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N5/D4: secret content pass — treasure-cache secret rooms + cross-zone keys
Secret rooms were dead content: every NodeKindSecret node silently collapsed to a normal exploration fight and its authored LootBias (1.5-3.0) was never read at runtime. D4 makes them what they read as — no-combat treasure caches. resolveRoom now diverts a secret node (keyed off the graph node, since CurrentRoomType has already lost the kind) to resolveSecretRoom before the RoomType switch — shared by manual !zone advance, !expedition run autopilot, and the sim. Each secret pays a guaranteed journal page (the D1a grant hook built "for secret rooms"), a LootBias-weighted treasure roll (floored at elite weight), and a guaranteed zone-tier consumable cache, with bespoke in-world discovery flavor. Underdark was the only T2+ zone with no secret; added at throne_gallery on the universal R4 tail (Lost Reliquary, Perception DC 17), merging to throne_steps so it's length-neutral. Two cross-zone keys: the Sunken Temple's Coral Reliquary grants a Sunken Sigil that opens a Sealed Reliquary in Manor Blackspire; the Underforge's Forge Vault grants an Underforge Seal that opens a Sealed Vault in the Underdark. Keys are persistent inventory items matched against LockKey key_id; grants are idempotent. Graph validator + no-soft-lock pass on both touched graphs; combat golden byte-identical; go build/vet/test green repo-wide. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -149,6 +149,103 @@ func (p *AdventurePlugin) grantJournalPage(userID id.UserID, rng *rand.Rand) str
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journalPages[page-1].Title, page, journalTotalPages)
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}
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// --- N5/D4 secret content pass ---------------------------------------------
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//
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// Every NodeKindSecret room resolves as a no-combat treasure cache (see
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// resolveSecretRoom in dnd_zone_combat.go). Finding it — via the perception /
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// stat check on the fork, or a cross-zone key — is the reward: a guaranteed
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// journal page, a LootBias-weighted treasure roll, and a guaranteed consumable
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// cache. The flavor and the key catalog live here with the rest of the
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// campaign; the resolution mechanics live next to the other room resolvers.
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// secretRoomCacheCount is how many zone-tier consumables a secret room always
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// hands over, so the room pays out something visible even for a player who has
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// every page and misses the treasure roll.
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const secretRoomCacheCount = 2
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// crossZoneKey pairs a source secret room with the key item it grants. The key
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// is a plain inventory item; a LockKey edge in the destination zone matches its
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// lower-cased Name against lock_data.key_id (see evaluateEdgeLock). Keys persist
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// in inventory, so the unlock is permanent once earned.
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type crossZoneKey struct {
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item AdvItem
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unlocksIn ZoneID // destination zone, for the grant narration
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unlockHint string // what the key opens, surfaced when it's granted
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}
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// secretRoomKeys — the two cross-zone keys (N5/D4). A Sunken Temple sigil opens
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// a sealed reliquary in Manor Blackspire; an Underforge seal opens a vault deep
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// in the Underdark throne approach. Keyed by the source secret's node ID.
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var secretRoomKeys = map[string]crossZoneKey{
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"sunken_temple.coral_reliquary": {
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item: AdvItem{Name: "Sunken Sigil", Type: "key", Tier: 2},
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unlocksIn: ZoneManorBlackspire,
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unlockHint: "a drowned god's mark — Blackspire has a door that remembers it",
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},
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"underforge.forge_vault": {
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item: AdvItem{Name: "Underforge Seal", Type: "key", Tier: 3},
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unlocksIn: ZoneUnderdark,
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unlockHint: "the forge's own brand — something in the deep roads was promised its work",
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},
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}
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// grantSecretRoomKey hands over the cross-zone key a secret room carries, if it
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// carries one and the player isn't already holding it. Idempotent: re-finding
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// the room on a later run won't stack duplicate keys. Returns the narration line
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// (empty when the room grants no key, the player already has it, or on error).
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func (p *AdventurePlugin) grantSecretRoomKey(userID id.UserID, node ZoneNode) string {
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key, ok := secretRoomKeys[node.NodeID]
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if !ok {
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return ""
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}
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items, err := loadAdvInventory(userID)
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if err != nil {
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return ""
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}
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want := strings.ToLower(key.item.Name)
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for _, it := range items {
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if strings.ToLower(it.Name) == want {
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return "" // already earned — don't stack it
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}
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}
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if err := addAdvInventoryItem(userID, key.item); err != nil {
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slog.Error("secret room: grant key", "user", userID, "key", key.item.Name, "err", err)
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return ""
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}
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return fmt.Sprintf("🗝 **%s** — %s.", key.item.Name, key.unlockHint)
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}
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// secretRoomDiscovery is the bespoke in-world discovery line for a secret room,
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// keyed by node ID. Not TwinBee's voice — the same in-world register the journal
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// pages use. Nodes without an entry fall back to a generic line built from the
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// node label.
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var secretRoomDiscovery = map[string]string{
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"crypt_valdris.secret_chamber": "🔍 **A sealed chamber.** The other grave-robbers pried at the wrong wall. This one gives — Valdris kept something back even from his own tomb.",
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"forest_shadows.sapling_shrine": "🔍 **The Sapling Shrine.** A ring of young antlers grown from the dirt, and something votive left at the centre — an offering the King's shell never came back to claim.",
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"sunken_temple.coral_reliquary": "🔍 **The Coral Reliquary.** Behind a lattice of living coral, a niche the flood sealed rather than drowned. What the temple hid, it hid well.",
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"manor_blackspire.hidden_oratory": "🔍 **The Hidden Oratory.** A chapel with no door in the floor plan, kept for a tenant the deeds refuse to name.",
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"manor_blackspire.sealed_reliquary": "🔍 **The Sealed Reliquary.** The drowned god's sigil bites into the lock and turns. Blackspire kept a piece of the temple's secret behind a door only the temple could open.",
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"underforge.forge_vault": "🔍 **The Forge Vault.** A strongroom off the unbanked heat, its ledger of commissions all addressed elsewhere and long overdue.",
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"underdark.lost_reliquary": "🔍 **A lost reliquary.** A shrine the deep roads swallowed whole, still lit, still waiting on a procession that stopped coming a long age ago.",
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"underdark.sealed_forge_vault": "🔍 **The Sealed Vault.** The Underforge's brand fits the seam, and the deep-road door gives up what the forge sent ahead — payment on the old account.",
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"feywild_crossing.illusion_garden": "🔍 **The Illusion Garden.** A too-kind grove that isn't there when you look straight at it. He can afford beauty here; it costs him nothing to keep.",
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"dragons_lair.hoard_pillar": "🔍 **A pillar of hoard.** Coin drifted to the ceiling around a single column the wyrm guards more than gold — as if something at its heart were worth more.",
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"abyss_portal.reality_seam": "🔍 **A seam in the real.** The gate's arithmetic frays here, and through the frayed place a hand once reached to leave a thing behind on the way out.",
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}
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// secretRoomDiscoveryLine returns the discovery flavor for a secret room,
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// falling back to a label-driven generic when the node has no bespoke entry.
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func secretRoomDiscoveryLine(node ZoneNode) string {
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if line, ok := secretRoomDiscovery[node.NodeID]; ok {
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return line
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}
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label := node.Label
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if label == "" {
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label = "a hidden room"
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}
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return fmt.Sprintf("🔍 **%s** — a room the others walked past. Something was left here for whoever looked closer.", label)
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}
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// bossEpilogues ties each zone boss's death to the Hollow King arc: a 2-3
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// sentence capstone appended to the boss-down moment. Forest of Shadows is the
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// King himself — but what falls there is a shell he shed, which is why the arc
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