Commit Graph

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
5ef10e35dc Phase 5b: player power floor + Phase-3 winners shipped to live
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.

Pieces:
  1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
     class/level so the class-balance harness's in-tier parity
     assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
     refreshes hp_max for existing characters at startup;
     idempotent via db.JobCompleted. hp_current is bumped by the
     same delta so a full-HP character stays at full.
  2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
     +3 weapon.MagicBonus (damage). Applied at the END of
     applyDnDEquipmentLayer (after computeArmorAC's AC override)
     and inside buildHarnessPlayer so live and harness measurement
     match.
  3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
     puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
     the single dangerous fight. Elite is now effectively a
     high-threat event reachable only via the +1-per-20-threat-
     above-40 mod — Phase 4-B's elite-pool monsters still appear,
     just less often.
  4. dailyThreatDrift base 3 → 1. Slows the threat clock so
     players have the days they need before threat tips zones
     into the new 23+ elite band.
  5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
     applied in the temporal-override branch in
     dnd_expedition_cycle.go so tidal / unraveling days scale by
     the same 0.5× — otherwise those days would be
     disproportionately harsh against the new baseline.

The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.

Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 12:11:27 -07:00
prosolis
4af110cc20 Combat: inject per-session RNG into the engine
Adds an optional *rand.Rand to combatState so a fight can be driven by a
deterministic source. Auto-resolve leaves it nil and falls through to the
package global in the same call order — behaviorally identical. Threads
the source through calcDamage and rollWeaponDamage.

Groundwork for the turn-based elite/boss engine and its timeout reaper,
which seed the rng per combat_session to make fights resumable and
replayable.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 22:53:06 -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