D&D: wire monster abilities from SRD traits in the tuning pass

The tuned bestiary previously left every generated entry with a nil
Ability. abilityFromTraits now classifies each creature's SRD trait
names against a priority-ordered rule table, mapping the most
combat-defining trait onto a MonsterAbility effect (death_aoe,
regenerate, spell_resist, evade, enrage, ...). Creatures whose traits
are all non-combat stay nil. 165 of 322 entries get an ability.
This commit is contained in:
prosolis
2026-05-14 18:00:29 -07:00
parent 15cfe065a3
commit 297ce3d786
4 changed files with 507 additions and 340 deletions

View File

@@ -23,12 +23,14 @@ import (
// - Attack — the auto-resolve damage stat, driven by CR alone
// via attackByCR (raw SRD per-hit damage is deliberately ignored — CR is
// the calibration axis the 2026-05-10 rebalance used).
// - Speed, BlockRate — coarse baselines from SpeedWalk / AC; the ability
// - Speed, BlockRate — coarse baselines from SpeedWalk / AC; a later hand
// pass refines them per creature.
// - XP, CR — verbatim from the staging table.
// - Ability — nil. Trait→MonsterAbility wiring is a follow-up
// pass; Notes records the SRD multiattack/trait text so that pass has a
// starting point.
// - Ability — classified from the SRD trait names by
// abilityFromTraits: the highest-priority recognised trait maps onto one of
// the engine's MonsterAbility effects. Creatures whose traits are all
// non-combat (Keen Smell, Amphibious, …) stay nil. Notes still records the
// raw SRD multiattack/trait text so a hand pass can refine the pick.
//
// Hand-authored dndBestiary entries WIN: the generated map is merged in only
// for IDs the roster doesn't already define (see bestiary_tuned.go).
@@ -62,8 +64,8 @@ func genTuned() error {
return nil
}
// genTunedMonster mirrors plugin.DnDMonsterTemplate, minus the Ability pointer
// (the generator never wires abilities — that is a hand-authored follow-up).
// genTunedMonster mirrors plugin.DnDMonsterTemplate. Ability is nil when none
// of the creature's SRD traits map onto an engine effect.
type genTunedMonster struct {
ID, Name string
CR float64
@@ -73,15 +75,25 @@ type genTunedMonster struct {
Speed int
BlockRate float64
XPValue int
Ability *genMonsterAbility
Notes string
}
// genMonsterAbility mirrors plugin.MonsterAbility.
type genMonsterAbility struct {
Name string
Phase string
ProcChance float64
Effect string
}
// tuneMonster applies the tuning formula to one raw SRD stat block.
func tuneMonster(b genStatBlock) genTunedMonster {
ac := b.AC
if ac < 10 { // engine minimum (see the zombie 8→10 note in dnd_bestiary.go)
ac = 10
}
ability := abilityFromTraits(b.Traits)
return genTunedMonster{
ID: b.Slug,
Name: b.Name,
@@ -93,10 +105,90 @@ func tuneMonster(b genStatBlock) genTunedMonster {
Speed: tunedSpeed(b.SpeedWalk),
BlockRate: tunedBlockRate(ac),
XPValue: b.XP,
Notes: tunedNotes(b),
Ability: ability,
Notes: tunedNotes(b, ability),
}
}
// traitAbilityRules maps SRD special-ability names onto the engine's
// MonsterAbility effects. Each rule's Match list holds lowercase substrings; a
// creature's trait matches a rule if any substring is contained in the
// (lowercased, paren-stripped) trait name. The list is priority-ordered —
// abilityFromTraits walks it top-down and the first rule that matches any of
// the creature's traits wins, so the most combat-defining mechanic is picked
// when a stat block carries several traits. Traits that name no rule (Keen
// Smell, Amphibious, Hold Breath, telepathy/senses flavor) leave Ability nil.
//
// This is a best-effort baseline, like the rest of the tuning formula: the
// hand-authored dndBestiary entry always wins the merge, so refining a pick is
// a matter of adding the creature to the roster.
var traitAbilityRules = []struct {
match []string
name string
phase string
proc float64
effect string
}{
// Death-triggered blasts — resolve on the killing-blow phase.
{[]string{"death burst", "death throes", "elemental demise"}, "Death Burst", "decisive", 1.0, "death_aoe"},
// Spellcasters open with a magical barrage.
{[]string{"spellcasting"}, "Spellcasting", "opening", 0.5, "aoe"},
// Cheats death once.
{[]string{"undead fortitude"}, "Undead Fortitude", "decisive", 0.5, "survive_at_1"},
// Self-sustain — trolls, liches clawing back.
{[]string{"regeneration", "rejuvenation"}, "Regeneration", "any", 0.5, "regenerate"},
// Shrugs off spells.
{[]string{"magic resistance", "legendary resistance", "magic immunity", "spell immunity"}, "Magic Resistance", "any", 0.5, "spell_resist"},
// Ambush predators — a heavy opening strike.
{[]string{"surprise attack", "assassinate", "ambusher", "shadow stealth"}, "Surprise Attack", "opening", 0.8, "bonus_damage"},
// Fear and petrification lock the player out of acting.
{[]string{"petrifying gaze", "fear aura", "horrific appearance"}, "Frightful Presence", "opening", 0.4, "stun"},
// Frenzy / rage — damage ramps as the fight drags.
{[]string{"blood frenzy", "rampage", "reckless", "aggressive", "berserk", "brute"}, "Frenzy", "any", 0.4, "enrage"},
// Damaging auras and spiky hides punish every exchange.
{[]string{"heated body", "fire aura", "fire form", "stench", "mucous cloud", "barbed hide", "reflective carapace", "heated weapons", "hellish weapons"}, "Damaging Aura", "any", 0.4, "retaliate"},
// Charges, pounces, leaps — an opening lunge.
{[]string{"charge", "pounce", "standing leap", "running leap"}, "Charge", "opening", 0.4, "bonus_damage"},
// Coordinated attackers gain advantage.
{[]string{"pack tactics"}, "Pack Tactics", "any", 0.3, "advantage"},
// Riders that pile damage onto a landed hit.
{[]string{"sneak attack", "martial advantage"}, "Martial Advantage", "any", 0.35, "bonus_damage"},
// Slippery movement — dodges a blow outright.
{[]string{"nimble escape", "misty escape", "cunning action", "evasion", "incorporeal movement", "ethereal jaunt", "flyby", "shapechanger"}, "Evasive", "any", 0.3, "evade"},
// Enchanted weapons — a flat damage edge.
{[]string{"magic weapons", "angelic weapons"}, "Magic Weapons", "any", 0.3, "bonus_damage"},
}
// abilityFromTraits picks the highest-priority MonsterAbility implied by a
// creature's SRD trait names, or nil when none of them map onto an engine
// effect. See traitAbilityRules for the priority order.
func abilityFromTraits(traits []string) *genMonsterAbility {
norm := make([]string, len(traits))
for i, t := range traits {
// Drop the parenthetical suffix SRD appends to recharge-limited
// traits ("Legendary Resistance (3/Day)").
if p := strings.IndexByte(t, '('); p >= 0 {
t = t[:p]
}
norm[i] = strings.ToLower(strings.TrimSpace(t))
}
for _, rule := range traitAbilityRules {
for _, tr := range norm {
for _, m := range rule.match {
if strings.Contains(tr, m) {
return &genMonsterAbility{
Name: rule.name,
Phase: rule.phase,
ProcChance: rule.proc,
Effect: rule.effect,
}
}
}
}
}
return nil
}
// attackByCRPoints anchors the Attack-stat curve against the hand-tuned
// dndBestiary: each point is an (CR, observed Attack) pair lifted straight from
// a playtested roster entry. attackByCR interpolates between anchors and
@@ -186,10 +278,15 @@ func tunedBlockRate(ac int) float64 {
}
}
// tunedNotes records the SRD multiattack and trait text so the follow-up
// ability-wiring pass has the source material in front of it.
func tunedNotes(b genStatBlock) string {
const prefix = "SRD-tuned baseline — ability not yet wired."
// tunedNotes records the SRD multiattack and trait text so a hand-tuning pass
// has the source material in front of it, and states which ability (if any)
// the trait classifier wired.
func tunedNotes(b genStatBlock, ability *genMonsterAbility) string {
prefix := "SRD-tuned baseline — no ability wired (traits are non-combat)."
if ability != nil {
prefix = fmt.Sprintf("SRD-tuned baseline — %s (%s) wired from traits.",
ability.Name, ability.Effect)
}
var parts []string
if b.Multiattack != "" {
parts = append(parts, "Multiattack: "+b.Multiattack)
@@ -224,12 +321,19 @@ func buildTunedBestiarySRD() map[string]DnDMonsterTemplate {
return map[string]DnDMonsterTemplate{
`)
for _, m := range monsters {
fmt.Fprintf(&b, "\t\t%q: {ID: %q, Name: %q, CR: %s, HP: %d, AC: %d, Attack: %d, AttackBonus: %d, Speed: %d, BlockRate: %s, XPValue: %d, Notes: %q},\n",
fmt.Fprintf(&b, "\t\t%q: {ID: %q, Name: %q, CR: %s, HP: %d, AC: %d, Attack: %d, AttackBonus: %d, Speed: %d, BlockRate: %s, XPValue: %d, ",
m.ID, m.ID, m.Name,
strconv.FormatFloat(m.CR, 'g', -1, 32),
m.HP, m.AC, m.Attack, m.AttackBonus, m.Speed,
strconv.FormatFloat(m.BlockRate, 'g', -1, 64),
m.XPValue, m.Notes)
m.XPValue)
if m.Ability != nil {
fmt.Fprintf(&b, "Ability: &MonsterAbility{Name: %q, Phase: %q, ProcChance: %s, Effect: %q}, ",
m.Ability.Name, m.Ability.Phase,
strconv.FormatFloat(m.Ability.ProcChance, 'g', -1, 64),
m.Ability.Effect)
}
fmt.Fprintf(&b, "Notes: %q},\n", m.Notes)
}
b.WriteString("\t}\n}\n")
return b.Bytes()