Files
gogobee/internal/plugin/dnd_subclass_combat.go
prosolis c8fac7ffd9 Adv 2.0 D&D Phase 10 SUB2a-ii: Battle Master + Assassin L5/L7
Battle Master:
  - New "superiority" resource pool (4/long-rest at L5), provisioned via
    initSubclassResources at !subclass selection.
  - Three armed maneuvers fueled by superiority dice:
    * Precision Attack — +d8 (≈+4) to first attack roll
    * Tripping Attack  — enemy skips first attack (reuses Phase 9
      SpellEnemySkipFirst)
    * Rally            — +(d8 + CHA) HealItem at <50% HP
  - L7 Know Your Enemy proxied as +1 AttackBonus passive.

Assassin:
  - L5 Assassinate: AssassinateAdvantage (re-roll first miss, take better
    of two d20s) + AssassinateBonusDmg = level (5 at L5) stacked on top
    of the Rogue's existing Sneak Attack auto-crit.
  - L7 Impostor bumps the bonus damage by +3.
  - L5 Infiltration Expertise → +5 Deception; L7 Impostor → +10.

Engine:
  - CombatModifiers gains FirstAttackBonus, AssassinateAdvantage,
    AssassinateBonusDmg.
  - resolvePlayerAttack consumes each on the first attack only via new
    combatState one-shot flags.

Tests added: 14 covering passive gating (BM L7+, Assassin L5/L7),
maneuver Apply flags, superiority pool init for BM only, !arm gating
across class/subclass for precision_attack, Deception bonus tiers,
statistical lift from FirstAttackBonus and AssassinateBonusDmg in
SimulateCombat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00

141 lines
5.3 KiB
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package plugin
// Phase 10 SUB2a — subclass combat hooks.
//
// applySubclassPassives layers subclass-driven flags onto CombatModifiers
// the same way applyClassPassives does. Called from combat_bridge after
// applyClassPassives so subclass effects can stack on top of (or override)
// class baseline.
//
// Subclass active abilities (currently just Berserker's rage) are
// registered via init() into dndActiveAbilities below, gated by
// DnDAbility.Subclass.
func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
if c == nil || c.Subclass == "" {
return
}
switch c.Subclass {
case SubclassChampion:
// L5 Improved Critical: crit on nat 19+. SUB3 Superior Critical
// (L15) will lower this to 18.
if c.Level >= 5 {
mods.CritThreshold = 19
}
case SubclassBattleMaster:
// L7 Know Your Enemy: 5e gives factual info about the target after
// 1 min observation. We don't model "observation time" — proxy the
// tactical edge as a flat +1 to attack rolls from L7 onward.
if c.Level >= 7 {
stats.AttackBonus++
}
case SubclassAssassin:
// L5 Assassinate: advantage on the opening strike + bonus damage
// stacked on top of the Rogue's existing Sneak Attack auto-crit
// (proxy for "crits vs. surprised targets"). Bonus scales with
// level; L7 Impostor — flavored as deeper study of the mark — adds
// a small surprise-damage bump.
if c.Level >= 5 {
mods.AssassinateAdvantage = true
bonus := c.Level
if c.Level >= 7 {
bonus += 3
}
mods.AssassinateBonusDmg = bonus
}
}
}
func init() {
// Berserker rage — active ability that piggybacks on the Fighter
// stamina pool. 5e specs 3 uses/long-rest as a separate pool, but
// stamina is already sized at 3 for Fighter and the design's
// "approachability" constraint preferred reusing the existing pool
// over introducing per-subclass resource types in SUB2a.
//
// While armed and fired:
// - +2 flat damage per hit (RageMeleeDmg)
// - incoming weapon damage halved (PhysicalResistRage)
// - +50% damage multiplier for Frenzy approximation
// (one-shot combat can't model "1 bonus attack per turn" literally)
//
// Post-combat exhaustion increment lives in
// persistDnDPostCombatSubclass — Frenzy specs +1 exhaustion after rage
// ends, and in our model rage spans the whole one-shot combat so we
// always tick exhaustion when rage fired.
dndActiveAbilities["rage"] = DnDAbility{
ID: "rage",
Name: "Rage",
Class: ClassFighter,
Subclass: SubclassBerserker,
Resource: "stamina",
Description: "Enter rage for the next combat: +2 damage per hit, halve incoming weapon damage, Frenzy bonus attack approximation. +1 exhaustion after.",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
mods.BerserkerRage = true
mods.RageMeleeDmg = 2
mods.PhysicalResistRage = true
mods.FrenzyDmgBonus = 0.5
},
}
// Phase 10 SUB2a-ii — Battle Master superiority-die maneuvers. Each
// consumes one die from the new "superiority" resource pool (4/long-rest
// at L5; long-rest refresh in our model — 5e refreshes on short rest).
// We don't model 5e's interactive "before/after the roll" choice; a die
// commits at !arm time and fires on the next combat.
//
// Three non-reaction maneuvers covered:
// - Precision Attack → +d8 (≈+4 flat) on first attack roll
// - Tripping Attack → enemy skips its first attack (reuses Phase 9
// SpellEnemySkipFirst)
// - Rally → temp-HP buffer at <50% (reuses HealItem; self
// buff since one-shot combat has no ally-target UI)
dndActiveAbilities["precision_attack"] = DnDAbility{
ID: "precision_attack",
Name: "Precision Attack",
Class: ClassFighter,
Subclass: SubclassBattleMaster,
Resource: "superiority",
Description: "Add +d8 (≈+4) to your first attack roll this combat (consumes 1 superiority die).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
mods.FirstAttackBonus += 4
},
}
dndActiveAbilities["trip_attack"] = DnDAbility{
ID: "trip_attack",
Name: "Tripping Attack",
Class: ClassFighter,
Subclass: SubclassBattleMaster,
Resource: "superiority",
Description: "Trip the enemy on engagement: they skip their first attack (consumes 1 superiority die).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
mods.SpellEnemySkipFirst = true
},
}
dndActiveAbilities["rally"] = DnDAbility{
ID: "rally",
Name: "Rally",
Class: ClassFighter,
Subclass: SubclassBattleMaster,
Resource: "superiority",
Description: "Steel yourself for the fight: heal at low HP for d8 + CHA mod (consumes 1 superiority die).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
mods.HealItem += 4 + abilityModifier(c.CHA)
},
}
}
// persistDnDPostCombatSubclass handles end-of-combat subclass bookkeeping.
// Currently: increment Exhaustion if Berserker rage fired. Called from
// combat_bridge after the combat result is computed.
//
// raged is computed as (mods.BerserkerRage at combat-start time) — pass it
// through from the caller where the mods value is still in scope.
func persistDnDPostCombatSubclass(c *DnDCharacter, raged bool) error {
if c == nil || !raged {
return nil
}
c.Exhaustion++
return SaveDnDCharacter(c)
}