Files
gogobee/internal/plugin/combat_turn_engine.go
prosolis 5cd343af0c Combat: per-round !cast / !consume in turn-based fights
Turn-based Elite/Boss fights gain !cast and !consume as player-turn
actions, so casters and item-users make decisions per round instead of
pre-queuing a single effect. The command handler validates and resolves
the spell/item into a pre-rolled turnActionEffect; the engine just
applies the HP deltas and flows on into the enemy turn.

Scoped to effects that resolve within the casting round: damage, heal,
and control spells, plus heal/flat-damage consumables. Buff and utility
spells and buff-type consumables are refused without spending the
resource — they need cross-round stat persistence, a later sub-phase.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:49:14 -07:00

305 lines
10 KiB
Go

package plugin
import (
"errors"
"fmt"
"math/rand/v2"
)
// Phase 13 — Turn-based combat state machine.
//
// Where SimulateCombat runs a whole fight in one call, the turn-based engine
// advances a persisted CombatSession one phase at a time:
//
// player_turn -> enemy_turn -> round_end -> player_turn (next round) -> ...
//
// each `step` resolving exactly one phase so a manual elite/boss fight can be
// suspended and resumed (or reaped) from exact mid-state. Attack resolution
// reuses the shared primitives in combat_primitives.go / combat_engine.go, so
// a hit lands identically to auto-resolve. The round_end phase is where
// between-round status effects (poison, etc.) tick — the deferred poison tick
// from the schema commit lands here, now that the round-loop shape exists.
// errCombatSessionOver is returned by step when the fight has already reached
// a terminal status — callers should not keep advancing it.
var errCombatSessionOver = errors.New("combat session already over")
// turnCombatPhase is the single neutral phase the turn-based engine resolves
// attacks under. Auto-resolve sequences named phases with weight curves; a
// manual duel has no phase clock, so weights are flat 1.0 — neutral for the
// legacy penetration formula (calcDamage) and irrelevant on the weapon-dice
// path. The name surfaces on every CombatEvent the fight emits.
var turnCombatPhase = CombatPhase{
Name: "Duel",
Rounds: 0,
AttackWeight: 1.0,
DefenseWeight: 1.0,
SpeedWeight: 1.0,
}
// Player action kinds accepted by the state machine on a player_turn step.
const (
ActionAttack = "attack"
ActionFlee = "flee"
ActionCast = "cast"
ActionConsume = "consume"
)
// PlayerAction is the player's choice for a player_turn step. It is ignored on
// enemy_turn / round_end steps (pass the zero value).
type PlayerAction struct {
Kind string
// Effect is set for ActionCast / ActionConsume: a pre-resolved outcome
// handed in by the command handler. The handler owns spell/item lookup,
// dice rolls, and the resource spend; the engine just applies the HP
// deltas and emits the event so the round flows on into the enemy turn.
Effect *turnActionEffect
}
// turnActionEffect is the resolved payload of a !cast / !consume player turn.
// Damage, heal, and the one-round enemy-skip all land within the casting round.
type turnActionEffect struct {
Label string // "Fireball — crit!", "Berry Poultice"
Action string // CombatEvent.Action: "spell_cast" or "use_consumable"
EnemyDamage int
PlayerHeal int
EnemySkip bool // control spell: enemy forfeits its attack this round
}
// turnEngine wraps a combatState reconstructed from a persisted CombatSession
// so a single phase can be resolved and then written back.
type turnEngine struct {
sess *CombatSession
player *Combatant
enemy *Combatant
st *combatState
result *CombatResult
}
// combatSessionRNG seeds a deterministic generator from the session id and the
// phase being resolved, so a fight replays reproducibly no matter how many bot
// restarts occur mid-fight. Each (round, phase) gets a distinct stream — a flat
// per-session seed would correlate the player's and enemy's d20s within a round.
func combatSessionRNG(sess *CombatSession) *rand.Rand {
var seed uint64 = 1469598103934665603 // FNV-ish offset basis
for _, c := range sess.SessionID {
seed = (seed ^ uint64(c)) * 1099511628211
}
stream := uint64(sess.Round)*4 + phaseOrdinal(sess.Phase)
return rand.New(rand.NewPCG(seed, stream))
}
func phaseOrdinal(phase string) uint64 {
switch phase {
case CombatPhasePlayerTurn:
return 0
case CombatPhaseEnemyTurn:
return 1
case CombatPhaseRoundEnd:
return 2
default: // CombatPhaseOver
return 3
}
}
// resumeTurnEngine rebuilds the in-memory combatState from a persisted session.
// rng is the deterministic source for this step (see combatSessionRNG).
func resumeTurnEngine(sess *CombatSession, player, enemy *Combatant, rng *rand.Rand) *turnEngine {
st := &combatState{
playerHP: sess.PlayerHP,
enemyHP: sess.EnemyHP,
round: sess.Round,
poisonTicks: sess.Statuses.PoisonTicks,
poisonDmg: sess.Statuses.PoisonDmg,
stunPlayer: sess.Statuses.StunPlayer,
enraged: sess.Statuses.Enraged,
armorBroken: sess.Statuses.ArmorBroken,
armorBreakAmt: sess.Statuses.ArmorBreakAmt,
enemySkipFirst: sess.Statuses.EnemySkipNext,
rng: rng,
}
return &turnEngine{
sess: sess,
player: player,
enemy: enemy,
st: st,
result: &CombatResult{},
}
}
// step resolves exactly one phase of the fight and advances sess.Phase. The
// events generated this step are returned (also accumulated by commit into
// sess.TurnLog). It does not persist — call commit then saveCombatSession, or
// use advanceCombatSession which does both.
func (te *turnEngine) step(action PlayerAction) ([]CombatEvent, error) {
if !te.sess.IsActive() {
return nil, errCombatSessionOver
}
te.st.events = nil
switch te.sess.Phase {
case CombatPhasePlayerTurn:
te.stepPlayerTurn(action)
case CombatPhaseEnemyTurn:
te.stepEnemyTurn()
case CombatPhaseRoundEnd:
te.stepRoundEnd()
case CombatPhaseOver:
return nil, errCombatSessionOver
default:
return nil, fmt.Errorf("combat session %s in unknown phase %q", te.sess.SessionID, te.sess.Phase)
}
return te.st.events, nil
}
func (te *turnEngine) stepPlayerTurn(action PlayerAction) {
switch action.Kind {
case ActionFlee:
te.st.events = append(te.st.events, CombatEvent{
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: "flee",
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
})
te.finish(CombatStatusFled)
return
case ActionCast, ActionConsume:
te.stepPlayerActionEffect(action.Effect)
return
}
// Default: weapon attack. resolvePlayerAttack returns true once the
// enemy is down.
if resolvePlayerAttack(te.st, te.player, te.enemy, &turnCombatPhase, te.result) {
te.finish(CombatStatusWon)
return
}
te.sess.Phase = CombatPhaseEnemyTurn
}
// stepPlayerActionEffect resolves a !cast / !consume turn: the command handler
// has already rolled the spell / picked the item and spent the resource, so the
// engine only applies the HP deltas and emits the event before handing off to
// the enemy turn. A control-spell skip is parked in st.enemySkipFirst, which
// commit() persists as Statuses.EnemySkipNext for the enemy_turn step to read.
func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
st := te.st
if eff == nil {
// Defensive: a kind with no payload just passes the turn.
te.sess.Phase = CombatPhaseEnemyTurn
return
}
if eff.EnemyDamage > 0 {
st.enemyHP = max(0, st.enemyHP-eff.EnemyDamage)
}
if eff.PlayerHeal > 0 {
st.playerHP = min(te.sess.PlayerHPMax, st.playerHP+eff.PlayerHeal)
}
action := eff.Action
if action == "" {
action = "spell_cast"
}
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: action,
Damage: eff.EnemyDamage, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: eff.Label,
})
if st.enemyHP <= 0 {
te.finish(CombatStatusWon)
return
}
if eff.EnemySkip {
st.enemySkipFirst = true
}
te.sess.Phase = CombatPhaseEnemyTurn
}
func (te *turnEngine) stepEnemyTurn() {
// A control spell cast last phase forfeits the enemy's attack this round.
if te.st.enemySkipFirst {
te.st.enemySkipFirst = false
te.st.events = append(te.st.events, CombatEvent{
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "spell_held",
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
})
te.sess.Phase = CombatPhaseRoundEnd
return
}
// resolveEnemyAttack returns true when the fight is decided — either the
// player went down without a death save, or a reflect consumable killed
// the enemy. Disambiguate by inspecting HP.
decided := resolveEnemyAttack(te.st, te.player, te.enemy, &turnCombatPhase, te.result, false, false, false)
if te.st.playerHP <= 0 {
te.finish(CombatStatusLost)
return
}
if decided {
te.finish(CombatStatusWon)
return
}
te.sess.Phase = CombatPhaseRoundEnd
}
// stepRoundEnd applies between-round status effects, then opens the next round.
func (te *turnEngine) stepRoundEnd() {
st := te.st
if st.poisonTicks > 0 {
st.playerHP = max(0, st.playerHP-st.poisonDmg)
st.poisonTicks--
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "enemy", Action: "poison_tick",
Damage: st.poisonDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
})
if st.playerHP <= 0 {
if !trySave(st, te.player, CombatPhaseRoundEnd) {
te.finish(CombatStatusLost)
return
}
}
}
st.round++
te.sess.Phase = CombatPhasePlayerTurn
}
// finish parks the session in a terminal status + the 'over' phase.
func (te *turnEngine) finish(status string) {
te.sess.Status = status
te.sess.Phase = CombatPhaseOver
}
// commit folds this step's combatState back into the session struct: HP,
// round, the between-round status snapshot, and the appended event log.
// Phase / Status were already set by step. saveCombatSession persists it.
func (te *turnEngine) commit() {
st := te.st
te.sess.Round = st.round
te.sess.PlayerHP = st.playerHP
te.sess.EnemyHP = st.enemyHP
te.sess.Statuses = CombatStatuses{
PoisonTicks: st.poisonTicks,
PoisonDmg: st.poisonDmg,
StunPlayer: st.stunPlayer,
Enraged: st.enraged,
ArmorBroken: st.armorBroken,
ArmorBreakAmt: st.armorBreakAmt,
EnemySkipNext: st.enemySkipFirst,
}
te.sess.TurnLog = append(te.sess.TurnLog, st.events...)
}
// advanceCombatSession resolves one phase of the fight and persists the result.
// It is the single entry point callers (commands, reaper) should use: it seeds
// the deterministic RNG, resumes the engine, steps, commits, and saves. The
// passed sess is mutated in place. The events generated this step are returned.
func advanceCombatSession(sess *CombatSession, player, enemy *Combatant, action PlayerAction) ([]CombatEvent, error) {
if sess == nil {
return nil, ErrNoActiveCombatSession
}
rng := combatSessionRNG(sess)
te := resumeTurnEngine(sess, player, enemy, rng)
events, err := te.step(action)
if err != nil {
return nil, err
}
te.commit()
if err := saveCombatSession(sess); err != nil {
return events, fmt.Errorf("persist combat session %s: %w", sess.SessionID, err)
}
return events, nil
}