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