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Long expeditions D6: player-facing surface cleanup
Rewrite !expedition help around the autopilot loop, frame !camp/!fight as overrides, and add Day X / ~Y expected + rooms/total + last-3-events to !expedition status.
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@@ -128,10 +128,12 @@ Each successful background walk now logs a `walk` entry (`appendExpeditionLog(..
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**Exit criteria:** balanced loadout completes intended-duration expedition in ≥ 85% of sim runs without starvation extraction.
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### D6 — Player-facing surface cleanup
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- Help text rewrite — frame expedition as "supply pack + watch it play out".
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- Hide / soft-deprecate `!camp <type>` from primary help, keep it documented as an override.
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- `!fight` still in help, framed as override.
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- Status DM (`!expedition status`) shows: current day / expected days, rooms walked / total, supplies, last 3 events.
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**D6 (shipped 2026-05-27):** player-facing copy now matches the autopilot-first reality.
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- `expeditionHelpText` rewritten around the loop "pick a zone → pick a loadout → `!expedition run` watches it play out"; commands grouped into **Run an expedition** / **Mid-expedition** / **Overrides** with a one-line shape paragraph at the top.
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- `!camp` and `!fight` were already absent from the primary `!expedition` help; both are now explicitly listed under **Overrides** and framed as "autopilot covers these — only reach for them if you want manual control." `campHelpText` itself opens with the same override framing so a player who types `!camp` lands on the right mental model.
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- `expeditionCmdStatusImpl` (default `!expedition status`) now leads with **Day X / ~Y expected** (driven by new `expeditionTargetDays(tier ZoneTier)` in `dnd_expedition_supplies.go` — T1=2 → T5=7, the §2 anchor table), adds a **Rooms: N / Total in this region** line under the region marker (sourced from `getActiveZoneRun(...).CurrentRoom/TotalRooms`), and appends a **Recent:** block with the last 3 log entries (summary fallback to flavor). Supplies and threat lines unchanged; the `--debug` view is untouched.
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- No new public command surface, no schema change, no test churn (no existing test asserted on the rewritten strings); full `go test ./...` green.
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### D7 — Sim + class re-baseline
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- `cmd/expedition-sim` extensions: multi-day mode, autopilot camp, autopilot boss.
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@@ -117,7 +117,7 @@ func (p *AdventurePlugin) handleCampCmd(ctx MessageContext, args string) error {
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func campHelpText(exp *Expedition) string {
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var b strings.Builder
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b.WriteString("**!camp <type>** — establish camp during an expedition.\n\n")
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b.WriteString("**!camp <type>** — _override._ Autopilot pitches camp at night automatically; reach for this only to force a rest right now.\n\n")
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b.WriteString("`!camp rough` — partial rest (any location, +0.5 SU, high night risk)\n")
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b.WriteString("`!camp standard` — full long rest (cleared room, +1 SU, medium risk)\n")
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b.WriteString("`!camp fortified` — long rest + bonus (zone boss defeated, +2 SU, low risk)\n")
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@@ -91,18 +91,23 @@ func (p *AdventurePlugin) handleDnDExpeditionCmd(ctx MessageContext, args string
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func expeditionHelpText() string {
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var b strings.Builder
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b.WriteString("**!expedition** — multi-day dungeon expeditions.\n\n")
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b.WriteString("`!expedition list` — show zones available at your level\n")
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b.WriteString("`!expedition start <zone> [loadout]` — outfit & begin\n")
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b.WriteString(" loadout: `lean` / `balanced` / `heavy` (scales by zone tier)\n")
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b.WriteString(" advanced: raw pack counts — `Ns Md` (e.g. `2s 1d`)\n")
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b.WriteString(" no loadout? you'll be prompted to pick one\n")
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b.WriteString("`!expedition run` — autopilot: walk rooms until something needs you (alias `!explore`)\n")
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b.WriteString("`!expedition status` — current expedition snapshot\n")
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b.WriteString("**The shape:** pick a zone, pick a supply pack, watch it play out. ")
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b.WriteString("Autopilot walks rooms, pitches camp at night, and DMs you when something needs a decision (a fork, a boss, low HP).\n\n")
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b.WriteString("**Run an expedition:**\n")
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b.WriteString("`!expedition list` — zones available at your level\n")
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b.WriteString("`!expedition start <zone>` — prompts a loadout: `lean` / `balanced` / `heavy`\n")
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b.WriteString("`!expedition run` — start (or resume) the autopilot walk (alias `!explore`)\n")
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b.WriteString("`!expedition status` — day, rooms, supplies, recent events\n\n")
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b.WriteString("**Mid-expedition:**\n")
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b.WriteString("`!extract` — bail safely (resumable for 7 days)\n")
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b.WriteString("`!resume [loadout]` — resume an extracted expedition\n")
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b.WriteString("`!expedition log` — last 5 log entries\n")
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b.WriteString("`!expedition abandon` — end the expedition (no rewards)\n")
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b.WriteString("`!extract` — voluntary extraction (1 day, resumable for 7 days)\n")
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b.WriteString("`!resume [loadout]` — resume an extracted expedition (same `lean`/`balanced`/`heavy` choices)\n")
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b.WriteString("`!map` — region/room ASCII map")
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b.WriteString("`!expedition abandon` — end without rewards\n")
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b.WriteString("`!map` — region/room ASCII map\n\n")
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b.WriteString("**Overrides** _(autopilot covers these — only reach for them if you want manual control)_:\n")
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b.WriteString("`!fight` — engage an Elite/Boss the autopilot paused at\n")
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b.WriteString("`!camp` — force a rest right now (see `!camp` for types)\n")
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b.WriteString("`!expedition start <zone> Ns Md` — raw pack counts instead of a preset")
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return b.String()
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}
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@@ -398,8 +403,9 @@ func (p *AdventurePlugin) expeditionCmdStatusImpl(ctx MessageContext, debug bool
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zone, _ := getZone(exp.ZoneID)
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c, _ := LoadDnDCharacter(ctx.Sender)
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target := expeditionTargetDays(zone.Tier)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🎭 **TwinBee — Status, Day %d**\n\n", exp.CurrentDay))
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b.WriteString(fmt.Sprintf("🎭 **TwinBee — Status, Day %d / ~%d expected**\n\n", exp.CurrentDay, target))
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b.WriteString(fmt.Sprintf("📍 **Zone:** %s _(T%d)_\n", zone.Display, int(zone.Tier)))
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if r, ok := CurrentRegion(exp); ok {
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cleared := IsRegionCleared(exp, r.ID)
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@@ -410,6 +416,10 @@ func (p *AdventurePlugin) expeditionCmdStatusImpl(ctx MessageContext, debug bool
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b.WriteString(fmt.Sprintf("🗺 **Region:** %s (%d/%d)%s\n",
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r.Name, r.Order, len(regionsForZone(exp.ZoneID)), marker))
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}
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if run, rerr := getActiveZoneRun(ctx.Sender); rerr == nil && run != nil && run.TotalRooms > 0 {
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b.WriteString(fmt.Sprintf("🚪 **Rooms:** %d / %d in this region\n",
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run.CurrentRoom+1, run.TotalRooms))
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}
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if c != nil {
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b.WriteString(fmt.Sprintf("❤️ **HP:** %d / %d\n", c.HPCurrent, c.HPMax))
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}
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@@ -444,6 +454,19 @@ func (p *AdventurePlugin) expeditionCmdStatusImpl(ctx MessageContext, debug bool
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depletionLabel(state)))
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}
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}
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if entries, lerr := recentExpeditionLog(exp.ID, 3); lerr == nil && len(entries) > 0 {
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b.WriteString("\n**Recent:**\n")
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for _, e := range entries {
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line := e.Summary
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if line == "" {
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line = e.Flavor
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}
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if line == "" {
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continue
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}
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b.WriteString(fmt.Sprintf(" · _Day %d_ — %s\n", e.Day, line))
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}
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}
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b.WriteString(fmt.Sprintf("\nStarted: %s Last activity: %s",
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exp.StartDate.Format("2006-01-02 15:04"),
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exp.LastActivity.Format("2006-01-02 15:04")))
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@@ -41,6 +41,25 @@ func supplyPackCaps(tier ZoneTier) (standard, deluxe int) {
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return 3, 1
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}
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// expeditionTargetDays returns the §2 target-duration anchor for a zone
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// tier — what the supply-cap math, balanced loadout, and the
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// "Day X / ~Y expected" line in !expedition status are all sized against.
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func expeditionTargetDays(tier ZoneTier) int {
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switch tier {
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case ZoneTierBeginner:
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return 2
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case ZoneTierApprentice:
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return 3
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case ZoneTierJourneyman:
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return 4
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case ZoneTierVeteran:
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return 5
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case ZoneTierLegendary:
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return 7
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}
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return 4
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}
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// SupplyLoadout names a tier-scaled preset purchase. D5-b: empty-arg
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// `!expedition start <zone>` now prompts the player to pick one of these
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// rather than silently defaulting to 1 standard pack. Raw `Ns Md` syntax
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