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Review follow-up N: Misty's round-end procs fire in turn-based combat
DerivePlayerStats builds MistyHealProc / CrowdRevengeProc onto every turn-based combatant, but stepRoundEnd had no counterpart to endOfRoundForSeat, so neither was ever read. The buff (Misty's heal) was silently lost. The debuff (her crowd's revenge) was an exploit: a player who declined Misty escaped it entirely by fighting with !attack instead of letting the room auto-resolve -- no discovery required, just press the button. Hoisted both procs out of endOfRoundForSeat into shared helpers (mistyCrowdRevenge, mistyHeal) and a seatEndOfRound hook that runs the pair in the auto-resolve order. endOfRoundForSeat now calls the helpers; stepRoundEnd calls seatEndOfRound per seat, after the poison tick so a heal can answer the round's damage. A one-sided debuff-only hook would have been a second parallel sibling of the kind deferred item D warns about, so the heal ships with it -- a player-favourable discovery mechanic, consistent with the lift-trailers stance. Both helpers short-circuit before st.randFloat() when their proc is unarmed, so a character with no Misty history draws no dice: the sim corpus and combat_characterization.golden do not move. seatCombatResult now reads MistyHealed back off the misty_heal event (as combat_pet_save always has), so combat_misty_clutch is reachable turn-based. combat_sniper_kill stays unreachable -- Arina's proc is a pre-combat one-shot with no round-end seam. renderAllySeatEvent renders crowd_revenge as unattributed damage: an ally sees the hit but not Misty's name, keeping the grudge the owner's own discovery. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
@@ -448,6 +448,78 @@ func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, s
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return false
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}
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// ── Misty's pair, shared by both engines ─────────────────────────────────────
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//
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// These two are the only round-end effects the turn engine did not have its own
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// copy of. Everything else in endOfRoundForSeat either exists there already (the
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// pet, the spiritual weapon — fired after a player action rather than at round
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// end), is deliberately absent (the environmental hazard: turnCombatPhase is a
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// single flat "Duel" phase with EnvironmentProc at 0), or is replaced by an
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// explicit player command (the consumable auto-heal, which is `!consume`).
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//
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// So they are hoisted rather than re-implemented. A parallel sibling is what let
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// the two win close-outs drift apart (deferred item D); this pair is now one
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// list of effects with two callers, and cannot.
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//
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// Neither draws from the RNG unless its proc is armed, so a character with no
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// Misty history rolls exactly the dice it rolled before — the sim corpus and
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// combat_characterization.golden do not move.
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// mistyCrowdRevenge is the debuff for declining Misty: her crowd takes a swing
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// at the end of the round. Returns true when it decided the fight — that is,
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// when it dropped this character, the death save failed, and nobody else is
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// standing. A downed character in a still-live party returns false.
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func mistyCrowdRevenge(st *combatState, player *Combatant, phaseName string) bool {
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if player.Mods.CrowdRevengeProc <= 0 || st.randFloat() >= player.Mods.CrowdRevengeProc {
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return false
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}
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dmg := player.Mods.CrowdRevengeDmg
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st.playerHP = max(0, st.playerHP-dmg)
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st.events = append(st.events, CombatEvent{
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Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
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Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
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Desc: "Misty's crowd",
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})
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return st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive()
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}
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// mistyHeal is the buff's payout. It cannot decide the fight, so it returns
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// nothing. result may be a scratch value the caller discards (the turn engine's
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// is) — the durable record is the misty_heal event on the log, which is what
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// seatCombatResult reads to award combat_misty_clutch.
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func mistyHeal(st *combatState, player *Combatant, phaseName string, result *CombatResult) {
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if player.Mods.MistyHealProc <= 0 || st.randFloat() >= player.Mods.MistyHealProc {
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return
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}
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healAmt := player.Mods.MistyHealAmt
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st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
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result.MistyHealed = true
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st.events = append(st.events, CombatEvent{
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Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
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Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
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Desc: "Misty",
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})
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}
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// seatEndOfRound runs the round-end effects the turn engine owes one seat, in
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// the order endOfRoundForSeat runs them: the crowd's swing, then — if the seat
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// survived it — Misty's heal. Returns true when the fight is over.
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//
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// It exists because the turn engine's stepRoundEnd never ran either one. A
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// player carrying Misty's buff lost it by fighting manually; worse, a player
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// carrying her debuff *escaped* it by doing the same, which needed no discovery
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// to exploit — just press !attack.
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func seatEndOfRound(st *combatState, player *Combatant, phaseName string, result *CombatResult) bool {
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if over := mistyCrowdRevenge(st, player, phaseName); over {
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return true
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}
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if st.playerHP <= 0 {
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return false
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}
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mistyHeal(st, player, phaseName, result)
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return false
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}
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// endOfRoundForSeat runs the per-character close of a round against the seat the
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// cursor already points at: environment, Misty's crowd, the pet, the spiritual
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// weapon, Misty's heal, and the consumable auto-heal — in that order, which is
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@@ -470,17 +542,8 @@ func endOfRoundForSeat(st *combatState, phase *CombatPhase, result *CombatResult
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}
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// Misty crowd revenge (debuff for declining Misty)
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if player.Mods.CrowdRevengeProc > 0 && st.randFloat() < player.Mods.CrowdRevengeProc {
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dmg := player.Mods.CrowdRevengeDmg
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st.playerHP = max(0, st.playerHP-dmg)
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st.events = append(st.events, CombatEvent{
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Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
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Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
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Desc: "Misty's crowd",
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})
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if st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive() {
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return true
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}
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if over := mistyCrowdRevenge(st, player, phaseName); over {
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return true
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}
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// A character the round just killed stops acting, but the fight goes on if
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@@ -517,16 +580,7 @@ func endOfRoundForSeat(st *combatState, phase *CombatPhase, result *CombatResult
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}
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// Misty heal
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if player.Mods.MistyHealProc > 0 && st.randFloat() < player.Mods.MistyHealProc {
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healAmt := player.Mods.MistyHealAmt
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st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
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result.MistyHealed = true
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st.events = append(st.events, CombatEvent{
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Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
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Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
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Desc: "Misty",
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})
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}
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mistyHeal(st, player, phaseName, result)
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// Consumable heal: triggers when the character drops below 60% HP. Fires up
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// to HealItemCharges times per fight (1 = legacy one-shot; bosses can
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178
internal/plugin/combat_misty_turn_test.go
Normal file
178
internal/plugin/combat_misty_turn_test.go
Normal file
@@ -0,0 +1,178 @@
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package plugin
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import (
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"math/rand/v2"
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"testing"
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)
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// Misty's two round-end procs on the turn-based surface.
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//
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// Both were built onto every turn-based combatant by DerivePlayerStats and then
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// never read: stepRoundEnd had no counterpart to endOfRoundForSeat. The buff was
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// simply lost. The debuff was an exploit — a player who declined Misty escaped
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// her crowd entirely by fighting with !attack instead of letting the room
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// auto-resolve, which needed no discovery at all.
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//
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// seatEndOfRound is the shared hook. These pin that it fires, that it cannot be
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// dodged, and that a character with no Misty history is not touched at all —
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// the property that keeps the sim corpus and the golden file still.
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// mistyState seats one combatant at hp, cursor armed, with a seeded RNG.
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func mistyState(t *testing.T, player *Combatant, hp int) *combatState {
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t.Helper()
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st := testCombatState(hp, 100, 1, rand.New(rand.NewPCG(7, 7)))
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st.actor.c = player
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st.actor.hpMax = player.Stats.MaxHP
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return st
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}
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// The two procs at certainty, so no test depends on a roll.
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func mistyCursed(maxHP, dmg int) *Combatant {
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return &Combatant{
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Name: "Cursed",
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Stats: CombatStats{MaxHP: maxHP, AC: 10},
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Mods: CombatModifiers{CrowdRevengeProc: 1.0, CrowdRevengeDmg: dmg},
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}
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}
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func mistyBuffed(maxHP, heal int) *Combatant {
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return &Combatant{
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Name: "Buffed",
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Stats: CombatStats{MaxHP: maxHP, AC: 10},
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Mods: CombatModifiers{MistyHealProc: 1.0, MistyHealAmt: heal},
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}
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}
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func hasAction(events []CombatEvent, action string) bool {
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for _, e := range events {
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if e.Action == action {
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return true
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}
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}
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return false
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}
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// ── the exploit ──────────────────────────────────────────────────────────────
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// The debuff must land at round end in a manual fight, exactly as it does when
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// the room auto-resolves. Before seatEndOfRound, !attack was a clean escape.
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func TestSeatEndOfRound_CrowdRevengeCannotBeDodgedByFightingManually(t *testing.T) {
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st := mistyState(t, mistyCursed(40, 6), 40)
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over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
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if over {
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t.Fatal("a 6-damage swing against 40 HP should not end the fight")
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}
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if st.playerHP != 34 {
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t.Errorf("playerHP = %d, want 34 — Misty's crowd took its swing", st.playerHP)
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}
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if !hasAction(st.events, "crowd_revenge") {
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t.Error("no crowd_revenge event on the log")
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}
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}
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// The debuff can be lethal, and a lethal one with nobody else standing ends the
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// fight rather than leaving a corpse to take the next round's turn.
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func TestSeatEndOfRound_CrowdRevengeCanEndASoloFight(t *testing.T) {
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st := mistyState(t, mistyCursed(40, 30), 3)
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over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
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if st.playerHP != 0 {
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t.Fatalf("playerHP = %d, want 0", st.playerHP)
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}
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if !over {
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t.Error("a solo character dropped by the crowd should end the fight")
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}
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}
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// ── the buff ─────────────────────────────────────────────────────────────────
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// The heal fires, caps at max HP, and marks the result so the achievement can
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// be granted.
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func TestSeatEndOfRound_MistyHealFiresAndCaps(t *testing.T) {
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st := mistyState(t, mistyBuffed(40, 12), 34)
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var res CombatResult
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seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &res)
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if st.playerHP != 40 {
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t.Errorf("playerHP = %d, want 40 — the heal caps at max HP", st.playerHP)
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}
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if !res.MistyHealed {
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t.Error("MistyHealed flag not set")
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}
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if !hasAction(st.events, "misty_heal") {
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t.Error("no misty_heal event on the log")
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}
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}
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// A character the crowd just dropped is not then healed back up by the same
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// hook. The heal is for the living.
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func TestSeatEndOfRound_NoHealForACharacterTheCrowdJustDropped(t *testing.T) {
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c := mistyCursed(40, 40)
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c.Mods.MistyHealProc = 1.0
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c.Mods.MistyHealAmt = 20
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st := mistyState(t, c, 10)
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st.actors = append(st.actors, &actor{playerHP: 5}) // an ally keeps the fight alive
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over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
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if over {
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t.Fatal("an ally is still standing — the fight is not over")
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}
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if st.playerHP != 0 {
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t.Errorf("playerHP = %d, want 0 — the heal must not resurrect them", st.playerHP)
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}
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if hasAction(st.events, "misty_heal") {
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t.Error("misty_heal fired on a downed character")
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}
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}
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// ── the property that protects the corpus ────────────────────────────────────
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// A character with no Misty history is untouched: no HP change, no events, and
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// — because both procs short-circuit before st.randFloat() — no dice drawn. If
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// the hook drew even one float, every simulated fight would diverge and
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// combat_characterization.golden would move.
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func TestSeatEndOfRound_UnbuffedCharacterIsUntouchedAndDrawsNoDice(t *testing.T) {
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plain := &Combatant{Name: "Plain", Stats: CombatStats{MaxHP: 40, AC: 10}}
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st := mistyState(t, plain, 40)
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control := mistyState(t, plain, 40) // same seed, never passed to the hook
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if over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{}); over {
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t.Fatal("an unbuffed character cannot be dropped by a hook that does nothing")
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}
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if st.playerHP != 40 || len(st.events) != 0 {
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t.Errorf("unbuffed character was touched: hp=%d events=%d", st.playerHP, len(st.events))
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}
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// The RNG streams must still be in lockstep: the hook consumed nothing.
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if got, want := st.randFloat(), control.randFloat(); got != want {
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t.Errorf("seatEndOfRound consumed RNG: next float %v, want %v", got, want)
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}
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}
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// ── the wiring ───────────────────────────────────────────────────────────────
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// The unit tests above call seatEndOfRound directly, which proves the hook is
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// correct but not that stepRoundEnd calls it. This drives the real session API
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// through a round_end step. Comment the call out of stepRoundEnd and this test
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// reports PlayerHP=40 — the exploit, exactly as it shipped.
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func TestStepRoundEnd_WiresSeatEndOfRound(t *testing.T) {
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setupEmptyTestDB(t)
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player := mistyCursed(40, 6)
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enemy := &Combatant{Name: "Target", Stats: CombatStats{MaxHP: 100, AC: 10}}
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sess := &CombatSession{
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SessionID: "wiring", UserID: "@u:example.org", Status: CombatStatusActive,
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PlayerHP: 40, PlayerHPMax: 40, EnemyHP: 100,
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Phase: CombatPhaseRoundEnd, Round: 1,
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}
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if _, err := advanceCombatSession(sess, player, enemy, PlayerAction{}); err != nil {
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t.Fatal(err)
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}
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if sess.PlayerHP != 34 {
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t.Errorf("PlayerHP = %d, want 34 — stepRoundEnd never ran the hook", sess.PlayerHP)
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}
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if !hasAction(sess.TurnLog, "crowd_revenge") {
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t.Error("no crowd_revenge event persisted to the session log")
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}
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}
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@@ -979,6 +979,12 @@ func renderAllySeatEvent(e CombatEvent, name, enemyName string) string {
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return down(fmt.Sprintf("☠️ %s takes %d from poison.", who, e.Damage))
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case "environmental":
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return down(fmt.Sprintf("%s takes %d from the room.", who, e.Damage))
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case "crowd_revenge":
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// Deliberately unattributed. An ally sees the damage land — silence
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// would read as HP vanishing — but Misty's grudge is the owner's own
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// discovery, and naming her here would spoil it for the whole party.
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// Same reason misty_heal below reads as a plain recovery.
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return down(fmt.Sprintf("%s takes %d.", who, e.Damage))
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case "flat_damage":
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return fmt.Sprintf("%s deals %d.", who, e.Damage)
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case "heal_item", "misty_heal":
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@@ -208,21 +208,38 @@ func seatFightStartMods(sess *CombatSession, seat int, c *DnDCharacter) CombatMo
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// engine never builds a CombatResult — it persists a session and a shared event
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// log — so the close-out has to assemble one.
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//
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// SniperKilled and MistyHealed stay false because the turn engine has no Arina
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// or Misty proc to set them: those two live only in the auto-resolve engine.
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// MistyHealed is read back off the seat's event log rather than off a flag: the
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// turn engine's CombatResult is a scratch value it discards between steps, and
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// the log is the only thing that survives to the close-out. This is how
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// combat_pet_save has always been detected.
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//
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// SniperKilled stays false. Arina's proc is a pre-combat one-shot, not a
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// round-end effect, so seatEndOfRound does not carry it and the turn engine
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// still has no place to fire it — combat_sniper_kill remains unreachable from a
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// manual kill.
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//
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// NearDeath mirrors the auto-resolve engine's win threshold (below 15% of max);
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// its loss-side meaning is unused here, since the only hook that reads it gates
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// on PlayerWon.
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func seatCombatResult(sess *CombatSession, seat int) CombatResult {
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hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
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won := sess.Status == CombatStatusWon
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events := eventsForSeat(sess.TurnLog, seat)
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misty := false
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for _, ev := range events {
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if ev.Action == "misty_heal" {
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misty = true
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break
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}
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}
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return CombatResult{
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PlayerWon: won,
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Events: eventsForSeat(sess.TurnLog, seat),
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Events: events,
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PlayerEndHP: hp,
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EnemyEndHP: sess.EnemyHP,
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TotalRounds: sess.Round,
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NearDeath: won && hp > 0 && float64(hp) < float64(max(1, hpMax))*0.15,
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MistyHealed: misty,
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}
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}
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@@ -753,6 +753,23 @@ func (te *turnEngine) stepRoundEnd() {
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}
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te.stampSeat(mark, i)
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}
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// Misty's crowd, then Misty's heal — per seat, after the round's other
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// damage has landed so the heal can answer it, which is the order
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// endOfRoundForSeat uses. Both no-op (and draw no RNG) for a character with
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// no Misty history, which is every simulated one.
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for i := range st.actors {
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st.seat(i)
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if st.playerHP <= 0 {
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continue
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}
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mark := len(st.events)
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over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, te.result)
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te.stampSeat(mark, i)
|
||||
if over {
|
||||
te.finish(CombatStatusLost)
|
||||
return
|
||||
}
|
||||
}
|
||||
// Concentration aura (Spirit Guardians et al.): the lingering spell bites
|
||||
// the enemy each round it stays up. Concentration is per-caster, so every
|
||||
// seat holding one pulses. Ticks before enemy regen so a lethal pulse
|
||||
|
||||
Reference in New Issue
Block a user