Combat: implement stateful monster ability effects

Slice 3 of the bestiary SRD upgrade: the monster abilities that need
per-fight state (evade, block, advantage, retaliate, regenerate,
survive_at_1, stat_drain, debuff, max_hp_drain). applyAbility arms
combatState flags that the shared resolution primitives read, so both
the auto-resolve and turn-based engines honor them; the turn-based
engine round-trips them through CombatStatuses so a suspended fight
resumes from exact mid-state. New branches are guarded by zero-valued
state so the auto-resolve characterization golden is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-14 08:32:13 -07:00
parent f1aa9981f8
commit e629f8fd4d
6 changed files with 468 additions and 18 deletions

View File

@@ -144,6 +144,94 @@ func TestApplyAbility_Slice2Effects(t *testing.T) {
}
}
// TestApplyAbility_Slice3Effects covers the stateful monster-ability effects:
// applyAbility arms a combatState flag/counter (and emits an announcement for
// all but evade), and the shared resolution primitives read that state.
func TestApplyAbility_Slice3Effects(t *testing.T) {
newState := func(playerHP, enemyHP int) (*combatState, Combatant, Combatant) {
st := &combatState{
playerHP: playerHP, enemyHP: enemyHP, round: 1,
rng: rand.New(rand.NewPCG(9, 9)),
}
return st, basePlayer(), baseEnemy()
}
phase := &turnCombatPhase
res := &CombatResult{}
// Each effect arms its combatState field and (except evade) announces itself.
st, pl, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Scurry", Effect: "evade"}
applyAbility(st, &pl, &en, phase, res)
if !st.enemyEvadeNext || len(st.events) != 0 {
t.Errorf("evade: want enemyEvadeNext set and no event, got flag=%v events=%d", st.enemyEvadeNext, len(st.events))
}
armChecks := []struct {
effect string
armed func(*combatState) bool
}{
{"block", func(s *combatState) bool { return s.enemyBlockUp }},
{"advantage", func(s *combatState) bool { return s.enemyAdvantage }},
{"retaliate", func(s *combatState) bool { return s.enemyRetaliateFrac > 0 }},
{"regenerate", func(s *combatState) bool { return s.enemyRegen > 0 }},
{"survive_at_1", func(s *combatState) bool { return s.enemySurviveArmed }},
{"stat_drain", func(s *combatState) bool { return s.playerAtkDrain > 0 }},
{"debuff", func(s *combatState) bool { return s.playerACDebuff > 0 }},
}
for _, c := range armChecks {
st, pl, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Test " + c.effect, Effect: c.effect}
if applyAbility(st, &pl, &en, phase, res) {
t.Errorf("%s: should not down a full-HP player", c.effect)
}
if !c.armed(st) {
t.Errorf("%s: combatState flag not armed", c.effect)
}
if len(st.events) != 1 {
t.Errorf("%s: want one announcement event, got %d", c.effect, len(st.events))
}
}
// max_hp_drain lowers effective MaxHP and deals that much immediate damage.
stD, plD, enD := newState(100, 60)
enD.Ability = &MonsterAbility{Name: "Corrupting Touch", Effect: "max_hp_drain"}
applyAbility(stD, &plD, &enD, phase, res)
if stD.maxHPDrain <= 0 || stD.playerHP != 100-stD.maxHPDrain {
t.Errorf("max_hp_drain: drain=%d playerHP=%d, want playerHP = 100-drain", stD.maxHPDrain, stD.playerHP)
}
// enemyDown lets survive_at_1 cheat death exactly once.
stS := &combatState{enemyHP: 0, enemySurviveArmed: true}
if enemyDown(stS, "Duel") {
t.Error("survive_at_1: armed enemy at 0 HP should not be down")
}
if stS.enemyHP != 1 || stS.enemySurviveArmed {
t.Errorf("survive_at_1: want enemyHP=1 and flag cleared, got hp=%d armed=%v", stS.enemyHP, stS.enemySurviveArmed)
}
stS.enemyHP = 0
if !enemyDown(stS, "Duel") {
t.Error("survive_at_1: second drop to 0 should be lethal (one-shot spent)")
}
// evade is consumed by the next player weapon attack — a guaranteed miss.
stE, plE, enE := newState(100, 60)
stE.enemyEvadeNext = true
if resolvePlayerAttack(stE, &plE, &enE, phase, res) {
t.Error("evade: a whiffed attack should not end the fight")
}
if stE.enemyEvadeNext || stE.enemyHP != 60 {
t.Errorf("evade: want flag cleared and enemyHP unchanged, got flag=%v hp=%d", stE.enemyEvadeNext, stE.enemyHP)
}
// retaliate reflects a fraction of every player hit back at the player.
stR, plR, enR := newState(100, 60)
stR.enemyRetaliateFrac = 0.5
resolvePlayerAttack(stR, &plR, &enR, phase, res)
if stR.playerHP >= 100 {
t.Errorf("retaliate: player HP = %d, want < 100 (reflected damage)", stR.playerHP)
}
}
// TestTurnEngine_Multiattack drives a single enemy_turn and confirms a
// registered multiattack creature resolves one attack roll per profile entry,
// while an unregistered creature still resolves exactly one.

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@@ -469,7 +469,7 @@ func combatDegradation(result CombatResult, equip map[EquipmentSlot]*AdvEquipmen
damage[SlotHelmet] += 1 + rand.IntN(2)
case ev.Actor == "enemy" && ev.Action == "cleave":
damage[SlotArmor] += 2 + rand.IntN(3)
case ev.Actor == "enemy" && (ev.Action == "bonus_damage" || ev.Action == "aoe" || ev.Action == "execute"):
case ev.Actor == "enemy" && (ev.Action == "bonus_damage" || ev.Action == "aoe" || ev.Action == "execute" || ev.Action == "retaliate" || ev.Action == "max_hp_drain"):
damage[SlotArmor] += 1 + rand.IntN(2)
case ev.Actor == "enemy" && ev.Action == "lifesteal":
damage[SlotArmor] += 1 + rand.IntN(2)

View File

@@ -200,8 +200,11 @@ type MonsterAbility struct {
// Effect — the mechanic the ability applies. Implemented in applyAbility:
// stand-in attacks (cleave, lifesteal); riders on the normal attack (poison,
// enrage, armor_break, stun, bonus_damage, aoe, aoe_fire, death_aoe, execute,
// self_heal); flavor-only placeholders pending per-fight state (spell_resist,
// reveal_action, fear_immune, ally_buff). Anything else is a silent no-op.
// self_heal, max_hp_drain); stateful effects armed here and read by the
// shared resolution primitives (evade, block, advantage, retaliate,
// regenerate, survive_at_1, stat_drain, debuff); flavor-only placeholders
// (spell_resist, reveal_action, fear_immune, ally_buff). Anything else is a
// silent no-op.
Effect string
}
@@ -284,6 +287,20 @@ type combatState struct {
// Phase 10 SUB2b — Abjuration Arcane Ward HP buffer.
arcaneWardHP int
// Phase 13 bestiary slice 3 — stateful monster-ability effects. Each is
// armed by applyAbility and read by the shared resolution primitives, so
// both engines honour them; the turn-based engine additionally round-trips
// them through CombatStatuses so they survive a suspend/resume.
enemyEvadeNext bool // evade: next player weapon attack auto-misses
enemyBlockUp bool // block: enemy holds a parry stance (~50% block on player hits)
enemyAdvantage bool // advantage: enemy rolls its attacks with advantage
enemyRetaliateFrac float64 // retaliate: fraction of a player hit reflected back
enemyRegen int // regenerate: enemy heals this much each round end
enemySurviveArmed bool // survive_at_1: enemy cheats death once, dropping to 1 HP
playerAtkDrain int // stat_drain: flat reduction to the player's hit damage
playerACDebuff int // debuff: flat reduction to the player's effective AC
maxHPDrain int // max_hp_drain: reduction to the player's effective MaxHP
round int
events []CombatEvent
@@ -557,7 +574,7 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_attack",
Damage: petDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.enemyHP <= 0 {
if enemyDown(st, phaseName) {
return true
}
}
@@ -565,7 +582,7 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
// Misty heal
if player.Mods.MistyHealProc > 0 && st.randFloat() < player.Mods.MistyHealProc {
healAmt := player.Mods.MistyHealAmt
st.playerHP = min(player.Stats.MaxHP, st.playerHP+healAmt)
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
result.MistyHealed = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
@@ -585,13 +602,23 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
st.playerHP > 0 && st.playerHP*5 < player.Stats.MaxHP*3 {
st.healChargesLeft--
healAmt := player.Mods.HealItem
st.playerHP = min(player.Stats.MaxHP, st.playerHP+healAmt)
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "heal_item",
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
// Regenerate (monster ability): the enemy knits its wounds at the close of
// every round once the ability has armed st.enemyRegen.
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < enemy.Stats.MaxHP {
st.enemyHP = min(enemy.Stats.MaxHP, st.enemyHP+st.enemyRegen)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "regen_tick",
Damage: st.enemyRegen, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
return false
}
@@ -613,6 +640,17 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
return false
}
// Evade (monster ability): the enemy slipped out of reach — this swing
// finds nothing. Consumed here, armed by applyAbility's "evade" case.
if st.enemyEvadeNext {
st.enemyEvadeNext = false
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "evade",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
return false
}
// Orc Rage: trigger on the first attack after dropping below 50% HP.
// Use HP*2 < MaxHP rather than HP < MaxHP/2 so the threshold is exact
// regardless of MaxHP parity (avoids per-character drift on odd MaxHP).
@@ -701,7 +739,19 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
enemy.Stats.Defense, phase.DefenseWeight, enemy.Mods.DamageReduct)
}
// Stat drain (monster ability): the player's strength has been sapped — a
// flat, accumulating reduction to the damage every hit deals.
if st.playerAtkDrain > 0 {
dmg = max(1, dmg-st.playerAtkDrain)
}
blocked := enemy.Stats.BlockRate > 0 && st.randFloat() < enemy.Stats.BlockRate
// Parry stance (monster ability): an enemy holding a block stance rolls a
// further ~50% chance to halve the hit. Guarded by enemyBlockUp so the
// extra randFloat is only drawn once the ability has actually fired.
if !blocked && st.enemyBlockUp && st.randFloat() < 0.5 {
blocked = true
}
if blocked {
dmg = max(1, dmg/2)
}
@@ -714,7 +764,23 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Roll: roll, RollAgainst: enemy.Stats.AC, Desc: desc,
})
return st.enemyHP <= 0
// Retaliate (monster ability): a damaging aura reflects a fraction of the
// hit straight back. Resolved per player hit; can drop the player, so this
// path can return true with the enemy still standing — callers disambiguate
// the outcome by inspecting HP (see stepPlayerTurn).
if st.enemyRetaliateFrac > 0 {
retal := max(1, int(float64(dmg)*st.enemyRetaliateFrac))
st.playerHP = max(0, st.playerHP-retal)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "retaliate",
Damage: retal, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.playerHP <= 0 && !trySave(st, player, phaseName) {
return true
}
}
return enemyDown(st, phaseName)
}
// resolveEnemyAttack — enemy rolls d20 + AttackBonus vs player AC.
@@ -744,11 +810,27 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
}
roll := 1 + st.roll(20)
// Advantage (monster ability): the enemy rolls a second d20 and keeps the
// better. Guarded by enemyAdvantage so the extra roll is only drawn once the
// ability has fired.
if st.enemyAdvantage {
if alt := 1 + st.roll(20); alt > roll {
roll = alt
}
}
isFumble := roll == 1
isNat20 := roll == 20
total := roll + effectiveAttackBonus(enemy.Stats)
if !attackConnects(roll, total, player.Stats.AC, 20) {
// Debuff (monster ability): a flat, accumulating reduction to the player's
// effective AC, so the enemy's attacks land more often. Floored at 1.
// Guarded so an undebuffed player's AC passes through untouched.
targetAC := player.Stats.AC
if st.playerACDebuff > 0 {
targetAC = max(1, player.Stats.AC-st.playerACDebuff)
}
if !attackConnects(roll, total, targetAC, 20) {
desc := ""
if isFumble {
desc = "fumble"
@@ -756,7 +838,7 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "miss",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Roll: roll, RollAgainst: player.Stats.AC, Desc: desc,
Roll: roll, RollAgainst: targetAC, Desc: desc,
})
return false
}
@@ -831,7 +913,7 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: action,
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Roll: roll, RollAgainst: player.Stats.AC,
Roll: roll, RollAgainst: targetAC,
})
if st.reflectFrac > 0 {
@@ -842,7 +924,7 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "reflect_damage",
Damage: reflected, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.enemyHP <= 0 {
if enemyDown(st, phaseName) {
return true
}
}
@@ -1008,6 +1090,108 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
Damage: heal, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
case "evade":
// The enemy slips out of reach — its next-attacked-against weapon swing
// finds nothing. The flag is consumed (and the event emitted) by
// resolvePlayerAttack, so a fight log between here and there reads as the
// enemy turning evasive and the strike whiffing on the following beat.
st.enemyEvadeNext = true
case "block":
// The enemy settles into a parry stance for the rest of the fight: every
// player hit from here on rolls a ~50% chance to be halved (on top of any
// innate BlockRate). resolvePlayerAttack reads st.enemyBlockUp.
if !st.enemyBlockUp {
st.enemyBlockUp = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "parry_stance",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
case "advantage":
// The enemy gains the upper hand — it rolls its attacks with advantage
// (best of two d20s) for the rest of the fight. resolveEnemyAttack reads
// st.enemyAdvantage.
if !st.enemyAdvantage {
st.enemyAdvantage = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "advantage",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
case "retaliate":
// A damaging aura: from now on a fraction of every player hit is reflected
// straight back. resolvePlayerAttack applies the reflected damage per hit.
if st.enemyRetaliateFrac < 0.5 {
st.enemyRetaliateFrac = 0.5
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "retaliate_aura",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
case "regenerate":
// The enemy starts knitting its wounds every round. The actual healing
// ticks in the round_end phase (turn-based) / round start (auto-resolve);
// here we just arm it.
if st.enemyRegen == 0 {
st.enemyRegen = max(1, enemy.Stats.MaxHP/12)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "regenerate",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
case "survive_at_1":
// The enemy cheats death once: the next blow that would drop it to 0
// leaves it at 1 HP instead (see enemyDown). Arm it the first time the
// ability procs; it stays armed until spent.
if !st.enemySurviveArmed {
st.enemySurviveArmed = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "survive_armed",
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
case "stat_drain":
// Saps the player's strength — a flat, accumulating reduction to the
// damage their hits deal. Capped so a long fight can't zero them out.
drain := 2 + st.roll(3)
st.playerAtkDrain = min(12, st.playerAtkDrain+drain)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "stat_drain",
Damage: drain, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
case "debuff":
// Fouls the player's defence — a flat, accumulating reduction to their
// effective AC, so the enemy's attacks land more often. Capped.
drain := 1 + st.roll(2)
st.playerACDebuff = min(6, st.playerACDebuff+drain)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "debuff",
Damage: drain, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
case "max_hp_drain":
// Drains life force: lowers the player's effective MaxHP and deals that
// much immediate damage (the drain hits current HP too). Effective MaxHP
// is floored at 1 via the accumulating cap.
headroom := max(0, player.Stats.MaxHP-1-st.maxHPDrain)
drain := min(headroom, player.Stats.MaxHP/10+st.roll(max(1, player.Stats.MaxHP/20)))
st.maxHPDrain += drain
st.playerHP = max(0, st.playerHP-drain)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "max_hp_drain",
Damage: drain, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.playerHP <= 0 {
return !trySave(st, player, phaseName)
}
case "spell_resist", "reveal_action", "fear_immune", "ally_buff":
// Slice-2 placeholder: no mechanical effect yet (these need persistent
// per-fight state, deferred to the next slice), but the ability still
@@ -1067,6 +1251,36 @@ func playerDefense(player *Combatant, st *combatState) int {
return def
}
// effPlayerMaxHP is the player's MaxHP after any max_hp_drain monster ability,
// floored at 1. Heal clamps use this so a drained player can't be topped back
// up past the lowered ceiling. With no drain (every characterization scenario)
// it returns player.Stats.MaxHP unchanged.
func effPlayerMaxHP(player *Combatant, st *combatState) int {
return max(1, player.Stats.MaxHP-st.maxHPDrain)
}
// enemyDown reports whether the enemy is actually dead. It is the single choke
// point every "did this drop the enemy" check routes through, so the
// survive_at_1 ability can cheat death exactly once: an armed enemy at/below 0
// HP is restored to 1, the flag is spent, and the fight continues. With no
// ability armed (every auto-resolve characterization scenario), this is a plain
// st.enemyHP <= 0 with no side effects.
func enemyDown(st *combatState, phaseName string) bool {
if st.enemyHP > 0 {
return false
}
if st.enemySurviveArmed {
st.enemySurviveArmed = false
st.enemyHP = 1
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "survive_at_1",
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
return false
}
return true
}
func trySave(st *combatState, player *Combatant, phaseName string) bool {
if player.Mods.DeathSave && !st.deathSaveUsed {
st.deathSaveUsed = true

View File

@@ -306,6 +306,32 @@ func renderEvent(e CombatEvent, playerName, enemyName string, result CombatResul
case "ability_flavor":
return pickRand(narrativeAbilityFlavor)
// Monster abilities — slice 3 stateful effects
case "evade":
return pickRand(narrativeEvade)
case "parry_stance":
return pickRand(narrativeParryStance)
case "advantage":
return pickRand(narrativeAdvantage)
case "retaliate_aura":
return pickRand(narrativeRetaliateAura)
case "retaliate":
return fmt.Sprintf(pickRand(narrativeRetaliate), e.Damage)
case "regenerate":
return pickRand(narrativeRegenerate)
case "regen_tick":
return fmt.Sprintf(pickRand(narrativeRegenTick), e.Damage)
case "survive_armed":
return pickRand(narrativeSurviveArmed)
case "survive_at_1":
return pickRand(narrativeSurvive)
case "stat_drain":
return pickRand(narrativeStatDrain)
case "debuff":
return pickRand(narrativeDebuff)
case "max_hp_drain":
return fmt.Sprintf(pickRand(narrativeMaxHPDrain), e.Damage)
case "timeout":
return pickRand(narrativeTimeout)
@@ -645,6 +671,78 @@ var narrativeAbilityFlavor = []string{
"🌀 The enemy invokes a power you can't quite read. File it under 'concerning'.",
}
var narrativeEvade = []string{
"💨 Your strike lands on nothing — the enemy was never quite where it looked.",
"💨 The enemy slips the blow. Your weapon finds only the air it left behind.",
"💨 A clean swing, a clean miss. The enemy ghosts aside at the last instant.",
}
var narrativeParryStance = []string{
"🛡️ The enemy settles into a tight defensive guard. Hits are going to come harder now.",
"🛡️ The enemy raises its guard and *means* it — every blow from here will have to earn it.",
"🛡️ The enemy shifts its stance, weapon angled to turn your strikes aside.",
}
var narrativeAdvantage = []string{
"🎯 The enemy reads your rhythm. Its strikes start coming with unsettling certainty.",
"🎯 Something clicks for the enemy — it's anticipating you now, and it shows.",
"🎯 The enemy presses an advantage you can't quite see. Its aim has sharpened.",
}
var narrativeRetaliateAura = []string{
"🔥 The enemy flares with a punishing aura. Hitting it is about to cost you.",
"🔥 A searing field wraps the enemy — every blow you land will bite back.",
"🔥 The enemy wreathes itself in retaliation. Strike it and you share the pain.",
}
var narrativeRetaliate = []string{
"🔥 The enemy's aura lashes back — %d damage for the privilege of hitting it.",
"🔥 Your strike lands, and the recoil burns. %d damage bounces straight back into you.",
"🔥 %d damage reflected. The enemy made you pay for that hit in real time.",
}
var narrativeRegenerate = []string{
"♻️ The enemy's wounds begin to close on their own. This just got slower.",
"♻️ Torn flesh knits and seals. The enemy has started regenerating.",
"♻️ The enemy's body refuses to stay damaged — it's healing between blows now.",
}
var narrativeRegenTick = []string{
"♻️ The enemy mends another %d HP. The damage you're doing keeps un-doing itself.",
"♻️ +%d HP for the enemy as its wounds seal over. Frustrating.",
"♻️ The enemy claws back %d HP. You'll have to out-pace the regeneration.",
}
var narrativeSurviveArmed = []string{
"🕯️ The enemy refuses the idea of dying. Something keeps it on its feet past where it should fall.",
"🕯️ A grim resilience settles over the enemy — it will not go down easy.",
"🕯️ The enemy digs in. Whatever's holding it together, it isn't ready to let go.",
}
var narrativeSurvive = []string{
"🕯️ The killing blow lands clean — and the enemy *stays standing* at 1 HP. Unbelievable.",
"🕯️ That should have ended it. The enemy clings to a single point of HP through sheer spite.",
"🕯️ The enemy by all rights should be down. It is, instead, very barely up.",
}
var narrativeStatDrain = []string{
"🩸 The enemy saps your strength — your swings feel heavier, weaker. (-%d hit damage)",
"🩸 Something drains out of your limbs. Your hits won't bite as deep now. (-%d damage)",
"🩸 The enemy leeches your vigour. -%d damage on every strike from here.",
}
var narrativeDebuff = []string{
"😖 The enemy fouls your footing — your guard slips. (-%d AC)",
"😖 A wave of something sickly rolls over you. Harder to defend now. (-%d AC)",
"😖 The enemy's effect frays your defence. -%d AC, and their hits will notice.",
}
var narrativeMaxHPDrain = []string{
"☠️ The enemy drains your life force — %d HP gone, and your maximum drops with it.",
"☠️ Something cold pulls %d HP out of you and won't give it back. Your ceiling just fell.",
"☠️ %d HP siphoned away, max and all. There's less of you to work with now.",
}
// Outcome flavor
var narrativeNearDeathWin = []string{
"You survived by the skin of your teeth. Barely standing. The healers are on standby.",

View File

@@ -96,6 +96,20 @@ 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"`
// 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.

View File

@@ -133,7 +133,18 @@ func resumeTurnEngine(sess *CombatSession, player, enemy *Combatant, rng *rand.R
firstAttackBonusUsed: sess.Statuses.FirstAtkBonusUsed,
assassinateRerollUsed: sess.Statuses.AssassinateReroll,
assassinateBonusUsed: sess.Statuses.AssassinateBonus,
rng: rng,
// Slice-3 stateful monster-ability effects — armed by applyAbility,
// round-tripped here so they survive a suspend/resume or reaper auto-play.
enemyEvadeNext: sess.Statuses.EnemyEvadeNext,
enemyBlockUp: sess.Statuses.EnemyBlockUp,
enemyAdvantage: sess.Statuses.EnemyAdvantage,
enemyRetaliateFrac: sess.Statuses.EnemyRetaliateFrac,
enemyRegen: sess.Statuses.EnemyRegen,
enemySurviveArmed: sess.Statuses.EnemySurviveArmed,
playerAtkDrain: sess.Statuses.PlayerAtkDrain,
playerACDebuff: sess.Statuses.PlayerACDebuff,
maxHPDrain: sess.Statuses.MaxHPDrain,
rng: rng,
}
return &turnEngine{
sess: sess,
@@ -181,10 +192,15 @@ func (te *turnEngine) stepPlayerTurn(action PlayerAction) {
te.stepPlayerActionEffect(action.Effect)
return
}
// Default: weapon attack. resolvePlayerAttack returns true once the
// enemy is down.
// Default: weapon attack. resolvePlayerAttack returns true once the fight
// is decided — usually the enemy is down, but a retaliate aura can drop the
// player on their own swing, so disambiguate the outcome by HP.
if resolvePlayerAttack(te.st, te.player, te.enemy, &turnCombatPhase, te.result) {
te.finish(CombatStatusWon)
if te.st.playerHP <= 0 {
te.finish(CombatStatusLost)
} else {
te.finish(CombatStatusWon)
}
return
}
if te.petStrike() {
@@ -213,7 +229,7 @@ func (te *turnEngine) petStrike() bool {
Round: st.round, Phase: turnCombatPhase.Name, Actor: "pet", Action: "pet_attack",
Damage: petDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
return st.enemyHP <= 0
return enemyDown(st, turnCombatPhase.Name)
}
// rollCombatSessionPetProc makes the one-and-only per-fight pet-attack roll and
@@ -258,7 +274,10 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
st.enemyHP = max(0, st.enemyHP-eff.EnemyDamage)
}
if eff.PlayerHeal > 0 {
st.playerHP = min(te.sess.PlayerHPMax, st.playerHP+eff.PlayerHeal)
// Respect any max_hp_drain monster ability — a drained player can't be
// healed back past the lowered ceiling.
hpCap := max(1, te.sess.PlayerHPMax-st.maxHPDrain)
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
}
action := eff.Action
if action == "" {
@@ -268,7 +287,7 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: action,
Damage: eff.EnemyDamage, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: eff.Label,
})
if st.enemyHP <= 0 {
if enemyDown(st, turnCombatPhase.Name) {
te.finish(CombatStatusWon)
return
}
@@ -377,6 +396,14 @@ func (te *turnEngine) stepRoundEnd() {
}
}
}
// Regenerate (monster ability): the enemy knits its wounds at round end.
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < te.enemy.Stats.MaxHP {
st.enemyHP = min(te.enemy.Stats.MaxHP, st.enemyHP+st.enemyRegen)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "enemy", Action: "regen_tick",
Damage: st.enemyRegen, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
}
st.round++
te.sess.Phase = CombatPhasePlayerTurn
}
@@ -422,6 +449,15 @@ func (te *turnEngine) commit() {
s.FirstAtkBonusUsed = st.firstAttackBonusUsed
s.AssassinateReroll = st.assassinateRerollUsed
s.AssassinateBonus = st.assassinateBonusUsed
s.EnemyEvadeNext = st.enemyEvadeNext
s.EnemyBlockUp = st.enemyBlockUp
s.EnemyAdvantage = st.enemyAdvantage
s.EnemyRetaliateFrac = st.enemyRetaliateFrac
s.EnemyRegen = st.enemyRegen
s.EnemySurviveArmed = st.enemySurviveArmed
s.PlayerAtkDrain = st.playerAtkDrain
s.PlayerACDebuff = st.playerACDebuff
s.MaxHPDrain = st.maxHPDrain
te.sess.TurnLog = append(te.sess.TurnLog, st.events...)
}