A combat session abandoned past its 1h TTL is now resumed from persisted
mid-state and auto-played through the shared resolver to a real win or
loss, rather than flatly marked as a retreat. The bulk-UPDATE sweep is
replaced by listExpiredCombatSessions plus a reaper that locks the user,
auto-plays the fight, runs the normal close-out, and DMs the outcome.
markCombatSessionExpired remains the terminal fallback for sessions that
can't be reconstructed. Wired into eventTicker.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
combat_session.go: CombatSession persistence layer mirroring the
dnd_expedition pattern — CRUD accessors, one-active-per-user enforcement,
and the timeout reaper (sweeps stale sessions to 'expired').
combat_turn_engine.go: the player_turn -> enemy_turn -> round_end -> over
state machine. advanceCombatSession seeds a deterministic per-(round,phase)
RNG, resolves one phase via the shared attack primitives, commits, and
persists. The deferred poison/status tick lands in round_end now that the
round-loop shape exists.
CombatStatuses persists only between-round monster-ability effects; the
reaper marks sessions 'expired' rather than auto-playing them — both gaps
depend on Combatant reconstruction, which lands with the command-wiring PR.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>