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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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@@ -299,7 +299,7 @@ func (p *AdventurePlugin) applyTrapEffectWithDetect(
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// failed detection no longer contradicts the next line. The mismatch
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// where "Perception roll pays off" preceded a tripped trap was
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// caused by this line firing unconditionally.
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if line := twinBeeLine(zone.ID, DMTrapDetected, run.RunID, run.CurrentRoom); line != "" {
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if line := twinBeeLine(zone.ID, DMTrapDetected, run.RunID, narrationCadence(run)); line != "" {
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b.WriteString(line)
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b.WriteString("\n")
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}
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