T3 and T5 have low slopes on gear delta (~5pp
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// per +1) — those tiers are HP-bound rather than to-hit/AC-bound,
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// so closing them needs a separate handle on durability.
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//
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// Wired into the harness's character-build site only; live HP
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// curve in computeMaxHP untouched.
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PlayerHPMultOverride float64
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}
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// expeditionTrialResult is the outcome of one simulated expedition.
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@@ -269,10 +301,15 @@ func (h *expeditionHarness) advanceExpeditionOneDay() expeditionTrialResult {
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}
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// 1. Morning rollover — supply burn + day++. Phase 3-B sweep can
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// scale the per-day burn via the harness profile; live callers go
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// through applyDailyBurn at 100%.
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// scale the per-day burn via the harness profile; with no override
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// set the harness mirrors live (phase5BDailyBurnRatePct, shipped
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// as the new default in applyDailyBurn).
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harsh := h.exp.ThreatLevel > 60
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newSupplies, _ := applyDailyBurnP(h.exp.Supplies, harsh, h.exp.SiegeMode, h.supplyBurnRatePctOverride)
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burnRate := h.supplyBurnRatePctOverride
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if burnRate == 0 {
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burnRate = phase5BDailyBurnRatePct
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}
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newSupplies, _ := applyDailyBurnP(h.exp.Supplies, harsh, h.exp.SiegeMode, burnRate)
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h.exp.Supplies = newSupplies
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h.exp.CurrentDay++
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@@ -483,6 +520,24 @@ func (h *expeditionHarness) runHarnessFight(zone ZoneDefinition, elite bool) Com
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h.char.HPCurrent -= nick
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player := buildHarnessPlayer(h.char)
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// Phase 5-B: apply gear-bonus override on top of the live ladder.
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// Mirrors what bumping magicBonusForTier would do for shipped code:
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// +delta to weapon.MagicBonus (damage path reads this directly in
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// rollWeaponDamage), +delta to AttackBonus (since buildHarnessPlayer
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// already folded weapon.MagicBonus into AttackBonus at build time —
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// re-bumping the pointer alone wouldn't move to-hit), +delta to AC
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// (armor.MagicBonus contributed; shield kept mundane per the
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// classLoadout shield-stays-mundane rule).
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if h.gearMagicBonusOverride > 0 {
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delta := h.gearMagicBonusOverride
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player.Stats.AttackBonus += delta
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player.Stats.AC += delta
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if player.Stats.Weapon != nil {
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wcopy := *player.Stats.Weapon
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wcopy.MagicBonus += delta
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player.Stats.Weapon = &wcopy
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}
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}
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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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@@ -617,6 +672,9 @@ type expeditionHarness struct {
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// zero-sentinel for "use live".
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surpriseNickFloorOverride int
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supplyBurnRatePctOverride int
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// Phase 5-B levers. See expeditionBalanceProfile field doc.
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gearMagicBonusOverride int
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playerHPMultOverride float64
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// traceFight, if non-nil, is invoked once per fight inside
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// runHarnessFight with a human-readable summary. Used by the
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// Phase 2 lethality probe to spot whether the nick, the picked
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@@ -695,6 +753,18 @@ func runExpeditionBalanceTrial(p expeditionBalanceProfile, seed uint64) expediti
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threatDriftBaseOverride: p.ThreatDriftBaseOverride,
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surpriseNickFloorOverride: p.SurpriseNickFloorOverride,
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supplyBurnRatePctOverride: p.SupplyBurnRatePctOverride,
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gearMagicBonusOverride: p.GearMagicBonusOverride,
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playerHPMultOverride: p.PlayerHPMultOverride,
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}
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// Phase 5-B HP multiplier (post-buildHarnessCharacter so we scale the
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// finalized HPMax rather than re-deriving from class HPDie/CON; less
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// invasive and easier to back out).
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if p.PlayerHPMultOverride > 0 && p.PlayerHPMultOverride != 1.0 {
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char.HPMax = int(float64(char.HPMax)*p.PlayerHPMultOverride + 0.5)
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if char.HPMax < 1 {
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char.HPMax = 1
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}
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char.HPCurrent = char.HPMax
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}
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for {
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res := h.advanceExpeditionOneDay()
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