Commit Graph

5 Commits

Author SHA1 Message Date
prosolis
b76d9bc577 H3 soak close-out: drop dead handleHarvestCmd / handleStandaloneHarvest
H3 retired the manual !forage/!mine/!scavenge/!fish/!essence/!commune
verbs from the command dispatcher in e05da91; the underlying handlers
were left parked behind an operator-gated 2-week soak. The expedition
sim has since exercised the auto-harvest path 15k+ times per sweep
across every class, level, and zone — vastly more coverage than the
soak would have collected in production. Pull the dead handlers now.

Removed:
- handleHarvestCmd (dnd_expedition_harvest.go, ~175 lines)
- handleStandaloneHarvest (dnd_zone_harvest.go, ~80 lines)
- dnd_zone_harvest_test.go (three tests against the deleted handler;
  the autopilot's standalone-storage path is what runs in prod and is
  covered by the cmd/expedition-sim sweep + adv2 scenario test)

The deprecation DM in adventure.go ("Harvest is automatic now — just
walk.") stays for now — muscle memory takes longer than two weeks to
fade and the redirect costs 7 lines.

adv2 scenario test rewired to drive autoHarvestRoom directly.
2026-05-17 17:03:20 -07:00
prosolis
cf092742bb Tests: catch up stale assertions to current prod UX
Two tests had been failing on -short for several phases; the
comfortable "pre-existing failures" framing was masking that both
were stale, not flaky — each test predated a deliberate UX rewire
that nobody updated the assertion against.

TestMageSpellbookLineInRender — commit 8bf7d35 (UX S7 jargon sweep)
reshaped the spellbook line to "**Spellbook:** N / M leveled spells
learned" and intentionally dropped the redundant "(can learn N more)"
trailer. Test was still asserting "2/10" (no spaces) and the dropped
hint. Updated to track the live "N / M leveled spells learned"
format; comment cites the sweep commit.

TestAdv2Scenario_ZoneRunGoblinWarrens — commit 886eb5a (turn-based
elite/boss combat) moved Elite/Boss rooms off the auto-resolve
SimulateCombat path onto the manual !fight + !attack engine; !zone
advance now stops at the doorway and only progresses past a won
CombatSession. The scenario test was only calling !advance, so it
spun in place at room 4 (the elite). Loop now detects Elite/Boss
prev-rooms, opens with !fight if the session doesn't exist, drains
!attack rounds until the session terminates, then falls through to
!advance to clear the room (won → walk graph; lost/fled → terminate
next pass). maxSteps doubled to absorb the fight-then-advance pairs;
inner !attack cap at 60 rounds covers RNG tail.

Both -short tests now pass; full -short suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:29:03 -07:00
prosolis
4e412219f3 WIP: in-flight combat/expedition/flavor changes
Bundle of uncommitted working-tree edits across combat engine, expedition
cycle, flavor pools, and TwinBee/zone narration. Includes new files:
combat_debug.go, dnd_boss_consumables.go, dnd_dex_floor.go, plus
CHANGES_24H.md and REBALANCE_NOTES.md scratch notes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 21:59:19 -07:00
prosolis
893d3dacad Branching zones G6: dependent surfaces re-keyed on graph nodes
- Harvest tables (expedition + standalone) now keyed by node_id; legacy
  room-idx entries auto-migrate via read-fallback + drop-on-save.
- Narration salts swapped from run.CurrentRoom to narrationCadence(run)
  (= len(visited_nodes)-1) so flavor pickers survive G9 column drop.
- !zone map renders the graph (BFS by PosX/PosY) when the gate is on:
  ✓/▶/· status, ╳ for locked-only edges, secrets hidden until visited.
- Region-boundary hook in graph advance/!zone go updates expedition
  CurrentRegion + visited list when from/to nodes differ — without
  burning supplies or retiring runs (the graph IS the run state).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 15:17:30 -07:00
prosolis
dfa7beeb96 Adv 2.0 D&D polish: GM→DM rename, streamed zone combat, end-to-end scenario test
GM→DM rename across docs and code (GMNarrationType→DMNarrationType,
GMState→DMState, narration constants, comments) so the system reads as
"Dungeon Master" everywhere. Player-visible "GM mood" wording stays
where it appears in flavor.

Streamed zone/expedition combat: zone advance now stages patrol →
patrol play-by-play → patrol resolution → room intro → room play-by-play
→ final outcome through sendZoneCombatMessages with 2–3s pacing
(arena keeps its 5–8s window). Combat narrative lines pick up a compact
d20-vs-AC roll annotation for hit/crit/miss/block events.

Combat outcome polish: dndHPSnapshot lets narration show sheet HP
rather than legacy combat-engine HP, and markAdventureDead clears the
zombie state where hp_current was 0 but the legacy alive flag stayed
true after a D&D-layer KO.

Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite
covering the new layer, and adv2_scenario_test.go — a full
zone-run + expedition + harvest playthrough against a copy of the prod
DB asserting persisted state end-to-end.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00