Files
gogobee/internal/plugin/combat_primitives.go
prosolis 41adfce9f1 Expedition autopilot Phase 4 + rogue sneak attack + TwinBee voice sweep
Tedium-removal pass driven by live play feedback. Three big threads:

Expedition autopilot Phase 4 — background auto-run + harvest-until-dry:
- New expeditionAutoRunTicker walks active expeditions every 15min
  (5min tick, per-expedition CAS on new last_autorun_at column). Skips
  combat sessions, briefing/recap quiet windows, expeditions <30min old.
- Walks up to 3 rooms/tick with compact narration; suppresses DMs when
  0 rooms walked or just hitting the per-tick cap (no "stretch complete"
  filler). Player only hears from the bot when a real decision is needed.
- Compact mode: one-line combat narration for trash/elite, auto-resolves
  elite doorways via the forward-sim engine (boss still pauses). Threaded
  via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom.
- Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8
  attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses.
- Ambient ticker: anti-repeat by Kind via new last_ambient_kind column
  (avoids two pack_rat DMs in a row when the pool only has 6 lines).
- !expedition go <n> now routes to the fork-choice handler when active +
  numeric; fork footer rewritten to suggest !expedition go instead of
  !zone go. Boss/Elite doorway: formatNextRoomMessage routes the action
  hint by next room type and autopilot loop breaks via new nextRoomType
  field so "Room X/Y — Boss" doesn't double-print with contradictory
  hints (!zone advance vs !fight).
- runAutopilotWalk extracted from expeditionCmdRun so foreground and
  background share the loop body.

Rogue Sneak Attack actually exists now:
- Audit found the rogue's "Sneak Attack" passive was AutoCritFirst +
  5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this
  with a small flat buff; the class's defining mechanic never matched
  its tooltip or 5e identity.
- Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in
  combat_primitives.go (same lane as DivineStrikePerHit). Scales with
  level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20.
- AutoCritFirst + 5% rider retained as bonuses on top of working sneak
  attack — preserves the opener-burst feel.
- L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes
  from "16 rounds to kill, die in 8" to winnable.

TwinBee voice sweep (Phase B3):
- ~530 line changes across 24 files replacing third-person "TwinBee
  notes/files/tracks/respects/..." constructions with first-person
  inside flavor string literals. Code identifiers (TwinBeeLine,
  twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names
  (TwinBee's Bell), achievements, and game-title references in
  fun.go (Konami TwinBee ship) left intact.
- Catches a real bug: Valdris fight rendered "TwinBee marks the
  Legendary Resistance" mid-combat in third person, contradicting
  the Phase B2 convention.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 12:40:17 -07:00

129 lines
5.0 KiB
Go

package plugin
// Shared combat resolution primitives.
//
// These are the building blocks both the auto-resolve engine (SimulateCombat)
// and the upcoming turn-based engine call into, so a single attack resolves
// identically regardless of which loop drives it. Everything here is a
// behavior-preserving extraction from combat_engine.go — the combat
// characterization golden file pins that no event stream shifted.
// effectiveAttackBonus returns the d20 attack bonus for a combatant, applying
// the appendix §8 non-proficient-weapon penalty (-4) when the combatant wields
// a D&D weapon without proficiency. Monsters and weaponless combatants have no
// Weapon set, so they fall through to the raw bonus.
func effectiveAttackBonus(s CombatStats) int {
ab := s.AttackBonus
if s.Weapon != nil && !s.WeaponProficient {
ab -= 4
}
return ab
}
// attackCritFloor returns the lowest d20 face that counts as a critical hit.
// Default 20; Champion Improved Critical (and later tiers) lower it via
// CritThreshold. A zero or out-of-range CritThreshold means "use default".
func attackCritFloor(m CombatModifiers) int {
if m.CritThreshold > 0 && m.CritThreshold < 20 {
return m.CritThreshold
}
return 20
}
// attackConnects decides whether a d20 attack lands. roll is the raw d20 face
// (post-reroll), total is roll+bonus, ac is the defender's armor class, and
// critFloor is the crit threshold from attackCritFloor. A raw 1 always misses
// (fumble); a roll at/above critFloor always hits; otherwise total must meet AC.
func attackConnects(roll, total, ac, critFloor int) bool {
if roll == 1 {
return false
}
if roll >= critFloor {
return true
}
return total >= ac
}
// applyPlayerHitDamageMods runs the post-hit player damage stack on a connected
// attack: crit doubling (natural or AutoCritFirst consumable), Orc Rage, the
// Berserker rage flat+multiplicative bumps, Cleric Divine Strike, and the
// Assassinate first-hit bonus. It consumes the relevant one-shot state on st
// (autoCrit, pendingRageAttack, assassinateBonusUsed) and returns the final
// damage plus the event action/desc labels. dmg is clamped to >=1.
func applyPlayerHitDamageMods(st *combatState, player *Combatant, dmg int, isCritRoll, blocked bool) (int, string, string) {
isCrit := isCritRoll
autoCritFired := false
if !isCritRoll && st.autoCrit {
isCrit = true
autoCritFired = true
st.autoCrit = false
} else if st.autoCrit && isCritRoll {
// Natural crit consumes the auto-crit charge but doesn't get the
// "passive fired" flavor — the dice already explain it.
st.autoCrit = false
}
if isCrit {
// Crit: double damage. (5e rolls extra dice; we double total to
// match the engine's pre-Phase-8 crit semantics.)
dmg *= 2
}
// Orc Rage: +50% damage on this attack, then consume.
if st.pendingRageAttack {
dmg = int(float64(dmg) * 1.5)
st.pendingRageAttack = false
}
// Phase 10 SUB2a — Berserker rage: +flat per hit, plus Frenzy
// multiplicative bump that approximates the bonus-attack-per-turn we
// can't model in one-shot combat.
if player.Mods.BerserkerRage {
if player.Mods.RageMeleeDmg > 0 {
dmg += player.Mods.RageMeleeDmg
}
if player.Mods.FrenzyDmgBonus > 0 {
dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus))
}
}
// Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only
// (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon
// damage path and Divine Strike doesn't apply). Lands every hit because
// our 1v1 model has no concept of "once per turn" turn boundaries.
if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
dmg += player.Mods.DivineStrikePerHit
}
// Class-identity audit (2026-05-16) — Rogue Sneak Attack. Add Nd6 on
// every player hit. Same "once per turn = every hit" convention as
// Divine Strike. Rogues swing once per round so this naturally lands
// once/round at the cadence 5e expects. The bonus rides through the
// crit doubling above (already applied to dmg) so a sneak-attack crit
// reads correctly: doubled weapon dmg, then +Nd6 unaffected by the
// crit. (5e doubles the sneak attack dice on crit too — we under-
// shoot by ~Nd6 on the rare crit, which is acceptable for now.)
if player.Mods.SneakAttackDie > 0 {
for i := 0; i < player.Mods.SneakAttackDie; i++ {
dmg += 1 + st.roll(6)
}
}
// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
// (which already doubled the base damage above) — the bonus itself is
// applied AFTER the crit doubling so the math is "double base + flat
// surprise damage". Consumed on first hit regardless of crit status.
if player.Mods.AssassinateBonusDmg > 0 && !st.assassinateBonusUsed {
dmg += player.Mods.AssassinateBonusDmg
st.assassinateBonusUsed = true
}
dmg = max(1, dmg)
action := "hit"
desc := ""
if isCrit {
action = "crit"
if autoCritFired {
desc = "auto_crit"
}
} else if blocked {
action = "block"
}
return dmg, action, desc
}