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>
This commit is contained in:
prosolis
2026-05-09 07:43:11 -07:00
parent 83a71173b1
commit dfa7beeb96
32 changed files with 1262 additions and 334 deletions

View File

@@ -6,6 +6,7 @@ import (
"log/slog"
"math/rand/v2"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
@@ -17,7 +18,7 @@ import (
// into a fight" — spawning enemies from the zone roster, running them
// through the existing combat engine with the player's full D&D layer,
// awarding XP per kill and zone loot on boss defeat, and ending the run
// (mood penalty + GMPlayerDeath narration) if the player goes down.
// (mood penalty + DMPlayerDeath narration) if the player goes down.
//
// Per-room behavior:
// Entry → no combat (already narrated on enter)
@@ -178,6 +179,15 @@ func (p *AdventurePlugin) runZoneCombat(
result := SimulateCombat(player, enemy, dungeonCombatPhases)
// Misty condition repair (post-combat, same 20% chance as arena/encounter
// paths in combat_bridge.go). Mirrors the buff's intent — gourmet food
// keeps her gear in shape on long expeditions, not just in the arena.
if char.MistyBuffExpires != nil && time.Now().UTC().Before(*char.MistyBuffExpires) {
if rand.Float64() < 0.20 {
npcRepairMostDamaged(userID, equip, 5)
}
}
p.grantCombatAchievements(userID, result)
persistDnDHPAfterCombat(userID, result.PlayerStartHP, result.PlayerEndHP)
if err := persistDnDPostCombatSubclass(dndChar, playerMods.BerserkerRage, result, playerMods); err != nil {
@@ -286,11 +296,15 @@ func (p *AdventurePlugin) applyTrapEffectWithDetect(
detect SkillCheckResult,
) (int, string) {
var b strings.Builder
if line := twinBeeLine(zone.ID, GMTrapDetected, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
if detect.Success {
// Detected: the TwinBee "you spotted it" line only fires here, so a
// failed detection no longer contradicts the next line. The mismatch
// where "Perception roll pays off" preceded a tripped trap was
// caused by this line firing unconditionally.
if line := twinBeeLine(zone.ID, DMTrapDetected, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(trapSpottedHeader(trap, detect))
return 0, b.String()
}
@@ -308,10 +322,10 @@ func (p *AdventurePlugin) applyTrapEffectWithDetect(
slog.Error("zone: trap HP persist", "user", userID, "err", err)
}
}
if line := twinBeeLine(zone.ID, GMTrapTripped, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
// Trip flavor lives in trap.Trigger (mechanism-specific) which the
// damage header now surfaces. The generic DMTrapTripped pool is no
// longer pulled here — it mixed dart/ceiling/pit/glyph lines that
// frequently mismatched the actual trap.
b.WriteString(trapDamageHeader(trap, dmg, dndChar.HPCurrent, dndChar.HPMax))
return dmg, b.String()
}
@@ -336,15 +350,12 @@ func (p *AdventurePlugin) resolveTrapRoomLegacy(userID id.UserID, run *DungeonRu
if err := SaveDnDCharacter(dndChar); err != nil {
slog.Error("zone: trap HP persist (legacy)", "user", userID, "err", err)
}
// Legacy path always trips — no detection check. Drop the TwinBee pool
// picks here for the same reason as applyTrapEffectWithDetect: the
// detected line shouldn't fire when nothing was detected, and the
// generic tripped pool routinely mismatches the actual trap. Plain
// damage line carries the result.
var b strings.Builder
if line := twinBeeLine(zone.ID, GMTrapDetected, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
if line := twinBeeLine(zone.ID, GMTrapTripped, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(fmt.Sprintf("💢 The trap takes **%d HP** (%d/%d remaining).", dmg, dndChar.HPCurrent, dndChar.HPMax))
return dmg, b.String()
}