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Adv 2.0 D&D Phase 10 SUB2-AT: Arcane Trickster spellcasting
Slots into the Phase 9 spell pipeline so an L5+ Rogue who picks Arcane
Trickster becomes a third-caster on the Mage list, INT-based.
- isSpellcaster(c) gate: full casters by class plus AT Rogue at L5+.
!cast / !spells now consult this; the cast class-gate also accepts
Mage-tagged spells when the player is an AT Rogue.
- subclassSpellSlots() / slotsForCharacter() / setSpellSlotsForCharacter()
layer subclass slots on top of the class baseline. AT pool: 3 L1 at
L5–6, 4 L1 + 2 L2 at L7+, +2 L3 at L13+ (third-caster table).
- spellcastingMod returns INT for AT Rogue.
- L7 Magical Ambush proxy: spellSaveDC bumps +2 once Rogue+AT hits L7,
standing in for "targets have disadvantage when casting from hidden"
since the one-shot combat layer doesn't model hidden state.
- ensureSpellsForCharacter bootstraps a Mage-list starter spellbook
(minor_illusion, shocking_grasp, magic_missile, shield, sleep at L5;
mirror_image + misty_step at L7+; hypnotic_pattern at L13+) and
refreshes the slot pool on level/subclass change.
- applySubclassChoice runs ensureSpellsForCharacter for AT so the
spellbook is provisioned at selection time (idempotent).
- !cast clamps upcasts to highestAvailableSlotForChar when AT, since
third-caster's slot ceiling lags behind the spell list.
Tests added: AT spellcaster gate (L5 cutoff, non-AT Rogue rejected), INT
mod, subclass slot pool by tier, L7 ambush DC bump, ensureSpells default
list (all on Mage list, slots correct), end-to-end !cast queues
magic_missile for AT Rogue, !cast rejects plain Thief Rogue.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -148,6 +148,47 @@ func slotsForClassLevel(class DnDClass, level int) map[int]int {
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return nil
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}
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// subclassSpellSlots returns a slot pool granted by a subclass on top of the
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// class baseline. Phase 10 SUB2-AT: Arcane Trickster is a third-caster that
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// unlocks at Rogue L5 (3 L1 slots), expanding modestly with level. Returns
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// nil for subclasses without spellcasting.
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func subclassSpellSlots(sub DnDSubclass, level int) map[int]int {
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if sub == SubclassArcaneTrickster && level >= 5 {
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// 5e third-caster table, simplified to the levels the engine cares
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// about: 3 L1 at L5–6, 4 L1 + 2 L2 at L7+, expanding into L3 at
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// rogue L13. Matches the design doc's "L5 → 3 L1 slots" anchor.
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switch {
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case level >= 13:
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return map[int]int{1: 4, 2: 3, 3: 2}
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case level >= 7:
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return map[int]int{1: 4, 2: 2}
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default:
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return map[int]int{1: 3}
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}
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}
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return nil
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}
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// slotsForCharacter returns the combined class+subclass slot pool. Use this
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// for any character-level decision (display, slot reset, !cast gating);
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// slotsForClassLevel is the class-only base.
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func slotsForCharacter(c *DnDCharacter) map[int]int {
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if c == nil {
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return nil
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}
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out := map[int]int{}
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for lvl, n := range slotsForClassLevel(c.Class, c.Level) {
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out[lvl] += n
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}
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for lvl, n := range subclassSpellSlots(c.Subclass, c.Level) {
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out[lvl] += n
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}
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if len(out) == 0 {
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return nil
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}
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return out
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}
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// Tables transcribed from gogobee_spell_system.md §1. We interpolate
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// between the doc's milestone rows so every level 1..20 has a defined pool.
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func mageSlots(level int) map[int]int {
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@@ -265,13 +306,27 @@ func spellcastingMod(c *DnDCharacter) int {
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return abilityModifier(c.INT)
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case ClassCleric, ClassRanger:
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return abilityModifier(c.WIS)
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case ClassRogue:
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// Phase 10 SUB2-AT: Arcane Trickster is INT-based.
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if c.Subclass == SubclassArcaneTrickster {
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return abilityModifier(c.INT)
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}
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}
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return 0
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}
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// spellSaveDC = 8 + proficiency bonus + spellcasting modifier.
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//
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// Phase 10 SUB2-AT: Arcane Trickster L7 Magical Ambush adds +2. 5e gives
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// targets disadvantage on the save when the AT casts while hidden — we
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// don't model "hidden" in the one-shot combat layer, so the bump bakes the
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// expected-value effect in as a flat DC nudge whenever the AT casts.
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func spellSaveDC(c *DnDCharacter) int {
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return 8 + proficiencyBonus(c.Level) + spellcastingMod(c)
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dc := 8 + proficiencyBonus(c.Level) + spellcastingMod(c)
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if c != nil && c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster && c.Level >= 7 {
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dc += 2
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}
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return dc
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}
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// spellAttackBonus = proficiency bonus + spellcasting modifier.
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@@ -288,8 +343,51 @@ func classIsCaster(class DnDClass) bool {
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return false
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}
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// isSpellcaster is the character-level gate: full casters by class plus the
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// Arcane Trickster subclass once it unlocks at Rogue L5. Use this for !cast,
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// !spells and any spellbook bootstrap path.
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func isSpellcaster(c *DnDCharacter) bool {
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if c == nil {
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return false
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}
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if classIsCaster(c.Class) {
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return true
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}
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if c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster && c.Level >= 5 {
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return true
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}
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return false
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}
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// ── Slot persistence ─────────────────────────────────────────────────────────
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// setSpellSlotsForCharacter writes the combined class+subclass slot pool
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// (Phase 10 SUB2-AT covers Arcane Trickster's third-caster pool). Mirrors
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// setSpellSlotsForLevel's reset-and-insert flow.
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func setSpellSlotsForCharacter(c *DnDCharacter) error {
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if c == nil {
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return nil
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}
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pool := slotsForCharacter(c)
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tx, err := db.Get().Begin()
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if err != nil {
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return err
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}
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defer tx.Rollback()
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if _, err := tx.Exec(`DELETE FROM dnd_spell_slots WHERE user_id = ?`, string(c.UserID)); err != nil {
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return err
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}
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for lvl, total := range pool {
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if _, err := tx.Exec(`
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INSERT INTO dnd_spell_slots (user_id, slot_level, total, used)
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VALUES (?, ?, ?, 0)`,
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string(c.UserID), lvl, total); err != nil {
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return err
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}
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}
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return tx.Commit()
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}
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// setSpellSlotsForLevel writes the slot pool for a class+level, fully
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// resetting any prior pool. Used by setup/migration/respec.
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func setSpellSlotsForLevel(userID id.UserID, class DnDClass, level int) error {
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@@ -491,7 +589,7 @@ func concentrationActive(c *DnDCharacter) string {
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// enough leveled options to be functional. Players can swap via
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// !spells learn (Mage) or !prepare (Cleric) once SP4 lands.
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func ensureSpellsForCharacter(c *DnDCharacter) error {
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if c == nil || !classIsCaster(c.Class) {
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if !isSpellcaster(c) {
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return nil
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}
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existing, err := listKnownSpells(c.UserID)
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@@ -499,11 +597,14 @@ func ensureSpellsForCharacter(c *DnDCharacter) error {
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return err
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}
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if len(existing) > 0 {
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// Refresh the slot pool in case level has changed since the prior
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// grant (covers level-up between sessions).
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return setSpellSlotsForLevel(c.UserID, c.Class, c.Level)
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// Refresh the slot pool in case level/subclass has changed since the
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// prior grant (covers level-up between sessions and AT subclass pick).
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return setSpellSlotsForCharacter(c)
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}
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defaults := defaultKnownSpells(c.Class, c.Level)
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if c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster {
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defaults = arcaneTricksterDefaultSpells(c.Level)
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}
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for _, sid := range defaults {
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// Cleric "prepares" daily — but prep system is SP4. Until then,
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// every default cleric spell is auto-prepared so !cast works.
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@@ -511,7 +612,26 @@ func ensureSpellsForCharacter(c *DnDCharacter) error {
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return err
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}
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}
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return setSpellSlotsForLevel(c.UserID, c.Class, c.Level)
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return setSpellSlotsForCharacter(c)
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}
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// arcaneTricksterDefaultSpells returns the Mage-list starter spells granted
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// when a Rogue picks Arcane Trickster. Picks lean on illusion + control +
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// single-target combat utility from spells already in the registry; mage_hand
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// and disguise_self/invisibility are flavored AT staples but not modelled
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// yet, so we substitute the closest available analogues.
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func arcaneTricksterDefaultSpells(level int) []string {
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out := []string{"minor_illusion", "shocking_grasp"}
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if level >= 5 {
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out = append(out, "magic_missile", "shield", "sleep")
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}
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if level >= 7 {
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out = append(out, "mirror_image", "misty_step")
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}
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if level >= 13 {
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out = append(out, "hypnotic_pattern")
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}
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return out
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}
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// defaultKnownSpells returns a sensible starter list for class+level. Tuned
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@@ -615,6 +735,19 @@ func highestAvailableSlot(class DnDClass, level int) int {
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return high
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}
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// highestAvailableSlotForChar — like highestAvailableSlot but consults the
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// combined class+subclass pool. Phase 10 SUB2-AT uses this to clamp Arcane
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// Trickster upcasts to their actual subclass slot ceiling.
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func highestAvailableSlotForChar(c *DnDCharacter) int {
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high := 0
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for lvl := range slotsForCharacter(c) {
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if lvl > high {
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high = lvl
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}
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}
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return high
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}
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// ── Display helpers ──────────────────────────────────────────────────────────
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func displaySpellName(spellID string) string {
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