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>
Wires the §3 zone-note interactions that were called out across the
resource doc but left for the polish pass.
Harvest gates (dnd_expedition_harvest.go):
- zoneConditionHarvestBlock — Underforge Heat 10 blocks !mine, Dragon's
Lair infernax_awake blocks all harvesting, Abyss Instability 81+
blocks all harvesting.
- zoneConditionHarvestDCMod — Underforge Heat 7-9 → +3 !mine DC,
Dragon's Lair Awareness Pulse 3+ (day 9+) → +4 all DCs, Abyss 61-80
→ +5 all DCs, Feywild Double-Day → -3 !forage DC. Delta + reason
shown inline on the dice line.
- restoreHarvestNodesInRoom — Time Loop hook (in-memory only; cycle
flow persists downstream).
- Manor !scavenge: 10% Cursed Trinket secondary drop with one-time
TwinBee warning gated by RegionState["manor_cursed_warned"].
Time Loop wiring (dnd_expedition_temporal.go):
- feywildTemporalPostRollover Loop branch now restores nodes in the
current room and appends a re-emergence narration line.
Drow Poison Blade recipe (dnd_economy.go):
- ThomCraftRecipe gains BladeWeaponCount; pickBladeWeapons matches
Type=="weapon" + blade keyword (sword/dagger/blade/scimitar/etc.).
- !craft list shows the blade slot with current inventory count.
- Recipe consumes 1× Drow Poison + 1× any blade weapon → Drow Poison
Blade (sleep-on-crit for 3 combats, effect TODO).
Tests (dnd_zone_conditions_test.go, all DB-free): block branches per
zone, DC delta tables, manor cursed-trinket gate at 10% boundary,
restoreHarvestNodesInRoom in-memory roundtrip, isBladeWeapon /
pickBladeWeapons coverage + shortfall + exclude-already-consumed,
drow_poison_blade recipe shape.
Flavor reuse only — no new flavor file. Reasons-strings on the dice
line and the cursed-trinket warning are inline (Thom/TwinBee voices
in existing pools didn't fit harvest-blocking or warding contexts).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
R3 — Combat Event Integration:
- dnd_expedition_combat.go: Combat Interrupt rolls (§4.2) with
threat-clock and Ranger-wilderness modifiers; Patrol Encounters
scaled by threat level; recordZoneKill writer with monsterKillTags.
- Interrupt gate at head of handleHarvestCmd; patrol gate before
resolveRoom in zoneCmdAdvance; kill writer wired into combat-win
paths.
R4a — Zone Loot Tables:
- dnd_zone_loot.go: §5 loot drop tables for all 10 zones × 5 tiers
with §8.1 sell-value bands. dropTierFromCR brackets + boss floor.
- Hooks on combat-win in resolveCombatRoom, resolveBossRoom,
runHarvestInterrupt, tryPatrolEncounter.
R4b — Fishing Integration:
- dnd_zone_fish.go: fishingZones allow-list, fishingSkillBonus,
rangerRareCatchUpgrade (§6.2), feywildFishDistortion narration.
- §6.1 fish entries added to resource registry for Forest, Sunken
Temple, Underdark, Feywild zones.
- !fish wired through handleHarvestCmd; zoneItemFlavor matrix
populated for all 10 zones × all loot items.
R5 — Economy Integration:
- dnd_economy.go: !sell (post-expedition gate, single CHA Persuasion
DC 17 → +15% bump), !craft (§8.2 4 exemplar recipes), !lore
(INT/Arcana DC 15 recipe discovery).
- dnd_known_recipe table for persistent recipe discovery.
Flavor reuse: HarvestInterrupt, PatrolEncounter, CombatVictory,
PlayerDeath, LootDrop*, FeywildTimeDistortion* — all existing pools.
No new flavor file.
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>
Expand under-populated TwinBee expedition pools (singletons → 3, pairs →
4) for: morning briefings (Day1/3/14/21), evening recaps (boss/close-call/
quiet), all four threat clock bands, every zone temporal event narration,
supply depletion, and every milestone narration. Add MilestoneCartographer
and MilestoneSurvivalist pools (spec §13). Wire MilestoneSurvivalist into
AwardCompletionMilestones (was inline string).
All additions in TwinBee voice, no existing entries altered.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Daily milestones fire from the morning briefing once the day count
crosses the threshold (CurrentDay reflects the new day post-rollover):
- First Night (day 2, +50 XP)
- Week One (day 8, +200 XP, Thom Krooke discount flag — hookup deferred)
- Two Weeks (day 15, +500 XP, +1 primary stat — char-system hookup deferred)
Completion milestones via AwardCompletionMilestones, exported for the
combat-link boss-kill path to call once status flips to 'complete':
- Patient Zero (max threat ≤ 50, +10% of XPEarned bonus)
- Survivalist (tier ≥ 3, no forced extraction ever, title flag)
- Long Game (tier 5, legendary item — loot-grant hookup deferred)
Reuses MilestoneFirstNight/WeekOne/TwoWeeks/PatientZero/TheLongGame
flavor pools from twinbee_expedition_flavor.go. Cartographer and
Survivalist have no flavor pool (Survivalist uses an inline string,
Cartographer is fully deferred since it needs combat-link search hooks).
Awarded keys persist as RegionState["milestones"]. Max threat sampled
daily into RegionState["max_threat_seen"] before milestone checks
read it.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds renderRegionChain — for tier 4-5 multi-region zones, renders the
4-region progression (e.g. ST──DO──IW──TDT for Underdark) with ✓
cleared / ▶ here / · pending markers, and ⛺ overlay where a base
camp has been pitched. Single-region zones skip the chain and fall
through to the existing renderZoneMap room layout.
!map (top-level) and !expedition map both invoke handleExpeditionMapCmd
which composes: region chain → current region label → per-run room
map → legend. Region abbreviations are decoded in a "Regions:" footer
so the glyph row stays compact.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Voluntary !extract burns 1 day, flips status to 'extracting', keeps
all rewards, resumable for 7 real days. Forced extraction (Abyss
collapse, future HP-0/supply-0 hooks) flips to 'abandoned' and applies
the §10.2 20% coin tax via the cycle layer's euro handle. !resume
within the 7-day window repurchases supplies and restores threat &
temporal stacks as-is; expired rows demote to failed.
getActiveExpedition / briefing / recap loaders narrow to status='active'
so 'extracting' rows don't get phantom day rollovers. Reuses
flavor.ExtractionVoluntary, ExtractionForced, ExpeditionResume from
twinbee_expedition_flavor.go.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the deferred-branch rejection in handleCampCmd: !camp base
now pitches when (a) the zone is multi-region, (b) the player's
current region's BaseCampSite is true, and (c) the region boss is
cleared. Otherwise the surface returns specific reasons (wrong zone,
wrong site, boss not down).
First pitch records the region in RegionState["base_camps"] via
addRegionListEntry — that list is what !region renders the ⛺ marker
from, and the waypoint is persistent for the rest of the expedition
even after the camp is broken. Reuses the existing
flavor.BaseCampEstablished pool with [N] day interpolation.
Tests cover non-base-site rejection, uncleared-region rejection, and
the happy path through pitch + waypoint persistence (3 SU cost,
HasBaseCampAt true after).
Spec §11.3. New !region command surface:
!region — list regions w/ status (▶ current, ✓ cleared,
· visited, ★ zone boss, ⛺ base camp)
!region travel — move to next region in order
Travel burns one day of supplies via applyDailyBurn (so harsh / siege
multipliers stack normally), advances current_day +1, fires one
transit wandering check (resolveTransitWanderingCheck — same buckets
as the night check but campMod = 0 since you're not bedded down),
then writes region-transition narration on both ends.
Two new flavor pools (RegionTransitDeparture / RegionTransitArrival)
with [REGION_NEXT] interpolation. Travel rejected when camped, and
when already in the final (zone-boss) region.
Tests cover the campMod=0 invariant, the day/supply/region delta on
travel, and the marker rendering in renderRegionList.
Multi-region zones now default CurrentRegion to the entry region at
startExpedition; that region is also written to regions_visited so
the visited/cleared distinction is meaningful from Day 1.
MarkRegionVisited / MarkRegionBossDefeated expose the combat-link
hook surface. MarkRegionBossDefeated also flips Expedition.BossDefeated
when the cleared region's IsZoneBoss is set, since the zone-boss kill
is the same event from §7's POV (suppresses temporal accumulation,
kills further awareness pulses, etc.). setCurrentRegion is the
companion writer used by E4c's travel command.
!expedition status now shows the region line ("🗺 Region: Drow
Outpost (2/4)") with a ✓ marker when the region boss is down.
Spec: gogobee_expedition_system.md §11. Tier 4–5 zones (Underdark,
Dragon's Lair, Abyss Portal) split into 4 regions each. ExpeditionRegion
struct + per-zone registry; CurrentRegion(e) defaults to Order==1 when
unset; RegionState helpers persist regions_cleared / regions_visited /
base_camps as []string lists. Single-region zones return nil.
Tests cover registry shape (4 per zone, last is IsZoneBoss), lookups,
default current region, and round-trip persistence through DB.
§7.6 instability accumulator: +5/day (cap 100), persisted via
TemporalStack. Bands:
• 0–20 normal
• 21–40 mild (-1 WIS)
• 41–60 reality warps (rooms shift order)
• 61–80 demon surges (12h wandering)
• 81–99 unraveling — forces 2× supply burn override + -2 all rolls
• 100 collapse — forced extraction (status = failed)
Pre-burn override fires at 81–99 so the supply doubling lands the same
day the band activates. Collapse at 100 calls completeExpedition
with ExpeditionStatusFailed and emits the AbyssPortalCollapse line.
Adds ReduceAbyssInstability(e, n) for the §7.6 -10 per major story
objective; combat-link wires the call when objectives complete.
Combat-side knobs (WIS/all-roll penalties, room-shift, surge cadence)
are exposed via AbyssInstabilityBandFor — combat-link reads on tick.
Reuses flavor.AbyssPortalDestabilizationMid / Critical / Collapse per
feedback_reuse_existing_flavor.
Closes Phase 12 E3 (Zone Temporal Events). Next session = E4
(Multi-Region Zones).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§7.5 awareness pulses on Day 3, 6, 9, 12, ... apply +10 threat at
briefing rollover and log a temporal entry (DragonsLairAwarenessPulse
flavor). Day-14 awakening sets RegionState["infernax_awake"]=true
once, with the §7.5 awakening narration; the pulse line is suppressed
that day so the awakening narration carries the moment alone.
Combat-side knobs (kobold patrols +1 enemy per active room, 6h
wandering cadence, dragon-encounter weighting in the wandering table,
forced extraction pressure once awake) are exposed via the
infernax_awake region flag — combat-link phase reads it to switch
behavior. Boss-defeated suppresses entirely.
Reuses flavor.DragonsLairAwarenessPulse / DragonsLairAwakenWarning per
feedback_reuse_existing_flavor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§7.4 daily 1d6 distortion roll fires at briefing time:
• 1–2 normal day (no override)
• 3–4 half-day → 0.5× burn multiplier override
• 5 double-day → 2.0× burn + extra wandering check at recap
• 6 time loop → narration only; combat-link reads on next room
Refactors applyZoneTemporalPreBurn to return TemporalBurnOverride
(Multiplier-based) instead of a force-double bool. Sunken Temple's
Day-6 tidal piggybacks on the same override pipeline (2.0×) instead
of the siege-flag hack.
Persists the day's distortion bucket to RegionState["feywild_today"]
so the recap path can fire the §7.4 extra wandering check on
double-day.
Reuses flavor.FeywildTimeDistortionHalf / Double / Loop per
feedback_reuse_existing_flavor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§7.3 heat stacks: +1/day in the Underforge (cap 10), persisted via
new updateTemporalStack helper. Band thresholds:
• 1–3 ambient (no narration)
• 4–6 warning band (combat fire damage applies, narration logged)
• 7–9 supply band (forces harsh-conditions burn = +50%, narration)
• 10 critical (exhaustion narration, log entry)
Fortified/base camp long rest in the Underforge drops heat by 2
(updates briefing's "Fortified rest" summary line), per §7.3.
Replaces the placeholder `TemporalStack > 0 → harsh` predicate in
deliverBriefing with zoneTemporalHarsh(), which is now per-zone aware
— Heat 1–3 in the Underforge is correctly flavor-only and no longer
prematurely doubles supply burn from Day 1.
Combat-side knobs (+1d4 fire round-start damage at heat 4–6, dis CON
saves at 7–9, -2 to all rolls at 10) are exposed via heat band but
not yet applied — combat-link phase reads heat band off the active
expedition.
Reuses flavor.UnderforgHeapWarning / UnderforgHeapCritical per
feedback_reuse_existing_flavor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§7.2 cycle: every 3rd day's morning briefing in Blackspire fires the
"manor reset" temporal log — non-boss rooms respawn one enemy each.
Boss-defeated suppresses. Wrong-zone is a no-op.
Exposes ManorReset(e, day) bool for the combat-link phase to read at
!advance time when applying the actual respawn (per the deferral
pattern from E2b's wandering-encounter combat).
Reuses flavor.HauntedManorResetMorning per feedback_reuse_existing_flavor.
Deferred: Night-2 quiet warning narration on the recap path — needs
a new hook in deliverRecap; not load-bearing for the reset itself.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the §7.1 tidal event hook: warnings on Days 4 and 5, peak event
on Day 6 with forced 2× supply burn (overrides tier-2 HarshMod 1.5×),
silenced if the boss has been defeated.
Wires zone-temporal events into deliverBriefing as two new hook points
— pre-burn (mutates burn multiplier) and post-rollover (appends
flavor-bearing log entries). Future E3b–E3f layer onto the same hooks.
Reuses the prewritten flavor.SunkenTempleTidalWarning / TidalEvent
pools per feedback_reuse_existing_flavor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§14 surfaces the threat clock as a first-class command. !threat shows
level/100, current band, the per-band combat & supply effects (built
from ThreatBandInfo so display tracks any future band re-tuning), and
the last 5 ThreatEvent log entries with deltas + reasons. Adds a
"siege is active" / "past 70" footer when those gates have triggered.
Active-enemy camp guard and close-call evening recap stay deferred —
both need combat state inside an expedition, which doesn't exist yet
(expeditions still don't host their own combat loop). They land in the
combat-link phase along with the §8.1 combat-driven threat modifiers.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§5.1 fortified camp unlocked in !camp, gated on exp.BossDefeated for
now (cache-site waypoints land in E3+). +2 SU cost was already in the
E1e cost table; this commit just stops rejecting the type.
§3 / §5.1 / §8.1 overnight rest applied at briefing rollover via
processOvernightCamp:
- rough: HP floor of HPMax/2 (no spell refresh)
- standard: full HP, exhaustion -1, refreshAllResources +
refreshSpellSlots
- fortified / base: standard rest + 1d6 HP bonus on wake +
threat-clock -5 (§8.1 modifier)
The camp auto-breaks once the rest applies — staying camped multi-day
isn't a thing in the spec; the player can re-pitch on the next night
if they want to. Briefing body now includes a 💤 line summarizing the
HP/threat delta from the night's rest.
Combat-driven side of fortified ('+1d6 HP on wake' as a rare flavor
event) currently surfaces as the rest summary; a peaceful-night TwinBee
narration variant could come later if we add a dedicated pool — for
now reusing the existing CampEstablished ambience suffices.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§8.3 siege economics:
- applyDailyBurn now takes an explicit siege flag and enforces a 2× floor
on supply burn even when HarshMod is below 2 (tier-1 zones still get
starved out per spec).
- currentBurn mirrors the same precedence so status/briefing readouts
stay consistent.
- Briefing rollover passes e.SiegeMode through, decoupling siege from
the harsh-conditions composite.
§8.3 threat-70 warning: applyDailyThreatDrift emits a one-time
appendApproachingSiegeLog when the level crosses 70 (prevLevel<70 and
new level≥70). Pulls from a new flavor.ThreatClockApproachingSiege pool
seeded with the spec's verbatim warning beat plus two voice-matched
alternates.
Other siege effects (boss +20 HP / Legendary Resistance, cleared-room
respawn, no-short-rest enforcement) stay deferred to the combat-link
phase — ThreatBandInfo already exposes the flags that engine will read.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§6 night-phase resolution. Fires once per recap when the player has an
active camp. resolveWanderingCheck rolls 1d20 + threat mod (+1 per full
10 above 30) + camp mod (rough +3, fortified -4, base -6) + class mod
(ranger -2 in wilderness zones), then buckets per §6.1 into Peaceful /
Passage / Minor / Standard / Elite / Ambush.
Encounter side picks a roster entry from the zone (weighted by
SpawnWeight, biased to elite for Elite/Ambush) and persists the result
to camp.NightEvents + a "night"-typed log entry. Signs-of-passage adds
+2 threat per spec. Combat resolution itself is deferred — expeditions
don't host their own combat loop yet — so encounter outcomes log as
pending and surface in the recap with an "encounter pending" hint;
the combat-link phase will read these on next !advance.
Flavor reuse: encounter narration pulls from the existing ThreatClock
{Stirring,Alert,Hostile,Siege} pools, matched to the current band so
voice tracks the dungeon's awareness level.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Threshold model on top of the E1a persistence: ThreatBand bracketing
(Quiet/Stirring/Alert/Hostile/Siege) with per-band combat/supply/rest
knobs (ThreatBandInfo). Daily threat drift (+3/day, GMMood-modded:
effusive→-3 elated, hostile→+5 wrathful) wired into the 06:00 briefing
rollover; no-op once the boss is down.
Threshold crossings emit a flavor-bearing log entry pulling from the
prewritten flavor.ThreatClock{Stirring,Alert,Hostile,Siege} pools.
applyBossDefeatThreat is the -20 hook for the eventual combat-completion
wiring (combat→expedition link is a later phase).
Combat-driven modifiers (loud-ability, escape, combat-in-new-room) are
deferred to the same combat-link phase since expeditions don't currently
host their own combat path.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the basic camp surface per gogobee_expedition_system.md §5. Two
camp types ship: rough (any location, +0.5 SU, partial rest) and
standard (cleared room, +1 SU, full long rest). Fortified and base
camps remain explicitly rejected at the surface — those wire up in E2
and E4 respectively, so the command tree is forward-compatible.
Placement validation per §5.2: boss rooms and trap rooms reject; non-
cleared rooms downgrade an intended standard camp to rough. Active-
enemy detection is deferred to E2 (it needs the combat-state hooks
that don't exist on the expedition path yet). Until !advance is wired
into the expedition layer, the player is treated as standing at the
entry room (always cleared), so today's validation effectively only
fires once room context catches up.
Camp-pitch consumes SU immediately and uses flavor.CampEstablished for
the narrative line. !camp break struck and recorded. !camp with no
arg shows help + current camp state.
Tests cover deduction amounts, double-pitch rejection, break, locked-
type rejection (fortified/base), insufficient-supply rejection, and
boss-room placement guard via a synthetic zone run.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two new tickers in adventure.go startup. Each minute, when UTC clock hits
the trigger hour, walks every active expedition whose last_briefing_at /
last_recap_at is stale relative to today's threshold and fires it. Per-
expedition gating (rather than global db.JobCompleted) means a player who
started mid-day still gets their first briefing the next morning.
Briefing: applies one day's supply burn (harsh mult kicks in when threat
> 60 / siege / temporal stack > 0), advances current_day by one, picks
flavor.MorningBriefing<DayBand> (Day1/Day3/Day7/Day14/Day21 → otherwise
Generic), DMs the §12.1 block, appends a 'briefing' log entry, stamps
last_briefing_at.
Recap: scans today's log entries — boss kill picks
flavor.EveningRecapBossKilled, no combat + no narrative entries picks
EveningRecapNothingHappened, otherwise EveningRecapGeneric. DMs the
§12.2 block (HP-aware close-call detection deferred to E2 since it
needs combat hooks). Stamps last_recap_at.
Tests cover day-band selection, day advance + supply burn (incl. harsh
mult), threshold filtering, recap log entry creation, and boss-kill
override.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Command surface for the multi-day expedition layer. Wired in
adventure.go alongside !zone. Subcommands: list (delegates to zone
list), start <zone> [Ns] [Md], status, log, abandon, help. Default
outfit is one standard pack; pack tokens parse as e.g. "2s 1d".
start debits coins via p.euro.Debit, refunds on persistence failure,
and blocks if a !zone single-session run is also active. Status
renders the §12.1 daily briefing block with HP, supplies (current
burn factors in harsh conditions / siege), threat threshold label,
and depletion warning if rationing or worse. log shows the last 5
ExpeditionEntry rows. abandon flips status to 'abandoned'.
Start uses the prewritten flavor.ExpeditionStart pool for the
narrative coda and writes it to the log so !expedition log shows it
back. Tests cover parser combinations (1s default, 3s 1d, error
paths), threshold band edges, the start→status→log→abandon roundtrip,
and the underfunded-start no-debit guarantee.
Day cycle (E1d) and !camp (E1e) wire on top in subsequent commits.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pure logic per gogobee_expedition_system.md §4. Tier→base SU/day and
harsh-conditions multiplier tables (§4.1). Standard pack 10 SU/50c
(max 3) and deluxe pack 20 SU/90c (max 1) per §4.2. SupplyPurchase
struct with Validate / Total / Cost. Depletion brackets (>25 / 10–25
/ 1–9 / 0) → roll modifier and long-rest gate per §4.3. applyDailyBurn
deducts and clamps; resets the per-day forage flag.
Procurement is exposed as a pure helper here; the !expedition start
flow wires it interactively in E1c.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Lock in the D6 audit conclusion that every GMNarrationType routes to a
non-empty pool for every registered zone. New zones or types added
without wiring their pool now fail TestNarrationCoverage_AllZonesAllTypes
instead of silently rendering "".
Audit confirmed all 12 types × 10 zones already covered (per-zone pools
where they exist, generic fallback otherwise) — no flavor written.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replace the flat numbered list in !zone map with a horizontal ASCII
layout — room glyphs joined by ── on top, status markers (✓/▶/·)
underneath, plus a one-line legend. Closes the "ASCII !map renderer"
sub-item of D6 polish from gogobee_dungeon_zones.md §8.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the existing GMLore narration pool (zone-specific LoreLines* +
generic LoreLines fallback, all prewritten) into a !zone lore command.
Deterministic per (run, room) — re-asking in the same room yields the
same line; cross-room calls vary. No mood or state side-effects.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a TwinBee aside on room entry when GM mood sits at the extreme
bands (≤19 hostile, ≥80 effusive). Mid-bands stay silent — the aside is
strictly extra flavor, never replacing core narration. Two new pools
(MoodAsidesHostile, MoodAsidesEffusive) live alongside the existing
TwinBee voice in twinbee_gm_flavor.go. Wired into zoneCmdEnter and
zoneCmdAdvance; the advance path reloads the run so post-combat
nat20/nat1 deltas are reflected before band lookup.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the prewritten flavor.TauntResponses and flavor.ComplimentResponses
pools to the existing MoodEventTaunt (-10) / MoodEventCompliment (+5)
mood deltas. Both subcommands require an active run and report the new
mood band after applying the delta. Deterministic line selection per
(runID, roomIdx) so repeated taunts in the same room are stable.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the eight prewritten *PhaseTwoLines pools (Valdris / HollowKing /
Aldric / Thyrak / Ilvaras / Thornmother / Infernax / Belaxath) into
resolveBossRoom. When the combat event log shows enemy HP crossing the
zone's PhaseTwoAt threshold, a TwinBee phase-two callout is injected
between the boss-stat header and the win/loss line. Bosses without a
phase-two transition (Grol, Aboleth) are unaffected.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds zone_underdark, zone_feywild_crossing, zone_dragons_lair, and
zone_abyss_portal flavor files with elite-room intros, boss-entry
pools (where canonical twinbee_gm_flavor.go didn't already ship one),
boss ability callouts, and zone-specific lore. Wires the four pools
into zoneRoomEntryPool / bossEntryPool / bossSignaturePool /
eliteRoomEntryPool / zoneLorePool, and replaces the now-obsolete
"unflavored zone" assertions with Tier 4-5 positive routing tests.
RoomEntryUnderdark, RoomEntryDragonsLair, BossEntryInfernax, and
BossEntryBelaxath are reused verbatim from twinbee_gm_flavor.go per
the canonical-flavor-first rule.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Underdark + Feywild Crossing (T4) and Dragon's Lair + Abyss Portal (T5)
registered. Zone hooks, atmosphere, factions, and boss descriptions
reuse the prewritten flavor in gogobee_dungeon_zones.md §5.
New bestiary entries:
Underdark: drow, drow_elite_warrior, drow_mage, mind_flayer,
hook_horror, roper, boss_ilvaras_xunyl
Feywild: redcap, will_o_wisp, quickling, night_hag, fomorian,
boss_thornmother (reuses Tier 2 green_hag)
Dragon's Lair: kobold, guard_drake, kobold_scale_sorcerer,
dragonborn_cultist, young_red_dragon, boss_infernax
Abyss Portal: quasit, vrock, hezrou, nalfeshnee, marilith,
boss_belaxath
Boss-entry pools (BossEntryInfernax, BossEntryBelaxath) and per-zone
RoomEntry pools for Underdark + Dragon's Lair already live in
twinbee_gm_flavor.go from a prior phase and are wired in
dnd_zone_narration.go — no narration switch changes here. Feywild and
Abyss room/boss/elite flavor lands in D5b.
Bumps TestBestiaryByCR cap from CR≤20 to CR≤30 to cover Infernax (CR
24, Ancient Red Dragon). New T4/T5 presence tests added.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New additive flavor files (zone_manor_blackspire_flavor.go,
zone_underforge_flavor.go) with elite-room intros, boss ability
callouts, and zone lore. Manor reuses RoomEntryHauntedManor from
twinbee_gm_flavor.go; Underforge had no canonical RoomEntry/BossEntry
pools yet, so both are defined in the new zone file.
Aldric Blackspire: Multiattack (life drain) / Charm / Children of the
Night / Mist Form / Phase Two
Emberlord Thyrak: Molten Strike / Forge Breath / Living Forge /
Construct Resilience / Phase Two
Wires zoneRoomEntryPool, bossEntryPool, zoneLorePool,
bossSignaturePool, and eliteRoomEntryPool to the new tier-3 pools.
Adds Tier 3 routing tests for boss-entry, elite line, lore, and
room-entry overlays.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds tier3TrapCatalog (Antimagic Field, Necrotic Miasma, Symbol of
Death, Planar Rift) per design doc §6 Tier 3-5 table. Tiers 3, 4,
and 5 share this pool — the doc lumps them together. Antimagic
Field uses a new SuppressesMagic flag (no damage, narrative
suppression beat); the other three deliver dice damage and skip
the unmodelled secondary effects (max-HP debuff, drop-to-0,
teleport) for a later phase.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Haunted Manor of Blackspire + The Underforge registered. New bestiary
entries (poltergeist, banshee, wraith, vampire spawn, revenant,
Aldric Blackspire boss; magmin, azer, salamander, fire elemental,
helmed horror, Emberlord Thyrak boss) per dungeon zones doc §5.
Manor reuses Tier 1 shadow; Underforge reuses Tier 1 flameskull.
Manor Blackspire RoomEntry pool already lives in
twinbee_gm_flavor.go and is wired in dnd_zone_narration.go from a
prior phase, so no new flavor file is needed for that zone in D4a.
L1 tier-gate test bumped 4→6 now that T3 is visible to T1 players.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New additive flavor files (zone_forest_shadows_flavor.go,
zone_sunken_temple_flavor.go) with elite-room intros, boss ability
callouts, and zone lore. Reuses existing RoomEntryForestShadows and
BossEntryHollowKing from twinbee_gm_flavor.go. The Sunken Temple had
no canonical RoomEntry/BossEntry pools yet, so both are defined in the
new zone file.
Hollow King: Corrupting Aura / Root Surge / Devour Light / Phase Two
Dreaming Aboleth: Tentacle Multiattack / Enslave / Mucus Cloud /
Legendary Actions
Wires zoneRoomEntryPool, bossEntryPool, zoneLorePool,
bossSignaturePool, and eliteRoomEntryPool to the new tier-2 pools.
Updates the D2b "no callout pool" test to use Dragon's Lair (still
unflavored) and adds Tier 2 routing tests for boss-entry, elite line,
lore, and room-entry overlays.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds Flame Jet (3d6 fire), Collapsing Ceiling (4d6 bludgeoning), and
Glyph of Warding (5d8 lightning) per design doc §6 Tier 2. Detect DCs
match the table (Perception/Investigation/Arcana 14). Save mechanics
("DEX DC X half") are not modeled — full dice resolve on a failed
detect, matching the Tier 1 convention from D2a.
trapsByTier now dispatches Apprentice → tier2TrapCatalog. Added
deterministic-pick + variety + range tests for the new tier.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Forest of Shadows + Sunken Temple of Dar'eth registered. New bestiary
entries (dire wolf, bandit captain, owlbear, corrupted dryad, displacer
beast, green hag, kuo-toa + whip, water elemental, merrow, aboleth thrall,
Hollow King boss, Dreaming Aboleth boss) per dungeon zones doc §5. L1
tier-gate test expectation bumped from 2→4 zones now that T2 is visible
to T1 players.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New additive flavor files (zone_goblin_warrens_flavor.go,
zone_crypt_valdris_flavor.go) with elite-room intros, boss ability
callouts (Grol: Surprise Attack / Heart of Hruggek / Terrifying Roar;
Valdris: Corrupting Touch / Legendary Resistance / Call of the Grave /
Phase Two), and zone-specific lore deep-dives. Existing
twinbee_gm_flavor.go is untouched per the protected-files contract.
Wires three narration helpers in dnd_zone_narration.go:
composeBossEntry — boss-entry render plus a one-line ability callout
eliteRoomEntryLine — elite-room atmospheric prefix
zoneLorePool — zone-specific !lore pool with generic fallback
Boss-entry callsite in dnd_zone_cmd.go now uses composeBossEntry; the
elite branch of resolveCombatRoom prefixes with the zone's elite line.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the flat-percent HP nick from D1e with the design doc's three
Tier 1 traps (Pit, Tripwire Alarm, Poison Dart). Each trap defines its
own detect skill + DC and damage dice; selection is deterministic per
(runID, roomIdx).
resolveTrapRoom now picks a trap, rolls Perception/Investigation, and
either narrates a clean spot (zero damage) or rolls the trap's dice and
applies HP loss with the existing KO-protection clamp. Tripwire deals
no damage but raises the alarm narratively.
Higher-tier zones still fall through to resolveTrapRoomLegacy until
D3a/D4a fill in their catalogs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires real combat into !zone advance. Each room now resolves through
its own path: Entry is pure flavor, Exploration spawns a SpawnWeight-
biased non-elite from the zone roster, Elite filters to elite-flagged
entries, Trap nicks 8–20% MaxHP scaled by tier (KO-protected), Boss
runs the bestiary entry from zone.Boss with the zone Loot table on
victory. Combat reuses the existing dungeonCombatPhases pipeline with
the player's full D&D layer (class/race/subclass passives, equipment,
HP scaling, armed abilities, pending casts) and persists HP, subclass
state, and CR-weighted XP after each kill.
Mood event triggers fold in: nat-20s/nat-1s scanned from CombatResult
events apply +3/-2 deltas, player_death applies -5 + abandons the run,
zone_complete (already wired in D1d) lands when the boss falls. Loot
drops materialize into adventure_inventory with coin patterns
("coins_2d10x5") expanded into rolled gold-pouch treasure rows and
named items rendered as tier-scaled placeholder treasure (real
equipment-registry wiring is a later content phase).
Updates the D1d mood-on-completion test to drive the persistence layer
directly, since real combat against the L1 Goblin Warrens roster is
non-deterministic.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>