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Wires the player-facing half of the Siege on top of W1's model + lifecycle. - !adventure worldboss [status|fight|spawn] (alias !adventure siege). Status shows the shared-pool board + your daily bout state + the muster; fight takes today's bout; spawn is an admin override (the "both" spawn decision). - The bout is an arena-style solo fight through runZoneCombat vs a disposable per-tier stat block; the damage dealt (EnemyEntryHP-EnemyEndHP) is subtracted from the shared pool atomically (MAX(0, …) WHERE status='active') win or lose. Real HP cost like the arena, but no death/no hospital: worldBossFloorHP raises a 0-HP loser to 1 so a loss reads as "battered", not a corpse. - One bout per player per UTC day (worldBossBoutUsedToday off the contrib's last_fight_date). The per-user advUserLock serialises a player's own repeat submits so the gate can't be raced; cross-player pool-crossing is safe because only the setWorldBossStatus winner resolves a defeat. - A killing bout trips resolveWorldBossDefeated (minted bounty by fights + cache + treasure roll), after the fighter's own bout DM has streamed. Bout core (resolveWorldBossBout) + the once/day predicate + the HP floor are factored out of the DM path so they're unit-tested end to end with a real fightable character; the DM/games-room emission stays thin (no client stub). Combat golden byte-identical; full plugin suite green. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
60 KiB
60 KiB