4 Commits

Author SHA1 Message Date
prosolis
3369d7d8fe gofmt: bring internal/ and cmd/ back to gofmt -l clean
Mechanical `gofmt -w ./internal ./cmd`. Mostly struct-field realignment that
had drifted, plus a few trailing-newline fixes. No behaviour change — gofmt is
semantics-preserving, and build/vet/test are green either side.

Split out from the code-review fixes that follow so those stay reviewable
instead of hiding inside a wall of realignment.
2026-07-10 07:18:07 -07:00
prosolis
4e412219f3 WIP: in-flight combat/expedition/flavor changes
Bundle of uncommitted working-tree edits across combat engine, expedition
cycle, flavor pools, and TwinBee/zone narration. Includes new files:
combat_debug.go, dnd_boss_consumables.go, dnd_dex_floor.go, plus
CHANGES_24H.md and REBALANCE_NOTES.md scratch notes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 21:59:19 -07:00
prosolis
c5217e9ecf Combat: fix wounded-carry HP display + auto-crit narration
Two bugs reported back-to-back from a Rogue's run:

1. HP display reset between battles. End of fight 1: 101/123 → start of
   fight 2: 100/100. applyDnDHPScaling was overwriting Stats.MaxHP with
   the scaled wound value, so the display denominator dropped along with
   the numerator. Wounded carry-over became invisible.

   Fix: introduce CombatStats.StartHP. Combat engine reads it as the
   entry-HP when set; MaxHP stays put. Display now reads "100/123" as
   intended.

2. Auto-crit fired on a roll of 11 with no narrative tell. Rogue passive
   AutoCritFirst was triggering correctly, but the renderer used the
   generic crit pool, so the player saw "🎲 11 vs AC 10 → CRIT" with no
   indication their *class* caused it.

   Fix: tag the crit event with Desc="auto_crit" when the passive (not
   the dice) caused it; new narrativePlayerAutoCrit pool calls out the
   training/instinct/exploit theme.

Test bound for T5 dungeon death rate loosened from 0.02 to 0.01 — the
new Sudden Death phase from the previous commit shifted geared-T5
fights slightly toward player wins.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:17:14 -07:00
prosolis
9e1a1f606c Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2
Combines all uncommitted D&D work into one checkpoint:

Phases 1-8 (per gogobee_dnd_session_summary.md):
- Race/class/stats system, !setup flow, !sheet, !respec
- d20-vs-AC combat with race/class passives, auto-migration
- XP/level-up, skill checks, NPC refund hooks
- Equipment slot mapping, rarity, !rest short/long
- Pre-arm active abilities, resource pools
- Bestiary, !roll/!stats/!level, onboarding DM
- Audit fixes A-I, flavor wiring under internal/flavor/
- Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix)

Phase 9 SP1 — spell system foundations:
- 79 SpellDefinitions (76 in-scope + 3 reaction-deferred)
- dnd_known_spells, dnd_spell_slots tables
- pending_cast / concentration_* columns on dnd_character
- Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math
- Long-rest refreshes slots; respec wipes spell state
- Auto-grant default known list on !setup confirm and auto-migration

Phase 9 SP2 — !cast / !spells / !prepare commands:
- Out-of-combat HEAL and UTILITY resolve immediately
- Damage/control/buff queue as pending_cast for next combat
- Audit-style save-then-debit, slot refund on save failure
- !cast --drop, concentration supersession, prep-cap enforcement
- Reaction spells refused with Phase 11 note

SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn
tests) are next. Build clean, full test suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00