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Adv 2.0 D&D Phase 11 D3b: Tier 2 trap catalog
Adds Flame Jet (3d6 fire), Collapsing Ceiling (4d6 bludgeoning), and
Glyph of Warding (5d8 lightning) per design doc §6 Tier 2. Detect DCs
match the table (Perception/Investigation/Arcana 14). Save mechanics
("DEX DC X half") are not modeled — full dice resolve on a failed
detect, matching the Tier 1 convention from D2a.
trapsByTier now dispatches Apprentice → tier2TrapCatalog. Added
deterministic-pick + variety + range tests for the new tier.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -278,6 +278,69 @@ func TestPickZoneTrap_DeterministicAndTier1Only(t *testing.T) {
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}
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}
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func TestPickZoneTrap_Tier2UsesTier2Catalog(t *testing.T) {
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zone, ok := getZone(ZoneForestShadows)
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if !ok {
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t.Fatal("forest_shadows zone missing")
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}
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if zone.Tier != ZoneTierApprentice {
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t.Fatalf("forest_shadows expected tier 2, got %d", zone.Tier)
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}
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seen := map[ZoneTrapKind]bool{}
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for room := 0; room < 64; room++ {
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tr, ok := pickZoneTrap(zone, "t2-run", room)
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if !ok {
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t.Fatalf("pickZoneTrap !ok at room %d", room)
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}
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if tr.Tier != ZoneTierApprentice {
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t.Errorf("tier 2 zone picked tier %d trap (%s)", tr.Tier, tr.Kind)
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}
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seen[tr.Kind] = true
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}
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if len(seen) < 2 {
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t.Errorf("expected variety across 64 rooms in tier 2, only saw %d kinds: %v", len(seen), seen)
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}
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}
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func TestRollTrapDamage_GlyphOfWardingIn5d8Range(t *testing.T) {
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var glyph zoneTrapDef
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for _, tr := range tier2TrapCatalog {
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if tr.Kind == TrapGlyphOfWarding {
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glyph = tr
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break
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}
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}
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if glyph.Kind != TrapGlyphOfWarding {
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t.Fatal("glyph of warding not in tier 2 catalog")
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}
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for room := 0; room < 64; room++ {
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dmg := rollTrapDamage(glyph, "glyph-run", room)
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if dmg < 5 || dmg > 40 {
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t.Errorf("glyph damage out of 5..40 range at room %d: %d", room, dmg)
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}
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}
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}
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func TestTier2TrapCatalog_AllValid(t *testing.T) {
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if len(tier2TrapCatalog) < 3 {
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t.Fatalf("tier 2 catalog should have at least 3 traps, got %d", len(tier2TrapCatalog))
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}
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for _, tr := range tier2TrapCatalog {
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if tr.Tier != ZoneTierApprentice {
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t.Errorf("trap %s tagged tier %d, expected 2", tr.Kind, tr.Tier)
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}
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if tr.Display == "" || tr.Trigger == "" {
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t.Errorf("trap %s missing display/trigger text", tr.Kind)
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}
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if !tr.AlertsEnemies && (tr.DamageDiceN == 0 || tr.DamageDiceD == 0) {
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t.Errorf("trap %s deals no damage and is not an alarm", tr.Kind)
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}
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if tr.DetectDC <= 12 {
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t.Errorf("trap %s detect DC %d looks tier 1; tier 2 should be 13+", tr.Kind, tr.DetectDC)
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}
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}
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}
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func TestPickZoneTrap_VariesAcrossRooms(t *testing.T) {
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zone, _ := getZone(ZoneGoblinWarrens)
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seen := map[ZoneTrapKind]bool{}
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@@ -24,6 +24,9 @@ const (
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TrapPit ZoneTrapKind = "pit"
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TrapTripwireAlarm ZoneTrapKind = "tripwire_alarm"
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TrapPoisonDart ZoneTrapKind = "poison_dart"
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TrapFlameJet ZoneTrapKind = "flame_jet"
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TrapCollapsingCeil ZoneTrapKind = "collapsing_ceiling"
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TrapGlyphOfWarding ZoneTrapKind = "glyph_of_warding"
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)
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// zoneTrapDef — static definition of a zone trap. Damage dice are in
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@@ -81,12 +84,56 @@ var tier1TrapCatalog = []zoneTrapDef{
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},
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}
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// trapsByTier returns all traps registered at the given tier. Currently
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// only Tier 1 ships; higher tiers append to this switch in later phases.
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// tier2TrapCatalog — design doc §6 Tier 2 table. Save mechanics ("DEX DC X
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// half") are not modeled at this layer; full dice resolve on a failed
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// detect, matching the Tier 1 convention.
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var tier2TrapCatalog = []zoneTrapDef{
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{
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Kind: TrapFlameJet,
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Display: "Flame Jet",
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Trigger: "a pressure plate sinks under your boot and gouts of flame roar up",
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DetectSkill: SkillPerception,
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DetectDC: 14,
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DamageDiceN: 3,
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DamageDiceD: 6,
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DamageType: "fire",
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Tier: ZoneTierApprentice,
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Weight: 5,
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},
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{
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Kind: TrapCollapsingCeil,
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Display: "Collapsing Ceiling",
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Trigger: "a rigged support snaps and a slab of ceiling crashes down",
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DetectSkill: SkillInvestigation,
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DetectDC: 14,
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DamageDiceN: 4,
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DamageDiceD: 6,
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DamageType: "bludgeoning",
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Tier: ZoneTierApprentice,
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Weight: 4,
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},
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{
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Kind: TrapGlyphOfWarding,
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Display: "Glyph of Warding",
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Trigger: "a sigil flares on the doorframe and arcs of lightning lash out",
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DetectSkill: SkillArcana,
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DetectDC: 14,
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DamageDiceN: 5,
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DamageDiceD: 8,
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DamageType: "lightning",
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Tier: ZoneTierApprentice,
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Weight: 3,
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},
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}
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// trapsByTier returns all traps registered at the given tier. Tier 3+
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// catalogs append to this switch in later sub-phases (D4a).
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func trapsByTier(t ZoneTier) []zoneTrapDef {
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switch t {
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case ZoneTierBeginner:
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return tier1TrapCatalog
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case ZoneTierApprentice:
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return tier2TrapCatalog
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}
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return nil
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}
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