Files
gogobee/internal/plugin/combat_session_build.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

126 lines
4.9 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"maunium.net/go/mautrix/id"
)
// Phase 13 — Combatant reconstruction for turn-based fights.
//
// The auto-resolve path (runZoneCombat) builds a player/enemy Combatant pair,
// runs SimulateCombat, and discards them. The turn-based path needs the same
// pair, but rebuilt fresh on every player command from persisted session
// state — so the build is extracted here as buildZoneCombatants, and
// combatantsForSession wraps it for the resume case.
//
// HP is deliberately NOT carried by the Combatant pair: the turn engine reads
// live HP from the CombatSession row (sess.PlayerHP / sess.EnemyHP), so the
// rebuilt Combatants only need correct Stats/Mods/Ability. Re-deriving from
// current character state each round is safe because zone equipment, streaks,
// and bonuses don't change mid-fight.
//
// applyPendingCast and the auto-heal consumable setup are intentionally left
// out of the shared builder — those are one-shot mutations that runZoneCombat
// applies once before SimulateCombat. Re-applying them on every turn-based
// round would double-consume. Per-round !cast / !consume is a later sub-phase.
// buildZoneCombatants derives the player/enemy Combatant pair for a zone
// encounter: the player's full D&D layer (stats + class/race/subclass passives
// + armed ability) and the monster's bestiary stat block with tier scaling and
// the DM-mood combat tilt folded in. The returned dndChar is handed back so
// callers can run post-combat subclass persistence without reloading it.
func (p *AdventurePlugin) buildZoneCombatants(
userID id.UserID,
monster DnDMonsterTemplate,
tier int,
dmMood int,
) (player Combatant, enemy Combatant, dndChar *DnDCharacter, err error) {
tilt := dmMoodCombatTilt(dmMood)
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return Combatant{}, Combatant{}, nil, fmt.Errorf("load adv character: %w", err)
}
equip, err := loadAdvEquipment(userID)
if err != nil {
return Combatant{}, Combatant{}, nil, fmt.Errorf("load equipment: %w", err)
}
bonuses := p.loadCombatBonuses(userID, char)
chatLvl := p.chatLevel(userID)
playerStats, playerMods := DerivePlayerStats(char, equip, bonuses, chatLvl, char.CurrentStreak, false)
dndChar, _, err = ensureDnDCharacterForCombat(userID, char)
if err != nil {
return Combatant{}, Combatant{}, nil, fmt.Errorf("ensure dnd character: %w", err)
}
applyDnDPlayerLayer(&playerStats, dndChar)
applyDnDEquipmentLayer(&playerStats, dndChar, equip)
applyDnDHPScaling(&playerStats, dndChar)
applyClassPassives(&playerStats, &playerMods, dndChar)
applyRacePassives(&playerStats, &playerMods, dndChar)
applySubclassPassives(&playerStats, &playerMods, dndChar)
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
slog.Info("dnd: armed ability fired (turn-based build)", "user", userID, "ability", firedName)
}
enemyStats, enemyMods := monster.toCombatStats()
// Tier scaling mirrors runZoneCombat: only raise AC/AttackBonus to a
// tier floor — boss/elite stat blocks already encode their challenge, so
// we never double-scale a block that's already above the floor.
if tier > 1 {
floorAC := dndDungeonACBase + tier
if enemyStats.AC < floorAC {
enemyStats.AC = floorAC
}
floorAB := dndDungeonAtkBase + tier
if enemyStats.AttackBonus < floorAB {
enemyStats.AttackBonus = floorAB
}
}
// DM mood tilts: monster Attack delta + player initiative bias.
enemyStats.Attack += tilt.EnemyAttackDelta
if enemyStats.Attack < 1 {
enemyStats.Attack = 1
}
playerMods.InitiativeBias += tilt.InitiativeBias
displayName, _ := loadDisplayName(userID)
player = Combatant{
Name: displayName,
Stats: playerStats,
Mods: playerMods,
IsPlayer: true,
}
enemy = Combatant{
Name: monster.Name,
Stats: enemyStats,
Mods: enemyMods,
Ability: monster.Ability,
}
return player, enemy, dndChar, nil
}
// combatantsForSession reconstructs the Combatant pair for an in-flight
// CombatSession. It reloads the zone run for the DM mood + tier and looks the
// enemy up in the bestiary by the session's EnemyID. The pair carries no HP —
// the turn engine reads that from the session row.
func (p *AdventurePlugin) combatantsForSession(sess *CombatSession) (player Combatant, enemy Combatant, err error) {
run, rerr := getZoneRun(sess.RunID)
if rerr != nil {
return Combatant{}, Combatant{}, fmt.Errorf("load zone run: %w", rerr)
}
if run == nil {
return Combatant{}, Combatant{}, fmt.Errorf("combat session %s: zone run %s not found", sess.SessionID, sess.RunID)
}
monster, ok := dndBestiary[sess.EnemyID]
if !ok {
return Combatant{}, Combatant{}, fmt.Errorf("combat session %s: enemy %q not in bestiary", sess.SessionID, sess.EnemyID)
}
zone := zoneOrFallback(run.ZoneID)
player, enemy, _, err = p.buildZoneCombatants(id.UserID(sess.UserID), monster, int(zone.Tier), run.DMMood)
return player, enemy, err
}