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Zone Infrastructure SUB-A: ZoneDefinition / ZoneTier / ZoneEnemy / ZoneBoss / ZoneLootEntry types and dndZoneRegistry. Tier 1 zones populated per gogobee_dungeon_zones.md §5: Goblin Warrens (T1, L1-3, boss Grol the Unbroken CR3) and Crypt of Valdris (T1, L1-3, boss Valdris the Unburied CR5, phase 2 at 50% HP). Helpers: getZone, zonesForLevel (2-tier-above ceiling), zonesByTier, allZones. Bestiary additions for Tier 1 enemy rosters: goblin_sneak, goblin_archer, hobgoblin_grunt, worg, goblin_shaman, hobgoblin_warchief, zombie, shadow, specter, wight, flameskull, plus the two zone bosses. Zombie AC bumped 8->10 to satisfy engine TestBestiaryAllWellFormed minimum. 7 new tests covering registry presence, bestiary-ref resolution, boss CR floor, level-tier gating, loot-chance bounds, room-count sanity, elite flag presence, and tier->level-range alignment. Full plugin suite green. Also marks SUB3 done in gogobee_subclass_system.md (all 15 subclasses through L15 shipped across SUB3a-d). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
256 lines
9.0 KiB
Go
256 lines
9.0 KiB
Go
package plugin
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import "sort"
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// Phase 11 D1a — zone registry. Implements `gogobee_dungeon_zones.md` §5.
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//
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// D1a (this file) ships zone *definitions* only — names, tiers, level
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// ranges, enemy rosters by bestiary ID, boss stat block, and loot stubs.
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// State machine (DungeonRun), commands (!zone enter/advance/etc), and
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// TwinBee GM mood land in subsequent D1 sub-phases (D1b–D1d).
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//
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// Tier 1 ships first (Goblin Warrens, Crypt of Valdris). Tiers 2–5 are
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// added in D2/D3/D4/D5. Loot table item IDs reference equipment/treasure
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// IDs that may not yet exist in the equipment registry; that wiring
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// happens at drop time, not at zone-definition time, so unknown IDs are
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// not an error here — they're the contract that future content fulfils.
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type ZoneID string
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const (
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ZoneGoblinWarrens ZoneID = "goblin_warrens"
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ZoneCryptValdris ZoneID = "crypt_valdris"
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ZoneForestShadows ZoneID = "forest_shadows"
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ZoneSunkenTemple ZoneID = "sunken_temple"
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ZoneManorBlackspire ZoneID = "manor_blackspire"
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ZoneUnderforge ZoneID = "underforge"
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ZoneUnderdark ZoneID = "underdark"
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ZoneFeywildCrossing ZoneID = "feywild_crossing"
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ZoneDragonsLair ZoneID = "dragons_lair"
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ZoneAbyssPortal ZoneID = "abyss_portal"
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)
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// ZoneTier — 1..5. Player level ranges per design doc §2.
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type ZoneTier int
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const (
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ZoneTierBeginner ZoneTier = 1
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ZoneTierApprentice ZoneTier = 2
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ZoneTierJourneyman ZoneTier = 3
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ZoneTierVeteran ZoneTier = 4
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ZoneTierLegendary ZoneTier = 5
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)
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// ZoneEnemy is a roster entry. BestiaryID must resolve via dndBestiary
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// at spawn time (D1c+). SpawnWeight biases procedural room population —
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// higher = appears more often in exploration rooms.
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type ZoneEnemy struct {
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BestiaryID string
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SpawnWeight int // 1..10; default 5
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IsElite bool // appears only in Elite rooms
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}
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// ZoneBoss — single boss for the zone. Multi-phase encounters expose
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// PhaseTwoAt as a fraction of MaxHP (0.5 = phase 2 starts at 50% HP).
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// Abilities is descriptive for now (D1a is data-only); D5+ wires real
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// boss-ability hooks into the combat engine.
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type ZoneBoss struct {
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BestiaryID string // canonical ID; bestiary entry added with the zone
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Name string // display name for the boss intro line
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CR float32 // for tier validation only
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HP int
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AC int
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PhaseTwoAt float64 // fraction of MaxHP triggering phase 2; 0 = no phase 2
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Abilities []string
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Description string // one-line lore for boss-entry narration
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}
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// ZoneLootEntry — drop chance + item id. UniqueAlways marks story drops
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// that always appear (e.g. quest items, phylactery shards).
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type ZoneLootEntry struct {
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ItemID string
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DropChance float64 // 0..1; ignored if UniqueAlways
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UniqueAlways bool // always drops; used for quest items
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Note string // free-text descriptor (unique-item flavor)
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}
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// ZoneDefinition — full zone descriptor. Room count is the design-doc's
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// "6–8 rooms per run", scaled by tier.
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type ZoneDefinition struct {
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ID ZoneID
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Display string
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Tier ZoneTier
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LevelMin int
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LevelMax int
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Faction string
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Atmosphere string // one-line biome description
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Hook string // entry-room narration seed (TwinBee voice, italic)
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MinRooms int
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MaxRooms int
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Enemies []ZoneEnemy
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Boss ZoneBoss
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Loot []ZoneLootEntry
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FlavorFile string // expected flavor file name (D6 deliverable)
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}
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// dndZoneRegistry — keyed by ZoneID. Tier 1 lands in D1a; remaining
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// tiers join in D2/D3/D4/D5. zoneOrder preserves design-doc ordering.
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var dndZoneRegistry = map[ZoneID]ZoneDefinition{}
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var zoneOrder = []ZoneID{}
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func registerZone(z ZoneDefinition) {
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if _, dup := dndZoneRegistry[z.ID]; dup {
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// Programmer error: duplicate definition. Panic at init makes
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// this surface immediately on test start rather than in prod.
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panic("duplicate zone registration: " + string(z.ID))
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}
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dndZoneRegistry[z.ID] = z
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zoneOrder = append(zoneOrder, z.ID)
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}
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func init() {
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registerZone(zoneGoblinWarrens())
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registerZone(zoneCryptValdris())
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}
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// getZone returns the definition by ID and ok=false if unknown.
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func getZone(id ZoneID) (ZoneDefinition, bool) {
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z, ok := dndZoneRegistry[id]
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return z, ok
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}
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// zonesForLevel returns all zones a player at dndLevel may enter.
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// Per design doc §2: a player cannot enter a zone more than 2 tiers
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// above their current level. We approximate "current tier" as
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// floor((level-1)/3)+1 so L1–3=T1, L4–6≈T2, etc., capping at T5.
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// Result is sorted by tier ascending then declared order.
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func zonesForLevel(dndLevel int) []ZoneDefinition {
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playerTier := (dndLevel-1)/3 + 1
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if playerTier < 1 {
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playerTier = 1
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}
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maxTier := playerTier + 2
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var out []ZoneDefinition
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for _, id := range zoneOrder {
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z := dndZoneRegistry[id]
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if int(z.Tier) <= maxTier {
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out = append(out, z)
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}
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}
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sort.SliceStable(out, func(i, j int) bool {
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return out[i].Tier < out[j].Tier
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})
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return out
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}
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// zonesByTier — zones at exactly the given tier, in declared order.
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func zonesByTier(t ZoneTier) []ZoneDefinition {
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var out []ZoneDefinition
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for _, id := range zoneOrder {
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if z := dndZoneRegistry[id]; z.Tier == t {
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out = append(out, z)
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}
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}
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return out
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}
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// allZones — every registered zone in declared (design-doc) order.
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func allZones() []ZoneDefinition {
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out := make([]ZoneDefinition, 0, len(zoneOrder))
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for _, id := range zoneOrder {
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out = append(out, dndZoneRegistry[id])
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}
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return out
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}
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// ---- Tier 1 zone factories ---------------------------------------------------
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func zoneGoblinWarrens() ZoneDefinition {
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return ZoneDefinition{
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ID: ZoneGoblinWarrens,
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Display: "Goblin Warrens",
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Tier: ZoneTierBeginner,
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LevelMin: 1,
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LevelMax: 3,
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Faction: "Goblins, Hobgoblins",
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Atmosphere: "Low ceilings, torchlight, crude traps, cackling in the dark.",
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Hook: "A network of fetid tunnels burrowed beneath the Merchant's Road. The smell arrives before the sounds — smoke, rot, and something worse. TwinBee advises keeping one hand on your blade.",
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MinRooms: 6,
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MaxRooms: 7,
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Enemies: []ZoneEnemy{
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{BestiaryID: "goblin_sneak", SpawnWeight: 7},
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{BestiaryID: "goblin_archer", SpawnWeight: 6},
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{BestiaryID: "hobgoblin_grunt", SpawnWeight: 5},
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{BestiaryID: "worg", SpawnWeight: 3},
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{BestiaryID: "goblin_shaman", SpawnWeight: 2},
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{BestiaryID: "hobgoblin_warchief", SpawnWeight: 1, IsElite: true},
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},
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Boss: ZoneBoss{
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BestiaryID: "boss_grol_unbroken",
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Name: "Grol the Unbroken",
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CR: 3,
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HP: 65,
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AC: 17,
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PhaseTwoAt: 0,
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Description: "A Bugbear war-chief who has united three goblin clans under his banner. Wears a belt of troll teeth and smells like he earned them.",
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Abilities: []string{
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"Surprise Attack: +2d6 damage if player has not acted this combat",
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"Heart of Hruggek: crits deal max damage (no roll)",
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"Terrifying Roar (1/combat): allies +2 to hit for 2 turns; player WIS DC 13 or Frightened",
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},
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},
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Loot: []ZoneLootEntry{
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{ItemID: "wpn_handaxe_+1", DropChance: 0.15},
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{ItemID: "arm_studded_leather_+1", DropChance: 0.10},
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{ItemID: "grols_belt", DropChance: 0.05, Note: "+2 STR while equipped"},
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{ItemID: "coins_2d10x5", DropChance: 1.0, Note: "2d10 × 5 coins"},
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},
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FlavorFile: "zone_goblin_warrens_flavor.go",
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}
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}
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func zoneCryptValdris() ZoneDefinition {
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return ZoneDefinition{
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ID: ZoneCryptValdris,
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Display: "The Crypt of Valdris",
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Tier: ZoneTierBeginner,
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LevelMin: 1,
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LevelMax: 3,
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Faction: "Undead",
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Atmosphere: "Stone corridors, dripping water, candles that shouldn't still be burning.",
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Hook: "The iron gate hangs open — someone left in a hurry. Carved into the stone above: \"HERE LIES VALDRIS. DO NOT.\" The rest has been chiseled away. TwinBee declines to speculate.",
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MinRooms: 6,
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MaxRooms: 7,
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Enemies: []ZoneEnemy{
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{BestiaryID: "skeleton", SpawnWeight: 7},
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{BestiaryID: "zombie", SpawnWeight: 6},
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{BestiaryID: "shadow", SpawnWeight: 4},
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{BestiaryID: "specter", SpawnWeight: 3},
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{BestiaryID: "wight", SpawnWeight: 1, IsElite: true},
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{BestiaryID: "flameskull", SpawnWeight: 1, IsElite: true},
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},
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Boss: ZoneBoss{
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BestiaryID: "boss_valdris_unburied",
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Name: "Valdris the Unburied",
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CR: 5,
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HP: 97,
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AC: 17,
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PhaseTwoAt: 0.50,
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Description: "A lich-aspirant who got most of the way there. Cunning enough to be dangerous, failed enough to be bitter.",
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Abilities: []string{
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"Corrupting Touch: +4d6 necrotic; target max HP reduced by damage dealt (long rest restores)",
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"Legendary Resistance (2/combat): auto-succeed one failed save",
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"Call of the Grave (recharge 5–6): summons 1d4 skeletons from room bones",
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"Phase 2 (<50% HP): Fly speed; spells deal +1d6 necrotic",
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},
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},
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Loot: []ZoneLootEntry{
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{ItemID: "valdris_phylactery_shard", UniqueAlways: true, Note: "quest item"},
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{ItemID: "arm_cloak_of_protection", DropChance: 0.12},
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{ItemID: "wpn_mace_of_smiting", DropChance: 0.08},
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{ItemID: "coins_3d10x4", DropChance: 1.0, Note: "3d10 × 4 coins"},
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},
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FlavorFile: "zone_crypt_valdris_flavor.go",
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}
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}
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