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