H3 soak close-out: drop dead handleHarvestCmd / handleStandaloneHarvest

H3 retired the manual !forage/!mine/!scavenge/!fish/!essence/!commune
verbs from the command dispatcher in e05da91; the underlying handlers
were left parked behind an operator-gated 2-week soak. The expedition
sim has since exercised the auto-harvest path 15k+ times per sweep
across every class, level, and zone — vastly more coverage than the
soak would have collected in production. Pull the dead handlers now.

Removed:
- handleHarvestCmd (dnd_expedition_harvest.go, ~175 lines)
- handleStandaloneHarvest (dnd_zone_harvest.go, ~80 lines)
- dnd_zone_harvest_test.go (three tests against the deleted handler;
  the autopilot's standalone-storage path is what runs in prod and is
  covered by the cmd/expedition-sim sweep + adv2 scenario test)

The deprecation DM in adventure.go ("Harvest is automatic now — just
walk.") stays for now — muscle memory takes longer than two weeks to
fade and the redirect costs 7 lines.

adv2 scenario test rewired to drive autoHarvestRoom directly.
This commit is contained in:
prosolis
2026-05-17 17:03:20 -07:00
parent d225fc8185
commit b76d9bc577
6 changed files with 15 additions and 379 deletions

View File

@@ -6,12 +6,9 @@ import (
"errors"
"fmt"
"log/slog"
"math/rand/v2"
"strconv"
"strings"
"gogobee/internal/db"
"gogobee/internal/flavor"
"maunium.net/go/mautrix/id"
)
@@ -94,89 +91,6 @@ func loadStandaloneHarvestTable(runID string) (map[string][]HarvestNode, error)
return table, nil
}
// handleStandaloneHarvest is the !forage/!mine/!fish/etc. fallback for
// players in a single-session !zone enter run with no active expedition.
// Mirrors the core of handleHarvestCmd minus the expedition-only side
// effects (threat ticks, region kills, cursed-trinket drops, log entries).
func (p *AdventurePlugin) handleStandaloneHarvest(ctx MessageContext, char *DnDCharacter, action HarvestAction, run *DungeonRun) error {
if action == HarvestFish && !isFishingZone(run.ZoneID) {
return p.SendDM(ctx.Sender, "There's no water to fish in here. `!fish` works only in Forest of Shadows, Sunken Temple, Underdark, or Feywild Crossing.")
}
if !currentRoomCleared(run) {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You can't harvest here — the room (%s) isn't cleared. Resolve combat first.",
prettyRoomType(run.CurrentRoomType())))
}
nodeID := harvestNodeIDFor(run)
nodes, err := loadStandaloneHarvestNodes(run.RunID, run.ZoneID, nodeID)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load harvest state.")
}
// Reuse the expedition picker by passing a stub Expedition with just
// ZoneID set. The kill-gated and event-conditional predicates inside
// pickAvailableNode bail early on nil/empty RegionState — exactly the
// behavior we want for standalone (no kill tracking, no events).
stubExp := &Expedition{ZoneID: run.ZoneID}
idx := pickAvailableNode(nodes, stubExp, char, action)
if idx < 0 {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Nothing left to %s in this room. Try `!resources` to see what's still gatherable.", action))
}
res, _ := FindZoneResource(run.ZoneID, nodes[idx].ResourceID)
roll := rand.IntN(20) + 1
mod := harvestActionAbility(char, action) + classHarvestBonus(char.Class, action)
if action == HarvestFish {
if adv, _ := loadAdvCharacter(ctx.Sender); adv != nil {
mod += fishingSkillBonus(adv.FishingSkill)
}
}
total := roll + mod
outcome := resolveHarvestOutcome(total, res.DC)
outcome = rangerRareCatchUpgrade(char.Class, action, outcome, nil)
var b strings.Builder
verb := strings.ToTitle(string(action)[:1]) + string(action)[1:]
b.WriteString(fmt.Sprintf("**%s · %s** — d20=%d + %d = **%d** vs DC %d\n\n",
verb, res.Name, roll, mod, total, res.DC))
switch outcome {
case OutcomeNothing:
b.WriteString(flavor.Pick(flavor.HarvestFail))
b.WriteString("\n\n_No yield. The node is still here — try again._")
case OutcomeCommon:
_ = grantHarvestYield(ctx.Sender, res, 1)
b.WriteString(harvestSuccessLine(action, run.ZoneID))
b.WriteString(fmt.Sprintf("\n\n_+1 %s._", res.Name))
nodes[idx].CurrentCharges--
case OutcomeStandard:
qty := rand.IntN(3) + 1
_ = grantHarvestYield(ctx.Sender, res, qty)
b.WriteString(harvestSuccessLine(action, run.ZoneID))
b.WriteString(fmt.Sprintf("\n\n_+%d %s._", qty, res.Name))
nodes[idx].CurrentCharges--
case OutcomeRich:
qty := rand.IntN(3) + 1
_ = grantHarvestYield(ctx.Sender, res, qty)
b.WriteString(flavor.Pick(flavor.RichYield))
b.WriteString(fmt.Sprintf("\n\n_+%d %s._", qty, res.Name))
nodes[idx].CurrentCharges--
}
if outcome != OutcomeNothing && nodes[idx].CurrentCharges <= 0 {
b.WriteString("\n\n")
b.WriteString(flavor.Pick(flavor.NodeDepleted))
}
if err := saveStandaloneHarvestNodes(run.RunID, run.ZoneID, nodeID, nodes); err != nil {
slog.Error("standalone harvest: save nodes", "user", ctx.Sender, "run", run.RunID, "err", err)
}
return p.SendDM(ctx.Sender, b.String())
}
// Compile-time check that loadAdvCharacter is reachable; silences "unused
// import" complaints if loadAdvCharacter changes signature in the future.
var _ id.UserID