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Branching zones G6: dependent surfaces re-keyed on graph nodes
- Harvest tables (expedition + standalone) now keyed by node_id; legacy room-idx entries auto-migrate via read-fallback + drop-on-save. - Narration salts swapped from run.CurrentRoom to narrationCadence(run) (= len(visited_nodes)-1) so flavor pickers survive G9 column drop. - !zone map renders the graph (BFS by PosX/PosY) when the gate is on: ✓/▶/· status, ╳ for locked-only edges, secrets hidden until visited. - Region-boundary hook in graph advance/!zone go updates expedition CurrentRegion + visited list when from/to nodes differ — without burning supplies or retiring runs (the graph IS the run state). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -284,7 +284,8 @@ func TestAdv2Scenario_HarvestForestShadows(t *testing.T) {
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// Seed harvest nodes for the entry room (they're auto-seeded by
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// loadHarvestNodes on first read, but confirm we get at least one).
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roomIdx := currentRoomIndexFor(exp)
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nodes := loadHarvestNodes(exp, roomIdx)
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nodeID := currentNodeIDFor(exp)
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nodes := loadHarvestNodes(exp, nodeID)
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t.Logf("room %d has %d harvest nodes", roomIdx, len(nodes))
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if len(nodes) == 0 {
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t.Error("expected at least one harvest node seeded")
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