Commit Graph

2 Commits

Author SHA1 Message Date
prosolis
1f211564d9 Review fixes: party close-out, member soft-lock, supply race, elite loot, season crown
Five bugs found reviewing n1-restoration end to end.

beginCombatTurn settles any phase the engine owes before reading whose turn it
is. That settle can end the fight — and the old code then answered "you're not
in a fight" and returned. The terminal status was already persisted, so nothing
ever paid the party out: no XP, no loot, no death recorded, no run teardown. The
reaper cannot recover it either, because listExpiredCombatSessions filters on
status='active'. Close the fight out there, the way the !fight start path and
the reaper already do.

A party member was permanently soft-locked when their leader extracted and never
resumed. seatedExpeditionFor (the guard) spans 'extracting'; expeditionForMember
(what !expedition leave resolved through) saw only 'active'. So the member was
refused any new adventure by the guard and told "No active expedition" by the
command the guard points them at, with nothing sweeping stale rows and only the
leader able to clear one. Resolve the exit through the same lookup as the gate.

updateSupplies overwrites supplies_json wholesale, and expeditionCmdAccept folded
a member's packs onto a snapshot read before the coin debit, unlocked. Handlers
run one goroutine per event, so two invitees accepting genuinely interleave and
one member's packs vanish. advUserLock cannot help — it is keyed by sender, so
racing members take different mutexes. Add advExpeditionLock and re-read the pool
under it. Closes accept-vs-accept; the six other updateSupplies callers still
race and are written up separately.

runHarvestInterrupt picked an elite enemy and elite narration off a local `elite`
flag, then passed a hardcoded false as isElite to closeOutZoneWin. dropZoneLoot
gates masterwork on isBoss||isElite, so beating an elite interrupt skipped the
masterwork roll and took standard treasure weight — while the same elite fought
via !zone paid out correctly.

arenaSeasonRollover marked its job complete even when recordArenaSeasonTitle
failed, and JobCompleted short-circuits every later run for that quarter, so a
transient SQLite BUSY lost the crown forever. Defer completion on failure; the
insert is ON CONFLICT DO NOTHING against PRIMARY KEY (season, kind) and a past
season's data is frozen, so the retry is safe.

Also: drop dead partySurvivors, collapse the zoneCombatRoster alias into
fightRoster, route partyCasualtyLine through joinNames, fold four copies of the
expedition column projection into expeditionSelectCols, stop replyDM sending a
blank DM, and correct two doc comments describing a path that no longer exists.

Deliberately not fixed, with reasons, in gogobee_code_review_followups.md — most
notably that both turn-based close-outs skip grantCombatAchievements and
persistDnDPostCombatSubclass, which the auto-resolve paths run.
2026-07-10 07:20:14 -07:00
prosolis
08d3053368 N3/P6e: a party that fights every room
Only elite and boss doorways seated a roster. Everything else -- exploration
rooms, patrol encounters, harvest interrupts -- resolved through SimulateCombat
against ctx.Sender, and P6d made the walk commands leader-only. So on a 38-room
T5 expedition a party of three fought together twice and the leader soloed the
other ~35, then died alone while two untouched members stood at full HP.

The plan said the N-body core was already there and only the callers passed one
player. It wasn't: SimulateCombat built a one-seat roster internally. But the
resolution primitives already read st.c -- the cursor's Combatant -- because the
turn engine has called them that way since P3. Only the round loop needed
widening.

combat_engine_party.go carries it: simulateParty, simulatePartyRound,
roundInitiative, enemyTargetSeat. Every roster short-circuit collapses for one
seat, copying P3's solo exemptions, so the RNG draw order is unchanged and
SimulateCombat is now simulateParty([]Combatant{p}, ...).Seats[0].
TestCombatCharacterization is byte-identical; TestSimulateCombat_IsTheOneSeatPartyCase
pins the delegation event-for-event across 40 seeds.

zone_combat_party.go carries the callers' half: runZoneCombatRoster fans out the
character-scoped close-out (HP, XP, achievements, subclass, heal items burned,
Misty's repair) per seat, while loot, threat, kill records and death stay with
whoever knows the room. runZoneCombat remains the explicit solo entry point --
the arena calls it, and an arena bout must never drag in a party.

Death is read per seat off HP, never off the fight's terminal status: a timed-out
party can still have lost somebody, and a solo player at 0 HP has already ended
the fight, so PlayerEndHP <= 0 is exactly the old !TimedOut rule.

Preserved deliberately: a solo player can win at 0 HP (a retaliate aura kills the
swinger on the killing blow, and resolvePlayerAttack returns before enemyDown is
consumed) and is not marked dead. A party marks its downed seats dead on a win,
which is what finishPartyWin always did.

Solo T5 re-sweep is unregressed (fighter 47-73%, cleric 20-33%). Party of 3 now
clears 100% of every T5 cell, which is P8's problem: the enemy takes one turn per
round and swings at one seat, so a party of N deals xN damage and each member
takes ~1/N^2 of the solo incoming. An HP scalar cannot close that -- it restores
the fight's duration, not the enemy's action economy.
2026-07-10 06:32:29 -07:00