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:
prosolis
2026-07-10 16:02:15 -07:00
parent 9b6c1ff9a4
commit c37c95a3e3
8 changed files with 454 additions and 16 deletions

View File

@@ -12,22 +12,24 @@ func TestManorBlackspireGraph_Registered(t *testing.T) {
}
// Long-expedition D1-c widened this zone from 11 → 35 nodes so the
// longest entry→boss walk lands in the T3 [22,26] traversal band.
if len(g.Nodes) != 35 {
t.Errorf("nodes = %d, want 35", len(g.Nodes))
// N5/D4 added the Sealed Reliquary cross-zone vault → 36.
if len(g.Nodes) != 36 {
t.Errorf("nodes = %d, want 36", len(g.Nodes))
}
}
// TestManorBlackspireGraph_TwoStackedThreeWayForks captures the design
// shape: both great_hall and upper_hall expose three options.
func TestManorBlackspireGraph_TwoStackedThreeWayForks(t *testing.T) {
// TestManorBlackspireGraph_StackedForks captures the design shape: great_hall
// exposes three options; upper_hall exposes four since N5/D4 added the Sealed
// Reliquary key spoke (the other three remain the elite/secret/tower gates).
func TestManorBlackspireGraph_StackedForks(t *testing.T) {
g := zoneManorBlackspireGraph()
for _, hub := range []string{
"manor_blackspire.great_hall",
"manor_blackspire.upper_hall",
} {
outs := g.outgoingEdges(hub)
if len(outs) != 3 {
t.Errorf("%s outgoing = %d, want 3", hub, len(outs))
want := map[string]int{
"manor_blackspire.great_hall": 3,
"manor_blackspire.upper_hall": 4,
}
for hub, n := range want {
if outs := g.outgoingEdges(hub); len(outs) != n {
t.Errorf("%s outgoing = %d, want %d", hub, len(outs), n)
}
}
}
@@ -43,6 +45,7 @@ func TestManorBlackspireGraph_AllSpokesReachBoss(t *testing.T) {
"manor_blackspire.master_bedroom",
"manor_blackspire.hidden_oratory",
"manor_blackspire.tower_observatory",
"manor_blackspire.sealed_reliquary",
} {
if !reachable(g, leaf, "manor_blackspire.boss") {
t.Errorf("%s unreachable to boss", leaf)