Adv 2.0 D&D Phase 12 E1b: supply system (procurement, burn, depletion)

Pure logic per gogobee_expedition_system.md §4. Tier→base SU/day and
harsh-conditions multiplier tables (§4.1). Standard pack 10 SU/50c
(max 3) and deluxe pack 20 SU/90c (max 1) per §4.2. SupplyPurchase
struct with Validate / Total / Cost. Depletion brackets (>25 / 10–25
/ 1–9 / 0) → roll modifier and long-rest gate per §4.3. applyDailyBurn
deducts and clamps; resets the per-day forage flag.

Procurement is exposed as a pure helper here; the !expedition start
flow wires it interactively in E1c.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-08 15:13:35 -07:00
parent 9608ce554a
commit 2413f892e5
2 changed files with 336 additions and 0 deletions

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package plugin
import (
"fmt"
)
// Phase 12 E1b — Supply procurement, daily burn, and depletion effects.
// Spec: gogobee_expedition_system.md §4.
// Pack pricing/yield. §4.2.
const (
SupplyPackStandardSU = 10
SupplyPackStandardCoins = 50
SupplyPackStandardMax = 3 // per expedition
SupplyPackDeluxeSU = 20
SupplyPackDeluxeCoins = 90
SupplyPackDeluxeMax = 1 // per expedition
SupplyForageMaxSU = 4 // 1d4 cap (Ranger, WIS DC 12) — §4.2
)
// supplyDailyBurn returns the base SU/day for a zone tier (§4.1).
// Tier 1: 1, Tier 2: 1.5, Tier 3: 2, Tier 4: 3, Tier 5: 4.
func supplyDailyBurn(tier ZoneTier) float32 {
switch tier {
case ZoneTierBeginner:
return 1.0
case ZoneTierApprentice:
return 1.5
case ZoneTierJourneyman:
return 2.0
case ZoneTierVeteran:
return 3.0
case ZoneTierLegendary:
return 4.0
}
return 1.0
}
// supplyHarshMultiplier returns the harsh-conditions multiplier (§4.1).
// Tier 1×1, Tier 2×1.5, Tier 3×2, Tier 4×2.5, Tier 5×3.
func supplyHarshMultiplier(tier ZoneTier) float32 {
switch tier {
case ZoneTierBeginner:
return 1.0
case ZoneTierApprentice:
return 1.5
case ZoneTierJourneyman:
return 2.0
case ZoneTierVeteran:
return 2.5
case ZoneTierLegendary:
return 3.0
}
return 1.0
}
// SupplyDepletionState classifies remaining supply ratio (§4.3).
type SupplyDepletionState int
const (
SupplyNormal SupplyDepletionState = iota
SupplyRationing
SupplySevereRationing
SupplyStarvation
)
// supplyDepletion returns the depletion state for a supplies snapshot.
// Brackets: >25% normal, 1025% rationing, 19% severe, 0 starvation.
func supplyDepletion(s ExpeditionSupplies) SupplyDepletionState {
if s.Max <= 0 {
return SupplyNormal
}
if s.Current <= 0 {
return SupplyStarvation
}
pct := (s.Current / s.Max) * 100
switch {
case pct >= 25:
return SupplyNormal
case pct >= 10:
return SupplyRationing
default:
return SupplySevereRationing
}
}
// supplyRollModifier maps depletion state to the universal roll penalty
// applied to attack/skill rolls (§4.3). Starvation has its own CON bleed
// handled elsewhere; the roll mod for starvation matches severe rationing
// floor so combat math doesn't divide by zero.
func supplyRollModifier(state SupplyDepletionState) int {
switch state {
case SupplyRationing:
return -1
case SupplySevereRationing, SupplyStarvation:
return -2
}
return 0
}
// supplyAllowsLongRest returns false when severe rationing (§4.3) blocks
// long rests. Starvation also blocks (forced extraction is the next step).
func supplyAllowsLongRest(state SupplyDepletionState) bool {
return state == SupplyNormal || state == SupplyRationing
}
// SupplyPurchase represents an expedition outfitting choice.
type SupplyPurchase struct {
StandardPacks int
DeluxePacks int
}
// Total SU yield from a purchase.
func (p SupplyPurchase) Total() float32 {
return float32(p.StandardPacks*SupplyPackStandardSU + p.DeluxePacks*SupplyPackDeluxeSU)
}
// Total cost in coins.
func (p SupplyPurchase) Cost() int {
return p.StandardPacks*SupplyPackStandardCoins + p.DeluxePacks*SupplyPackDeluxeCoins
}
// Validate enforces §4.2 caps (max 3 standard, max 1 deluxe, no negatives,
// at least one pack purchased — an expedition without supplies is not a
// legal start).
func (p SupplyPurchase) Validate() error {
if p.StandardPacks < 0 || p.DeluxePacks < 0 {
return fmt.Errorf("supply pack counts must be non-negative")
}
if p.StandardPacks > SupplyPackStandardMax {
return fmt.Errorf("standard packs capped at %d (got %d)", SupplyPackStandardMax, p.StandardPacks)
}
if p.DeluxePacks > SupplyPackDeluxeMax {
return fmt.Errorf("deluxe packs capped at %d (got %d)", SupplyPackDeluxeMax, p.DeluxePacks)
}
if p.StandardPacks == 0 && p.DeluxePacks == 0 {
return fmt.Errorf("expedition requires at least one supply pack")
}
return nil
}
// makeSupplies builds an ExpeditionSupplies from a purchase, sized for the
// given zone tier. Harsh-conditions multiplier defaults to 1 (off);
// upgraded by E2/E3 events.
func makeSupplies(tier ZoneTier, p SupplyPurchase) ExpeditionSupplies {
total := p.Total()
return ExpeditionSupplies{
Current: total,
Max: total,
DailyBurn: supplyDailyBurn(tier),
HarshMod: 1.0,
PacksStandard: p.StandardPacks,
PacksDeluxe: p.DeluxePacks,
}
}
// applyDailyBurn deducts one day's supplies from the snapshot (caller
// persists). Returns the new snapshot and the SU consumed.
func applyDailyBurn(s ExpeditionSupplies, harshActive bool) (ExpeditionSupplies, float32) {
burn := s.DailyBurn
if harshActive {
burn *= s.HarshMod
if burn == s.DailyBurn { // HarshMod was 0 / unset
burn = s.DailyBurn
}
}
s.Current -= burn
if s.Current < 0 {
s.Current = 0
}
// Reset per-day forage flag.
s.ForagedToday = false
return s, burn
}

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package plugin
import "testing"
func TestSupplyDailyBurn_AllTiers(t *testing.T) {
cases := []struct {
tier ZoneTier
want float32
}{
{ZoneTierBeginner, 1.0},
{ZoneTierApprentice, 1.5},
{ZoneTierJourneyman, 2.0},
{ZoneTierVeteran, 3.0},
{ZoneTierLegendary, 4.0},
}
for _, c := range cases {
if got := supplyDailyBurn(c.tier); got != c.want {
t.Errorf("tier %d: got %v, want %v", c.tier, got, c.want)
}
}
}
func TestSupplyHarshMultiplier_AllTiers(t *testing.T) {
cases := []struct {
tier ZoneTier
want float32
}{
{ZoneTierBeginner, 1.0},
{ZoneTierApprentice, 1.5},
{ZoneTierJourneyman, 2.0},
{ZoneTierVeteran, 2.5},
{ZoneTierLegendary, 3.0},
}
for _, c := range cases {
if got := supplyHarshMultiplier(c.tier); got != c.want {
t.Errorf("tier %d: got %v, want %v", c.tier, got, c.want)
}
}
}
func TestSupplyDepletion_Brackets(t *testing.T) {
cases := []struct {
current float32
max float32
want SupplyDepletionState
}{
{10, 10, SupplyNormal}, // 100%
{3, 10, SupplyNormal}, // 30%
{2.5, 10, SupplyNormal}, // 25% — boundary stays normal
{2, 10, SupplyRationing}, // 20%
{1, 10, SupplyRationing}, // 10% — boundary stays rationing
{0.9, 10, SupplySevereRationing},
{0.1, 10, SupplySevereRationing},
{0, 10, SupplyStarvation},
}
for _, c := range cases {
s := ExpeditionSupplies{Current: c.current, Max: c.max}
if got := supplyDepletion(s); got != c.want {
t.Errorf("%v/%v: got %d, want %d", c.current, c.max, got, c.want)
}
}
}
func TestSupplyRollModifier(t *testing.T) {
cases := map[SupplyDepletionState]int{
SupplyNormal: 0,
SupplyRationing: -1,
SupplySevereRationing: -2,
SupplyStarvation: -2,
}
for state, want := range cases {
if got := supplyRollModifier(state); got != want {
t.Errorf("state %d: got %d, want %d", state, got, want)
}
}
}
func TestSupplyAllowsLongRest(t *testing.T) {
cases := map[SupplyDepletionState]bool{
SupplyNormal: true,
SupplyRationing: true,
SupplySevereRationing: false,
SupplyStarvation: false,
}
for state, want := range cases {
if got := supplyAllowsLongRest(state); got != want {
t.Errorf("state %d: got %v, want %v", state, got, want)
}
}
}
func TestSupplyPurchase_Validate(t *testing.T) {
cases := []struct {
p SupplyPurchase
wantErr bool
}{
{SupplyPurchase{StandardPacks: 1}, false},
{SupplyPurchase{StandardPacks: 3, DeluxePacks: 1}, false}, // max
{SupplyPurchase{StandardPacks: 4}, true}, // over standard cap
{SupplyPurchase{DeluxePacks: 2}, true}, // over deluxe cap
{SupplyPurchase{StandardPacks: -1}, true},
{SupplyPurchase{}, true}, // none purchased
}
for _, c := range cases {
err := c.p.Validate()
if (err != nil) != c.wantErr {
t.Errorf("%+v: err = %v, wantErr=%v", c.p, err, c.wantErr)
}
}
}
func TestSupplyPurchase_TotalAndCost(t *testing.T) {
p := SupplyPurchase{StandardPacks: 3, DeluxePacks: 1}
if p.Total() != 50 {
t.Errorf("total = %v, want 50", p.Total())
}
if p.Cost() != 240 {
t.Errorf("cost = %d, want 240", p.Cost())
}
}
func TestMakeSupplies_FillsFromTier(t *testing.T) {
p := SupplyPurchase{StandardPacks: 2}
s := makeSupplies(ZoneTierJourneyman, p)
if s.Max != 20 || s.Current != 20 {
t.Errorf("supplies: %+v", s)
}
if s.DailyBurn != 2.0 {
t.Errorf("daily burn = %v, want 2", s.DailyBurn)
}
if s.PacksStandard != 2 {
t.Errorf("packs std = %d", s.PacksStandard)
}
}
func TestApplyDailyBurn_DrainsAndClamps(t *testing.T) {
s := ExpeditionSupplies{Current: 5, Max: 10, DailyBurn: 2, HarshMod: 1.5, ForagedToday: true}
s, burn := applyDailyBurn(s, false)
if burn != 2 {
t.Errorf("burn = %v, want 2", burn)
}
if s.Current != 3 {
t.Errorf("current = %v, want 3", s.Current)
}
if s.ForagedToday {
t.Error("forage flag should reset on day rollover")
}
// Harsh active doubles via mult.
s, burn = applyDailyBurn(s, true)
if burn != 3 { // 2 × 1.5
t.Errorf("harsh burn = %v, want 3", burn)
}
// Drain to floor.
for i := 0; i < 5; i++ {
s, _ = applyDailyBurn(s, false)
}
if s.Current != 0 {
t.Errorf("expected current clamped to 0, got %v", s.Current)
}
}