Add forward-simulating combat engine with consumables, monster abilities, and narrative rendering

Replaces the single-roll probability system for dungeon and arena combat with
a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful
mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops),
monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with
phased message delivery.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-04-18 01:05:22 -07:00
parent 08e9925d8f
commit 7c450aaefb
18 changed files with 4602 additions and 886 deletions

View File

@@ -367,13 +367,16 @@ func renderAdvResolutionDM(result *AdvActionResult, char *AdventureCharacter) st
}
if len(result.LootItems) > 0 {
sb.WriteString(fmt.Sprintf("💰 Loot: €%d total\n", result.TotalLootValue))
sb.WriteString(fmt.Sprintf("💰 Loot: %s total\n", fmtEuro(result.TotalLootValue)))
for _, item := range result.LootItems {
sb.WriteString(fmt.Sprintf(" • %s — €%d\n", item.Name, item.Value))
sb.WriteString(fmt.Sprintf(" • %s — %s\n", item.Name, fmtEuro(item.Value)))
}
}
sb.WriteString(fmt.Sprintf("✨ +%d %s XP", result.XPGained, result.XPSkill))
if result.XPBreakdown != "" {
sb.WriteString(fmt.Sprintf(" (%s)", result.XPBreakdown))
}
if result.LeveledUp {
sb.WriteString(fmt.Sprintf(" — **LEVEL UP! %s Lv.%d!** 🎉", titleCase(result.XPSkill), result.NewLevel))
}