mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-16 00:52:40 +00:00
Class identity audit close-out: Fighter/Ranger/Paladin/Druid + Bard-Valor
Phase 2 Monte Carlo tuning had papered over four classes whose 5e-defining mechanics never actually existed in the engine — only flat DamageBonus or FlatDmgStart compensation riders that hit the right aggregate win rate. This pass replaces the proxies with the real primitives. New CombatModifiers fields: ExtraAttacks (additional swings/round, looped in a new resolvePlayerSwings helper); HuntersMarkDie (per-hit Nd6 bonus, same path as Sneak Attack); ThornLashDmg (flat counter on landed enemy hits, fires in resolveEnemyAttack after ward/block). Fighter L5/11/20 Extra Attack, Ranger L5 Extra Attack + Hunter's Mark (1→4 d6 by level), Paladin L5 Extra Attack + per-hit Divine Smite (replaces one-shot opener), Druid thorn lash. Bard College of Valor L7 "Extra Attack" subclass tier converted from +1 attack/+10% damage proxy to the real primitive. Post-fix T5 class-balance: martials cluster at top (Fighter/Rogue 0.90, Ranger 0.89, Paladin 0.88), casters keep their relative ordering, spread 14pp top-to-bottom. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -116,6 +116,16 @@ type CombatModifiers struct {
|
||||
// no Weapon → no Divine Strike.
|
||||
DivineStrikePerHit int
|
||||
|
||||
// Class-identity audit (2026-05-16) — Fighter Extra Attack as actual
|
||||
// additional swings per round. 0 = legacy single swing. Each extra is
|
||||
// a full resolvePlayerAttack call (own d20, own damage roll). 5e
|
||||
// progression for Fighter: 1 at L5, 2 at L11, 3 at L20. Other martials
|
||||
// (Paladin/Ranger/Barbarian/Bard-Valor) cap at 1 at L5 — wire as needed.
|
||||
// Once-per-fight effects (AutoCritFirst, FirstAttackBonus, Assassinate
|
||||
// reroll, SneakAttackDie applies every hit but Rogue has no extras) are
|
||||
// guarded by st flags, so they correctly fire only on the first swing.
|
||||
ExtraAttacks int
|
||||
|
||||
// Class-identity audit (2026-05-16) — Rogue Sneak Attack as actual
|
||||
// per-hit Nd6 bonus damage. Number of d6 to roll on every player hit.
|
||||
// 5e gates this on "once per turn given advantage/ally adjacent"; our
|
||||
@@ -126,6 +136,23 @@ type CombatModifiers struct {
|
||||
// at L7-8 → 10d6 at L19-20, per 5e progression).
|
||||
SneakAttackDie int
|
||||
|
||||
// Class-identity audit (2026-05-16) — Ranger Hunter's Mark as actual
|
||||
// Nd6 bonus damage per hit. 5e: bonus action to mark a target, then
|
||||
// +1d6 to every weapon hit vs. that target until concentration drops.
|
||||
// In 1v1 there's effectively always a marked target (the only foe),
|
||||
// so we model the mark as "always-on" — applies to every player hit.
|
||||
// Number of d6 to roll: scales with class level (1 at L1, +1 every
|
||||
// 5 levels per the 5e upcast progression, capped at 4d6).
|
||||
HuntersMarkDie int
|
||||
|
||||
// Class-identity audit (2026-05-16) — Druid thorn-lash. Flat damage
|
||||
// returned to the enemy whenever the enemy lands a hit on the player.
|
||||
// 5e analogue: Spike Growth / Thorn Whip / the various druidic
|
||||
// retaliation cantrips collapsed into a passive aura. Fires after
|
||||
// damage is applied (and after ward absorption), so a "blocked but
|
||||
// touched" hit still pricks back. Independent of crit doubling.
|
||||
ThornLashDmg int
|
||||
|
||||
// Phase 10 SUB2b — Mage subclasses.
|
||||
// ArcaneWardHP: flat HP buffer absorbed before player HP. Refilled at the
|
||||
// start of each combat by Abjuration L5+ (2× Mage level, +prof at L7).
|
||||
@@ -558,7 +585,7 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
|
||||
playerFirst := playerInit >= enemyInit
|
||||
|
||||
if playerFirst {
|
||||
if resolvePlayerAttack(st, player, enemy, phase, result) {
|
||||
if resolvePlayerSwings(st, player, enemy, phase, result) {
|
||||
return true
|
||||
}
|
||||
if !abilityDealtDamage {
|
||||
@@ -572,7 +599,7 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
|
||||
return true
|
||||
}
|
||||
}
|
||||
if resolvePlayerAttack(st, player, enemy, phase, result) {
|
||||
if resolvePlayerSwings(st, player, enemy, phase, result) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
@@ -694,6 +721,26 @@ func maybeTriggerOrcRage(st *combatState, player *Combatant, phaseName string) {
|
||||
|
||||
// ── Attack Resolution ────────────────────────────────────────────────────────
|
||||
|
||||
// resolvePlayerSwings calls resolvePlayerAttack once, then up to
|
||||
// player.Mods.ExtraAttacks more times (5e Extra Attack). Each extra swing is
|
||||
// a full attack roll + damage roll. Stops early on enemy KO. The first swing
|
||||
// consumes once-per-fight openers (AutoCritFirst, FirstAttackBonus,
|
||||
// AssassinateAdvantage) via st flags — extras roll vanilla.
|
||||
func resolvePlayerSwings(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
|
||||
if resolvePlayerAttack(st, player, enemy, phase, result) {
|
||||
return true
|
||||
}
|
||||
for i := 0; i < player.Mods.ExtraAttacks; i++ {
|
||||
if st.enemyHP <= 0 || st.playerHP <= 0 {
|
||||
return false
|
||||
}
|
||||
if resolvePlayerAttack(st, player, enemy, phase, result) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// resolvePlayerAttack — d20 + AttackBonus vs enemy AC.
|
||||
// Nat 20 = auto-hit + crit. Nat 1 = auto-miss tagged "fumble".
|
||||
// Block (on hit) halves damage. autoCrit consumable forces a crit on hit.
|
||||
@@ -1013,6 +1060,22 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
|
||||
}
|
||||
}
|
||||
|
||||
// Class-identity audit (2026-05-16) — Druid thorn lash. Fires on any
|
||||
// landed enemy hit (dmg>0 after ward/block); independent flat-damage
|
||||
// counter, not a fraction. Can drop the enemy.
|
||||
if player.Mods.ThornLashDmg > 0 && dmg > 0 {
|
||||
lash := player.Mods.ThornLashDmg
|
||||
st.enemyHP = max(0, st.enemyHP-lash)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "player", Action: "thorn_lash",
|
||||
Damage: lash, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
Desc: "Wild Resilience",
|
||||
})
|
||||
if enemyDown(st, phaseName) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
if st.playerHP <= 0 {
|
||||
return !trySave(st, player, phaseName)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user