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Lift caster trailers: concentration re-tick + Josie caster-aid bootstraps
Diagnosed a cleric "death loop" (L14 dying at T2/T3 bosses while over-levelled): the boss isn't overtuned — caster sustained DPS is under-delivered, compounded by a fragile healer build. Engine fix — concentration AOE re-tick: - Concentration damage spells (spirit_guardians, heat_metal, spike_growth, call_lightning, flaming_sphere) now tick the enemy every round at round_end instead of resolving as a one-shot, via a new CombatStatuses.ConcentrationDmg armed on cast and round-tripped through the turn engine. Closes the long-tracked turn-engine concentration gap; the burst still lands the casting round, then the aura lingers. - Sim picker skips re-casting an already-active aura (models competent play and prevents a burst+aura double-dip). Re-baseline (n=30 sweep + n=100 confirm): bard +47pp T3 (heat_metal), druid +3-7, cleric/mage flat, fighter unchanged — no regressions. Player-data bootstraps (idempotent, run once on Init): - bootstrapCasterSpellBackfill: ensureSpellsForCharacter only seeds an empty book, so defaults added after a character's roll never reach it. Backfill missing defaults into known+prepared for existing casters (gives the affected cleric inflict_wounds + a working healing_word, since her healing_word_spell is a dead alias). - bootstrapGrantStarterPet: one-off L10 pet for an endgame player who never got the morning arrival roll; adds per-round proc damage + deflect. - TestScenario_JosieCasterAid verifies both against a copy of the live DB, incl. idempotency. Also fix a pre-existing wall-clock flake in TestFireBriefings_EventAnchoredActivePlayerDelivers (start_date defaulted to real now, filtering the row out when the suite runs after 06:00 UTC).
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@@ -489,6 +489,14 @@ func (p *AdventurePlugin) handleCombatCastCmd(ctx MessageContext, args string) e
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PlayerHeal: out.PlayerHeal,
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EnemySkip: out.EnemySkip,
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}
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// Concentration AOE damage spells linger: the burst lands this round
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// (EnemyDamage) and the same value re-ticks every round_end after, via
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// the engine's concentration aura. spiritual_weapon already covers the
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// cleric's bonus-action half of the combo; this restores the action half.
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if spell.Concentration &&
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(spell.Effect == EffectDamageAuto || spell.Effect == EffectDamageSave) {
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eff.ConcentrationDmg = out.EnemyDamage
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}
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}
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events, err := runCombatRound(sess, &player, &enemy, PlayerAction{Kind: ActionCast, Effect: eff})
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