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>
This commit is contained in:
prosolis
2026-05-09 15:17:30 -07:00
parent 2d249d7d0a
commit 893d3dacad
14 changed files with 562 additions and 64 deletions

View File

@@ -0,0 +1,81 @@
package plugin
import (
"strings"
"testing"
)
// TestRenderZoneGraphMap_LinearLooksFamiliar exercises the linear-graph
// case so the new renderer doesn't regress the legacy single-row look.
func TestRenderZoneGraphMap_LinearLooksFamiliar(t *testing.T) {
g := BuildLinearGraph(ZoneGoblinWarrens, []ZoneNodeKind{
NodeKindEntry, NodeKindExploration, NodeKindTrap, NodeKindBoss,
})
run := &DungeonRun{
ZoneID: ZoneGoblinWarrens,
CurrentNode: "goblin_warrens.r2",
VisitedNodes: []string{"goblin_warrens.r1", "goblin_warrens.r2"},
}
got := renderZoneGraphMap(g, run)
// Top row should contain glyphs in order.
if !strings.Contains(got, "E──?──T──☠") {
t.Errorf("missing linear glyph row in:\n%s", got)
}
// Status row: first cleared, second current, rest pending.
if !strings.Contains(got, "✓") || !strings.Contains(got, "▶") || !strings.Contains(got, "·") {
t.Errorf("missing status markers in:\n%s", got)
}
}
// TestRenderZoneGraphMap_HidesUnvisitedSecrets confirms the spoiler
// guard: secret nodes don't render until the player has reached them.
func TestRenderZoneGraphMap_HidesUnvisitedSecrets(t *testing.T) {
nodes := []ZoneNode{
{NodeID: "z.entry", Kind: NodeKindEntry, IsEntry: true, PosX: 0},
{NodeID: "z.boss", Kind: NodeKindBoss, IsBoss: true, PosX: 1},
{NodeID: "z.secret", Kind: NodeKindSecret, PosX: 1, PosY: 1},
}
edges := []ZoneEdge{
{From: "z.entry", To: "z.boss"},
{From: "z.entry", To: "z.secret", Lock: LockPerception, LockData: map[string]any{"dc": 12}},
}
g := BuildGraph("test_zone", nodes, edges)
hidden := renderZoneGraphMap(g, &DungeonRun{
CurrentNode: "z.entry",
VisitedNodes: []string{"z.entry"},
})
if strings.Contains(hidden, "⚿") {
t.Errorf("unvisited secret should not render, got:\n%s", hidden)
}
// Once visited, the glyph appears.
revealed := renderZoneGraphMap(g, &DungeonRun{
CurrentNode: "z.secret",
VisitedNodes: []string{"z.entry", "z.secret"},
})
if !strings.Contains(revealed, "⚿") {
t.Errorf("visited secret should render, got:\n%s", revealed)
}
}
// TestRenderZoneGraphMap_LockedEdgeRenderedAsCross verifies locked-only
// approaches show instead of ──.
func TestRenderZoneGraphMap_LockedEdgeRenderedAsCross(t *testing.T) {
nodes := []ZoneNode{
{NodeID: "z.entry", Kind: NodeKindEntry, IsEntry: true, PosX: 0},
{NodeID: "z.gate", Kind: NodeKindExploration, PosX: 1},
{NodeID: "z.boss", Kind: NodeKindBoss, IsBoss: true, PosX: 2},
}
edges := []ZoneEdge{
{From: "z.entry", To: "z.gate", Lock: LockKey, LockData: map[string]any{"key_id": "rune"}},
{From: "z.gate", To: "z.boss"},
}
g := BuildGraph("test_zone_locked", nodes, edges)
got := renderZoneGraphMap(g, &DungeonRun{
CurrentNode: "z.entry",
VisitedNodes: []string{"z.entry"},
})
if !strings.Contains(got, "") {
t.Errorf("locked edge should render as , got:\n%s", got)
}
}