N3/P4: give every seat a row of its own

The turn engine seats a party since P3, but only seat 0 survived a
suspend: seats 1+ reopened from their Mods on every step, rearming their
once-per-fight one-shots -- a party Halfling rerolled a nat 1 every round.

Split CombatStatuses into the fight-scoped half (the enemy's stance, the
round cursor) and the per-character half, ActorStatuses. The embed is
anonymous and untagged, so statuses_json stays the same flat object it
always was and every in-flight prod row decodes unchanged.

Seat 0 keeps living on combat_session. Seats 1+ get combat_participant
rows. That asymmetry is the point: a solo fight -- which is every fight
that has ever run, and the whole balance corpus -- writes exactly the
bytes it wrote before, and no participant rows at all. roster_size
guards the read, so the solo loader never issues the second query.

Parties commit their seats in the same transaction as the session row;
solo keeps its single unwrapped UPDATE.

expedition_party is the co-op roster. No party_id on dnd_expedition:
expedition_id already identifies the party, and a second key would be a
second answer to "who is in this party". Absent means solo, in both new
tables, so neither needs a bootstrap backfill.

The combat characterization golden is byte-identical.

Also seeds and re-powers the two statistical subclass tests. They drew
from the package-global RNG, so their verdict depended on how much
randomness every test declared before them happened to consume -- which
is why they flaked on a clean tree. Sweeping 40 seeds: Precision Attack
had a mean margin of +127 wins against a +50 threshold but a worst case
of -42, and Assassinate averaged +12.8 with two seeds outright negative.
Both effects are real; the trial counts were too low to see them. Seeded,
and raised to 24000/6000 trials, where all 40 seeds clear.
This commit is contained in:
prosolis
2026-07-09 21:23:35 -07:00
parent ec614e84f1
commit d7d0230223
9 changed files with 1464 additions and 157 deletions

View File

@@ -352,6 +352,11 @@ func runMigrations(d *sql.DB) error {
// DEFAULT 0 is wrong for in-flight rows — bootstrapRoomsTraversed
// backfills them from visited_nodes.
`ALTER TABLE dnd_zone_run ADD COLUMN rooms_traversed INTEGER NOT NULL DEFAULT 0`,
// N3/P4 party combat. Every pre-existing fight is solo, and solo is
// exactly roster_size 1, so the DEFAULT is the correct value for every
// row and no bootstrap backfill is needed. The column is a read guard:
// loadCombatParticipants is skipped entirely when it reads 1.
`ALTER TABLE combat_session ADD COLUMN roster_size INTEGER NOT NULL DEFAULT 1`,
}
for _, stmt := range columnMigrations {
if _, err := d.Exec(stmt); err != nil {
@@ -2080,12 +2085,63 @@ CREATE TABLE IF NOT EXISTS combat_session (
status TEXT NOT NULL DEFAULT 'active', -- active|won|lost|fled|expired
started_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
last_action_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
expires_at DATETIME NOT NULL
expires_at DATETIME NOT NULL,
-- N3/P4: seated player characters, seat 0 (this row) included. 1 == solo,
-- which is what every pre-N3 row is, so the DEFAULT needs no backfill. Read
-- as a guard: only a roster_size > 1 makes the loader touch
-- combat_participant, keeping the solo fight at one query.
roster_size INTEGER NOT NULL DEFAULT 1
);
CREATE INDEX IF NOT EXISTS idx_combat_session_active
ON combat_session(user_id, status);
CREATE INDEX IF NOT EXISTS idx_combat_session_expiry
ON combat_session(status, expires_at);
-- ── N3/P4 — party combat: the seats a session row cannot hold ─────────────
-- One row per party member from seat 1 up. Seat 0 is the session's own
-- user_id/player_hp/statuses_json, so a solo fight writes no rows here and
-- reads none: absent == solo, which is why this table needs no backfill.
--
-- seat: index into the combat roster. 1..N-1; seat 0 is the session.
-- hp / hp_max: this member's live pool. Seat 0's lives on combat_session.
-- statuses_json: serialized ActorStatuses — the per-character half of the
-- effect state (their concentration, their debuffs, their
-- once-per-fight one-shots). The enemy's stance and the round
-- cursor are fight-scoped and stay on combat_session.
CREATE TABLE IF NOT EXISTS combat_participant (
session_id TEXT NOT NULL,
seat INTEGER NOT NULL,
user_id TEXT NOT NULL,
hp INTEGER NOT NULL,
hp_max INTEGER NOT NULL,
statuses_json TEXT NOT NULL DEFAULT '{}',
PRIMARY KEY (session_id, seat)
);
CREATE INDEX IF NOT EXISTS idx_combat_participant_user
ON combat_participant(user_id);
-- ── N3/P4 — expedition parties ────────────────────────────────────────────
-- Membership for a co-op expedition. The leader's dnd_expedition row stays
-- the single source of truth for the shared clock, threat, and supply pool;
-- members reference it through here rather than owning a row of their own.
-- A solo expedition has no rows: absent == solo, so no backfill is needed.
--
-- There is deliberately no party_id on dnd_expedition. The expedition_id is
-- already the party's identity, and a second key would be a second source of
-- truth for "who is in this party" that could disagree with this table.
--
-- role: 'leader' | 'member'. Exactly one leader per expedition, matching
-- dnd_expedition.user_id; enforced in code, not by constraint (the
-- same discipline combat_session uses for one-active-per-user).
CREATE TABLE IF NOT EXISTS expedition_party (
expedition_id TEXT NOT NULL,
user_id TEXT NOT NULL,
role TEXT NOT NULL DEFAULT 'member',
joined_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (expedition_id, user_id)
);
CREATE INDEX IF NOT EXISTS idx_expedition_party_user
ON expedition_party(user_id);
`
// SeedSchedulerDefaults inserts default scheduler jobs if they don't exist.