Retires forward-only navigation. `!revisit <N>` (alias `!zone revisit`)
walks one graph edge back to a room in VisitedNodes, chosen by the number
the player reads off !map's Path strip. Edges are directed, but a corridor
you walked down is a corridor you can walk back up, so adjacency checks
both directions. !map now prints the legal targets.
Cost is +1 threat, not the discount the plan specced. There was nothing to
discount: movement charges neither threat nor supplies, and a cleared room
fires no combat, so backtracking was free. +1 mirrors harvest noise -- less
than a fight (+5) or an elite (+8). Standalone runs have no threat clock and
pay nothing. A siege guard refuses the move at threat >= 99: siege is
one-way sticky, and a player must not be able to strand their own expedition
on a move they made to go pick up a herb.
The plan claimed terminal CombatSession rows already prevent re-triggering a
cleared room. They gate only Elite and Boss, at the doorway. An Exploration
room re-entered resolveCombatRoom unconditionally and a Trap room re-armed --
so revisit would have been an infinite farm: step back, advance, repeat.
resolveRoom now early-returns on an already-cleared room. No-op forward-only,
since advance clears a room only after resolving it.
Autopilot is ticker-driven with no on/off switch, so it would have walked the
player straight back out of the room they revisited. grantAutorunGrace stamps
last_autorun_at to buy one cooldown window. That is a stopgap; R5 still owes
the real policy.
Fork re-pick stays deferred to R3: revisit refuses while a fork is pending,
because advance and `!zone go` resolve node_choices without checking which
node the player is standing on.
Backtracking (revisit R2) breaks the assumption every zone-run caller
quietly relied on: that CurrentRoom == len(VisitedNodes)-1. Position and
progress have been the same number only because navigation was
forward-only.
Split them. CurrentRoom is now the first-entry index of CurrentNode in
VisitedNodes -- the room number the player was shown on the way in, and
the salt that enemy/trap/harvest/encounter keys hash. A revisited room
therefore resolves to the same room. RoomsTraversed is a new monotonic
step counter, persisted, backfilled from visited_nodes for in-flight rows.
The audit found only two progress-shaped reads. narrationCadence moves to
RoomsTraversed so a backtracking player draws fresh flavor rather than
replaying the entry-room lines. The other was a latent bug: zoneCmdGo
labelled the room it moved into as CurrentRoom+1, which is only correct at
the frontier; advanceZoneRunNode now returns the true path index.
VisitedNodes becomes an ordered set and RoomsCleared becomes idempotent --
both no-ops while navigation is forward-only, both load-bearing after R2.
No player-visible behavior change. Nothing to route off RoomsTraversed for
threat/SU: verified at HEAD that movement charges neither. Threat comes
from combat, supplies burn per day. The revisit plan's cost model claimed
otherwise and has been corrected -- R2's "discount" is really a net-new
cost decision.
getActiveZoneRun's 24h stale-run reaper abandoned the run but left the
wrapping expedition status='active' pointing at a dead run. The autopilot
then read run==nil and bailed while briefing/recap tickers kept firing, so
the player soft-locked at the last fork with no way to route on. The reaper
now force-extracts the wrapping active expedition (run-loss seam) when it
reaps that expedition's current run.
Root cause was a background fork: the autopilot can't pick for the player,
so the run idled all the way to the reaper. Add an 8h forkAutoPickTimeout —
a background fork left unanswered that long now auto-picks the first
unlocked route (same path as !zone go) and keeps walking; all-locked forks
are left for the player. Foreground !expedition run still always prompts.
Tests: idle-timeout extracts the expedition; stale fork takes the available
route; all-locked fork stays intact.
Length is now sourced from the zone graph's longest entry→boss path,
not the dice roll, so "Room X/Y" matches what the player walks. The
dice fallback stays for graphless zones.
Goblin Warrens grows to the T1 12–14 band (13-node traversal): adds the
missing Trap anchor and deepens both fork branches + the post-merge
approach. Pattern reference for the remaining zones in D1-b…d.
The two legacy columns are no longer needed at runtime. CurrentRoom is
derived from len(VisitedNodes)-1 on read (lockstep with what the
dual-write era stored), and RoomSeq is a transient in-memory field
populated only when a fresh run is started.
- INSERT, SELECT, and UPDATE statements drop the two columns. The
schema still carries them — they retire in G9c.
- scanZoneRun derives CurrentRoom and falls back to a linear-derived
CurrentNode only if a row predates the G4 dual-write deploy.
- markRoomCleared rewritten to walk the registered graph (first
outgoing edge / dead-end completion). Tests that use it as an
end-to-end run driver continue to pass.
- advanceZoneRunNode drops its current_room dual-write.
- adventure_activity_unified reads visited_nodes for the daily
"X/N rooms" progress fragment.
- Camp boss-room test pivots to setting current_node directly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
All 9 zones have hand-authored graphs (G8a–G8i), so the POC gate has
served its purpose. Make graph mode the only runtime path:
- Drop branchingZonesEnabled() and the os import in zone_graph_nav.go.
- Inline the gate-on branches in zoneCmdMap, zoneCmdAdvance,
CurrentRoomType, startZoneRun, and the expedition map renderer.
- Keep the legacy linear functions (markRoomCleared, renderZoneMap,
generateRoomSequence) standing — their tests still exercise them and
they'll retire alongside current_room / room_seq_json in G9b.
- Strip gate test (TestBranchingZonesGate, TestCurrentRoomType_GateOff)
and t.Setenv calls from the surviving graph tests.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Hand-authored zoneCryptValdrisGraph() (8 nodes incl. fork +
Perception DC 15 secret reliquary) self-registers at init. Two
surgical bridges so new runs traverse the authored graph when
GOGOBEE_BRANCHING_ZONES=1: startZoneRun seeds current_node from
g.Entry, and DungeonRun.CurrentRoomType resolves via the live
node's kind so divergent paths (secret_chamber) dispatch through
the right resolver. Gate off is bit-identical to pre-G7.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
G1 — schema. Adds zone_node + zone_edge tables and three columns to
dnd_zone_run (current_node, visited_nodes, node_choices). Linear
columns stay during the migration; G9 retires them.
G2 — types + validator. New internal/plugin/zone_graph.go defines
ZoneNode/ZoneEdge/ZoneGraph + ZoneNodeKind/ZoneEdgeLockKind. BuildGraph
enforces: exactly one entry, exactly one boss, boss reachable via BFS,
no orphan nodes, no self-loops without explicit opt-in. BuildLinearGraph
synthesizes a chain for legacy zones.
G3 — legacy compiler + dual-mode loader. compileLegacyZoneGraph turns
a ZoneDefinition into a representative linear graph (MaxRooms shape).
loadZoneGraph returns the registered graph if hand-authored (G7+),
else the legacy fallback. compileRunGraph mirrors a per-run RoomSeq
exactly for hot-swap derivations.
G4 — run-state dual-write. DungeonRun gains CurrentNode / VisitedNodes
/ NodeChoices. scanZoneRun reads them and hot-swaps current_node from
current_room when a row predates the migration (deriveLegacyNodeID
matches BuildLinearGraph's "<zone>.r<n>" scheme). startZoneRun and
markRoomCleared write both columns.
No behavior change yet — navigation surface (forks, locked edges,
!zone go) lands in G5.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
High-priority fixes from the multi-agent audit of Adventure 2.0:
- Phase 11 nil-deref cluster: zoneOrFallback() helper replaces 8 unsafe
getZone(_) sites in dnd_zone_cmd.go. Corrupted zone IDs render a
placeholder instead of panicking.
- Briefing/recap idempotency: deliverBriefing/deliverRecap now claim
the rollover via a conditional UPDATE. Double-fires from clock skew
or restart become no-ops; supply burn and day++ no longer reapply.
- Graceful ticker shutdown: AdventurePlugin gains stopCh + Stop(); all
11 background tickers now select on stopCh in addition to ticker.C.
- Mood decay (§3.2): math.Round(elapsed*2) replaces int() truncation
so sub-hour gaps decay correctly.
- 24h auto-abandon (§4.3): getActiveZoneRun returns clean slate and
abandons stale runs whose LastActionAt is over 24h old.
- Respec / auto-migrate orphan cleanup: !respec and the auto-migrated
draft wipe now abandon active zone runs and expeditions before
deleting the dnd_character row.
- Phase R combat-link: applyBossDefeatThreat now wired from
resolveBossRoom (-20 threat); applyRoomCombatThreatForUser adds
+5/+8 from non-boss/elite kills (§8.1).
- Starvation → forced extraction: briefing-time check forces extract
with §10.2 coin tax when supplies hit zero.
- GMNat20/Nat1 narration wired into resolveCombatRoom and
resolveBossRoom (nat-20 takes precedence over nat-1).
- Treasure-undo race: LoadAndDelete on both timer-fire and `undo`
paths so only one side wins.
- Battle Master: Disarming, Menacing, Parry maneuvers added (3 → 6
of 10). Remaining 4 (Pushing, Goading, Riposte, Commander's Strike)
documented inline as needing ally/reaction mechanics the engine
doesn't model.
- Threat-70 warning: tracked in RegionState["siege_warning_fired"]
so a drop-and-recross doesn't re-fire the beat.
- region_state JSON decode error now logged via slog.Warn instead
of silently discarded.
Failing TestProdDB_DnDLayer fixed via option (a): track migrated
characters and only run round-trip / idempotency assertions on those,
skipping pre-existing prod-DB rows accumulated from live bot use.
New tests in dnd_audit_phase_R7_test.go cover: 24h auto-abandon,
briefing double-fire idempotency, threat-70 warning idempotency,
multi-region extract→resume state preservation, and starvation
forced-extraction.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Per-zone resource registry (§3, all 10 zones) and full per-room harvest
layer wired into expeditions: !forage / !mine / !scavenge / !essence /
!commune / !resources. Auto-spawns a DungeonRun per region on
!expedition start, swaps it on !region travel, retires on
abandon/extract. Long rest at camp replenishes nodes across every
room and region. Reuses existing flavor.Harvest* / RichYield /
NodeDepleted / per-zone Harvest<Zone> pools.
Also clears two pre-existing test failures introduced by the E6c
flavor expansion (briefing substring list + combat-lift trial count).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
dnd_zone_run table (run_id, zone_id, room_seq_json, rooms_cleared,
boss_defeated, abandoned, loot_collected, gm_mood, started_at,
last_action_at, completed_at) added to db.go schema with active-run
index.
dnd_zone_run.go ships RoomType (entry|exploration|trap|elite|boss),
DungeonRun struct, generateRoomSequence (Entry → ExplorationxN1 → Trap
→ ExplorationxN2 → Elite → Boss within zone's [MinRooms, MaxRooms]),
and persistence helpers: startZoneRun (gates on level tier + active-run
exclusivity), getActiveZoneRun, getZoneRun, markRoomCleared
(advances and auto-completes on boss kill), abandonZoneRun,
adjustGMMood (clamped to [0,100]), addLoot.
8 new tests covering room-sequence shape (entry first, boss last,
exactly one trap/elite, ≥2 explorations), happy-path start,
concurrent-run rejection, unknown-zone rejection, full advance-to-boss
flow with completion, abandon idempotency, GM mood clamping at both
bounds, and loot accumulation order. Full repo test suite green.
Boss-room behavior, !zone command surface, and TwinBee narration
arrive in D1c/D1d.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>