Long expeditions D3: compact autopilot auto-resolves boss rooms

Drops the boss carve-out in the compact (background autorun) path so
boss rooms resolve through the same forward-sim engine elites already
use. A `bossSafetyGate` (HP < 80% / supplies < daily burn /
exhaustion >= 3) guards the engage; when it trips, the walk returns
`stopBossSafety` and the autorun ticker force-pitches a rest camp via
`pitchBossSafetyCamp` (bypasses the normal scheduler's HP threshold
and its RoomBoss room-type block; keeps event-anchored night handling).

`resolveCombatRoom` now selects monster + label + loot drop by
`run.CurrentRoomType()` so the same callsite handles boss kills
(zone.Boss bestiary, "Boss — name down", boss-loot drop, elite-tier
threat bump). The walk loop only breaks at elite/boss doorways when
`!compact`; compact lets the next iteration auto-resolve.

Foreground `!fight` and `!expedition run` are unchanged. Sim path is
unaffected — stopBossSafety falls into the default soft-stop branch.
This commit is contained in:
prosolis
2026-05-27 18:56:52 -07:00
parent c729433353
commit 68ed8e7c60
6 changed files with 218 additions and 27 deletions

View File

@@ -642,7 +642,9 @@ func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, com
// Doorway/blocked stops fire *before* the current room actually
// resolved — those don't count as a walked room. Everything else
// (OK, fork after a clear, ended after combat, complete) does.
if res.reason != stopBlocked && res.reason != stopElite && res.reason != stopBoss {
// stopBossSafety also fires at the doorway (compact autopilot
// bailed before engaging), so it doesn't count either.
if res.reason != stopBlocked && res.reason != stopElite && res.reason != stopBoss && res.reason != stopBossSafety {
rooms++
}
@@ -706,15 +708,16 @@ func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, com
exp = fresh
}
// Arrived at a Boss doorway: stop here. The "Room X/Y — Boss.
// !fight when ready." line in res.final already tells the player
// what to do; another loop iteration would just hit the gate and
// emit a duplicate "Room X/Y — Boss" message.
// Arrived at an Elite/Boss doorway. Foreground stops here so the
// player can decide; the "Room X/Y — Boss. !fight when ready."
// line in res.final already tells them what to do.
//
// For Elite + non-compact, do the same. In compact mode we let
// the next iteration run because the gate will auto-resolve the
// elite inline (which is the whole point of compact mode).
if res.nextRoomType == RoomBoss || (res.nextRoomType == RoomElite && !compact) {
// In compact mode (background autopilot, long-expedition D2/D3)
// we let the next iteration run because the gate will auto-
// resolve the encounter inline — elite always, boss when the
// safety check passes (otherwise the gate returns stopBossSafety
// and the autorun ticker pitches a rest camp).
if !compact && (res.nextRoomType == RoomBoss || res.nextRoomType == RoomElite) {
r := stopBoss
if res.nextRoomType == RoomElite {
r = stopElite
@@ -823,6 +826,8 @@ func autopilotFooter(reason stopReason, rooms int) string {
return fmt.Sprintf("⏸ **Autopilot paused — elite ahead** (after %s). `!fight` when ready, then `!expedition run` to continue.", roomsStr)
case stopBoss:
return fmt.Sprintf("⏸ **Autopilot paused — boss ahead** (after %s). `!fight` when ready.", roomsStr)
case stopBossSafety:
return "" // res.final already carries the held-back-from-boss line
case stopEnded:
return "" // death narration is the final; no footer
case stopComplete: