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combat_session.go: CombatSession persistence layer mirroring the dnd_expedition pattern — CRUD accessors, one-active-per-user enforcement, and the timeout reaper (sweeps stale sessions to 'expired'). combat_turn_engine.go: the player_turn -> enemy_turn -> round_end -> over state machine. advanceCombatSession seeds a deterministic per-(round,phase) RNG, resolves one phase via the shared attack primitives, commits, and persists. The deferred poison/status tick lands in round_end now that the round-loop shape exists. CombatStatuses persists only between-round monster-ability effects; the reaper marks sessions 'expired' rather than auto-playing them — both gaps depend on Combatant reconstruction, which lands with the command-wiring PR. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
9.5 KiB
9.5 KiB