A. An armed ability lasted one round of a turn-based fight.
buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.
Split arming into its two halves:
consumeArmedAbility(c) mutates: disarms, saves, returns the id. Once,
at fight start.
applyAbilityByID(c, id, mods) pure: no DB write, no disarm. Safe on every
rebuild. (No ability's Apply writes to the
character, so this really is pure.)
armAbilityForFight(c, mods) consume + apply, for the auto-resolve callers
that build and fight in one breath.
buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.
The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.
Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.
B. Six unlocked read-modify-writes against the shared supply pool.
updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.
All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.
Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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.
The class-identity audit (98ba416) wired Extra Attack via the new
resolvePlayerSwings helper, but only SimulateCombat (auto-resolve)
called it. The turn-based engine — every !fight/!attack and every
elite/boss gate the sim drives via autoResolveCombat — still called
single-swing resolvePlayerAttack, so Fighter L11+ got 1 swing/turn at
the gates instead of 3. The audit close-out was correct in spirit but
half-applied.
J1 baseline matrix surfaced it: Fighter L12 cleared 100% of T2 forest
but 2% of T3 manor and 7% of T4 underdark, with %boss_reached at 100%
across the board. The wall was the boss-room damage exchange, not
mid-zone attrition. Trace dump on a sample fight: Fighter dealt 79
dmg in 14 rounds (7 hits / 9 swings) — exactly one swing per round —
versus 167 enemy dmg. With multi-swing wired in, the same fight ends
in 7 rounds with the boss dead, Fighter at 87/168 HP, 16 hits in 19
swings.
n=100 matrix after the fix:
Fighter L12 manor: 2% → 100% clr
Fighter L12 underdark: 7% → 98% clr
Fighter L12 forest: 94% → 100% (no leader regression)
Mage cells unchanged (J2 territory). Rogue cells within noise.
Sim infra changes that landed alongside (needed to read the J1
signal):
* expedition_sim auto-arms class-default defensive abilities
(Second Wind / Healing Word) via the new simAutoArmEnabled toggle
+ trySimAutoArm helper, hooked before applyArmedAbility in both
combat builders. Production code paths untouched (toggle stays
off). Without this the sim simulated a player who never types
!arm, which under-counts class survival.
* SimResult.Combats captures per-fight turn-log summaries (rounds,
hits/misses, damage by side, AC values inferred from RollAgainst)
so future J-phase questions can dig into the engine without
re-running the matrix.
* sim_results/run_matrix.sh fans the matrix across (class,level,zone)
cells via xargs -P (one process per cell — each owns its global
sqlite handle). ~6× wall-clock speedup on a 14-core box; n=100
matrix runs in ~3min.
* sim_results/summarize.sh gains p50_yld_clr + %boss_reached columns
so future sweeps don't conflate "reaches boss" with "clears zone".
Baselines:
sim_results/baseline_j0_n100.jsonl — pre-fix (1350 rows)
sim_results/baseline_j1_extra_attack.jsonl — post-fix (4500 rows)
Phase J state: J0 baseline locked, J1 done. T5 dragons_lair still
0% clear universally (J3). Mage T2+ wall still real (J2).
D1: single block comment above the presence.go best-effort QueryRow
cluster (lines 149-198). Zero-value fallbacks are correct for new users
with no activity rows yet.
D2: contract comment on sendZoneCombatMessages — returns a done channel,
callers chaining post-flush work MUST consume it; in-flow handlers with
nothing to chain MUST explicitly discard. Blocking on flush would stall
command handlers behind the 2-3s/message pacing, defeating streaming.
Two fire-and-forget sites (adventure_arena.go round-advance,
dnd_zone_cmd.go streamFlow) now use `_ =` + comment.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Magic items now reach players through three surfaces: zone loot drops,
Luigi's "Curios" shelf, and combat effects. Effects are formulaic
(Rarity scalar x Kind), mirroring the bestiary tuning pass, with an
empty magicItemEffectOverlay as the hand-authored refinement path.
- magic_items_gameplay.go: rarity index, magic_item_equipped persistence
(new table, DnDSlot-keyed), codified effect formula, applyMagicItemEffects
combat hook, potion/scroll -> ConsumableDef bridge, !adventure equip-magic
- dropZoneLoot: 15% magic-item substitution roll by tier rarity
- Luigi's Curios category: daily UTC-seeded 8-item rotation
- combat_bridge / combat_session_build: applyMagicItemEffects after passives
- consumableDefByName falls through so loot/shop potions auto-resolve
- renderDnDSheet: new Magic Items section
Equippable items live entirely in the DnDSlot scheme, separate from the
legacy tier-gear. Attunement items equip inert until attuned (3-slot cap).
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>
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>
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>
Reconcile the migration plan with what actually shipped, and clear the
three remaining CombatLevel reader sites so the §7 grep gates hold.
Plan reconciliation (gogobee_legacy_migration.md §7.4):
The original deletion list was wrong on two counts. (1) AdventureCharacter
struct survives as the loaded-view shape post-L5h overlay; only the
backing table drops at purge. (2) combat_engine.go / combat_bridge.go /
combat_stats.go are not legacy — they're the live combat engine the D&D
system layers on top of (applyDnDPlayerLayer/EquipmentLayer/etc. mutate
CombatStats before SimulateCombat). Verified via grep: 21+ files reference
these symbols across arena/dungeon/zone/expedition. §7.4 rewritten to
reflect this; no L6 combat-engine migration needed.
Reader fixes:
- babysitDailyCost reframed for D&D-level scale. Formula 100 + level*100
preserves the curve at every old-CL boundary given the 5:1 compression
in dndLevelFromCombatLevel (Level 4 ≈ old CL 20 = €500/day, Level 10 ≈
old CL 50 = €1100/day). Caller switched to dndLevelForUser.
- dnd_sheet.go drops the vestigial "Combat (legacy) %d" stat-block line.
- D&D onboarding retired. Post-L5g the welcome DM never fires (every
legacy player already has a D&D row), so dnd_onboarding.go +
dnd_onboarding_test.go are deleted, the 3 production caller invocations
(dnd_zone_combat, combat_bridge, dnd_combat::ensureCharForDnDCmd) and
the dnd_setup.go stub-creation branch removed. OnboardingSent column
kept for a separate cleanup pass. dnd_audit_fixes_test.go ported.
go vet ./... && go test ./... clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
All ten helpers in adventure_pets.go now take PetState (or *PetState
for petGrantXP) instead of *AdventureCharacter. mistyHousingHint takes
raw NPC counters since Misty fields stay on AdvCharacter for a later
phase. mistyReactivatePet returns bool; caller flips both stores.
DeathTransitionParams gained Pet PetState so combat_bridge no longer
touches the DB; arena caller loads PetState. PetState.HasPet() mirrors
AdvCharacter's. petMidnightCheck loads PetState per char.
L4 grep-empty exit criterion now holds for adventure_pets.go.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Swap all char.DisplayName / c.DisplayName reader sites in
internal/plugin/ to loadDisplayName(userID). Touches 12 files
across combat (combat_bridge, dnd_zone_combat, dnd_zone_cmd,
dnd_expedition_combat), arena, hospital, events, render,
masterwork, robbie, scheduler, and adventure.go.
Only intentional char.DisplayName references remaining are in
adventure_character.go (scan + save + dual-write) and the
player_meta.go doc comment. go vet + go test ./internal/plugin/...
clean.
Unblocks deferred L2 step 9 (arena AdvCharacter import drop)
once L4 hospital/pets/render also lands.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Cancels the planned ARENA_BOSS_FLOW soak. The boss flow is shipped
unconditionally with no legacy fallback — boss-flow errors now surface
to the player and abort the round rather than silently falling back to
the old CombatPower path.
Deleted:
- runArenaCombat (combat_bridge.go) — legacy CombatPower-vs-Lethality
arena combat driver.
- RenderCombatLogArena, renderArenaOutcome (combat_narrative.go) — legacy
arena renderers. RenderCombatLogArena was a thin alias for
RenderCombatLog; renderArenaOutcome was already dead.
- renderArenaCombatFinalMessage (combat_bridge.go) — legacy "rewards +
closer" trailing text.
- arenaWinCloser, arenaLoseCloser (adventure_arena_combat.go) — flavor
helpers that only fed the deleted renderers. File now just holds
arenaParticipationXP.
- arenaBossFlowEnabled + the ARENA_BOSS_FLOW env var (adventure_arena.go,
.env.example). The env gate served only the now-removed fallback.
- sendArenaCombatMessages (adventure_arena.go) — wrapper that switched
pacing between boss flow and legacy. Replaced with direct
sendZoneCombatMessages calls at the three call sites.
- TestArenaBossFlowEnabled (bossflow test) and
TestRenderCombatLogArena_ProducesPhaseMessages (narrative test).
Simplified resolveArenaRound / resolveArenaSurvival / resolveArenaDeath:
the bossNarr-vs-nil branches collapsed since narration is now always
produced by resolveArenaBoss. Equipment degradation and the death-save
reprieve hook are unchanged — both already worked off the boss-flow
CombatResult.
Migration doc (§4) updated to record the cancellation and the
remaining tuning approach (playtest-driven, no flag soak window).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
GM→DM rename across docs and code (GMNarrationType→DMNarrationType,
GMState→DMState, narration constants, comments) so the system reads as
"Dungeon Master" everywhere. Player-visible "GM mood" wording stays
where it appears in flavor.
Streamed zone/expedition combat: zone advance now stages patrol →
patrol play-by-play → patrol resolution → room intro → room play-by-play
→ final outcome through sendZoneCombatMessages with 2–3s pacing
(arena keeps its 5–8s window). Combat narrative lines pick up a compact
d20-vs-AC roll annotation for hit/crit/miss/block events.
Combat outcome polish: dndHPSnapshot lets narration show sheet HP
rather than legacy combat-engine HP, and markAdventureDead clears the
zombie state where hp_current was 0 but the legacy alive flag stayed
true after a D&D-layer KO.
Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite
covering the new layer, and adv2_scenario_test.go — a full
zone-run + expedition + harvest playthrough against a copy of the prod
DB asserting persisted state end-to-end.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
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.
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>
- 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>
Previously, advOverlevelMultiplier penalized every action where the
player's effective level exceeded the location's MinLevel by 4+, with
no escape valve. That punished players grinding at their max-available
tier (e.g., a level 50 character at the highest mining location they
qualify for, with nothing higher unlocked).
Now: the multiplier short-circuits to 1.0 when no accessible higher-tier
location of the same activity exists for that player. Signature changed
from (effectiveLevel, minLevel) to (effectiveLevel, *AdvLocation) so the
helper can scan the activity's location list. combat_bridge.go updated
to match.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>