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§8.3 siege economics: - applyDailyBurn now takes an explicit siege flag and enforces a 2× floor on supply burn even when HarshMod is below 2 (tier-1 zones still get starved out per spec). - currentBurn mirrors the same precedence so status/briefing readouts stay consistent. - Briefing rollover passes e.SiegeMode through, decoupling siege from the harsh-conditions composite. §8.3 threat-70 warning: applyDailyThreatDrift emits a one-time appendApproachingSiegeLog when the level crosses 70 (prevLevel<70 and new level≥70). Pulls from a new flavor.ThreatClockApproachingSiege pool seeded with the spec's verbatim warning beat plus two voice-matched alternates. Other siege effects (boss +20 HP / Legendary Resistance, cleared-room respawn, no-short-rest enforcement) stay deferred to the combat-link phase — ThreatBandInfo already exposes the flags that engine will read. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
190 lines
5.1 KiB
Go
190 lines
5.1 KiB
Go
package plugin
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import (
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"fmt"
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)
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// Phase 12 E1b — Supply procurement, daily burn, and depletion effects.
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// Spec: gogobee_expedition_system.md §4.
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// Pack pricing/yield. §4.2.
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const (
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SupplyPackStandardSU = 10
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SupplyPackStandardCoins = 50
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SupplyPackStandardMax = 3 // per expedition
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SupplyPackDeluxeSU = 20
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SupplyPackDeluxeCoins = 90
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SupplyPackDeluxeMax = 1 // per expedition
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SupplyForageMaxSU = 4 // 1d4 cap (Ranger, WIS DC 12) — §4.2
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)
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// supplyDailyBurn returns the base SU/day for a zone tier (§4.1).
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// Tier 1: 1, Tier 2: 1.5, Tier 3: 2, Tier 4: 3, Tier 5: 4.
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func supplyDailyBurn(tier ZoneTier) float32 {
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switch tier {
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case ZoneTierBeginner:
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return 1.0
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case ZoneTierApprentice:
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return 1.5
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case ZoneTierJourneyman:
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return 2.0
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case ZoneTierVeteran:
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return 3.0
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case ZoneTierLegendary:
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return 4.0
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}
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return 1.0
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}
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// supplyHarshMultiplier returns the harsh-conditions multiplier (§4.1).
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// Tier 1×1, Tier 2×1.5, Tier 3×2, Tier 4×2.5, Tier 5×3.
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func supplyHarshMultiplier(tier ZoneTier) float32 {
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switch tier {
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case ZoneTierBeginner:
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return 1.0
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case ZoneTierApprentice:
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return 1.5
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case ZoneTierJourneyman:
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return 2.0
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case ZoneTierVeteran:
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return 2.5
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case ZoneTierLegendary:
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return 3.0
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}
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return 1.0
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}
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// SupplyDepletionState classifies remaining supply ratio (§4.3).
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type SupplyDepletionState int
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const (
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SupplyNormal SupplyDepletionState = iota
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SupplyRationing
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SupplySevereRationing
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SupplyStarvation
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)
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// supplyDepletion returns the depletion state for a supplies snapshot.
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// Brackets: >25% normal, 10–25% rationing, 1–9% severe, 0 starvation.
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func supplyDepletion(s ExpeditionSupplies) SupplyDepletionState {
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if s.Max <= 0 {
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return SupplyNormal
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}
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if s.Current <= 0 {
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return SupplyStarvation
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}
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pct := (s.Current / s.Max) * 100
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switch {
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case pct >= 25:
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return SupplyNormal
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case pct >= 10:
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return SupplyRationing
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default:
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return SupplySevereRationing
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}
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}
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// supplyRollModifier maps depletion state to the universal roll penalty
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// applied to attack/skill rolls (§4.3). Starvation has its own CON bleed
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// handled elsewhere; the roll mod for starvation matches severe rationing
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// floor so combat math doesn't divide by zero.
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func supplyRollModifier(state SupplyDepletionState) int {
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switch state {
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case SupplyRationing:
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return -1
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case SupplySevereRationing, SupplyStarvation:
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return -2
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}
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return 0
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}
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// supplyAllowsLongRest returns false when severe rationing (§4.3) blocks
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// long rests. Starvation also blocks (forced extraction is the next step).
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func supplyAllowsLongRest(state SupplyDepletionState) bool {
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return state == SupplyNormal || state == SupplyRationing
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}
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// SupplyPurchase represents an expedition outfitting choice.
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type SupplyPurchase struct {
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StandardPacks int
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DeluxePacks int
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}
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// Total SU yield from a purchase.
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func (p SupplyPurchase) Total() float32 {
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return float32(p.StandardPacks*SupplyPackStandardSU + p.DeluxePacks*SupplyPackDeluxeSU)
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}
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// Total cost in coins.
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func (p SupplyPurchase) Cost() int {
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return p.StandardPacks*SupplyPackStandardCoins + p.DeluxePacks*SupplyPackDeluxeCoins
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}
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// Validate enforces §4.2 caps (max 3 standard, max 1 deluxe, no negatives,
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// at least one pack purchased — an expedition without supplies is not a
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// legal start).
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func (p SupplyPurchase) Validate() error {
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if p.StandardPacks < 0 || p.DeluxePacks < 0 {
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return fmt.Errorf("supply pack counts must be non-negative")
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}
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if p.StandardPacks > SupplyPackStandardMax {
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return fmt.Errorf("standard packs capped at %d (got %d)", SupplyPackStandardMax, p.StandardPacks)
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}
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if p.DeluxePacks > SupplyPackDeluxeMax {
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return fmt.Errorf("deluxe packs capped at %d (got %d)", SupplyPackDeluxeMax, p.DeluxePacks)
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}
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if p.StandardPacks == 0 && p.DeluxePacks == 0 {
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return fmt.Errorf("expedition requires at least one supply pack")
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}
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return nil
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}
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// makeSupplies builds an ExpeditionSupplies from a purchase, sized for the
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// given zone tier. Harsh-conditions multiplier defaults to 1 (off);
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// upgraded by E2/E3 events.
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func makeSupplies(tier ZoneTier, p SupplyPurchase) ExpeditionSupplies {
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total := p.Total()
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return ExpeditionSupplies{
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Current: total,
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Max: total,
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DailyBurn: supplyDailyBurn(tier),
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HarshMod: 1.0,
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PacksStandard: p.StandardPacks,
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PacksDeluxe: p.DeluxePacks,
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}
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}
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// applyDailyBurn deducts one day's supplies from the snapshot (caller
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// persists). Returns the new snapshot and the SU consumed.
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//
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// Multiplier precedence (§4.1, §8.3):
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// - siege overrides everything with a hard 2× floor (even for tier 1
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// where HarshMod is 1×) — the dungeon is actively starving you out.
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// - otherwise, harshActive applies HarshMod (zone-tier scaled).
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func applyDailyBurn(s ExpeditionSupplies, harshActive, siege bool) (ExpeditionSupplies, float32) {
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burn := s.DailyBurn
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switch {
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case siege:
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mult := s.HarshMod
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if mult < 2 {
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mult = 2
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}
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burn *= mult
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case harshActive:
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mult := s.HarshMod
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if mult <= 0 {
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mult = 1
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}
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burn *= mult
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}
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s.Current -= burn
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if s.Current < 0 {
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s.Current = 0
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}
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// Reset per-day forage flag.
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s.ForagedToday = false
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return s, burn
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}
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