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N5/D4: secret content pass — treasure-cache secret rooms + cross-zone keys
Secret rooms were dead content: every NodeKindSecret node silently collapsed to a normal exploration fight and its authored LootBias (1.5-3.0) was never read at runtime. D4 makes them what they read as — no-combat treasure caches. resolveRoom now diverts a secret node (keyed off the graph node, since CurrentRoomType has already lost the kind) to resolveSecretRoom before the RoomType switch — shared by manual !zone advance, !expedition run autopilot, and the sim. Each secret pays a guaranteed journal page (the D1a grant hook built "for secret rooms"), a LootBias-weighted treasure roll (floored at elite weight), and a guaranteed zone-tier consumable cache, with bespoke in-world discovery flavor. Underdark was the only T2+ zone with no secret; added at throne_gallery on the universal R4 tail (Lost Reliquary, Perception DC 17), merging to throne_steps so it's length-neutral. Two cross-zone keys: the Sunken Temple's Coral Reliquary grants a Sunken Sigil that opens a Sealed Reliquary in Manor Blackspire; the Underforge's Forge Vault grants an Underforge Seal that opens a Sealed Vault in the Underdark. Keys are persistent inventory items matched against LockKey key_id; grants are idempotent. Graph validator + no-soft-lock pass on both touched graphs; combat golden byte-identical; go build/vet/test green repo-wide. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
216
internal/plugin/adventure_secret_room_test.go
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216
internal/plugin/adventure_secret_room_test.go
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package plugin
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import (
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"strings"
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"testing"
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"maunium.net/go/mautrix/id"
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)
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// registeredSecretNodes collects every NodeKindSecret node across all
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// registered zone graphs, keyed by node ID.
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func registeredSecretNodes(t *testing.T) map[string]ZoneNode {
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t.Helper()
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out := map[string]ZoneNode{}
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for _, z := range allZones() {
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g, ok := loadZoneGraph(z.ID)
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if !ok {
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continue
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}
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for id, n := range g.Nodes {
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if n.Kind == NodeKindSecret {
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out[id] = n
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}
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}
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}
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return out
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}
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// TestSecretRoomDiscovery_EverySecretHasBespokeFlavor guards that no secret
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// node ships on the generic fallback — every one gets an authored line. Catches
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// a future secret room added without a discovery entry.
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func TestSecretRoomDiscovery_EverySecretHasBespokeFlavor(t *testing.T) {
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for id, n := range registeredSecretNodes(t) {
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if _, ok := secretRoomDiscovery[id]; !ok {
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t.Errorf("secret node %q (%q) has no bespoke discovery line", id, n.Label)
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}
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if line := secretRoomDiscoveryLine(n); strings.TrimSpace(line) == "" {
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t.Errorf("secret node %q produced an empty discovery line", id)
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}
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}
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}
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func TestSecretRoomDiscoveryLine_FallsBackOnUnknownNode(t *testing.T) {
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n := ZoneNode{NodeID: "made_up.node", Kind: NodeKindSecret, Label: "Nowhere Nook"}
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line := secretRoomDiscoveryLine(n)
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if !strings.Contains(line, "Nowhere Nook") {
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t.Errorf("fallback should name the node label, got: %s", line)
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}
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}
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// TestSecretRoomKeys_UnlockRealDestinationEdges is the cross-zone-key
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// consistency check: every key's item Name must match a LockKey edge's key_id
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// (lower-cased) in its destination zone, and every source must be a real secret
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// room. A typo between the granted item name and the authored key_id would
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// silently make a vault permanently unreachable; this catches it.
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func TestSecretRoomKeys_UnlockRealDestinationEdges(t *testing.T) {
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secrets := registeredSecretNodes(t)
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for srcNode, key := range secretRoomKeys {
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if _, ok := secrets[srcNode]; !ok {
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t.Errorf("key source %q is not a registered secret room", srcNode)
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}
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g, ok := loadZoneGraph(key.unlocksIn)
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if !ok {
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t.Errorf("%s: destination zone %q has no graph", srcNode, key.unlocksIn)
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continue
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}
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wantKeyID := strings.ToLower(key.item.Name)
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found := false
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for _, outs := range g.Edges {
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for _, e := range outs {
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if e.Lock == LockKey && strings.ToLower(lockDataString(e.LockData, "key_id")) == wantKeyID {
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found = true
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}
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}
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}
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if !found {
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t.Errorf("key %q (from %s) has no LockKey edge with key_id=%q in zone %q — vault unreachable",
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key.item.Name, srcNode, wantKeyID, key.unlocksIn)
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}
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}
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}
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// TestCrossZoneKey_UnlocksWithItemNotWithout exercises the runtime lock
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// evaluation end-to-end on a real authored edge.
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func TestCrossZoneKey_UnlocksWithItemNotWithout(t *testing.T) {
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g, ok := loadZoneGraph(ZoneManorBlackspire)
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if !ok {
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t.Fatal("manor graph missing")
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}
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var keyEdge ZoneEdge
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for _, e := range g.outgoingEdges("manor_blackspire.upper_hall") {
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if e.Lock == LockKey {
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keyEdge = e
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}
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}
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if keyEdge.To == "" {
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t.Fatal("no LockKey edge off manor upper_hall")
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}
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base := edgeUnlockCtx{RunID: "r", FromNode: "manor_blackspire.upper_hall"}
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if ok, _ := evaluateEdgeLock(keyEdge, base); ok {
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t.Error("edge should be locked without the key in inventory")
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}
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withKey := base
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withKey.InventoryNames = map[string]bool{"sunken sigil": true}
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if ok, reason := evaluateEdgeLock(keyEdge, withKey); !ok {
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t.Errorf("edge should unlock with the sigil in inventory, got locked: %s", reason)
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}
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}
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// TestGrantSecretRoomKey_GrantsOnceIdempotent verifies a key-bearing secret
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// hands its key over exactly once.
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func TestGrantSecretRoomKey_GrantsOnceIdempotent(t *testing.T) {
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townTestDB(t)
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p := &AdventurePlugin{}
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u := id.UserID("@keyholder:test.invalid")
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node := ZoneNode{NodeID: "sunken_temple.coral_reliquary", Kind: NodeKindSecret}
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line := p.grantSecretRoomKey(u, node)
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if !strings.Contains(line, "Sunken Sigil") {
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t.Fatalf("first grant should name the key, got: %q", line)
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}
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items, err := loadAdvInventory(u)
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if err != nil {
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t.Fatalf("load inventory: %v", err)
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}
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sigils := 0
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for _, it := range items {
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if strings.EqualFold(it.Name, "Sunken Sigil") {
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sigils++
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}
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}
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if sigils != 1 {
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t.Fatalf("want exactly 1 Sunken Sigil, got %d", sigils)
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}
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// Second find on a later run must not stack a duplicate.
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if again := p.grantSecretRoomKey(u, node); again != "" {
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t.Errorf("re-finding the room should not re-grant the key, got: %q", again)
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}
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items, _ = loadAdvInventory(u)
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sigils = 0
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for _, it := range items {
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if strings.EqualFold(it.Name, "Sunken Sigil") {
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sigils++
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}
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}
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if sigils != 1 {
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t.Fatalf("still want exactly 1 Sunken Sigil after re-find, got %d", sigils)
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}
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}
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// TestGrantSecretRoomKey_NoKeyForPlainSecret confirms a secret room that carries
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// no cross-zone key stays silent.
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func TestGrantSecretRoomKey_NoKeyForPlainSecret(t *testing.T) {
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townTestDB(t)
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p := &AdventurePlugin{}
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u := id.UserID("@plain:test.invalid")
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node := ZoneNode{NodeID: "forest_shadows.sapling_shrine", Kind: NodeKindSecret}
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if line := p.grantSecretRoomKey(u, node); line != "" {
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t.Errorf("plain secret should grant no key, got: %q", line)
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}
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}
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// TestResolveSecretRoom_GrantsPageCacheAndKey checks the full treasure-cache
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// payout: a journal page, the consumable cache, and (for a key-bearing secret)
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// the cross-zone key — with no combat touching HP.
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func TestResolveSecretRoom_GrantsPageCacheAndKey(t *testing.T) {
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townTestDB(t)
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p := &AdventurePlugin{}
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u := id.UserID("@secret:test.invalid")
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zone, ok := getZone(ZoneSunkenTemple)
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if !ok {
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t.Fatal("sunken temple zone missing")
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}
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node := ZoneNode{
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NodeID: "sunken_temple.coral_reliquary", Kind: NodeKindSecret,
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Label: "Coral Reliquary",
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Content: ZoneNodeContent{LootBias: 1.8},
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}
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run := &DungeonRun{UserID: string(u), ZoneID: ZoneSunkenTemple, CurrentNode: node.NodeID}
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out := p.resolveSecretRoom(u, run, zone, node)
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if !strings.Contains(out, "Coral Reliquary") {
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t.Errorf("outcome should carry the discovery line:\n%s", out)
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}
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// A journal page was granted (fresh player, nothing found yet).
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if mask, err := loadJournalPages(u); err != nil || journalPageCount(mask) != 1 {
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t.Fatalf("want exactly 1 journal page granted, got count=%d err=%v", journalPageCount(mask), err)
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}
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// The guaranteed cache + the cross-zone key are in inventory.
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items, err := loadAdvInventory(u)
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if err != nil {
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t.Fatalf("load inventory: %v", err)
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}
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var caches, keys int
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for _, it := range items {
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switch {
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case it.Type == "key":
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keys++
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case it.Type == "consumable":
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caches++
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}
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}
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if caches != secretRoomCacheCount {
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t.Errorf("want %d cache consumables, got %d", secretRoomCacheCount, caches)
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}
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if keys != 1 {
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t.Errorf("want the Sunken Sigil key granted, got %d keys", keys)
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}
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}
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