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