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WIP: in-flight combat/expedition/flavor changes
Bundle of uncommitted working-tree edits across combat engine, expedition cycle, flavor pools, and TwinBee/zone narration. Includes new files: combat_debug.go, dnd_boss_consumables.go, dnd_dex_floor.go, plus CHANGES_24H.md and REBALANCE_NOTES.md scratch notes. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -158,8 +158,13 @@ func TestZoneRunFlow_AdvanceToBossAndComplete(t *testing.T) {
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if got.IsActive() {
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t.Error("expected run inactive")
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}
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if len(got.RoomsCleared) != got.TotalRooms {
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t.Errorf("rooms cleared %d, total %d", len(got.RoomsCleared), got.TotalRooms)
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// Phase G: branching graphs mean a single path through a diamond/fork
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// zone may not visit every node. RoomsCleared counts traversed nodes;
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// TotalRooms is the graph's total node count. Assert "reached boss" via
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// BossDefeated above; here, just check we cleared a reasonable share.
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if len(got.RoomsCleared) < 1 || len(got.RoomsCleared) > got.TotalRooms {
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t.Errorf("rooms cleared %d, total %d (expected 1..total)",
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len(got.RoomsCleared), got.TotalRooms)
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}
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}
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