UX S6: race truth-up — wire Tiefling fire resist + best-fit hints

R22: replace race copy that promised mechanics the engine doesn't deliver.
- Tiefling: wire FireResist as a CombatModifier. Enemy main attack is
  halved when monster is FireAttacker-tagged; aoe_fire abilities are
  halved unconditionally; fire-tagged traps deal half damage to Tieflings.
  DnDMonsterTemplate carries FireAttacker; toCombatStats propagates it.
  Hand-authored fire entries tagged in dnd_bestiary.go (flameskull,
  magmin, azer, salamander, fire_elemental, emberlord_thyrak,
  young_red_dragon, infernax, belaxath).
- Open5e tuned generator derives FireAttacker from the highest-AvgDamage
  attack's DamageType (threshold AvgDamage>=5). 19 tuned monsters tag.
  Regenerated bestiary_tuned_data.go.
- Elf: drop "immune to sleep" (no sleep mechanic); reframe as keen
  senses + trance flavor.
- Half-Elf: drop "two bonus skill proficiencies" (no skill system);
  reframe as adaptable cross-cultural know-how.
- Tiefling copy: drop "bonus on CHA checks" (no checks); keep fire
  resistance with flavor framing.

R23: DnDRaceInfo grows a BestFit field; renderRaceMenu emits an
"_best with: …_" hint per race so spiky stat spreads (Orc -1/-1/-1)
read as specialist picks rather than a brick of penalties.

R24: dnd.go header comment for the caster classes now reflects the
shipped state (Playable=true, spell lists populated) instead of the
pre-Open5e scaffold language.

Tests: TestApplyRacePassives gains a FireResist column; new
TestTieflingFireResistance asserts ~0.5x ratio over a 300-trial sweep
against a FireAttacker enemy. Full suite green.
This commit is contained in:
prosolis
2026-05-14 22:06:22 -07:00
parent 1512f6cc50
commit 6386161402
9 changed files with 198 additions and 67 deletions

View File

@@ -36,11 +36,11 @@ const (
ClassCleric DnDClass = "cleric"
ClassRanger DnDClass = "ranger"
// Caster classes added as structural scaffolding ahead of the Open5e
// spell-data import. They are wired through the mechanical layer (HP/AC,
// slot tables, spellcasting ability) but kept Playable=false — they have
// no spell list yet, so !setup hides them. Flip Playable once Open5e
// lands their spells. Subclasses are deferred to a later pass.
// Caster classes — fully playable. Wired through the mechanical layer
// (HP/AC, slot tables, spellcasting ability) and shipped alongside the
// Open5e spell-data import: Playable=true and spell lists populated.
// Each chassis has a Phase-2/3 balance rider in applyClassPassives plus
// a subclass entry at L3/L5 (see dnd_subclass*.go).
ClassDruid DnDClass = "druid"
ClassBard DnDClass = "bard"
ClassSorcerer DnDClass = "sorcerer"
@@ -56,6 +56,11 @@ type DnDRaceInfo struct {
// choice (keeps !setup uniform across races).
Mods [6]int
Passive string
// BestFit is the menu-time hint that frames a stat spread as a specialist
// build rather than a list of penalties (Orc with three -1s reads brutal
// out of context; "best with: Barbarian, Fighter" reframes it). Comma-
// separated class display names; rendered by renderRaceMenu.
BestFit string
}
type DnDClassInfo struct {
@@ -80,13 +85,13 @@ type DnDClassInfo struct {
// Orc +6) — a spiky race concentrated into high-value stats needs fewer
// points to match a flat one.
var dndRaces = []DnDRaceInfo{
{RaceHuman, "Human", [6]int{1, 1, 1, 1, 1, 1}, "Versatile: +1 to every ability score"},
{RaceElf, "Elf", [6]int{0, 3, -1, 2, 3, 0}, "Darkvision; immune to sleep effects"},
{RaceDwarf, "Dwarf", [6]int{2, -1, 3, 1, 1, -1}, "Poison resistance; bonus vs. underground enemies"},
{RaceHalfling, "Halfling", [6]int{0, 3, 1, 0, 2, 0}, "Lucky: once per combat, reroll a natural 1"},
{RaceOrc, "Orc", [6]int{6, -1, 3, -1, -1, 0}, "Rage: once per combat, +50% damage for one turn"},
{RaceTiefling, "Tiefling", [6]int{0, 2, 0, 1, 0, 3}, "Fire resistance; bonus on CHA checks"},
{RaceHalfElf, "Half-Elf", [6]int{0, 2, 0, 1, 1, 2}, "Two bonus skill proficiencies"},
{RaceHuman, "Human", [6]int{1, 1, 1, 1, 1, 1}, "Versatile: +1 to every ability score", "any class"},
{RaceElf, "Elf", [6]int{0, 3, -1, 2, 3, 0}, "Keen senses; trance keeps you sharp through long marches", "Ranger, Mage, Druid"},
{RaceDwarf, "Dwarf", [6]int{2, -1, 3, 1, 1, -1}, "Poison resistance; sure-footed in the deep places", "Fighter, Cleric, Paladin"},
{RaceHalfling, "Halfling", [6]int{0, 3, 1, 0, 2, 0}, "Lucky: once per combat, reroll a natural 1", "Rogue, Bard, Ranger"},
{RaceOrc, "Orc", [6]int{6, -1, 3, -1, -1, 0}, "Rage: once per combat, +50% damage for one turn", "Fighter, Ranger"},
{RaceTiefling, "Tiefling", [6]int{0, 2, 0, 1, 0, 3}, "Fiendish heritage: incoming fire damage halved", "Sorcerer, Warlock, Bard"},
{RaceHalfElf, "Half-Elf", [6]int{0, 2, 0, 1, 1, 2}, "Adaptable: cross-cultural know-how, equally at ease in any company", "Bard, Paladin, Sorcerer"},
}
var dndClasses = []DnDClassInfo{