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https://github.com/prosolis/gogobee.git
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Combat: fix wounded-carry HP display + auto-crit narration
Two bugs reported back-to-back from a Rogue's run: 1. HP display reset between battles. End of fight 1: 101/123 → start of fight 2: 100/100. applyDnDHPScaling was overwriting Stats.MaxHP with the scaled wound value, so the display denominator dropped along with the numerator. Wounded carry-over became invisible. Fix: introduce CombatStats.StartHP. Combat engine reads it as the entry-HP when set; MaxHP stays put. Display now reads "100/123" as intended. 2. Auto-crit fired on a roll of 11 with no narrative tell. Rogue passive AutoCritFirst was triggering correctly, but the renderer used the generic crit pool, so the player saw "🎲 11 vs AC 10 → CRIT" with no indication their *class* caused it. Fix: tag the crit event with Desc="auto_crit" when the passive (not the dice) caused it; new narrativePlayerAutoCrit pool calls out the training/instinct/exploit theme. Test bound for T5 dungeon death rate loosened from 0.02 to 0.01 — the new Sudden Death phase from the previous commit shifted geared-T5 fights slightly toward player wins. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -6,6 +6,10 @@ import "math/rand/v2"
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type CombatStats struct {
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MaxHP int
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// StartHP is the HP the combatant *enters* this fight at. Zero means
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// "use MaxHP" (full health). Wounded carry-over uses this so MaxHP
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// stays stable across fights — display reads "100/123", not "100/100".
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StartHP int
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Attack int
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Defense int
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Speed int
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@@ -237,9 +241,17 @@ type combatState struct {
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}
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func SimulateCombat(player, enemy Combatant, phases []CombatPhase) CombatResult {
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playerStart := player.Stats.MaxHP
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if player.Stats.StartHP > 0 && player.Stats.StartHP < player.Stats.MaxHP {
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playerStart = player.Stats.StartHP
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}
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enemyStart := enemy.Stats.MaxHP
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if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
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enemyStart = enemy.Stats.StartHP
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}
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st := &combatState{
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playerHP: player.Stats.MaxHP,
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enemyHP: enemy.Stats.MaxHP,
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playerHP: playerStart,
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enemyHP: enemyStart,
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wardCharges: player.Mods.WardCharges,
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sporeRounds: player.Mods.SporeCloud,
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reflectFrac: player.Mods.ReflectNext,
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@@ -607,8 +619,14 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
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}
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isCrit := isCritRoll
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if st.autoCrit {
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autoCritFired := false
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if !isCritRoll && st.autoCrit {
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isCrit = true
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autoCritFired = true
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st.autoCrit = false
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} else if st.autoCrit && isCritRoll {
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// Natural crit consumes the auto-crit charge but doesn't get the
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// "passive fired" flavor — the dice already explain it.
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st.autoCrit = false
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}
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if isCrit {
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@@ -651,8 +669,12 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
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dmg = max(1, dmg)
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action := "hit"
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desc := ""
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if isCrit {
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action = "crit"
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if autoCritFired {
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desc = "auto_crit"
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}
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} else if blocked {
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action = "block"
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}
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@@ -661,7 +683,7 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
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st.events = append(st.events, CombatEvent{
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Round: st.round, Phase: phaseName, Actor: "player", Action: action,
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Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
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Roll: roll, RollAgainst: enemy.Stats.AC,
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Roll: roll, RollAgainst: enemy.Stats.AC, Desc: desc,
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})
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return st.enemyHP <= 0
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}
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@@ -172,6 +172,9 @@ func renderEvent(e CombatEvent, playerName, enemyName string, result CombatResul
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case "crit":
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if e.Actor == "player" {
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if e.Desc == "auto_crit" {
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return pickFrom(narrativePlayerAutoCrit, picker.player, e.Damage)
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}
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return pickFrom(narrativePlayerCrit, picker.player, e.Damage)
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}
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return pickFrom(narrativeEnemyCrit, picker.enemy, e.Damage)
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@@ -357,6 +360,19 @@ var narrativePlayerCrit = []string{
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"💥 **CRIT!** %d damage. You look at your weapon like it just got a promotion.",
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}
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// narrativePlayerAutoCrit is used when a forced/auto crit fires *not* from a
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// natural high roll — Rogue's first-strike instinct, a held/paralyzed enemy,
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// or a consumable like Ancient Artifact Oil. The roll itself is unimpressive;
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// the *setup* is what made the hit devastating.
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var narrativePlayerAutoCrit = []string{
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"💥 **CRIT — opening exploit.** Years of looking for this exact gap pay off. %d damage. The roll didn't matter. You did.",
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"💥 Your training takes over before you do. The opening was there; instinct found it. %d damage.",
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"💥 The enemy left exactly the gap your subclass trained you to punish. %d damage. They did not get to protest.",
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"💥 **First-strike instinct fires.** You don't aim; you *know*. %d damage. The dice were a formality.",
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"💥 You read the seam between their guard and their breath. Slip in, slip out. %d damage. They notice on the way down.",
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"💥 The setup was perfect — the *attack* was just paperwork. %d damage.",
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}
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var narrativeEnemyCrit = []string{
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"💥 **CRITICAL HIT** from the enemy. %d damage. That one rearranged something.",
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"💥 The enemy finds a weak point you didn't know you had. %d damage. Now you know.",
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@@ -254,7 +254,7 @@ func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
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{12, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level
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{25, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear
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{38, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared
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{48, 5, advDungeons[4], 0.35, 0.02}, // T5: real danger — monster stats catch up
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{48, 5, advDungeons[4], 0.35, 0.01}, // T5: real danger — monster stats catch up. Lower bound is loose because the Sudden Death phase added round headroom that lets geared players close fights more often.
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}
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for _, c := range cases {
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@@ -433,13 +433,15 @@ func applyDnDHPScaling(stats *CombatStats, c *DnDCharacter) {
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if scaled < 1 {
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scaled = 1
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}
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// Defensive: pct is clamped above to [floor, 1.0], so scaled should
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// always be ≤ original MaxHP. Belt-and-suspenders in case the floor
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// or pct math drifts in a future refactor.
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if scaled > stats.MaxHP {
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scaled = stats.MaxHP
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}
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stats.MaxHP = scaled
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// Set StartHP rather than overwriting MaxHP. The combat engine reads
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// StartHP as the entry-HP, but display denominators (e.g. "101/123")
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// keep using MaxHP — so wounded carry-over reads "wounded out of full"
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// rather than "full out of shrunk-max", which previously made wound
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// state invisible across battles.
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stats.StartHP = scaled
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}
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// ── HP persistence ───────────────────────────────────────────────────────────
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@@ -12,7 +12,10 @@ func TestApplyDnDHPScaling_FullHP(t *testing.T) {
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c := &DnDCharacter{HPMax: 50, HPCurrent: 50}
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applyDnDHPScaling(&stats, c)
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if stats.MaxHP != 100 {
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t.Errorf("full HP: MaxHP scaled to %d, want unchanged 100", stats.MaxHP)
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t.Errorf("full HP: MaxHP changed to %d, want unchanged 100", stats.MaxHP)
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}
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if stats.StartHP != 0 {
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t.Errorf("full HP: StartHP = %d, want 0 (unset)", stats.StartHP)
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}
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}
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@@ -20,8 +23,11 @@ func TestApplyDnDHPScaling_HalfHP(t *testing.T) {
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stats := CombatStats{MaxHP: 100}
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c := &DnDCharacter{HPMax: 50, HPCurrent: 25}
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applyDnDHPScaling(&stats, c)
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if stats.MaxHP != 50 {
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t.Errorf("50%% HP: MaxHP = %d, want 50", stats.MaxHP)
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if stats.MaxHP != 100 {
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t.Errorf("50%% HP: MaxHP = %d, want unchanged 100", stats.MaxHP)
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}
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if stats.StartHP != 50 {
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t.Errorf("50%% HP: StartHP = %d, want 50", stats.StartHP)
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}
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}
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@@ -29,21 +35,24 @@ func TestApplyDnDHPScaling_FloorAt25Pct(t *testing.T) {
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stats := CombatStats{MaxHP: 100}
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c := &DnDCharacter{HPMax: 50, HPCurrent: 0}
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applyDnDHPScaling(&stats, c)
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if stats.MaxHP != 25 {
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t.Errorf("0%% HP: MaxHP = %d, want 25 (floor)", stats.MaxHP)
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if stats.MaxHP != 100 {
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t.Errorf("0%% HP: MaxHP = %d, want unchanged 100", stats.MaxHP)
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}
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if stats.StartHP != 25 {
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t.Errorf("0%% HP: StartHP = %d, want 25 (floor)", stats.StartHP)
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}
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}
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func TestApplyDnDHPScaling_NoOpIfNilOrZero(t *testing.T) {
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stats := CombatStats{MaxHP: 100}
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applyDnDHPScaling(&stats, nil)
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if stats.MaxHP != 100 {
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t.Errorf("nil char: scaled to %d, want unchanged", stats.MaxHP)
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if stats.MaxHP != 100 || stats.StartHP != 0 {
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t.Errorf("nil char: MaxHP=%d StartHP=%d, want 100/0", stats.MaxHP, stats.StartHP)
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}
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c := &DnDCharacter{HPMax: 0}
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applyDnDHPScaling(&stats, c)
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if stats.MaxHP != 100 {
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t.Errorf("zero HPMax: scaled to %d, want unchanged", stats.MaxHP)
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if stats.MaxHP != 100 || stats.StartHP != 0 {
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t.Errorf("zero HPMax: MaxHP=%d StartHP=%d, want 100/0", stats.MaxHP, stats.StartHP)
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}
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}
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