Combat: auto-play timed-out turn-based sessions to a real win/loss

A combat session abandoned past its 1h TTL is now resumed from persisted
mid-state and auto-played through the shared resolver to a real win or
loss, rather than flatly marked as a retreat. The bulk-UPDATE sweep is
replaced by listExpiredCombatSessions plus a reaper that locks the user,
auto-plays the fight, runs the normal close-out, and DMs the outcome.
markCombatSessionExpired remains the terminal fallback for sessions that
can't be reconstructed. Wired into eventTicker.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-14 06:30:52 -07:00
parent 886eb5a75b
commit a0961fee8a
4 changed files with 161 additions and 22 deletions

View File

@@ -0,0 +1,98 @@
package plugin
import (
"fmt"
"log/slog"
"maunium.net/go/mautrix/id"
)
// Phase 13 — turn-based combat timeout reaper.
//
// A CombatSession expires 1h after its last action (combatSessionTTL). Per the
// 2026-05-13 timeout decision, an abandoned fight is not flatly marked as a
// retreat — the reaper resumes it from persisted mid-state and auto-plays the
// rest of the fight through the same shared resolver a live !attack uses,
// landing on a real win or loss. The player is DM'd the outcome.
//
// Sessions that cannot be reconstructed (zone run deleted, enemy no longer in
// the bestiary) or that fail to converge within reaperRoundCap fall back to the
// terminal 'expired' status with no fatal-blow side effects — see
// markCombatSessionExpired.
// reaperRoundCap bounds the auto-play loop. A turn-based round always lands at
// least one damage roll eventually, so a real fight converges well within this;
// the cap only guards against a pathological non-terminating session.
const reaperRoundCap = 300
// reapExpiredCombatSessions is the timeout reaper, driven off eventTicker (one
// pass per minute). It auto-plays every stale session to a terminal status.
func (p *AdventurePlugin) reapExpiredCombatSessions() {
expired, err := listExpiredCombatSessions()
if err != nil {
slog.Error("combat: reaper failed to list expired sessions", "err", err)
return
}
for _, sess := range expired {
p.reapCombatSession(sess.UserID, sess.SessionID)
}
}
// reapCombatSession auto-plays a single stale session under the player's lock.
// It re-fetches the session after locking: the player may have finished the
// fight in the window between listing and locking, in which case there is
// nothing to do.
func (p *AdventurePlugin) reapCombatSession(userIDStr, sessionID string) {
userID := id.UserID(userIDStr)
userMu := p.advUserLock(userID)
userMu.Lock()
defer userMu.Unlock()
sess, err := getActiveCombatSession(userID)
if err != nil {
slog.Error("combat: reaper failed to reload session", "user", userID, "err", err)
return
}
// Gone, replaced, or no longer the stale one — the player acted first.
if sess == nil || sess.SessionID != sessionID {
return
}
player, enemy, err := p.combatantsForSession(sess)
if err != nil {
// Can't reconstruct the fight — park it terminal so it isn't retried
// every minute forever.
slog.Warn("combat: reaper cannot rebuild session, marking expired",
"user", userID, "session", sess.SessionID, "err", err)
if merr := markCombatSessionExpired(sess.SessionID); merr != nil {
slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr)
}
return
}
rounds := 0
for sess.IsActive() {
if rounds >= reaperRoundCap {
slog.Warn("combat: reaper hit round cap, marking expired",
"user", userID, "session", sess.SessionID)
if merr := markCombatSessionExpired(sess.SessionID); merr != nil {
slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr)
}
return
}
if _, rerr := runCombatRound(sess, &player, &enemy, PlayerAction{Kind: ActionAttack}); rerr != nil {
slog.Error("combat: reaper round failed", "user", userID, "session", sess.SessionID, "err", rerr)
if merr := markCombatSessionExpired(sess.SessionID); merr != nil {
slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr)
}
return
}
rounds++
}
outcome := p.finishCombatSession(userID, sess, enemy)
preamble := fmt.Sprintf("⏳ Your fight with **%s** timed out — TwinBee finished it for you.\n\n", enemy.Name)
if err := p.SendDM(userID, preamble+outcome); err != nil {
slog.Error("combat: reaper failed to DM outcome", "user", userID, "err", err)
}
}