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