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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>
205 lines
9.2 KiB
Go
205 lines
9.2 KiB
Go
package plugin
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// Phase 3 — class passives applied via CombatModifiers.
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//
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// Phase 3 keeps abilities passive-only: they auto-trigger via the existing
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// CombatModifiers machinery rather than being player-activated mid-fight
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// (the combat engine is one-shot, no turn-based UI). Active/reactive
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// abilities arrive once we have a model for them — likely tied to !arena
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// pre-arming or to a turn-based PvP variant.
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//
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// Comment convention: `// internal note (not user-facing)` marks block
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// comments that document tuning history (Phase 2/3 balance notes, scaling
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// rationale, etc.). Anything inside such a block is engineering context,
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// NOT a candidate for codegen to lift into a Description string.
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// ── Class passive definitions ────────────────────────────────────────────────
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// DnDClassAbility is the lore/UI representation of a class's signature
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// passive. Used by !abilities and !sheet for display; mechanics live in
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// applyClassPassives below.
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type DnDClassAbility struct {
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Name string
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Description string
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}
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var dndClassAbilities = map[DnDClass]DnDClassAbility{
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ClassFighter: {
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Name: "Battle Trained",
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Description: "Years of weapon drill make every swing hit a little harder than it has any right to.",
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},
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ClassRogue: {
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Name: "Sneak Attack",
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Description: "Your opening strike each fight finds a seam and crits — and the same trained precision keeps every follow-up sharper than it looks.",
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},
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ClassMage: {
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Name: "Arcane Focus",
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Description: "Practiced channeling steadies your aim and lets a faint arcane crackle leak into every blow you land.",
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},
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ClassCleric: {
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Name: "Divine Favor",
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Description: "When the fight turns against you, a sliver of divine grace patches you up. Once per combat.",
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},
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ClassRanger: {
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Name: "Hunter's Mark",
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Description: "You read your prey's tells — openings come easier, and the hits land where it hurts.",
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},
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ClassDruid: {
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Name: "Wild Resilience",
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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.",
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},
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ClassBard: {
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Name: "Bardic Inspiration",
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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.",
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},
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ClassSorcerer: {
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Name: "Innate Sorcery",
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Description: "Raw magic boils over the moment the fight starts, scorching whatever's nearest — and every swing rides the leftover heat.",
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},
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ClassWarlock: {
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Name: "Agonizing Blast",
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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.",
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},
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ClassPaladin: {
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Name: "Divine Smite",
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Description: "On engagement you channel a burst of radiant power — a sworn promise, paid in light — that hits harder as your oath deepens.",
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},
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}
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// clampNonNeg returns max(0, x). Used by Phase-2 class passives to keep
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// ability-mod-scaled FlatDmgStart additions from going negative when a
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// caster's casting stat happens to be below 10 (or when tests construct
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// a DnDCharacter with zero-value stats).
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func clampNonNeg(x int) int {
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if x < 0 {
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return 0
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}
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return x
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}
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// applyRacePassives sets the combat-impacting flags from the player's race.
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// Elf "trance" (resilience flavor), Half-Elf "adaptable" (cross-cultural know-
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// how), and the Human floating +1 are non-combat or stat-only and have no
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// engine hook here.
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func applyRacePassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
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switch c.Race {
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case RaceHalfling:
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mods.LuckyReroll = true
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case RaceOrc:
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mods.RageReady = true
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case RaceDwarf:
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mods.PoisonResist = true
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case RaceTiefling:
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// Fiendish heritage: incoming fire damage is halved by the combat
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// engine (enemy attack path + aoe_fire ability) and by the trap
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// resolver (fire-tagged traps).
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mods.FireResist = true
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}
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}
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// applyClassPassives mutates a player's CombatModifiers to apply their
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// class passive. Called after applyDnDPlayerLayer + DerivePlayerStats but
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// BEFORE consumable application (so consumables can stack on top).
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//
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// Some passives ride on existing CombatModifiers fields:
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// Rogue's Sneak Attack reuses AutoCritFirst (the consumable Crystal Berry
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// field) — the engine already implements first-hit-auto-crit semantics.
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// Cleric's Divine Favor reuses HealItem, the under-50%-HP heal trigger.
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//
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// This means:
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// - A Rogue carrying a Crystal Berry doesn't get *two* auto-crits;
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// AutoCritFirst is already a one-shot bool.
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// - A Cleric carrying a healing potion stacks: passive 5 + potion 8 = 13.
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// The passive heal triggers first since both use the same threshold.
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func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
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switch c.Class {
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case ClassFighter:
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mods.DamageBonus += 0.05
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case ClassRogue:
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mods.AutoCritFirst = true
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// Phase 2 class-balance: rogue's once-per-fight auto-crit goes stale
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// at high tiers (T5 mean trails leaders by ~10pp pre-tune). Add a
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// modest steady-DPS rider so post-opener rounds aren't pure attrition.
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mods.DamageBonus += 0.05
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// Class-identity audit (2026-05-16) — actual Sneak Attack as Nd6
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// per hit, scaling with level per 5e (1d6 L1-2 ... 10d6 L19-20).
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// AutoCritFirst + DamageBonus alone left the rogue's defining
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// mechanic invisible at the table: monte-carlo win rates looked
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// fine but a player hitting once per round saw weapon-only damage
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// every swing after the opener. Engine path uses the same "every
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// hit" treatment as Divine Strike (rogues swing 1×/round so this
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// matches the 5e once-per-turn cadence in practice).
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sneakDice := (c.Level + 1) / 2
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if sneakDice > 10 {
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sneakDice = 10
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}
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mods.SneakAttackDie += sneakDice
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case ClassMage:
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stats.AttackBonus++
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// Phase 2 class-balance: +1 attack alone left Mage mid-pack on damage
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// per round. A modest damage rider lifts weapon hits (DamageBonus does
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// not multiply queued SpellPreDamage — that path is its own field).
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mods.DamageBonus += 0.05
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// Phase 2 class-balance: Arcane focus also produces a small pre-combat
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// arcane burst, scaling with level and INT. Helps the L1-4 chassis,
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// which would otherwise rely on a single weak L1 spell + quarterstaff
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// against T2-T3 monsters. Saturates harmlessly at L10+ where every
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// class wins anyway.
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.INT))
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case ClassCleric:
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// Passive heal at <50% HP. Stacks additively with consumable HealItem.
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mods.HealItem += 5
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case ClassRanger:
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mods.DamageBonus += 0.05
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stats.AttackBonus++
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case ClassDruid:
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// Wild Resilience — multiplicative, so it stacks cleanly with the
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// subclass DamageReduct riders. DamageReduct is initialized to 1.0
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// by DerivePlayerStats before passives run.
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mods.DamageReduct *= 0.95
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// Phase 3 class-balance: druid was the only caster chassis with a
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// purely defensive passive, and the off-tier numbers showed it —
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// L1/T2 mean 0.04 vs Mage 0.27. Mirror the other caster bursts so
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// the L1-4 druid can chip a T2 monster: WIS-scaled FlatDmgStart on
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// engage. No DamageBonus rider; the chassis keeps its defensive
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// identity, and the burst alone (plus the existing DR) lifts the
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// off-tier cells without pushing in-tier wins past 1.0.
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.WIS))
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case ClassBard:
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// Phase 2 class-balance: bare +1 initiative left Bard the weakest
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// class chassis (T5 mean 0.48 pre-tune). Add a Ranger-tier rider
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// (+1 attack, +5% damage) so the chassis pulls weight before subclass
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// kicks in at L5, plus a CHA-scaled opening flourish (FlatDmgStart) so
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// the L1-4 chassis isn't dead at T3.
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mods.InitiativeBias += 1
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stats.AttackBonus++
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mods.DamageBonus += 0.05
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
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case ClassSorcerer:
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// Innate Sorcery — pre-combat burst, CHA-scaled like the Sorcerer's
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// spellcasting stat. Floors at the flat base for low-CHA builds.
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// Phase 2 class-balance: pure FlatDmgStart faded at higher tiers as
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// monster HP grew. Adding a 5% damage rider plus level scaling on the
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// burst keeps the chassis relevant past L1.
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// Phase 3 class-balance: sorcerer was the second-worst off-tier caster
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// (L1/T2 0.10 pre-tune), trailing mage by ~17pp despite a comparable
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// stat line. Bump the burst base 3→5 to lift the L1-4 chassis without
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// touching the +0.05 rider that already saturates at high tier.
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mods.FlatDmgStart += 5 + c.Level + clampNonNeg(abilityModifier(c.CHA))
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mods.DamageBonus += 0.05
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case ClassWarlock:
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// Phase 2 class-balance: bumped from 10% to 12% damage + 1 attack —
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// the Warlock chassis read mid-pack at T5 (0.52) pre-tune. Eldritch
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// blast as an opener (FlatDmgStart, level + CHA-scaled) covers the
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// caster's L1-4 quarterstaff weakness, same shape as the other three
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// arcane chassis.
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mods.DamageBonus += 0.12
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stats.AttackBonus++
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mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
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case ClassPaladin:
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// Divine Smite — radiant burst on engage, scaling with level so it
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// stays relevant against tougher foes.
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mods.FlatDmgStart += 4 + c.Level/2
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}
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}
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