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Expedition: skip idle reaper + legacy morning DM while on expedition
The midnight idle reaper inspected only the overworld CombatActionsUsed/ HarvestActionsUsed counters, so a player on an active expedition was flagged idle — streak halved and a nonsense overworld shame DM sent. The 08:00 morning DM had the same gap and stomped on the 06:00 expedition briefing. Both paths now early-out when getActiveExpedition is non-nil (advancing the streak in the midnight branch). Includes a one-shot bootstrap that doubles CurrentStreak (capped at BestStreak, +1 when room allows to recover the integer-divide odd half) for characters still flagged StreakDecayed with an active expedition. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -175,6 +175,7 @@ func (p *AdventurePlugin) Init() error {
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// have a player_meta row. Idempotent. Required for DBs that didn't go
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// through the L4-L5h dual-write soak (fresh deploys, restored backups).
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bootstrapPlayerMetaFromLegacy()
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bootstrapRestoreExpeditionStreakDecay()
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// Rehydrate DM room mappings for existing characters
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chars, err := loadAllAdvCharacters()
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@@ -98,6 +98,17 @@ func (p *AdventurePlugin) sendMorningDMs() {
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continue
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}
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// Active expedition: the expedition cycle delivers its own morning
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// briefing at 06:00 UTC (deliverBriefing). The legacy overworld
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// morning DM is irrelevant — and confusing — while underground.
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if char.Alive {
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if exp, err := getActiveExpedition(char.UserID); err != nil {
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slog.Warn("adventure: failed to check active expedition for morning DM", "user", char.UserID, "err", err)
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} else if exp != nil {
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continue
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}
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}
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// If still dead, send death status
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if !char.Alive {
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text := renderAdvDeathStatusDM(char.UserID)
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@@ -375,6 +386,27 @@ func (p *AdventurePlugin) midnightReset() error {
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continue
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}
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// Active expedition counts as activity. The expedition system tracks
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// its own action flow (zone/harvest/combat/transit/extract) and never
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// touches the legacy CombatActionsUsed/HarvestActionsUsed counters, so
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// HasActedToday() reports false for expeditioners. Treat them like the
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// acted-today branch below: advance the streak and bail out.
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if exp, err := getActiveExpedition(char.UserID); err != nil {
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slog.Warn("adventure: failed to check active expedition for idle reaper", "user", char.UserID, "err", err)
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} else if exp != nil {
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if char.LastActionDate == yesterday || char.LastActionDate == today {
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char.CurrentStreak++
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} else {
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char.CurrentStreak = 1
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}
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if char.CurrentStreak > char.BestStreak {
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char.BestStreak = char.CurrentStreak
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}
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char.LastActionDate = today
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_ = saveAdvCharacter(&char)
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continue
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}
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// Jitter between DMs to avoid Matrix rate limits
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if dmsSent > 0 {
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time.Sleep(time.Duration(1000+rand.IntN(2000)) * time.Millisecond)
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69
internal/plugin/bootstrap_streak_restore.go
Normal file
69
internal/plugin/bootstrap_streak_restore.go
Normal file
@@ -0,0 +1,69 @@
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package plugin
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import (
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"log/slog"
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"gogobee/internal/db"
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)
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// bootstrapRestoreExpeditionStreakDecay reverses the one-time streak halving
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// applied by midnightReset to players who were on an active expedition. The
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// idle reaper used to ignore expedition activity (it only inspected the
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// legacy CombatActionsUsed/HarvestActionsUsed counters), so expeditioners
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// were shamed and had their streak divided by 2.
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//
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// Restoration: CurrentStreak doubles (recovering the integer-divide), capped
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// at BestStreak. The odd-half is recovered by adding 1 when BestStreak
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// allows — pre-decay value was either CurrentStreak*2 or CurrentStreak*2+1,
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// and BestStreak is a monotonic ceiling that bounds the original.
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//
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// Idempotent: gated on a fixed job key so it runs at most once per DB.
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func bootstrapRestoreExpeditionStreakDecay() {
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const jobName = "idle_reaper_expedition_streak_restore_v1"
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if db.JobCompleted(jobName, "once") {
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return
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}
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chars, err := loadAllAdvCharacters()
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if err != nil {
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slog.Error("bootstrap: streak restore — failed to load characters", "err", err)
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return
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}
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restored := 0
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for _, char := range chars {
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if !char.StreakDecayed || char.CurrentStreak == 0 {
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continue
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}
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exp, err := getActiveExpedition(char.UserID)
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if err != nil {
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slog.Warn("bootstrap: streak restore — expedition lookup failed", "user", char.UserID, "err", err)
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continue
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}
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if exp == nil {
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continue
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}
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old := char.CurrentStreak
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candidate := old*2 + 1
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if char.BestStreak > 0 && candidate > char.BestStreak {
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candidate = char.BestStreak
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}
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if candidate < old*2 {
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candidate = old * 2
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}
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char.CurrentStreak = candidate
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char.StreakDecayed = false
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if err := saveAdvCharacter(&char); err != nil {
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slog.Error("bootstrap: streak restore — save failed", "user", char.UserID, "err", err)
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continue
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}
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slog.Info("bootstrap: streak restored", "user", char.UserID, "old", old, "new", candidate, "best", char.BestStreak)
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restored++
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}
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db.MarkJobCompleted(jobName, "once")
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if restored > 0 {
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slog.Warn("bootstrap: expedition streak decay restored", "count", restored)
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}
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}
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