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>
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>
Per-zone resource registry (§3, all 10 zones) and full per-room harvest
layer wired into expeditions: !forage / !mine / !scavenge / !essence /
!commune / !resources. Auto-spawns a DungeonRun per region on
!expedition start, swaps it on !region travel, retires on
abandon/extract. Long rest at camp replenishes nodes across every
room and region. Reuses existing flavor.Harvest* / RichYield /
NodeDepleted / per-zone Harvest<Zone> pools.
Also clears two pre-existing test failures introduced by the E6c
flavor expansion (briefing substring list + combat-lift trial count).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
dnd_zone_run table (run_id, zone_id, room_seq_json, rooms_cleared,
boss_defeated, abandoned, loot_collected, gm_mood, started_at,
last_action_at, completed_at) added to db.go schema with active-run
index.
dnd_zone_run.go ships RoomType (entry|exploration|trap|elite|boss),
DungeonRun struct, generateRoomSequence (Entry → ExplorationxN1 → Trap
→ ExplorationxN2 → Elite → Boss within zone's [MinRooms, MaxRooms]),
and persistence helpers: startZoneRun (gates on level tier + active-run
exclusivity), getActiveZoneRun, getZoneRun, markRoomCleared
(advances and auto-completes on boss kill), abandonZoneRun,
adjustGMMood (clamped to [0,100]), addLoot.
8 new tests covering room-sequence shape (entry first, boss last,
exactly one trap/elite, ≥2 explorations), happy-path start,
concurrent-run rejection, unknown-zone rejection, full advance-to-boss
flow with completion, abandon idempotency, GM mood clamping at both
bounds, and loot accumulation order. Full repo test suite green.
Boss-room behavior, !zone command surface, and TwinBee narration
arrive in D1c/D1d.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>