Files
gogobee/internal/plugin/zone_graph_underdark.go
prosolis d80b437525 J3 D10: T4/T5 anchor-room variety (2nd elite + trap per zone)
In-place node kind swaps on fork branches — no node added/removed, longest
path unchanged — adding one Elite + one Trap of anchor variety to each T4/T5
zone, placed to keep fork-choice risk/loot asymmetric:

  underdark   +Elite drow_gate (R2->R4 region-guardian)  +Trap silenced_chamber
  feywild     +Elite singing_orchard (grove branch)      +Trap mire_steps (marsh)
  dragons_lair+Elite coin_strewn_hall (treasure spur)    +Trap hidden_passage (hoard spur)
  abyss_portal+Elite wardens_hall (R3 guardian)          +Trap hush_corridor, seam_threshold

abyss_portal shipped with zero trap nodes; D10 gives it two. A/B sim corpus
(n=480/side): boss-clear flat (+1.5pp aggregate, per-cell within n=15 noise),
median day-counts stable, combats/run rose where anchors hit common paths.
New Test*Graph_*Anchors tests lock the per-zone trap/elite counts.
2026-05-28 20:00:09 -07:00

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package plugin
// The Underdark branching graph (multi-region).
//
// Long-expedition plan D1-d: extended from the original 10-node sketch
// to the new T4 length band (2834 rooms traversed). Topology preserves
// the G8i design intent — three regional arms converge at the deep
// throne — and adds the linear depth each arm now needs to feel like a
// region in its own right rather than a single side-room.
//
// R1 surface_tunnels preamble (8 nodes):
// entry → tunnel_descent → moss_corridor → fungal_grove →
// collapsed_arch (TRAP) → ledge_walk → shrine_to_lolth → fork1
//
// Fork1 → three regional arms (each crosses a region boundary except
// the deep_chasm arm, which intentionally stays in R1 — same as G8i):
//
// R2 drow_outpost arm (12 nodes):
// drow_patrol → drow_picket → corridor_of_eyes → spider_warren →
// web_passage → drow_chapel → drow_armory → drow_captain (ELITE) →
// captain_quarters → drow_descent → drow_passage → drow_gate
//
// R3 illithid_warren arm (12 nodes):
// psionic_corridor → whispering_hall → silenced_chamber →
// mind_tank_room → thrall_pens → broodling_chamber →
// mind_flayer (ELITE) → flayer_sanctum → illithid_descent →
// illithid_passage → illithid_gate → illithid_threshold
//
// R1 deep_chasm spur (4 nodes — short arm, the “rich-harvest if you
// can take the CON-15 climb” route):
// deep_chasm (HARVEST) → chasm_floor → chasm_bridge → chasm_ascent
//
// R4 deep_throne tail (10 nodes including boss):
// throne_approach (MERGE) → throne_stairs → throne_corridor →
// throne_antechamber → throne_guard_post → throne_doors →
// throne_gallery → throne_inner_hall → throne_steps → boss
//
// Longest entry→boss walk is via either R2 or R3 arm + R4 tail:
// 8 (preamble) + 12 (arm) + 10 (tail) = 30 nodes, inside [28,34].
// The deep_chasm spur reaches the boss in 8 + 4 + 10 = 22 nodes — a
// faster route that trades the elite encounter for the harvest spur,
// preserving the original “high-CON cost, no elite, denser loot”
// trade-off.
//
// Per-region totals (single-traverse): R1 surface_tunnels = 8 preamble,
// R1 chasm spur = 4 (only one is on any given walk), R2 = 12, R3 = 12,
// R4 = 10. Boundary transitions remain at fork1 → arm-entry and
// arm-tail → throne_approach; the G6 fireGraphRegionTransition hook
// still fires exactly once per fork choice (or twice if the player
// later !region-travels into a non-walked arm).
//
// Trap anchor (Collapsed Arch) is new — the original G8i graph had no
// Trap node. Placed in the R1 preamble so every walk hits it.
//
// D10 anchor variety (in-place kind swaps, no length change):
// - Silenced Chamber (R3 illithid arm) becomes a TRAP — the second
// trap, on a fork branch so the illithid route reads riskier than
// the drow route.
// - Drow Gate Garrison (R2 arm tail, at the R2→R4 boundary) becomes a
// region-guardian ELITE, giving the drow arm two elites (Captain +
// Garrison) and the multi-region transition a teeth-y interrupt.
// The deep_chasm spur stays anchor-light (harvest, no second trap/elite)
// so the CON-gated climb keeps its "denser loot, less fighting" identity.
func zoneUnderdarkGraph() ZoneGraph {
r1 := "underdark_surface_tunnels"
r2 := "underdark_drow_outpost"
r3 := "underdark_illithid_warren"
r4 := "underdark_deep_throne"
nodes := []ZoneNode{
// R1 preamble.
{NodeID: "underdark.entry", Kind: NodeKindEntry, IsEntry: true, RegionID: r1,
Label: "Cave Mouth", PosX: 0, PosY: 2},
{NodeID: "underdark.tunnel_descent", Kind: NodeKindExploration, RegionID: r1,
Label: "Tunnel Descent", PosX: 1, PosY: 2},
{NodeID: "underdark.moss_corridor", Kind: NodeKindExploration, RegionID: r1,
Label: "Glowmoss Corridor", PosX: 2, PosY: 2},
{NodeID: "underdark.fungal_grove", Kind: NodeKindExploration, RegionID: r1,
Label: "Fungal Grove", PosX: 3, PosY: 2},
{NodeID: "underdark.collapsed_arch", Kind: NodeKindTrap, RegionID: r1,
Label: "Collapsed Arch", PosX: 4, PosY: 2},
{NodeID: "underdark.ledge_walk", Kind: NodeKindExploration, RegionID: r1,
Label: "Ledge Walk", PosX: 5, PosY: 2},
{NodeID: "underdark.shrine_to_lolth", Kind: NodeKindExploration, RegionID: r1,
Label: "Defaced Shrine", PosX: 6, PosY: 2},
{NodeID: "underdark.fork1", Kind: NodeKindFork, RegionID: r1,
Label: "Three-Way Pass", PosX: 7, PosY: 2},
// R1 deep_chasm spur (HARVEST, stays in surface_tunnels).
{NodeID: "underdark.deep_chasm", Kind: NodeKindHarvest, RegionID: r1,
Label: "Deep Chasm", PosX: 8, PosY: 4,
Content: ZoneNodeContent{LootBias: 1.8}},
{NodeID: "underdark.chasm_floor", Kind: NodeKindExploration, RegionID: r1,
Label: "Chasm Floor", PosX: 9, PosY: 4},
{NodeID: "underdark.chasm_bridge", Kind: NodeKindExploration, RegionID: r1,
Label: "Stone-Web Bridge", PosX: 10, PosY: 4},
{NodeID: "underdark.chasm_ascent", Kind: NodeKindExploration, RegionID: r1,
Label: "Chasm Ascent", PosX: 11, PosY: 4},
// R2 drow_outpost arm.
{NodeID: "underdark.drow_patrol", Kind: NodeKindExploration, RegionID: r2,
Label: "Drow Patrol", PosX: 8, PosY: 0},
{NodeID: "underdark.drow_picket", Kind: NodeKindExploration, RegionID: r2,
Label: "Sentry Picket", PosX: 9, PosY: 0},
{NodeID: "underdark.corridor_of_eyes", Kind: NodeKindExploration, RegionID: r2,
Label: "Corridor of Eyes", PosX: 10, PosY: 0},
{NodeID: "underdark.spider_warren", Kind: NodeKindExploration, RegionID: r2,
Label: "Spider Warren", PosX: 11, PosY: 0},
{NodeID: "underdark.web_passage", Kind: NodeKindExploration, RegionID: r2,
Label: "Web Passage", PosX: 12, PosY: 0},
{NodeID: "underdark.drow_chapel", Kind: NodeKindExploration, RegionID: r2,
Label: "Lolth's Chapel", PosX: 13, PosY: 0},
{NodeID: "underdark.drow_armory", Kind: NodeKindExploration, RegionID: r2,
Label: "Drow Armory", PosX: 14, PosY: 0},
{NodeID: "underdark.drow_captain", Kind: NodeKindElite, RegionID: r2,
Label: "Drow Captain's Camp", PosX: 15, PosY: 0},
{NodeID: "underdark.captain_quarters", Kind: NodeKindExploration, RegionID: r2,
Label: "Captain's Quarters", PosX: 16, PosY: 0},
{NodeID: "underdark.drow_descent", Kind: NodeKindExploration, RegionID: r2,
Label: "Drow Descent", PosX: 17, PosY: 0},
{NodeID: "underdark.drow_passage", Kind: NodeKindExploration, RegionID: r2,
Label: "Lower Passage", PosX: 18, PosY: 0},
{NodeID: "underdark.drow_gate", Kind: NodeKindElite, RegionID: r2,
Label: "Drow Gate Garrison", PosX: 19, PosY: 0},
// R3 illithid_warren arm.
{NodeID: "underdark.psionic_corridor", Kind: NodeKindExploration, RegionID: r3,
Label: "Psionic Corridor", PosX: 8, PosY: 2},
{NodeID: "underdark.whispering_hall", Kind: NodeKindExploration, RegionID: r3,
Label: "Whispering Hall", PosX: 9, PosY: 2},
{NodeID: "underdark.silenced_chamber", Kind: NodeKindTrap, RegionID: r3,
Label: "Silenced Chamber", PosX: 10, PosY: 2},
{NodeID: "underdark.mind_tank_room", Kind: NodeKindExploration, RegionID: r3,
Label: "Brine Tanks", PosX: 11, PosY: 2},
{NodeID: "underdark.thrall_pens", Kind: NodeKindExploration, RegionID: r3,
Label: "Thrall Pens", PosX: 12, PosY: 2},
{NodeID: "underdark.broodling_chamber", Kind: NodeKindExploration, RegionID: r3,
Label: "Broodling Chamber", PosX: 13, PosY: 2},
{NodeID: "underdark.mind_flayer", Kind: NodeKindElite, RegionID: r3,
Label: "Mind Flayer Elder", PosX: 14, PosY: 2},
{NodeID: "underdark.flayer_sanctum", Kind: NodeKindExploration, RegionID: r3,
Label: "Flayer Sanctum", PosX: 15, PosY: 2},
{NodeID: "underdark.illithid_descent", Kind: NodeKindExploration, RegionID: r3,
Label: "Illithid Descent", PosX: 16, PosY: 2},
{NodeID: "underdark.illithid_passage", Kind: NodeKindExploration, RegionID: r3,
Label: "Slime Corridor", PosX: 17, PosY: 2},
{NodeID: "underdark.illithid_gate", Kind: NodeKindExploration, RegionID: r3,
Label: "Illithid Gate", PosX: 18, PosY: 2},
{NodeID: "underdark.illithid_threshold", Kind: NodeKindExploration, RegionID: r3,
Label: "Threshold of Thought", PosX: 19, PosY: 2},
// R4 deep_throne tail.
{NodeID: "underdark.throne_approach", Kind: NodeKindMerge, RegionID: r4,
Label: "Throne Approach", PosX: 20, PosY: 2},
{NodeID: "underdark.throne_stairs", Kind: NodeKindExploration, RegionID: r4,
Label: "Obsidian Stairs", PosX: 21, PosY: 2},
{NodeID: "underdark.throne_corridor", Kind: NodeKindExploration, RegionID: r4,
Label: "Throne Corridor", PosX: 22, PosY: 2},
{NodeID: "underdark.throne_antechamber", Kind: NodeKindExploration, RegionID: r4,
Label: "Antechamber", PosX: 23, PosY: 2},
{NodeID: "underdark.throne_guard_post", Kind: NodeKindExploration, RegionID: r4,
Label: "Guard Post", PosX: 24, PosY: 2},
{NodeID: "underdark.throne_doors", Kind: NodeKindExploration, RegionID: r4,
Label: "Riven Doors", PosX: 25, PosY: 2},
{NodeID: "underdark.throne_gallery", Kind: NodeKindExploration, RegionID: r4,
Label: "Throne Gallery", PosX: 26, PosY: 2},
{NodeID: "underdark.throne_inner_hall", Kind: NodeKindExploration, RegionID: r4,
Label: "Inner Hall", PosX: 27, PosY: 2},
{NodeID: "underdark.throne_steps", Kind: NodeKindExploration, RegionID: r4,
Label: "Throne Steps", PosX: 28, PosY: 2},
{NodeID: "underdark.boss", Kind: NodeKindBoss, IsBoss: true, RegionID: r4,
Label: "Deep Throne", PosX: 29, PosY: 2},
}
edges := []ZoneEdge{
// R1 preamble.
{From: "underdark.entry", To: "underdark.tunnel_descent", Lock: LockNone},
{From: "underdark.tunnel_descent", To: "underdark.moss_corridor", Lock: LockNone},
{From: "underdark.moss_corridor", To: "underdark.fungal_grove", Lock: LockNone},
{From: "underdark.fungal_grove", To: "underdark.collapsed_arch", Lock: LockNone},
{From: "underdark.collapsed_arch", To: "underdark.ledge_walk", Lock: LockNone},
{From: "underdark.ledge_walk", To: "underdark.shrine_to_lolth", Lock: LockNone},
{From: "underdark.shrine_to_lolth", To: "underdark.fork1", Lock: LockNone},
// Fork1 — three regional arms (unchanged lock/hint identity).
{From: "underdark.fork1", To: "underdark.drow_patrol", Lock: LockNone, Weight: 1},
{From: "underdark.fork1", To: "underdark.psionic_corridor",
Lock: LockPerception, LockData: map[string]any{"dc": 16},
Hint: "a faint psionic pulse — somewhere a mind is broadcasting", Weight: 2},
{From: "underdark.fork1", To: "underdark.deep_chasm",
Lock: LockStatCheck, LockData: map[string]any{"stat": "CON", "dc": 15},
Hint: "a vertical shaft humming with cold air — the climb will hurt", Weight: 3},
// R1 spur.
{From: "underdark.deep_chasm", To: "underdark.chasm_floor", Lock: LockNone},
{From: "underdark.chasm_floor", To: "underdark.chasm_bridge", Lock: LockNone},
{From: "underdark.chasm_bridge", To: "underdark.chasm_ascent", Lock: LockNone},
{From: "underdark.chasm_ascent", To: "underdark.throne_approach", Lock: LockNone},
// R2 arm.
{From: "underdark.drow_patrol", To: "underdark.drow_picket", Lock: LockNone},
{From: "underdark.drow_picket", To: "underdark.corridor_of_eyes", Lock: LockNone},
{From: "underdark.corridor_of_eyes", To: "underdark.spider_warren", Lock: LockNone},
{From: "underdark.spider_warren", To: "underdark.web_passage", Lock: LockNone},
{From: "underdark.web_passage", To: "underdark.drow_chapel", Lock: LockNone},
{From: "underdark.drow_chapel", To: "underdark.drow_armory", Lock: LockNone},
{From: "underdark.drow_armory", To: "underdark.drow_captain", Lock: LockNone},
{From: "underdark.drow_captain", To: "underdark.captain_quarters", Lock: LockNone},
{From: "underdark.captain_quarters", To: "underdark.drow_descent", Lock: LockNone},
{From: "underdark.drow_descent", To: "underdark.drow_passage", Lock: LockNone},
{From: "underdark.drow_passage", To: "underdark.drow_gate", Lock: LockNone},
{From: "underdark.drow_gate", To: "underdark.throne_approach", Lock: LockNone},
// R3 arm.
{From: "underdark.psionic_corridor", To: "underdark.whispering_hall", Lock: LockNone},
{From: "underdark.whispering_hall", To: "underdark.silenced_chamber", Lock: LockNone},
{From: "underdark.silenced_chamber", To: "underdark.mind_tank_room", Lock: LockNone},
{From: "underdark.mind_tank_room", To: "underdark.thrall_pens", Lock: LockNone},
{From: "underdark.thrall_pens", To: "underdark.broodling_chamber", Lock: LockNone},
{From: "underdark.broodling_chamber", To: "underdark.mind_flayer", Lock: LockNone},
{From: "underdark.mind_flayer", To: "underdark.flayer_sanctum", Lock: LockNone},
{From: "underdark.flayer_sanctum", To: "underdark.illithid_descent", Lock: LockNone},
{From: "underdark.illithid_descent", To: "underdark.illithid_passage", Lock: LockNone},
{From: "underdark.illithid_passage", To: "underdark.illithid_gate", Lock: LockNone},
{From: "underdark.illithid_gate", To: "underdark.illithid_threshold", Lock: LockNone},
{From: "underdark.illithid_threshold", To: "underdark.throne_approach", Lock: LockNone},
// R4 tail.
{From: "underdark.throne_approach", To: "underdark.throne_stairs", Lock: LockNone},
{From: "underdark.throne_stairs", To: "underdark.throne_corridor", Lock: LockNone},
{From: "underdark.throne_corridor", To: "underdark.throne_antechamber", Lock: LockNone},
{From: "underdark.throne_antechamber", To: "underdark.throne_guard_post", Lock: LockNone},
{From: "underdark.throne_guard_post", To: "underdark.throne_doors", Lock: LockNone},
{From: "underdark.throne_doors", To: "underdark.throne_gallery", Lock: LockNone},
{From: "underdark.throne_gallery", To: "underdark.throne_inner_hall", Lock: LockNone},
{From: "underdark.throne_inner_hall", To: "underdark.throne_steps", Lock: LockNone},
{From: "underdark.throne_steps", To: "underdark.boss", Lock: LockNone},
}
return BuildGraph(ZoneUnderdark, nodes, edges)
}
func init() {
registerZoneGraph(zoneUnderdarkGraph())
}