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zones: stop the tools/backtrack path losing rooms and inventory
Review fallout from the locked-doors commit. Five defects, all in the seams that commit opened: backtrackFromDeadFork stepped to VisitedNodes[idx-1]. That slice is a first-entry ordered *set*, not a path stack (see appendVisited), so once a run has doubled back once the entry before CurrentNode can sit on a different branch entirely — the party teleports across the map to a room no edge connects. `!revisit` refuses exactly that move via adjacentNodes; the autopilot has no business doing what the player is forbidden from doing. Now routed through backtrackTarget, which also refuses to fall back into a corridor whose only exit is the sealed fork: the lock rolls are seeded per (run, edge), so walking back in gets the same answer every time, forever. The autopilot spent the player's thieves' tools *before* committing the move, so an advanceZoneRunNode failure left them charged and then had the caller's backtrack clear the fork they had just paid to open. The tools are now reported by autoPickWithTools and only removed once the party is actually through the door. `sell all` never learned the new "tool" type and turned a €600 set into €300 of loot — the same silent deletion Robbie was taught to avoid two commits ago. It was already doing this to "key" quest tokens, so both now sit with the special gear. The shop's tools branch asked "is the reply a substring of Thieves' Tools", which is true for a bare "s", for "to", and for an empty message body — and it runs ahead of the consumable list, so a stray keystroke in the Supplies view bought a set. isThievesToolsReply matches on the item's own words instead. Plus two cleanups in the same code: Robbie built his haul gifts by calling consumableCache(tier, 1) in a loop when it already takes a count, and the unlock flow read the whole inventory three times per command.
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@@ -845,7 +845,13 @@ func (p *AdventurePlugin) advSellAll(userID id.UserID) string {
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var keptConsumable int
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var keptMagic int
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for _, item := range items {
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if item.Type == "MasterworkGear" || item.Type == "ArenaGear" || item.Type == "card" {
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// Keys and tools ride along with the special gear here for the same
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// reason Robbie won't take them: both are bought or found precisely so a
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// door can be opened *later*, and `sell all` is a bulk-loot verb the
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// player fires after every haul without reading the list. Turning one
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// into €300 silently deletes the unlock it was carried for.
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switch item.Type {
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case "MasterworkGear", "ArenaGear", "card", "key", thievesToolsItemType:
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keptSpecial++
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continue
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}
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@@ -1079,7 +1085,7 @@ func (p *AdventurePlugin) resolveShopSupplyChoice(ctx MessageContext, interactio
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// Thieves' tools sit on the supplies shelf but are not a ConsumableDef:
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// the combat engine scans inventory against that table and would happily
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// spend them mid-fight. They get their own branch and their own item type.
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if containsFold(thievesToolsName, reply) || containsFold("thieves tools", reply) {
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if isThievesToolsReply(reply) {
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return p.buyThievesTools(ctx, interaction)
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}
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