Files
gogobee/internal/plugin/dnd_zone_combat.go
prosolis cc6fb7dd39 Adv 2.0 L4f-prep: flip DisplayName readers to loadDisplayName
Swap all char.DisplayName / c.DisplayName reader sites in
internal/plugin/ to loadDisplayName(userID). Touches 12 files
across combat (combat_bridge, dnd_zone_combat, dnd_zone_cmd,
dnd_expedition_combat), arena, hospital, events, render,
masterwork, robbie, scheduler, and adventure.go.

Only intentional char.DisplayName references remaining are in
adventure_character.go (scan + save + dual-write) and the
player_meta.go doc comment. go vet + go test ./internal/plugin/...
clean.

Unblocks deferred L2 step 9 (arena AdvCharacter import drop)
once L4 hospital/pets/render also lands.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

492 lines
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package plugin
import (
"fmt"
"hash/fnv"
"log/slog"
"math/rand/v2"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// Phase 11 D1e — combat / trap / boss resolution per zone room.
//
// D1c shipped the !zone command surface and D1d wired TwinBee narration
// + mood. D1e fills in the "what actually happens when you !zone advance
// into a fight" — spawning enemies from the zone roster, running them
// through the existing combat engine with the player's full D&D layer,
// awarding XP per kill and zone loot on boss defeat, and ending the run
// (mood penalty + DMPlayerDeath narration) if the player goes down.
//
// Per-room behavior:
// Entry → no combat (already narrated on enter)
// Exploration → SpawnWeight-biased pick from non-elite roster, combat
// Trap → flat % MaxHP nick + trap_detected/trap_tripped flavor
// Elite → pick from elite-only roster (falls back to non-elite),
// combat with +tier scaling on stats
// Boss → zone.Boss bestiary entry, combat + zone Loot table on win
//
// Boss fights remain one-shot SimulateCombat in D1e — the per-turn
// !attack/!cast/!dodge interface from gogobee_dungeon_zones.md §4 is
// scoped to a later sub-phase. The roster, stat blocks, and mood/loot
// scaffolding land here so the run loop is end-to-end playable.
// ── Enemy selection ─────────────────────────────────────────────────────────
// pickZoneEnemy picks one enemy from the zone roster for the given room
// kind. Selection is deterministic on (run, room) so re-running the same
// room (idempotent reads of !zone advance after it's already resolved)
// yields the same line of fate. isElite filters to entries flagged elite,
// falling back to the full roster if no elite entries exist.
//
// SpawnWeight (1..10) biases the cumulative wheel; weight 0 falls back to 5.
func pickZoneEnemy(zone ZoneDefinition, runID string, roomIdx int, isElite bool) (DnDMonsterTemplate, bool) {
pool := make([]ZoneEnemy, 0, len(zone.Enemies))
if isElite {
for _, e := range zone.Enemies {
if e.IsElite {
pool = append(pool, e)
}
}
}
if len(pool) == 0 {
for _, e := range zone.Enemies {
if !isElite && e.IsElite {
continue
}
pool = append(pool, e)
}
}
if len(pool) == 0 {
return DnDMonsterTemplate{}, false
}
total := 0
for _, e := range pool {
w := e.SpawnWeight
if w <= 0 {
w = 5
}
total += w
}
roll := int(zoneSelectorHash(runID, roomIdx) % uint64(total))
cum := 0
var chosen ZoneEnemy
for _, e := range pool {
w := e.SpawnWeight
if w <= 0 {
w = 5
}
cum += w
if roll < cum {
chosen = e
break
}
}
tmpl, ok := dndBestiary[chosen.BestiaryID]
return tmpl, ok
}
// zoneSelectorHash — same family as pickLineDeterministic; kept separate
// so a roster pick and a narration pick on the same (run, room) don't
// collide on the same hash output.
func zoneSelectorHash(runID string, roomIdx int) uint64 {
h := fnv.New64a()
h.Write([]byte("enemy:"))
h.Write([]byte(runID))
var sb [8]byte
for i := 0; i < 8; i++ {
sb[i] = byte(roomIdx >> (8 * i))
}
h.Write(sb[:])
return h.Sum64()
}
// ── Combat runner ───────────────────────────────────────────────────────────
// runZoneCombat sets up a Combatant pair from the player's full D&D
// layer + a bestiary monster, runs SimulateCombat with dungeonCombatPhases,
// and persists post-combat side effects (HP, subclass state, XP).
//
// Returns the engine result so the caller can branch on PlayerWon and
// fold combat events into the per-room narration.
func (p *AdventurePlugin) runZoneCombat(
userID id.UserID,
monster DnDMonsterTemplate,
tier int,
) (CombatResult, error) {
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return CombatResult{}, fmt.Errorf("load adv character: %w", err)
}
equip, err := loadAdvEquipment(userID)
if err != nil {
return CombatResult{}, fmt.Errorf("load equipment: %w", err)
}
bonuses := p.loadCombatBonuses(userID, char)
chatLvl := p.chatLevel(userID)
playerStats, playerMods := DerivePlayerStats(char, equip, bonuses, chatLvl, char.CurrentStreak, false)
dndChar, freshMigrate, err := ensureDnDCharacterForCombat(userID, char)
if err != nil {
return CombatResult{}, fmt.Errorf("ensure dnd character: %w", err)
}
if freshMigrate {
p.maybeSendDnDOnboarding(userID, char, dndChar)
}
applyDnDPlayerLayer(&playerStats, dndChar)
applyDnDEquipmentLayer(&playerStats, dndChar, equip)
applyDnDHPScaling(&playerStats, dndChar)
applyClassPassives(&playerStats, &playerMods, dndChar)
applyRacePassives(&playerStats, &playerMods, dndChar)
applySubclassPassives(&playerStats, &playerMods, dndChar)
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
slog.Info("dnd: armed ability fired (zone)", "user", userID, "ability", firedName)
}
enemyStats, enemyMods := monster.toCombatStats()
// Tier scaling matches applyDnDDungeonMonsterLayer's intent: keep AC
// floor reasonable for higher-tier zones, but only bump if the bestiary
// stat block is below the floor — boss/elite stat blocks already encode
// their challenge, so we don't double-scale them.
if tier > 1 {
floorAC := dndDungeonACBase + tier
if enemyStats.AC < floorAC {
enemyStats.AC = floorAC
}
floorAB := dndDungeonAtkBase + tier
if enemyStats.AttackBonus < floorAB {
enemyStats.AttackBonus = floorAB
}
}
applyPendingCast(userID, dndChar, &playerStats, &playerMods, &enemyStats)
displayName, _ := loadDisplayName(userID)
player := Combatant{
Name: displayName,
Stats: playerStats,
Mods: playerMods,
IsPlayer: true,
}
enemy := Combatant{
Name: monster.Name,
Stats: enemyStats,
Mods: enemyMods,
Ability: monster.Ability,
}
result := SimulateCombat(player, enemy, dungeonCombatPhases)
// Misty condition repair (post-combat, same 20% chance as arena/encounter
// paths in combat_bridge.go). Mirrors the buff's intent — gourmet food
// keeps her gear in shape on long expeditions, not just in the arena.
if char.MistyBuffExpires != nil && time.Now().UTC().Before(*char.MistyBuffExpires) {
if rand.Float64() < 0.20 {
npcRepairMostDamaged(userID, equip, 5)
}
}
p.grantCombatAchievements(userID, result)
persistDnDHPAfterCombat(userID, result.PlayerStartHP, result.PlayerEndHP)
if err := persistDnDPostCombatSubclass(dndChar, playerMods.BerserkerRage, result, playerMods); err != nil {
slog.Error("dnd: post-combat subclass persist (zone)", "user", userID, "err", err)
}
if xp := zoneCombatXP(result, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(userID, xp); err != nil {
slog.Error("dnd: grantDnDXP zone", "user", userID, "err", err)
}
}
return result, nil
}
// zoneCombatXP — CR-weighted XP per kill, with a tier-based floor so
// low-CR roster fillers in a high-tier zone still feel worthwhile.
// Loss grants the standard dndLossXPFraction.
func zoneCombatXP(result CombatResult, cr float32, tier int) int {
if tier < 1 {
tier = 1
}
// CR 0.25 → 25, CR 1 → 100, CR 3 → 300, CR 5 → 500. Caps at CR 20.
base := int(cr * 100)
floor := dndDungeonXPPerTier * tier // T1=15, T5=75
if base < floor {
base = floor
}
if !result.PlayerWon {
return int(float64(base) * dndLossXPFraction)
}
if result.NearDeath {
return int(float64(base) * dndNearDeathXPBonus)
}
return base
}
// ── Mood event scanning ─────────────────────────────────────────────────────
// scanMoodEventsFromCombat walks combat events and applies §3.2 mood
// triggers for nat-20s and nat-1s. Returns the count of each so the
// caller can include the deltas in the rendered status line.
func scanMoodEventsFromCombat(runID string, result CombatResult) (nat20s, nat1s int) {
for _, ev := range result.Events {
if ev.Roll == 20 && ev.Actor == "player" {
nat20s++
}
if ev.Roll == 1 && ev.Actor == "player" {
nat1s++
}
}
for i := 0; i < nat20s; i++ {
if _, err := applyMoodEvent(runID, MoodEventNat20); err != nil {
slog.Error("zone: applyMoodEvent nat20", "run", runID, "err", err)
break
}
}
for i := 0; i < nat1s; i++ {
if _, err := applyMoodEvent(runID, MoodEventNat1); err != nil {
slog.Error("zone: applyMoodEvent nat1", "run", runID, "err", err)
break
}
}
return nat20s, nat1s
}
// ── Trap rooms ──────────────────────────────────────────────────────────────
// resolveTrapRoom picks a trap from the zone's tier catalog (D2a),
// rolls a detection skill check (Perception/Investigation, per trap),
// and either narrates a clean spot or applies the trap's damage dice.
// Damage is capped so a single trap can't outright KO the player.
//
// Higher-tier zones currently fall through to the pre-D2a flat-percent
// nick — D3a/D4a will add Tier 2+ trap catalogs.
func (p *AdventurePlugin) resolveTrapRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition) (damage int, narration string) {
dndChar, _ := LoadDnDCharacter(userID)
if dndChar == nil {
return 0, ""
}
trap, ok := pickZoneTrap(zone, run.RunID, run.CurrentRoom)
if !ok {
return p.resolveTrapRoomLegacy(userID, run, zone, dndChar)
}
return p.applyTrapEffect(userID, run, zone, dndChar, trap)
}
// applyTrapEffect runs the detect roll and damage application for a
// chosen trap. Split out from resolveTrapRoom so tests can target a
// specific trap kind without depending on the room-seed selector.
func (p *AdventurePlugin) applyTrapEffect(userID id.UserID, run *DungeonRun, zone ZoneDefinition, dndChar *DnDCharacter, trap zoneTrapDef) (int, string) {
detect := performSkillCheck(dndChar, trap.DetectSkill, trap.DetectDC)
return p.applyTrapEffectWithDetect(userID, run, zone, dndChar, trap, detect)
}
// applyTrapEffectWithDetect is the deterministic core of trap resolution:
// given a precomputed detection check result, it produces the narration
// and persists HP loss on a failed detect. Used by applyTrapEffect (which
// rolls the d20) and by tests (which inject a fixed result).
func (p *AdventurePlugin) applyTrapEffectWithDetect(
userID id.UserID,
run *DungeonRun,
zone ZoneDefinition,
dndChar *DnDCharacter,
trap zoneTrapDef,
detect SkillCheckResult,
) (int, string) {
var b strings.Builder
if detect.Success {
// Detected: the TwinBee "you spotted it" line only fires here, so a
// failed detection no longer contradicts the next line. The mismatch
// where "Perception roll pays off" preceded a tripped trap was
// caused by this line firing unconditionally.
if line := twinBeeLine(zone.ID, DMTrapDetected, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(trapSpottedHeader(trap, detect))
return 0, b.String()
}
dmg := rollTrapDamage(trap, run.RunID, run.CurrentRoom)
if dmg >= dndChar.HPCurrent {
dmg = dndChar.HPCurrent - 1
if dmg < 0 {
dmg = 0
}
}
if dmg > 0 {
dndChar.HPCurrent -= dmg
if err := SaveDnDCharacter(dndChar); err != nil {
slog.Error("zone: trap HP persist", "user", userID, "err", err)
}
}
// Trip flavor lives in trap.Trigger (mechanism-specific) which the
// damage header now surfaces. The generic DMTrapTripped pool is no
// longer pulled here — it mixed dart/ceiling/pit/glyph lines that
// frequently mismatched the actual trap.
b.WriteString(trapDamageHeader(trap, dmg, dndChar.HPCurrent, dndChar.HPMax))
return dmg, b.String()
}
// resolveTrapRoomLegacy is the pre-D2a flat-percent fallback used when a
// zone tier has no entries in the trap catalog yet (Tier 2+). Removed
// once D3a/D4a fill in the higher-tier catalogs.
func (p *AdventurePlugin) resolveTrapRoomLegacy(userID id.UserID, run *DungeonRun, zone ZoneDefinition, dndChar *DnDCharacter) (int, string) {
tier := int(zone.Tier)
pct := 0.08 + 0.03*float64(tier-1)
dmg := int(float64(dndChar.HPMax) * pct)
if dmg < 1 {
dmg = 1
}
if dmg >= dndChar.HPCurrent {
dmg = dndChar.HPCurrent - 1
if dmg < 0 {
dmg = 0
}
}
dndChar.HPCurrent -= dmg
if err := SaveDnDCharacter(dndChar); err != nil {
slog.Error("zone: trap HP persist (legacy)", "user", userID, "err", err)
}
// Legacy path always trips — no detection check. Drop the TwinBee pool
// picks here for the same reason as applyTrapEffectWithDetect: the
// detected line shouldn't fire when nothing was detected, and the
// generic tripped pool routinely mismatches the actual trap. Plain
// damage line carries the result.
var b strings.Builder
b.WriteString(fmt.Sprintf("💢 The trap takes **%d HP** (%d/%d remaining).", dmg, dndChar.HPCurrent, dndChar.HPMax))
return dmg, b.String()
}
// ── Loot ─────────────────────────────────────────────────────────────────────
// rollZoneLoot rolls every entry in zone.Loot and returns the IDs that
// dropped. UniqueAlways entries always drop. Probabilistic entries roll
// independently. Coin-pattern IDs ("coins_<dice>x<mult>") are expanded
// to a single "coins" item with rolled value; everything else becomes a
// treasure-tier inventory item with a tier-derived placeholder value
// (zone equipment registry wiring is a later content phase).
func (p *AdventurePlugin) rollZoneLoot(userID id.UserID, run *DungeonRun, zone ZoneDefinition) []string {
rng := rand.New(rand.NewPCG(uint64(zoneSelectorHash(run.RunID, run.CurrentRoom)), 0x100712))
var granted []string
for _, entry := range zone.Loot {
if !entry.UniqueAlways && rng.Float64() > entry.DropChance {
continue
}
item, ok := zoneLootToInventory(entry, zone, rng)
if !ok {
continue
}
if err := addAdvInventoryItem(userID, item); err != nil {
slog.Error("zone: addAdvInventoryItem", "user", userID, "item", item.Name, "err", err)
continue
}
if err := addLoot(run.RunID, entry.ItemID); err != nil {
slog.Error("zone: addLoot audit", "user", userID, "item", entry.ItemID, "err", err)
}
granted = append(granted, entry.ItemID)
}
return granted
}
// zoneLootToInventory converts a ZoneLootEntry into an AdvItem. Coin
// entries get a rolled gold value; named items become treasure with a
// tier-scaled placeholder value. Returns ok=false for entries we should
// silently skip (none today, but the contract leaves room for future
// quest-only entries that don't materialize as inventory rows).
func zoneLootToInventory(entry ZoneLootEntry, zone ZoneDefinition, rng *rand.Rand) (AdvItem, bool) {
if strings.HasPrefix(entry.ItemID, "coins_") {
val := rollCoinPattern(entry.ItemID, rng)
return AdvItem{
Name: "Coin Pouch",
Type: "treasure",
Tier: int(zone.Tier),
Value: int64(val),
}, true
}
tier := int(zone.Tier)
displayName := titleCaseUnderscored(entry.ItemID)
value := int64(50 * tier * tier) // T1=50, T2=200, T3=450, T4=800, T5=1250
if entry.UniqueAlways {
value = int64(100 * tier * tier)
}
return AdvItem{
Name: displayName,
Type: "treasure",
Tier: tier,
Value: value,
}, true
}
// rollCoinPattern parses "coins_<n>d<sides>x<mult>" — e.g.
// "coins_2d10x5" → 2d10 × 5. Bad input falls back to a tier-agnostic
// 25-coin floor so the player still gets *something* and the bug is
// loud in logs but not run-ending.
func rollCoinPattern(id string, rng *rand.Rand) int {
body := strings.TrimPrefix(id, "coins_")
xParts := strings.SplitN(body, "x", 2)
if len(xParts) != 2 {
slog.Warn("zone: bad coin pattern (no x)", "id", id)
return 25
}
mult, err := atoi(xParts[1])
if err != nil || mult <= 0 {
slog.Warn("zone: bad coin pattern mult", "id", id)
return 25
}
dice := strings.SplitN(xParts[0], "d", 2)
if len(dice) != 2 {
slog.Warn("zone: bad coin pattern dice", "id", id)
return 25
}
n, err := atoi(dice[0])
if err != nil || n <= 0 {
slog.Warn("zone: bad coin pattern n", "id", id)
return 25
}
sides, err := atoi(dice[1])
if err != nil || sides <= 0 {
slog.Warn("zone: bad coin pattern sides", "id", id)
return 25
}
roll := 0
for i := 0; i < n; i++ {
roll += rng.IntN(sides) + 1
}
return roll * mult
}
// atoi — local strconv-free parser to avoid a single-call import.
func atoi(s string) (int, error) {
if s == "" {
return 0, fmt.Errorf("empty")
}
n := 0
for _, r := range s {
if r < '0' || r > '9' {
return 0, fmt.Errorf("non-digit %q", r)
}
n = n*10 + int(r-'0')
}
return n, nil
}
// titleCaseUnderscored renders "wpn_handaxe_+1" → "Wpn Handaxe +1".
// Pure ASCII; no Unicode handling needed for our zone-loot ID space.
func titleCaseUnderscored(id string) string {
parts := strings.Split(id, "_")
for i, p := range parts {
if p == "" {
continue
}
c0 := p[0]
if c0 >= 'a' && c0 <= 'z' {
parts[i] = string(c0-32) + p[1:]
}
}
return strings.Join(parts, " ")
}