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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>
145 lines
4.5 KiB
Go
145 lines
4.5 KiB
Go
package plugin
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import (
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"fmt"
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"strings"
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)
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// Phase 12 E6 — Expedition map renderer.
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// Spec: gogobee_expedition_system.md §14 (`!map` — "Display expedition
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// progress as ASCII region/room map").
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//
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// For multi-region zones (Underdark / Dragon's Lair / Abyss Portal) the
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// output is a two-row region chain on top of the existing per-run room
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// map. Single-region zones render just the room map. The room map is
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// rendered by renderZoneMap (dnd_zone_cmd.go) — this file only adds the
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// region chain layer and the !map / !expedition map command wiring.
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// renderRegionChain renders the multi-region progression as
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// Region1──Region2──Region3──Region4 with a status row underneath
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// (✓ cleared, ▶ here, · pending). Returns "" for single-region zones.
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func renderRegionChain(e *Expedition) string {
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regions := regionsForZone(e.ZoneID)
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if len(regions) == 0 {
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return ""
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}
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cur, _ := CurrentRegion(e)
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cleared := regionListFromState(e, regionStateClearedKey)
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camps := regionListFromState(e, regionStateBaseCampKey)
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var top, bot strings.Builder
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for i, r := range regions {
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if i > 0 {
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top.WriteString("──")
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bot.WriteString(" ")
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}
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// Top row: short region label (first letters of each word, max 3).
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top.WriteString(regionGlyph(r.Name))
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// Bottom row: status marker, with ⛺ overlay when a base camp
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// has been pitched there.
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var marker string
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switch {
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case regionListContains(cleared, r.ID):
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marker = "✓"
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case r.ID == cur.ID:
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marker = "▶"
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default:
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marker = "·"
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}
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if regionListContains(camps, r.ID) {
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marker = "⛺"
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}
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bot.WriteString(marker)
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}
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return top.String() + "\n" + bot.String()
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}
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// regionGlyph builds a 2-3 char abbreviation for a region name. Initials
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// of each word, capped at 3 chars. "Surface Tunnels" → "ST",
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// "The Deep Throne" → "TDT", "Drow Outpost" → "DO".
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func regionGlyph(name string) string {
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parts := strings.Fields(name)
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var b strings.Builder
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for _, p := range parts {
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if len(p) == 0 {
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continue
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}
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b.WriteByte(p[0])
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if b.Len() >= 3 {
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break
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}
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}
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return strings.ToUpper(b.String())
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}
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// renderRegionLegend lists the abbreviations used in renderRegionChain so
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// the player can decode the glyphs. Empty for single-region zones.
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func renderRegionLegend(e *Expedition) string {
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regions := regionsForZone(e.ZoneID)
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if len(regions) == 0 {
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return ""
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}
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parts := make([]string, 0, len(regions))
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for _, r := range regions {
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parts = append(parts, fmt.Sprintf("%s=%s", regionGlyph(r.Name), r.Name))
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}
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return strings.Join(parts, " ")
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}
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// ── !map command ────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleExpeditionMapCmd(ctx MessageContext, _ string) error {
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exp, err := getActiveExpedition(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
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}
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if exp == nil {
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return p.SendDM(ctx.Sender, "No active expedition. Use `!expedition start <zone>`.")
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}
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zone, _ := getZone(exp.ZoneID)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🗺 **%s — Expedition Map (Day %d)**\n", zone.Display, exp.CurrentDay))
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chain := renderRegionChain(exp)
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if chain != "" {
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cur, _ := CurrentRegion(exp)
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b.WriteString("```\n")
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b.WriteString(chain)
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b.WriteString("\n```\n")
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b.WriteString(fmt.Sprintf("_Current region: **%s**_\n\n", cur.Name))
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}
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// Per-run room map. The expedition's zone run is the per-region
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// dungeon instance; for single-region zones it's the only run.
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run, _ := getActiveZoneRun(ctx.Sender)
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if run != nil {
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if g, ok := loadZoneGraph(run.ZoneID); ok {
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b.WriteString("```\n")
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b.WriteString(renderZoneGraphMap(g, run))
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b.WriteString("\n```\n")
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b.WriteString("_E=Entry ?=Exploration T=Trap ★=Elite ☠=Boss ⚿=Secret · ✓ cleared ▶ here · pending ╳ locked_")
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if chain != "" {
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b.WriteString("\n_Regions: ")
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b.WriteString(renderRegionLegend(exp))
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b.WriteString(" · ⛺ base camp pitched_")
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}
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} else {
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b.WriteString("_(no room layout — between rooms or pre-entry)_")
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if chain != "" {
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b.WriteString("\n_Regions: ")
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b.WriteString(renderRegionLegend(exp))
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b.WriteString(" · ⛺ base camp pitched_")
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}
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}
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} else {
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b.WriteString("_(no room layout — between rooms or pre-entry)_")
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if chain != "" {
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b.WriteString("\n_Regions: ")
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b.WriteString(renderRegionLegend(exp))
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b.WriteString(" · ⛺ base camp pitched_")
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}
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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