Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2

Combines all uncommitted D&D work into one checkpoint:

Phases 1-8 (per gogobee_dnd_session_summary.md):
- Race/class/stats system, !setup flow, !sheet, !respec
- d20-vs-AC combat with race/class passives, auto-migration
- XP/level-up, skill checks, NPC refund hooks
- Equipment slot mapping, rarity, !rest short/long
- Pre-arm active abilities, resource pools
- Bestiary, !roll/!stats/!level, onboarding DM
- Audit fixes A-I, flavor wiring under internal/flavor/
- Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix)

Phase 9 SP1 — spell system foundations:
- 79 SpellDefinitions (76 in-scope + 3 reaction-deferred)
- dnd_known_spells, dnd_spell_slots tables
- pending_cast / concentration_* columns on dnd_character
- Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math
- Long-rest refreshes slots; respec wipes spell state
- Auto-grant default known list on !setup confirm and auto-migration

Phase 9 SP2 — !cast / !spells / !prepare commands:
- Out-of-combat HEAL and UTILITY resolve immediately
- Damage/control/buff queue as pending_cast for next combat
- Audit-style save-then-debit, slot refund on save failure
- !cast --drop, concentration supersession, prep-cap enforcement
- Reaction spells refused with Phase 11 note

SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn
tests) are next. Build clean, full test suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-08 08:21:44 -07:00
parent 8e0fe0230c
commit 9e1a1f606c
80 changed files with 19088 additions and 210 deletions

View File

@@ -0,0 +1,117 @@
package plugin
import (
"strings"
"gogobee/internal/flavor"
)
// D&D-layer flavor wire-in. Helpers here pull from the protected pools in
// internal/flavor and are called at the relevant integration points
// (combat outputs, level-up DM, rest commands, NPC encounters, loot drops).
//
// Each helper returns "" when the corresponding pool is empty so callers can
// safely embed the result without conditional-noise everywhere.
// ── Combat narrative ─────────────────────────────────────────────────────────
// dndCombatOpeningLine returns a single CombatStart pool line for use at
// the top of a fight's combat-log render. Caller decides where to inject it
// (typically prepended to the first phase message).
func dndCombatOpeningLine() string {
return flavor.Pick(flavor.CombatStart)
}
// dndCombatClosingLine returns a single line appropriate for the fight's
// end state: CombatVictory on a non-boss win, BossDeath on a boss kill,
// PlayerDeath on a loss.
func dndCombatClosingLine(playerWon, isBoss bool) string {
switch {
case playerWon && isBoss:
return flavor.Pick(flavor.BossDeath)
case playerWon:
return flavor.Pick(flavor.CombatVictory)
default:
return flavor.Pick(flavor.PlayerDeath)
}
}
// dndZoneCompleteLine fires on dungeon completion (only on victorious clear).
func dndZoneCompleteLine() string {
return flavor.Pick(flavor.ZoneComplete)
}
// dndNat20Line / dndNat1Line — appended to the fight's roll summary when
// at least one nat 20 / nat 1 was rolled by the player. A single line per
// fight (not per roll) to avoid spam.
func dndNat20Line() string {
return flavor.Pick(flavor.Nat20)
}
func dndNat1Line() string {
return flavor.Pick(flavor.Nat1)
}
// ── Level-up + items ────────────────────────────────────────────────────────
// dndLevelUpFlavorLine — random LevelUp pool entry for the level-up DM.
func dndLevelUpFlavorLine() string {
return flavor.Pick(flavor.LevelUp)
}
// dndItemFoundLine — used when loot drops in dungeon resolution.
func dndItemFoundLine() string {
return flavor.Pick(flavor.ItemFound)
}
// ── Rest ─────────────────────────────────────────────────────────────────────
// dndRestShortFlavorLine — for !rest short.
func dndRestShortFlavorLine() string {
return flavor.Pick(flavor.RestShort)
}
// dndRestLongFlavorLine — for !rest long. The HomeLongRest pool is
// preferred when the player is at home; falls back to generic RestLong.
func dndRestLongFlavorLine(atHome bool) string {
if atHome {
if line := flavor.Pick(flavor.HomeLongRest); line != "" {
return line
}
}
return flavor.Pick(flavor.RestLong)
}
// ── NPC greetings ───────────────────────────────────────────────────────────
//
// The NPC encounter system already has legacy `mistyOpenings` and
// `arinaOpenings` slices used for prompt openings. We don't replace those —
// we union them with the new D&D-flavored greetings so players see ~2x
// variety in the openings. Helpers below return the combined pool.
// dndMistyGreetingPool returns the union of legacy and D&D pools for Misty.
// Used by the encounter-fire path to vary opening lines.
func dndMistyGreetingPool() []string {
combined := make([]string, 0, len(flavor.MistyGreeting)+len(mistyOpenings))
combined = append(combined, flavor.MistyGreeting...)
combined = append(combined, mistyOpenings...)
return combined
}
func dndArinaGreetingPool() []string {
combined := make([]string, 0, len(flavor.ArinaGreeting)+len(arinaOpenings))
combined = append(combined, flavor.ArinaGreeting...)
combined = append(combined, arinaOpenings...)
return combined
}
// ── Helpers ──────────────────────────────────────────────────────────────────
// dndItalicize wraps a non-empty line in markdown italics with leading
// blank line so callers can append narrative cleanly.
func dndItalicize(line string) string {
if strings.TrimSpace(line) == "" {
return ""
}
return "\n\n_" + line + "_"
}