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2 Commits

Author SHA1 Message Date
prosolis
0f09a421bc Phase 2 (diag): cadence sweep, gear-tier fix, lethality probe
Three Phase 2 diagnostic artifacts. No tuning knob has moved on
production code yet — these tests calibrate the harness and surface
the real first lever for next session.

1) Cadence calibration sweep
   TestExpeditionBalance_Phase2_CadenceCalibration sweeps
   HarvestRollsPerDay ∈ {1,2,3,4} across the full Phase 1 matrix and
   logs per-cell + per-tier completion. Required a new
   HarvestRollsPerDay field on expeditionBalanceProfile so cells can
   override the package-default constant. Finding: cadence is NOT the
   dominant lever — at rolls=1 the T1 cell only reaches 2%, with
   bimodal hp_left (100% survivors / 0% deaths). Killed the cadence
   hypothesis from Phase 1's commit message.

2) Gear-tier centerline fix
   phase1TierCenterline bumped for T3/T4/T5 (8→9, 11→13, 15→17). The
   shared gearTier ladder (5/9/13/17 boundaries) was placing T3/T4/T5
   centerlines one gear bracket *below* the zone's tier, so those
   cells fought with under-spec'd weapons/armor. New centerlines are
   the lowest level in each tier's design-doc range where gearTier ==
   tier. All centerlines still inside their design-doc ranges. Effect
   in the sweep at rolls=1: underforge T3 1.0% → 10.5% comp, underdark
   T4 flipped from pure combat-death to 14% starve (i.e. fighter now
   survives combat, runs out of food). Real bug, but small — the
   structural lethality problem remains.

3) Lethality probe + traceFight hook
   TestExpeditionBalance_Phase2_LethalityProbe runs 5 trials at the
   cleanest cell (T1 goblin_warrens L3 fighter, rolls=1) with a new
   optional traceFight hook on expeditionHarness that logs
   monster/AC/atk/HP-pre/HP-post/outcome per fight. Hook is nil in
   production runs, zero cost when unused. Finding: at T1, the
   InterruptElite branch keeps drawing Hobgoblin Warchief (AC 18,
   atk +5) from goblin_warrens' elite roster, and an L3 fighter has
   ~coin-flip odds against a CR-6-ish elite. One bad draw = dead;
   that's the bimodal hp_left fingerprint from the sweep. Non-elite
   draws (Worg, AC 13) play out as normal multi-round combats and
   are winnable.

Next-session lever choices, in order of suspected impact:
  - Roster gate: Hobgoblin Warchief out of (or weighted down in)
    the T1 elite pool — it's tier-disproportionate for goblin_warrens.
  - InterruptElite threshold: rarer elite-bracket draws at low threat
    so a single d20 swing doesn't equal expedition end.
  - Tier-floor cap on already-over-tier bestiary entries.

Plan doc: gogobee_expedition_difficulty.md §Phase 2.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 09:39:31 -07:00
prosolis
53d1608490 Phase 0: expedition-difficulty sim harness spike
New file internal/plugin/expedition_balance.go — sibling to
dnd_class_balance.go, no dnd_ prefix per feedback_avoid_dnd_naming.
Plan doc: gogobee_expedition_difficulty.md.

Critical de-risk settled: clock-injection seam. The harness does not
run the wall-clock tickers (expeditionBriefingTicker @ 06:00,
expeditionRecapTicker @ 21:00, expedition_ambient @ 3h) and does not
inject a virtual time.Now. Instead, advanceExpeditionOneDay
reimplements the morning→day→night pipeline by calling the math-pure
helpers directly: applyDailyBurn, dailyThreatDrift,
resolveCombatInterrupt, resolveWanderingCheck, simulateCombatWithRNG.
No DB, no goroutines, no clock.

Phase 0 trade-offs (documented in the file header):
- Boss completion deferred; survive-N-days is the proxy.
- Per-region zones, loot/XP, pardon/Sovereign, babysit, temporal
  stack effects all skipped — Phase 1+ scope.
- Encounter cadence (harnessHarvestRollsPerDay=4) is a placeholder
  to be calibrated against live traces in Phase 1.

Tests:
- TestExpeditionBalance_Phase0_Spike — T2 Crypt Valdris × L5 Fighter,
  100 trials, asserts only degenerate sentinels (no 0%/100%, days>0,
  days<=cap). Runs in <3s.
- TestExpeditionBalance_Phase0_SeedSpread — confirms the RNG seam is
  actually wired by showing two distinct seeds produce different
  trials. Full byte-for-byte reproducibility under same seed is not
  asserted at Phase 0; surpriseRoundNick + pickWanderingMonster
  draw from package-global rand (same caveat as class balance).

Spike numbers (calibration baseline, NOT a target): 1% completion,
99% deaths, median 4 days, ~6 encounters. The headline death rate is
loud but expected — Phase 1's full matrix will diagnose whether it's
HP-carryover punishment, bestiary-vs-abstract-monster delta, or kit
ladder mismatch. Phase 2 is where the centerline gets tuned.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:37:23 -07:00