Files
gogobee/internal/plugin/zone_graph_manor_blackspire_test.go
prosolis c37c95a3e3 N5/D4: secret content pass — treasure-cache secret rooms + cross-zone keys
Secret rooms were dead content: every NodeKindSecret node silently
collapsed to a normal exploration fight and its authored LootBias
(1.5-3.0) was never read at runtime. D4 makes them what they read as —
no-combat treasure caches.

resolveRoom now diverts a secret node (keyed off the graph node, since
CurrentRoomType has already lost the kind) to resolveSecretRoom before
the RoomType switch — shared by manual !zone advance, !expedition run
autopilot, and the sim. Each secret pays a guaranteed journal page
(the D1a grant hook built "for secret rooms"), a LootBias-weighted
treasure roll (floored at elite weight), and a guaranteed zone-tier
consumable cache, with bespoke in-world discovery flavor.

Underdark was the only T2+ zone with no secret; added at throne_gallery
on the universal R4 tail (Lost Reliquary, Perception DC 17), merging to
throne_steps so it's length-neutral.

Two cross-zone keys: the Sunken Temple's Coral Reliquary grants a Sunken
Sigil that opens a Sealed Reliquary in Manor Blackspire; the Underforge's
Forge Vault grants an Underforge Seal that opens a Sealed Vault in the
Underdark. Keys are persistent inventory items matched against LockKey
key_id; grants are idempotent.

Graph validator + no-soft-lock pass on both touched graphs; combat golden
byte-identical; go build/vet/test green repo-wide.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
2026-07-10 16:02:15 -07:00

105 lines
3.8 KiB
Go

package plugin
import "testing"
func TestManorBlackspireGraph_Registered(t *testing.T) {
g, ok := zoneGraphRegistry[ZoneManorBlackspire]
if !ok {
t.Fatal("zoneManorBlackspireGraph not registered")
}
if g.Entry != "manor_blackspire.entry" {
t.Errorf("entry node = %q", g.Entry)
}
// Long-expedition D1-c widened this zone from 11 → 35 nodes so the
// longest entry→boss walk lands in the T3 [22,26] traversal band.
// N5/D4 added the Sealed Reliquary cross-zone vault → 36.
if len(g.Nodes) != 36 {
t.Errorf("nodes = %d, want 36", len(g.Nodes))
}
}
// TestManorBlackspireGraph_StackedForks captures the design shape: great_hall
// exposes three options; upper_hall exposes four since N5/D4 added the Sealed
// Reliquary key spoke (the other three remain the elite/secret/tower gates).
func TestManorBlackspireGraph_StackedForks(t *testing.T) {
g := zoneManorBlackspireGraph()
want := map[string]int{
"manor_blackspire.great_hall": 3,
"manor_blackspire.upper_hall": 4,
}
for hub, n := range want {
if outs := g.outgoingEdges(hub); len(outs) != n {
t.Errorf("%s outgoing = %d, want %d", hub, len(outs), n)
}
}
}
func TestManorBlackspireGraph_AllSpokesReachBoss(t *testing.T) {
g := zoneManorBlackspireGraph()
for _, leaf := range []string{
// great_hall spokes (entry of each 3-node branch).
"manor_blackspire.portrait_gallery",
"manor_blackspire.locked_study",
"manor_blackspire.forbidden_library",
// upper_hall spokes.
"manor_blackspire.master_bedroom",
"manor_blackspire.hidden_oratory",
"manor_blackspire.tower_observatory",
"manor_blackspire.sealed_reliquary",
} {
if !reachable(g, leaf, "manor_blackspire.boss") {
t.Errorf("%s unreachable to boss", leaf)
}
}
}
// TestManorBlackspireGraph_LockLevelMinFirstUse verifies the tower spoke
// still carries the LockLevelMin gate so all four lock kinds (None,
// Perception, StatCheck, LevelMin) remain authored within this zone.
func TestManorBlackspireGraph_LockLevelMinFirstUse(t *testing.T) {
g := zoneManorBlackspireGraph()
var levelMinEdge *ZoneEdge
for _, outs := range g.Edges {
for i := range outs {
if outs[i].Lock == LockLevelMin {
levelMinEdge = &outs[i]
}
}
}
if levelMinEdge == nil {
t.Fatal("expected at least one LockLevelMin edge")
}
if min := lockDataInt(levelMinEdge.LockData, "min_level", 0); min < 7 {
t.Errorf("min_level = %d, want >= 7 (T3 zone)", min)
}
if levelMinEdge.Hint == "" {
t.Error("level-gated edge missing hint")
}
}
// TestManorBlackspireGraph_SymmetricBranches locks in the D1-c design
// intent: all six fork spokes are 3 mid-nodes long so any route walks
// the same 23-room length — the choice is loot/encounter, not shortcut.
func TestManorBlackspireGraph_SymmetricBranches(t *testing.T) {
g := zoneManorBlackspireGraph()
checks := []struct {
from, to, via string
want int
}{
// great_hall → second_floor_landing, hops via each spoke.
{"manor_blackspire.great_hall", "manor_blackspire.second_floor_landing", "manor_blackspire.portrait_gallery", 4},
{"manor_blackspire.great_hall", "manor_blackspire.second_floor_landing", "manor_blackspire.locked_study", 4},
{"manor_blackspire.great_hall", "manor_blackspire.second_floor_landing", "manor_blackspire.forbidden_library", 4},
// upper_hall → spire_corridor, hops via each spoke.
{"manor_blackspire.upper_hall", "manor_blackspire.spire_corridor", "manor_blackspire.master_bedroom", 4},
{"manor_blackspire.upper_hall", "manor_blackspire.spire_corridor", "manor_blackspire.hidden_oratory", 4},
{"manor_blackspire.upper_hall", "manor_blackspire.spire_corridor", "manor_blackspire.tower_observatory", 4},
}
for _, c := range checks {
got := bfsHops(g, c.from, c.to, c.via)
if got != c.want {
t.Errorf("hops %s → %s via %s = %d, want %d", c.from, c.to, c.via, got, c.want)
}
}
}