Commit Graph

21 Commits

Author SHA1 Message Date
prosolis
41adfce9f1 Expedition autopilot Phase 4 + rogue sneak attack + TwinBee voice sweep
Tedium-removal pass driven by live play feedback. Three big threads:

Expedition autopilot Phase 4 — background auto-run + harvest-until-dry:
- New expeditionAutoRunTicker walks active expeditions every 15min
  (5min tick, per-expedition CAS on new last_autorun_at column). Skips
  combat sessions, briefing/recap quiet windows, expeditions <30min old.
- Walks up to 3 rooms/tick with compact narration; suppresses DMs when
  0 rooms walked or just hitting the per-tick cap (no "stretch complete"
  filler). Player only hears from the bot when a real decision is needed.
- Compact mode: one-line combat narration for trash/elite, auto-resolves
  elite doorways via the forward-sim engine (boss still pauses). Threaded
  via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom.
- Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8
  attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses.
- Ambient ticker: anti-repeat by Kind via new last_ambient_kind column
  (avoids two pack_rat DMs in a row when the pool only has 6 lines).
- !expedition go <n> now routes to the fork-choice handler when active +
  numeric; fork footer rewritten to suggest !expedition go instead of
  !zone go. Boss/Elite doorway: formatNextRoomMessage routes the action
  hint by next room type and autopilot loop breaks via new nextRoomType
  field so "Room X/Y — Boss" doesn't double-print with contradictory
  hints (!zone advance vs !fight).
- runAutopilotWalk extracted from expeditionCmdRun so foreground and
  background share the loop body.

Rogue Sneak Attack actually exists now:
- Audit found the rogue's "Sneak Attack" passive was AutoCritFirst +
  5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this
  with a small flat buff; the class's defining mechanic never matched
  its tooltip or 5e identity.
- Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in
  combat_primitives.go (same lane as DivineStrikePerHit). Scales with
  level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20.
- AutoCritFirst + 5% rider retained as bonuses on top of working sneak
  attack — preserves the opener-burst feel.
- L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes
  from "16 rounds to kill, die in 8" to winnable.

TwinBee voice sweep (Phase B3):
- ~530 line changes across 24 files replacing third-person "TwinBee
  notes/files/tracks/respects/..." constructions with first-person
  inside flavor string literals. Code identifiers (TwinBeeLine,
  twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names
  (TwinBee's Bell), achievements, and game-title references in
  fun.go (Konami TwinBee ship) left intact.
- Catches a real bug: Valdris fight rendered "TwinBee marks the
  Legendary Resistance" mid-combat in third person, contradicting
  the Phase B2 convention.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 12:40:17 -07:00
prosolis
632e5ee315 Combat: fix Orc Rage missing fire when enemy two-shots across rounds
The rage threshold check sat only at the top of resolvePlayerAttack,
so a player who took a threshold-crossing hit and was then killed by
the very next enemy swing (before getting back to their own attack)
would never see "rage" emitted — even though HP visibly crossed 50%
while alive.

Extracted maybeTriggerOrcRage shared by both sites:
- Top of resolvePlayerAttack (unchanged UX: rage applies same-round
  when the player swings after the enemy hit).
- End of runRound as a backstop (catches cross-round two-shots).

st.raged guards against double-emit. Fixes the flaky
TestOrcRageFiresOnLowHP; 10/10 repeats green.
2026-05-14 23:17:12 -07:00
prosolis
6386161402 UX S6: race truth-up — wire Tiefling fire resist + best-fit hints
R22: replace race copy that promised mechanics the engine doesn't deliver.
- Tiefling: wire FireResist as a CombatModifier. Enemy main attack is
  halved when monster is FireAttacker-tagged; aoe_fire abilities are
  halved unconditionally; fire-tagged traps deal half damage to Tieflings.
  DnDMonsterTemplate carries FireAttacker; toCombatStats propagates it.
  Hand-authored fire entries tagged in dnd_bestiary.go (flameskull,
  magmin, azer, salamander, fire_elemental, emberlord_thyrak,
  young_red_dragon, infernax, belaxath).
- Open5e tuned generator derives FireAttacker from the highest-AvgDamage
  attack's DamageType (threshold AvgDamage>=5). 19 tuned monsters tag.
  Regenerated bestiary_tuned_data.go.
- Elf: drop "immune to sleep" (no sleep mechanic); reframe as keen
  senses + trance flavor.
- Half-Elf: drop "two bonus skill proficiencies" (no skill system);
  reframe as adaptable cross-cultural know-how.
- Tiefling copy: drop "bonus on CHA checks" (no checks); keep fire
  resistance with flavor framing.

R23: DnDRaceInfo grows a BestFit field; renderRaceMenu emits an
"_best with: …_" hint per race so spiky stat spreads (Orc -1/-1/-1)
read as specialist picks rather than a brick of penalties.

R24: dnd.go header comment for the caster classes now reflects the
shipped state (Playable=true, spell lists populated) instead of the
pre-Open5e scaffold language.

Tests: TestApplyRacePassives gains a FireResist column; new
TestTieflingFireResistance asserts ~0.5x ratio over a 300-trial sweep
against a FireAttacker enemy. Full suite green.
2026-05-14 22:06:31 -07:00
prosolis
0cd8fd3337 Combat: back the flavor-only monster abilities with real effects
Turn the four placeholder ability effects into working mechanics:
spell_resist halves player spell damage, reveal_action rolls the
player's next swing at disadvantage, fear_immune fizzles control
spells, and ally_buff grants an accumulating enemy attack bonus.
All four are armed by applyAbility, read by the shared resolution
primitives, and round-tripped through CombatStatuses for turn-based
suspend/resume. New branches are guarded by zero-valued state so the
auto-resolve characterization golden is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:59:51 -07:00
prosolis
e629f8fd4d Combat: implement stateful monster ability effects
Slice 3 of the bestiary SRD upgrade: the monster abilities that need
per-fight state (evade, block, advantage, retaliate, regenerate,
survive_at_1, stat_drain, debuff, max_hp_drain). applyAbility arms
combatState flags that the shared resolution primitives read, so both
the auto-resolve and turn-based engines honor them; the turn-based
engine round-trips them through CombatStatuses so a suspended fight
resumes from exact mid-state. New branches are guarded by zero-valued
state so the auto-resolve characterization golden is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:32:13 -07:00
prosolis
f1aa9981f8 Combat: implement immediate-resolution monster ability effects
Wires up the ability effects that resolve fully within applyAbility with
no new persistent state: damage riders (bonus_damage, aoe/aoe_fire/
death_aoe, execute) via the shared calcDamage formula, self_heal, and
flavor-only placeholders for effects still pending per-fight state.
Works in both auto-resolve and the turn engine since both call
applyAbility.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:17:11 -07:00
prosolis
c5a2634657 Combat: wire pet procs into the turn-based engine
Pet attacks were never resolved in turn-based fights. Roll the proc once
at fight start (a per-round roll would make a proc near-certain over a
long manual fight), persist it on the session so suspend/resume and
reaper auto-play honor the same outcome, and land a single pet hit on
the player's first acting turn.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:08:26 -07:00
prosolis
1e1fbf9056 Combat: extract shared attack-resolution primitives
Pull effectiveAttackBonus, attackCritFloor, attackConnects, and the
post-hit player damage stack out of combat_engine.go into
combat_primitives.go so the upcoming turn-based engine resolves an
attack identically to auto-resolve. Behavior-preserving — the combat
characterization golden file is unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 23:05:33 -07:00
prosolis
6141964c58 Combat: characterization test pinning the auto-resolve event stream
Splits SimulateCombat into a thin wrapper over simulateCombatWithRNG, a
deterministic core that accepts an optional *rand.Rand. Production passes
nil (package-global rand, behaviorally identical); the new test seeds it
per scenario.

Adds TestCombatCharacterization: 23 curated scenarios x 5 seeds, with the
full event stream + result summary serialized to a stable text form and
diffed against a golden file. This locks current auto-resolve behavior
before the shared-primitives extraction for the turn-based engine — any
perturbation fails loudly and forces a deliberate -update + diff review.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 23:00:35 -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
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
83654eadc7 Adv 2.0 D&D Phase 10 SUB3c: Cleric L10/L15
Life/War/Trickery Domain L10/L15 capstones.

L10 Divine Strike (all 3 subclasses): +4 flat per weapon hit, scaling
to +9 at L14. New CombatModifiers.DivineStrikePerHit channel, gated on
Weapon != nil since 5e specs "weapon hit". Damage type (radiant/weapon/
poison) varies by domain but isn't tracked by the engine.

Life L15 Supreme Healing: heal-spell dice resolve at max instead of
rolled. Wired through resolveHealOutOfCombat via lifeDomainSupremeHealing
helper.

War L15 Avatar of Battle: 5e physical resistance vs. non-magical
weapons → flat 0.80 DamageReduct (softer than full 50% to account for
elemental hits).

Trickery L15 Improved Duplicity: 5e duplicates grant ally-flank
advantage; no allies in 1v1, so proxied passively as +1 SporeCloud
round and +5% damage (duplicates flicker around the foe).

10 new tests; cleric-suite green. Pre-existing rng flakes
(TestOrcRageFiresOnLowHP, TestSimulateCombat_FirstAttackBonus...) are
unrelated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00
prosolis
596e17dc73 Adv 2.0 D&D Phase 10 SUB2b: Mage subclasses (Evocation/Abjuration/Necromancy)
Evocation L7 Empowered Evocation adds INT mod (min +1) to Mage evocation
spell damage. Abjuration L5 Arcane Ward grants a 2×level HP buffer
absorbed before player HP, +prof at L7. Necromancy L5 Grim Harvest heals
2× spell level on spell-kill (3× necrotic) via post-combat hook.

Sculpt Spells / Potent Cantrip / Inured to Undeath skipped — no allies,
save-half is already uniform, and no necrotic enemy damage to resist.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00
prosolis
c8fac7ffd9 Adv 2.0 D&D Phase 10 SUB2a-ii: Battle Master + Assassin L5/L7
Battle Master:
  - New "superiority" resource pool (4/long-rest at L5), provisioned via
    initSubclassResources at !subclass selection.
  - Three armed maneuvers fueled by superiority dice:
    * Precision Attack — +d8 (≈+4) to first attack roll
    * Tripping Attack  — enemy skips first attack (reuses Phase 9
      SpellEnemySkipFirst)
    * Rally            — +(d8 + CHA) HealItem at <50% HP
  - L7 Know Your Enemy proxied as +1 AttackBonus passive.

Assassin:
  - L5 Assassinate: AssassinateAdvantage (re-roll first miss, take better
    of two d20s) + AssassinateBonusDmg = level (5 at L5) stacked on top
    of the Rogue's existing Sneak Attack auto-crit.
  - L7 Impostor bumps the bonus damage by +3.
  - L5 Infiltration Expertise → +5 Deception; L7 Impostor → +10.

Engine:
  - CombatModifiers gains FirstAttackBonus, AssassinateAdvantage,
    AssassinateBonusDmg.
  - resolvePlayerAttack consumes each on the first attack only via new
    combatState one-shot flags.

Tests added: 14 covering passive gating (BM L7+, Assassin L5/L7),
maneuver Apply flags, superiority pool init for BM only, !arm gating
across class/subclass for precision_attack, Deception bonus tiers,
statistical lift from FirstAttackBonus and AssassinateBonusDmg in
SimulateCombat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00
prosolis
437460c9b2 Adv 2.0 D&D Phase 10 SUB2a-i: Champion + Berserker + Thief L5/L7
First mechanical slice of the subclass system. Each subclass gets its L5
and L7 abilities wired through the existing combat engine + skill check
substrate; no new resource pools introduced.

Champion (L5/L7):
- Improved Critical: new Mods.CritThreshold lowers crit floor to nat 19+
  in resolvePlayerAttack. Default 20 preserved for non-Champions.
- Remarkable Athlete: +½ proficiency bonus to STR/DEX/CON skill checks
  via subclassSkillBonus, layered on raceSkillBonus.

Berserker (L5/L7):
- Rage: new !arm-able active ability gated to Berserker subclass via
  DnDAbility.Subclass field. Reuses the Fighter stamina pool (3/long-rest
  matches 5e's rage uses). On fire: +2 flat damage per hit, halve incoming
  weapon damage, +50% damage approximation for Frenzy's bonus-attack-per-
  turn (one-shot combat can't model that literally).
- Frenzy exhaustion: new exhaustion column on dnd_character; incremented
  by persistDnDPostCombatSubclass after any rage'd combat. Decremented by
  one per long rest.
- Mindless Rage: documented; charm/frighten conditions don't exist in the
  combat engine yet, so no functional effect until P11 zone bosses land.

Thief (L5/L7):
- Sleight of Hand added to dndSkillTable.
- Fast Hands: +5 to Sleight of Hand checks via subclassSkillBonus.
- Supreme Sneak: advantage on Stealth (best of two d20s) via new
  subclassSkillAdvantage hook in performSkillCheck. 5e's half-speed gate
  dropped — we don't track movement speed.

Plumbing:
- applySubclassPassives layered after applyClassPassives in both arena
  and dungeon combat bridges.
- DnDAbility.Subclass enables per-subclass gating; characterActiveAbilities
  filters !arm and !abilities lists by both class and subclass.
- Existing !respec full-wipe also clears Exhaustion.

Tests: Champion CritThreshold gating across L4/L5/no-subclass; rage Apply
flag-set; rage probabilistic win-rate lift vs tougher enemy; exhaustion
increment only on raged combats; long-rest decrement; Champion bonus on
STR/DEX/CON only and only at L7+; Thief Fast Hands SoH-only; Thief
Supreme Sneak L7+ Stealth-only; statistical advantage roll lifts Thief
stealth average by ≥2 vs plain Rogue; !arm rage subclass gating; schema
roundtrip; characterActiveAbilities visibility.
2026-05-09 14:25:21 -07:00
prosolis
01c70f5297 Adv 2.0 D&D Phase 9 SP3: wire pending spells into combat
applyPendingCast resolves c.PendingCast against the upcoming fight before
SimulateCombat. Damage spells (Fire Bolt, Burning Hands, Magic Missile,
Fireball, etc.) emit a pre-combat spell_cast event via new
CombatModifiers.SpellPreDamage{,Desc}. Control spells (Hold Person, Sleep,
Command) set SpellEnemySkipFirst so the engine skips the enemy's round-1
attack with a spell_held event; Hold-family also primes AutoCritFirst.
Buffs (Mage Armor, Bless, Hunter's Mark, Shield of Faith, Aid, Spiritual
Weapon, Mirror Image, Greater Invisibility) fold into stats/mods directly.

Concentration-on-damage break is left for Phase 11 (turn-based bosses);
ConcentrationSpell persists across fights until manually dropped.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -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
prosolis
8e0fe0230c Death source tracking + combat threat/jitter fixes
- Adventure characters now record DeathSource ("adventure"|"arena") and
  DeathLocation when killed. Threaded through Kill() and transitionDeath.
  Daily report uses the recorded death location instead of misattributing
  arena deaths to the day's adventure log: when DeathSource != "adventure",
  the adventure block shows the alive icon and a separate "Later fell in
  {location}." line. Standout-loss flavor uses DeathLocation. Empty
  DeathSource (legacy rows) falls back to current behavior.
- calcDamage applies a ±15% per-hit jitter, so successive hits in a phase
  no longer produce identical numbers. Previously every hit in a phase was
  flat (e.g. 17, 17, 17, 17) and mirror-symmetric between player/enemy,
  reading as scripted.
- assessThreat rewritten to use the engine's actual penetration formula:
  damage-per-round each direction, then rounds-to-kill ratio. The old
  additive HP+Attack*3 model ignored Defense, so even fights could be
  rated trivial — players died after consumables were skipped with the
  "threat assessed as manageable" message.
- SelectConsumables never skips on trivial when arenaRound > 0. Arena
  losses cost real money and equipment, so the cost of a wrong assessment
  is too high to gamble on; adventure-side fights still skip trivial
  threats to avoid wasting items on chump enemies.

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