Branching zones G8d: Manor Blackspire stacked 3-way forks (hub style)

T3 zone, fourth authored graph. Shape: two stacked 3-way forks
(great_hall, upper_hall). The player picks twice in a row from a
wide menu — distinct from the binary forks in G8a/b and the parallel
Y-trees in G8c.

Completes lock-kind coverage by G8d: this is the first authored use of
LockLevelMin (tower_observatory gated at L7). With Perception (DC 14
study, DC 15 hidden_oratory), StatCheck INT (library), and LockNone,
all four non-trivial lock kinds now appear in shipping zones.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-09 16:54:45 -07:00
parent 675d70e85b
commit 737702ea20
2 changed files with 153 additions and 0 deletions

View File

@@ -0,0 +1,82 @@
package plugin
// Phase G8d — Haunted Manor of Blackspire branching graph.
//
// T3 zone. Shape: stacked 3-way "hub" forks. The plan calls T2+ for
// "two forks", and a Manor of corridors and locked doors fits a wide-
// fork hub-and-spoke pattern more naturally than a binary fork. Two
// hub nodes (great_hall, upper_hall), each with three options:
//
// entry → foyer → great_hall (3-way)
// ├─[unlocked]── portrait_gallery ─┐
// ├─[Perception DC 14]── study ────┼── upper_hall (3-way)
// └─[INT DC 14]── library ─────────┘ ├─[unlocked]── master_bedroom (elite) → boss
// ├─[Perception DC 15]── hidden_oratory (secret) → boss
// └─[LevelMin 7]── tower_observatory → boss
//
// Two consecutive 3-way fork prompts make this the first zone where
// the player picks twice in a row from a wide menu — distinct from the
// binary forks of G8a/b and the parallel Y-trees of G8c. Exercises
// LockLevelMin (first authored use) so all four non-trivial lock kinds
// (Perception, StatCheck, LevelMin, plus implicit LockNone) appear by
// G8d.
func zoneManorBlackspireGraph() ZoneGraph {
nodes := []ZoneNode{
{NodeID: "manor_blackspire.entry", Kind: NodeKindEntry, IsEntry: true,
Label: "Manor Gate", PosX: 0, PosY: 2},
{NodeID: "manor_blackspire.foyer", Kind: NodeKindExploration,
Label: "Foyer", PosX: 1, PosY: 2},
{NodeID: "manor_blackspire.great_hall", Kind: NodeKindFork,
Label: "Great Hall", PosX: 2, PosY: 2},
{NodeID: "manor_blackspire.portrait_gallery", Kind: NodeKindExploration,
Label: "Portrait Gallery", PosX: 3, PosY: 1},
{NodeID: "manor_blackspire.study", Kind: NodeKindExploration,
Label: "Locked Study", PosX: 3, PosY: 2},
{NodeID: "manor_blackspire.library", Kind: NodeKindExploration,
Label: "Forbidden Library", PosX: 3, PosY: 3},
{NodeID: "manor_blackspire.upper_hall", Kind: NodeKindFork,
Label: "Upper Hall", PosX: 4, PosY: 2},
{NodeID: "manor_blackspire.master_bedroom", Kind: NodeKindElite,
Label: "Master Bedroom", PosX: 5, PosY: 1},
{NodeID: "manor_blackspire.tower_observatory", Kind: NodeKindExploration,
Label: "Tower Observatory", PosX: 5, PosY: 2},
{NodeID: "manor_blackspire.hidden_oratory", Kind: NodeKindSecret,
Label: "Hidden Oratory", PosX: 5, PosY: 3,
Content: ZoneNodeContent{LootBias: 2.0}},
{NodeID: "manor_blackspire.boss", Kind: NodeKindBoss, IsBoss: true,
Label: "Aldric's Sanctum", PosX: 6, PosY: 2},
}
edges := []ZoneEdge{
{From: "manor_blackspire.entry", To: "manor_blackspire.foyer", Lock: LockNone},
{From: "manor_blackspire.foyer", To: "manor_blackspire.great_hall", Lock: LockNone},
// Great Hall — 3-way: portrait (open), study (perception), library (intelligence)
{From: "manor_blackspire.great_hall", To: "manor_blackspire.portrait_gallery", Lock: LockNone, Weight: 1},
{From: "manor_blackspire.great_hall", To: "manor_blackspire.study",
Lock: LockPerception, LockData: map[string]any{"dc": 14},
Hint: "an out-of-place draft from a doorframe", Weight: 2},
{From: "manor_blackspire.great_hall", To: "manor_blackspire.library",
Lock: LockStatCheck, LockData: map[string]any{"stat": "INT", "dc": 14},
Hint: "a runed door — you'd need to read it", Weight: 2},
// All three converge at upper_hall.
{From: "manor_blackspire.portrait_gallery", To: "manor_blackspire.upper_hall", Lock: LockNone},
{From: "manor_blackspire.study", To: "manor_blackspire.upper_hall", Lock: LockNone},
{From: "manor_blackspire.library", To: "manor_blackspire.upper_hall", Lock: LockNone},
// Upper Hall — 3-way: master_bedroom (open elite), hidden_oratory (high perception secret), tower (level-gated)
{From: "manor_blackspire.upper_hall", To: "manor_blackspire.master_bedroom", Lock: LockNone, Weight: 1},
{From: "manor_blackspire.upper_hall", To: "manor_blackspire.hidden_oratory",
Lock: LockPerception, LockData: map[string]any{"dc": 15},
Hint: "a candle behind a panel that shouldn't have a back", Weight: 2},
{From: "manor_blackspire.upper_hall", To: "manor_blackspire.tower_observatory",
Lock: LockLevelMin, LockData: map[string]any{"min_level": 7},
Hint: "a spiral stair that creaks ominously — climb only if you trust your footing", Weight: 3},
{From: "manor_blackspire.master_bedroom", To: "manor_blackspire.boss", Lock: LockNone},
{From: "manor_blackspire.hidden_oratory", To: "manor_blackspire.boss", Lock: LockNone},
{From: "manor_blackspire.tower_observatory", To: "manor_blackspire.boss", Lock: LockNone},
}
return BuildGraph(ZoneManorBlackspire, nodes, edges)
}
func init() {
registerZoneGraph(zoneManorBlackspireGraph())
}

View File

@@ -0,0 +1,71 @@
package plugin
import "testing"
func TestManorBlackspireGraph_Registered(t *testing.T) {
g, ok := zoneGraphRegistry[ZoneManorBlackspire]
if !ok {
t.Fatal("zoneManorBlackspireGraph not registered")
}
if g.Entry != "manor_blackspire.entry" {
t.Errorf("entry node = %q", g.Entry)
}
if len(g.Nodes) != 11 {
t.Errorf("nodes = %d, want 11", len(g.Nodes))
}
}
// TestManorBlackspireGraph_TwoStackedThreeWayForks captures the design
// shape: both great_hall and upper_hall expose three options.
func TestManorBlackspireGraph_TwoStackedThreeWayForks(t *testing.T) {
g := zoneManorBlackspireGraph()
for _, hub := range []string{
"manor_blackspire.great_hall",
"manor_blackspire.upper_hall",
} {
outs := g.outgoingEdges(hub)
if len(outs) != 3 {
t.Errorf("%s outgoing = %d, want 3", hub, len(outs))
}
}
}
func TestManorBlackspireGraph_AllSpokesReachBoss(t *testing.T) {
g := zoneManorBlackspireGraph()
for _, leaf := range []string{
"manor_blackspire.master_bedroom",
"manor_blackspire.tower_observatory",
"manor_blackspire.hidden_oratory",
"manor_blackspire.portrait_gallery",
"manor_blackspire.study",
"manor_blackspire.library",
} {
if !reachable(g, leaf, "manor_blackspire.boss") {
t.Errorf("%s unreachable to boss", leaf)
}
}
}
// TestManorBlackspireGraph_LockLevelMinFirstUse verifies this zone is
// the first to author LockLevelMin, completing lock-kind coverage
// (Perception, StatCheck, LevelMin, LockNone) by G8d.
func TestManorBlackspireGraph_LockLevelMinFirstUse(t *testing.T) {
g := zoneManorBlackspireGraph()
var levelMinEdge *ZoneEdge
for _, outs := range g.Edges {
for i := range outs {
if outs[i].Lock == LockLevelMin {
levelMinEdge = &outs[i]
}
}
}
if levelMinEdge == nil {
t.Fatal("expected at least one LockLevelMin edge")
}
if min := lockDataInt(levelMinEdge.LockData, "min_level", 0); min < 7 {
t.Errorf("min_level = %d, want >= 7 (T3 zone)", min)
}
if levelMinEdge.Hint == "" {
t.Error("level-gated edge missing hint")
}
}