mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
The tuned bestiary previously left every generated entry with a nil Ability. abilityFromTraits now classifies each creature's SRD trait names against a priority-ordered rule table, mapping the most combat-defining trait onto a MonsterAbility effect (death_aoe, regenerate, spell_resist, evade, enrage, ...). Creatures whose traits are all non-combat stay nil. 165 of 322 entries get an ability.
341 lines
12 KiB
Go
341 lines
12 KiB
Go
package main
|
|
|
|
import (
|
|
"bytes"
|
|
"encoding/json"
|
|
"fmt"
|
|
"math"
|
|
"os"
|
|
"sort"
|
|
"strconv"
|
|
"strings"
|
|
)
|
|
|
|
// genTuned derives an engine-ready DnDMonsterTemplate for every SRD monster and
|
|
// writes the generated Go data file. It is the codified "tuning pass": the raw
|
|
// SRD staging table one-shots gogobee's solo player, so this applies a
|
|
// deterministic formula to scale each stat block down to the engine's
|
|
// gameplay-tuned shape.
|
|
//
|
|
// Formula (reverse-engineered from the hand-tuned dndBestiary, 2026-05 passes):
|
|
//
|
|
// - HP, AC, AttackBonus — verbatim SRD (AC clamped to the engine's min 10).
|
|
// - Attack — the auto-resolve damage stat, driven by CR alone
|
|
// via attackByCR (raw SRD per-hit damage is deliberately ignored — CR is
|
|
// the calibration axis the 2026-05-10 rebalance used).
|
|
// - Speed, BlockRate — coarse baselines from SpeedWalk / AC; a later hand
|
|
// pass refines them per creature.
|
|
// - XP, CR — verbatim from the staging table.
|
|
// - Ability — classified from the SRD trait names by
|
|
// abilityFromTraits: the highest-priority recognised trait maps onto one of
|
|
// the engine's MonsterAbility effects. Creatures whose traits are all
|
|
// non-combat (Keen Smell, Amphibious, …) stay nil. Notes still records the
|
|
// raw SRD multiattack/trait text so a hand pass can refine the pick.
|
|
//
|
|
// Hand-authored dndBestiary entries WIN: the generated map is merged in only
|
|
// for IDs the roster doesn't already define (see bestiary_tuned.go).
|
|
func genTuned() error {
|
|
raw, err := os.ReadFile(monstersJSON)
|
|
if err != nil {
|
|
return fmt.Errorf("read %s (run `fetch bestiary` first?): %w", monstersJSON, err)
|
|
}
|
|
var src []open5eMonster
|
|
if err := json.Unmarshal(raw, &src); err != nil {
|
|
return err
|
|
}
|
|
|
|
tuned := make([]genTunedMonster, 0, len(src))
|
|
for _, m := range src {
|
|
tuned = append(tuned, tuneMonster(classifyMonster(m)))
|
|
}
|
|
sort.Slice(tuned, func(i, j int) bool {
|
|
if tuned[i].CR != tuned[j].CR {
|
|
return tuned[i].CR < tuned[j].CR
|
|
}
|
|
return tuned[i].ID < tuned[j].ID
|
|
})
|
|
fmt.Fprintf(os.Stderr, "tuned %d monsters\n", len(tuned))
|
|
|
|
out := emitTuned(tuned)
|
|
if err := os.WriteFile(tunedGenGo, out, 0o644); err != nil {
|
|
return err
|
|
}
|
|
fmt.Fprintln(os.Stderr, "wrote", tunedGenGo)
|
|
return nil
|
|
}
|
|
|
|
// genTunedMonster mirrors plugin.DnDMonsterTemplate. Ability is nil when none
|
|
// of the creature's SRD traits map onto an engine effect.
|
|
type genTunedMonster struct {
|
|
ID, Name string
|
|
CR float64
|
|
HP, AC int
|
|
Attack int
|
|
AttackBonus int
|
|
Speed int
|
|
BlockRate float64
|
|
XPValue int
|
|
Ability *genMonsterAbility
|
|
Notes string
|
|
}
|
|
|
|
// genMonsterAbility mirrors plugin.MonsterAbility.
|
|
type genMonsterAbility struct {
|
|
Name string
|
|
Phase string
|
|
ProcChance float64
|
|
Effect string
|
|
}
|
|
|
|
// tuneMonster applies the tuning formula to one raw SRD stat block.
|
|
func tuneMonster(b genStatBlock) genTunedMonster {
|
|
ac := b.AC
|
|
if ac < 10 { // engine minimum (see the zombie 8→10 note in dnd_bestiary.go)
|
|
ac = 10
|
|
}
|
|
ability := abilityFromTraits(b.Traits)
|
|
return genTunedMonster{
|
|
ID: b.Slug,
|
|
Name: b.Name,
|
|
CR: b.CR,
|
|
HP: b.HP,
|
|
AC: ac,
|
|
Attack: attackByCR(b.CR),
|
|
AttackBonus: primaryAttackBonus(b.Attacks),
|
|
Speed: tunedSpeed(b.SpeedWalk),
|
|
BlockRate: tunedBlockRate(ac),
|
|
XPValue: b.XP,
|
|
Ability: ability,
|
|
Notes: tunedNotes(b, ability),
|
|
}
|
|
}
|
|
|
|
// traitAbilityRules maps SRD special-ability names onto the engine's
|
|
// MonsterAbility effects. Each rule's Match list holds lowercase substrings; a
|
|
// creature's trait matches a rule if any substring is contained in the
|
|
// (lowercased, paren-stripped) trait name. The list is priority-ordered —
|
|
// abilityFromTraits walks it top-down and the first rule that matches any of
|
|
// the creature's traits wins, so the most combat-defining mechanic is picked
|
|
// when a stat block carries several traits. Traits that name no rule (Keen
|
|
// Smell, Amphibious, Hold Breath, telepathy/senses flavor) leave Ability nil.
|
|
//
|
|
// This is a best-effort baseline, like the rest of the tuning formula: the
|
|
// hand-authored dndBestiary entry always wins the merge, so refining a pick is
|
|
// a matter of adding the creature to the roster.
|
|
var traitAbilityRules = []struct {
|
|
match []string
|
|
name string
|
|
phase string
|
|
proc float64
|
|
effect string
|
|
}{
|
|
// Death-triggered blasts — resolve on the killing-blow phase.
|
|
{[]string{"death burst", "death throes", "elemental demise"}, "Death Burst", "decisive", 1.0, "death_aoe"},
|
|
// Spellcasters open with a magical barrage.
|
|
{[]string{"spellcasting"}, "Spellcasting", "opening", 0.5, "aoe"},
|
|
// Cheats death once.
|
|
{[]string{"undead fortitude"}, "Undead Fortitude", "decisive", 0.5, "survive_at_1"},
|
|
// Self-sustain — trolls, liches clawing back.
|
|
{[]string{"regeneration", "rejuvenation"}, "Regeneration", "any", 0.5, "regenerate"},
|
|
// Shrugs off spells.
|
|
{[]string{"magic resistance", "legendary resistance", "magic immunity", "spell immunity"}, "Magic Resistance", "any", 0.5, "spell_resist"},
|
|
// Ambush predators — a heavy opening strike.
|
|
{[]string{"surprise attack", "assassinate", "ambusher", "shadow stealth"}, "Surprise Attack", "opening", 0.8, "bonus_damage"},
|
|
// Fear and petrification lock the player out of acting.
|
|
{[]string{"petrifying gaze", "fear aura", "horrific appearance"}, "Frightful Presence", "opening", 0.4, "stun"},
|
|
// Frenzy / rage — damage ramps as the fight drags.
|
|
{[]string{"blood frenzy", "rampage", "reckless", "aggressive", "berserk", "brute"}, "Frenzy", "any", 0.4, "enrage"},
|
|
// Damaging auras and spiky hides punish every exchange.
|
|
{[]string{"heated body", "fire aura", "fire form", "stench", "mucous cloud", "barbed hide", "reflective carapace", "heated weapons", "hellish weapons"}, "Damaging Aura", "any", 0.4, "retaliate"},
|
|
// Charges, pounces, leaps — an opening lunge.
|
|
{[]string{"charge", "pounce", "standing leap", "running leap"}, "Charge", "opening", 0.4, "bonus_damage"},
|
|
// Coordinated attackers gain advantage.
|
|
{[]string{"pack tactics"}, "Pack Tactics", "any", 0.3, "advantage"},
|
|
// Riders that pile damage onto a landed hit.
|
|
{[]string{"sneak attack", "martial advantage"}, "Martial Advantage", "any", 0.35, "bonus_damage"},
|
|
// Slippery movement — dodges a blow outright.
|
|
{[]string{"nimble escape", "misty escape", "cunning action", "evasion", "incorporeal movement", "ethereal jaunt", "flyby", "shapechanger"}, "Evasive", "any", 0.3, "evade"},
|
|
// Enchanted weapons — a flat damage edge.
|
|
{[]string{"magic weapons", "angelic weapons"}, "Magic Weapons", "any", 0.3, "bonus_damage"},
|
|
}
|
|
|
|
// abilityFromTraits picks the highest-priority MonsterAbility implied by a
|
|
// creature's SRD trait names, or nil when none of them map onto an engine
|
|
// effect. See traitAbilityRules for the priority order.
|
|
func abilityFromTraits(traits []string) *genMonsterAbility {
|
|
norm := make([]string, len(traits))
|
|
for i, t := range traits {
|
|
// Drop the parenthetical suffix SRD appends to recharge-limited
|
|
// traits ("Legendary Resistance (3/Day)").
|
|
if p := strings.IndexByte(t, '('); p >= 0 {
|
|
t = t[:p]
|
|
}
|
|
norm[i] = strings.ToLower(strings.TrimSpace(t))
|
|
}
|
|
for _, rule := range traitAbilityRules {
|
|
for _, tr := range norm {
|
|
for _, m := range rule.match {
|
|
if strings.Contains(tr, m) {
|
|
return &genMonsterAbility{
|
|
Name: rule.name,
|
|
Phase: rule.phase,
|
|
ProcChance: rule.proc,
|
|
Effect: rule.effect,
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// attackByCRPoints anchors the Attack-stat curve against the hand-tuned
|
|
// dndBestiary: each point is an (CR, observed Attack) pair lifted straight from
|
|
// a playtested roster entry. attackByCR interpolates between anchors and
|
|
// extrapolates past the top one along the final segment's slope.
|
|
var attackByCRPoints = []struct {
|
|
cr float64
|
|
atk int
|
|
}{
|
|
{0, 1}, {0.125, 1}, {0.25, 1}, {0.5, 2}, {1, 2}, {2, 4}, {3, 6}, {4, 7},
|
|
{5, 8}, {6, 10}, {7, 12}, {8, 13}, {9, 14}, {10, 16}, {11, 18}, {12, 19},
|
|
{13, 21}, {16, 26}, {19, 31}, {20, 33}, {24, 38},
|
|
}
|
|
|
|
func attackByCR(cr float64) int {
|
|
pts := attackByCRPoints
|
|
if cr <= pts[0].cr {
|
|
return pts[0].atk
|
|
}
|
|
last := pts[len(pts)-1]
|
|
if cr >= last.cr {
|
|
prev := pts[len(pts)-2]
|
|
slope := float64(last.atk-prev.atk) / (last.cr - prev.cr)
|
|
atk := int(math.Round(float64(last.atk) + slope*(cr-last.cr)))
|
|
if atk < 1 {
|
|
atk = 1
|
|
}
|
|
return atk
|
|
}
|
|
for i := 1; i < len(pts); i++ {
|
|
if cr <= pts[i].cr {
|
|
lo, hi := pts[i-1], pts[i]
|
|
t := (cr - lo.cr) / (hi.cr - lo.cr)
|
|
atk := int(math.Round(float64(lo.atk) + t*float64(hi.atk-lo.atk)))
|
|
if atk < 1 {
|
|
atk = 1
|
|
}
|
|
return atk
|
|
}
|
|
}
|
|
return last.atk
|
|
}
|
|
|
|
// primaryAttackBonus returns the d20 to-hit modifier of the creature's
|
|
// hardest-hitting attack — the one the engine's single Attack stat stands in
|
|
// for. Returns 0 (engine falls back to the tier-scaled bonus) when the stat
|
|
// block has no parsed weapon attacks.
|
|
func primaryAttackBonus(attacks []genStatAttack) int {
|
|
bonus, best := 0, -1
|
|
for _, a := range attacks {
|
|
if a.AvgDamage > best {
|
|
best, bonus = a.AvgDamage, a.AttackBonus
|
|
}
|
|
}
|
|
return bonus
|
|
}
|
|
|
|
// tunedSpeed maps an SRD walk speed (feet) onto the engine's speed scale. The
|
|
// engine treats speed as an initiative-ordering knob, so a coarse divide-and-
|
|
// clamp is enough; the ability pass can hand-tune outliers.
|
|
func tunedSpeed(walk int) int {
|
|
if walk <= 0 {
|
|
return 10
|
|
}
|
|
s := int(math.Round(float64(walk) / 2.5))
|
|
if s < 6 {
|
|
s = 6
|
|
}
|
|
if s > 18 {
|
|
s = 18
|
|
}
|
|
return s
|
|
}
|
|
|
|
// tunedBlockRate is a baseline damage-halve chance keyed off AC — heavier armor
|
|
// reads as a better chance to soak a hit. The ability pass overrides this for
|
|
// creatures whose block is a real mechanic (Parry, shields, etc.).
|
|
func tunedBlockRate(ac int) float64 {
|
|
switch {
|
|
case ac >= 18:
|
|
return 0.15
|
|
case ac >= 15:
|
|
return 0.10
|
|
case ac >= 13:
|
|
return 0.05
|
|
default:
|
|
return 0.0
|
|
}
|
|
}
|
|
|
|
// tunedNotes records the SRD multiattack and trait text so a hand-tuning pass
|
|
// has the source material in front of it, and states which ability (if any)
|
|
// the trait classifier wired.
|
|
func tunedNotes(b genStatBlock, ability *genMonsterAbility) string {
|
|
prefix := "SRD-tuned baseline — no ability wired (traits are non-combat)."
|
|
if ability != nil {
|
|
prefix = fmt.Sprintf("SRD-tuned baseline — %s (%s) wired from traits.",
|
|
ability.Name, ability.Effect)
|
|
}
|
|
var parts []string
|
|
if b.Multiattack != "" {
|
|
parts = append(parts, "Multiattack: "+b.Multiattack)
|
|
}
|
|
if len(b.Traits) > 0 {
|
|
parts = append(parts, "Traits: "+strings.Join(b.Traits, ", "))
|
|
}
|
|
if len(parts) == 0 {
|
|
return prefix
|
|
}
|
|
return prefix + " " + strings.Join(parts, " ")
|
|
}
|
|
|
|
// emitTuned renders the tuned templates as a generated Go source file.
|
|
func emitTuned(monsters []genTunedMonster) []byte {
|
|
var b bytes.Buffer
|
|
b.WriteString(`// Code generated by cmd/open5e-import. DO NOT EDIT.
|
|
//
|
|
// Source: Open5e SRD monster dump (data/open5e/monsters.json), 5e SRD content
|
|
// under CC-BY-4.0 — see NOTICE. Regenerate with:
|
|
//
|
|
// go run ./cmd/open5e-import fetch bestiary
|
|
// go run ./cmd/open5e-import gen tuned
|
|
//
|
|
// Engine-ready DnDMonsterTemplates derived from the raw SRD staging table by
|
|
// the tuning formula in cmd/open5e-import/tuned.go. Hand-authored dndBestiary
|
|
// entries take precedence — see bestiary_tuned.go for the merge.
|
|
|
|
package plugin
|
|
|
|
func buildTunedBestiarySRD() map[string]DnDMonsterTemplate {
|
|
return map[string]DnDMonsterTemplate{
|
|
`)
|
|
for _, m := range monsters {
|
|
fmt.Fprintf(&b, "\t\t%q: {ID: %q, Name: %q, CR: %s, HP: %d, AC: %d, Attack: %d, AttackBonus: %d, Speed: %d, BlockRate: %s, XPValue: %d, ",
|
|
m.ID, m.ID, m.Name,
|
|
strconv.FormatFloat(m.CR, 'g', -1, 32),
|
|
m.HP, m.AC, m.Attack, m.AttackBonus, m.Speed,
|
|
strconv.FormatFloat(m.BlockRate, 'g', -1, 64),
|
|
m.XPValue)
|
|
if m.Ability != nil {
|
|
fmt.Fprintf(&b, "Ability: &MonsterAbility{Name: %q, Phase: %q, ProcChance: %s, Effect: %q}, ",
|
|
m.Ability.Name, m.Ability.Phase,
|
|
strconv.FormatFloat(m.Ability.ProcChance, 'g', -1, 64),
|
|
m.Ability.Effect)
|
|
}
|
|
fmt.Fprintf(&b, "Notes: %q},\n", m.Notes)
|
|
}
|
|
b.WriteString("\t}\n}\n")
|
|
return b.Bytes()
|
|
}
|