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Adv 2.0 D&D Phase 12 E2a: Threat Clock state machine
Threshold model on top of the E1a persistence: ThreatBand bracketing
(Quiet/Stirring/Alert/Hostile/Siege) with per-band combat/supply/rest
knobs (ThreatBandInfo). Daily threat drift (+3/day, GMMood-modded:
effusive→-3 elated, hostile→+5 wrathful) wired into the 06:00 briefing
rollover; no-op once the boss is down.
Threshold crossings emit a flavor-bearing log entry pulling from the
prewritten flavor.ThreatClock{Stirring,Alert,Hostile,Siege} pools.
applyBossDefeatThreat is the -20 hook for the eventual combat-completion
wiring (combat→expedition link is a later phase).
Combat-driven modifiers (loud-ability, escape, combat-in-new-room) are
deferred to the same combat-link phase since expeditions don't currently
host their own combat path.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
165
internal/plugin/dnd_expedition_threat.go
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165
internal/plugin/dnd_expedition_threat.go
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package plugin
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import (
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"fmt"
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"gogobee/internal/flavor"
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)
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// Phase 12 E2a — Threat Clock state machine.
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// Spec: gogobee_expedition_system.md §8.
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//
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// E1a already shipped the persistence (applyThreatDelta, ThreatEvent,
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// threat_level / threat_siege columns). This file layers the threshold
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// model on top: labels, per-band combat effects, threshold-crossing log
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// flavor, and the daily threat drift applied at briefing rollover.
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//
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// Combat-driven modifiers (combat-in-new-room +5, escape +10, loud-ability
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// +8) require the combat engine to know about expeditions, which it does
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// not yet. They land alongside the !advance/combat hookup in a later phase;
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// this file is wired into the bits we *can* drive: day rollover + boss
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// defeat + manual threat events from camp/extraction logic.
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// ThreatBand is the bracketed state of the threat clock.
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type ThreatBand int
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const (
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ThreatBandQuiet ThreatBand = iota
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ThreatBandStirring
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ThreatBandAlert
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ThreatBandHostile
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ThreatBandSiege
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)
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// ThreatBandInfo bundles the per-band display + combat-side knobs.
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// AC/Init/Perception adjustments are applied by the combat engine when
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// it reads the active expedition's threat band; SupplyMult feeds into
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// currentBurn() (already wired); ShortRest disabled is checked by the
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// rest plumbing once expedition combat is wired.
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type ThreatBandInfo struct {
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Band ThreatBand
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Label string
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Perception int // enemy passive perception bonus
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AC int // enemy AC bonus
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InitAdv bool // enemy initiative advantage
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TrapsArm bool // re-arm cleared traps each day
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SupplyMult float32 // multiplier on daily supply burn
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NoShortRest bool // siege-mode only
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}
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// threatBandFor returns the band for a given level, honouring siege override.
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func threatBandFor(level int, siege bool) ThreatBand {
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if siege || level >= 81 {
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return ThreatBandSiege
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}
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switch {
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case level >= 61:
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return ThreatBandHostile
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case level >= 41:
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return ThreatBandAlert
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case level >= 21:
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return ThreatBandStirring
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default:
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return ThreatBandQuiet
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}
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}
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// threatBandInfo returns the descriptor for a band.
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func threatBandInfo(b ThreatBand) ThreatBandInfo {
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switch b {
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case ThreatBandStirring:
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return ThreatBandInfo{Band: b, Label: "Stirring", Perception: 1, SupplyMult: 1}
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case ThreatBandAlert:
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return ThreatBandInfo{Band: b, Label: "Alert", AC: 2, Perception: 2, SupplyMult: 1}
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case ThreatBandHostile:
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return ThreatBandInfo{Band: b, Label: "Hostile", AC: 2, Perception: 2, InitAdv: true, TrapsArm: true, SupplyMult: 1}
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case ThreatBandSiege:
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return ThreatBandInfo{Band: b, Label: "Siege", AC: 2, Perception: 2, InitAdv: true, TrapsArm: true, SupplyMult: 2, NoShortRest: true}
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}
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return ThreatBandInfo{Band: ThreatBandQuiet, Label: "Quiet", SupplyMult: 1}
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}
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// dailyThreatDrift is the +3/day base (§8.1) plus the GMMood-driven mod
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// (Wrathful +5, Elated -3). Mood bands map: effusive (≥80) → Elated,
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// hostile (<20) → Wrathful, the middle three are neutral.
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func dailyThreatDrift(gmMood int) (int, string) {
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base := 3
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mod := 0
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tag := ""
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switch {
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case gmMood >= 80:
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mod = -3
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tag = "elated"
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case gmMood < 20:
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mod = 5
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tag = "wrathful"
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}
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delta := base + mod
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reason := "day passes in zone"
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if tag != "" {
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reason = fmt.Sprintf("day passes in zone (%s mood mod %+d)", tag, mod)
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}
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return delta, reason
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}
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// applyDailyThreatDrift applies the per-day threat increment at briefing
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// rollover. No-op once the boss has been defeated (the zone has nothing
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// left to escalate). Returns the delta actually applied.
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func applyDailyThreatDrift(e *Expedition) (int, string, error) {
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if e.BossDefeated {
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return 0, "", nil
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}
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delta, reason := dailyThreatDrift(e.GMMood)
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if delta == 0 {
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return 0, reason, nil
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}
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prevBand := threatBandFor(e.ThreatLevel, e.SiegeMode)
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if err := applyThreatDelta(e.ID, delta, reason); err != nil {
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return 0, reason, err
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}
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// Mirror the change in-memory so the caller can render it.
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e.ThreatLevel += delta
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if e.ThreatLevel > 100 {
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e.ThreatLevel = 100
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}
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if e.ThreatLevel < 0 {
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e.ThreatLevel = 0
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}
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if e.ThreatLevel >= 100 {
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e.SiegeMode = true
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}
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newBand := threatBandFor(e.ThreatLevel, e.SiegeMode)
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if newBand != prevBand && newBand > prevBand {
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_ = appendThreatTransitionLog(e, newBand)
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}
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return delta, reason, nil
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}
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// appendThreatTransitionLog records a band-crossing in the expedition log
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// with the prewritten TwinBee narration for that band.
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func appendThreatTransitionLog(e *Expedition, band ThreatBand) error {
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var pool []string
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switch band {
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case ThreatBandStirring:
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pool = flavor.ThreatClockStirring
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case ThreatBandAlert:
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pool = flavor.ThreatClockAlert
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case ThreatBandHostile:
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pool = flavor.ThreatClockHostile
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case ThreatBandSiege:
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pool = flavor.ThreatClockSiege
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default:
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return nil
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}
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line := flavor.Pick(pool)
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info := threatBandInfo(band)
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summary := fmt.Sprintf("threat clock crossed into %s (%d/100)", info.Label, e.ThreatLevel)
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return appendExpeditionLog(e.ID, e.CurrentDay, "threat", summary, line)
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}
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// applyBossDefeatThreat records the -20 threat drop when a zone boss is
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// killed (§8.1). Caller wires it from the combat completion path once
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// expedition combat is hooked up.
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func applyBossDefeatThreat(expID string) error {
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return applyThreatDelta(expID, -20, "boss defeated")
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}
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