2 Commits
Author SHA1 Message Date
prosolis 2ce3e682ea zones: stop the tools/backtrack path losing rooms and inventory
Review fallout from the locked-doors commit. Five defects, all in the
seams that commit opened:

backtrackFromDeadFork stepped to VisitedNodes[idx-1]. That slice is a
first-entry ordered *set*, not a path stack (see appendVisited), so once
a run has doubled back once the entry before CurrentNode can sit on a
different branch entirely — the party teleports across the map to a room
no edge connects. `!revisit` refuses exactly that move via
adjacentNodes; the autopilot has no business doing what the player is
forbidden from doing. Now routed through backtrackTarget, which also
refuses to fall back into a corridor whose only exit is the sealed fork:
the lock rolls are seeded per (run, edge), so walking back in gets the
same answer every time, forever.

The autopilot spent the player's thieves' tools *before* committing the
move, so an advanceZoneRunNode failure left them charged and then had
the caller's backtrack clear the fork they had just paid to open. The
tools are now reported by autoPickWithTools and only removed once the
party is actually through the door.

`sell all` never learned the new "tool" type and turned a €600 set into
€300 of loot — the same silent deletion Robbie was taught to avoid two
commits ago. It was already doing this to "key" quest tokens, so both
now sit with the special gear.

The shop's tools branch asked "is the reply a substring of Thieves'
Tools", which is true for a bare "s", for "to", and for an empty message
body — and it runs ahead of the consumable list, so a stray keystroke in
the Supplies view bought a set. isThievesToolsReply matches on the
item's own words instead.

Plus two cleanups in the same code: Robbie built his haul gifts by
calling consumableCache(tier, 1) in a loop when it already takes a
count, and the unlock flow read the whole inventory three times per
command.
2026-07-21 00:20:24 -07:00
prosolis 6bcac41aa2 zones: make locked doors openable and stop autopilot stalling on them
Locks were fully implemented as pass/fail gates and nothing else. A
Perception or stat check rolls once per (run, edge), seeded so it can't
be reload-scummed — that half shipped in G5, the counterweight never did.
A bad roll simply deleted a branch of the graph for the rest of the run,
worst for a solo low-WIS character who quietly loses routes they never
learn existed. Three changes, one theme: a die roll should not be able to
permanently wall a player.

Party's best stat answers the check. evaluateEdgeLock read only the
acting character's mods, which made a party's rogue and its hired scout
decorative at every lock. Fold the whole roster — Pete included, since
excluding him would make hiring a scout worth less than the coins it
costs — and credit whoever got it open in the fork menu.

Thieves' tools as the escape hatch. A utility item (not a ConsumableDef,
or the fight engine would spend them for you) sold on Luigi's supplies
shelf, consumed by `!zone unlock <n>`. Deliberately not a skeleton key:
tools answer the two dice-driven locks only. A key lock is a quest token,
a level-min lock is progression, a region-clear lock is structure — none
of those are "you rolled badly", so none of them are pickable.

Autopilot picks a route instead of parking. The fork timeout was 8h,
which reads as "the player gets first say" and behaves as "the expedition
stops for a third of a day, at every fork" — a multi-day expedition
crosses a lot of forks. 30m keeps a genuine first say for anyone at the
keyboard. It now ranks by unvisited-then-edge-weight rather than taking
whatever the graph author happened to list first, spends tools when every
route is locked, and backtracks a room when it can't do even that, rather
than idling into the 24h reaper and losing the player days of progress to
a roll they never saw.

Sim A/B, same seeds, 90 runs/arm: 43.3% -> 42.2% clear, a single run
flipping and well inside the documented noise floor. A party+companion+pet
arm runs 31/32 clean through the new roster-folding path.
2026-07-20 23:52:20 -07:00