mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Branching zones G1–G4: schema, graph types, legacy compiler, run-state dual-write
G1 — schema. Adds zone_node + zone_edge tables and three columns to dnd_zone_run (current_node, visited_nodes, node_choices). Linear columns stay during the migration; G9 retires them. G2 — types + validator. New internal/plugin/zone_graph.go defines ZoneNode/ZoneEdge/ZoneGraph + ZoneNodeKind/ZoneEdgeLockKind. BuildGraph enforces: exactly one entry, exactly one boss, boss reachable via BFS, no orphan nodes, no self-loops without explicit opt-in. BuildLinearGraph synthesizes a chain for legacy zones. G3 — legacy compiler + dual-mode loader. compileLegacyZoneGraph turns a ZoneDefinition into a representative linear graph (MaxRooms shape). loadZoneGraph returns the registered graph if hand-authored (G7+), else the legacy fallback. compileRunGraph mirrors a per-run RoomSeq exactly for hot-swap derivations. G4 — run-state dual-write. DungeonRun gains CurrentNode / VisitedNodes / NodeChoices. scanZoneRun reads them and hot-swaps current_node from current_room when a row predates the migration (deriveLegacyNodeID matches BuildLinearGraph's "<zone>.r<n>" scheme). startZoneRun and markRoomCleared write both columns. No behavior change yet — navigation surface (forks, locked edges, !zone go) lands in G5. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -45,6 +45,12 @@ const (
|
||||
)
|
||||
|
||||
// DungeonRun is the in-memory shape of a dnd_zone_run row.
|
||||
//
|
||||
// Phase G4 adds CurrentNode / VisitedNodes / NodeChoices alongside the
|
||||
// legacy CurrentRoom / RoomSeq fields. The graph columns dual-write
|
||||
// during the migration; readers prefer CurrentNode but fall back to
|
||||
// deriving it from CurrentRoom + RoomSeq (compileRunGraph) when a row
|
||||
// predates the migration. The legacy fields retire in G9.
|
||||
type DungeonRun struct {
|
||||
RunID string
|
||||
UserID string
|
||||
@@ -60,6 +66,16 @@ type DungeonRun struct {
|
||||
StartedAt time.Time
|
||||
LastActionAt time.Time
|
||||
CompletedAt *time.Time
|
||||
|
||||
// Phase G4 — branching zone graph run state. CurrentNode is the
|
||||
// authoritative position once the graph rollout is complete; until
|
||||
// then it dual-writes with CurrentRoom. VisitedNodes is the ordered
|
||||
// path of node_ids the player has resolved. NodeChoices stores
|
||||
// pending fork-prompt state (G5 surface) — populated when the player
|
||||
// arrives at a fork with 2+ unlocked outgoing edges.
|
||||
CurrentNode string
|
||||
VisitedNodes []string
|
||||
NodeChoices map[string]any
|
||||
}
|
||||
|
||||
// IsActive reports whether this run is still ongoing (not boss-defeated,
|
||||
@@ -194,12 +210,22 @@ func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand)
|
||||
StartedAt: time.Now().UTC(),
|
||||
LastActionAt: time.Now().UTC(),
|
||||
}
|
||||
// G4 dual-write: persist the entry node id and seed visited_nodes
|
||||
// with it, so navigation surfaces in G5 can read graph state without
|
||||
// further migration.
|
||||
entryNode := deriveLegacyNodeID(zoneID, 0)
|
||||
visitedJSON, _ := json.Marshal([]string{entryNode})
|
||||
run.CurrentNode = entryNode
|
||||
run.VisitedNodes = []string{entryNode}
|
||||
run.NodeChoices = map[string]any{}
|
||||
if _, err := db.Get().Exec(`
|
||||
INSERT INTO dnd_zone_run
|
||||
(run_id, user_id, zone_id, current_room, total_rooms,
|
||||
room_seq_json, rooms_cleared, gm_mood)
|
||||
VALUES (?, ?, ?, 0, ?, ?, '[]', ?)`,
|
||||
room_seq_json, rooms_cleared, gm_mood,
|
||||
current_node, visited_nodes, node_choices)
|
||||
VALUES (?, ?, ?, 0, ?, ?, '[]', ?, ?, ?, '{}')`,
|
||||
run.RunID, run.UserID, string(zoneID), run.TotalRooms, string(seqJSON), startMood,
|
||||
entryNode, string(visitedJSON),
|
||||
); err != nil {
|
||||
return nil, fmt.Errorf("insert zone run: %w", err)
|
||||
}
|
||||
@@ -219,7 +245,8 @@ func getActiveZoneRun(userID id.UserID) (*DungeonRun, error) {
|
||||
row := db.Get().QueryRow(`
|
||||
SELECT run_id, user_id, zone_id, current_room, total_rooms,
|
||||
room_seq_json, rooms_cleared, boss_defeated, abandoned,
|
||||
loot_collected, gm_mood, started_at, last_action_at, completed_at
|
||||
loot_collected, gm_mood, started_at, last_action_at, completed_at,
|
||||
current_node, visited_nodes, node_choices
|
||||
FROM dnd_zone_run
|
||||
WHERE user_id = ?
|
||||
AND completed_at IS NULL
|
||||
@@ -247,7 +274,8 @@ func getZoneRun(runID string) (*DungeonRun, error) {
|
||||
row := db.Get().QueryRow(`
|
||||
SELECT run_id, user_id, zone_id, current_room, total_rooms,
|
||||
room_seq_json, rooms_cleared, boss_defeated, abandoned,
|
||||
loot_collected, gm_mood, started_at, last_action_at, completed_at
|
||||
loot_collected, gm_mood, started_at, last_action_at, completed_at,
|
||||
current_node, visited_nodes, node_choices
|
||||
FROM dnd_zone_run WHERE run_id = ?`, runID)
|
||||
r, err := scanZoneRun(row)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
@@ -271,11 +299,15 @@ func scanZoneRun(row scanner) (*DungeonRun, error) {
|
||||
bossDefeatedI int
|
||||
abandonedI int
|
||||
completedAtRaw sql.NullTime
|
||||
currentNode string
|
||||
visitedJSON string
|
||||
choicesJSON string
|
||||
)
|
||||
if err := row.Scan(
|
||||
&r.RunID, &r.UserID, &zoneID, &r.CurrentRoom, &r.TotalRooms,
|
||||
&seqJSON, &clearedJSON, &bossDefeatedI, &abandonedI,
|
||||
&lootJSON, &r.DMMood, &r.StartedAt, &r.LastActionAt, &completedAtRaw,
|
||||
¤tNode, &visitedJSON, &choicesJSON,
|
||||
); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
@@ -305,9 +337,43 @@ func scanZoneRun(row scanner) (*DungeonRun, error) {
|
||||
if r.LootCollected == nil {
|
||||
r.LootCollected = []string{}
|
||||
}
|
||||
// G4 graph run state. visited_nodes / node_choices come straight
|
||||
// from JSON; current_node is hot-swap-derived from current_room
|
||||
// when empty (rows that predate the migration).
|
||||
if visitedJSON != "" && visitedJSON != "[]" {
|
||||
if err := json.Unmarshal([]byte(visitedJSON), &r.VisitedNodes); err != nil {
|
||||
return nil, fmt.Errorf("decode visited_nodes: %w", err)
|
||||
}
|
||||
}
|
||||
if r.VisitedNodes == nil {
|
||||
r.VisitedNodes = []string{}
|
||||
}
|
||||
if choicesJSON != "" && choicesJSON != "{}" {
|
||||
if err := json.Unmarshal([]byte(choicesJSON), &r.NodeChoices); err != nil {
|
||||
return nil, fmt.Errorf("decode node_choices: %w", err)
|
||||
}
|
||||
}
|
||||
if r.NodeChoices == nil {
|
||||
r.NodeChoices = map[string]any{}
|
||||
}
|
||||
r.CurrentNode = currentNode
|
||||
if r.CurrentNode == "" && len(r.RoomSeq) > 0 {
|
||||
r.CurrentNode = deriveLegacyNodeID(r.ZoneID, r.CurrentRoom)
|
||||
}
|
||||
return &r, nil
|
||||
}
|
||||
|
||||
// deriveLegacyNodeID returns the node id a linear graph would assign
|
||||
// to position roomIdx (0-based) for the given zone. Mirrors
|
||||
// BuildLinearGraph's "<zone>.r<n>" scheme so hot-swapped rows align
|
||||
// with newly-started runs.
|
||||
func deriveLegacyNodeID(zoneID ZoneID, roomIdx int) string {
|
||||
if roomIdx < 0 {
|
||||
roomIdx = 0
|
||||
}
|
||||
return fmt.Sprintf("%s.r%d", zoneID, roomIdx+1)
|
||||
}
|
||||
|
||||
// markRoomCleared records that the current room has been resolved and
|
||||
// advances the player to the next room. Returns the new current room
|
||||
// type (or "" if the run completed via boss kill / final room).
|
||||
@@ -343,17 +409,26 @@ func markRoomCleared(runID string) (RoomType, error) {
|
||||
}
|
||||
return "", nil
|
||||
}
|
||||
// G4 dual-write: advance current_node + append to visited_nodes
|
||||
// alongside the legacy current_room bump.
|
||||
nextNode := deriveLegacyNodeID(r.ZoneID, next)
|
||||
visited := append(r.VisitedNodes, nextNode)
|
||||
visitedJSON, _ := json.Marshal(visited)
|
||||
if _, err := db.Get().Exec(`
|
||||
UPDATE dnd_zone_run
|
||||
SET rooms_cleared = ?,
|
||||
current_room = ?,
|
||||
current_node = ?,
|
||||
visited_nodes = ?,
|
||||
last_action_at = CURRENT_TIMESTAMP
|
||||
WHERE run_id = ?`,
|
||||
string(clearedJSON), next, runID,
|
||||
string(clearedJSON), next, nextNode, string(visitedJSON), runID,
|
||||
); err != nil {
|
||||
return "", err
|
||||
}
|
||||
r.CurrentRoom = next
|
||||
r.CurrentNode = nextNode
|
||||
r.VisitedNodes = visited
|
||||
return r.RoomSeq[next], nil
|
||||
}
|
||||
|
||||
|
||||
375
internal/plugin/zone_graph.go
Normal file
375
internal/plugin/zone_graph.go
Normal file
@@ -0,0 +1,375 @@
|
||||
package plugin
|
||||
|
||||
// Phase G2 — branching zone graph types + validator.
|
||||
//
|
||||
// See gogobee_branching_zones_plan.md §2-§3. Zones author their topology
|
||||
// as a directed graph of ZoneNode + ZoneEdge. The graph is registered
|
||||
// alongside ZoneDefinition; runtime navigation lives in later phases.
|
||||
//
|
||||
// G2 is infra only: types, builders, validator, registry. Nothing reads
|
||||
// these graphs yet.
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
)
|
||||
|
||||
type ZoneNodeKind string
|
||||
|
||||
const (
|
||||
NodeKindEntry ZoneNodeKind = "entry"
|
||||
NodeKindExploration ZoneNodeKind = "exploration"
|
||||
NodeKindTrap ZoneNodeKind = "trap"
|
||||
NodeKindElite ZoneNodeKind = "elite"
|
||||
NodeKindBoss ZoneNodeKind = "boss"
|
||||
NodeKindHarvest ZoneNodeKind = "harvest"
|
||||
NodeKindRestCamp ZoneNodeKind = "rest_camp"
|
||||
NodeKindSecret ZoneNodeKind = "secret"
|
||||
NodeKindFork ZoneNodeKind = "fork"
|
||||
NodeKindMerge ZoneNodeKind = "merge"
|
||||
)
|
||||
|
||||
// ZoneNodeContent — typed wrapper around the persisted content_json blob.
|
||||
// EncounterOverride pins a specific bestiary id; if empty, the zone's
|
||||
// roster roll is used. HarvestRef points at a harvest table id (G6
|
||||
// rewires dnd_expedition_harvest off room_idx onto node_id). LootBias
|
||||
// multiplies the end-of-room loot roll (Secret rooms typically ≥ 1.5).
|
||||
// Narration is bespoke entry text that overrides the zone-level pool.
|
||||
// AllowSelfLoop opts out of the validator's self-loop ban.
|
||||
type ZoneNodeContent struct {
|
||||
EncounterOverride string
|
||||
HarvestRef string
|
||||
LootBias float64
|
||||
Narration string
|
||||
AllowSelfLoop bool
|
||||
}
|
||||
|
||||
type ZoneNode struct {
|
||||
NodeID string
|
||||
ZoneID ZoneID
|
||||
RegionID string
|
||||
Kind ZoneNodeKind
|
||||
Label string
|
||||
IsEntry bool
|
||||
IsBoss bool
|
||||
PosX int
|
||||
PosY int
|
||||
Content ZoneNodeContent
|
||||
}
|
||||
|
||||
type ZoneEdgeLockKind string
|
||||
|
||||
const (
|
||||
LockNone ZoneEdgeLockKind = "none"
|
||||
LockPerception ZoneEdgeLockKind = "perception_check"
|
||||
LockKey ZoneEdgeLockKind = "key_required"
|
||||
LockLevelMin ZoneEdgeLockKind = "level_min"
|
||||
LockRegionClear ZoneEdgeLockKind = "region_clear"
|
||||
LockStatCheck ZoneEdgeLockKind = "stat_check"
|
||||
)
|
||||
|
||||
type ZoneEdge struct {
|
||||
From string
|
||||
To string
|
||||
Lock ZoneEdgeLockKind
|
||||
LockData map[string]any
|
||||
Hint string
|
||||
Weight int
|
||||
}
|
||||
|
||||
// ZoneGraph — fully validated graph for a zone. Nodes is keyed by
|
||||
// NodeID; Edges is keyed by from-node so outgoing-edge lookup is O(1).
|
||||
// Entry/Boss are the canonical node IDs; the validator guarantees both
|
||||
// exist and that Boss is reachable from Entry.
|
||||
type ZoneGraph struct {
|
||||
ZoneID ZoneID
|
||||
Nodes map[string]ZoneNode
|
||||
Edges map[string][]ZoneEdge
|
||||
Entry string
|
||||
Boss string
|
||||
}
|
||||
|
||||
// BuildLinearGraph compiles a flat room sequence (the existing model)
|
||||
// into a graph with N-1 unconditional edges. Used by the legacy zone
|
||||
// compiler (G3) and by zones that intentionally stay linear. Node IDs
|
||||
// are zoneID-prefixed and 1-indexed: "<zone>.r1", "<zone>.r2", ...
|
||||
// First node is entry, last node is boss; if seq is empty or has no
|
||||
// boss-typed final entry, the caller is expected to coerce.
|
||||
func BuildLinearGraph(zoneID ZoneID, seq []ZoneNodeKind) ZoneGraph {
|
||||
g := ZoneGraph{
|
||||
ZoneID: zoneID,
|
||||
Nodes: map[string]ZoneNode{},
|
||||
Edges: map[string][]ZoneEdge{},
|
||||
}
|
||||
if len(seq) == 0 {
|
||||
return g
|
||||
}
|
||||
ids := make([]string, len(seq))
|
||||
for i, kind := range seq {
|
||||
id := fmt.Sprintf("%s.r%d", zoneID, i+1)
|
||||
ids[i] = id
|
||||
n := ZoneNode{
|
||||
NodeID: id,
|
||||
ZoneID: zoneID,
|
||||
Kind: kind,
|
||||
PosX: i,
|
||||
}
|
||||
if i == 0 {
|
||||
n.IsEntry = true
|
||||
n.Kind = NodeKindEntry
|
||||
}
|
||||
if i == len(seq)-1 {
|
||||
n.IsBoss = true
|
||||
n.Kind = NodeKindBoss
|
||||
}
|
||||
g.Nodes[id] = n
|
||||
}
|
||||
for i := 0; i < len(ids)-1; i++ {
|
||||
g.Edges[ids[i]] = []ZoneEdge{{From: ids[i], To: ids[i+1], Lock: LockNone, Weight: 1}}
|
||||
}
|
||||
g.Entry = ids[0]
|
||||
g.Boss = ids[len(ids)-1]
|
||||
return g
|
||||
}
|
||||
|
||||
// BuildGraph is the explicit authoring path: pass nodes + edges
|
||||
// directly. Validates: exactly one entry, exactly one boss, boss
|
||||
// reachable from entry, no orphan nodes (every non-entry node has at
|
||||
// least one incoming edge), no self-loops unless the node opts in via
|
||||
// Content.AllowSelfLoop. Panics on invalid input — bad authoring
|
||||
// should never reach a player.
|
||||
func BuildGraph(zoneID ZoneID, nodes []ZoneNode, edges []ZoneEdge) ZoneGraph {
|
||||
g := ZoneGraph{
|
||||
ZoneID: zoneID,
|
||||
Nodes: make(map[string]ZoneNode, len(nodes)),
|
||||
Edges: map[string][]ZoneEdge{},
|
||||
}
|
||||
for _, n := range nodes {
|
||||
n.ZoneID = zoneID
|
||||
if _, dup := g.Nodes[n.NodeID]; dup {
|
||||
panic(fmt.Sprintf("duplicate node id %q in zone %q", n.NodeID, zoneID))
|
||||
}
|
||||
g.Nodes[n.NodeID] = n
|
||||
if n.IsEntry {
|
||||
g.Entry = n.NodeID
|
||||
}
|
||||
if n.IsBoss {
|
||||
g.Boss = n.NodeID
|
||||
}
|
||||
}
|
||||
for _, e := range edges {
|
||||
if e.Weight == 0 {
|
||||
e.Weight = 1
|
||||
}
|
||||
if e.Lock == "" {
|
||||
e.Lock = LockNone
|
||||
}
|
||||
g.Edges[e.From] = append(g.Edges[e.From], e)
|
||||
}
|
||||
if err := validateZoneGraph(g); err != nil {
|
||||
panic(fmt.Sprintf("invalid zone graph for %q: %v", zoneID, err))
|
||||
}
|
||||
return g
|
||||
}
|
||||
|
||||
// validateZoneGraph enforces the structural invariants. Surfaced as a
|
||||
// returned error so unit tests can exercise failure modes; BuildGraph
|
||||
// converts the error into a panic at registration time.
|
||||
func validateZoneGraph(g ZoneGraph) error {
|
||||
if len(g.Nodes) == 0 {
|
||||
return errors.New("graph has no nodes")
|
||||
}
|
||||
var entries, bosses int
|
||||
for _, n := range g.Nodes {
|
||||
if n.IsEntry {
|
||||
entries++
|
||||
}
|
||||
if n.IsBoss {
|
||||
bosses++
|
||||
}
|
||||
}
|
||||
if entries != 1 {
|
||||
return fmt.Errorf("expected exactly 1 entry node, got %d", entries)
|
||||
}
|
||||
if bosses != 1 {
|
||||
return fmt.Errorf("expected exactly 1 boss node, got %d", bosses)
|
||||
}
|
||||
// Edges must reference known nodes. Self-loops require opt-in.
|
||||
for from, outs := range g.Edges {
|
||||
if _, ok := g.Nodes[from]; !ok {
|
||||
return fmt.Errorf("edge from unknown node %q", from)
|
||||
}
|
||||
for _, e := range outs {
|
||||
if _, ok := g.Nodes[e.To]; !ok {
|
||||
return fmt.Errorf("edge %q→%q targets unknown node", from, e.To)
|
||||
}
|
||||
if e.From == e.To && !g.Nodes[from].Content.AllowSelfLoop {
|
||||
return fmt.Errorf("self-loop on node %q without AllowSelfLoop opt-in", from)
|
||||
}
|
||||
}
|
||||
}
|
||||
// No orphan nodes: every non-entry node must have at least one
|
||||
// incoming edge.
|
||||
incoming := map[string]int{}
|
||||
for _, outs := range g.Edges {
|
||||
for _, e := range outs {
|
||||
incoming[e.To]++
|
||||
}
|
||||
}
|
||||
for id, n := range g.Nodes {
|
||||
if n.IsEntry {
|
||||
continue
|
||||
}
|
||||
if incoming[id] == 0 {
|
||||
return fmt.Errorf("orphan node %q has no incoming edges", id)
|
||||
}
|
||||
}
|
||||
// Boss reachable from entry via BFS.
|
||||
if !reachable(g, g.Entry, g.Boss) {
|
||||
return fmt.Errorf("boss %q not reachable from entry %q", g.Boss, g.Entry)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func reachable(g ZoneGraph, from, to string) bool {
|
||||
if from == to {
|
||||
return true
|
||||
}
|
||||
seen := map[string]bool{from: true}
|
||||
queue := []string{from}
|
||||
for len(queue) > 0 {
|
||||
cur := queue[0]
|
||||
queue = queue[1:]
|
||||
for _, e := range g.Edges[cur] {
|
||||
if e.To == to {
|
||||
return true
|
||||
}
|
||||
if !seen[e.To] {
|
||||
seen[e.To] = true
|
||||
queue = append(queue, e.To)
|
||||
}
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// outgoingEdges returns the registered out-edges for a node in stable
|
||||
// (Weight asc, then To asc) order, so fork prompts render
|
||||
// deterministically. Consumers must apply lock evaluation themselves.
|
||||
func (g ZoneGraph) outgoingEdges(from string) []ZoneEdge {
|
||||
src := g.Edges[from]
|
||||
out := make([]ZoneEdge, len(src))
|
||||
copy(out, src)
|
||||
// Stable sort: weight asc, then To asc. Avoids importing sort for
|
||||
// what is almost always a 1-3 element slice.
|
||||
for i := 1; i < len(out); i++ {
|
||||
for j := i; j > 0; j-- {
|
||||
a, b := out[j-1], out[j]
|
||||
less := a.Weight < b.Weight || (a.Weight == b.Weight && a.To < b.To)
|
||||
if less {
|
||||
break
|
||||
}
|
||||
out[j-1], out[j] = b, a
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// zoneGraphRegistry — populated by registerZoneGraph at init (POC zones
|
||||
// in G7 onward) and by the legacy compiler below (G3) for every other
|
||||
// zone. loadZoneGraph returns the registered graph if present, else
|
||||
// falls back to the linear graph synthesized from the ZoneDefinition.
|
||||
var zoneGraphRegistry = map[ZoneID]ZoneGraph{}
|
||||
|
||||
func registerZoneGraph(g ZoneGraph) {
|
||||
if _, dup := zoneGraphRegistry[g.ZoneID]; dup {
|
||||
panic("duplicate zone graph: " + string(g.ZoneID))
|
||||
}
|
||||
if err := validateZoneGraph(g); err != nil {
|
||||
panic("invalid zone graph for " + string(g.ZoneID) + ": " + err.Error())
|
||||
}
|
||||
zoneGraphRegistry[g.ZoneID] = g
|
||||
}
|
||||
|
||||
// compileLegacyZoneGraph synthesizes a linear graph from a
|
||||
// ZoneDefinition that hasn't been hand-authored as a branching graph.
|
||||
// Uses the canonical room pattern from generateRoomSequence
|
||||
// (entry → exploration ×N₁ → trap → exploration ×N₂ → elite → boss)
|
||||
// with N₁+N₂ chosen so total = MaxRooms. The exact per-run sequence
|
||||
// still varies in length; this representative graph exists so every
|
||||
// zone has a graph at boot for the validator and runtime fallbacks.
|
||||
// G4's run-state hot-swap uses the per-run RoomSeq when it needs the
|
||||
// authoritative shape.
|
||||
func compileLegacyZoneGraph(z ZoneDefinition) ZoneGraph {
|
||||
total := z.MaxRooms
|
||||
const fixed = 4 // entry + trap + elite + boss
|
||||
if total < fixed+2 {
|
||||
total = fixed + 2
|
||||
}
|
||||
exps := total - fixed
|
||||
preTrap := exps / 2
|
||||
if preTrap < 1 {
|
||||
preTrap = 1
|
||||
}
|
||||
postTrap := exps - preTrap
|
||||
if postTrap < 1 {
|
||||
postTrap = 1
|
||||
preTrap = exps - postTrap
|
||||
}
|
||||
seq := make([]ZoneNodeKind, 0, total)
|
||||
seq = append(seq, NodeKindEntry)
|
||||
for i := 0; i < preTrap; i++ {
|
||||
seq = append(seq, NodeKindExploration)
|
||||
}
|
||||
seq = append(seq, NodeKindTrap)
|
||||
for i := 0; i < postTrap; i++ {
|
||||
seq = append(seq, NodeKindExploration)
|
||||
}
|
||||
seq = append(seq, NodeKindElite, NodeKindBoss)
|
||||
return BuildLinearGraph(z.ID, seq)
|
||||
}
|
||||
|
||||
// compileRunGraph builds a linear graph that exactly mirrors a
|
||||
// DungeonRun's RoomSeq. Used by the G4 hot-swap path to derive a
|
||||
// node id from current_room when a row predates current_node. The
|
||||
// returned graph is single-use (per run) and not registered.
|
||||
func compileRunGraph(zoneID ZoneID, seq []RoomType) ZoneGraph {
|
||||
if len(seq) == 0 {
|
||||
return ZoneGraph{ZoneID: zoneID, Nodes: map[string]ZoneNode{}, Edges: map[string][]ZoneEdge{}}
|
||||
}
|
||||
kinds := make([]ZoneNodeKind, len(seq))
|
||||
for i, rt := range seq {
|
||||
kinds[i] = roomTypeToNodeKind(rt)
|
||||
}
|
||||
return BuildLinearGraph(zoneID, kinds)
|
||||
}
|
||||
|
||||
func roomTypeToNodeKind(rt RoomType) ZoneNodeKind {
|
||||
switch rt {
|
||||
case RoomEntry:
|
||||
return NodeKindEntry
|
||||
case RoomExploration:
|
||||
return NodeKindExploration
|
||||
case RoomTrap:
|
||||
return NodeKindTrap
|
||||
case RoomElite:
|
||||
return NodeKindElite
|
||||
case RoomBoss:
|
||||
return NodeKindBoss
|
||||
}
|
||||
return NodeKindExploration
|
||||
}
|
||||
|
||||
// loadZoneGraph returns the graph for a zone. Registered (hand-authored)
|
||||
// graphs take precedence; otherwise the legacy linear compiler is used.
|
||||
// Returns ok=false only for unknown zone IDs.
|
||||
func loadZoneGraph(zoneID ZoneID) (ZoneGraph, bool) {
|
||||
if g, ok := zoneGraphRegistry[zoneID]; ok {
|
||||
return g, true
|
||||
}
|
||||
z, ok := getZone(zoneID)
|
||||
if !ok {
|
||||
return ZoneGraph{}, false
|
||||
}
|
||||
return compileLegacyZoneGraph(z), true
|
||||
}
|
||||
223
internal/plugin/zone_graph_test.go
Normal file
223
internal/plugin/zone_graph_test.go
Normal file
@@ -0,0 +1,223 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestBuildLinearGraph_BasicShape(t *testing.T) {
|
||||
seq := []ZoneNodeKind{
|
||||
NodeKindEntry,
|
||||
NodeKindExploration,
|
||||
NodeKindElite,
|
||||
NodeKindBoss,
|
||||
}
|
||||
g := BuildLinearGraph("test_zone", seq)
|
||||
if err := validateZoneGraph(g); err != nil {
|
||||
t.Fatalf("linear graph should validate: %v", err)
|
||||
}
|
||||
if len(g.Nodes) != 4 {
|
||||
t.Fatalf("want 4 nodes, got %d", len(g.Nodes))
|
||||
}
|
||||
if g.Entry == "" || g.Boss == "" {
|
||||
t.Fatalf("entry/boss not set: entry=%q boss=%q", g.Entry, g.Boss)
|
||||
}
|
||||
if !reachable(g, g.Entry, g.Boss) {
|
||||
t.Fatalf("boss unreachable from entry")
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuildLinearGraph_Empty(t *testing.T) {
|
||||
g := BuildLinearGraph("empty", nil)
|
||||
if err := validateZoneGraph(g); err == nil {
|
||||
t.Fatalf("empty graph should fail validation")
|
||||
}
|
||||
}
|
||||
|
||||
func TestValidateZoneGraph_OrphanNode(t *testing.T) {
|
||||
nodes := []ZoneNode{
|
||||
{NodeID: "e", Kind: NodeKindEntry, IsEntry: true},
|
||||
{NodeID: "b", Kind: NodeKindBoss, IsBoss: true},
|
||||
{NodeID: "orphan", Kind: NodeKindExploration},
|
||||
}
|
||||
edges := []ZoneEdge{{From: "e", To: "b"}}
|
||||
g := ZoneGraph{
|
||||
ZoneID: "z",
|
||||
Nodes: map[string]ZoneNode{},
|
||||
Edges: map[string][]ZoneEdge{},
|
||||
}
|
||||
for _, n := range nodes {
|
||||
g.Nodes[n.NodeID] = n
|
||||
if n.IsEntry {
|
||||
g.Entry = n.NodeID
|
||||
}
|
||||
if n.IsBoss {
|
||||
g.Boss = n.NodeID
|
||||
}
|
||||
}
|
||||
for _, e := range edges {
|
||||
g.Edges[e.From] = append(g.Edges[e.From], e)
|
||||
}
|
||||
err := validateZoneGraph(g)
|
||||
if err == nil || !strings.Contains(err.Error(), "orphan") {
|
||||
t.Fatalf("expected orphan error, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestValidateZoneGraph_BossUnreachable(t *testing.T) {
|
||||
// b has an incoming self-loop (so it's not orphaned) but is not
|
||||
// reachable from entry — exercises the BFS reachability check.
|
||||
g := ZoneGraph{
|
||||
ZoneID: "z",
|
||||
Nodes: map[string]ZoneNode{
|
||||
"e": {NodeID: "e", Kind: NodeKindEntry, IsEntry: true},
|
||||
"b": {NodeID: "b", Kind: NodeKindBoss, IsBoss: true,
|
||||
Content: ZoneNodeContent{AllowSelfLoop: true}},
|
||||
},
|
||||
Edges: map[string][]ZoneEdge{
|
||||
"b": {{From: "b", To: "b"}},
|
||||
},
|
||||
Entry: "e",
|
||||
Boss: "b",
|
||||
}
|
||||
err := validateZoneGraph(g)
|
||||
if err == nil || !strings.Contains(err.Error(), "not reachable") {
|
||||
t.Fatalf("expected unreachable error, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestValidateZoneGraph_TwoEntries(t *testing.T) {
|
||||
defer func() {
|
||||
if r := recover(); r == nil {
|
||||
t.Fatalf("expected panic on two entries")
|
||||
}
|
||||
}()
|
||||
BuildGraph("z",
|
||||
[]ZoneNode{
|
||||
{NodeID: "e1", Kind: NodeKindEntry, IsEntry: true},
|
||||
{NodeID: "e2", Kind: NodeKindEntry, IsEntry: true},
|
||||
{NodeID: "b", Kind: NodeKindBoss, IsBoss: true},
|
||||
},
|
||||
[]ZoneEdge{
|
||||
{From: "e1", To: "b"},
|
||||
{From: "e2", To: "b"},
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
func TestValidateZoneGraph_SelfLoopRejected(t *testing.T) {
|
||||
defer func() {
|
||||
if r := recover(); r == nil {
|
||||
t.Fatalf("expected panic on self-loop without opt-in")
|
||||
}
|
||||
}()
|
||||
BuildGraph("z",
|
||||
[]ZoneNode{
|
||||
{NodeID: "e", Kind: NodeKindEntry, IsEntry: true},
|
||||
{NodeID: "b", Kind: NodeKindBoss, IsBoss: true},
|
||||
},
|
||||
[]ZoneEdge{
|
||||
{From: "e", To: "e"},
|
||||
{From: "e", To: "b"},
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
func TestValidateZoneGraph_SelfLoopAllowed(t *testing.T) {
|
||||
g := BuildGraph("z",
|
||||
[]ZoneNode{
|
||||
{NodeID: "e", Kind: NodeKindEntry, IsEntry: true,
|
||||
Content: ZoneNodeContent{AllowSelfLoop: true}},
|
||||
{NodeID: "b", Kind: NodeKindBoss, IsBoss: true},
|
||||
},
|
||||
[]ZoneEdge{
|
||||
{From: "e", To: "e"},
|
||||
{From: "e", To: "b"},
|
||||
},
|
||||
)
|
||||
if err := validateZoneGraph(g); err != nil {
|
||||
t.Fatalf("self-loop with opt-in should validate: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuildGraph_BranchedShape(t *testing.T) {
|
||||
g := BuildGraph("crypt",
|
||||
[]ZoneNode{
|
||||
{NodeID: "entry", Kind: NodeKindEntry, IsEntry: true},
|
||||
{NodeID: "fork", Kind: NodeKindFork},
|
||||
{NodeID: "left", Kind: NodeKindElite},
|
||||
{NodeID: "right", Kind: NodeKindExploration},
|
||||
{NodeID: "merge", Kind: NodeKindMerge},
|
||||
{NodeID: "boss", Kind: NodeKindBoss, IsBoss: true},
|
||||
},
|
||||
[]ZoneEdge{
|
||||
{From: "entry", To: "fork"},
|
||||
{From: "fork", To: "left", Weight: 1},
|
||||
{From: "fork", To: "right", Weight: 2,
|
||||
Lock: LockPerception, LockData: map[string]any{"dc": 12}},
|
||||
{From: "left", To: "merge"},
|
||||
{From: "right", To: "merge"},
|
||||
{From: "merge", To: "boss"},
|
||||
},
|
||||
)
|
||||
outs := g.outgoingEdges("fork")
|
||||
if len(outs) != 2 {
|
||||
t.Fatalf("want 2 fork edges, got %d", len(outs))
|
||||
}
|
||||
if outs[0].To != "left" {
|
||||
t.Fatalf("weight ordering broken: %v", outs)
|
||||
}
|
||||
}
|
||||
|
||||
func TestCompileLegacyZoneGraph_AllRegistered(t *testing.T) {
|
||||
for _, z := range allZones() {
|
||||
g, ok := loadZoneGraph(z.ID)
|
||||
if !ok {
|
||||
t.Errorf("loadZoneGraph(%q): not ok", z.ID)
|
||||
continue
|
||||
}
|
||||
if err := validateZoneGraph(g); err != nil {
|
||||
t.Errorf("zone %q: legacy graph invalid: %v", z.ID, err)
|
||||
}
|
||||
if g.Entry == "" || g.Boss == "" {
|
||||
t.Errorf("zone %q: missing entry/boss", z.ID)
|
||||
}
|
||||
// Boss reachability is enforced by validate, but assert again for
|
||||
// clarity.
|
||||
if !reachable(g, g.Entry, g.Boss) {
|
||||
t.Errorf("zone %q: boss unreachable from entry", z.ID)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestDeriveLegacyNodeID_StableShape(t *testing.T) {
|
||||
got := deriveLegacyNodeID("crypt_valdris", 0)
|
||||
want := "crypt_valdris.r1"
|
||||
if got != want {
|
||||
t.Fatalf("want %q, got %q", want, got)
|
||||
}
|
||||
got = deriveLegacyNodeID("crypt_valdris", 4)
|
||||
want = "crypt_valdris.r5"
|
||||
if got != want {
|
||||
t.Fatalf("want %q, got %q", want, got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRegisterZoneGraph_DuplicateRejected(t *testing.T) {
|
||||
defer func() {
|
||||
if r := recover(); r == nil {
|
||||
t.Fatalf("expected panic on duplicate registration")
|
||||
}
|
||||
// scrub registry side-effect from this test
|
||||
delete(zoneGraphRegistry, "dup_test")
|
||||
}()
|
||||
g := BuildGraph("dup_test",
|
||||
[]ZoneNode{
|
||||
{NodeID: "e", Kind: NodeKindEntry, IsEntry: true},
|
||||
{NodeID: "b", Kind: NodeKindBoss, IsBoss: true},
|
||||
},
|
||||
[]ZoneEdge{{From: "e", To: "b"}},
|
||||
)
|
||||
registerZoneGraph(g)
|
||||
registerZoneGraph(g)
|
||||
}
|
||||
Reference in New Issue
Block a user