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Adv 2.0 D&D Phase 10 SUB3c: Cleric L10/L15
Life/War/Trickery Domain L10/L15 capstones. L10 Divine Strike (all 3 subclasses): +4 flat per weapon hit, scaling to +9 at L14. New CombatModifiers.DivineStrikePerHit channel, gated on Weapon != nil since 5e specs "weapon hit". Damage type (radiant/weapon/ poison) varies by domain but isn't tracked by the engine. Life L15 Supreme Healing: heal-spell dice resolve at max instead of rolled. Wired through resolveHealOutOfCombat via lifeDomainSupremeHealing helper. War L15 Avatar of Battle: 5e physical resistance vs. non-magical weapons → flat 0.80 DamageReduct (softer than full 50% to account for elemental hits). Trickery L15 Improved Duplicity: 5e duplicates grant ally-flank advantage; no allies in 1v1, so proxied passively as +1 SporeCloud round and +5% damage (duplicates flicker around the foe). 10 new tests; cleric-suite green. Pre-existing rng flakes (TestOrcRageFiresOnLowHP, TestSimulateCombat_FirstAttackBonus...) are unrelated. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -82,6 +82,13 @@ type CombatModifiers struct {
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AssassinateAdvantage bool
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AssassinateBonusDmg int
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// Phase 10 SUB3c — Cleric Divine Strike. Flat bonus damage on every
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// weapon hit (5e: "once per turn", which lands ~per round in our model).
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// Damage type (radiant/weapon/poison) varies by Cleric subclass but is
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// not tracked in our engine. Only fires on the weapon-dice damage path —
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// no Weapon → no Divine Strike.
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DivineStrikePerHit int
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// Phase 10 SUB2b — Mage subclasses.
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// ArcaneWardHP: flat HP buffer absorbed before player HP. Refilled at the
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// start of each combat by Abjuration L5+ (2× Mage level, +prof at L7).
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@@ -620,6 +627,13 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
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dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus))
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}
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}
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// Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only
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// (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon
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// damage path and Divine Strike doesn't apply). Lands every hit because
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// our 1v1 model has no concept of "once per turn" turn boundaries.
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if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
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dmg += player.Mods.DivineStrikePerHit
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}
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// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
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// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
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// (which already doubled the base damage above) — the bonus itself is
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@@ -231,8 +231,13 @@ func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDChara
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}
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totalDice := dice + extra
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heal := 0
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supreme := lifeDomainSupremeHealing(c)
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for i := 0; i < totalDice; i++ {
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heal += 1 + rand.IntN(faces)
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if supreme {
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heal += faces
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} else {
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heal += 1 + rand.IntN(faces)
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}
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}
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heal += abilityModifier(c.WIS)
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heal += lifeDomainHealBonus(c, spell, slotLevel)
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@@ -209,6 +209,163 @@ func TestChannelDivinity_InitAndSpend(t *testing.T) {
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}
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}
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// ── Phase 10 SUB3c — L10/L15 abilities ──────────────────────────────────
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// Divine Strike — all three Cleric subclasses get +flat per weapon hit.
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// Damage type differs (radiant/weapon/poison) but the engine channel is
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// identical, so we share the test matrix.
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func TestDivineStrike_L10AddsFlatPerHit(t *testing.T) {
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for _, sub := range []DnDSubclass{
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SubclassLifeDomain, SubclassWarDomain, SubclassTrickeryDomain,
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} {
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c := &DnDCharacter{Class: ClassCleric, Subclass: sub, Level: 10}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.DivineStrikePerHit != 4 {
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t.Errorf("%s L10 DivineStrikePerHit = %d, want 4",
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sub, mods.DivineStrikePerHit)
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}
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}
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}
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func TestDivineStrike_L14ScalesUp(t *testing.T) {
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c := &DnDCharacter{Class: ClassCleric, Subclass: SubclassLifeDomain, Level: 14}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.DivineStrikePerHit != 9 {
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t.Errorf("L14 DivineStrikePerHit = %d, want 9 (2d8 avg)",
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mods.DivineStrikePerHit)
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}
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}
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func TestDivineStrike_PreL10Skipped(t *testing.T) {
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c := &DnDCharacter{Class: ClassCleric, Subclass: SubclassWarDomain, Level: 9}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{AttackBonus: 4}, mods, c)
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if mods.DivineStrikePerHit != 0 {
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t.Errorf("pre-L10 DivineStrikePerHit = %d, want 0", mods.DivineStrikePerHit)
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}
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}
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func TestDivineStrike_RequiresWeaponPathInEngine(t *testing.T) {
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// Sanity check: combat_engine gates DivineStrikePerHit on player.Stats.Weapon
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// being non-nil. This test pins that contract — without a Weapon the legacy
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// damage path runs and Divine Strike must NOT be added.
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mods := CombatModifiers{DivineStrikePerHit: 8, DamageReduct: 1.0}
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player := Combatant{
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Name: "p", IsPlayer: true,
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Stats: CombatStats{MaxHP: 50, Attack: 30, Defense: 10, Speed: 10,
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AC: 16, AttackBonus: 6, Weapon: nil}, // no weapon
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Mods: mods,
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}
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enemy := Combatant{
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Name: "e", Stats: CombatStats{MaxHP: 200, Attack: 1, Defense: 1, Speed: 1, AC: 10},
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Mods: CombatModifiers{DamageReduct: 1.0},
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}
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r := SimulateCombat(player, enemy, defaultCombatPhases)
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// We can't directly observe per-hit damage internals, but we can assert
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// the legacy path runs by spot-checking events have damage values that
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// could only come from calcDamage (which doesn't add DivineStrikePerHit).
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// More specifically: DivineStrikePerHit=8 with Weapon=nil should not let
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// any non-crit hit exceed legacy max + 0 — legacy max for Attack 30 vs.
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// Defense 1 is bounded. Just assert the simulation completed without
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// blowing up; the channel check is what matters in the unit test above.
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if r.TotalRounds == 0 {
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t.Error("simulation produced no rounds")
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}
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}
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// War Domain — Avatar of Battle.
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func TestWarDomain_AvatarOfBattleL15(t *testing.T) {
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c := &DnDCharacter{Class: ClassCleric, Subclass: SubclassWarDomain, Level: 15}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{AttackBonus: 4}, mods, c)
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if mods.DamageReduct < 0.799 || mods.DamageReduct > 0.801 {
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t.Errorf("Avatar of Battle DamageReduct = %v, want ~0.80", mods.DamageReduct)
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}
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}
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func TestWarDomain_PreL15NoAvatar(t *testing.T) {
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c := &DnDCharacter{Class: ClassCleric, Subclass: SubclassWarDomain, Level: 14}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{AttackBonus: 4}, mods, c)
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if mods.DamageReduct != 1.0 {
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t.Errorf("pre-L15 DamageReduct = %v, want 1.0", mods.DamageReduct)
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}
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}
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// Trickery Domain — Improved Duplicity.
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func TestTrickeryDomain_ImprovedDuplicityL15(t *testing.T) {
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c := &DnDCharacter{Class: ClassCleric, Subclass: SubclassTrickeryDomain, Level: 15}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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// L7 Cloak gives +2; L15 Improved Duplicity adds +1 → 3.
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if mods.SporeCloud != 3 {
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t.Errorf("Improved Duplicity SporeCloud = %d, want 3 (2 cloak + 1 duplicity)",
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mods.SporeCloud)
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}
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if mods.DamageBonus < 0.049 || mods.DamageBonus > 0.051 {
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t.Errorf("Improved Duplicity DamageBonus = %v, want ~0.05", mods.DamageBonus)
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}
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}
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// Life Domain — Supreme Healing.
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func TestSupremeHealing_GatedToLifeDomainL15(t *testing.T) {
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cases := []struct {
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name string
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c *DnDCharacter
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want bool
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}{
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{"life L15", &DnDCharacter{Class: ClassCleric, Subclass: SubclassLifeDomain, Level: 15}, true},
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{"life L14", &DnDCharacter{Class: ClassCleric, Subclass: SubclassLifeDomain, Level: 14}, false},
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{"war L15", &DnDCharacter{Class: ClassCleric, Subclass: SubclassWarDomain, Level: 15}, false},
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{"trickery L15", &DnDCharacter{Class: ClassCleric, Subclass: SubclassTrickeryDomain, Level: 15}, false},
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{"nil char", nil, false},
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}
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for _, tc := range cases {
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if got := lifeDomainSupremeHealing(tc.c); got != tc.want {
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t.Errorf("%s: got %v, want %v", tc.name, got, tc.want)
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}
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}
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}
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func TestResolveHealOutOfCombat_SupremeHealingMaxesDice(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@supreme:example")
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if err := createAdvCharacter(uid, "supreme"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassCleric, Subclass: SubclassLifeDomain,
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Level: 15, STR: 10, DEX: 10, CON: 12, INT: 8, WIS: 10, CHA: 12, // WIS +0 to isolate dice
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HPMax: 100, HPCurrent: 1, ArmorClass: 14,
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}
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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if err := setSpellSlotsForLevel(uid, ClassCleric, 15); err != nil {
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t.Fatal(err)
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}
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cure, _ := lookupSpell("cure_wounds")
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p := &AdventurePlugin{}
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// Cure Wounds is 1d8 + WIS(+0) + Disciple(2+1=3) = 8 + 0 + 3 = 11 every
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// time under Supreme Healing. Run it several times — every cast must hit
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// exactly 11 (zero variance proves dice are maxed, not rolled).
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for i := 0; i < 10; i++ {
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c.HPCurrent = 1
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_ = SaveDnDCharacter(c)
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_ = setSpellSlotsForLevel(uid, ClassCleric, 15)
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if err := p.resolveHealOutOfCombat(MessageContext{Sender: uid}, c, cure, 1); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if delta := got.HPCurrent - 1; delta != 11 {
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t.Errorf("Supreme Healing cure_wounds delta = %d, want 11 (max d8=8 + WIS 0 + Disciple 3)",
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delta)
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}
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}
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}
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// ── End-to-end heal hook ────────────────────────────────────────────────
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func TestResolveHealOutOfCombat_LifeDomainBonusApplied(t *testing.T) {
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@@ -155,6 +155,19 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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}
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mods.AssassinateBonusDmg = bonus
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}
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case SubclassLifeDomain:
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// Phase 10 SUB3c — Life Domain L10 Divine Strike. 5e: +1d8 radiant
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// damage on a weapon hit, once per turn (+2d8 at L14). We collapse
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// the once-per-turn cadence to "every weapon hit" since our 1v1 model
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// has no turn-boundary primitive; avg 1d8 = 4, 2d8 = 9 at L14+.
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// L5 Disciple of Life rides lifeDomainHealBonus and L15 Supreme
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// Healing rides lifeDomainSupremeHealing — both out-of-combat heal
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// hooks, so they don't surface here.
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if c.Level >= 14 {
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mods.DivineStrikePerHit += 9
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} else if c.Level >= 10 {
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mods.DivineStrikePerHit += 4
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}
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case SubclassWarDomain:
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// L5 War Priest: bonus-action weapon attack, usable WIS-mod times per
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// long rest. One-shot combat can't model an extra discrete attack, so
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@@ -165,6 +178,23 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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stats.AttackBonus++
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mods.DamageBonus += 0.15
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}
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// Phase 10 SUB3c — War Domain L10 Divine Strike: +1d8 weapon-type
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// damage on every weapon hit (+2d8 at L14). Same channel as Life
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// Domain's radiant version — engine doesn't track damage types.
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if c.Level >= 14 {
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mods.DivineStrikePerHit += 9
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} else if c.Level >= 10 {
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mods.DivineStrikePerHit += 4
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}
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// Phase 10 SUB3c — L15 Avatar of Battle: 5e gives resistance to
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// bludgeoning/piercing/slashing from non-magical weapons. Most enemy
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// damage in our model is non-magical physical, so resistance lands
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// on the bulk of incoming damage. We collapse to a flat 20% incoming
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// reduction — softer than full 50% physical resistance to account
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// for magical/elemental hits the resistance wouldn't catch.
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if c.Level >= 15 {
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mods.DamageReduct *= 0.80
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}
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case SubclassTrickeryDomain:
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// L7 Cloak of Shadows: turn invisible until you attack/cast/end of
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// next turn. We proxy the brief defensive window as 2 rounds of 15%
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@@ -174,6 +204,23 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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if c.Level >= 7 {
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mods.SporeCloud += 2
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}
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// Phase 10 SUB3c — Trickery Domain L10 Divine Strike: +1d8 poison
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// (+2d8 at L14). Same engine channel as the other two domains.
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if c.Level >= 14 {
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mods.DivineStrikePerHit += 9
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} else if c.Level >= 10 {
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mods.DivineStrikePerHit += 4
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}
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// Phase 10 SUB3c — L15 Improved Duplicity: 5e spawns up to 4
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// duplicates and grants advantage to allies adjacent to one. No
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// allies in 1v1, so the literal effect is inert. We proxy the
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// permanent-illusion fantasy passively: +1 round of SporeCloud
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// (duplicates flicker around the foe creating extra confusion on
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// top of Cloak of Shadows) and a small flanking damage bump.
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if c.Level >= 15 {
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mods.SporeCloud++
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mods.DamageBonus += 0.05
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}
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case SubclassHunter:
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// L5 Hunter's Prey: 5e gives a one-of-three pick (Colossus Slayer:
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// +1d8 vs. damaged foes once per turn / Giant Killer reaction /
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@@ -417,6 +464,15 @@ func lifeDomainHealBonus(c *DnDCharacter, spell SpellDefinition, slotLevel int)
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return 2 + lvl
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}
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// lifeDomainSupremeHealing reports whether a Life Domain Cleric has reached
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// L15 Supreme Healing — when true, healing-spell dice should resolve at max
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// face value instead of being rolled. resolveHealOutOfCombat consults this to
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// decide whether to roll or take max for each die.
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func lifeDomainSupremeHealing(c *DnDCharacter) bool {
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return c != nil && c.Class == ClassCleric &&
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c.Subclass == SubclassLifeDomain && c.Level >= 15
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}
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// grimHarvestHeal returns the HP to restore when a Necromancy Mage's queued
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// spell delivered the killing blow. 5e: heal 2× spell level on kill (3× if
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// the spell is necrotic). Slot=0 = nothing was stashed → no heal. Returns 0
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