Initial commit: Theriapolis baseline at port/godot branch point

Captures the pre-Godot-port state of the codebase. This is the rollback
anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md).
All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-04-30 20:40:51 -07:00
commit b451f83174
525 changed files with 75786 additions and 0 deletions
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using Theriapolis.Core.Data;
using Theriapolis.Core.Items;
using Theriapolis.Core.Util;
namespace Theriapolis.Core.Loot;
/// <summary>
/// Phase 7 M2 — container-level deterministic loot rolls. Wraps
/// <see cref="LootRoller"/> with a per-container <see cref="SeededRng"/>
/// derived from the dungeon's layout seed and the container's slot index,
/// so the same <c>(worldSeed, poiId, slotIdx)</c> always rolls the same
/// items.
///
/// Per Phase 7 plan §4.4 / §5.5:
/// <c>lootContainerSeed = dungeonLayoutSeed ^ C.RNG_DUNGEON_LOOT ^ slotIdx</c>
///
/// The <see cref="LootRoller"/> path is the encounter-drop pipeline (uses
/// the encounter's RNG); this path is for static dungeon containers and
/// does not advance any encounter-time stream.
/// </summary>
public static class LootGenerator
{
/// <summary>
/// Roll a single container's contents.
/// </summary>
/// <param name="tableId">Loot-table id (e.g. <c>loot_dungeon_imperium_t2</c>).</param>
/// <param name="containerSeed">
/// Per-container seed. Caller is expected to derive this as
/// <c>worldSeed ^ C.RNG_DUNGEON_LAYOUT ^ poiId ^ C.RNG_DUNGEON_LOOT ^ slotIdx</c>.
/// </param>
/// <param name="tables">Loot-table dictionary from <see cref="ContentResolver.LootTables"/>.</param>
/// <param name="items">Item dictionary from <see cref="ContentResolver.Items"/>.</param>
/// <returns>An array of <see cref="ItemInstance"/> ready to drop into an inventory.</returns>
public static ItemInstance[] RollContainer(
string tableId,
ulong containerSeed,
IReadOnlyDictionary<string, LootTableDef> tables,
IReadOnlyDictionary<string, ItemDef> items)
{
var rng = new SeededRng(containerSeed);
var drops = LootRoller.Roll(tableId, tables, items, rng);
var result = new ItemInstance[drops.Count];
for (int i = 0; i < drops.Count; i++)
result[i] = new ItemInstance(drops[i].Def, drops[i].Qty);
return result;
}
/// <summary>
/// Convenience overload that resolves the per-container seed from the
/// dungeon layout seed + slot index per the Phase 7 dice contract.
/// </summary>
public static ItemInstance[] RollContainer(
string tableId,
ulong dungeonLayoutSeed,
int slotIdx,
IReadOnlyDictionary<string, LootTableDef> tables,
IReadOnlyDictionary<string, ItemDef> items)
{
ulong containerSeed = dungeonLayoutSeed ^ C.RNG_DUNGEON_LOOT ^ (ulong)slotIdx;
return RollContainer(tableId, containerSeed, tables, items);
}
}
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using Theriapolis.Core.Data;
using Theriapolis.Core.Util;
namespace Theriapolis.Core.Loot;
/// <summary>
/// Pure deterministic loot roller. Given a table id and an RNG (typically
/// the encounter's <see cref="Rules.Combat.Encounter.RollDie"/>), produces
/// the list of (itemDef, qty) tuples to drop.
///
/// Determinism: dice come from the encounter RNG so save+load round-trips
/// produce identical drops — important for the autosave_combat retry slot.
/// </summary>
public static class LootRoller
{
public sealed record DropResult(ItemDef Def, int Qty);
/// <summary>
/// Roll <paramref name="tableId"/> against the supplied RNG. Returns an
/// empty list when the table id is empty/unknown.
/// </summary>
public static List<DropResult> Roll(
string tableId,
IReadOnlyDictionary<string, LootTableDef> tables,
IReadOnlyDictionary<string, ItemDef> items,
SeededRng rng)
{
var results = new List<DropResult>();
if (string.IsNullOrEmpty(tableId) || !tables.TryGetValue(tableId, out var table))
return results;
foreach (var drop in table.Drops)
{
// Independent chance roll per drop.
if (rng.NextFloat() > drop.Chance) continue;
if (!items.TryGetValue(drop.ItemId, out var def)) continue;
int qty;
if (drop.QtyMax <= drop.QtyMin) qty = System.Math.Max(1, drop.QtyMin);
else qty = rng.NextInt(drop.QtyMin, drop.QtyMax + 1);
results.Add(new DropResult(def, qty));
}
return results;
}
}