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Both scaling levers counted seats. partyEnemyHPScale gave +15% boss HP for any roster >= 2, and partyActionExpectation lifted the enemy from 1 to 2.4 attacks a round. A seat COUNT charges the same for an under-levelled friend, a hired NPC, and a true peer — so a below-median body cost a full seat's worth of boss and did not give a full seat's worth back. Measured, once the companion's free full-heal was taken away and he became honest: hiring him was WORSE than going alone (66.1% against solo's 69.0%). That is this bug, and it has been live for every under-levelled friend anyone has ever invited. Seats now carry a SeatWeight, and both levers scale on the summed weight of the LIVING seats rather than on a head count. The weight is level-based, priced against the leader, times a discount for a hireling (no subclass, no magic items, gear that is never Masterwork — the layers a player accrues and a hireling never will). Level, and deliberately not a power score: an HP-x-damage proxy would rank a cleric below a fighter and quietly make every mixed HUMAN party easier, which is a difficulty regression smuggled in under a bug fix. The safety argument is one property: **a peer weighs exactly 1.0**. So the curves interpolate between the integer knots the P8 sweep tuned — (1, 1.0), (2, 2.4), 2n-1 from 3 up — and every integer input returns exactly what it always returned. Solo is byte-identical, a party of same-level humans is byte-identical, both goldens hold unmoved, and only an UNEQUAL roster lands between the knots. That is the entire point of the change. It also finishes §2(b): a seat that is down now buys the enemy nothing. §2(b) fixed the head-count half; a corpse still carried its full weight until this. Measured, 640 runs/arm, same grid: solo 69.0% (unchanged — corpus intact) + Pete 76.8% (+7.8pp) + a human cleric peer 77.6% (+8.6pp) band solo +Pete lift trailing (<40%) 10.0% 31.0% +21.0pp middle 58.9% 76.8% +17.9pp leading (>=70%) 93.5% 99.2% +5.7pp Help, never a carry: he rescues the players who were drowning and barely moves the ones who were already fine — and he stays below a real human of the leader's level, which is the invariant a hireling must never break. Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
946 lines
37 KiB
Go
946 lines
37 KiB
Go
package plugin
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import (
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cryptorand "crypto/rand"
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"database/sql"
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"encoding/hex"
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"encoding/json"
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"errors"
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"fmt"
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"log/slog"
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"strings"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// Phase 13 — Turn-based combat session persistence.
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//
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// One persisted CombatSession per manual elite/boss fight. The schema
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// (combat_session in db.go) was added in the prior commit; this layer adds
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// the struct, accessors, and the timeout reaper, mirroring the dnd_expedition
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// persistence shape. The intra-round phase state machine that drives a fight
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// across these rows lives in combat_turn_engine.go.
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// Combat session lifecycle status (combat_session.status).
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const (
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CombatStatusActive = "active"
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CombatStatusWon = "won"
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CombatStatusLost = "lost"
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CombatStatusFled = "fled"
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CombatStatusExpired = "expired"
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)
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// Intra-round phase state-machine positions (combat_session.phase).
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const (
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CombatPhasePlayerTurn = "player_turn"
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CombatPhaseEnemyTurn = "enemy_turn"
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CombatPhaseRoundEnd = "round_end"
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CombatPhaseOver = "over"
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)
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// combatSessionTTL is how long a session may sit idle before the timeout
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// reaper sweeps it. Matches the started_at + 1h note in the schema.
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const combatSessionTTL = time.Hour
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// ActorStatuses is the per-seat half of the persisted effect state: everything
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// that belongs to one character rather than to the fight. It mirrors the fields
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// of `actor` (combat_engine.go) that must survive a suspend/resume.
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//
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// The split follows P2's rule. A debuff the enemy stacked onto one character
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// (stat_drain / debuff / max_hp_drain), that character's concentration, their
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// depleting charges, and their once-per-fight one-shots are all per-actor — a
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// party of three carries three independent copies. The enemy's own stance and
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// the round cursor are fight-scoped and live on CombatStatuses.
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//
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// Seat 0's copy is embedded in the session row's statuses_json (see
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// CombatStatuses); seats 1+ each get a combat_participant row carrying this
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// struct alone. That asymmetry is deliberate: a solo fight writes exactly the
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// bytes it wrote before parties existed, and no participant rows at all.
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//
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// All fields are scalar by design — ActorStatuses must stay comparable so the
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// persistence round-trip can be asserted with ==.
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type ActorStatuses struct {
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// Monster-ability effects landing on this character.
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PoisonTicks int `json:"poison_ticks,omitempty"`
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PoisonDmg int `json:"poison_dmg,omitempty"`
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StunPlayer bool `json:"stun_player,omitempty"`
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// Depleting resources — mirror the actor charges that genuinely carry
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// round-to-round. Seeded at fight start (Arcane Ward) or by a mid-fight
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// !cast / !consume, restored into the actor on every resume, written back on
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// every commit so a depleting charge can't silently reset when a fight is
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// suspended and resumed.
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WardCharges int `json:"ward_charges,omitempty"`
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SporeRounds int `json:"spore_rounds,omitempty"`
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ReflectFrac float64 `json:"reflect_frac,omitempty"`
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AutoCritFirst bool `json:"auto_crit_first,omitempty"`
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ArcaneWardHP int `json:"arcane_ward_hp,omitempty"`
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HealChargesLeft int `json:"heal_charges_left,omitempty"`
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// ConcentrationDmg is the per-round damage of this character's active
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// concentration AOE (Spirit Guardians, Spike Growth, Call Lightning,
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// Flaming Sphere…). A one-shot !cast lands its burst the casting round,
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// then this re-ticks the aura at round_end every round until the fight
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// ends or another concentration spell overwrites it — the lingering half
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// of the spell the engine used to drop on the floor, which left clerics
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// and druids with no sustained DPS once their burst landed.
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ConcentrationDmg int `json:"concentration_dmg,omitempty"`
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// ArmedAbility is the id of the active ability this character armed and
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// spent entering the fight (rage, second_wind, …). The resource is already
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// debited and the character disarmed; this is the record that lets every
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// rebuild of an in-flight fight re-apply the ability's mods, and lets the
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// close-out know a rage fired. Empty when nothing was armed.
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ArmedAbility string `json:"armed_ability,omitempty"`
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// GrimHarvestSlot / GrimHarvestNecrotic snapshot the most recent damaging
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// spell this seat cast, for the Necromancy Mage's post-combat kill-heal.
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// The auto-resolve path carries the same pair on CombatModifiers, stashed
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// once by applyPendingCast; the turn-based path can cast every round, so
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// the stash lives here and each damaging cast overwrites it. Whether the
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// heal actually fires is decided at close-out by grimHarvestHeal, which
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// asks whether the *last* spell_cast event is the one that dropped the
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// enemy to 0 — so a stale stash from an earlier, non-lethal cast is inert.
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GrimHarvestSlot int `json:"grim_harvest_slot,omitempty"`
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GrimHarvestNecrotic bool `json:"grim_harvest_necrotic,omitempty"`
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// Once-per-fight class/race/subclass one-shots: the "already used" flags.
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// Without persistence these reset every round on resume, letting a Halfling
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// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
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DeathSaveUsed bool `json:"death_save_used,omitempty"`
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LuckyUsed bool `json:"lucky_used,omitempty"`
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Raged bool `json:"raged,omitempty"`
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PendingRage bool `json:"pending_rage,omitempty"`
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FirstAtkBonusUsed bool `json:"first_atk_bonus_used,omitempty"`
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AssassinateReroll bool `json:"assassinate_reroll_used,omitempty"`
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AssassinateBonus bool `json:"assassinate_bonus_used,omitempty"`
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// Autopilot latches this seat onto the auto-picker for the rest of the
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// fight, set when its turn deadline lapses once (see partyTurnDeadline).
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// Without the latch an away member taxes the party the full deadline every
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// single round; with it, they cost one wait and then resolve instantly. Any
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// combat command from that member clears it — they typed, so they are back.
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//
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// Like the Buff* deltas it is session-layer state with no combatState
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// counterpart, so snapshotActor carries it over from the prior snapshot
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// rather than re-deriving it. omitempty keeps it off every solo row — a solo
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// fight has no turn deadline, only the 1h session reaper.
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Autopilot bool `json:"autopilot,omitempty"`
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// EngineDriven marks a seat that has NO human behind it and never will: a
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// hired companion today, an NPC ally or a Pete-led expedition tomorrow. It is
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// the answer to "who owns this turn", and it is deliberately NOT the same
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// question as Autopilot.
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//
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// Autopilot means "a human is away"; it is provisional, and a keystroke ends
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// it. EngineDriven means "there is nobody to come back", and nothing clears it.
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// Collapsing the two is a bug with teeth: the expedition autopilot drives a
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// party by dispatching each seat's turn as a command from that seat, so an
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// engine seat's own auto-played move arrived back at beginCombatTurn looking
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// exactly like a player returning to the keyboard, and cleared the very latch
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// that was moving it. The seat then stood in the fight doing nothing for the
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// rest of the fight — while the enemy it had inflated by 15% killed the party.
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//
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// So the property lives on the seat, not on an identity check, and no command
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// path can unset it.
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EngineDriven bool `json:"engine_driven,omitempty"`
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// Debuffs the enemy has stacked onto this character specifically.
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PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
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PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
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MaxHPDrain int `json:"max_hp_drain,omitempty"`
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// Persistent stat buffs from this character's mid-fight !cast / !consume,
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// accumulated as deltas against their freshly-rebuilt combatant.
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// applySessionBuffs folds these back on every round; diffTurnBuff produces
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// them. BuffDamageReductMul is multiplicative (0 = none / 1.0 neutral).
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BuffACBonus int `json:"buff_ac_bonus,omitempty"`
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BuffAtkBonus int `json:"buff_atk_bonus,omitempty"`
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BuffSpeedBonus int `json:"buff_speed_bonus,omitempty"`
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BuffPetDmg int `json:"buff_pet_dmg,omitempty"`
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BuffCritRate float64 `json:"buff_crit_rate,omitempty"`
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BuffDamageBonus float64 `json:"buff_damage_bonus,omitempty"`
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BuffPetProc float64 `json:"buff_pet_proc,omitempty"`
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BuffDamageReductMul float64 `json:"buff_damage_reduct_mul,omitempty"`
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BuffSpiritProc float64 `json:"buff_spirit_proc,omitempty"`
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BuffSpiritDmg int `json:"buff_spirit_dmg,omitempty"`
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}
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// CombatStatuses is the serialized between-round effect state for a fight: the
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// fight-scoped half (the enemy's stance, the round cursor) plus seat 0's
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// ActorStatuses, embedded. Everything here round-trips combatState -> Statuses
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// -> combatState across every engine step, so a fight resumes from exact
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// mid-state after a suspend or bot restart.
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//
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// ActorStatuses is embedded anonymously and untagged, so it flattens into the
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// same one-level JSON object the field list used to produce. Rows written
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// before the split decode unchanged, and rows written after are byte-compatible
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// with a reader that predates it.
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//
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// All fields are scalar by design — CombatStatuses must stay comparable so the
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// persistence round-trip can be asserted with ==.
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type CombatStatuses struct {
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// Seat 0's per-character state. Seats 1+ carry their own copy in
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// combat_participant rows.
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ActorStatuses
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Enraged bool `json:"enraged,omitempty"`
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ArmorBroken bool `json:"armor_broken,omitempty"`
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ArmorBreakAmt float64 `json:"armor_break_amt,omitempty"`
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// EnemySkipNext carries a control-spell skip (Hold Person, Sleep) from the
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// player_turn phase it was cast in to the enemy_turn phase that consumes it
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// — those phases resolve as separate engine steps with separate in-memory
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// combatState, so the flag must survive the commit between them. Holding the
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// enemy holds it for the whole party, hence fight-scoped.
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EnemySkipNext bool `json:"enemy_skip_next,omitempty"`
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// TurnIdx is the position within the round's initiative order (see
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// turnOrder) of whoever acts next. A solo fight's order is the fixed
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// [player, enemy], so TurnIdx mirrors the phase and the field is dead
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// weight — omitempty keeps it out of every solo row. Rows written before
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// this field existed decode as 0 and are reconciled against Phase on
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// resume, so a mid-fight upgrade lands on the right slot.
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TurnIdx int `json:"turn_idx,omitempty"`
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// Slice-3 stateful monster-ability effects — armed by applyAbility, read by
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// the shared resolution primitives, round-tripped through combatState so a
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// suspended/resumed fight (or a reaper auto-play) keeps the same effect
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// state. EnemyEvadeNext is a one-shot; the rest persist for the fight.
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EnemyEvadeNext bool `json:"enemy_evade_next,omitempty"`
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EnemyBlockUp bool `json:"enemy_block_up,omitempty"`
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EnemyAdvantage bool `json:"enemy_advantage,omitempty"`
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EnemyRetaliateFrac float64 `json:"enemy_retaliate_frac,omitempty"`
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EnemyRegen int `json:"enemy_regen,omitempty"`
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EnemySurviveArmed bool `json:"enemy_survive_armed,omitempty"`
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// Slice-4 monster-ability effects — the former flavor-only placeholders.
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// EnemyRevealNext is a one-shot; the other three persist for the fight.
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EnemySpellResist bool `json:"enemy_spell_resist,omitempty"`
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EnemyRevealNext bool `json:"enemy_reveal_next,omitempty"`
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EnemyFearImmune bool `json:"enemy_fear_immune,omitempty"`
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EnemyAtkBuff int `json:"enemy_atk_buff,omitempty"`
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}
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// applyBuffDelta folds one resolved buff (the result of a !cast / !consume
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// player turn) into that character's persisted state. Stat components
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// accumulate as deltas; depleting resources add to their running counters.
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func (s *ActorStatuses) applyBuffDelta(d turnBuffDelta) {
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s.BuffACBonus += d.dAC
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s.BuffAtkBonus += d.dAtk
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s.BuffSpeedBonus += d.dSpeed
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s.BuffPetDmg += d.dPetDmg
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s.BuffCritRate += d.dCrit
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s.BuffDamageBonus += d.dDmgBonus
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s.BuffPetProc += d.dPetProc
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s.BuffSpiritProc += d.dSpiritProc
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s.BuffSpiritDmg += d.dSpiritDmg
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if d.dReductMul > 0 && d.dReductMul != 1 {
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if s.BuffDamageReductMul == 0 {
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s.BuffDamageReductMul = d.dReductMul
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} else {
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s.BuffDamageReductMul *= d.dReductMul
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}
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}
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s.WardCharges += d.ward
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s.SporeRounds += d.spore
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s.ReflectFrac += d.reflect
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if d.autoCrit {
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s.AutoCritFirst = true
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}
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s.ArcaneWardHP += d.arcaneWard
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}
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// seedCombatSessionOneShots copies the fight-start one-shot resources off the
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// freshly-built player combatant into the session's persisted statuses. Only
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// the Abjuration Arcane Ward is normally non-zero at fight start — the
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// turn-based build deliberately omits pre-combat consumables and queued casts —
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// but the full set is seeded for robustness. Returns true if anything was set.
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func seedCombatSessionOneShots(s *CombatSession, seat CombatSeatSetup) bool {
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return seedActorOneShots(&s.Statuses.ActorStatuses, seat)
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}
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// seedActorOneShots copies one character's fight-start one-shot resources onto
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// their persisted statuses. Seat 0's live on the session row; a party member's
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// live on their participant row, and each seat reads its own combatant's mods —
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// a party Abjurer brings their own Arcane Ward, not the leader's.
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func seedActorOneShots(st *ActorStatuses, seat CombatSeatSetup) bool {
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playerMods := seat.Mods
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st.WardCharges = playerMods.WardCharges
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st.SporeRounds = playerMods.SporeCloud
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st.ReflectFrac = playerMods.ReflectNext
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st.AutoCritFirst = playerMods.AutoCritFirst
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st.ArcaneWardHP = playerMods.ArcaneWardHP
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st.HealChargesLeft = playerMods.HealItemCharges
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st.ArmedAbility = seat.ArmedAbility
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st.EngineDriven = seat.EngineDriven
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return st.EngineDriven || st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
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st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0 ||
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st.ArmedAbility != ""
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}
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// CombatParticipant is one party member's seat in a fight, from seat 1 up.
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// Seat 0 is the session row itself (UserID / PlayerHP / Statuses.ActorStatuses)
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// and never appears here.
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type CombatParticipant struct {
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Seat int
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UserID string
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HP int
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HPMax int
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Statuses ActorStatuses
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}
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// CombatSession is the in-memory shape of a combat_session row.
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type CombatSession struct {
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SessionID string
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UserID string
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RunID string
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EncounterID string
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EnemyID string
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Round int
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Phase string
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PlayerHP int
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PlayerHPMax int
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EnemyHP int
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EnemyHPMax int
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Statuses CombatStatuses
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TurnLog []CombatEvent
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Status string
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StartedAt time.Time
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LastActionAt time.Time
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ExpiresAt time.Time
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// Participants are the party's seats 1..N-1, ordered by seat and contiguous
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// (loadCombatParticipants enforces both). Empty for a solo fight — the only
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// kind that existed before N3 — so nothing in the solo path allocates or
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// queries for it.
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Participants []CombatParticipant
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// rosterSize mirrors the combat_session.roster_size column as scanned. It
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// exists only so a loader can tell "solo, skip the participant query" from
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// "party, go fetch the seats" in one round trip. In memory Participants is
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// the single source of truth; every write re-derives the column from it.
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rosterSize int
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}
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// IsActive reports whether the fight is still in flight.
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func (s *CombatSession) IsActive() bool { return s.Status == CombatStatusActive }
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// RosterSize is the number of seated player characters: seat 0 plus the party.
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func (s *CombatSession) RosterSize() int { return 1 + len(s.Participants) }
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// IsParty reports whether more than one character is seated.
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func (s *CombatSession) IsParty() bool { return len(s.Participants) > 0 }
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// SeatUserIDs lists every seated member's user id in seat order.
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func (s *CombatSession) SeatUserIDs() []string {
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out := make([]string, 0, s.RosterSize())
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out = append(out, s.UserID)
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for _, p := range s.Participants {
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out = append(out, p.UserID)
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}
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return out
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}
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// actorStatusesForSeat returns the persisted per-character state for a seat.
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// Seat 0 reads through to the session's embedded copy.
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func (s *CombatSession) actorStatusesForSeat(seat int) ActorStatuses {
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if seat == 0 {
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return s.Statuses.ActorStatuses
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}
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return s.Participants[seat-1].Statuses
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}
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// actorStatusesPtr is actorStatusesForSeat for writers. The mid-fight buff path
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// (!cast / !consume) folds its delta into the *casting* seat's statuses; before
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// P5 it wrote unconditionally to the session's embedded copy, which is seat 0 —
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// so a party member's buff would have landed on the leader.
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func (s *CombatSession) actorStatusesPtr(seat int) *ActorStatuses {
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if seat == 0 {
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return &s.Statuses.ActorStatuses
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}
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return &s.Participants[seat-1].Statuses
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}
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// seatHP / seatHPMax read one seat's HP pool. Seat 0's lives on the session row
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// (PlayerHP / PlayerHPMax); seats 1+ carry their own on their participant row.
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func (s *CombatSession) seatHP(seat int) int {
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if seat == 0 {
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return s.PlayerHP
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}
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return s.Participants[seat-1].HP
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}
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func (s *CombatSession) seatHPMax(seat int) int {
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if seat == 0 {
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return s.PlayerHPMax
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}
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return s.Participants[seat-1].HPMax
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}
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// seatUserID names the player sitting at a seat.
|
|
func (s *CombatSession) seatUserID(seat int) string {
|
|
if seat == 0 {
|
|
return s.UserID
|
|
}
|
|
return s.Participants[seat-1].UserID
|
|
}
|
|
|
|
// seatOf locates a player on the roster. The false return is the "you are not in
|
|
// this fight" answer every party-aware command needs before it touches a turn.
|
|
func (s *CombatSession) seatOf(userID id.UserID) (int, bool) {
|
|
u := string(userID)
|
|
if s.UserID == u {
|
|
return 0, true
|
|
}
|
|
for i, p := range s.Participants {
|
|
if p.UserID == u {
|
|
return i + 1, true
|
|
}
|
|
}
|
|
return 0, false
|
|
}
|
|
|
|
// seatAlive reports whether a seat is still standing. A downed seat forfeits its
|
|
// turn silently rather than blocking the round on a corpse.
|
|
func (s *CombatSession) seatAlive(seat int) bool { return s.seatHP(seat) > 0 }
|
|
|
|
// seatIsEngineDriven reports whether a seat has no human behind it at all — a
|
|
// hired companion, an NPC ally. Permanent for the life of the fight; no command
|
|
// clears it. Contrast seatIsAutopiloted, which is a human who stepped away.
|
|
func (s *CombatSession) seatIsEngineDriven(seat int) bool {
|
|
return s.actorStatusesForSeat(seat).EngineDriven
|
|
}
|
|
|
|
// seatIsAutopiloted reports whether the engine, rather than a person, decides
|
|
// this seat's action — because its human is away (a lapsed turn deadline) or
|
|
// because it never had one.
|
|
//
|
|
// Every driver in the codebase reads this, which is exactly why the two reasons
|
|
// share one accessor: the picker does not care WHY nobody is typing. What differs
|
|
// is who is allowed to take the wheel back, and that question is asked in
|
|
// beginCombatTurn against seatIsEngineDriven — never here.
|
|
func (s *CombatSession) seatIsAutopiloted(seat int) bool {
|
|
st := s.actorStatusesForSeat(seat)
|
|
return st.Autopilot || st.EngineDriven
|
|
}
|
|
|
|
// seatNeedsNoHuman reports whether the engine can resolve a seat's turn without
|
|
// waiting on its player: it is down (forfeits silently), latched onto autopilot,
|
|
// or has no human to wait for. driveCombatRound keeps stepping while this holds,
|
|
// so a round only comes to rest on a live human's turn.
|
|
func (s *CombatSession) seatNeedsNoHuman(seat int) bool {
|
|
return !s.seatAlive(seat) || s.seatIsAutopiloted(seat)
|
|
}
|
|
|
|
// Errors returned by the combat session layer.
|
|
var (
|
|
ErrCombatSessionAlreadyActive = errors.New("combat session already active for player")
|
|
ErrNoActiveCombatSession = errors.New("no active combat session for player")
|
|
)
|
|
|
|
// combatSessionCols is the shared SELECT column list, kept in sync with
|
|
// scanCombatSession's Scan order.
|
|
const combatSessionCols = `
|
|
session_id, user_id, run_id, encounter_id, enemy_id,
|
|
round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
|
|
statuses_json, turn_log_json, status,
|
|
started_at, last_action_at, expires_at, roster_size`
|
|
|
|
// newCombatSessionID — 16-char hex token. Same scheme as zone runs / expeditions.
|
|
func newCombatSessionID() string {
|
|
var b [8]byte
|
|
if _, err := cryptorand.Read(b[:]); err != nil {
|
|
// Vanishingly unlikely; fall through with a zeroed prefix.
|
|
}
|
|
return hex.EncodeToString(b[:])
|
|
}
|
|
|
|
// startCombatSession opens a new manual fight for the player. The caller has
|
|
// already resolved the encounter and built the enemy/player HP pools. At most
|
|
// one row per user may be 'active' — enforced here, not by a DB constraint.
|
|
func startCombatSession(userID id.UserID, runID, encounterID, enemyID string, playerHP, playerHPMax, enemyHP, enemyHPMax int) (*CombatSession, error) {
|
|
existing, err := getActiveCombatSession(userID)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
if existing != nil {
|
|
return nil, ErrCombatSessionAlreadyActive
|
|
}
|
|
|
|
now := time.Now().UTC()
|
|
s := &CombatSession{
|
|
SessionID: newCombatSessionID(),
|
|
UserID: string(userID),
|
|
RunID: runID,
|
|
EncounterID: encounterID,
|
|
EnemyID: enemyID,
|
|
Round: 1,
|
|
Phase: CombatPhasePlayerTurn,
|
|
PlayerHP: playerHP,
|
|
PlayerHPMax: playerHPMax,
|
|
EnemyHP: enemyHP,
|
|
EnemyHPMax: enemyHPMax,
|
|
TurnLog: []CombatEvent{},
|
|
Status: CombatStatusActive,
|
|
StartedAt: now,
|
|
LastActionAt: now,
|
|
ExpiresAt: now.Add(combatSessionTTL),
|
|
}
|
|
statusesJSON, _ := json.Marshal(s.Statuses)
|
|
logJSON, _ := json.Marshal(s.TurnLog)
|
|
|
|
if _, err := db.Get().Exec(`
|
|
INSERT INTO combat_session
|
|
(session_id, user_id, run_id, encounter_id, enemy_id,
|
|
round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
|
|
statuses_json, turn_log_json, status,
|
|
started_at, last_action_at, expires_at)
|
|
VALUES (?, ?, ?, ?, ?, 1, ?, ?, ?, ?, ?, ?, ?, 'active', ?, ?, ?)`,
|
|
s.SessionID, s.UserID, s.RunID, s.EncounterID, s.EnemyID,
|
|
s.Phase, s.PlayerHP, s.PlayerHPMax, s.EnemyHP, s.EnemyHPMax,
|
|
string(statusesJSON), string(logJSON), now, now, s.ExpiresAt,
|
|
); err != nil {
|
|
return nil, fmt.Errorf("insert combat session: %w", err)
|
|
}
|
|
return s, nil
|
|
}
|
|
|
|
// startPartyCombatSession opens a fight for a seated roster. seats[0] owns the
|
|
// session row (and is the expedition's leader); seats 1..N-1 get their own
|
|
// combat_participant rows. Each seat carries the HP pool and the fight-start
|
|
// one-shot resources (Abjuration's Arcane Ward, …) of its own character.
|
|
//
|
|
// A one-seat roster is exactly startCombatSession: no participant rows, no
|
|
// roster_size bump, and the single unwrapped INSERT the solo path has always
|
|
// issued. That is the invariant the whole balance corpus rests on.
|
|
func (p *AdventurePlugin) startPartyCombatSession(
|
|
runID, encounterID, enemyID string, enemy *Combatant, seats []CombatSeatSetup,
|
|
) (*CombatSession, error) {
|
|
if len(seats) == 0 {
|
|
return nil, fmt.Errorf("start combat session: empty roster")
|
|
}
|
|
// Party-only enemy HP bump (solo roster scales by 1.0). The per-turn rebuild
|
|
// in partyCombatantsForSession applies the identical scalar to the enemy's
|
|
// Stats.MaxHP, so the persisted current HP and the rebuilt max never drift.
|
|
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, seatSetupWeight(seats))
|
|
owner := seats[0]
|
|
sess, err := startCombatSession(owner.UserID, runID, encounterID, enemyID,
|
|
owner.HP, owner.HPMax, enemyHP, enemyHP)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
// Seat 0's one-shots live on the session row; seeding them is a mutation of
|
|
// sess.Statuses that the save below flushes along with the participants.
|
|
dirty := seedCombatSessionOneShots(sess, owner)
|
|
|
|
if len(seats) > 1 {
|
|
ps := make([]CombatParticipant, 0, len(seats)-1)
|
|
for i, s := range seats[1:] {
|
|
var st ActorStatuses
|
|
seedActorOneShots(&st, s)
|
|
ps = append(ps, CombatParticipant{
|
|
Seat: i + 1, UserID: string(s.UserID), HP: s.HP, HPMax: s.HPMax, Statuses: st,
|
|
})
|
|
}
|
|
if err := insertCombatParticipants(sess.SessionID, ps); err != nil {
|
|
return nil, fmt.Errorf("seat party: %w", err)
|
|
}
|
|
sess.Participants = ps
|
|
sess.rosterSize = len(seats)
|
|
|
|
// startCombatSession parks every fight on a player_turn, because a solo
|
|
// order is hardcoded [player, enemy] and the player always leads. A party
|
|
// rolls for initiative and the monster can win it, so round 1's phase has
|
|
// to come from the order rather than from that assumption — otherwise the
|
|
// cursor snaps forward to the first player slot on resume and the enemy
|
|
// silently forfeits its opening turn. Round 2+ already derives this in
|
|
// stepRoundEnd.
|
|
order := turnOrder(sess, sess.Round, seatCombatants(seats), enemy)
|
|
sess.Phase = phaseForSeat(order[0])
|
|
sess.Statuses.TurnIdx = 0
|
|
dirty = true
|
|
}
|
|
|
|
if dirty {
|
|
if err := saveCombatSession(sess); err != nil {
|
|
return nil, fmt.Errorf("seed combat session: %w", err)
|
|
}
|
|
}
|
|
return sess, nil
|
|
}
|
|
|
|
// CombatSeatSetup is one character's entry into a fight: who they are, the HP
|
|
// pool they bring, the modifiers their fight-start one-shots are read off, and
|
|
// the built combatant itself — which the initiative roll needs, and which the
|
|
// caller threads on to the opening block rather than rebuilding the roster.
|
|
type CombatSeatSetup struct {
|
|
UserID id.UserID
|
|
HP int
|
|
HPMax int
|
|
Mods CombatModifiers
|
|
C *Combatant
|
|
// ArmedAbility is the ability id this seat consumed entering the fight, ""
|
|
// if they armed nothing. It is persisted onto the seat's statuses so every
|
|
// later rebuild can re-apply the ability without re-spending it.
|
|
ArmedAbility string
|
|
// EngineDriven seats this combatant with no human behind it — the hired
|
|
// companion today. It resolves from the opening round rather than after the
|
|
// 3-minute away-player deadline (nobody is coming, so waiting out a deadline
|
|
// would idle the fight and then announce him to the party as absent), and no
|
|
// command can hand the wheel back to a player who does not exist.
|
|
EngineDriven bool
|
|
}
|
|
|
|
// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).
|
|
func getActiveCombatSession(userID id.UserID) (*CombatSession, error) {
|
|
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
|
|
FROM combat_session
|
|
WHERE user_id = ? AND status = 'active'
|
|
ORDER BY started_at DESC
|
|
LIMIT 1`, string(userID))
|
|
s, err := scanCombatSession(row)
|
|
if errors.Is(err, sql.ErrNoRows) {
|
|
return nil, nil
|
|
}
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
return s, hydrateCombatParticipants(s)
|
|
}
|
|
|
|
// hasActiveCombatSession reports whether the player is currently locked into a
|
|
// turn-based elite/boss fight. Daily-cron and periodic-ticker paths consult
|
|
// this to avoid firing DMs or mutating run state into a live fight: an active
|
|
// session locks the run (no `!zone advance`), so the player can't move it
|
|
// forward and a cron path shouldn't either. The session carries a 1h TTL, so
|
|
// the collision window is bounded — but real, since a fight can straddle any
|
|
// scheduled tick. On a lookup error this returns false (fail-open): a missed
|
|
// guard is a confusing DM, not corruption.
|
|
func hasActiveCombatSession(userID id.UserID) bool {
|
|
s, err := getActiveCombatSession(userID)
|
|
if err != nil {
|
|
slog.Warn("combat: cron guard failed to check active session", "user", userID, "err", err)
|
|
return false
|
|
}
|
|
return s != nil
|
|
}
|
|
|
|
// getCombatSession fetches by ID regardless of status. Test/admin/reaper use.
|
|
func getCombatSession(sessionID string) (*CombatSession, error) {
|
|
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
|
|
FROM combat_session WHERE session_id = ?`, sessionID)
|
|
s, err := scanCombatSession(row)
|
|
if errors.Is(err, sql.ErrNoRows) {
|
|
return nil, nil
|
|
}
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
return s, hydrateCombatParticipants(s)
|
|
}
|
|
|
|
// getCombatSessionForEncounter returns the most recent session for a
|
|
// (run, encounter) pair regardless of status, or (nil, nil) if none exists.
|
|
// The room-resolution path uses it to tell "elite not yet fought" (nil) apart
|
|
// from "elite already won" (a terminal session) without an active-only filter.
|
|
func getCombatSessionForEncounter(runID, encounterID string) (*CombatSession, error) {
|
|
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
|
|
FROM combat_session
|
|
WHERE run_id = ? AND encounter_id = ?
|
|
ORDER BY started_at DESC
|
|
LIMIT 1`, runID, encounterID)
|
|
s, err := scanCombatSession(row)
|
|
if errors.Is(err, sql.ErrNoRows) {
|
|
return nil, nil
|
|
}
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
return s, hydrateCombatParticipants(s)
|
|
}
|
|
|
|
func scanCombatSession(row scanner) (*CombatSession, error) {
|
|
var (
|
|
s CombatSession
|
|
statusesJSON string
|
|
logJSON string
|
|
)
|
|
if err := row.Scan(
|
|
&s.SessionID, &s.UserID, &s.RunID, &s.EncounterID, &s.EnemyID,
|
|
&s.Round, &s.Phase, &s.PlayerHP, &s.PlayerHPMax, &s.EnemyHP, &s.EnemyHPMax,
|
|
&statusesJSON, &logJSON, &s.Status,
|
|
&s.StartedAt, &s.LastActionAt, &s.ExpiresAt, &s.rosterSize,
|
|
); err != nil {
|
|
return nil, err
|
|
}
|
|
if statusesJSON != "" {
|
|
if err := json.Unmarshal([]byte(statusesJSON), &s.Statuses); err != nil {
|
|
return nil, fmt.Errorf("decode statuses_json: %w", err)
|
|
}
|
|
}
|
|
if logJSON != "" {
|
|
if err := json.Unmarshal([]byte(logJSON), &s.TurnLog); err != nil {
|
|
return nil, fmt.Errorf("decode turn_log_json: %w", err)
|
|
}
|
|
}
|
|
if s.TurnLog == nil {
|
|
s.TurnLog = []CombatEvent{}
|
|
}
|
|
return &s, nil
|
|
}
|
|
|
|
// saveCombatSession persists the mutable fields after a state-machine step.
|
|
// session_id / user_id / run_id / encounter_id / enemy_id / *_hp_max are
|
|
// immutable for a fight's lifetime and are not rewritten.
|
|
//
|
|
// A party fight also writes back its seats, in the same transaction as the
|
|
// session row: a crash between the two would leave seat 0 a round ahead of the
|
|
// rest of the roster. The solo path keeps its single unwrapped UPDATE — there
|
|
// are no seats to desync from, and it is the path the whole balance corpus and
|
|
// every pre-N3 fight take.
|
|
//
|
|
// roster_size is not rewritten here: insertCombatParticipants stamped it at
|
|
// fight start and the roster is fixed for the fight's lifetime (a dead member
|
|
// keeps their seat at 0 HP).
|
|
func saveCombatSession(s *CombatSession) error {
|
|
statusesJSON, _ := json.Marshal(s.Statuses)
|
|
logJSON, _ := json.Marshal(s.TurnLog)
|
|
now := time.Now().UTC()
|
|
|
|
if len(s.Participants) == 0 {
|
|
if _, err := db.Get().Exec(saveCombatSessionSQL,
|
|
s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
|
|
string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
|
|
); err != nil {
|
|
return err
|
|
}
|
|
s.LastActionAt = now
|
|
return nil
|
|
}
|
|
|
|
tx, err := db.Get().Begin()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
defer tx.Rollback()
|
|
|
|
if _, err := tx.Exec(saveCombatSessionSQL,
|
|
s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
|
|
string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
|
|
); err != nil {
|
|
return err
|
|
}
|
|
if err := saveCombatParticipantsTx(tx, s.SessionID, s.Participants); err != nil {
|
|
return err
|
|
}
|
|
if err := tx.Commit(); err != nil {
|
|
return err
|
|
}
|
|
s.LastActionAt = now
|
|
return nil
|
|
}
|
|
|
|
const saveCombatSessionSQL = `
|
|
UPDATE combat_session
|
|
SET round = ?, phase = ?,
|
|
player_hp = ?, enemy_hp = ?,
|
|
statuses_json = ?, turn_log_json = ?,
|
|
status = ?, last_action_at = ?
|
|
WHERE session_id = ?`
|
|
|
|
// listExpiredCombatSessions returns every active session past its expires_at.
|
|
// The timeout reaper (reapExpiredCombatSessions) auto-plays each of these to a
|
|
// real win/loss from persisted mid-state — per the 2026-05-13 decision, an
|
|
// abandoned fight is finished by the engine, not flatly marked as a retreat.
|
|
func listExpiredCombatSessions() ([]*CombatSession, error) {
|
|
rows, err := db.Get().Query(`SELECT ` + combatSessionCols + `
|
|
FROM combat_session
|
|
WHERE status = 'active'
|
|
AND expires_at <= CURRENT_TIMESTAMP
|
|
ORDER BY started_at ASC`)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
defer rows.Close()
|
|
|
|
var out []*CombatSession
|
|
for rows.Next() {
|
|
s, err := scanCombatSession(rows)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
out = append(out, s)
|
|
}
|
|
if err := rows.Err(); err != nil {
|
|
return nil, err
|
|
}
|
|
// Hydrate only after the cursor is closed: a nested query while iterating
|
|
// can stall on a single-connection pool.
|
|
rows.Close()
|
|
for _, s := range out {
|
|
if err := hydrateCombatParticipants(s); err != nil {
|
|
return nil, err
|
|
}
|
|
}
|
|
return out, nil
|
|
}
|
|
|
|
// ── Party seats (N3/P4) ──────────────────────────────────────────────────────
|
|
|
|
// hydrateCombatParticipants fills s.Participants for a party session. A solo
|
|
// session (roster_size 1, which is every row written before N3) returns
|
|
// immediately without touching combat_participant, so the common path stays at
|
|
// the single query it has always been.
|
|
func hydrateCombatParticipants(s *CombatSession) error {
|
|
if s == nil || s.rosterSize <= 1 {
|
|
return nil
|
|
}
|
|
ps, err := loadCombatParticipants(s.SessionID)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if got := 1 + len(ps); got != s.rosterSize {
|
|
return fmt.Errorf("combat session %s: roster_size %d but %d seats persisted",
|
|
s.SessionID, s.rosterSize, got)
|
|
}
|
|
s.Participants = ps
|
|
return nil
|
|
}
|
|
|
|
// loadCombatParticipants returns seats 1..N-1 in seat order, verifying that the
|
|
// seats are contiguous from 1. The engine indexes the roster positionally, so a
|
|
// gap would silently shift every member down a seat — better to fail the load.
|
|
func loadCombatParticipants(sessionID string) ([]CombatParticipant, error) {
|
|
rows, err := db.Get().Query(`
|
|
SELECT seat, user_id, hp, hp_max, statuses_json
|
|
FROM combat_participant
|
|
WHERE session_id = ?
|
|
ORDER BY seat ASC`, sessionID)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
defer rows.Close()
|
|
|
|
var out []CombatParticipant
|
|
for rows.Next() {
|
|
var (
|
|
p CombatParticipant
|
|
statusesJSON string
|
|
)
|
|
if err := rows.Scan(&p.Seat, &p.UserID, &p.HP, &p.HPMax, &statusesJSON); err != nil {
|
|
return nil, err
|
|
}
|
|
if statusesJSON != "" {
|
|
if err := json.Unmarshal([]byte(statusesJSON), &p.Statuses); err != nil {
|
|
return nil, fmt.Errorf("decode participant statuses (seat %d): %w", p.Seat, err)
|
|
}
|
|
}
|
|
if want := len(out) + 1; p.Seat != want {
|
|
return nil, fmt.Errorf("combat session %s: seat %d out of order (want %d)",
|
|
sessionID, p.Seat, want)
|
|
}
|
|
out = append(out, p)
|
|
}
|
|
return out, rows.Err()
|
|
}
|
|
|
|
// insertCombatParticipants seats the party at fight start and stamps
|
|
// roster_size so later loads know to come back for them. Seat 0 is the session
|
|
// row's own user and is not written here; callers pass seats 1..N-1.
|
|
func insertCombatParticipants(sessionID string, ps []CombatParticipant) error {
|
|
if len(ps) == 0 {
|
|
return nil
|
|
}
|
|
tx, err := db.Get().Begin()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
defer tx.Rollback()
|
|
|
|
for _, p := range ps {
|
|
statusesJSON, _ := json.Marshal(p.Statuses)
|
|
if _, err := tx.Exec(`
|
|
INSERT INTO combat_participant (session_id, seat, user_id, hp, hp_max, statuses_json)
|
|
VALUES (?, ?, ?, ?, ?, ?)`,
|
|
sessionID, p.Seat, p.UserID, p.HP, p.HPMax, string(statusesJSON),
|
|
); err != nil {
|
|
return fmt.Errorf("insert participant seat %d: %w", p.Seat, err)
|
|
}
|
|
}
|
|
if _, err := tx.Exec(
|
|
`UPDATE combat_session SET roster_size = ? WHERE session_id = ?`,
|
|
1+len(ps), sessionID,
|
|
); err != nil {
|
|
return fmt.Errorf("stamp roster_size: %w", err)
|
|
}
|
|
return tx.Commit()
|
|
}
|
|
|
|
// saveCombatParticipantsTx writes back the mutable half of every seat after an
|
|
// engine step. session_id / seat / user_id / hp_max are immutable for a fight's
|
|
// lifetime and are not rewritten. It runs inside the caller's transaction so
|
|
// the seats commit together with the session row that indexes them.
|
|
func saveCombatParticipantsTx(tx *sql.Tx, sessionID string, ps []CombatParticipant) error {
|
|
for _, p := range ps {
|
|
statusesJSON, _ := json.Marshal(p.Statuses)
|
|
if _, err := tx.Exec(`
|
|
UPDATE combat_participant
|
|
SET hp = ?, statuses_json = ?
|
|
WHERE session_id = ? AND seat = ?`,
|
|
p.HP, string(statusesJSON), sessionID, p.Seat,
|
|
); err != nil {
|
|
return fmt.Errorf("save participant seat %d: %w", p.Seat, err)
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// getActiveCombatSessionForMember finds the in-flight fight a player is seated
|
|
// in at seat 1+, i.e. the one their own user_id does not key. Seat 0's fight is
|
|
// getActiveCombatSession's job; this is the party-member equivalent, and it
|
|
// returns (nil, nil) when there is none.
|
|
func getActiveCombatSessionForMember(userID id.UserID) (*CombatSession, error) {
|
|
row := db.Get().QueryRow(`SELECT `+prefixCols("cs", combatSessionCols)+`
|
|
FROM combat_session cs
|
|
JOIN combat_participant cp ON cp.session_id = cs.session_id
|
|
WHERE cp.user_id = ? AND cs.status = 'active'
|
|
ORDER BY cs.started_at DESC
|
|
LIMIT 1`, string(userID))
|
|
s, err := scanCombatSession(row)
|
|
if errors.Is(err, sql.ErrNoRows) {
|
|
return nil, nil
|
|
}
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
return s, hydrateCombatParticipants(s)
|
|
}
|
|
|
|
// prefixCols qualifies every column in a SELECT list with a table alias, so the
|
|
// shared combatSessionCols can be reused inside a join without ambiguity on the
|
|
// columns both tables carry (session_id, user_id, statuses_json).
|
|
func prefixCols(alias, cols string) string {
|
|
fields := strings.Split(cols, ",")
|
|
for i, f := range fields {
|
|
fields[i] = alias + "." + strings.TrimSpace(f)
|
|
}
|
|
return strings.Join(fields, ", ")
|
|
}
|
|
|
|
// markCombatSessionExpired is the fallback terminal outcome for a stale session
|
|
// the reaper cannot auto-play (zone run gone, enemy missing from the bestiary,
|
|
// or a runaway fight that won't converge). It parks the row in 'expired'/'over'
|
|
// with no fatal-blow side effects — treated like a retreat.
|
|
func markCombatSessionExpired(sessionID string) error {
|
|
_, err := db.Get().Exec(`
|
|
UPDATE combat_session
|
|
SET status = 'expired',
|
|
phase = 'over',
|
|
last_action_at = CURRENT_TIMESTAMP
|
|
WHERE session_id = ? AND status = 'active'`, sessionID)
|
|
return err
|
|
}
|