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>