Files
gogobee/internal/plugin/zone_combat_party.go
prosolis d538f91cf7 Combat engine: pay off the N-body debt, and hire Pete
N3 widened the combat *roster* from 1 to N but never widened the action model,
the scaling model, or the test net to match. Building the hireable companion
walked into all three. Only one of the four defects found was the companion's;
the rest have been live in prod for every human party since N3.

The party golden did not exist (§5)
  Solo combat is pinned exhaustively (7468 lines); the entire N-body layer had
  nothing. That is why a healer class that cannot heal shipped without a test
  going red. Adds party_characterization.golden (9 scenarios x 5 seeds, incl.
  weak and dying seats) and TestPartyCharacterization_OneSeatIsStillSolo, so the
  N-body path can never quietly stop being a superset of the balance corpus.
  Regenerate only on purpose: -update-party.

No action could target another seat (§1)
  Every heal in the engine was self-scoped. A party cleric could not put one hit
  point on a friend. Adds turnActionEffect.AllyHeal/AllySeat, `!cast <spell>
  @user` and `--target @user` -- the latter has been advertised in !help and
  silently swallowed by parseCombatCast since SP2 ("reserved for SP3"). The auto
  picker uses it too (simPickAllyHeal), so away-players and engine-driven healers
  behave like competent ones. It will not raise the dead.

Corpses kept buffing the boss (§2b)
  enemyActionsThisRound counted len(st.actors), dead included -- so a party that
  lost a member kept paying for them, and the survivor faced a boss still swinging
  at two-player cadence, alone. A death spiral with the arrow pointing the wrong
  way. Now counts livingActors(). Party golden moved deliberately for this.

An engine-driven seat was a bool any command could clear (§3)
  autoDriveCombat drives a party by dispatching each seat's turn AS that seat, so
  a companion's own auto-played move arrived at beginCombatTurn looking like a
  player returning to the keyboard and cleared the latch that was moving him. He
  then stood in the fight doing nothing while the boss he had inflated killed
  everyone. ActorStatuses.EngineDriven is now a persisted seat property that no
  command clears, and the driver calls driveEngineSeat instead of impersonating.

"The party" could be empty (§4)
  A solo expedition has no expedition_party rows, so asking the roster who was in
  the party answered "nobody" -- and every caller fell back to something plausible.
  That is how the companion got hired at level 1 for exactly the player the feature
  exists for. expeditionParty()/partyHumans() always include the owner.

The companion himself (!expedition hire [class] / !expedition dismiss)
  Day 1, leader only, costs coins, role-fills the gap, globally exclusive. He is an
  NPC seat and must never become a player: no player_meta, no dnd_character, no
  inventory, no DM room -- mint him a player_meta row and
  ensureDnDCharacterForCombat will auto-build the news bot a real character, and
  he starts appearing in the graveyard and filing death notices about himself.
  Mail and seats are different sets: he fights, he does not get written to.

Measured on millenia, n=750/arm. Before these fixes he was -28pp -- worse than no
companion at all. After: solo 48.5% -> 63.9% clear (+15.3pp), with +28.0pp for
trailing players and +2.0pp for leaders. Help, never a carry.

The solo golden is byte-identical throughout: solo combat provably did not move,
and the balance corpus is intact.

Known gap: the companion cannot cast (castActionForSeat loads a sheet from the DB
and he has none by design), so a hired Cleric is still just a bad fighter.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 12:39:01 -07:00

285 lines
10 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"time"
"maunium.net/go/mautrix/id"
)
// runZoneCombatRoster auto-resolves one zone encounter for a whole roster.
//
// It is the seam P6e opens: before it, only elite and boss doorways seated a
// party (through the turn engine), and every other fight in a zone — exploration
// rooms, patrol encounters, harvest interrupts — resolved as the leader alone.
// On a 38-room expedition that meant a party of three fought together twice and
// the leader soloed the other ~35, which is why P7 measured zero member deaths
// and zero TPKs across 240 seats: the members were never in the fight.
//
// Roster order is the seating order, and roster[0] is the leader. Callers get
// back the seats that actually sat down, aligned index-for-index with
// res.Seats, so the character-scoped close-out (loot, death) can fan out and the
// run-scoped one (threat, kill record) can stay with the leader.
//
// A member who is down sits the encounter out. A leader who is down is a
// caller-side error — the run is theirs and the walk should not have reached
// here.
//
// Effects applied here are exactly the character-scoped ones runZoneCombat
// always applied, now per seat: HP, XP, achievements, the subclass persist, the
// heal items actually burned, and Misty's condition repair. Loot, threat, kill
// records and death remain the caller's, because only the caller knows the room.
func (p *AdventurePlugin) runZoneCombatRoster(
roster []id.UserID,
monster DnDMonsterTemplate,
tier int,
phases []CombatPhase,
dmMood int,
) (PartyCombatResult, []id.UserID, error) {
if len(roster) == 0 {
return PartyCombatResult{}, nil, fmt.Errorf("runZoneCombatRoster: empty roster")
}
if phases == nil {
phases = dungeonCombatPhases
}
type seatBuild struct {
uid id.UserID
dndChar *DnDCharacter
advChar *AdventureCharacter
equip map[EquipmentSlot]*AdvEquipment
mods CombatModifiers
// companion marks the hired NPC seat: it fights, but it owns none of the
// character-scoped effects the close-out loop applies, and its dndChar /
// advChar / equip are nil precisely so a missed guard panics loudly here
// rather than silently writing rows for a bot.
companion bool
}
var (
players []Combatant
builds []seatBuild
seated []id.UserID
enemy Combatant
)
for i, uid := range roster {
leader := i == 0
// The leader's failures are the encounter's failures; a member's only
// cost them their seat.
bail := func(err error) (PartyCombatResult, []id.UserID, error) {
return PartyCombatResult{}, nil, err
}
// The hired companion fights here too — the auto-resolve path is where
// most expedition rooms are actually decided. He is synthesized rather
// than loaded, and his seatBuild is flagged so the close-out loop below
// gives him no XP, no loot, and no post-combat persistence.
if isCompanionSeat(uid) {
class, level := companionLoadout(companionExpeditionFor(roster[0]))
player, e, _ := p.companionCombatant(class, level, monster, tier, dmMood)
if leader {
enemy = e
}
players = append(players, player)
builds = append(builds, seatBuild{uid: uid, mods: player.Mods, companion: true})
seated = append(seated, uid)
continue
}
advChar, err := loadAdvCharacter(uid)
if err != nil || advChar == nil {
if leader {
return bail(fmt.Errorf("load adv character: %w", err))
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
equip, err := loadAdvEquipment(uid)
if err != nil {
if leader {
return bail(fmt.Errorf("load equipment: %w", err))
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
// A downed member sits it out. They own no close-out claim — and the
// check runs before the arm, so sitting out doesn't cost them the
// ability they had readied.
if !leader {
if hp, _ := dndHPSnapshot(uid); hp <= 0 {
continue
}
}
// Auto-resolve builds and fights in one breath, so this seat can arm and
// apply together. The turn-based path has to split the two — see
// consumeArmedAbility.
armed := ""
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
trySimAutoArm(c)
armed = consumeArmedAbility(c)
}
player, e, dndChar, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
if err != nil {
if leader {
return bail(err)
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
if leader {
enemy = e
}
// Pre-combat one-shots that the turn-based path does NOT share: a queued
// spell and the panic-heal consumable trigger. Both mutate this seat's
// Combatant once, before the fight runs. The queued spell can also debuff
// the shared enemy, so every seat's cast lands on the one stat block.
applyPendingCast(uid, dndChar, &player.Stats, &player.Mods, &enemy.Stats)
setupAutoHealFromInventory(p.loadConsumableInventory(uid), &player.Mods)
players = append(players, player)
builds = append(builds, seatBuild{
uid: uid, dndChar: dndChar, advChar: advChar, equip: equip, mods: player.Mods,
})
seated = append(seated, uid)
}
res := simulateParty(players, enemy, phases)
dumpCombatEventsIfDebug(
fmt.Sprintf("zone:%s vs %s (%d seat(s))", monster.ID, players[0].Name, len(players)),
res.Seats[0])
for i, b := range builds {
seatRes := res.Seats[i]
// The companion swings and then goes back to filing copy: no inventory to
// deduct from, no sheet to persist to, no XP to earn. Every call below
// would either write rows for a bot or log an error about the rows it
// hasn't got.
if b.companion {
continue
}
// Remove the actual heal items consumed during combat (one inventory item
// per heal_item event this seat fired). Cheapest-tier first.
consumeFiredHealingItems(b.uid, countHealEventsFired(seatRes))
// Misty condition repair (post-combat, same 20% chance as the arena and
// encounter paths in combat_bridge.go). Gourmet food keeps her gear in
// shape on long expeditions, not just in the arena.
if b.advChar.MistyBuffExpires != nil && time.Now().UTC().Before(*b.advChar.MistyBuffExpires) {
if rand.Float64() < 0.20 {
npcRepairMostDamaged(b.uid, b.equip, 5)
}
}
persistDnDHPAfterCombat(b.uid, seatRes.PlayerEndHP)
p.postCombatBookkeeping(b.uid, b.dndChar, b.mods.BerserkerRage, seatRes, b.mods)
if xp := zoneCombatXP(seatRes, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(b.uid, xp); err != nil {
slog.Error("dnd: grantDnDXP zone", "user", b.uid, "err", err)
}
}
}
return res, seated, nil
}
// zoneCombatRoster is the roster a zone encounter seats for this walker: their
// expedition's party if they lead one, otherwise just them. Downed members are
// filtered by runZoneCombatRoster, not here — this answers "who is on the
// expedition", not "who can stand up".
//
// It must not touch getActiveZoneRun: that lookup carries the §4.3 idle reap,
// and the callers are mid-walk on the run it would reap. fightRoster observes
// the same rule, for the same reason.
func zoneCombatRoster(walker id.UserID) []id.UserID { return fightRoster(walker) }
// closeOutZoneWin hands loot to every seat still standing and the hospital to
// every seat that isn't. It returns the leader's own loot line — the only one
// that belongs in the leader's room narration — and who went down.
//
// The one asymmetry is deliberate. A *solo* player can win at 0 HP: a retaliate
// aura kills the swinger on the same blow that drops the enemy, and
// resolvePlayerAttack returns before enemyDown is consumed. Today that player is
// not marked dead, and P6e is not the place to change it — it would move the
// sim's outcome labels. A *party* marks its downed seats dead on a win, which is
// exactly what the turn-engine close-out has always done (finishPartyWin).
func (p *AdventurePlugin) closeOutZoneWin(
res PartyCombatResult,
seated []id.UserID,
zone ZoneDefinition,
monster DnDMonsterTemplate,
isBoss, elite bool,
deathSource string,
) (leaderDrop string, downed []id.UserID) {
party := len(seated) > 1
for i, uid := range seated {
// The companion takes no cut and cannot die. He is not in the downed list
// either: that list is what the room narration mourns, and the party did
// not lose a friend when the hireling took a nap.
if isCompanionSeat(uid) {
continue
}
if res.Seats[i].PlayerEndHP > 0 {
drop := p.dropZoneLoot(uid, zone.ID, monster, isBoss, elite)
if i == 0 {
leaderDrop = drop
}
continue
}
// Down when the enemy fell. No loot — they never saw it drop.
downed = append(downed, uid)
if party {
markAdventureDead(uid, deathSource, zone.Display)
}
}
return leaderDrop, downed
}
// closeOutZoneLoss marks every seat the fight actually killed. A loss is not the
// same as a death: the engine's timeout is a retreat ("ran out the clock"), and
// it leaves HP where it was. So death is read per seat off HP, never off the
// fight's terminal status — which for one seat is exactly the old
// `if !result.TimedOut` rule, since a solo player at 0 HP has already ended the
// fight.
func closeOutZoneLoss(res PartyCombatResult, seated []id.UserID, zone ZoneDefinition, deathSource string) (killed []id.UserID) {
for i, uid := range seated {
// The companion is not killed and is not counted among the dead — he is
// not in the graveyard, and a wipe that lists him would have the news bot
// reporting its own funeral.
if isCompanionSeat(uid) {
continue
}
if res.Seats[i].PlayerEndHP <= 0 {
markAdventureDead(uid, deathSource, zone.Display)
killed = append(killed, uid)
}
}
return killed
}
// partyCasualtyLine names the members a fight put on the floor, for the leader's
// narration. Empty for a solo walker, and empty when everyone walked away.
func partyCasualtyLine(downed []id.UserID) string {
if len(downed) == 0 {
return ""
}
names := make([]string, 0, len(downed))
for _, uid := range downed {
name, _ := loadDisplayName(uid)
if name == "" {
name = uid.Localpart()
}
names = append(names, "**"+name+"**")
}
return "💀 " + joinNames(names) + " went down."
}