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Five post-game dungeons above the T5 ceiling, gated on both T5 bosses beaten + level 18. Opt-in endgame: deadly solo, clearable by a party with Pete + pets. - P1 gating: postgameUnlocked (T5 clears + level floor), zonesForLevel excludes T6 unconditionally; wired into startZoneRun, !zone/!expedition, party accept, boredom picker, and the list dividers. - P2 bestiary: 15 elites + 5 signature bosses (Layer-1 stat blocks). - P3 zone defs + 4-region registries; ZoneLootEntry.BossOnly. - P4 five zone graphs on a shared builder (44–52 rooms, no soft-lock; Ossuary secret Verse nodes). - P5 loot: BossOnly enforced; signature items are real registry magic items; five Thom pity recipes off the per-zone crafting anchors. - P6 narration/flavor (5 files), T6 achievements, Pete stays zone-parametric. - P7 (in progress): sim can now reach gated T6 (SimRunner.SeedPostgameUnlock + IsPostgameZone). First calibration pass on millenia — hardened ossuary + drowned_star, softened first_hoard + unplace; last_meridian in band. Fix: party members were refused from every T6 zone because expeditionCmdAccept ran the level gate (which excludes T6) before the postgame check — the intended party endgame was unreachable. Route T6 through postgameUnlocked. Regression tests added.
26 lines
748 B
Go
26 lines
748 B
Go
package plugin
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import "testing"
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func TestLastMeridianGraph_Invariants(t *testing.T) {
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assertPostgameGraph(t, ZoneLastMeridian, zoneLastMeridianGraph)
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}
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// TestLastMeridianGraph_RhythmLocks verifies the escapement's rhythm gate
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// (INT on fork2) and the unspent-time secret pockets are authored.
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func TestLastMeridianGraph_RhythmLocks(t *testing.T) {
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g := zoneLastMeridianGraph()
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if got := countSecretNodes(g); got != 3 {
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t.Errorf("secret nodes = %d, want 3", got)
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}
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intFork := false
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for _, e := range g.outgoingEdges("last_meridian.fork2") {
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if e.Lock == LockStatCheck && lockDataString(e.LockData, "stat") == "INT" {
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intFork = true
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}
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}
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if !intFork {
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t.Error("Last Meridian fork2 should gate on INT (escapement rhythm)")
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}
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}
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