Files
gogobee/internal/plugin/combat_session.go
prosolis 055f07d3c0 Combat engine §2(a): the enemy charges for what a seat brings
Both scaling levers counted seats. partyEnemyHPScale gave +15% boss HP for any
roster >= 2, and partyActionExpectation lifted the enemy from 1 to 2.4 attacks a
round. A seat COUNT charges the same for an under-levelled friend, a hired NPC,
and a true peer — so a below-median body cost a full seat's worth of boss and did
not give a full seat's worth back.

Measured, once the companion's free full-heal was taken away and he became honest:
hiring him was WORSE than going alone (66.1% against solo's 69.0%). That is this
bug, and it has been live for every under-levelled friend anyone has ever invited.

Seats now carry a SeatWeight, and both levers scale on the summed weight of the
LIVING seats rather than on a head count. The weight is level-based, priced against
the leader, times a discount for a hireling (no subclass, no magic items, gear that
is never Masterwork — the layers a player accrues and a hireling never will).

Level, and deliberately not a power score: an HP-x-damage proxy would rank a cleric
below a fighter and quietly make every mixed HUMAN party easier, which is a
difficulty regression smuggled in under a bug fix.

The safety argument is one property: **a peer weighs exactly 1.0**. So the curves
interpolate between the integer knots the P8 sweep tuned — (1, 1.0), (2, 2.4),
2n-1 from 3 up — and every integer input returns exactly what it always returned.
Solo is byte-identical, a party of same-level humans is byte-identical, both
goldens hold unmoved, and only an UNEQUAL roster lands between the knots. That is
the entire point of the change.

It also finishes §2(b): a seat that is down now buys the enemy nothing. §2(b) fixed
the head-count half; a corpse still carried its full weight until this.

Measured, 640 runs/arm, same grid:

  solo                    69.0%   (unchanged — corpus intact)
  + Pete                  76.8%   (+7.8pp)
  + a human cleric peer   77.6%   (+8.6pp)

  band                 solo    +Pete     lift
  trailing (<40%)     10.0%    31.0%   +21.0pp
  middle              58.9%    76.8%   +17.9pp
  leading (>=70%)     93.5%    99.2%    +5.7pp

Help, never a carry: he rescues the players who were drowning and barely moves the
ones who were already fine — and he stays below a real human of the leader's level,
which is the invariant a hireling must never break.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 15:20:49 -07:00

946 lines
37 KiB
Go

package plugin
import (
cryptorand "crypto/rand"
"database/sql"
"encoding/hex"
"encoding/json"
"errors"
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 13 — Turn-based combat session persistence.
//
// One persisted CombatSession per manual elite/boss fight. The schema
// (combat_session in db.go) was added in the prior commit; this layer adds
// the struct, accessors, and the timeout reaper, mirroring the dnd_expedition
// persistence shape. The intra-round phase state machine that drives a fight
// across these rows lives in combat_turn_engine.go.
// Combat session lifecycle status (combat_session.status).
const (
CombatStatusActive = "active"
CombatStatusWon = "won"
CombatStatusLost = "lost"
CombatStatusFled = "fled"
CombatStatusExpired = "expired"
)
// Intra-round phase state-machine positions (combat_session.phase).
const (
CombatPhasePlayerTurn = "player_turn"
CombatPhaseEnemyTurn = "enemy_turn"
CombatPhaseRoundEnd = "round_end"
CombatPhaseOver = "over"
)
// combatSessionTTL is how long a session may sit idle before the timeout
// reaper sweeps it. Matches the started_at + 1h note in the schema.
const combatSessionTTL = time.Hour
// ActorStatuses is the per-seat half of the persisted effect state: everything
// that belongs to one character rather than to the fight. It mirrors the fields
// of `actor` (combat_engine.go) that must survive a suspend/resume.
//
// The split follows P2's rule. A debuff the enemy stacked onto one character
// (stat_drain / debuff / max_hp_drain), that character's concentration, their
// depleting charges, and their once-per-fight one-shots are all per-actor — a
// party of three carries three independent copies. The enemy's own stance and
// the round cursor are fight-scoped and live on CombatStatuses.
//
// Seat 0's copy is embedded in the session row's statuses_json (see
// CombatStatuses); seats 1+ each get a combat_participant row carrying this
// struct alone. That asymmetry is deliberate: a solo fight writes exactly the
// bytes it wrote before parties existed, and no participant rows at all.
//
// All fields are scalar by design — ActorStatuses must stay comparable so the
// persistence round-trip can be asserted with ==.
type ActorStatuses struct {
// Monster-ability effects landing on this character.
PoisonTicks int `json:"poison_ticks,omitempty"`
PoisonDmg int `json:"poison_dmg,omitempty"`
StunPlayer bool `json:"stun_player,omitempty"`
// Depleting resources — mirror the actor charges that genuinely carry
// round-to-round. Seeded at fight start (Arcane Ward) or by a mid-fight
// !cast / !consume, restored into the actor on every resume, written back on
// every commit so a depleting charge can't silently reset when a fight is
// suspended and resumed.
WardCharges int `json:"ward_charges,omitempty"`
SporeRounds int `json:"spore_rounds,omitempty"`
ReflectFrac float64 `json:"reflect_frac,omitempty"`
AutoCritFirst bool `json:"auto_crit_first,omitempty"`
ArcaneWardHP int `json:"arcane_ward_hp,omitempty"`
HealChargesLeft int `json:"heal_charges_left,omitempty"`
// ConcentrationDmg is the per-round damage of this character's active
// concentration AOE (Spirit Guardians, Spike Growth, Call Lightning,
// Flaming Sphere…). A one-shot !cast lands its burst the casting round,
// then this re-ticks the aura at round_end every round until the fight
// ends or another concentration spell overwrites it — the lingering half
// of the spell the engine used to drop on the floor, which left clerics
// and druids with no sustained DPS once their burst landed.
ConcentrationDmg int `json:"concentration_dmg,omitempty"`
// ArmedAbility is the id of the active ability this character armed and
// spent entering the fight (rage, second_wind, …). The resource is already
// debited and the character disarmed; this is the record that lets every
// rebuild of an in-flight fight re-apply the ability's mods, and lets the
// close-out know a rage fired. Empty when nothing was armed.
ArmedAbility string `json:"armed_ability,omitempty"`
// GrimHarvestSlot / GrimHarvestNecrotic snapshot the most recent damaging
// spell this seat cast, for the Necromancy Mage's post-combat kill-heal.
// The auto-resolve path carries the same pair on CombatModifiers, stashed
// once by applyPendingCast; the turn-based path can cast every round, so
// the stash lives here and each damaging cast overwrites it. Whether the
// heal actually fires is decided at close-out by grimHarvestHeal, which
// asks whether the *last* spell_cast event is the one that dropped the
// enemy to 0 — so a stale stash from an earlier, non-lethal cast is inert.
GrimHarvestSlot int `json:"grim_harvest_slot,omitempty"`
GrimHarvestNecrotic bool `json:"grim_harvest_necrotic,omitempty"`
// Once-per-fight class/race/subclass one-shots: the "already used" flags.
// Without persistence these reset every round on resume, letting a Halfling
// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
DeathSaveUsed bool `json:"death_save_used,omitempty"`
LuckyUsed bool `json:"lucky_used,omitempty"`
Raged bool `json:"raged,omitempty"`
PendingRage bool `json:"pending_rage,omitempty"`
FirstAtkBonusUsed bool `json:"first_atk_bonus_used,omitempty"`
AssassinateReroll bool `json:"assassinate_reroll_used,omitempty"`
AssassinateBonus bool `json:"assassinate_bonus_used,omitempty"`
// Autopilot latches this seat onto the auto-picker for the rest of the
// fight, set when its turn deadline lapses once (see partyTurnDeadline).
// Without the latch an away member taxes the party the full deadline every
// single round; with it, they cost one wait and then resolve instantly. Any
// combat command from that member clears it — they typed, so they are back.
//
// Like the Buff* deltas it is session-layer state with no combatState
// counterpart, so snapshotActor carries it over from the prior snapshot
// rather than re-deriving it. omitempty keeps it off every solo row — a solo
// fight has no turn deadline, only the 1h session reaper.
Autopilot bool `json:"autopilot,omitempty"`
// EngineDriven marks a seat that has NO human behind it and never will: a
// hired companion today, an NPC ally or a Pete-led expedition tomorrow. It is
// the answer to "who owns this turn", and it is deliberately NOT the same
// question as Autopilot.
//
// Autopilot means "a human is away"; it is provisional, and a keystroke ends
// it. EngineDriven means "there is nobody to come back", and nothing clears it.
// Collapsing the two is a bug with teeth: the expedition autopilot drives a
// party by dispatching each seat's turn as a command from that seat, so an
// engine seat's own auto-played move arrived back at beginCombatTurn looking
// exactly like a player returning to the keyboard, and cleared the very latch
// that was moving it. The seat then stood in the fight doing nothing for the
// rest of the fight — while the enemy it had inflated by 15% killed the party.
//
// So the property lives on the seat, not on an identity check, and no command
// path can unset it.
EngineDriven bool `json:"engine_driven,omitempty"`
// Debuffs the enemy has stacked onto this character specifically.
PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
MaxHPDrain int `json:"max_hp_drain,omitempty"`
// Persistent stat buffs from this character's mid-fight !cast / !consume,
// accumulated as deltas against their freshly-rebuilt combatant.
// applySessionBuffs folds these back on every round; diffTurnBuff produces
// them. BuffDamageReductMul is multiplicative (0 = none / 1.0 neutral).
BuffACBonus int `json:"buff_ac_bonus,omitempty"`
BuffAtkBonus int `json:"buff_atk_bonus,omitempty"`
BuffSpeedBonus int `json:"buff_speed_bonus,omitempty"`
BuffPetDmg int `json:"buff_pet_dmg,omitempty"`
BuffCritRate float64 `json:"buff_crit_rate,omitempty"`
BuffDamageBonus float64 `json:"buff_damage_bonus,omitempty"`
BuffPetProc float64 `json:"buff_pet_proc,omitempty"`
BuffDamageReductMul float64 `json:"buff_damage_reduct_mul,omitempty"`
BuffSpiritProc float64 `json:"buff_spirit_proc,omitempty"`
BuffSpiritDmg int `json:"buff_spirit_dmg,omitempty"`
}
// CombatStatuses is the serialized between-round effect state for a fight: the
// fight-scoped half (the enemy's stance, the round cursor) plus seat 0's
// ActorStatuses, embedded. Everything here round-trips combatState -> Statuses
// -> combatState across every engine step, so a fight resumes from exact
// mid-state after a suspend or bot restart.
//
// ActorStatuses is embedded anonymously and untagged, so it flattens into the
// same one-level JSON object the field list used to produce. Rows written
// before the split decode unchanged, and rows written after are byte-compatible
// with a reader that predates it.
//
// All fields are scalar by design — CombatStatuses must stay comparable so the
// persistence round-trip can be asserted with ==.
type CombatStatuses struct {
// Seat 0's per-character state. Seats 1+ carry their own copy in
// combat_participant rows.
ActorStatuses
Enraged bool `json:"enraged,omitempty"`
ArmorBroken bool `json:"armor_broken,omitempty"`
ArmorBreakAmt float64 `json:"armor_break_amt,omitempty"`
// EnemySkipNext carries a control-spell skip (Hold Person, Sleep) from the
// player_turn phase it was cast in to the enemy_turn phase that consumes it
// — those phases resolve as separate engine steps with separate in-memory
// combatState, so the flag must survive the commit between them. Holding the
// enemy holds it for the whole party, hence fight-scoped.
EnemySkipNext bool `json:"enemy_skip_next,omitempty"`
// TurnIdx is the position within the round's initiative order (see
// turnOrder) of whoever acts next. A solo fight's order is the fixed
// [player, enemy], so TurnIdx mirrors the phase and the field is dead
// weight — omitempty keeps it out of every solo row. Rows written before
// this field existed decode as 0 and are reconciled against Phase on
// resume, so a mid-fight upgrade lands on the right slot.
TurnIdx int `json:"turn_idx,omitempty"`
// Slice-3 stateful monster-ability effects — armed by applyAbility, read by
// the shared resolution primitives, round-tripped through combatState so a
// suspended/resumed fight (or a reaper auto-play) keeps the same effect
// state. EnemyEvadeNext is a one-shot; the rest persist for the fight.
EnemyEvadeNext bool `json:"enemy_evade_next,omitempty"`
EnemyBlockUp bool `json:"enemy_block_up,omitempty"`
EnemyAdvantage bool `json:"enemy_advantage,omitempty"`
EnemyRetaliateFrac float64 `json:"enemy_retaliate_frac,omitempty"`
EnemyRegen int `json:"enemy_regen,omitempty"`
EnemySurviveArmed bool `json:"enemy_survive_armed,omitempty"`
// Slice-4 monster-ability effects — the former flavor-only placeholders.
// EnemyRevealNext is a one-shot; the other three persist for the fight.
EnemySpellResist bool `json:"enemy_spell_resist,omitempty"`
EnemyRevealNext bool `json:"enemy_reveal_next,omitempty"`
EnemyFearImmune bool `json:"enemy_fear_immune,omitempty"`
EnemyAtkBuff int `json:"enemy_atk_buff,omitempty"`
}
// applyBuffDelta folds one resolved buff (the result of a !cast / !consume
// player turn) into that character's persisted state. Stat components
// accumulate as deltas; depleting resources add to their running counters.
func (s *ActorStatuses) applyBuffDelta(d turnBuffDelta) {
s.BuffACBonus += d.dAC
s.BuffAtkBonus += d.dAtk
s.BuffSpeedBonus += d.dSpeed
s.BuffPetDmg += d.dPetDmg
s.BuffCritRate += d.dCrit
s.BuffDamageBonus += d.dDmgBonus
s.BuffPetProc += d.dPetProc
s.BuffSpiritProc += d.dSpiritProc
s.BuffSpiritDmg += d.dSpiritDmg
if d.dReductMul > 0 && d.dReductMul != 1 {
if s.BuffDamageReductMul == 0 {
s.BuffDamageReductMul = d.dReductMul
} else {
s.BuffDamageReductMul *= d.dReductMul
}
}
s.WardCharges += d.ward
s.SporeRounds += d.spore
s.ReflectFrac += d.reflect
if d.autoCrit {
s.AutoCritFirst = true
}
s.ArcaneWardHP += d.arcaneWard
}
// seedCombatSessionOneShots copies the fight-start one-shot resources off the
// freshly-built player combatant into the session's persisted statuses. Only
// the Abjuration Arcane Ward is normally non-zero at fight start — the
// turn-based build deliberately omits pre-combat consumables and queued casts —
// but the full set is seeded for robustness. Returns true if anything was set.
func seedCombatSessionOneShots(s *CombatSession, seat CombatSeatSetup) bool {
return seedActorOneShots(&s.Statuses.ActorStatuses, seat)
}
// seedActorOneShots copies one character's fight-start one-shot resources onto
// their persisted statuses. Seat 0's live on the session row; a party member's
// live on their participant row, and each seat reads its own combatant's mods —
// a party Abjurer brings their own Arcane Ward, not the leader's.
func seedActorOneShots(st *ActorStatuses, seat CombatSeatSetup) bool {
playerMods := seat.Mods
st.WardCharges = playerMods.WardCharges
st.SporeRounds = playerMods.SporeCloud
st.ReflectFrac = playerMods.ReflectNext
st.AutoCritFirst = playerMods.AutoCritFirst
st.ArcaneWardHP = playerMods.ArcaneWardHP
st.HealChargesLeft = playerMods.HealItemCharges
st.ArmedAbility = seat.ArmedAbility
st.EngineDriven = seat.EngineDriven
return st.EngineDriven || st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0 ||
st.ArmedAbility != ""
}
// CombatParticipant is one party member's seat in a fight, from seat 1 up.
// Seat 0 is the session row itself (UserID / PlayerHP / Statuses.ActorStatuses)
// and never appears here.
type CombatParticipant struct {
Seat int
UserID string
HP int
HPMax int
Statuses ActorStatuses
}
// CombatSession is the in-memory shape of a combat_session row.
type CombatSession struct {
SessionID string
UserID string
RunID string
EncounterID string
EnemyID string
Round int
Phase string
PlayerHP int
PlayerHPMax int
EnemyHP int
EnemyHPMax int
Statuses CombatStatuses
TurnLog []CombatEvent
Status string
StartedAt time.Time
LastActionAt time.Time
ExpiresAt time.Time
// Participants are the party's seats 1..N-1, ordered by seat and contiguous
// (loadCombatParticipants enforces both). Empty for a solo fight — the only
// kind that existed before N3 — so nothing in the solo path allocates or
// queries for it.
Participants []CombatParticipant
// rosterSize mirrors the combat_session.roster_size column as scanned. It
// exists only so a loader can tell "solo, skip the participant query" from
// "party, go fetch the seats" in one round trip. In memory Participants is
// the single source of truth; every write re-derives the column from it.
rosterSize int
}
// IsActive reports whether the fight is still in flight.
func (s *CombatSession) IsActive() bool { return s.Status == CombatStatusActive }
// RosterSize is the number of seated player characters: seat 0 plus the party.
func (s *CombatSession) RosterSize() int { return 1 + len(s.Participants) }
// IsParty reports whether more than one character is seated.
func (s *CombatSession) IsParty() bool { return len(s.Participants) > 0 }
// SeatUserIDs lists every seated member's user id in seat order.
func (s *CombatSession) SeatUserIDs() []string {
out := make([]string, 0, s.RosterSize())
out = append(out, s.UserID)
for _, p := range s.Participants {
out = append(out, p.UserID)
}
return out
}
// actorStatusesForSeat returns the persisted per-character state for a seat.
// Seat 0 reads through to the session's embedded copy.
func (s *CombatSession) actorStatusesForSeat(seat int) ActorStatuses {
if seat == 0 {
return s.Statuses.ActorStatuses
}
return s.Participants[seat-1].Statuses
}
// actorStatusesPtr is actorStatusesForSeat for writers. The mid-fight buff path
// (!cast / !consume) folds its delta into the *casting* seat's statuses; before
// P5 it wrote unconditionally to the session's embedded copy, which is seat 0 —
// so a party member's buff would have landed on the leader.
func (s *CombatSession) actorStatusesPtr(seat int) *ActorStatuses {
if seat == 0 {
return &s.Statuses.ActorStatuses
}
return &s.Participants[seat-1].Statuses
}
// seatHP / seatHPMax read one seat's HP pool. Seat 0's lives on the session row
// (PlayerHP / PlayerHPMax); seats 1+ carry their own on their participant row.
func (s *CombatSession) seatHP(seat int) int {
if seat == 0 {
return s.PlayerHP
}
return s.Participants[seat-1].HP
}
func (s *CombatSession) seatHPMax(seat int) int {
if seat == 0 {
return s.PlayerHPMax
}
return s.Participants[seat-1].HPMax
}
// seatUserID names the player sitting at a seat.
func (s *CombatSession) seatUserID(seat int) string {
if seat == 0 {
return s.UserID
}
return s.Participants[seat-1].UserID
}
// seatOf locates a player on the roster. The false return is the "you are not in
// this fight" answer every party-aware command needs before it touches a turn.
func (s *CombatSession) seatOf(userID id.UserID) (int, bool) {
u := string(userID)
if s.UserID == u {
return 0, true
}
for i, p := range s.Participants {
if p.UserID == u {
return i + 1, true
}
}
return 0, false
}
// seatAlive reports whether a seat is still standing. A downed seat forfeits its
// turn silently rather than blocking the round on a corpse.
func (s *CombatSession) seatAlive(seat int) bool { return s.seatHP(seat) > 0 }
// seatIsEngineDriven reports whether a seat has no human behind it at all — a
// hired companion, an NPC ally. Permanent for the life of the fight; no command
// clears it. Contrast seatIsAutopiloted, which is a human who stepped away.
func (s *CombatSession) seatIsEngineDriven(seat int) bool {
return s.actorStatusesForSeat(seat).EngineDriven
}
// seatIsAutopiloted reports whether the engine, rather than a person, decides
// this seat's action — because its human is away (a lapsed turn deadline) or
// because it never had one.
//
// Every driver in the codebase reads this, which is exactly why the two reasons
// share one accessor: the picker does not care WHY nobody is typing. What differs
// is who is allowed to take the wheel back, and that question is asked in
// beginCombatTurn against seatIsEngineDriven — never here.
func (s *CombatSession) seatIsAutopiloted(seat int) bool {
st := s.actorStatusesForSeat(seat)
return st.Autopilot || st.EngineDriven
}
// seatNeedsNoHuman reports whether the engine can resolve a seat's turn without
// waiting on its player: it is down (forfeits silently), latched onto autopilot,
// or has no human to wait for. driveCombatRound keeps stepping while this holds,
// so a round only comes to rest on a live human's turn.
func (s *CombatSession) seatNeedsNoHuman(seat int) bool {
return !s.seatAlive(seat) || s.seatIsAutopiloted(seat)
}
// Errors returned by the combat session layer.
var (
ErrCombatSessionAlreadyActive = errors.New("combat session already active for player")
ErrNoActiveCombatSession = errors.New("no active combat session for player")
)
// combatSessionCols is the shared SELECT column list, kept in sync with
// scanCombatSession's Scan order.
const combatSessionCols = `
session_id, user_id, run_id, encounter_id, enemy_id,
round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
statuses_json, turn_log_json, status,
started_at, last_action_at, expires_at, roster_size`
// newCombatSessionID — 16-char hex token. Same scheme as zone runs / expeditions.
func newCombatSessionID() string {
var b [8]byte
if _, err := cryptorand.Read(b[:]); err != nil {
// Vanishingly unlikely; fall through with a zeroed prefix.
}
return hex.EncodeToString(b[:])
}
// startCombatSession opens a new manual fight for the player. The caller has
// already resolved the encounter and built the enemy/player HP pools. At most
// one row per user may be 'active' — enforced here, not by a DB constraint.
func startCombatSession(userID id.UserID, runID, encounterID, enemyID string, playerHP, playerHPMax, enemyHP, enemyHPMax int) (*CombatSession, error) {
existing, err := getActiveCombatSession(userID)
if err != nil {
return nil, err
}
if existing != nil {
return nil, ErrCombatSessionAlreadyActive
}
now := time.Now().UTC()
s := &CombatSession{
SessionID: newCombatSessionID(),
UserID: string(userID),
RunID: runID,
EncounterID: encounterID,
EnemyID: enemyID,
Round: 1,
Phase: CombatPhasePlayerTurn,
PlayerHP: playerHP,
PlayerHPMax: playerHPMax,
EnemyHP: enemyHP,
EnemyHPMax: enemyHPMax,
TurnLog: []CombatEvent{},
Status: CombatStatusActive,
StartedAt: now,
LastActionAt: now,
ExpiresAt: now.Add(combatSessionTTL),
}
statusesJSON, _ := json.Marshal(s.Statuses)
logJSON, _ := json.Marshal(s.TurnLog)
if _, err := db.Get().Exec(`
INSERT INTO combat_session
(session_id, user_id, run_id, encounter_id, enemy_id,
round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
statuses_json, turn_log_json, status,
started_at, last_action_at, expires_at)
VALUES (?, ?, ?, ?, ?, 1, ?, ?, ?, ?, ?, ?, ?, 'active', ?, ?, ?)`,
s.SessionID, s.UserID, s.RunID, s.EncounterID, s.EnemyID,
s.Phase, s.PlayerHP, s.PlayerHPMax, s.EnemyHP, s.EnemyHPMax,
string(statusesJSON), string(logJSON), now, now, s.ExpiresAt,
); err != nil {
return nil, fmt.Errorf("insert combat session: %w", err)
}
return s, nil
}
// startPartyCombatSession opens a fight for a seated roster. seats[0] owns the
// session row (and is the expedition's leader); seats 1..N-1 get their own
// combat_participant rows. Each seat carries the HP pool and the fight-start
// one-shot resources (Abjuration's Arcane Ward, …) of its own character.
//
// A one-seat roster is exactly startCombatSession: no participant rows, no
// roster_size bump, and the single unwrapped INSERT the solo path has always
// issued. That is the invariant the whole balance corpus rests on.
func (p *AdventurePlugin) startPartyCombatSession(
runID, encounterID, enemyID string, enemy *Combatant, seats []CombatSeatSetup,
) (*CombatSession, error) {
if len(seats) == 0 {
return nil, fmt.Errorf("start combat session: empty roster")
}
// Party-only enemy HP bump (solo roster scales by 1.0). The per-turn rebuild
// in partyCombatantsForSession applies the identical scalar to the enemy's
// Stats.MaxHP, so the persisted current HP and the rebuilt max never drift.
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, seatSetupWeight(seats))
owner := seats[0]
sess, err := startCombatSession(owner.UserID, runID, encounterID, enemyID,
owner.HP, owner.HPMax, enemyHP, enemyHP)
if err != nil {
return nil, err
}
// Seat 0's one-shots live on the session row; seeding them is a mutation of
// sess.Statuses that the save below flushes along with the participants.
dirty := seedCombatSessionOneShots(sess, owner)
if len(seats) > 1 {
ps := make([]CombatParticipant, 0, len(seats)-1)
for i, s := range seats[1:] {
var st ActorStatuses
seedActorOneShots(&st, s)
ps = append(ps, CombatParticipant{
Seat: i + 1, UserID: string(s.UserID), HP: s.HP, HPMax: s.HPMax, Statuses: st,
})
}
if err := insertCombatParticipants(sess.SessionID, ps); err != nil {
return nil, fmt.Errorf("seat party: %w", err)
}
sess.Participants = ps
sess.rosterSize = len(seats)
// startCombatSession parks every fight on a player_turn, because a solo
// order is hardcoded [player, enemy] and the player always leads. A party
// rolls for initiative and the monster can win it, so round 1's phase has
// to come from the order rather than from that assumption — otherwise the
// cursor snaps forward to the first player slot on resume and the enemy
// silently forfeits its opening turn. Round 2+ already derives this in
// stepRoundEnd.
order := turnOrder(sess, sess.Round, seatCombatants(seats), enemy)
sess.Phase = phaseForSeat(order[0])
sess.Statuses.TurnIdx = 0
dirty = true
}
if dirty {
if err := saveCombatSession(sess); err != nil {
return nil, fmt.Errorf("seed combat session: %w", err)
}
}
return sess, nil
}
// CombatSeatSetup is one character's entry into a fight: who they are, the HP
// pool they bring, the modifiers their fight-start one-shots are read off, and
// the built combatant itself — which the initiative roll needs, and which the
// caller threads on to the opening block rather than rebuilding the roster.
type CombatSeatSetup struct {
UserID id.UserID
HP int
HPMax int
Mods CombatModifiers
C *Combatant
// ArmedAbility is the ability id this seat consumed entering the fight, ""
// if they armed nothing. It is persisted onto the seat's statuses so every
// later rebuild can re-apply the ability without re-spending it.
ArmedAbility string
// EngineDriven seats this combatant with no human behind it — the hired
// companion today. It resolves from the opening round rather than after the
// 3-minute away-player deadline (nobody is coming, so waiting out a deadline
// would idle the fight and then announce him to the party as absent), and no
// command can hand the wheel back to a player who does not exist.
EngineDriven bool
}
// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).
func getActiveCombatSession(userID id.UserID) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
FROM combat_session
WHERE user_id = ? AND status = 'active'
ORDER BY started_at DESC
LIMIT 1`, string(userID))
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
// hasActiveCombatSession reports whether the player is currently locked into a
// turn-based elite/boss fight. Daily-cron and periodic-ticker paths consult
// this to avoid firing DMs or mutating run state into a live fight: an active
// session locks the run (no `!zone advance`), so the player can't move it
// forward and a cron path shouldn't either. The session carries a 1h TTL, so
// the collision window is bounded — but real, since a fight can straddle any
// scheduled tick. On a lookup error this returns false (fail-open): a missed
// guard is a confusing DM, not corruption.
func hasActiveCombatSession(userID id.UserID) bool {
s, err := getActiveCombatSession(userID)
if err != nil {
slog.Warn("combat: cron guard failed to check active session", "user", userID, "err", err)
return false
}
return s != nil
}
// getCombatSession fetches by ID regardless of status. Test/admin/reaper use.
func getCombatSession(sessionID string) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
FROM combat_session WHERE session_id = ?`, sessionID)
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
// getCombatSessionForEncounter returns the most recent session for a
// (run, encounter) pair regardless of status, or (nil, nil) if none exists.
// The room-resolution path uses it to tell "elite not yet fought" (nil) apart
// from "elite already won" (a terminal session) without an active-only filter.
func getCombatSessionForEncounter(runID, encounterID string) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
FROM combat_session
WHERE run_id = ? AND encounter_id = ?
ORDER BY started_at DESC
LIMIT 1`, runID, encounterID)
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
func scanCombatSession(row scanner) (*CombatSession, error) {
var (
s CombatSession
statusesJSON string
logJSON string
)
if err := row.Scan(
&s.SessionID, &s.UserID, &s.RunID, &s.EncounterID, &s.EnemyID,
&s.Round, &s.Phase, &s.PlayerHP, &s.PlayerHPMax, &s.EnemyHP, &s.EnemyHPMax,
&statusesJSON, &logJSON, &s.Status,
&s.StartedAt, &s.LastActionAt, &s.ExpiresAt, &s.rosterSize,
); err != nil {
return nil, err
}
if statusesJSON != "" {
if err := json.Unmarshal([]byte(statusesJSON), &s.Statuses); err != nil {
return nil, fmt.Errorf("decode statuses_json: %w", err)
}
}
if logJSON != "" {
if err := json.Unmarshal([]byte(logJSON), &s.TurnLog); err != nil {
return nil, fmt.Errorf("decode turn_log_json: %w", err)
}
}
if s.TurnLog == nil {
s.TurnLog = []CombatEvent{}
}
return &s, nil
}
// saveCombatSession persists the mutable fields after a state-machine step.
// session_id / user_id / run_id / encounter_id / enemy_id / *_hp_max are
// immutable for a fight's lifetime and are not rewritten.
//
// A party fight also writes back its seats, in the same transaction as the
// session row: a crash between the two would leave seat 0 a round ahead of the
// rest of the roster. The solo path keeps its single unwrapped UPDATE — there
// are no seats to desync from, and it is the path the whole balance corpus and
// every pre-N3 fight take.
//
// roster_size is not rewritten here: insertCombatParticipants stamped it at
// fight start and the roster is fixed for the fight's lifetime (a dead member
// keeps their seat at 0 HP).
func saveCombatSession(s *CombatSession) error {
statusesJSON, _ := json.Marshal(s.Statuses)
logJSON, _ := json.Marshal(s.TurnLog)
now := time.Now().UTC()
if len(s.Participants) == 0 {
if _, err := db.Get().Exec(saveCombatSessionSQL,
s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
); err != nil {
return err
}
s.LastActionAt = now
return nil
}
tx, err := db.Get().Begin()
if err != nil {
return err
}
defer tx.Rollback()
if _, err := tx.Exec(saveCombatSessionSQL,
s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
); err != nil {
return err
}
if err := saveCombatParticipantsTx(tx, s.SessionID, s.Participants); err != nil {
return err
}
if err := tx.Commit(); err != nil {
return err
}
s.LastActionAt = now
return nil
}
const saveCombatSessionSQL = `
UPDATE combat_session
SET round = ?, phase = ?,
player_hp = ?, enemy_hp = ?,
statuses_json = ?, turn_log_json = ?,
status = ?, last_action_at = ?
WHERE session_id = ?`
// listExpiredCombatSessions returns every active session past its expires_at.
// The timeout reaper (reapExpiredCombatSessions) auto-plays each of these to a
// real win/loss from persisted mid-state — per the 2026-05-13 decision, an
// abandoned fight is finished by the engine, not flatly marked as a retreat.
func listExpiredCombatSessions() ([]*CombatSession, error) {
rows, err := db.Get().Query(`SELECT ` + combatSessionCols + `
FROM combat_session
WHERE status = 'active'
AND expires_at <= CURRENT_TIMESTAMP
ORDER BY started_at ASC`)
if err != nil {
return nil, err
}
defer rows.Close()
var out []*CombatSession
for rows.Next() {
s, err := scanCombatSession(rows)
if err != nil {
return nil, err
}
out = append(out, s)
}
if err := rows.Err(); err != nil {
return nil, err
}
// Hydrate only after the cursor is closed: a nested query while iterating
// can stall on a single-connection pool.
rows.Close()
for _, s := range out {
if err := hydrateCombatParticipants(s); err != nil {
return nil, err
}
}
return out, nil
}
// ── Party seats (N3/P4) ──────────────────────────────────────────────────────
// hydrateCombatParticipants fills s.Participants for a party session. A solo
// session (roster_size 1, which is every row written before N3) returns
// immediately without touching combat_participant, so the common path stays at
// the single query it has always been.
func hydrateCombatParticipants(s *CombatSession) error {
if s == nil || s.rosterSize <= 1 {
return nil
}
ps, err := loadCombatParticipants(s.SessionID)
if err != nil {
return err
}
if got := 1 + len(ps); got != s.rosterSize {
return fmt.Errorf("combat session %s: roster_size %d but %d seats persisted",
s.SessionID, s.rosterSize, got)
}
s.Participants = ps
return nil
}
// loadCombatParticipants returns seats 1..N-1 in seat order, verifying that the
// seats are contiguous from 1. The engine indexes the roster positionally, so a
// gap would silently shift every member down a seat — better to fail the load.
func loadCombatParticipants(sessionID string) ([]CombatParticipant, error) {
rows, err := db.Get().Query(`
SELECT seat, user_id, hp, hp_max, statuses_json
FROM combat_participant
WHERE session_id = ?
ORDER BY seat ASC`, sessionID)
if err != nil {
return nil, err
}
defer rows.Close()
var out []CombatParticipant
for rows.Next() {
var (
p CombatParticipant
statusesJSON string
)
if err := rows.Scan(&p.Seat, &p.UserID, &p.HP, &p.HPMax, &statusesJSON); err != nil {
return nil, err
}
if statusesJSON != "" {
if err := json.Unmarshal([]byte(statusesJSON), &p.Statuses); err != nil {
return nil, fmt.Errorf("decode participant statuses (seat %d): %w", p.Seat, err)
}
}
if want := len(out) + 1; p.Seat != want {
return nil, fmt.Errorf("combat session %s: seat %d out of order (want %d)",
sessionID, p.Seat, want)
}
out = append(out, p)
}
return out, rows.Err()
}
// insertCombatParticipants seats the party at fight start and stamps
// roster_size so later loads know to come back for them. Seat 0 is the session
// row's own user and is not written here; callers pass seats 1..N-1.
func insertCombatParticipants(sessionID string, ps []CombatParticipant) error {
if len(ps) == 0 {
return nil
}
tx, err := db.Get().Begin()
if err != nil {
return err
}
defer tx.Rollback()
for _, p := range ps {
statusesJSON, _ := json.Marshal(p.Statuses)
if _, err := tx.Exec(`
INSERT INTO combat_participant (session_id, seat, user_id, hp, hp_max, statuses_json)
VALUES (?, ?, ?, ?, ?, ?)`,
sessionID, p.Seat, p.UserID, p.HP, p.HPMax, string(statusesJSON),
); err != nil {
return fmt.Errorf("insert participant seat %d: %w", p.Seat, err)
}
}
if _, err := tx.Exec(
`UPDATE combat_session SET roster_size = ? WHERE session_id = ?`,
1+len(ps), sessionID,
); err != nil {
return fmt.Errorf("stamp roster_size: %w", err)
}
return tx.Commit()
}
// saveCombatParticipantsTx writes back the mutable half of every seat after an
// engine step. session_id / seat / user_id / hp_max are immutable for a fight's
// lifetime and are not rewritten. It runs inside the caller's transaction so
// the seats commit together with the session row that indexes them.
func saveCombatParticipantsTx(tx *sql.Tx, sessionID string, ps []CombatParticipant) error {
for _, p := range ps {
statusesJSON, _ := json.Marshal(p.Statuses)
if _, err := tx.Exec(`
UPDATE combat_participant
SET hp = ?, statuses_json = ?
WHERE session_id = ? AND seat = ?`,
p.HP, string(statusesJSON), sessionID, p.Seat,
); err != nil {
return fmt.Errorf("save participant seat %d: %w", p.Seat, err)
}
}
return nil
}
// getActiveCombatSessionForMember finds the in-flight fight a player is seated
// in at seat 1+, i.e. the one their own user_id does not key. Seat 0's fight is
// getActiveCombatSession's job; this is the party-member equivalent, and it
// returns (nil, nil) when there is none.
func getActiveCombatSessionForMember(userID id.UserID) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+prefixCols("cs", combatSessionCols)+`
FROM combat_session cs
JOIN combat_participant cp ON cp.session_id = cs.session_id
WHERE cp.user_id = ? AND cs.status = 'active'
ORDER BY cs.started_at DESC
LIMIT 1`, string(userID))
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
if err != nil {
return nil, err
}
return s, hydrateCombatParticipants(s)
}
// prefixCols qualifies every column in a SELECT list with a table alias, so the
// shared combatSessionCols can be reused inside a join without ambiguity on the
// columns both tables carry (session_id, user_id, statuses_json).
func prefixCols(alias, cols string) string {
fields := strings.Split(cols, ",")
for i, f := range fields {
fields[i] = alias + "." + strings.TrimSpace(f)
}
return strings.Join(fields, ", ")
}
// markCombatSessionExpired is the fallback terminal outcome for a stale session
// the reaper cannot auto-play (zone run gone, enemy missing from the bestiary,
// or a runaway fight that won't converge). It parks the row in 'expired'/'over'
// with no fatal-blow side effects — treated like a retreat.
func markCombatSessionExpired(sessionID string) error {
_, err := db.Get().Exec(`
UPDATE combat_session
SET status = 'expired',
phase = 'over',
last_action_at = CURRENT_TIMESTAMP
WHERE session_id = ? AND status = 'active'`, sessionID)
return err
}