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adventure: send Pete the fog-of-war zone map beside the room count
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@@ -266,9 +266,39 @@ type RosterDetail struct {
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Modifiers [6]int `json:"modifiers"` // matching ability modifiers
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Gear []GearItem `json:"gear,omitempty"`
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// Expedition context, present only while on a run.
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Supplies int `json:"supplies,omitempty"`
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ThreatLevel int `json:"threat_level,omitempty"`
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Room string `json:"room,omitempty"`
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Supplies int `json:"supplies,omitempty"`
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ThreatLevel int `json:"threat_level,omitempty"`
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Room string `json:"room,omitempty"`
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Map *RosterMap `json:"map,omitempty"`
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}
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// RosterMap is the fog-of-war cut of an adventurer's zone graph: every node
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// they have visited, plus the one-hop frontier of doors leading out of visited
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// nodes, with the rooms behind those doors withheld. It is per-adventurer and
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// rides the roster push beside Room. Only ids and kinds cross the wire — a
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// ZoneNode's Label and Content (encounter, loot bias, narration) are spoilers
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// and never leave the game box. Frontier nodes carry kind "unknown".
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type RosterMap struct {
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ZoneID string `json:"zone_id"`
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CurrentNode string `json:"current_node"`
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Visited []string `json:"visited"`
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Nodes []RosterMapNode `json:"nodes"`
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Edges []RosterMapEdge `json:"edges"`
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}
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// RosterMapNode is one room reduced to what a public map may show.
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type RosterMapNode struct {
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ID string `json:"id"`
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Kind string `json:"kind"` // ZoneNodeKind, or "unknown" for an unreached frontier room
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}
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// RosterMapEdge is one directed passage. Lock names the gate kind
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// (perception_check, key_required, ...) so the map can mark a door as barred;
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// LockData and Hint stay behind on the game box.
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type RosterMapEdge struct {
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From string `json:"from"`
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To string `json:"to"`
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Lock string `json:"lock,omitempty"`
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}
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// GearItem is one equipped piece for the armor/gear panel.
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