mirror of
https://github.com/prosolis/gogobee.git
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Replaces the single-roll probability system for dungeon and arena combat with a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops), monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with phased message delivery. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
223 lines
6.3 KiB
Go
223 lines
6.3 KiB
Go
package plugin
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import (
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"math/rand/v2"
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"time"
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)
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// DerivePlayerStats converts game-layer objects into the combat engine's stat model.
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func DerivePlayerStats(
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char *AdventureCharacter,
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equip map[EquipmentSlot]*AdvEquipment,
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bonuses *AdvBonusSummary,
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chatLevel int,
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streak int,
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hasGrudge bool,
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) (CombatStats, CombatModifiers) {
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arenaSets := advEquippedArenaSets(equip)
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// Base stats from combat level
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stats := CombatStats{
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MaxHP: 50 + char.CombatLevel*2,
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Attack: 5 + char.CombatLevel + bonuses.CombatBonus,
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Defense: 3 + char.CombatLevel/2 + bonuses.CombatBonus/2,
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Speed: 5 + char.CombatLevel/3,
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CritRate: 0.03,
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DodgeRate: 0.02,
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BlockRate: 0.02,
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}
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// Equipment contributions
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for _, slot := range allSlots {
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eq, ok := equip[slot]
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if !ok || eq == nil {
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continue
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}
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eTier := advEffectiveTier(eq)
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cond := 0.3 + 0.7*(float64(eq.Condition)/100.0) // smooth degradation curve
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effective := eTier * cond
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switch slot {
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case SlotWeapon:
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stats.Attack += int(effective * 2)
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stats.CritRate += eTier * 0.005
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case SlotArmor:
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stats.Defense += int(effective * 1.5)
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stats.MaxHP += int(float64(stats.MaxHP) * eTier * 0.03)
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case SlotHelmet:
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stats.Defense += int(effective * 0.5)
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stats.DodgeRate += eTier * 0.01
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case SlotBoots:
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stats.Speed += int(effective)
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stats.DodgeRate += eTier * 0.005
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case SlotTool:
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stats.Attack += int(effective * 0.5)
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stats.BlockRate += eTier * 0.01
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}
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}
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// Arena set bonuses
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if arenaSets["champions"] {
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stats.MaxHP = int(float64(stats.MaxHP) * 1.10)
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stats.Attack = int(float64(stats.Attack) * 1.10)
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stats.Defense = int(float64(stats.Defense) * 1.10)
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stats.Speed = int(float64(stats.Speed) * 1.10)
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}
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if arenaSets["bloodied"] {
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stats.CritRate += 0.03
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}
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if arenaSets["ironclad"] {
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stats.MaxHP = int(float64(stats.MaxHP) * 1.05)
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}
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// Sovereign: handled via DeathSave modifier
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// Tempered: handled post-combat in degradation
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// Housing HP bonus
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stats.MaxHP += int(float64(stats.MaxHP) * char.HouseHPBonus())
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// Streak bonuses
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switch {
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case streak >= 30:
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stats.Attack = int(float64(stats.Attack) * 1.20)
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stats.Defense = int(float64(stats.Defense) * 1.15)
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case streak >= 14:
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stats.Attack = int(float64(stats.Attack) * 1.15)
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stats.Defense = int(float64(stats.Defense) * 1.10)
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case streak >= 7:
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stats.Attack = int(float64(stats.Attack) * 1.10)
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stats.Defense = int(float64(stats.Defense) * 1.05)
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case streak >= 3:
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stats.Attack = int(float64(stats.Attack) * 1.05)
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}
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// Grudge bonus
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if hasGrudge {
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stats.Attack = int(float64(stats.Attack) * 1.10)
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}
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// Treasure bonuses mapped to stats
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if bonuses.DeathModifier < 0 {
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stats.Defense += int(-bonuses.DeathModifier * 2)
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}
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if bonuses.SuccessBonus > 0 {
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stats.Attack += int(bonuses.SuccessBonus * 0.5)
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}
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if bonuses.ExceptionalBonus > 0 {
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stats.CritRate += bonuses.ExceptionalBonus / 100.0
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}
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// Chat level perks
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chatTier := chatLevel / 10
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if chatTier > 5 {
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chatTier = 5
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}
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stats.CritRate += float64(chatTier) * 0.005
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// Cap rates
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if stats.CritRate > 0.50 {
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stats.CritRate = 0.50
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}
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if stats.DodgeRate > 0.40 {
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stats.DodgeRate = 0.40
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}
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if stats.BlockRate > 0.40 {
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stats.BlockRate = 0.40
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}
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// Modifiers
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mods := CombatModifiers{
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DamageBonus: 0,
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DamageReduct: 1.0,
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}
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// Streak damage reduction
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switch {
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case streak >= 30:
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mods.DamageReduct = 0.95
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case streak >= 14:
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mods.DamageReduct = 0.97
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}
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// Sovereign death save
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if arenaSets["sovereign"] {
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if char.DeathReprieveLast == nil || time.Since(*char.DeathReprieveLast) >= 168*time.Hour {
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mods.DeathSave = true
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}
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}
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// Pet modifiers
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if char.HasPet() {
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mods.PetAttackProc = petAttackChance(char.PetLevel)
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mods.PetAttackDmg = 3 + char.PetLevel // per-attack variance added in engine
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mods.PetDeflectProc = petDeflectChance(char.PetLevel, char.PetArmorTier)
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mods.PetWhiffProc = 0.01 + float64(char.PetLevel)*0.005
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}
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if char.PetMorningDefense {
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mods.DamageReduct *= 0.95 // 5% less damage
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}
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// NPC debuffs
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now := time.Now().UTC()
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if char.MistyDebuffExpires != nil && now.Before(*char.MistyDebuffExpires) {
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mods.CrowdRevengeProc = 0.20
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mods.CrowdRevengeDmg = 3 + rand.IntN(6) // 3-8 damage
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}
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// NPC buffs
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if char.MistyBuffExpires != nil && now.Before(*char.MistyBuffExpires) {
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mods.MistyHealProc = 0.20
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mods.MistyHealAmt = 8 + char.CombatLevel/5 + rand.IntN(5)
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}
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if char.ArinaBuffExpires != nil && now.Before(*char.ArinaBuffExpires) {
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mods.SniperKillProc = 0.08
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}
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return stats, mods
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}
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// DeriveArenaMonsterStats converts an ArenaMonster to combat engine stats.
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// Arena monsters face players with high combat level and arena-tier gear,
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// so stats must scale hard with ThreatLevel.
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func DeriveArenaMonsterStats(monster *ArenaMonster) (CombatStats, CombatModifiers) {
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tl := float64(monster.ThreatLevel)
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bl := monster.BaseLethality
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stats := CombatStats{
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MaxHP: 40 + int(tl*4+bl*60),
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Attack: 8 + int(bl*40) + int(tl*0.8),
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Defense: 3 + int(tl*0.5+bl*10),
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Speed: 5 + int(tl*0.3),
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CritRate: bl * 0.20,
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DodgeRate: 0.02 + tl*0.003,
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BlockRate: 0.01 + bl*0.03,
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}
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mods := CombatModifiers{DamageBonus: 0, DamageReduct: 1.0}
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return stats, mods
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}
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// DeriveDungeonMonsterStats synthesizes monster stats from a dungeon location.
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// Target: the stat block should produce a death rate roughly matching BaseDeathPct
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// when the player is at the location's MinLevel with tier-appropriate equipment.
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// The player typically has higher base stats, so monsters compensate with HP bulk
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// and just enough Attack to be threatening over the fight's duration.
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func DeriveDungeonMonsterStats(loc *AdvLocation) (CombatStats, CombatModifiers) {
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t := float64(loc.Tier)
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death := loc.BaseDeathPct // 8 to 60
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// Well-equipped players at the right level should be dominant (win 85-95%+).
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// Deaths come from bad luck: enemy crits, environmental hazards, unlucky initiative.
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// Monster Attack needs to be high enough to threaten over multiple rounds via
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// penetration damage, but not enough to kill quickly.
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stats := CombatStats{
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MaxHP: 25 + int(t*t*6+death*0.6), // quadratic: T1=33, T5=187
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Attack: 3 + int(death*0.2) + int(t*t*1.5), // quadratic: T1=5, T5=49
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Defense: 2 + int(t*1.5),
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Speed: 4 + int(t*1.5),
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CritRate: 0.03 + death*0.003,
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DodgeRate: 0.02 + t*0.008,
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BlockRate: 0.01 + t*0.005,
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}
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mods := CombatModifiers{DamageBonus: 0, DamageReduct: 1.0}
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return stats, mods
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}
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