This complex diagram models a high-fidelity Hardcore Dungeon Crawler economy, simulating the interplay between character progression, procedural enemy spawning, high-stakes combat, and extraction-based looting.
The system is architected into five distinct functional sub-diagrams:
1. Character Initialization: A random Class Selector (Gate) assigns a starting archetype (Fighter, Wizard, Ranger, etc.). Each class functions as a Converter that populates a comprehensive suite of Character Stats Pools (Strength, Vigor, Agility, etc.) with unique base values and initializes the player's starting Health.
2. Dungeon Layer & Swarm Mechanic: The system tracks the player's depth through a Current Layer Pool. A Register calculates a Swarm Timer that decreases every step; if the timer reaches zero, a Drain begins pulling from the player's Health, simulating the "Swarm" or "Darkness" mechanic common in the genre.
3. Procedural Enemy Spawning: An automatic Source drives a series of Gates to determine which enemy archetype spawns (Skeleton, Mimic, Goblin) and their rarity tier (Normal, Elite, Nightmare). These archetypes use Converters to set the Enemy HP and Enemy Damage pools for the encounter.
4. Combat Logic: This is the "brain" of the simulation. It uses Registers to calculate Player Damage based on stats like Vigor and Will. A Hit Zone calculation adds variance to every swing, while dual Gate checks (Player Hit chance and Enemy Chance to hit) determine if resources are actually pulled from the respective HP pools.
5. Looting & Extraction: While exploring, players encounter various nodes (Encounter Mine, Herbs, Chests) that have a low probability of triggering Source nodes for specific loot (Gold, Rubysilver, Potions). The endgame is managed by the Portal Search logic; as the Swarm Timer depletes, the probability of finding an extraction portal increases, allowing the player to return with their resources or descend to a more difficult layer.