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Adv 2.0 D&D Phase 11 D4b: Tier 3-5 trap catalog
Adds tier3TrapCatalog (Antimagic Field, Necrotic Miasma, Symbol of Death, Planar Rift) per design doc §6 Tier 3-5 table. Tiers 3, 4, and 5 share this pool — the doc lumps them together. Antimagic Field uses a new SuppressesMagic flag (no damage, narrative suppression beat); the other three deliver dice damage and skip the unmodelled secondary effects (max-HP debuff, drop-to-0, teleport) for a later phase. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -27,6 +27,10 @@ const (
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TrapFlameJet ZoneTrapKind = "flame_jet"
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TrapCollapsingCeil ZoneTrapKind = "collapsing_ceiling"
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TrapGlyphOfWarding ZoneTrapKind = "glyph_of_warding"
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TrapAntimagicField ZoneTrapKind = "antimagic_field"
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TrapNecroticMiasma ZoneTrapKind = "necrotic_miasma"
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TrapSymbolOfDeath ZoneTrapKind = "symbol_of_death"
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TrapPlanarRift ZoneTrapKind = "planar_rift"
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)
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// zoneTrapDef — static definition of a zone trap. Damage dice are in
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@@ -40,10 +44,11 @@ type zoneTrapDef struct {
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DetectDC int
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DamageDiceN int // 0 if no direct damage
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DamageDiceD int // sides
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DamageType string // "bludgeoning", "piercing", "poison", ...
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AlertsEnemies bool // tripwire-class: 0 damage, raises alarm
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Tier ZoneTier
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Weight int // 1..10, default 5
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DamageType string // "bludgeoning", "piercing", "poison", ...
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AlertsEnemies bool // tripwire-class: 0 damage, raises alarm
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SuppressesMagic bool // antimagic-class: 0 damage, narrative suppression
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Tier ZoneTier
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Weight int // 1..10, default 5
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}
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// tier1TrapCatalog — design doc §6 Tier 1 table.
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@@ -126,14 +131,83 @@ var tier2TrapCatalog = []zoneTrapDef{
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},
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}
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// trapsByTier returns all traps registered at the given tier. Tier 3+
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// catalogs append to this switch in later sub-phases (D4a).
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// tier3TrapCatalog — design doc §6 Tier 3–5 table. The doc lumps all
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// high-tier traps into a single list, so tiers 3, 4, and 5 share this
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// pool. Two of the four entries (Antimagic Field, Symbol of Death) have
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// effects that don't fit the dice-only damage model:
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//
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// - Antimagic Field: no damage; SuppressesMagic flag flips the
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// narration to a non-damaging suppression beat. The actual
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// spell-suppression mechanic is left to a later phase — for now
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// the line tells the player magic is choked in this room.
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// - Necrotic Miasma: design doc says "6d6 + max HP -10 until long
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// rest". The max-HP debuff isn't modeled here; trap delivers the
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// 6d6 necrotic damage only.
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// - Symbol of Death: doc reads "INT DC 20 or drop to 0 HP". We
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// approximate with 8d10 psychic; the existing near-KO cap in
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// applyTrapEffectWithDetect prevents an outright kill.
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// - Planar Rift: 4d10 psychic. The teleport-to-random-room mechanic
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// isn't modeled — trap just deals psychic damage for now.
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var tier3TrapCatalog = []zoneTrapDef{
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{
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Kind: TrapAntimagicField,
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Display: "Antimagic Field",
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Trigger: "the air thickens and every charm at your belt goes cold",
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DetectSkill: SkillArcana,
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DetectDC: 18,
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SuppressesMagic: true,
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Tier: ZoneTierJourneyman,
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Weight: 3,
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},
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{
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Kind: TrapNecroticMiasma,
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Display: "Necrotic Miasma",
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Trigger: "the sarcophagus lid shifts and a green-black fume pours out",
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DetectSkill: SkillPerception,
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DetectDC: 16,
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DamageDiceN: 6,
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DamageDiceD: 6,
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DamageType: "necrotic",
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Tier: ZoneTierJourneyman,
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Weight: 5,
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},
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{
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Kind: TrapSymbolOfDeath,
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Display: "Symbol of Death",
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Trigger: "an inscribed sigil flares and your vision blanks to white",
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DetectSkill: SkillInvestigation,
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DetectDC: 20,
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DamageDiceN: 8,
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DamageDiceD: 10,
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DamageType: "psychic",
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Tier: ZoneTierJourneyman,
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Weight: 2,
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},
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{
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Kind: TrapPlanarRift,
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Display: "Planar Rift",
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Trigger: "the floor folds wrong and a tear of starless dark grasps at you",
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DetectSkill: SkillArcana,
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DetectDC: 20,
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DamageDiceN: 4,
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DamageDiceD: 10,
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DamageType: "psychic",
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Tier: ZoneTierJourneyman,
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Weight: 3,
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},
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}
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// trapsByTier returns all traps registered at the given tier. Tiers 3,
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// 4, and 5 share the Tier 3 catalog per the design doc's combined
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// "Tier 3–5 Traps" table; later phases may split them.
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func trapsByTier(t ZoneTier) []zoneTrapDef {
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switch t {
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case ZoneTierBeginner:
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return tier1TrapCatalog
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case ZoneTierApprentice:
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return tier2TrapCatalog
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case ZoneTierJourneyman, ZoneTierVeteran, ZoneTierLegendary:
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return tier3TrapCatalog
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}
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return nil
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}
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@@ -190,7 +264,7 @@ func zoneTrapSelectorHash(runID string, roomIdx int) uint64 {
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// here; the design-doc CON DC 11 save is folded into the same dice pool
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// as a flattened average.
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func rollTrapDamage(tr zoneTrapDef, runID string, roomIdx int) int {
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if tr.AlertsEnemies || tr.DamageDiceN == 0 || tr.DamageDiceD == 0 {
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if tr.AlertsEnemies || tr.SuppressesMagic || tr.DamageDiceN == 0 || tr.DamageDiceD == 0 {
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return 0
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}
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rng := rand.New(rand.NewPCG(zoneTrapSelectorHash(runID, roomIdx), 0x712D2A))
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@@ -207,6 +281,9 @@ func trapDamageHeader(tr zoneTrapDef, dmg int, hpCur, hpMax int) string {
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if tr.AlertsEnemies {
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return fmt.Sprintf("🔔 **%s** — %s. The next room knows you're here.", tr.Display, tr.Trigger)
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}
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if tr.SuppressesMagic {
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return fmt.Sprintf("🚫 **%s** — %s. Spells fizzle and enchanted gear sleeps until you leave the room.", tr.Display, tr.Trigger)
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}
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dice := fmt.Sprintf("%dd%d", tr.DamageDiceN, tr.DamageDiceD)
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return fmt.Sprintf("💢 **%s** (%s %s) — **%d HP** (%d/%d remaining).",
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tr.Display, dice, tr.DamageType, dmg, hpCur, hpMax)
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