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:
prosolis
2026-05-27 23:16:33 -07:00
parent ad2a8258ba
commit 631764bbbd
5 changed files with 118 additions and 32 deletions

View File

@@ -17,8 +17,11 @@ import (
"flag"
"fmt"
"os"
"os/exec"
"runtime"
"strconv"
"strings"
"sync"
"gogobee/internal/plugin"
@@ -46,6 +49,8 @@ func main() {
trace = flag.Bool("trace", false, "include raw per-round CombatEvent stream on the LAST combat of each expedition (boss room) — for J2 diagnostic sweeps")
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)")
jobs = flag.Int("jobs", 0, "matrix mode — concurrent worker count (each worker is a subprocess so it gets its own sqlite). 0 = runtime.NumCPU()")
)
flag.Parse()
@@ -66,7 +71,7 @@ func main() {
includeLog = *logFlag
}
})
runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog)
runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel)
return
}
@@ -100,46 +105,109 @@ func runSingle(class string, level int, zone, userTag, dataDir string, bank floa
emitIndented(res)
}
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool) {
// matrixJob is one (class, level, zone, replicate-index) cell of the
// matrix sweep. Each job is run by a worker as a single-run subprocess so
// it gets its own SQLite handle — the plugin package's db.* globals
// preclude in-process parallelism.
type matrixJob struct {
class string
level int
zone string
rep int
}
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel int) {
cs := splitNonEmpty(classes)
ls := parseLevels(levels)
zs := splitNonEmpty(zones)
if len(cs) == 0 || len(ls) == 0 || len(zs) == 0 || runs <= 0 {
fail("matrix mode requires non-empty -classes, -levels, -zones and runs > 0")
}
enc := json.NewEncoder(os.Stdout)
if jobs <= 0 {
jobs = runtime.NumCPU()
}
exe, err := os.Executable()
if err != nil {
fail("os.Executable:", err)
}
work := make([]matrixJob, 0, len(cs)*len(ls)*len(zs)*runs)
for _, c := range cs {
for _, lv := range ls {
for _, z := range zs {
for r := 0; r < runs; r++ {
dir, err := os.MkdirTemp("", "expedition-sim-")
if err != nil {
fail("mkdir temp:", err)
}
uid := id.UserID(fmt.Sprintf("@sim:%s-l%d-%s-%d", c, lv, z, r))
res, runErr := runOne(dir, uid, plugin.DnDClass(c), lv, plugin.ZoneID(z), bank, cap, days)
if res != nil && !includeLog {
res.Log = nil
}
if runErr != nil && res == nil {
// Synthesize a row so the corpus has one line per
// cell regardless of init failures.
res = &plugin.SimResult{
UserID: string(uid),
Class: c,
Level: lv,
Zone: z,
Outcome: "halted",
}
}
_ = enc.Encode(res)
_ = os.RemoveAll(dir)
work = append(work, matrixJob{class: c, level: lv, zone: z, rep: r})
}
}
}
}
workCh := make(chan matrixJob)
resCh := make(chan *plugin.SimResult, len(work))
var wg sync.WaitGroup
for i := 0; i < jobs; i++ {
wg.Add(1)
go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel)
}
go func() {
for _, j := range work {
workCh <- j
}
close(workCh)
}()
go func() {
wg.Wait()
close(resCh)
}()
enc := json.NewEncoder(os.Stdout)
for r := range resCh {
_ = enc.Encode(r)
}
}
func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult, wg *sync.WaitGroup, bank float64, cap, days int, includeLog, trace bool, petLevel int) {
defer wg.Done()
for j := range in {
uid := fmt.Sprintf("@sim:%s-l%d-%s-%d", j.class, j.level, j.zone, j.rep)
dir, err := os.MkdirTemp("", "expedition-sim-")
if err != nil {
out <- &plugin.SimResult{UserID: uid, Class: j.class, Level: j.level, Zone: j.zone, Outcome: "halted"}
continue
}
args := []string{
"-class", j.class,
"-level", strconv.Itoa(j.level),
"-zone", j.zone,
"-bank", strconv.FormatFloat(bank, 'f', -1, 64),
"-cap", strconv.Itoa(cap),
"-days", strconv.Itoa(days),
"-data", dir,
"-user", uid,
fmt.Sprintf("-log=%t", includeLog),
fmt.Sprintf("-pet-level=%d", petLevel),
}
if trace {
args = append(args, "-trace")
}
cmd := exec.Command(exe, args...)
stdout, runErr := cmd.Output()
var res plugin.SimResult
if jerr := json.Unmarshal(stdout, &res); jerr != nil {
res = plugin.SimResult{UserID: uid, Class: j.class, Level: j.level, Zone: j.zone, Outcome: "halted"}
}
if runErr != nil && res.Outcome == "" {
res.Outcome = "halted"
}
if !includeLog {
res.Log = nil
}
out <- &res
_ = os.RemoveAll(dir)
}
}
func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zone plugin.ZoneID, bank float64, cap, days int) (*plugin.SimResult, error) {
runner, err := plugin.NewSimRunner(dataDir)
if err != nil {

View File

@@ -642,7 +642,7 @@ type autopilotWalkResult struct {
// combat already auto-resolves inside resolveCombatRoom; elite/boss
// doorways stop here so the player can choose !fight on their own terms.
func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
r := p.runAutopilotWalk(ctx, autopilotRoomCap, false)
r := p.runAutopilotWalk(ctx, autopilotRoomCap, false, false)
if r.initErr != "" {
return p.SendDM(ctx.Sender, r.initErr)
}
@@ -667,7 +667,7 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
// run graph / harvest tally / supplies / threat — same as before, just
// no streamFlow here. compact==true switches the underlying combat
// narration into terse mode and auto-resolves elite (not boss) rooms.
func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, compact bool) autopilotWalkResult {
func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, compact, inlineBossCombat bool) autopilotWalkResult {
exp, err := getActiveExpedition(ctx.Sender)
if err != nil {
return autopilotWalkResult{initErr: "Couldn't read expedition state: " + err.Error()}
@@ -717,7 +717,7 @@ func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, com
}
}
res, aerr := p.advanceOnceWithOpts(ctx, compact)
res, aerr := p.advanceOnceWithOpts(ctx, compact, inlineBossCombat)
if aerr != nil {
return autopilotWalkResult{initErr: aerr.Error()}
}

View File

@@ -472,10 +472,17 @@ func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
// 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)
return p.advanceOnceWithOpts(ctx, false, false)
}
func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact bool) (advanceResult, error) {
// inlineBossCombat (only consulted when compact==true) selects between the
// two background combat paths at a boss/elite doorway. true keeps the
// long-expedition D3 inline auto-resolve (production autorun). false
// returns stopBoss/stopElite after the safety gate so a turn-based driver
// — currently only the headless sim's autoResolveCombat / simPickCombatAction
// — handles the fight via the regular !fight / !attack engine. The sim
// uses false so simPickSpell actually fires; D8-prereq re-wired this seam.
func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact, inlineBossCombat bool) (advanceResult, error) {
run, err := getActiveZoneRun(ctx.Sender)
if err != nil {
return advanceResult{}, fmt.Errorf("Couldn't read run state: %s", err.Error())
@@ -560,6 +567,17 @@ func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact bool)
}, nil
}
}
if !inlineBossCombat {
// Background caller wants to drive the fight itself (sim's
// autoResolveCombat / simPickCombatAction). Surface the
// doorway like the foreground path does, after the safety
// gate has had a chance to defer the engagement.
r := stopElite
if prev == RoomBoss {
r = stopBoss
}
return advanceResult{reason: r}, nil
}
// Compact-mode elite/boss auto-resolve. resolveCombatRoom
// selects monster + label by run.CurrentRoomType().
ai, ap, ao, aended, aerr := p.resolveCombatRoom(ctx.Sender, run, zone, prev == RoomElite, true)

View File

@@ -170,7 +170,7 @@ func (p *AdventurePlugin) tryAutoRun(e *Expedition, now time.Time) error {
}
uid := id.UserID(e.UserID)
r := p.runAutopilotWalk(MessageContext{Sender: uid}, autoRunRoomCap, true)
r := p.runAutopilotWalk(MessageContext{Sender: uid}, autoRunRoomCap, true, true)
if r.initErr != "" {
// "no expedition" / "no run" — race with abandon/extract. Silent.
return nil

View File

@@ -429,7 +429,7 @@ func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, walkCap, maxDays
for i := 0; i < walkCap; i++ {
simNow = simNow.Add(simWalkInterval)
walk := s.P.runAutopilotWalk(ctx, autopilotRoomCap, true)
walk := s.P.runAutopilotWalk(ctx, autopilotRoomCap, true, false)
if walk.initErr != "" {
res.Outcome = "halted"
res.StopCode = "init:" + walk.initErr