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Expedition autopilot Phase 4 + rogue sneak attack + TwinBee voice sweep
Tedium-removal pass driven by live play feedback. Three big threads: Expedition autopilot Phase 4 — background auto-run + harvest-until-dry: - New expeditionAutoRunTicker walks active expeditions every 15min (5min tick, per-expedition CAS on new last_autorun_at column). Skips combat sessions, briefing/recap quiet windows, expeditions <30min old. - Walks up to 3 rooms/tick with compact narration; suppresses DMs when 0 rooms walked or just hitting the per-tick cap (no "stretch complete" filler). Player only hears from the bot when a real decision is needed. - Compact mode: one-line combat narration for trash/elite, auto-resolves elite doorways via the forward-sim engine (boss still pauses). Threaded via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom. - Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8 attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses. - Ambient ticker: anti-repeat by Kind via new last_ambient_kind column (avoids two pack_rat DMs in a row when the pool only has 6 lines). - !expedition go <n> now routes to the fork-choice handler when active + numeric; fork footer rewritten to suggest !expedition go instead of !zone go. Boss/Elite doorway: formatNextRoomMessage routes the action hint by next room type and autopilot loop breaks via new nextRoomType field so "Room X/Y — Boss" doesn't double-print with contradictory hints (!zone advance vs !fight). - runAutopilotWalk extracted from expeditionCmdRun so foreground and background share the loop body. Rogue Sneak Attack actually exists now: - Audit found the rogue's "Sneak Attack" passive was AutoCritFirst + 5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this with a small flat buff; the class's defining mechanic never matched its tooltip or 5e identity. - Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in combat_primitives.go (same lane as DivineStrikePerHit). Scales with level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20. - AutoCritFirst + 5% rider retained as bonuses on top of working sneak attack — preserves the opener-burst feel. - L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes from "16 rounds to kill, die in 8" to winnable. TwinBee voice sweep (Phase B3): - ~530 line changes across 24 files replacing third-person "TwinBee notes/files/tracks/respects/..." constructions with first-person inside flavor string literals. Code identifiers (TwinBeeLine, twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names (TwinBee's Bell), achievements, and game-title references in fun.go (Konami TwinBee ship) left intact. - Catches a real bug: Valdris fight rendered "TwinBee marks the Legendary Resistance" mid-combat in third person, contradicting the Phase B2 convention. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -150,12 +150,12 @@ func isTrivialEvent(e CombatEvent) bool {
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// (misses, whiffs) so long boss fights don't read as a wall of
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// "you swing wide / they swing wide" lines.
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var narrativeFillerSlog = []string{
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"_The exchange settles into a rhythm. A few rounds of nothing meaningful — TwinBee skips to the next thing that matters._",
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"_TwinBee narrates the next few seconds in a single sigh. Both sides keep swinging. Both sides keep missing._",
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"_And the battle goes on. Yadda yadda yadda. TwinBee will narrate the next part where something actually lands._",
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"_The grind continues. TwinBee uses the time to mentally redesign the dungeon's lighting._",
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"_A flurry of misses on both sides. Nobody is impressing anybody. TwinBee waits for the next hit._",
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"_TwinBee politely declines to narrate this stretch. It was, in TwinBee's professional opinion, a waste of everyone's time._",
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"_The exchange settles into a rhythm. A few rounds of nothing meaningful — I skip to the next thing that matters._",
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"_I narrate the next few seconds in a single sigh. Both sides keep swinging. Both sides keep missing._",
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"_And the battle goes on. Yadda yadda yadda. I will narrate the next part where something actually lands._",
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"_The grind continues. I use the time to mentally redesign the dungeon's lighting._",
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"_A flurry of misses on both sides. Nobody is impressing anybody. I wait for the next hit._",
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"_I politely decline to narrate this stretch. It was, in my professional opinion, a waste of everyone's time._",
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}
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func clampHP(hp int) int {
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@@ -896,7 +896,7 @@ func renderTurnEvent(e CombatEvent, playerName, enemyName string, picker *action
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var narrativeTurnFlee = []string{
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"🏃 You break off and run. No shame in it — the dead don't get a sequel.",
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"🏃 You decide this fight isn't yours to win and make for the exit. TwinBee respects the math.",
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"🏃 You decide this fight isn't yours to win and make for the exit. I respect the math.",
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"🏃 You disengage and bolt. The enemy doesn't chase. The enemy didn't have to.",
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}
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