Pete can finally report a run that simply fell apart

Pete's entire taxonomy was arrival, companion_hire, death, milestone,
rival_result and zone_first — every one of them a win, a death, or an
introduction. An expedition that ended with the player walking out alive emitted
nothing at all, so the feed showed a realm where adventurers only ever triumph
or die.

That is not a rare gap. Before the §6 slot work, a cleric retreated on 167 of
500 simulated expeditions: a third of that class's runs ended in a way the news
was structurally incapable of reporting. Casters did not read as unlucky in the
feed. They read as absent.

So: a `retreat` bulletin, filed from forceExtractExpeditionForRunLoss — the one
chokepoint every bad ending already passes through. It carries who, where, and
the day they got to before it came apart.

Gated on the reason, not on "the expedition ended":
  - a death already files its own priority dispatch, and must not ALSO be
    reported as a retreat;
  - an idle reap is not a retreat. A player who closed their laptop did not flee
    anything, and Pete announcing by name that they were driven from the field
    would be a lie about a person.
The four reason strings were bare literals at their call sites; they are
constants now, because the gate cannot be allowed to drift from them.

The day count is read BEFORE forcedExtractExpedition, which stamps the row
'abandoned' and takes the live fields with it.

Claude-Session: https://claude.ai/code/session_01B2MwktU4RgfWkar8HM3zZn
This commit is contained in:
prosolis
2026-07-12 10:31:34 -07:00
parent 064ecb1848
commit e98029e6ac
6 changed files with 234 additions and 5 deletions

View File

@@ -95,21 +95,40 @@ func forcedExtractExpedition(expID, reason string) (*Expedition, int, error) {
return e, tax, nil
}
// The reasons a run can end badly. They were bare strings at four call sites;
// they are constants now because the news seam has to tell them apart — a
// retreat is a story and a death is a different story, and an idle reap is
// neither.
const (
lossCombatDeath = "combat death"
lossCombatRetreat = "combat retreat" // solo: ran out the phase clock and withdrew
lossCombatFlee = "combat flee" // party: the turn engine broke off
lossIdleTimeout = "run idle-timeout (§4.3 stale-run reap)"
)
// forceExtractExpeditionForRunLoss bridges run-loss call sites (turn-based
// elite/boss death or flee, exploration combat death, patrol-interrupt
// death) into the forced-extract flow. Those sites already abandon the
// zone run, but without flipping the wrapping expedition the ambient
// ticker keeps DMing about a dungeon the player walked away from. No-op
// when there is no active expedition for this user.
//
// It is also the one chokepoint every bad ending passes through, which makes it
// where the retreat dispatch is filed. Read the expedition BEFORE the extract:
// forcedExtractExpedition stamps it 'abandoned' and zeroes the live fields, so
// afterwards there is no day count left to report.
func forceExtractExpeditionForRunLoss(userID id.UserID, reason string) {
exp, err := getActiveExpedition(userID)
if err != nil || exp == nil {
return
}
day, zoneID := exp.CurrentDay, exp.ZoneID
if _, _, err := forcedExtractExpedition(exp.ID, reason); err != nil {
slog.Warn("expedition: force-extract on run loss",
"user", userID, "expedition", exp.ID, "reason", reason, "err", err)
return
}
emitRetreatNews(userID, reason, zoneID, day)
}
// finalizeExpeditionOnZoneClear bridges the run-complete seam (boss down,