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adventure: Tier 6 postgame "Mythic" dungeons (P1–P7 calibration)
Five post-game dungeons above the T5 ceiling, gated on both T5 bosses beaten + level 18. Opt-in endgame: deadly solo, clearable by a party with Pete + pets. - P1 gating: postgameUnlocked (T5 clears + level floor), zonesForLevel excludes T6 unconditionally; wired into startZoneRun, !zone/!expedition, party accept, boredom picker, and the list dividers. - P2 bestiary: 15 elites + 5 signature bosses (Layer-1 stat blocks). - P3 zone defs + 4-region registries; ZoneLootEntry.BossOnly. - P4 five zone graphs on a shared builder (44–52 rooms, no soft-lock; Ossuary secret Verse nodes). - P5 loot: BossOnly enforced; signature items are real registry magic items; five Thom pity recipes off the per-zone crafting anchors. - P6 narration/flavor (5 files), T6 achievements, Pete stays zone-parametric. - P7 (in progress): sim can now reach gated T6 (SimRunner.SeedPostgameUnlock + IsPostgameZone). First calibration pass on millenia — hardened ossuary + drowned_star, softened first_hoard + unplace; last_meridian in band. Fix: party members were refused from every T6 zone because expeditionCmdAccept ran the level gate (which excludes T6) before the postgame check — the intended party endgame was unreachable. Route T6 through postgameUnlocked. Regression tests added.
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@@ -118,6 +118,25 @@ func (p *AdventurePlugin) zoneCmdList(ctx MessageContext, c *DnDCharacter) error
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i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID))
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b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
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}
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// Post-game zones render under a divider once any exist. Unlocked players
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// see enterable entries (indexed continuing from the list above, matching
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// availableZonesFor); locked players see aspiration + the unlock hint.
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if pg := postgameZones(); len(pg) > 0 {
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unlocked, reason := postgameUnlocked(ctx.Sender, c.Level)
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b.WriteString("\n— Beyond the Map —\n")
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if !unlocked {
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b.WriteString(fmt.Sprintf("_%s_\n", reason))
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}
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for j, z := range pg {
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if unlocked {
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b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d+_ `!zone enter %s`\n",
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len(zones)+j+1, z.Display, int(z.Tier), z.LevelMin, z.ID))
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} else {
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b.WriteString(fmt.Sprintf("🔒 %s — _T%d, L%d+_\n", z.Display, int(z.Tier), z.LevelMin))
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}
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b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
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}
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}
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if active, isLeader, _ := activeZoneRunFor(ctx.Sender); active != nil {
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zone := zoneOrFallback(active.ZoneID)
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tail := "Use `!zone status` or `!zone abandon`."
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@@ -200,9 +219,12 @@ func (p *AdventurePlugin) zoneCmdEnter(ctx MessageContext, c *DnDCharacter, rest
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"🛌 You're still resting — %s remaining. The dungeon won't go anywhere.",
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formatRespecDuration(remaining)))
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}
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available := zonesForLevel(c.Level)
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available := availableZonesFor(ctx.Sender, c.Level)
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id, ok := resolveZoneInput(rest, available)
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if !ok {
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if reason := postgameLockReason(rest, ctx.Sender, c.Level); reason != "" {
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return p.SendDM(ctx.Sender, reason)
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}
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return p.SendDM(ctx.Sender,
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"Unknown zone for your level. Try `!zone list` to see what's available.")
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}
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@@ -762,7 +784,7 @@ func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact, inlin
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b.WriteString(line)
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b.WriteString("\n\n")
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}
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if granted := p.rollZoneLoot(ctx.Sender, run, zone); len(granted) > 0 {
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if granted := p.rollZoneLoot(ctx.Sender, run, zone, !midZone); len(granted) > 0 {
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b.WriteString("**Loot:**\n")
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for _, id := range granted {
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b.WriteString("• " + id + "\n")
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