Adds inlineBossCombat alongside compact in runAutopilotWalk and
advanceOnceWithOpts. Production background autorun keeps both true
(inline auto-resolve), foreground stays both false (manual !fight), the
sim now uses compact=true + inlineBossCombat=false so the boss/elite
doorway returns stopBoss/stopElite after the safety gate — autoResolveCombat
+ simPickCombatAction / simPickSpell drive the fight via the turn-based
engine. The picker (and D8-b upcasting) has been dead since D3's
compact-inline boss rooms; this re-wires it.
n=50/cell L10 smoke vs d7d (zones T1-T3):
bard forest_shadows 61 → 100 (+39)
bard manor_blackspire 10 → 34 (+24)
cleric forest_shadows 15 → 96 (+81)
cleric manor_blackspire 0 → 54 (+54)
fighter T1-T3 100 (unchanged)
Also parallelizes matrix mode via subprocess workers (each child has its
own SQLite — db package globals preclude in-process parallelism). New
-jobs flag, defaults to runtime.NumCPU(). 8 workers gave ~7x speedup on
the smoke matrix.
maybeAutoCamp / pitchAutopilotCamp / pitchBossSafetyCamp now take a
now time.Time so the sim can inject a synthetic clock; tryAutoRun
still passes time.Now().UTC(). SimRunner.RunExpedition advances simNow
by autoRunCooldown per walk and runs the production camp scheduler
after each soft stop (and pitchBossSafetyCamp on stopBossSafety),
dwelling minAutoCampDwell + breakAutoCampIfDue so the next walk can
proceed. Effect: HP-low mid-day rests, base-camp waypoints, Night-camp
rollovers, and boss-safety holds all fire under the sim; D7-a's
tickEventAnchoredRollover shortcut is retained on TickDay for tests
and the pre-cutoff legacy path.
Suppress per-tick auto-walk DMs in compact mode. tryAutoRun now only
surfaces for fork / death / run-complete / boss-safety camp / Night-camp
pitch. A Night-camp pitch flushes the day as an EoD digest (counts of
walk/harvest/interrupt plus threat/milestone/narrative bullets, built
from dnd_expedition_log) followed by the camp block. Each successful
background walk writes a `walk` log entry so the digest can count rooms
without persisting raw stream narration. maybeAutoCamp and
pitchBossSafetyCamp now return the autoCampDecision so callers can
branch on dec.Night.
Drops the boss carve-out in the compact (background autorun) path so
boss rooms resolve through the same forward-sim engine elites already
use. A `bossSafetyGate` (HP < 80% / supplies < daily burn /
exhaustion >= 3) guards the engage; when it trips, the walk returns
`stopBossSafety` and the autorun ticker force-pitches a rest camp via
`pitchBossSafetyCamp` (bypasses the normal scheduler's HP threshold
and its RoomBoss room-type block; keeps event-anchored night handling).
`resolveCombatRoom` now selects monster + label + loot drop by
`run.CurrentRoomType()` so the same callsite handles boss kills
(zone.Boss bestiary, "Boss — name down", boss-loot drop, elite-tier
threat bump). The walk loop only breaks at elite/boss doorways when
`!compact`; compact lets the next iteration auto-resolve.
Foreground `!fight` and `!expedition run` are unchanged. Sim path is
unaffected — stopBossSafety falls into the default soft-stop branch.
New expedition_autocamp.go: pure decideAutopilotCamp + pitchAutopilotCamp
+ dwell-window lifecycle. Wired into tryAutoRun so the background ticker
pitches a rest camp on low HP and a base-camp waypoint on region-boss
clear; auto-pitched camps last minAutoCampDwell (4h) before the next tick
breaks them and walks. CampState.AutoPitched separates auto- vs player-
pitched camp lifetimes so a player !camp stays sticky.
Day-rollover semantics unchanged — still UTC-anchored; D2-b moves
day++/burn/threat-drift onto the camp-pitch event.
The run-complete emergence seam rolled the pet-arrival DM synchronously,
then handed the run narration to streamFlow's paced (fire-and-forget)
streamer. The 'animal in your house' prompt landed ahead of the queued
'Run complete' + loot beats. Add streamFlowThen to run the roll after the
final message is delivered; fix the same inverted order in tryAutoRun.
Four fixes for the auto-walk loop that was re-clearing the same room
every 15 min while a fork was pending, ignoring the rest lockout, and
not counting expedition activity toward the daily streak:
- advanceOnceWithOpts / runAutopilotWalk now short-circuit to stopFork
when NodeChoices has a pending fork. Stops phantom kills + duplicate
loot drops + fork re-prompts on the same cleared room.
- fireExpeditionAutoRuns honors restingLockoutRemaining so the
background ticker no longer walks through a long rest.
- autoRunCooldown 15m -> 2h, autoRunTickInterval 5m -> 15m. Auto-walk
DMs are now a once-in-a-while ping, not a steady drip.
- markActedToday + HasActedToday recognise LastActionDate. Wired into
!rest short/long, !expedition start/abandon, !extract, foreground
!zone advance, and !zone go so DnD-side activity credits the streak
even when the expedition ends before midnight.
(cherry picked from commit 9e27fd8257a4c92150ad584b393bf5a72270b82c)
The emergence-seam roll added in 3ed2e1d covered extract, abandon,
forced extraction, and death-respawn — but not a natural run-complete
(boss down / dead-end node), which is the most common successful
emergence. Players who cleared a run cleanly never got the arrival roll
despite meeting every condition.
Wire maybeRollPetArrivalOnEmerge into the two real run-complete callers
(expeditionCmdRun foreground + the autorun background ticker), gated on
reason == stopComplete. Kept out of runAutopilotWalk itself so the sim
path (which calls the walk directly) never fires arrival DMs.
Tedium-removal pass driven by live play feedback. Three big threads:
Expedition autopilot Phase 4 — background auto-run + harvest-until-dry:
- New expeditionAutoRunTicker walks active expeditions every 15min
(5min tick, per-expedition CAS on new last_autorun_at column). Skips
combat sessions, briefing/recap quiet windows, expeditions <30min old.
- Walks up to 3 rooms/tick with compact narration; suppresses DMs when
0 rooms walked or just hitting the per-tick cap (no "stretch complete"
filler). Player only hears from the bot when a real decision is needed.
- Compact mode: one-line combat narration for trash/elite, auto-resolves
elite doorways via the forward-sim engine (boss still pauses). Threaded
via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom.
- Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8
attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses.
- Ambient ticker: anti-repeat by Kind via new last_ambient_kind column
(avoids two pack_rat DMs in a row when the pool only has 6 lines).
- !expedition go <n> now routes to the fork-choice handler when active +
numeric; fork footer rewritten to suggest !expedition go instead of
!zone go. Boss/Elite doorway: formatNextRoomMessage routes the action
hint by next room type and autopilot loop breaks via new nextRoomType
field so "Room X/Y — Boss" doesn't double-print with contradictory
hints (!zone advance vs !fight).
- runAutopilotWalk extracted from expeditionCmdRun so foreground and
background share the loop body.
Rogue Sneak Attack actually exists now:
- Audit found the rogue's "Sneak Attack" passive was AutoCritFirst +
5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this
with a small flat buff; the class's defining mechanic never matched
its tooltip or 5e identity.
- Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in
combat_primitives.go (same lane as DivineStrikePerHit). Scales with
level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20.
- AutoCritFirst + 5% rider retained as bonuses on top of working sneak
attack — preserves the opener-burst feel.
- L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes
from "16 rounds to kill, die in 8" to winnable.
TwinBee voice sweep (Phase B3):
- ~530 line changes across 24 files replacing third-person "TwinBee
notes/files/tracks/respects/..." constructions with first-person
inside flavor string literals. Code identifiers (TwinBeeLine,
twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names
(TwinBee's Bell), achievements, and game-title references in
fun.go (Konami TwinBee ship) left intact.
- Catches a real bug: Valdris fight rendered "TwinBee marks the
Legendary Resistance" mid-combat in third person, contradicting
the Phase B2 convention.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>