package plugin // Phase 3 — class passives applied via CombatModifiers. // // Phase 3 keeps abilities passive-only: they auto-trigger via the existing // CombatModifiers machinery rather than being player-activated mid-fight // (the combat engine is one-shot, no turn-based UI). Active/reactive // abilities arrive once we have a model for them — likely tied to !arena // pre-arming or to a turn-based PvP variant. // // Comment convention: `// internal note (not user-facing)` marks block // comments that document tuning history (Phase 2/3 balance notes, scaling // rationale, etc.). Anything inside such a block is engineering context, // NOT a candidate for codegen to lift into a Description string. // ── Class passive definitions ──────────────────────────────────────────────── // DnDClassAbility is the lore/UI representation of a class's signature // passive. Used by !abilities and !sheet for display; mechanics live in // applyClassPassives below. type DnDClassAbility struct { Name string Description string } var dndClassAbilities = map[DnDClass]DnDClassAbility{ ClassFighter: { Name: "Battle Trained", Description: "Years of weapon drill make every swing hit a little harder than it has any right to.", }, ClassRogue: { Name: "Sneak Attack", Description: "Your opening strike each fight finds a seam and crits — and the same trained precision keeps every follow-up sharper than it looks.", }, ClassMage: { Name: "Arcane Focus", Description: "Practiced channeling steadies your aim and lets a faint arcane crackle leak into every blow you land.", }, ClassCleric: { Name: "Divine Favor", Description: "When the fight turns against you, a sliver of divine grace patches you up. Once per combat.", }, ClassRanger: { Name: "Hunter's Mark", Description: "You read your prey's tells — openings come easier, and the hits land where it hurts.", }, ClassDruid: { Name: "Wild Resilience", Description: "The wild lends you its hide — blows land softer — and the moment you engage, a thorn surge lashes back at whatever picked the fight.", }, ClassBard: { Name: "Bardic Inspiration", Description: "Wit and timing put you a beat ahead of the fight: you move first, swing truer, and turn the opening line into a small, mean encore.", }, ClassSorcerer: { Name: "Innate Sorcery", Description: "Raw magic boils over the moment the fight starts, scorching whatever's nearest — and every swing rides the leftover heat.", }, ClassWarlock: { Name: "Agonizing Blast", Description: "Your pact whispers in the back of your skull; the favor it returns lands on your enemies, harder and surer than ought to be allowed.", }, ClassPaladin: { Name: "Divine Smite", Description: "On engagement you channel a burst of radiant power — a sworn promise, paid in light — that hits harder as your oath deepens.", }, } // clampNonNeg returns max(0, x). Used by Phase-2 class passives to keep // ability-mod-scaled FlatDmgStart additions from going negative when a // caster's casting stat happens to be below 10 (or when tests construct // a DnDCharacter with zero-value stats). func clampNonNeg(x int) int { if x < 0 { return 0 } return x } // applyRacePassives sets the combat-impacting flags from the player's race. // Elf "trance" (resilience flavor), Half-Elf "adaptable" (cross-cultural know- // how), and the Human floating +1 are non-combat or stat-only and have no // engine hook here. func applyRacePassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) { switch c.Race { case RaceHalfling: mods.LuckyReroll = true case RaceOrc: mods.RageReady = true case RaceDwarf: mods.PoisonResist = true case RaceTiefling: // Fiendish heritage: incoming fire damage is halved by the combat // engine (enemy attack path + aoe_fire ability) and by the trap // resolver (fire-tagged traps). mods.FireResist = true } } // applyClassPassives mutates a player's CombatModifiers to apply their // class passive. Called after applyDnDPlayerLayer + DerivePlayerStats but // BEFORE consumable application (so consumables can stack on top). // // Some passives ride on existing CombatModifiers fields: // Rogue's Sneak Attack reuses AutoCritFirst (the consumable Crystal Berry // field) — the engine already implements first-hit-auto-crit semantics. // Cleric's Divine Favor reuses HealItem, the under-50%-HP heal trigger. // // This means: // - A Rogue carrying a Crystal Berry doesn't get *two* auto-crits; // AutoCritFirst is already a one-shot bool. // - A Cleric carrying a healing potion stacks: passive 5 + potion 8 = 13. // The passive heal triggers first since both use the same threshold. func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) { switch c.Class { case ClassFighter: mods.DamageBonus += 0.05 case ClassRogue: mods.AutoCritFirst = true // Phase 2 class-balance: rogue's once-per-fight auto-crit goes stale // at high tiers (T5 mean trails leaders by ~10pp pre-tune). Add a // modest steady-DPS rider so post-opener rounds aren't pure attrition. mods.DamageBonus += 0.05 case ClassMage: stats.AttackBonus++ // Phase 2 class-balance: +1 attack alone left Mage mid-pack on damage // per round. A modest damage rider lifts weapon hits (DamageBonus does // not multiply queued SpellPreDamage — that path is its own field). mods.DamageBonus += 0.05 // Phase 2 class-balance: Arcane focus also produces a small pre-combat // arcane burst, scaling with level and INT. Helps the L1-4 chassis, // which would otherwise rely on a single weak L1 spell + quarterstaff // against T2-T3 monsters. Saturates harmlessly at L10+ where every // class wins anyway. mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.INT)) case ClassCleric: // Passive heal at <50% HP. Stacks additively with consumable HealItem. mods.HealItem += 5 case ClassRanger: mods.DamageBonus += 0.05 stats.AttackBonus++ case ClassDruid: // Wild Resilience — multiplicative, so it stacks cleanly with the // subclass DamageReduct riders. DamageReduct is initialized to 1.0 // by DerivePlayerStats before passives run. mods.DamageReduct *= 0.95 // Phase 3 class-balance: druid was the only caster chassis with a // purely defensive passive, and the off-tier numbers showed it — // L1/T2 mean 0.04 vs Mage 0.27. Mirror the other caster bursts so // the L1-4 druid can chip a T2 monster: WIS-scaled FlatDmgStart on // engage. No DamageBonus rider; the chassis keeps its defensive // identity, and the burst alone (plus the existing DR) lifts the // off-tier cells without pushing in-tier wins past 1.0. mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.WIS)) case ClassBard: // Phase 2 class-balance: bare +1 initiative left Bard the weakest // class chassis (T5 mean 0.48 pre-tune). Add a Ranger-tier rider // (+1 attack, +5% damage) so the chassis pulls weight before subclass // kicks in at L5, plus a CHA-scaled opening flourish (FlatDmgStart) so // the L1-4 chassis isn't dead at T3. mods.InitiativeBias += 1 stats.AttackBonus++ mods.DamageBonus += 0.05 mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA)) case ClassSorcerer: // Innate Sorcery — pre-combat burst, CHA-scaled like the Sorcerer's // spellcasting stat. Floors at the flat base for low-CHA builds. // Phase 2 class-balance: pure FlatDmgStart faded at higher tiers as // monster HP grew. Adding a 5% damage rider plus level scaling on the // burst keeps the chassis relevant past L1. // Phase 3 class-balance: sorcerer was the second-worst off-tier caster // (L1/T2 0.10 pre-tune), trailing mage by ~17pp despite a comparable // stat line. Bump the burst base 3→5 to lift the L1-4 chassis without // touching the +0.05 rider that already saturates at high tier. mods.FlatDmgStart += 5 + c.Level + clampNonNeg(abilityModifier(c.CHA)) mods.DamageBonus += 0.05 case ClassWarlock: // Phase 2 class-balance: bumped from 10% to 12% damage + 1 attack — // the Warlock chassis read mid-pack at T5 (0.52) pre-tune. Eldritch // blast as an opener (FlatDmgStart, level + CHA-scaled) covers the // caster's L1-4 quarterstaff weakness, same shape as the other three // arcane chassis. mods.DamageBonus += 0.12 stats.AttackBonus++ mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA)) case ClassPaladin: // Divine Smite — radiant burst on engage, scaling with level so it // stays relevant against tougher foes. mods.FlatDmgStart += 4 + c.Level/2 } }