mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 00:32:40 +00:00
J3 D8-prereq: split compact flag so sim drives the picker
Adds inlineBossCombat alongside compact in runAutopilotWalk and advanceOnceWithOpts. Production background autorun keeps both true (inline auto-resolve), foreground stays both false (manual !fight), the sim now uses compact=true + inlineBossCombat=false so the boss/elite doorway returns stopBoss/stopElite after the safety gate — autoResolveCombat + simPickCombatAction / simPickSpell drive the fight via the turn-based engine. The picker (and D8-b upcasting) has been dead since D3's compact-inline boss rooms; this re-wires it. n=50/cell L10 smoke vs d7d (zones T1-T3): bard forest_shadows 61 → 100 (+39) bard manor_blackspire 10 → 34 (+24) cleric forest_shadows 15 → 96 (+81) cleric manor_blackspire 0 → 54 (+54) fighter T1-T3 100 (unchanged) Also parallelizes matrix mode via subprocess workers (each child has its own SQLite — db package globals preclude in-process parallelism). New -jobs flag, defaults to runtime.NumCPU(). 8 workers gave ~7x speedup on the smoke matrix.
This commit is contained in:
@@ -17,8 +17,11 @@ import (
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"flag"
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"fmt"
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"os"
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"os/exec"
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"runtime"
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"strconv"
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"strings"
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"sync"
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"gogobee/internal/plugin"
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@@ -46,6 +49,8 @@ func main() {
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trace = flag.Bool("trace", false, "include raw per-round CombatEvent stream on the LAST combat of each expedition (boss room) — for J2 diagnostic sweeps")
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petLevel = flag.Int("pet-level", 0, "attach a base housing pet at this level (1-10) to every sim character; 0 = no pet (default, matches prod char-creation)")
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jobs = flag.Int("jobs", 0, "matrix mode — concurrent worker count (each worker is a subprocess so it gets its own sqlite). 0 = runtime.NumCPU()")
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)
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flag.Parse()
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@@ -66,7 +71,7 @@ func main() {
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includeLog = *logFlag
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}
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})
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runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog)
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runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel)
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return
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}
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@@ -100,46 +105,109 @@ func runSingle(class string, level int, zone, userTag, dataDir string, bank floa
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emitIndented(res)
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}
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func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool) {
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// matrixJob is one (class, level, zone, replicate-index) cell of the
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// matrix sweep. Each job is run by a worker as a single-run subprocess so
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// it gets its own SQLite handle — the plugin package's db.* globals
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// preclude in-process parallelism.
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type matrixJob struct {
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class string
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level int
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zone string
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rep int
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}
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func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel int) {
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cs := splitNonEmpty(classes)
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ls := parseLevels(levels)
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zs := splitNonEmpty(zones)
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if len(cs) == 0 || len(ls) == 0 || len(zs) == 0 || runs <= 0 {
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fail("matrix mode requires non-empty -classes, -levels, -zones and runs > 0")
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}
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enc := json.NewEncoder(os.Stdout)
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if jobs <= 0 {
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jobs = runtime.NumCPU()
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}
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exe, err := os.Executable()
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if err != nil {
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fail("os.Executable:", err)
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}
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work := make([]matrixJob, 0, len(cs)*len(ls)*len(zs)*runs)
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for _, c := range cs {
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for _, lv := range ls {
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for _, z := range zs {
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for r := 0; r < runs; r++ {
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dir, err := os.MkdirTemp("", "expedition-sim-")
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if err != nil {
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fail("mkdir temp:", err)
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}
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uid := id.UserID(fmt.Sprintf("@sim:%s-l%d-%s-%d", c, lv, z, r))
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res, runErr := runOne(dir, uid, plugin.DnDClass(c), lv, plugin.ZoneID(z), bank, cap, days)
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if res != nil && !includeLog {
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res.Log = nil
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}
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if runErr != nil && res == nil {
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// Synthesize a row so the corpus has one line per
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// cell regardless of init failures.
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res = &plugin.SimResult{
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UserID: string(uid),
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Class: c,
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Level: lv,
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Zone: z,
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Outcome: "halted",
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}
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}
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_ = enc.Encode(res)
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_ = os.RemoveAll(dir)
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work = append(work, matrixJob{class: c, level: lv, zone: z, rep: r})
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}
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}
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}
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}
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workCh := make(chan matrixJob)
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resCh := make(chan *plugin.SimResult, len(work))
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var wg sync.WaitGroup
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for i := 0; i < jobs; i++ {
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wg.Add(1)
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go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel)
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}
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go func() {
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for _, j := range work {
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workCh <- j
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}
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close(workCh)
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}()
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go func() {
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wg.Wait()
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close(resCh)
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}()
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enc := json.NewEncoder(os.Stdout)
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for r := range resCh {
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_ = enc.Encode(r)
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}
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}
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func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult, wg *sync.WaitGroup, bank float64, cap, days int, includeLog, trace bool, petLevel int) {
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defer wg.Done()
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for j := range in {
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uid := fmt.Sprintf("@sim:%s-l%d-%s-%d", j.class, j.level, j.zone, j.rep)
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dir, err := os.MkdirTemp("", "expedition-sim-")
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if err != nil {
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out <- &plugin.SimResult{UserID: uid, Class: j.class, Level: j.level, Zone: j.zone, Outcome: "halted"}
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continue
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}
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args := []string{
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"-class", j.class,
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"-level", strconv.Itoa(j.level),
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"-zone", j.zone,
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"-bank", strconv.FormatFloat(bank, 'f', -1, 64),
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"-cap", strconv.Itoa(cap),
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"-days", strconv.Itoa(days),
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"-data", dir,
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"-user", uid,
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fmt.Sprintf("-log=%t", includeLog),
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fmt.Sprintf("-pet-level=%d", petLevel),
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}
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if trace {
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args = append(args, "-trace")
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}
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cmd := exec.Command(exe, args...)
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stdout, runErr := cmd.Output()
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var res plugin.SimResult
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if jerr := json.Unmarshal(stdout, &res); jerr != nil {
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res = plugin.SimResult{UserID: uid, Class: j.class, Level: j.level, Zone: j.zone, Outcome: "halted"}
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}
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if runErr != nil && res.Outcome == "" {
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res.Outcome = "halted"
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}
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if !includeLog {
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res.Log = nil
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}
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out <- &res
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_ = os.RemoveAll(dir)
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}
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}
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func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zone plugin.ZoneID, bank float64, cap, days int) (*plugin.SimResult, error) {
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runner, err := plugin.NewSimRunner(dataDir)
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if err != nil {
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@@ -642,7 +642,7 @@ type autopilotWalkResult struct {
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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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r := p.runAutopilotWalk(ctx, autopilotRoomCap, false)
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r := p.runAutopilotWalk(ctx, autopilotRoomCap, false, false)
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if r.initErr != "" {
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return p.SendDM(ctx.Sender, r.initErr)
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}
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@@ -667,7 +667,7 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
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// run graph / harvest tally / supplies / threat — same as before, just
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// no streamFlow here. compact==true switches the underlying combat
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// narration into terse mode and auto-resolves elite (not boss) rooms.
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func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, compact bool) autopilotWalkResult {
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func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, compact, inlineBossCombat bool) autopilotWalkResult {
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exp, err := getActiveExpedition(ctx.Sender)
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if err != nil {
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return autopilotWalkResult{initErr: "Couldn't read expedition state: " + err.Error()}
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@@ -717,7 +717,7 @@ func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, com
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}
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}
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res, aerr := p.advanceOnceWithOpts(ctx, compact)
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res, aerr := p.advanceOnceWithOpts(ctx, compact, inlineBossCombat)
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if aerr != nil {
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return autopilotWalkResult{initErr: aerr.Error()}
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}
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@@ -472,10 +472,17 @@ func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
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// doorways (boss still stops; boss is the climax beat). Foreground
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// `!expedition run` / `!zone advance` always pass false.
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func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error) {
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return p.advanceOnceWithOpts(ctx, false)
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return p.advanceOnceWithOpts(ctx, false, false)
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}
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func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact bool) (advanceResult, error) {
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// inlineBossCombat (only consulted when compact==true) selects between the
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// two background combat paths at a boss/elite doorway. true keeps the
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// long-expedition D3 inline auto-resolve (production autorun). false
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// returns stopBoss/stopElite after the safety gate so a turn-based driver
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// — currently only the headless sim's autoResolveCombat / simPickCombatAction
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// — handles the fight via the regular !fight / !attack engine. The sim
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// uses false so simPickSpell actually fires; D8-prereq re-wired this seam.
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func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact, inlineBossCombat bool) (advanceResult, error) {
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run, err := getActiveZoneRun(ctx.Sender)
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if err != nil {
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return advanceResult{}, fmt.Errorf("Couldn't read run state: %s", err.Error())
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@@ -560,6 +567,17 @@ func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact bool)
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}, nil
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}
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}
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if !inlineBossCombat {
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// Background caller wants to drive the fight itself (sim's
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// autoResolveCombat / simPickCombatAction). Surface the
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// doorway like the foreground path does, after the safety
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// gate has had a chance to defer the engagement.
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r := stopElite
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if prev == RoomBoss {
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r = stopBoss
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}
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return advanceResult{reason: r}, nil
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}
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// Compact-mode elite/boss auto-resolve. resolveCombatRoom
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// selects monster + label by run.CurrentRoomType().
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ai, ap, ao, aended, aerr := p.resolveCombatRoom(ctx.Sender, run, zone, prev == RoomElite, true)
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@@ -170,7 +170,7 @@ func (p *AdventurePlugin) tryAutoRun(e *Expedition, now time.Time) error {
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}
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uid := id.UserID(e.UserID)
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r := p.runAutopilotWalk(MessageContext{Sender: uid}, autoRunRoomCap, true)
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r := p.runAutopilotWalk(MessageContext{Sender: uid}, autoRunRoomCap, true, true)
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if r.initErr != "" {
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// "no expedition" / "no run" — race with abandon/extract. Silent.
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return nil
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@@ -429,7 +429,7 @@ func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, walkCap, maxDays
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for i := 0; i < walkCap; i++ {
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simNow = simNow.Add(simWalkInterval)
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walk := s.P.runAutopilotWalk(ctx, autopilotRoomCap, true)
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walk := s.P.runAutopilotWalk(ctx, autopilotRoomCap, true, false)
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if walk.initErr != "" {
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res.Outcome = "halted"
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res.StopCode = "init:" + walk.initErr
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