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Spec: gogobee_expedition_system.md §11. Tier 4–5 zones (Underdark, Dragon's Lair, Abyss Portal) split into 4 regions each. ExpeditionRegion struct + per-zone registry; CurrentRegion(e) defaults to Order==1 when unset; RegionState helpers persist regions_cleared / regions_visited / base_camps as []string lists. Single-region zones return nil. Tests cover registry shape (4 per zone, last is IsZoneBoss), lookups, default current region, and round-trip persistence through DB.
270 lines
9.1 KiB
Go
270 lines
9.1 KiB
Go
package plugin
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// Phase 12 E4a — Multi-Region Zone data model and registry.
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// Spec: gogobee_expedition_system.md §11.
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//
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// Tier 4–5 zones (Underdark, Dragon's Lair, Abyss Portal) are too
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// large for a single sequence of rooms; they are divided into Regions,
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// each functioning as a sub-dungeon with its own room sequence, region
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// boss, base-camp eligibility, enemy subset and loot table.
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//
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// E4a ships the data layer: ExpeditionRegion struct, the per-zone
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// region registries, and persistence helpers that serialize cleared /
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// boss-defeated state into Expedition.RegionState.
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//
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// E4b wires hooks for marking a region boss defeated / region cleared
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// and surfaces the current-region label in !expedition status. E4c
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// adds the !region travel command (1 in-game day + supply burn +
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// wandering check). E4d flips !camp base from the deferred branch in
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// dnd_expedition_camp.go to the per-region waypoint.
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// ExpeditionRegion is the in-memory shape of one sub-dungeon within
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// a multi-region zone. (Spec §11.4.) Mirrors the spec struct verbatim
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// except `LootTable` is intentionally omitted here — region loot is
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// drawn from the parent zone's loot table for now; a region-specific
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// override lands with the loot/encounter rebalance phase.
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type ExpeditionRegion struct {
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ID string // stable id, e.g. "underdark_drow_outpost"
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ZoneID ZoneID // parent zone
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Name string // display name, e.g. "Drow Outpost"
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Order int // 1-indexed order within the zone
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BaseCampSite bool // §11.1 — eligible for !camp base post-boss
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RegionBoss string // descriptive name (§11.2 column 3)
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IsZoneBoss bool // last region — boss is the zone boss itself
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EnemySubset []string // bestiary IDs (subset of zone roster)
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}
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// regionsByZone is the static registry. Only multi-region zones appear;
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// single-region zones (everything else) return nil from regionsForZone.
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var regionsByZone = map[ZoneID][]ExpeditionRegion{
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ZoneUnderdark: {
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{
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ID: "underdark_surface_tunnels", ZoneID: ZoneUnderdark, Order: 1,
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Name: "Surface Tunnels", BaseCampSite: false,
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RegionBoss: "Tunnel Predator (mini-boss)",
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EnemySubset: []string{"hook_horror"},
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},
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{
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ID: "underdark_drow_outpost", ZoneID: ZoneUnderdark, Order: 2,
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Name: "Drow Outpost", BaseCampSite: true,
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RegionBoss: "Drow Elite Captain",
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EnemySubset: []string{"drow", "drow_elite_warrior", "drow_mage"},
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},
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{
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ID: "underdark_illithid_warren", ZoneID: ZoneUnderdark, Order: 3,
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Name: "Illithid Warren", BaseCampSite: true,
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RegionBoss: "Mind Flayer Elder",
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EnemySubset: []string{"mind_flayer", "roper"},
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},
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{
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ID: "underdark_deep_throne", ZoneID: ZoneUnderdark, Order: 4,
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Name: "The Deep Throne", BaseCampSite: false,
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RegionBoss: "Ilvaras Xunyl (Zone Boss)", IsZoneBoss: true,
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EnemySubset: []string{"drow", "drow_elite_warrior", "drow_mage"},
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},
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},
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ZoneDragonsLair: {
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{
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ID: "dragons_lair_kobold_warrens", ZoneID: ZoneDragonsLair, Order: 1,
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Name: "Kobold Warrens", BaseCampSite: false,
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RegionBoss: "Kobold Warchief",
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EnemySubset: []string{"kobold", "kobold_scale_sorcerer"},
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},
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{
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ID: "dragons_lair_drake_pens", ZoneID: ZoneDragonsLair, Order: 2,
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Name: "Drake Pens", BaseCampSite: true,
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RegionBoss: "Elder Drake",
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EnemySubset: []string{"guard_drake", "dragonborn_cultist"},
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},
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{
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ID: "dragons_lair_the_vault", ZoneID: ZoneDragonsLair, Order: 3,
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Name: "The Vault", BaseCampSite: true,
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RegionBoss: "Hoard Wyrmling Pair",
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EnemySubset: []string{"young_red_dragon", "dragonborn_cultist"},
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},
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{
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ID: "dragons_lair_infernax_chamber", ZoneID: ZoneDragonsLair, Order: 4,
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Name: "Infernax's Chamber", BaseCampSite: false,
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RegionBoss: "Infernax (Zone Boss)", IsZoneBoss: true,
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EnemySubset: []string{"young_red_dragon"},
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},
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},
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ZoneAbyssPortal: {
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{
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ID: "abyss_outer_rift", ZoneID: ZoneAbyssPortal, Order: 1,
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Name: "Outer Rift", BaseCampSite: false,
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RegionBoss: "Vrock Commander",
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EnemySubset: []string{"quasit", "vrock"},
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},
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{
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ID: "abyss_demon_assembly", ZoneID: ZoneAbyssPortal, Order: 2,
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Name: "Demon Assembly", BaseCampSite: true,
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RegionBoss: "Nalfeshnee",
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EnemySubset: []string{"vrock", "hezrou", "nalfeshnee"},
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},
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{
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ID: "abyss_wardens_post", ZoneID: ZoneAbyssPortal, Order: 3,
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Name: "The Warden's Post", BaseCampSite: true,
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RegionBoss: "Marilith Warden",
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EnemySubset: []string{"hezrou", "nalfeshnee", "marilith"},
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},
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{
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ID: "abyss_the_tear", ZoneID: ZoneAbyssPortal, Order: 4,
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Name: "The Tear", BaseCampSite: false,
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RegionBoss: "Belaxath (Zone Boss)", IsZoneBoss: true,
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EnemySubset: []string{"marilith"},
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},
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},
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}
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// regionsForZone returns the ordered region list for `z`, or nil if `z`
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// is a single-region zone.
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func regionsForZone(z ZoneID) []ExpeditionRegion {
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rs, ok := regionsByZone[z]
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if !ok {
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return nil
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}
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out := make([]ExpeditionRegion, len(rs))
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copy(out, rs)
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return out
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}
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// IsMultiRegionZone reports whether `z` has a region structure.
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func IsMultiRegionZone(z ZoneID) bool {
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_, ok := regionsByZone[z]
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return ok
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}
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// findRegion looks up by ID within a zone. Returns the region and true,
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// or zero-value and false.
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func findRegion(z ZoneID, regionID string) (ExpeditionRegion, bool) {
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for _, r := range regionsForZone(z) {
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if r.ID == regionID {
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return r, true
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}
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}
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return ExpeditionRegion{}, false
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}
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// regionByOrder returns the region at 1-indexed `order`, or zero+false.
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func regionByOrder(z ZoneID, order int) (ExpeditionRegion, bool) {
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for _, r := range regionsForZone(z) {
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if r.Order == order {
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return r, true
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}
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}
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return ExpeditionRegion{}, false
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}
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// firstRegion returns the entry region for a multi-region zone (Order
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// == 1), or zero+false for single-region zones.
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func firstRegion(z ZoneID) (ExpeditionRegion, bool) {
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return regionByOrder(z, 1)
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}
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// nextRegion returns the next-in-order region after `cur`, or zero+false
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// if `cur` is the last region.
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func nextRegion(z ZoneID, cur string) (ExpeditionRegion, bool) {
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r, ok := findRegion(z, cur)
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if !ok {
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return ExpeditionRegion{}, false
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}
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return regionByOrder(z, r.Order+1)
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}
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// CurrentRegion returns the player's current ExpeditionRegion, or
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// zero+false if the zone is single-region or the stored CurrentRegion
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// is empty / unrecognized.
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func CurrentRegion(e *Expedition) (ExpeditionRegion, bool) {
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if e == nil || !IsMultiRegionZone(e.ZoneID) {
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return ExpeditionRegion{}, false
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}
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if e.CurrentRegion == "" {
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return firstRegion(e.ZoneID)
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}
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return findRegion(e.ZoneID, e.CurrentRegion)
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}
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// ── progression state stored in RegionState ────────────────────────
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//
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// RegionState["regions_cleared"] []string — region IDs whose
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// region boss has been
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// defeated.
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// RegionState["regions_visited"] []string — region IDs the player
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// has set foot in.
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// RegionState["base_camps"] []string — region IDs where a
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// persistent base camp
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// has been pitched.
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const (
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regionStateClearedKey = "regions_cleared"
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regionStateVisitedKey = "regions_visited"
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regionStateBaseCampKey = "base_camps"
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)
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// regionListFromState reads a string-list slot from RegionState. JSON
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// round-trips from sqlite turn []string into []any, so we accept both.
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func regionListFromState(e *Expedition, key string) []string {
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if e == nil || e.RegionState == nil {
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return nil
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}
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raw, ok := e.RegionState[key]
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if !ok {
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return nil
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}
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switch v := raw.(type) {
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case []string:
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return append([]string(nil), v...)
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case []any:
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out := make([]string, 0, len(v))
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for _, x := range v {
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if s, ok := x.(string); ok {
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out = append(out, s)
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}
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}
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return out
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}
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return nil
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}
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// regionListContains reports membership.
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func regionListContains(list []string, id string) bool {
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for _, x := range list {
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if x == id {
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return true
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}
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}
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return false
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}
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// addRegionListEntry adds `id` to the list at RegionState[key] if it
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// isn't already there. Persists. Returns true if the list changed.
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func addRegionListEntry(e *Expedition, key, id string) (bool, error) {
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cur := regionListFromState(e, key)
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if regionListContains(cur, id) {
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return false, nil
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}
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cur = append(cur, id)
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if e.RegionState == nil {
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e.RegionState = map[string]any{}
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}
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e.RegionState[key] = cur
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return true, persistRegionState(e)
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}
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// IsRegionCleared reports whether the region's boss has been defeated.
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func IsRegionCleared(e *Expedition, regionID string) bool {
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return regionListContains(regionListFromState(e, regionStateClearedKey), regionID)
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}
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// IsRegionVisited reports whether the player has entered the region.
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func IsRegionVisited(e *Expedition, regionID string) bool {
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return regionListContains(regionListFromState(e, regionStateVisitedKey), regionID)
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}
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// HasBaseCampAt reports whether a persistent base camp exists in the
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// region (§11.1: unlocked only after region boss is cleared).
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func HasBaseCampAt(e *Expedition, regionID string) bool {
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return regionListContains(regionListFromState(e, regionStateBaseCampKey), regionID)
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}
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