A solo fight is a conversation: the player types, the engine answers, and
nothing happens in between. A party fight is a queue, and three things follow.
Turn ownership. Only the seat on the clock may act, so beginCombatTurn resolves
the sender's seat and refuses the rest before anyone spends a slot or burns an
item. A fight lock, because three members typing !attack at once took three
different user locks and the check would have passed for all three: it takes the
fight's lock (keyed on seat 0) then the member's own, always in that order, and
a solo fight -- whose owner is the sender, and sync.Mutex is not reentrant --
takes exactly the one lock it always took. And a turn deadline, because one
member who wanders off must not freeze the other two for the hour it takes the
session reaper to wake up.
The deadline is three minutes, not the plan's sixty seconds. The sweep rides the
existing one-minute ticker, so any deadline really fires in [d, d+1m); and
expeditions here run for days, so the asymmetry favours patience over robbing
someone of their boss turn while they read the room on their phone. A lapse
latches that seat onto the auto-picker for the rest of the fight, so an absent
member costs the party one wait rather than one per round. Typing anything hands
the wheel back. Solo is never swept.
Three seat-0 leaks fixed on the way past, all of which would have surfaced as
the leader quietly doing everyone's business:
- mid-fight buffs folded into the session's embedded ActorStatuses, so a
member casting Shield on themselves would have armoured the leader;
- pickAutoCombatAction read sess.PlayerHP and Statuses.ConcentrationDmg, so
playing an away member's turn would have healed the wrong person and
re-armed the wrong aura;
- runCombatRound rested on any player_turn, and a downed seat still holds one
-- the round would have come to rest on a corpse and waited for a dead
member to type !attack. settleCombatSession drains it. beginCombatTurn
settles before reading the clock, which also fixes a latent solo bug: a
fight interrupted mid enemy_turn resumed parked there and silently ate the
player's next !attack.
The narration turned out to be written in the second person -- "You score 9
damage", "A hit gets through your guard" -- so swapping a name per seat would
have told three people they each landed the same blow. A round is rendered once
per reader instead: your own events go through the untouched flavor pool, your
allies' through a terse third-person summary. CombatEvent carries the seat to
make that possible, stamped once per phase step rather than at the twenty-odd
append sites in the primitives, which emit against the cursor and know nothing
of seats.
Closing out fans along the seam the data model already cut. Threat, the
zone-kill record, the boss-defeat drop and the run teardown all resolve through
getActiveExpedition or getActiveZoneRun, and a member owns neither row -- so
they fire once, for the owner. Fanning them out would have tripled the threat a
single kill costs. HP, XP, loot and death are the character's, and every seat
gets their own. A member can be dead in a fight the party won, so death is read
per seat off HP, not off the session's status.
The reaper stays attack-only. Finishing an abandoned fight should not quietly
burn the player's spell slots and potions; the deadline latch does use the
picker, because that member is mid-fight with a party waiting on them.
startPartyCombatSession has no production caller yet -- handleFightCmd still
opens a solo session. P6 seats the party.
TestCombatCharacterization is byte-identical: solo balance did not move.
The turn engine seats a party since P3, but only seat 0 survived a
suspend: seats 1+ reopened from their Mods on every step, rearming their
once-per-fight one-shots -- a party Halfling rerolled a nat 1 every round.
Split CombatStatuses into the fight-scoped half (the enemy's stance, the
round cursor) and the per-character half, ActorStatuses. The embed is
anonymous and untagged, so statuses_json stays the same flat object it
always was and every in-flight prod row decodes unchanged.
Seat 0 keeps living on combat_session. Seats 1+ get combat_participant
rows. That asymmetry is the point: a solo fight -- which is every fight
that has ever run, and the whole balance corpus -- writes exactly the
bytes it wrote before, and no participant rows at all. roster_size
guards the read, so the solo loader never issues the second query.
Parties commit their seats in the same transaction as the session row;
solo keeps its single unwrapped UPDATE.
expedition_party is the co-op roster. No party_id on dnd_expedition:
expedition_id already identifies the party, and a second key would be a
second answer to "who is in this party". Absent means solo, in both new
tables, so neither needs a bootstrap backfill.
The combat characterization golden is byte-identical.
Also seeds and re-powers the two statistical subclass tests. They drew
from the package-global RNG, so their verdict depended on how much
randomness every test declared before them happened to consume -- which
is why they flaked on a clean tree. Sweeping 40 seeds: Precision Attack
had a mean margin of +127 wins against a +50 threshold but a worst case
of -42, and Assassinate averaged +12.8 with two seeds outright negative.
Both effects are real; the trial counts were too low to see them. Seeded,
and raised to 24000/6000 trials, where all 40 seeds clear.
Spiritual Weapon used to ride the pet-attack channel, so a petless
cleric saw "🐾 Your faithful companion" each round and couldn't tell
the spell was firing. Split it to SpiritWeaponProc/Dmg with its own
✨ flavor; damage now scales with spell mod + upcast.
Rest also fired mid-dungeon — only the autorun honored RestingUntil,
the !rest commands themselves had no gate. Block both short and long
rest when an expedition or combat session is active.
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).
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).
CombatStatuses now mirrors every persistent combatState one-shot —
depleting resources (ward/spore/reflect/autocrit/arcane-ward/heal-
charges), once-per-fight class/race/subclass flags, and accumulated
buff stat deltas. resumeTurnEngine restores them; commit writes them
back in place. Fixes turn-based bugs where Orc rage, Halfling Lucky
reroll, and the Assassin first-attack bonus re-fired every round and
Abjuration Arcane Ward did nothing.
Buff spells and buff-type consumables (ward/atk/def/crit/spore/reflect/
auto-crit) are now usable mid-fight: a flattened-delta model diffs the
reused applySpellBuff/ApplyConsumableMods math against a throwaway
combatant, folds the marginal effect into the session, and re-applies
the persistent stat deltas onto the rebuilt player each round. Pure-
utility spells diff to nothing and are refused before a slot is spent.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Routes Elite/Boss rooms off the auto-resolve SimulateCombat path and onto
the persisted turn-based engine. !zone advance now stops at an Elite/Boss
doorway; the player engages with !fight, then resolves one full round per
!attack / !flee. A won CombatSession is the record that the room's combat
is done, so a fresh !zone advance clears the room and advances the graph.
- buildZoneCombatants: shared player/enemy Combatant builder extracted from
runZoneCombat; combatantsForSession rebuilds the pair from a session row.
- runCombatRound loops the phase state machine through a whole round;
finishCombatSession runs HP/XP/loot/kill/threat/mood close-out.
- getCombatSessionForEncounter lets the room resolver tell "already won"
apart from "not yet fought".
- !zone advance/enter/go blocked while a session is active.
- resolveBossRoom deleted (dead after the reroute).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>