Idle reaper: use unified activity oracle, hold streak on autopilot

midnightReset gated shame DMs on LastActionDate + a fallback busy check
for active expedition / combat session. Players running on background
autopilot got shamed at midnight: dnd_zone_cmd.go gates markActedToday
on !compact (to keep autopilot out of streak credit), so LastActionDate
stayed stale; and if the autopilot's expedition completed / extracted /
got force-extracted before midnight, the busy check also missed it
(getActiveExpedition only matches status='active').

Switch the reaper to loadAdvDailyActivity — the same oracle the daily
report uses, which unions adventure_activity_log + dnd_zone_run +
dnd_expedition_log. Three explicit branches:

  - engaged (LastActionDate today/yesterday or legacy counters bumped)
    → streak bumps, LastActionDate restamped
  - activity-without-tap (autopilot beats, expedition log, or live
    active expedition/combat as safety net) → hold: no bump, no shame,
    no decay
  - truly idle → shame DM + streak halve

The old busy branch bumped streak; new behavior holds. Aligns autopilot
days with mid-fight-at-midnight days: both engaged earlier but typed
nothing today, neither pumps the streak.

Tests cover all three branches + the death-window early-return.
This commit is contained in:
prosolis
2026-05-23 10:30:47 -07:00
parent 2e6274c1b7
commit 0f72484653
2 changed files with 214 additions and 74 deletions

View File

@@ -396,7 +396,6 @@ func (p *AdventurePlugin) midnightTicker() {
}
func (p *AdventurePlugin) midnightReset() error {
// Send idle shame DMs to players who didn't act
chars, err := loadAllAdvCharacters()
if err != nil {
return fmt.Errorf("load chars: %w", err)
@@ -405,45 +404,39 @@ func (p *AdventurePlugin) midnightReset() error {
today := time.Now().UTC().Format("2006-01-02")
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
// Unified activity oracle — same source the daily report uses. Unions
// adventure_activity_log + dnd_zone_run + dnd_expedition_log, so
// background-autopilot walks, expedition extracts/completions, and any
// subsystem that logged a beat all count as "something happened on this
// player's behalf." LastActionDate alone misses the autopilot path
// (dnd_zone_cmd.go gates markActedToday on !compact to keep autopilot
// out of streak credit) — without this oracle, a player who let the
// autopilot run a full expedition gets shamed at midnight.
todayActs, _ := loadAdvDailyActivity(today)
yesterdayActs, _ := loadAdvDailyActivity(yesterday)
dmsSent := 0
for _, char := range chars {
// This runs at 00:00 of the new UTC day, closing out the day that just
// ended (= yesterday). HasActedToday() compares LastActionDate against
// time.Now()'s date (the *new* day), so DnD-side players who credited
// the closing day via LastActionDate=yesterday would read as idle and
// get their streak halved. Credit activity on the closing day directly:
// legacy counters are still non-zero here (reset happens further below),
// and LastActionDate==yesterday means they played the day we're closing.
acted := char.CombatActionsUsed > 0 || char.HarvestActionsUsed > 0 ||
char.LastActionDate == today || char.LastActionDate == yesterday
if !acted {
// If the player died today or yesterday, they couldn't act — no shame,
// no streak reset. This covers both currently-dead players and players
// who were just revived at midnight (Alive already flipped to true by
// the reminder loop before midnightReset runs).
// Died inside the window — no shame, no streak change. Covers both
// currently-dead players and players revived at midnight (Alive
// already flipped to true by the reminder loop before this runs).
if char.LastDeathDate == today || char.LastDeathDate == yesterday {
continue
}
// An active expedition — or a turn-based fight locked open across
// midnight — counts as activity. Both track their own action flow
// (zone/harvest/combat/transit/extract) and never touch the legacy
// CombatActionsUsed/HarvestActionsUsed counters, so HasActedToday()
// reports false. Treat them like the acted-today branch below:
// advance the streak and bail out (no idle-shame, no streak decay).
busy := false
if exp, err := getActiveExpedition(char.UserID); err != nil {
slog.Warn("adventure: failed to check active expedition for idle reaper", "user", char.UserID, "err", err)
} else if exp != nil {
busy = true
}
if !busy && hasActiveCombatSession(char.UserID) {
busy = true
}
if busy {
// Player-initiated engagement — only this credits the streak.
// LastActionDate is stamped at action time by markActedToday + !rest;
// the legacy counters get bumped by the legacy CanDo... paths.
engaged := char.LastActionDate == today || char.LastActionDate == yesterday ||
char.CombatActionsUsed > 0 || char.HarvestActionsUsed > 0
if engaged {
if char.LastActionDate == yesterday || char.LastActionDate == today {
char.CurrentStreak++
} else {
// Legacy-only path: counters bumped but LastActionDate stale.
// Without this fall-through the streak would reset to 1 every
// night even with continuous play.
char.CurrentStreak = 1
}
if char.CurrentStreak > char.BestStreak {
@@ -454,13 +447,33 @@ func (p *AdventurePlugin) midnightReset() error {
continue
}
// Jitter between DMs to avoid Matrix rate limits
// Activity happened on the player's behalf without an explicit tap —
// autopilot walked rooms, expedition log gained beats, a fight session
// is still locked open. Hold the streak: no bump, no shame, no decay.
// The player engaged earlier to kick this off; autopilot is a feature,
// not a way to game streaks, and absence of taps shouldn't strip
// progress they earned through real play.
if len(todayActs[char.UserID]) > 0 || len(yesterdayActs[char.UserID]) > 0 {
continue
}
// Safety net for live state the activity logs don't reflect yet
// (e.g. an active expedition that's been quiet today, or a combat
// session locked open across midnight without a log append).
if exp, err := getActiveExpedition(char.UserID); err != nil {
slog.Warn("adventure: failed to check active expedition for idle reaper", "user", char.UserID, "err", err)
} else if exp != nil {
continue
}
if hasActiveCombatSession(char.UserID) {
continue
}
// Truly idle — shame DM + streak halve.
if dmsSent > 0 {
time.Sleep(time.Duration(1000+rand.IntN(2000)) * time.Millisecond)
}
dmsSent++
// Idle shame DM
text := renderAdvIdleShameDM(char.UserID)
if char.CurrentStreak > 0 {
oldStreak := char.CurrentStreak
@@ -475,24 +488,6 @@ func (p *AdventurePlugin) midnightReset() error {
if err := p.SendDM(char.UserID, text); err != nil {
slog.Error("adventure: failed to send idle shame DM", "user", char.UserID, "err", err)
}
} else {
// Update streak — LastActionDate was set at action time
if char.LastActionDate == yesterday || char.LastActionDate == today {
char.CurrentStreak++
} else {
// Gap in activity — start fresh
char.CurrentStreak = 1
}
if char.CurrentStreak > char.BestStreak {
char.BestStreak = char.CurrentStreak
}
// Restamp to today (mirrors the busy branch above). A purely-legacy
// actor whose action path bumps CombatActionsUsed/HarvestActionsUsed
// but never stamps LastActionDate lands here with a stale date; without
// this its streak would reset to 1 every night even with continuous play.
char.LastActionDate = today
_ = saveAdvCharacter(&char)
}
}
// Reset all daily actions — retry up to 3 times to handle SQLite busy errors

View File

@@ -0,0 +1,145 @@
package plugin
import (
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// TestMidnightReset_Branching exercises the three idle-reaper branches:
// - engaged: LastActionDate stamped today/yesterday → streak bumps
// - activity-without-tap: autopilot/background activity logged today but
// no LastActionDate stamp → streak holds, no shame DM, no decay
// - truly idle: nothing anywhere → streak halves, StreakDecayed=true
//
// Regression guard for the autopilot bug: a player who let the background
// auto-run walk an expedition all day used to get shamed at midnight because
// markActedToday is gated on !compact at dnd_zone_cmd.go.
func TestMidnightReset_Branching(t *testing.T) {
dir := t.TempDir()
db.Close()
if err := db.Init(dir); err != nil {
t.Fatalf("db.Init: %v", err)
}
t.Cleanup(db.Close)
today := time.Now().UTC().Format("2006-01-02")
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
mk := func(uid, lastAction string, streak int) id.UserID {
u := id.UserID(uid)
if err := createAdvCharacter(u, uid); err != nil {
t.Fatalf("createAdvCharacter %s: %v", uid, err)
}
c, err := loadAdvCharacter(u)
if err != nil {
t.Fatalf("load %s: %v", uid, err)
}
c.LastActionDate = lastAction
c.CurrentStreak = streak
c.BestStreak = streak
if err := saveAdvCharacter(c); err != nil {
t.Fatalf("save %s: %v", uid, err)
}
return u
}
engaged := mk("@engaged:example", yesterday, 5)
autopilot := mk("@autopilot:example", "2020-01-01", 7)
idle := mk("@idle:example", "2020-01-01", 8)
// Simulate autopilot activity: a legacy activity-log row dated today.
// loadAdvDailyActivity unions this in, so the reaper sees the player as
// "had activity" without their LastActionDate being current.
if _, err := db.Get().Exec(
`INSERT INTO adventure_activity_log
(user_id, activity_type, location, outcome, loot_value, xp_gained, flavor_key, logged_at)
VALUES (?, 'zone', 'Test Zone', 'in_progress', 0, 0, '', CURRENT_TIMESTAMP)`,
string(autopilot),
); err != nil {
t.Fatalf("insert activity row: %v", err)
}
p := &AdventurePlugin{}
if err := p.midnightReset(); err != nil {
t.Fatalf("midnightReset: %v", err)
}
// Engaged → streak bumped, LastActionDate restamped to today, no decay.
if c, _ := loadAdvCharacter(engaged); c != nil {
if c.CurrentStreak != 6 {
t.Errorf("engaged: streak = %d, want 6", c.CurrentStreak)
}
if c.LastActionDate != today {
t.Errorf("engaged: LastActionDate = %q, want %q", c.LastActionDate, today)
}
if c.StreakDecayed {
t.Error("engaged: StreakDecayed = true, want false")
}
}
// Autopilot → hold. Streak unchanged, LastActionDate stays stale, no decay.
if c, _ := loadAdvCharacter(autopilot); c != nil {
if c.CurrentStreak != 7 {
t.Errorf("autopilot: streak = %d, want 7 (held)", c.CurrentStreak)
}
if c.StreakDecayed {
t.Error("autopilot: StreakDecayed = true, want false (shamed by mistake)")
}
if c.LastActionDate == today {
t.Errorf("autopilot: LastActionDate restamped to today — autopilot must not credit streak via LastActionDate")
}
}
// Idle → shame DM (no-op without Matrix client) + streak halved + decay flagged.
if c, _ := loadAdvCharacter(idle); c != nil {
if c.CurrentStreak != 4 {
t.Errorf("idle: streak = %d, want 4 (halved from 8)", c.CurrentStreak)
}
if !c.StreakDecayed {
t.Error("idle: StreakDecayed = false, want true")
}
}
}
// TestMidnightReset_DeathWindowSkips: a player who died today/yesterday is
// left untouched — no shame, no streak change, no decay flag.
func TestMidnightReset_DeathWindowSkips(t *testing.T) {
dir := t.TempDir()
db.Close()
if err := db.Init(dir); err != nil {
t.Fatalf("db.Init: %v", err)
}
t.Cleanup(db.Close)
today := time.Now().UTC().Format("2006-01-02")
u := id.UserID("@dead:example")
if err := createAdvCharacter(u, "dead"); err != nil {
t.Fatalf("createAdvCharacter: %v", err)
}
c, _ := loadAdvCharacter(u)
c.LastActionDate = "2020-01-01"
c.CurrentStreak = 10
c.BestStreak = 10
c.LastDeathDate = today
if err := saveAdvCharacter(c); err != nil {
t.Fatalf("save: %v", err)
}
p := &AdventurePlugin{}
if err := p.midnightReset(); err != nil {
t.Fatalf("midnightReset: %v", err)
}
got, _ := loadAdvCharacter(u)
if got.CurrentStreak != 10 {
t.Errorf("dead: streak = %d, want 10 (untouched)", got.CurrentStreak)
}
if got.StreakDecayed {
t.Error("dead: StreakDecayed = true, want false")
}
}