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

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