Sim runner: day-cycle fast-forward, auto-combat, log capture

RunExpedition now drives expeditions end-to-end through the production
plugin paths:
- TickDay calls deliverRecap + deliverBriefing with a synthetic clock
  anchored on exp.StartDate, advancing one day per call without
  real-time waits.
- Autopilot bursts use compact mode so elite gates auto-resolve inline.
- Boss / surviving elite gates are auto-resolved via handleFightCmd +
  looped handleAttackCmd until the session flips Won/Lost/Fled.
- Forks resolve to path 1 deterministically.
- SimResult exposes StopCode, Walks, DayTicks, Threat, plus the full
  dnd_expedition_log projected as SimLogEntry rows.
This commit is contained in:
prosolis
2026-05-17 13:12:34 -07:00
parent ebea2b430a
commit a8f8be6f40

View File

@@ -6,12 +6,14 @@ package plugin
// //
// SendDM is a no-op when AdventurePlugin.Client is nil, so the runner // SendDM is a no-op when AdventurePlugin.Client is nil, so the runner
// reads ground truth from the DB rather than parsing transcripts. The // reads ground truth from the DB rather than parsing transcripts. The
// real-time day cycle (06:00/21:00 cron) is bypassed; expeditions are // real-time day cycle (06:00/21:00 cron) is bypassed; the runner drives
// driven to completion via repeated !expedition run cycles until the // it directly via TickDay, which calls deliverRecap + deliverBriefing
// autopilot stops or supplies drain. // with a synthetic clock so multi-day expeditions are reachable without
// real-time waits.
import ( import (
"fmt" "fmt"
"time"
"gogobee/internal/db" "gogobee/internal/db"
@@ -95,16 +97,17 @@ func applyClassBaselineStats(c *DnDCharacter) {
} }
} }
// SimResult is the per-expedition summary the runner emits. The // SimResult is the per-expedition summary the runner emits.
// per-room log lives in the dnd_expedition_log table for now; later
// phases can extract a structured slice here.
type SimResult struct { type SimResult struct {
UserID string UserID string
Class string Class string
Level int Level int
Zone string Zone string
Outcome string // "extracted" | "abandoned" | "tpk" | "halted" | "ongoing" Outcome string // "extracted" | "cleared" | "tpk" | "boss_doorway" | "fork" | "halted" | "ongoing"
Rooms int StopCode string // sim-stopReason label of the last autopilot walk
Rooms int // total rooms walked across all autopilot bursts
Walks int // autopilot walk invocations (each = up to autopilotRoomCap rooms)
DayTicks int // synthetic day rollovers fired by TickDay
StartHP int StartHP int
EndHP int EndHP int
StartCoin float64 StartCoin float64
@@ -112,16 +115,32 @@ type SimResult struct {
SUStart float32 SUStart float32
SUEnd float32 SUEnd float32
DaysAtEnd int DaysAtEnd int
Threat int
Log []SimLogEntry
} }
// RunExpedition starts an expedition for uid in zoneID and loops // SimLogEntry is a JSONL-friendly projection of one dnd_expedition_log
// !expedition run until the autopilot stops advancing rooms. runCap // row. We expose just the fields a post-hoc analyzer needs without
// bounds the total !expedition run invocations as a safety net against // pulling the full ExpeditionEntry type.
// runaway loops (each invocation walks up to autopilotRoomCap rooms). type SimLogEntry struct {
Day int
Type string
Summary string
Flavor string
TS time.Time
}
// RunExpedition starts an expedition for uid in zoneID and loops the
// autopilot walk (compact mode, so elite rooms auto-resolve inline)
// until a hard stop fires. Between walks it fast-forwards the day
// cycle so multi-day expeditions complete without real-time waits.
//
// walkCap bounds the number of autopilot bursts as a safety net. Each
// burst walks up to autopilotRoomCap rooms.
// //
// Pre-state: uid must own a synthetic character via BuildCharacter and // Pre-state: uid must own a synthetic character via BuildCharacter and
// have a coin balance sufficient for outfitting (caller's responsibility). // have a coin balance sufficient for outfitting (caller's responsibility).
func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, runCap int) (*SimResult, error) { func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, walkCap int) (*SimResult, error) {
c, err := LoadDnDCharacter(uid) c, err := LoadDnDCharacter(uid)
if err != nil || c == nil { if err != nil || c == nil {
return nil, fmt.Errorf("LoadDnDCharacter: %w", err) return nil, fmt.Errorf("LoadDnDCharacter: %w", err)
@@ -146,37 +165,82 @@ func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, runCap int) (*Si
} }
res.SUStart = exp.Supplies.Current res.SUStart = exp.Supplies.Current
priorRoom := -1 for i := 0; i < walkCap; i++ {
stalls := 0 walk := s.P.runAutopilotWalk(ctx, autopilotRoomCap, true)
for i := 0; i < runCap; i++ { if walk.initErr != "" {
if err := s.P.handleDnDExpeditionCmd(ctx, "run"); err != nil {
return res, fmt.Errorf("expedition run iter %d: %w", i, err)
}
cur, _ := getActiveExpedition(uid)
if cur == nil {
// Expedition closed (extracted, TPK, abandoned).
res.Outcome = "extracted"
break
}
run, _ := getActiveZoneRun(uid)
room := -1
if run != nil {
room = run.CurrentRoom
}
if room == priorRoom {
stalls++
if stalls >= 2 {
// Two consecutive runs with no room advance — autopilot
// has stopped (HP/SU/threshold). Sim mode bails so we
// can record the halt rather than loop forever.
res.Outcome = "halted" res.Outcome = "halted"
res.StopCode = "init:" + walk.initErr
break break
} }
} else { res.Walks++
stalls = 0 res.Rooms += walk.rooms
priorRoom = room res.StopCode = stopReasonLabel(walk.reason)
// Hard exits: walk says we're done.
switch walk.reason {
case stopEnded:
res.Outcome = "tpk"
i = walkCap // exit
case stopComplete:
res.Outcome = "cleared"
i = walkCap
case stopBoss, stopElite:
// Auto-resolve the encounter: !fight to open, then !attack
// per round until the session resolves (won / lost / fled).
killed, err := s.autoResolveCombat(ctx)
if err != nil {
res.Outcome = "halted"
res.StopCode = "combat:" + err.Error()
i = walkCap
break
}
if !killed {
// Player lost or fled — autopilot can't continue past the
// gate. Record outcome and stop.
if c2, _ := LoadDnDCharacter(uid); c2 == nil || c2.HPCurrent <= 0 {
res.Outcome = "tpk"
} else {
res.Outcome = "fled"
}
i = walkCap
}
// Boss kill closes the run via combat resolution → continue
// the loop so the next walk picks up the cleared-run state.
case stopFork:
// Deterministic sim policy: always take path 1. Real players
// pick based on intent; the sim just needs to make progress.
if err := s.P.handleDnDExpeditionCmd(ctx, "go 1"); err != nil {
res.Outcome = "halted"
res.StopCode = "fork:" + err.Error()
i = walkCap
break
}
case stopBlocked:
res.Outcome = "blocked"
i = walkCap
default:
// stopOK / stopPreflight / stopHarvestCombat — soft stops.
// Fast-forward a day so the next walk has fresh supplies
// budgeted, HP that overnight camp may have healed, and
// threat drift recorded.
if exp, _ = getActiveExpedition(uid); exp == nil {
res.Outcome = "extracted"
i = walkCap
break
}
if err := s.TickDay(exp); err != nil {
res.Outcome = "halted"
res.StopCode = "tick:" + err.Error()
i = walkCap
break
}
res.DayTicks++
// TickDay may have force-extracted (starvation). Re-check.
if exp, _ = getActiveExpedition(uid); exp == nil {
res.Outcome = "extracted"
i = walkCap
}
} }
res.Rooms++
} }
if res.Outcome == "" { if res.Outcome == "" {
res.Outcome = "ongoing" res.Outcome = "ongoing"
@@ -189,6 +253,161 @@ func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, runCap int) (*Si
if exp2, _ := getActiveExpedition(uid); exp2 != nil { if exp2, _ := getActiveExpedition(uid); exp2 != nil {
res.SUEnd = exp2.Supplies.Current res.SUEnd = exp2.Supplies.Current
res.DaysAtEnd = exp2.CurrentDay res.DaysAtEnd = exp2.CurrentDay
res.Threat = exp2.ThreatLevel
// Pull the full log for the live expedition.
res.Log, _ = simLogEntries(exp2.ID)
} else {
// Expedition closed — the row may still be queryable by the
// most-recent expedition for the user.
if past := mostRecentExpeditionID(uid); past != "" {
res.Log, _ = simLogEntries(past)
}
} }
return res, nil return res, nil
} }
// autoResolveCombat dispatches !fight at the current elite/boss gate,
// then loops !attack until the combat session resolves. Returns true
// when the player won (enemy dead, room cleared), false when the
// player lost or fled. autoCombatRoundCap is a safety cap against
// pathological stalemates (shouldn't trigger in practice — combat is
// strictly monotone in HP).
const autoCombatRoundCap = 200
func (s *SimRunner) autoResolveCombat(ctx MessageContext) (bool, error) {
if err := s.P.handleFightCmd(ctx); err != nil {
return false, fmt.Errorf("fight: %w", err)
}
sess, err := getActiveCombatSession(ctx.Sender)
if err != nil {
return false, fmt.Errorf("getActiveCombatSession: %w", err)
}
if sess == nil {
// No session opened (bestiary miss, doorway already cleared).
return false, nil
}
sessionID := sess.SessionID
for i := 0; i < autoCombatRoundCap; i++ {
// Re-fetch by id so we can read Won/Lost/Fled — the "active"
// filter on getActiveCombatSession returns nil once status flips.
cur, err := getCombatSession(sessionID)
if err != nil {
return false, fmt.Errorf("getCombatSession: %w", err)
}
if cur == nil {
return false, fmt.Errorf("combat session %s vanished mid-fight", sessionID)
}
switch cur.Status {
case CombatStatusWon:
return true, nil
case CombatStatusLost, CombatStatusFled:
return false, nil
}
if err := s.P.handleAttackCmd(ctx); err != nil {
return false, fmt.Errorf("attack iter %d: %w", i, err)
}
}
return false, fmt.Errorf("combat exceeded %d rounds", autoCombatRoundCap)
}
// TickDay drives one synthetic day rollover for exp: 21:00 recap of
// the current day, then 06:00 briefing of the next day. The briefing
// is what bumps current_day and applies supply burn / overnight camp /
// threat drift. exp is re-read from the DB after each step so callers
// see fresh state.
//
// The clock is anchored on exp.StartDate so repeat calls advance one
// real-day per call regardless of wall-clock time when the sim runs.
func (s *SimRunner) TickDay(exp *Expedition) error {
if exp == nil {
return fmt.Errorf("nil expedition")
}
// Anchor on start_date + current_day so each call lands on a fresh
// (day, threshold) pair. CurrentDay starts at 1; we want the recap
// of day D to fire before the briefing of day D+1.
dayBase := time.Date(
exp.StartDate.Year(), exp.StartDate.Month(), exp.StartDate.Day(),
0, 0, 0, 0, time.UTC,
).AddDate(0, 0, exp.CurrentDay-1)
recapAt := dayBase.Add(time.Duration(expeditionRecapHour) * time.Hour).Add(30 * time.Second)
if err := s.P.deliverRecap(exp, recapAt); err != nil {
return fmt.Errorf("deliverRecap: %w", err)
}
if fresh, _ := getExpedition(exp.ID); fresh != nil {
*exp = *fresh
}
briefAt := dayBase.AddDate(0, 0, 1).Add(time.Duration(expeditionBriefingHour) * time.Hour).Add(30 * time.Second)
if err := s.P.deliverBriefing(exp, briefAt); err != nil {
return fmt.Errorf("deliverBriefing: %w", err)
}
if fresh, _ := getExpedition(exp.ID); fresh != nil {
*exp = *fresh
}
return nil
}
// simLogEntries returns every dnd_expedition_log row for expID, oldest
// first, projected into SimLogEntry.
func simLogEntries(expID string) ([]SimLogEntry, error) {
rows, err := db.Get().Query(`
SELECT day, timestamp, entry_type, summary, flavor
FROM dnd_expedition_log
WHERE expedition_id = ?
ORDER BY timestamp ASC, entry_id ASC`, expID)
if err != nil {
return nil, err
}
defer rows.Close()
var out []SimLogEntry
for rows.Next() {
var e SimLogEntry
if err := rows.Scan(&e.Day, &e.TS, &e.Type, &e.Summary, &e.Flavor); err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// mostRecentExpeditionID looks up the latest expedition row for uid —
// used after RunExpedition to recover the log even when the expedition
// has been extracted (and so is no longer "active").
func mostRecentExpeditionID(uid id.UserID) string {
var id string
_ = db.Get().QueryRow(`
SELECT expedition_id
FROM dnd_expedition
WHERE user_id = ?
ORDER BY start_date DESC
LIMIT 1`, string(uid)).Scan(&id)
return id
}
// stopReasonLabel maps the internal stopReason enum to a stable string
// for sim output (callers outside the package can't switch on the enum).
func stopReasonLabel(r stopReason) string {
switch r {
case stopOK:
return "ok"
case stopFork:
return "fork"
case stopElite:
return "elite"
case stopBoss:
return "boss"
case stopEnded:
return "ended"
case stopComplete:
return "complete"
case stopBlocked:
return "blocked"
case stopHarvestCombat:
return "harvest_combat"
case stopPreflight:
return "preflight"
default:
return "unknown"
}
}