Commit Graph

5 Commits

Author SHA1 Message Date
prosolis
d9541f07f1 adventure: Tier 6 postgame "Mythic" dungeons (P1–P7 calibration)
Five post-game dungeons above the T5 ceiling, gated on both T5 bosses beaten
+ level 18. Opt-in endgame: deadly solo, clearable by a party with Pete + pets.

- P1 gating: postgameUnlocked (T5 clears + level floor), zonesForLevel excludes
  T6 unconditionally; wired into startZoneRun, !zone/!expedition, party accept,
  boredom picker, and the list dividers.
- P2 bestiary: 15 elites + 5 signature bosses (Layer-1 stat blocks).
- P3 zone defs + 4-region registries; ZoneLootEntry.BossOnly.
- P4 five zone graphs on a shared builder (44–52 rooms, no soft-lock; Ossuary
  secret Verse nodes).
- P5 loot: BossOnly enforced; signature items are real registry magic items;
  five Thom pity recipes off the per-zone crafting anchors.
- P6 narration/flavor (5 files), T6 achievements, Pete stays zone-parametric.
- P7 (in progress): sim can now reach gated T6 (SimRunner.SeedPostgameUnlock +
  IsPostgameZone). First calibration pass on millenia — hardened ossuary +
  drowned_star, softened first_hoard + unplace; last_meridian in band.

Fix: party members were refused from every T6 zone because expeditionCmdAccept
ran the level gate (which excludes T6) before the postgame check — the intended
party endgame was unreachable. Route T6 through postgameUnlocked. Regression
tests added.
2026-07-15 23:17:07 -07:00
prosolis
8eaada5c1b Adv 2.0 D&D Phase 11 D4b: Tier 3-5 trap catalog
Adds tier3TrapCatalog (Antimagic Field, Necrotic Miasma, Symbol of
Death, Planar Rift) per design doc §6 Tier 3-5 table. Tiers 3, 4,
and 5 share this pool — the doc lumps them together. Antimagic
Field uses a new SuppressesMagic flag (no damage, narrative
suppression beat); the other three deliver dice damage and skip
the unmodelled secondary effects (max-HP debuff, drop-to-0,
teleport) for a later phase.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00
prosolis
4ef152fbe6 Adv 2.0 D&D Phase 11 D3b: Tier 2 trap catalog
Adds Flame Jet (3d6 fire), Collapsing Ceiling (4d6 bludgeoning), and
Glyph of Warding (5d8 lightning) per design doc §6 Tier 2. Detect DCs
match the table (Perception/Investigation/Arcana 14). Save mechanics
("DEX DC X half") are not modeled — full dice resolve on a failed
detect, matching the Tier 1 convention from D2a.

trapsByTier now dispatches Apprentice → tier2TrapCatalog. Added
deterministic-pick + variety + range tests for the new tier.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00
prosolis
98a9c930fa Adv 2.0 D&D Phase 11 D2a: Tier 1 trap catalog
Replaces the flat-percent HP nick from D1e with the design doc's three
Tier 1 traps (Pit, Tripwire Alarm, Poison Dart). Each trap defines its
own detect skill + DC and damage dice; selection is deterministic per
(runID, roomIdx).

resolveTrapRoom now picks a trap, rolls Perception/Investigation, and
either narrates a clean spot (zero damage) or rolls the trap's dice and
applies HP loss with the existing KO-protection clamp. Tripwire deals
no damage but raises the alarm narratively.

Higher-tier zones still fall through to resolveTrapRoomLegacy until
D3a/D4a fill in their catalogs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00
prosolis
d2a1b79ee3 Adv 2.0 D&D Phase 11 D1e: zone combat + trap + boss resolution
Wires real combat into !zone advance. Each room now resolves through
its own path: Entry is pure flavor, Exploration spawns a SpawnWeight-
biased non-elite from the zone roster, Elite filters to elite-flagged
entries, Trap nicks 8–20% MaxHP scaled by tier (KO-protected), Boss
runs the bestiary entry from zone.Boss with the zone Loot table on
victory. Combat reuses the existing dungeonCombatPhases pipeline with
the player's full D&D layer (class/race/subclass passives, equipment,
HP scaling, armed abilities, pending casts) and persists HP, subclass
state, and CR-weighted XP after each kill.

Mood event triggers fold in: nat-20s/nat-1s scanned from CombatResult
events apply +3/-2 deltas, player_death applies -5 + abandons the run,
zone_complete (already wired in D1d) lands when the boss falls. Loot
drops materialize into adventure_inventory with coin patterns
("coins_2d10x5") expanded into rolled gold-pouch treasure rows and
named items rendered as tier-scaled placeholder treasure (real
equipment-registry wiring is a later content phase).

Updates the D1d mood-on-completion test to drive the persistence layer
directly, since real combat against the L1 Goblin Warrens roster is
non-deterministic.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00