N5/D1c: the finale — !expedition start epilogue

Closes the Hollow King arc with a solo one-shot boss fight, reached via
`!expedition start epilogue` (intercepted before the zone/loadout
machinery). Unlock: all 24 journal pages found + both Tier-5 zones cleared.

- Encounter: runZoneCombat + renderBossOutcome, the arena's own pattern —
  no supplies, no walk, no party, no new mechanics. The stat block is
  Belaxath's (the abyss boss whose gate "lets one thing come home")
  re-dressed as the King returned in full, HP ×1.25 for a capstone; the
  ability/AC/CR carry over unchanged.
- Reward-once: first clear grants a unique title ("Kingsbane") + one
  Legendary + a games-room notice; later clears are a flavour-only
  rematch. The flag is a dedicated player_meta.epilogue_cleared column,
  latched by an atomic UPDATE (never the bulk save) so the monotonic
  false→true can't be clobbered — same discipline as D1a's journal
  bitmask. A loss costs a death, as any boss fight does.
- Title is written after a fresh character reload so runZoneCombat's
  post-fight HP persist isn't overwritten (the survivalist-milestone
  gotcha).

Golden byte-identical; go test ./... green.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
prosolis
2026-07-10 15:37:53 -07:00
parent aab7a7bad0
commit 9b6c1ff9a4
6 changed files with 290 additions and 1 deletions

View File

@@ -115,6 +115,9 @@ type AdventureCharacter struct {
// == page i+1). Read-only overlay from player_meta.journal_pages; writes go
// through the atomic grantJournalPageDB, never the bulk character save.
JournalPages int64
// N5/D1c the finale reward-once flag. True after the first finale clear;
// overlay-read, written by the atomic markEpilogueClearedDB.
EpilogueCleared bool
}
type AdvEquipment struct {

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@@ -2,9 +2,12 @@ package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"strings"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
@@ -229,7 +232,7 @@ func renderJournal(mask int64) string {
}
if journalComplete(mask) {
b.WriteString("\nThe ledger is whole. Every page you needed, you have. What remains is to bring it to him.")
b.WriteString("\nThe ledger is whole. Clear both Tier-5 zones and you can follow him to the end — `!expedition start epilogue`.")
} else {
b.WriteString(fmt.Sprintf("\n_%d pages still scattered._", journalTotalPages-found))
}
@@ -246,6 +249,155 @@ func romanNumeral(n int) string {
return romanNumerals[n-1]
}
// ── D1c: the finale ─────────────────────────────────────────────────────────
// finaleTitle is the unique role awarded for the first finale clear.
const finaleTitle = "Kingsbane"
const epilogueEntryFlavor = "You bring the whole ledger to the Empty Throne. The shape kept warm against his return stirs, and stands, and is finally, fully here."
// hollowKingFinaleMonster is the finale stat block: Belaxath's block — the abyss
// boss whose gate "was meant to let one thing come home" — re-dressed as the
// King returned in full, with HP bumped for a capstone. A variant stat block
// with no new mechanics, per the plan. Built on the fly (not registered in
// dndBestiary) because runZoneCombat takes the template directly, exactly as the
// arena bosses do.
func hollowKingFinaleMonster() DnDMonsterTemplate {
m := dndBestiary["boss_belaxath"]
m.ID = "boss_hollow_king_finale"
m.Name = "The Hollow King, Unhoused"
m.HP = int(float64(m.HP) * 1.25)
m.Notes = "Finale encounter — the Hollow King returned in full through the abyss gate. Variant of the Balor stat block; no new mechanics."
return m
}
// epilogueUnlocked gates the finale on the whole ledger plus both Tier-5 clears.
func (p *AdventurePlugin) epilogueUnlocked(char *AdventureCharacter) (bool, string) {
if !journalComplete(char.JournalPages) {
return false, fmt.Sprintf(
"The trail runs cold. You've recovered **%d of %d** journal pages — find them all before you can follow him to the end. (`!adventure journal`)",
journalPageCount(char.JournalPages), journalTotalPages)
}
if !clearedEveryZoneOfTier(db.Get(), char.UserID, ZoneTier(5)) {
return false, "You hold the whole ledger, but not the standing to use it. Clear **both** Tier-5 zones — the Dragon's Lair and the Abyss Portal — then come back to the throne."
}
return true, ""
}
// handleEpilogueEncounter runs the finale: a single auto-resolved boss fight
// against the Hollow King's true form, reached via `!expedition start epilogue`.
// Reward drops only on the first clear (reward-once); later clears are a
// flavour-only rematch. A loss costs a death, as any boss fight does.
func (p *AdventurePlugin) handleEpilogueEncounter(ctx MessageContext) error {
char, _, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` first.")
}
if !char.Alive {
return p.SendDM(ctx.Sender, "You're in no shape to face him. Mend at `!hospital` first.")
}
if ok, why := p.epilogueUnlocked(char); !ok {
return p.SendDM(ctx.Sender, why)
}
// Busy guards — the finale is a synchronous auto-resolved fight, so refuse if
// anything else is in flight and could collide on HP or run state.
if exp, _ := getActiveExpedition(ctx.Sender); exp != nil {
return p.SendDM(ctx.Sender, "Finish your expedition before you walk to the Empty Throne.")
}
if run, _ := getActiveZoneRun(ctx.Sender); run != nil {
return p.SendDM(ctx.Sender, "Finish your current zone run first.")
}
if sess, _ := getActiveCombatSession(ctx.Sender); sess != nil {
return p.SendDM(ctx.Sender, "You're already in a fight. Finish it first.")
}
monster := hollowKingFinaleMonster()
displayName, _ := loadDisplayName(ctx.Sender)
if displayName == "" {
displayName = "You"
}
preHP, _ := dndHPSnapshot(ctx.Sender)
result, err := p.runZoneCombat(ctx.Sender, monster, 5, bossCombatPhases, 50)
if err != nil {
slog.Error("epilogue: combat failed", "user", ctx.Sender, "err", err)
return p.SendDM(ctx.Sender, "Something went wrong at the throne. Try again in a moment.")
}
postHP, maxHP := dndHPSnapshot(ctx.Sender)
nat20s, nat1s := countNat20sAnd1s(result)
intro := fmt.Sprintf("👑 **The Empty Throne — %s** (HP %d, AC %d)\n_%s_",
monster.Name, monster.HP, monster.AC, epilogueEntryFlavor)
phases := RenderCombatLog(result, displayName, monster.Name)
outcome := renderBossOutcome(BossOutcomeInputs{
// Synthetic ZoneArena keeps twinBeeLine's deterministic pickers off any
// real zone's pool, exactly as the arena does.
ZoneID: ZoneArena,
RunID: "epilogue-" + string(ctx.Sender),
RoomIdx: 0,
Monster: monster,
Result: result,
PreHP: preHP,
PostHP: postHP,
MaxHP: maxHP,
PhaseTwoAt: 0.40,
Nat20s: nat20s,
Nat1s: nat1s,
DefeatHeadline: "💀 The Hollow King folds you into the quiet he keeps. The account goes unpaid a while longer.",
VictoryHeadline: fmt.Sprintf("🏆 **The Hollow King falls — and this time stays down.** You finished at **%d/%d HP**.", postHP, maxHP),
})
var tail string
if !result.PlayerWon {
markAdventureDead(ctx.Sender, "adventure", "the Empty Throne")
} else {
tail = p.finishEpilogueWin(ctx.Sender, char.EpilogueCleared)
}
_ = p.sendZoneCombatMessages(ctx.Sender, append([]string{intro}, phases...), joinLootLines(outcome, tail))
return nil
}
// finishEpilogueWin grants the reward on a first clear and returns the reward
// narration; a repeat clear is flavour only. The character is reloaded before
// the title write so runZoneCombat's post-fight HP persist isn't clobbered.
func (p *AdventurePlugin) finishEpilogueWin(userID id.UserID, alreadyCleared bool) string {
if alreadyCleared {
return "_The throne stays empty. You came to be sure. You are sure._"
}
var b strings.Builder
b.WriteString("🎖️ **The account is closed.** You are named **" + finaleTitle + "** — the one who unhoused the Hollow King.\n")
if mi, ok := pickMagicItemForRarity(RarityLegendary, nil); ok {
if line := p.dropMagicItemLoot(userID, mi, LootTierLegendary); line != "" {
b.WriteString(line + "\n")
}
} else {
slog.Error("epilogue: no legendary in registry", "user", userID)
}
if fresh, err := loadAdvCharacter(userID); err == nil && fresh != nil {
if fresh.Title != finaleTitle {
fresh.Title = finaleTitle
if err := saveAdvCharacter(fresh); err != nil {
slog.Error("epilogue: title save failed", "user", userID, "err", err)
}
}
}
if err := markEpilogueClearedDB(userID); err != nil {
slog.Error("epilogue: mark cleared failed", "user", userID, "err", err)
}
if gr := gamesRoom(); gr != "" {
if dn, _ := loadDisplayName(userID); dn != "" {
p.SendMessage(id.RoomID(gr), fmt.Sprintf(
"👑 **%s** carried the whole ledger to the Empty Throne and closed the account. The Hollow King is ended. **%s.**",
dn, finaleTitle))
}
}
return b.String()
}
var romanNumerals = []string{
"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X",
"XI", "XII", "XIII", "XIV", "XV", "XVI", "XVII", "XVIII", "XIX", "XX",

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@@ -188,6 +188,97 @@ func TestBossEpilogues_EveryRegisteredZoneHasOne(t *testing.T) {
}
}
func TestHollowKingFinaleMonster_ClonesBelaxathWithBump(t *testing.T) {
base := dndBestiary["boss_belaxath"]
if base.ID == "" {
t.Fatal("boss_belaxath missing from bestiary — finale clones it")
}
m := hollowKingFinaleMonster()
if m.ID != "boss_hollow_king_finale" {
t.Errorf("finale ID = %q", m.ID)
}
if m.Name == base.Name || m.Name == "" {
t.Errorf("finale name should differ from Belaxath: %q", m.Name)
}
if m.HP <= base.HP {
t.Errorf("finale HP %d should exceed base %d (capstone bump)", m.HP, base.HP)
}
// No new mechanics: the ability and defensive profile carry over unchanged.
if m.Ability != base.Ability {
t.Errorf("finale ability pointer changed — should reuse Belaxath's, no new mechanics")
}
if m.AC != base.AC || m.CR != base.CR {
t.Errorf("finale AC/CR drifted from base: AC %d/%d CR %v/%v", m.AC, base.AC, m.CR, base.CR)
}
}
func TestEpilogueRewardOnce_FlagRoundTrip(t *testing.T) {
townTestDB(t)
u := id.UserID("@finale:test.invalid")
if got, err := loadEpilogueCleared(u); err != nil || got {
t.Fatalf("fresh player: cleared=%v err=%v, want false/nil", got, err)
}
if err := markEpilogueClearedDB(u); err != nil {
t.Fatalf("mark cleared: %v", err)
}
if got, err := loadEpilogueCleared(u); err != nil || !got {
t.Fatalf("after mark: cleared=%v err=%v, want true/nil", got, err)
}
// Idempotent.
if err := markEpilogueClearedDB(u); err != nil {
t.Fatalf("re-mark: %v", err)
}
var c AdventureCharacter
c.UserID = u
applyPlayerMetaOverlay(&c)
if !c.EpilogueCleared {
t.Fatalf("overlay did not carry EpilogueCleared")
}
}
func TestEpilogueUnlocked_Gates(t *testing.T) {
townTestDB(t)
p := &AdventurePlugin{}
// Incomplete journal → refused, page-count message.
partial := &AdventureCharacter{UserID: id.UserID("@u1:test.invalid")}
partial.JournalPages = setJournalPageBit(0, 1)
ok, why := p.epilogueUnlocked(partial)
if ok {
t.Fatalf("incomplete journal should not unlock")
}
if !strings.Contains(why, "journal pages") {
t.Errorf("expected page-count refusal, got: %s", why)
}
// Complete journal but no Tier-5 clears → refused, T5 message.
full := &AdventureCharacter{UserID: id.UserID("@u2:test.invalid")}
for i := 1; i <= journalTotalPages; i++ {
full.JournalPages = setJournalPageBit(full.JournalPages, i)
}
ok, why = p.epilogueUnlocked(full)
if ok {
t.Fatalf("no T5 clears should not unlock")
}
if !strings.Contains(why, "Tier-5") {
t.Errorf("expected Tier-5 refusal, got: %s", why)
}
}
func TestFinishEpilogueWin_RepeatIsFlavorOnly(t *testing.T) {
// The already-cleared branch is pure flavour: no reward, no client calls.
p := &AdventurePlugin{}
repeat := p.finishEpilogueWin(id.UserID("@u:test.invalid"), true)
if strings.Contains(repeat, finaleTitle) {
t.Errorf("a repeat clear must not re-award the title: %s", repeat)
}
if strings.TrimSpace(repeat) == "" {
t.Errorf("a repeat clear should still say something")
}
}
func TestTwinBeeJournalReaction_DeterministicAndGuarded(t *testing.T) {
if twinBeeJournalReaction(3, 0) != "" {
t.Errorf("zero pages should produce no reaction")

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@@ -283,6 +283,12 @@ func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter
formatRespecDuration(remaining)))
}
zoneTok, packTok := splitFirstWord(rest)
// N5/D1c: the campaign finale is reached here but is not a normal zone — it
// runs a single auto-resolved boss fight with its own unlock gate, no
// supplies, no walk. Intercept before the zone/loadout machinery.
if strings.EqualFold(zoneTok, "epilogue") {
return p.handleEpilogueEncounter(ctx)
}
available := zonesForLevel(c.Level)
zoneID, ok := resolveZoneInput(zoneTok, available)
if !ok {

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@@ -421,6 +421,33 @@ func grantJournalPageDB(userID id.UserID, page int) error {
return err
}
// loadEpilogueCleared reads the finale reward-once flag (N5/D1c).
func loadEpilogueCleared(userID id.UserID) (bool, error) {
var cleared int
err := db.Get().QueryRow(
`SELECT epilogue_cleared FROM player_meta WHERE user_id = ?`,
string(userID),
).Scan(&cleared)
if err == sql.ErrNoRows {
return false, nil
}
if err != nil {
return false, err
}
return cleared != 0, nil
}
// markEpilogueClearedDB latches the finale reward-once flag atomically, so the
// monotonic false→true set survives any concurrent character save.
func markEpilogueClearedDB(userID id.UserID) error {
_, err := db.Get().Exec(
`INSERT INTO player_meta (user_id, epilogue_cleared) VALUES (?, 1)
ON CONFLICT(user_id) DO UPDATE SET epilogue_cleared = 1`,
string(userID),
)
return err
}
// HouseState is the in-memory mirror of player_meta's house_* columns. Phase
// L4e ports housing/mortgage off AdvCharacter (gogobee_legacy_migration.md
// §6.5). All six fields mutate together at known sites (purchase, payoff,
@@ -1319,6 +1346,9 @@ func applyPlayerMetaOverlay(c *AdventureCharacter) {
if mask, err := loadJournalPages(uid); err == nil {
c.JournalPages = mask
}
if cleared, err := loadEpilogueCleared(uid); err == nil {
c.EpilogueCleared = cleared
}
if s, err := loadHouseState(uid); err == nil {
c.HouseTier = s.Tier
c.HouseLoanBalance = s.LoanBalance