mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-16 08:52:42 +00:00
Expedition autopilot Phase 1: !explore / !expedition run
Adds an autopilot loop that walks rooms automatically until a natural or threshold interrupt fires. - New !explore (top-level alias) and !expedition run subcommand driven by expeditionCmdRun in dnd_expedition_cmd.go. - advanceOnce extracted from zoneCmdAdvance so the autopilot and the manual !zone advance path share one room-step implementation. - Stop reasons: fork, elite/boss doorway, death, complete, active-combat block, HP <= 30%, SU < 1 day's burn, 6-room cap. - Trash combat continues to auto-resolve inside resolveCombatRoom; no changes there. - TestAutopilotFooter_Reasons covers the pure stop-reason logic; preflight + walk tests skip without the prod DB, matching the existing setupAuditTestDB pattern. Phase 2 (auto-harvest) and Phase 3 (real-time ticking) deferred.
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@@ -70,6 +70,8 @@ func (p *AdventurePlugin) handleDnDExpeditionCmd(ctx MessageContext, args string
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return p.handleResumeCmd(ctx, rest)
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case "map", "m":
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return p.handleExpeditionMapCmd(ctx, "")
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case "run", "explore", "advance":
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return p.expeditionCmdRun(ctx)
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default:
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return p.SendDM(ctx.Sender, expeditionHelpText())
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}
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@@ -83,6 +85,7 @@ func expeditionHelpText() string {
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b.WriteString(" `Ns` = N standard packs (10 SU, 50 coins, max 3)\n")
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b.WriteString(" `Md` = M deluxe packs (20 SU, 90 coins, max 1)\n")
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b.WriteString(" default: `1s`\n")
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b.WriteString("`!expedition run` — autopilot: walk rooms until something needs you (alias `!explore`)\n")
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b.WriteString("`!expedition status` — current expedition snapshot\n")
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b.WriteString("`!expedition log` — last 5 log entries\n")
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b.WriteString("`!expedition abandon` — end the expedition (no rewards)\n")
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@@ -428,3 +431,143 @@ func (p *AdventurePlugin) expeditionCmdAbandon(ctx MessageContext) error {
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// helper: ensure we don't shadow id.UserID import in test harness.
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var _ id.UserID
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// ── run (autopilot) ─────────────────────────────────────────────────────────
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// autopilotRoomCap bounds a single `!expedition run` invocation. Real-time
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// background ticking is the planned long-game (see chat 2026-05-14); this
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// cap keeps the foreground walk from monopolising the bot for an
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// unbounded stretch and gives the player a natural "press to continue"
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// breath between long runs.
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const autopilotRoomCap = 6
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// autopilotLowHPPct stops the walk when current HP drops at or below this
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// fraction of max. 0.30 = "you're hurt enough that the next bad room
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// could end the run; pause, heal, or commit."
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const autopilotLowHPPct = 0.30
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// expeditionCmdRun is the autopilot surface. It loops advanceOnce until a
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// natural interrupt fires (fork, elite/boss doorway, death, complete) or
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// an injected interrupt fires (low HP, low SU, room cap). Each iteration's
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// staged narration is concatenated into a single 2–3s-paced stream so the
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// player reads the full multi-room walk as one continuous beat. Trash
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// combat already auto-resolves inside resolveCombatRoom; elite/boss
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// doorways stop here so the player can choose !fight on their own terms.
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func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
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exp, err := getActiveExpedition(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
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}
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if exp == nil {
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return p.SendDM(ctx.Sender, "You're not on an expedition. `!expedition list` to pick one.")
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}
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if exp.RunID == "" {
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return p.SendDM(ctx.Sender, "No active region run. Try `!region` to refresh.")
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}
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var stream []string
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var finalMsg string
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rooms := 0
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for i := 0; i < autopilotRoomCap; i++ {
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// Pre-iteration interrupts: low HP / low SU. Skip on the first
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// iteration so the player always gets at least one room out of
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// `!expedition run` even if they limped in — autopilot stops on
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// thresholds *between* rooms, not before the first one.
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if i > 0 {
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if msg, stop := autopilotPreflight(ctx.Sender, exp); stop {
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finalMsg = msg
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break
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}
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}
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res, aerr := p.advanceOnce(ctx)
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if aerr != nil {
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return p.SendDM(ctx.Sender, aerr.Error())
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}
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// Roll this step's beats into the running stream.
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stream = append(stream, res.preStream...)
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if res.intro != "" {
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stream = append(stream, res.intro)
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}
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stream = append(stream, res.phases...)
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// Doorway/blocked stops fire *before* the current room actually
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// resolved — those don't count as a walked room. Everything else
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// (OK, fork after a clear, ended after combat, complete) does.
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if res.reason != stopBlocked && res.reason != stopElite && res.reason != stopBoss {
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rooms++
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}
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if res.reason != stopOK {
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footer := autopilotFooter(res.reason, rooms)
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if footer != "" {
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finalMsg = res.final + "\n\n" + footer
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} else {
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finalMsg = res.final
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}
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break
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}
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// Walked into the next room. Push this step's "✓ cleared / next
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// room" block as a phase so the next iteration's intro lands
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// after it, then loop. Refresh exp for the next preflight read
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// (HP/SU may have moved during combat).
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stream = append(stream, res.final)
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if fresh, ferr := getActiveExpedition(ctx.Sender); ferr == nil && fresh != nil {
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exp = fresh
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}
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}
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if finalMsg == "" {
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// Hit the room cap without a hard interrupt — synthesize a
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// "press to continue" footer so the player knows autopilot
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// stopped on its own clock, not because something needs them.
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finalMsg = autopilotFooter(stopOK, rooms)
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}
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return p.streamFlow(ctx.Sender, stream, finalMsg)
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}
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// autopilotPreflight checks the threshold-based interrupts that fire
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// between rooms. Returns (footer, true) when autopilot should stop.
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func autopilotPreflight(userID id.UserID, exp *Expedition) (string, bool) {
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cur, max := dndHPSnapshot(userID)
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if max > 0 && float64(cur) <= float64(max)*autopilotLowHPPct {
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return fmt.Sprintf(
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"⏸ **Autopilot paused — HP low** (%d/%d). `!camp` to rest, `!cast` healing, or `!expedition run` to push on.",
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cur, max), true
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}
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if exp.Supplies.DailyBurn > 0 && exp.Supplies.Current < exp.Supplies.DailyBurn {
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return fmt.Sprintf(
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"⏸ **Autopilot paused — supplies low** (%.1f / %.1f SU, under one day). `!extract` to bail, `!forage`, or `!expedition run` to push on.",
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exp.Supplies.Current, exp.Supplies.DailyBurn), true
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}
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return "", false
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}
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// autopilotFooter renders the closing line for an autopilot walk. The
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// rooms-walked tally is informational; reason controls the verb and the
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// suggested next step.
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func autopilotFooter(reason stopReason, rooms int) string {
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roomsStr := "1 room"
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if rooms != 1 {
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roomsStr = fmt.Sprintf("%d rooms", rooms)
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}
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switch reason {
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case stopFork:
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return fmt.Sprintf("⏸ **Autopilot paused at a fork** (after %s). `!zone go <n>` to choose, then `!expedition run` to keep walking.", roomsStr)
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case stopElite:
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return fmt.Sprintf("⏸ **Autopilot paused — elite ahead** (after %s). `!fight` when ready, then `!expedition run` to continue.", roomsStr)
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case stopBoss:
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return fmt.Sprintf("⏸ **Autopilot paused — boss ahead** (after %s). `!fight` when ready.", roomsStr)
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case stopEnded:
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return "" // death narration is the final; no footer
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case stopComplete:
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return "" // run-complete block is the final; no footer
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case stopBlocked:
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return "" // "finish your fight first" is the final; no footer
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default: // stopOK — hit the room cap
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return fmt.Sprintf("⏸ **Autopilot stretch complete** (%s). `!expedition run` to keep walking, or `!resources` / `!camp` first.", roomsStr)
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}
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}
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