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The monthly communal "Siege": a named boss camps outside town for 72h with a single shared HP pool. This lands the model and the automatic lifecycle; the player-facing bout command is W2. - New tables world_boss + world_boss_contrib (own tables, outside the saveAdvCharacter fan-out, so a char save can't clobber the shared pool — the isolation adventure_shadow earns). Absent active row == no event; no bootstrap. - Boss sized to the town it will fight: tier from the MEDIAN combined level of any-chat-active players (feedback_presence_is_any_chat, off daily_activity), pool HP = arena per-bout HP × ~2 bouts/active player, clamped [4,60] bouts. Floored at T3. - Lifecycle rides the 1-min eventTicker (no net-new goroutine): auto-spawn on the 1st of each UTC month (JobCompleted dedup) + resolve a lapsed window as a survival. Operator override + the daily bout are W2. - Resolution: defeat mints a bounty scaled by fights fought (not damage — accessibility) + a consumable cache + one low-rate treasure roll each; survival debits 20% of the community pot as a tribute (a pot sink). Both close-outs are guarded on status='active' so they fire once. - Announcements post to the games room (no-op when GAMES_ROOM unset). Pure logic (median, tier bucket, HP scaling, pool subtract/clamp, payout split) is unit-tested; euro/DM emission left thin per the repo's no-client -stub convention. Combat golden byte-identical (never touches SimulateCombat); full plugin suite green. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa