Files
gogobee/internal/plugin/dnd.go
prosolis 5ef10e35dc Phase 5b: player power floor + Phase-3 winners shipped to live
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.

Pieces:
  1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
     class/level so the class-balance harness's in-tier parity
     assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
     refreshes hp_max for existing characters at startup;
     idempotent via db.JobCompleted. hp_current is bumped by the
     same delta so a full-HP character stays at full.
  2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
     +3 weapon.MagicBonus (damage). Applied at the END of
     applyDnDEquipmentLayer (after computeArmorAC's AC override)
     and inside buildHarnessPlayer so live and harness measurement
     match.
  3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
     puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
     the single dangerous fight. Elite is now effectively a
     high-threat event reachable only via the +1-per-20-threat-
     above-40 mod — Phase 4-B's elite-pool monsters still appear,
     just less often.
  4. dailyThreatDrift base 3 → 1. Slows the threat clock so
     players have the days they need before threat tips zones
     into the new 23+ elite band.
  5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
     applied in the temporal-override branch in
     dnd_expedition_cycle.go so tidal / unraveling days scale by
     the same 0.5× — otherwise those days would be
     disproportionately harsh against the new baseline.

The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.

Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 12:11:27 -07:00

435 lines
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package plugin
import (
"database/sql"
"errors"
"fmt"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 1 of the D&D integration layer. See gogobee_dnd_design_doc_v1.1.md.
//
// This file defines the additive D&D character layer that sits alongside
// adventure_characters. A player without a dnd_character row continues to
// use the legacy adventure system unchanged.
// ── Race / Class ─────────────────────────────────────────────────────────────
type DnDRace string
type DnDClass string
const (
RaceHuman DnDRace = "human"
RaceElf DnDRace = "elf"
RaceDwarf DnDRace = "dwarf"
RaceHalfling DnDRace = "halfling"
RaceOrc DnDRace = "orc"
RaceTiefling DnDRace = "tiefling"
RaceHalfElf DnDRace = "half_elf"
ClassFighter DnDClass = "fighter"
ClassRogue DnDClass = "rogue"
ClassMage DnDClass = "mage"
ClassCleric DnDClass = "cleric"
ClassRanger DnDClass = "ranger"
// Caster classes — fully playable. Wired through the mechanical layer
// (HP/AC, slot tables, spellcasting ability) and shipped alongside the
// Open5e spell-data import: Playable=true and spell lists populated.
// Each chassis has a Phase-2/3 balance rider in applyClassPassives plus
// a subclass entry at L3/L5 (see dnd_subclass*.go).
ClassDruid DnDClass = "druid"
ClassBard DnDClass = "bard"
ClassSorcerer DnDClass = "sorcerer"
ClassWarlock DnDClass = "warlock"
ClassPaladin DnDClass = "paladin"
)
type DnDRaceInfo struct {
Key DnDRace
Display string
// Stat modifiers applied at setup-confirm time. STR/DEX/CON/INT/WIS/CHA.
// Human takes the Standard Human flavor: +1 to every stat, no setup-wizard
// choice (keeps !setup uniform across races).
Mods [6]int
Passive string
// BestFit is the menu-time hint that frames a stat spread as a specialist
// build rather than a list of penalties (Orc with three -1s reads brutal
// out of context; "best with: Barbarian, Fighter" reframes it). Comma-
// separated class display names; rendered by renderRaceMenu.
BestFit string
}
type DnDClassInfo struct {
Key DnDClass
Display string
HPDie int // d10 → 10, d8 → 8, d6 → 6
HPAvg int // per-level average after L1 (roundup of die/2 + 1)
PrimaryA string // primary stat for narrative (not mechanical in Phase 1)
PrimaryB string
// Playable gates whether the class is offered at !setup. The Open5e
// caster classes are wired through the engine but stay false until
// their spell lists exist — see the ClassDruid… block above.
Playable bool
}
// Race mods are tuned for equal *effective* power, not equal net total.
// The weighted balance pass (dnd_race_balance.go) scores each race's mods
// against a blend of per-class combat priorities and class-independent
// non-combat utility (zone locks, harvest, skills, haggling). These blocks
// are tuned so every race's mean score across all playable classes lands
// near the Standard Human baseline of 6.0. Net mod totals vary (Elf +7,
// Orc +6) — a spiky race concentrated into high-value stats needs fewer
// points to match a flat one.
var dndRaces = []DnDRaceInfo{
{RaceHuman, "Human", [6]int{1, 1, 1, 1, 1, 1}, "Versatile: +1 to every ability score", "any class"},
{RaceElf, "Elf", [6]int{0, 3, -1, 2, 3, 0}, "Keen senses; trance keeps you sharp through long marches", "Ranger, Mage, Druid"},
{RaceDwarf, "Dwarf", [6]int{2, -1, 3, 1, 1, -1}, "Poison resistance; sure-footed in the deep places", "Fighter, Cleric, Paladin"},
{RaceHalfling, "Halfling", [6]int{0, 3, 1, 0, 2, 0}, "Lucky: once per combat, reroll a natural 1", "Rogue, Bard, Ranger"},
{RaceOrc, "Orc", [6]int{6, -1, 3, -1, -1, 0}, "Rage: once per combat, +50% damage for one turn", "Fighter, Ranger"},
{RaceTiefling, "Tiefling", [6]int{0, 2, 0, 1, 0, 3}, "Fiendish heritage: incoming fire damage halved", "Sorcerer, Warlock, Bard"},
{RaceHalfElf, "Half-Elf", [6]int{0, 2, 0, 1, 1, 2}, "Adaptable: cross-cultural know-how, equally at ease in any company", "Bard, Paladin, Sorcerer"},
}
var dndClasses = []DnDClassInfo{
{ClassFighter, "Fighter", 10, 6, "STR", "CON", true},
{ClassRogue, "Rogue", 8, 5, "DEX", "INT", true},
{ClassMage, "Mage", 6, 4, "INT", "WIS", true},
{ClassCleric, "Cleric", 8, 5, "WIS", "CHA", true},
{ClassRanger, "Ranger", 8, 5, "DEX", "WIS", true},
// Open5e caster scaffold — Playable flipped on once the SRD spell import
// gave each of them a real spell list (see dnd_spells_srd_data.go).
{ClassDruid, "Druid", 8, 5, "WIS", "CON", true},
{ClassBard, "Bard", 8, 5, "CHA", "DEX", true},
{ClassSorcerer, "Sorcerer", 6, 4, "CHA", "CON", true},
{ClassWarlock, "Warlock", 8, 5, "CHA", "CON", true},
{ClassPaladin, "Paladin", 10, 6, "STR", "CHA", true},
}
func raceInfo(r DnDRace) (DnDRaceInfo, bool) {
for _, ri := range dndRaces {
if ri.Key == r {
return ri, true
}
}
return DnDRaceInfo{}, false
}
func classInfo(c DnDClass) (DnDClassInfo, bool) {
for _, ci := range dndClasses {
if ci.Key == c {
return ci, true
}
}
return DnDClassInfo{}, false
}
// ── Stat math ────────────────────────────────────────────────────────────────
// StandardArray is the set of values a player assigns at !setup stats.
var standardArray = [6]int{15, 14, 13, 12, 10, 8}
// abilityModifier implements the standard D&D modifier formula:
// floor((score - 10) / 2). Works for negative-going scores (Go's integer
// division rounds toward zero, so we shift by 10 first via score-10
// arithmetic; for the legal score range 1..30 this matches floor exactly).
func abilityModifier(score int) int {
diff := score - 10
if diff >= 0 || diff%2 == 0 {
return diff / 2
}
// negative odd → step toward -inf
return diff/2 - 1
}
// phase5BHPMult is the Phase 5-B HP-floor multiplier. Applied uniformly
// in computeMaxHP so every class/level scales together — preserves the
// class-balance harness's parity assertions (which test in-tier spread,
// not absolute win rates) while lifting durability enough to land the
// expedition harness in the "fairly breezy with some death" band the
// user chose for Phase 5-B. See gogobee_expedition_difficulty.md for
// the sweep that picked 1.5 (gear-bonus floor +3, HP ×1.5 → T1=85 T2=73
// T3=60 T4=78 T5=81 mean completion at the tier-centerline cell).
//
// Bumping this changes the *persisted* HPMax for new characters and for
// existing characters on their next computeMaxHP recall (level-up,
// character reset, bootstrap refresh). The Phase 5-B bootstrap
// (bootstrap_phase5b_hp.go) walks the dnd_character table once at
// startup to refresh stale rows.
const phase5BHPMult = 1.5
// computeMaxHP — D&D5e style. L1: full HP die + CON mod (min 1).
// Per level after: average HP die (roundup of die/2 + 1) + CON mod.
// The result is scaled by phase5BHPMult — see that constant for the
// difficulty-pass motivation.
func computeMaxHP(class DnDClass, conMod, level int) int {
ci, ok := classInfo(class)
if !ok {
return 1
}
hp := ci.HPDie + conMod
if hp < 1 {
hp = 1
}
for i := 2; i <= level; i++ {
gain := ci.HPAvg + conMod
if gain < 1 {
gain = 1
}
hp += gain
}
// Phase 5-B player power floor — round to nearest int.
scaled := int(float64(hp)*phase5BHPMult + 0.5)
if scaled < 1 {
scaled = 1
}
return scaled
}
// computeAC — Phase 1 baseline. Equipment-derived AC arrives in Phase 4
// (per design doc §7.3 slot mapping). For now: 10 + DEX modifier, with a
// small class armor floor reflecting starting proficiency.
func computeAC(class DnDClass, dexMod int) int {
floor := 0
switch class {
case ClassFighter, ClassPaladin:
floor = 6 // heavy/medium-armor baseline
case ClassCleric, ClassRanger, ClassDruid:
floor = 3
case ClassRogue, ClassBard, ClassWarlock:
floor = 1
}
return 10 + dexMod + floor
}
// ── DnDCharacter struct + repository ─────────────────────────────────────────
type DnDCharacter struct {
UserID id.UserID
Race DnDRace
Class DnDClass
Level int
XP int
STR, DEX, CON int
INT, WIS, CHA int
HPCurrent int
HPMax int
TempHP int
ArmorClass int
PendingSetup bool
AutoMigrated bool
OnboardingSent bool
ArmedAbility string
// Phase 9 — spell layer.
// PendingCast: JSON blob describing the queued spell to fire on next
// one-shot combat (empty string = nothing queued). Set by !cast for
// damage/control/buff spells; cleared after combat resolution.
// ConcentrationSpell: id of the currently-active concentration spell
// (empty = nothing active). ConcentrationExpiresAt is the wall-clock
// expiry; nil for indefinite. Casting another concentration spell
// supersedes whatever's here.
PendingCast string
ConcentrationSpell string
ConcentrationExpiresAt *time.Time
// Phase 10 — subclass.
// Subclass: empty until the player runs !subclass at L5+. Once set,
// changing requires `!subclass <name>` again subject to a 30-day
// cooldown (LastSubclassRespecAt) and 500-coin cost.
Subclass DnDSubclass
LastSubclassRespecAt *time.Time
// Phase 10 SUB2a — Berserker Frenzy increments after each rage'd
// combat; future class abilities will also tick this. Cleared on
// long rest. 5e caps at 6 (death); we let it grow and let consumers
// clamp where needed.
Exhaustion int
// 2026-05-10 immersion: short rest charges (1/level, restored on long
// rest). resting_until gates !zone enter / !expedition start while the
// character is "still resting" — short rest = 1h, long rest = 8h.
ShortRestCharges int
RestingUntil *time.Time
LastRespecAt *time.Time
LastShortRestAt *time.Time
LastLongRestAt *time.Time
CreatedAt time.Time
UpdatedAt time.Time
}
// Modifiers returns the six ability modifiers in STR/DEX/CON/INT/WIS/CHA order.
func (c *DnDCharacter) Modifiers() [6]int {
return [6]int{
abilityModifier(c.STR),
abilityModifier(c.DEX),
abilityModifier(c.CON),
abilityModifier(c.INT),
abilityModifier(c.WIS),
abilityModifier(c.CHA),
}
}
// LoadDnDCharacter returns the player's D&D row, or (nil, nil) if absent.
// Absent means the player has not run !setup at all.
func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
row := db.Get().QueryRow(`
SELECT user_id, race, class, dnd_level, dnd_xp,
str_score, dex_score, con_score, int_score, wis_score, cha_score,
hp_current, hp_max, temp_hp, armor_class,
pending_setup, auto_migrated, onboarding_sent, armed_ability,
pending_cast, concentration_spell, concentration_expires_at,
subclass, last_subclass_respec_at, exhaustion,
short_rest_charges, resting_until,
last_respec_at, last_short_rest_at, last_long_rest_at,
created_at, updated_at
FROM dnd_character WHERE user_id = ?`, string(userID))
c := &DnDCharacter{}
var pending, autoMig, onboard int
var raceStr, classStr, subclassStr string
var uidStr string
err := row.Scan(&uidStr, &raceStr, &classStr, &c.Level, &c.XP,
&c.STR, &c.DEX, &c.CON, &c.INT, &c.WIS, &c.CHA,
&c.HPCurrent, &c.HPMax, &c.TempHP, &c.ArmorClass,
&pending, &autoMig, &onboard, &c.ArmedAbility,
&c.PendingCast, &c.ConcentrationSpell, &c.ConcentrationExpiresAt,
&subclassStr, &c.LastSubclassRespecAt, &c.Exhaustion,
&c.ShortRestCharges, &c.RestingUntil,
&c.LastRespecAt, &c.LastShortRestAt, &c.LastLongRestAt,
&c.CreatedAt, &c.UpdatedAt)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
if err != nil {
return nil, fmt.Errorf("load dnd_character: %w", err)
}
c.UserID = id.UserID(uidStr)
c.Race = DnDRace(raceStr)
c.Class = DnDClass(classStr)
c.Subclass = DnDSubclass(subclassStr)
c.PendingSetup = pending == 1
c.AutoMigrated = autoMig == 1
c.OnboardingSent = onboard == 1
return c, nil
}
// SaveDnDCharacter upserts the row.
func SaveDnDCharacter(c *DnDCharacter) error {
pending := 0
if c.PendingSetup {
pending = 1
}
autoMig := 0
if c.AutoMigrated {
autoMig = 1
}
onboard := 0
if c.OnboardingSent {
onboard = 1
}
_, err := db.Get().Exec(`
INSERT INTO dnd_character (user_id, race, class, dnd_level, dnd_xp,
str_score, dex_score, con_score, int_score, wis_score, cha_score,
hp_current, hp_max, temp_hp, armor_class,
pending_setup, auto_migrated, onboarding_sent, armed_ability,
pending_cast, concentration_spell, concentration_expires_at,
subclass, last_subclass_respec_at, exhaustion,
short_rest_charges, resting_until,
last_respec_at, last_short_rest_at, last_long_rest_at, updated_at)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP)
ON CONFLICT(user_id) DO UPDATE SET
race=excluded.race, class=excluded.class,
dnd_level=excluded.dnd_level, dnd_xp=excluded.dnd_xp,
str_score=excluded.str_score, dex_score=excluded.dex_score,
con_score=excluded.con_score, int_score=excluded.int_score,
wis_score=excluded.wis_score, cha_score=excluded.cha_score,
hp_current=excluded.hp_current, hp_max=excluded.hp_max,
temp_hp=excluded.temp_hp, armor_class=excluded.armor_class,
pending_setup=excluded.pending_setup,
auto_migrated=excluded.auto_migrated,
onboarding_sent=excluded.onboarding_sent,
armed_ability=excluded.armed_ability,
pending_cast=excluded.pending_cast,
concentration_spell=excluded.concentration_spell,
concentration_expires_at=excluded.concentration_expires_at,
subclass=excluded.subclass,
last_subclass_respec_at=excluded.last_subclass_respec_at,
exhaustion=excluded.exhaustion,
short_rest_charges=excluded.short_rest_charges,
resting_until=excluded.resting_until,
last_respec_at=excluded.last_respec_at,
last_short_rest_at=excluded.last_short_rest_at,
last_long_rest_at=excluded.last_long_rest_at,
updated_at=CURRENT_TIMESTAMP`,
string(c.UserID), string(c.Race), string(c.Class), c.Level, c.XP,
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA,
c.HPCurrent, c.HPMax, c.TempHP, c.ArmorClass,
pending, autoMig, onboard, c.ArmedAbility,
c.PendingCast, c.ConcentrationSpell, c.ConcentrationExpiresAt,
string(c.Subclass), c.LastSubclassRespecAt, c.Exhaustion,
c.ShortRestCharges, c.RestingUntil,
c.LastRespecAt, c.LastShortRestAt, c.LastLongRestAt)
if err != nil {
return fmt.Errorf("save dnd_character: %w", err)
}
return nil
}
// HasCompletedSetup returns true if the player has a confirmed D&D character.
// Returns false for both "no row" and "row with pending_setup=1".
func HasCompletedSetup(userID id.UserID) bool {
var pending int
err := db.Get().QueryRow(
`SELECT pending_setup FROM dnd_character WHERE user_id = ?`,
string(userID),
).Scan(&pending)
if err != nil {
return false
}
return pending == 0
}
// dndLevelFromCombatLevel maps the legacy combat_level onto the D&D level
// scale. Empirical: legacy levels reach 50+, but the D&D progression curve
// is specced through L20. We compress 5:1 — five legacy levels of grinding
// roughly equals one D&D level — and clamp into [1, 20].
//
// Examples: legacy 0-4 → 1, 5-9 → 1, 10 → 2, 20 → 4, 49 → 9, 100+ → 20.
//
// Used by !setup confirm and by ensureDnDCharacterForCombat (auto-migration)
// to seed the initial D&D level. After migration, dnd_level advances on its
// own via XP earned in combat (see dnd_xp.go).
func dndLevelFromCombatLevel(combatLevel int) int {
lvl := combatLevel / 5
if lvl < 1 {
lvl = 1
}
if lvl > dndMaxLevel {
lvl = dndMaxLevel
}
return lvl
}
// dndLevelForUser returns the player's display-facing D&D level. Post-L5g
// every legacy player has a DnDCharacter row (auto-migrated by the one-shot
// mass-backfill on Init), so the legacy CombatLevel fallback that lived here
// during the soak window has been retired. Returns 1 as a safe default for
// users without any D&D row (e.g. brand-new accounts before first combat).
func dndLevelForUser(userID id.UserID) int {
if c, err := LoadDnDCharacter(userID); err == nil && c != nil && c.Level > 0 {
return c.Level
}
return 1
}
// applyRaceMods adds the race's ability modifiers to a base score block.
func applyRaceMods(race DnDRace, scores [6]int) [6]int {
ri, ok := raceInfo(race)
if !ok {
return scores
}
for i := 0; i < 6; i++ {
scores[i] += ri.Mods[i]
}
return scores
}