!expedition invite / accept / decline / party / leave. The invitee buys
their own loadout and it pools -- a party is a shared burden, not a free
ride.
The plan said invites close "before the first walk". That is not a window,
it is a race: autoRunMinExpeditionAge leaves a fresh expedition alone for
thirty minutes and then the autopilot starts walking it, and the leader's
own !expedition run can beat it there. Thirty minutes is not enough to ask
a friend who is asleep.
So two changes to what the plan specified:
- The window is all of Day 1, not the first step. Supplies burn at the
night rollover, so a companion who arrives three rooms in pays and
receives exactly what one who arrived at the gate does.
- An unanswered invite pins the autopilot: loadExpeditionsForAutoRun skips
any expedition somebody has been asked to join. The leader must not be
dragged into a boss room while their friend reads the DM. Bounded by
expeditionInviteTTL (2h) in the query itself, so a forgotten invite
costs an afternoon, not the expedition.
New table expedition_invite. Absent == nobody was asked, which is true of
every expedition predating N3 -- nothing to backfill, same reading that
let expedition_party and roster_size ship without one.
Details worth keeping:
- Outstanding invites count against expeditionPartyMax. Otherwise a leader
asks four people and three accept.
- Pooling raises Current *and* Max. supplyDepletion reads the ratio, so
folding in only Current would read as the party suddenly starving.
- A member's supplies stay in the pool when they !leave. They were spent
on the expedition, not lent to it; clawing them back would let someone
starve the party on their way out.
- assertNotAdventuring guards expeditions and rosters but not bare zone
runs, so accept checks getActiveZoneRun itself -- startExpedition does.
- A party is not a taxi: zoneOpenToLevel gates the invitee on the same
tier rule !expedition start applies to the leader.
- releaseParty now clears invites too, or someone could accept onto a
corpse.
- expeditionCmdStatus and the bare `!expedition` switched to
activeExpeditionFor, and a member typing `!expedition go 2` is told the
leader picks the path instead of falling through to `start` and being
told "2" is an unknown zone.
Combat still seats one player -- handleFightCmd is P6c. go test ./...
green, golden byte-identical.