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Expedition autopilot Phase 2: auto-harvest on room entry
Each walked room gets one auto-harvest pass across every applicable
action (forage, scavenge, mine, fish in water zones, plus the class-
restricted essence/commune). Class/kill/event gates are inherited
from the manual harvest path.
Stop rules:
- Rare+ nodes are NOT auto-attempted; they pause the walk via
stopRareNode so the player spends the attempt deliberately.
- Standard/Elite/Patrol interrupts hard-stop the walk (stopEnded on
death, new stopHarvestCombat on survive).
- Noise interrupts apply threat+2 and continue, matching manual
!harvest behavior.
Display:
- Per-room compact footer ("+2 Scrap Iron, +1 Shadow Herb · 1 fail")
streamed inline as autopilot walks.
- Walk-end cumulative tally appended to whatever final block fires.
No SU surcharge — parity with manual !harvest.
Pure helpers unit-tested (rarity classification, footer rendering,
walk tally sort order, rare-pending dedup). Full autoHarvestRoom
path needs prod DB and follows the existing setupAuditTestDB gating
pattern.
This commit is contained in:
@@ -384,6 +384,8 @@ const (
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stopEnded // patrol or room resolution killed the player
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stopComplete // run cleared (boss down, no outgoing edges)
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stopBlocked // an active CombatSession blocks the advance
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stopRareNode // auto-harvest spotted a Rare+ node; player should decide
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stopHarvestCombat // auto-harvest pulled into combat that resolved short of death
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)
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// advanceResult bundles the staged narration + dispatch shape of one
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