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

@@ -1,64 +1,111 @@
package plugin
// Phase G8b — Forest of Shadows branching graph.
// Forest of Shadows branching graph.
//
// T2 zone. Per plan §G8 ("two forks for T2+") and the G8 design
// session: deliberately a different shape from the Crypt diamond.
// Long-expedition plan D1-b: extended from the original 9-node sketch to
// the new T2 length band (1620 rooms traversed). Topology preserves the
// G8 design intent — asymmetric main fork (long branch carries the
// elite) + WIS-gated secret hanging pre-boss — and adds the missing Trap
// anchor + extra exploration on both arms and the boss approach.
//
// Shape: asymmetric main fork + WIS-gated secret pre-boss.
// entry → mossy_threshold → twisted_path → root_snare (TRAP) →
// creeping_brush → dappled_hollow → witchlight_clearing → fork1
// ├─[unlocked, w=1]── grove_descent →
// │ dryad_circle (ELITE) → torn_meadow ──┐
// │ ├── fork2
// └─[Perception DC 13, w=2]── thorn_tunnel │
// → briar_warren ────────────────────────┘
// │
// ┌─[unlocked, w=1]── ritual_glade → │
// │ antler_path → hollow_steps → boss ─┘
// │
// └─[WIS DC 14, w=2]── sapling_shrine (SECRET) → boss
//
// entry → twisted_path → fork1
// ├─[unlocked, w=1]── grove_descent → dryad_circle (elite) ─┐
// │ ├── fork2
// └─[Perception DC 13, w=2]── thorn_tunnel ──────────────────┘
// │
// ┌─[unlocked, w=1]── boss ────────────────┘
// │
// └─[WIS DC 14, w=2]── sapling_shrine (secret) → boss
//
// Asymmetry: long branch is two mid-nodes (grove_descent → dryad_circle
// (elite)), short branch is one (thorn_tunnel). Map renders the long
// branch as a "+1 column" arm so the topology reads at a glance.
// Secret uses LockStatCheck WIS (not Perception) to exercise the
// stat-check lock kind — Crypt's secret is Perception, so this is the
// first authored zone using stat_check.
// Asymmetry preserved: long branch is 3 mid-nodes (grove_descent →
// dryad_circle (elite) → torn_meadow), short branch is 2 (thorn_tunnel →
// briar_warren). Longest entry→boss walk = 16 (long branch path).
func zoneForestShadowsGraph() ZoneGraph {
nodes := []ZoneNode{
{NodeID: "forest_shadows.entry", Kind: NodeKindEntry, IsEntry: true,
Label: "Forest Edge", PosX: 0, PosY: 1},
{NodeID: "forest_shadows.mossy_threshold", Kind: NodeKindExploration,
Label: "Mossy Threshold", PosX: 1, PosY: 1},
{NodeID: "forest_shadows.twisted_path", Kind: NodeKindExploration,
Label: "Twisted Path", PosX: 1, PosY: 1},
Label: "Twisted Path", PosX: 2, PosY: 1},
{NodeID: "forest_shadows.root_snare", Kind: NodeKindTrap,
Label: "Root Snare", PosX: 3, PosY: 1},
{NodeID: "forest_shadows.creeping_brush", Kind: NodeKindExploration,
Label: "Creeping Brush", PosX: 4, PosY: 1},
{NodeID: "forest_shadows.dappled_hollow", Kind: NodeKindExploration,
Label: "Dappled Hollow", PosX: 5, PosY: 1},
{NodeID: "forest_shadows.witchlight_clearing", Kind: NodeKindExploration,
Label: "Witchlight Clearing", PosX: 6, PosY: 1},
{NodeID: "forest_shadows.fork1", Kind: NodeKindFork,
Label: "Splintered Trail", PosX: 2, PosY: 1},
Label: "Splintered Trail", PosX: 7, PosY: 1},
// Long branch (3 mid-nodes, carries the elite).
{NodeID: "forest_shadows.grove_descent", Kind: NodeKindExploration,
Label: "Grove Descent", PosX: 3, PosY: 0},
Label: "Grove Descent", PosX: 8, PosY: 0},
{NodeID: "forest_shadows.dryad_circle", Kind: NodeKindElite,
Label: "Dryad's Circle", PosX: 4, PosY: 0},
Label: "Dryad's Circle", PosX: 9, PosY: 0},
{NodeID: "forest_shadows.torn_meadow", Kind: NodeKindExploration,
Label: "Torn Meadow", PosX: 10, PosY: 0},
// Short branch (2 mid-nodes, perception-gated).
{NodeID: "forest_shadows.thorn_tunnel", Kind: NodeKindExploration,
Label: "Thorn Tunnel", PosX: 3, PosY: 2},
Label: "Thorn Tunnel", PosX: 8, PosY: 2},
{NodeID: "forest_shadows.briar_warren", Kind: NodeKindExploration,
Label: "Briar Warren", PosX: 9, PosY: 2},
{NodeID: "forest_shadows.fork2", Kind: NodeKindFork,
Label: "Hollow King's Approach", PosX: 5, PosY: 1},
Label: "Hollow King's Approach", PosX: 11, PosY: 1},
// Post-fork2 main approach.
{NodeID: "forest_shadows.ritual_glade", Kind: NodeKindExploration,
Label: "Ritual Glade", PosX: 12, PosY: 1},
{NodeID: "forest_shadows.antler_path", Kind: NodeKindExploration,
Label: "Antler Path", PosX: 13, PosY: 1},
{NodeID: "forest_shadows.hollow_steps", Kind: NodeKindExploration,
Label: "Hollow Steps", PosX: 14, PosY: 1},
// Secret dangle off fork2 — WIS gate, loot-biased, shortcut to boss.
{NodeID: "forest_shadows.sapling_shrine", Kind: NodeKindSecret,
Label: "Sapling Shrine", PosX: 6, PosY: 2,
Label: "Sapling Shrine", PosX: 13, PosY: 2,
Content: ZoneNodeContent{LootBias: 2.0}},
{NodeID: "forest_shadows.boss", Kind: NodeKindBoss, IsBoss: true,
Label: "Throne of Antlers", PosX: 7, PosY: 1},
Label: "Throne of Antlers", PosX: 15, PosY: 1},
}
edges := []ZoneEdge{
{From: "forest_shadows.entry", To: "forest_shadows.twisted_path", Lock: LockNone},
{From: "forest_shadows.twisted_path", To: "forest_shadows.fork1", Lock: LockNone},
{From: "forest_shadows.entry", To: "forest_shadows.mossy_threshold", Lock: LockNone},
{From: "forest_shadows.mossy_threshold", To: "forest_shadows.twisted_path", Lock: LockNone},
{From: "forest_shadows.twisted_path", To: "forest_shadows.root_snare", Lock: LockNone},
{From: "forest_shadows.root_snare", To: "forest_shadows.creeping_brush", Lock: LockNone},
{From: "forest_shadows.creeping_brush", To: "forest_shadows.dappled_hollow", Lock: LockNone},
{From: "forest_shadows.dappled_hollow", To: "forest_shadows.witchlight_clearing", Lock: LockNone},
{From: "forest_shadows.witchlight_clearing", To: "forest_shadows.fork1", Lock: LockNone},
{From: "forest_shadows.fork1", To: "forest_shadows.grove_descent", Lock: LockNone, Weight: 1},
{From: "forest_shadows.fork1", To: "forest_shadows.thorn_tunnel",
Lock: LockPerception, LockData: map[string]any{"dc": 13},
Hint: "a deer-track winding into thicker brush", Weight: 2},
{From: "forest_shadows.grove_descent", To: "forest_shadows.dryad_circle", Lock: LockNone},
{From: "forest_shadows.dryad_circle", To: "forest_shadows.fork2", Lock: LockNone},
{From: "forest_shadows.thorn_tunnel", To: "forest_shadows.fork2", Lock: LockNone},
{From: "forest_shadows.fork2", To: "forest_shadows.boss", Lock: LockNone, Weight: 1},
{From: "forest_shadows.dryad_circle", To: "forest_shadows.torn_meadow", Lock: LockNone},
{From: "forest_shadows.torn_meadow", To: "forest_shadows.fork2", Lock: LockNone},
{From: "forest_shadows.thorn_tunnel", To: "forest_shadows.briar_warren", Lock: LockNone},
{From: "forest_shadows.briar_warren", To: "forest_shadows.fork2", Lock: LockNone},
{From: "forest_shadows.fork2", To: "forest_shadows.ritual_glade", Lock: LockNone, Weight: 1},
{From: "forest_shadows.fork2", To: "forest_shadows.sapling_shrine",
Lock: LockStatCheck, LockData: map[string]any{"stat": "WIS", "dc": 14},
Hint: "a humming you can almost place — antlers, somewhere", Weight: 2},
{From: "forest_shadows.ritual_glade", To: "forest_shadows.antler_path", Lock: LockNone},
{From: "forest_shadows.antler_path", To: "forest_shadows.hollow_steps", Lock: LockNone},
{From: "forest_shadows.hollow_steps", To: "forest_shadows.boss", Lock: LockNone},
{From: "forest_shadows.sapling_shrine", To: "forest_shadows.boss", Lock: LockNone},
}
return BuildGraph(ZoneForestShadows, nodes, edges)