mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
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:
@@ -142,6 +142,8 @@ func runMigrations(d *sql.DB) error {
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN applied_at DATETIME`,
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN stack_lead_id INTEGER`,
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`ALTER TABLE adventure_characters ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
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`ALTER TABLE adventure_characters ADD COLUMN death_source TEXT NOT NULL DEFAULT ''`,
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`ALTER TABLE adventure_characters ADD COLUMN death_location TEXT NOT NULL DEFAULT ''`,
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}
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for _, stmt := range columnMigrations {
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if _, err := d.Exec(stmt); err != nil {
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@@ -875,6 +875,8 @@ func (p *AdventurePlugin) resolveActivity(ctx MessageContext, char *AdventureCha
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Equip: equip,
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ChatLevel: p.chatLevel(char.UserID),
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Location: loc.Name,
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Source: "adventure",
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DeathLocation: loc.Name,
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AllowPardon: true,
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AllowSovereign: true,
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EngineSaved: engineDeathSaved,
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@@ -414,7 +414,11 @@ func (p *AdventurePlugin) resolveArenaDeath(ctx MessageContext, run *ArenaRun, c
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phaseMessages := RenderCombatLogArena(result, char.DisplayName, monster.Name)
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dt := transitionDeath(DeathTransitionParams{Char: char})
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dt := transitionDeath(DeathTransitionParams{
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Char: char,
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Source: "arena",
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DeathLocation: "the Arena",
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})
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char.ArenaLosses++
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char.CombatXP += arenaParticipationXP
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@@ -96,6 +96,8 @@ type AdventureCharacter struct {
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AutoBabysit bool
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StreakDecayed bool
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CraftsSucceeded int
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DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
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DeathLocation string // human-readable location of last death; cleared on revive is not required
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}
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type AdvEquipment struct {
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@@ -249,12 +251,16 @@ func (c *AdventureCharacter) PardonAvailable() bool {
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return time.Since(*c.LastPardonUsed) >= 168*time.Hour
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}
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// Kill marks the character as dead with a 6-hour respawn timer.
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func (c *AdventureCharacter) Kill() {
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// Kill marks the character as dead with a 6-hour respawn timer. source is
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// "adventure" or "arena"; location is a human-readable place name used by the
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// daily report and standout-loss flavor.
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func (c *AdventureCharacter) Kill(source, location string) {
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c.Alive = false
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deadUntil := time.Now().UTC().Add(6 * time.Hour)
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c.DeadUntil = &deadUntil
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c.LastDeathDate = time.Now().UTC().Format("2006-01-02")
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c.DeathSource = source
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c.DeathLocation = location
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}
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// HasPet returns true if the player has an active pet (not chased away).
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@@ -446,7 +452,8 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
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pet_chased_away, pet_reactivated, pet_arrived,
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misty_encounter_count, misty_donated_count,
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thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
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pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded
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pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded,
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death_source, death_location
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FROM adventure_characters WHERE user_id = ?`, string(userID)).Scan(
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&c.UserID, &c.DisplayName,
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&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
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@@ -472,6 +479,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
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&c.MistyEncounterCount, &c.MistyDonatedCount,
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&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
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&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
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&c.DeathSource, &c.DeathLocation,
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)
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if err != nil {
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return nil, err
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@@ -640,7 +648,9 @@ func saveAdvCharacter(char *AdventureCharacter) error {
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pet_morning_defense = ?,
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auto_babysit = ?,
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streak_decayed = ?,
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crafts_succeeded = ?
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crafts_succeeded = ?,
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death_source = ?,
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death_location = ?
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WHERE user_id = ?`,
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char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill,
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char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP,
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@@ -667,6 +677,7 @@ func saveAdvCharacter(char *AdventureCharacter) error {
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autoBabysit,
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streakDecayed,
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char.CraftsSucceeded,
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char.DeathSource, char.DeathLocation,
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string(char.UserID),
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)
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return err
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@@ -797,7 +808,8 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
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pet_chased_away, pet_reactivated, pet_arrived,
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misty_encounter_count, misty_donated_count,
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thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
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pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded
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pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded,
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death_source, death_location
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FROM adventure_characters`)
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if err != nil {
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return nil, err
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@@ -838,6 +850,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
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&c.MistyEncounterCount, &c.MistyDonatedCount,
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&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
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&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
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&c.DeathSource, &c.DeathLocation,
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); err != nil {
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return nil, err
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}
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@@ -86,17 +86,31 @@ const (
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threatDangerous // > 1.0
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)
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// assessThreat estimates rounds-to-kill in both directions using the same
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// penetration model as the combat engine, then bands the threat by the ratio
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// of player-RTK to enemy-RTK. Old additive HP+Attack model ignored Defense and
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// rated even fights as "trivial" — players died after consumables were skipped.
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func assessThreat(player, enemy CombatStats) threatLevel {
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playerPower := float64(player.MaxHP + player.Attack*3)
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enemyPower := float64(enemy.MaxHP + enemy.Attack*3)
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if playerPower == 0 {
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const K = 40.0
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dprPlayer := float64(player.Attack) * (K / (K + float64(enemy.Defense)))
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dprEnemy := float64(enemy.Attack) * (K / (K + float64(player.Defense)))
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if dprPlayer < 1 {
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dprPlayer = 1
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}
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if dprEnemy < 1 {
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dprEnemy = 1
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}
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rtkEnemy := float64(enemy.MaxHP) / dprPlayer // rounds for player to kill enemy
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rtkPlayer := float64(player.MaxHP) / dprEnemy // rounds for enemy to kill player
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if rtkPlayer <= 0 {
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return threatDangerous
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}
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ratio := enemyPower / playerPower
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// ratio < 1: player wins the race (lower = more dominant). >1: enemy wins.
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ratio := rtkEnemy / rtkPlayer
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switch {
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case ratio < 0.4:
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case ratio < 0.35:
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return threatTrivial
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case ratio < 0.7:
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case ratio < 0.65:
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return threatEasy
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case ratio < 1.0:
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return threatCompetitive
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@@ -111,7 +125,10 @@ func assessThreat(player, enemy CombatStats) threatLevel {
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// contentTier caps consumable tier to the content being fought (0 = no cap).
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func SelectConsumables(inventory []ConsumableItem, playerStats, enemyStats CombatStats, arenaRound int, contentTier int) []ConsumableItem {
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threat := assessThreat(playerStats, enemyStats)
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if threat == threatTrivial {
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// Arena losses cost real money + equipment durability — never skip there,
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// even if the threat looks trivial. Adventure-side fights still skip
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// trivial threats to avoid wasting items on chump enemies.
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if threat == threatTrivial && arenaRound == 0 {
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return nil
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}
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@@ -540,6 +540,8 @@ type AdvPlayerDaySummary struct {
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IsResting bool
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SummaryLine string
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HolidayActions int // 0 = not holiday or no action; 1 = took one; 2 = took both
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DeathSource string
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DeathLocation string
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}
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func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewardSummary, players []AdvPlayerDaySummary, holidayName string) string {
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@@ -611,12 +613,29 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
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p := &players[i]
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if p.IsDead {
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dead = append(dead, *p)
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// Dead players who acted today still show in the main section
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// Dead players who acted today still show in the main section.
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// If they died OUTSIDE the adventure (e.g. Arena), the adventure
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// itself was successful — show the alive icon for that block and
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// append a "later fell" note. Empty DeathSource is legacy and
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// treated as adventure-death (current behavior).
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if p.Location != "" {
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sb.WriteString(fmt.Sprintf("💀 **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n",
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p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
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diedOnAdventure := p.DeathSource == "" || p.DeathSource == "adventure"
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icon := "💀"
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if !diedOnAdventure {
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icon = "⚔️"
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}
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sb.WriteString(fmt.Sprintf("%s **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n",
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icon, p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
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sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
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sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine))
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sb.WriteString(fmt.Sprintf(" Outcome: %s\n", p.SummaryLine))
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if !diedOnAdventure {
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where := p.DeathLocation
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if where == "" {
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where = "elsewhere"
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}
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sb.WriteString(fmt.Sprintf(" 💀 Later fell in %s.\n", where))
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}
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sb.WriteString("\n")
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if worstPlayer == nil {
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worstPlayer = p
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}
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@@ -725,9 +744,13 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
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pool := SummaryStandoutDeath
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if len(pool) > 0 {
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line := pool[rand.IntN(len(pool))]
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lossLoc := worstPlayer.DeathLocation
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if lossLoc == "" {
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lossLoc = worstPlayer.Location
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}
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line = advSubstituteFlavor(line, map[string]string{
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"{name}": worstPlayer.DisplayName,
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"{location}": worstPlayer.Location,
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"{location}": lossLoc,
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})
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sb.WriteString(fmt.Sprintf("🏆 **Today's standout:** %s\n", line))
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}
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@@ -233,6 +233,8 @@ func (p *AdventurePlugin) postDailySummary() {
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if !c.Alive {
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ps.IsDead = true
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ps.DeathSource = c.DeathSource
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ps.DeathLocation = c.DeathLocation
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if c.DeadUntil != nil {
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ps.DeadUntil = c.DeadUntil.Format("15:04") + " UTC"
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}
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@@ -323,6 +323,8 @@ type DeathTransitionParams struct {
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Equip map[EquipmentSlot]*AdvEquipment
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ChatLevel int
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Location string // set as GrudgeLocation; empty = don't set
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Source string // death source: "adventure" | "arena" — recorded on Kill()
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DeathLocation string // human-readable death location for the daily report; falls back to Location
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AllowPardon bool // chat level pardon (adventure only)
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AllowSovereign bool // probability-band Sovereign reprieve (non-engine path)
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EngineSaved bool // combat engine used Sovereign death save
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@@ -371,7 +373,11 @@ func transitionDeath(p DeathTransitionParams) DeathTransitionResult {
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return r
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}
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p.Char.Kill()
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deathLoc := p.DeathLocation
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if deathLoc == "" {
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deathLoc = p.Location
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}
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p.Char.Kill(p.Source, deathLoc)
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if p.Location != "" {
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p.Char.GrudgeLocation = p.Location
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}
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@@ -644,12 +644,17 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
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// reduction rather than flat subtraction, so damage is never fully negated.
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// Formula: rawAtk * reduction where reduction = K / (K + effectiveDef).
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// K=40 means 40 defense halves incoming damage; 80 defense reduces by 67%.
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//
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// A ±15% per-hit jitter is applied so successive hits in the same phase don't
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// produce identical numbers — the previous flat-damage output read as scripted.
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func calcDamage(attack int, atkWeight, dmgBonus float64, defense int, defWeight, dmgReduct float64) int {
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const K = 40.0
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rawAtk := float64(attack) * atkWeight * (1 + dmgBonus)
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effectiveDef := float64(defense) * defWeight * dmgReduct
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reduction := K / (K + effectiveDef)
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dmg := rawAtk * reduction
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jitter := 0.85 + rand.Float64()*0.30 // 0.85 .. 1.15
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dmg *= jitter
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if dmg < 1 {
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return 1
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}
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