Files
gogobee/internal/plugin/combat_primitives.go
prosolis 98ba416359 Class identity audit close-out: Fighter/Ranger/Paladin/Druid + Bard-Valor
Phase 2 Monte Carlo tuning had papered over four classes whose 5e-defining
mechanics never actually existed in the engine — only flat DamageBonus or
FlatDmgStart compensation riders that hit the right aggregate win rate.
This pass replaces the proxies with the real primitives.

New CombatModifiers fields: ExtraAttacks (additional swings/round, looped
in a new resolvePlayerSwings helper); HuntersMarkDie (per-hit Nd6 bonus,
same path as Sneak Attack); ThornLashDmg (flat counter on landed enemy
hits, fires in resolveEnemyAttack after ward/block).

Fighter L5/11/20 Extra Attack, Ranger L5 Extra Attack + Hunter's Mark
(1→4 d6 by level), Paladin L5 Extra Attack + per-hit Divine Smite
(replaces one-shot opener), Druid thorn lash. Bard College of Valor L7
"Extra Attack" subclass tier converted from +1 attack/+10% damage proxy
to the real primitive.

Post-fix T5 class-balance: martials cluster at top (Fighter/Rogue 0.90,
Ranger 0.89, Paladin 0.88), casters keep their relative ordering, spread
14pp top-to-bottom.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 12:53:00 -07:00

137 lines
5.3 KiB
Go

package plugin
// Shared combat resolution primitives.
//
// These are the building blocks both the auto-resolve engine (SimulateCombat)
// and the upcoming turn-based engine call into, so a single attack resolves
// identically regardless of which loop drives it. Everything here is a
// behavior-preserving extraction from combat_engine.go — the combat
// characterization golden file pins that no event stream shifted.
// effectiveAttackBonus returns the d20 attack bonus for a combatant, applying
// the appendix §8 non-proficient-weapon penalty (-4) when the combatant wields
// a D&D weapon without proficiency. Monsters and weaponless combatants have no
// Weapon set, so they fall through to the raw bonus.
func effectiveAttackBonus(s CombatStats) int {
ab := s.AttackBonus
if s.Weapon != nil && !s.WeaponProficient {
ab -= 4
}
return ab
}
// attackCritFloor returns the lowest d20 face that counts as a critical hit.
// Default 20; Champion Improved Critical (and later tiers) lower it via
// CritThreshold. A zero or out-of-range CritThreshold means "use default".
func attackCritFloor(m CombatModifiers) int {
if m.CritThreshold > 0 && m.CritThreshold < 20 {
return m.CritThreshold
}
return 20
}
// attackConnects decides whether a d20 attack lands. roll is the raw d20 face
// (post-reroll), total is roll+bonus, ac is the defender's armor class, and
// critFloor is the crit threshold from attackCritFloor. A raw 1 always misses
// (fumble); a roll at/above critFloor always hits; otherwise total must meet AC.
func attackConnects(roll, total, ac, critFloor int) bool {
if roll == 1 {
return false
}
if roll >= critFloor {
return true
}
return total >= ac
}
// applyPlayerHitDamageMods runs the post-hit player damage stack on a connected
// attack: crit doubling (natural or AutoCritFirst consumable), Orc Rage, the
// Berserker rage flat+multiplicative bumps, Cleric Divine Strike, and the
// Assassinate first-hit bonus. It consumes the relevant one-shot state on st
// (autoCrit, pendingRageAttack, assassinateBonusUsed) and returns the final
// damage plus the event action/desc labels. dmg is clamped to >=1.
func applyPlayerHitDamageMods(st *combatState, player *Combatant, dmg int, isCritRoll, blocked bool) (int, string, string) {
isCrit := isCritRoll
autoCritFired := false
if !isCritRoll && st.autoCrit {
isCrit = true
autoCritFired = true
st.autoCrit = false
} else if st.autoCrit && isCritRoll {
// Natural crit consumes the auto-crit charge but doesn't get the
// "passive fired" flavor — the dice already explain it.
st.autoCrit = false
}
if isCrit {
// Crit: double damage. (5e rolls extra dice; we double total to
// match the engine's pre-Phase-8 crit semantics.)
dmg *= 2
}
// Orc Rage: +50% damage on this attack, then consume.
if st.pendingRageAttack {
dmg = int(float64(dmg) * 1.5)
st.pendingRageAttack = false
}
// Phase 10 SUB2a — Berserker rage: +flat per hit, plus Frenzy
// multiplicative bump that approximates the bonus-attack-per-turn we
// can't model in one-shot combat.
if player.Mods.BerserkerRage {
if player.Mods.RageMeleeDmg > 0 {
dmg += player.Mods.RageMeleeDmg
}
if player.Mods.FrenzyDmgBonus > 0 {
dmg = int(float64(dmg) * (1 + player.Mods.FrenzyDmgBonus))
}
}
// Phase 10 SUB3c — Divine Strike. Flat per-hit bonus on weapon hits only
// (5e specs "weapon hit"; no Weapon means we're on the legacy/non-weapon
// damage path and Divine Strike doesn't apply). Lands every hit because
// our 1v1 model has no concept of "once per turn" turn boundaries.
if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
dmg += player.Mods.DivineStrikePerHit
}
// Class-identity audit (2026-05-16) — Rogue Sneak Attack. Add Nd6 on
// every player hit. Same "once per turn = every hit" convention as
// Divine Strike. Rogues swing once per round so this naturally lands
// once/round at the cadence 5e expects. The bonus rides through the
// crit doubling above (already applied to dmg) so a sneak-attack crit
// reads correctly: doubled weapon dmg, then +Nd6 unaffected by the
// crit. (5e doubles the sneak attack dice on crit too — we under-
// shoot by ~Nd6 on the rare crit, which is acceptable for now.)
if player.Mods.SneakAttackDie > 0 {
for i := 0; i < player.Mods.SneakAttackDie; i++ {
dmg += 1 + st.roll(6)
}
}
// Class-identity audit (2026-05-16) — Ranger Hunter's Mark. +Nd6 on
// every player hit. The implicit "you marked this enemy on round 0"
// model: in 1v1, the only foe is always the marked one.
if player.Mods.HuntersMarkDie > 0 {
for i := 0; i < player.Mods.HuntersMarkDie; i++ {
dmg += 1 + st.roll(6)
}
}
// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
// (which already doubled the base damage above) — the bonus itself is
// applied AFTER the crit doubling so the math is "double base + flat
// surprise damage". Consumed on first hit regardless of crit status.
if player.Mods.AssassinateBonusDmg > 0 && !st.assassinateBonusUsed {
dmg += player.Mods.AssassinateBonusDmg
st.assassinateBonusUsed = true
}
dmg = max(1, dmg)
action := "hit"
desc := ""
if isCrit {
action = "crit"
if autoCritFired {
desc = "auto_crit"
}
} else if blocked {
action = "block"
}
return dmg, action, desc
}