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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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@@ -239,6 +239,9 @@ func renderEvent(e CombatEvent, playerName, enemyName string, result CombatResul
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case "spirit_weapon_strike":
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return fmt.Sprintf(pickRand(narrativeSpiritWeapon), e.Damage)
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case "concentration_tick":
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return fmt.Sprintf(pickRand(narrativeConcentrationTick), e.Damage)
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case "pet_deflect":
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return pickRand(narrativePetDeflect)
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@@ -536,6 +539,13 @@ var narrativeSpiritWeapon = []string{
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"✨ The spectral blade flickers, then bites. %d damage. It does not tire. It does not blink.",
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}
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var narrativeConcentrationTick = []string{
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"🌀 The lingering aura grinds the enemy down — %d damage. Still humming. Still hungry.",
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"🌀 Your spell hasn't let go: the spirits sweep through again for %d damage.",
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"🌀 The radiant field pulses once more — %d damage. Concentration holds.",
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"🌀 The enemy steps wrong and the standing magic answers, %d damage. It does not move on.",
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}
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var narrativePetDeflect = []string{
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"🐾 Your pet intercepts the blow. Damage halved. Your pet is now your best piece of equipment.",
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"🐾 Your pet pushes you aside at the last second. Impact reduced. You did not ask to be pushed. Results speak for themselves.",
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