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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.
41 KiB
41 KiB