Files
gogobee/internal/plugin/combat_cmd.go
prosolis 886eb5a75b Combat: wire turn-based elite/boss fights to the command surface
Routes Elite/Boss rooms off the auto-resolve SimulateCombat path and onto
the persisted turn-based engine. !zone advance now stops at an Elite/Boss
doorway; the player engages with !fight, then resolves one full round per
!attack / !flee. A won CombatSession is the record that the room's combat
is done, so a fresh !zone advance clears the room and advances the graph.

- buildZoneCombatants: shared player/enemy Combatant builder extracted from
  runZoneCombat; combatantsForSession rebuilds the pair from a session row.
- runCombatRound loops the phase state machine through a whole round;
  finishCombatSession runs HP/XP/loot/kill/threat/mood close-out.
- getCombatSessionForEncounter lets the room resolver tell "already won"
  apart from "not yet fought".
- !zone advance/enter/go blocked while a session is active.
- resolveBossRoom deleted (dead after the reroute).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:16:45 -07:00

336 lines
12 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"strings"
"maunium.net/go/mautrix/id"
)
// Phase 13 — turn-based combat command surface.
//
// !fight — engage the Elite/Boss room the player is standing at, opening a
// persisted CombatSession.
// !attack — resolve one full round (player turn → enemy turn → round end).
// !flee — break off; the run ends with a light penalty.
//
// !zone advance stops at an Elite/Boss doorway (see zoneCmdAdvance); the
// player explicitly opts into the fight here. While a session is active,
// !zone advance / enter / go are blocked — one fight locks the run.
// encounterIDForRoom is the stable per-room key tying a CombatSession to the
// room it was opened in, so a won session can be recognised by the room
// resolver. Unique within a run; combined with run_id it's globally unique.
func encounterIDForRoom(roomIdx int) string {
return fmt.Sprintf("room%d", roomIdx)
}
// ── !fight ──────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
run, err := getActiveZoneRun(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
}
if run == nil {
return p.SendDM(ctx.Sender, "No active zone run. Use `!zone enter <id>` first.")
}
roomType := run.CurrentRoomType()
if roomType != RoomElite && roomType != RoomBoss {
return p.SendDM(ctx.Sender, "Nothing to fight here — `!fight` is for Elite and Boss rooms. Use `!zone advance`.")
}
encID := encounterIDForRoom(run.CurrentRoom)
if existing, _ := getCombatSessionForEncounter(run.RunID, encID); existing != nil {
switch existing.Status {
case CombatStatusActive:
return p.SendDM(ctx.Sender, "You're already in this fight — `!attack` or `!flee`.")
case CombatStatusWon:
return p.SendDM(ctx.Sender, "You've already cleared this room. `!zone advance` to move on.")
default:
return p.SendDM(ctx.Sender, "This fight is already over. `!zone status` for where you stand.")
}
}
zone := zoneOrFallback(run.ZoneID)
isBoss := roomType == RoomBoss
var monster DnDMonsterTemplate
var ok bool
if isBoss {
monster, ok = dndBestiary[zone.Boss.BestiaryID]
} else {
monster, ok = pickZoneEnemy(zone, run.RunID, run.CurrentRoom, true)
}
if !ok {
return p.SendDM(ctx.Sender, "_(No bestiary entry for this encounter — file a bug. `!zone abandon` to bail.)_")
}
_, enemy, _, err := p.buildZoneCombatants(ctx.Sender, monster, int(zone.Tier), run.DMMood)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't set up the fight: "+err.Error())
}
playerHP, playerMax := dndHPSnapshot(ctx.Sender)
if playerHP <= 0 {
return p.SendDM(ctx.Sender, "You're in no shape to fight. `!rest` first.")
}
enemyHP := enemy.Stats.MaxHP
sess, err := startCombatSession(ctx.Sender, run.RunID, encID, monster.ID, playerHP, playerMax, enemyHP, enemyHP)
if err != nil {
if err == ErrCombatSessionAlreadyActive {
return p.SendDM(ctx.Sender, "You're already in a fight. Finish it with `!attack` / `!flee`.")
}
return p.SendDM(ctx.Sender, "Couldn't start the fight: "+err.Error())
}
var b strings.Builder
if isBoss {
if line := composeBossEntry(zone.ID, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line + "\n\n")
}
b.WriteString(fmt.Sprintf("👑 **Boss — %s** (HP %d, AC %d)\n", monster.Name, enemyHP, enemy.Stats.AC))
} else {
if line := eliteRoomEntryLine(zone.ID, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line + "\n\n")
}
b.WriteString(fmt.Sprintf("⚔️ **Elite — %s** (HP %d, AC %d)\n", monster.Name, enemyHP, enemy.Stats.AC))
}
b.WriteString(fmt.Sprintf("You: **%d/%d HP**.\n\n", playerHP, playerMax))
b.WriteString(combatTurnPrompt(sess))
return p.SendDM(ctx.Sender, b.String())
}
// ── !attack / !flee ─────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleAttackCmd(ctx MessageContext) error {
return p.handleCombatActionCmd(ctx, PlayerAction{Kind: ActionAttack})
}
func (p *AdventurePlugin) handleFleeCmd(ctx MessageContext) error {
return p.handleCombatActionCmd(ctx, PlayerAction{Kind: ActionFlee})
}
func (p *AdventurePlugin) handleCombatActionCmd(ctx MessageContext, action PlayerAction) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
sess, err := getActiveCombatSession(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read combat state: "+err.Error())
}
if sess == nil {
return p.SendDM(ctx.Sender, "You're not in a fight. `!fight` at an Elite or Boss room to start one.")
}
player, enemy, err := p.combatantsForSession(sess)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't rebuild the fight: "+err.Error())
}
events, err := runCombatRound(sess, &player, &enemy, action)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't resolve the round: "+err.Error())
}
var b strings.Builder
b.WriteString(renderCombatRound(events, player.Name, enemy.Name))
if sess.IsActive() {
b.WriteString("\n\n")
b.WriteString(fmt.Sprintf("You: **%d/%d** · %s: **%d/%d**\n",
sess.PlayerHP, sess.PlayerHPMax, enemy.Name, sess.EnemyHP, sess.EnemyHPMax))
b.WriteString(combatTurnPrompt(sess))
return p.SendDM(ctx.Sender, b.String())
}
b.WriteString("\n\n")
b.WriteString(p.finishCombatSession(ctx.Sender, sess, enemy))
return p.SendDM(ctx.Sender, b.String())
}
// runCombatRound resolves one full round: the player's chosen action, then the
// enemy turn and the round-end status tick, advancing the session until it is
// back at a player_turn or has reached a terminal status. Returns every event
// the round produced. Each advanceCombatSession call persists the session, so
// a crash mid-round resumes cleanly from the last phase.
func runCombatRound(sess *CombatSession, player, enemy *Combatant, action PlayerAction) ([]CombatEvent, error) {
events, err := advanceCombatSession(sess, player, enemy, action)
if err != nil {
return events, err
}
for sess.IsActive() && sess.Phase != CombatPhasePlayerTurn {
more, merr := advanceCombatSession(sess, player, enemy, PlayerAction{})
if merr != nil {
return events, merr
}
events = append(events, more...)
}
return events, nil
}
// combatTurnPrompt is the "your move" footer shown after every non-terminal
// round and on the opening !fight message.
func combatTurnPrompt(sess *CombatSession) string {
return fmt.Sprintf("**Round %d.** Your move — `!attack` or `!flee`.", sess.Round)
}
// ── close-out ───────────────────────────────────────────────────────────────
// finishCombatSession runs the post-fight side effects once a CombatSession
// has reached a terminal status, and returns the player-facing outcome block.
// The graph is NOT advanced here: the terminal session row is the record that
// the room's manual combat is done, and a fresh !zone advance clears the room.
func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSession, enemy Combatant) string {
persistDnDHPAfterCombat(userID, sess.PlayerHP)
run, _ := getZoneRun(sess.RunID)
var zone ZoneDefinition
elite := true
cadence := sess.Round
if run != nil {
zone = zoneOrFallback(run.ZoneID)
elite = run.CurrentRoomType() != RoomBoss
cadence = narrationCadence(run)
}
monster := dndBestiary[sess.EnemyID]
// nat20/nat1 mood deltas from the whole fight's event log.
scanMoodEventsFromEvents(sess.RunID, sess.TurnLog)
var b strings.Builder
switch sess.Status {
case CombatStatusWon:
recordZoneKillForUser(userID, sess.EnemyID)
applyRoomCombatThreatForUser(userID, elite)
// zoneCombatXP only reads PlayerWon + NearDeath off the result.
nearDeath := sess.PlayerHPMax > 0 && sess.PlayerHP*5 < sess.PlayerHPMax
tier := 1
if run != nil {
tier = int(zone.Tier)
}
if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(userID, xp); err != nil {
slog.Error("combat: grantDnDXP turn-based", "user", userID, "err", err)
}
}
if !elite {
// §8.1 — zone boss defeat drops expedition threat. Silent no-op
// for standalone zone runs (no active expedition).
if exp, eerr := getActiveExpedition(userID); eerr == nil && exp != nil {
_ = applyBossDefeatThreat(exp.ID)
}
}
if line := twinBeeLine(zone.ID, DMCombatEnd, sess.RunID, cadence); line != "" {
b.WriteString(line + "\n")
}
emoji := "✅"
if !elite {
emoji = "🏆"
}
b.WriteString(fmt.Sprintf("%s **%s** down. You finished at **%d/%d HP**.\n",
emoji, enemy.Name, sess.PlayerHP, sess.PlayerHPMax))
if drop := p.dropZoneLoot(userID, zone.ID, monster, !elite); drop != "" {
b.WriteString(drop + "\n")
}
b.WriteString("`!zone advance` to move on.")
case CombatStatusLost:
if run != nil {
_, _ = applyMoodEvent(sess.RunID, MoodEventPlayerDeath)
}
_ = abandonZoneRun(userID)
markAdventureDead(userID, "zone", zone.Display)
if line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence); line != "" {
b.WriteString(line + "\n")
}
b.WriteString(fmt.Sprintf("💀 You fell to **%s**. Run ended.", enemy.Name))
case CombatStatusFled:
// Flee = run ends, light penalty: wounds persist (HP already saved),
// but no death timer. Chosen candidate from the migration plan's
// open question on flee outcome.
_ = abandonZoneRun(userID)
b.WriteString(fmt.Sprintf("🏃 You broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
default:
b.WriteString("The fight is over.")
}
return b.String()
}
// ── rendering ───────────────────────────────────────────────────────────────
// renderCombatRound turns one round's events into a compact play-by-play
// block. Full TwinBee per-round narration is a later sub-phase; this is the
// functional MVP renderer.
func renderCombatRound(events []CombatEvent, playerName, enemyName string) string {
var lines []string
for _, ev := range events {
if line := renderCombatRoundEvent(ev, playerName, enemyName); line != "" {
lines = append(lines, line)
}
}
if len(lines) == 0 {
return "_The round passes without a clean blow landed._"
}
return strings.Join(lines, "\n")
}
func renderCombatRoundEvent(ev CombatEvent, playerName, enemyName string) string {
switch ev.Actor {
case "player":
switch ev.Action {
case "hit":
return fmt.Sprintf("⚔️ %s lands a hit for **%d**.", playerName, ev.Damage)
case "crit":
return fmt.Sprintf("💥 %s **crits** for **%d**!", playerName, ev.Damage)
case "block":
return fmt.Sprintf("⚔️ %s pushes through the guard for **%d**.", playerName, ev.Damage)
case "miss":
return fmt.Sprintf("… %s swings and misses.", playerName)
case "stunned":
return fmt.Sprintf("😵 %s is stunned and loses the turn.", playerName)
case "rage":
return fmt.Sprintf("🔥 %s's blood is up — rage takes hold.", playerName)
case "death_save":
return fmt.Sprintf("✨ %s should be down — and isn't.", playerName)
case "flee":
return fmt.Sprintf("🏃 %s breaks off and runs.", playerName)
}
case "enemy":
switch ev.Action {
case "hit":
return fmt.Sprintf("🩸 %s hits %s for **%d**.", enemyName, playerName, ev.Damage)
case "crit":
return fmt.Sprintf("🩸 %s **crits** %s for **%d**!", enemyName, playerName, ev.Damage)
case "miss":
return fmt.Sprintf("… %s attacks, but misses.", enemyName)
case "poison_tick":
return fmt.Sprintf("☠️ Poison saps **%d** from %s.", ev.Damage, playerName)
case "poison":
return fmt.Sprintf("☠️ %s's strike leaves a poison festering.", enemyName)
case "enrage":
return fmt.Sprintf("😡 %s flies into a rage.", enemyName)
case "armor_break":
return fmt.Sprintf("🛡️ %s cracks %s's armor.", enemyName, playerName)
case "stun":
return fmt.Sprintf("💫 %s lands a stunning blow.", enemyName)
case "lifesteal":
return fmt.Sprintf("🧛 %s drains life from the wound.", enemyName)
case "cleave":
return fmt.Sprintf("🪓 %s cleaves into %s for **%d**.", enemyName, playerName, ev.Damage)
}
}
if ev.Damage > 0 {
return fmt.Sprintf("• %s — %s (%d)", ev.Actor, ev.Action, ev.Damage)
}
return ""
}