Files
gogobee/cmd/open5e-import/tuned.go
prosolis 297ce3d786 D&D: wire monster abilities from SRD traits in the tuning pass
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.
2026-05-14 18:00:29 -07:00

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()
}