Death source tracking + combat threat/jitter fixes

- Adventure characters now record DeathSource ("adventure"|"arena") and
  DeathLocation when killed. Threaded through Kill() and transitionDeath.
  Daily report uses the recorded death location instead of misattributing
  arena deaths to the day's adventure log: when DeathSource != "adventure",
  the adventure block shows the alive icon and a separate "Later fell in
  {location}." line. Standout-loss flavor uses DeathLocation. Empty
  DeathSource (legacy rows) falls back to current behavior.
- calcDamage applies a ±15% per-hit jitter, so successive hits in a phase
  no longer produce identical numbers. Previously every hit in a phase was
  flat (e.g. 17, 17, 17, 17) and mirror-symmetric between player/enemy,
  reading as scripted.
- assessThreat rewritten to use the engine's actual penetration formula:
  damage-per-round each direction, then rounds-to-kill ratio. The old
  additive HP+Attack*3 model ignored Defense, so even fights could be
  rated trivial — players died after consumables were skipped with the
  "threat assessed as manageable" message.
- SelectConsumables never skips on trivial when arenaRound > 0. Arena
  losses cost real money and equipment, so the cost of a wrong assessment
  is too high to gamble on; adventure-side fights still skip trivial
  threats to avoid wasting items on chump enemies.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-03 11:42:00 -07:00
parent a00987e75c
commit 8e0fe0230c
9 changed files with 93 additions and 19 deletions

View File

@@ -142,6 +142,8 @@ func runMigrations(d *sql.DB) error {
`ALTER TABLE coop_dungeon_gifts ADD COLUMN applied_at DATETIME`, `ALTER TABLE coop_dungeon_gifts ADD COLUMN applied_at DATETIME`,
`ALTER TABLE coop_dungeon_gifts ADD COLUMN stack_lead_id INTEGER`, `ALTER TABLE coop_dungeon_gifts ADD COLUMN stack_lead_id INTEGER`,
`ALTER TABLE adventure_characters ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`, `ALTER TABLE adventure_characters ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
`ALTER TABLE adventure_characters ADD COLUMN death_source TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE adventure_characters ADD COLUMN death_location TEXT NOT NULL DEFAULT ''`,
} }
for _, stmt := range columnMigrations { for _, stmt := range columnMigrations {
if _, err := d.Exec(stmt); err != nil { if _, err := d.Exec(stmt); err != nil {

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@@ -875,6 +875,8 @@ func (p *AdventurePlugin) resolveActivity(ctx MessageContext, char *AdventureCha
Equip: equip, Equip: equip,
ChatLevel: p.chatLevel(char.UserID), ChatLevel: p.chatLevel(char.UserID),
Location: loc.Name, Location: loc.Name,
Source: "adventure",
DeathLocation: loc.Name,
AllowPardon: true, AllowPardon: true,
AllowSovereign: true, AllowSovereign: true,
EngineSaved: engineDeathSaved, EngineSaved: engineDeathSaved,

View File

@@ -414,7 +414,11 @@ func (p *AdventurePlugin) resolveArenaDeath(ctx MessageContext, run *ArenaRun, c
phaseMessages := RenderCombatLogArena(result, char.DisplayName, monster.Name) phaseMessages := RenderCombatLogArena(result, char.DisplayName, monster.Name)
dt := transitionDeath(DeathTransitionParams{Char: char}) dt := transitionDeath(DeathTransitionParams{
Char: char,
Source: "arena",
DeathLocation: "the Arena",
})
char.ArenaLosses++ char.ArenaLosses++
char.CombatXP += arenaParticipationXP char.CombatXP += arenaParticipationXP

View File

@@ -96,6 +96,8 @@ type AdventureCharacter struct {
AutoBabysit bool AutoBabysit bool
StreakDecayed bool StreakDecayed bool
CraftsSucceeded int CraftsSucceeded int
DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
DeathLocation string // human-readable location of last death; cleared on revive is not required
} }
type AdvEquipment struct { type AdvEquipment struct {
@@ -249,12 +251,16 @@ func (c *AdventureCharacter) PardonAvailable() bool {
return time.Since(*c.LastPardonUsed) >= 168*time.Hour return time.Since(*c.LastPardonUsed) >= 168*time.Hour
} }
// Kill marks the character as dead with a 6-hour respawn timer. // Kill marks the character as dead with a 6-hour respawn timer. source is
func (c *AdventureCharacter) Kill() { // "adventure" or "arena"; location is a human-readable place name used by the
// daily report and standout-loss flavor.
func (c *AdventureCharacter) Kill(source, location string) {
c.Alive = false c.Alive = false
deadUntil := time.Now().UTC().Add(6 * time.Hour) deadUntil := time.Now().UTC().Add(6 * time.Hour)
c.DeadUntil = &deadUntil c.DeadUntil = &deadUntil
c.LastDeathDate = time.Now().UTC().Format("2006-01-02") c.LastDeathDate = time.Now().UTC().Format("2006-01-02")
c.DeathSource = source
c.DeathLocation = location
} }
// HasPet returns true if the player has an active pet (not chased away). // HasPet returns true if the player has an active pet (not chased away).
@@ -446,7 +452,8 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
pet_chased_away, pet_reactivated, pet_arrived, pet_chased_away, pet_reactivated, pet_arrived,
misty_encounter_count, misty_donated_count, misty_encounter_count, misty_donated_count,
thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date, thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded,
death_source, death_location
FROM adventure_characters WHERE user_id = ?`, string(userID)).Scan( FROM adventure_characters WHERE user_id = ?`, string(userID)).Scan(
&c.UserID, &c.DisplayName, &c.UserID, &c.DisplayName,
&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill, &c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
@@ -472,6 +479,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
&c.MistyEncounterCount, &c.MistyDonatedCount, &c.MistyEncounterCount, &c.MistyDonatedCount,
&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date, &thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded, &petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
&c.DeathSource, &c.DeathLocation,
) )
if err != nil { if err != nil {
return nil, err return nil, err
@@ -640,7 +648,9 @@ func saveAdvCharacter(char *AdventureCharacter) error {
pet_morning_defense = ?, pet_morning_defense = ?,
auto_babysit = ?, auto_babysit = ?,
streak_decayed = ?, streak_decayed = ?,
crafts_succeeded = ? crafts_succeeded = ?,
death_source = ?,
death_location = ?
WHERE user_id = ?`, WHERE user_id = ?`,
char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill, char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill,
char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP, char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP,
@@ -667,6 +677,7 @@ func saveAdvCharacter(char *AdventureCharacter) error {
autoBabysit, autoBabysit,
streakDecayed, streakDecayed,
char.CraftsSucceeded, char.CraftsSucceeded,
char.DeathSource, char.DeathLocation,
string(char.UserID), string(char.UserID),
) )
return err return err
@@ -797,7 +808,8 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
pet_chased_away, pet_reactivated, pet_arrived, pet_chased_away, pet_reactivated, pet_arrived,
misty_encounter_count, misty_donated_count, misty_encounter_count, misty_donated_count,
thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date, thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded,
death_source, death_location
FROM adventure_characters`) FROM adventure_characters`)
if err != nil { if err != nil {
return nil, err return nil, err
@@ -838,6 +850,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
&c.MistyEncounterCount, &c.MistyDonatedCount, &c.MistyEncounterCount, &c.MistyDonatedCount,
&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date, &thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded, &petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
&c.DeathSource, &c.DeathLocation,
); err != nil { ); err != nil {
return nil, err return nil, err
} }

View File

@@ -86,17 +86,31 @@ const (
threatDangerous // > 1.0 threatDangerous // > 1.0
) )
// assessThreat estimates rounds-to-kill in both directions using the same
// penetration model as the combat engine, then bands the threat by the ratio
// of player-RTK to enemy-RTK. Old additive HP+Attack model ignored Defense and
// rated even fights as "trivial" — players died after consumables were skipped.
func assessThreat(player, enemy CombatStats) threatLevel { func assessThreat(player, enemy CombatStats) threatLevel {
playerPower := float64(player.MaxHP + player.Attack*3) const K = 40.0
enemyPower := float64(enemy.MaxHP + enemy.Attack*3) dprPlayer := float64(player.Attack) * (K / (K + float64(enemy.Defense)))
if playerPower == 0 { dprEnemy := float64(enemy.Attack) * (K / (K + float64(player.Defense)))
if dprPlayer < 1 {
dprPlayer = 1
}
if dprEnemy < 1 {
dprEnemy = 1
}
rtkEnemy := float64(enemy.MaxHP) / dprPlayer // rounds for player to kill enemy
rtkPlayer := float64(player.MaxHP) / dprEnemy // rounds for enemy to kill player
if rtkPlayer <= 0 {
return threatDangerous return threatDangerous
} }
ratio := enemyPower / playerPower // ratio < 1: player wins the race (lower = more dominant). >1: enemy wins.
ratio := rtkEnemy / rtkPlayer
switch { switch {
case ratio < 0.4: case ratio < 0.35:
return threatTrivial return threatTrivial
case ratio < 0.7: case ratio < 0.65:
return threatEasy return threatEasy
case ratio < 1.0: case ratio < 1.0:
return threatCompetitive return threatCompetitive
@@ -111,7 +125,10 @@ func assessThreat(player, enemy CombatStats) threatLevel {
// contentTier caps consumable tier to the content being fought (0 = no cap). // contentTier caps consumable tier to the content being fought (0 = no cap).
func SelectConsumables(inventory []ConsumableItem, playerStats, enemyStats CombatStats, arenaRound int, contentTier int) []ConsumableItem { func SelectConsumables(inventory []ConsumableItem, playerStats, enemyStats CombatStats, arenaRound int, contentTier int) []ConsumableItem {
threat := assessThreat(playerStats, enemyStats) threat := assessThreat(playerStats, enemyStats)
if threat == threatTrivial { // Arena losses cost real money + equipment durability — never skip there,
// even if the threat looks trivial. Adventure-side fights still skip
// trivial threats to avoid wasting items on chump enemies.
if threat == threatTrivial && arenaRound == 0 {
return nil return nil
} }

View File

@@ -540,6 +540,8 @@ type AdvPlayerDaySummary struct {
IsResting bool IsResting bool
SummaryLine string SummaryLine string
HolidayActions int // 0 = not holiday or no action; 1 = took one; 2 = took both HolidayActions int // 0 = not holiday or no action; 1 = took one; 2 = took both
DeathSource string
DeathLocation string
} }
func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewardSummary, players []AdvPlayerDaySummary, holidayName string) string { func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewardSummary, players []AdvPlayerDaySummary, holidayName string) string {
@@ -611,12 +613,29 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
p := &players[i] p := &players[i]
if p.IsDead { if p.IsDead {
dead = append(dead, *p) dead = append(dead, *p)
// Dead players who acted today still show in the main section // Dead players who acted today still show in the main section.
// If they died OUTSIDE the adventure (e.g. Arena), the adventure
// itself was successful — show the alive icon for that block and
// append a "later fell" note. Empty DeathSource is legacy and
// treated as adventure-death (current behavior).
if p.Location != "" { if p.Location != "" {
sb.WriteString(fmt.Sprintf("💀 **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n", diedOnAdventure := p.DeathSource == "" || p.DeathSource == "adventure"
p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill)) icon := "💀"
if !diedOnAdventure {
icon = "⚔️"
}
sb.WriteString(fmt.Sprintf("%s **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n",
icon, p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location)) sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine)) sb.WriteString(fmt.Sprintf(" Outcome: %s\n", p.SummaryLine))
if !diedOnAdventure {
where := p.DeathLocation
if where == "" {
where = "elsewhere"
}
sb.WriteString(fmt.Sprintf(" 💀 Later fell in %s.\n", where))
}
sb.WriteString("\n")
if worstPlayer == nil { if worstPlayer == nil {
worstPlayer = p worstPlayer = p
} }
@@ -725,9 +744,13 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
pool := SummaryStandoutDeath pool := SummaryStandoutDeath
if len(pool) > 0 { if len(pool) > 0 {
line := pool[rand.IntN(len(pool))] line := pool[rand.IntN(len(pool))]
lossLoc := worstPlayer.DeathLocation
if lossLoc == "" {
lossLoc = worstPlayer.Location
}
line = advSubstituteFlavor(line, map[string]string{ line = advSubstituteFlavor(line, map[string]string{
"{name}": worstPlayer.DisplayName, "{name}": worstPlayer.DisplayName,
"{location}": worstPlayer.Location, "{location}": lossLoc,
}) })
sb.WriteString(fmt.Sprintf("🏆 **Today's standout:** %s\n", line)) sb.WriteString(fmt.Sprintf("🏆 **Today's standout:** %s\n", line))
} }

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@@ -233,6 +233,8 @@ func (p *AdventurePlugin) postDailySummary() {
if !c.Alive { if !c.Alive {
ps.IsDead = true ps.IsDead = true
ps.DeathSource = c.DeathSource
ps.DeathLocation = c.DeathLocation
if c.DeadUntil != nil { if c.DeadUntil != nil {
ps.DeadUntil = c.DeadUntil.Format("15:04") + " UTC" ps.DeadUntil = c.DeadUntil.Format("15:04") + " UTC"
} }

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@@ -323,6 +323,8 @@ type DeathTransitionParams struct {
Equip map[EquipmentSlot]*AdvEquipment Equip map[EquipmentSlot]*AdvEquipment
ChatLevel int ChatLevel int
Location string // set as GrudgeLocation; empty = don't set Location string // set as GrudgeLocation; empty = don't set
Source string // death source: "adventure" | "arena" — recorded on Kill()
DeathLocation string // human-readable death location for the daily report; falls back to Location
AllowPardon bool // chat level pardon (adventure only) AllowPardon bool // chat level pardon (adventure only)
AllowSovereign bool // probability-band Sovereign reprieve (non-engine path) AllowSovereign bool // probability-band Sovereign reprieve (non-engine path)
EngineSaved bool // combat engine used Sovereign death save EngineSaved bool // combat engine used Sovereign death save
@@ -371,7 +373,11 @@ func transitionDeath(p DeathTransitionParams) DeathTransitionResult {
return r return r
} }
p.Char.Kill() deathLoc := p.DeathLocation
if deathLoc == "" {
deathLoc = p.Location
}
p.Char.Kill(p.Source, deathLoc)
if p.Location != "" { if p.Location != "" {
p.Char.GrudgeLocation = p.Location p.Char.GrudgeLocation = p.Location
} }

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@@ -644,12 +644,17 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
// reduction rather than flat subtraction, so damage is never fully negated. // reduction rather than flat subtraction, so damage is never fully negated.
// Formula: rawAtk * reduction where reduction = K / (K + effectiveDef). // Formula: rawAtk * reduction where reduction = K / (K + effectiveDef).
// K=40 means 40 defense halves incoming damage; 80 defense reduces by 67%. // K=40 means 40 defense halves incoming damage; 80 defense reduces by 67%.
//
// A ±15% per-hit jitter is applied so successive hits in the same phase don't
// produce identical numbers — the previous flat-damage output read as scripted.
func calcDamage(attack int, atkWeight, dmgBonus float64, defense int, defWeight, dmgReduct float64) int { func calcDamage(attack int, atkWeight, dmgBonus float64, defense int, defWeight, dmgReduct float64) int {
const K = 40.0 const K = 40.0
rawAtk := float64(attack) * atkWeight * (1 + dmgBonus) rawAtk := float64(attack) * atkWeight * (1 + dmgBonus)
effectiveDef := float64(defense) * defWeight * dmgReduct effectiveDef := float64(defense) * defWeight * dmgReduct
reduction := K / (K + effectiveDef) reduction := K / (K + effectiveDef)
dmg := rawAtk * reduction dmg := rawAtk * reduction
jitter := 0.85 + rand.Float64()*0.30 // 0.85 .. 1.15
dmg *= jitter
if dmg < 1 { if dmg < 1 {
return 1 return 1
} }