Adv 2.0 D&D Phase 12 E4a: Region data model + zone registry

Spec: gogobee_expedition_system.md §11. Tier 4–5 zones (Underdark,
Dragon's Lair, Abyss Portal) split into 4 regions each. ExpeditionRegion
struct + per-zone registry; CurrentRegion(e) defaults to Order==1 when
unset; RegionState helpers persist regions_cleared / regions_visited /
base_camps as []string lists. Single-region zones return nil.

Tests cover registry shape (4 per zone, last is IsZoneBoss), lookups,
default current region, and round-trip persistence through DB.
This commit is contained in:
prosolis
2026-05-08 16:14:35 -07:00
parent 10d398fd9a
commit 9484dae146
2 changed files with 390 additions and 0 deletions

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package plugin
// Phase 12 E4a — Multi-Region Zone data model and registry.
// Spec: gogobee_expedition_system.md §11.
//
// Tier 45 zones (Underdark, Dragon's Lair, Abyss Portal) are too
// large for a single sequence of rooms; they are divided into Regions,
// each functioning as a sub-dungeon with its own room sequence, region
// boss, base-camp eligibility, enemy subset and loot table.
//
// E4a ships the data layer: ExpeditionRegion struct, the per-zone
// region registries, and persistence helpers that serialize cleared /
// boss-defeated state into Expedition.RegionState.
//
// E4b wires hooks for marking a region boss defeated / region cleared
// and surfaces the current-region label in !expedition status. E4c
// adds the !region travel command (1 in-game day + supply burn +
// wandering check). E4d flips !camp base from the deferred branch in
// dnd_expedition_camp.go to the per-region waypoint.
// ExpeditionRegion is the in-memory shape of one sub-dungeon within
// a multi-region zone. (Spec §11.4.) Mirrors the spec struct verbatim
// except `LootTable` is intentionally omitted here — region loot is
// drawn from the parent zone's loot table for now; a region-specific
// override lands with the loot/encounter rebalance phase.
type ExpeditionRegion struct {
ID string // stable id, e.g. "underdark_drow_outpost"
ZoneID ZoneID // parent zone
Name string // display name, e.g. "Drow Outpost"
Order int // 1-indexed order within the zone
BaseCampSite bool // §11.1 — eligible for !camp base post-boss
RegionBoss string // descriptive name (§11.2 column 3)
IsZoneBoss bool // last region — boss is the zone boss itself
EnemySubset []string // bestiary IDs (subset of zone roster)
}
// regionsByZone is the static registry. Only multi-region zones appear;
// single-region zones (everything else) return nil from regionsForZone.
var regionsByZone = map[ZoneID][]ExpeditionRegion{
ZoneUnderdark: {
{
ID: "underdark_surface_tunnels", ZoneID: ZoneUnderdark, Order: 1,
Name: "Surface Tunnels", BaseCampSite: false,
RegionBoss: "Tunnel Predator (mini-boss)",
EnemySubset: []string{"hook_horror"},
},
{
ID: "underdark_drow_outpost", ZoneID: ZoneUnderdark, Order: 2,
Name: "Drow Outpost", BaseCampSite: true,
RegionBoss: "Drow Elite Captain",
EnemySubset: []string{"drow", "drow_elite_warrior", "drow_mage"},
},
{
ID: "underdark_illithid_warren", ZoneID: ZoneUnderdark, Order: 3,
Name: "Illithid Warren", BaseCampSite: true,
RegionBoss: "Mind Flayer Elder",
EnemySubset: []string{"mind_flayer", "roper"},
},
{
ID: "underdark_deep_throne", ZoneID: ZoneUnderdark, Order: 4,
Name: "The Deep Throne", BaseCampSite: false,
RegionBoss: "Ilvaras Xunyl (Zone Boss)", IsZoneBoss: true,
EnemySubset: []string{"drow", "drow_elite_warrior", "drow_mage"},
},
},
ZoneDragonsLair: {
{
ID: "dragons_lair_kobold_warrens", ZoneID: ZoneDragonsLair, Order: 1,
Name: "Kobold Warrens", BaseCampSite: false,
RegionBoss: "Kobold Warchief",
EnemySubset: []string{"kobold", "kobold_scale_sorcerer"},
},
{
ID: "dragons_lair_drake_pens", ZoneID: ZoneDragonsLair, Order: 2,
Name: "Drake Pens", BaseCampSite: true,
RegionBoss: "Elder Drake",
EnemySubset: []string{"guard_drake", "dragonborn_cultist"},
},
{
ID: "dragons_lair_the_vault", ZoneID: ZoneDragonsLair, Order: 3,
Name: "The Vault", BaseCampSite: true,
RegionBoss: "Hoard Wyrmling Pair",
EnemySubset: []string{"young_red_dragon", "dragonborn_cultist"},
},
{
ID: "dragons_lair_infernax_chamber", ZoneID: ZoneDragonsLair, Order: 4,
Name: "Infernax's Chamber", BaseCampSite: false,
RegionBoss: "Infernax (Zone Boss)", IsZoneBoss: true,
EnemySubset: []string{"young_red_dragon"},
},
},
ZoneAbyssPortal: {
{
ID: "abyss_outer_rift", ZoneID: ZoneAbyssPortal, Order: 1,
Name: "Outer Rift", BaseCampSite: false,
RegionBoss: "Vrock Commander",
EnemySubset: []string{"quasit", "vrock"},
},
{
ID: "abyss_demon_assembly", ZoneID: ZoneAbyssPortal, Order: 2,
Name: "Demon Assembly", BaseCampSite: true,
RegionBoss: "Nalfeshnee",
EnemySubset: []string{"vrock", "hezrou", "nalfeshnee"},
},
{
ID: "abyss_wardens_post", ZoneID: ZoneAbyssPortal, Order: 3,
Name: "The Warden's Post", BaseCampSite: true,
RegionBoss: "Marilith Warden",
EnemySubset: []string{"hezrou", "nalfeshnee", "marilith"},
},
{
ID: "abyss_the_tear", ZoneID: ZoneAbyssPortal, Order: 4,
Name: "The Tear", BaseCampSite: false,
RegionBoss: "Belaxath (Zone Boss)", IsZoneBoss: true,
EnemySubset: []string{"marilith"},
},
},
}
// regionsForZone returns the ordered region list for `z`, or nil if `z`
// is a single-region zone.
func regionsForZone(z ZoneID) []ExpeditionRegion {
rs, ok := regionsByZone[z]
if !ok {
return nil
}
out := make([]ExpeditionRegion, len(rs))
copy(out, rs)
return out
}
// IsMultiRegionZone reports whether `z` has a region structure.
func IsMultiRegionZone(z ZoneID) bool {
_, ok := regionsByZone[z]
return ok
}
// findRegion looks up by ID within a zone. Returns the region and true,
// or zero-value and false.
func findRegion(z ZoneID, regionID string) (ExpeditionRegion, bool) {
for _, r := range regionsForZone(z) {
if r.ID == regionID {
return r, true
}
}
return ExpeditionRegion{}, false
}
// regionByOrder returns the region at 1-indexed `order`, or zero+false.
func regionByOrder(z ZoneID, order int) (ExpeditionRegion, bool) {
for _, r := range regionsForZone(z) {
if r.Order == order {
return r, true
}
}
return ExpeditionRegion{}, false
}
// firstRegion returns the entry region for a multi-region zone (Order
// == 1), or zero+false for single-region zones.
func firstRegion(z ZoneID) (ExpeditionRegion, bool) {
return regionByOrder(z, 1)
}
// nextRegion returns the next-in-order region after `cur`, or zero+false
// if `cur` is the last region.
func nextRegion(z ZoneID, cur string) (ExpeditionRegion, bool) {
r, ok := findRegion(z, cur)
if !ok {
return ExpeditionRegion{}, false
}
return regionByOrder(z, r.Order+1)
}
// CurrentRegion returns the player's current ExpeditionRegion, or
// zero+false if the zone is single-region or the stored CurrentRegion
// is empty / unrecognized.
func CurrentRegion(e *Expedition) (ExpeditionRegion, bool) {
if e == nil || !IsMultiRegionZone(e.ZoneID) {
return ExpeditionRegion{}, false
}
if e.CurrentRegion == "" {
return firstRegion(e.ZoneID)
}
return findRegion(e.ZoneID, e.CurrentRegion)
}
// ── progression state stored in RegionState ────────────────────────
//
// RegionState["regions_cleared"] []string — region IDs whose
// region boss has been
// defeated.
// RegionState["regions_visited"] []string — region IDs the player
// has set foot in.
// RegionState["base_camps"] []string — region IDs where a
// persistent base camp
// has been pitched.
const (
regionStateClearedKey = "regions_cleared"
regionStateVisitedKey = "regions_visited"
regionStateBaseCampKey = "base_camps"
)
// regionListFromState reads a string-list slot from RegionState. JSON
// round-trips from sqlite turn []string into []any, so we accept both.
func regionListFromState(e *Expedition, key string) []string {
if e == nil || e.RegionState == nil {
return nil
}
raw, ok := e.RegionState[key]
if !ok {
return nil
}
switch v := raw.(type) {
case []string:
return append([]string(nil), v...)
case []any:
out := make([]string, 0, len(v))
for _, x := range v {
if s, ok := x.(string); ok {
out = append(out, s)
}
}
return out
}
return nil
}
// regionListContains reports membership.
func regionListContains(list []string, id string) bool {
for _, x := range list {
if x == id {
return true
}
}
return false
}
// addRegionListEntry adds `id` to the list at RegionState[key] if it
// isn't already there. Persists. Returns true if the list changed.
func addRegionListEntry(e *Expedition, key, id string) (bool, error) {
cur := regionListFromState(e, key)
if regionListContains(cur, id) {
return false, nil
}
cur = append(cur, id)
if e.RegionState == nil {
e.RegionState = map[string]any{}
}
e.RegionState[key] = cur
return true, persistRegionState(e)
}
// IsRegionCleared reports whether the region's boss has been defeated.
func IsRegionCleared(e *Expedition, regionID string) bool {
return regionListContains(regionListFromState(e, regionStateClearedKey), regionID)
}
// IsRegionVisited reports whether the player has entered the region.
func IsRegionVisited(e *Expedition, regionID string) bool {
return regionListContains(regionListFromState(e, regionStateVisitedKey), regionID)
}
// HasBaseCampAt reports whether a persistent base camp exists in the
// region (§11.1: unlocked only after region boss is cleared).
func HasBaseCampAt(e *Expedition, regionID string) bool {
return regionListContains(regionListFromState(e, regionStateBaseCampKey), regionID)
}