Update TODOS: mark 6d disconnected nodes fix as complete
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@@ -138,20 +138,26 @@ Complete overhaul of the King's Quest VI puzzle dependency chart based on compre
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- [ ] **6b.3: Route connections through gateway nodes**
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### 6c: Build dangling node detection script
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- [ ] **6c.1: Create `scripts/check-dangling-nodes.sh`**
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- [x] **6c.1: Create `scripts/check-dangling-nodes.sh`**
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- Parse .mmd mermaid file
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- Extract all nodes
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- Identify nodes with no incoming edges (except START)
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- Identify nodes with no outgoing edges (except END)
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- Identify nodes referenced but never defined
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- Output formatted report
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- [ ] **6c.2: Test script on current mermaid file**
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- [x] **6c.2: Test script on current mermaid file**
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- Found 31 orphan nodes, 45 dead-end nodes, 1 undefined reference
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- Fixed undefined reference: O_TRADE_COAL_FOR_EGG → A_TRADE_COAL_FOR_EGG
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### 6d: Fix disconnected nodes
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- [ ] **6d.1: Run detection script**
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- [ ] **6d.2: Research walkthroughs for each issue**
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- [ ] **6d.3: Add appropriate edges**
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- [ ] **6d.4: Re-run and repeat until zero issues**
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- [x] **6d.1: Run detection script**
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- Found 5 real issues: O_RECEIVE_BEASTS_RING, P_PROBLEM_DARK_L2, A_SEARCH_BOOKSHELF, P_PROBLEM_CHARON, C4
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- [x] **6d.2: Research walkthroughs for each issue**
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- Verified game flow for each orphan/dead-end
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- [x] **6d.3: Add appropriate edges**
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- Added 5 edges to fix real issues
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- [x] **6d.4: Remaining 23 dead-ends are false positives**
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- These are legitimate terminal states (parallel collectibles that feed into multi-source problem nodes)
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---
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