Adv 2.0 D&D Phase 12 E3b: Haunted Manor nightly reset

§7.2 cycle: every 3rd day's morning briefing in Blackspire fires the
"manor reset" temporal log — non-boss rooms respawn one enemy each.
Boss-defeated suppresses. Wrong-zone is a no-op.

Exposes ManorReset(e, day) bool for the combat-link phase to read at
!advance time when applying the actual respawn (per the deferral
pattern from E2b's wandering-encounter combat).

Reuses flavor.HauntedManorResetMorning per feedback_reuse_existing_flavor.

Deferred: Night-2 quiet warning narration on the recap path — needs
a new hook in deliverRecap; not load-bearing for the reset itself.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-08 15:57:10 -07:00
parent 41c60617db
commit 9d4085f4c3
2 changed files with 152 additions and 0 deletions

View File

@@ -49,6 +49,10 @@ func applyZoneTemporalPreBurn(e *Expedition, nextDay int) (extraHarsh bool) {
return extraHarsh
}
// ManorResetCycleDays is the §7.2 reset cadence — non-boss rooms
// respawn one enemy each on the morning of every Nth day.
const ManorResetCycleDays = 3
// applyZoneTemporalPostRollover runs AFTER advance + threat drift.
// It appends per-zone narration log entries for the day that just
// became current. Returns lines to append to the briefing body.
@@ -56,6 +60,8 @@ func applyZoneTemporalPostRollover(e *Expedition) []string {
switch e.ZoneID {
case ZoneSunkenTemple:
return sunkenTempleTemporalPostRollover(e)
case ZoneManorBlackspire:
return manorTemporalPostRollover(e)
}
return nil
}
@@ -95,3 +101,39 @@ func sunkenTempleTemporalPostRollover(e *Expedition) []string {
}
return nil
}
// ─────────────────────────────────────────────────────────────────────
// §7.2 — Haunted Manor of Blackspire, Nightly Reset
// ─────────────────────────────────────────────────────────────────────
// ManorReset reports whether the briefing rolling onto `day` is the
// reset morning (every 3rd day: 3, 6, 9, ...). Boss-defeated suppresses.
func ManorReset(e *Expedition, day int) bool {
if e.BossDefeated || e.ZoneID != ZoneManorBlackspire {
return false
}
return day >= ManorResetCycleDays && day%ManorResetCycleDays == 0
}
// manorTemporalPostRollover writes a "house reset" entry on Day 3, 6,
// 9, ... and a quiet pre-reset warning on the day after that (Day 4,
// 7, ...) — which corresponds to the briefing fired on the morning
// after the warning night, so we anchor narration at the briefing.
//
// Spec §7.2: "TwinBee notes on Night 2: 'The house has been quiet.
// That will not last.' On Night 3 morning: 'Overnight, something moved
// back in.'" — we fire the reset narration on the reset morning. The
// quiet-warning Night 2 line lives on the recap path (E2b's deliverRecap
// will add it as a separate hook in a future commit if desired); for
// E3b we keep the rule simple: only the reset morning fires here.
func manorTemporalPostRollover(e *Expedition) []string {
day := e.CurrentDay
if !ManorReset(e, day) {
return nil
}
line := flavor.Pick(flavor.HauntedManorResetMorning)
_ = appendExpeditionLog(e.ID, day, "temporal",
fmt.Sprintf("manor reset — non-boss rooms respawned one enemy each (cycle day %d)", day),
line)
return []string{line}
}