Branching zones G9a: remove GOGOBEE_BRANCHING_ZONES gate

All 9 zones have hand-authored graphs (G8a–G8i), so the POC gate has
served its purpose. Make graph mode the only runtime path:

- Drop branchingZonesEnabled() and the os import in zone_graph_nav.go.
- Inline the gate-on branches in zoneCmdMap, zoneCmdAdvance,
  CurrentRoomType, startZoneRun, and the expedition map renderer.
- Keep the legacy linear functions (markRoomCleared, renderZoneMap,
  generateRoomSequence) standing — their tests still exercise them and
  they'll retire alongside current_room / room_seq_json in G9b.
- Strip gate test (TestBranchingZonesGate, TestCurrentRoomType_GateOff)
  and t.Setenv calls from the surviving graph tests.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-09 17:17:19 -07:00
parent 304ad27c0f
commit 103cf30987
8 changed files with 72 additions and 151 deletions

View File

@@ -288,14 +288,13 @@ func (p *AdventurePlugin) zoneCmdMap(ctx MessageContext) error {
zone := zoneOrFallback(run.ZoneID)
var b strings.Builder
b.WriteString(fmt.Sprintf("**%s — Map**\n```\n", zone.Display))
if branchingZonesEnabled() {
if g, ok := loadZoneGraph(run.ZoneID); ok {
b.WriteString(renderZoneGraphMap(g, run))
b.WriteString("\n```\n")
b.WriteString("_E=Entry ?=Exploration T=Trap ★=Elite ☠=Boss ⚿=Secret · ✓ cleared ▶ here · pending locked_")
return p.SendDM(ctx.Sender, b.String())
}
if g, ok := loadZoneGraph(run.ZoneID); ok {
b.WriteString(renderZoneGraphMap(g, run))
b.WriteString("\n```\n")
b.WriteString("_E=Entry ?=Exploration T=Trap ★=Elite ☠=Boss ⚿=Secret · ✓ cleared ▶ here · pending locked_")
return p.SendDM(ctx.Sender, b.String())
}
// No registered graph (defensive — every zone has one post-G8).
cleared := map[int]bool{}
for _, r := range run.RoomsCleared {
cleared[r] = true
@@ -415,60 +414,18 @@ func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
return p.streamOrSend(ctx.Sender, preStream, intro, phases, outcome)
}
// Graph-mode (POC gate): clear the current room, then either auto-advance
// down a single edge, surface a fork prompt for 2+ edges, or complete the
// run when there are 0 outgoing edges. Legacy linear path stays on
// markRoomCleared so non-gated deployments are bit-identical to G4.
if branchingZonesEnabled() {
c, cerr := LoadDnDCharacter(ctx.Sender)
if cerr != nil {
return p.SendDM(ctx.Sender, "Couldn't load character: "+cerr.Error())
}
next, forkMsg, complete, gerr := p.advanceTransitionGraph(run, zone, c)
if gerr != nil {
return p.SendDM(ctx.Sender, "Couldn't advance: "+gerr.Error())
}
if complete {
_, _ = applyMoodEvent(run.RunID, MoodEventZoneComplete)
var b strings.Builder
if outcome != "" {
b.WriteString(outcome)
b.WriteString("\n\n")
}
b.WriteString(fmt.Sprintf("🏆 **Cleared %s.** Run complete.\n\n", zone.Display))
if line := twinBeeLine(zone.ID, DMZoneComplete, run.RunID, prevIdx); line != "" {
b.WriteString(line)
b.WriteString("\n\n")
}
if granted := p.rollZoneLoot(ctx.Sender, run, zone); len(granted) > 0 {
b.WriteString("**Loot:**\n")
for _, id := range granted {
b.WriteString("• " + id + "\n")
}
}
return p.streamOrSend(ctx.Sender, preStream, intro, phases, b.String())
}
if forkMsg != "" {
var b strings.Builder
if outcome != "" {
b.WriteString(outcome)
b.WriteString("\n\n")
}
b.WriteString(fmt.Sprintf("✓ Cleared room %d (%s).\n\n", prevIdx+1, prettyRoomType(prev)))
b.WriteString(forkMsg)
return p.streamOrSend(ctx.Sender, preStream, intro, phases, b.String())
}
// Single-edge auto-advance — fall through to the shared next-room
// teaser using the resolved next room type.
return p.streamOrSend(ctx.Sender, preStream, intro, phases,
p.formatNextRoomMessage(run, zone, prev, prevIdx, outcome, next))
// Graph-mode advance (G9a — only mode now): clear the current room,
// then either auto-advance down a single edge, surface a fork prompt
// for 2+ edges, or complete the run when there are 0 outgoing edges.
c, cerr := LoadDnDCharacter(ctx.Sender)
if cerr != nil {
return p.SendDM(ctx.Sender, "Couldn't load character: "+cerr.Error())
}
next, err := markRoomCleared(run.RunID)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't advance: "+err.Error())
next, forkMsg, complete, gerr := p.advanceTransitionGraph(run, zone, c)
if gerr != nil {
return p.SendDM(ctx.Sender, "Couldn't advance: "+gerr.Error())
}
if next == "" {
if complete {
_, _ = applyMoodEvent(run.RunID, MoodEventZoneComplete)
var b strings.Builder
if outcome != "" {
@@ -488,7 +445,16 @@ func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
}
return p.streamOrSend(ctx.Sender, preStream, intro, phases, b.String())
}
if forkMsg != "" {
var b strings.Builder
if outcome != "" {
b.WriteString(outcome)
b.WriteString("\n\n")
}
b.WriteString(fmt.Sprintf("✓ Cleared room %d (%s).\n\n", prevIdx+1, prettyRoomType(prev)))
b.WriteString(forkMsg)
return p.streamOrSend(ctx.Sender, preStream, intro, phases, b.String())
}
return p.streamOrSend(ctx.Sender, preStream, intro, phases,
p.formatNextRoomMessage(run, zone, prev, prevIdx, outcome, next))
}