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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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@@ -553,7 +553,7 @@ func TestDragonsLair_AwarenessPulseFiresEveryThreeDays(t *testing.T) {
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t.Fatal(err)
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}
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got, _ := getExpedition(exp.ID)
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// +10 awareness pulse + ~3 daily threat drift = 13 (mod GMMood 50 = neutral).
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// +10 awareness pulse + ~3 daily threat drift = 13 (mod DMMood 50 = neutral).
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if got.ThreatLevel < prevThreat+10 {
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t.Errorf("threat = %d, want ≥ %d (awareness pulse +10)", got.ThreatLevel, prevThreat+10)
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}
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