Commit Graph

11 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
b333d05443 N3/P6c: a fight the whole party sits down for
`!fight` seats the expedition's roster instead of the one player who typed
it. Seat 0 is the leader, always: the session row is theirs, the lock is
theirs, and `!flee`, the fork, and `!extract` stay their call.

A monster that wins initiative now swings before anyone speaks. The session
layer used to park every new fight on a player_turn, which is true of the
hardcoded solo order and a lie about a party's -- the enemy would forfeit
round 1 and nobody would notice. `startPartyCombatSession` rolls the order
and sets the phase from it; `handleFightCmd` settles the round before it
announces, so the opening block narrates the hit rather than quietly
showing its damage.

Members were invisible to two commands that had no business ignoring them:
`!cast` queued a spell for "next combat" while its caster was standing in
one, and `!rest` healed a seated member to full mid boss fight. Both now
resolve through the party.

Nobody leaves without an answer. A downed member's `!fight` opens the
party's fight and tells them why they are not in it. The leader's `!extract`
reaches everyone it drags out of the dungeon, and everyone rolls for what
moved into their house while they were gone.

Supplies burn at 50% x N x 4/5 -- a party eats more than one and less than
N. The ratio is exact: 0.8 as a float truncates a party of three to 119%,
a permanent tax nobody would have found.

Solo is untouched, byte for byte. One seat means one build, one INSERT, no
participant rows, the same RNG draws in the same order -- the combat
characterization golden does not move, and neither does the balance corpus.
2026-07-09 23:23:17 -07:00
prosolis
1928f75c19 N3/P6b: a party you can actually ask someone to join
!expedition invite / accept / decline / party / leave. The invitee buys
their own loadout and it pools -- a party is a shared burden, not a free
ride.

The plan said invites close "before the first walk". That is not a window,
it is a race: autoRunMinExpeditionAge leaves a fresh expedition alone for
thirty minutes and then the autopilot starts walking it, and the leader's
own !expedition run can beat it there. Thirty minutes is not enough to ask
a friend who is asleep.

So two changes to what the plan specified:

- The window is all of Day 1, not the first step. Supplies burn at the
  night rollover, so a companion who arrives three rooms in pays and
  receives exactly what one who arrived at the gate does.
- An unanswered invite pins the autopilot: loadExpeditionsForAutoRun skips
  any expedition somebody has been asked to join. The leader must not be
  dragged into a boss room while their friend reads the DM. Bounded by
  expeditionInviteTTL (2h) in the query itself, so a forgotten invite
  costs an afternoon, not the expedition.

New table expedition_invite. Absent == nobody was asked, which is true of
every expedition predating N3 -- nothing to backfill, same reading that
let expedition_party and roster_size ship without one.

Details worth keeping:

- Outstanding invites count against expeditionPartyMax. Otherwise a leader
  asks four people and three accept.
- Pooling raises Current *and* Max. supplyDepletion reads the ratio, so
  folding in only Current would read as the party suddenly starving.
- A member's supplies stay in the pool when they !leave. They were spent
  on the expedition, not lent to it; clawing them back would let someone
  starve the party on their way out.
- assertNotAdventuring guards expeditions and rosters but not bare zone
  runs, so accept checks getActiveZoneRun itself -- startExpedition does.
- A party is not a taxi: zoneOpenToLevel gates the invitee on the same
  tier rule !expedition start applies to the leader.
- releaseParty now clears invites too, or someone could accept onto a
  corpse.
- expeditionCmdStatus and the bare `!expedition` switched to
  activeExpeditionFor, and a member typing `!expedition go 2` is told the
  leader picks the path instead of falling through to `start` and being
  told "2" is an unknown zone.

Combat still seats one player -- handleFightCmd is P6c. go test ./...
green, golden byte-identical.
2026-07-09 22:30:11 -07:00
prosolis
6c4b14e113 Long expeditions D6: player-facing surface cleanup
Rewrite !expedition help around the autopilot loop, frame !camp/!fight
as overrides, and add Day X / ~Y expected + rooms/total + last-3-events
to !expedition status.
2026-05-27 20:01:50 -07:00
prosolis
9be85ba954 Long expeditions D5-c: wire Ranger forage SU
§4.2's "Ranger, 1d4 SU/day" perk had been dead since Phase 12 E1b —
SupplyForageMaxSU was defined but unreferenced, ForagedToday was only
ever reset to false. New applyRangerForage helper grants 1d4 SU once
per day (headroom-capped, Ranger-only), fires at the top of
nightRolloverBurn, and surfaces as a "forage" line in the end-of-day
digest. No DC roll — accessibility over crunch, and the D5-a caps
already give all loadouts comfortable headroom.
2026-05-27 19:48:44 -07:00
prosolis
26cda148fb Long expeditions D5-b: loadout preset prompt at launch
`!expedition start <zone>` (and `!resume`) with no pack arg now DMs a
Lean / Balanced / Heavy menu sized per zone tier. Player replies with
the preset name (short forms l/b/h also work). Raw `Ns Md` syntax stays
as the advanced override.

Heavy always equals supplyPackCaps (the D5-a harsh×3 ceiling); Lean
covers intended days at raw burn; Balanced sits between.
2026-05-27 19:41:49 -07:00
prosolis
040cfba514 Long expeditions D5-a: per-tier supply pack caps
Today's global SupplyPackStandardMax=3 / SupplyPackDeluxeMax=1 were
a 2-day shape; with D1's longer room budgets and D2-b's event-anchored
night burns, a T4/T5 player can't legally buy enough supplies for the
intended duration. supplyPackCaps(tier) now returns (std,dlx) per
tier — T1/T2: (2,1); T3: (3,1) unchanged; T4: (5,1); T5: (7,2) —
sized to clear DailyBurn(raw) × intendedDays × 1.3 even with the
harsh×3 multiplier layered on. Validate takes a tier; both call sites
(!expedition start, !resume) pass the resolved zone's tier. Holiday
+1 standard pack still bypasses the cap on purpose. DailyBurn /
phase5BDailyBurnRatePct unchanged; that's a D7 lever once the sim
can measure event-anchored rollovers.
2026-05-27 19:33:57 -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
2d44c990f3 Phase 3b (sweep): nick-floor + supply-burn sweep, T5 supply unlock
Wired SurpriseNickFloorOverride and SupplyBurnRatePctOverride into the
harness day-loop via two new parameterized helpers (surpriseRoundNickF,
applyDailyBurnP). Live callers go through the existing constants;
sweep test sits on top of the Phase 3-A best cell (e=23, d=1).

TestExpeditionBalance_Phase3B_NickSupplySweep walks 3×3 (floor ∈ {0, 1,
tier=live}) × (burn% ∈ {50, 75, 100=live}) × 10 zones × 200 trials.

Strong partial T5 positive; nick-floor lever inert.

  - Supply burn is the T5 unlock: dragons_lair 0% → ~55% at burn=50.
    Fighter survives elites; burn=75 isn't enough margin.
  - T4 peaks at burn=75 (~12% underdark/feywild); burn=50 dips T4
    slightly (more elites survived into).
  - Nick-floor inert across tiers (≤3pp swing); wounded-clamp already
    eats the chip-damage budget. Recommend dropping from live-tuning
    candidates.
  - T2-T3 wall persists: forest_shadows, manor_blackspire,
    abyss_portal stuck at ~0% across every combo — outliers, not
    addressable by global levers.

Global levers wrung out. Plan-doc Phase 3-B section + memory pointers
updated; next is Phase 4 (per-zone outlier pass). -short shows the
same two pre-existing failures (TestAdv2Scenario_ZoneRunGoblinWarrens,
TestMageSpellbookLineInRender).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:10:21 -07:00
prosolis
5b8ef740f8 Adv 2.0 D&D Phase 12 E2c: Siege Mode effects + threat-70 warning
§8.3 siege economics:
- applyDailyBurn now takes an explicit siege flag and enforces a 2× floor
  on supply burn even when HarshMod is below 2 (tier-1 zones still get
  starved out per spec).
- currentBurn mirrors the same precedence so status/briefing readouts
  stay consistent.
- Briefing rollover passes e.SiegeMode through, decoupling siege from
  the harsh-conditions composite.

§8.3 threat-70 warning: applyDailyThreatDrift emits a one-time
appendApproachingSiegeLog when the level crosses 70 (prevLevel<70 and
new level≥70). Pulls from a new flavor.ThreatClockApproachingSiege pool
seeded with the spec's verbatim warning beat plus two voice-matched
alternates.

Other siege effects (boss +20 HP / Legendary Resistance, cleared-room
respawn, no-short-rest enforcement) stay deferred to the combat-link
phase — ThreatBandInfo already exposes the flags that engine will read.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00
prosolis
2413f892e5 Adv 2.0 D&D Phase 12 E1b: supply system (procurement, burn, depletion)
Pure logic per gogobee_expedition_system.md §4. Tier→base SU/day and
harsh-conditions multiplier tables (§4.1). Standard pack 10 SU/50c
(max 3) and deluxe pack 20 SU/90c (max 1) per §4.2. SupplyPurchase
struct with Validate / Total / Cost. Depletion brackets (>25 / 10–25
/ 1–9 / 0) → roll modifier and long-rest gate per §4.3. applyDailyBurn
deducts and clamps; resets the per-day forage flag.

Procurement is exposed as a pure helper here; the !expedition start
flow wires it interactively in E1c.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00