10 Commits

Author SHA1 Message Date
prosolis
d76c63be0c Review follow-ups A + B: armed abilities survive the fight, supply pool serialized
A. An armed ability lasted one round of a turn-based fight.

buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.

Split arming into its two halves:

  consumeArmedAbility(c)          mutates: disarms, saves, returns the id. Once,
                                  at fight start.
  applyAbilityByID(c, id, mods)   pure: no DB write, no disarm. Safe on every
                                  rebuild. (No ability's Apply writes to the
                                  character, so this really is pure.)
  armAbilityForFight(c, mods)     consume + apply, for the auto-resolve callers
                                  that build and fight in one breath.

buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.

The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.

Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.

B. Six unlocked read-modify-writes against the shared supply pool.

updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.

All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.

Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
2026-07-10 08:01:51 -07:00
prosolis
d7d0230223 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.
2026-07-09 21:23:35 -07:00
prosolis
ec614e84f1 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.
2026-07-09 20:43:37 -07:00
prosolis
cbfca525f5 Lift caster trailers: concentration re-tick + Josie caster-aid bootstraps
Diagnosed a cleric "death loop" (L14 dying at T2/T3 bosses while
over-levelled): the boss isn't overtuned — caster sustained DPS is
under-delivered, compounded by a fragile healer build.

Engine fix — concentration AOE re-tick:
- Concentration damage spells (spirit_guardians, heat_metal, spike_growth,
  call_lightning, flaming_sphere) now tick the enemy every round at
  round_end instead of resolving as a one-shot, via a new
  CombatStatuses.ConcentrationDmg armed on cast and round-tripped through
  the turn engine. Closes the long-tracked turn-engine concentration gap;
  the burst still lands the casting round, then the aura lingers.
- Sim picker skips re-casting an already-active aura (models competent play
  and prevents a burst+aura double-dip). Re-baseline (n=30 sweep + n=100
  confirm): bard +47pp T3 (heat_metal), druid +3-7, cleric/mage flat,
  fighter unchanged — no regressions.

Player-data bootstraps (idempotent, run once on Init):
- bootstrapCasterSpellBackfill: ensureSpellsForCharacter only seeds an empty
  book, so defaults added after a character's roll never reach it. Backfill
  missing defaults into known+prepared for existing casters (gives the
  affected cleric inflict_wounds + a working healing_word, since her
  healing_word_spell is a dead alias).
- bootstrapGrantStarterPet: one-off L10 pet for an endgame player who never
  got the morning arrival roll; adds per-round proc damage + deflect.
- TestScenario_JosieCasterAid verifies both against a copy of the live DB,
  incl. idempotency.

Also fix a pre-existing wall-clock flake in
TestFireBriefings_EventAnchoredActivePlayerDelivers (start_date defaulted to
real now, filtering the row out when the suite runs after 06:00 UTC).
2026-06-18 06:34:16 -07:00
prosolis
20b0d027b2 Pets: per-round attack + wire deflect/whiff into the turn engine
The live turn engine only struck once per fight and never rolled pet
deflect or whiff, so pet armor (deflect-only) bought nothing in real
runs. Roll pet attack each player turn and roll deflect/whiff per enemy
turn, mirroring the auto-resolve engine; retire the one-shot pet-proc
machinery (rollCombatSessionPetProc / PetProcReady).

(cherry picked from commit a0e41c97801e500efad13c7e9a06be4c345e464e)
2026-05-21 23:56:18 -07:00
prosolis
c5a2634657 Combat: wire pet procs into the turn-based engine
Pet attacks were never resolved in turn-based fights. Roll the proc once
at fight start (a per-round roll would make a proc near-certain over a
long manual fight), persist it on the session so suspend/resume and
reaper auto-play honor the same outcome, and land a single pet hit on
the player's first acting turn.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:08:26 -07:00
prosolis
c84682abf7 Combat: guard daily-cron paths against mid-fight combat sessions
A turn-based elite/boss combat session locks the run for up to 1h and
can straddle any scheduled tick. Add hasActiveCombatSession() and consult
it from the morning DM, midnight idle reaper, expedition briefing/recap,
and mid-day random event paths so none of them fire DMs or mutate run
state into a live fight.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:01:10 -07:00
prosolis
befb44ef03 Combat: persist fight-scoped one-shots + turn-based buffs
CombatStatuses now mirrors every persistent combatState one-shot —
depleting resources (ward/spore/reflect/autocrit/arcane-ward/heal-
charges), once-per-fight class/race/subclass flags, and accumulated
buff stat deltas. resumeTurnEngine restores them; commit writes them
back in place. Fixes turn-based bugs where Orc rage, Halfling Lucky
reroll, and the Assassin first-attack bonus re-fired every round and
Abjuration Arcane Ward did nothing.

Buff spells and buff-type consumables (ward/atk/def/crit/spore/reflect/
auto-crit) are now usable mid-fight: a flattened-delta model diffs the
reused applySpellBuff/ApplyConsumableMods math against a throwaway
combatant, folds the marginal effect into the session, and re-applies
the persistent stat deltas onto the rebuilt player each round. Pure-
utility spells diff to nothing and are refused before a slot is spent.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:12:37 -07:00
prosolis
a0961fee8a Combat: auto-play timed-out turn-based sessions to a real win/loss
A combat session abandoned past its 1h TTL is now resumed from persisted
mid-state and auto-played through the shared resolver to a real win or
loss, rather than flatly marked as a retreat. The bulk-UPDATE sweep is
replaced by listExpiredCombatSessions plus a reaper that locks the user,
auto-plays the fight, runs the normal close-out, and DMs the outcome.
markCombatSessionExpired remains the terminal fallback for sessions that
can't be reconstructed. Wired into eventTicker.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:30:52 -07:00
prosolis
269d13ffe8 Combat: add turn-based session accessors and round-loop state machine
combat_session.go: CombatSession persistence layer mirroring the
dnd_expedition pattern — CRUD accessors, one-active-per-user enforcement,
and the timeout reaper (sweeps stale sessions to 'expired').

combat_turn_engine.go: the player_turn -> enemy_turn -> round_end -> over
state machine. advanceCombatSession seeds a deterministic per-(round,phase)
RNG, resolves one phase via the shared attack primitives, commits, and
persists. The deferred poison/status tick lands in round_end now that the
round-loop shape exists.

CombatStatuses persists only between-round monster-ability effects; the
reaper marks sessions 'expired' rather than auto-playing them — both gaps
depend on Combatant reconstruction, which lands with the command-wiring PR.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 05:55:32 -07:00