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

@@ -8,6 +8,7 @@ import (
"errors"
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
@@ -43,41 +44,34 @@ const (
// reaper sweeps it. Matches the started_at + 1h note in the schema.
const combatSessionTTL = time.Hour
// CombatStatuses is the serialized between-round effect state for a fight: the
// subset of combatState that genuinely persists round-to-round, plus the
// fight-scoped buffs a mid-fight !cast / !consume layers on. Everything here
// round-trips combatState -> Statuses -> combatState across every engine step,
// so a fight resumes from exact mid-state after a suspend or bot restart.
// ActorStatuses is the per-seat half of the persisted effect state: everything
// that belongs to one character rather than to the fight. It mirrors the fields
// of `actor` (combat_engine.go) that must survive a suspend/resume.
//
// All fields are scalar by design — CombatStatuses must stay comparable so the
// The split follows P2's rule. A debuff the enemy stacked onto one character
// (stat_drain / debuff / max_hp_drain), that character's concentration, their
// depleting charges, and their once-per-fight one-shots are all per-actor — a
// party of three carries three independent copies. The enemy's own stance and
// the round cursor are fight-scoped and live on CombatStatuses.
//
// Seat 0's copy is embedded in the session row's statuses_json (see
// CombatStatuses); seats 1+ each get a combat_participant row carrying this
// struct alone. That asymmetry is deliberate: a solo fight writes exactly the
// bytes it wrote before parties existed, and no participant rows at all.
//
// All fields are scalar by design — ActorStatuses must stay comparable so the
// persistence round-trip can be asserted with ==.
type CombatStatuses struct {
// Monster-ability effects — the original between-round persistence set.
PoisonTicks int `json:"poison_ticks,omitempty"`
PoisonDmg int `json:"poison_dmg,omitempty"`
StunPlayer bool `json:"stun_player,omitempty"`
Enraged bool `json:"enraged,omitempty"`
ArmorBroken bool `json:"armor_broken,omitempty"`
ArmorBreakAmt float64 `json:"armor_break_amt,omitempty"`
// EnemySkipNext carries a control-spell skip (Hold Person, Sleep) from the
// player_turn phase it was cast in to the enemy_turn phase that consumes it
// — those phases resolve as separate engine steps with separate in-memory
// combatState, so the flag must survive the commit between them.
EnemySkipNext bool `json:"enemy_skip_next,omitempty"`
type ActorStatuses struct {
// Monster-ability effects landing on this character.
PoisonTicks int `json:"poison_ticks,omitempty"`
PoisonDmg int `json:"poison_dmg,omitempty"`
StunPlayer bool `json:"stun_player,omitempty"`
// TurnIdx is the position within the round's initiative order (see
// turnOrder) of whoever acts next. A solo fight's order is the fixed
// [player, enemy], so TurnIdx mirrors the phase and the field is dead
// weight — omitempty keeps it out of every solo row. Rows written before
// this field existed decode as 0 and are reconciled against Phase on
// resume, so a mid-fight upgrade lands on the right slot.
TurnIdx int `json:"turn_idx,omitempty"`
// Fight-scoped depleting resources — mirror the combatState charges that
// genuinely carry round-to-round. Seeded at fight start (Arcane Ward) or by
// a mid-fight !cast / !consume, restored into combatState on every resume,
// written back on every commit so a depleting charge can't silently reset
// when a fight is suspended and resumed.
// Depleting resources — mirror the actor charges that genuinely carry
// round-to-round. Seeded at fight start (Arcane Ward) or by a mid-fight
// !cast / !consume, restored into the actor on every resume, written back on
// every commit so a depleting charge can't silently reset when a fight is
// suspended and resumed.
WardCharges int `json:"ward_charges,omitempty"`
SporeRounds int `json:"spore_rounds,omitempty"`
ReflectFrac float64 `json:"reflect_frac,omitempty"`
@@ -85,7 +79,7 @@ type CombatStatuses struct {
ArcaneWardHP int `json:"arcane_ward_hp,omitempty"`
HealChargesLeft int `json:"heal_charges_left,omitempty"`
// ConcentrationDmg is the per-round damage of the player's active
// ConcentrationDmg is the per-round damage of this character's active
// concentration AOE (Spirit Guardians, Spike Growth, Call Lightning,
// Flaming Sphere…). A one-shot !cast lands its burst the casting round,
// then this re-ticks the aura at round_end every round until the fight
@@ -105,31 +99,15 @@ type CombatStatuses struct {
AssassinateReroll bool `json:"assassinate_reroll_used,omitempty"`
AssassinateBonus bool `json:"assassinate_bonus_used,omitempty"`
// Slice-3 stateful monster-ability effects — armed by applyAbility, read by
// the shared resolution primitives, round-tripped through combatState so a
// suspended/resumed fight (or a reaper auto-play) keeps the same effect
// state. EnemyEvadeNext is a one-shot; the rest persist for the fight.
EnemyEvadeNext bool `json:"enemy_evade_next,omitempty"`
EnemyBlockUp bool `json:"enemy_block_up,omitempty"`
EnemyAdvantage bool `json:"enemy_advantage,omitempty"`
EnemyRetaliateFrac float64 `json:"enemy_retaliate_frac,omitempty"`
EnemyRegen int `json:"enemy_regen,omitempty"`
EnemySurviveArmed bool `json:"enemy_survive_armed,omitempty"`
PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
MaxHPDrain int `json:"max_hp_drain,omitempty"`
// Debuffs the enemy has stacked onto this character specifically.
PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
MaxHPDrain int `json:"max_hp_drain,omitempty"`
// Slice-4 monster-ability effects — the former flavor-only placeholders.
// EnemyRevealNext is a one-shot; the other three persist for the fight.
EnemySpellResist bool `json:"enemy_spell_resist,omitempty"`
EnemyRevealNext bool `json:"enemy_reveal_next,omitempty"`
EnemyFearImmune bool `json:"enemy_fear_immune,omitempty"`
EnemyAtkBuff int `json:"enemy_atk_buff,omitempty"`
// Persistent stat buffs from mid-fight !cast / !consume, accumulated as
// deltas against the freshly-rebuilt combatant. applySessionBuffs folds
// these back onto the player every round; diffTurnBuff produces them.
// BuffDamageReductMul is multiplicative (0 = none / 1.0 neutral).
// Persistent stat buffs from this character's mid-fight !cast / !consume,
// accumulated as deltas against their freshly-rebuilt combatant.
// applySessionBuffs folds these back on every round; diffTurnBuff produces
// them. BuffDamageReductMul is multiplicative (0 = none / 1.0 neutral).
BuffACBonus int `json:"buff_ac_bonus,omitempty"`
BuffAtkBonus int `json:"buff_atk_bonus,omitempty"`
BuffSpeedBonus int `json:"buff_speed_bonus,omitempty"`
@@ -142,10 +120,65 @@ type CombatStatuses struct {
BuffSpiritDmg int `json:"buff_spirit_dmg,omitempty"`
}
// CombatStatuses is the serialized between-round effect state for a fight: the
// fight-scoped half (the enemy's stance, the round cursor) plus seat 0's
// ActorStatuses, embedded. Everything here round-trips combatState -> Statuses
// -> combatState across every engine step, so a fight resumes from exact
// mid-state after a suspend or bot restart.
//
// ActorStatuses is embedded anonymously and untagged, so it flattens into the
// same one-level JSON object the field list used to produce. Rows written
// before the split decode unchanged, and rows written after are byte-compatible
// with a reader that predates it.
//
// All fields are scalar by design — CombatStatuses must stay comparable so the
// persistence round-trip can be asserted with ==.
type CombatStatuses struct {
// Seat 0's per-character state. Seats 1+ carry their own copy in
// combat_participant rows.
ActorStatuses
Enraged bool `json:"enraged,omitempty"`
ArmorBroken bool `json:"armor_broken,omitempty"`
ArmorBreakAmt float64 `json:"armor_break_amt,omitempty"`
// EnemySkipNext carries a control-spell skip (Hold Person, Sleep) from the
// player_turn phase it was cast in to the enemy_turn phase that consumes it
// — those phases resolve as separate engine steps with separate in-memory
// combatState, so the flag must survive the commit between them. Holding the
// enemy holds it for the whole party, hence fight-scoped.
EnemySkipNext bool `json:"enemy_skip_next,omitempty"`
// TurnIdx is the position within the round's initiative order (see
// turnOrder) of whoever acts next. A solo fight's order is the fixed
// [player, enemy], so TurnIdx mirrors the phase and the field is dead
// weight — omitempty keeps it out of every solo row. Rows written before
// this field existed decode as 0 and are reconciled against Phase on
// resume, so a mid-fight upgrade lands on the right slot.
TurnIdx int `json:"turn_idx,omitempty"`
// Slice-3 stateful monster-ability effects — armed by applyAbility, read by
// the shared resolution primitives, round-tripped through combatState so a
// suspended/resumed fight (or a reaper auto-play) keeps the same effect
// state. EnemyEvadeNext is a one-shot; the rest persist for the fight.
EnemyEvadeNext bool `json:"enemy_evade_next,omitempty"`
EnemyBlockUp bool `json:"enemy_block_up,omitempty"`
EnemyAdvantage bool `json:"enemy_advantage,omitempty"`
EnemyRetaliateFrac float64 `json:"enemy_retaliate_frac,omitempty"`
EnemyRegen int `json:"enemy_regen,omitempty"`
EnemySurviveArmed bool `json:"enemy_survive_armed,omitempty"`
// Slice-4 monster-ability effects — the former flavor-only placeholders.
// EnemyRevealNext is a one-shot; the other three persist for the fight.
EnemySpellResist bool `json:"enemy_spell_resist,omitempty"`
EnemyRevealNext bool `json:"enemy_reveal_next,omitempty"`
EnemyFearImmune bool `json:"enemy_fear_immune,omitempty"`
EnemyAtkBuff int `json:"enemy_atk_buff,omitempty"`
}
// applyBuffDelta folds one resolved buff (the result of a !cast / !consume
// player turn) into the persisted fight-scoped state. Stat components
// player turn) into that character's persisted state. Stat components
// accumulate as deltas; depleting resources add to their running counters.
func (s *CombatStatuses) applyBuffDelta(d turnBuffDelta) {
func (s *ActorStatuses) applyBuffDelta(d turnBuffDelta) {
s.BuffACBonus += d.dAC
s.BuffAtkBonus += d.dAtk
s.BuffSpeedBonus += d.dSpeed
@@ -188,6 +221,17 @@ func seedCombatSessionOneShots(s *CombatSession, playerMods CombatModifiers) boo
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0
}
// CombatParticipant is one party member's seat in a fight, from seat 1 up.
// Seat 0 is the session row itself (UserID / PlayerHP / Statuses.ActorStatuses)
// and never appears here.
type CombatParticipant struct {
Seat int
UserID string
HP int
HPMax int
Statuses ActorStatuses
}
// CombatSession is the in-memory shape of a combat_session row.
type CombatSession struct {
SessionID string
@@ -207,11 +251,48 @@ type CombatSession struct {
StartedAt time.Time
LastActionAt time.Time
ExpiresAt time.Time
// Participants are the party's seats 1..N-1, ordered by seat and contiguous
// (loadCombatParticipants enforces both). Empty for a solo fight — the only
// kind that existed before N3 — so nothing in the solo path allocates or
// queries for it.
Participants []CombatParticipant
// rosterSize mirrors the combat_session.roster_size column as scanned. It
// exists only so a loader can tell "solo, skip the participant query" from
// "party, go fetch the seats" in one round trip. In memory Participants is
// the single source of truth; every write re-derives the column from it.
rosterSize int
}
// IsActive reports whether the fight is still in flight.
func (s *CombatSession) IsActive() bool { return s.Status == CombatStatusActive }
// RosterSize is the number of seated player characters: seat 0 plus the party.
func (s *CombatSession) RosterSize() int { return 1 + len(s.Participants) }
// IsParty reports whether more than one character is seated.
func (s *CombatSession) IsParty() bool { return len(s.Participants) > 0 }
// SeatUserIDs lists every seated member's user id in seat order.
func (s *CombatSession) SeatUserIDs() []string {
out := make([]string, 0, s.RosterSize())
out = append(out, s.UserID)
for _, p := range s.Participants {
out = append(out, p.UserID)
}
return out
}
// actorStatusesForSeat returns the persisted per-character state for a seat.
// Seat 0 reads through to the session's embedded copy.
func (s *CombatSession) actorStatusesForSeat(seat int) ActorStatuses {
if seat == 0 {
return s.Statuses.ActorStatuses
}
return s.Participants[seat-1].Statuses
}
// Errors returned by the combat session layer.
var (
ErrCombatSessionAlreadyActive = errors.New("combat session already active for player")
@@ -224,7 +305,7 @@ const combatSessionCols = `
session_id, user_id, run_id, encounter_id, enemy_id,
round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
statuses_json, turn_log_json, status,
started_at, last_action_at, expires_at`
started_at, last_action_at, expires_at, roster_size`
// newCombatSessionID — 16-char hex token. Same scheme as zone runs / expeditions.
func newCombatSessionID() string {
@@ -296,7 +377,10 @@ func getActiveCombatSession(userID id.UserID) (*CombatSession, error) {
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return s, err
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
// hasActiveCombatSession reports whether the player is currently locked into a
@@ -324,7 +408,10 @@ func getCombatSession(sessionID string) (*CombatSession, error) {
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return s, err
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
// getCombatSessionForEncounter returns the most recent session for a
@@ -341,7 +428,10 @@ func getCombatSessionForEncounter(runID, encounterID string) (*CombatSession, er
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return s, err
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
func scanCombatSession(row scanner) (*CombatSession, error) {
@@ -354,7 +444,7 @@ func scanCombatSession(row scanner) (*CombatSession, error) {
&s.SessionID, &s.UserID, &s.RunID, &s.EncounterID, &s.EnemyID,
&s.Round, &s.Phase, &s.PlayerHP, &s.PlayerHPMax, &s.EnemyHP, &s.EnemyHPMax,
&statusesJSON, &logJSON, &s.Status,
&s.StartedAt, &s.LastActionAt, &s.ExpiresAt,
&s.StartedAt, &s.LastActionAt, &s.ExpiresAt, &s.rosterSize,
); err != nil {
return nil, err
}
@@ -377,32 +467,68 @@ func scanCombatSession(row scanner) (*CombatSession, error) {
// saveCombatSession persists the mutable fields after a state-machine step.
// session_id / user_id / run_id / encounter_id / enemy_id / *_hp_max are
// immutable for a fight's lifetime and are not rewritten.
//
// A party fight also writes back its seats, in the same transaction as the
// session row: a crash between the two would leave seat 0 a round ahead of the
// rest of the roster. The solo path keeps its single unwrapped UPDATE — there
// are no seats to desync from, and it is the path the whole balance corpus and
// every pre-N3 fight take.
//
// roster_size is not rewritten here: insertCombatParticipants stamped it at
// fight start and the roster is fixed for the fight's lifetime (a dead member
// keeps their seat at 0 HP).
func saveCombatSession(s *CombatSession) error {
statusesJSON, _ := json.Marshal(s.Statuses)
logJSON, _ := json.Marshal(s.TurnLog)
now := time.Now().UTC()
if _, err := db.Get().Exec(`
UPDATE combat_session
SET round = ?, phase = ?,
player_hp = ?, enemy_hp = ?,
statuses_json = ?, turn_log_json = ?,
status = ?, last_action_at = ?
WHERE session_id = ?`,
if len(s.Participants) == 0 {
if _, err := db.Get().Exec(saveCombatSessionSQL,
s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
); err != nil {
return err
}
s.LastActionAt = now
return nil
}
tx, err := db.Get().Begin()
if err != nil {
return err
}
defer tx.Rollback()
if _, err := tx.Exec(saveCombatSessionSQL,
s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
); err != nil {
return err
}
if err := saveCombatParticipantsTx(tx, s.SessionID, s.Participants); err != nil {
return err
}
if err := tx.Commit(); err != nil {
return err
}
s.LastActionAt = now
return nil
}
const saveCombatSessionSQL = `
UPDATE combat_session
SET round = ?, phase = ?,
player_hp = ?, enemy_hp = ?,
statuses_json = ?, turn_log_json = ?,
status = ?, last_action_at = ?
WHERE session_id = ?`
// listExpiredCombatSessions returns every active session past its expires_at.
// The timeout reaper (reapExpiredCombatSessions) auto-plays each of these to a
// real win/loss from persisted mid-state — per the 2026-05-13 decision, an
// abandoned fight is finished by the engine, not flatly marked as a retreat.
func listExpiredCombatSessions() ([]*CombatSession, error) {
rows, err := db.Get().Query(`SELECT `+combatSessionCols+`
rows, err := db.Get().Query(`SELECT ` + combatSessionCols + `
FROM combat_session
WHERE status = 'active'
AND expires_at <= CURRENT_TIMESTAMP
@@ -420,9 +546,162 @@ func listExpiredCombatSessions() ([]*CombatSession, error) {
}
out = append(out, s)
}
if err := rows.Err(); err != nil {
return nil, err
}
// Hydrate only after the cursor is closed: a nested query while iterating
// can stall on a single-connection pool.
rows.Close()
for _, s := range out {
if err := hydrateCombatParticipants(s); err != nil {
return nil, err
}
}
return out, nil
}
// ── Party seats (N3/P4) ──────────────────────────────────────────────────────
// hydrateCombatParticipants fills s.Participants for a party session. A solo
// session (roster_size 1, which is every row written before N3) returns
// immediately without touching combat_participant, so the common path stays at
// the single query it has always been.
func hydrateCombatParticipants(s *CombatSession) error {
if s == nil || s.rosterSize <= 1 {
return nil
}
ps, err := loadCombatParticipants(s.SessionID)
if err != nil {
return err
}
if got := 1 + len(ps); got != s.rosterSize {
return fmt.Errorf("combat session %s: roster_size %d but %d seats persisted",
s.SessionID, s.rosterSize, got)
}
s.Participants = ps
return nil
}
// loadCombatParticipants returns seats 1..N-1 in seat order, verifying that the
// seats are contiguous from 1. The engine indexes the roster positionally, so a
// gap would silently shift every member down a seat — better to fail the load.
func loadCombatParticipants(sessionID string) ([]CombatParticipant, error) {
rows, err := db.Get().Query(`
SELECT seat, user_id, hp, hp_max, statuses_json
FROM combat_participant
WHERE session_id = ?
ORDER BY seat ASC`, sessionID)
if err != nil {
return nil, err
}
defer rows.Close()
var out []CombatParticipant
for rows.Next() {
var (
p CombatParticipant
statusesJSON string
)
if err := rows.Scan(&p.Seat, &p.UserID, &p.HP, &p.HPMax, &statusesJSON); err != nil {
return nil, err
}
if statusesJSON != "" {
if err := json.Unmarshal([]byte(statusesJSON), &p.Statuses); err != nil {
return nil, fmt.Errorf("decode participant statuses (seat %d): %w", p.Seat, err)
}
}
if want := len(out) + 1; p.Seat != want {
return nil, fmt.Errorf("combat session %s: seat %d out of order (want %d)",
sessionID, p.Seat, want)
}
out = append(out, p)
}
return out, rows.Err()
}
// insertCombatParticipants seats the party at fight start and stamps
// roster_size so later loads know to come back for them. Seat 0 is the session
// row's own user and is not written here; callers pass seats 1..N-1.
func insertCombatParticipants(sessionID string, ps []CombatParticipant) error {
if len(ps) == 0 {
return nil
}
tx, err := db.Get().Begin()
if err != nil {
return err
}
defer tx.Rollback()
for _, p := range ps {
statusesJSON, _ := json.Marshal(p.Statuses)
if _, err := tx.Exec(`
INSERT INTO combat_participant (session_id, seat, user_id, hp, hp_max, statuses_json)
VALUES (?, ?, ?, ?, ?, ?)`,
sessionID, p.Seat, p.UserID, p.HP, p.HPMax, string(statusesJSON),
); err != nil {
return fmt.Errorf("insert participant seat %d: %w", p.Seat, err)
}
}
if _, err := tx.Exec(
`UPDATE combat_session SET roster_size = ? WHERE session_id = ?`,
1+len(ps), sessionID,
); err != nil {
return fmt.Errorf("stamp roster_size: %w", err)
}
return tx.Commit()
}
// saveCombatParticipantsTx writes back the mutable half of every seat after an
// engine step. session_id / seat / user_id / hp_max are immutable for a fight's
// lifetime and are not rewritten. It runs inside the caller's transaction so
// the seats commit together with the session row that indexes them.
func saveCombatParticipantsTx(tx *sql.Tx, sessionID string, ps []CombatParticipant) error {
for _, p := range ps {
statusesJSON, _ := json.Marshal(p.Statuses)
if _, err := tx.Exec(`
UPDATE combat_participant
SET hp = ?, statuses_json = ?
WHERE session_id = ? AND seat = ?`,
p.HP, string(statusesJSON), sessionID, p.Seat,
); err != nil {
return fmt.Errorf("save participant seat %d: %w", p.Seat, err)
}
}
return nil
}
// getActiveCombatSessionForMember finds the in-flight fight a player is seated
// in at seat 1+, i.e. the one their own user_id does not key. Seat 0's fight is
// getActiveCombatSession's job; this is the party-member equivalent, and it
// returns (nil, nil) when there is none.
func getActiveCombatSessionForMember(userID id.UserID) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+prefixCols("cs", combatSessionCols)+`
FROM combat_session cs
JOIN combat_participant cp ON cp.session_id = cs.session_id
WHERE cp.user_id = ? AND cs.status = 'active'
ORDER BY cs.started_at DESC
LIMIT 1`, string(userID))
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
// prefixCols qualifies every column in a SELECT list with a table alias, so the
// shared combatSessionCols can be reused inside a join without ambiguity on the
// columns both tables carry (session_id, user_id, statuses_json).
func prefixCols(alias, cols string) string {
fields := strings.Split(cols, ",")
for i, f := range fields {
fields[i] = alias + "." + strings.TrimSpace(f)
}
return strings.Join(fields, ", ")
}
// markCombatSessionExpired is the fallback terminal outcome for a stale session
// the reaper cannot auto-play (zone run gone, enemy missing from the bestiary,
// or a runaway fight that won't converge). It parks the row in 'expired'/'over'