Auto-walk: gate on fork/rest, slow cadence, credit DnD streak

Four fixes for the auto-walk loop that was re-clearing the same room
every 15 min while a fork was pending, ignoring the rest lockout, and
not counting expedition activity toward the daily streak:

- advanceOnceWithOpts / runAutopilotWalk now short-circuit to stopFork
  when NodeChoices has a pending fork. Stops phantom kills + duplicate
  loot drops + fork re-prompts on the same cleared room.
- fireExpeditionAutoRuns honors restingLockoutRemaining so the
  background ticker no longer walks through a long rest.
- autoRunCooldown 15m -> 2h, autoRunTickInterval 5m -> 15m. Auto-walk
  DMs are now a once-in-a-while ping, not a steady drip.
- markActedToday + HasActedToday recognise LastActionDate. Wired into
  !rest short/long, !expedition start/abandon, !extract, foreground
  !zone advance, and !zone go so DnD-side activity credits the streak
  even when the expedition ends before midnight.

(cherry picked from commit 9e27fd8257a4c92150ad584b393bf5a72270b82c)
This commit is contained in:
prosolis
2026-05-18 17:16:04 -07:00
parent e4518c9c39
commit 01d2329993
7 changed files with 76 additions and 5 deletions

View File

@@ -311,7 +311,30 @@ func (c *AdventureCharacter) CanDoHarvest(isHoliday bool) bool {
}
func (c *AdventureCharacter) HasActedToday() bool {
return c.CombatActionsUsed > 0 || c.HarvestActionsUsed > 0
if c.CombatActionsUsed > 0 || c.HarvestActionsUsed > 0 {
return true
}
// DnD-side flows (expedition / zone / rest / autopilot) don't touch
// the legacy action counters; they credit the day via LastActionDate
// instead. Honor that so a player who ran an expedition all day and
// extracted before midnight still counts as having acted.
return c.LastActionDate == time.Now().UTC().Format("2006-01-02")
}
// markActedToday stamps the player's LastActionDate to today so the
// midnight reset credits the day. Safe to call on every DnD-side action;
// no-ops if the date is already today.
func markActedToday(userID id.UserID) {
today := time.Now().UTC().Format("2006-01-02")
c, err := loadAdvCharacter(userID)
if err != nil || c == nil {
return
}
if c.LastActionDate == today {
return
}
c.LastActionDate = today
_ = saveAdvCharacter(c)
}
func (c *AdventureCharacter) AllActionsUsed(isHoliday bool) bool {

View File

@@ -261,6 +261,7 @@ func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter
// Log the start with prewritten flavor.
startLine := flavor.Pick(flavor.ExpeditionStart)
_ = appendExpeditionLog(exp.ID, 1, "narrative", "expedition started", startLine)
markActedToday(ctx.Sender)
var b strings.Builder
b.WriteString(fmt.Sprintf("🗺 **Expedition begins — %s** _(T%d)_\n\n", zone.Display, int(zone.Tier)))
@@ -484,6 +485,7 @@ func (p *AdventurePlugin) expeditionCmdAbandon(ctx MessageContext) error {
if err := abandonExpedition(ctx.Sender); err != nil {
return p.SendDM(ctx.Sender, "Couldn't abandon: "+err.Error())
}
markActedToday(ctx.Sender)
_ = retireAllRegionRuns(exp)
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative", "expedition abandoned", "")
if err := p.SendDM(ctx.Sender, fmt.Sprintf(
@@ -583,6 +585,21 @@ func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, com
return autopilotWalkResult{initErr: "No active region run. Try `!region` to refresh."}
}
// Already standing at a pending fork: autopilot can't pick for the
// player. Re-emit the prompt with rooms=0 so the background DM
// suppression keeps quiet and we don't tick the rooms counter on a
// no-op walk.
if run, rerr := getActiveZoneRun(ctx.Sender); rerr == nil && run != nil {
if pf, derr := decodePendingFork(run.NodeChoices); derr == nil && pf != nil {
zone := zoneOrFallback(run.ZoneID)
return autopilotWalkResult{
finalMsg: renderForkPrompt(zone, *pf),
rooms: 0,
reason: stopFork,
}
}
}
var stream []string
var finalMsg string
rooms := 0

View File

@@ -252,6 +252,7 @@ func (p *AdventurePlugin) handleExtractCmd(ctx MessageContext, _ string) error {
line := flavor.Pick(flavor.ExtractionVoluntary)
_ = appendExpeditionLog(updated.ID, updated.CurrentDay, "narrative",
"voluntary extraction", line)
markActedToday(ctx.Sender)
var b strings.Builder
b.WriteString(fmt.Sprintf("🚪 **Extraction — %s, Day %d**\n\n",

View File

@@ -114,6 +114,7 @@ func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
}
markActedToday(ctx.Sender)
var msg string
if c.HPCurrent > before {
@@ -208,6 +209,7 @@ func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
}
markActedToday(ctx.Sender)
_ = refreshAllResources(ctx.Sender)
// Phase 9: spell slots refresh on long rest.
_ = refreshSpellSlots(ctx.Sender)

View File

@@ -308,6 +308,9 @@ func (p *AdventurePlugin) zoneCmdMap(ctx MessageContext) error {
b.WriteString(renderZoneGraphMap(g, run))
b.WriteString("\n```\n")
b.WriteString("_E=Entry ?=Exploration T=Trap ★=Elite ☠=Boss ⚿=Secret · ✓ cleared ▶ here · pending locked_")
if path := renderVisitedPath(g, run); path != "" {
b.WriteString("\n**Path:** " + path)
}
return p.SendDM(ctx.Sender, b.String())
}
// No registered graph (defensive — every zone has one post-G8).
@@ -455,8 +458,23 @@ func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact bool)
reason: stopBlocked,
}, nil
}
// compact==true is the background auto-walk path; only credit
// player-initiated advances toward the daily streak.
if !compact {
markActedToday(ctx.Sender)
}
_ = applyMoodDecayIfStale(run)
zone := zoneOrFallback(run.ZoneID)
// A pending fork means advanceTransitionGraph already cleared the
// current room and stopped — re-running resolveRoom would re-fire
// combat and re-drop loot on the same room. Re-emit the fork prompt
// and let the caller surface it; the player commits via !zone go <n>.
if pf, derr := decodePendingFork(run.NodeChoices); derr == nil && pf != nil {
return advanceResult{
final: renderForkPrompt(zone, *pf),
reason: stopFork,
}, nil
}
prev := run.CurrentRoomType()
prevIdx := run.CurrentRoom

View File

@@ -187,6 +187,7 @@ func (p *AdventurePlugin) zoneCmdGo(ctx MessageContext, rest string) error {
if aerr := advanceZoneRunNode(run.RunID, chosen.To); aerr != nil {
return p.SendDM(ctx.Sender, "Couldn't advance: "+aerr.Error())
}
markActedToday(ctx.Sender)
g, _ := loadZoneGraph(run.ZoneID)
zone := zoneOrFallback(run.ZoneID)
fromNode := g.Nodes[run.CurrentNode]

View File

@@ -34,12 +34,13 @@ const (
// autoRunTickInterval — how often the ticker wakes. The per-expedition
// cooldown is what actually paces; the tick just has to be frequent
// enough that the cooldown is enforced cleanly.
autoRunTickInterval = 5 * time.Minute
autoRunTickInterval = 15 * time.Minute
// autoRunCooldown — minimum gap between background walks for one
// expedition. 15 min keeps the dungeon moving while leaving room for
// the player to step in and steer if they want.
autoRunCooldown = 15 * time.Minute
// expedition. 2h is the slow cadence: the dungeon still moves on its
// own while the player is away, but the auto-walk DM stays a
// once-in-a-while ping instead of a steady drip.
autoRunCooldown = 2 * time.Hour
// autoRunMinExpeditionAge — don't auto-walk a brand-new expedition;
// let the player walk the first beat manually so the opening reads
@@ -93,6 +94,14 @@ func (p *AdventurePlugin) fireExpeditionAutoRuns(now time.Time) {
if hasActiveCombatSession(uid) {
continue
}
// Honor the rest lockout — short/long rest set RestingUntil and
// foreground !expedition run checks it; background must too, or
// the auto-walk ticker fires through a long rest.
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
if restingLockoutRemaining(c) > 0 {
continue
}
}
if err := p.tryAutoRun(e, now); err != nil {
slog.Warn("expedition: autorun step", "expedition", e.ID, "err", err)
}