adventure: T6 postgame Layer-2 seam + Aurvandryx's Greed Tax (P8)

Add the pre-combat boss-hook seam for Tier-6 postgame bosses and the first
bespoke mechanic on it.

Seam: applyBossRunModifiers(bossID, enemy, run) in postgame_boss_hooks.go —
a pure, idempotent, bestiary-ID-dispatched hook that folds run-state-derived
adjustments into the freshly-built boss Combatant. No-op for every non-hooked
enemy or nil run. The turn engine (which resolves both prod bosses and the
sim) rebuilds the enemy every round via partyCombatantsForSession, so the hook
must be a pure function of run state — fine at a terminal boss room, where the
route is frozen. Wired at both enemy-finalization points: the per-round rebuild
and buildFightSeats' initial HP persist (threaded a run param; the caller
already had it).

Greed Tax (boss_aurvandryx / first_hoard): her Attack rises with the richness
of the route walked to reach her — the summed excess LootBias (>1.0) over the
run's visited nodes. Note run.LootCollected is the wrong signal (BossOnly
signature manifest, empty at the boss); the gilded veins on the graph are.
Attack += min(2.0*richness, 12). Same-binary A/B sweep (n=150, L20 party +
Pete + pets): taxless 66.7% -> taxed 48.0%, landing first_hoard mid-band.

Claude-Session: https://claude.ai/code/session_0156WqjgsbmSY2U8eQ3Kkb1s
This commit is contained in:
prosolis
2026-07-16 07:44:10 -07:00
parent 85e5ba5fce
commit fc9e055083
7 changed files with 214 additions and 10 deletions

View File

@@ -51,7 +51,7 @@ func fightRoster(sender id.UserID) []id.UserID {
// The enemy is built once. Every seat's build derives the identical stat block
// from (monster, tier, dmMood); only the player half varies.
func (p *AdventurePlugin) buildFightSeats(
sender id.UserID, roster []id.UserID, monster DnDMonsterTemplate, tier, dmMood int,
sender id.UserID, roster []id.UserID, monster DnDMonsterTemplate, tier, dmMood int, run *DungeonRun,
) (seats []CombatSeatSetup, enemy *Combatant, senderSkip, refusal string) {
skip := func(uid id.UserID, why string) {
if uid == sender {
@@ -157,6 +157,13 @@ func (p *AdventurePlugin) buildFightSeats(
// actually seated — a member who was skipped (downed, busy elsewhere) never
// joined the fight and must not be charged to the enemy.
applySeatWeights(seatCombatants(seats), levels, companions)
// Fold in any Layer-2 pre-combat boss mechanic before this enemy is used to
// persist the initial HP pool. partyCombatantsForSession re-applies the same
// modifier on every round's rebuild; doing it here keeps the persisted stat
// block consistent with the fight the engine will actually run. No-op for
// every non-hooked enemy.
applyBossRunModifiers(monster.ID, enemy, run)
return seats, enemy, senderSkip, ""
}