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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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@@ -145,10 +145,12 @@ func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) erro
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}
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}
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// Reaction spells deferred.
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// Reaction spells deferred — combat is one-shot SimulateCombat, no
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// per-turn windows where a reaction could trigger. Will land alongside
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// turn-based combat when that arrives.
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if spell.Effect == EffectReaction {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"%s is a reaction spell — those land in Phase 11 alongside turn-based boss combat.", spell.Name))
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"%s is a reaction spell — those aren't usable yet (combat resolves in one beat, no reaction window). Pick a different spell.", spell.Name))
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}
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// Known + prepared check.
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