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Review follow-ups A + B: armed abilities survive the fight, supply pool serialized
A. An armed ability lasted one round of a turn-based fight.
buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.
Split arming into its two halves:
consumeArmedAbility(c) mutates: disarms, saves, returns the id. Once,
at fight start.
applyAbilityByID(c, id, mods) pure: no DB write, no disarm. Safe on every
rebuild. (No ability's Apply writes to the
character, so this really is pure.)
armAbilityForFight(c, mods) consume + apply, for the auto-resolve callers
that build and fight in one breath.
buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.
The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.
Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.
B. Six unlocked read-modify-writes against the shared supply pool.
updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.
All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.
Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
@@ -10,6 +10,30 @@ import (
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"maunium.net/go/mautrix/id"
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)
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// postCombatBookkeeping is the close-out every fight owes its character,
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// whatever surface it was fought on: achievements, and the subclass state that
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// outlives the fight (Berserker exhaustion, Grim Harvest's kill-heal).
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//
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// It exists because there are four close-outs — two auto-resolve
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// (runDungeonCombat, runZoneCombatRoster) and two turn-based
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// (finishCombatSession, finishPartyCombatSession) — and for a long time only
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// the auto-resolve pair ran any of this. The same Elite kill therefore paid out
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// differently depending on whether the player let it auto-resolve or fought it
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// a round at a time. Route all four through here and the divergence cannot
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// silently reopen.
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//
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// raged is whether the character's Berserker rage was active for this fight;
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// mods carries the fight-start modifiers Grim Harvest reads. HP persistence is
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// NOT done here — the turn-based paths already own their own HP writes.
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func (p *AdventurePlugin) postCombatBookkeeping(
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userID id.UserID, dndChar *DnDCharacter, raged bool, result CombatResult, mods CombatModifiers,
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) {
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p.grantCombatAchievements(userID, result)
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if err := persistDnDPostCombatSubclass(dndChar, raged, result, mods); err != nil {
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slog.Error("dnd: post-combat subclass persist", "user", userID, "err", err)
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}
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}
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// grantCombatAchievements checks combat results for achievement-worthy moments.
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func (p *AdventurePlugin) grantCombatAchievements(userID id.UserID, result CombatResult) {
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if p.achievements == nil {
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@@ -87,7 +111,7 @@ func (p *AdventurePlugin) runDungeonCombat(
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applySubclassPassives(&playerStats, &playerMods, dndChar)
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applyMagicItemEffects(&playerStats, &playerMods, userID)
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trySimAutoArm(dndChar)
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if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
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if firedName, fired := armAbilityForFight(dndChar, &playerMods); fired {
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slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
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}
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applyDnDDungeonMonsterLayer(&enemyStats, loc.Tier)
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@@ -129,12 +153,8 @@ func (p *AdventurePlugin) runDungeonCombat(
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// until a player-driven use command lands.
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consumeFiredHealingItems(userID, countHealEventsFired(result))
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p.grantCombatAchievements(userID, result)
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persistDnDHPAfterCombat(userID, result.PlayerEndHP)
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if err := persistDnDPostCombatSubclass(dndChar, playerMods.BerserkerRage, result, playerMods); err != nil {
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slog.Error("dnd: post-combat subclass persist (dungeon)", "user", userID, "err", err)
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}
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p.postCombatBookkeeping(userID, dndChar, playerMods.BerserkerRage, result, playerMods)
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if xp := dungeonCombatXP(result, loc.Tier); xp > 0 {
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if _, err := p.grantDnDXP(userID, xp); err != nil {
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