adventure: send Pete the fog-of-war zone map beside the room count

This commit is contained in:
prosolis
2026-07-17 08:18:11 -07:00
parent b6d4e4ccec
commit 32520eb7ec
3 changed files with 236 additions and 3 deletions

View File

@@ -400,6 +400,7 @@ func buildRosterSnapshot(now time.Time, euro *EuroPlugin) (peteclient.RosterSnap
if exp.RunID != "" {
if run, rerr := getZoneRun(exp.RunID); rerr == nil && run != nil && run.TotalRooms > 0 {
e.Detail.Room = fmt.Sprintf("%d / %d", run.CurrentRoom+1, run.TotalRooms)
e.Detail.Map = buildRosterMap(run)
}
}
}
@@ -413,6 +414,71 @@ func buildRosterSnapshot(now time.Time, euro *EuroPlugin) (peteclient.RosterSnap
return snap, nil
}
// buildRosterMap computes the fog-of-war cut of a run's zone graph for the
// public roster. It sends every visited node with its true kind, plus the
// one-hop frontier — the destinations of edges leading out of visited nodes,
// with their kind withheld as "unknown". Edges are directed and stored by
// from-node, so "one hop out of a visited node" is exactly g.Edges[visited].
// A frontier node's edges are NOT walked, so nothing past the first closed
// door reaches the wire — "view source to find the boss room" is not fog of
// war. Node Label/Content never leave the game box.
//
// Output order is deterministic (visited-path order, then frontier in
// discovery order) so an unchanged run produces a byte-identical snapshot and
// the roster push does not churn.
func buildRosterMap(run *DungeonRun) *peteclient.RosterMap {
g, ok := loadZoneGraph(run.ZoneID)
if !ok || len(run.VisitedNodes) == 0 {
return nil
}
// Unique visited nodes in path order — VisitedNodes repeats on backtrack.
orderedVisited := make([]string, 0, len(run.VisitedNodes))
seen := make(map[string]bool, len(run.VisitedNodes))
for _, id := range run.VisitedNodes {
if !seen[id] {
seen[id] = true
orderedVisited = append(orderedVisited, id)
}
}
m := &peteclient.RosterMap{
ZoneID: string(run.ZoneID),
CurrentNode: run.CurrentNode,
Visited: orderedVisited,
}
// Visited nodes first, in path order, with their real kind.
emitted := make(map[string]bool, len(orderedVisited))
for _, id := range orderedVisited {
emitted[id] = true
if n, ok := g.Nodes[id]; ok {
m.Nodes = append(m.Nodes, peteclient.RosterMapNode{ID: id, Kind: string(n.Kind)})
}
}
// Frontier: destinations of edges out of visited nodes, kind withheld.
// Walk visited in path order so the frontier order is stable.
for _, from := range orderedVisited {
for _, edge := range g.Edges[from] {
lock := edge.Lock
if lock == LockNone {
lock = "" // an open door needs no mark; omitempty drops it
}
m.Edges = append(m.Edges, peteclient.RosterMapEdge{
From: edge.From,
To: edge.To,
Lock: string(lock),
})
if !seen[edge.To] && !emitted[edge.To] {
emitted[edge.To] = true
m.Nodes = append(m.Nodes, peteclient.RosterMapNode{ID: edge.To, Kind: "unknown"})
}
}
}
return m
}
// resolveRosterToken maps a board token back to the adventurer it names. The
// token is a one-way HMAC (eventToken), so it can't be inverted — instead we
// recompute every live player's token and match. The salt is DB-persisted, so a

View File

@@ -0,0 +1,137 @@
package plugin
import (
"testing"
)
// mapFixtureGraph registers a small branching graph and returns a cleanup.
//
// n1(entry) --none--------> n2(exploration) --key_required--> n4(boss)
// \--perception_check--> n3(trap) ------------------------/
//
// n4 is reachable two ways; the validator wants a single entry and a reachable
// boss, which this satisfies.
func mapFixtureGraph(t *testing.T) ZoneID {
t.Helper()
const zid ZoneID = "map_test_zone"
g := ZoneGraph{
ZoneID: zid,
Entry: "n1",
Boss: "n4",
Nodes: map[string]ZoneNode{
"n1": {NodeID: "n1", ZoneID: zid, Kind: NodeKindEntry, IsEntry: true, Label: "The Gate"},
"n2": {NodeID: "n2", ZoneID: zid, Kind: NodeKindExploration, Label: "Dusty Hall"},
"n3": {NodeID: "n3", ZoneID: zid, Kind: NodeKindTrap, Label: "Spiked Pit"},
"n4": {NodeID: "n4", ZoneID: zid, Kind: NodeKindBoss, IsBoss: true, Label: "Throne of Bone"},
},
Edges: map[string][]ZoneEdge{
"n1": {
{From: "n1", To: "n2", Lock: LockNone, Weight: 1},
{From: "n1", To: "n3", Lock: LockPerception, Weight: 1},
},
"n2": {{From: "n2", To: "n4", Lock: LockKey, Weight: 1}},
"n3": {{From: "n3", To: "n4", Lock: LockNone, Weight: 1}},
},
}
registerZoneGraph(g)
t.Cleanup(func() { delete(zoneGraphRegistry, zid) })
return zid
}
func TestBuildRosterMap_FogOfWar(t *testing.T) {
zid := mapFixtureGraph(t)
run := &DungeonRun{
ZoneID: zid,
CurrentNode: "n2",
VisitedNodes: []string{"n1", "n2"},
TotalRooms: 4,
}
m := buildRosterMap(run)
if m == nil {
t.Fatal("buildRosterMap returned nil for a visited run")
}
if m.ZoneID != string(zid) || m.CurrentNode != "n2" {
t.Fatalf("header wrong: %+v", m)
}
kinds := map[string]string{}
for _, n := range m.Nodes {
if _, dup := kinds[n.ID]; dup {
t.Errorf("node %q emitted twice", n.ID)
}
kinds[n.ID] = n.Kind
}
// Visited nodes carry their true kind.
if kinds["n1"] != "entry" || kinds["n2"] != "exploration" {
t.Errorf("visited kinds wrong: %v", kinds)
}
// Frontier nodes are present but their kind is withheld.
if kinds["n3"] != "unknown" {
t.Errorf("n3 is one hop out of n1 and must be unknown, got %q", kinds["n3"])
}
if kinds["n4"] != "unknown" {
t.Errorf("n4 (the boss) is one hop out of n2 and must be unknown, got %q", kinds["n4"])
}
// The map must never leak a room the player has not reached a door to.
// n4 is a real boss node, but reachable only as frontier — its kind stays
// hidden. A node past a frontier door (there is none deeper here) must not
// appear at all; assert exactly four nodes.
if len(m.Nodes) != 4 {
t.Fatalf("want 4 nodes (2 visited + 2 frontier), got %d: %+v", len(m.Nodes), m.Nodes)
}
// Edges out of visited nodes only. n3->n4 must NOT appear: n3 is frontier,
// not visited, so walking its doors would leak structure past the fog.
var edgeKeys []string
for _, e := range m.Edges {
edgeKeys = append(edgeKeys, e.From+"->"+e.To+":"+e.Lock)
}
want := map[string]bool{
"n1->n2:": true, // LockNone dropped to ""
"n1->n3:perception_check": true,
"n2->n4:key_required": true,
}
if len(edgeKeys) != len(want) {
t.Fatalf("want %d edges, got %v", len(want), edgeKeys)
}
for _, k := range edgeKeys {
if !want[k] {
t.Errorf("unexpected edge %q (n3->n4 would be a fog leak)", k)
}
}
}
func TestBuildRosterMap_EmptyRunIsNil(t *testing.T) {
zid := mapFixtureGraph(t)
// A run that has visited nothing yet has no map to show.
if m := buildRosterMap(&DungeonRun{ZoneID: zid}); m != nil {
t.Errorf("empty VisitedNodes should yield nil, got %+v", m)
}
// An unknown zone (no graph, no legacy fallback row) yields nil, not a panic.
if m := buildRosterMap(&DungeonRun{ZoneID: "no_such_zone", VisitedNodes: []string{"x"}}); m != nil {
t.Errorf("unknown zone should yield nil, got %+v", m)
}
}
func TestBuildRosterMap_BacktrackDedup(t *testing.T) {
zid := mapFixtureGraph(t)
// VisitedNodes is an ordered set that repeats on backtrack: n1,n2,n1.
run := &DungeonRun{
ZoneID: zid,
CurrentNode: "n1",
VisitedNodes: []string{"n1", "n2", "n1"},
}
m := buildRosterMap(run)
seen := map[string]int{}
for _, n := range m.Nodes {
seen[n.ID]++
}
if seen["n1"] != 1 {
t.Errorf("backtracked node n1 emitted %d times, want 1", seen["n1"])
}
if len(m.Visited) != 2 {
t.Errorf("Visited should dedup to [n1 n2], got %v", m.Visited)
}
}