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Adv 2.0 D&D Phase 10 SUB3a-ii: Battle Master L10/L15
L10 Improved Combat Superiority — superiority dice grow d8 → d10. The two scalar maneuvers (Precision Attack +4→+5; Rally heal +4→+5) bump in their Apply hooks; Trip Attack has no scalar to scale. L15 Relentless — 5e regenerates one die when initiative is rolled with an empty pool. Proxied as +1 max pool size (4→5), which gives the same "always at least one die per encounter" guarantee across the long-rest cycle without introducing per-fight regen state. subclassResourceMax now takes level; initSubclassResources upserts the max (and bumps current by the delta) so existing characters grow on level-up. Hooked into the dnd_xp level-up loop so Battle Masters crossing L15 see the new die without waiting for a long rest. 4 new tests; no regression in subclass/resource/level-up paths. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -155,12 +155,19 @@ func initResources(userID id.UserID, class DnDClass) error {
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// subclassResourceMax — resources granted by a subclass on top of the class
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// pool. Phase 10 SUB2a-ii: Battle Master gets 4 superiority dice (5e
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// long-rest refresh in our model; spec says short-rest, but we keep parity
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// with the existing class pools' refresh cadence). Returns ("", 0) if the
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// subclass has no extra pool.
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func subclassResourceMax(sub DnDSubclass) (string, int) {
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// with the existing class pools' refresh cadence). Phase 10 SUB3a-ii: at
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// L15 Relentless gives "regen 1 die when initiative rolled with empty pool" —
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// proxied here as a +1 max (5 dice total) so the player always has at least
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// one extra encounter's worth across the long-rest cycle. Returns ("", 0) if
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// the subclass has no extra pool.
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func subclassResourceMax(sub DnDSubclass, level int) (string, int) {
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switch sub {
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case SubclassBattleMaster:
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return "superiority", 4
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max := 4
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if level >= 15 {
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max = 5
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}
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return "superiority", max
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case SubclassLifeDomain, SubclassWarDomain, SubclassTrickeryDomain:
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// Phase 10 SUB2c — shared Channel Divinity pool for Cleric domains.
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// 5e is 1/short-rest at L2 and 2/short-rest at L6; long-rest refresh
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@@ -170,19 +177,32 @@ func subclassResourceMax(sub DnDSubclass) (string, int) {
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return "", 0
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}
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// initSubclassResources adds the subclass-specific resource pool. Called
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// from applySubclassChoice; idempotent. If a player switches subclasses,
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// the prior pool's row is left in place — refreshAllResources still touches
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// it but no ability references it once the subclass changes, so it's inert.
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func initSubclassResources(userID id.UserID, sub DnDSubclass) error {
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resType, max := subclassResourceMax(sub)
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// initSubclassResources adds the subclass-specific resource pool, or grows
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// the existing pool's max if the level-gated cap increased (e.g. Battle
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// Master L15 Relentless bumps the cap from 4 → 5). Called from
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// applySubclassChoice and the level-up loop; idempotent. If a player
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// switches subclasses, the prior pool's row is left in place —
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// refreshAllResources still touches it but no ability references it once the
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// subclass changes, so it's inert.
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func initSubclassResources(userID id.UserID, sub DnDSubclass, level int) error {
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resType, max := subclassResourceMax(sub, level)
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if resType == "" {
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return nil
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}
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_, err := db.Get().Exec(`
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if _, err := db.Get().Exec(`
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INSERT OR IGNORE INTO dnd_resources (user_id, resource_type, current_value, max_value)
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VALUES (?, ?, ?, ?)`,
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string(userID), resType, max, max)
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string(userID), resType, max, max); err != nil {
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return err
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}
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// Grow max (and current) if the cap rose since the row was first written.
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// Don't shrink — players who somehow have a higher cap stored should keep it.
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_, err := db.Get().Exec(`
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UPDATE dnd_resources
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SET current_value = current_value + (? - max_value),
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max_value = ?
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WHERE user_id = ? AND resource_type = ? AND max_value < ?`,
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max, max, string(userID), resType, max)
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return err
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}
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