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Adv 2.0 D&D polish: GM→DM rename, streamed zone combat, end-to-end scenario test
GM→DM rename across docs and code (GMNarrationType→DMNarrationType, GMState→DMState, narration constants, comments) so the system reads as "Dungeon Master" everywhere. Player-visible "GM mood" wording stays where it appears in flavor. Streamed zone/expedition combat: zone advance now stages patrol → patrol play-by-play → patrol resolution → room intro → room play-by-play → final outcome through sendZoneCombatMessages with 2–3s pacing (arena keeps its 5–8s window). Combat narrative lines pick up a compact d20-vs-AC roll annotation for hit/crit/miss/block events. Combat outcome polish: dndHPSnapshot lets narration show sheet HP rather than legacy combat-engine HP, and markAdventureDead clears the zombie state where hp_current was 0 but the legacy alive flag stayed true after a D&D-layer KO. Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite covering the new layer, and adv2_scenario_test.go — a full zone-run + expedition + harvest playthrough against a copy of the prod DB asserting persisted state end-to-end. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -103,6 +103,9 @@ func renderPhaseBlock(pg phaseGroup, playerName, enemyName string, result Combat
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for _, e := range pg.Events {
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line := renderEvent(e, playerName, enemyName, result, picker)
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if line != "" {
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if roll := rollAnnotation(e); roll != "" {
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line = line + " " + roll
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}
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sb.WriteString(line + "\n")
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}
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}
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@@ -125,6 +128,26 @@ func clampHP(hp int) int {
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return hp
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}
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// rollAnnotation returns a compact d20 tag for events that came from the
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// d20-vs-AC resolution path. Empty for ability/heal/consumable events
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// where Roll is unset. Format: "_(🎲 14 vs AC 13)_" — italicized so the
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// dice fact reads as a sidebar to the narrative line.
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func rollAnnotation(e CombatEvent) string {
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if e.Roll <= 0 {
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return ""
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}
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switch e.Action {
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case "hit", "crit", "miss", "block":
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// d20 contests — annotate with roll vs target AC.
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default:
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return ""
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}
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if e.RollAgainst > 0 {
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return fmt.Sprintf("_(🎲 %d vs AC %d)_", e.Roll, e.RollAgainst)
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}
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return fmt.Sprintf("_(🎲 %d)_", e.Roll)
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}
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func phaseHeader(name string) string {
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switch name {
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case "Opening", "opening":
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