Long expeditions D1-d: T4 zones to new 28-34 room band

Both T4 zones follow the D1-a/b/c pattern: extend the graph so the
longest entry→boss walk lands in band, keep the zone's authored
topology intact.

  underdark         (T4): 10 → 46 nodes, longest 30 (band 28-34)
  feywild_crossing  (T4):  9 → 53 nodes, longest 30 (band 28-34)

Topology preserved per zone:
- Underdark: 4-region authoring intact (every node carries a valid
  RegionID); 3-way fork1 (drow R2 / illithid R3 / deep_chasm R1)
  with LockNone / LockPerception / LockStatCheck CON; deep_chasm
  intentionally stays R1; all three arms converge at the R4
  throne_approach merge. Adds the missing Trap anchor (Collapsed
  Arch) in the R1 preamble.
- Feywild Crossing: woven forks intact — hag_circle still has two
  incoming edges (one per first-stage path), time_eddy stays
  grove-exclusive, illusion_garden stays marsh-exclusive, fork1
  remains CHA-vs-Perception with no LockNone option. Adds the
  missing Trap anchor (Cursed Thicket) and a fae_court MERGE so
  the three second-stage endings converge into one final boss
  approach instead of triplicating it.

MinRooms/MaxRooms re-pitched 8-10 → 28-34 so the dice fallback also
lands in band for any future graphless variant.

T5 zones (dragons_lair, abyss_portal) deferred to D1-e — those
need a RegionID backfill on top of the length extension since their
regionsByZone entries are not currently honored by their graphs.
This commit is contained in:
prosolis
2026-05-27 18:02:05 -07:00
parent bbc25fe958
commit d99f975074
5 changed files with 511 additions and 94 deletions

View File

@@ -1,31 +1,56 @@
package plugin
// Phase G8i — The Underdark branching graph (multi-region).
// The Underdark branching graph (multi-region).
//
// T4 zone. Shape: 3-way regional fork — fork1 routes the player into
// one of three distinct regions (R1 deep, R2 drow, R3 illithid), each
// with its own internal mid-node, all converging at R4 (deep_throne).
// Long-expedition plan D1-d: extended from the original 10-node sketch
// to the new T4 length band (2834 rooms traversed). Topology preserves
// the G8i design intent — three regional arms converge at the deep
// throne — and adds the linear depth each arm now needs to feel like a
// region in its own right rather than a single side-room.
//
// R1 surface_tunnels: entry → tunnel_descent → fork1
// ┌─[CON DC 15]── deep_chasm (R1, rich harvest) ──────────┐
//
// ├─[unlocked]── drow_patrol (R2) → drow_captain (R2 elite)─┤
// │ ├── throne_approach (R4) → boss (R4)
// └─[Perception DC 16]── psionic_corridor (R3) → mind_flayer (R3 elite)─┘
// R1 surface_tunnels preamble (8 nodes):
// entry → tunnel_descent → moss_corridor → fungal_grove →
// collapsed_arch (TRAP) → ledge_walk → shrine_to_lolth → fork1
//
// Each colored arm crosses a region boundary, exercising the G6
// fireGraphRegionTransition hook end-to-end. The four authored regions
// match dnd_expedition_region.go:
// R1 = underdark_surface_tunnels
// R2 = underdark_drow_outpost
// R3 = underdark_illithid_warren
// R4 = underdark_deep_throne
// Fork1 → three regional arms (each crosses a region boundary except
// the deep_chasm arm, which intentionally stays in R1 — same as G8i):
//
// Distinct from prior zones in two ways:
// 1. First (and only) authored zone with non-empty RegionID on every
// node. Region transitions fire on fork1→{drow_patrol|psionic_corridor}
// and on the elite→throne_approach edges.
// 2. Convergent triangle: three colored arms, one merge.
// R2 drow_outpost arm (12 nodes):
// drow_patrol → drow_picket → corridor_of_eyes → spider_warren →
// web_passage → drow_chapel → drow_armory → drow_captain (ELITE) →
// captain_quarters → drow_descent → drow_passage → drow_gate
//
// R3 illithid_warren arm (12 nodes):
// psionic_corridor → whispering_hall → silenced_chamber →
// mind_tank_room → thrall_pens → broodling_chamber →
// mind_flayer (ELITE) → flayer_sanctum → illithid_descent →
// illithid_passage → illithid_gate → illithid_threshold
//
// R1 deep_chasm spur (4 nodes — short arm, the “rich-harvest if you
// can take the CON-15 climb” route):
// deep_chasm (HARVEST) → chasm_floor → chasm_bridge → chasm_ascent
//
// R4 deep_throne tail (10 nodes including boss):
// throne_approach (MERGE) → throne_stairs → throne_corridor →
// throne_antechamber → throne_guard_post → throne_doors →
// throne_gallery → throne_inner_hall → throne_steps → boss
//
// Longest entry→boss walk is via either R2 or R3 arm + R4 tail:
// 8 (preamble) + 12 (arm) + 10 (tail) = 30 nodes, inside [28,34].
// The deep_chasm spur reaches the boss in 8 + 4 + 10 = 22 nodes — a
// faster route that trades the elite encounter for the harvest spur,
// preserving the original “high-CON cost, no elite, denser loot”
// trade-off.
//
// Per-region totals (single-traverse): R1 surface_tunnels = 8 preamble,
// R1 chasm spur = 4 (only one is on any given walk), R2 = 12, R3 = 12,
// R4 = 10. Boundary transitions remain at fork1 → arm-entry and
// arm-tail → throne_approach; the G6 fireGraphRegionTransition hook
// still fires exactly once per fork choice (or twice if the player
// later !region-travels into a non-walked arm).
//
// Trap anchor (Collapsed Arch) is new — the original G8i graph had no
// Trap node. Placed in the R1 preamble so every walk hits it.
func zoneUnderdarkGraph() ZoneGraph {
r1 := "underdark_surface_tunnels"
@@ -34,32 +59,120 @@ func zoneUnderdarkGraph() ZoneGraph {
r4 := "underdark_deep_throne"
nodes := []ZoneNode{
// R1 preamble.
{NodeID: "underdark.entry", Kind: NodeKindEntry, IsEntry: true, RegionID: r1,
Label: "Cave Mouth", PosX: 0, PosY: 2},
{NodeID: "underdark.tunnel_descent", Kind: NodeKindExploration, RegionID: r1,
Label: "Tunnel Descent", PosX: 1, PosY: 2},
{NodeID: "underdark.moss_corridor", Kind: NodeKindExploration, RegionID: r1,
Label: "Glowmoss Corridor", PosX: 2, PosY: 2},
{NodeID: "underdark.fungal_grove", Kind: NodeKindExploration, RegionID: r1,
Label: "Fungal Grove", PosX: 3, PosY: 2},
{NodeID: "underdark.collapsed_arch", Kind: NodeKindTrap, RegionID: r1,
Label: "Collapsed Arch", PosX: 4, PosY: 2},
{NodeID: "underdark.ledge_walk", Kind: NodeKindExploration, RegionID: r1,
Label: "Ledge Walk", PosX: 5, PosY: 2},
{NodeID: "underdark.shrine_to_lolth", Kind: NodeKindExploration, RegionID: r1,
Label: "Defaced Shrine", PosX: 6, PosY: 2},
{NodeID: "underdark.fork1", Kind: NodeKindFork, RegionID: r1,
Label: "Three-Way Pass", PosX: 2, PosY: 2},
Label: "Three-Way Pass", PosX: 7, PosY: 2},
// R1 deep_chasm spur (HARVEST, stays in surface_tunnels).
{NodeID: "underdark.deep_chasm", Kind: NodeKindHarvest, RegionID: r1,
Label: "Deep Chasm", PosX: 3, PosY: 2,
Label: "Deep Chasm", PosX: 8, PosY: 4,
Content: ZoneNodeContent{LootBias: 1.8}},
{NodeID: "underdark.chasm_floor", Kind: NodeKindExploration, RegionID: r1,
Label: "Chasm Floor", PosX: 9, PosY: 4},
{NodeID: "underdark.chasm_bridge", Kind: NodeKindExploration, RegionID: r1,
Label: "Stone-Web Bridge", PosX: 10, PosY: 4},
{NodeID: "underdark.chasm_ascent", Kind: NodeKindExploration, RegionID: r1,
Label: "Chasm Ascent", PosX: 11, PosY: 4},
// R2 drow_outpost arm.
{NodeID: "underdark.drow_patrol", Kind: NodeKindExploration, RegionID: r2,
Label: "Drow Patrol", PosX: 3, PosY: 1},
Label: "Drow Patrol", PosX: 8, PosY: 0},
{NodeID: "underdark.drow_picket", Kind: NodeKindExploration, RegionID: r2,
Label: "Sentry Picket", PosX: 9, PosY: 0},
{NodeID: "underdark.corridor_of_eyes", Kind: NodeKindExploration, RegionID: r2,
Label: "Corridor of Eyes", PosX: 10, PosY: 0},
{NodeID: "underdark.spider_warren", Kind: NodeKindExploration, RegionID: r2,
Label: "Spider Warren", PosX: 11, PosY: 0},
{NodeID: "underdark.web_passage", Kind: NodeKindExploration, RegionID: r2,
Label: "Web Passage", PosX: 12, PosY: 0},
{NodeID: "underdark.drow_chapel", Kind: NodeKindExploration, RegionID: r2,
Label: "Lolth's Chapel", PosX: 13, PosY: 0},
{NodeID: "underdark.drow_armory", Kind: NodeKindExploration, RegionID: r2,
Label: "Drow Armory", PosX: 14, PosY: 0},
{NodeID: "underdark.drow_captain", Kind: NodeKindElite, RegionID: r2,
Label: "Drow Captain's Camp", PosX: 4, PosY: 1},
Label: "Drow Captain's Camp", PosX: 15, PosY: 0},
{NodeID: "underdark.captain_quarters", Kind: NodeKindExploration, RegionID: r2,
Label: "Captain's Quarters", PosX: 16, PosY: 0},
{NodeID: "underdark.drow_descent", Kind: NodeKindExploration, RegionID: r2,
Label: "Drow Descent", PosX: 17, PosY: 0},
{NodeID: "underdark.drow_passage", Kind: NodeKindExploration, RegionID: r2,
Label: "Lower Passage", PosX: 18, PosY: 0},
{NodeID: "underdark.drow_gate", Kind: NodeKindExploration, RegionID: r2,
Label: "Drow Gate", PosX: 19, PosY: 0},
// R3 illithid_warren arm.
{NodeID: "underdark.psionic_corridor", Kind: NodeKindExploration, RegionID: r3,
Label: "Psionic Corridor", PosX: 3, PosY: 3},
Label: "Psionic Corridor", PosX: 8, PosY: 2},
{NodeID: "underdark.whispering_hall", Kind: NodeKindExploration, RegionID: r3,
Label: "Whispering Hall", PosX: 9, PosY: 2},
{NodeID: "underdark.silenced_chamber", Kind: NodeKindExploration, RegionID: r3,
Label: "Silenced Chamber", PosX: 10, PosY: 2},
{NodeID: "underdark.mind_tank_room", Kind: NodeKindExploration, RegionID: r3,
Label: "Brine Tanks", PosX: 11, PosY: 2},
{NodeID: "underdark.thrall_pens", Kind: NodeKindExploration, RegionID: r3,
Label: "Thrall Pens", PosX: 12, PosY: 2},
{NodeID: "underdark.broodling_chamber", Kind: NodeKindExploration, RegionID: r3,
Label: "Broodling Chamber", PosX: 13, PosY: 2},
{NodeID: "underdark.mind_flayer", Kind: NodeKindElite, RegionID: r3,
Label: "Mind Flayer Elder", PosX: 4, PosY: 3},
Label: "Mind Flayer Elder", PosX: 14, PosY: 2},
{NodeID: "underdark.flayer_sanctum", Kind: NodeKindExploration, RegionID: r3,
Label: "Flayer Sanctum", PosX: 15, PosY: 2},
{NodeID: "underdark.illithid_descent", Kind: NodeKindExploration, RegionID: r3,
Label: "Illithid Descent", PosX: 16, PosY: 2},
{NodeID: "underdark.illithid_passage", Kind: NodeKindExploration, RegionID: r3,
Label: "Slime Corridor", PosX: 17, PosY: 2},
{NodeID: "underdark.illithid_gate", Kind: NodeKindExploration, RegionID: r3,
Label: "Illithid Gate", PosX: 18, PosY: 2},
{NodeID: "underdark.illithid_threshold", Kind: NodeKindExploration, RegionID: r3,
Label: "Threshold of Thought", PosX: 19, PosY: 2},
// R4 deep_throne tail.
{NodeID: "underdark.throne_approach", Kind: NodeKindMerge, RegionID: r4,
Label: "Throne Approach", PosX: 5, PosY: 2},
Label: "Throne Approach", PosX: 20, PosY: 2},
{NodeID: "underdark.throne_stairs", Kind: NodeKindExploration, RegionID: r4,
Label: "Obsidian Stairs", PosX: 21, PosY: 2},
{NodeID: "underdark.throne_corridor", Kind: NodeKindExploration, RegionID: r4,
Label: "Throne Corridor", PosX: 22, PosY: 2},
{NodeID: "underdark.throne_antechamber", Kind: NodeKindExploration, RegionID: r4,
Label: "Antechamber", PosX: 23, PosY: 2},
{NodeID: "underdark.throne_guard_post", Kind: NodeKindExploration, RegionID: r4,
Label: "Guard Post", PosX: 24, PosY: 2},
{NodeID: "underdark.throne_doors", Kind: NodeKindExploration, RegionID: r4,
Label: "Riven Doors", PosX: 25, PosY: 2},
{NodeID: "underdark.throne_gallery", Kind: NodeKindExploration, RegionID: r4,
Label: "Throne Gallery", PosX: 26, PosY: 2},
{NodeID: "underdark.throne_inner_hall", Kind: NodeKindExploration, RegionID: r4,
Label: "Inner Hall", PosX: 27, PosY: 2},
{NodeID: "underdark.throne_steps", Kind: NodeKindExploration, RegionID: r4,
Label: "Throne Steps", PosX: 28, PosY: 2},
{NodeID: "underdark.boss", Kind: NodeKindBoss, IsBoss: true, RegionID: r4,
Label: "Deep Throne", PosX: 6, PosY: 2},
Label: "Deep Throne", PosX: 29, PosY: 2},
}
edges := []ZoneEdge{
// R1 preamble.
{From: "underdark.entry", To: "underdark.tunnel_descent", Lock: LockNone},
{From: "underdark.tunnel_descent", To: "underdark.fork1", Lock: LockNone},
// Fork1 — three regional arms.
{From: "underdark.tunnel_descent", To: "underdark.moss_corridor", Lock: LockNone},
{From: "underdark.moss_corridor", To: "underdark.fungal_grove", Lock: LockNone},
{From: "underdark.fungal_grove", To: "underdark.collapsed_arch", Lock: LockNone},
{From: "underdark.collapsed_arch", To: "underdark.ledge_walk", Lock: LockNone},
{From: "underdark.ledge_walk", To: "underdark.shrine_to_lolth", Lock: LockNone},
{From: "underdark.shrine_to_lolth", To: "underdark.fork1", Lock: LockNone},
// Fork1 — three regional arms (unchanged lock/hint identity).
{From: "underdark.fork1", To: "underdark.drow_patrol", Lock: LockNone, Weight: 1},
{From: "underdark.fork1", To: "underdark.psionic_corridor",
Lock: LockPerception, LockData: map[string]any{"dc": 16},
@@ -67,15 +180,51 @@ func zoneUnderdarkGraph() ZoneGraph {
{From: "underdark.fork1", To: "underdark.deep_chasm",
Lock: LockStatCheck, LockData: map[string]any{"stat": "CON", "dc": 15},
Hint: "a vertical shaft humming with cold air — the climb will hurt", Weight: 3},
// R1 spur.
{From: "underdark.deep_chasm", To: "underdark.chasm_floor", Lock: LockNone},
{From: "underdark.chasm_floor", To: "underdark.chasm_bridge", Lock: LockNone},
{From: "underdark.chasm_bridge", To: "underdark.chasm_ascent", Lock: LockNone},
{From: "underdark.chasm_ascent", To: "underdark.throne_approach", Lock: LockNone},
// R2 arm.
{From: "underdark.drow_patrol", To: "underdark.drow_captain", Lock: LockNone},
{From: "underdark.drow_captain", To: "underdark.throne_approach", Lock: LockNone},
{From: "underdark.drow_patrol", To: "underdark.drow_picket", Lock: LockNone},
{From: "underdark.drow_picket", To: "underdark.corridor_of_eyes", Lock: LockNone},
{From: "underdark.corridor_of_eyes", To: "underdark.spider_warren", Lock: LockNone},
{From: "underdark.spider_warren", To: "underdark.web_passage", Lock: LockNone},
{From: "underdark.web_passage", To: "underdark.drow_chapel", Lock: LockNone},
{From: "underdark.drow_chapel", To: "underdark.drow_armory", Lock: LockNone},
{From: "underdark.drow_armory", To: "underdark.drow_captain", Lock: LockNone},
{From: "underdark.drow_captain", To: "underdark.captain_quarters", Lock: LockNone},
{From: "underdark.captain_quarters", To: "underdark.drow_descent", Lock: LockNone},
{From: "underdark.drow_descent", To: "underdark.drow_passage", Lock: LockNone},
{From: "underdark.drow_passage", To: "underdark.drow_gate", Lock: LockNone},
{From: "underdark.drow_gate", To: "underdark.throne_approach", Lock: LockNone},
// R3 arm.
{From: "underdark.psionic_corridor", To: "underdark.mind_flayer", Lock: LockNone},
{From: "underdark.mind_flayer", To: "underdark.throne_approach", Lock: LockNone},
// R1 deep arm — single node back to merge.
{From: "underdark.deep_chasm", To: "underdark.throne_approach", Lock: LockNone},
{From: "underdark.throne_approach", To: "underdark.boss", Lock: LockNone},
{From: "underdark.psionic_corridor", To: "underdark.whispering_hall", Lock: LockNone},
{From: "underdark.whispering_hall", To: "underdark.silenced_chamber", Lock: LockNone},
{From: "underdark.silenced_chamber", To: "underdark.mind_tank_room", Lock: LockNone},
{From: "underdark.mind_tank_room", To: "underdark.thrall_pens", Lock: LockNone},
{From: "underdark.thrall_pens", To: "underdark.broodling_chamber", Lock: LockNone},
{From: "underdark.broodling_chamber", To: "underdark.mind_flayer", Lock: LockNone},
{From: "underdark.mind_flayer", To: "underdark.flayer_sanctum", Lock: LockNone},
{From: "underdark.flayer_sanctum", To: "underdark.illithid_descent", Lock: LockNone},
{From: "underdark.illithid_descent", To: "underdark.illithid_passage", Lock: LockNone},
{From: "underdark.illithid_passage", To: "underdark.illithid_gate", Lock: LockNone},
{From: "underdark.illithid_gate", To: "underdark.illithid_threshold", Lock: LockNone},
{From: "underdark.illithid_threshold", To: "underdark.throne_approach", Lock: LockNone},
// R4 tail.
{From: "underdark.throne_approach", To: "underdark.throne_stairs", Lock: LockNone},
{From: "underdark.throne_stairs", To: "underdark.throne_corridor", Lock: LockNone},
{From: "underdark.throne_corridor", To: "underdark.throne_antechamber", Lock: LockNone},
{From: "underdark.throne_antechamber", To: "underdark.throne_guard_post", Lock: LockNone},
{From: "underdark.throne_guard_post", To: "underdark.throne_doors", Lock: LockNone},
{From: "underdark.throne_doors", To: "underdark.throne_gallery", Lock: LockNone},
{From: "underdark.throne_gallery", To: "underdark.throne_inner_hall", Lock: LockNone},
{From: "underdark.throne_inner_hall", To: "underdark.throne_steps", Lock: LockNone},
{From: "underdark.throne_steps", To: "underdark.boss", Lock: LockNone},
}
return BuildGraph(ZoneUnderdark, nodes, edges)
}