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Backtracking (revisit R2) breaks the assumption every zone-run caller quietly relied on: that CurrentRoom == len(VisitedNodes)-1. Position and progress have been the same number only because navigation was forward-only. Split them. CurrentRoom is now the first-entry index of CurrentNode in VisitedNodes -- the room number the player was shown on the way in, and the salt that enemy/trap/harvest/encounter keys hash. A revisited room therefore resolves to the same room. RoomsTraversed is a new monotonic step counter, persisted, backfilled from visited_nodes for in-flight rows. The audit found only two progress-shaped reads. narrationCadence moves to RoomsTraversed so a backtracking player draws fresh flavor rather than replaying the entry-room lines. The other was a latent bug: zoneCmdGo labelled the room it moved into as CurrentRoom+1, which is only correct at the frontier; advanceZoneRunNode now returns the true path index. VisitedNodes becomes an ordered set and RoomsCleared becomes idempotent -- both no-ops while navigation is forward-only, both load-bearing after R2. No player-visible behavior change. Nothing to route off RoomsTraversed for threat/SU: verified at HEAD that movement charges neither. Threat comes from combat, supplies burn per day. The revisit plan's cost model claimed otherwise and has been corrected -- R2's "discount" is really a net-new cost decision.
82 KiB
82 KiB