Assistant: deterministic encounter advisor reinforces the existing fight

Instead of proposing a fresh alternative encounter, the non-AI path now:
- adds MORE of the creatures already present ('Add 2 more Goblin'), computing the
  exact count needed and accounting for the 5e encounter multiplier, or
- adds a thematically related stronger creature from the bestiary (shared name
  token, level/CR-appropriate) when that reaches the target with fewer bodies.
Only builds a fresh group when the encounter is empty. Apply clones the existing
combatant (works for homebrew/custom too) or pulls from the pool.
Existing creatures are also offered to the AI as candidates so it can likewise
say 'add another goblin'.

New suggestReinforcements() + baseName() in encounter.ts with unit tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-08 09:33:50 +02:00
parent e39def8f02
commit 7271978d7d
3 changed files with 175 additions and 14 deletions
+24 -1
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@@ -1,6 +1,6 @@
import { describe, it, expect } from 'vitest';
import { resourceSuggestions, planningSuggestions, combatSuggestions } from './advisors';
import { buildSuggestedEncounter } from './encounter';
import { buildSuggestedEncounter, suggestReinforcements } from './encounter';
import { characterDefaults, type Character, type Note, type Encounter } from '@/lib/schemas';
function pc(name: string, cur: number, max: number, over: Partial<Character> = {}): Character {
@@ -72,3 +72,26 @@ describe('buildSuggestedEncounter', () => {
expect(buildSuggestedEncounter('5e', [1, 1, 1, 1], [{ cr: 25 }], 'Hard')).toEqual([]);
});
});
describe('suggestReinforcements', () => {
const pool = [{ name: 'Goblin', cr: 0.25 }, { name: 'Hobgoblin', cr: 0.5 }, { name: 'Ogre', cr: 2 }];
it('adds more of the existing creature to raise difficulty', () => {
// 3 goblins vs two level-3 PCs is "medium"; bump toward Hard.
const existing = [{ name: 'Goblin', cr: 0.25 }, { name: 'Goblin 2', cr: 0.25 }, { name: 'Goblin 3', cr: 0.25 }];
const plan = suggestReinforcements('5e', [3, 3], existing, pool, 'Hard');
expect(plan).not.toBeNull();
expect(plan!.add[0]!.name).toBe('Goblin');
expect(plan!.add[0]!.count).toBeGreaterThanOrEqual(1);
expect(plan!.reasoning).toMatch(/goblin/i);
});
it('uses the existing creature name without the auto-number suffix', () => {
const plan = suggestReinforcements('5e', [3, 3], [{ name: 'Goblin 2', cr: 0.25 }], pool, 'Hard');
expect(plan!.add[0]!.name).toBe('Goblin');
});
it('returns null for an empty encounter (caller builds fresh instead)', () => {
expect(suggestReinforcements('5e', [3, 3], [], pool, 'Hard')).toBeNull();
});
});
+107
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@@ -50,3 +50,110 @@ export function buildSuggestedEncounter<T extends PoolMonster>(
}
return chosen;
}
// ---------------- Reinforcing an existing encounter ----------------
export interface ReinforceMonster {
name: string;
cr?: number | undefined;
level?: number | undefined;
}
export interface ReinforcePlan {
reasoning: string;
add: { name: string; count: number }[];
targetDifficulty: string;
}
/** Strip a combat auto-number suffix, e.g. "Goblin 2" → "Goblin". */
export function baseName(name: string): string {
return name.replace(/\s+\d+$/, '').trim();
}
function tokens(name: string): string[] {
return baseName(name).toLowerCase().split(/\s+/).filter((t) => t.length >= 3);
}
function ratingOf(system: SystemId, m: { cr?: number | undefined; level?: number | undefined }): number | undefined {
return system === '5e' ? m.cr : m.level;
}
/**
* Suggest how to raise an EXISTING encounter to a target difficulty by reinforcing
* what's already there — more of the same creatures, or a thematically related
* stronger creature from the bestiary — rather than proposing a fresh encounter.
* Accounts for the 5e encounter multiplier (which grows with monster count).
* Returns null when there are no existing monsters to build on.
*/
export function suggestReinforcements(
system: SystemId,
partyLevels: number[],
existing: ReinforceMonster[],
pool: (Record<string, unknown> & { cr?: number; level?: number })[],
targetDifficulty: string,
maxAdds = 10,
): ReinforcePlan | null {
if (existing.length === 0) return null;
const thresholds = computeBudget(system, partyLevels, []).thresholds;
const target = thresholds.find((t) => t.label.toLowerCase() === targetDifficulty.toLowerCase())?.value ?? 0;
if (target <= 0) return null;
const minCountToReach = (rating: number): number | null => {
for (let n = 1; n <= maxAdds; n++) {
const extra = Array.from({ length: n }, () => (system === '5e' ? { cr: rating } : { level: rating }));
if (computeBudget(system, partyLevels, [...existing, ...extra]).ratingXp >= target) return n;
}
return null;
};
// Candidate reinforcements: distinct existing creatures, plus thematic upgrades
// from the pool (sharing a name token, level/CR-appropriate, not already present).
type Cand = { name: string; rating: number; thematic: boolean };
const cands: Cand[] = [];
const seen = new Set<string>();
for (const m of existing) {
const bn = baseName(m.name);
const r = ratingOf(system, m);
if (r === undefined || seen.has(bn.toLowerCase())) continue;
seen.add(bn.toLowerCase());
cands.push({ name: bn, rating: r, thematic: false });
}
const avg = partyLevels.length ? Math.round(partyLevels.reduce((a, b) => a + b, 0) / partyLevels.length) : 1;
const eligible = (r: number) => (system === '5e' ? r <= avg + 1 && r >= Math.max(0, avg - 6) : r <= avg + 2 && r >= avg - 4);
const existingTokens = new Set(existing.flatMap((m) => tokens(m.name)));
for (const p of pool) {
const r = ratingOf(system, p);
const name = typeof p.name === 'string' ? p.name : undefined;
if (r === undefined || !name || !eligible(r) || seen.has(name.toLowerCase())) continue;
if (tokens(name).some((t) => existingTokens.has(t))) {
cands.push({ name, rating: r, thematic: true });
seen.add(name.toLowerCase());
}
}
// Pick the plan that reaches the target with the fewest added bodies; on ties,
// prefer the higher-rated (more "boss-like") and thematic option.
let best: { name: string; count: number; rating: number; thematic: boolean } | null = null;
for (const c of cands) {
const n = minCountToReach(c.rating);
if (n === null) continue;
const better =
!best || n < best.count ||
(n === best.count && (c.rating > best.rating || (c.rating === best.rating && c.thematic && !best.thematic)));
if (better) best = { name: c.name, count: n, rating: c.rating, thematic: c.thematic };
}
// If nothing reaches within the cap, pile on the strongest existing creature.
if (!best) {
const strongest = cands.reduce((a, b) => (b.rating > a.rating ? b : a));
best = { name: strongest.name, count: maxAdds, rating: strongest.rating, thematic: strongest.thematic };
}
const more = best.thematic ? '' : ' more';
const reasoning =
best.count === 1
? `Add 1 ${best.name} to push this fight toward ${targetDifficulty}.`
: `Add ${best.count}${more} ${best.name} to push this fight toward ${targetDifficulty}.`;
return { reasoning, add: [{ name: best.name, count: best.count }], targetDifficulty };
}