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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
341 lines
14 KiB
Go
341 lines
14 KiB
Go
package plugin
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import (
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"fmt"
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"log/slog"
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"maunium.net/go/mautrix/id"
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)
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// Phase 13 — Combatant reconstruction for turn-based fights.
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//
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// The auto-resolve path (runZoneCombat) builds a player/enemy Combatant pair,
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// runs SimulateCombat, and discards them. The turn-based path needs the same
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// pair, but rebuilt fresh on every player command from persisted session
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// state — so the build is extracted here as buildZoneCombatants, and
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// combatantsForSession wraps it for the resume case.
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//
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// HP is deliberately NOT carried by the Combatant pair: the turn engine reads
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// live HP from the CombatSession row (sess.PlayerHP / sess.EnemyHP), so the
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// rebuilt Combatants only need correct Stats/Mods/Ability. Re-deriving from
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// current character state each round is safe because zone equipment, streaks,
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// and bonuses don't change mid-fight.
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//
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// applyPendingCast and the auto-heal consumable setup are intentionally left
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// out of the shared builder — those are one-shot mutations that runZoneCombat
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// applies once before SimulateCombat. Re-applying them on every turn-based
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// round would double-consume. Mid-fight !cast / !consume buffs are instead
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// persisted on the CombatSession and folded back in by combatantsForSession
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// via applySessionBuffs.
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// buildZoneCombatants derives the player/enemy Combatant pair for a zone
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// encounter: the player's full D&D layer (stats + class/race/subclass passives
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// + armed ability) and the monster's bestiary stat block with tier scaling and
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// the DM-mood combat tilt folded in. The returned dndChar is handed back so
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// callers can run post-combat subclass persistence without reloading it.
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//
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// armed is the ability id already consumed for this fight (consumeArmedAbility,
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// or armAbilityForFight's return on the auto-resolve paths); "" means none. The
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// build re-applies it rather than consuming, because the turn-based path calls
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// this once per player command and a consuming build would spend the ability on
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// round 1 and drop it for the rest of the fight.
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func (p *AdventurePlugin) buildZoneCombatants(
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userID id.UserID,
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monster DnDMonsterTemplate,
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tier int,
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dmMood int,
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armed string,
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) (player Combatant, enemy Combatant, dndChar *DnDCharacter, err error) {
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tilt := dmMoodCombatTilt(dmMood)
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char, err := loadAdvCharacter(userID)
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if err != nil || char == nil {
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return Combatant{}, Combatant{}, nil, fmt.Errorf("load adv character: %w", err)
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}
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equip, err := loadAdvEquipment(userID)
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if err != nil {
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return Combatant{}, Combatant{}, nil, fmt.Errorf("load equipment: %w", err)
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}
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bonuses := p.loadCombatBonuses(userID, char)
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chatLvl := p.chatLevel(userID)
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playerStats, playerMods := DerivePlayerStats(char, equip, bonuses, chatLvl, char.CurrentStreak, false)
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dndChar, _, err = ensureDnDCharacterForCombat(userID, char)
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if err != nil {
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return Combatant{}, Combatant{}, nil, fmt.Errorf("ensure dnd character: %w", err)
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}
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applyDnDPlayerLayer(&playerStats, dndChar)
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applyDnDEquipmentLayer(&playerStats, dndChar, equip)
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applyDnDHPScaling(&playerStats, dndChar)
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applyClassPassives(&playerStats, &playerMods, dndChar)
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applyRacePassives(&playerStats, &playerMods, dndChar)
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applySubclassPassives(&playerStats, &playerMods, dndChar)
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applyMagicItemEffects(&playerStats, &playerMods, userID)
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applyAbilityByID(dndChar, armed, &playerMods)
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enemyStats, enemyMods := monster.toCombatStats()
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// Tier scaling mirrors runZoneCombat: only raise AC/AttackBonus to a
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// tier floor — boss/elite stat blocks already encode their challenge, so
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// we never double-scale a block that's already above the floor.
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if tier > 1 {
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floorAC := dndDungeonACBase + tier
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if enemyStats.AC < floorAC {
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enemyStats.AC = floorAC
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}
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floorAB := dndDungeonAtkBase + tier
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if enemyStats.AttackBonus < floorAB {
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enemyStats.AttackBonus = floorAB
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}
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}
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// DM mood tilts: monster Attack delta + player initiative bias.
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enemyStats.Attack += tilt.EnemyAttackDelta
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if enemyStats.Attack < 1 {
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enemyStats.Attack = 1
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}
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playerMods.InitiativeBias += tilt.InitiativeBias
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displayName, _ := loadDisplayName(userID)
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player = Combatant{
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Name: displayName,
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Stats: playerStats,
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Mods: playerMods,
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IsPlayer: true,
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}
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enemy = Combatant{
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Name: monster.Name,
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Stats: enemyStats,
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Mods: enemyMods,
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Ability: monster.Ability,
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}
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return player, enemy, dndChar, nil
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}
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// combatantsForSession reconstructs the Combatant pair for an in-flight solo
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// CombatSession — the shape every caller wanted before parties existed. It is
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// partyCombatantsForSession reduced to seat 0, and it errors rather than
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// silently dropping the rest of a party's roster on the floor.
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func (p *AdventurePlugin) combatantsForSession(sess *CombatSession) (player Combatant, enemy Combatant, err error) {
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if sess.IsParty() {
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return Combatant{}, Combatant{}, fmt.Errorf(
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"combat session %s seats %d players; use partyCombatantsForSession", sess.SessionID, sess.RosterSize())
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}
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players, e, err := p.partyCombatantsForSession(sess)
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if err != nil {
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return Combatant{}, Combatant{}, err
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}
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return *players[0], *e, nil
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}
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// partyCombatantsForSession reconstructs the seated roster and the enemy for an
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// in-flight CombatSession. It reloads the zone run for the DM mood + tier and
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// looks the enemy up in the bestiary by the session's EnemyID. The combatants
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// carry no HP — the turn engine reads that from the session row and the
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// participant rows.
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//
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// Every seat is rebuilt from *its own* player: their sheet, their equipment,
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// their passives, their magic items. That is N times the per-round DB chatter
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// combatantsForSession already had (project_combat_session_cache_deferred), and
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// a party of 3 pays it three times over. Solo — every fight that has ever run,
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// and the whole balance corpus — still issues exactly one build.
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func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Combatant, *Combatant, error) {
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run, rerr := getZoneRun(sess.RunID)
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if rerr != nil {
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return nil, nil, fmt.Errorf("load zone run: %w", rerr)
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}
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if run == nil {
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return nil, nil, fmt.Errorf("combat session %s: zone run %s not found", sess.SessionID, sess.RunID)
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}
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monster, ok := dndBestiary[sess.EnemyID]
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if !ok {
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return nil, nil, fmt.Errorf("combat session %s: enemy %q not in bestiary", sess.SessionID, sess.EnemyID)
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}
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zone := zoneOrFallback(run.ZoneID)
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seats := sess.SeatUserIDs()
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players := make([]*Combatant, len(seats))
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levels := make([]int, len(seats))
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companions := make([]bool, len(seats))
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var enemy Combatant
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for seat, uid := range seats {
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// The ability this seat armed was consumed once, at fight start, and its
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// id parked on their statuses. Re-applying it here — not re-consuming —
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// is what makes a rage last the whole fight instead of one round.
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st := sess.actorStatusesForSeat(seat)
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// The hired companion has no sheet to load — by design, because a
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// player_meta row for him is the thing that would turn him into a real
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// character everywhere. Synthesize his seat instead. This branch is
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// load-bearing: buildZoneCombatants would fail on him, and one
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// unbuildable seat fails the whole rebuild, which is what every human's
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// !attack in the fight depends on.
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if isCompanionUser(uid) {
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class, level := companionLoadoutForRun(sess.RunID)
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player, en, _ := p.companionCombatant(class, level, monster, int(zone.Tier), run.DMMood)
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applySessionBuffs(&player, st)
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players[seat] = &player
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levels[seat], companions[seat] = level, true
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if seat == 0 {
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// Unreachable today (seat 0 is always the leader), but if it ever
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// isn't, the enemy still has to come from somewhere.
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enemy = en
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}
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continue
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}
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player, e, dc, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood, st.ArmedAbility)
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if err != nil {
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return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err)
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}
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// Fold any fight-scoped buffs this seat's mid-fight !cast / !consume
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// layered on back onto their freshly-rebuilt combatant. The depleting
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// one-shots (ward/spore/…) live on their persisted statuses and flow
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// through the turn engine's resume/commit cycle, so only the persistent
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// stat deltas are applied here — and only that seat's own.
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applySessionBuffs(&player, st)
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players[seat] = &player
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if dc != nil {
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levels[seat] = dc.Level
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}
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if seat == 0 {
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// The enemy build reads only (monster, tier, dmMood): every seat
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// rebuilds the identical stat block, so seat 0's copy is the fight's.
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// Only the *player* half of the build varies by seat.
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enemy = e
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}
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}
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// What each seat costs the enemy, priced against the leader. This runs after
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// the loop and not inside it, because a seat's weight is relative to seat 0's
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// level and the enemy's HP is scaled off the *summed* weight — neither is known
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// until every seat is built.
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applySeatWeights(players, levels, companions)
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// Party-only enemy HP bump, re-derived each turn from the template so it never
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// compounds. Matches the scalar startPartyCombatSession used for the initial
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// persist; solo (one seat, weight 1) scales by 1.0.
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if sess.IsParty() {
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enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, partyWeight(players))
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}
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return players, &enemy, nil
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}
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// applySeatWeights prices every seat against the leader's level. Seat 0 is the
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// leader and always weighs a full 1.0.
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func applySeatWeights(players []*Combatant, levels []int, companions []bool) {
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if len(players) == 0 {
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return
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}
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leaderLevel := levels[0]
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for i, c := range players {
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if c == nil {
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continue
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}
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c.SeatWeight = seatWeight(levels[i], leaderLevel, companions[i])
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}
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}
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// seatFightStartMods re-derives the modifiers a finished fight's close-out still
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// needs: the Berserker's rage flag, which decides whether the character owes a
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// point of exhaustion, and the Necromancy Mage's Grim Harvest stash.
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//
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// It re-applies the seat's armed ability to an empty mod set rather than
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// rebuilding the whole combatant: no Apply writes to the character (they read
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// level and HP and write only mods), so this is pure, and the passive/equipment
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// layers a full build would add are not read by any post-combat hook.
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//
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// The Grim Harvest pair is not re-derived but read back off the seat's
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// statuses, where castActionForSeat parked it: the spell that stashed it was
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// cast mid-fight, not at fight start, and nothing in the character sheet still
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// remembers which one it was.
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func seatFightStartMods(sess *CombatSession, seat int, c *DnDCharacter) CombatModifiers {
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var mods CombatModifiers
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st := sess.actorStatusesForSeat(seat)
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applyAbilityByID(c, st.ArmedAbility, &mods)
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mods.GrimHarvestSlot = st.GrimHarvestSlot
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mods.GrimHarvestNecrotic = st.GrimHarvestNecrotic
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return mods
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}
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// seatCombatResult reconstructs, for one seat of a finished turn-based fight,
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// the slice of CombatResult that the post-combat hooks actually read. The turn
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// engine never builds a CombatResult — it persists a session and a shared event
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// log — so the close-out has to assemble one.
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//
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// MistyHealed is read back off the seat's event log rather than off a flag: the
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// turn engine's CombatResult is a scratch value it discards between steps, and
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// the log is the only thing that survives to the close-out. This is how
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// combat_pet_save has always been detected.
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//
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// SniperKilled stays false. Arina's proc is a pre-combat one-shot, not a
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// round-end effect, so seatEndOfRound does not carry it and the turn engine
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// still has no place to fire it — combat_sniper_kill remains unreachable from a
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// manual kill.
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//
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// NearDeath mirrors the auto-resolve engine's win threshold (below 15% of max);
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// its loss-side meaning is unused here, since the only hook that reads it gates
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// on PlayerWon.
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func seatCombatResult(sess *CombatSession, seat int) CombatResult {
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hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
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won := sess.Status == CombatStatusWon
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events := eventsForSeat(sess.TurnLog, seat)
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return CombatResult{
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PlayerWon: won,
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Events: events,
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PlayerEndHP: hp,
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EnemyEndHP: sess.EnemyHP,
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TotalRounds: sess.Round,
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NearDeath: won && hp > 0 && float64(hp) < float64(max(1, hpMax))*0.15,
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MistyHealed: hasAction(events, "misty_heal"),
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}
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}
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// hasAction reports whether the event log holds at least one event with the
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// given Action. The one-line "did this happen in the fight?" scan the close-out
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// uses to read a proc's outcome off the log rather than a flag.
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func hasAction(events []CombatEvent, action string) bool {
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for _, e := range events {
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if e.Action == action {
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return true
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}
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}
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return false
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}
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// postCombatBookkeepingForSeat is postCombatBookkeeping for one seat of a
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// terminal turn-based session — the bridge between what the turn engine
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// persisted and what the shared close-out expects.
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func (p *AdventurePlugin) postCombatBookkeepingForSeat(sess *CombatSession, seat int) {
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uid := id.UserID(sess.seatUserID(seat))
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// Loaded after the caller's persistDnDHPAfterCombat, so a Grim-Harvest-style
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// hook that heals off HPCurrent reads the fight's real ending HP.
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c, err := LoadDnDCharacter(uid)
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if err != nil || c == nil {
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slog.Error("combat: post-combat bookkeeping skipped, no sheet", "user", uid, "err", err)
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return
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}
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mods := seatFightStartMods(sess, seat, c)
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p.postCombatBookkeeping(uid, c, mods.BerserkerRage, seatCombatResult(sess, seat), mods)
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}
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// applySessionBuffs re-derives the persistent stat effect of every mid-fight
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// buff onto one rebuilt character. The buffs are stored as accumulated deltas
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// (diffTurnBuff produced them against that character's state at cast time), so
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// re-applying them to a deterministic rebuild reproduces the same totals every
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// round without double-counting. It takes ActorStatuses rather than the whole
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// session because buffs are per-caster: each seat folds in only its own.
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func applySessionBuffs(player *Combatant, s ActorStatuses) {
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player.Stats.AC += s.BuffACBonus
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player.Stats.AttackBonus += s.BuffAtkBonus
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player.Stats.Speed += s.BuffSpeedBonus
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player.Stats.CritRate += s.BuffCritRate
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player.Mods.DamageBonus += s.BuffDamageBonus
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player.Mods.PetAttackProc += s.BuffPetProc
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player.Mods.PetAttackDmg += s.BuffPetDmg
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player.Mods.SpiritWeaponProc += s.BuffSpiritProc
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player.Mods.SpiritWeaponDmg += s.BuffSpiritDmg
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if s.BuffDamageReductMul > 0 {
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player.Mods.DamageReduct *= s.BuffDamageReductMul
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}
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}
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