Commit Graph

2 Commits

Author SHA1 Message Date
prosolis
20689a693b H1: Josie harvest semantics in autopilot
Replace retry-to-success grind with one-roll-per-charge. Every node
swing — Common through Legendary — consumes a charge regardless of
outcome. Rarity no longer pauses the autopilot.

Removed: autoHarvestPerNodeAttempts cap, isRarePlus filter, RarePending
field, renderRarePendingFooter, stopRareNode reason. Pluralize "fails"
since whiffs are now expected.

Per gogobee_harvest_charges_plan.md H1.
2026-05-17 12:24:18 -07:00
prosolis
f404f95202 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.
2026-05-14 23:13:01 -07:00