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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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@@ -10,7 +10,7 @@ import (
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// D1a (this file) ships zone *definitions* only — names, tiers, level
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// ranges, enemy rosters by bestiary ID, boss stat block, and loot stubs.
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// State machine (DungeonRun), commands (!zone enter/advance/etc), and
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// TwinBee GM mood land in subsequent D1 sub-phases (D1b–D1d).
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// TwinBee DM mood land in subsequent D1 sub-phases (D1b–D1d).
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//
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// Tier 1 ships first (Goblin Warrens, Crypt of Valdris). Tiers 2–5 are
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// added in D2/D3/D4/D5. Loot table item IDs reference equipment/treasure
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