mirror of
https://github.com/prosolis/gogobee.git
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Boss-only tuning at the L15/L16 mid-range (D8-f #2 had tested T5 at the L12 floor where everything walls). The two T5 zones needed opposite treatment: - dragons_lair (infernax): impossible wall, leaders 0-2% -> HP 546->405, AC 22->20, frightful-presence stun 0.80->0.40, multiattack 49->42. - abyss_portal (belaxath): leader faceroll 88-92% -> HP 262->300, AC 19->20, multiattack 40->41. Final n=50: leaders 61% at L15 (both zones), 72-79% at L16 -- same leaders-define-band shape as T4; casters ~0% (J3 caster-track gap, not monster-tunable). Bosses are the sole binding lever (every run decided at the boss; standard/elite pools already survivable). Also harden handleFightCmd: a malformed bestiary entry with an empty ID was silently persisting an enemy-less combat session that spun to autoDriveCombat's 200-round cap. Now treated as a bestiary miss (fail loud). Writeup: sim_results/t5_findings.md (gitignored).
211 lines
9.8 KiB
Go
211 lines
9.8 KiB
Go
package plugin
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// SRD-shaped stat blocks for the turn-based elite/boss engine.
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//
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// The auto-resolve path (SimulateCombat) keeps the simplified one-attack
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// DnDMonsterTemplate shape — its Attack value is a gameplay-tuned average that
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// bakes a creature's whole action into a single number, and the 2026-05-10
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// rebalance is calibrated against it. Do NOT feed these profiles into
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// auto-resolve.
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//
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// The turn-based path can afford canonical SRD multiattack *structure*: the
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// player issues a command per round, so a creature making three attack rolls a
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// turn is a tactical problem the player can answer (heal, control, flee) rather
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// than an un-survivable spike.
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//
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// Balance basis (2026-05-14 tuning pass): raw SRD damage is calibrated for a
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// 4-PC party and one-shots gogobee's single player — slice 1 shipped it
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// canonical and it was un-survivable across every tier (marilith ~91/round,
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// even Grol ~20/round vs a level-1 mage). So each profile keeps its SRD
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// *shape* — attack count, names, per-attack to-hit, and the damage split
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// between attacks — but the per-attack Damage values are scaled so the
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// profile's round total lands at roughly 1.3x the creature's tuned
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// auto-resolve Attack stat (dndBestiary). That 1.3x is deliberate: the
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// 2026-05-10 rebalance calibrated the single-attack Attack stat as the
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// gameplay floor, and turn-based fights should hit a little harder than
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// auto-resolve to make the player's per-round agency (heal / control / flee)
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// matter — but multiattack already raises hit reliability vs high-AC builds,
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// and monster abilities now fire as riders on top, so the headroom over
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// auto-resolve stays modest. Damage flows through the same calcDamage penalty
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// formula as the Attack stat, so the two are directly comparable in scale.
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//
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// File is intentionally NOT dnd_-prefixed (see memory: no new dnd_* identifiers).
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// SRDAttack is one attack roll within a creature's multiattack action: a d20
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// to-hit and an average damage value for that single strike.
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type SRDAttack struct {
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Name string // "Longsword", "Bite", "Claw" — surfaces in the round log
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AttackBonus int // d20 to-hit modifier; 0 falls back to the template AttackBonus
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Damage int // average damage for this single attack
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}
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// SRDProfile is a creature's full multiattack action — one SRDAttack per attack
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// roll it makes on its turn. A creature with no profile registered makes a
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// single attack using its DnDMonsterTemplate Attack / AttackBonus.
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type SRDProfile struct {
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Attacks []SRDAttack
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}
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// srdProfiles is the turn-based multiattack registry, keyed by bestiary ID.
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// Only elites and bosses that reach the turn-based engine need an entry; every
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// other creature falls through to the single-attack template path. Per-attack
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// Damage is tuned (not raw SRD) — see the balance-basis note above; the
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// // -comment after each profile records the tuned auto-resolve Attack stat the
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// total was scaled against.
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var srdProfiles = map[string]SRDProfile{
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// ── Bosses ───────────────────────────────────────────────────────────
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"boss_grol_unbroken": {Attacks: []SRDAttack{ // Attack 6 → ~8
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{Name: "Morningstar", AttackBonus: 5, Damage: 5},
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{Name: "Javelin", AttackBonus: 5, Damage: 3},
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}},
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"boss_valdris_unburied": {Attacks: []SRDAttack{ // Attack 8 → ~10
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{Name: "Paralyzing Touch", AttackBonus: 7, Damage: 6},
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{Name: "Necrotic Bolt", AttackBonus: 7, Damage: 4},
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}},
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"boss_hollow_king": {Attacks: []SRDAttack{ // Attack 10 → ~13
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{Name: "Root Slam", AttackBonus: 7, Damage: 7},
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{Name: "Root Slam", AttackBonus: 7, Damage: 6},
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}},
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"boss_dreaming_aboleth": {Attacks: []SRDAttack{ // Attack 16 → ~21
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{Name: "Tentacle", AttackBonus: 9, Damage: 7},
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{Name: "Tentacle", AttackBonus: 9, Damage: 7},
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{Name: "Tentacle", AttackBonus: 9, Damage: 7},
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}},
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"boss_aldric_blackspire": {Attacks: []SRDAttack{ // Attack 21 → ~27
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{Name: "Unarmed Strike", AttackBonus: 9, Damage: 14},
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{Name: "Bite", AttackBonus: 9, Damage: 13},
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}},
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"boss_emberlord_thyrak": {Attacks: []SRDAttack{ // Attack 14 → ~18
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{Name: "Molten Maul", AttackBonus: 8, Damage: 9},
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{Name: "Molten Maul", AttackBonus: 8, Damage: 9},
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}},
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"boss_ilvaras_xunyl": {Attacks: []SRDAttack{ // Attack 19 → ~25
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{Name: "Scourge", AttackBonus: 9, Damage: 13},
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{Name: "Scourge", AttackBonus: 9, Damage: 12},
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}},
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"boss_thornmother": {Attacks: []SRDAttack{ // D8-f #2: 2→3 lashes, ~23→~36 (faceroll → band)
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{Name: "Thorned Lash", AttackBonus: 9, Damage: 13},
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{Name: "Thorned Lash", AttackBonus: 9, Damage: 12},
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{Name: "Thorned Lash", AttackBonus: 9, Damage: 11},
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}},
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"boss_infernax": {Attacks: []SRDAttack{ // D11 T5 lift: 49 → ~42 (nerf; was an impossible wall at L15-16)
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{Name: "Bite", AttackBonus: 11, Damage: 16},
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{Name: "Claw", AttackBonus: 11, Damage: 13},
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{Name: "Claw", AttackBonus: 11, Damage: 13},
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}},
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"boss_belaxath": {Attacks: []SRDAttack{ // D11 T5 lift: 40 → ~41 (buff; was a leader faceroll)
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{Name: "Longsword", AttackBonus: 11, Damage: 24},
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{Name: "Whip", AttackBonus: 11, Damage: 17},
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}},
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// ── Multiattack elites ───────────────────────────────────────────────
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"hobgoblin_warchief": {Attacks: []SRDAttack{ // Attack 4 → ~5
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{Name: "Longsword", AttackBonus: 5, Damage: 3},
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{Name: "Longsword", AttackBonus: 5, Damage: 2},
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}},
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"bandit_captain": {Attacks: []SRDAttack{ // Attack 4 → ~6
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{Name: "Scimitar", AttackBonus: 5, Damage: 2},
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{Name: "Scimitar", AttackBonus: 5, Damage: 2},
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{Name: "Dagger", AttackBonus: 5, Damage: 2},
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}},
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"owlbear": {Attacks: []SRDAttack{ // Attack 6 → ~8
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{Name: "Beak", AttackBonus: 7, Damage: 3},
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{Name: "Claws", AttackBonus: 7, Damage: 5},
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}},
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"merrow": {Attacks: []SRDAttack{ // Attack 4 → ~5
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{Name: "Bite", AttackBonus: 5, Damage: 3},
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{Name: "Claws", AttackBonus: 5, Damage: 2},
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}},
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"helmed_horror": {Attacks: []SRDAttack{ // Attack 7 → ~9
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{Name: "Longsword", AttackBonus: 6, Damage: 5},
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{Name: "Longsword", AttackBonus: 6, Damage: 4},
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}},
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"drow_elite_warrior": {Attacks: []SRDAttack{ // Attack 8 → ~10
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{Name: "Shortsword", AttackBonus: 7, Damage: 4},
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{Name: "Shortsword", AttackBonus: 7, Damage: 3},
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{Name: "Hand Crossbow", AttackBonus: 7, Damage: 3},
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}},
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"salamander": {Attacks: []SRDAttack{ // Attack 8 → ~10
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{Name: "Spear", AttackBonus: 7, Damage: 5},
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{Name: "Tail", AttackBonus: 7, Damage: 5},
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}},
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"guard_drake": {Attacks: []SRDAttack{ // Attack 4 → ~5
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{Name: "Bite", AttackBonus: 5, Damage: 3},
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{Name: "Claws", AttackBonus: 5, Damage: 2},
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}},
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"young_red_dragon": {Attacks: []SRDAttack{ // Attack 16 → ~20
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{Name: "Bite", AttackBonus: 10, Damage: 8},
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{Name: "Claw", AttackBonus: 10, Damage: 6},
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{Name: "Claw", AttackBonus: 10, Damage: 6},
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}},
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"quickling": {Attacks: []SRDAttack{ // Attack 2 → ~3
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{Name: "Dagger", AttackBonus: 5, Damage: 1},
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{Name: "Dagger", AttackBonus: 5, Damage: 1},
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{Name: "Dagger", AttackBonus: 5, Damage: 1},
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}},
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"vrock": {Attacks: []SRDAttack{ // Attack 10 → ~13
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{Name: "Beak", AttackBonus: 6, Damage: 5},
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{Name: "Talons", AttackBonus: 6, Damage: 8},
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}},
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"hezrou": {Attacks: []SRDAttack{ // Attack 13 → ~17
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{Name: "Bite", AttackBonus: 7, Damage: 7},
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{Name: "Claw", AttackBonus: 7, Damage: 5},
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{Name: "Claw", AttackBonus: 7, Damage: 5},
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}},
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"nalfeshnee": {Attacks: []SRDAttack{ // Attack 21 → ~28
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{Name: "Bite", AttackBonus: 10, Damage: 14},
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{Name: "Claw", AttackBonus: 10, Damage: 7},
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{Name: "Claw", AttackBonus: 10, Damage: 7},
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}},
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"marilith": {Attacks: []SRDAttack{ // Attack 26 → ~34
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{Name: "Longsword", AttackBonus: 11, Damage: 5},
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{Name: "Longsword", AttackBonus: 11, Damage: 5},
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{Name: "Longsword", AttackBonus: 11, Damage: 5},
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{Name: "Longsword", AttackBonus: 11, Damage: 5},
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{Name: "Longsword", AttackBonus: 11, Damage: 5},
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{Name: "Longsword", AttackBonus: 11, Damage: 5},
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{Name: "Tail", AttackBonus: 11, Damage: 4},
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}},
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"vampire_spawn": {Attacks: []SRDAttack{ // Attack 8 → ~10
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{Name: "Unarmed Strike", AttackBonus: 6, Damage: 6},
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{Name: "Bite", AttackBonus: 6, Damage: 4},
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}},
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// ── Feywild elites (D8-f #2) ─────────────────────────────────────────
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// Feywild martials facerolled at 97–100% even after an HP/AC raise: the
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// roster was single-attack and low-damage, so tankier monsters just took
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// longer to kill. Multiattack is the lever that actually pulls leaders
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// into band (mirrors underdark's drow_elite). Casters trail (by design).
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"fomorian": {Attacks: []SRDAttack{ // Attack 13 → ~21 (2 big fists)
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{Name: "Greatclub", AttackBonus: 9, Damage: 11},
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{Name: "Greatclub", AttackBonus: 9, Damage: 10},
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}},
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"night_hag": {Attacks: []SRDAttack{ // Attack 8 → ~12 (claw flurry)
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{Name: "Claws", AttackBonus: 7, Damage: 6},
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{Name: "Claws", AttackBonus: 7, Damage: 6},
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}},
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"green_hag": {Attacks: []SRDAttack{ // Attack 6 → ~10 (claw flurry)
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{Name: "Claws", AttackBonus: 6, Damage: 5},
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{Name: "Claws", AttackBonus: 6, Damage: 5},
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}},
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}
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// enemyAttackProfile returns the attack rolls a creature makes on its turn.
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// Registered elites/bosses use their SRD multiattack profile; everyone else
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// falls back to a single attack derived from the template stats. A zero
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// per-attack AttackBonus falls back to the (tier-scaled) template bonus.
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func enemyAttackProfile(enemyID string, stats CombatStats) []SRDAttack {
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prof, ok := srdProfiles[enemyID]
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if !ok || len(prof.Attacks) == 0 {
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return []SRDAttack{{AttackBonus: stats.AttackBonus, Damage: stats.Attack}}
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}
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out := make([]SRDAttack, len(prof.Attacks))
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for i, a := range prof.Attacks {
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if a.AttackBonus == 0 {
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a.AttackBonus = stats.AttackBonus
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}
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out[i] = a
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}
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return out
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}
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