Files
gogobee/internal/plugin/combat_session_build.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

262 lines
11 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"maunium.net/go/mautrix/id"
)
// Phase 13 — Combatant reconstruction for turn-based fights.
//
// The auto-resolve path (runZoneCombat) builds a player/enemy Combatant pair,
// runs SimulateCombat, and discards them. The turn-based path needs the same
// pair, but rebuilt fresh on every player command from persisted session
// state — so the build is extracted here as buildZoneCombatants, and
// combatantsForSession wraps it for the resume case.
//
// HP is deliberately NOT carried by the Combatant pair: the turn engine reads
// live HP from the CombatSession row (sess.PlayerHP / sess.EnemyHP), so the
// rebuilt Combatants only need correct Stats/Mods/Ability. Re-deriving from
// current character state each round is safe because zone equipment, streaks,
// and bonuses don't change mid-fight.
//
// applyPendingCast and the auto-heal consumable setup are intentionally left
// out of the shared builder — those are one-shot mutations that runZoneCombat
// applies once before SimulateCombat. Re-applying them on every turn-based
// round would double-consume. Mid-fight !cast / !consume buffs are instead
// persisted on the CombatSession and folded back in by combatantsForSession
// via applySessionBuffs.
// buildZoneCombatants derives the player/enemy Combatant pair for a zone
// encounter: the player's full D&D layer (stats + class/race/subclass passives
// + armed ability) and the monster's bestiary stat block with tier scaling and
// the DM-mood combat tilt folded in. The returned dndChar is handed back so
// callers can run post-combat subclass persistence without reloading it.
//
// armed is the ability id already consumed for this fight (consumeArmedAbility,
// or armAbilityForFight's return on the auto-resolve paths); "" means none. The
// build re-applies it rather than consuming, because the turn-based path calls
// this once per player command and a consuming build would spend the ability on
// round 1 and drop it for the rest of the fight.
func (p *AdventurePlugin) buildZoneCombatants(
userID id.UserID,
monster DnDMonsterTemplate,
tier int,
dmMood int,
armed string,
) (player Combatant, enemy Combatant, dndChar *DnDCharacter, err error) {
tilt := dmMoodCombatTilt(dmMood)
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return Combatant{}, Combatant{}, nil, fmt.Errorf("load adv character: %w", err)
}
equip, err := loadAdvEquipment(userID)
if err != nil {
return Combatant{}, Combatant{}, nil, fmt.Errorf("load equipment: %w", err)
}
bonuses := p.loadCombatBonuses(userID, char)
chatLvl := p.chatLevel(userID)
playerStats, playerMods := DerivePlayerStats(char, equip, bonuses, chatLvl, char.CurrentStreak, false)
dndChar, _, err = ensureDnDCharacterForCombat(userID, char)
if err != nil {
return Combatant{}, Combatant{}, nil, fmt.Errorf("ensure dnd character: %w", err)
}
applyDnDPlayerLayer(&playerStats, dndChar)
applyDnDEquipmentLayer(&playerStats, dndChar, equip)
applyDnDHPScaling(&playerStats, dndChar)
applyClassPassives(&playerStats, &playerMods, dndChar)
applyRacePassives(&playerStats, &playerMods, dndChar)
applySubclassPassives(&playerStats, &playerMods, dndChar)
applyMagicItemEffects(&playerStats, &playerMods, userID)
applyAbilityByID(dndChar, armed, &playerMods)
enemyStats, enemyMods := monster.toCombatStats()
// Tier scaling mirrors runZoneCombat: only raise AC/AttackBonus to a
// tier floor — boss/elite stat blocks already encode their challenge, so
// we never double-scale a block that's already above the floor.
if tier > 1 {
floorAC := dndDungeonACBase + tier
if enemyStats.AC < floorAC {
enemyStats.AC = floorAC
}
floorAB := dndDungeonAtkBase + tier
if enemyStats.AttackBonus < floorAB {
enemyStats.AttackBonus = floorAB
}
}
// DM mood tilts: monster Attack delta + player initiative bias.
enemyStats.Attack += tilt.EnemyAttackDelta
if enemyStats.Attack < 1 {
enemyStats.Attack = 1
}
playerMods.InitiativeBias += tilt.InitiativeBias
displayName, _ := loadDisplayName(userID)
player = Combatant{
Name: displayName,
Stats: playerStats,
Mods: playerMods,
IsPlayer: true,
}
enemy = Combatant{
Name: monster.Name,
Stats: enemyStats,
Mods: enemyMods,
Ability: monster.Ability,
}
return player, enemy, dndChar, nil
}
// combatantsForSession reconstructs the Combatant pair for an in-flight solo
// CombatSession — the shape every caller wanted before parties existed. It is
// partyCombatantsForSession reduced to seat 0, and it errors rather than
// silently dropping the rest of a party's roster on the floor.
func (p *AdventurePlugin) combatantsForSession(sess *CombatSession) (player Combatant, enemy Combatant, err error) {
if sess.IsParty() {
return Combatant{}, Combatant{}, fmt.Errorf(
"combat session %s seats %d players; use partyCombatantsForSession", sess.SessionID, sess.RosterSize())
}
players, e, err := p.partyCombatantsForSession(sess)
if err != nil {
return Combatant{}, Combatant{}, err
}
return *players[0], *e, nil
}
// partyCombatantsForSession reconstructs the seated roster and the enemy for an
// in-flight CombatSession. It reloads the zone run for the DM mood + tier and
// looks the enemy up in the bestiary by the session's EnemyID. The combatants
// carry no HP — the turn engine reads that from the session row and the
// participant rows.
//
// Every seat is rebuilt from *its own* player: their sheet, their equipment,
// their passives, their magic items. That is N times the per-round DB chatter
// combatantsForSession already had (project_combat_session_cache_deferred), and
// a party of 3 pays it three times over. Solo — every fight that has ever run,
// and the whole balance corpus — still issues exactly one build.
func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Combatant, *Combatant, error) {
run, rerr := getZoneRun(sess.RunID)
if rerr != nil {
return nil, nil, fmt.Errorf("load zone run: %w", rerr)
}
if run == nil {
return nil, nil, fmt.Errorf("combat session %s: zone run %s not found", sess.SessionID, sess.RunID)
}
monster, ok := dndBestiary[sess.EnemyID]
if !ok {
return nil, nil, fmt.Errorf("combat session %s: enemy %q not in bestiary", sess.SessionID, sess.EnemyID)
}
zone := zoneOrFallback(run.ZoneID)
seats := sess.SeatUserIDs()
players := make([]*Combatant, len(seats))
var enemy Combatant
for seat, uid := range seats {
// The ability this seat armed was consumed once, at fight start, and its
// id parked on their statuses. Re-applying it here — not re-consuming —
// is what makes a rage last the whole fight instead of one round.
st := sess.actorStatusesForSeat(seat)
player, e, _, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood, st.ArmedAbility)
if err != nil {
return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err)
}
// Fold any fight-scoped buffs this seat's mid-fight !cast / !consume
// layered on back onto their freshly-rebuilt combatant. The depleting
// one-shots (ward/spore/…) live on their persisted statuses and flow
// through the turn engine's resume/commit cycle, so only the persistent
// stat deltas are applied here — and only that seat's own.
applySessionBuffs(&player, st)
players[seat] = &player
if seat == 0 {
// The enemy build reads only (monster, tier, dmMood): every seat
// rebuilds the identical stat block, so seat 0's copy is the fight's.
// Only the *player* half of the build varies by seat.
enemy = e
}
}
return players, &enemy, nil
}
// seatFightStartMods re-derives the fight-start modifiers a finished fight's
// close-out still needs — today only the Berserker's rage flag, which decides
// whether the character owes a point of exhaustion.
//
// It re-applies the seat's armed ability to an empty mod set rather than
// rebuilding the whole combatant: no Apply writes to the character (they read
// level and HP and write only mods), so this is pure, and the passive/equipment
// layers a full build would add are not read by any post-combat hook.
//
// GrimHarvestSlot stays zero here, and that is not an oversight: the turn-based
// path never runs applyPendingCast, so a Necromancy Mage's spell is never
// stashed and Grim Harvest cannot fire on this surface at all. Wiring the mage
// spell hooks into the turn-based `!cast` is a separate change.
func seatFightStartMods(sess *CombatSession, seat int, c *DnDCharacter) CombatModifiers {
var mods CombatModifiers
applyAbilityByID(c, sess.actorStatusesForSeat(seat).ArmedAbility, &mods)
return mods
}
// seatCombatResult reconstructs, for one seat of a finished turn-based fight,
// the slice of CombatResult that the post-combat hooks actually read. The turn
// engine never builds a CombatResult — it persists a session and a shared event
// log — so the close-out has to assemble one.
//
// SniperKilled and MistyHealed stay false because the turn engine has no Arina
// or Misty proc to set them: those two live only in the auto-resolve engine.
// NearDeath mirrors the auto-resolve engine's win threshold (below 15% of max);
// its loss-side meaning is unused here, since the only hook that reads it gates
// on PlayerWon.
func seatCombatResult(sess *CombatSession, seat int) CombatResult {
hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
won := sess.Status == CombatStatusWon
return CombatResult{
PlayerWon: won,
Events: eventsForSeat(sess.TurnLog, seat),
PlayerEndHP: hp,
EnemyEndHP: sess.EnemyHP,
TotalRounds: sess.Round,
NearDeath: won && hp > 0 && float64(hp) < float64(max(1, hpMax))*0.15,
}
}
// postCombatBookkeepingForSeat is postCombatBookkeeping for one seat of a
// terminal turn-based session — the bridge between what the turn engine
// persisted and what the shared close-out expects.
func (p *AdventurePlugin) postCombatBookkeepingForSeat(sess *CombatSession, seat int) {
uid := id.UserID(sess.seatUserID(seat))
// Loaded after the caller's persistDnDHPAfterCombat, so a Grim-Harvest-style
// hook that heals off HPCurrent reads the fight's real ending HP.
c, err := LoadDnDCharacter(uid)
if err != nil || c == nil {
slog.Error("combat: post-combat bookkeeping skipped, no sheet", "user", uid, "err", err)
return
}
mods := seatFightStartMods(sess, seat, c)
p.postCombatBookkeeping(uid, c, mods.BerserkerRage, seatCombatResult(sess, seat), mods)
}
// applySessionBuffs re-derives the persistent stat effect of every mid-fight
// buff onto one rebuilt character. The buffs are stored as accumulated deltas
// (diffTurnBuff produced them against that character's state at cast time), so
// re-applying them to a deterministic rebuild reproduces the same totals every
// round without double-counting. It takes ActorStatuses rather than the whole
// session because buffs are per-caster: each seat folds in only its own.
func applySessionBuffs(player *Combatant, s ActorStatuses) {
player.Stats.AC += s.BuffACBonus
player.Stats.AttackBonus += s.BuffAtkBonus
player.Stats.Speed += s.BuffSpeedBonus
player.Stats.CritRate += s.BuffCritRate
player.Mods.DamageBonus += s.BuffDamageBonus
player.Mods.PetAttackProc += s.BuffPetProc
player.Mods.PetAttackDmg += s.BuffPetDmg
player.Mods.SpiritWeaponProc += s.BuffSpiritProc
player.Mods.SpiritWeaponDmg += s.BuffSpiritDmg
if s.BuffDamageReductMul > 0 {
player.Mods.DamageReduct *= s.BuffDamageReductMul
}
}