mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
- Adventure characters now record DeathSource ("adventure"|"arena") and
DeathLocation when killed. Threaded through Kill() and transitionDeath.
Daily report uses the recorded death location instead of misattributing
arena deaths to the day's adventure log: when DeathSource != "adventure",
the adventure block shows the alive icon and a separate "Later fell in
{location}." line. Standout-loss flavor uses DeathLocation. Empty
DeathSource (legacy rows) falls back to current behavior.
- calcDamage applies a ±15% per-hit jitter, so successive hits in a phase
no longer produce identical numbers. Previously every hit in a phase was
flat (e.g. 17, 17, 17, 17) and mirror-symmetric between player/enemy,
reading as scripted.
- assessThreat rewritten to use the engine's actual penetration formula:
damage-per-round each direction, then rounds-to-kill ratio. The old
additive HP+Attack*3 model ignored Defense, so even fights could be
rated trivial — players died after consumables were skipped with the
"threat assessed as manageable" message.
- SelectConsumables never skips on trivial when arenaRound > 0. Arena
losses cost real money and equipment, so the cost of a wrong assessment
is too high to gamble on; adventure-side fights still skip trivial
threats to avoid wasting items on chump enemies.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
706 lines
21 KiB
Go
706 lines
21 KiB
Go
package plugin
|
|
|
|
import "math/rand/v2"
|
|
|
|
// ── Core Types ───────────────────────────────────────────────────────────────
|
|
|
|
type CombatStats struct {
|
|
MaxHP int
|
|
Attack int
|
|
Defense int
|
|
Speed int
|
|
CritRate float64
|
|
DodgeRate float64
|
|
BlockRate float64
|
|
}
|
|
|
|
type CombatModifiers struct {
|
|
DamageBonus float64 // additive: 0 = neutral, 0.25 = +25% damage. Applied as (1 + DamageBonus).
|
|
DamageReduct float64 // multiplicative damage-taken reduction, 1.0 = neutral
|
|
DeathSave bool // Sovereign reprieve — survive one lethal hit
|
|
PetAttackProc float64
|
|
PetAttackDmg int
|
|
PetDeflectProc float64
|
|
PetWhiffProc float64 // pet distracts enemy → guaranteed miss
|
|
SniperKillProc float64 // Arina instant-kill
|
|
MistyHealProc float64
|
|
MistyHealAmt int
|
|
CrowdRevengeProc float64 // Misty debuff: chance per round of crowd damage
|
|
CrowdRevengeDmg int // Misty debuff: damage per proc
|
|
HealItem int // consumable: HP restored at <50% HP (one-shot)
|
|
WardCharges int // consumable: hits fully absorbed
|
|
SporeCloud int // consumable: rounds of 15% enemy miss chance
|
|
ReflectNext float64 // consumable: fraction of next hit reflected
|
|
AutoCritFirst bool // consumable: first player hit is auto-crit
|
|
FlatDmgStart int // consumable: flat damage to enemy pre-combat
|
|
}
|
|
|
|
type Combatant struct {
|
|
Name string
|
|
Stats CombatStats
|
|
Mods CombatModifiers
|
|
IsPlayer bool
|
|
Ability *MonsterAbility // non-nil for monsters with a special ability
|
|
}
|
|
|
|
type CombatPhase struct {
|
|
Name string
|
|
Rounds int
|
|
AttackWeight float64
|
|
DefenseWeight float64
|
|
SpeedWeight float64
|
|
EnvironmentProc float64
|
|
}
|
|
|
|
type CombatEvent struct {
|
|
Round int
|
|
Phase string
|
|
Actor string // "player", "enemy", "pet", "environment", "npc", "consumable"
|
|
Action string
|
|
Damage int
|
|
PlayerHP int
|
|
EnemyHP int
|
|
Desc string // optional flavor (item name, ability name)
|
|
}
|
|
|
|
type CombatResult struct {
|
|
PlayerWon bool
|
|
Events []CombatEvent
|
|
PlayerStartHP int
|
|
EnemyStartHP int
|
|
PlayerEndHP int
|
|
EnemyEndHP int
|
|
TotalRounds int
|
|
Closeness float64
|
|
NearDeath bool
|
|
PetAttacked bool
|
|
PetDeflected bool
|
|
SniperKilled bool
|
|
MistyHealed bool
|
|
}
|
|
|
|
// ── Monster Abilities ────────────────────────────────────────────────────────
|
|
|
|
type MonsterAbility struct {
|
|
Name string
|
|
Phase string // "opening", "clash", "decisive", "any"
|
|
ProcChance float64
|
|
Effect string // "poison", "enrage", "armor_break", "stun", "lifesteal", "cleave"
|
|
}
|
|
|
|
// ── Default Phase Definitions ────────────────────────────────────────────────
|
|
|
|
var defaultCombatPhases = []CombatPhase{
|
|
{"Opening", 2, 0.6, 0.8, 1.5, 0.15},
|
|
{"Clash", 3, 1.2, 1.0, 0.8, 0.08},
|
|
{"Decisive", 1, 1.0, 0.7, 1.0, 0.05},
|
|
}
|
|
|
|
var dungeonCombatPhases = []CombatPhase{
|
|
{"Opening", 1, 0.8, 0.8, 1.2, 0.10},
|
|
{"Clash", 2, 1.0, 1.0, 0.8, 0.08},
|
|
{"Decisive", 1, 1.0, 0.7, 1.0, 0.05},
|
|
}
|
|
|
|
// ── Simulation ───────────────────────────────────────────────────────────────
|
|
|
|
// combatState tracks mutable state during the simulation.
|
|
type combatState struct {
|
|
playerHP int
|
|
enemyHP int
|
|
|
|
// Consumable one-shots
|
|
healUsed bool
|
|
wardCharges int
|
|
sporeRounds int
|
|
reflectFrac float64
|
|
autoCrit bool
|
|
|
|
// Monster ability effects
|
|
poisonTicks int
|
|
poisonDmg int
|
|
stunPlayer bool
|
|
enraged bool
|
|
armorBroken bool
|
|
armorBreakAmt float64
|
|
|
|
// Sovereign reprieve
|
|
deathSaveUsed bool
|
|
|
|
round int
|
|
events []CombatEvent
|
|
}
|
|
|
|
func SimulateCombat(player, enemy Combatant, phases []CombatPhase) CombatResult {
|
|
st := &combatState{
|
|
playerHP: player.Stats.MaxHP,
|
|
enemyHP: enemy.Stats.MaxHP,
|
|
wardCharges: player.Mods.WardCharges,
|
|
sporeRounds: player.Mods.SporeCloud,
|
|
reflectFrac: player.Mods.ReflectNext,
|
|
autoCrit: player.Mods.AutoCritFirst,
|
|
}
|
|
|
|
result := CombatResult{
|
|
PlayerStartHP: player.Stats.MaxHP,
|
|
EnemyStartHP: enemy.Stats.MaxHP,
|
|
}
|
|
|
|
// Pre-combat: Arina sniper check
|
|
if player.Mods.SniperKillProc > 0 && rand.Float64() < player.Mods.SniperKillProc {
|
|
st.enemyHP = 0
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: 0, Phase: "pre_combat", Actor: "npc", Action: "sniper_kill",
|
|
Damage: enemy.Stats.MaxHP, PlayerHP: st.playerHP, EnemyHP: 0,
|
|
Desc: "Arina",
|
|
})
|
|
result.SniperKilled = true
|
|
return finalize(result, st, player, enemy)
|
|
}
|
|
|
|
// Pre-combat: Coal Bomb / flat start damage
|
|
if player.Mods.FlatDmgStart > 0 {
|
|
dmg := player.Mods.FlatDmgStart
|
|
st.enemyHP = max(0, st.enemyHP-dmg)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: 0, Phase: "pre_combat", Actor: "consumable", Action: "flat_damage",
|
|
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.enemyHP <= 0 {
|
|
return finalize(result, st, player, enemy)
|
|
}
|
|
}
|
|
|
|
// Pre-combat: Misty gourmet is now a per-round heal, no pre-combat damage
|
|
|
|
// Main simulation loop
|
|
for _, phase := range phases {
|
|
roundsThisPhase := phase.Rounds
|
|
// Add slight variance: ±1 round for non-Decisive phases
|
|
if phase.Name != "Decisive" && roundsThisPhase > 1 {
|
|
roundsThisPhase += rand.IntN(2) // 0 or +1
|
|
}
|
|
for r := 0; r < roundsThisPhase; r++ {
|
|
st.round++
|
|
if simulateRound(st, &player, &enemy, &phase, &result) {
|
|
return finalize(result, st, player, enemy)
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we exhaust all phases without a kill, the side with more HP% wins.
|
|
playerMax := max(1, player.Stats.MaxHP)
|
|
enemyMax := max(1, enemy.Stats.MaxHP)
|
|
playerPct := float64(st.playerHP) / float64(playerMax)
|
|
enemyPct := float64(st.enemyHP) / float64(enemyMax)
|
|
if playerPct < enemyPct {
|
|
st.playerHP = 0
|
|
} else {
|
|
st.enemyHP = 0
|
|
}
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: "exhaust", Actor: "system", Action: "timeout",
|
|
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
return finalize(result, st, player, enemy)
|
|
}
|
|
|
|
// simulateRound runs one round. Returns true if combat is over.
|
|
func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
|
|
phaseName := phase.Name
|
|
|
|
// Monster ability: check at round start
|
|
abilityDealtDamage := false
|
|
if enemy.Ability != nil {
|
|
if abilityFires(enemy.Ability, phaseName, st) {
|
|
if applyAbility(st, player, enemy, phase, result) {
|
|
return true
|
|
}
|
|
// Cleave and lifesteal deal damage — skip normal enemy attack this round
|
|
switch enemy.Ability.Effect {
|
|
case "cleave", "lifesteal":
|
|
abilityDealtDamage = true
|
|
}
|
|
}
|
|
}
|
|
|
|
// Poison tick from previous round
|
|
if st.poisonTicks > 0 {
|
|
st.playerHP = max(0, st.playerHP-st.poisonDmg)
|
|
st.poisonTicks--
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "poison_tick",
|
|
Damage: st.poisonDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.playerHP <= 0 {
|
|
if trySave(st, player, phaseName) {
|
|
// survived
|
|
} else {
|
|
return true
|
|
}
|
|
}
|
|
}
|
|
|
|
// Pet whiff: if proc'd, enemy's attack this round is a guaranteed miss
|
|
petWhiff := player.Mods.PetWhiffProc > 0 && rand.Float64() < player.Mods.PetWhiffProc
|
|
// Pet deflect: halves incoming damage to player this round
|
|
petDeflect := player.Mods.PetDeflectProc > 0 && rand.Float64() < player.Mods.PetDeflectProc
|
|
if petDeflect {
|
|
result.PetDeflected = true
|
|
}
|
|
|
|
// Spore cloud: enemy has 15% miss chance (decremented when enemy actually attacks)
|
|
sporeMiss := st.sporeRounds > 0 && rand.Float64() < 0.15
|
|
|
|
// Determine initiative
|
|
playerSpeed := float64(player.Stats.Speed) * phase.SpeedWeight
|
|
enemySpeed := float64(enemy.Stats.Speed) * phase.SpeedWeight
|
|
playerInit := playerSpeed + rand.Float64()*10
|
|
enemyInit := enemySpeed + rand.Float64()*10
|
|
playerFirst := playerInit >= enemyInit
|
|
|
|
if playerFirst {
|
|
if resolvePlayerAttack(st, player, enemy, phase, result) {
|
|
return true
|
|
}
|
|
if !abilityDealtDamage {
|
|
if resolveEnemyAttack(st, player, enemy, phase, result, petWhiff, petDeflect, sporeMiss) {
|
|
return true
|
|
}
|
|
}
|
|
} else {
|
|
if !abilityDealtDamage {
|
|
if resolveEnemyAttack(st, player, enemy, phase, result, petWhiff, petDeflect, sporeMiss) {
|
|
return true
|
|
}
|
|
}
|
|
if resolvePlayerAttack(st, player, enemy, phase, result) {
|
|
return true
|
|
}
|
|
}
|
|
|
|
// Environmental hazard
|
|
if phase.EnvironmentProc > 0 && rand.Float64() < phase.EnvironmentProc {
|
|
envDmg := 2 + rand.IntN(5)
|
|
st.playerHP = max(0, st.playerHP-envDmg)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "environment", Action: "environmental",
|
|
Damage: envDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.playerHP <= 0 {
|
|
if !trySave(st, player, phaseName) {
|
|
return true
|
|
}
|
|
}
|
|
}
|
|
|
|
// Misty crowd revenge (debuff for declining Misty)
|
|
if player.Mods.CrowdRevengeProc > 0 && rand.Float64() < player.Mods.CrowdRevengeProc {
|
|
dmg := player.Mods.CrowdRevengeDmg
|
|
st.playerHP = max(0, st.playerHP-dmg)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
|
|
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
Desc: "Misty's crowd",
|
|
})
|
|
if st.playerHP <= 0 {
|
|
if !trySave(st, player, phaseName) {
|
|
return true
|
|
}
|
|
}
|
|
}
|
|
|
|
// Pet attack
|
|
if player.Mods.PetAttackProc > 0 && rand.Float64() < player.Mods.PetAttackProc {
|
|
petDmg := player.Mods.PetAttackDmg + rand.IntN(5)
|
|
st.enemyHP = max(0, st.enemyHP-petDmg)
|
|
result.PetAttacked = true
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_attack",
|
|
Damage: petDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.enemyHP <= 0 {
|
|
return true
|
|
}
|
|
}
|
|
|
|
// Misty heal
|
|
if player.Mods.MistyHealProc > 0 && rand.Float64() < player.Mods.MistyHealProc {
|
|
healAmt := player.Mods.MistyHealAmt
|
|
st.playerHP = min(player.Stats.MaxHP, st.playerHP+healAmt)
|
|
result.MistyHealed = true
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
|
|
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
Desc: "Misty",
|
|
})
|
|
}
|
|
|
|
// Consumable heal: triggers once when player drops below 50%
|
|
if !st.healUsed && player.Mods.HealItem > 0 &&
|
|
st.playerHP > 0 && st.playerHP < player.Stats.MaxHP/2 {
|
|
st.healUsed = true
|
|
healAmt := player.Mods.HealItem
|
|
st.playerHP = min(player.Stats.MaxHP, st.playerHP+healAmt)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "heal_item",
|
|
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
// ── Attack Resolution ────────────────────────────────────────────────────────
|
|
|
|
func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
|
|
phaseName := phase.Name
|
|
|
|
// Stun: player skips attack
|
|
if st.stunPlayer {
|
|
st.stunPlayer = false
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "player", Action: "stunned",
|
|
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
return false
|
|
}
|
|
|
|
// Enemy dodge
|
|
enemyDodge := enemy.Stats.DodgeRate * phase.SpeedWeight
|
|
if enemyDodge > 0 && rand.Float64() < enemyDodge {
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "player", Action: "miss",
|
|
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
return false
|
|
}
|
|
|
|
// Calculate damage
|
|
dmg := calcDamage(player.Stats.Attack, phase.AttackWeight, player.Mods.DamageBonus,
|
|
enemy.Stats.Defense, phase.DefenseWeight, enemy.Mods.DamageReduct)
|
|
|
|
// Block: half damage
|
|
blocked := enemy.Stats.BlockRate > 0 && rand.Float64() < enemy.Stats.BlockRate
|
|
if blocked {
|
|
dmg = max(1, dmg/2)
|
|
}
|
|
|
|
// Crit check
|
|
critRate := player.Stats.CritRate
|
|
if phaseName == "Decisive" {
|
|
critRate *= 2
|
|
}
|
|
isCrit := false
|
|
if st.autoCrit {
|
|
isCrit = true
|
|
st.autoCrit = false
|
|
dmg *= 2
|
|
} else if critRate > 0 && rand.Float64() < critRate {
|
|
isCrit = true
|
|
dmg *= 2
|
|
}
|
|
|
|
dmg = max(1, dmg)
|
|
|
|
// Cleave handling for enemy is in resolveEnemyAttack
|
|
action := "hit"
|
|
if isCrit {
|
|
action = "crit"
|
|
} else if blocked {
|
|
action = "block"
|
|
}
|
|
|
|
st.enemyHP = max(0, st.enemyHP-dmg)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "player", Action: action,
|
|
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
|
|
return st.enemyHP <= 0
|
|
}
|
|
|
|
func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult, petWhiff, petDeflect, sporeMiss bool) bool {
|
|
phaseName := phase.Name
|
|
|
|
// Spore cloud round consumed when enemy attacks (even if whiffed/missed)
|
|
if st.sporeRounds > 0 {
|
|
st.sporeRounds--
|
|
}
|
|
|
|
// Pet whiff → guaranteed miss
|
|
if petWhiff {
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_whiff",
|
|
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
return false
|
|
}
|
|
|
|
// Spore cloud miss
|
|
if sporeMiss {
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "spore_miss",
|
|
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
return false
|
|
}
|
|
|
|
// Player dodge
|
|
playerDodge := player.Stats.DodgeRate * phase.SpeedWeight
|
|
if playerDodge > 0 && rand.Float64() < playerDodge {
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "miss",
|
|
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
return false
|
|
}
|
|
|
|
// Ward: absorb full hit
|
|
if st.wardCharges > 0 {
|
|
st.wardCharges--
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "ward_absorb",
|
|
Damage: 0, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
return false
|
|
}
|
|
|
|
atkMult := 1.0
|
|
if st.enraged {
|
|
atkMult = 1.5
|
|
}
|
|
dmg := calcDamage(int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
|
|
playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct)
|
|
|
|
// Player block
|
|
blocked := player.Stats.BlockRate > 0 && rand.Float64() < player.Stats.BlockRate
|
|
if blocked {
|
|
dmg = max(1, dmg/2)
|
|
}
|
|
|
|
// Crit
|
|
critRate := enemy.Stats.CritRate
|
|
if phaseName == "Decisive" {
|
|
critRate *= 2
|
|
}
|
|
isCrit := critRate > 0 && rand.Float64() < critRate
|
|
if isCrit {
|
|
dmg *= 2
|
|
}
|
|
|
|
dmg = max(1, dmg)
|
|
|
|
// Pet deflect: halve damage
|
|
if petDeflect {
|
|
dmg = max(1, dmg/2)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_deflect",
|
|
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
}
|
|
|
|
action := "hit"
|
|
if isCrit {
|
|
action = "crit"
|
|
} else if blocked {
|
|
action = "block"
|
|
}
|
|
|
|
st.playerHP = max(0, st.playerHP-dmg)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: action,
|
|
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
|
|
// Reflect: bounce portion back (after player takes the hit)
|
|
if st.reflectFrac > 0 {
|
|
reflected := max(1, int(float64(dmg)*st.reflectFrac))
|
|
st.reflectFrac = 0
|
|
st.enemyHP = max(0, st.enemyHP-reflected)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "reflect_damage",
|
|
Damage: reflected, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.enemyHP <= 0 {
|
|
return true
|
|
}
|
|
}
|
|
|
|
if st.playerHP <= 0 {
|
|
return !trySave(st, player, phaseName)
|
|
}
|
|
return false
|
|
}
|
|
|
|
// ── Monster Ability Logic ────────────────────────────────────────────────────
|
|
|
|
func abilityFires(ability *MonsterAbility, phaseName string, st *combatState) bool {
|
|
phaseMatch := ability.Phase == "any" ||
|
|
(ability.Phase == "opening" && phaseName == "Opening") ||
|
|
(ability.Phase == "clash" && phaseName == "Clash") ||
|
|
(ability.Phase == "decisive" && phaseName == "Decisive")
|
|
if !phaseMatch {
|
|
return false
|
|
}
|
|
return rand.Float64() < ability.ProcChance
|
|
}
|
|
|
|
func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
|
|
ab := enemy.Ability
|
|
phaseName := phase.Name
|
|
|
|
switch ab.Effect {
|
|
case "poison":
|
|
st.poisonTicks = 2
|
|
st.poisonDmg = 3 + rand.IntN(3)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "poison",
|
|
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
|
|
case "enrage":
|
|
if !st.enraged && st.enemyHP < int(float64(enemy.Stats.MaxHP)*0.4) {
|
|
st.enraged = true
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "enrage",
|
|
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
}
|
|
|
|
case "armor_break":
|
|
if !st.armorBroken {
|
|
st.armorBroken = true
|
|
st.armorBreakAmt = 0.30
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "armor_break",
|
|
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
}
|
|
|
|
case "stun":
|
|
st.stunPlayer = true
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "stun",
|
|
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
|
|
case "lifesteal":
|
|
atkMult := 1.0
|
|
if st.enraged {
|
|
atkMult = 1.5
|
|
}
|
|
dmg := calcDamage(int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
|
|
playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct)
|
|
dmg = max(1, dmg)
|
|
st.playerHP = max(0, st.playerHP-dmg)
|
|
heal := dmg / 2
|
|
st.enemyHP = min(enemy.Stats.MaxHP, st.enemyHP+heal)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "lifesteal",
|
|
Damage: dmg, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.playerHP <= 0 {
|
|
return !trySave(st, player, phaseName)
|
|
}
|
|
|
|
case "cleave":
|
|
atkMult := 1.0
|
|
if st.enraged {
|
|
atkMult = 1.5
|
|
}
|
|
dmg1 := calcDamage(int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
|
|
playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct)
|
|
dmg1 = max(1, dmg1)
|
|
st.playerHP = max(0, st.playerHP-dmg1)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "cleave",
|
|
Damage: dmg1, Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.playerHP <= 0 {
|
|
if !trySave(st, player, phaseName) {
|
|
return true
|
|
}
|
|
// Death save fired — skip follow-up hit (survived the first blow barely)
|
|
} else {
|
|
dmg2 := max(1, dmg1/2)
|
|
st.playerHP = max(0, st.playerHP-dmg2)
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "cleave",
|
|
Damage: dmg2, Desc: ab.Name + " (follow-up)", PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
})
|
|
if st.playerHP <= 0 {
|
|
return !trySave(st, player, phaseName)
|
|
}
|
|
}
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
// ── Helpers ──────────────────────────────────────────────────────────────────
|
|
|
|
// calcDamage uses a penetration model: defense provides diminishing returns
|
|
// reduction rather than flat subtraction, so damage is never fully negated.
|
|
// Formula: rawAtk * reduction where reduction = K / (K + effectiveDef).
|
|
// K=40 means 40 defense halves incoming damage; 80 defense reduces by 67%.
|
|
//
|
|
// A ±15% per-hit jitter is applied so successive hits in the same phase don't
|
|
// produce identical numbers — the previous flat-damage output read as scripted.
|
|
func calcDamage(attack int, atkWeight, dmgBonus float64, defense int, defWeight, dmgReduct float64) int {
|
|
const K = 40.0
|
|
rawAtk := float64(attack) * atkWeight * (1 + dmgBonus)
|
|
effectiveDef := float64(defense) * defWeight * dmgReduct
|
|
reduction := K / (K + effectiveDef)
|
|
dmg := rawAtk * reduction
|
|
jitter := 0.85 + rand.Float64()*0.30 // 0.85 .. 1.15
|
|
dmg *= jitter
|
|
if dmg < 1 {
|
|
return 1
|
|
}
|
|
return int(dmg)
|
|
}
|
|
|
|
func playerDefense(player *Combatant, st *combatState) int {
|
|
def := player.Stats.Defense
|
|
if st.armorBroken {
|
|
def = int(float64(def) * (1 - st.armorBreakAmt))
|
|
}
|
|
return def
|
|
}
|
|
|
|
func trySave(st *combatState, player *Combatant, phaseName string) bool {
|
|
if player.Mods.DeathSave && !st.deathSaveUsed {
|
|
st.deathSaveUsed = true
|
|
st.playerHP = 1
|
|
st.events = append(st.events, CombatEvent{
|
|
Round: st.round, Phase: phaseName, Actor: "player", Action: "death_save",
|
|
PlayerHP: 1, EnemyHP: st.enemyHP, Desc: "Sovereign",
|
|
})
|
|
return true
|
|
}
|
|
return false
|
|
}
|
|
|
|
func finalize(result CombatResult, st *combatState, player, enemy Combatant) CombatResult {
|
|
result.Events = st.events
|
|
result.PlayerEndHP = st.playerHP
|
|
result.EnemyEndHP = st.enemyHP
|
|
result.TotalRounds = st.round
|
|
result.PlayerWon = st.enemyHP <= 0
|
|
|
|
playerMax := max(1, player.Stats.MaxHP)
|
|
enemyMax := max(1, enemy.Stats.MaxHP)
|
|
if result.PlayerWon && st.playerHP > 0 {
|
|
result.NearDeath = float64(st.playerHP) < float64(playerMax)*0.15
|
|
winnerRemaining := float64(st.playerHP) / float64(playerMax)
|
|
result.Closeness = 1.0 - winnerRemaining
|
|
} else if !result.PlayerWon {
|
|
enemyRemaining := float64(st.enemyHP) / float64(enemyMax)
|
|
result.NearDeath = enemyRemaining < 0.15
|
|
result.Closeness = 1.0 - enemyRemaining
|
|
}
|
|
|
|
return result
|
|
}
|