mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-16 08:52:42 +00:00
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:
@@ -145,23 +145,12 @@ func loadExpeditionsForAmbient(cutoff time.Time) ([]string, error) {
|
||||
// DMs the player, and appends a log entry. Idempotent: the CAS update
|
||||
// short-circuits on rowsAffected == 0 so a double-fire is a no-op.
|
||||
func (p *AdventurePlugin) deliverAmbient(e *Expedition, now time.Time) error {
|
||||
cutoff := now.Add(-ambientCooldown)
|
||||
res, err := db.Get().Exec(`
|
||||
UPDATE dnd_expedition
|
||||
SET last_ambient_at = ?,
|
||||
last_activity = ?
|
||||
WHERE expedition_id = ?
|
||||
AND status = 'active'
|
||||
AND (last_ambient_at IS NULL OR last_ambient_at < ?)`,
|
||||
now, now, e.ID, cutoff)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return nil // someone else got there first
|
||||
}
|
||||
|
||||
ev := pickAmbientEvent(e, defaultAmbientRNG())
|
||||
// Pick before claiming the slot so the CAS can persist the new Kind
|
||||
// alongside last_ambient_at — that way back-to-back fires for the
|
||||
// same expedition (different ticker tick, different rng) read the
|
||||
// updated LastAmbientKind on the next load. Picking is pure and
|
||||
// cheap; if the CAS loses, we simply discard the picked event.
|
||||
ev := pickAmbientEvent(e, defaultAmbientRNG(), e.LastAmbientKind)
|
||||
line := flavor.Pick(ev.Pool)
|
||||
if line == "" {
|
||||
// Pool was empty — degrade to a generic monologue rather than
|
||||
@@ -170,6 +159,23 @@ func (p *AdventurePlugin) deliverAmbient(e *Expedition, now time.Time) error {
|
||||
line = flavor.Pick(ev.Pool)
|
||||
}
|
||||
|
||||
cutoff := now.Add(-ambientCooldown)
|
||||
res, err := db.Get().Exec(`
|
||||
UPDATE dnd_expedition
|
||||
SET last_ambient_at = ?,
|
||||
last_ambient_kind = ?,
|
||||
last_activity = ?
|
||||
WHERE expedition_id = ?
|
||||
AND status = 'active'
|
||||
AND (last_ambient_at IS NULL OR last_ambient_at < ?)`,
|
||||
now, ev.Kind, now, e.ID, cutoff)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return nil // someone else got there first
|
||||
}
|
||||
|
||||
footer := p.applyAmbientEffect(e, ev)
|
||||
body := renderAmbientDM(e, ev, line, footer)
|
||||
|
||||
@@ -267,9 +273,23 @@ func ambientEvents() []ambientEvent {
|
||||
}
|
||||
}
|
||||
|
||||
// pickAmbientEvent runs a weighted pick over eligible events.
|
||||
// pickAmbientEvent runs a weighted pick over eligible events. avoidKind
|
||||
// is the Kind of the previous fire (or "" if none); when a pick lands on
|
||||
// that same Kind, we re-roll once. We only re-roll once so the bias is a
|
||||
// soft nudge — if the user is in a state where most weight sits on one
|
||||
// Kind (e.g. starving cuts pack_rat → camped + low threat narrows the
|
||||
// table further) we still let it repeat rather than loop forever.
|
||||
// Exposed for tests; the rng parameter lets them seed deterministically.
|
||||
func pickAmbientEvent(e *Expedition, rng *rand.Rand) ambientEvent {
|
||||
func pickAmbientEvent(e *Expedition, rng *rand.Rand, avoidKind string) ambientEvent {
|
||||
first := weightedPickAmbient(e, rng)
|
||||
if avoidKind == "" || first.Kind != avoidKind {
|
||||
return first
|
||||
}
|
||||
return weightedPickAmbient(e, rng)
|
||||
}
|
||||
|
||||
// weightedPickAmbient is the underlying weighted-pick over eligible events.
|
||||
func weightedPickAmbient(e *Expedition, rng *rand.Rand) ambientEvent {
|
||||
events := ambientEvents()
|
||||
total := 0
|
||||
for _, ev := range events {
|
||||
|
||||
Reference in New Issue
Block a user