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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>
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@@ -2,12 +2,12 @@ package plugin
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// Phase G6 — graph-aware !zone map renderer.
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//
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// Replaces the linear renderZoneMap() output when GOGOBEE_BRANCHING_ZONES
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// is on. Walks the registered (or legacy-compiled) ZoneGraph in BFS
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// order rooted at Entry, lays nodes out by PosX/PosY, and prints a
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// horizontal glyph row per layer with a status row underneath. Locked
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// outgoing edges show as `╳`; secret nodes stay hidden until the
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// player has visited them (prevents spoilers from `!zone map`).
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// Replaces the linear renderZoneMap() output. Walks the registered
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// (or legacy-compiled) ZoneGraph in BFS order rooted at Entry, lays
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// nodes out by PosX/PosY, and prints a horizontal glyph row per layer
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// with a status row underneath. Locked outgoing edges show as `╳`;
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// secret nodes stay hidden until the player has visited them
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// (prevents spoilers from `!zone map`).
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import (
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"fmt"
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