server: improve autonomous hunt, travel, and supply recovery - #186
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- Hunt calibration: shared bounded corrections for untested regions, no candidate ceiling, compact topology reachability with incremental transport validation, and fixture-only planning horizons. - Supply recovery replaces the insufficient-potion-funds terminal: degraded challenge frontier, gold/safety-weighted region selection, affordable partial restock, and survival selling at the nearest reachable safe merchant when no profitable trip exists. - Transit escape: progress-based fixed-goal failure accounting, one no-chase defense attempt per episode, persistent corridor blockers confirmed route-critical on repeat detours, exhaustion honored on nominally successful plans, and a bounded 30-second breakout. Depot replans respect suppressed tiles and defer the depot-unavailable stop while a blocker is active. - Gameplay fixture fixes: guaranteed-loot monster no longer races defensive AI; mainland loop uses a fixture-only planning horizon.
A full box-in produces plan failures instead of detours, so the detour-driven escalation never accumulated: failed depot route validations (including failed NPC-travel approach legs) now feed fixed-goal failure accounting, and any failed fixed-goal route with adjacent hostiles confirms those monsters route-critical so transit defense engages immediately. Exhaustion, breakout, and the bounded terminal fallback follow as before.
Keep a 2-potion safety floor only while Light Healing is level-eligible and unlearned. Otherwise leftover gold buys up to 20 flasks so 40-minute hunts are not stuck on two-flask trash spawns. Capacity pressure still replaces cargo but cannot end a hunt before 30 minutes.
This was referenced Sep 13, 2026
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Related: #51, #46, #148, #28, #38, #54.