WIP: DM window tiers, expedition activity dedup, harvest gating

- Split advDMResponseWindow into a 12h low-priority tier for passive
  overnight-tolerant prompts (pet arrival/type/name); bump pet arrival
  chance 15% -> 30%.
- Skip zone_run activity lines for runs that belong to an active
  expedition — the expedition rollup is the source of truth.
- Loosen currentRoomCleared: Entry/Exploration/Trap allow harvest
  unconditionally (risk is the combat-interrupt roll); Elite/Boss stay
  gated on RoomsCleared.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-13 22:53:58 -07:00
parent 4af110cc20
commit 0ca17628d4
5 changed files with 79 additions and 16 deletions

View File

@@ -70,7 +70,13 @@ func (p *AdventurePlugin) advUserLock(userID id.UserID) *sync.Mutex {
return val.(*sync.Mutex)
}
// advDMResponseWindow is the default window for active state-holding
// prompts (shop/blacksmith/hospital/masterwork/treasure confirms).
// Passive overnight-tolerant prompts (pet arrival, flavor DMs) use
// advDMResponseWindowLow so a player who gets DM'd at 1am can still
// reply when they wake up.
const advDMResponseWindow = 3 * time.Hour
const advDMResponseWindowLow = 12 * time.Hour
const advTreasureUndoWindow = 10 * time.Minute
// advTreasureUndoToken tracks a recent auto-swap so the player can undo it

View File

@@ -79,6 +79,30 @@ func loadAdvDailyActivity(date string) (map[id.UserID][]AdvDailyActivity, error)
}
rows.Close()
// Pre-load (user_id, zone_id) of active expeditions. Zone runs are now
// exclusively spawned by the expedition layer, and the expedition flips
// a region's run to abandoned on !region travel / inactivity timeout /
// forced extraction. Those transitions are internal — the expedition
// rollup below is the source of truth for the player. Skip zone_run
// entries that match an active expedition to avoid a misleading
// "Withdrew from <zone>" line while the player is still on it.
activeExp := make(map[string]struct{})
expRows, err := d.Query(`
SELECT user_id, zone_id FROM dnd_expedition
WHERE status IN ('active','extracting')`)
if err != nil {
return nil, fmt.Errorf("active expeditions: %w", err)
}
for expRows.Next() {
var u, z string
if err := expRows.Scan(&u, &z); err != nil {
expRows.Close()
return nil, fmt.Errorf("active expedition scan: %w", err)
}
activeExp[u+"|"+z] = struct{}{}
}
expRows.Close()
// 2. dnd_zone_run — rows touched today. Progress count is derived
// from len(visited_nodes) — current_room retired in G9.
rows, err = d.Query(`
@@ -110,6 +134,9 @@ func loadAdvDailyActivity(date string) (map[id.UserID][]AdvDailyActivity, error)
if currentRoom < 0 {
currentRoom = 0
}
if _, onExp := activeExp[uid+"|"+zoneID]; onExp {
continue
}
userID := id.UserID(uid)
zoneDef := zoneOrFallback(ZoneID(zoneID))

View File

@@ -202,8 +202,8 @@ func petShouldArrive(pet PetState, house HouseState) bool {
if pet.ChasedAway {
return pet.Reactivated
}
// 15% daily chance after house tier 1
return rand.Float64() < 0.15
// 30% daily chance after house tier 1 (~3 days average to arrival)
return rand.Float64() < 0.30
}
// petArrivalDM sends the initial "there's an animal in your house" DM.
@@ -221,7 +221,7 @@ func (p *AdventurePlugin) petArrivalDM(userID id.UserID) {
p.pending.Store(string(userID), &advPendingInteraction{
Type: "pet_arrival",
Data: &advPendingPetArrival{},
ExpiresAt: time.Now().Add(advDMResponseWindow),
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
_ = p.SendDM(userID, text)
}
@@ -258,7 +258,7 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_type",
Data: &advPendingPetType{},
ExpiresAt: time.Now().Add(advDMResponseWindow),
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, text)
}
@@ -267,7 +267,7 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_arrival",
Data: &advPendingPetArrival{},
ExpiresAt: time.Now().Add(advDMResponseWindow),
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, "Reply with `chase` or `feed`.")
}
@@ -291,7 +291,7 @@ func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_type",
Data: &advPendingPetType{},
ExpiresAt: time.Now().Add(advDMResponseWindow),
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, "Reply with `dog` or `cat`.")
}
@@ -299,7 +299,7 @@ func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_name",
Data: &advPendingPetName{PetType: petType},
ExpiresAt: time.Now().Add(advDMResponseWindow),
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
article := "a"

View File

@@ -354,13 +354,22 @@ func regionEventActive(e *Expedition, eventID string) bool {
// ── room-state helpers ──────────────────────────────────────────────────────
// currentRoomCleared reports whether the player's current room is safe
// for harvest. Entry rooms auto-clear; otherwise the index must be in
// run.RoomsCleared.
// for harvest. Entry/Exploration/Trap rooms allow harvest unconditionally
// — risk is modeled by the §4.2 Combat Interrupt roll inside the harvest
// path, not by gating the command. Elite/Boss rooms stay gated: harvest
// is only allowed once they're in run.RoomsCleared.
//
// Why this isn't "is the current room in RoomsCleared": the runtime
// flow couples combat resolution with room transition inside !zone
// advance, so the current room index is *never* in RoomsCleared until
// the player has already moved past it. A strict cleared-only gate
// makes harvest in any non-entry room impossible.
func currentRoomCleared(run *DungeonRun) bool {
if run == nil {
return false
}
if run.CurrentRoomType() == RoomEntry {
switch run.CurrentRoomType() {
case RoomEntry, RoomExploration, RoomTrap:
return true
}
for _, idx := range run.RoomsCleared {

View File

@@ -229,19 +229,40 @@ func TestPickAvailableNode_SkipsRequiresKill(t *testing.T) {
func TestCurrentRoomCleared_EntryAutoPasses(t *testing.T) {
run := &DungeonRun{
CurrentRoom: 0,
RoomSeq: []RoomType{RoomEntry, RoomExploration, RoomBoss},
RoomSeq: []RoomType{RoomEntry, RoomExploration, RoomTrap, RoomElite, RoomBoss},
RoomsCleared: []int{},
}
if !currentRoomCleared(run) {
t.Error("entry room should auto-clear")
}
// Exploration always allowed — interrupt roll handles risk.
run.CurrentRoom = 1
if currentRoomCleared(run) {
t.Error("non-cleared exploration room should not be cleared")
}
run.RoomsCleared = []int{1}
if !currentRoomCleared(run) {
t.Error("room in RoomsCleared should report cleared")
t.Error("exploration room should always allow harvest")
}
// Trap always allowed.
run.CurrentRoom = 2
if !currentRoomCleared(run) {
t.Error("trap room should always allow harvest")
}
// Elite gated until in RoomsCleared.
run.CurrentRoom = 3
if currentRoomCleared(run) {
t.Error("uncleared elite room should block harvest")
}
run.RoomsCleared = []int{3}
if !currentRoomCleared(run) {
t.Error("elite room in RoomsCleared should report cleared")
}
// Boss gated until in RoomsCleared.
run.CurrentRoom = 4
run.RoomsCleared = []int{3}
if currentRoomCleared(run) {
t.Error("uncleared boss room should block harvest")
}
run.RoomsCleared = []int{3, 4}
if !currentRoomCleared(run) {
t.Error("boss room in RoomsCleared should report cleared")
}
}