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

@@ -181,7 +181,7 @@ func turnSession(phase string, playerHP, enemyHP int) *CombatSession {
func stepEngine(sess *CombatSession, player, enemy *Combatant, action PlayerAction) ([]CombatEvent, error) {
rng := rand.New(rand.NewPCG(42, phaseOrdinal(sess.Phase)))
te := resumeTurnEngine(sess, player, enemy, rng)
te := resumeTurnEngine(sess, []*Combatant{player}, enemy, rng)
events, err := te.step(action)
if err != nil {
return nil, err
@@ -375,7 +375,7 @@ func TestTurnEngine_StepRejectsTerminalSession(t *testing.T) {
player, enemy := basePlayer(), baseEnemy()
rng := rand.New(rand.NewPCG(1, 1))
te := resumeTurnEngine(sess, &player, &enemy, rng)
te := resumeTurnEngine(sess, []*Combatant{&player}, &enemy, rng)
if _, err := te.step(PlayerAction{Kind: ActionAttack}); err != errCombatSessionOver {
t.Errorf("err = %v, want errCombatSessionOver", err)
}