T3 zone, fourth authored graph. Shape: two stacked 3-way forks
(great_hall, upper_hall). The player picks twice in a row from a
wide menu — distinct from the binary forks in G8a/b and the parallel
Y-trees in G8c.
Completes lock-kind coverage by G8d: this is the first authored use of
LockLevelMin (tower_observatory gated at L7). With Perception (DC 14
study, DC 15 hidden_oratory), StatCheck INT (library), and LockNone,
all four non-trivial lock kinds now appear in shipping zones.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
T2 zone, third authored graph. Shape: two-tier sequential forks where
each path is unique up to the boss room. Four committed leaves
(kuo_toa_pen / glyph_chamber / aboleth_thralls / coral_reliquary) all
terminate at the boss; no mid-path node has >1 incoming edge.
Differentiates from Crypt's diamond and Forest's asymmetric-diamond by
producing two parallel "Y" subtrees on the !zone map instead of a
converging branch. Exercises Perception + StatCheck (STR) + LockNone
in a single zone (covered by TestSunkenTempleGraph_LockKindCoverage).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
T2 zone, second authored graph. Deliberately diverges from the diamond
shape so the !zone map renders distinctly:
- Asymmetric main fork: long branch (grove_descent → dryad_circle elite,
2 mid-nodes) vs. short branch (thorn_tunnel, 1 mid-node, Perception
DC 13 hint). Tests lock in the asymmetry.
- Pre-boss fork to a sapling_shrine secret behind LockStatCheck WIS
DC 14 (LootBias 2.0). First authored zone exercising stat_check —
Crypt's secret was Perception, so this validates the second lock kind
end-to-end.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
T1 single-fork shape with no secret — deliberately the simplest
authored topology, mirroring the Crypt of Valdris pattern minus the
secret tail. Serves as the baseline reference shape; G8b onward will
vary topology (stub branch, sequential forks, hub-and-spoke, gauntlet,
convergent triangle) so zones feel structurally distinct on the
!zone map.
Validator-checked at init via BuildGraph. Both branches reach boss;
the Perception (DC 12) side carries a player-facing hint per plan §G8
guideline ("locked paths should always have a hint").
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The graph-mode map renderer iterated 0..maxX, emitting a blank slot for
columns whose only inhabitant was a hidden secret node. In Matrix code
blocks the dark background painted that gap as a phantom cell with no
status mark — read in playtest as "a box missing a dot." Collapse
columns with no visible nodes before laying out rows; secret columns
reappear once the player visits them.
Hand-authored zoneCryptValdrisGraph() (8 nodes incl. fork +
Perception DC 15 secret reliquary) self-registers at init. Two
surgical bridges so new runs traverse the authored graph when
GOGOBEE_BRANCHING_ZONES=1: startZoneRun seeds current_node from
g.Entry, and DungeonRun.CurrentRoomType resolves via the live
node's kind so divergent paths (secret_chamber) dispatch through
the right resolver. Gate off is bit-identical to pre-G7.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Harvest tables (expedition + standalone) now keyed by node_id; legacy
room-idx entries auto-migrate via read-fallback + drop-on-save.
- Narration salts swapped from run.CurrentRoom to narrationCadence(run)
(= len(visited_nodes)-1) so flavor pickers survive G9 column drop.
- !zone map renders the graph (BFS by PosX/PosY) when the gate is on:
✓/▶/· status, ╳ for locked-only edges, secrets hidden until visited.
- Region-boundary hook in graph advance/!zone go updates expedition
CurrentRegion + visited list when from/to nodes differ — without
burning supplies or retiring runs (the graph IS the run state).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the graph types from G2/G3/G4 into the !zone advance flow.
Default off; with the gate on, room-clear branches on outgoing-edge
count instead of the linear current_room+1 walk.
zone_graph_nav.go — env gate, edge unlock evaluation
(LockNone/Perception/Key/LevelMin/RegionClear/StatCheck), pendingFork
JSON shape with encode/decode helpers, perception roll seeded
deterministically from (runID, from, to) so reload doesn't grant
retries, plus fork prompt rendering and the
recordRoomCleared/advanceZoneRunNode/completeRunAtNode persistence
trio.
dnd_zone_cmd_graph.go — advanceTransitionGraph drives the graph-mode
branch in zoneCmdAdvance: 0 outs → run completes (boss_defeated set
when current node IsBoss); 1 unlocked out → auto-advance and emit
the same teaser the legacy path uses; 2+ outs (or a single locked
out) → write pending fork to node_choices and render the menu. New
!zone go <n> / !zone choose <n> consumes the prompt, validates the
chosen edge is unlocked, advances, and emits the arrival teaser.
Old "go" alias for "enter" was unused in tests — repurposed.
dnd_zone_cmd.go — extracts formatNextRoomMessage so the legacy and
graph-mode paths share the post-advance teaser. Adds the new
subcommand to the dispatch switch and help text.
Tests: pure-logic coverage for unlock evaluation, perception
determinism, pendingFork roundtrip + decode-edge-cases, choice
resolution, fork prompt rendering with hint vs no-hint locked
options, edge ordering by (Weight, To), and the env gate. Existing
zone tests pass with and without the gate set.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
G1 — schema. Adds zone_node + zone_edge tables and three columns to
dnd_zone_run (current_node, visited_nodes, node_choices). Linear
columns stay during the migration; G9 retires them.
G2 — types + validator. New internal/plugin/zone_graph.go defines
ZoneNode/ZoneEdge/ZoneGraph + ZoneNodeKind/ZoneEdgeLockKind. BuildGraph
enforces: exactly one entry, exactly one boss, boss reachable via BFS,
no orphan nodes, no self-loops without explicit opt-in. BuildLinearGraph
synthesizes a chain for legacy zones.
G3 — legacy compiler + dual-mode loader. compileLegacyZoneGraph turns
a ZoneDefinition into a representative linear graph (MaxRooms shape).
loadZoneGraph returns the registered graph if hand-authored (G7+),
else the legacy fallback. compileRunGraph mirrors a per-run RoomSeq
exactly for hot-swap derivations.
G4 — run-state dual-write. DungeonRun gains CurrentNode / VisitedNodes
/ NodeChoices. scanZoneRun reads them and hot-swaps current_node from
current_room when a row predates the migration (deriveLegacyNodeID
matches BuildLinearGraph's "<zone>.r<n>" scheme). startZoneRun and
markRoomCleared write both columns.
No behavior change yet — navigation surface (forks, locked edges,
!zone go) lands in G5.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two longstanding warts surfaced when the user inspected today's TwinBee
daily report:
1. Active players were rendering "Acted today — no log recorded." The
adventure_activity_log path only captures !rest now; harvest/zone/
expedition action logging was lost during Phase R/L migration. The
stale HasActedToday() check fired on fossil harvest_actions_used
counters that nothing modern increments.
2. Per-player headline still rendered legacy four-skill line ("Combat
Lv.X | Mining Lv.Y | Forage Lv.Z | Fishing Lv.W"). No D&D level,
race, class, or HP — discoverability gap for the layer that's now
canonical.
Fix both:
- adventure_activity_unified.go: new loadAdvDailyActivity(date) unions
dnd_zone_run (zone runs touched today) + dnd_expedition_log
(expedition activity rolled up per expedition) + legacy
adventure_activity_log (mostly !rest). One source of truth.
- adventure_render.go: AdvPlayerDaySummary gains HasDnDChar/DnDLevel/
DnDRace/DnDClass/HPCurrent/HPMax. New advPlayerHeadline helper
renders "Lv.N Race Class — HP cur/max" when a dnd_character row
exists, falls back to the legacy four-skill line plus an inline
"(no D&D sheet — run !setup)" nudge for accounts that haven't
completed setup yet. titleizeDnDToken("half_elf") → "Half-Elf".
- adventure_scheduler.go: postDailySummary swaps loadAdvLogsForDate
for loadAdvDailyActivity. IsResting now derives from "len(acts)==0"
rather than the fossil HasActedToday() counter check, so dead
harvest_actions_used bytes can't trip the active-player branch.
- proddb_daily_report_test.go: renders the report against a copy of
data/gogobee.db and prints it for visual confirmation. Verified
output for 2026-05-09 shows real zone-run outcomes (Withdrew from
Sunken Temple at room 1/6, etc.) instead of the previous "no log
recorded" placeholder.
go vet + go test ./... clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The L5 close-out (596b2b7) rewired loadAdvCharacter to read from
player_meta and simultaneously deleted the 13 backfill one-shots from
Init. That's only safe if every account already has a player_meta row
from prior dual-writes — fresh restores from old backups, dev
environments cloned from older snapshots, or a prod upgrade that
skipped the soak window all silently strand every character (loader
returns empty).
Adds bootstrapPlayerMetaFromLegacy: a single consolidated migrator that
walks adventure_characters, finds rows missing from player_meta, and
fans them out via the audited upsertAllPlayerMetaFromAdvChar helper.
Idempotent (re-runs touch zero rows once migrated; no-ops post-purge).
Wired into AdventurePlugin.Init before loadAllAdvCharacters.
proddb_simulation_test.go exercises the full bootstrap + fan-out +
overlay round-trip against a copy of data/gogobee.db with 11 subtests
covering every migrated subsystem (skills, arena, babysit, streak,
death/revive, NPC counters, pet incl. JSON-packed flags, house, save
idempotency, last_active advance, fresh createAdvCharacter).
dnd_proddb_integration_test.go also calls the bootstrap explicitly to
mirror prod startup ordering.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
!expedition list was routing to zoneCmdList, which rendered "Zones
available at L%d" with `!zone enter <id>` CTAs and referenced an active
zone run for the footer — wrong system for an expedition caller. New
expeditionCmdList mirrors the zone-list shape but uses expedition CTAs
(`!expedition start <id>`) and surfaces the active expedition (day
count, `!expedition status` / `!expedition abandon`) via
getActiveExpedition. zoneCmdList stays for !zone list.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Audit confirmed saveAdvCharacter's fan-out (upsertAllPlayerMetaFromAdvChar)
covers all 13 migrated subsystems, so the per-call-site upsertPlayerMetaXxx
calls retained "as defense" through the L4-L5 migration are redundant
post-L5h. Removed 16 such call sites across arena (2), scheduler (4),
hospital (1), consumables (2), rival (1), housing (11), and reordered
masterwork to drop a now-pointless explicit upsert before the load+save.
Refreshed nine stale doc comments referencing the legacy
adventure_characters table or "soak window / fallback" language that no
longer applies after the L5 close-out (commit 596b2b7). No behavior
change; go vet + go test ./... pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Rewires loadAdvCharacter / createAdvCharacter to source from player_meta,
drops every legacy-table fallback in the loadXxxState helpers, and adds a
GOGOBEE_LEGACY_PURGE=1 gate to drop the now-cold adventure_characters
table. Schema CREATE removed and column migrations tolerate the missing
table so the purge stays sticky across reboots.
§7.4 of the migration plan is reconciled to document that
player_meta.combat_level stays — combat_stats.go consumes it via the
overlay and is shared infrastructure, not legacy.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reconcile the migration plan with what actually shipped, and clear the
three remaining CombatLevel reader sites so the §7 grep gates hold.
Plan reconciliation (gogobee_legacy_migration.md §7.4):
The original deletion list was wrong on two counts. (1) AdventureCharacter
struct survives as the loaded-view shape post-L5h overlay; only the
backing table drops at purge. (2) combat_engine.go / combat_bridge.go /
combat_stats.go are not legacy — they're the live combat engine the D&D
system layers on top of (applyDnDPlayerLayer/EquipmentLayer/etc. mutate
CombatStats before SimulateCombat). Verified via grep: 21+ files reference
these symbols across arena/dungeon/zone/expedition. §7.4 rewritten to
reflect this; no L6 combat-engine migration needed.
Reader fixes:
- babysitDailyCost reframed for D&D-level scale. Formula 100 + level*100
preserves the curve at every old-CL boundary given the 5:1 compression
in dndLevelFromCombatLevel (Level 4 ≈ old CL 20 = €500/day, Level 10 ≈
old CL 50 = €1100/day). Caller switched to dndLevelForUser.
- dnd_sheet.go drops the vestigial "Combat (legacy) %d" stat-block line.
- D&D onboarding retired. Post-L5g the welcome DM never fires (every
legacy player already has a D&D row), so dnd_onboarding.go +
dnd_onboarding_test.go are deleted, the 3 production caller invocations
(dnd_zone_combat, combat_bridge, dnd_combat::ensureCharForDnDCmd) and
the dnd_setup.go stub-creation branch removed. OnboardingSent column
kept for a separate cleanup pass. dnd_audit_fixes_test.go ported.
go vet ./... && go test ./... clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
saveAdvCharacter no longer writes the legacy adventure_characters row.
It's now a thin fan-out: bumps LastActiveAt and routes through
upsertAllPlayerMetaFromAdvChar, which calls the per-subsystem upserts
for display_name, hospital, arena, masterwork, rival, skills, babysit,
NPC, lifecycle, death, misc, pet, and house.
loadAdvCharacter calls applyPlayerMetaOverlay at the tail to re-source
every migrated subsystem from player_meta. The adventure_characters
SELECT still happens (for the user_id / equipment-table linkage and as
a fallback substrate) but its values are overwritten by the overlay.
This achieves the L4e in-place housing reader flip automatically —
adventure_housing.go's char.HouseFoo reads now see player_meta values
without per-site changes.
npcMidnightReset extended to write player_meta alongside the frozen
adventure_characters.
Per-call-site upsertPlayerMetaXxx duals are now redundant with the
saveAdvCharacter fan-out but kept as defense; cleanup deferred.
player_meta.combat_level column drop deferred — still read by babysit
cost / combat_stats / activities via the overlay; sequenced with the
final combat_engine teardown.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
backfillDnDCharactersFromAdv walks adventure_characters rows that have no
dnd_character row and inserts an auto-migrated character (race/class
inferred from archetypes, Level seeded from dndLevelFromCombatLevel).
Idempotent via LEFT JOIN — pending-setup drafts and existing rows are
skipped. Wired into Init after the L5f backfill.
With every legacy player guaranteed a D&D row, the soak-window fallbacks
in dndLevelForUser, rivalLevelForUser, and hospitalCostsForUser are
retired (they now floor at level 1). dndLevelFromCombatLevel itself
stays — still used by autoBuildCharacter and the !setup seed paths.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three player_meta columns (title TEXT, treasures_locked INT,
crafts_succeeded INT). MiscState struct + load/upsert/backfill/
projection helpers. Dual-write rides saveAdvCharacter alongside the L5e
death-state hook — Title is dormant, the other two already mutate at
sites that save.
Tests: TestPlayerMetaMiscStateBackfill_Idempotent,
TestLoadMiscState_FallsBackToAdvCharacter,
TestUpsertPlayerMetaMiscState_RoundTrip.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Eight player_meta columns: alive (default 1), dead_until,
death_reprieve_last, last_pardon_used (DATETIME), last_death_date,
grudge_location, death_source, death_location (TEXT).
DeathState struct + load/upsert/backfill/projection helpers. Dual-write
strategy switches: instead of per-site upserts, the dual-write rides
saveAdvCharacter itself (after the existing display_name dual-write).
Death-state mutation surface spans ~50 save sites; the saveAdvCharacter-
internal hook catches every one without scatter.
Backfill idempotent (only fills rows where every death field is still
default). Tests cover backfill, fallback, round-trip, and the
saveAdvCharacter dual-write.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ten player_meta columns: current_streak, best_streak, last_action_date,
streak_decayed, action_taken_today, holiday_action_taken,
combat_actions_used, harvest_actions_used, created_at, last_active_at.
LifecycleState struct with HasLifecycle() marker + load/upsert/backfill/
projection helpers. New resetAllPlayerMetaDailyActions parallels the
existing resetAllAdvDailyActions for the bulk midnight reset.
createAdvCharacter now seeds created_at/last_active_at (CURRENT_TIMESTAMP)
so player_meta rows are fully formed at creation.
Mutation surface turned out to be small: only `rest` writes
ActionTakenToday (combat/harvest counters are dormant in current code);
plus streak halve + streak update in scheduler. Dual-writes wired at all
four sites + the bulk reset.
Tests: TestPlayerMetaLifecycleStateBackfill_Idempotent,
TestLoadLifecycleState_FallsBackToAdvCharacter,
TestUpsertPlayerMetaLifecycleState_RoundTrip,
TestResetAllPlayerMetaDailyActions.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five player_meta columns (babysit_active, babysit_expires_at,
babysit_skill_focus, auto_babysit, auto_babysit_focus). BabysitState
struct with IsActive() marker mirrors SkillState/HouseState shape.
loadBabysitState / upsertPlayerMetaBabysitState /
backfillPlayerMetaBabysitState / babysitStateFromAdvChar helpers.
Dual-writes wired at handleBabysitStart, handleBabysitCancel,
checkBabysitExpiry. Backfill is idempotent — only fills inactive rows
whose legacy counterpart is active.
AutoBabysit / AutoBabysitFocus / BabysitSkillFocus are dormant in
current code but preserved for the schema migration.
Tests: TestPlayerMetaBabysitStateBackfill_Idempotent,
TestLoadBabysitState_FallsBackToAdvCharacter,
TestUpsertPlayerMetaBabysitState_RoundTrip.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Eight player_meta columns (combat_level, combat_xp, mining_skill,
mining_xp, foraging_skill, foraging_xp, fishing_skill, fishing_xp).
SkillState struct with HasSkills() marker mirrors PetState/HouseState
shape. loadSkillState / upsertPlayerMetaSkillState /
backfillPlayerMetaSkillState / skillStateFromAdvChar helpers.
Dual-writes wired at every mutation site: consumables craft XP (both
success and failure branches), events.go XP grant across all skills,
arena death + session-complete combat XP. Backfill is idempotent (only
fills rows where every skill column is still zero AND the legacy row
has any non-zero value).
CombatLevel/CombatXP are transitional — dropped at L5g after the DnD
mass-backfill retires the legacy CombatLevel-derived fallback.
Tests: TestPlayerMetaSkillStateBackfill_Idempotent,
TestLoadSkillState_FallsBackToAdvCharacter,
TestUpsertPlayerMetaSkillState_RoundTrip.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
All ten helpers in adventure_pets.go now take PetState (or *PetState
for petGrantXP) instead of *AdventureCharacter. mistyHousingHint takes
raw NPC counters since Misty fields stay on AdvCharacter for a later
phase. mistyReactivatePet returns bool; caller flips both stores.
DeathTransitionParams gained Pet PetState so combat_bridge no longer
touches the DB; arena caller loads PetState. PetState.HasPet() mirrors
AdvCharacter's. petMidnightCheck loads PetState per char.
L4 grep-empty exit criterion now holds for adventure_pets.go.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
dnd_rest long-rest eligibility, dnd_sheet housing display, and
petShouldArrive / mistyHousingHint now source house state from
player_meta via loadHouseState(userID) instead of *AdventureCharacter.
petShouldArrive, mistyHousingHint, and renderDnDSheet gained a
HouseState parameter; scheduler and Misty NPC callers load it.
Reader flip inside adventure_housing.go itself stays deferred — its
mutation paths bundle with cutting AdvCharacter writes post-soak.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Eight pet_* columns added to player_meta (flags packed into pet_flags_json).
PetState + load/upsert/backfill helpers; dual-writes wired at every pet
mutation site (arrival, naming, supply-shop unlock, babysit trickle,
morning defense, misty reactivation). Backfill idempotent, runs on Init.
L4 grep-empty exit criterion intentionally NOT met for adventure_pets.go:
helpers still take *AdventureCharacter because external callers (babysit,
scheduler, npcs, combat_bridge, combat_stats, dnd_sheet, arena, character)
read pet fields directly. Cross-file signature flip belongs after the
dual-write soak.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
player_meta.hospital_visits column added with idempotent backfill.
Hospital cost now DnDCharacter.Level x 50k (5x before insurance), falling
back to dndLevelFromCombatLevel when no D&D row exists. Revive paths also
restore DnDCharacter HP to full; char.Alive still dual-writes during soak.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Swap all char.DisplayName / c.DisplayName reader sites in
internal/plugin/ to loadDisplayName(userID). Touches 12 files
across combat (combat_bridge, dnd_zone_combat, dnd_zone_cmd,
dnd_expedition_combat), arena, hospital, events, render,
masterwork, robbie, scheduler, and adventure.go.
Only intentional char.DisplayName references remaining are in
adventure_character.go (scan + save + dual-write) and the
player_meta.go doc comment. go vet + go test ./internal/plugin/...
clean.
Unblocks deferred L2 step 9 (arena AdvCharacter import drop)
once L4 hospital/pets/render also lands.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds player_meta.display_name with idempotent backfill, dual-writes from
createAdvCharacter (in-tx) and saveAdvCharacter (post-commit), and a
loadDisplayName helper with AdvCharacter fallback. Readers are not flipped
yet — soak begins now; per-call-site swap follows in a later session.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Drop the coop_dungeon system per migration plan §5. 11 coop_*.go files
removed; cleanup_l3.go added with an idempotent per-run status-guarded
UPDATE that cancels any open/active runs and refunds member contributions
plus unsettled bets via EuroPlugin.Credit. Tables retained for now;
schema purge deferred to a future GOGOBEE_COOP_PURGE pass.
adventure.go drops !coop dispatch, coopTicker, the startup combat-lock
hook, and the !coop help line. adventure_scheduler.go loses the
activeCoopMemberSet skip branch and the post-reset combat-lock call.
adventure_render.go drops the teaser plus the in-coop status block;
replaced with a one-week morning-DM closure announcement
(TODO: remove after 2026-05-16). TestPickCoopTeaserCandidate_SkipsLeader
removed.
go vet ./... and go test ./... clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Cancels the planned ARENA_BOSS_FLOW soak. The boss flow is shipped
unconditionally with no legacy fallback — boss-flow errors now surface
to the player and abort the round rather than silently falling back to
the old CombatPower path.
Deleted:
- runArenaCombat (combat_bridge.go) — legacy CombatPower-vs-Lethality
arena combat driver.
- RenderCombatLogArena, renderArenaOutcome (combat_narrative.go) — legacy
arena renderers. RenderCombatLogArena was a thin alias for
RenderCombatLog; renderArenaOutcome was already dead.
- renderArenaCombatFinalMessage (combat_bridge.go) — legacy "rewards +
closer" trailing text.
- arenaWinCloser, arenaLoseCloser (adventure_arena_combat.go) — flavor
helpers that only fed the deleted renderers. File now just holds
arenaParticipationXP.
- arenaBossFlowEnabled + the ARENA_BOSS_FLOW env var (adventure_arena.go,
.env.example). The env gate served only the now-removed fallback.
- sendArenaCombatMessages (adventure_arena.go) — wrapper that switched
pacing between boss flow and legacy. Replaced with direct
sendZoneCombatMessages calls at the three call sites.
- TestArenaBossFlowEnabled (bossflow test) and
TestRenderCombatLogArena_ProducesPhaseMessages (narrative test).
Simplified resolveArenaRound / resolveArenaSurvival / resolveArenaDeath:
the bossNarr-vs-nil branches collapsed since narration is now always
produced by resolveArenaBoss. Equipment degradation and the death-save
reprieve hook are unchanged — both already worked off the boss-flow
CombatResult.
Migration doc (§4) updated to record the cancellation and the
remaining tuning approach (playtest-driven, no flag soak window).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two cleanup edits to adventure_arena_test.go:
- TestRenderArenaStreakEntry_ShowsMultipliers: Level 50 → 20 (D&D cap).
- TestRenderArenaStreakEntry_HighLevel_AllEligible: stale "Level 70"
comment retargeted to Level 20.
- TestArenaStreakSimulation_FullRun: rename combatLevel → skillBonus
(the value flows into arenaRoundReward as the battleSkill arg, not
a character level — naming was a CombatLevel-era leftover).
New test in adventure_arena_bossflow_test.go:
TestArenaBossOutcome_WinSurfacesStagedLogAndBossDeath drives
renderBossOutcome directly with a forced-win CombatResult so the
assertion is RNG-free, then checks the win path emits a TwinBee
BossDeath line before the victory headline plus the trailing d20 roll
summary. RenderCombatLog is exercised on the same result to confirm
the staged-log phases caller in resolveArenaBoss returns content.
go vet ./... + go test ./... clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Rebracket arenaTiers MinLevel to D&D scale (1/4/8/13/18) so arena
tiers gate on DnDCharacter.Level instead of legacy CombatLevel.
- Auto-advance level gate + reward skill bonus now read Level via a
new arenaDnDLevelOrZero(userID) helper.
- Delete dead arenaDeathChance (combat engine owns death now) and its
six tests; drop the math import from the test file.
- Update streak-entry / level-gate tests to use D&D-scale levels.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
renderArenaStreakEntry now takes *DnDCharacter and reads c.Level
instead of AdventureCharacter.CombatLevel. renderArenaStatus drops
its unused *AdventureCharacter arg. Callers in handleArenaMenu /
handleArenaStatus updated; menu path uses ensureCharForDnDCmd to
fetch (or auto-migrate) the sheet. Tests switched accordingly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Creates the player_meta table (gogobee_legacy_migration.md §2.1) with the
three columns L2 needs: arena_wins, arena_losses, invasion_score. Future
phases ALTER in their own columns. Naming follows the §2.0 callout — no
dnd_ prefix on new tables.
Helpers in internal/plugin/player_meta.go: loadPlayerMeta,
upsertPlayerMetaArena, backfillPlayerMetaArena (INSERT OR IGNORE,
idempotent, logs row count per Phase R1 precedent). Plugin Init runs
the backfill once on startup.
Dual-write per §11: every char.ArenaWins++/ArenaLosses++ in
adventure_arena.go also calls upsertPlayerMetaArena. AdvCharacter
columns stay in place — reads will switch back to AdvCharacter trivially
if a rollback is needed before L5 teardown.
Read swap: handleArenaStats and renderDnDSheet now load player_meta and
prefer its values (falling back to AdvCharacter if the row is missing,
which only matters during the deploy window before backfill runs).
renderArenaPersonalStats's signature changed from (char, stats) to
(displayName, wins, losses, stats) so the render is DB-free.
Tests: TestPlayerMetaArenaBackfill_Idempotent verifies double-run
backfill is a no-op and doesn't clobber post-backfill dual-writes;
TestUpsertPlayerMetaArena_RoundTrip covers insert/update/missing-user
paths.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
runZoneCombat already calls npcRepairMostDamaged internally when the
Misty buff is active and the 20% chance hits — boss flow inherits that
behavior automatically. The comment in resolveArenaRound previously
implied the boss flow skipped Misty repairs, which was wrong.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
resolveArenaRound now branches on arenaBossFlowEnabled(): when set, the
round runs through resolveArenaBoss (zone-boss combat + staged narration)
and the resulting intro/phases/outcome are threaded into resolveArenaSurvival
and resolveArenaDeath via a new arenaBossNarration carrier. Both handlers
swap their RenderCombatLogArena + dnd opening/closing/roll-summary stack
for the pre-rendered boss-flow narration; arena economic glue (rewards,
tier-clear, helmet drops, hospital ad) is preserved untouched.
A new sendArenaCombatMessages helper picks 2–3s zone pacing under boss
flow and 5–8s arena pacing under the legacy path. bossFlowPhaseMessages
prepends the intro line ahead of phases, mirroring streamOrSend's
intro+phases pattern from dnd_zone_cmd.go.
Tests: TestArenaBossFlowEnabled covers the env-gate parsing;
TestBossFlowPhaseMessages asserts the staged-narration assembly. Full
suite green with the flag both off (default, legacy path) and on.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds resolveArenaBoss(userID, ArenaBossEncounter) — a single-round
combat path that routes through runZoneCombat + renderBossOutcome so
arena fights surface the same staged narration zone bosses use:
intro line, RenderCombatLog phases, Nat20/Nat1 mood lines, phase-two
barb on T3+ (ZoneArena routing), BossDeath/PlayerDeath flavor, dice
summary, arena-styled headline.
Behind ARENA_BOSS_FLOW env var (arenaBossFlowEnabled). Side-effect
free — no ArenaRun mutation, no payout, no history rows. The dispatch
into resolveArenaRound lands in step 4b once the surrounding economic
glue (rewards, achievements, helmet drops, death flag) is plumbed for
the new combat result shape.
Smoke tests cover (a) end-to-end arena round produces non-empty
intro/phases/outcome with the right headline, (b) bad tier/round
returns an error, (c) phase-two thresholds match the design doc,
(d) every tier×round arenaBosses entry has positive stats.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reshapes the legacy ArenaMonster data into a boss-shaped arenaBosses
map of DnDMonsterTemplate entries — the carrier the upcoming
resolveArenaBoss (step 4) will hand to runZoneCombat + renderBossOutcome.
IDs namespaced "arena_t<tier>_r<round>" so they don't collide with
dndBestiary. HP/AC/Attack scale with tier via arenaTierBaseStats;
within a tier, BaseLethality biases each monster by a ±30% band so
round-1 anchors the bottom of the tier and round-4 the top. Stats are
first-pass — final tuning happens during the ARENA_BOSS_FLOW flag soak.
arenaBossPhaseTwoAt(tier) gates phase-two narration: T1–T2 = none,
T3+ = 50% HP. The T4–T5 flavor barb piggybacks on the existing
bossPhaseTwoPool path through ZoneArena.
No callers yet — wiring lands in step 4.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds ZoneArena to the ZoneID enum so the upcoming arena boss path can
route renderBossOutcome's twinBeeLine calls without inventing a parallel
flavor system. Synthetic by design — never registered via registerZone,
so !zone enter arena is unreachable and allZones() / registry tests are
unaffected.
Mood pools (Nat20/Nat1/BossDeath/PlayerDeath) are already zone-agnostic
in pickPool, so ZoneArena falls through to the generic defaults at zero
cost. Phase-two and boss-entry pools default to nil/generic too —
arena-specific overrides land alongside the bestiary work in step 3
only if existing flavor doesn't read right.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Factors the staged-narration body of resolveBossRoom into a shared
helper renderBossOutcome(BossOutcomeInputs) so the upcoming arena
boss flow (resolveArenaBoss) can reuse the same Nat20/Nat1 mood lines,
phase-two transition barb, BossDeath/PlayerDeath flavor, and trailing
roll-summary line.
Inputs include caller-supplied DefeatHeadline / VictoryHeadline so
arena and zone read in their own voice ("Run ended." vs the future
arena equivalent). Helper is pure: side effects (abandonZoneRun, loot
drops, threat ticks, kill records) stay at the call site.
No behavior change for zone bosses — same strings, same ordering.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
GM→DM rename across docs and code (GMNarrationType→DMNarrationType,
GMState→DMState, narration constants, comments) so the system reads as
"Dungeon Master" everywhere. Player-visible "GM mood" wording stays
where it appears in flavor.
Streamed zone/expedition combat: zone advance now stages patrol →
patrol play-by-play → patrol resolution → room intro → room play-by-play
→ final outcome through sendZoneCombatMessages with 2–3s pacing
(arena keeps its 5–8s window). Combat narrative lines pick up a compact
d20-vs-AC roll annotation for hit/crit/miss/block events.
Combat outcome polish: dndHPSnapshot lets narration show sheet HP
rather than legacy combat-engine HP, and markAdventureDead clears the
zombie state where hp_current was 0 but the legacy alive flag stayed
true after a D&D-layer KO.
Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite
covering the new layer, and adv2_scenario_test.go — a full
zone-run + expedition + harvest playthrough against a copy of the prod
DB asserting persisted state end-to-end.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a dnd_zone_run.harvest_nodes_json column and a small persistence
layer (loadStandaloneHarvestNodes / saveStandaloneHarvestNodes) so
!zone enter runs that aren't tied to an expedition can carry per-room
HarvestNode state. Expedition runs continue to use
expedition.region_state for the same data — this is the casual flow.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Babysit pivots from harvest service to pet-care + safe-rest perk:
- runBabysitDaily/runAutoBabysitDay/runBabysitAction deleted; replaced
by runBabysitDailyTrickle (3 pet XP/day while subscribed).
- BabysitSafeRest predicate promotes Standard camps to Fortified-tier
rest (HP+1d6, threat -5, resources refresh) and reduces wandering
monster check campMod from 0 to -4. Hooks live in
dnd_expedition_camp.go and dnd_expedition_night.go.
- !adventure babysit auto/focus subcommands removed; status/purchase
DMs reflect the new perks.
Scheduler drops the auto-babysit fallback block (no more silent
debits + harvest-day for missed logins). Babysit subscribers still
skip the morning DM; trickle runs in the background.
TwinBee daily simulator self-contained: simulateTwinBeeOutcome +
simulateTwinBeeLoot replace the resolveAdvAction call against a
fake CombatLevel=35 character. Outcome distribution and reward
shape preserved; gold-share to active players unchanged.
Legacy activity resolver retired: resolveAdvAction,
advEligibleLocations, AdvEligibleLocation, resolveAdvEmptyOutcome
deleted from adventure_activities.go (zero production callers
post-babysit/twinbee). AdvActionResult kept — combat_bridge still
produces it for arena/dungeon flows; dies in L2/L3.
Migration plan doc gogobee_legacy_migration.md added: five-phase
L1-L5 plan covering arena (Adv 2.0 boss flow rebuild), co-op
deletion, perk-gate sweep, and final teardown of AdventureCharacter
+ CombatLevel + combat_engine.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
High-priority fixes from the multi-agent audit of Adventure 2.0:
- Phase 11 nil-deref cluster: zoneOrFallback() helper replaces 8 unsafe
getZone(_) sites in dnd_zone_cmd.go. Corrupted zone IDs render a
placeholder instead of panicking.
- Briefing/recap idempotency: deliverBriefing/deliverRecap now claim
the rollover via a conditional UPDATE. Double-fires from clock skew
or restart become no-ops; supply burn and day++ no longer reapply.
- Graceful ticker shutdown: AdventurePlugin gains stopCh + Stop(); all
11 background tickers now select on stopCh in addition to ticker.C.
- Mood decay (§3.2): math.Round(elapsed*2) replaces int() truncation
so sub-hour gaps decay correctly.
- 24h auto-abandon (§4.3): getActiveZoneRun returns clean slate and
abandons stale runs whose LastActionAt is over 24h old.
- Respec / auto-migrate orphan cleanup: !respec and the auto-migrated
draft wipe now abandon active zone runs and expeditions before
deleting the dnd_character row.
- Phase R combat-link: applyBossDefeatThreat now wired from
resolveBossRoom (-20 threat); applyRoomCombatThreatForUser adds
+5/+8 from non-boss/elite kills (§8.1).
- Starvation → forced extraction: briefing-time check forces extract
with §10.2 coin tax when supplies hit zero.
- GMNat20/Nat1 narration wired into resolveCombatRoom and
resolveBossRoom (nat-20 takes precedence over nat-1).
- Treasure-undo race: LoadAndDelete on both timer-fire and `undo`
paths so only one side wins.
- Battle Master: Disarming, Menacing, Parry maneuvers added (3 → 6
of 10). Remaining 4 (Pushing, Goading, Riposte, Commander's Strike)
documented inline as needing ally/reaction mechanics the engine
doesn't model.
- Threat-70 warning: tracked in RegionState["siege_warning_fired"]
so a drop-and-recross doesn't re-fire the beat.
- region_state JSON decode error now logged via slog.Warn instead
of silently discarded.
Failing TestProdDB_DnDLayer fixed via option (a): track migrated
characters and only run round-trip / idempotency assertions on those,
skipping pre-existing prod-DB rows accumulated from live bot use.
New tests in dnd_audit_phase_R7_test.go cover: 24h auto-abandon,
briefing double-fire idempotency, threat-70 warning idempotency,
multi-region extract→resume state preservation, and starvation
forced-extraction.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retires the standalone !adventure dungeon/mine/forage/fish daily loop in
favor of !expedition. Gate intercepts legacy 1/2/3/4 + word-form input
and DMs a deprecation notice; town services (shop/blacksmith/rest/thom)
stay on !adventure.
- Delete dead resolveActivity (269 lines) + parseActivityLocation; add
isLegacyActivityInput + renderLegacyActivityDeprecation.
- Morning-DM menu rewritten to point at !expedition and the !forage etc.
harvest commands; writeAdvLocationLines removed (sole caller).
- New dnd_r1_migration.go runs archiveOrphanZoneRuns at Init: archives
any active dnd_zone_run not linked to an active expedition (via
exp.run_id or region_state.region_runs). Idempotent.
- Pre-existing flake in TestPickEveningRecap_BossOverridesAll fixed
(E6c pool added entries without literal "boss"; widen substring set).
- Internal helpers (resolveAdvAction, advEligibleLocations, AdvLocation
tier data, consumable drops) preserved — babysit/scheduler still use
them passively.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>