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Wires the basic camp surface per gogobee_expedition_system.md §5. Two camp types ship: rough (any location, +0.5 SU, partial rest) and standard (cleared room, +1 SU, full long rest). Fortified and base camps remain explicitly rejected at the surface — those wire up in E2 and E4 respectively, so the command tree is forward-compatible. Placement validation per §5.2: boss rooms and trap rooms reject; non- cleared rooms downgrade an intended standard camp to rough. Active- enemy detection is deferred to E2 (it needs the combat-state hooks that don't exist on the expedition path yet). Until !advance is wired into the expedition layer, the player is treated as standing at the entry room (always cleared), so today's validation effectively only fires once room context catches up. Camp-pitch consumes SU immediately and uses flavor.CampEstablished for the narrative line. !camp break struck and recorded. !camp with no arg shows help + current camp state. Tests cover deduction amounts, double-pitch rejection, break, locked- type rejection (fortified/base), insufficient-supply rejection, and boss-room placement guard via a synthetic zone run. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
58 KiB
58 KiB