Combat: SRD multiattack profiles + monster abilities in turn engine

Elites/bosses in turn-based fights now swing a full SRD multiattack
profile and fire their special ability — abilities never fired in the
turn-based path before, and every enemy made a single attack.

bestiary_srd.go adds SRDAttack/SRDProfile and a hand-authored registry
for the named bosses and multiattack elites; auto-resolve keeps its
tuned single-Attack blocks untouched. turnAbilityFires remaps the
auto-resolve phase clock onto fight progress for the phase-less duel.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-14 07:37:29 -07:00
parent befb44ef03
commit 96b291d831
3 changed files with 350 additions and 10 deletions

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@@ -0,0 +1,175 @@
package plugin
// SRD-shaped stat blocks for the turn-based elite/boss engine.
//
// The auto-resolve path (SimulateCombat) keeps the simplified one-attack
// DnDMonsterTemplate shape — its Attack value is a gameplay-tuned average that
// bakes a creature's whole action into a single number, and the 2026-05-10
// rebalance is calibrated against it. Do NOT feed these profiles into
// auto-resolve.
//
// The turn-based path can afford canonical SRD multiattack: the player issues a
// command per round, so a creature making three attack rolls a turn is a
// tactical problem the player can answer (heal, control, flee) rather than an
// un-survivable spike. Each SRDAttack carries its own to-hit and average
// damage, derived from the creature's SRD attack profile — not the tuned
// auto-resolve Attack stat.
//
// File is intentionally NOT dnd_-prefixed (see memory: no new dnd_* identifiers).
// SRDAttack is one attack roll within a creature's multiattack action: a d20
// to-hit and an average damage value for that single strike.
type SRDAttack struct {
Name string // "Longsword", "Bite", "Claw" — surfaces in the round log
AttackBonus int // d20 to-hit modifier; 0 falls back to the template AttackBonus
Damage int // average damage for this single attack
}
// SRDProfile is a creature's full multiattack action — one SRDAttack per attack
// roll it makes on its turn. A creature with no profile registered makes a
// single attack using its DnDMonsterTemplate Attack / AttackBonus.
type SRDProfile struct {
Attacks []SRDAttack
}
// srdProfiles is the turn-based multiattack registry, keyed by bestiary ID.
// Only elites and bosses that reach the turn-based engine need an entry; every
// other creature falls through to the single-attack template path. Damage
// values are SRD attack-profile averages, rounded.
var srdProfiles = map[string]SRDProfile{
// ── Bosses ───────────────────────────────────────────────────────────
"boss_grol_unbroken": {Attacks: []SRDAttack{
{Name: "Morningstar", AttackBonus: 5, Damage: 11},
{Name: "Javelin", AttackBonus: 5, Damage: 9},
}},
"boss_valdris_unburied": {Attacks: []SRDAttack{
{Name: "Paralyzing Touch", AttackBonus: 7, Damage: 12},
{Name: "Necrotic Bolt", AttackBonus: 7, Damage: 10},
}},
"boss_hollow_king": {Attacks: []SRDAttack{
{Name: "Root Slam", AttackBonus: 7, Damage: 13},
{Name: "Root Slam", AttackBonus: 7, Damage: 13},
}},
"boss_dreaming_aboleth": {Attacks: []SRDAttack{
{Name: "Tentacle", AttackBonus: 9, Damage: 12},
{Name: "Tentacle", AttackBonus: 9, Damage: 12},
{Name: "Tentacle", AttackBonus: 9, Damage: 12},
}},
"boss_aldric_blackspire": {Attacks: []SRDAttack{
{Name: "Unarmed Strike", AttackBonus: 9, Damage: 10},
{Name: "Bite", AttackBonus: 9, Damage: 9},
}},
"boss_emberlord_thyrak": {Attacks: []SRDAttack{
{Name: "Molten Maul", AttackBonus: 8, Damage: 15},
{Name: "Molten Maul", AttackBonus: 8, Damage: 15},
}},
"boss_ilvaras_xunyl": {Attacks: []SRDAttack{
{Name: "Scourge", AttackBonus: 9, Damage: 14},
{Name: "Scourge", AttackBonus: 9, Damage: 14},
}},
"boss_thornmother": {Attacks: []SRDAttack{
{Name: "Thorned Lash", AttackBonus: 8, Damage: 16},
{Name: "Thorned Lash", AttackBonus: 8, Damage: 16},
}},
"boss_infernax": {Attacks: []SRDAttack{
{Name: "Bite", AttackBonus: 11, Damage: 21},
{Name: "Claw", AttackBonus: 11, Damage: 17},
{Name: "Claw", AttackBonus: 11, Damage: 17},
}},
"boss_belaxath": {Attacks: []SRDAttack{
{Name: "Longsword", AttackBonus: 11, Damage: 21},
{Name: "Whip", AttackBonus: 11, Damage: 15},
}},
// ── Multiattack elites ───────────────────────────────────────────────
"hobgoblin_warchief": {Attacks: []SRDAttack{
{Name: "Longsword", AttackBonus: 5, Damage: 8},
{Name: "Longsword", AttackBonus: 5, Damage: 8},
}},
"bandit_captain": {Attacks: []SRDAttack{
{Name: "Scimitar", AttackBonus: 5, Damage: 6},
{Name: "Scimitar", AttackBonus: 5, Damage: 6},
{Name: "Dagger", AttackBonus: 5, Damage: 5},
}},
"owlbear": {Attacks: []SRDAttack{
{Name: "Beak", AttackBonus: 7, Damage: 10},
{Name: "Claws", AttackBonus: 7, Damage: 14},
}},
"merrow": {Attacks: []SRDAttack{
{Name: "Bite", AttackBonus: 5, Damage: 8},
{Name: "Claws", AttackBonus: 5, Damage: 9},
}},
"helmed_horror": {Attacks: []SRDAttack{
{Name: "Longsword", AttackBonus: 6, Damage: 8},
{Name: "Longsword", AttackBonus: 6, Damage: 8},
}},
"drow_elite_warrior": {Attacks: []SRDAttack{
{Name: "Shortsword", AttackBonus: 7, Damage: 7},
{Name: "Shortsword", AttackBonus: 7, Damage: 7},
{Name: "Hand Crossbow", AttackBonus: 7, Damage: 6},
}},
"salamander": {Attacks: []SRDAttack{
{Name: "Spear", AttackBonus: 7, Damage: 10},
{Name: "Tail", AttackBonus: 7, Damage: 10},
}},
"guard_drake": {Attacks: []SRDAttack{
{Name: "Bite", AttackBonus: 5, Damage: 5},
{Name: "Claws", AttackBonus: 5, Damage: 5},
}},
"young_red_dragon": {Attacks: []SRDAttack{
{Name: "Bite", AttackBonus: 10, Damage: 17},
{Name: "Claw", AttackBonus: 10, Damage: 13},
{Name: "Claw", AttackBonus: 10, Damage: 13},
}},
"quickling": {Attacks: []SRDAttack{
{Name: "Dagger", AttackBonus: 5, Damage: 7},
{Name: "Dagger", AttackBonus: 5, Damage: 7},
{Name: "Dagger", AttackBonus: 5, Damage: 7},
}},
"vrock": {Attacks: []SRDAttack{
{Name: "Beak", AttackBonus: 6, Damage: 10},
{Name: "Talons", AttackBonus: 6, Damage: 14},
}},
"hezrou": {Attacks: []SRDAttack{
{Name: "Bite", AttackBonus: 7, Damage: 15},
{Name: "Claw", AttackBonus: 7, Damage: 11},
{Name: "Claw", AttackBonus: 7, Damage: 11},
}},
"nalfeshnee": {Attacks: []SRDAttack{
{Name: "Bite", AttackBonus: 10, Damage: 32},
{Name: "Claw", AttackBonus: 10, Damage: 15},
{Name: "Claw", AttackBonus: 10, Damage: 15},
}},
"marilith": {Attacks: []SRDAttack{
{Name: "Longsword", AttackBonus: 11, Damage: 13},
{Name: "Longsword", AttackBonus: 11, Damage: 13},
{Name: "Longsword", AttackBonus: 11, Damage: 13},
{Name: "Longsword", AttackBonus: 11, Damage: 13},
{Name: "Longsword", AttackBonus: 11, Damage: 13},
{Name: "Longsword", AttackBonus: 11, Damage: 13},
{Name: "Tail", AttackBonus: 11, Damage: 13},
}},
"vampire_spawn": {Attacks: []SRDAttack{
{Name: "Unarmed Strike", AttackBonus: 6, Damage: 8},
{Name: "Bite", AttackBonus: 6, Damage: 6},
}},
}
// enemyAttackProfile returns the attack rolls a creature makes on its turn.
// Registered elites/bosses use their SRD multiattack profile; everyone else
// falls back to a single attack derived from the template stats. A zero
// per-attack AttackBonus falls back to the (tier-scaled) template bonus.
func enemyAttackProfile(enemyID string, stats CombatStats) []SRDAttack {
prof, ok := srdProfiles[enemyID]
if !ok || len(prof.Attacks) == 0 {
return []SRDAttack{{AttackBonus: stats.AttackBonus, Damage: stats.Attack}}
}
out := make([]SRDAttack, len(prof.Attacks))
for i, a := range prof.Attacks {
if a.AttackBonus == 0 {
a.AttackBonus = stats.AttackBonus
}
out[i] = a
}
return out
}

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@@ -0,0 +1,113 @@
package plugin
import (
"math/rand/v2"
"testing"
)
func TestEnemyAttackProfile_Fallback(t *testing.T) {
// An unregistered creature makes a single attack derived from its template
// stats — same behaviour as before the multiattack upgrade.
stats := CombatStats{Attack: 9, AttackBonus: 4}
got := enemyAttackProfile("not_in_registry", stats)
if len(got) != 1 {
t.Fatalf("len = %d, want 1 (single fallback attack)", len(got))
}
if got[0].Damage != 9 || got[0].AttackBonus != 4 {
t.Errorf("fallback attack = %+v, want damage 9 / bonus 4", got[0])
}
}
func TestEnemyAttackProfile_Registered(t *testing.T) {
// A registered elite returns its full multiattack profile.
got := enemyAttackProfile("owlbear", CombatStats{Attack: 99, AttackBonus: 99})
if len(got) != 2 {
t.Fatalf("owlbear len = %d, want 2 (Beak + Claws)", len(got))
}
// Profile values win over the template stats.
if got[0].AttackBonus == 99 || got[1].AttackBonus == 99 {
t.Errorf("profile should not inherit template AttackBonus: %+v", got)
}
// A zero per-attack AttackBonus falls back to the (tier-scaled) template
// bonus so authoring can leave it blank.
srdProfiles["__test_zero_bonus"] = SRDProfile{Attacks: []SRDAttack{{Name: "Slam", Damage: 5}}}
defer delete(srdProfiles, "__test_zero_bonus")
zb := enemyAttackProfile("__test_zero_bonus", CombatStats{Attack: 1, AttackBonus: 7})
if zb[0].AttackBonus != 7 {
t.Errorf("zero-bonus attack = %+v, want AttackBonus 7 from template", zb[0])
}
}
func TestTurnAbilityFires(t *testing.T) {
enemy := baseEnemy() // MaxHP 60
st := &combatState{rng: rand.New(rand.NewPCG(1, 1))}
cases := []struct {
name string
phase string
round int
enemyHP int
eligible bool
}{
{"any always eligible", "any", 5, 60, true},
{"opening round 1", "opening", 1, 60, true},
{"opening past round 1", "opening", 2, 60, false},
{"clash past round 1", "clash", 2, 60, true},
{"clash round 1", "clash", 1, 60, false},
{"decisive when bloodied", "decisive", 3, 20, true},
{"decisive when healthy", "decisive", 3, 60, false},
}
for _, c := range cases {
st.round = c.round
st.enemyHP = c.enemyHP
// ProcChance 1.0: fires iff eligible. ProcChance 0.0: never fires.
alwaysProc := &MonsterAbility{Phase: c.phase, ProcChance: 1.0}
if got := turnAbilityFires(alwaysProc, st, &enemy); got != c.eligible {
t.Errorf("%s: fired=%v, want %v", c.name, got, c.eligible)
}
neverProc := &MonsterAbility{Phase: c.phase, ProcChance: 0.0}
if turnAbilityFires(neverProc, st, &enemy) {
t.Errorf("%s: a 0%% proc chance ability should never fire", c.name)
}
}
}
// TestTurnEngine_Multiattack drives a single enemy_turn and confirms a
// registered multiattack creature resolves one attack roll per profile entry,
// while an unregistered creature still resolves exactly one.
func TestTurnEngine_Multiattack(t *testing.T) {
countEnemyEvents := func(events []CombatEvent) int {
n := 0
for _, e := range events {
if e.Actor == "enemy" {
n++
}
}
return n
}
// Registered: owlbear has a 2-attack profile. Pools are huge so the fight
// can't end mid-loop and every swing emits its own enemy event.
sess := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
sess.EnemyID = "owlbear"
player, enemy := basePlayer(), baseEnemy()
events, err := stepEngine(sess, &player, &enemy, PlayerAction{})
if err != nil {
t.Fatal(err)
}
if got := countEnemyEvents(events); got != 2 {
t.Errorf("owlbear enemy events = %d, want 2 (multiattack profile)", got)
}
// Unregistered: a single attack, as before the upgrade.
sess2 := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
sess2.EnemyID = "goblin"
events2, err := stepEngine(sess2, &player, &enemy, PlayerAction{})
if err != nil {
t.Fatal(err)
}
if got := countEnemyEvents(events2); got != 1 {
t.Errorf("goblin enemy events = %d, want 1 (single-attack fallback)", got)
}
}

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@@ -236,21 +236,73 @@ func (te *turnEngine) stepEnemyTurn() {
te.sess.Phase = CombatPhaseRoundEnd te.sess.Phase = CombatPhaseRoundEnd
return return
} }
// Monster ability fires at the top of the enemy turn. cleave / lifesteal
// resolve their own damage and stand in for the attack action this round;
// every other effect (poison / stun / enrage / armor_break) is a rider that
// leaves the multiattack below intact. applyAbility returns true when the
// player went down without a save.
abilityDealtDamage := false
if te.enemy.Ability != nil && turnAbilityFires(te.enemy.Ability, te.st, te.enemy) {
if applyAbility(te.st, te.player, te.enemy, &turnCombatPhase, te.result) {
te.finish(CombatStatusLost)
return
}
switch te.enemy.Ability.Effect {
case "cleave", "lifesteal":
abilityDealtDamage = true
}
}
if !abilityDealtDamage {
// SRD multiattack: each profile entry is one attack roll resolved
// through the shared primitive. A registered elite/boss swings its full
// profile; everyone else gets a single attack from the template stats.
// resolveEnemyAttack returns true when the fight is decided — either the // resolveEnemyAttack returns true when the fight is decided — either the
// player went down without a death save, or a reflect consumable killed // player went down without a death save, or a reflect consumable killed
// the enemy. Disambiguate by inspecting HP. // the enemy. Disambiguate by inspecting HP.
decided := resolveEnemyAttack(te.st, te.player, te.enemy, &turnCombatPhase, te.result, false, false, false) for _, atk := range enemyAttackProfile(te.sess.EnemyID, te.enemy.Stats) {
swing := *te.enemy
swing.Stats.Attack = atk.Damage
swing.Stats.AttackBonus = atk.AttackBonus
decided := resolveEnemyAttack(te.st, te.player, &swing, &turnCombatPhase, te.result, false, false, false)
if te.st.playerHP <= 0 { if te.st.playerHP <= 0 {
te.finish(CombatStatusLost) te.finish(CombatStatusLost)
return return
} }
if decided { if decided || te.st.enemyHP <= 0 {
te.finish(CombatStatusWon) te.finish(CombatStatusWon)
return return
} }
}
}
te.sess.Phase = CombatPhaseRoundEnd te.sess.Phase = CombatPhaseRoundEnd
} }
// turnAbilityFires decides whether a monster ability triggers this enemy turn.
// The auto-resolve engine gates abilities on its named phase clock (Opening /
// Clash / Decisive); the turn-based duel has no phase clock, so the phase tag
// is remapped to fight progress: "opening" is round-1 only, "decisive" unlocks
// once the enemy is bloodied (<40% HP), "clash" covers the rounds in between,
// and "any" is always eligible. ProcChance is rolled once eligible.
func turnAbilityFires(ability *MonsterAbility, st *combatState, enemy *Combatant) bool {
eligible := false
switch ability.Phase {
case "any":
eligible = true
case "opening":
eligible = st.round <= 1
case "clash":
eligible = st.round > 1
case "decisive":
eligible = st.enemyHP < int(float64(enemy.Stats.MaxHP)*0.4)
}
if !eligible {
return false
}
return st.randFloat() < ability.ProcChance
}
// stepRoundEnd applies between-round status effects, then opens the next round. // stepRoundEnd applies between-round status effects, then opens the next round.
func (te *turnEngine) stepRoundEnd() { func (te *turnEngine) stepRoundEnd() {
st := te.st st := te.st