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Long expeditions D1-d: T4 zones to new 28-34 room band
Both T4 zones follow the D1-a/b/c pattern: extend the graph so the longest entry→boss walk lands in band, keep the zone's authored topology intact. underdark (T4): 10 → 46 nodes, longest 30 (band 28-34) feywild_crossing (T4): 9 → 53 nodes, longest 30 (band 28-34) Topology preserved per zone: - Underdark: 4-region authoring intact (every node carries a valid RegionID); 3-way fork1 (drow R2 / illithid R3 / deep_chasm R1) with LockNone / LockPerception / LockStatCheck CON; deep_chasm intentionally stays R1; all three arms converge at the R4 throne_approach merge. Adds the missing Trap anchor (Collapsed Arch) in the R1 preamble. - Feywild Crossing: woven forks intact — hag_circle still has two incoming edges (one per first-stage path), time_eddy stays grove-exclusive, illusion_garden stays marsh-exclusive, fork1 remains CHA-vs-Perception with no LockNone option. Adds the missing Trap anchor (Cursed Thicket) and a fae_court MERGE so the three second-stage endings converge into one final boss approach instead of triplicating it. MinRooms/MaxRooms re-pitched 8-10 → 28-34 so the dice fallback also lands in band for any future graphless variant. T5 zones (dragons_lair, abyss_portal) deferred to D1-e — those need a RegionID backfill on top of the length extension since their regionsByZone entries are not currently honored by their graphs.
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@@ -7,8 +7,18 @@ func TestUnderdarkGraph_Registered(t *testing.T) {
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if !ok {
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t.Fatal("zoneUnderdarkGraph not registered")
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}
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if len(g.Nodes) != 10 {
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t.Errorf("nodes = %d, want 10", len(g.Nodes))
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// Long-expedition D1-d widened this zone from 10 → 46 nodes so the
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// longest entry→boss walk lands in the T4 [28,34] traversal band.
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if len(g.Nodes) != 46 {
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t.Errorf("nodes = %d, want 46", len(g.Nodes))
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}
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}
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func TestUnderdarkGraph_LongestPathInBand(t *testing.T) {
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g := zoneUnderdarkGraph()
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got := graphLongestPath(g)
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if got < 28 || got > 34 {
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t.Errorf("longest path = %d, want in T4 band [28,34]", got)
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}
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}
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@@ -18,10 +28,10 @@ func TestUnderdarkGraph_Registered(t *testing.T) {
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func TestUnderdarkGraph_AllNodesHaveRegion(t *testing.T) {
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g := zoneUnderdarkGraph()
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validRegions := map[string]bool{
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"underdark_surface_tunnels": true,
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"underdark_drow_outpost": true,
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"underdark_illithid_warren": true,
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"underdark_deep_throne": true,
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"underdark_surface_tunnels": true,
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"underdark_drow_outpost": true,
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"underdark_illithid_warren": true,
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"underdark_deep_throne": true,
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}
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for id, n := range g.Nodes {
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if n.RegionID == "" {
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@@ -95,3 +105,18 @@ func TestUnderdarkGraph_AllArmsReachBoss(t *testing.T) {
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}
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}
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}
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// TestUnderdarkGraph_TrapAnchor verifies D1-d added the missing Trap
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// node. Original G8i graph had elite/boss/harvest but no trap.
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func TestUnderdarkGraph_TrapAnchor(t *testing.T) {
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g := zoneUnderdarkGraph()
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var trapCount int
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for _, n := range g.Nodes {
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if n.Kind == NodeKindTrap {
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trapCount++
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}
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}
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if trapCount != 1 {
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t.Errorf("trap nodes = %d, want 1", trapCount)
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}
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}
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