Files
gogobee/internal/plugin/zone_combat_party.go
prosolis bae83271fe Combat engine §6: a caster casts in the rooms, not just at the boss
§6 was filed as "clerics are weak in solo — lift the trailer". It is not a balance
problem and a tuning dial would have buried it.

Re-baselined on HEAD: cleric still last, 46.4% vs fighter 81.4%. But cleric *dies*
less than mage, sorcerer or warlock. Its entire deficit is FLEEING — 167 of 500 runs
end with the player alive and the expedition over, where fighter and ranger flee
zero. Instrumenting the stopEnded sites: every one of those runs ends in an ORDINARY
room fight. Not a patrol, not an elite, not the boss.

An ordinary room is runZoneCombatRoster → SimulateCombat on an 8-round clock: one
breath, no turn engine, no action picker. The only spell that could ever land there
was a PendingCast the player queued BY HAND before walking in. On autopilot nobody
queues one — so for every room of every expedition, a caster fought with a weapon and
nothing else. A cleric has no Extra Attack, a mace, and its whole kit unusable: it
grinds the 8 rounds out, and a wounded one starts losing fights a fighter never
loses. One room loss ends the whole expedition.

The tell is that dnd_class_balance.go — the harness the class corpus was tuned on —
ALWAYS hands a caster their best damage spell before it simulates. The numbers that
say "cleric is a weak class" modelled a cleric who casts. The live room modelled one
who does not. The corpus and the game disagreed about what a cleric is.

Same defect as the rest of this plan: the action model is narrower than the kit. §1
(the picker never healed), §3 (the companion never acted), Pete (LoadDnDCharacter →
nil → "attack"), and now every caster in every room.

The spell is additive pre-damage, exactly as a hand-queued PendingCast has always
been, so this stays comparable to the corpus instead of being a new mechanic.

It is slot-aware and NOT free. pickBestDamageSpell reads slotsForClassLevel — the
theoretical class table — so reusing it would have cast an unlimited leveled spell
every room: the same "no row to persist onto, so it arrives fresh" free lunch that
gave the companion an infinite body. The new picker reads the seat's real remaining
slots and spends one.

It never upcasts. The big slots are what the elite and the boss are for and the turn
engine spends them there; a picker that nukes a goblin with a 5th-level slot leaves
the caster swinging a stick at the thing that matters.

Both goldens byte-identical — they pin the engine, and this changes its inputs at the
zone layer. Martials provably untouched.

UNMEASURED: the verification sweep is still in flight. Read cleric's fled count, and
watch bard/druid for overshoot — they get the same buff and were not the problem.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 16:30:41 -07:00

319 lines
12 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"time"
"maunium.net/go/mautrix/id"
)
// runZoneCombatRoster auto-resolves one zone encounter for a whole roster.
//
// It is the seam P6e opens: before it, only elite and boss doorways seated a
// party (through the turn engine), and every other fight in a zone — exploration
// rooms, patrol encounters, harvest interrupts — resolved as the leader alone.
// On a 38-room expedition that meant a party of three fought together twice and
// the leader soloed the other ~35, which is why P7 measured zero member deaths
// and zero TPKs across 240 seats: the members were never in the fight.
//
// Roster order is the seating order, and roster[0] is the leader. Callers get
// back the seats that actually sat down, aligned index-for-index with
// res.Seats, so the character-scoped close-out (loot, death) can fan out and the
// run-scoped one (threat, kill record) can stay with the leader.
//
// A member who is down sits the encounter out. A leader who is down is a
// caller-side error — the run is theirs and the walk should not have reached
// here.
//
// Effects applied here are exactly the character-scoped ones runZoneCombat
// always applied, now per seat: HP, XP, achievements, the subclass persist, the
// heal items actually burned, and Misty's condition repair. Loot, threat, kill
// records and death remain the caller's, because only the caller knows the room.
func (p *AdventurePlugin) runZoneCombatRoster(
roster []id.UserID,
monster DnDMonsterTemplate,
tier int,
phases []CombatPhase,
dmMood int,
) (PartyCombatResult, []id.UserID, error) {
if len(roster) == 0 {
return PartyCombatResult{}, nil, fmt.Errorf("runZoneCombatRoster: empty roster")
}
if phases == nil {
phases = dungeonCombatPhases
}
type seatBuild struct {
uid id.UserID
dndChar *DnDCharacter
advChar *AdventureCharacter
equip map[EquipmentSlot]*AdvEquipment
mods CombatModifiers
// companion marks the hired NPC seat: it fights, but it owns none of the
// character-scoped effects the close-out loop applies, and its dndChar /
// advChar / equip are nil precisely so a missed guard panics loudly here
// rather than silently writing rows for a bot.
companion bool
}
var (
players []Combatant
builds []seatBuild
seated []id.UserID
enemy Combatant
// Parallel to players: what each seat is worth, priced once the roster is
// final. A member who sat the encounter out is in none of these.
levels []int
companions []bool
)
for i, uid := range roster {
leader := i == 0
// The leader's failures are the encounter's failures; a member's only
// cost them their seat.
bail := func(err error) (PartyCombatResult, []id.UserID, error) {
return PartyCombatResult{}, nil, err
}
// The hired companion fights here too — the auto-resolve path is where
// most expedition rooms are actually decided. He is synthesized rather
// than loaded, and his seatBuild is flagged so the close-out loop below
// gives him no XP, no loot, and no post-combat persistence.
if isCompanionSeat(uid) {
expID := companionExpeditionFor(roster[0])
class, level := companionLoadout(expID)
player, e, _ := p.companionCombatant(class, level, monster, tier, dmMood)
// The wounds he carries into this fight. His synthetic sheet is always
// written at full HP, so applyDnDHPScaling left StartHP at the
// "enter at MaxHP" sentinel and he healed himself for free between every
// room of the run. See companionSeatHP.
player.Stats.StartHP = companionSeatHP(expID, player.Stats.MaxHP)
if leader {
enemy = e
}
players = append(players, player)
builds = append(builds, seatBuild{uid: uid, mods: player.Mods, companion: true})
seated = append(seated, uid)
levels, companions = append(levels, level), append(companions, true)
continue
}
advChar, err := loadAdvCharacter(uid)
if err != nil || advChar == nil {
if leader {
return bail(fmt.Errorf("load adv character: %w", err))
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
equip, err := loadAdvEquipment(uid)
if err != nil {
if leader {
return bail(fmt.Errorf("load equipment: %w", err))
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
// A downed member sits it out. They own no close-out claim — and the
// check runs before the arm, so sitting out doesn't cost them the
// ability they had readied.
if !leader {
if hp, _ := dndHPSnapshot(uid); hp <= 0 {
continue
}
}
// Auto-resolve builds and fights in one breath, so this seat can arm and
// apply together. The turn-based path has to split the two — see
// consumeArmedAbility.
armed := ""
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
trySimAutoArm(c)
armed = consumeArmedAbility(c)
}
player, e, dndChar, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
if err != nil {
if leader {
return bail(err)
}
slog.Warn("zone: party member left out of auto-resolved fight", "user", uid, "err", err)
continue
}
if leader {
enemy = e
}
// Pre-combat one-shots that the turn-based path does NOT share: a queued
// spell and the panic-heal consumable trigger. Both mutate this seat's
// Combatant once, before the fight runs. The queued spell can also debuff
// the shared enemy, so every seat's cast lands on the one stat block.
applyPendingCast(uid, dndChar, &player.Stats, &player.Mods, &enemy.Stats)
// §6 — and if they queued nothing, they still cast. This engine has no
// action picker, so before this a caster on autopilot swung a weapon for
// the whole fight and their spellbook may as well not have existed. The
// slot is really spent; see autoCastForAutoResolve.
p.autoCastForAutoResolve(uid, dndChar, &player.Stats, &player.Mods, &enemy.Stats)
setupAutoHealFromInventory(p.loadConsumableInventory(uid), &player.Mods)
players = append(players, player)
builds = append(builds, seatBuild{
uid: uid, dndChar: dndChar, advChar: advChar, equip: equip, mods: player.Mods,
})
seated = append(seated, uid)
lvl := 0
if dndChar != nil {
lvl = dndChar.Level
}
levels, companions = append(levels, lvl), append(companions, false)
}
// What each seat costs the enemy, priced against the leader — over the seats
// that were actually seated, so a member left behind is not charged.
ptrs := make([]*Combatant, len(players))
for i := range players {
ptrs[i] = &players[i]
}
applySeatWeights(ptrs, levels, companions)
res := simulateParty(players, enemy, phases)
dumpCombatEventsIfDebug(
fmt.Sprintf("zone:%s vs %s (%d seat(s))", monster.ID, players[0].Name, len(players)),
res.Seats[0])
for i, b := range builds {
seatRes := res.Seats[i]
// The companion swings and then goes back to filing copy: no inventory to
// deduct from, no sheet to persist to, no XP to earn. Every call below
// would either write rows for a bot or log an error about the rows it
// hasn't got.
//
// His HP is the exception, and it is not bookkeeping — it is the fight's
// result. Without it he re-enters the next room at full while the humans
// beside him carry every wound to camp.
if b.companion {
_ = setCompanionHP(companionExpeditionFor(roster[0]), seatRes.PlayerEndHP)
continue
}
// Remove the actual heal items consumed during combat (one inventory item
// per heal_item event this seat fired). Cheapest-tier first.
consumeFiredHealingItems(b.uid, countHealEventsFired(seatRes))
// Misty condition repair (post-combat, same 20% chance as the arena and
// encounter paths in combat_bridge.go). Gourmet food keeps her gear in
// shape on long expeditions, not just in the arena.
if b.advChar.MistyBuffExpires != nil && time.Now().UTC().Before(*b.advChar.MistyBuffExpires) {
if rand.Float64() < 0.20 {
npcRepairMostDamaged(b.uid, b.equip, 5)
}
}
persistDnDHPAfterCombat(b.uid, seatRes.PlayerEndHP)
p.postCombatBookkeeping(b.uid, b.dndChar, b.mods.BerserkerRage, seatRes, b.mods)
if xp := zoneCombatXP(seatRes, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(b.uid, xp); err != nil {
slog.Error("dnd: grantDnDXP zone", "user", b.uid, "err", err)
}
}
}
return res, seated, nil
}
// zoneCombatRoster is the roster a zone encounter seats for this walker: their
// expedition's party if they lead one, otherwise just them. Downed members are
// filtered by runZoneCombatRoster, not here — this answers "who is on the
// expedition", not "who can stand up".
//
// It must not touch getActiveZoneRun: that lookup carries the §4.3 idle reap,
// and the callers are mid-walk on the run it would reap. fightRoster observes
// the same rule, for the same reason.
func zoneCombatRoster(walker id.UserID) []id.UserID { return fightRoster(walker) }
// closeOutZoneWin hands loot to every seat still standing and the hospital to
// every seat that isn't. It returns the leader's own loot line — the only one
// that belongs in the leader's room narration — and who went down.
//
// The one asymmetry is deliberate. A *solo* player can win at 0 HP: a retaliate
// aura kills the swinger on the same blow that drops the enemy, and
// resolvePlayerAttack returns before enemyDown is consumed. Today that player is
// not marked dead, and P6e is not the place to change it — it would move the
// sim's outcome labels. A *party* marks its downed seats dead on a win, which is
// exactly what the turn-engine close-out has always done (finishPartyWin).
func (p *AdventurePlugin) closeOutZoneWin(
res PartyCombatResult,
seated []id.UserID,
zone ZoneDefinition,
monster DnDMonsterTemplate,
isBoss, elite bool,
deathSource string,
) (leaderDrop string, downed []id.UserID) {
party := len(seated) > 1
for i, uid := range seated {
// The companion takes no cut and cannot die. He is not in the downed list
// either: that list is what the room narration mourns, and the party did
// not lose a friend when the hireling took a nap.
if isCompanionSeat(uid) {
continue
}
if res.Seats[i].PlayerEndHP > 0 {
drop := p.dropZoneLoot(uid, zone.ID, monster, isBoss, elite)
if i == 0 {
leaderDrop = drop
}
continue
}
// Down when the enemy fell. No loot — they never saw it drop.
downed = append(downed, uid)
if party {
markAdventureDead(uid, deathSource, zone.Display)
}
}
return leaderDrop, downed
}
// closeOutZoneLoss marks every seat the fight actually killed. A loss is not the
// same as a death: the engine's timeout is a retreat ("ran out the clock"), and
// it leaves HP where it was. So death is read per seat off HP, never off the
// fight's terminal status — which for one seat is exactly the old
// `if !result.TimedOut` rule, since a solo player at 0 HP has already ended the
// fight.
func closeOutZoneLoss(res PartyCombatResult, seated []id.UserID, zone ZoneDefinition, deathSource string) (killed []id.UserID) {
for i, uid := range seated {
// The companion is not killed and is not counted among the dead — he is
// not in the graveyard, and a wipe that lists him would have the news bot
// reporting its own funeral.
if isCompanionSeat(uid) {
continue
}
if res.Seats[i].PlayerEndHP <= 0 {
markAdventureDead(uid, deathSource, zone.Display)
killed = append(killed, uid)
}
}
return killed
}
// partyCasualtyLine names the members a fight put on the floor, for the leader's
// narration. Empty for a solo walker, and empty when everyone walked away.
func partyCasualtyLine(downed []id.UserID) string {
if len(downed) == 0 {
return ""
}
names := make([]string, 0, len(downed))
for _, uid := range downed {
name, _ := loadDisplayName(uid)
if name == "" {
name = uid.Localpart()
}
names = append(names, "**"+name+"**")
}
return "💀 " + joinNames(names) + " went down."
}