H1: Josie harvest semantics in autopilot

Replace retry-to-success grind with one-roll-per-charge. Every node
swing — Common through Legendary — consumes a charge regardless of
outcome. Rarity no longer pauses the autopilot.

Removed: autoHarvestPerNodeAttempts cap, isRarePlus filter, RarePending
field, renderRarePendingFooter, stopRareNode reason. Pluralize "fails"
since whiffs are now expected.

Per gogobee_harvest_charges_plan.md H1.
This commit is contained in:
prosolis
2026-05-17 12:24:18 -07:00
parent 3b5a6ad4b8
commit 20689a693b
4 changed files with 32 additions and 138 deletions

View File

@@ -384,7 +384,6 @@ const (
stopEnded // patrol or room resolution killed the player
stopComplete // run cleared (boss down, no outgoing edges)
stopBlocked // an active CombatSession blocks the advance
stopRareNode // auto-harvest spotted a Rare+ node; player should decide
stopHarvestCombat // auto-harvest pulled into combat that resolved short of death
stopPreflight // pre-iteration preflight tripped (low HP / low SU)
)