N6/D3: the Shadow — a simulated rival adventurer

A per-player NPC rival who "runs" the same zone progression on a midnight
ticker at ~1.3x the player's own clear pace, staying just ahead so it's a
race you can always see and nearly catch. Pure theatre: no combat, no
punishment, only race pressure and two payoffs at each zone clear.

- New adventure_shadow table, deliberately OUTSIDE the player_meta save
  fan-out so a character save can never clobber the ticker's advance (the
  isolation journal_pages earns by being grant-only, made structural). No
  bootstrap: absent row == no Shadow, minted lazily on first advance.
- midnightReset advances every player's Shadow once per UTC day (own
  idempotency guard); lead-capped so it never runs >2.5 zones ahead. When it
  clears a zone the player hasn't, it leaves a journal page waiting (D1 tie-in).
- Morning-briefing race-pressure one-liners (TwinBee voice, deterministic).
- Zone-clear payoff in finalizeExpeditionOnZoneClear: a bonus-XP crow when the
  player got there first, or the Shadow's waiting page when it did.
- !adventure shadow status view.

Review fixes (3 finders + verify) folded in before commit:
- Crow XP is now set-once per zone (crowed_mask), so re-running a zone the
  Shadow hasn't reached can't farm it.
- The waiting page is granted BEFORE the pending bit is retired, so a transient
  grant failure leaves the debt for the next clear instead of swallowing a page.
- The crow line no longer claims "+XP" when the grant errored.

Combat golden byte-identical (Shadow never touches SimulateCombat); go
build/vet/test green repo-wide.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
prosolis
2026-07-10 17:26:16 -07:00
parent 81b2359109
commit cc165bed1f
7 changed files with 856 additions and 1 deletions

View File

@@ -0,0 +1,432 @@
package plugin
import (
"database/sql"
"fmt"
"hash/fnv"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// The Shadow (N6/D3) — a per-player simulated rival adventurer. It "runs" the
// same zone progression the player does, advanced once per UTC day by the
// midnight ticker at ~1.3x the player's own long-run clear pace, so it stays
// just ahead: a rival you can always see and always nearly catch.
//
// It is pure theatre. There is no Shadow combat, no punishment, no state the
// player can lose. The only mechanics are race pressure (a morning-briefing
// line telling you where it is relative to you) and two payoffs at each zone
// clear: beat the Shadow to a zone and TwinBee crows a little bonus XP; let the
// Shadow clear it first and it leaves a journal page waiting in the boss room
// (the D1 campaign tie-in). All Shadow narration TwinBee speaks is first-person,
// he/him, implicit-subject — the campaign voice rules (feedback_twinbee_voice,
// feedback_twinbee_is_male). The Shadow itself is referred to as "the Shadow"
// (or by its name); "he" in TwinBee's lines is TwinBee, never a third-person
// "TwinBee".
const (
// shadowPaceMultiplier keeps the Shadow just ahead: it clears at ~1.3x the
// player's own long-run pace.
shadowPaceMultiplier = 1.3
// shadowMinDailyStep is the floor on a day's advance, so a brand-new or idle
// player still watches the rival creep forward rather than sit frozen.
shadowMinDailyStep = 0.2
// shadowMaxDailyStep caps a day's advance at just under one zone, so even a
// prolific player never sees the Shadow clear two zones overnight.
shadowMaxDailyStep = 1.0
// shadowMaxLead caps how far ahead the Shadow may run — it is a race, not a
// runaway. It will never sit more than ~2.5 zones past the player's own count.
shadowMaxLead = 2.5
// shadowCrowXPPerTier scales the "you beat me here" bonus by zone tier, so a
// T5 crow is worth more than a T1 one. Small on purpose (lift, not a spike).
shadowCrowXPPerTier = 12
)
// shadowState mirrors the adventure_shadow row.
type shadowState struct {
UserID id.UserID
Name string
Progress float64
ZonesCleared int
PendingMask int64
CrowedMask int64
DayCounter int
LastAdvanced string
}
// The Shadow walks zoneOrder — the design-doc order the zone registry is built
// in — start to finish, tier 1 → 5. Bit i of a Shadow's masks is zoneOrder[i].
// shadowZoneIndex returns the progression index of a zone, or -1 if it is not
// on the path (the arena, an unknown id).
func shadowZoneIndex(z ZoneID) int {
for i, id := range zoneOrder {
if id == z {
return i
}
}
return -1
}
func shadowSetBit(mask int64, idx int) int64 {
if idx < 0 || idx > 62 {
return mask
}
return mask | (int64(1) << idx)
}
func shadowClearBit(mask int64, idx int) int64 {
if idx < 0 || idx > 62 {
return mask
}
return mask &^ (int64(1) << idx)
}
func shadowBitSet(mask int64, idx int) bool {
if idx < 0 || idx > 62 {
return false
}
return mask&(int64(1)<<idx) != 0
}
// loadShadow reads a player's Shadow, or (nil, nil) if it hasn't been born yet.
func loadShadow(userID id.UserID) (*shadowState, error) {
s := &shadowState{UserID: userID}
err := db.Get().QueryRow(
`SELECT name, progress, zones_cleared, pending_mask, crowed_mask, day_counter, last_advanced
FROM adventure_shadow WHERE user_id = ?`,
string(userID),
).Scan(&s.Name, &s.Progress, &s.ZonesCleared, &s.PendingMask, &s.CrowedMask, &s.DayCounter, &s.LastAdvanced)
if err == sql.ErrNoRows {
return nil, nil
}
if err != nil {
return nil, err
}
return s, nil
}
// upsertShadow persists the whole Shadow row. The ticker is the only writer, so
// a plain last-write-wins upsert is safe — there is no concurrent mutator to
// race (unlike the player_meta columns a character save also touches).
func upsertShadow(s *shadowState) error {
_, err := db.Get().Exec(
`INSERT INTO adventure_shadow
(user_id, name, progress, zones_cleared, pending_mask, crowed_mask, day_counter, last_advanced)
VALUES (?, ?, ?, ?, ?, ?, ?, ?)
ON CONFLICT(user_id) DO UPDATE SET
name = excluded.name,
progress = excluded.progress,
zones_cleared = excluded.zones_cleared,
pending_mask = excluded.pending_mask,
crowed_mask = excluded.crowed_mask,
day_counter = excluded.day_counter,
last_advanced = excluded.last_advanced`,
string(s.UserID), s.Name, s.Progress, s.ZonesCleared, s.PendingMask,
s.CrowedMask, s.DayCounter, s.LastAdvanced,
)
return err
}
// shadowNames is the pool the rival's proper name is drawn from — cold,
// half-familiar names for a thing that shadows you. Picked deterministically
// from the player's own name so a given player always faces the same Shadow.
var shadowNames = []string{
"Vael", "Corriss", "Mordane", "Ashen", "Locke", "Grimma", "Sable",
"Thane", "Wren", "Vesper", "Cael", "Orrin", "Dain", "Wraithe",
"Nyx", "Solenne",
}
// shadowNameFor seeds the Shadow's name from the player's display name so it is
// stable per player and "seeded from the player's" (D3 spec). Falls back to the
// user id when the display name is empty.
func shadowNameFor(displayName string, userID id.UserID) string {
seed := strings.ToLower(strings.TrimSpace(displayName))
if seed == "" {
seed = string(userID)
}
h := fnv.New32a()
_, _ = h.Write([]byte(seed))
return shadowNames[int(h.Sum32())%len(shadowNames)]
}
// newShadow mints a fresh Shadow at the start line.
func newShadow(userID id.UserID, displayName string) *shadowState {
return &shadowState{
UserID: userID,
Name: shadowNameFor(displayName, userID),
}
}
// advanceShadow moves a player's Shadow forward one UTC day. Idempotent per day
// via last_advanced, so the once-a-day midnight guard plus this makes a double
// tick a no-op. Mints the Shadow on first call. Errors are logged and swallowed
// — a stalled Shadow is cosmetic, and must never break the midnight reset loop.
func (p *AdventurePlugin) advanceShadow(char *AdventureCharacter) {
today := time.Now().UTC().Format("2006-01-02")
s, err := loadShadow(char.UserID)
if err != nil {
slog.Warn("shadow: load", "user", char.UserID, "err", err)
return
}
if s == nil {
s = newShadow(char.UserID, char.DisplayName)
}
if s.LastAdvanced == today {
return // already advanced this UTC day
}
cleared := clearedZoneIDs(db.Get(), char.UserID)
playerCount := len(cleared)
// The player's long-run pace, in zones per day, drives the Shadow's speed.
// Floor it so a new/idle player still gets a creeping rival; the 1.3x keeps
// the Shadow just ahead; cap the daily step so it never leaps two zones.
step := (float64(playerCount) / float64(shadowPlayerAgeDays(char))) * shadowPaceMultiplier
if step < shadowMinDailyStep {
step = shadowMinDailyStep
}
if step > shadowMaxDailyStep {
step = shadowMaxDailyStep
}
newProg := s.Progress + step
// Keep it a race: never more than shadowMaxLead zones past the player's count.
if leadCap := float64(playerCount) + shadowMaxLead; newProg > leadCap {
newProg = leadCap
}
if maxProg := float64(len(zoneOrder)); newProg > maxProg {
newProg = maxProg
}
if newProg < s.Progress {
newProg = s.Progress // never regress (a lead cap that dropped below current)
}
// Any progression zone the Shadow newly finishes, and the player hasn't,
// leaves a page waiting. Compare per-zone (not by count): the Shadow walks
// in order while the player may clear out of order, so "did the Shadow clear
// zone i first" is a per-zone question.
newCleared := int(newProg)
if newCleared > len(zoneOrder) {
newCleared = len(zoneOrder)
}
for idx := s.ZonesCleared; idx < newCleared; idx++ {
if !cleared[zoneOrder[idx]] {
s.PendingMask = shadowSetBit(s.PendingMask, idx)
}
}
s.Progress = newProg
s.ZonesCleared = newCleared
s.DayCounter++
s.LastAdvanced = today
if err := upsertShadow(s); err != nil {
slog.Warn("shadow: advance upsert", "user", char.UserID, "err", err)
}
}
// shadowPlayerAgeDays estimates how many days the player has been adventuring,
// clamped to at least 1 so a same-day character never divides by zero. Used as
// the denominator of the player's pace.
func shadowPlayerAgeDays(char *AdventureCharacter) float64 {
if char.CreatedAt.IsZero() {
return 1
}
days := time.Since(char.CreatedAt).Hours() / 24
if days < 1 {
return 1
}
return days
}
// shadowOnPlayerZoneClear is the payoff, fired when the player clears a zone's
// boss. Three outcomes: the Shadow left a page here (pending bit) → grant the
// page and clear the bit; the player beat the Shadow to this zone → a crow plus
// a little bonus XP; or the Shadow already passed through with nothing owed →
// nothing. Returns the narration line to append to the clear message ("" for
// the silent case, or when the Shadow hasn't been born yet).
func (p *AdventurePlugin) shadowOnPlayerZoneClear(userID id.UserID, zoneID ZoneID) string {
s, err := loadShadow(userID)
if err != nil || s == nil {
return ""
}
idx := shadowZoneIndex(zoneID)
if idx < 0 {
return ""
}
if shadowBitSet(s.PendingMask, idx) {
// The Shadow got here first and left a page. Grant it BEFORE retiring the
// debt: grantJournalPage returns "" both when the campaign is already
// complete and on a transient DB error, so clear the pending bit only once
// the page has actually landed (or the ledger is genuinely full). A
// transient failure then leaves the bit set and the next clear retries,
// rather than swallowing a page the player earned.
pageLine := p.grantJournalPage(userID, nil)
mask, _ := loadJournalPages(userID)
if pageLine == "" && !journalComplete(mask) {
slog.Warn("shadow: waiting page grant failed; leaving debt for retry",
"user", userID, "zone", zoneID)
return ""
}
s.PendingMask = shadowClearBit(s.PendingMask, idx)
if err := upsertShadow(s); err != nil {
// The page is already granted; a failed bit-clear can at worst re-grant
// a different unfound page on a later re-clear, which is benign (pages
// are collectible and the campaign self-limits). Better than losing it.
slog.Warn("shadow: clear pending bit", "user", userID, "zone", zoneID, "err", err)
}
if pageLine == "" {
// Ledger already complete — nothing to leave, but the Shadow was first.
return shadowBeatYouHereLine(s)
}
return shadowLeftPageLine(s) + "\n" + pageLine
}
// No page owed. If the Shadow hasn't reached this zone yet, the player beat
// it here — crow and hand over a small bonus, but only once per zone: the
// crowed bit makes re-running a not-yet-reached zone unable to farm the XP.
if int(s.Progress) <= idx && !shadowBitSet(s.CrowedMask, idx) {
xp := shadowCrowXP(zoneID)
if _, err := p.grantDnDXP(userID, xp); err != nil {
// Don't promise XP we didn't grant, and don't burn the crow — leave the
// bit unset so the next clear can crow for real.
slog.Warn("shadow: crow xp", "user", userID, "err", err)
return ""
}
s.CrowedMask = shadowSetBit(s.CrowedMask, idx)
if err := upsertShadow(s); err != nil {
slog.Warn("shadow: set crowed bit", "user", userID, "zone", zoneID, "err", err)
}
return shadowCrowLine(s, xp)
}
return ""
}
// shadowCrowXP is the bonus for beating the Shadow to a zone, scaled by tier.
func shadowCrowXP(zoneID ZoneID) int {
tier := 1
if z, ok := getZone(zoneID); ok {
tier = int(z.Tier)
}
if tier < 1 {
tier = 1
}
return tier * shadowCrowXPPerTier
}
// shadowBriefingLine is the morning-briefing race-pressure beat: where the
// Shadow stands relative to the player. Deterministic by day so a re-rendered
// briefing reads the same, and silent until the Shadow has been born and has
// something to say. TwinBee's voice.
func (p *AdventurePlugin) shadowBriefingLine(e *Expedition) string {
userID := id.UserID(e.UserID)
s, err := loadShadow(userID)
if err != nil || s == nil {
return ""
}
playerCount := len(clearedZoneIDs(db.Get(), userID))
lead := s.ZonesCleared - playerCount
return shadowRacePressureLine(s, e.CurrentDay, lead)
}
// ── Flavour ────────────────────────────────────────────────────────────────
//
// TwinBee's voice: first-person, implicit subject, he/him, one line. "The
// Shadow"/"{name}" is the rival; "I"/"we" is TwinBee and the player. Never the
// third-person "TwinBee" (guarded by test, same as the journal reactions).
// shadowAheadLines — TwinBee, the Shadow is ahead of us. Race pressure.
var shadowAheadLines = []string{
"Passed the Shadow's camp at dawn — cold ashes, a day old. %s is ahead of us again.",
"Found %s's mark cut into a doorframe up ahead. Still warm. We're not gaining.",
"%s came through here already. I can smell the pitch of a torch not long snuffed.",
"The Shadow's been and gone. %s leaves the doors open behind, like he wants us to know.",
}
// shadowBehindLines — TwinBee, we're ahead of the Shadow. Earned swagger.
var shadowBehindLines = []string{
"No sign of %s ahead — I think we're out in front for once. Let's keep it that way.",
"We've outpaced the Shadow. %s is somewhere behind us, eating our dust. Good.",
"Quiet up ahead. %s hasn't reached this deep yet. First ones through.",
}
// shadowNeckLines — TwinBee, we're level with the Shadow. Tension.
var shadowNeckLines = []string{
"%s is right on our heels — or we're on his. Hard to say who's chasing who now.",
"Neck and neck with the Shadow. I keep catching %s at the edge of the torchlight.",
"%s is close. Same rooms, hours apart. Whoever clears the next zone first wins the day.",
}
// shadowRacePressureLine picks a race-pressure line by the day and the Shadow's
// lead, deterministically. lead > 0: Shadow ahead; lead < 0: player ahead; 0:
// level.
func shadowRacePressureLine(s *shadowState, day, lead int) string {
var pool []string
switch {
case lead > 0:
pool = shadowAheadLines
case lead < 0:
pool = shadowBehindLines
default:
pool = shadowNeckLines
}
if len(pool) == 0 {
return ""
}
idx := (day + s.DayCounter) % len(pool)
if idx < 0 {
idx = -idx
}
return "👤 " + fmt.Sprintf(pool[idx], s.Name)
}
// shadowLeftPageLine prefaces the waiting journal page: the Shadow cleared this
// zone first and left a page behind for us. TwinBee's voice.
func shadowLeftPageLine(s *shadowState) string {
return fmt.Sprintf("👤 %s beat us to this one — but left a torn page pinned in the boss's lair, like a note for whoever came next.", s.Name)
}
// shadowBeatYouHereLine is the page-less acknowledgement (campaign already
// complete): the Shadow was first, but there's nothing left to find.
func shadowBeatYouHereLine(s *shadowState) string {
return fmt.Sprintf("👤 %s was here before us. Boot-prints in the dust, and nothing left to take. We know how this ends now anyway.", s.Name)
}
// shadowCrowLine is TwinBee crowing that we beat the Shadow to a zone, with the
// bonus XP.
func shadowCrowLine(s *shadowState, xp int) string {
return fmt.Sprintf("👤 First ones through — %s is still somewhere behind us. I'd crow if it wouldn't give us away. (**+%d XP**, for beating the Shadow here.)", s.Name, xp)
}
// handleShadowCmd renders the player's standing against the Shadow. A quiet
// status view — the feature lives mostly in the briefing and at zone clears.
func (p *AdventurePlugin) handleShadowCmd(ctx MessageContext) error {
s, err := loadShadow(ctx.Sender)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't read the trail just now. Try again in a moment.")
}
if s == nil {
return p.SendDM(ctx.Sender, "👤 No one's shadowing you yet. Clear a zone or two and someone will take an interest.")
}
playerCount := len(clearedZoneIDs(db.Get(), ctx.Sender))
total := len(zoneOrder)
var b strings.Builder
b.WriteString(fmt.Sprintf("👤 **The Shadow — %s**\n\n", s.Name))
b.WriteString(fmt.Sprintf("🏴 **%s's trail:** %d / %d zones cleared\n", s.Name, s.ZonesCleared, total))
b.WriteString(fmt.Sprintf("🚩 **Your trail:** %d / %d zones cleared\n", playerCount, total))
switch lead := s.ZonesCleared - playerCount; {
case lead > 0:
b.WriteString(fmt.Sprintf("\n_%s is **%d** ahead. Pages wait where he cleared first — take them back by clearing those zones yourself._", s.Name, lead))
case lead < 0:
b.WriteString(fmt.Sprintf("\n_You're **%d** ahead. Keep it that way._", -lead))
default:
b.WriteString("\n_Dead level. The next zone decides who's chasing whom._")
}
return p.SendDM(ctx.Sender, b.String())
}