Camp: reject (not downgrade) sub-par camps; map: show visited path

Camp rest rules:
  • Standard camp now rejects an uncleared room with a clear message
    instead of silently downgrading to rough — let the player make the
    call rather than spending supplies on a worse rest they didn't pick.
  • campLocationCheck treats a room with a resolved (non-active) combat
    session as cleared, so the natural "just killed, not yet advanced"
    pause still qualifies for a standard camp.
  • Reword fortified-camp gating + babysit help to "zone boss defeated"
    (cache sites aren't a thing yet) so the requirement isn't misleading.

Map: renderVisitedPath adds a 1-indexed breadcrumb of visited rooms to
!expedition map, so players can reference rooms by index (e.g. !revisit 2).

(cherry picked from commit a38fc77eed888e9790c7a7cff24369b98910b43e)
This commit is contained in:
prosolis
2026-05-19 22:17:39 -07:00
parent 20b0d027b2
commit e4518c9c39
4 changed files with 46 additions and 15 deletions

View File

@@ -172,6 +172,28 @@ func nodeGlyph(n ZoneNode) string {
return "·"
}
// renderVisitedPath renders a one-line numbered breadcrumb of the
// player's path so they can reference rooms by index (e.g. !revisit 2).
// Numbers are 1-indexed to match every other surface ("Room 2/7", etc.).
func renderVisitedPath(g ZoneGraph, run *DungeonRun) string {
if run == nil || len(run.VisitedNodes) == 0 {
return ""
}
parts := make([]string, 0, len(run.VisitedNodes))
for i, nodeID := range run.VisitedNodes {
glyph := "·"
if n, ok := g.Nodes[nodeID]; ok {
glyph = nodeGlyph(n)
}
mark := "✓"
if nodeID == run.CurrentNode {
mark = "▶"
}
parts = append(parts, fmt.Sprintf("[%d]%s%s", i+1, glyph, mark))
}
return strings.Join(parts, " → ")
}
// debugDump (test-only crutch) prints the raw column layout. Currently
// unused outside potential debugging — kept off the unused-warning list
// by routing fmt through it.