Long expeditions D1-b: crypt_valdris + T2 zones to new room bands

Three more zones follow the goblin_warrens pattern from D1-a: add the
missing Trap anchor and deepen the graph so the longest entry→boss walk
lands in its tier's target band.

  crypt_valdris  (T1):  8 → 17 nodes, longest 13 (band 12–14)
  forest_shadows (T2):  9 → 19 nodes, longest 16 (band 16–20)
  sunken_temple  (T2): 10 → 26 nodes, longest 16 (band 16–20)

Topology preserved per zone:
- Crypt diamond + Perception-DC-15 secret off side_chapel.
- Forest asymmetric main fork (long branch carries the elite) +
  WIS-DC-14 secret pre-boss.
- Sunken Temple sequential forks with no mid-path merge (four leaves
  all terminate at the single boss room).

MinRooms/MaxRooms re-pitched to the §2 bands so the dice fallback also
lands in band for any future graphless zone.
This commit is contained in:
prosolis
2026-05-27 17:32:29 -07:00
parent 4999368031
commit 89edc76829
7 changed files with 275 additions and 102 deletions

View File

@@ -1,54 +1,101 @@
package plugin
// Phase G7 — Crypt of Valdris POC graph.
// Crypt of Valdris branching graph.
//
// First hand-authored branching graph. Topology per
// gogobee_branching_zones_plan.md §3:
// Long-expedition plan D1-b: extended from the original 8-node POC sketch
// to the new T1 length band (1214 rooms traversed). Topology preserves
// the original diamond — main_hall (elite) vs side_chapel (perception
// fork), with a Perception-DC-15 secret dangling off side_chapel — and
// adds the missing Trap anchor + extra exploration on both arms so the
// longest entry→boss walk lands at 13.
//
// entry → corridor → fork
// ├──[unlocked]── main_hall (elite) ──┐
// │ ├── antechamber → boss
// └──[Perception DC 12]── side_chapel ─┘
//
// └──[Perception DC 15]── secret_chamber → antechamber
// entry → processional_stair → bone_corridor →
// grave_dust_trap (TRAP) → ossuary_walk → fork
// ├──[unlocked]── main_hall (ELITE)
// │ → reliquary_hall → ash_passage ──┐
// │ ├── antechamber
// └──[Perception DC 12]── side_chapel │ → choir_landing
// │ → catacomb_passage │ → throne_steps
// │ → vault_landing ──────────┘ → boss
// └──[Perception DC 15]── secret_chamber (SECRET) → antechamber
//
// Two paths to the boss (main_hall vs side_chapel); secret_chamber
// dangles off side_chapel for an extra Perception gate with loot.
// Both main and side arms walk 3 mid-nodes after the fork; secret stays a
// 1-node side dangle off side_chapel that merges back at antechamber, so
// the Perception-DC-15 path is a loot dip rather than a length detour.
func zoneCryptValdrisGraph() ZoneGraph {
nodes := []ZoneNode{
{NodeID: "crypt_valdris.entry", Kind: NodeKindEntry, IsEntry: true,
Label: "Crypt Threshold", PosX: 0, PosY: 1},
{NodeID: "crypt_valdris.corridor", Kind: NodeKindExploration,
Label: "Bone Corridor", PosX: 1, PosY: 1},
{NodeID: "crypt_valdris.processional_stair", Kind: NodeKindExploration,
Label: "Processional Stair", PosX: 1, PosY: 1},
{NodeID: "crypt_valdris.bone_corridor", Kind: NodeKindExploration,
Label: "Bone Corridor", PosX: 2, PosY: 1},
{NodeID: "crypt_valdris.grave_dust_trap", Kind: NodeKindTrap,
Label: "Grave-Dust Cascade", PosX: 3, PosY: 1},
{NodeID: "crypt_valdris.ossuary_walk", Kind: NodeKindExploration,
Label: "Ossuary Walk", PosX: 4, PosY: 1},
{NodeID: "crypt_valdris.fork", Kind: NodeKindFork,
Label: "Branching Passage", PosX: 2, PosY: 1},
Label: "Branching Passage", PosX: 5, PosY: 1},
// Left arm — default, contains the elite.
{NodeID: "crypt_valdris.main_hall", Kind: NodeKindElite,
Label: "Main Hall", PosX: 3, PosY: 0},
Label: "Main Hall", PosX: 6, PosY: 0},
{NodeID: "crypt_valdris.reliquary_hall", Kind: NodeKindExploration,
Label: "Reliquary Hall", PosX: 7, PosY: 0},
{NodeID: "crypt_valdris.ash_passage", Kind: NodeKindExploration,
Label: "Ash Passage", PosX: 8, PosY: 0},
// Right arm — perception-gated, elite-free.
{NodeID: "crypt_valdris.side_chapel", Kind: NodeKindExploration,
Label: "Side Chapel", PosX: 3, PosY: 2},
Label: "Side Chapel", PosX: 6, PosY: 2},
{NodeID: "crypt_valdris.catacomb_passage", Kind: NodeKindExploration,
Label: "Catacomb Passage", PosX: 7, PosY: 2},
{NodeID: "crypt_valdris.vault_landing", Kind: NodeKindExploration,
Label: "Vault Landing", PosX: 8, PosY: 2},
// Secret dangle off side_chapel — high-DC Perception, loot-biased.
{NodeID: "crypt_valdris.secret_chamber", Kind: NodeKindSecret,
Label: "Hidden Reliquary", PosX: 4, PosY: 3,
Label: "Hidden Reliquary", PosX: 7, PosY: 3,
Content: ZoneNodeContent{LootBias: 2.0}},
// Merge + approach.
{NodeID: "crypt_valdris.antechamber", Kind: NodeKindMerge,
Label: "Antechamber", PosX: 5, PosY: 1},
Label: "Antechamber", PosX: 9, PosY: 1},
{NodeID: "crypt_valdris.choir_landing", Kind: NodeKindExploration,
Label: "Choir Landing", PosX: 10, PosY: 1},
{NodeID: "crypt_valdris.throne_steps", Kind: NodeKindExploration,
Label: "Throne Steps", PosX: 11, PosY: 1},
{NodeID: "crypt_valdris.boss", Kind: NodeKindBoss, IsBoss: true,
Label: "Valdris's Sanctum", PosX: 6, PosY: 1},
Label: "Valdris's Sanctum", PosX: 12, PosY: 1},
}
edges := []ZoneEdge{
{From: "crypt_valdris.entry", To: "crypt_valdris.corridor", Lock: LockNone},
{From: "crypt_valdris.corridor", To: "crypt_valdris.fork", Lock: LockNone},
{From: "crypt_valdris.entry", To: "crypt_valdris.processional_stair", Lock: LockNone},
{From: "crypt_valdris.processional_stair", To: "crypt_valdris.bone_corridor", Lock: LockNone},
{From: "crypt_valdris.bone_corridor", To: "crypt_valdris.grave_dust_trap", Lock: LockNone},
{From: "crypt_valdris.grave_dust_trap", To: "crypt_valdris.ossuary_walk", Lock: LockNone},
{From: "crypt_valdris.ossuary_walk", To: "crypt_valdris.fork", Lock: LockNone},
{From: "crypt_valdris.fork", To: "crypt_valdris.main_hall", Lock: LockNone, Weight: 1},
{From: "crypt_valdris.fork", To: "crypt_valdris.side_chapel",
Lock: LockPerception, LockData: map[string]any{"dc": 12},
Hint: "a faint draft from a crack in the wall", Weight: 2},
{From: "crypt_valdris.main_hall", To: "crypt_valdris.antechamber", Lock: LockNone},
{From: "crypt_valdris.side_chapel", To: "crypt_valdris.antechamber", Lock: LockNone, Weight: 1},
{From: "crypt_valdris.main_hall", To: "crypt_valdris.reliquary_hall", Lock: LockNone},
{From: "crypt_valdris.reliquary_hall", To: "crypt_valdris.ash_passage", Lock: LockNone},
{From: "crypt_valdris.ash_passage", To: "crypt_valdris.antechamber", Lock: LockNone},
{From: "crypt_valdris.side_chapel", To: "crypt_valdris.catacomb_passage", Lock: LockNone, Weight: 1},
{From: "crypt_valdris.side_chapel", To: "crypt_valdris.secret_chamber",
Lock: LockPerception, LockData: map[string]any{"dc": 15},
Hint: "a faint scratching behind the altar", Weight: 2},
{From: "crypt_valdris.catacomb_passage", To: "crypt_valdris.vault_landing", Lock: LockNone},
{From: "crypt_valdris.vault_landing", To: "crypt_valdris.antechamber", Lock: LockNone},
{From: "crypt_valdris.secret_chamber", To: "crypt_valdris.antechamber", Lock: LockNone},
{From: "crypt_valdris.antechamber", To: "crypt_valdris.boss", Lock: LockNone},
{From: "crypt_valdris.antechamber", To: "crypt_valdris.choir_landing", Lock: LockNone},
{From: "crypt_valdris.choir_landing", To: "crypt_valdris.throne_steps", Lock: LockNone},
{From: "crypt_valdris.throne_steps", To: "crypt_valdris.boss", Lock: LockNone},
}
return BuildGraph(ZoneCryptValdris, nodes, edges)
}