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Long expeditions D1-a: graph-driven TotalRooms; goblin_warrens 7→16
Length is now sourced from the zone graph's longest entry→boss path, not the dice roll, so "Room X/Y" matches what the player walks. The dice fallback stays for graphless zones. Goblin Warrens grows to the T1 12–14 band (13-node traversal): adds the missing Trap anchor and deepens both fork branches + the post-merge approach. Pattern reference for the remaining zones in D1-b…d.
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@@ -126,9 +126,12 @@ func TestZoneRegistry_LootDropChances(t *testing.T) {
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}
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func TestZoneRegistry_RoomCountSane(t *testing.T) {
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// Long-expedition plan §2 widens the bands per tier: T1 12–14 up to
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// T5 ~36–44. The guard floor stays at 5 (no zone should ever drop
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// below that) and the ceiling tracks the T5 target.
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for _, z := range allZones() {
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if z.MinRooms < 5 || z.MaxRooms > 10 || z.MinRooms > z.MaxRooms {
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t.Errorf("zone %s rooms %d-%d outside design (5-10, min<=max)",
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if z.MinRooms < 5 || z.MaxRooms > 44 || z.MinRooms > z.MaxRooms {
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t.Errorf("zone %s rooms %d-%d outside design (5-44, min<=max)",
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z.ID, z.MinRooms, z.MaxRooms)
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}
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}
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