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
- emitZoneClearNews: claim realm-first before the name guard so an unnamed
straggler's first clear seeds news_realm_firsts (else the next named
clearer is mis-announced as first-ever). Mirrors backfillZoneFirsts.
- RunMaintenance: reap permanently-parked pete_emit_queue rows (unsent,
>30d) so a durable Pete outage can't accrete rows forever.
- emitDeathNews: gate on Enabled()/newsEmissionOn() before the char DB
reads; markAdventureDead fires per-member on party wipes + in the sim.
Closes the two deferred code-review follow-ups on the adventure-news
seam, plus folds in two pre-committed WIP fixes.
A. Privacy — the public GUID no longer leaks a stable per-player id.
Replaced userHash(userID)=sha256(userID)[:6] with
eventToken(userID, discriminator)=HMAC-SHA256(salt, userID‖disc).
The salt is 32 random bytes, auto-generated once and persisted in the
durable news_config table (cached via sync.Once). Because each event
uses a distinct HMAC message, tokens are a PRF output and are BOTH
uncomputable from a Matrix handle (no enumeration of a player's
events, incl. ones anonymized after !news optout) AND mutually
unlinkable (a named event can't be walked back to a player's other,
anonymized events). Updated all emit sites: pete.go zone, dnd_combat
death, adventure_duel rival, dnd_setup arrival, achievements
milestone, bootstrap x3.
B. Taxonomy — repeat zone clears were mislabeled zone_first. Now emit
zone_clear (bulletin) vs zone_first (realm-first, priority). Adopted
the invariant GUID-prefix == event_type, which also fixes latent
permalink mislabels (achv->milestone, rival->rival_result rendered a
neutral "Dispatch" on their permalink pages).
Folded-in WIP fixes: create the news_config table b42beec's
newsEmissionOn reads but never created; reap sent pete_emit_queue rows
in RunMaintenance; don't burn a retry attempt when shutdown cancels an
in-flight send.
Tests: TestEventToken (salted/stable/per-event/persisted),
TestEmitZoneClearTaxonomy (first->zone_first, repeat->zone_clear),
updated pete_test.go prefixes. Full internal suite + vet green.
Unshipped. Deploy Pete first (it must know zone_clear), then gogobee.
The !setup confirm path seeds the canonical player_meta row (commit
667f87f), but the auto-migration path (ensureDnDCharacterForCombat) writes
a confirmed dnd_character without touching the legacy layer. Commands that
trigger it — !rest, !cast, !abilities, !skills — derive the adventure char
via a bare loadAdvCharacter that is nil when player_meta is absent, and
autoBuildCharacter tolerates a nil char. So a brand-new player whose
first-ever adventure action is one of those gets a confirmed character with
no player_meta, which then fails every legacy-layer command (expeditions,
arena, world boss, town, duels) with "sql: no rows" — the same state
@camcast was found in.
Fix: ensurePlayerMetaSeed guarantees the seed row (+ tier-0 equipment)
exists at the fresh auto-migration point. Conditional on player_meta being
absent, so it's idempotent and never duplicates a legacy player's gear
(createAdvCharacter's equipment insert has no conflict guard).
Regression tests cover both the straggler repro (first-ever !rest seeds
player_meta + loads cleanly) and idempotency (no equipment duplication).
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
Turn the dead top housing tiers into something worth buying. All three
land without a schema bump, and TestCombatCharacterization stays
byte-identical (the balance corpus never sets the new fields).
T3 trophy room: treasure cap 3->4 at HouseTier>=3 (maxTreasuresForTier).
Enforced at the save gate only -- HouseTier is never written downward,
so a held 4th treasure below tier 3 is unreachable and a load-time cap in
computeAdvBonuses would just add a query for an impossible state. The
all-irreplaceable manual discard prompt now lists the 4th slot too.
T3 workshop: +5% craft success at HouseTier>=3, lifting the cap 0.95->0.98
so a maxed forager still gains. craftingSuccessRate takes a workshopBonus,
threaded through autoCraftConsumables and renderRecipesKnown.
Well-rested buff (replaces the plan's T4 "inn-quality rest", a verified
no-op -- home rest already equals inn rest). Home-only (the inn and a
tier-1 shack grant nothing), starts at T2 and grows through T4, expires at
the next long rest:
- Temp HP cushion (8/12/16% of MaxHP). TempHP was a dormant field; wired
into applyDnDHPScaling as MaxHP headroom -- additive and golden-safe.
- Bonus spell slots (+1/+2/+3 at the caster's highest slot level), the
real reward, lifting casters who trail on spell-pool richness.
applyLongRestSpellSlots resets the pool to base then folds in the
bonus; expiry is stateless (next rest's reset drops it).
Magnitudes are tunable defaults; revisit against the post-parties
re-baseline.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
Mechanical `gofmt -w ./internal ./cmd`. Mostly struct-field realignment that
had drifted, plus a few trailing-newline fixes. No behaviour change — gofmt is
semantics-preserving, and build/vet/test are green either side.
Split out from the code-review fixes that follow so those stay reviewable
instead of hiding inside a wall of realignment.
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.
Pieces:
1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
class/level so the class-balance harness's in-tier parity
assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
refreshes hp_max for existing characters at startup;
idempotent via db.JobCompleted. hp_current is bumped by the
same delta so a full-HP character stays at full.
2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
+3 weapon.MagicBonus (damage). Applied at the END of
applyDnDEquipmentLayer (after computeArmorAC's AC override)
and inside buildHarnessPlayer so live and harness measurement
match.
3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
the single dangerous fight. Elite is now effectively a
high-threat event reachable only via the +1-per-20-threat-
above-40 mod — Phase 4-B's elite-pool monsters still appear,
just less often.
4. dailyThreatDrift base 3 → 1. Slows the threat clock so
players have the days they need before threat tips zones
into the new 23+ elite band.
5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
applied in the temporal-override branch in
dnd_expedition_cycle.go so tidal / unraveling days scale by
the same 0.5× — otherwise those days would be
disproportionately harsh against the new baseline.
The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.
Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Add Druid, Bard, Sorcerer, Warlock and Paladin as structural
scaffolding ahead of the Open5e spell-data import. They are wired
through the mechanical layer but gated out of !setup via the new
DnDClassInfo.Playable flag — they have no spell list yet.
- dnd.go: class constants, dndClasses rows, Playable gate, AC floors
- dnd_combat.go: classAttackStatMod, dndClassWeaponBonus,
classStatPriority arrays for the five
- dnd_spells.go: mageSlots generalized to fullCasterSlots (shared by
the full casters); Paladin shares rangerSlots; new warlockSlots
simplified long-rest pool; spellcastingMod + classIsCaster extended
- dnd_setup.go: renderClassMenu and parseClass filter on Playable
Subclasses and spell lists are deferred to later sessions.
Bundle of uncommitted working-tree edits across combat engine, expedition
cycle, flavor pools, and TwinBee/zone narration. Includes new files:
combat_debug.go, dnd_boss_consumables.go, dnd_dex_floor.go, plus
CHANGES_24H.md and REBALANCE_NOTES.md scratch notes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wound carry-over went through three integer truncations across the
legacy combat scale (123 max) and the dndChar scale (78 max). 101/123
persisted as int(64.04)=64, then restored as int(100.92)=100 — losing
0.92 HP every fight.
Switching both sides to math.Round means most HPs round-trip exactly;
the residual error is bounded by ±1 HP from the inherent scale mismatch
(1 dndChar HP ≈ 1.58 legacy HP, so some pairs collide on the smaller
scale). Acceptable; the prior always-truncate behavior was directionally
biased against the player.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two bugs reported back-to-back from a Rogue's run:
1. HP display reset between battles. End of fight 1: 101/123 → start of
fight 2: 100/100. applyDnDHPScaling was overwriting Stats.MaxHP with
the scaled wound value, so the display denominator dropped along with
the numerator. Wounded carry-over became invisible.
Fix: introduce CombatStats.StartHP. Combat engine reads it as the
entry-HP when set; MaxHP stays put. Display now reads "100/123" as
intended.
2. Auto-crit fired on a roll of 11 with no narrative tell. Rogue passive
AutoCritFirst was triggering correctly, but the renderer used the
generic crit pool, so the player saw "🎲 11 vs AC 10 → CRIT" with no
indication their *class* caused it.
Fix: tag the crit event with Desc="auto_crit" when the passive (not
the dice) caused it; new narrativePlayerAutoCrit pool calls out the
training/instinct/exploit theme.
Test bound for T5 dungeon death rate loosened from 0.02 to 0.01 — the
new Sudden Death phase from the previous commit shifted geared-T5
fights slightly toward player wins.
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>
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>
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>