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Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.
Pieces:
1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
class/level so the class-balance harness's in-tier parity
assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
refreshes hp_max for existing characters at startup;
idempotent via db.JobCompleted. hp_current is bumped by the
same delta so a full-HP character stays at full.
2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
+3 weapon.MagicBonus (damage). Applied at the END of
applyDnDEquipmentLayer (after computeArmorAC's AC override)
and inside buildHarnessPlayer so live and harness measurement
match.
3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
the single dangerous fight. Elite is now effectively a
high-threat event reachable only via the +1-per-20-threat-
above-40 mod — Phase 4-B's elite-pool monsters still appear,
just less often.
4. dailyThreatDrift base 3 → 1. Slows the threat clock so
players have the days they need before threat tips zones
into the new 23+ elite band.
5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
applied in the temporal-override branch in
dnd_expedition_cycle.go so tidal / unraveling days scale by
the same 0.5× — otherwise those days would be
disproportionately harsh against the new baseline.
The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.
Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
211 lines
6.1 KiB
Go
211 lines
6.1 KiB
Go
package plugin
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import (
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"fmt"
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)
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// Phase 12 E1b — Supply procurement, daily burn, and depletion effects.
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// Spec: gogobee_expedition_system.md §4.
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// Pack pricing/yield. §4.2.
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const (
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SupplyPackStandardSU = 10
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SupplyPackStandardCoins = 50
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SupplyPackStandardMax = 3 // per expedition
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SupplyPackDeluxeSU = 20
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SupplyPackDeluxeCoins = 90
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SupplyPackDeluxeMax = 1 // per expedition
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SupplyForageMaxSU = 4 // 1d4 cap (Ranger, WIS DC 12) — §4.2
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)
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// supplyDailyBurn returns the base SU/day for a zone tier (§4.1).
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// Tier 1: 1, Tier 2: 1.5, Tier 3: 2, Tier 4: 3, Tier 5: 4.
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func supplyDailyBurn(tier ZoneTier) float32 {
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switch tier {
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case ZoneTierBeginner:
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return 1.0
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case ZoneTierApprentice:
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return 1.5
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case ZoneTierJourneyman:
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return 2.0
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case ZoneTierVeteran:
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return 3.0
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case ZoneTierLegendary:
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return 4.0
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}
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return 1.0
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}
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// supplyHarshMultiplier returns the harsh-conditions multiplier (§4.1).
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// Tier 1×1, Tier 2×1.5, Tier 3×2, Tier 4×2.5, Tier 5×3.
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func supplyHarshMultiplier(tier ZoneTier) float32 {
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switch tier {
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case ZoneTierBeginner:
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return 1.0
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case ZoneTierApprentice:
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return 1.5
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case ZoneTierJourneyman:
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return 2.0
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case ZoneTierVeteran:
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return 2.5
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case ZoneTierLegendary:
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return 3.0
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}
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return 1.0
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}
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// SupplyDepletionState classifies remaining supply ratio (§4.3).
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type SupplyDepletionState int
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const (
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SupplyNormal SupplyDepletionState = iota
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SupplyRationing
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SupplySevereRationing
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SupplyStarvation
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)
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// supplyDepletion returns the depletion state for a supplies snapshot.
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// Brackets: >25% normal, 10–25% rationing, 1–9% severe, 0 starvation.
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func supplyDepletion(s ExpeditionSupplies) SupplyDepletionState {
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if s.Max <= 0 {
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return SupplyNormal
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}
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if s.Current <= 0 {
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return SupplyStarvation
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}
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pct := (s.Current / s.Max) * 100
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switch {
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case pct >= 25:
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return SupplyNormal
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case pct >= 10:
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return SupplyRationing
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default:
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return SupplySevereRationing
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}
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}
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// supplyRollModifier maps depletion state to the universal roll penalty
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// applied to attack/skill rolls (§4.3). Starvation has its own CON bleed
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// handled elsewhere; the roll mod for starvation matches severe rationing
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// floor so combat math doesn't divide by zero.
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func supplyRollModifier(state SupplyDepletionState) int {
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switch state {
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case SupplyRationing:
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return -1
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case SupplySevereRationing, SupplyStarvation:
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return -2
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}
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return 0
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}
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// supplyAllowsLongRest returns false when severe rationing (§4.3) blocks
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// long rests. Starvation also blocks (forced extraction is the next step).
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func supplyAllowsLongRest(state SupplyDepletionState) bool {
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return state == SupplyNormal || state == SupplyRationing
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}
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// SupplyPurchase represents an expedition outfitting choice.
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type SupplyPurchase struct {
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StandardPacks int
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DeluxePacks int
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}
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// Total SU yield from a purchase.
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func (p SupplyPurchase) Total() float32 {
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return float32(p.StandardPacks*SupplyPackStandardSU + p.DeluxePacks*SupplyPackDeluxeSU)
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}
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// Total cost in coins.
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func (p SupplyPurchase) Cost() int {
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return p.StandardPacks*SupplyPackStandardCoins + p.DeluxePacks*SupplyPackDeluxeCoins
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}
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// Validate enforces §4.2 caps (max 3 standard, max 1 deluxe, no negatives,
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// at least one pack purchased — an expedition without supplies is not a
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// legal start).
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func (p SupplyPurchase) Validate() error {
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if p.StandardPacks < 0 || p.DeluxePacks < 0 {
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return fmt.Errorf("supply pack counts must be non-negative")
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}
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if p.StandardPacks > SupplyPackStandardMax {
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return fmt.Errorf("standard packs capped at %d (got %d)", SupplyPackStandardMax, p.StandardPacks)
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}
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if p.DeluxePacks > SupplyPackDeluxeMax {
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return fmt.Errorf("deluxe packs capped at %d (got %d)", SupplyPackDeluxeMax, p.DeluxePacks)
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}
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if p.StandardPacks == 0 && p.DeluxePacks == 0 {
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return fmt.Errorf("expedition requires at least one supply pack")
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}
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return nil
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}
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// makeSupplies builds an ExpeditionSupplies from a purchase, sized for the
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// given zone tier. Harsh-conditions multiplier defaults to 1 (off);
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// upgraded by E2/E3 events.
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func makeSupplies(tier ZoneTier, p SupplyPurchase) ExpeditionSupplies {
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total := p.Total()
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return ExpeditionSupplies{
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Current: total,
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Max: total,
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DailyBurn: supplyDailyBurn(tier),
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HarshMod: 1.0,
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PacksStandard: p.StandardPacks,
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PacksDeluxe: p.DeluxePacks,
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}
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}
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// applyDailyBurn deducts one day's supplies from the snapshot (caller
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// persists). Returns the new snapshot and the SU consumed.
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//
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// Multiplier precedence (§4.1, §8.3):
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// - siege overrides everything with a hard 2× floor (even for tier 1
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// where HarshMod is 1×) — the dungeon is actively starving you out.
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// - otherwise, harshActive applies HarshMod (zone-tier scaled).
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// phase5BDailyBurnRatePct is the shipped daily-burn multiplier from
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// Phase 3-B's sweep + Phase 5-B's post-buff re-validation. 50 means
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// "half live burn" — needed because the Phase 5-B player power floor
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// keeps T4/T5 expeditioners alive long enough that the original 100%
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// burn rate starves them out before extraction. See
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// gogobee_expedition_difficulty.md Phase 3-B (sweep) and Phase 5-B
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// (re-validated under HP buff, shipped).
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const phase5BDailyBurnRatePct = 50
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func applyDailyBurn(s ExpeditionSupplies, harshActive, siege bool) (ExpeditionSupplies, float32) {
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return applyDailyBurnP(s, harshActive, siege, phase5BDailyBurnRatePct)
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}
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// applyDailyBurnP is the rate-parameterized form used by the Phase 3-B
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// sim harness lever sweep. burnRatePct == 0 means "use live" (100%);
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// any positive value scales the final per-day burn by that percent
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// (e.g. 50 = half burn). Live callers always go through applyDailyBurn.
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// See gogobee_expedition_difficulty.md Phase 3-B.
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func applyDailyBurnP(s ExpeditionSupplies, harshActive, siege bool, burnRatePct int) (ExpeditionSupplies, float32) {
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burn := s.DailyBurn
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switch {
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case siege:
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mult := s.HarshMod
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if mult < 2 {
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mult = 2
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}
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burn *= mult
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case harshActive:
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mult := s.HarshMod
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if mult <= 0 {
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mult = 1
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}
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burn *= mult
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}
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if burnRatePct > 0 {
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burn = burn * float32(burnRatePct) / 100
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}
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s.Current -= burn
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if s.Current < 0 {
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s.Current = 0
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}
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// Reset per-day forage flag.
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s.ForagedToday = false
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return s, burn
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}
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