Files
gogobee/internal/plugin/combat_session.go
prosolis e629f8fd4d Combat: implement stateful monster ability effects
Slice 3 of the bestiary SRD upgrade: the monster abilities that need
per-fight state (evade, block, advantage, retaliate, regenerate,
survive_at_1, stat_drain, debuff, max_hp_drain). applyAbility arms
combatState flags that the shared resolution primitives read, so both
the auto-resolve and turn-based engines honor them; the turn-based
engine round-trips them through CombatStatuses so a suspended fight
resumes from exact mid-state. New branches are guarded by zero-valued
state so the auto-resolve characterization golden is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:32:13 -07:00

419 lines
16 KiB
Go

package plugin
import (
cryptorand "crypto/rand"
"database/sql"
"encoding/hex"
"encoding/json"
"errors"
"fmt"
"log/slog"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 13 — Turn-based combat session persistence.
//
// One persisted CombatSession per manual elite/boss fight. The schema
// (combat_session in db.go) was added in the prior commit; this layer adds
// the struct, accessors, and the timeout reaper, mirroring the dnd_expedition
// persistence shape. The intra-round phase state machine that drives a fight
// across these rows lives in combat_turn_engine.go.
// Combat session lifecycle status (combat_session.status).
const (
CombatStatusActive = "active"
CombatStatusWon = "won"
CombatStatusLost = "lost"
CombatStatusFled = "fled"
CombatStatusExpired = "expired"
)
// Intra-round phase state-machine positions (combat_session.phase).
const (
CombatPhasePlayerTurn = "player_turn"
CombatPhaseEnemyTurn = "enemy_turn"
CombatPhaseRoundEnd = "round_end"
CombatPhaseOver = "over"
)
// combatSessionTTL is how long a session may sit idle before the timeout
// reaper sweeps it. Matches the started_at + 1h note in the schema.
const combatSessionTTL = time.Hour
// CombatStatuses is the serialized between-round effect state for a fight: the
// subset of combatState that genuinely persists round-to-round, plus the
// fight-scoped buffs a mid-fight !cast / !consume layers on. Everything here
// round-trips combatState -> Statuses -> combatState across every engine step,
// so a fight resumes from exact mid-state after a suspend or bot restart.
//
// All fields are scalar by design — CombatStatuses must stay comparable so the
// persistence round-trip can be asserted with ==.
type CombatStatuses struct {
// Monster-ability effects — the original between-round persistence set.
PoisonTicks int `json:"poison_ticks,omitempty"`
PoisonDmg int `json:"poison_dmg,omitempty"`
StunPlayer bool `json:"stun_player,omitempty"`
Enraged bool `json:"enraged,omitempty"`
ArmorBroken bool `json:"armor_broken,omitempty"`
ArmorBreakAmt float64 `json:"armor_break_amt,omitempty"`
// EnemySkipNext carries a control-spell skip (Hold Person, Sleep) from the
// player_turn phase it was cast in to the enemy_turn phase that consumes it
// — those phases resolve as separate engine steps with separate in-memory
// combatState, so the flag must survive the commit between them.
EnemySkipNext bool `json:"enemy_skip_next,omitempty"`
// PetProcReady is the per-fight pet-attack outcome. Auto-resolve rolls the
// pet proc every round; a manual fight can run many rounds, so the roll is
// decided once at fight start (rollCombatSessionPetProc) and parked here.
// The pet then lands a single hit on the player's first acting turn, which
// clears the flag — persisted so a suspend/resume or reaper auto-play sees
// the same outcome.
PetProcReady bool `json:"pet_proc_ready,omitempty"`
// Fight-scoped depleting resources — mirror the combatState charges that
// genuinely carry round-to-round. Seeded at fight start (Arcane Ward) or by
// a mid-fight !cast / !consume, restored into combatState on every resume,
// written back on every commit so a depleting charge can't silently reset
// when a fight is suspended and resumed.
WardCharges int `json:"ward_charges,omitempty"`
SporeRounds int `json:"spore_rounds,omitempty"`
ReflectFrac float64 `json:"reflect_frac,omitempty"`
AutoCritFirst bool `json:"auto_crit_first,omitempty"`
ArcaneWardHP int `json:"arcane_ward_hp,omitempty"`
HealChargesLeft int `json:"heal_charges_left,omitempty"`
// Once-per-fight class/race/subclass one-shots: the "already used" flags.
// Without persistence these reset every round on resume, letting a Halfling
// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
DeathSaveUsed bool `json:"death_save_used,omitempty"`
LuckyUsed bool `json:"lucky_used,omitempty"`
Raged bool `json:"raged,omitempty"`
PendingRage bool `json:"pending_rage,omitempty"`
FirstAtkBonusUsed bool `json:"first_atk_bonus_used,omitempty"`
AssassinateReroll bool `json:"assassinate_reroll_used,omitempty"`
AssassinateBonus bool `json:"assassinate_bonus_used,omitempty"`
// Slice-3 stateful monster-ability effects — armed by applyAbility, read by
// the shared resolution primitives, round-tripped through combatState so a
// suspended/resumed fight (or a reaper auto-play) keeps the same effect
// state. EnemyEvadeNext is a one-shot; the rest persist for the fight.
EnemyEvadeNext bool `json:"enemy_evade_next,omitempty"`
EnemyBlockUp bool `json:"enemy_block_up,omitempty"`
EnemyAdvantage bool `json:"enemy_advantage,omitempty"`
EnemyRetaliateFrac float64 `json:"enemy_retaliate_frac,omitempty"`
EnemyRegen int `json:"enemy_regen,omitempty"`
EnemySurviveArmed bool `json:"enemy_survive_armed,omitempty"`
PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
MaxHPDrain int `json:"max_hp_drain,omitempty"`
// Persistent stat buffs from mid-fight !cast / !consume, accumulated as
// deltas against the freshly-rebuilt combatant. applySessionBuffs folds
// these back onto the player every round; diffTurnBuff produces them.
// BuffDamageReductMul is multiplicative (0 = none / 1.0 neutral).
BuffACBonus int `json:"buff_ac_bonus,omitempty"`
BuffAtkBonus int `json:"buff_atk_bonus,omitempty"`
BuffSpeedBonus int `json:"buff_speed_bonus,omitempty"`
BuffPetDmg int `json:"buff_pet_dmg,omitempty"`
BuffCritRate float64 `json:"buff_crit_rate,omitempty"`
BuffDamageBonus float64 `json:"buff_damage_bonus,omitempty"`
BuffPetProc float64 `json:"buff_pet_proc,omitempty"`
BuffDamageReductMul float64 `json:"buff_damage_reduct_mul,omitempty"`
}
// applyBuffDelta folds one resolved buff (the result of a !cast / !consume
// player turn) into the persisted fight-scoped state. Stat components
// accumulate as deltas; depleting resources add to their running counters.
func (s *CombatStatuses) applyBuffDelta(d turnBuffDelta) {
s.BuffACBonus += d.dAC
s.BuffAtkBonus += d.dAtk
s.BuffSpeedBonus += d.dSpeed
s.BuffPetDmg += d.dPetDmg
s.BuffCritRate += d.dCrit
s.BuffDamageBonus += d.dDmgBonus
s.BuffPetProc += d.dPetProc
if d.dReductMul > 0 && d.dReductMul != 1 {
if s.BuffDamageReductMul == 0 {
s.BuffDamageReductMul = d.dReductMul
} else {
s.BuffDamageReductMul *= d.dReductMul
}
}
s.WardCharges += d.ward
s.SporeRounds += d.spore
s.ReflectFrac += d.reflect
if d.autoCrit {
s.AutoCritFirst = true
}
s.ArcaneWardHP += d.arcaneWard
}
// seedCombatSessionOneShots copies the fight-start one-shot resources off the
// freshly-built player combatant into the session's persisted statuses. Only
// the Abjuration Arcane Ward is normally non-zero at fight start — the
// turn-based build deliberately omits pre-combat consumables and queued casts —
// but the full set is seeded for robustness. Returns true if anything was set.
func seedCombatSessionOneShots(s *CombatSession, playerMods CombatModifiers) bool {
st := &s.Statuses
st.WardCharges = playerMods.WardCharges
st.SporeRounds = playerMods.SporeCloud
st.ReflectFrac = playerMods.ReflectNext
st.AutoCritFirst = playerMods.AutoCritFirst
st.ArcaneWardHP = playerMods.ArcaneWardHP
st.HealChargesLeft = playerMods.HealItemCharges
return st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0
}
// CombatSession is the in-memory shape of a combat_session row.
type CombatSession struct {
SessionID string
UserID string
RunID string
EncounterID string
EnemyID string
Round int
Phase string
PlayerHP int
PlayerHPMax int
EnemyHP int
EnemyHPMax int
Statuses CombatStatuses
TurnLog []CombatEvent
Status string
StartedAt time.Time
LastActionAt time.Time
ExpiresAt time.Time
}
// IsActive reports whether the fight is still in flight.
func (s *CombatSession) IsActive() bool { return s.Status == CombatStatusActive }
// Errors returned by the combat session layer.
var (
ErrCombatSessionAlreadyActive = errors.New("combat session already active for player")
ErrNoActiveCombatSession = errors.New("no active combat session for player")
)
// combatSessionCols is the shared SELECT column list, kept in sync with
// scanCombatSession's Scan order.
const combatSessionCols = `
session_id, user_id, run_id, encounter_id, enemy_id,
round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
statuses_json, turn_log_json, status,
started_at, last_action_at, expires_at`
// newCombatSessionID — 16-char hex token. Same scheme as zone runs / expeditions.
func newCombatSessionID() string {
var b [8]byte
if _, err := cryptorand.Read(b[:]); err != nil {
// Vanishingly unlikely; fall through with a zeroed prefix.
}
return hex.EncodeToString(b[:])
}
// startCombatSession opens a new manual fight for the player. The caller has
// already resolved the encounter and built the enemy/player HP pools. At most
// one row per user may be 'active' — enforced here, not by a DB constraint.
func startCombatSession(userID id.UserID, runID, encounterID, enemyID string, playerHP, playerHPMax, enemyHP, enemyHPMax int) (*CombatSession, error) {
existing, err := getActiveCombatSession(userID)
if err != nil {
return nil, err
}
if existing != nil {
return nil, ErrCombatSessionAlreadyActive
}
now := time.Now().UTC()
s := &CombatSession{
SessionID: newCombatSessionID(),
UserID: string(userID),
RunID: runID,
EncounterID: encounterID,
EnemyID: enemyID,
Round: 1,
Phase: CombatPhasePlayerTurn,
PlayerHP: playerHP,
PlayerHPMax: playerHPMax,
EnemyHP: enemyHP,
EnemyHPMax: enemyHPMax,
TurnLog: []CombatEvent{},
Status: CombatStatusActive,
StartedAt: now,
LastActionAt: now,
ExpiresAt: now.Add(combatSessionTTL),
}
statusesJSON, _ := json.Marshal(s.Statuses)
logJSON, _ := json.Marshal(s.TurnLog)
if _, err := db.Get().Exec(`
INSERT INTO combat_session
(session_id, user_id, run_id, encounter_id, enemy_id,
round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
statuses_json, turn_log_json, status,
started_at, last_action_at, expires_at)
VALUES (?, ?, ?, ?, ?, 1, ?, ?, ?, ?, ?, ?, ?, 'active', ?, ?, ?)`,
s.SessionID, s.UserID, s.RunID, s.EncounterID, s.EnemyID,
s.Phase, s.PlayerHP, s.PlayerHPMax, s.EnemyHP, s.EnemyHPMax,
string(statusesJSON), string(logJSON), now, now, s.ExpiresAt,
); err != nil {
return nil, fmt.Errorf("insert combat session: %w", err)
}
return s, nil
}
// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).
func getActiveCombatSession(userID id.UserID) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
FROM combat_session
WHERE user_id = ? AND status = 'active'
ORDER BY started_at DESC
LIMIT 1`, string(userID))
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return s, err
}
// hasActiveCombatSession reports whether the player is currently locked into a
// turn-based elite/boss fight. Daily-cron and periodic-ticker paths consult
// this to avoid firing DMs or mutating run state into a live fight: an active
// session locks the run (no `!zone advance`), so the player can't move it
// forward and a cron path shouldn't either. The session carries a 1h TTL, so
// the collision window is bounded — but real, since a fight can straddle any
// scheduled tick. On a lookup error this returns false (fail-open): a missed
// guard is a confusing DM, not corruption.
func hasActiveCombatSession(userID id.UserID) bool {
s, err := getActiveCombatSession(userID)
if err != nil {
slog.Warn("combat: cron guard failed to check active session", "user", userID, "err", err)
return false
}
return s != nil
}
// getCombatSession fetches by ID regardless of status. Test/admin/reaper use.
func getCombatSession(sessionID string) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
FROM combat_session WHERE session_id = ?`, sessionID)
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return s, err
}
// getCombatSessionForEncounter returns the most recent session for a
// (run, encounter) pair regardless of status, or (nil, nil) if none exists.
// The room-resolution path uses it to tell "elite not yet fought" (nil) apart
// from "elite already won" (a terminal session) without an active-only filter.
func getCombatSessionForEncounter(runID, encounterID string) (*CombatSession, error) {
row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
FROM combat_session
WHERE run_id = ? AND encounter_id = ?
ORDER BY started_at DESC
LIMIT 1`, runID, encounterID)
s, err := scanCombatSession(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return s, err
}
func scanCombatSession(row scanner) (*CombatSession, error) {
var (
s CombatSession
statusesJSON string
logJSON string
)
if err := row.Scan(
&s.SessionID, &s.UserID, &s.RunID, &s.EncounterID, &s.EnemyID,
&s.Round, &s.Phase, &s.PlayerHP, &s.PlayerHPMax, &s.EnemyHP, &s.EnemyHPMax,
&statusesJSON, &logJSON, &s.Status,
&s.StartedAt, &s.LastActionAt, &s.ExpiresAt,
); err != nil {
return nil, err
}
if statusesJSON != "" {
if err := json.Unmarshal([]byte(statusesJSON), &s.Statuses); err != nil {
return nil, fmt.Errorf("decode statuses_json: %w", err)
}
}
if logJSON != "" {
if err := json.Unmarshal([]byte(logJSON), &s.TurnLog); err != nil {
return nil, fmt.Errorf("decode turn_log_json: %w", err)
}
}
if s.TurnLog == nil {
s.TurnLog = []CombatEvent{}
}
return &s, nil
}
// saveCombatSession persists the mutable fields after a state-machine step.
// session_id / user_id / run_id / encounter_id / enemy_id / *_hp_max are
// immutable for a fight's lifetime and are not rewritten.
func saveCombatSession(s *CombatSession) error {
statusesJSON, _ := json.Marshal(s.Statuses)
logJSON, _ := json.Marshal(s.TurnLog)
now := time.Now().UTC()
if _, err := db.Get().Exec(`
UPDATE combat_session
SET round = ?, phase = ?,
player_hp = ?, enemy_hp = ?,
statuses_json = ?, turn_log_json = ?,
status = ?, last_action_at = ?
WHERE session_id = ?`,
s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
); err != nil {
return err
}
s.LastActionAt = now
return nil
}
// listExpiredCombatSessions returns every active session past its expires_at.
// The timeout reaper (reapExpiredCombatSessions) auto-plays each of these to a
// real win/loss from persisted mid-state — per the 2026-05-13 decision, an
// abandoned fight is finished by the engine, not flatly marked as a retreat.
func listExpiredCombatSessions() ([]*CombatSession, error) {
rows, err := db.Get().Query(`SELECT `+combatSessionCols+`
FROM combat_session
WHERE status = 'active'
AND expires_at <= CURRENT_TIMESTAMP
ORDER BY started_at ASC`)
if err != nil {
return nil, err
}
defer rows.Close()
var out []*CombatSession
for rows.Next() {
s, err := scanCombatSession(rows)
if err != nil {
return nil, err
}
out = append(out, s)
}
return out, rows.Err()
}
// markCombatSessionExpired is the fallback terminal outcome for a stale session
// the reaper cannot auto-play (zone run gone, enemy missing from the bestiary,
// or a runaway fight that won't converge). It parks the row in 'expired'/'over'
// with no fatal-blow side effects — treated like a retreat.
func markCombatSessionExpired(sessionID string) error {
_, err := db.Get().Exec(`
UPDATE combat_session
SET status = 'expired',
phase = 'over',
last_action_at = CURRENT_TIMESTAMP
WHERE session_id = ? AND status = 'active'`, sessionID)
return err
}