Files
Christopher Wiebe b451f83174 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>
2026-04-30 20:40:51 -07:00

69 lines
2.9 KiB
C#

using Theriapolis.Core.Data;
using Theriapolis.Core.Items;
namespace Theriapolis.Core.Dungeons;
/// <summary>
/// Phase 7 M2 — pre-instantiated population of a generated dungeon. Holds:
/// - The list of <see cref="DungeonSpawn"/> entries (one per encounter
/// slot in any room) — coordinates + template + role tag.
/// - The list of <see cref="DungeonContainer"/> entries (one per
/// container slot) — coordinates + table id + pre-rolled item drops.
///
/// Generated alongside (and from) a <see cref="Dungeon"/> via
/// <see cref="DungeonPopulator.Populate"/>. Living combatants and item
/// pickups derive from these records on first dungeon entry; the
/// <see cref="Theriapolis.Core.Persistence.DungeonStateSnapshot"/>
/// persists which entries have been resolved (cleared / looted) so
/// re-entry doesn't re-spawn them.
/// </summary>
public sealed class DungeonPopulation
{
public DungeonSpawn[] Spawns { get; }
public DungeonContainer[] Containers { get; }
public DungeonPopulation(DungeonSpawn[] spawns, DungeonContainer[] containers)
{
Spawns = spawns;
Containers = containers;
}
}
/// <summary>
/// One <c>@</c> encounter slot in a generated dungeon — resolved to the
/// concrete NPC template that fills it. The dungeon coords are absolute
/// (within the dungeon's tile array, not template-local).
/// </summary>
public readonly record struct DungeonSpawn(
/// <summary>Index into <see cref="Dungeon.Rooms"/> the spawn lives in.</summary>
int RoomId,
/// <summary>Dungeon-local tile-X.</summary>
int X,
/// <summary>Dungeon-local tile-Y.</summary>
int Y,
/// <summary>The chosen NPC template. Caller instantiates from this.</summary>
NpcTemplateDef Template,
/// <summary>Spawn-kind tag the slot declared (PoiGuard / WildAnimal / Brigand / Boss).</summary>
string Kind);
/// <summary>
/// One <c>C</c> container slot in a generated dungeon — resolved to the
/// concrete loot drop. Populated at generation time so the same
/// <c>(worldSeed, poiId, slotIdx)</c> always rolls identical items.
/// </summary>
public readonly record struct DungeonContainer(
/// <summary>Index into <see cref="Dungeon.Rooms"/> the container is in.</summary>
int RoomId,
/// <summary>Dungeon-local tile-X.</summary>
int X,
/// <summary>Dungeon-local tile-Y.</summary>
int Y,
/// <summary>Loot-table id consulted at populate time.</summary>
string TableId,
/// <summary>Pre-rolled item drops, ready to transfer on player loot.</summary>
ItemInstance[] Drops,
/// <summary>True when the slot's grid char declared <c>locked</c>.</summary>
bool Locked,
/// <summary>Lock difficulty tier ("trivial"/"easy"/"medium"/"hard"; empty when unlocked).</summary>
string LockTier);