N3/P3: initiative, and a turn engine that seats a party

The turn engine ran a fixed player -> enemy -> round_end phase machine over
one player and one monster. It now runs a round as a sequence of seats.

turnOrder derives that sequence per round. A solo roster short-circuits to
the historical [player, enemy] and rolls nothing -- the duel has never had
initiative, and handing the monster a coin flip on who swings first would be
a live balance change. A party rolls it with the auto-resolve engine's own
formula (speed + d10 + InitiativeBias).

Every seat in a round shares a (round, phase) pair, so the acting seat is
mixed into the RNG *seed* rather than the stream. Seat 0 and the enemy
sentinel mix to nothing, which is what keeps a solo fight drawing exactly
the pre-roster stream across a suspend/resume.

The round cursor persists as Statuses.TurnIdx, omitempty so no solo row
carries it. A fight that was in flight when the field landed decodes it as
0; turnIdxForPhase reconciles that against Phase, which is the older and
load-bearing field. Without it, a suspended enemy_turn would resume, step,
and land back on enemy_turn forever.

The enemy now picks a target uniformly among the standing roster (solo draws
nothing), a downed seat forfeits its turn silently, and the fight is lost
only when anyAlive() goes false -- not when the acting seat drops. That last
one fixes a latent solo bug on the way past: resolvePlayerSwings returns
false when a retaliate aura kills the swinger between extra attacks, and the
old code walked that corpse into the enemy's turn.

commit() reads seat 0 explicitly instead of the cursor, which the enemy turn
parks on its target and round_end walks across the roster.

TestCombatCharacterization is byte-identical: solo balance did not move.
This commit is contained in:
prosolis
2026-07-09 20:43:37 -07:00
parent 41f98b721a
commit ec614e84f1
5 changed files with 606 additions and 93 deletions

View File

@@ -65,6 +65,14 @@ type CombatStatuses struct {
// combatState, so the flag must survive the commit between them.
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"`
// 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,