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Review follow-up D: unify solo/party close-out effects
Both the solo (finishCombatSession) and party (finishPartyWin/Loss) close-outs carried hand-copied lists of the same terminal effects. Item A drifted exactly there. Hoist the effects into three shared helpers so the lists can't diverge: - applyOwnerWinEffects: kill record + room threat + boss-defeat threat, once through the owner; returns bossOnExpedition. - grantSeatWinXP: near-death calc + XP grant, per seat. - endRunOnLoss: mood event (death only) + run/expedition teardown, shared by the Lost and Fled paths. Player-facing text stays divergent (it legitimately differs) and the roster-size death-on-win rule (item E) is untouched. Pure extract-and-call; full plugin suite green. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -354,28 +354,12 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
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var b strings.Builder
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switch sess.Status {
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case CombatStatusWon:
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recordZoneKillForUser(userID, sess.EnemyID)
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applyRoomCombatThreatForUser(userID, elite)
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// zoneCombatXP only reads PlayerWon + NearDeath off the result.
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nearDeath := sess.PlayerHPMax > 0 && sess.PlayerHP*5 < sess.PlayerHPMax
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tier := 1
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if run != nil {
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tier = int(zone.Tier)
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}
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if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
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if _, err := p.grantDnDXP(userID, xp); err != nil {
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slog.Error("combat: grantDnDXP turn-based", "user", userID, "err", err)
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}
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}
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bossOnExpedition := false
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if !elite {
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// §8.1 — zone boss defeat drops expedition threat. Silent no-op
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// for standalone zone runs (no active expedition).
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if exp, eerr := getActiveExpedition(userID); eerr == nil && exp != nil {
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_ = applyBossDefeatThreat(exp.ID)
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bossOnExpedition = true
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}
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}
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bossOnExpedition := p.applyOwnerWinEffects(userID, sess.EnemyID, elite)
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p.grantSeatWinXP(userID, sess.PlayerHP, sess.PlayerHPMax, monster, tier)
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if line := twinBeeLine(zone.ID, DMCombatEnd, sess.RunID, cadence); line != "" {
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b.WriteString(line + "\n")
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}
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@@ -399,11 +383,7 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
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}
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case CombatStatusLost:
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if run != nil {
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_, _ = applyMoodEvent(sess.RunID, MoodEventPlayerDeath)
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}
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_ = abandonZoneRun(userID)
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forceExtractExpeditionForRunLoss(userID, "combat death")
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endRunOnLoss(userID, sess.RunID, true)
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markAdventureDead(userID, "zone", zone.Display)
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if line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence); line != "" {
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b.WriteString(line + "\n")
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@@ -414,8 +394,7 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
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// Flee = run ends, light penalty: wounds persist (HP already saved),
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// but no death timer. Chosen candidate from the migration plan's
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// open question on flee outcome.
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_ = abandonZoneRun(userID)
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forceExtractExpeditionForRunLoss(userID, "combat flee")
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endRunOnLoss(userID, sess.RunID, false)
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b.WriteString(fmt.Sprintf("🏃 You broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
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default:
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