feat: add secret rooms and mini-bosses on floors 4/9/14/19
Add RoomSecret (5% chance) and RoomMiniBoss room types. Add 4 mini-boss monsters at 60% of boss stats (Guardian's Herald, Warden's Shadow, Overlord's Lieutenant, Archlich's Harbinger) with IsMiniBoss flag and boss pattern logic. Secret rooms grant double treasure. Mini-boss rooms are placed on floors 4/9/14/19 at room index 1. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -37,7 +37,49 @@ func TestRoomTypeProbability(t *testing.T) {
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}
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combatPct := float64(counts[RoomCombat]) / float64(n) * 100
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if combatPct < 40 || combatPct > 50 {
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t.Errorf("Combat room probability: got %.1f%%, want ~45%%", combatPct)
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t.Errorf("Combat room probability: got %.1f%%, want ~45%% (range 5-50)", combatPct)
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}
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}
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func TestSecretRoomInRandomType(t *testing.T) {
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counts := make(map[RoomType]int)
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n := 10000
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for i := 0; i < n; i++ {
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counts[RandomRoomType()]++
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}
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secretPct := float64(counts[RoomSecret]) / float64(n) * 100
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if secretPct < 2 || secretPct > 8 {
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t.Errorf("Secret room probability: got %.1f%%, want ~5%%", secretPct)
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}
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// Verify RoomMiniBoss is never returned by RandomRoomType
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if counts[RoomMiniBoss] > 0 {
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t.Errorf("MiniBoss rooms should not be generated randomly, got %d", counts[RoomMiniBoss])
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}
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}
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func TestMiniBossRoomPlacement(t *testing.T) {
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for _, floorNum := range []int{4, 9, 14, 19} {
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floor := GenerateFloor(floorNum)
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found := false
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for _, r := range floor.Rooms {
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if r.Type == RoomMiniBoss {
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found = true
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break
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}
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}
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if !found {
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t.Errorf("Floor %d should have a mini-boss room", floorNum)
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}
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}
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// Non-miniboss floors should not have mini-boss rooms
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for _, floorNum := range []int{1, 3, 5, 10} {
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floor := GenerateFloor(floorNum)
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for _, r := range floor.Rooms {
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if r.Type == RoomMiniBoss {
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t.Errorf("Floor %d should not have a mini-boss room", floorNum)
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break
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}
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}
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}
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}
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