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Branching zones G7: collapse empty columns in !zone map
The graph-mode map renderer iterated 0..maxX, emitting a blank slot for columns whose only inhabitant was a hidden secret node. In Matrix code blocks the dark background painted that gap as a phantom cell with no status mark — read in playtest as "a box missing a dot." Collapse columns with no visible nodes before laying out rows; secret columns reappear once the player visits them.
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@@ -57,9 +57,19 @@ func renderZoneGraphMap(g ZoneGraph, run *DungeonRun) string {
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})
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}
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// Drop columns that have no visible nodes (e.g. when the only
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// entry was a hidden secret). Otherwise the render leaves a blank
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// slot mid-row that reads as a missing status mark.
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visibleX := make([]int, 0, maxX+1)
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for x := 0; x <= maxX; x++ {
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if len(cols[x]) > 0 {
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visibleX = append(visibleX, x)
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}
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}
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// Find max stack height per column for vertical alignment.
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maxRows := 0
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for x := 0; x <= maxX; x++ {
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for _, x := range visibleX {
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if len(cols[x]) > maxRows {
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maxRows = len(cols[x])
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}
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@@ -73,9 +83,9 @@ func renderZoneGraphMap(g ZoneGraph, run *DungeonRun) string {
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var sb strings.Builder
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for row := 0; row < maxRows; row++ {
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var top, bot strings.Builder
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for x := 0; x <= maxX; x++ {
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if x > 0 {
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connector, statusGap := graphConnector(g, cols[x-1], cols[x], row, visited)
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for i, x := range visibleX {
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if i > 0 {
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connector, statusGap := graphConnector(g, cols[visibleX[i-1]], cols[x], row, visited)
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top.WriteString(connector)
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bot.WriteString(statusGap)
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}
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@@ -58,6 +58,43 @@ func TestRenderZoneGraphMap_HidesUnvisitedSecrets(t *testing.T) {
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}
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}
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// TestRenderZoneGraphMap_CollapsesEmptyColumns confirms columns whose
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// only inhabitant is a hidden secret don't leave a phantom blank slot
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// in the glyph/status rows. Prior to G7 the renderer iterated 0..maxX
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// and emitted a space for empty columns, which read as a "missing dot".
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func TestRenderZoneGraphMap_CollapsesEmptyColumns(t *testing.T) {
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nodes := []ZoneNode{
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{NodeID: "z.entry", Kind: NodeKindEntry, IsEntry: true, PosX: 0},
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{NodeID: "z.mid", Kind: NodeKindExploration, PosX: 1},
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// Secret sits alone in column 2 — hidden until visited.
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{NodeID: "z.secret", Kind: NodeKindSecret, PosX: 2, PosY: 1},
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{NodeID: "z.boss", Kind: NodeKindBoss, IsBoss: true, PosX: 3},
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}
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edges := []ZoneEdge{
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{From: "z.entry", To: "z.mid"},
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{From: "z.mid", To: "z.secret", Lock: LockPerception, LockData: map[string]any{"dc": 12}},
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{From: "z.mid", To: "z.boss"},
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{From: "z.secret", To: "z.boss"},
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}
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g := BuildGraph("test_zone_collapse", nodes, edges)
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got := renderZoneGraphMap(g, &DungeonRun{
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CurrentNode: "z.entry",
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VisitedNodes: []string{"z.entry"},
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})
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// With col 2 collapsed, the top row should be a contiguous chain
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// E──?──☠ with no double-gap.
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if !strings.Contains(got, "E──?──☠") {
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t.Errorf("expected collapsed top row 'E──?──☠', got:\n%s", got)
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}
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// And no run of 3+ spaces between glyphs (would indicate a phantom column).
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for _, line := range strings.Split(got, "\n") {
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trimmed := strings.TrimSpace(line)
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if strings.Contains(trimmed, " ") {
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t.Errorf("phantom empty column detected in line %q (full output:\n%s)", line, got)
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}
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}
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}
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// TestRenderZoneGraphMap_LockedEdgeRenderedAsCross verifies locked-only
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// approaches show ╳ instead of ──.
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func TestRenderZoneGraphMap_LockedEdgeRenderedAsCross(t *testing.T) {
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