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The class-identity audit (98ba416) wired Extra Attack via the new
resolvePlayerSwings helper, but only SimulateCombat (auto-resolve)
called it. The turn-based engine — every !fight/!attack and every
elite/boss gate the sim drives via autoResolveCombat — still called
single-swing resolvePlayerAttack, so Fighter L11+ got 1 swing/turn at
the gates instead of 3. The audit close-out was correct in spirit but
half-applied.
J1 baseline matrix surfaced it: Fighter L12 cleared 100% of T2 forest
but 2% of T3 manor and 7% of T4 underdark, with %boss_reached at 100%
across the board. The wall was the boss-room damage exchange, not
mid-zone attrition. Trace dump on a sample fight: Fighter dealt 79
dmg in 14 rounds (7 hits / 9 swings) — exactly one swing per round —
versus 167 enemy dmg. With multi-swing wired in, the same fight ends
in 7 rounds with the boss dead, Fighter at 87/168 HP, 16 hits in 19
swings.
n=100 matrix after the fix:
Fighter L12 manor: 2% → 100% clr
Fighter L12 underdark: 7% → 98% clr
Fighter L12 forest: 94% → 100% (no leader regression)
Mage cells unchanged (J2 territory). Rogue cells within noise.
Sim infra changes that landed alongside (needed to read the J1
signal):
* expedition_sim auto-arms class-default defensive abilities
(Second Wind / Healing Word) via the new simAutoArmEnabled toggle
+ trySimAutoArm helper, hooked before applyArmedAbility in both
combat builders. Production code paths untouched (toggle stays
off). Without this the sim simulated a player who never types
!arm, which under-counts class survival.
* SimResult.Combats captures per-fight turn-log summaries (rounds,
hits/misses, damage by side, AC values inferred from RollAgainst)
so future J-phase questions can dig into the engine without
re-running the matrix.
* sim_results/run_matrix.sh fans the matrix across (class,level,zone)
cells via xargs -P (one process per cell — each owns its global
sqlite handle). ~6× wall-clock speedup on a 14-core box; n=100
matrix runs in ~3min.
* sim_results/summarize.sh gains p50_yld_clr + %boss_reached columns
so future sweeps don't conflate "reaches boss" with "clears zone".
Baselines:
sim_results/baseline_j0_n100.jsonl — pre-fix (1350 rows)
sim_results/baseline_j1_extra_attack.jsonl — post-fix (4500 rows)
Phase J state: J0 baseline locked, J1 done. T5 dragons_lair still
0% clear universally (J3). Mage T2+ wall still real (J2).
11 lines
109 B
Plaintext
11 lines
109 B
Plaintext
data/*
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!data/open5e/
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.env
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.env.*
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!.env.example
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gogobee
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gensolver
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holdem-train
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/open5e-import
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/expedition-sim
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