feat: add secret rooms and mini-bosses on floors 4/9/14/19

Add RoomSecret (5% chance) and RoomMiniBoss room types. Add 4 mini-boss
monsters at 60% of boss stats (Guardian's Herald, Warden's Shadow,
Overlord's Lieutenant, Archlich's Harbinger) with IsMiniBoss flag and
boss pattern logic. Secret rooms grant double treasure. Mini-boss rooms
are placed on floors 4/9/14/19 at room index 1.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-25 15:30:21 +09:00
parent e167165bbc
commit 7f29995833
8 changed files with 199 additions and 18 deletions

View File

@@ -111,6 +111,14 @@ func GenerateFloor(floorNum int) *Floor {
// Last room is boss
rooms[len(rooms)-1].Type = RoomBoss
// On floors 4, 9, 14, 19: assign one room as mini-boss
if floorNum == 4 || floorNum == 9 || floorNum == 14 || floorNum == 19 {
// Pick the second room (index 1), or any non-first non-last room
if len(rooms) > 2 {
rooms[1].Type = RoomMiniBoss
}
}
// Carve rooms into tile map
for _, room := range rooms {
for dy := 0; dy < room.H; dy++ {

View File

@@ -37,7 +37,49 @@ func TestRoomTypeProbability(t *testing.T) {
}
combatPct := float64(counts[RoomCombat]) / float64(n) * 100
if combatPct < 40 || combatPct > 50 {
t.Errorf("Combat room probability: got %.1f%%, want ~45%%", combatPct)
t.Errorf("Combat room probability: got %.1f%%, want ~45%% (range 5-50)", combatPct)
}
}
func TestSecretRoomInRandomType(t *testing.T) {
counts := make(map[RoomType]int)
n := 10000
for i := 0; i < n; i++ {
counts[RandomRoomType()]++
}
secretPct := float64(counts[RoomSecret]) / float64(n) * 100
if secretPct < 2 || secretPct > 8 {
t.Errorf("Secret room probability: got %.1f%%, want ~5%%", secretPct)
}
// Verify RoomMiniBoss is never returned by RandomRoomType
if counts[RoomMiniBoss] > 0 {
t.Errorf("MiniBoss rooms should not be generated randomly, got %d", counts[RoomMiniBoss])
}
}
func TestMiniBossRoomPlacement(t *testing.T) {
for _, floorNum := range []int{4, 9, 14, 19} {
floor := GenerateFloor(floorNum)
found := false
for _, r := range floor.Rooms {
if r.Type == RoomMiniBoss {
found = true
break
}
}
if !found {
t.Errorf("Floor %d should have a mini-boss room", floorNum)
}
}
// Non-miniboss floors should not have mini-boss rooms
for _, floorNum := range []int{1, 3, 5, 10} {
floor := GenerateFloor(floorNum)
for _, r := range floor.Rooms {
if r.Type == RoomMiniBoss {
t.Errorf("Floor %d should not have a mini-boss room", floorNum)
break
}
}
}
}

View File

@@ -11,10 +11,12 @@ const (
RoomEvent
RoomEmpty
RoomBoss
RoomSecret
RoomMiniBoss
)
func (r RoomType) String() string {
return [...]string{"Combat", "Treasure", "Shop", "Event", "Empty", "Boss"}[r]
return [...]string{"Combat", "Treasure", "Shop", "Event", "Empty", "Boss", "Secret", "MiniBoss"}[r]
}
type Tile int
@@ -47,13 +49,15 @@ type Floor struct {
func RandomRoomType() RoomType {
r := rand.Float64() * 100
switch {
case r < 45:
case r < 5:
return RoomSecret
case r < 50:
return RoomCombat
case r < 60:
case r < 65:
return RoomTreasure
case r < 70:
case r < 75:
return RoomShop
case r < 85:
case r < 90:
return RoomEvent
default:
return RoomEmpty