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https://github.com/prosolis/gogobee.git
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Hand-authored zoneCryptValdrisGraph() (8 nodes incl. fork + Perception DC 15 secret reliquary) self-registers at init. Two surgical bridges so new runs traverse the authored graph when GOGOBEE_BRANCHING_ZONES=1: startZoneRun seeds current_node from g.Entry, and DungeonRun.CurrentRoomType resolves via the live node's kind so divergent paths (secret_chamber) dispatch through the right resolver. Gate off is bit-identical to pre-G7. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
139 lines
5.0 KiB
Go
139 lines
5.0 KiB
Go
package plugin
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import (
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"testing"
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)
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// TestCryptValdrisGraph_Registered verifies the POC graph is in the
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// registry (init-time registration) so loadZoneGraph returns it instead
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// of the legacy linear compile.
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func TestCryptValdrisGraph_Registered(t *testing.T) {
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g, ok := zoneGraphRegistry[ZoneCryptValdris]
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if !ok {
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t.Fatal("zoneCryptValdrisGraph not registered")
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}
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if g.Entry != "crypt_valdris.entry" {
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t.Errorf("entry node = %q, want crypt_valdris.entry", g.Entry)
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}
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if g.Boss != "crypt_valdris.boss" {
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t.Errorf("boss node = %q, want crypt_valdris.boss", g.Boss)
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}
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if len(g.Nodes) != 8 {
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t.Errorf("nodes = %d, want 8", len(g.Nodes))
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}
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}
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// TestCryptValdrisGraph_BothPathsReachBoss confirms that both the
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// main_hall (elite) path and the side_chapel (perception-gated) path
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// can reach the boss. Validates G7 design intent: no path is a
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// dead-end.
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func TestCryptValdrisGraph_BothPathsReachBoss(t *testing.T) {
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g := zoneCryptValdrisGraph()
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if !reachable(g, "crypt_valdris.main_hall", "crypt_valdris.boss") {
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t.Error("main_hall path unreachable to boss")
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}
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if !reachable(g, "crypt_valdris.side_chapel", "crypt_valdris.boss") {
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t.Error("side_chapel path unreachable to boss")
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}
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if !reachable(g, "crypt_valdris.secret_chamber", "crypt_valdris.boss") {
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t.Error("secret_chamber path unreachable to boss")
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}
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}
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// TestCryptValdrisGraph_ForkLayout asserts the fork has both options
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// and that side_chapel is the locked / hinted one.
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func TestCryptValdrisGraph_ForkLayout(t *testing.T) {
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g := zoneCryptValdrisGraph()
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outs := g.outgoingEdges("crypt_valdris.fork")
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if len(outs) != 2 {
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t.Fatalf("fork outgoing edges = %d, want 2", len(outs))
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}
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// outgoingEdges sorts by weight asc — main_hall (weight 1) first.
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if outs[0].To != "crypt_valdris.main_hall" || outs[0].Lock != LockNone {
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t.Errorf("first edge = %+v, want main_hall/LockNone", outs[0])
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}
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if outs[1].To != "crypt_valdris.side_chapel" || outs[1].Lock != LockPerception {
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t.Errorf("second edge = %+v, want side_chapel/LockPerception", outs[1])
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}
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if outs[1].Hint == "" {
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t.Error("side_chapel edge missing player-facing hint")
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}
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}
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// TestCryptValdrisGraph_SecretGated verifies secret_chamber sits behind
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// a higher-DC perception lock and carries a loot bias.
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func TestCryptValdrisGraph_SecretGated(t *testing.T) {
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g := zoneCryptValdrisGraph()
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outs := g.outgoingEdges("crypt_valdris.side_chapel")
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var secretEdge *ZoneEdge
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for i := range outs {
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if outs[i].To == "crypt_valdris.secret_chamber" {
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secretEdge = &outs[i]
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break
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}
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}
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if secretEdge == nil {
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t.Fatal("no edge from side_chapel to secret_chamber")
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}
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if secretEdge.Lock != LockPerception {
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t.Errorf("secret edge lock = %s, want perception", secretEdge.Lock)
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}
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if dc := lockDataInt(secretEdge.LockData, "dc", 0); dc < 15 {
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t.Errorf("secret DC = %d, want >= 15", dc)
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}
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secret := g.Nodes["crypt_valdris.secret_chamber"]
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if secret.Content.LootBias < 1.5 {
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t.Errorf("secret LootBias = %v, want >= 1.5 (cruel without loot)", secret.Content.LootBias)
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}
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}
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// TestCurrentRoomType_GraphAuthored verifies that in gated graph mode,
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// CurrentRoomType resolves via the registered graph's node kind rather
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// than the legacy RoomSeq lookup. This is what makes side_path nodes
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// (e.g. the secret_chamber) resolve to the right RoomType when the
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// player diverges from the canonical RoomSeq layout.
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func TestCurrentRoomType_GraphAuthored(t *testing.T) {
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t.Setenv("GOGOBEE_BRANCHING_ZONES", "1")
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// Mismatched RoomSeq vs. live CurrentNode: CurrentRoom=2 would land
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// on RoomTrap in the legacy fallback, but the graph node kind is
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// Elite (main_hall). Graph wins.
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run := &DungeonRun{
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ZoneID: ZoneCryptValdris,
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CurrentRoom: 2,
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CurrentNode: "crypt_valdris.main_hall",
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RoomSeq: []RoomType{RoomEntry, RoomExploration, RoomTrap, RoomElite, RoomBoss},
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}
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if got := run.CurrentRoomType(); got != RoomElite {
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t.Errorf("graph mode + main_hall: got %s, want %s", got, RoomElite)
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}
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run.CurrentNode = "crypt_valdris.boss"
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if got := run.CurrentRoomType(); got != RoomBoss {
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t.Errorf("graph mode + boss node: got %s, want %s", got, RoomBoss)
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}
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run.CurrentNode = "crypt_valdris.secret_chamber"
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// Secret nodes flatten to RoomExploration for legacy resolveRoom
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// dispatch (per nodeKindToRoomType — no separate Secret RoomType yet).
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if got := run.CurrentRoomType(); got != RoomExploration {
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t.Errorf("graph mode + secret node: got %s, want %s", got, RoomExploration)
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}
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}
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// TestCurrentRoomType_GateOffUsesRoomSeq asserts the legacy behavior is
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// untouched when the gate is off: RoomSeq[CurrentRoom] is authoritative
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// even though Crypt of Valdris has a registered graph.
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func TestCurrentRoomType_GateOffUsesRoomSeq(t *testing.T) {
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t.Setenv("GOGOBEE_BRANCHING_ZONES", "")
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run := &DungeonRun{
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ZoneID: ZoneCryptValdris,
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CurrentRoom: 2,
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CurrentNode: "crypt_valdris.main_hall",
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RoomSeq: []RoomType{RoomEntry, RoomExploration, RoomTrap, RoomElite, RoomBoss},
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}
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if got := run.CurrentRoomType(); got != RoomTrap {
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t.Errorf("gate off: got %s, want %s (RoomSeq lookup)", got, RoomTrap)
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}
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}
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