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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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@@ -285,8 +285,11 @@ func trapDamageHeader(tr zoneTrapDef, dmg int, hpCur, hpMax int) string {
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return fmt.Sprintf("🚫 **%s** — %s. Spells fizzle and enchanted gear sleeps until you leave the room.", tr.Display, tr.Trigger)
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}
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dice := fmt.Sprintf("%dd%d", tr.DamageDiceN, tr.DamageDiceD)
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return fmt.Sprintf("💢 **%s** (%s %s) — **%d HP** (%d/%d remaining).",
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tr.Display, dice, tr.DamageType, dmg, hpCur, hpMax)
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// Lead with the trap's own mechanism-specific Trigger so the narrative
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// matches the trap kind (e.g. a Collapsing Ceiling no longer reads as
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// a dart in the air). Trigger is required on every catalog entry.
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return fmt.Sprintf("💢 **%s** — %s. (%s %s) — **%d HP** (%d/%d remaining).",
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tr.Display, tr.Trigger, dice, tr.DamageType, dmg, hpCur, hpMax)
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}
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// trapSpottedHeader — narration for a successful detection roll. No
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