Commit Graph

6 Commits

Author SHA1 Message Date
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
de02907e69 Combat: add Sudden Death phase + fix tiebreak to use absolute HP
Players reported the prior 6-round exhaustion timeout felt arbitrary
when both sides still had plenty of HP. Two fixes:

- Add a "Sudden Death" 4th phase (3-4 extra rounds) so most fights
  resolve naturally before any timeout. Total combat length now caps
  at ~10 rounds.
- When the timeout does fire, tiebreak by absolute HP instead of HP%.
  The %-based logic was unintuitive — a player at 88/123 (71%) would
  lose to a boss at 83/97 (86%) despite having more HP remaining.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 21:58:26 -07:00
prosolis
3b4dfa44d3 Adv 2.0 L2: rip legacy arena combat path; boss flow is the only path
Cancels the planned ARENA_BOSS_FLOW soak. The boss flow is shipped
unconditionally with no legacy fallback — boss-flow errors now surface
to the player and abort the round rather than silently falling back to
the old CombatPower path.

Deleted:
- runArenaCombat (combat_bridge.go) — legacy CombatPower-vs-Lethality
  arena combat driver.
- RenderCombatLogArena, renderArenaOutcome (combat_narrative.go) — legacy
  arena renderers. RenderCombatLogArena was a thin alias for
  RenderCombatLog; renderArenaOutcome was already dead.
- renderArenaCombatFinalMessage (combat_bridge.go) — legacy "rewards +
  closer" trailing text.
- arenaWinCloser, arenaLoseCloser (adventure_arena_combat.go) — flavor
  helpers that only fed the deleted renderers. File now just holds
  arenaParticipationXP.
- arenaBossFlowEnabled + the ARENA_BOSS_FLOW env var (adventure_arena.go,
  .env.example). The env gate served only the now-removed fallback.
- sendArenaCombatMessages (adventure_arena.go) — wrapper that switched
  pacing between boss flow and legacy. Replaced with direct
  sendZoneCombatMessages calls at the three call sites.
- TestArenaBossFlowEnabled (bossflow test) and
  TestRenderCombatLogArena_ProducesPhaseMessages (narrative test).

Simplified resolveArenaRound / resolveArenaSurvival / resolveArenaDeath:
the bossNarr-vs-nil branches collapsed since narration is now always
produced by resolveArenaBoss. Equipment degradation and the death-save
reprieve hook are unchanged — both already worked off the boss-flow
CombatResult.

Migration doc (§4) updated to record the cancellation and the
remaining tuning approach (playtest-driven, no flag soak window).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00
prosolis
dfa7beeb96 Adv 2.0 D&D polish: GM→DM rename, streamed zone combat, end-to-end scenario test
GM→DM rename across docs and code (GMNarrationType→DMNarrationType,
GMState→DMState, narration constants, comments) so the system reads as
"Dungeon Master" everywhere. Player-visible "GM mood" wording stays
where it appears in flavor.

Streamed zone/expedition combat: zone advance now stages patrol →
patrol play-by-play → patrol resolution → room intro → room play-by-play
→ final outcome through sendZoneCombatMessages with 2–3s pacing
(arena keeps its 5–8s window). Combat narrative lines pick up a compact
d20-vs-AC roll annotation for hit/crit/miss/block events.

Combat outcome polish: dndHPSnapshot lets narration show sheet HP
rather than legacy combat-engine HP, and markAdventureDead clears the
zombie state where hp_current was 0 but the legacy alive flag stayed
true after a D&D-layer KO.

Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite
covering the new layer, and adv2_scenario_test.go — a full
zone-run + expedition + harvest playthrough against a copy of the prod
DB asserting persisted state end-to-end.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00
prosolis
7c450aaefb Add forward-simulating combat engine with consumables, monster abilities, and narrative rendering
Replaces the single-roll probability system for dungeon and arena combat with
a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful
mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops),
monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with
phased message delivery.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-18 01:05:22 -07:00