package plugin import ( "fmt" "log/slog" "maunium.net/go/mautrix/id" ) // Phase 13 — Combatant reconstruction for turn-based fights. // // The auto-resolve path (runZoneCombat) builds a player/enemy Combatant pair, // runs SimulateCombat, and discards them. The turn-based path needs the same // pair, but rebuilt fresh on every player command from persisted session // state — so the build is extracted here as buildZoneCombatants, and // combatantsForSession wraps it for the resume case. // // HP is deliberately NOT carried by the Combatant pair: the turn engine reads // live HP from the CombatSession row (sess.PlayerHP / sess.EnemyHP), so the // rebuilt Combatants only need correct Stats/Mods/Ability. Re-deriving from // current character state each round is safe because zone equipment, streaks, // and bonuses don't change mid-fight. // // applyPendingCast and the auto-heal consumable setup are intentionally left // out of the shared builder — those are one-shot mutations that runZoneCombat // applies once before SimulateCombat. Re-applying them on every turn-based // round would double-consume. Mid-fight !cast / !consume buffs are instead // persisted on the CombatSession and folded back in by combatantsForSession // via applySessionBuffs. // buildZoneCombatants derives the player/enemy Combatant pair for a zone // encounter: the player's full D&D layer (stats + class/race/subclass passives // + armed ability) and the monster's bestiary stat block with tier scaling and // the DM-mood combat tilt folded in. The returned dndChar is handed back so // callers can run post-combat subclass persistence without reloading it. func (p *AdventurePlugin) buildZoneCombatants( userID id.UserID, monster DnDMonsterTemplate, tier int, dmMood int, ) (player Combatant, enemy Combatant, dndChar *DnDCharacter, err error) { tilt := dmMoodCombatTilt(dmMood) char, err := loadAdvCharacter(userID) if err != nil || char == nil { return Combatant{}, Combatant{}, nil, fmt.Errorf("load adv character: %w", err) } equip, err := loadAdvEquipment(userID) if err != nil { return Combatant{}, Combatant{}, nil, fmt.Errorf("load equipment: %w", err) } bonuses := p.loadCombatBonuses(userID, char) chatLvl := p.chatLevel(userID) playerStats, playerMods := DerivePlayerStats(char, equip, bonuses, chatLvl, char.CurrentStreak, false) dndChar, _, err = ensureDnDCharacterForCombat(userID, char) if err != nil { return Combatant{}, Combatant{}, nil, fmt.Errorf("ensure dnd character: %w", err) } applyDnDPlayerLayer(&playerStats, dndChar) applyDnDEquipmentLayer(&playerStats, dndChar, equip) applyDnDHPScaling(&playerStats, dndChar) applyClassPassives(&playerStats, &playerMods, dndChar) applyRacePassives(&playerStats, &playerMods, dndChar) applySubclassPassives(&playerStats, &playerMods, dndChar) applyMagicItemEffects(&playerStats, &playerMods, userID) trySimAutoArm(dndChar) if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired { slog.Info("dnd: armed ability fired (turn-based build)", "user", userID, "ability", firedName) } enemyStats, enemyMods := monster.toCombatStats() // Tier scaling mirrors runZoneCombat: only raise AC/AttackBonus to a // tier floor — boss/elite stat blocks already encode their challenge, so // we never double-scale a block that's already above the floor. if tier > 1 { floorAC := dndDungeonACBase + tier if enemyStats.AC < floorAC { enemyStats.AC = floorAC } floorAB := dndDungeonAtkBase + tier if enemyStats.AttackBonus < floorAB { enemyStats.AttackBonus = floorAB } } // DM mood tilts: monster Attack delta + player initiative bias. enemyStats.Attack += tilt.EnemyAttackDelta if enemyStats.Attack < 1 { enemyStats.Attack = 1 } playerMods.InitiativeBias += tilt.InitiativeBias displayName, _ := loadDisplayName(userID) player = Combatant{ Name: displayName, Stats: playerStats, Mods: playerMods, IsPlayer: true, } enemy = Combatant{ Name: monster.Name, Stats: enemyStats, Mods: enemyMods, Ability: monster.Ability, } return player, enemy, dndChar, nil } // combatantsForSession reconstructs the Combatant pair for an in-flight solo // CombatSession — the shape every caller wanted before parties existed. It is // partyCombatantsForSession reduced to seat 0, and it errors rather than // silently dropping the rest of a party's roster on the floor. func (p *AdventurePlugin) combatantsForSession(sess *CombatSession) (player Combatant, enemy Combatant, err error) { if sess.IsParty() { return Combatant{}, Combatant{}, fmt.Errorf( "combat session %s seats %d players; use partyCombatantsForSession", sess.SessionID, sess.RosterSize()) } players, e, err := p.partyCombatantsForSession(sess) if err != nil { return Combatant{}, Combatant{}, err } return *players[0], *e, nil } // partyCombatantsForSession reconstructs the seated roster and the enemy for an // in-flight CombatSession. It reloads the zone run for the DM mood + tier and // looks the enemy up in the bestiary by the session's EnemyID. The combatants // carry no HP — the turn engine reads that from the session row and the // participant rows. // // Every seat is rebuilt from *its own* player: their sheet, their equipment, // their passives, their magic items. That is N times the per-round DB chatter // combatantsForSession already had (project_combat_session_cache_deferred), and // a party of 3 pays it three times over. Solo — every fight that has ever run, // and the whole balance corpus — still issues exactly one build. func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Combatant, *Combatant, error) { run, rerr := getZoneRun(sess.RunID) if rerr != nil { return nil, nil, fmt.Errorf("load zone run: %w", rerr) } if run == nil { return nil, nil, fmt.Errorf("combat session %s: zone run %s not found", sess.SessionID, sess.RunID) } monster, ok := dndBestiary[sess.EnemyID] if !ok { return nil, nil, fmt.Errorf("combat session %s: enemy %q not in bestiary", sess.SessionID, sess.EnemyID) } zone := zoneOrFallback(run.ZoneID) seats := sess.SeatUserIDs() players := make([]*Combatant, len(seats)) var enemy Combatant for seat, uid := range seats { player, e, _, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood) if err != nil { return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err) } // Fold any fight-scoped buffs this seat's mid-fight !cast / !consume // layered on back onto their freshly-rebuilt combatant. The depleting // one-shots (ward/spore/…) live on their persisted statuses and flow // through the turn engine's resume/commit cycle, so only the persistent // stat deltas are applied here — and only that seat's own. applySessionBuffs(&player, sess.actorStatusesForSeat(seat)) players[seat] = &player if seat == 0 { // The enemy build reads only (monster, tier, dmMood): every seat // rebuilds the identical stat block, so seat 0's copy is the fight's. // Only the *player* half of the build varies by seat. enemy = e } } return players, &enemy, nil } // applySessionBuffs re-derives the persistent stat effect of every mid-fight // buff onto one rebuilt character. The buffs are stored as accumulated deltas // (diffTurnBuff produced them against that character's state at cast time), so // re-applying them to a deterministic rebuild reproduces the same totals every // round without double-counting. It takes ActorStatuses rather than the whole // session because buffs are per-caster: each seat folds in only its own. func applySessionBuffs(player *Combatant, s ActorStatuses) { player.Stats.AC += s.BuffACBonus player.Stats.AttackBonus += s.BuffAtkBonus player.Stats.Speed += s.BuffSpeedBonus player.Stats.CritRate += s.BuffCritRate player.Mods.DamageBonus += s.BuffDamageBonus player.Mods.PetAttackProc += s.BuffPetProc player.Mods.PetAttackDmg += s.BuffPetDmg player.Mods.SpiritWeaponProc += s.BuffSpiritProc player.Mods.SpiritWeaponDmg += s.BuffSpiritDmg if s.BuffDamageReductMul > 0 { player.Mods.DamageReduct *= s.BuffDamageReductMul } }