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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.
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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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