adventure: Tier 6 postgame "Mythic" dungeons (P1–P7 calibration)

Five post-game dungeons above the T5 ceiling, gated on both T5 bosses beaten
+ level 18. Opt-in endgame: deadly solo, clearable by a party with Pete + pets.

- P1 gating: postgameUnlocked (T5 clears + level floor), zonesForLevel excludes
  T6 unconditionally; wired into startZoneRun, !zone/!expedition, party accept,
  boredom picker, and the list dividers.
- P2 bestiary: 15 elites + 5 signature bosses (Layer-1 stat blocks).
- P3 zone defs + 4-region registries; ZoneLootEntry.BossOnly.
- P4 five zone graphs on a shared builder (44–52 rooms, no soft-lock; Ossuary
  secret Verse nodes).
- P5 loot: BossOnly enforced; signature items are real registry magic items;
  five Thom pity recipes off the per-zone crafting anchors.
- P6 narration/flavor (5 files), T6 achievements, Pete stays zone-parametric.
- P7 (in progress): sim can now reach gated T6 (SimRunner.SeedPostgameUnlock +
  IsPostgameZone). First calibration pass on millenia — hardened ossuary +
  drowned_star, softened first_hoard + unplace; last_meridian in band.

Fix: party members were refused from every T6 zone because expeditionCmdAccept
ran the level gate (which excludes T6) before the postgame check — the intended
party endgame was unreachable. Route T6 through postgameUnlocked. Regression
tests added.
This commit is contained in:
prosolis
2026-07-15 23:17:07 -07:00
parent 27c2b48007
commit d9541f07f1
41 changed files with 2487 additions and 29 deletions

View File

@@ -0,0 +1,32 @@
package plugin
import "testing"
func TestFirstHoardGraph_Invariants(t *testing.T) {
assertPostgameGraph(t, ZoneFirstHoard, zoneFirstHoardGraph)
}
// TestFirstHoardGraph_GameMaxLootBias verifies the plan's requirement that
// the First Hoard carries the game-max LootBias route (2.53.0), which the
// boss's Greed Tax self-balances. The deepest gilded vein hits the 3.0
// ceiling and at least three nodes sit at or above 2.5.
func TestFirstHoardGraph_GameMaxLootBias(t *testing.T) {
g := zoneFirstHoardGraph()
var max float64
rich := 0
for _, n := range g.Nodes {
if n.Content.LootBias > max {
max = n.Content.LootBias
}
if n.Content.LootBias >= 2.5 {
rich++
}
}
if max < 3.0 {
t.Errorf("max LootBias = %v, want >= 3.0 (game-max gilded route)", max)
}
if rich < 3 {
t.Errorf("nodes with LootBias >= 2.5 = %d, want >= 3", rich)
}
}