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>
This commit is contained in:
prosolis
2026-05-09 22:17:14 -07:00
parent de02907e69
commit c5217e9ecf
5 changed files with 67 additions and 18 deletions

View File

@@ -254,7 +254,7 @@ func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
{12, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level
{25, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear
{38, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared
{48, 5, advDungeons[4], 0.35, 0.02}, // T5: real danger — monster stats catch up
{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.
}
for _, c := range cases {