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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.
36 lines
1.3 KiB
Go
36 lines
1.3 KiB
Go
package plugin
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import (
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"log/slog"
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"gogobee/internal/db"
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)
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// bootstrapRoomsTraversed backfills dnd_zone_run.rooms_traversed for rows
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// that predate the revisit R1 column. Before R1 the step counter was implicit
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// — len(visited_nodes) — because navigation was forward-only, so replaying
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// that identity is an exact reconstruction, not an estimate.
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//
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// The ALTER lands DEFAULT 0, which would tell an in-flight run it has walked
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// nowhere: ambient narration cadence would reset to the entry-room line and
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// R2's revisit preflight would read a fresh run. Hence the backfill.
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//
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// Idempotent, and safe to run against live rows: every row written after R1
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// inserts rooms_traversed >= 1 (the entry node counts as one traversal), so
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// `rooms_traversed = 0` uniquely identifies a row this has not yet touched.
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// Kept in-tree permanently — a fresh deploy restoring an old backup needs it
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// (feedback_loader_rewire_needs_bootstrap).
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func bootstrapRoomsTraversed() {
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res, err := db.Get().Exec(`
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UPDATE dnd_zone_run
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SET rooms_traversed = MAX(json_array_length(visited_nodes), 1)
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WHERE rooms_traversed = 0`)
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if err != nil {
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slog.Error("bootstrap: rooms_traversed backfill failed", "err", err)
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return
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}
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if n, _ := res.RowsAffected(); n > 0 {
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slog.Warn("bootstrap: rooms_traversed backfilled from visited_nodes", "rows", n)
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}
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}
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