Files
gogobee/internal/plugin/combat_bridge.go
prosolis d76c63be0c Review follow-ups A + B: armed abilities survive the fight, supply pool serialized
A. An armed ability lasted one round of a turn-based fight.

buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.

Split arming into its two halves:

  consumeArmedAbility(c)          mutates: disarms, saves, returns the id. Once,
                                  at fight start.
  applyAbilityByID(c, id, mods)   pure: no DB write, no disarm. Safe on every
                                  rebuild. (No ability's Apply writes to the
                                  character, so this really is pure.)
  armAbilityForFight(c, mods)     consume + apply, for the auto-resolve callers
                                  that build and fight in one breath.

buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.

The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.

Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.

B. Six unlocked read-modify-writes against the shared supply pool.

updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.

All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.

Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
2026-07-10 08:01:51 -07:00

615 lines
20 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// postCombatBookkeeping is the close-out every fight owes its character,
// whatever surface it was fought on: achievements, and the subclass state that
// outlives the fight (Berserker exhaustion, Grim Harvest's kill-heal).
//
// It exists because there are four close-outs — two auto-resolve
// (runDungeonCombat, runZoneCombatRoster) and two turn-based
// (finishCombatSession, finishPartyCombatSession) — and for a long time only
// the auto-resolve pair ran any of this. The same Elite kill therefore paid out
// differently depending on whether the player let it auto-resolve or fought it
// a round at a time. Route all four through here and the divergence cannot
// silently reopen.
//
// raged is whether the character's Berserker rage was active for this fight;
// mods carries the fight-start modifiers Grim Harvest reads. HP persistence is
// NOT done here — the turn-based paths already own their own HP writes.
func (p *AdventurePlugin) postCombatBookkeeping(
userID id.UserID, dndChar *DnDCharacter, raged bool, result CombatResult, mods CombatModifiers,
) {
p.grantCombatAchievements(userID, result)
if err := persistDnDPostCombatSubclass(dndChar, raged, result, mods); err != nil {
slog.Error("dnd: post-combat subclass persist", "user", userID, "err", err)
}
}
// grantCombatAchievements checks combat results for achievement-worthy moments.
func (p *AdventurePlugin) grantCombatAchievements(userID id.UserID, result CombatResult) {
if p.achievements == nil {
return
}
if result.PlayerWon && result.NearDeath {
p.achievements.GrantAchievement(userID, "combat_near_death")
}
if result.SniperKilled {
p.achievements.GrantAchievement(userID, "combat_sniper_kill")
}
if result.MistyHealed {
p.achievements.GrantAchievement(userID, "combat_misty_clutch")
}
for _, ev := range result.Events {
if ev.Action == "pet_whiff" {
p.achievements.GrantAchievement(userID, "combat_pet_save")
break
}
}
if checkDeathSaveEvent(result.Events) {
p.achievements.GrantAchievement(userID, "combat_death_save")
}
for _, ev := range result.Events {
if ev.Action == "use_consumable" {
p.achievements.GrantAchievement(userID, "combat_consumable_used")
break
}
}
}
// runDungeonCombat executes dungeon combat using the new simulation engine.
func (p *AdventurePlugin) runDungeonCombat(
userID id.UserID,
char *AdventureCharacter,
equip map[EquipmentSlot]*AdvEquipment,
loc *AdvLocation,
bonuses *AdvBonusSummary,
inPenaltyZone bool,
) CombatResult {
chatLvl := p.chatLevel(userID)
hasGrudge := char.GrudgeLocation == loc.Name
playerStats, playerMods := DerivePlayerStats(char, equip, bonuses, chatLvl, char.CurrentStreak, hasGrudge)
// Penalty zone Attack/Defense reduction (mirrors +5% death, -15% success
// from old system). The MaxHP penalty is applied below, after
// applyDnDPlayerLayer reseats MaxHP onto the dnd HP scale.
if inPenaltyZone {
playerStats.Attack = int(float64(playerStats.Attack) * 0.85)
playerStats.Defense = int(float64(playerStats.Defense) * 0.85)
}
// Load consumables from inventory and auto-select
consumables := p.loadConsumableInventory(userID)
enemyStats, enemyMods := DeriveDungeonMonsterStats(loc)
// All combat is D&D. Auto-migrate if needed.
dndChar, _, err := ensureDnDCharacterForCombat(userID, char)
if err != nil {
slog.Error("dnd: ensureDnDCharacterForCombat (dungeon) failed", "user", userID, "err", err)
return CombatResult{}
}
applyDnDPlayerLayer(&playerStats, dndChar)
applyDnDEquipmentLayer(&playerStats, dndChar, equip)
applyDnDHPScaling(&playerStats, dndChar)
if inPenaltyZone {
playerStats.MaxHP = int(float64(playerStats.MaxHP) * 0.90)
if playerStats.StartHP > 0 {
playerStats.StartHP = int(float64(playerStats.StartHP) * 0.90)
}
}
applyClassPassives(&playerStats, &playerMods, dndChar)
applyRacePassives(&playerStats, &playerMods, dndChar)
applySubclassPassives(&playerStats, &playerMods, dndChar)
applyMagicItemEffects(&playerStats, &playerMods, userID)
trySimAutoArm(dndChar)
if firedName, fired := armAbilityForFight(dndChar, &playerMods); fired {
slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
}
applyDnDDungeonMonsterLayer(&enemyStats, loc.Tier)
applyPendingCast(userID, dndChar, &playerStats, &playerMods, &enemyStats)
// Auto-consumable: panic heal only (see dnd_boss_consumables.go).
setupAutoHealFromInventory(consumables, &playerMods)
// Dungeon monsters T3+ can have abilities
var ability *MonsterAbility
switch {
case loc.Tier >= 5:
ability = &MonsterAbility{Name: "Abyssal Wrath", Phase: "any", ProcChance: 0.30, Effect: "enrage"}
case loc.Tier == 4:
ability = &MonsterAbility{Name: "Dark Curse", Phase: "clash", ProcChance: 0.25, Effect: "poison"}
case loc.Tier == 3:
ability = &MonsterAbility{Name: "Stone Skin", Phase: "opening", ProcChance: 0.20, Effect: "armor_break"}
}
displayName, _ := loadDisplayName(userID)
player := Combatant{
Name: displayName,
Stats: playerStats,
Mods: playerMods,
IsPlayer: true,
}
enemy := Combatant{
Name: loc.Denizens,
Stats: enemyStats,
Mods: enemyMods,
Ability: ability,
}
result := SimulateCombat(player, enemy, dungeonCombatPhases)
dumpCombatEventsIfDebug(fmt.Sprintf("dungeon:%s vs %s", loc.Name, displayName), result)
// Remove the actual heal items consumed during combat. No more
// burning Coal Bombs / Ink Vials on chump fights — those stay put
// until a player-driven use command lands.
consumeFiredHealingItems(userID, countHealEventsFired(result))
persistDnDHPAfterCombat(userID, result.PlayerEndHP)
p.postCombatBookkeeping(userID, dndChar, playerMods.BerserkerRage, result, playerMods)
if xp := dungeonCombatXP(result, loc.Tier); xp > 0 {
if _, err := p.grantDnDXP(userID, xp); err != nil {
slog.Error("dnd: grantDnDXP dungeon", "user", userID, "err", err)
}
}
_ = dndChar
return result
}
// loadCombatBonuses computes the AdvBonusSummary for combat stat derivation.
func (p *AdventurePlugin) loadCombatBonuses(userID id.UserID, char *AdventureCharacter) *AdvBonusSummary {
treasures, _ := loadAdvTreasureBonuses(userID)
buffs, _ := loadAdvActiveBuffs(userID)
hasGrudge := char.GrudgeLocation != ""
return computeAdvBonuses(treasures, buffs, char.CurrentStreak, hasGrudge)
}
// loadConsumableInventory scans inventory for items matching consumable definitions.
// If the player has sufficient foraging level, auto-crafts consumables from ingredients first.
func (p *AdventurePlugin) loadConsumableInventory(userID id.UserID) []ConsumableItem {
items, err := loadAdvInventory(userID)
if err != nil {
return nil
}
// Auto-craft if player has foraging level 10+
char, err := loadAdvCharacter(userID)
if err == nil && char.ForagingSkill >= 10 {
craftResults, updatedItems := autoCraftConsumables(userID, items, char.ForagingSkill)
if len(craftResults) > 0 {
items = updatedItems
for _, cr := range craftResults {
if cr.Success {
slog.Info("crafting: auto-crafted", "user", userID, "item", cr.Recipe.Result)
if p.achievements != nil {
p.achievements.GrantAchievement(userID, "adv_first_craft")
if cr.Recipe.Tier >= 5 {
p.achievements.GrantAchievement(userID, "adv_craft_t5")
}
}
} else {
slog.Info("crafting: failed", "user", userID, "item", cr.Recipe.Result)
}
}
// Store results for narrative rendering
p.storeCraftResults(userID, craftResults)
}
}
var consumables []ConsumableItem
for _, item := range items {
if item.Type != "consumable" {
continue
}
def := consumableDefByName(item.Name)
if def == nil {
continue
}
consumables = append(consumables, ConsumableItem{
InventoryID: item.ID,
Def: def,
})
}
return consumables
}
func (p *AdventurePlugin) storeCraftResults(userID id.UserID, results []CraftResult) {
p.craftResults.Store(string(userID), results)
}
func (p *AdventurePlugin) popCraftResults(userID id.UserID) []CraftResult {
val, ok := p.craftResults.LoadAndDelete(string(userID))
if !ok {
return nil
}
return val.([]CraftResult)
}
// prependCraftNarrative adds crafting results to the first combat phase message.
func (p *AdventurePlugin) prependCraftNarrative(userID id.UserID, messages []string) []string {
results := p.popCraftResults(userID)
if len(results) == 0 || len(messages) == 0 {
return messages
}
var lines []string
for _, cr := range results {
if cr.Success {
lines = append(lines, fmt.Sprintf("🧪 _Crafted **%s** from foraged ingredients._", cr.Recipe.Result))
} else {
lines = append(lines, fmt.Sprintf("💨 _Failed to craft %s — ingredients lost._", cr.Recipe.Result))
}
}
prefix := strings.Join(lines, "\n") + "\n\n"
messages[0] = prefix + messages[0]
return messages
}
// sendCombatMessages sends phase messages with delays, then a final message.
// Runs in a goroutine so it doesn't block the message handler.
// Returns a channel that is closed when all messages have been sent.
func (p *AdventurePlugin) sendCombatMessages(userID id.UserID, phaseMessages []string, finalMessage string) <-chan struct{} {
return p.sendCombatMessagesWithDelay(userID, phaseMessages, finalMessage, 5, 4) // 58s
}
// sendZoneCombatMessages is the zone/expedition variant — same staging as
// arena, but tighter pacing (23s) so dungeon advances feel snappier.
//
// Contract: returns a done channel that closes after the final DM has
// been sent. Callers that need to chain post-flush work (death follow-ups,
// hospital ads, tier countdowns) MUST consume it. Callers in the middle
// of a command-handler flow that have no post-flush work should explicitly
// discard with `_ = ...` — blocking on flush would stall the handler
// behind the 23s/message pacing, which is the whole point of streaming.
func (p *AdventurePlugin) sendZoneCombatMessages(userID id.UserID, phaseMessages []string, finalMessage string) <-chan struct{} {
return p.sendCombatMessagesWithDelay(userID, phaseMessages, finalMessage, 2, 2) // 23s
}
// sendCombatMessagesWithDelay is the shared streamer. base/jitter define
// the per-message delay window in seconds: delay = base + rand.IntN(jitter).
func (p *AdventurePlugin) sendCombatMessagesWithDelay(userID id.UserID, phaseMessages []string, finalMessage string, base, jitter int) <-chan struct{} {
done := make(chan struct{})
go func() {
defer close(done)
for _, msg := range phaseMessages {
_ = p.SendDM(userID, msg)
delay := base
if jitter > 0 {
delay += rand.IntN(jitter)
}
time.Sleep(time.Duration(delay) * time.Second)
}
_ = p.SendDM(userID, finalMessage)
}()
return done
}
// XPBonusParams holds inputs for the shared XP bonus pipeline.
type XPBonusParams struct {
BaseXP int
NearDeath bool
BonusMult float64 // from AdvBonusSummary.XPMultiplier (percentage, e.g. 15 = +15%)
Ironclad bool
OverlevelMult float64 // 1.0 = no penalty
}
// XPResult holds the final XP and a human-readable breakdown of bonuses applied.
type XPResult struct {
Total int
Breakdown string // e.g. "+15% near-death, +5% ironclad" — empty if no bonuses
}
// applyXPBonuses applies near-death, bonus multiplier, ironclad, and overlevel
// penalties to a base XP value. Used by both dungeon and adventure paths.
func applyXPBonuses(p XPBonusParams) XPResult {
xp := p.BaseXP
var parts []string
if p.NearDeath {
xp = int(float64(xp) * 1.15)
parts = append(parts, "+15% near-death")
}
if p.BonusMult != 0 {
xp = int(float64(xp) * (1 + p.BonusMult/100))
parts = append(parts, fmt.Sprintf("+%.0f%% bonus", p.BonusMult))
}
if p.Ironclad {
xp = int(float64(xp) * 1.05)
parts = append(parts, "+5% ironclad")
}
if p.OverlevelMult < 1.0 {
xp = max(1, int(float64(xp)*p.OverlevelMult))
penalty := int((1.0 - p.OverlevelMult) * 100)
parts = append(parts, fmt.Sprintf("-%d%% overlevel", penalty))
}
breakdown := ""
if len(parts) > 0 {
breakdown = strings.Join(parts, ", ")
}
return XPResult{Total: xp, Breakdown: breakdown}
}
// DeathTransitionParams holds inputs for the shared death state machine.
type DeathTransitionParams struct {
Char *AdventureCharacter
Equip map[EquipmentSlot]*AdvEquipment
Pet PetState // pet state for ditch-recovery roll; zero value disables
ChatLevel int
Location string // set as GrudgeLocation; empty = don't set
Source string // death source: "adventure" | "arena" — recorded on Kill()
DeathLocation string // human-readable death location for the daily report; falls back to Location
AllowPardon bool // chat level pardon (adventure only)
AllowSovereign bool // probability-band Sovereign reprieve (non-engine path)
EngineSaved bool // combat engine used Sovereign death save
}
// DeathTransitionResult describes what happened during the death transition.
type DeathTransitionResult struct {
Pardoned bool
Reprieved bool // Sovereign reprieve (non-engine)
PetRecovered bool
Died bool
}
// transitionDeath runs the shared death state machine: pardon → engine cooldown →
// Sovereign reprieve → kill + pet ditch recovery.
func transitionDeath(p DeathTransitionParams) DeathTransitionResult {
var r DeathTransitionResult
if p.AllowPardon && p.ChatLevel >= 20 && p.Char.PardonAvailable() && rand.Float64() < 0.33 {
r.Pardoned = true
now := time.Now().UTC()
p.Char.LastPardonUsed = &now
if p.Location != "" {
p.Char.GrudgeLocation = p.Location
}
return r
}
if p.EngineSaved {
now := time.Now().UTC()
p.Char.DeathReprieveLast = &now
}
if p.AllowSovereign && advEquippedArenaSets(p.Equip)["sovereign"] && p.Char.DeathReprieveAvailable() {
r.Reprieved = true
now := time.Now().UTC()
p.Char.DeathReprieveLast = &now
if p.Location != "" {
p.Char.GrudgeLocation = p.Location
}
for _, slot := range allSlots {
if eq, ok := p.Equip[slot]; ok {
eq.Condition = 1
}
}
return r
}
deathLoc := p.DeathLocation
if deathLoc == "" {
deathLoc = p.Location
}
p.Char.Kill(p.Source, deathLoc)
if p.Location != "" {
p.Char.GrudgeLocation = p.Location
}
r.Died = true
if petRollDitchRecovery(p.Pet) && p.Char.DeadUntil != nil {
reduced := time.Now().UTC().Add(petDitchRecoveryTime(p.Pet.Level))
p.Char.DeadUntil = &reduced
r.PetRecovered = true
}
return r
}
// checkDeathSaveEvent scans combat events for a Sovereign death save.
func checkDeathSaveEvent(events []CombatEvent) bool {
for _, ev := range events {
if ev.Action == "death_save" {
return true
}
}
return false
}
// injectConsumableEvents prepends use_consumable events so the narrative shows which items were consumed.
// If items were available but skipped (trivial threat), a skip event is injected instead.
//
// Uses PlayerEntryHP / EnemyEntryHP — the actual HP each side entered combat
// with — so the pre-combat HP line reflects wounded carry-over honestly. Was
// using PlayerStartHP (= MaxHP), which made wounded entries display "47/47"
// and made any HP loss in opening look like the player took silent damage.
func injectConsumableEvents(result CombatResult, selected []ConsumableItem, inventorySize int) CombatResult {
entryHP := result.PlayerEntryHP
if entryHP == 0 {
entryHP = result.PlayerStartHP
}
enemyEntryHP := result.EnemyEntryHP
if enemyEntryHP == 0 {
enemyEntryHP = result.EnemyStartHP
}
if len(selected) == 0 {
if inventorySize > 0 {
result.Events = append([]CombatEvent{{
Round: 0, Phase: "pre_combat", Actor: "consumable", Action: "consumable_skip",
PlayerHP: entryHP, EnemyHP: enemyEntryHP,
}}, result.Events...)
}
return result
}
var events []CombatEvent
for _, c := range selected {
events = append(events, CombatEvent{
Round: 0, Phase: "pre_combat", Actor: "consumable", Action: "use_consumable",
PlayerHP: entryHP, EnemyHP: enemyEntryHP,
Desc: c.Def.Name,
})
}
result.Events = append(events, result.Events...)
return result
}
// combatResultToOutcome maps a CombatResult to an AdvOutcomeType for dungeon integration.
func combatResultToOutcome(result CombatResult) AdvOutcomeType {
if !result.PlayerWon {
return AdvOutcomeDeath
}
// Won with >85% HP remaining → exceptional
remainingPct := float64(result.PlayerEndHP) / float64(max(1, result.PlayerStartHP))
if remainingPct > 0.85 {
return AdvOutcomeExceptional
}
return AdvOutcomeSuccess
}
// combatDegradation derives equipment damage from actual combat events.
func combatDegradation(result CombatResult, equip map[EquipmentSlot]*AdvEquipment) map[EquipmentSlot]int {
damage := make(map[EquipmentSlot]int)
if !result.PlayerWon {
// Death: heavy degradation
for _, slot := range allSlots {
damage[slot] = 20
}
damage[SlotWeapon] = 30
damage[SlotArmor] = 30
return applyDegradationModifiers(damage, equip)
}
// Derive from events: each enemy hit on player → armor/helmet wear
// Each player hit → weapon wear, environmental → boots
for _, ev := range result.Events {
switch {
case ev.Actor == "enemy" && (ev.Action == "hit" || ev.Action == "crit"):
damage[SlotArmor] += 1 + rand.IntN(3)
damage[SlotHelmet] += 1 + rand.IntN(2)
case ev.Actor == "enemy" && ev.Action == "cleave":
damage[SlotArmor] += 2 + rand.IntN(3)
case ev.Actor == "enemy" && (ev.Action == "bonus_damage" || ev.Action == "aoe" || ev.Action == "execute" || ev.Action == "retaliate" || ev.Action == "max_hp_drain"):
damage[SlotArmor] += 1 + rand.IntN(2)
case ev.Actor == "enemy" && ev.Action == "lifesteal":
damage[SlotArmor] += 1 + rand.IntN(2)
case ev.Actor == "player" && (ev.Action == "hit" || ev.Action == "crit"):
damage[SlotWeapon] += 1
case ev.Actor == "environment":
damage[SlotBoots] += 1 + rand.IntN(2)
case ev.Action == "armor_break":
damage[SlotArmor] += 3
}
}
return applyDegradationModifiers(damage, equip)
}
func applyDegradationModifiers(damage map[EquipmentSlot]int, equip map[EquipmentSlot]*AdvEquipment) map[EquipmentSlot]int {
tempered := advEquippedArenaSets(equip)["tempered"]
for slot, dmg := range damage {
eq, ok := equip[slot]
if !ok {
continue
}
if tempered {
dmg = int(float64(dmg) * 0.75)
}
if eq.ActionsUsed >= 20 {
dmg = int(float64(dmg) * 0.8)
}
if dmg < 0 {
dmg = 0
}
damage[slot] = dmg
eq.Condition -= dmg
if eq.Condition < 0 {
eq.Condition = 0
}
}
return damage
}
// resolveDungeonAction runs a dungeon encounter through the combat engine
// and returns an AdvActionResult compatible with the existing adventure flow.
func (p *AdventurePlugin) resolveDungeonAction(
char *AdventureCharacter,
equip map[EquipmentSlot]*AdvEquipment,
loc *AdvLocation,
bonuses *AdvBonusSummary,
inPenaltyZone bool,
) *AdvActionResult {
result := &AdvActionResult{
Location: loc,
XPSkill: "combat",
}
combat := p.runDungeonCombat(char.UserID, char, equip, loc, bonuses, inPenaltyZone)
result.CombatLog = &combat
result.Outcome = combatResultToOutcome(combat)
// Misty condition repair (post-combat, same as arena)
now := time.Now().UTC()
if char.MistyBuffExpires != nil && now.Before(*char.MistyBuffExpires) {
if rand.Float64() < 0.20 {
npcRepairMostDamaged(char.UserID, equip, 5)
}
}
result.NearDeath = combat.NearDeath
// Overlevel penalty
skillLevel := advEffectiveSkill(char, loc.Activity, bonuses)
overlevelMult := advOverlevelMultiplier(skillLevel, loc)
// Loot on success/exceptional
if result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional {
result.LootItems = generateAdvLoot(loc, result.Outcome == AdvOutcomeExceptional, bonuses.LootQuality)
if overlevelMult < 1.0 {
for i := range result.LootItems {
result.LootItems[i].Value = max(1, int64(float64(result.LootItems[i].Value)*overlevelMult))
}
}
for _, item := range result.LootItems {
result.TotalLootValue += item.Value
}
}
// XP calculation
xp := advXPForOutcome(loc.Activity, loc.Tier, result.Outcome)
if result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional {
xp = advXPTable[loc.Activity][loc.Tier].Success
if result.Outcome == AdvOutcomeExceptional {
xp = advXPTable[loc.Activity][loc.Tier].Exceptional
}
}
xpResult := applyXPBonuses(XPBonusParams{
BaseXP: xp,
NearDeath: result.NearDeath,
BonusMult: bonuses.XPMultiplier,
Ironclad: advEquippedArenaSets(equip)["ironclad"],
OverlevelMult: overlevelMult,
})
result.XPGained = xpResult.Total
result.XPBreakdown = xpResult.Breakdown
// Equipment degradation from combat events
result.EquipDamage = combatDegradation(combat, equip)
result.EquipBroken = advCheckBrokenEquipment(equip)
// Increment actions_used for equipment mastery
for _, eq := range equip {
eq.ActionsUsed++
}
return result
}