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>
This commit is contained in:
prosolis
2026-05-16 12:40:17 -07:00
parent f424300d87
commit 41adfce9f1
39 changed files with 1133 additions and 638 deletions

View File

@@ -84,7 +84,7 @@ func zoneHelpText() string {
b.WriteString("`!zone abandon` — end the active run (no rewards)\n")
b.WriteString("`!zone taunt` — poke TwinBee (they'll remember)\n")
b.WriteString("`!zone compliment` — flatter TwinBee (they'll like that)\n")
b.WriteString("`!zone lore` — TwinBee shares zone history")
b.WriteString("`!zone lore` — I share zone history")
return b.String()
}
@@ -386,6 +386,7 @@ const (
stopBlocked // an active CombatSession blocks the advance
stopRareNode // auto-harvest spotted a Rare+ node; player should decide
stopHarvestCombat // auto-harvest pulled into combat that resolved short of death
stopPreflight // pre-iteration preflight tripped (low HP / low SU)
)
// advanceResult bundles the staged narration + dispatch shape of one
@@ -398,6 +399,12 @@ type advanceResult struct {
phases []string
final string
reason stopReason
// nextRoomType — when reason is stopOK, the type of the room the
// player just stepped into. The autopilot loop reads this to break
// before running a redundant iteration whose only job would be to
// re-emit the Boss/Elite doorway gate (and produce a duplicate
// "Room X/Y — Boss" line in the same DM).
nextRoomType RoomType
}
// zoneCmdAdvance resolves the room the player is currently standing in,
@@ -421,7 +428,15 @@ func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
// "Couldn't ..." context); callers should SendDM them verbatim. State
// mutations on run / character / combat sessions persist regardless of
// how the caller dispatches the narration.
// advanceOnce — single-room advance. compact==true switches to the
// terse autopilot-friendly combat narration and auto-resolves elite
// doorways (boss still stops; boss is the climax beat). Foreground
// `!expedition run` / `!zone advance` always pass false.
func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error) {
return p.advanceOnceWithOpts(ctx, false)
}
func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact bool) (advanceResult, error) {
run, err := getActiveZoneRun(ctx.Sender)
if err != nil {
return advanceResult{}, fmt.Errorf("Couldn't read run state: %s", err.Error())
@@ -445,6 +460,15 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
// door — only on the advance that walked the player here, which already
// fired below on the previous room. A won CombatSession for the encounter
// means the fight's done; fall through so the graph clears the room.
//
// compact==true (background autopilot) auto-resolves elite rooms via
// the same forward-sim engine used for exploration combat. Boss still
// pauses regardless — the boss is the run's climax beat and shouldn't
// be settled while the player isn't paying attention.
var eliteAutoIntro string
var eliteAutoPhases []string
var eliteAutoOutcome string
eliteAutoResolved := false
if prev == RoomElite || prev == RoomBoss {
encID := encounterIDForRoom(prevIdx)
sess, serr := getCombatSessionForEncounter(run.RunID, encID)
@@ -452,17 +476,36 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
return advanceResult{}, fmt.Errorf("Couldn't read combat state: %s", serr.Error())
}
if sess == nil || sess.Status != CombatStatusWon {
kind := "Elite"
r := stopElite
if prev == RoomBoss {
kind = "Boss"
r = stopBoss
if prev == RoomBoss || !compact {
kind := "Elite"
r := stopElite
if prev == RoomBoss {
kind = "Boss"
r = stopBoss
}
return advanceResult{
final: fmt.Sprintf("**Room %d/%d — %s.** Type `!fight` to engage.",
prevIdx+1, run.TotalRooms, kind),
reason: r,
}, nil
}
return advanceResult{
final: fmt.Sprintf("**Room %d/%d — %s.** Type `!fight` to engage.",
prevIdx+1, run.TotalRooms, kind),
reason: r,
}, nil
// Compact-mode elite auto-resolve.
ai, ap, ao, aended, aerr := p.resolveCombatRoom(ctx.Sender, run, zone, true, true)
if aerr != nil {
return advanceResult{}, fmt.Errorf("Couldn't auto-resolve elite: %s", aerr.Error())
}
if aended {
return advanceResult{
intro: ai,
phases: ap,
final: ao,
reason: stopEnded,
}, nil
}
eliteAutoIntro = ai
eliteAutoPhases = ap
eliteAutoOutcome = ao
eliteAutoResolved = true
}
}
@@ -503,7 +546,15 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
// rooms return a non-nil phases slice — those get streamed with
// 23s delays for suspense; non-combat rooms collapse into a single
// SendDM as before.
intro, phases, outcome, ended, err := p.resolveRoom(ctx.Sender, run, zone)
intro, phases, outcome, ended, err := p.resolveRoom(ctx.Sender, run, zone, compact)
if eliteAutoResolved {
// Fold the auto-resolved elite combat in. resolveRoom returned
// empty for the elite room type (turn-based system never ran),
// so we just use the forward-sim narration we captured above.
intro = eliteAutoIntro
phases = eliteAutoPhases
outcome = eliteAutoOutcome
}
if err != nil {
return advanceResult{}, fmt.Errorf("Couldn't resolve room: %s", err.Error())
}
@@ -573,11 +624,12 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
}, nil
}
return advanceResult{
preStream: preStream,
intro: intro,
phases: phases,
final: p.formatNextRoomMessage(run, zone, prev, prevIdx, outcome, next),
reason: stopOK,
preStream: preStream,
intro: intro,
phases: phases,
final: p.formatNextRoomMessage(run, zone, prev, prevIdx, outcome, next),
reason: stopOK,
nextRoomType: next,
}, nil
}
@@ -616,7 +668,18 @@ func (p *AdventurePlugin) formatNextRoomMessage(run *DungeonRun, zone ZoneDefini
b.WriteString("\n\n")
}
b.WriteString(fmt.Sprintf("**Room %d/%d — %s.** ", nextIdx+1, run.TotalRooms, prettyRoomType(next)))
b.WriteString("`!zone advance` to continue.")
// Route the action hint by what's actually ahead. The next advance
// against an Elite/Boss room hits the doorway gate and demands
// `!fight` — telling the player to `!zone advance` here would
// directly contradict that gate's message.
switch next {
case RoomBoss:
b.WriteString("`!fight` when you're ready for the boss.")
case RoomElite:
b.WriteString("`!fight` when ready.")
default:
b.WriteString("`!zone advance` to continue.")
}
return b.String()
}
@@ -664,7 +727,7 @@ func (p *AdventurePlugin) streamFlow(userID id.UserID, phaseMessages []string, f
// inter-phase delays — see resolveCombatRoom for the contract. For
// non-combat rooms (entry, trap), phases is nil and outcome carries the
// resolution narration.
func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition) (intro string, phases []string, outcome string, ended bool, err error) {
func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, compact bool) (intro string, phases []string, outcome string, ended bool, err error) {
switch run.CurrentRoomType() {
case RoomEntry:
return
@@ -673,7 +736,7 @@ func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone Zo
outcome = narration
return
case RoomExploration:
return p.resolveCombatRoom(userID, run, zone, false)
return p.resolveCombatRoom(userID, run, zone, false, compact)
case RoomElite, RoomBoss:
// Manual turn-based combat (!fight / !attack). zoneCmdAdvance only
// reaches resolveRoom for an Elite/Boss room once a won CombatSession
@@ -694,12 +757,13 @@ func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone Zo
//
// Phases will be nil only on a "no roster" skip — caller treats that as a
// non-paced fallthrough.
func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, elite bool) (intro string, phases []string, outcome string, ended bool, err error) {
func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, elite, compact bool) (intro string, phases []string, outcome string, ended bool, err error) {
monster, ok := pickZoneEnemy(zone, run.RunID, run.CurrentRoom, elite)
if !ok {
outcome = fmt.Sprintf("_(No %s roster entry — skipping.)_", map[bool]string{true: "elite", false: "exploration"}[elite])
return
}
preHP, _ := dndHPSnapshot(userID)
result, rerr := p.runZoneCombat(userID, monster, int(zone.Tier), nil, run.DMMood)
if rerr != nil {
err = rerr
@@ -708,6 +772,30 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
postHP, maxHP := dndHPSnapshot(userID)
nat20s, nat1s := scanMoodEventsFromCombat(run.RunID, result)
// Compact mode: skip TwinBee banter, skip the multi-beat play-by-play.
// Render a single outcome line. Still records kills, threat, and drops.
if compact && result.PlayerWon {
hpDelta := preHP - postHP
var ob strings.Builder
label := monster.Name
if elite {
label = "Elite " + monster.Name
}
ob.WriteString(fmt.Sprintf("⚔️ **%s** down — HP %d→%d", label, preHP, postHP))
if hpDelta > 0 {
ob.WriteString(fmt.Sprintf(" (%d)", hpDelta))
}
ob.WriteString(".")
recordZoneKillForUser(userID, monster.ID)
applyRoomCombatThreatForUser(userID, elite)
if drop := p.dropZoneLoot(userID, zone.ID, monster, false); drop != "" {
ob.WriteString(" ")
ob.WriteString(drop)
}
outcome = ob.String()
return
}
// Intro: pre-combat narration + creature stat block. This lands first,
// before the 58s phase pacing kicks in.
var ib strings.Builder
@@ -734,11 +822,16 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
// Phases: forward-simulating engine play-by-play. Use the player's
// display name when available so narrative lines read naturally.
playerName := "You"
if name, _ := loadDisplayName(userID); name != "" {
playerName = name
// In compact mode we already returned early on a win; the remaining
// compact loss path still wants no multi-beat phases (the player
// needs the outcome, not 10 lines of attrition).
if !compact {
playerName := "You"
if name, _ := loadDisplayName(userID); name != "" {
playerName = name
}
phases = RenderCombatLog(result, playerName, monster.Name)
}
phases = RenderCombatLog(result, playerName, monster.Name)
// Outcome: post-combat block. Nat20/nat1 narration goes here so it
// lands *after* the play-by-play, where it has dramatic context.
@@ -943,7 +1036,7 @@ func (p *AdventurePlugin) zoneCmdLore(ctx MessageContext) error {
zone := zoneOrFallback(run.ZoneID)
line := twinBeeLine(zone.ID, DMLore, run.RunID, narrationCadence(run))
if line == "" {
return p.SendDM(ctx.Sender, "TwinBee has nothing to say about this place.")
return p.SendDM(ctx.Sender, "I have nothing to say about this place.")
}
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 **%s — Lore**\n\n%s", zone.Display, line))
}