19 Commits

Author SHA1 Message Date
prosolis
94077a47ae mischief: a contract that never landed shouldn't protect its target
The 24h cooldown and the one-boss-a-week cap both keyed off any resolved
contract, and a fizzle resolves. So a target could have a friend point a
grunt at them, extract, and buy a day of immunity for the fizzle rake.
Both caps now only count contracts that were actually delivered.

Delivery also ran a full combat against the target's sheet without their
advUserLock. hasActiveCombatSession only sees the turn engine — the
target's own autopilot walk resolves its fights inline under that lock
and reports no session, so a delivery could race it and lose a fight's
worth of HP writes.

Also: don't tell a buyer a rival beat them when the insert simply failed.
2026-07-13 20:21:03 -07:00
prosolis
8fc5a82b83 mischief: you can now pay to have someone's expedition ruined
Mischief Makers M1 — the core engine, Matrix-only. `!mischief send elite @user`
debits the buyer, tells the games room a hit is out, and an hour later a monster
from the target's own level bracket walks into whatever dungeon they're in.
Survive it and they keep a cut of the money and the buyer is named; don't, and
they wake up on a cart home.

The monster comes from the target's bracket zone pool, not the arena ladder and
not the dungeon they happen to be standing in — the same selection code the M0
pricing sweep ran through, so the fee table can't drift away from the fight it
priced.

Three things that are load-bearing and don't look it:

  * Survival is read off the target's HP, not PlayerWon. The engine's timeout is
    a retreat, not a lethal blow — somebody who ran out the clock with HP left
    held the thing off, and a bought monster that merely outlasted them hasn't
    earned a maiming.

  * Nobody dies for money, and that includes the party. The delivery skips
    closeOutZoneWin/Loss (the fight is extrinsic to the dungeon — crediting it
    would let a buyer unlock the target's kill-gated resources for them), so
    nothing else floors a downed seat. Without floorMischiefRoster on BOTH
    outcomes, a member the leader outlived is left alive at 0 HP, which every
    `HPCurrent <= 0` gate reads as broken rather than dead.

  * One live contract per target is a partial UNIQUE INDEX, not a read-then-write
    check. Placement holds only the *buyer's* lock, so two buyers racing at the
    same victim would both pass an in-code test. The loser is refunded.

Payouts are a percentage of the base fee, never of what the buyer actually paid —
the sign surcharge is a pure sink. Capped at 75%, so a survival purse is always
strictly less than the outlay and collusion loses to !baltransfer, which is free.
That cap is the entire anti-collusion story; no danger multiplier needed.

A crash between claiming a contract and closing it out used to be unrecoverable
in the design: the row would strand, the target could never be targeted again,
and the buyer's money was gone. The stale sweep refunds those in full — that one
is our fault, not a bet they lost.

Contract timestamps bind as Go time.Time, never CURRENT_TIMESTAMP. The driver
stores RFC3339 and SQLite's own stamp is space-separated; the two compare
lexicographically wrong.

Pete learns four mischief_* event types in a separate commit, and has to deploy
BEFORE this does — an unknown event_type is a 400, which retries and then parks
the bulletin forever.
2026-07-13 20:03:20 -07:00
prosolis
2ab6e7843a roster: a quietly-succeeding ticker looks exactly like a dead one
The push logged nothing on success, so during the first deploy an empty board
and a silent log were indistinguishable from a ticker that never started — and
the debug went looking for a bug that wasn't there. (The snapshot was simply
2 minutes out; the first tick hadn't fired yet.)

Logging every push at INFO would be noise forever. Log the transitions instead:
the first time it works, the moment it breaks, and when it recovers.
2026-07-13 18:19:16 -07:00
prosolis
ced75786b9 news: tell Pete who's out there right now, not just who died
We only ever told Pete about outcomes. Nothing emitted when an expedition
*started*, which is why the two bored adventurers walked into dungeons and the
news feed said nothing at all — it wasn't broken, it had nothing to say.

Two halves:

A roster snapshot, pushed every 2 minutes. Deliberately NOT on the durable fact
queue: a fact is history and losing it loses it forever, so it retries. A
snapshot is a photograph of the present, and a retried one is a lie — by the
time it lands, she's moved. The next tick carries the truth. That's also what
lets Pete's staleness timer work: if we stay down, nothing arrives, and the
board stops claiming to be live instead of insisting forever that Josie is
still in holymachina.

And a "departure" bulletin when a bored adventurer lets itself out.

The snapshot omits opted-out players rather than anonymizing them, and carries a
board token distinct from every event token, so a standing row can't become the
key that links a player's dispatches back together.

The player_meta scan folds last_player_action_at/created_at in Go instead of
COALESCE()ing in SQL — modernc rebuilds time.Time from the declared column type
and COALESCE erases it. A failed scan here would publish an empty board and
every adventurer would vanish from the page.
2026-07-13 18:05:49 -07:00
prosolis
1cbd68a718 news: Pete stops repeating what TwinBee just said in the room
Priority tier is the only thing that makes Pete post a live Matrix beat,
and the only two priority facts gogobee filed - zone_first and death -
are both moments TwinBee narrates in-room as they happen. Every live beat
was an echo. File them as bulletins: still on the site, still in the
daily digest, no second telling to the people who were there.
2026-07-12 22:01:09 -07:00
prosolis
e377e0c85c boredom: the idle clock has to be seeded, or the deploy empties the town
last_player_action_at is NULL for every existing row on the deploy that
adds it, and loadBoredomCandidates COALESCEs the NULL onto created_at.
created_at is account age, not an idle clock: for anyone who has been
playing for a month it is a month old. So the first tick after restart
would read the entire server as idle-since-creation and march all of
them into a dungeon thirty minutes later, coins debited, including the
player who typed a command a minute before the deploy.

Seed the column once from last_active_at instead — the best "did
something recently" proxy that exists at deploy time, recent for the
regulars and stale for the lapsed. It stays unusable as the clock itself
(the autopilot bumps it), which is why this is a one-time seed and not a
fallback in the query. Re-running on every boot is a no-op, and it skips
rows that already have last_boredom_at set, so a restart mid-boredom
can't hand a bored character a fresh idle clock off its own autopilot
writes and un-bore it permanently.

Two smaller ones in the same clock:

- a pending prompt counted as an action regardless of ExpiresAt, and
  nothing sweeps p.pending. One offered-and-ignored treasure prompt and
  every idle remark that player ever made would read as tending their
  adventurer, forever.
- the command test ran 50 IsCommand passes over the body on every
  message the bot sees, in every room. One tokenise-and-look-up does the
  same job.
2026-07-12 19:08:22 -07:00
prosolis
7c379b298c adventure: bored adventurers go into dungeons on their own
A player who stops tending their adventurer doesn't stop having one. After
24h with no action against Adventure, the character gets restless and leaves
on an expedition by itself: the easiest zone its level band allows, the
cheapest supplies it can afford, and whatever gear was already on the rack.

Everything downstream of the start was already autonomous — the autopilot
walks rooms, drives elite and boss fights on the turn engine, camps, harvests
and picks forks. The only thing that ever needed a human was `!expedition
start`, so that's all this adds: a 30m ticker plus a clock.

It never buys or equips anything, and that is the whole mechanic: a neglected
adventurer grinds half-starved runs on rusting gear and comes home taxed. The
prodexercise killed an L4 mage four rooms in on its first run.

The clock is a new column. Every existing timestamp is unusable: last_active_at
is auto-bumped by saveAdvCharacter (the autopilot would refresh a bored
character's own idle clock), loadAdvDailyActivity counts the autopilot's own
expedition logs, and user_stats.updated_at is chat presence, not a game action.
last_player_action_at is written only by markPlayerAction, from a real player
action against Adventure — any interface, not just Matrix.

Raid zones (raidContentWarning: the party-tuned T5 bosses with a 0% solo clear)
are avoided while anything else is in band. At L13+ they're all that's left, and
the adventurer goes in anyway and loses. That's intended.

dnd_expedition.boredom + isBoredomDriven stop a run nobody asked for from
shielding an absent player from the idle reaper or holding their streak. A
manually-started expedition still holds it while the autopilot walks it.

Robbie visits and pays silently for idle players — he was going to file a daily
public bulletin about people who stopped playing weeks ago.

Note for anyone touching the time-scanning queries here: modernc.org/sqlite
rebuilds a time.Time from the column's declared type, and COALESCE()/MAX() erase
it. playerIsIdle fails open, so a broken scan there declares the whole server
idle. Both it and lastExpeditionByZone select declared columns and fold in Go,
and the tests seed real rows so the scan actually executes.
2026-07-12 18:57:50 -07:00
prosolis
a533e106c2 appservice: keep the crypto method set on the wrapped state store
The lazy store embedded appservice.StateStore, but the client's store is
also type-asserted to crypto.StateStore -- a wider interface -- and
NewCryptoHelper refuses to start when that assertion fails. Embedding the
narrower interface dropped GetEncryptionEvent and FindSharedRooms from the
concrete type, so the bot died on startup with "the client state store
must implement crypto.StateStore".

Embed both, assert both at compile time, and resolve GetEncryptionEvent
lazily like IsEncrypted since the crypto machine reads megolm rotation
settings through it.
2026-07-12 17:31:19 -07:00
prosolis
2482433896 appservice: stop sending plaintext into encrypted rooms
Without /sync nothing backfills the state store, so a room the bot had
not yet heard from looked unencrypted -- IsEncrypted answers false with
no error -- and any message the bot started on its own (ambient DMs,
expedition beats, briefings) went out in the clear. Under /sync the
cryptohelper registered StateStoreSyncHandler and the initial sync
carried every joined room's state, so the store was warm before the bot
ever spoke; the appservice port replicated the crypto plumbing but not
that backfill.

Resolve encryption and membership from the server on first read instead,
and refuse the send when they cannot be resolved: a message that fails is
recoverable, a plaintext one that has landed is not. Members are resolved
the same way, since an unfetched room shares the group session with
nobody.
2026-07-12 17:27:28 -07:00
prosolis
da398cf674 Merge: combat engine N-body debt (§1–§6) + Pete's retreat bulletin
Casters could not cast in ordinary rooms — the auto-resolve engine has no action
picker, so a cleric on autopilot fought every room of every expedition with a
mace while its spellbook sat unused. It read as a balance problem (cleric 46%
vs fighter 81%) and was not one: cleric DIED less than mage, it just fled 167 of
500 runs, and one room loss ends the whole expedition.

§6 lets them cast, with a slot reserve so the trash rooms cannot eat the boss's
kit. Trailers came up, leaders did not move, and the class spread narrowed from
35pp to 26pp. Pete can now report the runs that simply fell apart, which he was
structurally incapable of doing before.

Claude-Session: https://claude.ai/code/session_01B2MwktU4RgfWkar8HM3zZn
2026-07-12 10:37:12 -07:00
prosolis
e98029e6ac Pete can finally report a run that simply fell apart
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
2026-07-12 10:31:34 -07:00
prosolis
064ecb1848 Combat engine §6: the rooms get the small change, the boss keeps the big slots
The first cut let a caster cast in auto-resolved rooms and capped nothing but
upcasting. The sweep said that was half a fix. Room deaths fell for every caster
— mage 131 -> 105, sorcerer 118 -> 105 — and fleeing collapsed, which is what §6
predicted. But elite and boss deaths exploded behind it: mage 7 -> 38 and 19 ->
61, sorcerer 14 -> 51 and 15 -> 65. They were winning the trash rooms and
arriving at the thing that matters with an empty pool. Net, mage and sorcerer
came out of §6 worse than they went in (-34 and -37 runs cleared).

"Never upcast" is not a reserve. A mage's native-level spells ARE its boss kit,
so casting them at native level in a goblin room still spends the dragon's
slots. Only a level cap reserves anything.

So an ordinary room may reach for a 2nd-level slot and no higher. Every caster
still owns a real spell down there — a cleric's inflict_wounds, everyone else's
scorching_ray — but fireball, spirit_guardians, flame_strike and every slot the
turn engine would upcast into stay in the caster's pocket until there is
something worth spending them on.

Claude-Session: https://claude.ai/code/session_01B2MwktU4RgfWkar8HM3zZn
2026-07-12 10:01:56 -07:00
prosolis
bae83271fe Combat engine §6: a caster casts in the rooms, not just at the boss
§6 was filed as "clerics are weak in solo — lift the trailer". It is not a balance
problem and a tuning dial would have buried it.

Re-baselined on HEAD: cleric still last, 46.4% vs fighter 81.4%. But cleric *dies*
less than mage, sorcerer or warlock. Its entire deficit is FLEEING — 167 of 500 runs
end with the player alive and the expedition over, where fighter and ranger flee
zero. Instrumenting the stopEnded sites: every one of those runs ends in an ORDINARY
room fight. Not a patrol, not an elite, not the boss.

An ordinary room is runZoneCombatRoster → SimulateCombat on an 8-round clock: one
breath, no turn engine, no action picker. The only spell that could ever land there
was a PendingCast the player queued BY HAND before walking in. On autopilot nobody
queues one — so for every room of every expedition, a caster fought with a weapon and
nothing else. A cleric has no Extra Attack, a mace, and its whole kit unusable: it
grinds the 8 rounds out, and a wounded one starts losing fights a fighter never
loses. One room loss ends the whole expedition.

The tell is that dnd_class_balance.go — the harness the class corpus was tuned on —
ALWAYS hands a caster their best damage spell before it simulates. The numbers that
say "cleric is a weak class" modelled a cleric who casts. The live room modelled one
who does not. The corpus and the game disagreed about what a cleric is.

Same defect as the rest of this plan: the action model is narrower than the kit. §1
(the picker never healed), §3 (the companion never acted), Pete (LoadDnDCharacter →
nil → "attack"), and now every caster in every room.

The spell is additive pre-damage, exactly as a hand-queued PendingCast has always
been, so this stays comparable to the corpus instead of being a new mechanic.

It is slot-aware and NOT free. pickBestDamageSpell reads slotsForClassLevel — the
theoretical class table — so reusing it would have cast an unlimited leveled spell
every room: the same "no row to persist onto, so it arrives fresh" free lunch that
gave the companion an infinite body. The new picker reads the seat's real remaining
slots and spends one.

It never upcasts. The big slots are what the elite and the boss are for and the turn
engine spends them there; a picker that nukes a goblin with a 5th-level slot leaves
the caster swinging a stick at the thing that matters.

Both goldens byte-identical — they pin the engine, and this changes its inputs at the
zone layer. Martials provably untouched.

UNMEASURED: the verification sweep is still in flight. Read cleric's fled count, and
watch bard/druid for overshoot — they get the same buff and were not the problem.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 16:30:41 -07:00
prosolis
c9128fb0d6 Combat engine §1 (the other half): a cleric can heal a friend at camp
`--target @user` has been advertised by !help and swallowed by the parser since
SP2 — "reserved for SP3, accept and ignore". §1 wired ally heals inside a fight;
out of combat the cleric still could not put a hit point on anybody but himself,
which is most of where a party is actually hurt: between the rooms, not in them.

The target set is the expedition, not the world. In a fight splitCastTarget
resolves against the people in the fight; the standing-around equivalent is the
people you are travelling with, so both `!cast` paths answer the same question.

Only a heal may name somebody else. UTILITY resolves on the caster and everything
else queues as a PendingCast for the *caster's* next fight, where an ally target
has nothing to mean — so a target on those is refused outright rather than
silently dropped, which is exactly what the old parse did.

The ally's row is mutated with one guarded UPDATE inside a transaction, not a
read-modify-write under a second lock (gifting sets the precedent). Two clerics
healing each other at the same instant would otherwise take their advUserLocks in
opposite orders and deadlock the pair of them. The max-HP clamp lives in the SQL
for the same reason.

Refunds the slot on every path that heals nobody — full-HP ally, downed ally, no
sheet, stranger. A slot spent for zero HP is the kind of thing players do not
forgive. All four are pinned end-to-end through the real handler.

A heal is still not a resurrection: it will not raise the dead, same rule the
combat path holds.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 15:38:05 -07:00
prosolis
055f07d3c0 Combat engine §2(a): the enemy charges for what a seat brings
Both scaling levers counted seats. partyEnemyHPScale gave +15% boss HP for any
roster >= 2, and partyActionExpectation lifted the enemy from 1 to 2.4 attacks a
round. A seat COUNT charges the same for an under-levelled friend, a hired NPC,
and a true peer — so a below-median body cost a full seat's worth of boss and did
not give a full seat's worth back.

Measured, once the companion's free full-heal was taken away and he became honest:
hiring him was WORSE than going alone (66.1% against solo's 69.0%). That is this
bug, and it has been live for every under-levelled friend anyone has ever invited.

Seats now carry a SeatWeight, and both levers scale on the summed weight of the
LIVING seats rather than on a head count. The weight is level-based, priced against
the leader, times a discount for a hireling (no subclass, no magic items, gear that
is never Masterwork — the layers a player accrues and a hireling never will).

Level, and deliberately not a power score: an HP-x-damage proxy would rank a cleric
below a fighter and quietly make every mixed HUMAN party easier, which is a
difficulty regression smuggled in under a bug fix.

The safety argument is one property: **a peer weighs exactly 1.0**. So the curves
interpolate between the integer knots the P8 sweep tuned — (1, 1.0), (2, 2.4),
2n-1 from 3 up — and every integer input returns exactly what it always returned.
Solo is byte-identical, a party of same-level humans is byte-identical, both
goldens hold unmoved, and only an UNEQUAL roster lands between the knots. That is
the entire point of the change.

It also finishes §2(b): a seat that is down now buys the enemy nothing. §2(b) fixed
the head-count half; a corpse still carried its full weight until this.

Measured, 640 runs/arm, same grid:

  solo                    69.0%   (unchanged — corpus intact)
  + Pete                  76.8%   (+7.8pp)
  + a human cleric peer   77.6%   (+8.6pp)

  band                 solo    +Pete     lift
  trailing (<40%)     10.0%    31.0%   +21.0pp
  middle              58.9%    76.8%   +17.9pp
  leading (>=70%)     93.5%    99.2%    +5.7pp

Help, never a carry: he rescues the players who were drowning and barely moves the
ones who were already fine — and he stays below a real human of the leader's level,
which is the invariant a hireling must never break.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 15:20:49 -07:00
prosolis
27b9de5936 Companion: he carries his wounds, rations his slots, and heals himself
Three defects, all the same mistake, all found by sweep and not by tests: the
companion has no database row for a thing to persist onto, so the thing "arrives
fresh next time" — which for a resource means infinite.

1. His spell slots refilled every fight. The ledger went on his combat SEAT, and
   a seat is per-session. A human rations one pool across a 30-room run and gets
   it back at camp; rationing it IS the caster's game. Now on
   expedition_party.companion_slots_used, refreshed at camp. (Worth ~0pp alone —
   a run holds only ~2 real fights, so the pool never binds. I predicted this was
   the whole answer. It was not.)

2. His BODY refilled every fight. buildFightSeats seated him at Stats.MaxHP and
   the close-out skipped him — "he arrives fresh next time", said the comment.
   That is an infinite body: he soaked a share of every fight's incoming and then
   reset, while the humans beside him bled all the way to camp. THIS was the
   carry. Now expedition_party.companion_hp; healed at camp; a dropped companion
   returns on 1 HP rather than as a corpse, because there is no companion-death
   rule and inventing one inside a bug fix would be a second feature.

3. No autopiloted caster had ever healed ITSELF. simPickAllyHeal skipped
   `i == seat` and bailed on !IsParty(), so a solo cleric carried cure_wounds for
   a whole run and never once cast it. Now simPickHeal: heal whoever is worst off,
   which is sometimes you.

Measured, 640 runs/arm, like-for-like (the leaders whose role-fill gives Pete a
Cleric, against a human Cleric follower of the leader's own level):

  solo                    69.0%
  + a human cleric        77.6%   (+8.6pp)
  + Pete                  66.1%   (-2.9pp)

The reference arm is the point. Against SOLO even a mace-only Pete looked like a
carry — but parties are designed to be safer, so solo is the wrong yardstick.
Against a human peer the real bug appeared: a gearless, level-penalized hireling
was out-clearing a fully-geared human cleric of the leader's own level by 15pp,
because he was the only combatant in the game who healed to full between fights.

With the free lunches gone he is honest, and honestly a net negative — which is
exactly the plan's §2 diagnosis, unmasked: a below-median seat cannot pay for its
own enemy scaling (+15% boss HP and 2.4 enemy actions a round instead of 1).
§2(a) is next, and the sweep now argues FOR it; before this commit it would have
made things worse.

Self-heal moved solo 66.1% -> 66.2%, so the balance corpus is undisturbed and no
re-baseline is owed. It is also NOT the answer to §6 — casters reach for a healing
consumable first and the sim stocks them, so a human rarely falls through to the
spell. Pete carries no consumables, so it is his only heal.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 14:56:19 -07:00
prosolis
01c2cb2f0b Combat engine §1: the hired companion can cast
Every spell lookup in the engine is keyed on a Matrix user id and answered
by a dnd_* table. The companion has rows in none of them, deliberately — a
sheet on disk is what would turn him into a real character everywhere. So
the auto-picker's first statement, LoadDnDCharacter(uid), came back nil and
returned "attack", every turn, for the whole fight.

A hired Cleric swung a mace while the party died. Role-fill hands a lone
martial a Cleric, so that was the common case of the feature.

Adds a seat-scoped spellbook: seatKnownSpells / seatSpellSlots /
seatKnowsSpell / consumeSeatSlot / refundSeatSlot. A human seat delegates to
the DB functions verbatim — same queries, same order — so solo combat and the
balance corpus are untouched (both goldens byte-identical). A companion seat
is answered from his synthetic sheet and a slot ledger on his seat's
persisted statuses. The seat is the correct home and not merely the available
one: every expedition hires the same @pete, so a store keyed on his user id
would have two parties sharing one pool of slots.

He gets the same default kit a real character of his class and level gets.
The below-median stays where it was — the level penalty, the never-Masterwork
gear, the absent subclass and magic items. A bespoke weaker spell list would
be a second nerf hidden in a different file.

castActionForSeat was also a live hazard: it loaded the caster through
ensureCharForDnDCmd, whose auto-migration branch, handed a user with no sheet,
builds one at level 1 and *saves* it. Pointed at the companion that silently
makes him a player. He now takes a branch that never reaches it, and a test
counts rows in dnd_character / dnd_known_spells / dnd_spell_slots /
player_meta to keep it that way.

Measured, 640 runs/arm (10 classes x L10,L12 x 4 zones):

  solo                      66.1%
  + Pete, mace-only (HEAD)  83.4%  (+17.3pp)
  + Pete, casting            95.9%  (+29.8pp)

The fix does what it should. It also lands on top of an unpaid §2(a): the
mace-only arm shows Pete was ALREADY a carry, taking the trailing band from
6.8% to 63.6% without casting a thing. The tell is the cleric leader, who
role-fills a *Fighter* Pete — a seat this commit cannot touch — and still goes
26.6% -> 98.4%. That is enemy scaling undercharging for a seat, not spells.
§2(a) is next, and is not optional.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 13:44:47 -07:00
prosolis
d538f91cf7 Combat engine: pay off the N-body debt, and hire Pete
N3 widened the combat *roster* from 1 to N but never widened the action model,
the scaling model, or the test net to match. Building the hireable companion
walked into all three. Only one of the four defects found was the companion's;
the rest have been live in prod for every human party since N3.

The party golden did not exist (§5)
  Solo combat is pinned exhaustively (7468 lines); the entire N-body layer had
  nothing. That is why a healer class that cannot heal shipped without a test
  going red. Adds party_characterization.golden (9 scenarios x 5 seeds, incl.
  weak and dying seats) and TestPartyCharacterization_OneSeatIsStillSolo, so the
  N-body path can never quietly stop being a superset of the balance corpus.
  Regenerate only on purpose: -update-party.

No action could target another seat (§1)
  Every heal in the engine was self-scoped. A party cleric could not put one hit
  point on a friend. Adds turnActionEffect.AllyHeal/AllySeat, `!cast <spell>
  @user` and `--target @user` -- the latter has been advertised in !help and
  silently swallowed by parseCombatCast since SP2 ("reserved for SP3"). The auto
  picker uses it too (simPickAllyHeal), so away-players and engine-driven healers
  behave like competent ones. It will not raise the dead.

Corpses kept buffing the boss (§2b)
  enemyActionsThisRound counted len(st.actors), dead included -- so a party that
  lost a member kept paying for them, and the survivor faced a boss still swinging
  at two-player cadence, alone. A death spiral with the arrow pointing the wrong
  way. Now counts livingActors(). Party golden moved deliberately for this.

An engine-driven seat was a bool any command could clear (§3)
  autoDriveCombat drives a party by dispatching each seat's turn AS that seat, so
  a companion's own auto-played move arrived at beginCombatTurn looking like a
  player returning to the keyboard and cleared the latch that was moving him. He
  then stood in the fight doing nothing while the boss he had inflated killed
  everyone. ActorStatuses.EngineDriven is now a persisted seat property that no
  command clears, and the driver calls driveEngineSeat instead of impersonating.

"The party" could be empty (§4)
  A solo expedition has no expedition_party rows, so asking the roster who was in
  the party answered "nobody" -- and every caller fell back to something plausible.
  That is how the companion got hired at level 1 for exactly the player the feature
  exists for. expeditionParty()/partyHumans() always include the owner.

The companion himself (!expedition hire [class] / !expedition dismiss)
  Day 1, leader only, costs coins, role-fills the gap, globally exclusive. He is an
  NPC seat and must never become a player: no player_meta, no dnd_character, no
  inventory, no DM room -- mint him a player_meta row and
  ensureDnDCharacterForCombat will auto-build the news bot a real character, and
  he starts appearing in the graveyard and filing death notices about himself.
  Mail and seats are different sets: he fights, he does not get written to.

Measured on millenia, n=750/arm. Before these fixes he was -28pp -- worse than no
companion at all. After: solo 48.5% -> 63.9% clear (+15.3pp), with +28.0pp for
trailing players and +2.0pp for leaders. Help, never a carry.

The solo golden is byte-identical throughout: solo combat provably did not move,
and the balance corpus is intact.

Known gap: the companion cannot cast (castActionForSeat loads a sheet from the DB
and he has none by design), so a hired Cleric is still just a bad fighter.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 12:39:01 -07:00
prosolis
f4a4c0d30b Merge adventure-news: Pete Adventure News seam + code-review fixes 2026-07-11 07:57:20 -07:00
61 changed files with 10234 additions and 194 deletions

View File

@@ -48,7 +48,7 @@ func main() {
userTag = flag.String("user", "@sim:expedition", "synthetic user id (single-run mode)")
realUser = flag.String("real-user", "", "run an EXISTING character loaded from -data's DB instead of building a synthetic one. Pass the real mxid (e.g. @holymachina:parodia.dev). Requires -data to point at a (copy of a) populated gogobee.db dir. Heals the char to full + tops up the bankroll; leaves race/class/level/gear/spells as-is.")
logFlag = flag.Bool("log", true, "include per-row expedition log in output (single-run default true; matrix default false)")
logFlag = flag.Bool("log", true, "include per-row expedition log in output (single-run default true; matrix default false)")
matrix = flag.Bool("matrix", false, "matrix mode — sweep over classes × levels × zones × runs")
classes = flag.String("classes", "", "comma-separated class ids (matrix mode)")
@@ -62,6 +62,7 @@ func main() {
party = flag.Int("party", 1, "seat a party of N (1 = solo, the historical path). Followers are invited on Day 1 and buy their own supplies")
partyClasses = flag.String("party-classes", "", "comma-separated classes for the N-1 followers (default: clones of -class)")
companion = flag.String("companion", "", "hire Pete into the party: \"auto\" fills the missing role, or name a class (cleric, fighter, …). Empty = no companion. He takes a seat but no loot/XP.")
jobs = flag.Int("jobs", 0, "matrix mode — concurrent worker count (each worker is a subprocess so it gets its own sqlite). 0 = runtime.NumCPU()")
)
@@ -88,7 +89,7 @@ func main() {
includeLog = *logFlag
}
})
runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel, *party, *partyClasses)
runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel, *party, *partyClasses, *companion)
return
}
@@ -103,7 +104,7 @@ func main() {
return
}
runSingle(*class, *level, *zone, *userTag, *dataDir, *bank, *cap, *days, *logFlag, followers)
runSingle(*class, *level, *zone, *userTag, *dataDir, *bank, *cap, *days, *logFlag, followers, *companion)
}
// runReal drives an existing character loaded from dataDir's gogobee.db through
@@ -161,7 +162,7 @@ func followerClasses(leaderClass string, party int, spec string) []string {
return out
}
func runSingle(class string, level int, zone, userTag, dataDir string, bank float64, cap, days int, includeLog bool, followers []string) {
func runSingle(class string, level int, zone, userTag, dataDir string, bank float64, cap, days int, includeLog bool, followers []string, companion string) {
dir := dataDir
if dir == "" {
var err error
@@ -172,7 +173,7 @@ func runSingle(class string, level int, zone, userTag, dataDir string, bank floa
defer os.RemoveAll(dir)
}
res, err := runOne(dir, id.UserID(userTag), plugin.DnDClass(class), level, plugin.ZoneID(zone), bank, cap, days, followers)
res, err := runOne(dir, id.UserID(userTag), plugin.DnDClass(class), level, plugin.ZoneID(zone), bank, cap, days, followers, companion)
if err != nil {
if res != nil {
if !includeLog {
@@ -199,7 +200,7 @@ type matrixJob struct {
rep int
}
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel, party int, partyClasses string) {
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel, party int, partyClasses, companion string) {
cs := splitNonEmpty(classes)
ls := parseLevels(levels)
zs := splitNonEmpty(zones)
@@ -230,7 +231,7 @@ func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days
var wg sync.WaitGroup
for i := 0; i < jobs; i++ {
wg.Add(1)
go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel, party, partyClasses)
go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel, party, partyClasses, companion)
}
go func() {
for _, j := range work {
@@ -249,7 +250,7 @@ func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days
}
}
func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult, wg *sync.WaitGroup, bank float64, cap, days int, includeLog, trace bool, petLevel, party int, partyClasses string) {
func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult, wg *sync.WaitGroup, bank float64, cap, days int, includeLog, trace bool, petLevel, party int, partyClasses, companion string) {
defer wg.Done()
for j := range in {
uid := fmt.Sprintf("@sim:%s-l%d-%s-%d", j.class, j.level, j.zone, j.rep)
@@ -275,6 +276,9 @@ func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult,
if partyClasses != "" {
args = append(args, "-party-classes", partyClasses)
}
if companion != "" {
args = append(args, "-companion", companion)
}
if trace {
args = append(args, "-trace")
}
@@ -314,7 +318,7 @@ func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult,
}
}
func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zone plugin.ZoneID, bank float64, cap, days int, followers []string) (*plugin.SimResult, error) {
func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zone plugin.ZoneID, bank float64, cap, days int, followers []string, companion string) (*plugin.SimResult, error) {
runner, err := plugin.NewSimRunner(dataDir)
if err != nil {
return nil, fmt.Errorf("init runner: %w", err)
@@ -338,6 +342,7 @@ func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zon
runner.Euro.Credit(muid, bank, "expedition-sim bankroll")
members = append(members, muid)
}
runner.Companion = companion
return runner.RunPartyExpedition(uid, members, zone, cap, days)
}

View File

@@ -7,7 +7,6 @@ import (
"log/slog"
"os"
"path/filepath"
"sync"
"time"
"github.com/rs/zerolog"
@@ -107,7 +106,19 @@ func newAppserviceSession(cfg Config) (*Session, error) {
return nil, fmt.Errorf("registration sender_localpart resolves to %s but BOT_USER_ID is %s", as.BotMXID(), userID)
}
// Resolve room state (is it encrypted, who is in it) from the server on first
// use, since there is no /sync to backfill it. Must be installed before the
// first BotClient() call: makeClient copies as.StateStore into the client, and
// caches the client.
inner, ok := as.StateStore.(innerStateStore)
if !ok {
return nil, fmt.Errorf("appservice state store %T does not implement crypto.StateStore", as.StateStore)
}
store := newLazyStateStore(inner)
as.StateStore = store
client := as.BotClient() // as_token auth + SetAppServiceUserID (?user_id=) assertion
store.client = client
// Assert the device via ?org.matrix.msc3202.device_id= on E2EE requests, and
// satisfy cryptohelper.Init's syncer check: with this set, Init permits a nil
// Syncer (we drive the crypto machine from transactions, not /sync). The param
@@ -172,29 +183,6 @@ func newAppserviceSession(cfg Config) (*Session, error) {
mach.HandleMemberEvent(ctx, evt)
})
// Without /sync there is no state backfill, so the client's StateStore starts
// empty. Before we hand off a decrypted event (whose reply may need to be
// encrypted), resolve the room once: mark it encrypted and populate its member
// list. Otherwise outbound sends go plaintext (IsEncrypted=false) and, worse,
// the group session is shared to nobody (GetRoomJoinedOrInvitedMembers empty)
// so recipients can't decrypt the bot's replies.
var resolved sync.Map // roomID -> struct{}, resolved once
resolveRoom := func(ctx context.Context, roomID id.RoomID) {
if _, done := resolved.LoadOrStore(roomID, struct{}{}); done {
return
}
var enc event.EncryptionEventContent
if err := client.StateEvent(ctx, roomID, event.StateEncryption, "", &enc); err == nil && enc.Algorithm != "" {
_ = as.StateStore.SetEncryptionEvent(ctx, roomID, &enc)
}
if members, err := client.Members(ctx, roomID); err == nil {
_ = as.StateStore.ReplaceCachedMembers(ctx, roomID, members.Chunk)
} else {
slog.Warn("appservice: failed to fetch room members; will retry", "room", roomID, "err", err)
resolved.Delete(roomID) // allow a later event to retry
}
}
// recoverSession handles an event whose megolm session we don't have yet. The
// keys are often merely in flight (a to-device m.room_key racing the room
// event), so wait briefly; if they never land, ask the sender to re-share and
@@ -236,7 +224,6 @@ func newAppserviceSession(cfg Config) (*Session, error) {
// Decrypt inbound encrypted room events and re-dispatch the plaintext so the
// normal message/reaction handlers fire (mirrors cryptohelper.HandleEncrypted).
ep.On(event.EventEncrypted, func(ctx context.Context, evt *event.Event) {
resolveRoom(ctx, evt.RoomID)
decrypted, err := ch.Decrypt(ctx, evt)
if err != nil {
if errors.Is(err, cryptohelper.NoSessionFound) {

164
internal/bot/statestore.go Normal file
View File

@@ -0,0 +1,164 @@
package bot
import (
"context"
"errors"
"fmt"
"sync"
"maunium.net/go/mautrix"
"maunium.net/go/mautrix/appservice"
"maunium.net/go/mautrix/crypto"
"maunium.net/go/mautrix/event"
"maunium.net/go/mautrix/id"
)
// lazyStateStore resolves room state from the homeserver on first use instead of
// waiting for it to arrive over a sync.
//
// The appservice has no /sync, so the state store only ever learns a room is
// encrypted from an m.room.encryption event pushed in a transaction — which for
// an already-configured room never happens again. Anything the bot says on its
// own initiative (ambient DMs, expedition beats, briefings) therefore reached
// SendMessageEvent with IsEncrypted=false and went out as plaintext into an
// encrypted room. The state store being in-memory made every restart a fresh
// chance to leak.
//
// Both reads the send path depends on are resolved here on the first miss and
// cached: whether the room is encrypted, and who to share the group session with
// (an empty member list encrypts to nobody, which is its own outage). Neither
// read is allowed to fail open — a lookup that cannot be resolved returns an
// error, which aborts the send. A failed message is recoverable; a plaintext one
// that has already landed in an encrypted room is not.
type lazyStateStore struct {
// Embeds both interfaces the store is consumed through: the appservice
// dispatches state updates through the first, and the crypto machine type-
// asserts the client's store to the second (cryptohelper.NewCryptoHelper
// rejects a store that fails the assertion). Embedding only the appservice
// interface silently drops crypto's extra methods from the concrete type.
innerStateStore
client *mautrix.Client
mu sync.Mutex
locks map[id.RoomID]*sync.Mutex
// Rooms whose m.room.encryption state we have asked the server about. The
// underlying store cannot distinguish "not encrypted" from "never heard of
// it", so the distinction is tracked here.
encryptionResolved map[id.RoomID]bool
}
// innerStateStore is the full method set the wrapped store must provide.
type innerStateStore interface {
appservice.StateStore
crypto.StateStore
}
// The wrapper is consumed through both, and losing either one is a startup
// failure rather than a build failure without these.
var (
_ appservice.StateStore = (*lazyStateStore)(nil)
_ crypto.StateStore = (*lazyStateStore)(nil)
)
func newLazyStateStore(inner innerStateStore) *lazyStateStore {
return &lazyStateStore{
innerStateStore: inner,
locks: make(map[id.RoomID]*sync.Mutex),
encryptionResolved: make(map[id.RoomID]bool),
}
}
// lockRoom serialises resolution per room so a burst of sends into a cold room
// makes one request rather than one per message.
func (s *lazyStateStore) lockRoom(roomID id.RoomID) func() {
s.mu.Lock()
lock, ok := s.locks[roomID]
if !ok {
lock = &sync.Mutex{}
s.locks[roomID] = lock
}
s.mu.Unlock()
lock.Lock()
return lock.Unlock
}
func (s *lazyStateStore) isEncryptionResolved(roomID id.RoomID) bool {
s.mu.Lock()
defer s.mu.Unlock()
return s.encryptionResolved[roomID]
}
func (s *lazyStateStore) markEncryptionResolved(roomID id.RoomID) {
s.mu.Lock()
defer s.mu.Unlock()
s.encryptionResolved[roomID] = true
}
// IsEncrypted answers from the underlying store once the room's encryption state
// has been resolved, fetching it from the server the first time.
func (s *lazyStateStore) IsEncrypted(ctx context.Context, roomID id.RoomID) (bool, error) {
if !s.isEncryptionResolved(roomID) {
unlock := s.lockRoom(roomID)
defer unlock()
if !s.isEncryptionResolved(roomID) {
var enc event.EncryptionEventContent
err := s.client.StateEvent(ctx, roomID, event.StateEncryption, "", &enc)
switch {
case err == nil:
if enc.Algorithm != "" {
if err := s.innerStateStore.SetEncryptionEvent(ctx, roomID, &enc); err != nil {
return false, fmt.Errorf("cache encryption state for %s: %w", roomID, err)
}
}
case errors.Is(err, mautrix.MNotFound):
// No m.room.encryption at all: the room really is unencrypted.
default:
// Unresolved. Refuse rather than guess "unencrypted" and leak.
return false, fmt.Errorf("resolve encryption state for %s: %w", roomID, err)
}
s.markEncryptionResolved(roomID)
}
}
return s.innerStateStore.IsEncrypted(ctx, roomID)
}
// GetEncryptionEvent is how the crypto machine reads a room's megolm settings
// (session rotation period, etc). It needs the same resolution as IsEncrypted,
// since an unresolved room would otherwise report no encryption event.
func (s *lazyStateStore) GetEncryptionEvent(ctx context.Context, roomID id.RoomID) (*event.EncryptionEventContent, error) {
if _, err := s.IsEncrypted(ctx, roomID); err != nil {
return nil, err
}
return s.innerStateStore.GetEncryptionEvent(ctx, roomID)
}
// GetRoomJoinedOrInvitedMembers backs megolm session sharing. Without a sync
// there is no member backfill, so an unfetched room would report zero members
// and the bot would encrypt to an audience of nobody.
func (s *lazyStateStore) GetRoomJoinedOrInvitedMembers(ctx context.Context, roomID id.RoomID) ([]id.UserID, error) {
fetched, err := s.innerStateStore.HasFetchedMembers(ctx, roomID)
if err != nil {
return nil, fmt.Errorf("check member cache for %s: %w", roomID, err)
}
if !fetched {
unlock := s.lockRoom(roomID)
defer unlock()
if fetched, err := s.innerStateStore.HasFetchedMembers(ctx, roomID); err != nil {
return nil, fmt.Errorf("check member cache for %s: %w", roomID, err)
} else if !fetched {
members, err := s.client.Members(ctx, roomID)
if err != nil {
return nil, fmt.Errorf("fetch members of %s: %w", roomID, err)
}
// No membership filter, so this also marks the room as fetched.
if err := s.innerStateStore.ReplaceCachedMembers(ctx, roomID, members.Chunk); err != nil {
return nil, fmt.Errorf("cache members of %s: %w", roomID, err)
}
}
}
return s.innerStateStore.GetRoomJoinedOrInvitedMembers(ctx, roomID)
}

View File

@@ -0,0 +1,195 @@
package bot
import (
"context"
"net/http"
"net/http/httptest"
"path/filepath"
"strings"
"sync"
"sync/atomic"
"testing"
"maunium.net/go/mautrix"
"maunium.net/go/mautrix/crypto/cryptohelper"
"maunium.net/go/mautrix/id"
)
// fakeHS serves the two endpoints the lazy store resolves against, counting hits
// so we can assert it caches instead of re-asking on every send.
type fakeHS struct {
encryptionStatus int
encryptionBody string
membersBody string
encryptionHits atomic.Int32
memberHits atomic.Int32
}
func (f *fakeHS) start(t *testing.T) *mautrix.Client {
t.Helper()
srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
switch {
case strings.Contains(r.URL.Path, "/state/m.room.encryption"):
f.encryptionHits.Add(1)
w.WriteHeader(f.encryptionStatus)
_, _ = w.Write([]byte(f.encryptionBody))
case strings.HasSuffix(r.URL.Path, "/members"):
f.memberHits.Add(1)
w.WriteHeader(http.StatusOK)
_, _ = w.Write([]byte(f.membersBody))
default:
t.Errorf("unexpected request to %s", r.URL.Path)
w.WriteHeader(http.StatusNotFound)
}
}))
t.Cleanup(srv.Close)
client, err := mautrix.NewClient(srv.URL, "@bot:example.org", "token")
if err != nil {
t.Fatalf("new client: %v", err)
}
return client
}
func newTestStore(t *testing.T, hs *fakeHS) *lazyStateStore {
t.Helper()
store := newLazyStateStore(mautrix.NewMemoryStateStore().(innerStateStore))
store.client = hs.start(t)
return store
}
// The store is handed to the crypto helper, which type-asserts it and refuses to
// start if it comes up short. That assertion is the whole bot's startup path, so
// pin it here rather than discovering it as a crash loop in prod.
func TestStoreSatisfiesCryptoHelper(t *testing.T) {
store := newTestStore(t, &fakeHS{})
client := store.client
client.StateStore = store
dir := t.TempDir()
if _, err := cryptohelper.NewCryptoHelper(client, []byte("test"), filepath.Join(dir, "crypto.db")); err != nil {
t.Fatalf("crypto helper rejected the state store, so the bot would not start: %v", err)
}
}
const roomID = id.RoomID("!room:example.org")
// The regression: a room configured as encrypted before the process started. No
// transaction ever re-announces it, so the store must go ask.
func TestIsEncryptedResolvesFromServer(t *testing.T) {
hs := &fakeHS{
encryptionStatus: http.StatusOK,
encryptionBody: `{"algorithm":"m.megolm.v1.aes-sha2"}`,
}
store := newTestStore(t, hs)
enc, err := store.IsEncrypted(context.Background(), roomID)
if err != nil {
t.Fatalf("IsEncrypted: %v", err)
}
if !enc {
t.Fatal("room is encrypted on the server but IsEncrypted said false — this is the plaintext leak")
}
}
// A room with no m.room.encryption really is plaintext, and must not re-fetch.
func TestIsEncryptedCachesUnencrypted(t *testing.T) {
hs := &fakeHS{
encryptionStatus: http.StatusNotFound,
encryptionBody: `{"errcode":"M_NOT_FOUND","error":"Event not found."}`,
}
store := newTestStore(t, hs)
for i := 0; i < 3; i++ {
enc, err := store.IsEncrypted(context.Background(), roomID)
if err != nil {
t.Fatalf("IsEncrypted: %v", err)
}
if enc {
t.Fatal("unencrypted room reported as encrypted")
}
}
if got := hs.encryptionHits.Load(); got != 1 {
t.Errorf("expected the M_NOT_FOUND to be cached, got %d fetches", got)
}
}
// The important half: an unresolvable room must fail the send, not quietly
// answer "not encrypted" and let the message out in the clear.
func TestIsEncryptedFailsClosed(t *testing.T) {
hs := &fakeHS{
encryptionStatus: http.StatusInternalServerError,
encryptionBody: `{"errcode":"M_UNKNOWN","error":"oops"}`,
}
store := newTestStore(t, hs)
if _, err := store.IsEncrypted(context.Background(), roomID); err == nil {
t.Fatal("a failed lookup returned no error; the send would proceed in plaintext")
}
// The failure must not poison the cache: a later send has to retry.
hs.encryptionStatus = http.StatusOK
hs.encryptionBody = `{"algorithm":"m.megolm.v1.aes-sha2"}`
enc, err := store.IsEncrypted(context.Background(), roomID)
if err != nil {
t.Fatalf("IsEncrypted after recovery: %v", err)
}
if !enc {
t.Fatal("store did not retry after a transient failure")
}
}
// A burst of proactive sends into a cold room should resolve it once.
func TestIsEncryptedResolvesOncePerRoom(t *testing.T) {
hs := &fakeHS{
encryptionStatus: http.StatusOK,
encryptionBody: `{"algorithm":"m.megolm.v1.aes-sha2"}`,
}
store := newTestStore(t, hs)
var wg sync.WaitGroup
for i := 0; i < 20; i++ {
wg.Add(1)
go func() {
defer wg.Done()
if _, err := store.IsEncrypted(context.Background(), roomID); err != nil {
t.Errorf("IsEncrypted: %v", err)
}
}()
}
wg.Wait()
if got := hs.encryptionHits.Load(); got != 1 {
t.Errorf("expected 1 state fetch for 20 concurrent sends, got %d", got)
}
}
// Encrypting to an empty member list would share the group session with nobody,
// so members must be resolved too.
func TestMembersResolveFromServer(t *testing.T) {
hs := &fakeHS{
encryptionStatus: http.StatusOK,
encryptionBody: `{"algorithm":"m.megolm.v1.aes-sha2"}`,
membersBody: `{"chunk":[
{"type":"m.room.member","room_id":"!room:example.org","state_key":"@alice:example.org","sender":"@alice:example.org","content":{"membership":"join"}},
{"type":"m.room.member","room_id":"!room:example.org","state_key":"@bot:example.org","sender":"@bot:example.org","content":{"membership":"join"}}
]}`,
}
store := newTestStore(t, hs)
members, err := store.GetRoomJoinedOrInvitedMembers(context.Background(), roomID)
if err != nil {
t.Fatalf("GetRoomJoinedOrInvitedMembers: %v", err)
}
if len(members) != 2 {
t.Fatalf("expected 2 members, got %d (%v) — the group session would be shared to nobody", len(members), members)
}
if _, err := store.GetRoomJoinedOrInvitedMembers(context.Background(), roomID); err != nil {
t.Fatalf("second call: %v", err)
}
if got := hs.memberHits.Load(); got != 1 {
t.Errorf("expected members to be cached after one fetch, got %d", got)
}
}

View File

@@ -306,6 +306,18 @@ func runMigrations(d *sql.DB) error {
`ALTER TABLE player_meta ADD COLUMN title TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE player_meta ADD COLUMN treasures_locked INTEGER NOT NULL DEFAULT 0`,
`ALTER TABLE player_meta ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
// Bored adventurers (gogobee_boredom_plan.md §1). The idle clock for
// autonomous expedition starts. Deliberately NOT last_active_at: that
// one is auto-bumped by saveAdvCharacter, so the autopilot's own writes
// would refresh a bored character's idle clock and it would never
// qualify again. Written only by markPlayerAction, from a real player
// action against Adventure (any interface, not just Matrix chatter).
`ALTER TABLE player_meta ADD COLUMN last_player_action_at DATETIME`,
`ALTER TABLE player_meta ADD COLUMN last_boredom_at DATETIME`,
// Marks an expedition the adventurer started by itself. The idle reaper
// reads it: an expedition nobody asked for must not shield its player
// from the shame DM or hold their streak (gogobee_boredom_plan.md §6).
`ALTER TABLE dnd_expedition ADD COLUMN boredom INTEGER NOT NULL DEFAULT 0`,
// Adv 2.0 Phase G1 — branching zone graph run-state columns.
// current_node / visited_nodes / node_choices live alongside the
// legacy current_room / room_seq_json during the migration; the
@@ -401,6 +413,41 @@ func runMigrations(d *sql.DB) error {
// there is no read-modify-write race and no second field to disagree.
// DEFAULT 0 == "no renown", correct for every pre-existing row, no bootstrap.
`ALTER TABLE player_meta ADD COLUMN renown_xp INTEGER NOT NULL DEFAULT 0`,
// The hireable companion (pete_adventure_news_plan.md, "Pete as a
// character"). Pete's roster seat records the class and level he was
// hired at, so a party that levels mid-expedition doesn't silently
// re-roll its hireling into a different class three rooms in. Both are
// empty/0 on every player row and are only ever read for the one seat
// where isCompanionSeat holds — a player's row never consults them.
`ALTER TABLE expedition_party ADD COLUMN companion_class TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE expedition_party ADD COLUMN companion_level INTEGER NOT NULL DEFAULT 0`,
// The companion's spell-slot ledger, "used" per slot level, as a compact
// CSV of six ints (index 0 unused; cantrips cost nothing).
//
// It has to live on the *expedition*, next to the class and level it is a
// pool for. A human caster's slots are dnd_spell_slots rows that persist
// across every fight of the run and only come back at camp, so rationing a
// pool across a 30-room day IS the caster's game. The first cut of this
// parked the companion's ledger on his combat seat instead — and a seat is
// per-session, so he walked into every single fight with a full pool. The
// sim caught it: a level-penalized, gearless hireling out-cleared a human
// cleric of the leader's own level by 15pp.
`ALTER TABLE expedition_party ADD COLUMN companion_slots_used TEXT NOT NULL DEFAULT ''`,
// The companion's body, carried across the run. -1 means "unset" — he is
// at full, which is what a fresh hire is.
//
// He used to re-seat at full max HP for *every* fight, because he has no
// dnd_character row for his HP to persist onto and the close-out skipped
// him ("he arrives fresh next time"). That is an infinite body: a player
// bleeds across a 30-room run and only heals at camp, while the hireling
// soaked half the incoming damage and reset. Measured, it is most of why a
// gearless, level-penalized hireling out-cleared a human cleric of the
// leader's own level — his party fled 5 runs out of 640 where the human
// party fled 56.
`ALTER TABLE expedition_party ADD COLUMN companion_hp INTEGER NOT NULL DEFAULT -1`,
}
for _, stmt := range columnMigrations {
if _, err := d.Exec(stmt); err != nil {
@@ -1687,6 +1734,44 @@ CREATE TABLE IF NOT EXISTS community_pot (
updated_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
);
-- Mischief Makers: a paid monster hit on a player who is out on an expedition.
-- The buyer's euros are debited at placement (paid); fee is the payout basis the
-- target's survival purse is a percentage of — the sign surcharge is a pure sink
-- and never inflates the purse, which is what keeps a payout strictly below what
-- the buyer spent (collusion loses to !baltransfer, which is free).
--
-- Lifecycle: open → delivering → delivered (outcome survived|downed) | fizzled.
-- Every transition is a conditional UPDATE, so a double-fire of the ticker or a
-- restart mid-delivery can never pay twice. No bootstrap — absent row == no
-- contract in flight.
CREATE TABLE IF NOT EXISTS mischief_contracts (
contract_id TEXT PRIMARY KEY,
buyer_id TEXT NOT NULL,
target_id TEXT NOT NULL,
tier TEXT NOT NULL,
fee INTEGER NOT NULL,
paid INTEGER NOT NULL,
status TEXT NOT NULL,
signed INTEGER NOT NULL DEFAULT 0,
escalation_count INTEGER NOT NULL DEFAULT 0,
blessing_count INTEGER NOT NULL DEFAULT 0,
source TEXT NOT NULL DEFAULT 'matrix',
outcome TEXT,
created_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
window_ends_at DATETIME NOT NULL,
resolved_at DATETIME
);
-- One live contract per target, enforced by the database rather than by a
-- read-then-write check. The placement path holds only the BUYER's lock, so two
-- different buyers racing to hit the same person would both pass an in-code
-- "is one already live?" test. This partial unique index is what actually stops
-- the second insert; the loser is refunded.
CREATE UNIQUE INDEX IF NOT EXISTS idx_mischief_one_live_per_target
ON mischief_contracts(target_id) WHERE status IN ('open', 'delivering');
CREATE INDEX IF NOT EXISTS idx_mischief_target ON mischief_contracts(target_id, status);
CREATE INDEX IF NOT EXISTS idx_mischief_buyer ON mischief_contracts(buyer_id, created_at);
CREATE INDEX IF NOT EXISTS idx_mischief_due ON mischief_contracts(status, window_ends_at);
-- Babysitting Service
CREATE TABLE IF NOT EXISTS adventure_babysit_log (
id INTEGER PRIMARY KEY AUTOINCREMENT,

View File

@@ -25,6 +25,25 @@ var ExpeditionStart = []string{
"Like the opening screen of a long RPG — the kind that asks for your name and warns you to find a comfortable position because this is going to take a while. I've found a comfortable position. I suggest you do the same.",
}
// ─────────────────────────────────────────────────────────────────────────────
// EXPEDITION START — BOREDOM (the adventurer left without you)
//
// Fired by the boredom ticker after a long silence. The player is not
// reading this live; it's a note left on the table. Deadpan, faintly
// reproachful, never cruel — and never pretending the gear got checked,
// because it didn't (gogobee_boredom_plan.md §5).
// ─────────────────────────────────────────────────────────────────────────────
var ExpeditionBoredomStart = []string{
"You didn't come. That's alright — it happens, and I'm not going to make it a thing. But the sword was getting heavy on the wall and I've packed what we had. Which was not much. Noted for the record, not as a complaint.",
"I waited. Then I waited past the point where waiting was the sensible option, and somewhere in there the waiting turned into leaving. We're going. Same kit as last time, because last time is when you last touched it.",
"Here's the situation: there's a dungeon, there's daylight, and there's nobody telling me not to. I've made a decision. I hope it was the one you'd have made, though I concede I have no way of checking.",
"Supplies: the cheapest available. Equipment: whatever was already on the rack. Plan: walk in, see what happens. I'm aware of how that sounds. I'm going anyway.",
"The gear hasn't moved since you left it. I checked. I checked twice, actually, in case the first check was wrong, and it wasn't. So we go as we are — which is to say, as we were.",
"Restlessness is not a stat I can show you on the sheet, but it accumulates, and it has. Off we go. Lightly provisioned and unimproved, but off.",
"I've done the arithmetic on standing still and it doesn't come out well. So: a dungeon, one supply pack, and the same armour that's been good enough up to now. 'Good enough' is doing a lot of work in that sentence.",
}
// ─────────────────────────────────────────────────────────────────────────────
// MORNING BRIEFINGS — Generic
// ─────────────────────────────────────────────────────────────────────────────

View File

@@ -194,10 +194,55 @@ func (c *Client) drain(ctx context.Context) {
}
}
// RosterEntry is one adventurer's currently-true state for Pete's live board.
// Unlike a Fact, nothing here is an event — it is what is true right now.
type RosterEntry struct {
Token string `json:"token"` // stable per-player board token, never a Matrix handle
Name string `json:"name"` // character name only
Level int `json:"level"`
ClassRace string `json:"class_race,omitempty"`
Status string `json:"status"` // "expedition" | "idle"
Zone string `json:"zone,omitempty"`
Region string `json:"region,omitempty"`
Day int `json:"day,omitempty"`
IdleHours int `json:"idle_hours,omitempty"`
}
// RosterSnapshot is the complete board. Complete is load-bearing: Pete replaces
// its whole board with this, so anyone omitted (opted out, no character) drops
// off the public page. A partial snapshot would silently strand people on it.
type RosterSnapshot struct {
SnapshotAt int64 `json:"snapshot_at"`
Adventurers []RosterEntry `json:"adventurers"`
}
// PushRoster sends the board to Pete, synchronously, and drops it on failure.
//
// Deliberately NOT on the durable queue that carries Facts. A fact is history —
// losing "Josie died" loses it forever, so it retries. A snapshot is a
// photograph of the present, and a retried one is a *lie*: by the time it lands,
// Josie has moved. The next tick carries the truth anyway, so a failed push is
// simply forgotten. That is also what lets Pete's staleness timer work — if we
// stay down, nothing arrives, and the board correctly stops claiming to be live.
func PushRoster(ctx context.Context, snap RosterSnapshot) error {
if !Enabled() {
return nil
}
payload, err := json.Marshal(snap)
if err != nil {
return err
}
return std.post(ctx, "/api/ingest/roster", payload)
}
// send POSTs one payload to Pete's ingest endpoint with bearer auth. Mirrors the
// bearer-POST pattern in email_nag.go:sendCode.
func (c *Client) send(ctx context.Context, payload []byte) error {
url := c.cfg.IngestURL + "/api/ingest/adventure"
return c.post(ctx, "/api/ingest/adventure", payload)
}
func (c *Client) post(ctx context.Context, path string, payload []byte) error {
url := c.cfg.IngestURL + path
req, err := http.NewRequestWithContext(ctx, http.MethodPost, url, bytes.NewReader(payload))
if err != nil {
return err

View File

@@ -170,6 +170,7 @@ func (p *AdventurePlugin) Commands() []CommandDef {
{Name: "arm", Description: "Ready an ability so it fires the moment your next fight starts", Usage: "!arm <ability>", Category: "Games"},
{Name: "roll", Description: "Roll dice (NdN+M format, e.g. 2d6+3, d20, 4d6-1)", Usage: "!roll <dice>", Category: "Games"},
{Name: "duel", Description: "Challenge another adventurer to a staked, no-death bout", Usage: "!duel @user [stake]", Category: "Games"},
{Name: "mischief", Description: "Pay to send a monster after an adventurer who's out on an expedition", Usage: "!mischief send <tier> @user", Category: "Games"},
{Name: "stats", Description: "Show your ability scores", Usage: "!stats", Category: "Games"},
{Name: "level", Description: "Show your level and XP progress", Usage: "!level", Category: "Games"},
{Name: "cast", Description: "Cast a spell (queues for next combat, or resolves now if out of combat)", Usage: "!cast <spell> [--upcast N] [--target @user]", Category: "Games"},
@@ -263,6 +264,11 @@ func (p *AdventurePlugin) Init() error {
// Revive any characters whose DeadUntil has expired
p.catchUpRespawns(chars)
// Seed the boredom idle clock before the ticker that reads it can wake:
// an unseeded column reads as "idle since character creation" for every
// pre-existing player.
bootstrapBoredomClock()
// Start schedulers — single shared stopCh allows graceful shutdown.
if p.stopCh == nil {
p.stopCh = make(chan struct{})
@@ -280,7 +286,10 @@ func (p *AdventurePlugin) Init() error {
go p.expeditionRecapTicker()
go p.expeditionAmbientTicker()
go p.expeditionAutoRunTicker()
go p.peteRosterTicker()
go p.expeditionExtractionSweepTicker()
go p.expeditionBoredomTicker()
go p.mischiefTicker()
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
p.arenaCleanupStaleRuns()
@@ -321,6 +330,15 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
// expedition.
p.maybeDeliverDeferredBriefing(ctx.Sender, time.Now().UTC())
// Bored adventurers (gogobee_boredom_plan.md §1) — the idle clock that
// decides when a character gives up waiting and leaves on its own. Stamped
// only for a real action against Adventure: idle chatter in a room is not
// tending your adventurer, and no ticker or autopilot path may touch this,
// or a bored character would refresh its own clock and never qualify again.
if p.isPlayerAdventureAction(ctx) {
markPlayerAction(ctx.Sender)
}
// 0. D&D layer commands (Phase 1 — work in rooms and DMs)
if p.IsCommand(ctx.Body, "setup") {
return p.handleDnDSetupCmd(ctx, p.GetArgs(ctx.Body, "setup"))
@@ -346,6 +364,9 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
if p.IsCommand(ctx.Body, "duel") {
return p.handleDuelCmd(ctx, p.GetArgs(ctx.Body, "duel"))
}
if p.IsCommand(ctx.Body, "mischief") {
return p.handleMischiefCmd(ctx, p.GetArgs(ctx.Body, "mischief"))
}
if p.IsCommand(ctx.Body, "arm") {
return p.handleDnDArmCmd(ctx, p.GetArgs(ctx.Body, "arm"))
}
@@ -527,6 +548,8 @@ func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
return p.handleRivalsCmd(ctx)
case lower == "duel" || strings.HasPrefix(lower, "duel "):
return p.handleDuelCmd(ctx, strings.TrimSpace(args[len("duel"):]))
case lower == "mischief" || strings.HasPrefix(lower, "mischief "):
return p.handleMischiefCmd(ctx, strings.TrimSpace(args[len("mischief"):]))
case lower == "babysit" || strings.HasPrefix(lower, "babysit "):
return p.handleBabysitCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "babysit")))
case lower == "blacksmith" || lower == "repair":

View File

@@ -0,0 +1,702 @@
package plugin
import (
"database/sql"
"errors"
"fmt"
"os"
"strconv"
"strings"
"time"
"gogobee/internal/db"
"gogobee/internal/peteclient"
"maunium.net/go/mautrix/id"
)
// Pete, the realm's embedded correspondent — the hireable NPC companion.
// (pete_adventure_news_plan.md, "Pete as a character", surface 2.)
//
// A leader short a body can hire Pete into an expedition party. He fills the
// role the party is missing, fights on autopilot, and files a dispatch about it
// afterwards.
//
// The load-bearing rule, and the reason this file exists rather than a
// player_meta row for @pete: **Pete is not a player and must never become one.**
// He has no player_meta, no dnd_character, no inventory, no euros, and no DM
// room. Mint him a player_meta row and ensureDnDCharacterForCombat will happily
// auto-build him a real character on his first swing, at which point he shows up
// in the graveyard, the leaderboards, the news as a subject, and the daily event
// rolls — all of which would be a bot reporting on itself.
//
// So his seat is synthesized: companionCombatant builds a Combatant in memory
// from the same tuned layers a player's sheet goes through, and every seam that
// assumes a seat is a person is guarded by isCompanionSeat. The guards live at
// four chokepoints, which between them cover the whole blast radius:
//
// - expeditionAudience — he is never in the DM fan-out (and so never in the
// per-member pet-arrival rolls or the daily event rolls that ride it)
// - partySize — he is not a mouth: he doesn't inflate the supply
// burn he never bought packs for, and an NPC-only roster doesn't lock the
// leader out of their next expedition
// - partyCombatantsForSession / the seat builders — synthesize, don't load
// - the close-out loops — no XP, no loot, no death row, no achievements
//
// He does count toward the enemy-HP scalar, because he is a body in the fight
// and the boss can feel him.
// companionUserIDDefault is Pete's real Matrix account. He is an independent bot
// (his own repo, his own voice); gogobee already ignores him as a sender via
// IGNORED_BOTS, so seating him here can never round-trip into command handling.
// PETE_USER_ID overrides for a differently-homed deployment.
const companionUserIDDefault = "@pete:parodia.dev"
// companionDisplayName is what the party sees on his seat. gogobee names him but
// does NOT voice him: his hire banter and his dispatch are written by his own
// bot from the fact emitted below (project_pete_bot_architecture).
const companionDisplayName = "Pete"
// Hire pricing. The plan files cost as an open tuning question; this is the
// first answer, not the final one. It scales with both the level he shows up at
// and the tier he's walking into, so hiring him for a T5 boss run is not the
// same 300 coins as a T1 stroll. Supply packs are 50/90 coins for reference —
// he is deliberately a real expense, not a rounding error.
//
// PROD WATCH: at endgame coin balances this is likely too cheap to be a sink.
// Raise companionHireCoinsPerLevel before raising the base — the base is what a
// low-level player short a friend has to find.
const (
companionHireBaseCoins = 300
companionHireCoinsPerLevel = 60
)
// companionLevelPenalty is what makes him help rather than carry. He arrives one
// level below the party's average — a competent below-median member, per the
// difficulty plan's standing rule: lift the trailing case, never nerf the
// leaders and never touch monster scaling.
const companionLevelPenalty = 1
var (
ErrCompanionAlreadyHired = errors.New("pete is already with this party")
ErrCompanionOnAssignment = errors.New("pete is out on assignment")
ErrCompanionNotHired = errors.New("pete is not with this party")
)
// companionUserID resolves Pete's Matrix id.
func companionUserID() id.UserID {
if v := strings.TrimSpace(os.Getenv("PETE_USER_ID")); v != "" {
return id.UserID(v)
}
return id.UserID(companionUserIDDefault)
}
// isCompanionSeat reports whether a roster seat / combat seat is Pete rather
// than a player. This is the predicate every guard in the codebase keys on.
func isCompanionSeat(userID id.UserID) bool { return userID == companionUserID() }
// isCompanionUser is the string-keyed form, for the many seams that carry a raw
// user_id out of the database.
func isCompanionUser(userID string) bool { return id.UserID(userID) == companionUserID() }
// companionHireCost is what the leader pays to bring him along, in coins.
func companionHireCost(level int, tier ZoneTier) int {
if level < 1 {
level = 1
}
t := int(tier)
if t < 1 {
t = 1
}
return (companionHireBaseCoins + companionHireCoinsPerLevel*level) * t
}
// ── who he shows up as ───────────────────────────────────────────────────────
// companionRoleFill picks the class Pete plays. He is role-fluid — that is the
// whole point of hiring him — so by default he fills the hole in the roster: no
// healer, he's a Cleric; no damage, he's a Mage; nobody up front, he's a
// Fighter. A leader who knows better can override.
//
// The order of the checks is the priority order: a party with neither a healer
// nor a front line gets the healer, because a party that cannot heal is the one
// that dies.
func companionRoleFill(partyClasses []DnDClass) DnDClass {
var hasHealer, hasFront, hasDamage bool
for _, c := range partyClasses {
switch c {
case ClassCleric, ClassDruid, ClassBard:
hasHealer = true
case ClassPaladin:
// The one chassis that answers two questions at once.
hasHealer, hasFront = true, true
case ClassFighter:
hasFront = true
case ClassMage, ClassSorcerer, ClassWarlock, ClassRogue, ClassRanger:
hasDamage = true
}
}
switch {
case !hasHealer:
return ClassCleric
case !hasFront:
return ClassFighter
case !hasDamage:
return ClassMage
default:
// A complete party that hires him anyway gets a second pair of hands up
// front — the least redundant thing he can be.
return ClassFighter
}
}
// parseCompanionClass resolves an explicit `!expedition hire cleric` override.
// Empty (or unknown) means auto-fill.
func parseCompanionClass(arg string) (DnDClass, bool) {
arg = strings.ToLower(strings.TrimSpace(arg))
if arg == "" || arg == "auto" {
return "", false
}
for _, ci := range dndClasses {
if !ci.Playable {
continue
}
if string(ci.Key) == arg || strings.EqualFold(ci.Display, arg) {
return ci.Key, true
}
}
return "", false
}
// companionHumans is every *player* on the expedition — the roster if one exists,
// and otherwise the owner alone.
//
// The fallback is the whole point. A solo expedition has NO expedition_party rows
// (see partyMembers: absence means solo, and the roster only materializes on the
// first successful invite). Reading the roster alone therefore answers "nobody" for
// exactly the player this feature exists for: the one with no friends around, who
// is hiring Pete *because* they are alone.
//
// Getting this wrong is not a small error. It hired every solo player a **level-1**
// Pete — in a tier-4 zone, against a boss that had just gained 15% HP and a full
// extra set of actions to account for him. He died on contact and left the leader
// fighting an inflated boss alone. A 1500-run sweep measured it: solo 65% clear,
// two humans 87%, solo+Pete 33%. The companion was worse than no companion, and
// this line is why.
func companionHumans(expeditionID string) []*DnDCharacter {
var owner string
if err := db.Get().QueryRow(
`SELECT user_id FROM dnd_expedition WHERE expedition_id = ?`,
expeditionID).Scan(&owner); err != nil {
return nil
}
seats, err := partyHumans(expeditionID, owner)
if err != nil {
return nil
}
out := make([]*DnDCharacter, 0, len(seats))
for _, s := range seats {
if dc, _ := LoadDnDCharacter(s.UserID); dc != nil {
out = append(out, dc)
}
}
return out
}
// companionPartyLevel is the level he arrives at: the party's average, less
// companionLevelPenalty, floored at 1.
func companionPartyLevel(expeditionID string) int {
chars := companionHumans(expeditionID)
if len(chars) == 0 {
return 1
}
sum := 0
for _, dc := range chars {
sum += dc.Level
}
lvl := sum/len(chars) - companionLevelPenalty
if lvl < 1 {
lvl = 1
}
return lvl
}
// companionPartyClasses reads the classes already on the expedition, for the role
// fill. Solo resolves to the owner's class, so a lone fighter gets a healer rather
// than the empty-party default.
func companionPartyClasses(expeditionID string) []DnDClass {
chars := companionHumans(expeditionID)
out := make([]DnDClass, 0, len(chars))
for _, dc := range chars {
out = append(out, dc.Class)
}
return out
}
// ── his sheet, which lives only in memory ────────────────────────────────────
// companionSheet synthesizes the DnDCharacter Pete fights as. It is built, used,
// and thrown away inside a single combat build — it is never saved, and
// SaveDnDCharacter must never be called on it.
//
// Stats come from the same class-priority + race-mod pipeline autoBuildCharacter
// uses for a real character, so he is statted like a player of his level rather
// than by a bespoke NPC table that would drift away from the tuned math. Human
// is deliberate: the +1-to-all is the most neutral race in the book, so his
// class is doing the work rather than a race pick nobody chose.
func companionSheet(class DnDClass, level int) *DnDCharacter {
if level < 1 {
level = 1
}
scores := applyRaceMods(RaceHuman, classStatPriority(class))
c := &DnDCharacter{
UserID: companionUserID(),
Race: RaceHuman,
Class: class,
Level: level,
STR: scores[0], DEX: scores[1], CON: scores[2],
INT: scores[3], WIS: scores[4], CHA: scores[5],
CreatedAt: time.Now().UTC(),
UpdatedAt: time.Now().UTC(),
}
c.HPMax = computeMaxHP(c.Class, abilityModifier(c.CON), c.Level)
c.HPCurrent = c.HPMax
return c
}
// companionAdvCharacter is the AdventureCharacter half of the synthetic sheet:
// the shim DerivePlayerStats needs. CombatLevel round-trips back to the D&D
// level through dndLevelFromCombatLevel (level*5), so the two halves agree.
func companionAdvCharacter(level int) *AdventureCharacter {
return &AdventureCharacter{
UserID: companionUserID(),
DisplayName: companionDisplayName,
CombatLevel: level * 5,
Alive: true,
}
}
// companionGearTier maps his level onto the equipment tier a player of that
// level would plausibly be carrying: 14 → T1, 58 → T2, and so on to T5.
func companionGearTier(level int) int {
t := (level + 3) / 4
if t < 1 {
t = 1
}
if t > 5 {
t = 5
}
return t
}
// companionGear is the kit he walks in with — a working reporter's kit, bought
// with expenses and kept in serviceable shape.
//
// He has to have one. The gear layer is not decoration: unarmored, stats.AC is
// never set at all (computeArmorAC only fires when armor exists) and he walks in
// at AC 3, hit by everything; weaponless, stats.Weapon stays nil and he swings
// for a flat 5 at every level, which by L14 is nothing. "No gear" is not a
// below-median player, it is a broken one.
//
// The below-median comes from everywhere else: he is a level down, his gear is
// never Masterwork, and he carries no magic items, no subclass and no armed
// ability. The weapon names are chosen to hit the right branch of
// synthesizeWeaponProfile for the class — it best-fits off the name.
func companionGear(class DnDClass, level int) map[EquipmentSlot]*AdvEquipment {
tier := companionGearTier(level)
weapon := "Service Mace"
switch class {
case ClassFighter, ClassPaladin:
weapon = "Service Sword"
case ClassRogue:
weapon = "Service Dagger"
case ClassRanger:
weapon = "Service Bow"
case ClassMage, ClassSorcerer, ClassWarlock, ClassDruid, ClassBard:
weapon = "Service Staff"
}
return map[EquipmentSlot]*AdvEquipment{
SlotWeapon: {Slot: SlotWeapon, Tier: tier, Condition: 100, Name: weapon},
SlotArmor: {Slot: SlotArmor, Tier: tier, Condition: 100, Name: "Service Kit"},
}
}
// companionCombatant builds Pete's seat for a fight, mirroring buildZoneCombatants
// but sourcing the sheet from memory instead of the database. He carries no
// equipment, no treasure bonuses, no magic items, no chat level and no streak —
// the three layers a player accumulates and he never will. That absence *is* the
// below-median: he is a bare class chassis at a level below yours, and the gap
// between him and a geared player of the same level is exactly the gear.
func (p *AdventurePlugin) companionCombatant(
class DnDClass, level int, monster DnDMonsterTemplate, tier int, dmMood int,
) (Combatant, Combatant, *DnDCharacter) {
tilt := dmMoodCombatTilt(dmMood)
char := companionAdvCharacter(level)
dc := companionSheet(class, level)
// The layer order is buildZoneCombatants', deliberately — a companion statted
// by a different pipeline would drift away from the tuned math the moment
// anyone touched one and not the other.
//
// What he does NOT get is the subclass layer, magic items, and an armed
// ability: three of the things a player accumulates and a hireling never will.
// Those absences, plus the level penalty and gear that is never Masterwork,
// are the "below median" — see companionGear for why the gear itself is not
// one of the things we take away.
gear := companionGear(class, level)
stats, mods := DerivePlayerStats(char, gear, &AdvBonusSummary{}, 0, 0, false)
applyDnDPlayerLayer(&stats, dc)
applyDnDEquipmentLayer(&stats, dc, gear)
applyDnDHPScaling(&stats, dc)
applyClassPassives(&stats, &mods, dc)
applyRacePassives(&stats, &mods, dc)
enemyStats, enemyMods := monster.toCombatStats()
if tier > 1 {
if floorAC := dndDungeonACBase + tier; enemyStats.AC < floorAC {
enemyStats.AC = floorAC
}
if floorAB := dndDungeonAtkBase + tier; enemyStats.AttackBonus < floorAB {
enemyStats.AttackBonus = floorAB
}
}
enemyStats.Attack += tilt.EnemyAttackDelta
if enemyStats.Attack < 1 {
enemyStats.Attack = 1
}
mods.InitiativeBias += tilt.InitiativeBias
player := Combatant{
Name: companionDisplayName,
Stats: stats,
Mods: mods,
IsPlayer: true,
}
enemy := Combatant{
Name: monster.Name,
Stats: enemyStats,
Mods: enemyMods,
Ability: monster.Ability,
}
return player, enemy, dc
}
// companionRosterLine is how he reads on `!expedition party`. DisplayName would
// come back empty for him — he has no player_meta row to hold a name — so the
// roster names him here, along with what he is currently playing, because "Pete
// (member)" tells the leader nothing about the hole they paid to fill.
func companionRosterLine(expeditionID string) string {
class, level := companionLoadout(expeditionID)
ci, _ := classInfo(class)
return fmt.Sprintf("**%s** _(hired — level %d %s)_\n", companionDisplayName, level, ci.Display)
}
// ── the hire, persisted on the roster ────────────────────────────────────────
// companionLoadout reads back the class and level he was hired at. It is stored
// on the roster row rather than re-derived per fight, so a party that levels
// mid-expedition doesn't quietly re-roll their hireling into a different class
// three rooms in.
func companionLoadout(expeditionID string) (DnDClass, int) {
var class string
var level int
err := db.Get().QueryRow(`
SELECT companion_class, companion_level
FROM expedition_party
WHERE expedition_id = ? AND user_id = ?`,
expeditionID, string(companionUserID())).Scan(&class, &level)
if err != nil || class == "" {
return ClassFighter, 1
}
return DnDClass(class), level
}
// ── his spell slots, which live on the expedition ────────────────────────────
//
// A human caster's slots are dnd_spell_slots rows: one pool, spent across every
// fight of the run, refilled only at camp. Rationing it is the caster's game. The
// companion has no rows, so his pool lives on his roster row — the same row his
// class and level live on, and with the same lifetime.
//
// It must NOT live on his combat seat. A seat is per-session and every fight opens
// a new one, so a seat-scoped pool refills itself between fights: an infinite
// caster. That is not a theory — the first cut did exactly that, and the sim
// measured a gearless, level-penalized hireling out-clearing a human cleric of the
// leader's own level by 15pp.
// companionSlotsCSV encodes/decodes the ledger. CSV of six ints rather than JSON
// because it is six ints.
func companionSlotsDecode(s string) [6]int {
var out [6]int
for i, f := range strings.Split(s, ",") {
if i >= len(out) {
break
}
n, err := strconv.Atoi(strings.TrimSpace(f))
if err != nil || n < 0 {
continue
}
out[i] = n
}
return out
}
func companionSlotsEncode(used [6]int) string {
parts := make([]string, len(used))
for i, n := range used {
parts[i] = strconv.Itoa(n)
}
return strings.Join(parts, ",")
}
// companionSlotsForRun reads the ledger for the companion on the expedition that
// owns runID. A run with no companion (or no expedition) reads as an empty pool,
// which is the correct answer: nobody spent anything.
func companionSlotsForRun(runID string) [6]int {
var raw string
err := db.Get().QueryRow(`
SELECT p.companion_slots_used
FROM expedition_party p
JOIN dnd_expedition e ON e.expedition_id = p.expedition_id
WHERE e.run_id = ? AND p.user_id = ?`,
runID, string(companionUserID())).Scan(&raw)
if err != nil {
return [6]int{}
}
return companionSlotsDecode(raw)
}
// setCompanionSlotsForRun writes it back.
func setCompanionSlotsForRun(runID string, used [6]int) error {
_, err := db.Get().Exec(`
UPDATE expedition_party
SET companion_slots_used = ?
WHERE user_id = ?
AND expedition_id = (SELECT expedition_id FROM dnd_expedition WHERE run_id = ?)`,
companionSlotsEncode(used), string(companionUserID()), runID)
return err
}
// refreshCompanionSlots empties the ledger — his half of the camp rest that calls
// refreshSpellSlots for every human. Keyed by expedition, because camp is.
func refreshCompanionSlots(expeditionID string) error {
_, err := db.Get().Exec(`
UPDATE expedition_party SET companion_slots_used = ''
WHERE expedition_id = ? AND user_id = ?`,
expeditionID, string(companionUserID()))
return err
}
// ── his body, which is also carried across the run ───────────────────────────
//
// companionUnsetHP is "no wound recorded" — a fresh hire, or a companion who has
// just broken camp. Seating reads it as full.
const companionUnsetHP = -1
// companionHPFor reads the HP he carries into his next fight, or companionUnsetHP
// when he is unhurt. A run with no companion reads unset, which is harmless: there
// is nobody to seat.
func companionHPFor(expeditionID string) int {
hp := companionUnsetHP
err := db.Get().QueryRow(`
SELECT companion_hp FROM expedition_party
WHERE expedition_id = ? AND user_id = ?`,
expeditionID, string(companionUserID())).Scan(&hp)
if err != nil {
return companionUnsetHP
}
return hp
}
// companionSeatHP is what he actually sits down with: his carried wound, clamped
// into [1, maxHP].
//
// The floor of 1 is deliberate. He can be dropped *inside* a fight — the engine
// counts him out like any other seat — but he does not stay dead between them,
// because there is no companion-death mechanic and inventing one here would be a
// second feature smuggled into a bug fix. Coming back on 1 HP is a real penalty
// (one hit and he is down again) without pretending to be a corpse rule.
func companionSeatHP(expeditionID string, maxHP int) int {
hp := companionHPFor(expeditionID)
if hp == companionUnsetHP || hp > maxHP {
return maxHP
}
if hp < 1 {
return 1
}
return hp
}
// setCompanionHP records the HP he walked out of a fight with.
func setCompanionHP(expeditionID string, hp int) error {
_, err := db.Get().Exec(`
UPDATE expedition_party SET companion_hp = ?
WHERE expedition_id = ? AND user_id = ?`,
hp, expeditionID, string(companionUserID()))
return err
}
// setCompanionHPForRun is setCompanionHP for the turn-based close-out, which
// holds a run id rather than an expedition id.
func setCompanionHPForRun(runID string, hp int) error {
_, err := db.Get().Exec(`
UPDATE expedition_party
SET companion_hp = ?
WHERE user_id = ?
AND expedition_id = (SELECT expedition_id FROM dnd_expedition WHERE run_id = ?)`,
hp, string(companionUserID()), runID)
return err
}
// refreshCompanionHP is his half of the camp heal: back to full, like every human
// at a standard rest.
func refreshCompanionHP(expeditionID string) error {
_, err := db.Get().Exec(`
UPDATE expedition_party SET companion_hp = ?
WHERE expedition_id = ? AND user_id = ?`,
companionUnsetHP, expeditionID, string(companionUserID()))
return err
}
// companionLoadoutForRun is companionLoadout keyed by the zone run instead of
// the expedition. A CombatSession carries a RunID, not an expedition id, and the
// per-turn rebuild is the hottest caller — so the join lives here rather than
// making every caller resolve the expedition first.
//
// A run with no expedition (a standalone !zone run, which can have no companion)
// finds no row and falls back, which is the correct reading.
func companionLoadoutForRun(runID string) (DnDClass, int) {
var class string
var level int
err := db.Get().QueryRow(`
SELECT p.companion_class, p.companion_level
FROM expedition_party p
JOIN dnd_expedition e ON e.expedition_id = p.expedition_id
WHERE e.run_id = ? AND p.user_id = ?`,
runID, string(companionUserID())).Scan(&class, &level)
if err != nil || class == "" {
return ClassFighter, 1
}
return DnDClass(class), level
}
// companionExpeditionFor resolves the expedition a leader is running, for the
// seat builder — which has the roster but not the expedition id. Empty string
// when there is none, which companionLoadout reads as "no row" and falls back.
func companionExpeditionFor(leader id.UserID) string {
e, _, err := activeExpeditionFor(leader)
if err != nil || e == nil {
return ""
}
return e.ID
}
// companionSeated reports whether Pete is on this roster.
func companionSeated(expeditionID string) bool {
var one int
err := db.Get().QueryRow(`
SELECT 1 FROM expedition_party WHERE expedition_id = ? AND user_id = ?`,
expeditionID, string(companionUserID())).Scan(&one)
return err == nil
}
// hireCompanion seats Pete. The seat check, the availability check and the
// insert share a transaction, so two leaders racing for him cannot both win.
//
// He is globally exclusive — one party at a time. That is not a limitation to
// route around: "Pete is out on assignment" is the scarcity knob the plan asks
// for, and it is also why he cannot be the answer to every run.
func hireCompanion(expeditionID string, class DnDClass, level int) error {
tx, err := db.Get().Begin()
if err != nil {
return err
}
defer tx.Rollback()
if err := seatLeader(tx, expeditionID); err != nil {
return err
}
// Is he already out with somebody? Scoped to live expeditions, so a roster
// row stranded by a crash cannot make him unhireable forever.
var busyOn string
err = tx.QueryRow(`
SELECT p.expedition_id
FROM expedition_party p
JOIN dnd_expedition e ON e.expedition_id = p.expedition_id
WHERE p.user_id = ? AND e.status IN ('active', 'extracting')
LIMIT 1`, string(companionUserID())).Scan(&busyOn)
switch {
case err == nil && busyOn == expeditionID:
return ErrCompanionAlreadyHired
case err == nil:
return ErrCompanionOnAssignment
case !errors.Is(err, sql.ErrNoRows):
return err
}
var n int
if err := tx.QueryRow(
`SELECT COUNT(*) FROM expedition_party WHERE expedition_id = ?`,
expeditionID).Scan(&n); err != nil {
return err
}
if n >= expeditionPartyMax {
return ErrPartyFull
}
if _, err := tx.Exec(`
INSERT INTO expedition_party (expedition_id, user_id, role, companion_class, companion_level)
VALUES (?, ?, 'member', ?, ?)`,
expeditionID, string(companionUserID()), string(class), level); err != nil {
return fmt.Errorf("seat companion: %w", err)
}
return tx.Commit()
}
// dismissCompanion sends him home. Unlike a player member he can be removed
// mid-run — he is staff, not a guest — but the fee is not refunded: he already
// walked in.
func dismissCompanion(expeditionID string) error {
res, err := db.Get().Exec(`
DELETE FROM expedition_party
WHERE expedition_id = ? AND user_id = ?`,
expeditionID, string(companionUserID()))
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrCompanionNotHired
}
return nil
}
// ── the dispatch ─────────────────────────────────────────────────────────────
// emitCompanionHireFact tells Pete's bot he has been hired. gogobee states the
// fact; Pete writes the sentence. Bulletin, not priority: a hire is a diary
// entry, not a bulletin-interrupting event.
//
// The subject is the *leader*, so the leader's news opt-out is honoured — Pete
// reporting "filled in as cleric for <someone who asked not to be named>" would
// be exactly the leak the opt-out exists to prevent. Pete himself is never a
// subject: he has no opt-out row and needs none.
func emitCompanionHireFact(leader id.UserID, class DnDClass, level int, zone ZoneDefinition) {
name := charName(leader)
if name == "" {
return
}
ci, _ := classInfo(class)
emitFact(peteclient.Fact{
GUID: "companion_hire:" + eventToken(leader, "companion_hire") + ":" + fmt.Sprint(time.Now().UTC().Unix()),
EventType: "companion_hire",
Tier: "bulletin",
Subject: name,
Zone: zone.Display,
Level: level,
ClassRace: ci.Display,
OccurredAt: time.Now().UTC().Unix(),
}, leader, "")
}

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@@ -0,0 +1,309 @@
package plugin
import (
"errors"
"testing"
"maunium.net/go/mautrix/id"
)
// The companion's whole contract is "he fights, and he is not a player". These
// tests pin both halves — and specifically the seams where an NPC seat would
// otherwise be silently treated as a person.
func TestCompanion_HiredSeatIsNotAMouth(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@leader:example.org")
seedExpedition(t, "exp-hire", owner, "active")
seatLeaderFixture(t, "exp-hire")
if err := hireCompanion("exp-hire", ClassCleric, 4); err != nil {
t.Fatalf("hireCompanion: %v", err)
}
// The roster holds two seats...
members, err := partyMembers("exp-hire")
if err != nil {
t.Fatal(err)
}
if len(members) != 2 {
t.Fatalf("roster has %d seats, want 2 (leader + companion)", len(members))
}
// ...but only one of them eats. partySize feeds the daily supply burn and the
// "your party is still waiting on you" lock-out; counting the companion would
// bill the leader for rations he never bought, and strand him out of his next
// expedition behind a party of one bot.
n, err := partySize("exp-hire")
if err != nil {
t.Fatal(err)
}
if n != 1 {
t.Errorf("partySize = %d, want 1 — the companion is not a mouth", n)
}
}
func TestCompanion_GetsNoMailButTakesASeat(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@leader2:example.org")
seedExpedition(t, "exp-mail", owner, "active")
seatLeaderFixture(t, "exp-mail")
if err := hireCompanion("exp-mail", ClassFighter, 3); err != nil {
t.Fatalf("hireCompanion: %v", err)
}
exp, err := getExpedition("exp-mail")
if err != nil || exp == nil {
t.Fatalf("getExpedition: %v", err)
}
// Mail and seats are different sets. Every DM seam reads the audience; the
// combat roster reads the seats. Getting this backwards either DMs a bot or
// charges a leader for a body that never sits down.
for _, uid := range expeditionAudience(exp) {
if isCompanionSeat(uid) {
t.Fatal("companion is in the DM audience — he does not get mail")
}
}
var seated bool
for _, uid := range expeditionSeats(exp) {
if isCompanionSeat(uid) {
seated = true
}
}
if !seated {
t.Fatal("companion is not in the fight roster — he was paid for and never sat down")
}
}
func TestCompanion_IsGloballyExclusive(t *testing.T) {
setupEmptyTestDB(t)
for _, e := range []struct {
id string
owner id.UserID
}{{"exp-a", "@a:example.org"}, {"exp-b", "@b:example.org"}} {
seedExpedition(t, e.id, e.owner, "active")
seatLeaderFixture(t, e.id)
}
if err := hireCompanion("exp-a", ClassMage, 5); err != nil {
t.Fatalf("first hire: %v", err)
}
// He is one person. A second party cannot have him — "out on assignment" is
// the scarcity knob, not a bug to route around.
if err := hireCompanion("exp-b", ClassMage, 5); !errors.Is(err, ErrCompanionOnAssignment) {
t.Errorf("second hire err = %v, want ErrCompanionOnAssignment", err)
}
// Re-hiring him into the party he's already with is its own answer.
if err := hireCompanion("exp-a", ClassMage, 5); !errors.Is(err, ErrCompanionAlreadyHired) {
t.Errorf("re-hire err = %v, want ErrCompanionAlreadyHired", err)
}
// Dismissed, he's available again.
if err := dismissCompanion("exp-a"); err != nil {
t.Fatalf("dismiss: %v", err)
}
if err := hireCompanion("exp-b", ClassMage, 5); err != nil {
t.Errorf("hire after dismiss: %v, want success", err)
}
}
// The bug that made the whole feature worse than useless: a SOLO expedition has
// no expedition_party rows at all (the roster only materializes on the first
// invite), so reading the roster to size the companion answered "nobody" for
// exactly the player who is hiring him — the one with no friends around. Every
// solo hire got a level-1 Pete, in whatever tier the leader was actually in.
func TestCompanion_SoloLeaderSizesHimCorrectly(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@lonely:example.org")
seedExpedition(t, "exp-solo-hire", owner, "active")
// A level-12 fighter, adventuring alone. No roster rows exist.
if err := SaveDnDCharacter(&DnDCharacter{
UserID: owner, Race: RaceHuman, Class: ClassFighter, Level: 12,
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
HPMax: 120, HPCurrent: 120, ArmorClass: 18,
}); err != nil {
t.Fatal(err)
}
if got := companionPartyLevel("exp-solo-hire"); got != 11 {
t.Errorf("companionPartyLevel = %d, want 11 (the lone leader's 12, less the below-median step). "+
"A level-1 companion in the leader's zone is worse than no companion at all.", got)
}
// And he fills the hole the lone fighter actually has, rather than defaulting
// as if the party were empty.
if got := companionRoleFill(companionPartyClasses("exp-solo-hire")); got != ClassCleric {
t.Errorf("role fill for a lone fighter = %v, want cleric", got)
}
}
// §4 — asking for "the party" must never answer "nobody".
//
// A solo expedition has no expedition_party rows (absence means solo; the roster
// materializes on the first invite). Every consumer that read the roster table
// directly therefore got an empty list for a solo player and fell back to
// whatever looked reasonable locally. That is how the companion was hired at
// level 1 for exactly the player the feature exists for.
//
// expeditionParty always includes the owner. If this test ever fails, that
// guarantee is gone and the same class of bug is back.
func TestParty_SoloExpeditionStillHasAParty(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@alone:example.org")
seedExpedition(t, "exp-alone", owner, "active")
// No roster rows exist at all.
rows, err := partyMembers("exp-alone")
if err != nil {
t.Fatal(err)
}
if len(rows) != 0 {
t.Fatalf("solo expedition has %d roster rows; the premise of this test is gone", len(rows))
}
// And yet the party is not empty.
seats, err := expeditionParty("exp-alone", string(owner))
if err != nil {
t.Fatal(err)
}
if len(seats) != 1 || seats[0].UserID != owner || seats[0].Kind != SeatLeader {
t.Fatalf("expeditionParty on a solo run = %+v, want exactly the owner as leader. "+
"An empty answer here is what hires a level-1 companion.", seats)
}
humans, err := partyHumans("exp-alone", string(owner))
if err != nil || len(humans) != 1 {
t.Fatalf("partyHumans on a solo run = %+v (err %v), want the owner", humans, err)
}
}
func TestCompanion_RoleFillTakesTheHole(t *testing.T) {
tests := []struct {
name string
party []DnDClass
want DnDClass
}{
{"no healer", []DnDClass{ClassFighter, ClassRogue}, ClassCleric},
{"no front line", []DnDClass{ClassCleric, ClassMage}, ClassFighter},
{"no damage", []DnDClass{ClassCleric, ClassFighter}, ClassMage},
// A paladin covers healer AND front line, so paladin+rogue has no hole at
// all — it falls through to the default, a second body up front.
{"a complete party gets the default", []DnDClass{ClassPaladin, ClassRogue}, ClassFighter},
{"a paladin still leaves the damage hole", []DnDClass{ClassPaladin}, ClassMage},
{"solo fighter needs the medic first", []DnDClass{ClassFighter}, ClassCleric},
{"empty party", nil, ClassCleric},
}
for _, tc := range tests {
t.Run(tc.name, func(t *testing.T) {
if got := companionRoleFill(tc.party); got != tc.want {
t.Errorf("companionRoleFill(%v) = %v, want %v", tc.party, got, tc.want)
}
})
}
}
// §3 — an engine-driven seat's latch is permanent, and no command can take it.
//
// This is the invariant that, when it did not exist, made the companion stand in
// fights doing nothing. The expedition autopilot drives a party by dispatching
// each seat's turn AS that seat; his own auto-played move therefore arrived at
// beginCombatTurn looking exactly like a human returning to the keyboard, and the
// "they typed, so they're here" branch cleared the latch that was moving him.
// After round 1 he never acted again — while the boss he had inflated by 15% HP
// killed the party. The sweep measured it at -27pp clear rate.
//
// Autopilot is provisional (a human is away; a keystroke ends it). EngineDriven is
// not (there is nobody to come back). They must never collapse into one flag.
func TestCompanion_EngineSeatKeepsTheWheel(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
uid := id.UserID("@lead:example.org")
monster := dndBestiary["goblin"]
c, _, _ := p.companionCombatant(ClassFighter, 8, monster, 2, 0)
enemy := Combatant{Name: "x", Stats: CombatStats{MaxHP: 500, AC: 12, Attack: 4, AttackBonus: 4}}
sess, err := p.startPartyCombatSession("run-e", "enc", "goblin", &enemy, []CombatSeatSetup{
{UserID: uid, HP: 200, HPMax: 200, Mods: c.Mods, C: &c},
{UserID: companionUserID(), HP: 120, HPMax: 120, Mods: c.Mods, C: &c, EngineDriven: true},
})
if err != nil {
t.Fatal(err)
}
if !sess.seatIsEngineDriven(1) {
t.Fatal("companion seat is not engine-driven")
}
if sess.seatIsEngineDriven(0) {
t.Fatal("the human's seat came out engine-driven")
}
// The engine drives it without waiting on anybody...
if !sess.seatIsAutopiloted(1) || !sess.seatNeedsNoHuman(1) {
t.Fatal("an engine seat must resolve without waiting for a human")
}
// ...and the human's seat still waits for its human.
if sess.seatIsAutopiloted(0) {
t.Fatal("the human's seat was latched onto autopilot at seating")
}
// The wheel cannot be taken back, because there is nobody to take it. This is
// the exact line that used to strand him: a "keystroke" from his own id.
sess.actorStatusesPtr(1).Autopilot = false
if !sess.seatIsAutopiloted(1) {
t.Fatal("clearing Autopilot stranded the engine seat — EngineDriven must keep it moving")
}
}
// The one that actually matters: he has to FIGHT. Every other guard in this
// file is about keeping him out of things, and a companion synthesized down to
// zeroed stats would pass all of them while standing in the fight doing nothing
// — a hire that silently buys the leader an empty chair.
func TestCompanion_ActuallySwings(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
monster := dndBestiary["goblin"]
tank := monster
tank.HP = 5000 // outlast the phase clock, so a real swing has time to land
pete, _, _ := p.companionCombatant(ClassFighter, 6, tank, 2, 0)
if pete.Stats.MaxHP <= 0 || pete.Stats.Attack <= 0 || pete.Stats.AC <= 0 {
t.Fatalf("companion built with dead stats (%d HP / %d atk / %d AC) — he'd stand in the fight and do nothing",
pete.Stats.MaxHP, pete.Stats.Attack, pete.Stats.AC)
}
enemy := Combatant{Name: tank.Name, Stats: CombatStats{MaxHP: 5000, AC: 10, Attack: 1, AttackBonus: 1}}
res := simulatePartyWithRNG([]Combatant{pete}, enemy, dungeonCombatPhases, seededRNG(7))
var swings int
for _, e := range res.Events {
if e.Actor == "player" && e.Seat == 0 && e.Roll > 0 {
swings++
}
}
if swings == 0 {
t.Fatal("the companion never swung — he was hired, seated, and did nothing")
}
}
func TestCompanion_SheetIsBelowMedianAndNeverPersisted(t *testing.T) {
setupEmptyTestDB(t)
// He is statted like a player of his level, so he never drifts from the tuned
// math — but he arrives a level down, which is the whole "help, never a carry"
// rule expressed in one number.
dc := companionSheet(ClassFighter, 7)
if dc.Level != 7 || dc.HPMax <= 0 {
t.Fatalf("companionSheet = level %d / %d HP, want a real level-7 chassis", dc.Level, dc.HPMax)
}
// And he leaves no trace: a player_meta row is the thing that would turn him
// into a real character everywhere (graveyard, news, XP, leaderboards), so the
// synthesis must not have written one.
if c, _ := LoadDnDCharacter(companionUserID()); c != nil {
t.Fatal("companion has a persisted dnd_character row — he is a player now, which is the one thing he must never be")
}
if _, err := loadAdvCharacter(companionUserID()); err == nil {
t.Fatal("companion has a persisted player_meta row — ensureDnDCharacterForCombat will auto-build him a character on his first swing")
}
}

View File

@@ -0,0 +1,773 @@
package plugin
// Mischief Makers (M1) — paid monster hits on live expeditions.
//
// A buyer spends euros to send a monster at an adventurer who is out in a
// dungeon right now. The games room hears the contract is out; a window later
// the monster is delivered mid-run. Surviving it pays the target and unseals
// the buyer in Pete's bulletin. See gogobee_mischief_plan.md.
//
// Three properties the design leans on, all of them enforced here rather than
// trusted:
//
// - The monster is priced against the TARGET, not the dungeon they happen to
// be standing in. It comes from the zone pool of the target's own level
// bracket (mischiefBracketZones), which is the corpus the difficulty pass is
// calibrated on. The arena ladder is deliberately NOT the source: its
// BaseLethality is a legacy flat death chance and arena T5 one-shots a level
// 20, which would collapse every tier into an execution.
//
// - The payout basis is the BASE fee, never what the buyer actually paid. The
// +25% sign surcharge is a pure sink. With the per-tier percentages below
// capped at 75%, a survival purse is always strictly less than the buyer's
// outlay — so two players colluding to move money this way lose to
// `!baltransfer`, which is free. That cap is the whole anti-collusion story;
// no danger multiplier is needed.
//
// - Mischief maims, it does not murder. The delivery close-out floors every
// seat at 1 HP and force-extracts the expedition. A purchased attack that
// lands while the victim is asleep must not be able to delete their
// character — see mischiefResolveDowned.
import (
"database/sql"
"errors"
"fmt"
"log/slog"
"math"
"math/rand/v2"
"strings"
"time"
"gogobee/internal/db"
"gogobee/internal/peteclient"
"github.com/google/uuid"
"maunium.net/go/mautrix/id"
)
const (
// mischiefWindow — how long the games room has to react before the monster
// is delivered. Long enough for a bless/escalate scramble (M2), short
// enough that a contract resolves inside one sitting.
mischiefWindow = 60 * time.Minute
// mischiefMinLevel — a level 1-2 adventurer is nobody's idea of a fair
// target, and the bracket-1 pool is the only thing we could send anyway.
mischiefMinLevel = 3
// mischiefTargetCooldown — a target gets a breather after one resolves, so
// a buyer with money can't chain-maim someone out of the game.
mischiefTargetCooldown = 24 * time.Hour
// mischiefBuyerDailyCap — contracts one buyer may place per rolling day.
mischiefBuyerDailyCap = 2
// mischiefBossPerTargetWindow — boss tier is "end this expedition" against a
// caster (0-14% survival in the M0 sweep). One per target per week, on top of
// the cooldown and the buyer cap.
mischiefBossPerTargetWindow = 7 * 24 * time.Hour
// mischiefSignSurcharge — the buyer pays this much on top to put their name
// on the contract from the start. Pure sink; see the payout-basis note above.
mischiefSignSurcharge = 0.25
// Fizzle: the expedition ended before the monster could find them.
mischiefFizzleRefund = 0.90
)
// Contract statuses. `delivering` is the claimed-but-unresolved state a CAS
// moves through, so a ticker double-fire finds nothing left to claim.
const (
mischiefStatusOpen = "open"
mischiefStatusDelivering = "delivering"
mischiefStatusDelivered = "delivered"
mischiefStatusFizzled = "fizzled"
)
const (
mischiefOutcomeSurvived = "survived"
mischiefOutcomeDowned = "downed"
)
// ── Tiers ────────────────────────────────────────────────────────────────────
// mischiefTier is one rung of the grunt→boss ladder. Fee and PayoutPct come
// from the M0 pricing sweep (n=2000/cell against the real combat engine) read
// against the live prod economy — see the tier table in the plan doc.
type mischiefTier struct {
Key string
Display string
Fee int // base fee; also the payout basis
PayoutPct float64 // survival purse as a fraction of Fee. Capped at 0.75.
Blurb string
}
var mischiefTiers = []mischiefTier{
{Key: "grunt", Display: "Grunt", Fee: 40, PayoutPct: 0.40,
Blurb: "One of the local nasties. Mostly theatre — it'll cost them blood, not the run."},
{Key: "mob", Display: "Mob", Fee: 100, PayoutPct: 0.50,
Blurb: "Three of them, back to back. Attrition, and a real dent in the supplies."},
{Key: "elite", Display: "Elite", Fee: 350, PayoutPct: 0.65,
Blurb: "Something that hunts on purpose, and it opens with a free swing. A coin-flip at their level."},
{Key: "boss", Display: "Boss", Fee: 1200, PayoutPct: 0.75,
Blurb: "The worst thing in their bracket, with the drop on them. This ends expeditions."},
}
func mischiefTierByKey(key string) (mischiefTier, bool) {
for _, t := range mischiefTiers {
if t.Key == strings.ToLower(strings.TrimSpace(key)) {
return t, true
}
}
return mischiefTier{}, false
}
// mischiefSignedFee is what a buyer pays to put their name on the contract up
// front. The extra is a sink — mischiefPurse never sees it.
func mischiefSignedFee(fee int) int {
return int(math.Round(float64(fee) * (1 + mischiefSignSurcharge)))
}
// mischiefPurse is the target's cut for surviving: a percentage of the BASE fee
// (which escalations raise, and the sign surcharge does not). Hard-capped at 75%
// so no combination of tier + escalation can pay out more than three-quarters of
// what was spent.
func mischiefPurse(fee int, pct float64) int {
if pct > 0.75 {
pct = 0.75
}
return int(math.Round(float64(fee) * pct))
}
// ── Monster selection ────────────────────────────────────────────────────────
// mischiefBracketZones — the zone whose enemy pool a target of each level
// bracket draws its attacker from. The target's *current* dungeon is not used:
// a level 20 slumming in a tier 1 zone should still be sent something that can
// find them, and a level 4 who wandered into a tier 4 zone should not be sent
// its boss.
var mischiefBracketZones = map[int]ZoneID{
1: ZoneGoblinWarrens,
2: ZoneSunkenTemple,
3: ZoneManorBlackspire,
4: ZoneUnderdark,
5: ZoneDragonsLair,
}
func mischiefBracketForLevel(level int) int {
switch {
case level <= 3:
return 1
case level <= 7:
return 2
case level <= 12:
return 3
case level <= 17:
return 4
}
return 5
}
// mischiefBracketZone resolves the zone a target's attacker is drawn from.
func mischiefBracketZone(level int) ZoneDefinition {
zone, _ := getZone(mischiefBracketZones[mischiefBracketForLevel(level)])
return zone
}
func mischiefPickEnemy(zone ZoneDefinition, elite bool, rng *rand.Rand) DnDMonsterTemplate {
var pool []ZoneEnemy
for _, e := range zone.Enemies {
if e.IsElite == elite {
pool = append(pool, e)
}
}
if len(pool) == 0 {
pool = zone.Enemies
}
if len(pool) == 0 {
return DnDMonsterTemplate{}
}
return dndBestiary[pool[rng.IntN(len(pool))].BestiaryID]
}
// mischiefMonsters returns the fight chain a tier sends, and whether the first
// monster gets the ambush (the attacker's privilege — it was lying in wait).
// This IS the shape the M0 sweep priced; changing it invalidates the fee table.
//
// grunt = one non-elite zone enemy, no ambush
// mob = three non-elite zone enemies back to back (HP carries), no ambush
// elite = one elite zone enemy, ambush
// boss = the zone boss, ambush
func mischiefMonsters(tierKey string, zone ZoneDefinition, rng *rand.Rand) (chain []DnDMonsterTemplate, ambush bool) {
switch tierKey {
case "grunt":
return []DnDMonsterTemplate{mischiefPickEnemy(zone, false, rng)}, false
case "mob":
return []DnDMonsterTemplate{
mischiefPickEnemy(zone, false, rng),
mischiefPickEnemy(zone, false, rng),
mischiefPickEnemy(zone, false, rng),
}, false
case "elite":
return []DnDMonsterTemplate{mischiefPickEnemy(zone, true, rng)}, true
case "boss":
return []DnDMonsterTemplate{dndBestiary[zone.Boss.BestiaryID]}, true
}
return nil, false
}
// ── Model + persistence ──────────────────────────────────────────────────────
type mischiefContract struct {
ID string
BuyerID id.UserID
TargetID id.UserID
Tier string
Fee int // payout basis (base fee + escalations)
Paid int // what the buyer actually parted with
Status string
Signed bool
EscalationCount int
BlessingCount int
Source string
Outcome string
CreatedAt time.Time
WindowEndsAt time.Time
}
const mischiefCols = `contract_id, buyer_id, target_id, tier, fee, paid, status, signed,
escalation_count, blessing_count, source, COALESCE(outcome, ''), created_at, window_ends_at`
func scanMischief(row interface{ Scan(...any) error }) (*mischiefContract, error) {
c := &mischiefContract{}
err := row.Scan(&c.ID, &c.BuyerID, &c.TargetID, &c.Tier, &c.Fee, &c.Paid, &c.Status,
&c.Signed, &c.EscalationCount, &c.BlessingCount, &c.Source, &c.Outcome,
&c.CreatedAt, &c.WindowEndsAt)
if err != nil {
return nil, err
}
return c, nil
}
// insertMischiefContract writes the contract, and FAILS if one is already live
// against this target (idx_mischief_one_live_per_target). That error is the
// serialization point for two buyers racing at the same victim — the caller must
// refund on it, not ignore it.
//
// Every timestamp is bound as a Go time.Time rather than left to
// CURRENT_TIMESTAMP: created_at and window_ends_at are both compared against
// bound Go times later (the daily cap, the due sweep), and mixing SQLite's own
// text stamp with the driver's encoding is how you get a comparison that is
// lexicographic-by-accident.
func insertMischiefContract(c *mischiefContract) error {
_, err := db.Get().Exec(
`INSERT INTO mischief_contracts
(contract_id, buyer_id, target_id, tier, fee, paid, status, signed, source,
created_at, window_ends_at)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`,
c.ID, string(c.BuyerID), string(c.TargetID), c.Tier, c.Fee, c.Paid,
c.Status, c.Signed, c.Source, c.CreatedAt, c.WindowEndsAt)
return err
}
// claimMischiefForDelivery moves open → delivering and reports whether THIS
// caller won the race. Exactly one delivery per contract, whatever the ticker
// does across a restart.
func claimMischiefForDelivery(contractID string) bool {
res := db.ExecResult("mischief: claim delivery",
`UPDATE mischief_contracts SET status = ?
WHERE contract_id = ? AND status = ?`,
mischiefStatusDelivering, contractID, mischiefStatusOpen)
if res == nil {
return false
}
n, _ := res.RowsAffected()
return n == 1
}
// resolveMischiefContract stamps the terminal state. Called only by the
// delivery path, which already holds the claim.
func resolveMischiefContract(contractID, status, outcome string) {
db.Exec("mischief: resolve contract",
`UPDATE mischief_contracts
SET status = ?, outcome = ?, resolved_at = ?
WHERE contract_id = ?`,
status, outcome, time.Now().UTC(), contractID)
}
// fizzleMischiefContract claims an open contract straight to fizzled — the
// target's expedition ended before the monster found them. Same CAS discipline
// as delivery, so a fizzle and a delivery can never both fire.
func fizzleMischiefContract(contractID string) bool {
return casMischiefStatus("mischief: fizzle contract", contractID,
mischiefStatusOpen, mischiefStatusFizzled, mischiefStatusFizzled)
}
// abandonStaleMischief releases a stuck delivery. CAS off `delivering`, so a
// delivery that is merely slow (a long fight) cannot be swept out from under
// itself and double-refunded.
func abandonStaleMischief(contractID string) bool {
return casMischiefStatus("mischief: abandon stale delivery", contractID,
mischiefStatusDelivering, mischiefStatusFizzled, mischiefStatusFizzled)
}
// casMischiefStatus is the one status transition every terminal path takes: move
// from → to only if the row is still in `from`, and report whether THIS caller
// won. Every transition is conditional, which is what makes a ticker double-fire
// or a restart mid-delivery unable to pay (or refund) twice.
func casMischiefStatus(label, contractID, from, to, outcome string) bool {
res := db.ExecResult(label,
`UPDATE mischief_contracts
SET status = ?, outcome = ?, resolved_at = ?
WHERE contract_id = ? AND status = ?`,
to, outcome, time.Now().UTC(), contractID, from)
if res == nil {
return false
}
n, _ := res.RowsAffected()
return n == 1
}
// loadStaleMischiefDeliveries returns contracts stuck in `delivering` — claimed
// by a delivery that then crashed, or was killed mid-fight by a restart. Without
// this sweep the row lives forever: the target can never be targeted again (the
// live-contract check counts `delivering`) and the buyer's money is simply gone.
func loadStaleMischiefDeliveries(before time.Time) []mischiefContract {
return loadMischiefByStatus(mischiefStatusDelivering, before)
}
// loadMischiefDue returns open contracts whose window has closed.
func loadMischiefDue(now time.Time) []mischiefContract {
return loadMischiefByStatus(mischiefStatusOpen, now)
}
func loadMischiefByStatus(status string, dueBy time.Time) []mischiefContract {
rows, err := db.Get().Query(
`SELECT `+mischiefCols+` FROM mischief_contracts
WHERE status = ? AND window_ends_at <= ?`,
status, dueBy)
if err != nil {
return nil
}
defer rows.Close()
var out []mischiefContract
for rows.Next() {
if c, err := scanMischief(rows); err == nil {
out = append(out, *c)
}
}
return out
}
// liveMischiefForTarget returns the contract already in flight against a target,
// or nil. One at a time: two monsters converging on the same person turns a
// mischief into a mugging.
func liveMischiefForTarget(targetID id.UserID) *mischiefContract {
row := db.Get().QueryRow(
`SELECT `+mischiefCols+` FROM mischief_contracts
WHERE target_id = ? AND status IN (?, ?)
ORDER BY created_at DESC LIMIT 1`,
string(targetID), mischiefStatusOpen, mischiefStatusDelivering)
c, err := scanMischief(row)
if err != nil {
return nil
}
return c
}
// mischiefTargetCoolingDown reports whether the target survived (or was floored
// by) a delivered contract too recently to be sent another.
//
// Only a DELIVERED contract cools a target down. A fizzle never reached them,
// and a crash-swept stranding never happened at all — counting either would sell
// cheap immunity: a target whose friend places a grunt and who then extracts pays
// 10% of a grunt fee for a full day of being untargetable.
func mischiefTargetCoolingDown(targetID id.UserID, now time.Time) (bool, time.Duration) {
var resolved time.Time
err := db.Get().QueryRow(
`SELECT resolved_at FROM mischief_contracts
WHERE target_id = ? AND status = ? AND resolved_at IS NOT NULL
ORDER BY resolved_at DESC LIMIT 1`,
string(targetID), mischiefStatusDelivered).Scan(&resolved)
if err != nil {
return false, 0 // no row (or unreadable stamp) == not cooling down
}
if wait := mischiefTargetCooldown - now.Sub(resolved.UTC()); wait > 0 {
return true, wait
}
return false, 0
}
// mischiefBuyerCountSince is how many contracts this buyer has placed in the
// window — the anti-spam cap. Fizzled ones count: the limit is on how often you
// may point a monster at someone, not on how often it connects.
func mischiefBuyerCountSince(buyerID id.UserID, since time.Time) int {
var n int
_ = db.Get().QueryRow(
`SELECT COUNT(*) FROM mischief_contracts WHERE buyer_id = ? AND created_at > ?`,
string(buyerID), since).Scan(&n)
return n
}
// mischiefBossCountSince counts boss-tier contracts aimed at a target inside the
// window, from anyone. Boss is the "end their expedition" button; one a week.
//
// Fizzled ones do NOT count, and that asymmetry with the buyer cap is deliberate:
// the buyer cap limits how often you may POINT a monster at someone, but this cap
// protects the target from being boss'd, and a boss that never found them is not
// something they need protecting from. Counting it would let a friendly buyer burn
// the target's weekly boss slot for the price of a fizzle rake.
func mischiefBossCountSince(targetID id.UserID, since time.Time) int {
var n int
_ = db.Get().QueryRow(
`SELECT COUNT(*) FROM mischief_contracts
WHERE target_id = ? AND tier = 'boss' AND created_at > ? AND status != ?`,
string(targetID), since, mischiefStatusFizzled).Scan(&n)
return n
}
// ── Eligibility ──────────────────────────────────────────────────────────────
// mischiefTargetable reports why a target can't be sent a monster, or "" if they
// can. The active expedition is the whole premise: the monster has to have
// somewhere to walk in from.
func (p *AdventurePlugin) mischiefTargetable(targetID id.UserID, tier mischiefTier, now time.Time) string {
dndChar, err := LoadDnDCharacter(targetID)
if err != nil || dndChar == nil {
return fmt.Sprintf("%s has no adventurer.", p.DisplayName(targetID))
}
// A dead character can still own an 'active' expedition row — that drift is
// exactly what the ambient ticker keeps a run-liveness net for. Don't sell a
// hit on a corpse.
if advChar, err := loadAdvCharacter(targetID); err != nil || advChar == nil || !advChar.Alive {
return fmt.Sprintf("%s is in no state to be attacked. Leave them be.", p.DisplayName(targetID))
}
if dndChar.Level < mischiefMinLevel {
return fmt.Sprintf("%s is only level %d — nobody's putting a price on a rookie's head (level %d+).",
p.DisplayName(targetID), dndChar.Level, mischiefMinLevel)
}
exp, err := getActiveExpedition(targetID)
if err != nil || exp == nil {
return fmt.Sprintf("%s isn't out on an expedition. Monsters don't do house calls.",
p.DisplayName(targetID))
}
if c := liveMischiefForTarget(targetID); c != nil {
return fmt.Sprintf("Somebody already has coin on %s. Wait for it to land.", p.DisplayName(targetID))
}
if cooling, wait := mischiefTargetCoolingDown(targetID, now); cooling {
return fmt.Sprintf("%s has only just shaken one off. Try again %s.",
p.DisplayName(targetID), formatDuration(wait))
}
if tier.Key == "boss" && mischiefBossCountSince(targetID, now.Add(-mischiefBossPerTargetWindow)) > 0 {
return fmt.Sprintf("%s has already had a boss sent after them this week. Once is plenty.",
p.DisplayName(targetID))
}
return ""
}
// ── Command surface ──────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleMischiefCmd(ctx MessageContext, args string) error {
fields := strings.Fields(strings.TrimSpace(args))
if len(fields) == 0 {
return p.SendReply(ctx.RoomID, ctx.EventID, p.mischiefBoard())
}
switch strings.ToLower(fields[0]) {
case "board", "tiers", "help":
return p.SendReply(ctx.RoomID, ctx.EventID, p.mischiefBoard())
case "status":
return p.mischiefStatusCmd(ctx)
case "send":
return p.mischiefSendCmd(ctx, fields[1:])
default:
return p.SendReply(ctx.RoomID, ctx.EventID,
"Unknown option. `!mischief` for the board · `!mischief send <tier> @user` · `!mischief status`")
}
}
func (p *AdventurePlugin) mischiefBoard() string {
var b strings.Builder
b.WriteString("😈 **Mischief Makers** — put coin on an adventurer's head while they're out in a dungeon.\n")
b.WriteString("The monster comes from their own bracket, so it's always a fight worth watching. ")
b.WriteString("If they survive it, they keep a cut of your money — and the town finds out it was you.\n\n")
for _, t := range mischiefTiers {
b.WriteString(fmt.Sprintf("· **%s** — %s (signed: %s) — survivor keeps %s\n _%s_\n",
t.Display, fmtEuro(t.Fee), fmtEuro(mischiefSignedFee(t.Fee)),
fmtEuro(mischiefPurse(t.Fee, t.PayoutPct)), t.Blurb))
}
b.WriteString("\n`!mischief send <tier> @user` — anonymous · add `signed` to put your name on it up front.\n")
b.WriteString(fmt.Sprintf("_They have to be out on an expedition, level %d+. It lands about %s later._",
mischiefMinLevel, formatDuration(mischiefWindow)))
return b.String()
}
func (p *AdventurePlugin) mischiefStatusCmd(ctx MessageContext) error {
if c := liveMischiefForTarget(ctx.Sender); c != nil {
t, _ := mischiefTierByKey(c.Tier)
who := "Someone"
if c.Signed {
who = "**" + p.DisplayName(c.BuyerID) + "**"
}
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"😈 %s has paid for a **%s** to find you. It arrives %s. Survive it and you keep %s.",
who, strings.ToLower(t.Display), formatDuration(time.Until(c.WindowEndsAt)),
fmtEuro(mischiefPurse(c.Fee, t.PayoutPct))))
}
rows, err := db.Get().Query(
`SELECT `+mischiefCols+` FROM mischief_contracts
WHERE buyer_id = ? AND status IN (?, ?) ORDER BY created_at DESC`,
string(ctx.Sender), mischiefStatusOpen, mischiefStatusDelivering)
if err == nil {
defer rows.Close()
var lines []string
for rows.Next() {
if c, err := scanMischief(rows); err == nil {
lines = append(lines, fmt.Sprintf("· a **%s** for **%s**, landing %s",
c.Tier, p.DisplayName(c.TargetID), formatDuration(time.Until(c.WindowEndsAt))))
}
}
if len(lines) > 0 {
return p.SendReply(ctx.RoomID, ctx.EventID,
"😈 **Your contracts in flight**\n"+strings.Join(lines, "\n"))
}
}
return p.SendReply(ctx.RoomID, ctx.EventID,
"Nothing out on you, and nothing out from you. `!mischief` for the board.")
}
func (p *AdventurePlugin) mischiefSendCmd(ctx MessageContext, fields []string) error {
if len(fields) < 2 {
return p.SendReply(ctx.RoomID, ctx.EventID,
"Usage: `!mischief send <grunt|mob|elite|boss> @user [signed]`")
}
tier, ok := mischiefTierByKey(fields[0])
if !ok {
return p.SendReply(ctx.RoomID, ctx.EventID,
"That's not a tier. Try `grunt`, `mob`, `elite` or `boss` — `!mischief` for the board.")
}
targetID, ok := p.ResolveUser(fields[1], ctx.RoomID)
if !ok {
return p.SendReply(ctx.RoomID, ctx.EventID,
"Could not resolve that user. Usage: `!mischief send <tier> @user`")
}
if targetID == ctx.Sender {
return p.SendReply(ctx.RoomID, ctx.EventID,
"You can't put a price on your own head. Get help elsewhere.")
}
signed := len(fields) > 2 && strings.EqualFold(fields[2], "signed")
// Serialise this buyer's placement so a double-submit can't pass the daily
// cap twice and double-debit — same discipline as the duel escrow.
lock := p.advUserLock(ctx.Sender)
lock.Lock()
defer lock.Unlock()
now := time.Now().UTC()
if n := mischiefBuyerCountSince(ctx.Sender, now.Add(-24*time.Hour)); n >= mischiefBuyerDailyCap {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"You've already sent %d monsters today. Even mischief keeps office hours.", n))
}
if reason := p.mischiefTargetable(targetID, tier, now); reason != "" {
return p.SendReply(ctx.RoomID, ctx.EventID, reason)
}
price := tier.Fee
if signed {
price = mischiefSignedFee(tier.Fee)
}
if bal := p.euro.GetBalance(ctx.Sender); int(bal) < price {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"A %s runs %s — you have %s.", strings.ToLower(tier.Display), fmtEuro(price), fmtEuro(int(bal))))
}
if !p.euro.Debit(ctx.Sender, float64(price), "mischief_contract") {
return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't take your money. Try again.")
}
c := &mischiefContract{
ID: uuid.NewString(),
BuyerID: ctx.Sender,
TargetID: targetID,
Tier: tier.Key,
Fee: tier.Fee,
Paid: price,
Status: mischiefStatusOpen,
Signed: signed,
Source: "matrix",
CreatedAt: now,
WindowEndsAt: now.Add(mischiefWindow),
}
// The one-live-contract-per-target index is the real guard: the check above
// ran under this buyer's lock, and another buyer could have slipped a contract
// onto the same target since. Losing that race costs the buyer nothing.
if err := insertMischiefContract(c); err != nil {
p.euro.Credit(ctx.Sender, float64(price), "mischief_refund_contested")
slog.Warn("mischief: contract insert rejected",
"buyer", ctx.Sender, "target", targetID, "err", err)
// Refund either way, but don't tell a buyer a rival outbid them when the
// write simply failed — they'd stop retrying and believe in a contract that
// does not exist. The index is the only thing that legitimately rejects here.
if liveMischiefForTarget(targetID) != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"Somebody beat you to **%s** — there's already a monster on the way. You've been refunded.",
p.DisplayName(targetID)))
}
return p.SendReply(ctx.RoomID, ctx.EventID,
"The contract didn't take — something went wrong on our end. You've been refunded; try again.")
}
p.announceMischiefContract(c, tier)
emitMischiefContractNews(c, tier)
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"😈 Done. A **%s** is on its way to **%s** — it finds them in about %s.\n%s",
strings.ToLower(tier.Display), p.DisplayName(targetID), formatDuration(mischiefWindow),
mischiefBuyerNote(signed)))
}
func mischiefBuyerNote(signed bool) string {
if signed {
return "_Your name is on it. Everyone already knows._"
}
return "_Nobody knows it was you — unless they walk away from it._"
}
// ── Announcements ────────────────────────────────────────────────────────────
// announceMischiefContract tells the games room a hit is out. The buyer is named
// only if they paid to sign it; otherwise this is the whole point of the window —
// the room knows someone did it and doesn't know who.
func (p *AdventurePlugin) announceMischiefContract(c *mischiefContract, tier mischiefTier) {
gr := gamesRoom()
if gr == "" {
return
}
who := "**Someone in town**"
if c.Signed {
who = fmt.Sprintf("**%s**", p.DisplayName(c.BuyerID))
}
p.SendMessage(gr, fmt.Sprintf(
"😈 %s has put %s on **%s**'s head — a **%s** is already looking for them out there.\n"+
"It finds them in about %s. If they walk away from it, they keep %s of that money — and we all find out who paid.",
who, fmtEuro(c.Paid), p.DisplayName(c.TargetID), strings.ToLower(tier.Display),
formatDuration(time.Until(c.WindowEndsAt)), fmtEuro(mischiefPurse(c.Fee, tier.PayoutPct))))
}
func (p *AdventurePlugin) announceMischiefSurvived(c *mischiefContract, monsterName string, purse int) {
gr := gamesRoom()
if gr == "" {
return
}
// The unseal. Anonymity is the buyer's to lose, and losing it is what makes
// a survival worth announcing.
p.SendMessage(gr, fmt.Sprintf(
"🛡️ **%s walked away from it.** The **%s** that came for them is dead, and %s is %s richer for the trouble.\n"+
"The coin came from **%s**.",
p.DisplayName(c.TargetID), monsterName, p.DisplayName(c.TargetID), fmtEuro(purse),
p.DisplayName(c.BuyerID)))
}
func (p *AdventurePlugin) announceMischiefDowned(c *mischiefContract, monsterName string) {
gr := gamesRoom()
if gr == "" {
return
}
who := "Whoever paid for it"
if c.Signed {
who = fmt.Sprintf("**%s**, who paid for it,", p.DisplayName(c.BuyerID))
}
p.SendMessage(gr, fmt.Sprintf(
"💀 **%s didn't walk away.** A **%s** found them mid-run and put them on the floor. "+
"They're being carried home — expedition over, pockets lighter.\n%s keeps nothing: the money's gone to the community pot.",
p.DisplayName(c.TargetID), monsterName, who))
}
// ── Pete news ────────────────────────────────────────────────────────────────
//
// Deploy Pete BEFORE gogobee whenever these types change: Pete 400s an unknown
// event_type, gogobee retries, and the bulletin parks forever.
func emitMischiefContractNews(c *mischiefContract, tier mischiefTier) {
target := charName(c.TargetID)
if target == "" {
return
}
buyer := ""
buyerUser := id.UserID("")
if c.Signed {
buyer = charName(c.BuyerID)
buyerUser = c.BuyerID
}
ts := nowUnix()
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("mischief_contract:%s:%d", eventToken(c.TargetID, "mischief:"+c.ID), ts),
EventType: "mischief_contract",
Tier: "priority",
Subject: target,
Opponent: buyer,
Boss: tier.Display,
Stakes: fmtEuro(c.Paid),
Level: charLevel(c.TargetID),
OccurredAt: ts,
}, c.TargetID, buyerUser)
}
// emitMischiefResolvedNews files the survival or the maiming. On a survival the
// buyer is named whether or not they signed — that is the unseal, and it is the
// only brake on casual griefing. (`!news optout` still anonymizes them to "an
// adventurer", as it does everywhere else.)
func emitMischiefResolvedNews(c *mischiefContract, monsterName, outcome string, purse int) {
target := charName(c.TargetID)
if target == "" {
return
}
eventType := "mischief_downed"
buyer, buyerUser := "", id.UserID("")
if outcome == mischiefOutcomeSurvived {
eventType = "mischief_survived"
buyer, buyerUser = charName(c.BuyerID), c.BuyerID
} else if c.Signed {
buyer, buyerUser = charName(c.BuyerID), c.BuyerID
}
ts := nowUnix()
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("%s:%s:%d", eventType, eventToken(c.TargetID, "mischief:"+c.ID), ts),
EventType: eventType,
Tier: "priority",
Subject: target,
Opponent: buyer,
Boss: monsterName,
Stakes: fmtEuro(purse),
Level: charLevel(c.TargetID),
Outcome: outcome,
OccurredAt: ts,
}, c.TargetID, buyerUser)
}
func emitMischiefFizzledNews(c *mischiefContract, refund int) {
target := charName(c.TargetID)
if target == "" {
return
}
ts := nowUnix()
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("mischief_fizzled:%s:%d", eventToken(c.TargetID, "mischief:"+c.ID), ts),
EventType: "mischief_fizzled",
Tier: "bulletin",
Subject: target,
Stakes: fmtEuro(refund),
Outcome: "fizzled",
OccurredAt: ts,
}, c.TargetID, "")
}
// mischiefContractByID is the test/ops read path.
func mischiefContractByID(contractID string) (*mischiefContract, error) {
row := db.Get().QueryRow(
`SELECT `+mischiefCols+` FROM mischief_contracts WHERE contract_id = ?`, contractID)
c, err := scanMischief(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return c, err
}

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@@ -0,0 +1,445 @@
package plugin
// Mischief Makers (M1) — delivery.
//
// The sibling of the ambient ticker: once a contract's window closes, the
// monster has to actually find the target mid-run. runMischiefInterrupt is
// modelled line-for-line on runHarvestInterrupt (pick enemy → ambush nick →
// runZoneCombatRoster → close out), with two deliberate departures:
//
// - It never calls recordZoneKill and never advances zone state. The fight is
// extrinsic to the dungeon: somebody bought it, the dungeon didn't send it.
// Crediting it as a zone kill would let a buyer unlock a target's
// RequiresKill resource gates for them.
//
// - It never marks anybody dead. runHarvestInterrupt's loss path perma-kills;
// a *purchased* attack that lands while its victim is asleep must not be
// able to delete their character. Mischief maims: floor at 1 HP,
// force-extract, take a bite out of the un-banked coins.
import (
"fmt"
"log/slog"
"math/rand/v2"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// mischiefTickInterval — how often we look for contracts whose window has
// closed. The window itself is the pacing; the tick just has to be fine-grained
// enough that "about an hour" isn't a lie.
const mischiefTickInterval = time.Minute
// mischiefDeliveryGrace — how long past its window a contract may sit in
// `delivering` before the sweep calls it stranded. Comfortably longer than any
// chain of auto-resolved fights takes, so a slow delivery is never swept out
// from under itself (and the CAS in abandonStaleMischief is the backstop if it
// somehow is).
const mischiefDeliveryGrace = 15 * time.Minute
// mischiefTreasureWeight / mischiefRenownXP — the survival extras. Deliberately
// modest: the purse is the reward, this is the garnish.
const (
mischiefTreasureWeight = 1.0
mischiefEliteRenownXP = 40
mischiefBossRenownXP = 120
mischiefBossCacheSize = 2
)
func (p *AdventurePlugin) mischiefTicker() {
ticker := time.NewTicker(mischiefTickInterval)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
p.fireMischiefDeliveries(time.Now().UTC())
}
}
}
// fireMischiefDeliveries walks contracts whose window has closed and either
// delivers the monster or fizzles the contract.
//
// The gates mirror the ambient ticker's, for the same reason: a mid-run event
// that talks over a live turn-based fight, or lands on top of the 06:00
// briefing, reads as a bug even when it isn't. A blocked contract is NOT
// fizzled — it simply waits for the next tick. The only thing that fizzles a
// contract is the expedition ending, which is what the buyer was actually
// betting against.
func (p *AdventurePlugin) fireMischiefDeliveries(now time.Time) {
if inAmbientQuietWindow(now) {
return
}
p.sweepStaleMischief(now)
for _, c := range loadMischiefDue(now) {
contract := c
p.fireOneMischiefDelivery(&contract)
}
}
// fireOneMischiefDelivery resolves a single due contract under the TARGET's lock.
//
// The lock is not optional. hasActiveCombatSession only sees the turn-based
// engine; the target's own `!explore` / autopilot walk resolves its fights
// inline (runHarvestInterrupt → runZoneCombatRoster) under advUserLock and
// reports no session. Without taking that same lock, a delivery can run a second
// combat against the same character sheet concurrently — two LoadDnDCharacter →
// mutate → SaveDnDCharacter writers, last write wins, and a whole fight's HP cost
// vanishes. The boredom ticker takes this lock for exactly this reason.
//
// Everything below the lock runs on the auto-resolve path, which takes no user
// locks of its own, so there is nothing here to deadlock against.
func (p *AdventurePlugin) fireOneMischiefDelivery(contract *mischiefContract) {
target := contract.TargetID
lock := p.advUserLock(target)
lock.Lock()
defer lock.Unlock()
// Re-read under the lock: whatever the due-sweep saw, the expedition may have
// ended while we were queuing behind the target's own command.
exp, err := getActiveExpedition(target)
if err != nil || exp == nil || exp.Status != ExpeditionStatusActive {
p.fizzleMischief(contract)
return
}
// Same safety net the ambient ticker keeps: the expedition row can still
// say 'active' after the player has functionally left the dungeon.
if exp.RunID != "" {
if run, _ := getZoneRun(exp.RunID); run == nil || !run.IsActive() {
p.fizzleMischief(contract)
return
}
}
if hasActiveCombatSession(target) {
return // they're mid-fight; the monster can wait a minute
}
if !claimMischiefForDelivery(contract.ID) {
return // another tick (or another process) already has it
}
if err := p.deliverMischief(contract, exp); err != nil {
slog.Error("mischief: delivery failed",
"contract", contract.ID, "target", target, "err", err)
}
}
// sweepStaleMischief releases contracts stranded in `delivering` — the process
// died between the claim and the close-out (a restart mid-fight, a panic). The
// row would otherwise be immortal: the target can never be targeted again, and
// the buyer's money never comes back.
//
// The buyer is made whole in full rather than rake-charged. A stranded delivery
// is our crash, not a bet they lost.
func (p *AdventurePlugin) sweepStaleMischief(now time.Time) {
for _, c := range loadStaleMischiefDeliveries(now.Add(-mischiefDeliveryGrace)) {
contract := c
if !abandonStaleMischief(contract.ID) {
continue
}
p.euro.Credit(contract.BuyerID, float64(contract.Paid), "mischief_refund_stranded")
p.SendDM(contract.BuyerID, fmt.Sprintf(
"😾 Your **%s** never reached **%s** — something went wrong on our end. Fully refunded: %s.",
contract.Tier, p.DisplayName(contract.TargetID), fmtEuro(contract.Paid)))
slog.Warn("mischief: swept stranded delivery",
"contract", contract.ID, "target", contract.TargetID)
}
}
// fizzleMischief refunds the buyer (minus the rake) when the monster arrives to
// an empty dungeon. The CAS is what makes the refund safe: a contract that was
// simultaneously claimed for delivery cannot also be refunded here.
func (p *AdventurePlugin) fizzleMischief(c *mischiefContract) {
if !fizzleMischiefContract(c.ID) {
return
}
refund := int(float64(c.Paid) * mischiefFizzleRefund)
rake := c.Paid - refund
if refund > 0 {
p.euro.Credit(c.BuyerID, float64(refund), "mischief_fizzle_refund")
}
if rake > 0 {
communityPotAdd(rake)
trackTaxPaid(c.BuyerID, rake)
}
p.SendDM(c.BuyerID, fmt.Sprintf(
"😾 Your **%s** got to the dungeon and found nobody home — **%s** was already out of there.\n"+
"You're refunded %s. The other %s stays with the town, for its trouble.",
c.Tier, p.DisplayName(c.TargetID), fmtEuro(refund), fmtEuro(rake)))
emitMischiefFizzledNews(c, refund)
}
// deliverMischief runs the purchased fight and closes it out. By the time this
// is called the contract is claimed, so it resolves exactly once.
func (p *AdventurePlugin) deliverMischief(c *mischiefContract, exp *Expedition) error {
tier, ok := mischiefTierByKey(c.Tier)
if !ok {
return fmt.Errorf("unknown mischief tier %q", c.Tier)
}
target := c.TargetID
dndChar, err := LoadDnDCharacter(target)
if err != nil || dndChar == nil {
// The target evaporated between claim and delivery. Nothing to attack —
// treat it as a fizzle so the buyer isn't charged for a no-show.
p.refundClaimedMischief(c, "target has no character")
return nil
}
// The attacker comes from the target's own bracket, not the dungeon they are
// standing in. See mischiefBracketZones.
bracket := mischiefBracketZone(dndChar.Level)
rng := rand.New(rand.NewPCG(rand.Uint64(), rand.Uint64()))
chain, ambush := mischiefMonsters(tier.Key, bracket, rng)
// Every link, not just the first: a zone-pool entry with no bestiary row
// yields a zero-value template, and a nameless 0-HP monster as fight 2 of a
// mob would read as the attack inexplicably giving up halfway.
if len(chain) == 0 {
p.refundClaimedMischief(c, "no monster available")
return nil
}
for _, m := range chain {
if m.Name == "" {
p.refundClaimedMischief(c, "bestiary miss in the "+bracket.Display+" pool")
return nil
}
}
narration, monsterName, survived := p.runMischiefInterrupt(target, exp, bracket, chain, ambush)
if survived {
p.resolveMischiefSurvived(c, tier, exp, bracket, monsterName, narration)
} else {
p.resolveMischiefDowned(c, exp, monsterName, narration)
}
return nil
}
// refundClaimedMischief unwinds a contract that was already claimed for delivery
// but couldn't be staged. The buyer gets everything back — this is our fault,
// not a fizzle they gambled on.
func (p *AdventurePlugin) refundClaimedMischief(c *mischiefContract, reason string) {
resolveMischiefContract(c.ID, mischiefStatusFizzled, mischiefStatusFizzled)
p.euro.Credit(c.BuyerID, float64(c.Paid), "mischief_refund_unstageable")
p.SendDM(c.BuyerID, fmt.Sprintf(
"😾 Your **%s** never made it out of the gate. Fully refunded: %s.", c.Tier, fmtEuro(c.Paid)))
slog.Warn("mischief: contract unstageable", "contract", c.ID, "reason", reason)
}
// runMischiefInterrupt fights the whole chain and reports whether the target was
// still standing at the end.
//
// Survival is read off the target's HP, not off PlayerWon. The engine's timeout
// is a retreat, not a lethal blow — a target who ran out the clock with HP left
// held the thing off, and a bought monster that merely *outlasted* them has not
// earned a maiming. The chain continues while they stand: a mob is three
// attackers, and beating the first two doesn't mean the third goes home.
func (p *AdventurePlugin) runMischiefInterrupt(
target id.UserID,
exp *Expedition,
bracket ZoneDefinition,
chain []DnDMonsterTemplate,
ambush bool,
) (narration, monsterName string, survived bool) {
var b strings.Builder
last := chain[len(chain)-1].Name
for i, monster := range chain {
// The ambush is the attacker's privilege — it was lying in wait, and the
// target had no reason to expect it. Same one-free-swing approximation the
// harvest interrupt uses, with the same wounded-entrant clamp so it can't
// pre-empt the fight outright.
if ambush && i == 0 {
if dc, _ := LoadDnDCharacter(target); dc != nil {
nick := clampSurpriseNick(
surpriseRoundNick(monster, int(bracket.Tier)), dc.HPCurrent, dc.HPMax)
if nick > 0 {
dc.HPCurrent -= nick
_ = SaveDnDCharacter(dc)
b.WriteString(fmt.Sprintf(
"_It was waiting for you. **%s** opens with a free swing — %d HP._\n",
monster.Name, nick))
}
}
}
preHP, _ := dndHPSnapshot(target)
pres, _, err := p.runZoneCombatRoster(
fightRoster(target), monster, int(bracket.Tier), dungeonCombatPhases, exp.DMMood)
if err != nil {
// Mid-chain build failure. The target keeps whatever HP they had; treat
// them as having survived rather than maiming them on our bug.
slog.Error("mischief: combat error", "target", target, "err", err)
b.WriteString(fmt.Sprintf("_(The %s never quite arrives.)_\n", monster.Name))
return b.String(), last, true
}
postHP, maxHP := dndHPSnapshot(target)
b.WriteString(fmt.Sprintf("⚔️ **%s** (HP %d, AC %d)\n", monster.Name, monster.HP, monster.AC))
switch {
case pres.Seats[0].PlayerWon:
b.WriteString(fmt.Sprintf("✅ **%s** down — %d→%d / %d HP.\n",
monster.Name, preHP, postHP, maxHP))
case postHP > 0:
// The engine's timeout: they held it off without killing it. That still
// pays — but say so plainly, or a stalemate reads as a clean kill and the
// player wonders why the thing is still following them.
b.WriteString(fmt.Sprintf("⏳ **%s** breaks off, still breathing. You're at %d / %d HP.\n",
monster.Name, postHP, maxHP))
}
if postHP <= 0 {
return b.String(), monster.Name, false
}
if i < len(chain)-1 {
b.WriteString("_And it isn't alone._\n")
}
}
return b.String(), last, true
}
// floorMischiefRoster raises every seat the delivery put on the floor back to
// 1 HP. It runs on BOTH outcomes, and that is not belt-and-braces: the leader
// can win a fight their friend went down in, and a mischief delivery
// deliberately skips closeOutZoneWin/closeOutZoneLoss (which is what normally
// marks a 0-HP seat dead). Without this, a dropped party member is left alive at
// 0 HP — a state nothing else in the game produces, and one the gates that read
// `HPCurrent <= 0` (expedition autorun, for one) treat as broken rather than
// dead. Nobody dies for money; nobody gets stuck at zero for it either.
func (p *AdventurePlugin) floorMischiefRoster(target id.UserID) {
for _, uid := range fightRoster(target) {
if isCompanionSeat(uid) {
continue // he takes no wounds home; he has no rows to floor
}
floorHPAtOne(uid)
}
}
// resolveMischiefSurvived pays the target and unseals the buyer.
//
// The purse is a percentage of the base fee — never of what the buyer paid — so
// it is always strictly less than the buyer's outlay. See mischiefPurse.
func (p *AdventurePlugin) resolveMischiefSurvived(
c *mischiefContract, tier mischiefTier, exp *Expedition, bracket ZoneDefinition,
monsterName, narration string,
) {
// The leader lived; a friend of theirs may not have. See floorMischiefRoster.
p.floorMischiefRoster(c.TargetID)
purse := mischiefPurse(c.Fee, tier.PayoutPct)
p.euro.Credit(c.TargetID, float64(purse), "mischief_survived")
// Everything the buyer spent that isn't the purse — the rake, plus the whole
// sign surcharge — is a sink. That is what makes the payout cap bite.
if rake := c.Paid - purse; rake > 0 {
communityPotAdd(rake)
trackTaxPaid(c.BuyerID, rake)
}
// Extras by tier. Treasure rolls against the zone they're actually in — the
// loot is scavenged off a corpse in that dungeon, wherever the thing came from.
var extras []string
switch tier.Key {
case "mob":
p.rollZoneTreasure(c.TargetID, exp.ZoneID, mischiefTreasureWeight)
case "elite":
p.rollZoneTreasure(c.TargetID, exp.ZoneID, mischiefTreasureWeight)
if before, after, err := addRenownXP(c.TargetID, mischiefEliteRenownXP); err == nil {
p.announceRenown(c.TargetID, renownLevelFor(before), renownLevelFor(after))
extras = append(extras, "The story of it is already going round town.")
}
case "boss":
p.rollZoneTreasure(c.TargetID, exp.ZoneID, mischiefTreasureWeight)
if before, after, err := addRenownXP(c.TargetID, mischiefBossRenownXP); err == nil {
p.announceRenown(c.TargetID, renownLevelFor(before), renownLevelFor(after))
extras = append(extras, "People are going to be telling this one for a while.")
}
for _, item := range consumableCache(int(bracket.Tier), mischiefBossCacheSize) {
it := item
p.grantZoneItem(c.TargetID, &it, "🧪")
}
}
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
var dm strings.Builder
dm.WriteString("😈 **Somebody paid for that.**\n\n")
dm.WriteString(narration)
dm.WriteString(fmt.Sprintf(
"\n🛡 You're still standing, and the coin was never really theirs. **%s** is yours.\n",
fmtEuro(purse)))
dm.WriteString(fmt.Sprintf("It was **%s** who paid to have you killed. Do with that what you like.",
p.DisplayName(c.BuyerID)))
for _, e := range extras {
dm.WriteString("\n_" + e + "_")
}
p.SendDM(c.TargetID, dm.String())
p.SendDM(c.BuyerID, fmt.Sprintf(
"🛡️ **%s walked away from your %s.** They keep %s of your money, and the town knows your name now.",
p.DisplayName(c.TargetID), c.Tier, fmtEuro(purse)))
p.announceMischiefSurvived(c, monsterName, purse)
emitMischiefResolvedNews(c, monsterName, mischiefOutcomeSurvived, purse)
}
// resolveMischiefDowned maims the target: HP floored at 1, expedition
// force-extracted, un-banked coins docked. Nobody dies for money.
//
// The whole fee goes to the community pot — never back to the buyer. A
// successful hit buys glory, not a rebate; refunding it would make repeat
// contracts free and turn the cap into a rounding error.
func (p *AdventurePlugin) resolveMischiefDowned(
c *mischiefContract, exp *Expedition, monsterName, narration string,
) {
// Every seat, not just the leader: a party that went down with them went down
// to a bought monster too, and the no-perma-death rule is about the purchase,
// not about who was holding the torch. Must run BEFORE the extract, which
// releases the party and would leave us nobody to floor.
p.floorMischiefRoster(c.TargetID)
// forcedExtractExpedition retires the region runs and releases the party itself;
// only the zone run has to be closed here.
_ = abandonZoneRun(c.TargetID)
_, tax, err := forcedExtractExpedition(exp.ID, "mischief contract")
if err != nil {
slog.Warn("mischief: force extract failed", "expedition", exp.ID, "err", err)
}
// The un-banked-coin loss. forcedExtractExpedition computes the 20% cut and
// leaves the debit to the caller; for a maiming, this is the caller.
if tax > 0 {
p.euro.Debit(c.TargetID, float64(tax), "mischief_downed_loss")
}
communityPotAdd(c.Paid)
trackTaxPaid(c.BuyerID, c.Paid)
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeDowned)
var dm strings.Builder
dm.WriteString("😈 **Somebody paid for that.**\n\n")
dm.WriteString(narration)
dm.WriteString(fmt.Sprintf(
"\n💀 **%s** put you down. You wake up on a cart headed home — alive, which is more than the contract asked for.\n",
monsterName))
dm.WriteString("Your expedition is over.")
if tax > 0 {
dm.WriteString(fmt.Sprintf(" Whatever you hadn't banked yet is gone — %s of it.", fmtEuro(tax)))
}
if c.Signed {
dm.WriteString(fmt.Sprintf("\n\nThe contract was signed: **%s** paid for it.", p.DisplayName(c.BuyerID)))
} else {
dm.WriteString("\n\nNobody's saying who paid.")
}
p.SendDM(c.TargetID, dm.String())
p.SendDM(c.BuyerID, fmt.Sprintf(
"💀 Your **%s** found **%s** and put them on the floor. Their expedition is over.\n"+
"_You get nothing back — %s went to the community pot. You did this for the story._",
c.Tier, p.DisplayName(c.TargetID), fmtEuro(c.Paid)))
p.announceMischiefDowned(c, monsterName)
emitMischiefResolvedNews(c, monsterName, mischiefOutcomeDowned, 0)
}

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@@ -0,0 +1,564 @@
package plugin
import (
"math/rand/v2"
"testing"
"time"
"gogobee/internal/db"
"github.com/google/uuid"
"maunium.net/go/mautrix/id"
)
func newMischiefTestDB(t *testing.T) {
t.Helper()
db.Close()
if err := db.Init(t.TempDir()); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
}
func seedContract(t *testing.T, buyer, target id.UserID, tier string, signed bool) *mischiefContract {
t.Helper()
td, ok := mischiefTierByKey(tier)
if !ok {
t.Fatalf("unknown tier %q", tier)
}
paid := td.Fee
if signed {
paid = mischiefSignedFee(td.Fee)
}
c := &mischiefContract{
ID: uuid.NewString(),
BuyerID: buyer,
TargetID: target,
Tier: td.Key,
Fee: td.Fee,
Paid: paid,
Status: mischiefStatusOpen,
Signed: signed,
Source: "matrix",
CreatedAt: time.Now().UTC(),
WindowEndsAt: time.Now().UTC().Add(mischiefWindow),
}
if err := insertMischiefContract(c); err != nil {
t.Fatalf("seed contract (%s → %s): %v", buyer, target, err)
}
return c
}
// The anti-collusion invariant, and the only reason no danger multiplier is
// needed: whatever the tier and whether or not the buyer signed, the target's
// survival purse is strictly less than what the buyer parted with. Two players
// who try to move money this way lose to !baltransfer, which is free.
func TestMischiefPurseNeverExceedsOutlay(t *testing.T) {
for _, tier := range mischiefTiers {
purse := mischiefPurse(tier.Fee, tier.PayoutPct)
for _, paid := range []int{tier.Fee, mischiefSignedFee(tier.Fee)} {
if purse >= paid {
t.Errorf("%s: purse %d >= buyer outlay %d — collusion beats !baltransfer",
tier.Key, purse, paid)
}
}
if tier.PayoutPct > 0.75 {
t.Errorf("%s: payout %.2f exceeds the 75%% cap", tier.Key, tier.PayoutPct)
}
}
}
// The cap is enforced in code, not just in the table — an escalation (M2) raises
// the payout basis, and nothing it can do may push the purse past 75%.
func TestMischiefPurseHardCap(t *testing.T) {
if got := mischiefPurse(1000, 0.95); got != 750 {
t.Fatalf("mischiefPurse(1000, 0.95) = %d, want 750 (capped)", got)
}
}
func TestMischiefSignedFee(t *testing.T) {
// The tier table's signed prices, as priced in M0.
want := map[string]int{"grunt": 50, "mob": 125, "elite": 438, "boss": 1500}
for _, tier := range mischiefTiers {
if got := mischiefSignedFee(tier.Fee); got != want[tier.Key] {
t.Errorf("%s signed fee = %d, want %d", tier.Key, got, want[tier.Key])
}
}
}
// Exactly one of delivery and fizzle may claim a contract, however many ticks
// race for it. Without this a restart mid-delivery could both maim the target
// and refund the buyer.
func TestMischiefClaimIsExactlyOnce(t *testing.T) {
newMischiefTestDB(t)
c := seedContract(t, "@buyer:x", "@target:x", "elite", false)
if !claimMischiefForDelivery(c.ID) {
t.Fatal("first claim should win")
}
if claimMischiefForDelivery(c.ID) {
t.Error("second claim won — a contract could be delivered twice")
}
if fizzleMischiefContract(c.ID) {
t.Error("fizzle won after the delivery claim — buyer would be refunded a hit that landed")
}
c2 := seedContract(t, "@buyer:x", "@other:x", "grunt", false)
if !fizzleMischiefContract(c2.ID) {
t.Fatal("first fizzle should win")
}
if claimMischiefForDelivery(c2.ID) {
t.Error("delivery claimed a fizzled contract — buyer would pay twice")
}
}
// Only a closed window is due, and a resolved contract never comes back.
func TestMischiefDueWindow(t *testing.T) {
newMischiefTestDB(t)
now := time.Now().UTC()
c := seedContract(t, "@buyer:x", "@target:x", "mob", false)
if due := loadMischiefDue(now); len(due) != 0 {
t.Fatalf("contract is due before its window closed: %d", len(due))
}
due := loadMischiefDue(now.Add(mischiefWindow + time.Minute))
if len(due) != 1 || due[0].ID != c.ID {
t.Fatalf("want the contract due after its window; got %d", len(due))
}
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
if due := loadMischiefDue(now.Add(2 * mischiefWindow)); len(due) != 0 {
t.Error("a resolved contract came back around")
}
}
// One live contract per target: two monsters converging on the same person is a
// mugging, not mischief.
func TestMischiefOneLiveContractPerTarget(t *testing.T) {
newMischiefTestDB(t)
target := id.UserID("@target:x")
if liveMischiefForTarget(target) != nil {
t.Fatal("no contract seeded, but one is live")
}
c := seedContract(t, "@buyer:x", target, "grunt", false)
if live := liveMischiefForTarget(target); live == nil || live.ID != c.ID {
t.Fatal("open contract should be live")
}
// A claimed-but-unresolved contract still blocks — the monster is en route.
claimMischiefForDelivery(c.ID)
if liveMischiefForTarget(target) == nil {
t.Error("a delivering contract should still block a second one")
}
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeDowned)
if liveMischiefForTarget(target) != nil {
t.Error("a resolved contract still reads as live")
}
}
// The post-resolution breather. Also the regression guard for the modernc
// datetime hazard: resolved_at round-trips through the driver's own encoding
// (bound Go time in, time.Time out), so the row has to be a real one — a
// hand-written stamp in some other format would compare lexicographically and
// silently never expire.
func TestMischiefTargetCooldown(t *testing.T) {
newMischiefTestDB(t)
target := id.UserID("@target:x")
now := time.Now().UTC()
if cooling, _ := mischiefTargetCoolingDown(target, now); cooling {
t.Fatal("a target with no history is cooling down")
}
c := seedContract(t, "@buyer:x", target, "grunt", false)
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
cooling, wait := mischiefTargetCoolingDown(target, now)
if !cooling {
t.Fatal("a just-resolved target should be cooling down")
}
// resolved_at is stamped a hair after `now`, so allow a second of slack.
if wait <= 0 || wait > mischiefTargetCooldown+time.Second {
t.Errorf("wait = %s, want within (0, %s]", wait, mischiefTargetCooldown)
}
if cooling, _ := mischiefTargetCoolingDown(target, now.Add(mischiefTargetCooldown+time.Minute)); cooling {
t.Error("still cooling down after the cooldown elapsed")
}
}
// Rate limits: contracts per buyer per day, and boss-tier per target per week.
// Fizzled contracts count against the buyer — the limit is on how often you may
// point a monster at someone, not on how often it connects.
func TestMischiefRateLimits(t *testing.T) {
newMischiefTestDB(t)
buyer := id.UserID("@buyer:x")
now := time.Now().UTC()
dayAgo := now.Add(-24 * time.Hour)
if n := mischiefBuyerCountSince(buyer, dayAgo); n != 0 {
t.Fatalf("fresh buyer count = %d, want 0", n)
}
c1 := seedContract(t, buyer, "@a:x", "grunt", false)
seedContract(t, buyer, "@b:x", "mob", false)
fizzleMischiefContract(c1.ID)
if n := mischiefBuyerCountSince(buyer, dayAgo); n != mischiefBuyerDailyCap {
t.Errorf("buyer count = %d, want %d (a fizzle still counts)", n, mischiefBuyerDailyCap)
}
target := id.UserID("@whale:x")
weekAgo := now.Add(-mischiefBossPerTargetWindow)
if n := mischiefBossCountSince(target, weekAgo); n != 0 {
t.Fatalf("fresh boss count = %d, want 0", n)
}
elite := seedContract(t, "@other:x", target, "elite", false)
if n := mischiefBossCountSince(target, weekAgo); n != 0 {
t.Error("an elite contract counted against the boss-per-week limit")
}
// Resolve it first: only one contract may be live against a target at a time,
// and the database enforces that (idx_mischief_one_live_per_target).
resolveMischiefContract(elite.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
seedContract(t, "@other:x", target, "boss", false)
if n := mischiefBossCountSince(target, weekAgo); n != 1 {
t.Errorf("boss count = %d, want 1", n)
}
}
// The database, not a read-then-write check, is what stops two buyers racing a
// monster at the same target. The placement path holds only the buyer's lock, so
// without this index both inserts would land and the target would be hit twice.
func TestMischiefSecondLiveContractIsRejected(t *testing.T) {
newMischiefTestDB(t)
target := id.UserID("@target:x")
seedContract(t, "@buyer1:x", target, "grunt", false)
second := &mischiefContract{
ID: uuid.NewString(), BuyerID: "@buyer2:x", TargetID: target,
Tier: "elite", Fee: 350, Paid: 350, Status: mischiefStatusOpen,
Source: "matrix", CreatedAt: time.Now().UTC(),
WindowEndsAt: time.Now().UTC().Add(mischiefWindow),
}
if err := insertMischiefContract(second); err == nil {
t.Fatal("a second live contract was accepted — the target can be hit twice at once")
}
}
// A delivery that dies mid-flight (restart, panic) must not strand the contract:
// the row would block the target forever and the buyer's money would be gone.
func TestMischiefStaleDeliverySweep(t *testing.T) {
newMischiefTestDB(t)
now := time.Now().UTC()
c := seedContract(t, "@buyer:x", "@target:x", "boss", false)
if !claimMischiefForDelivery(c.ID) {
t.Fatal("claim should win")
}
// Inside the grace period a slow delivery is left alone.
if stale := loadStaleMischiefDeliveries(now.Add(mischiefWindow)); len(stale) != 0 {
t.Errorf("a delivery still inside its grace window was called stranded: %d", len(stale))
}
stale := loadStaleMischiefDeliveries(now.Add(mischiefWindow + mischiefDeliveryGrace + time.Minute))
if len(stale) != 1 || stale[0].ID != c.ID {
t.Fatalf("stranded delivery not found: %d", len(stale))
}
if !abandonStaleMischief(c.ID) {
t.Fatal("abandon should win on a delivering row")
}
if abandonStaleMischief(c.ID) {
t.Error("abandon won twice — the buyer would be refunded twice")
}
// And the target is free again.
if liveMischiefForTarget("@target:x") != nil {
t.Error("a swept contract still blocks the target")
}
}
// The monster is priced against the TARGET's bracket, not the dungeon they are
// standing in — that is what the M0 fee table measured.
func TestMischiefBracketZones(t *testing.T) {
for _, tc := range []struct {
level int
tier ZoneTier
}{{1, 1}, {3, 1}, {4, 2}, {7, 2}, {8, 3}, {12, 3}, {13, 4}, {17, 4}, {18, 5}, {20, 5}} {
zone := mischiefBracketZone(tc.level)
if zone.Tier != tc.tier {
t.Errorf("level %d draws from tier %d, want %d", tc.level, zone.Tier, tc.tier)
}
}
}
// The fight shapes the fee table was priced against. Changing any of these
// invalidates the pricing, so they are pinned.
func TestMischiefMonsterChains(t *testing.T) {
zone := mischiefBracketZone(10) // tier 3
rng := rand.New(rand.NewPCG(0x6d69, 1))
for _, tc := range []struct {
tier string
wantLen int
wantAmbush bool
}{
{"grunt", 1, false},
{"mob", 3, false},
{"elite", 1, true},
{"boss", 1, true},
} {
chain, ambush := mischiefMonsters(tc.tier, zone, rng)
if len(chain) != tc.wantLen {
t.Errorf("%s: chain of %d, want %d", tc.tier, len(chain), tc.wantLen)
}
if ambush != tc.wantAmbush {
t.Errorf("%s: ambush = %v, want %v", tc.tier, ambush, tc.wantAmbush)
}
for _, m := range chain {
if m.Name == "" {
t.Errorf("%s: chain holds an empty monster — the bestiary lookup missed", tc.tier)
}
}
}
// Boss tier sends the zone's actual boss; elite sends something flagged elite.
if chain, _ := mischiefMonsters("boss", zone, rng); chain[0].ID != zone.Boss.BestiaryID {
t.Errorf("boss tier sent %q, want the zone boss %q", chain[0].ID, zone.Boss.BestiaryID)
}
elite, _ := mischiefMonsters("elite", zone, rng)
found := false
for _, e := range zone.Enemies {
if e.BestiaryID == elite[0].ID && e.IsElite {
found = true
}
}
if !found {
t.Errorf("elite tier sent %q, which isn't an elite in %s", elite[0].ID, zone.ID)
}
}
// ── End-to-end: the delivery path against a real character ───────────────────
// seedMischiefTarget builds a real, playable adventurer on a live expedition —
// the thing a contract actually lands on. Unit tests on the contract row prove
// nothing about the fight; these drive runMischiefInterrupt and the close-outs.
func seedMischiefTarget(t *testing.T, uid id.UserID, level, hp int) *Expedition {
t.Helper()
if err := createAdvCharacter(uid, "target"+uid.Localpart()); err != nil {
t.Fatalf("createAdvCharacter: %v", err)
}
if err := SaveDnDCharacter(&DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: level,
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
HPMax: hp, HPCurrent: hp, ArmorClass: 18,
}); err != nil {
t.Fatalf("SaveDnDCharacter: %v", err)
}
run, err := startZoneRun(uid, ZoneGoblinWarrens, 1, nil)
if err != nil {
t.Fatalf("startZoneRun: %v", err)
}
if _, err := db.Get().Exec(`
INSERT INTO dnd_expedition (expedition_id, user_id, zone_id, run_id, status, start_date, coins_earned)
VALUES (?, ?, 'goblin_warrens', ?, 'active', ?, 500)`,
"exp-"+uid.Localpart(), string(uid), run.RunID, time.Now().UTC()); err != nil {
t.Fatalf("seed expedition: %v", err)
}
exp, err := getActiveExpedition(uid)
if err != nil || exp == nil {
t.Fatalf("getActiveExpedition: %v", err)
}
return exp
}
// A grunt against a healthy level-5 fighter: the fight actually runs, it costs
// HP, and they live. This is the "mostly theatre" tier doing what it was priced
// to do.
func TestMischiefDelivery_GruntIsSurvivable(t *testing.T) {
newMischiefTestDB(t)
p := &AdventurePlugin{}
uid := id.UserID("@grunted:example.org")
exp := seedMischiefTarget(t, uid, 5, 60)
bracket := mischiefBracketZone(5)
chain, ambush := mischiefMonsters("grunt", bracket, rand.New(rand.NewPCG(1, 2)))
_, monster, survived := p.runMischiefInterrupt(uid, exp, bracket, chain, ambush)
if !survived {
t.Fatalf("a level-5 fighter at full HP died to a grunt (%s) — the tier is mispriced", monster)
}
hp, _ := dndHPSnapshot(uid)
if hp <= 0 {
t.Errorf("survivor is at %d HP", hp)
}
}
// The boss tier is the dangerous one, and the one where the no-perma-death rule
// has to hold. A level-3 caster-grade sheet against a tier-1 boss goes down —
// and must come back up at 1 HP with the expedition force-extracted, never dead.
//
// This is the property that separates mischief from paid murder: it is bought,
// and it lands while the victim may well be asleep.
func TestMischiefDelivery_DownedTargetIsMaimedNotKilled(t *testing.T) {
newMischiefTestDB(t)
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
uid := id.UserID("@doomed:example.org")
// 1 HP: whatever the dice do, this fight ends with them on the floor.
exp := seedMischiefTarget(t, uid, 3, 1)
c := seedContract(t, "@buyer:example.org", uid, "boss", false)
if !claimMischiefForDelivery(c.ID) {
t.Fatal("claim should win")
}
if err := p.deliverMischief(c, exp); err != nil {
t.Fatalf("deliverMischief: %v", err)
}
// Alive, floored, and carried home.
char, err := loadAdvCharacter(uid)
if err != nil || char == nil {
t.Fatal("target's character is gone")
}
if !char.Alive {
t.Fatal("a PURCHASED monster killed a player outright — mischief must maim, never murder")
}
if hp, _ := dndHPSnapshot(uid); hp != 1 {
t.Errorf("downed target is at %d HP, want the 1 HP floor", hp)
}
if e, _ := getActiveExpedition(uid); e != nil {
t.Error("the expedition survived a downing — it must be force-extracted")
}
// The buyer gets nothing back; the whole fee is a sink.
got, err := mischiefContractByID(c.ID)
if err != nil || got == nil {
t.Fatal("contract row vanished")
}
if got.Status != mischiefStatusDelivered || got.Outcome != mischiefOutcomeDowned {
t.Errorf("contract resolved as %s/%s, want delivered/downed", got.Status, got.Outcome)
}
if pot := communityPotBalance(); pot < c.Paid {
t.Errorf("community pot holds %d, want at least the %d fee — a landed hit refunds nobody", pot, c.Paid)
}
if bal := p.euro.GetBalance(c.BuyerID); bal > 0 {
t.Errorf("buyer was credited %.0f on a successful hit; glory only", bal)
}
}
// Survival pays the target out of the buyer's money, and never more than the
// buyer spent. Driven through the real close-out, not the arithmetic helper.
func TestMischiefDelivery_SurvivalPaysTheTarget(t *testing.T) {
newMischiefTestDB(t)
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
uid := id.UserID("@tough:example.org")
exp := seedMischiefTarget(t, uid, 12, 400) // comfortably survives a tier-1 grunt
c := seedContract(t, "@buyer:example.org", uid, "grunt", false)
if !claimMischiefForDelivery(c.ID) {
t.Fatal("claim should win")
}
before := p.euro.GetBalance(uid)
if err := p.deliverMischief(c, exp); err != nil {
t.Fatalf("deliverMischief: %v", err)
}
got, _ := mischiefContractByID(c.ID)
if got.Outcome != mischiefOutcomeSurvived {
t.Fatalf("a level-12 fighter with 400 HP lost to a tier-1 grunt (outcome %s)", got.Outcome)
}
tier, _ := mischiefTierByKey("grunt")
purse := mischiefPurse(tier.Fee, tier.PayoutPct)
if gained := int(p.euro.GetBalance(uid) - before); gained != purse {
t.Errorf("survivor was paid %d, want the %d purse", gained, purse)
}
if purse >= c.Paid {
t.Errorf("purse %d >= outlay %d", purse, c.Paid)
}
// The remainder is a sink, not a rebate.
if pot := communityPotBalance(); pot != c.Paid-purse {
t.Errorf("pot holds %d, want the %d remainder", pot, c.Paid-purse)
}
// The expedition is untouched — they fought it off and walk on.
if e, _ := getActiveExpedition(uid); e == nil {
t.Error("surviving a contract ended the expedition")
}
}
// An expedition that ends before the window closes fizzles: the buyer is
// refunded 90%, the town rakes the rest, and nobody is attacked.
func TestMischiefDelivery_FizzlesWhenTargetWentHome(t *testing.T) {
newMischiefTestDB(t)
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
uid := id.UserID("@gone:example.org")
seedMischiefTarget(t, uid, 5, 60)
c := seedContract(t, "@buyer:example.org", uid, "elite", false)
// They extract before the monster arrives.
if _, _, err := forcedExtractExpedition("exp-"+uid.Localpart(), "went home"); err != nil {
t.Fatalf("forcedExtractExpedition: %v", err)
}
p.fireMischiefDeliveries(time.Now().UTC().Add(mischiefWindow + time.Minute))
got, _ := mischiefContractByID(c.ID)
if got.Status != mischiefStatusFizzled {
t.Fatalf("contract status %s, want fizzled — the dungeon was empty", got.Status)
}
refund := int(float64(c.Paid) * mischiefFizzleRefund)
if bal := int(p.euro.GetBalance(c.BuyerID)); bal != refund {
t.Errorf("buyer refunded %d, want %d (90%%)", bal, refund)
}
if pot := communityPotBalance(); pot != c.Paid-refund {
t.Errorf("pot raked %d, want %d", pot, c.Paid-refund)
}
if hp, max := dndHPSnapshot(uid); hp != max {
t.Errorf("a fizzled contract still hurt the target (%d/%d HP)", hp, max)
}
}
// The limbo state. A leader can win a fight their friend went down in — and a
// mischief delivery deliberately skips the close-outs that would normally mark a
// 0-HP seat dead. So the seat must be floored on BOTH outcomes, or the member is
// left alive at 0 HP: not dead enough for the hospital, too dead to act, and
// read as broken by every gate that tests `HPCurrent <= 0`.
func TestMischiefDelivery_SurvivalFloorsADroppedPartyMember(t *testing.T) {
newMischiefTestDB(t)
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
leader := id.UserID("@leader:example.org")
member := id.UserID("@member:example.org")
exp := seedMischiefTarget(t, leader, 12, 400) // wins comfortably
seatLeaderFixture(t, exp.ID)
if err := createAdvCharacter(member, "member"); err != nil {
t.Fatal(err)
}
if err := SaveDnDCharacter(&DnDCharacter{
UserID: member, Race: RaceHuman, Class: ClassFighter, Level: 3,
STR: 14, DEX: 12, CON: 12, INT: 10, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 12,
}); err != nil {
t.Fatal(err)
}
if err := joinParty(exp.ID, member); err != nil {
t.Fatalf("joinParty: %v", err)
}
// Put the member on the floor the way the fight would.
if _, err := db.Get().Exec(
`UPDATE dnd_character SET hp_current = 0 WHERE user_id = ?`, string(member)); err != nil {
t.Fatal(err)
}
c := seedContract(t, "@buyer:example.org", leader, "grunt", false)
if !claimMischiefForDelivery(c.ID) {
t.Fatal("claim should win")
}
if err := p.deliverMischief(c, exp); err != nil {
t.Fatalf("deliverMischief: %v", err)
}
got, _ := mischiefContractByID(c.ID)
if got.Outcome != mischiefOutcomeSurvived {
t.Fatalf("leader lost; this test needs a survival (outcome %s)", got.Outcome)
}
hp, _ := dndHPSnapshot(member)
if hp <= 0 {
t.Errorf("dropped party member left at %d HP on a survived contract — alive, but stuck at zero", hp)
}
if mc, _ := loadAdvCharacter(member); mc == nil || !mc.Alive {
t.Error("a bought monster killed a party member — mischief maims, it never murders")
}
}

View File

@@ -190,7 +190,17 @@ func (p *AdventurePlugin) robbieVisitPlayer(userID id.UserID, displayName string
slog.Error("adventure: robbie: failed to send DM", "user", userID, "err", err)
}
// Room announcement
// Room announcement — but not for a player who isn't there.
//
// A bored adventurer (gogobee_boredom_plan.md) auto-harvests ore and junk
// into inventory on every run, and Robbie takes all of it, every day. Left
// alone, each abandoned character would file a public bulletin every single
// day, indefinitely, about somebody who stopped playing weeks ago. He still
// visits and still pays — that income is what keeps the neglected adventurer
// walking — he just doesn't announce a house with nobody in it.
if playerIsIdle(userID, time.Now().UTC()) {
return
}
gr := gamesRoom()
if gr != "" {
announcement := renderRobbieRoomAnnouncement(displayName, len(takenItems), totalPayout, masterworkTaken, gaveCard)

View File

@@ -405,8 +405,9 @@ func (p *AdventurePlugin) midnightReset() error {
return fmt.Errorf("load chars: %w", err)
}
today := time.Now().UTC().Format("2006-01-02")
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
now := time.Now().UTC()
today := now.Format("2006-01-02")
yesterday := now.Add(-24 * time.Hour).Format("2006-01-02")
// Unified activity oracle — same source the daily report uses. Unions
// adventure_activity_log + dnd_zone_run + dnd_expedition_log, so
@@ -457,25 +458,32 @@ func (p *AdventurePlugin) midnightReset() error {
continue
}
// Activity happened on the player's behalf without an explicit tap —
// autopilot walked rooms, expedition log gained beats, a fight session
// is still locked open. Hold the streak: no bump, no shame, no decay.
// The player engaged earlier to kick this off; autopilot is a feature,
// not a way to game streaks, and absence of taps shouldn't strip
// progress they earned through real play.
if len(todayActs[char.UserID]) > 0 || len(yesterdayActs[char.UserID]) > 0 {
continue
}
// Safety net for live state the activity logs don't reflect yet
// (e.g. an active expedition that's been quiet today, or a combat
// session locked open across midnight without a log append).
if exp, err := getActiveExpedition(char.UserID); err != nil {
slog.Warn("adventure: failed to check active expedition for idle reaper", "user", char.UserID, "err", err)
} else if exp != nil {
continue
}
if hasActiveCombatSession(char.UserID) {
continue
// Every hold below rests on one premise: the player engaged earlier to
// kick this off, so the autopilot finishing the job shouldn't cost them
// their streak. A boredom expedition has no such origin — nobody kicked
// it off, and its player still hasn't come back. It earns them nothing
// and shields them from nothing (gogobee_boredom_plan.md §6).
if !isBoredomDriven(char.UserID, now) {
// Activity happened on the player's behalf without an explicit tap —
// autopilot walked rooms, expedition log gained beats, a fight session
// is still locked open. Hold the streak: no bump, no shame, no decay.
// The player engaged earlier to kick this off; autopilot is a feature,
// not a way to game streaks, and absence of taps shouldn't strip
// progress they earned through real play.
if len(todayActs[char.UserID]) > 0 || len(yesterdayActs[char.UserID]) > 0 {
continue
}
// Safety net for live state the activity logs don't reflect yet
// (e.g. an active expedition that's been quiet today, or a combat
// session locked open across midnight without a log append).
if exp, err := getActiveExpedition(char.UserID); err != nil {
slog.Warn("adventure: failed to check active expedition for idle reaper", "user", char.UserID, "err", err)
} else if exp != nil {
continue
}
if hasActiveCombatSession(char.UserID) {
continue
}
}
// Truly idle — shame DM + streak halve.

View File

@@ -695,7 +695,7 @@ func (p *AdventurePlugin) resolveWorldBossBout(userID id.UserID, boss *worldBoss
// No death / no hospital: floor the fighter at 1 HP so a loss never reads as
// a corpse. runZoneCombat already persisted the real HP cost.
battered := worldBossFloorHP(userID)
battered := floorHPAtOne(userID)
dmg := result.EnemyEntryHP - result.EnemyEndHP
if dmg < 0 {
@@ -718,10 +718,11 @@ func (p *AdventurePlugin) resolveWorldBossBout(userID id.UserID, boss *worldBoss
}, nil
}
// worldBossFloorHP raises a player to 1 HP if the bout left them at zero, and
// floorHPAtOne raises a player to 1 HP if the fight left them at zero, and
// reports whether it had to. Keeps "no death" honest without undoing the real
// HP cost of a bout the player mostly survived.
func worldBossFloorHP(userID id.UserID) bool {
// HP cost of a bout the player mostly survived. Shared by the two no-death
// fights: the world-boss bout and a Mischief Makers delivery.
func floorHPAtOne(userID id.UserID) bool {
cur, _ := dndHPSnapshot(userID)
if cur > 0 {
return false

View File

@@ -291,13 +291,13 @@ func TestWorldBossFloorHP(t *testing.T) {
newWorldBossTestDB(t)
uid := id.UserID("@floor:test.invalid")
fightableChar(t, uid)
if worldBossFloorHP(uid) {
if floorHPAtOne(uid) {
t.Error("floor should be a no-op above 0 HP")
}
if _, err := db.Get().Exec(`UPDATE dnd_character SET hp_current = 0 WHERE user_id = ?`, string(uid)); err != nil {
t.Fatal(err)
}
if !worldBossFloorHP(uid) {
if !floorHPAtOne(uid) {
t.Error("floor should raise a 0-HP fighter")
}
if cur, _ := dndHPSnapshot(uid); cur != 1 {

View File

@@ -0,0 +1,47 @@
package plugin
import (
"log/slog"
"gogobee/internal/db"
)
// bootstrapBoredomClock seeds player_meta.last_player_action_at for rows that
// predate the column (gogobee_boredom_plan.md §1).
//
// Without this, the column is NULL for every existing player on the deploy that
// adds it, and loadBoredomCandidates falls back to created_at — which is when
// the character was *made*, not when it was last played. Every alive character
// on the server is therefore months past the idle threshold on the first tick
// after the deploy, and the whole player base gets marched into a dungeon at
// once, coins debited, thirty minutes after restart. A player who typed a
// command a minute before the deploy is no exception: the clock has never heard
// of them.
//
// last_active_at is the best proxy we have for "the character did something
// recently" and is exactly right at deploy time: recent for anyone still
// playing, stale for anyone who isn't. It is unusable as the clock itself (the
// autopilot bumps it through saveAdvCharacter, so a bored character would keep
// refreshing its own idle clock — see markPlayerAction), which is why this is a
// one-time seed and not a fallback in the query.
//
// Re-running on every boot is safe and intentionally a no-op:
// - a row seeded here, or stamped by a real action, is no longer NULL;
// - a character the boredom ticker has already sent out (last_boredom_at set)
// is skipped, so a restart mid-boredom can't hand it a fresh idle clock off
// the autopilot's own writes.
func bootstrapBoredomClock() {
res, err := db.Get().Exec(`
UPDATE player_meta
SET last_player_action_at = COALESCE(last_active_at, created_at)
WHERE last_player_action_at IS NULL
AND last_boredom_at IS NULL
AND COALESCE(last_active_at, created_at) IS NOT NULL`)
if err != nil {
slog.Error("bootstrap: boredom clock seed failed", "err", err)
return
}
if n, _ := res.RowsAffected(); n > 0 {
slog.Warn("bootstrap: seeded boredom idle clock from last_active_at", "rows", n)
}
}

View File

@@ -0,0 +1,174 @@
package plugin
import (
"strings"
"testing"
"maunium.net/go/mautrix/id"
)
// §1 — the cleric fix.
//
// Until this landed, EVERY heal in the combat engine was self-scoped:
// MistyHealProc healed the actor, HealItem fired the actor's own trigger, and
// turnActionEffect.PlayerHeal wrote to the acting seat. There was no action of any
// kind that could touch another seat's HP. A party cleric — the class whose entire
// identity is keeping other people upright — could not put one hit point on a
// friend, and N3 shipped that way without a single test going red, because party
// combat had no golden.
//
// These tests exist so that can never be true again.
// startAllyHealFight seats a healer at 0 and a hurt friend at 1.
func startAllyHealFight(t *testing.T, p *AdventurePlugin, hurtHP int) *CombatSession {
t.Helper()
healer := basePlayer()
friend := basePlayer()
enemy := Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}}
// Distinct ids per fight: one active session per player is enforced, so two
// fights sharing a healer would collide.
tag := strings.ReplaceAll(t.Name(), "/", "_")
sess, err := p.startPartyCombatSession("run-"+tag, "enc", "goblin", &enemy, []CombatSeatSetup{
{UserID: healerID(tag), HP: 100, HPMax: 100, Mods: healer.Mods, C: &healer},
{UserID: friendID(tag), HP: hurtHP, HPMax: 100, Mods: friend.Mods, C: &friend},
})
if err != nil {
t.Fatal(err)
}
return sess
}
func healerID(tag string) id.UserID { return id.UserID("@healer-" + tag + ":example.org") }
func friendID(tag string) id.UserID { return id.UserID("@friend-" + tag + ":example.org") }
func TestAllyHeal_LandsOnTheFriendNotTheCaster(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
sess := startAllyHealFight(t, p, 20)
healer, friend := basePlayer(), basePlayer()
players := []*Combatant{&healer, &friend}
enemy := Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}}
ct := &combatTurn{sess: sess, players: players, enemy: &enemy, seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
casterBefore, friendBefore := sess.seatHP(0), sess.seatHP(1)
_, err := p.driveCombatRound(ct, PlayerAction{
Kind: ActionCast,
Effect: &turnActionEffect{
Label: "Cure Wounds", Action: "spell_cast",
AllyHeal: 30, AllySeat: 1,
},
})
if err != nil {
t.Fatal(err)
}
if got := sess.seatHP(1); got != friendBefore+30 {
t.Errorf("friend HP = %d, want %d — the heal did not reach them. "+
"This is the bug: a cleric who cannot heal anyone but themselves.",
got, friendBefore+30)
}
if got := sess.seatHP(0); got > casterBefore {
t.Errorf("caster HP = %d (was %d) — the heal landed on the caster instead of the target",
got, casterBefore)
}
}
// A heal cannot exceed the target's ceiling, and cannot raise the dead. Death is
// terminal for the fight — the close-out marks them, the hospital takes them — and
// a heal that resurrected a corpse would quietly rewrite the loss rules every
// close-out path depends on.
func TestAllyHeal_CapsAtMaxAndWillNotRaiseTheDead(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
t.Run("caps at max", func(t *testing.T) {
sess := startAllyHealFight(t, p, 90)
healer, friend := basePlayer(), basePlayer()
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
enemy: &Combatant{Name: "d", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
if _, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
Effect: &turnActionEffect{Label: "Cure", Action: "spell_cast", AllyHeal: 500, AllySeat: 1},
}); err != nil {
t.Fatal(err)
}
if got, want := sess.seatHP(1), sess.seatHPMax(1); got > want {
t.Errorf("friend healed to %d over a max of %d", got, want)
}
})
t.Run("will not raise the dead", func(t *testing.T) {
sess := startAllyHealFight(t, p, 0) // seat 1 is already down
healer, friend := basePlayer(), basePlayer()
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
enemy: &Combatant{Name: "d", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
if _, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
Effect: &turnActionEffect{Label: "Cure", Action: "spell_cast", AllyHeal: 50, AllySeat: 1},
}); err != nil {
t.Fatal(err)
}
if got := sess.seatHP(1); got > 0 {
t.Errorf("a downed seat was healed to %d — healing keeps people up, it does not bring them back", got)
}
})
}
// The target parser resolves against the people in the fight, and leaves anything
// it does not recognise on the string for the spell parser — so every existing
// `!cast` form still means what it always meant.
func TestSplitCastTarget(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
sess := startAllyHealFight(t, p, 50)
healer, friend := basePlayer(), basePlayer()
healer.Name, friend.Name = "Ayla", "Bram"
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
enemy: &Combatant{Name: "d"}, seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
tName := t.Name()
tests := []struct {
name string
in string
wantArgs string
wantSeat int
wantError bool
}{
{"no target", "cure wounds", "cure wounds", -1, false},
{"slot level is not a target", "fireball 3", "fireball 3", -1, false},
{"@mention by display name", "cure wounds @Bram", "cure wounds", 1, false},
// The flag !help has advertised all along, and that parseCombatCast used to
// accept and silently throw away ("reserved for SP3").
{"--target flag", "cure wounds --target @Bram", "cure wounds", 1, false},
{"--target mid-string", "cure wounds --target Bram", "cure wounds", 1, false},
{"--target with no name", "cure wounds --target", "", -1, true},
{"bare display name", "cure wounds Bram", "cure wounds", 1, false},
{"by localpart", "cure wounds @" + friendID(strings.ReplaceAll(tName, "/", "_")).Localpart(), "cure wounds", 1, false},
{"targeting yourself is just casting it", "cure wounds @Ayla", "cure wounds", -1, false},
{"@mention of a stranger is an error", "cure wounds @nobody", "", -1, true},
{"an unknown bare word is left for the spell parser", "mass cure wounds", "mass cure wounds", -1, false},
}
for _, tc := range tests {
t.Run(tc.name, func(t *testing.T) {
args, seat, errMsg := splitCastTarget(ct, 0, tc.in)
if tc.wantError {
if errMsg == "" {
t.Fatalf("splitCastTarget(%q) gave no error; a mistyped @mention would silently waste the slot", tc.in)
}
return
}
if errMsg != "" {
t.Fatalf("splitCastTarget(%q) errored: %s", tc.in, errMsg)
}
if args != tc.wantArgs || seat != tc.wantSeat {
t.Errorf("splitCastTarget(%q) = (%q, %d), want (%q, %d)",
tc.in, args, seat, tc.wantArgs, tc.wantSeat)
}
})
}
}

View File

@@ -105,7 +105,7 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
// this is a no-op there); mirror it here so the entry banner and the opening
// round resolve against the same ceiling startPartyCombatSession persisted and
// the rebuilt rounds use.
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, len(seats))
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, seatSetupWeight(seats))
// Fight-start one-shot resources (Abjuration Arcane Ward, etc.) are seeded
// per seat onto the session and its participant rows, so they survive the
@@ -425,7 +425,11 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
// returns the spell plus the resolved slot level. errMsg is non-empty and
// player-facing on any validation failure. It performs NO resource spend —
// the caller debits the slot only once the round is about to resolve.
func parseCombatCast(userID id.UserID, c *DnDCharacter, args string) (SpellDefinition, int, string) {
//
// It takes the seat, not just the user, because "do you know this spell" is a
// question about a combatant and only *usually* a question about a database row:
// the hired companion has no rows and answers it from his synthetic sheet.
func parseCombatCast(sess *CombatSession, seat int, userID id.UserID, c *DnDCharacter, args string) (SpellDefinition, int, string) {
tokens := strings.Fields(args)
upcast := 0
var spellTokens []string
@@ -473,7 +477,7 @@ func parseCombatCast(userID id.UserID, c *DnDCharacter, args string) (SpellDefin
return SpellDefinition{}, 0, fmt.Sprintf("At level %d, your Arcane Trickster magic only reaches level-%d spells.", c.Level, mx)
}
}
known, prepared, err := playerKnowsSpell(userID, spell.ID)
known, prepared, err := seatKnowsSpell(sess, seat, userID, spell.ID)
if err != nil {
return SpellDefinition{}, 0, "Couldn't check your spell list."
}
@@ -526,12 +530,92 @@ func (p *AdventurePlugin) handleCombatCastCmd(ctx MessageContext, args string) e
// the roster so the buff is live for the round's enemy turn. Before P5 that
// delta went to the session's embedded copy — seat 0 — so a party member
// buffing themselves would have buffed the leader.
// splitCastTarget peels an optional ally target off the end of a `!cast` argument
// — `cure wounds @alex`, or just `cure wounds alex` — and resolves it to a seat.
//
// It resolves against the people *in this fight* rather than the room, which is
// both cheaper (no ResolveUser round-trip, no RoomID to thread down here) and
// more correct: the only legal target of a combat heal is somebody sitting in the
// combat. Anything it does not recognise is left on the string for the spell
// parser, so `!cast cure wounds` and `!cast fireball 3` behave exactly as before.
//
// Both spellings work: the `--target @alex` flag that `!help` has advertised all
// along (and that parseCombatCast has been silently swallowing since SP2 —
// "reserved for SP3, accept and ignore"), and a plain trailing `@alex`.
//
// Returns (remainingArgs, seat, errMsg). seat is -1 when no target was named.
func splitCastTarget(ct *combatTurn, caster int, args string) (string, int, string) {
args = strings.TrimSpace(args)
if args == "" || !ct.isParty() {
return args, -1, ""
}
fields := strings.Fields(args)
// `--target <who>` anywhere in the string.
explicit, name := false, ""
for i := 0; i < len(fields); i++ {
if !strings.EqualFold(fields[i], "--target") {
continue
}
if i+1 >= len(fields) {
return args, -1, "`--target` needs a name: `!cast cure wounds --target @alex`."
}
explicit, name = true, strings.TrimPrefix(fields[i+1], "@")
fields = append(fields[:i], fields[i+2:]...)
break
}
if name == "" {
last := fields[len(fields)-1]
// A bare number is a slot level (`!cast fireball 3`), never a target.
if _, err := strconv.Atoi(last); err == nil {
return args, -1, ""
}
explicit = strings.HasPrefix(last, "@")
name = strings.TrimPrefix(last, "@")
if name == "" {
return args, -1, ""
}
fields = fields[:len(fields)-1]
}
// From here `fields` is the spell tokens with the target removed.
rest := strings.Join(fields, " ")
for i, c := range ct.players {
uid := ct.sess.seatUserID(i)
if !strings.EqualFold(c.Name, name) &&
!strings.EqualFold(uid, name) &&
!strings.EqualFold(id.UserID(uid).Localpart(), name) {
continue
}
if i == caster {
// Targeting yourself is just casting it on yourself, which is what the
// engine does by default. Drop the target and carry on.
return rest, -1, ""
}
return rest, i, ""
}
// An explicit @mention that matches nobody in the fight is a mistake worth
// naming — silently casting it on yourself would waste the slot.
if explicit {
return args, -1, fmt.Sprintf("**%s** isn't in this fight. Cast it on someone who is.", name)
}
return args, -1, ""
}
func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args string) (PlayerAction, func(bool), string) {
noop := func(bool) {}
uid := id.UserID(ct.sess.seatUserID(seat))
advChar, _ := loadAdvCharacter(uid)
c, err := p.ensureCharForDnDCmd(uid, advChar)
// §1 — a heal may name somebody else in the fight: `!cast cure wounds @alex`.
// Split the target off before the spell is parsed, so the spell parser sees
// the same string it always has.
args, targetSeat, targetErr := splitCastTarget(ct, seat, args)
if targetErr != "" {
return PlayerAction{}, noop, targetErr
}
c, err := p.seatCastSheet(ct.sess, uid)
if err != nil || c == nil {
return PlayerAction{}, noop, "Couldn't load your Adv 2.0 sheet."
}
@@ -540,7 +624,7 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
"%s isn't a caster class. `!attack` or `!consume <item>` instead.", titleClass(c.Class))
}
spell, slotLevel, errMsg := parseCombatCast(uid, c, strings.TrimSpace(args))
spell, slotLevel, errMsg := parseCombatCast(ct.sess, seat, uid, c, strings.TrimSpace(args))
if errMsg != "" {
return PlayerAction{}, noop, errMsg
}
@@ -551,7 +635,7 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
refund := func(ok bool) {
if !ok && spell.Level > 0 {
_ = refundSpellSlot(uid, slotLevel)
_ = refundSeatSlot(ct.sess, seat, uid, slotLevel)
}
}
@@ -568,7 +652,7 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
return PlayerAction{}, noop, fmt.Sprintf(
"%s has no effect the turn-based engine can apply yet.", spell.Name)
}
if msg := p.chargeSpellCost(uid, spell, slotLevel); msg != "" {
if msg := p.chargeSpellCost(ct.sess, seat, uid, spell, slotLevel); msg != "" {
return PlayerAction{}, noop, msg
}
ct.sess.actorStatusesPtr(seat).applyBuffDelta(d)
@@ -590,7 +674,7 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
return PlayerAction{}, noop, fmt.Sprintf(
"%s is a utility spell — those aren't usable in turn-based fights yet. Try a damage, healing, control, or buff spell.", spell.Name)
}
if msg := p.chargeSpellCost(uid, spell, slotLevel); msg != "" {
if msg := p.chargeSpellCost(ct.sess, seat, uid, spell, slotLevel); msg != "" {
return PlayerAction{}, noop, msg
}
// Park the Necromancy kill-heal stash on the casting seat. The
@@ -612,6 +696,20 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
PlayerHeal: out.PlayerHeal,
EnemySkip: out.EnemySkip,
}
// §1 — redirect the heal onto the named ally. The roll is the same; only
// the body it lands on changes. This is the line that makes a cleric a
// cleric: until it existed, every heal in the engine was a self-heal, and
// the class whose whole job is keeping other people upright could not put
// a single hit point on a friend.
if targetSeat >= 0 && targetSeat != seat {
if out.PlayerHeal <= 0 {
return PlayerAction{}, refund, fmt.Sprintf(
"%s isn't something you can cast on someone else. Drop the target to cast it yourself.", spell.Name)
}
eff.AllyHeal, eff.AllySeat = out.PlayerHeal, targetSeat
eff.PlayerHeal = 0
eff.Label = fmt.Sprintf("%s → %s (+%d HP)", spell.Name, ct.players[targetSeat].Name, out.PlayerHeal)
}
// Concentration AOE damage spells linger: the burst lands this round
// (EnemyDamage) and the same value re-ticks every round_end after, via
// the engine's concentration aura. spiritual_weapon already covers the
@@ -640,18 +738,30 @@ func (p *AdventurePlugin) rebuildRoster(ct *combatTurn) error {
// success the caller owns the slot and must refundSpellSlot if the round itself
// errors. Material components (rare in a fight) are not refunded if the slot
// debit then fails — matching the auto-resolve cast path.
func (p *AdventurePlugin) chargeSpellCost(userID id.UserID, spell SpellDefinition, slotLevel int) string {
func (p *AdventurePlugin) chargeSpellCost(sess *CombatSession, seat int, userID id.UserID, spell SpellDefinition, slotLevel int) string {
_, _, companion := seatCompanionLoadout(sess, userID)
// The companion carries no purse — he has no wallet to debit and no inventory
// to stock one from, so a component cost is not a price he can pay but a spell
// he cannot cast. Refusing here (rather than letting the debit fail on an empty
// account) keeps that an explicit rule instead of an accident of his balance.
if spell.MaterialCost > 0 {
if companion {
return fmt.Sprintf("%s needs a component %s doesn't carry.", spell.Name, companionDisplayName)
}
if p.euro == nil || !p.euro.Debit(userID, float64(spell.MaterialCost), "dnd_spell_component") {
return fmt.Sprintf("%s needs a %d-coin diamond component you can't afford.", spell.Name, spell.MaterialCost)
}
}
if spell.Level > 0 {
ok, serr := consumeSpellSlot(userID, slotLevel)
ok, serr := consumeSeatSlot(sess, seat, userID, slotLevel)
if serr != nil {
return "Couldn't consume slot: " + serr.Error()
}
if !ok {
if companion {
return fmt.Sprintf("%s is out of level-%d energy.", companionDisplayName, slotLevel)
}
return fmt.Sprintf("You're out of level-%d energy. %s", slotLevel, renderSlotsBrief(userID))
}
}

View File

@@ -189,6 +189,22 @@ type Combatant struct {
Mods CombatModifiers
IsPlayer bool
Ability *MonsterAbility // non-nil for monsters with a special ability
// SeatWeight is what this seat costs the enemy: 1.0 is a full peer of the
// leader, and less than that is a seat that brings less to the fight. Zero
// means "unset" and reads as 1.0, so every existing call site — and every solo
// fight — is unchanged.
//
// The enemy's HP bump and its action economy scale on the SUM of these rather
// than on a seat count. A seat count charges the boss the same for an
// under-levelled friend, a hired NPC, and a peer, which is why hiring a
// below-median body was measurably worse than going alone: he cost a full
// seat's worth of boss and did not give a full seat's worth back.
//
// It is derived from the seat's identity (level, and whether it is a hireling),
// NOT from fight state — so every per-round rebuild recomputes the same number
// and there is nothing to persist. See seatWeight.
SeatWeight float64
}
type CombatPhase struct {
@@ -220,7 +236,14 @@ type CombatEvent struct {
//
// It exists so a party's play-by-play can name the right person. Solo events
// are all seat 0, and the omitempty tag keeps the field out of every solo
// turn_log_json — rows written before N3/P5 decode unchanged.
// turn_log_json — rows written before N3/P5 decode unchanged, and a fight in
// flight across a deploy resumes byte-identically (TestP5Fields_StayOffSoloRows).
//
// The omitempty makes seat 0 and "no seat" identical on the wire, which is
// fine for persistence and actively misleading in a diagnostic trace — it hid
// a companion who never swung, making the fight look like it had one seat.
// Do NOT fix that here; the wire format is load-bearing. The sim's trace
// serializes through simTraceEvent, which always emits the seat.
Seat int `json:"Seat,omitempty"`
}

View File

@@ -68,7 +68,7 @@ func simulatePartyWithRNG(players []Combatant, enemy Combatant, phases []CombatP
// scaled action economy to actually threaten each member. Solo is unchanged
// (scale 1.0), so SimulateCombat and the golden do not move.
if len(players) > 1 {
enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, len(players))
enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, partyWeightOf(players))
}
enemyStart := enemy.Stats.MaxHP
if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
@@ -307,11 +307,26 @@ func roundInitiative(st *combatState, enemy *Combatant, phase *CombatPhase) []in
// between — a per-round coin-flip for the extra action is the only way to land
// the band in the gap. The single draw is taken only for a party, so the solo RNG
// stream is untouched.
// §2(b): the budget counts the seats still STANDING, re-derived every round —
// not the seats that walked in.
//
// It used to read len(st.actors), which includes the dead. So a party that lost a
// member kept paying for them: the survivor faced a boss still swinging at
// two-player cadence, alone. That is a death spiral with the arrow pointing the
// wrong way — the moment a party is losing, the engine hits it harder — and it is
// the single nastiest thing the companion sweep turned up, because it is not a
// companion bug at all. It has been live for every human party since N3.
//
// A corpse does not threaten anybody, and the enemy has no reason to keep spending
// actions on one.
func enemyActionsThisRound(st *combatState) int {
n := len(st.actors)
if n < 2 {
if livingActors(st) < 2 {
return 1
}
// The summed weight of the seats still standing — not a head count of them.
// A seat that brings half a peer buys the boss half a peer's worth of extra
// swings, and a seat that is down buys none at all.
n := livingWeight(st)
exp := partyActionExpectation(n)
base := int(exp)
if frac := exp - float64(base); frac > 0 && st.randFloat() < frac {
@@ -320,6 +335,29 @@ func enemyActionsThisRound(st *combatState) int {
return base
}
// livingActors counts the seats still standing.
func livingActors(st *combatState) int {
n := 0
for _, a := range st.actors {
if a.playerHP > 0 {
n++
}
}
return n
}
// livingWeight is livingActors in the currency the enemy actually charges in: the
// summed SeatWeight of the seats still standing.
func livingWeight(st *combatState) float64 {
total := 0.0
for _, a := range st.actors {
if a.playerHP > 0 {
total += combatantWeight(a.c)
}
}
return total
}
// partyActionExpectation is the expected number of enemy attack-actions per round
// against a party of n. A single enemy swing (the pre-P8 behaviour) let each
// member absorb ~1/N² of the solo incoming and cleared 100% of T5; the sim band
@@ -333,17 +371,108 @@ func enemyActionsThisRound(st *combatState) int {
// N≥3 follows 2N1, the point that gave fighter ~90% / cleric-led ~72% at
// HP ×1.15. The whole curve is monotonic by party size and never drops a
// composition below its solo clear rate — bringing a friend is never a penalty.
func partyActionExpectation(n int) float64 {
// It takes a fractional party size — the summed SeatWeight of the living seats,
// not a head count — and interpolates linearly between the integer knots the P8
// sweep actually tuned: (1, 1.0), (2, 2.4), and 2n1 from 3 up. Every integer
// input therefore returns exactly what it always returned, so a solo fight and a
// party of peers are byte-identical and the balance corpus is untouched. Only a
// roster of *unequal* seats lands between the knots, which is the entire point:
// a half-strength body should buy the boss half a body's worth of extra swings.
func partyActionExpectation(n float64) float64 {
switch {
case n < 2:
case n <= 1:
return 1
case n == 2:
return 2.4
case n <= 2:
// (1, 1.0) → (2, 2.4)
return 1 + 1.4*(n-1)
case n <= 3:
// (2, 2.4) → (3, 5.0); the original curve stepped here, so the segment is
// steeper than the 2n1 line it joins.
return 2.4 + 2.6*(n-2)
default:
return float64(2*n - 1)
return 2*n - 1
}
}
// seatWeight is what one seat costs the enemy, relative to the leader.
//
// **Level, not stats.** A power score built from HP × damage would rank a cleric
// below a fighter and quietly make every mixed *human* party easier — the support
// classes would stop paying their way. Level is the class-neutral measure of what
// a body is worth, and it is exactly the axis on which the two seats that violated
// the peer assumption differ: an under-levelled friend, and a hireling who arrives
// a level down by design.
//
// A peer of the leader weighs 1.0, so a party of equals is unchanged. Nobody weighs
// more than a peer: out-levelling the leader does not make the boss harder for
// everyone else.
func seatWeight(seatLevel, leaderLevel int, companion bool) float64 {
if leaderLevel <= 0 || seatLevel <= 0 {
return 1
}
w := float64(seatLevel) / float64(leaderLevel)
if w > 1 {
w = 1
}
if companion {
// The layers a player accumulates and a hireling never will: no subclass, no
// magic items, no armed ability, and gear that is never Masterwork. Levels
// cannot see any of that, so it is priced here.
w *= companionSeatWeight
}
if w < seatWeightFloor {
w = seatWeightFloor
}
return w
}
const (
// companionSeatWeight is the hireling discount — the one tunable in this model.
companionSeatWeight = 0.65
// seatWeightFloor stops a badly under-levelled seat from becoming free. A body
// in the fight is always worth something to the enemy: it is one more thing that
// has to be killed.
seatWeightFloor = 0.35
)
// partyWeight sums the seats' weights. An unset weight (0) reads as a full peer,
// which is what every combatant built before this existed is.
func partyWeight(players []*Combatant) float64 {
total := 0.0
for _, c := range players {
total += combatantWeight(c)
}
return total
}
func combatantWeight(c *Combatant) float64 {
if c == nil {
return 0
}
if c.SeatWeight <= 0 {
return 1
}
return c.SeatWeight
}
// partyWeightOf is partyWeight for a value slice.
func partyWeightOf(players []Combatant) float64 {
total := 0.0
for i := range players {
total += combatantWeight(&players[i])
}
return total
}
// seatSetupWeight is partyWeight for a roster that is still being seated.
func seatSetupWeight(seats []CombatSeatSetup) float64 {
total := 0.0
for _, s := range seats {
total += combatantWeight(s.C)
}
return total
}
// partyEnemyHPScale is the party-only multiplier on the enemy's max HP. Solo
// (roster < 2) returns 1.0, so the solo path — and the characterization golden
// and the d8prereq corpus — is byte-for-byte untouched. With the action economy
@@ -355,18 +484,27 @@ func partyActionExpectation(n int) float64 {
// three clears the T5 martial-leader band at ~89% (fighter) / ~67% (cleric-led),
// clearly safer than soloing (70% / 27%) but with real TPKs and member deaths —
// not the 100% faceroll a single enemy swing produced.
func partyEnemyHPScale(rosterSize int) float64 {
if rosterSize < 2 {
// Like partyActionExpectation it takes the summed SeatWeight rather than a head
// count, and ramps between the same knots: weight 1 (solo) pays nothing, weight 2
// (a peer at the leader's side) pays the full 1.15 the P8 sweep tuned. Integer
// inputs are byte-exact, so solo and a party of peers are unchanged; a roster
// carrying a below-median body pays proportionally less, because it brought
// proportionally less.
func partyEnemyHPScale(weight float64) float64 {
if weight <= 1 {
return 1.0
}
return 1.15
if weight >= 2 {
return 1.15
}
return 1.0 + 0.15*(weight-1)
}
// scaledEnemyMaxHP applies the party HP scalar to a base max-HP with one rounding
// rule, so every call site (the auto-resolve engine, the party session's initial
// persist, and the per-turn rebuild) agrees on the same number.
func scaledEnemyMaxHP(baseMaxHP, rosterSize int) int {
return int(float64(baseMaxHP) * partyEnemyHPScale(rosterSize))
func scaledEnemyMaxHP(baseMaxHP int, weight float64) int {
return int(float64(baseMaxHP) * partyEnemyHPScale(weight))
}
// enemyActionPlan is the shared action budget both combat engines resolve an

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@@ -142,11 +142,22 @@ func TestP8PartyScaling_SoloExemptPartyScaled(t *testing.T) {
if got := partyActionExpectation(2); got != 2.4 {
t.Fatalf("duo action expectation = %v, want 2.4", got)
}
// The curve now takes a fractional weight rather than a head count, so that a
// below-median seat costs the enemy less than a peer does. Every INTEGER input
// must still return exactly what it always returned — that is what keeps solo
// and a party of peers byte-identical, and the balance corpus with them.
for n := 3; n <= 5; n++ {
if got, want := partyActionExpectation(n), float64(2*n-1); got != want {
if got, want := partyActionExpectation(float64(n)), float64(2*n-1); got != want {
t.Fatalf("party of %d: action expectation = %v, want %v", n, got, want)
}
}
// A duo carrying a half-strength body sits between soloing and a true duo.
if got := partyActionExpectation(1.5); got <= 1 || got >= 2.4 {
t.Fatalf("weight 1.5 action expectation = %v, want strictly between 1 and 2.4", got)
}
if got := partyEnemyHPScale(1.5); got <= 1.0 || got >= 1.15 {
t.Fatalf("weight 1.5 HP scale = %v, want strictly between 1.0 and 1.15", got)
}
if got := partyEnemyHPScale(3); got != 1.15 {
t.Fatalf("party HP scale = %v, want 1.15", got)
}

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@@ -0,0 +1,159 @@
package plugin
import (
"flag"
"fmt"
"math/rand/v2"
"os"
"path/filepath"
"strings"
"testing"
)
// Party characterization — the net that did not exist.
//
// TestCombatCharacterization pins SOLO combat exhaustively, and it has been the
// tripwire for every balance change since. Party combat had nothing. The whole
// N-body layer — initiative order, per-seat resolution, enemy targeting, the P8
// action-economy and HP scaling, downed-seat handling — shipped unpinned.
//
// What that cost: N3 shipped a Cleric class that cannot heal a single ally (no
// action in the engine can target another seat) and not one test went red. The
// hired companion then stood in fights doing nothing, and the unit tests stayed
// green through that too. It took a 1500-run expedition sweep to see either.
//
// So: pin it. Any change to the party engine now has to state, in the diff, what
// it moved. Regenerate ONLY on purpose:
//
// go test ./internal/plugin -run TestPartyCharacterization -update
//
// This golden covers simulateParty — the auto-resolve engine, which decides most
// expedition rooms and which the balance harness is built on. The turn engine's
// party half (manual play + boss fights) needs DB fixtures and is pinned by
// combat_turn_party_test.go; widening THAT into a golden is the follow-up.
var updatePartyGolden = flag.Bool("update-party", false, "rewrite the party characterization golden")
// partyScenario is one pinned N-body fight.
type partyScenario struct {
name string
seats []Combatant
enemy Combatant
phases []CombatPhase
}
// seatOfClass shapes a seat that stands in for a class archetype. These are
// deliberately engine-level (stat blocks, not sheets): the golden pins what the
// ENGINE does with a roster, not what the character layer feeds it.
func seatOfClass(name string, hp, atk, def, speed int) Combatant {
c := basePlayer()
c.Name = name
c.Stats.MaxHP = hp
c.Stats.Attack = atk
c.Stats.Defense = def
c.Stats.Speed = speed
return c
}
func partyCharacterizationScenarios() []partyScenario {
tank := seatOfClass("Tank", 160, 14, 12, 8)
striker := seatOfClass("Striker", 90, 22, 6, 14)
support := seatOfClass("Support", 110, 11, 9, 10)
// The seat this whole plan is about: a body that is real but below median.
// If scaling ever stops overcharging for it, THIS line is what moves.
weak := seatOfClass("Weak", 70, 8, 5, 9)
// A seat that will fall early. Its corpse must not keep buffing the enemy —
// when §2 lands, this scenario is the one that proves it.
glass := seatOfClass("Glass", 12, 18, 0, 16)
return []partyScenario{
{"duo/even", []Combatant{tank, striker}, tankyEnemy(), dungeonCombatPhases},
{"duo/tank+support", []Combatant{tank, support}, tankyEnemy(), dungeonCombatPhases},
{"duo/median+weak", []Combatant{tank, weak}, tankyEnemy(), dungeonCombatPhases},
{"duo/glass falls early", []Combatant{tank, glass}, hardHitEnemy(), dungeonCombatPhases},
{"trio/even", []Combatant{tank, striker, support}, tankyEnemy(), dungeonCombatPhases},
{"trio/one weak seat", []Combatant{tank, striker, weak}, tankyEnemy(), dungeonCombatPhases},
{"trio/two glass seats", []Combatant{tank, glass, glass}, hardHitEnemy(), dungeonCombatPhases},
{"duo/vs ability enemy", []Combatant{tank, striker},
abilityEnemy("Wither", "poison", "Duel"), dungeonCombatPhases},
// The degenerate case. A one-seat roster MUST stay bit-identical to solo —
// it is the invariant the entire balance corpus rests on, and the reason
// the solo golden is allowed to stay untouched while this file grows.
{"solo/one-seat roster", []Combatant{basePlayer()}, baseEnemy(), dungeonCombatPhases},
}
}
// formatPartyResult prints the seat on EVERY line. The solo formatter does not
// (it cannot; there is only one seat), and CombatEvent.Seat is `omitempty`, so a
// JSON trace renders seat 0 and "no seat" identically — which sent me chasing a
// phantom "the companion never swings" bug for an hour. A party golden that
// could not tell you WHO acted would be worth very little.
func formatPartyResult(r PartyCombatResult) string {
var b strings.Builder
fmt.Fprintf(&b, "result: won=%v timedOut=%v rounds=%d survivors=%v\n",
r.PlayerWon, r.TimedOut, r.TotalRounds, r.AnySurvivor())
fmt.Fprintf(&b, " enemy: start=%d entry=%d end=%d\n", r.EnemyStartHP, r.EnemyEntryHP, r.EnemyEndHP)
for i, s := range r.Seats {
fmt.Fprintf(&b, " seat[%d]: start=%d entry=%d end=%d\n",
i, s.PlayerStartHP, s.PlayerEntryHP, s.PlayerEndHP)
}
for i, e := range r.Events {
fmt.Fprintf(&b, " [%02d] r%d seat=%d %-12s %-8s %-16s dmg=%-5d php=%-4d ehp=%-4d roll=%d/%d desc=%q\n",
i, e.Round, e.Seat, e.Phase, e.Actor, e.Action, e.Damage, e.PlayerHP, e.EnemyHP,
e.Roll, e.RollAgainst, e.Desc)
}
return b.String()
}
func TestPartyCharacterization(t *testing.T) {
var b strings.Builder
for _, sc := range partyCharacterizationScenarios() {
for _, seed := range charSeeds {
rng := rand.New(rand.NewPCG(seed, 0xC0FFEE))
res := simulatePartyWithRNG(sc.seats, sc.enemy, sc.phases, rng)
fmt.Fprintf(&b, "=== %s seed=%d ===\n", sc.name, seed)
b.WriteString(formatPartyResult(res))
b.WriteString("\n")
}
}
got := b.String()
path := filepath.Join("testdata", "party_characterization.golden")
if *updatePartyGolden {
if err := os.WriteFile(path, []byte(got), 0o644); err != nil {
t.Fatal(err)
}
t.Log("party golden rewritten:", path)
return
}
want, err := os.ReadFile(path)
if err != nil {
t.Fatalf("read party golden (run with -update-party to create it): %v", err)
}
if string(want) != got {
t.Fatalf("PARTY ENGINE BEHAVIOUR MOVED.\n\n%s\n\n"+
"If this was deliberate, say so in the commit and regenerate:\n"+
" go test ./internal/plugin -run TestPartyCharacterization -update-party",
firstDiff(string(want), got))
}
}
// The one-seat roster is the solo engine. If this ever fails, the N-body path has
// stopped being a superset of the path the entire balance corpus was measured on,
// and every baseline in the repo is suspect.
func TestPartyCharacterization_OneSeatIsStillSolo(t *testing.T) {
for _, seed := range charSeeds {
solo := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases,
rand.New(rand.NewPCG(seed, 0xC0FFEE)))
party := simulatePartyWithRNG([]Combatant{basePlayer()}, baseEnemy(), dungeonCombatPhases,
rand.New(rand.NewPCG(seed, 0xC0FFEE)))
if solo.PlayerWon != party.PlayerWon || solo.TotalRounds != party.TotalRounds ||
solo.EnemyEndHP != party.EnemyEndHP || solo.PlayerEndHP != party.Seats[0].PlayerEndHP {
t.Fatalf("seed %d: a one-seat roster diverged from solo\n solo: won=%v rounds=%d ehp=%d php=%d\n party: won=%v rounds=%d ehp=%d php=%d",
seed,
solo.PlayerWon, solo.TotalRounds, solo.EnemyEndHP, solo.PlayerEndHP,
party.PlayerWon, party.TotalRounds, party.EnemyEndHP, party.Seats[0].PlayerEndHP)
}
}
}

View File

@@ -55,6 +55,18 @@ func (p *AdventurePlugin) finishPartyCombatSession(ct *combatTurn) []string {
// so does the bookkeeping that outlives the fight — a Berserker who raged and
// lost is still exhausted. Both fan out; neither is the owner's alone.
for seat := range sess.RosterSize() {
// The companion has no sheet, so none of the sheet-keyed bookkeeping below
// applies to him — and postCombatBookkeepingForSeat logs at ERROR for a
// seat with no sheet, which would file one for every party fight he is ever
// hired for. But his HP is not bookkeeping: it is the fight's result. It
// lands on his roster row, because that is the only row he has.
//
// He used to be skipped outright, and "he arrives fresh next time" was the
// stated intent. It is a free lunch — see companionSeatHP.
if isCompanionUser(sess.seatUserID(seat)) {
_ = setCompanionHPForRun(sess.RunID, sess.seatHP(seat))
continue
}
persistDnDHPAfterCombat(id.UserID(sess.seatUserID(seat)), sess.seatHP(seat))
p.postCombatBookkeepingForSeat(sess, seat)
}
@@ -100,6 +112,16 @@ func (p *AdventurePlugin) finishPartyWin(
uid := id.UserID(sess.seatUserID(seat))
hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
// The hired companion takes no cut. He earns no XP (there is no sheet to
// put it on), rolls no loot (dropZoneLoot writes real inventory rows for
// whatever id it is handed, and a bot with a magic sword is nobody's
// intent), and takes no death row. His seat renders nothing: he is not
// reading this. He was paid up front.
if isCompanionSeat(uid) {
out[seat] = ""
continue
}
// A member who went down before the killing blow still earns the kill.
p.grantSeatWinXP(uid, hp, hpMax, monster, tier)
@@ -148,7 +170,17 @@ func (p *AdventurePlugin) finishPartyLoss(ct *combatTurn, zone ZoneDefinition, c
line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence)
out := make([]string, sess.RosterSize())
for seat := range sess.RosterSize() {
markAdventureDead(id.UserID(sess.seatUserID(seat)), "zone", zone.Display)
uid := id.UserID(sess.seatUserID(seat))
// The companion does not die. markAdventureDead is a silent no-op for him
// today (no player_meta row to mark), but relying on that accident is how
// he ends up in the graveyard the first time someone gives him a row —
// and emitDeathNews would have the news bot file a death notice about
// itself. Say it out loud instead.
if isCompanionSeat(uid) {
out[seat] = ""
continue
}
markAdventureDead(uid, "zone", zone.Display)
var b strings.Builder
if line != "" && seat == 0 {
b.WriteString(line + "\n")
@@ -220,9 +252,9 @@ func endRunOnLoss(owner id.UserID, runID string, death bool) {
}
}
_ = abandonZoneRun(owner)
reason := "combat flee"
reason := lossCombatFlee
if death {
reason = "combat death"
reason = lossCombatDeath
}
forceExtractExpeditionForRunLoss(owner, reason)
}

View File

@@ -33,7 +33,9 @@ func fightRoster(sender id.UserID) []id.UserID {
if err != nil || e == nil {
return []id.UserID{sender}
}
return expeditionAudience(e)
// Seats, not audience: the hired companion fights even though he never
// receives a DM about it.
return expeditionSeats(e)
}
// buildFightSeats turns a roster into the seats that will actually sit down, and
@@ -56,9 +58,40 @@ func (p *AdventurePlugin) buildFightSeats(
senderSkip = why
}
}
// Parallel to `seats`, so a skipped member leaves no gap: what a seat costs the
// enemy is priced from these once the roster is final.
var levels []int
var companions []bool
for i, uid := range roster {
leader := i == 0
// The hired companion. He must be handled before everything below:
// dndHPSnapshot returns (0,0) for a user with no sheet, so the very next
// check would quietly sit him out of every fight he was paid for, and
// buildZoneCombatants would then fail on him anyway.
//
// He is latched onto autopilot at seat time rather than after the away-player
// deadline — nobody is going to type for him, and waiting three minutes to
// discover that would stall the fight and then announce him to the party as
// an absent player.
if isCompanionSeat(uid) {
expID := companionExpeditionFor(roster[0])
class, level := companionLoadout(expID)
player, _, _ := p.companionCombatant(class, level, monster, tier, dmMood)
// He carries his wounds between fights, like everyone else. Seating him at
// full max HP — which is what this did — hands the party an infinite body:
// he soaks a share of every fight's incoming and then resets, while the
// humans beside him bleed all the way to camp.
seats = append(seats, CombatSeatSetup{
UserID: uid,
HP: companionSeatHP(expID, player.Stats.MaxHP),
HPMax: player.Stats.MaxHP,
Mods: player.Mods, C: &player, EngineDriven: true,
})
levels, companions = append(levels, level), append(companions, true)
continue
}
// Both refusals below are cheap and neither needs the build, so they run
// before it: consuming a seat's armed ability and *then* sitting them out
// would spend their rage on a fight they never joined.
@@ -94,7 +127,7 @@ func (p *AdventurePlugin) buildFightSeats(
trySimAutoArm(c)
armed = consumeArmedAbility(c)
}
player, e, _, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
player, e, dc, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
if err != nil {
if leader {
return nil, nil, "", "Couldn't set up the fight: " + err.Error()
@@ -113,7 +146,17 @@ func (p *AdventurePlugin) buildFightSeats(
seats = append(seats, CombatSeatSetup{
UserID: uid, HP: hp, HPMax: hpMax, Mods: player.Mods, C: &player, ArmedAbility: armed,
})
lvl := 0
if dc != nil {
lvl = dc.Level
}
levels, companions = append(levels, lvl), append(companions, false)
}
// Price each seat against the leader. It runs here, over the seats that were
// actually seated — a member who was skipped (downed, busy elsewhere) never
// joined the fight and must not be charged to the enemy.
applySeatWeights(seatCombatants(seats), levels, companions)
return seats, enemy, senderSkip, ""
}
@@ -159,6 +202,12 @@ func (p *AdventurePlugin) announcePartyFightStart(
names[i] = c.Name
}
for seat, uid := range sess.SeatUserIDs() {
// Seat-keyed fan-out, so it bypasses expeditionAudience's filter — the
// companion sits down but is never written to. (He also has no magic items
// to line up, and activeMagicItemsLine would go looking for them.)
if isCompanionUser(uid) {
continue
}
var b strings.Builder
b.WriteString(header)
b.WriteString(fmt.Sprintf("You: **%d/%d HP**.\n", sess.seatHP(seat), sess.seatHPMax(seat)))

View File

@@ -166,6 +166,15 @@ func (p *AdventurePlugin) beginCombatTurn(sender id.UserID, noFightMsg string) (
return fail(notYourTurnMsg(players, acting, waiting))
}
// An engine-driven seat has nobody to hand the wheel back to. A command
// arriving from one is not a player returning to the keyboard — it is a driver
// impersonating a seat, which is precisely the confusion that used to strand
// the companion: his own auto-played turn came back through here looking like
// a keystroke and cleared the latch that was moving him. Refuse it outright.
if sess.seatIsEngineDriven(seat) {
return fail("That seat isn't yours to play.")
}
// They typed, so they are here. Hand back the wheel.
sess.actorStatusesPtr(seat).Autopilot = false
@@ -315,6 +324,33 @@ func (p *AdventurePlugin) nudgeStalledPartyTurn(sessionID string) {
p.announcePartyRound(ct, events, preamble, p.closePartyRound(ct))
}
// driveEngineSeat plays one engine-driven seat's turn and persists the result.
// It is the seat-driver equivalent of a player typing `!attack`, for a seat that
// will never type anything.
//
// It exists because the alternative — dispatching a combat command as that seat —
// sends the turn back through beginCombatTurn, which reads any command from a
// seat as "that player is back". For a human that is correct. For a seat with no
// human it is fatal: it drops the latch that is the only thing moving them.
func (p *AdventurePlugin) driveEngineSeat(sess *CombatSession, seat int) error {
players, enemy, err := p.partyCombatantsForSession(sess)
if err != nil {
return fmt.Errorf("rebuild for engine seat: %w", err)
}
ct := &combatTurn{
sess: sess, players: players, enemy: enemy,
seat: seat, uid: id.UserID(sess.seatUserID(seat)),
}
if _, err := p.runAutoSeatTurn(ct, seat); err != nil {
return err
}
if err := saveCombatSession(sess); err != nil {
return fmt.Errorf("save after engine seat turn: %w", err)
}
p.closePartyRound(ct)
return nil
}
// turnDeadlineLapsed reports whether the fight has sat on one member's turn past
// partyTurnDeadline. LastActionAt is stamped by every saveCombatSession, and the
// save that parked the fight on this seat's player_turn was the last one — so it
@@ -387,6 +423,12 @@ func (p *AdventurePlugin) announcePartyRound(ct *combatTurn, events []CombatEven
names := ct.seatNames()
acting, waiting := actingSeat(ct.sess, ct.players, ct.enemy)
for seat, uid := range ct.sess.SeatUserIDs() {
// The combat fan-out is seat-keyed, so it does not pass through
// expeditionAudience and does not inherit its companion filter. He fights;
// he is not written to about it.
if isCompanionUser(uid) {
continue
}
// Rendered once per reader: the flavor pool speaks in the second person,
// so each member's own events must be theirs and nobody else's.
body := RenderPartyTurnRound(events, names, ct.enemy.Name, seat)

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@@ -0,0 +1,174 @@
package plugin
import (
"maunium.net/go/mautrix/id"
)
// Seat-scoped spellbook.
//
// Every spell lookup in the engine — known list, prepared flag, slot pool, slot
// spend — is keyed on a Matrix user id and answered by a `dnd_*` table. That was
// fine while every combatant was a player. The hired companion is not: he has no
// row in dnd_character, dnd_known_spells or dnd_spell_slots, deliberately, because
// a sheet on disk for him is the thing that would turn him into a real character
// everywhere (player_meta, the leaderboard, !stats). His sheet is synthesized per
// fight and thrown away.
//
// So every one of those lookups returned "nothing" for him, and the picker's very
// first line — `c, _ := LoadDnDCharacter(uid); if c == nil { return "attack" }` —
// sent him to swing a mace, every turn, forever. A hired Cleric could not heal.
// Role-fill hands a lone fighter a Cleric, so that was the *common* case.
//
// These are the seat-scoped forms of those lookups. A human seat delegates to the
// DB functions verbatim — same queries, same order, so solo combat and the balance
// corpus are untouched. A companion seat is answered from his in-memory sheet and
// a slot ledger on his seat's persisted statuses.
//
// Nothing here may write a row for the companion. That invariant is what
// TestCompanion_SheetIsBelowMedianAndNeverPersisted pins, and the auto-migration
// inside ensureCharForDnDCmd would violate it silently: handed a user with no
// sheet, it *builds one at level 1 and saves it*. Hence seatCastSheet.
// seatCompanionLoadout returns the class and level a companion seat fights as,
// and whether the seat is the companion at all.
func seatCompanionLoadout(sess *CombatSession, uid id.UserID) (DnDClass, int, bool) {
if sess == nil || !isCompanionSeat(uid) {
return "", 0, false
}
class, level := companionLoadoutForRun(sess.RunID)
return class, level, true
}
// seatCastSheet resolves the character behind a seat for the !cast path.
//
// A human goes through ensureCharForDnDCmd, exactly as before — including its
// auto-migration for a player who predates Adv 2.0. The companion must NOT: that
// migration would mint and persist a level-1 dnd_character row for him, quietly
// making him a player and throwing away the class and level he was hired at. He
// gets his synthetic sheet instead, built from the same class-priority pipeline a
// real character of his level uses.
func (p *AdventurePlugin) seatCastSheet(sess *CombatSession, uid id.UserID) (*DnDCharacter, error) {
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
return companionSheet(class, level), nil
}
advChar, _ := loadAdvCharacter(uid)
return p.ensureCharForDnDCmd(uid, advChar)
}
// seatPickSheet is seatCastSheet for the auto-picker, which reads a sheet to
// decide a turn and must never create one. Humans get LoadDnDCharacter, which is
// what the picker has always called; a miss returns nil and the caller swings.
func seatPickSheet(sess *CombatSession, uid id.UserID) *DnDCharacter {
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
return companionSheet(class, level)
}
c, _ := LoadDnDCharacter(uid)
return c
}
// companionKnownSpells is the companion's spell list: the same default kit
// ensureSpellsForCharacter grants a real character of that class and level, every
// entry prepared (which is also what that function does — preparation is SP4 and
// until it lands every granted spell is auto-prepared so !cast works).
//
// He gets the player kit on purpose. His below-median comes from the level penalty,
// the never-Masterwork gear and the absent subclass/magic items — the layers a
// player accumulates. Handing him a bespoke, weaker spell list would be a second
// nerf hidden in a different file, and it would drift away from the tuned list the
// moment anyone touched one and not the other.
func companionKnownSpells(class DnDClass, level int) []knownSpellRow {
ids := defaultKnownSpells(class, level)
out := make([]knownSpellRow, 0, len(ids))
for _, sid := range ids {
out = append(out, knownSpellRow{SpellID: sid, Source: "companion", Prepared: true})
}
return out
}
// companionSlotPool is his slot table (total, used) — the class/level progression
// every caster shares, less what he has already spent. `used` is the expedition's
// ledger, NOT a per-fight one: he rations one pool across the run and gets it back
// at camp, exactly as a human caster does.
func companionSlotPool(class DnDClass, level int, used [6]int) map[int][2]int {
out := map[int][2]int{}
for lvl, total := range slotsForClassLevel(class, level) {
spent := 0
if lvl >= 0 && lvl < len(used) {
spent = min(used[lvl], total)
}
out[lvl] = [2]int{total, spent}
}
return out
}
// seatKnownSpells is listKnownSpells for a seat.
func seatKnownSpells(sess *CombatSession, seat int, uid id.UserID) ([]knownSpellRow, error) {
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
return companionKnownSpells(class, level), nil
}
return listKnownSpells(uid)
}
// seatSpellSlots is getSpellSlots for a seat.
func seatSpellSlots(sess *CombatSession, seat int, uid id.UserID) (map[int][2]int, error) {
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
return companionSlotPool(class, level, companionSlotsForRun(sess.RunID)), nil
}
return getSpellSlots(uid)
}
// seatKnowsSpell is playerKnowsSpell for a seat: (known, prepared, err).
func seatKnowsSpell(sess *CombatSession, seat int, uid id.UserID, spellID string) (bool, bool, error) {
if _, _, ok := seatCompanionLoadout(sess, uid); ok {
known, err := seatKnownSpells(sess, seat, uid)
if err != nil {
return false, false, err
}
for _, k := range known {
if k.SpellID == spellID {
return true, k.Prepared, nil
}
}
return false, false, nil
}
return playerKnowsSpell(uid, spellID)
}
// consumeSeatSlot is consumeSpellSlot for a seat. The companion's spend lands on
// the expedition's ledger — one pool for the whole run, refilled at camp — so he
// rations his slots the way a human caster has to. Keying it by expedition also
// keeps two parties who have each hired him from sharing a pool, which anything
// keyed on his (single, shared) user id would have done.
func consumeSeatSlot(sess *CombatSession, seat int, uid id.UserID, slotLevel int) (bool, error) {
class, level, ok := seatCompanionLoadout(sess, uid)
if !ok {
return consumeSpellSlot(uid, slotLevel)
}
used := companionSlotsForRun(sess.RunID)
if slotLevel < 1 || slotLevel >= len(used) {
return false, nil
}
pair, exists := companionSlotPool(class, level, used)[slotLevel]
if !exists || pair[0]-pair[1] <= 0 {
return false, nil
}
used[slotLevel]++
if err := setCompanionSlotsForRun(sess.RunID, used); err != nil {
return false, err
}
return true, nil
}
// refundSeatSlot is refundSpellSlot for a seat: the rollback half of the above,
// called when the round the slot was spent on failed to resolve.
func refundSeatSlot(sess *CombatSession, seat int, uid id.UserID, slotLevel int) error {
if _, _, ok := seatCompanionLoadout(sess, uid); !ok {
return refundSpellSlot(uid, slotLevel)
}
used := companionSlotsForRun(sess.RunID)
if slotLevel < 1 || slotLevel >= len(used) || used[slotLevel] <= 0 {
return nil
}
used[slotLevel]--
return setCompanionSlotsForRun(sess.RunID, used)
}

View File

@@ -0,0 +1,277 @@
package plugin
import (
"strings"
"testing"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// The hired companion casts.
//
// He could not, and the reason was one line: every spell lookup in the engine is
// keyed on a user id and answered by a dnd_* table, and he has no rows in any of
// them — deliberately, because a sheet on disk is what would turn him into a real
// character everywhere. So the picker's first statement (`LoadDnDCharacter(uid)`)
// came back nil and returned "attack", every turn, for the whole fight.
//
// Role-fill hands a lone martial a Cleric. So the common case of the feature was a
// healer who could not heal, in a party engine that had only just learned to let
// anyone heal anyone (§1). These pin both halves: that he picks the heal, and that
// picking it leaves no trace of him in the database.
// hireForFight seeds an expedition with the companion hired into it, and returns
// the run id his loadout is resolved against.
func hireForFight(t *testing.T, expID string, owner id.UserID, class DnDClass, level int) string {
t.Helper()
seedExpedition(t, expID, owner, "active")
seatLeaderFixture(t, expID)
if err := hireCompanion(expID, class, level); err != nil {
t.Fatalf("hireCompanion: %v", err)
}
return "run-" + expID
}
// petePartyFight seats a hurt leader and the companion, and returns the turn.
func petePartyFight(t *testing.T, p *AdventurePlugin, runID string, leader id.UserID, leaderHP int) *combatTurn {
t.Helper()
monster := dndBestiary["goblin"]
lead, _, _ := p.companionCombatant(ClassFighter, 8, monster, 2, 0)
lead.Name = "lead"
pete, _, _ := p.companionCombatant(ClassCleric, 6, monster, 2, 0)
pete.Name = companionDisplayName
enemy := Combatant{Name: "x", Stats: CombatStats{MaxHP: 500, AC: 12, Attack: 4, AttackBonus: 4}}
sess, err := p.startPartyCombatSession(runID, "enc", "goblin", &enemy, []CombatSeatSetup{
{UserID: leader, HP: leaderHP, HPMax: 100, Mods: lead.Mods, C: &lead},
{UserID: companionUserID(), HP: 60, HPMax: 60, Mods: pete.Mods, C: &pete, EngineDriven: true},
})
if err != nil {
t.Fatal(err)
}
return &combatTurn{
sess: sess, players: []*Combatant{&lead, &pete}, enemy: &enemy,
seat: 1, uid: companionUserID(),
}
}
// The headline: a hired Cleric, watching the leader bleed out, casts a heal on him.
// Before the seat-scoped spellbook this returned ("attack", "") — he swung a mace
// at the boss while the man who paid for him died.
func TestCompanionSpells_HiredClericHealsTheLeader(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
leader := id.UserID("@lead:example.org")
runID := hireForFight(t, "exp-heal", leader, ClassCleric, 6)
ct := petePartyFight(t, p, runID, leader, 20) // leader at 20/100 — well under the 45% bar
kind, arg := p.pickAutoCombatActionForSeat(companionUserID(), ct.sess, 1)
if kind != "cast" {
t.Fatalf("the hired cleric picked %q %q with the leader at 20%% HP — he must heal", kind, arg)
}
if !strings.Contains(arg, "@lead") {
t.Fatalf("cast arg = %q, want the heal aimed at the leader's seat", arg)
}
// And it lands on the leader, not on himself.
action, settle, msg := p.castActionForSeat(ct, 1, arg)
if msg != "" {
t.Fatalf("castActionForSeat refused the companion's own pick: %s", msg)
}
settle(true)
eff := action.Effect
if eff == nil || eff.AllyHeal <= 0 {
t.Fatalf("effect = %+v, want an ally heal", eff)
}
if eff.AllySeat != 0 {
t.Errorf("heal landed on seat %d, want seat 0 (the leader)", eff.AllySeat)
}
if eff.PlayerHeal != 0 {
t.Errorf("the heal also healed the caster (%d HP) — it was redirected, not copied", eff.PlayerHeal)
}
}
// His slots are spent on his seat, and he leaves no rows behind.
//
// This is the invariant with teeth. castActionForSeat used to load the caster via
// ensureCharForDnDCmd, whose auto-migration branch — handed a user with no sheet —
// *builds one at level 1 and saves it*. Pointed at the companion that silently
// makes him a player: a dnd_character row, a player_meta seed, a spellbook, and a
// level-1 chassis in place of the level he was hired at.
func TestCompanionSpells_SpendsHisSeatNotTheDatabase(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
leader := id.UserID("@lead:example.org")
runID := hireForFight(t, "exp-rows", leader, ClassCleric, 6)
ct := petePartyFight(t, p, runID, leader, 20)
action, settle, msg := p.castActionForSeat(ct, 1, "cure_wounds @lead")
if msg != "" {
t.Fatalf("the hired cleric could not cast cure wounds: %s", msg)
}
settle(true)
if action.Effect == nil || action.Effect.AllyHeal <= 0 {
t.Fatalf("effect = %+v, want an ally heal", action.Effect)
}
// The slot came off the expedition's ledger — which is where it has to live, so
// that it is still spent in the NEXT fight of the same run.
if used := companionSlotsForRun(ct.sess.RunID); used[1] != 1 {
t.Errorf("companion spent %v level-1 slots on the run's ledger, want 1", used[1])
}
for _, table := range []string{"dnd_character", "dnd_known_spells", "dnd_spell_slots", "player_meta"} {
var n int
if err := db.Get().QueryRow(
`SELECT COUNT(*) FROM `+table+` WHERE user_id = ?`, string(companionUserID()),
).Scan(&n); err != nil {
t.Fatalf("count %s: %v", table, err)
}
if n != 0 {
t.Errorf("casting wrote %d %s row(s) for the companion — he is not a player", n, table)
}
}
}
// He runs dry like anybody else, and then he swings. A companion with an infinite
// spell pool is the "carry" the whole design says he must never be.
func TestCompanionSpells_RunsOutOfSlots(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
leader := id.UserID("@lead:example.org")
runID := hireForFight(t, "exp-dry", leader, ClassCleric, 6)
ct := petePartyFight(t, p, runID, leader, 20)
total := companionSlotPool(ClassCleric, 6, [6]int{})[1][0]
if total <= 0 {
t.Fatal("a level-6 cleric has no level-1 slots — the slot table did not resolve")
}
for i := range total {
if ok, err := consumeSeatSlot(ct.sess, 1, companionUserID(), 1); err != nil || !ok {
t.Fatalf("slot %d/%d: consume = %v (%v), want it to succeed", i+1, total, ok, err)
}
}
if ok, _ := consumeSeatSlot(ct.sess, 1, companionUserID(), 1); ok {
t.Fatalf("the companion cast a %d-th level-1 spell out of a %d-slot pool", total+1, total)
}
// The refund half: a round that fails to resolve gives the slot back.
if err := refundSeatSlot(ct.sess, 1, companionUserID(), 1); err != nil {
t.Fatal(err)
}
if ok, _ := consumeSeatSlot(ct.sess, 1, companionUserID(), 1); !ok {
t.Error("a refunded slot was not castable again")
}
}
// His pool does NOT refill between fights, and it DOES come back at camp.
//
// This is the one the sweep caught and the unit tests did not. The first cut of
// the spellbook parked his ledger on his combat seat — and a seat is per-session,
// so every fight opened a fresh one and he walked in with full slots. A human
// cleric rations a single pool across the whole run; rationing it IS the caster's
// game. Handed an infinite pool, a gearless level-penalized hireling out-cleared a
// same-level human cleric by 15pp in the sim.
func TestCompanionSpells_PoolIsRationedAcrossTheRun(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
leader := id.UserID("@lead:example.org")
runID := hireForFight(t, "exp-ration", leader, ClassCleric, 6)
// Fight one: spend every level-1 slot he owns.
first := petePartyFight(t, p, runID, leader, 20)
total := companionSlotPool(ClassCleric, 6, [6]int{})[1][0]
for range total {
if ok, err := consumeSeatSlot(first.sess, 1, companionUserID(), 1); err != nil || !ok {
t.Fatalf("consume: %v (%v)", ok, err)
}
}
// Fight two, same run — a NEW combat session, which is exactly what used to
// hand him a fresh pool.
if err := markCombatSessionExpired(first.sess.SessionID); err != nil {
t.Fatal(err)
}
second := petePartyFight(t, p, runID, leader, 20)
if ok, _ := consumeSeatSlot(second.sess, 1, companionUserID(), 1); ok {
t.Error("the companion's spell slots refilled between fights — he is an infinite caster")
}
// ...and camp gives them back, the same way it does for every human.
if err := refreshCompanionSlots("exp-ration"); err != nil {
t.Fatal(err)
}
if ok, _ := consumeSeatSlot(second.sess, 1, companionUserID(), 1); !ok {
t.Error("camp did not restore the companion's slots — his pool only ever goes down")
}
}
// He carries his wounds between fights, and camp patches him up.
//
// He used to re-seat at full max HP for every single fight — "he arrives fresh
// next time" was the close-out's stated intent — which is an infinite body. A
// player bleeds across a 30-room run and only heals at camp; the hireling soaked
// his share of every fight and then reset. In the sim his party fled 5 runs out of
// 640 where the same party with a *human* cleric fled 56.
func TestCompanion_CarriesWoundsBetweenFights(t *testing.T) {
setupEmptyTestDB(t)
leader := id.UserID("@lead:example.org")
seedExpedition(t, "exp-hp", leader, "active")
seatLeaderFixture(t, "exp-hp")
if err := hireCompanion("exp-hp", ClassCleric, 6); err != nil {
t.Fatal(err)
}
// A fresh hire is at full.
if got := companionSeatHP("exp-hp", 100); got != 100 {
t.Errorf("a fresh hire seats at %d/100 HP, want full", got)
}
// He walks out of a fight on 30 HP; he walks into the next one on 30 HP.
if err := setCompanionHP("exp-hp", 30); err != nil {
t.Fatal(err)
}
if got := companionSeatHP("exp-hp", 100); got != 30 {
t.Errorf("he re-seated at %d/100 HP after ending a fight on 30 — the wound did not carry", got)
}
// Dropped in a fight, he comes back on his feet but barely — not as a corpse
// (there is no companion-death rule) and not at full.
if err := setCompanionHP("exp-hp", 0); err != nil {
t.Fatal(err)
}
if got := companionSeatHP("exp-hp", 100); got != 1 {
t.Errorf("after being dropped he seats at %d/100 HP, want 1", got)
}
// Camp puts him right, exactly as it does every human.
if err := refreshCompanionHP("exp-hp"); err != nil {
t.Fatal(err)
}
if got := companionSeatHP("exp-hp", 100); got != 100 {
t.Errorf("camp left him on %d/100 HP — his body only ever goes down", got)
}
}
// A hired martial is still a martial: the spellbook is the class's, not a blanket
// grant, so hiring a Fighter does not quietly buy a caster.
func TestCompanionSpells_MartialHasNoSpellbook(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
leader := id.UserID("@lead:example.org")
runID := hireForFight(t, "exp-mart", leader, ClassFighter, 6)
ct := petePartyFight(t, p, runID, leader, 20)
if known, _ := seatKnownSpells(ct.sess, 1, companionUserID()); len(known) != 0 {
t.Errorf("a hired Fighter knows %d spells, want none", len(known))
}
if _, _, msg := p.castActionForSeat(ct, 1, "cure_wounds @lead"); msg == "" {
t.Error("a hired Fighter cast cure wounds")
}
kind, _ := p.pickAutoCombatActionForSeat(companionUserID(), ct.sess, 1)
if kind != "attack" {
t.Errorf("a hired Fighter picked %q, want attack", kind)
}
}

View File

@@ -0,0 +1,108 @@
package plugin
import "testing"
// §2(a) — the enemy charges for what a seat BRINGS, not for the fact that it sat
// down.
//
// Both scaling levers (the +15% boss HP and the 1 → 2.4 attacks-a-round action
// economy) counted seats. A seat count charges the same for an under-levelled
// friend, a hired NPC, and a true peer — so a below-median body cost a full seat's
// worth of boss and did not give a full seat's worth back. Measured: hiring the
// companion was *worse than going alone* (66.1% against solo's 69.0%) once his
// free full-heal was taken away.
//
// The invariant that makes this safe to ship: every seat that IS a peer still
// weighs exactly 1.0, so solo and a party of equals are byte-identical and the
// balance corpus does not move. Only an unequal roster lands between the knots.
func TestSeatWeight_APeerWeighsExactlyOne(t *testing.T) {
// The leader, and a friend of the leader's level: both full price.
if got := seatWeight(10, 10, false); got != 1.0 {
t.Errorf("a peer weighs %v, want exactly 1.0 — a party of equals must not move", got)
}
// Out-levelling the leader does not make the boss harder for everybody else.
if got := seatWeight(14, 10, false); got != 1.0 {
t.Errorf("a higher-level friend weighs %v, want 1.0 (capped)", got)
}
}
func TestSeatWeight_TheUnderLevelledAndTheHiredCostLess(t *testing.T) {
// The under-levelled friend — the case that has nothing to do with the
// companion and has been live since parties shipped.
half := seatWeight(5, 10, false)
if half >= 1.0 || half <= seatWeightFloor {
t.Errorf("a level-5 friend of a level-10 leader weighs %v, want between the floor and 1.0", half)
}
// The hireling pays the same level penalty AND the discount for everything a
// player accrues that he never will (subclass, magic items, Masterwork gear).
hired := seatWeight(9, 10, true)
peerAtSameLevel := seatWeight(9, 10, false)
if hired >= peerAtSameLevel {
t.Errorf("the hireling weighs %v and a human of his level weighs %v — he must cost the enemy less",
hired, peerAtSameLevel)
}
// But a body is never free: it is still one more thing the boss has to kill.
if got := seatWeight(1, 20, true); got < seatWeightFloor {
t.Errorf("a hopelessly under-levelled hireling weighs %v, below the floor %v", got, seatWeightFloor)
}
}
// The levers themselves: integer knots byte-exact, fractions in between.
func TestSeatWeight_ScalingIsExactAtThePeerKnots(t *testing.T) {
// Solo and a party of peers reproduce the pre-§2(a) numbers exactly. This is
// the whole safety argument — if either of these drifts, the corpus is invalid.
for _, tc := range []struct {
weight float64
acts float64
hp float64
}{
{1, 1, 1.0}, // solo
{2, 2.4, 1.15}, // a duo of peers
{3, 5, 1.15}, // a trio of peers
} {
if got := partyActionExpectation(tc.weight); got != tc.acts {
t.Errorf("weight %v: enemy actions = %v, want exactly %v", tc.weight, got, tc.acts)
}
if got := partyEnemyHPScale(tc.weight); got != tc.hp {
t.Errorf("weight %v: enemy HP scale = %v, want exactly %v", tc.weight, got, tc.hp)
}
}
// A leader plus a hireling is strictly cheaper than a leader plus a peer, and
// strictly dearer than soloing. Bringing him must cost the boss *something* —
// that is what stops a free body from becoming a carry.
duoWithHire := 1 + seatWeight(9, 10, true)
if a := partyActionExpectation(duoWithHire); a <= 1 || a >= 2.4 {
t.Errorf("leader + hireling buys the enemy %v actions, want strictly between 1 and 2.4", a)
}
if h := partyEnemyHPScale(duoWithHire); h <= 1.0 || h >= 1.15 {
t.Errorf("leader + hireling scales boss HP by %v, want strictly between 1.0 and 1.15", h)
}
}
// A seat that is DOWN buys the enemy nothing. §2(b) fixed the head-count half of
// this; the weight half has to hold too, or a corpse keeps paying for swings.
func TestSeatWeight_TheDeadBuyTheEnemyNothing(t *testing.T) {
alive := &Combatant{SeatWeight: 1}
hire := &Combatant{SeatWeight: 0.6}
st := &combatState{actors: []*actor{
{c: alive, playerHP: 40},
{c: hire, playerHP: 0}, // dropped
}}
if got := livingWeight(st); got != 1 {
t.Errorf("living weight with a downed hireling = %v, want 1 (only the survivor pays)", got)
}
st.actors[1].playerHP = 20
if got := livingWeight(st); got != 1.6 {
t.Errorf("living weight with the hireling up = %v, want 1.6", got)
}
}
// An unset weight reads as a full peer, so every combatant built before this
// existed — and every test that builds one by hand — is priced exactly as before.
func TestSeatWeight_UnsetIsAPeer(t *testing.T) {
if got := combatantWeight(&Combatant{}); got != 1 {
t.Errorf("a combatant with no weight set counts %v, want 1", got)
}
}

View File

@@ -121,7 +121,7 @@ type ActorStatuses struct {
// fight, set when its turn deadline lapses once (see partyTurnDeadline).
// Without the latch an away member taxes the party the full deadline every
// single round; with it, they cost one wait and then resolve instantly. Any
// combat command from that member clears it.
// combat command from that member clears it — they typed, so they are back.
//
// Like the Buff* deltas it is session-layer state with no combatState
// counterpart, so snapshotActor carries it over from the prior snapshot
@@ -129,6 +129,24 @@ type ActorStatuses struct {
// fight has no turn deadline, only the 1h session reaper.
Autopilot bool `json:"autopilot,omitempty"`
// EngineDriven marks a seat that has NO human behind it and never will: a
// hired companion today, an NPC ally or a Pete-led expedition tomorrow. It is
// the answer to "who owns this turn", and it is deliberately NOT the same
// question as Autopilot.
//
// Autopilot means "a human is away"; it is provisional, and a keystroke ends
// it. EngineDriven means "there is nobody to come back", and nothing clears it.
// Collapsing the two is a bug with teeth: the expedition autopilot drives a
// party by dispatching each seat's turn as a command from that seat, so an
// engine seat's own auto-played move arrived back at beginCombatTurn looking
// exactly like a player returning to the keyboard, and cleared the very latch
// that was moving it. The seat then stood in the fight doing nothing for the
// rest of the fight — while the enemy it had inflated by 15% killed the party.
//
// So the property lives on the seat, not on an identity check, and no command
// path can unset it.
EngineDriven bool `json:"engine_driven,omitempty"`
// Debuffs the enemy has stacked onto this character specifically.
PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
@@ -256,7 +274,8 @@ func seedActorOneShots(st *ActorStatuses, seat CombatSeatSetup) bool {
st.ArcaneWardHP = playerMods.ArcaneWardHP
st.HealChargesLeft = playerMods.HealItemCharges
st.ArmedAbility = seat.ArmedAbility
return st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
st.EngineDriven = seat.EngineDriven
return st.EngineDriven || st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0 ||
st.ArmedAbility != ""
}
@@ -387,16 +406,30 @@ func (s *CombatSession) seatOf(userID id.UserID) (int, bool) {
// turn silently rather than blocking the round on a corpse.
func (s *CombatSession) seatAlive(seat int) bool { return s.seatHP(seat) > 0 }
// seatIsAutopiloted reports whether a seat has been latched onto the auto-picker
// by a lapsed turn deadline.
// seatIsEngineDriven reports whether a seat has no human behind it at all — a
// hired companion, an NPC ally. Permanent for the life of the fight; no command
// clears it. Contrast seatIsAutopiloted, which is a human who stepped away.
func (s *CombatSession) seatIsEngineDriven(seat int) bool {
return s.actorStatusesForSeat(seat).EngineDriven
}
// seatIsAutopiloted reports whether the engine, rather than a person, decides
// this seat's action — because its human is away (a lapsed turn deadline) or
// because it never had one.
//
// Every driver in the codebase reads this, which is exactly why the two reasons
// share one accessor: the picker does not care WHY nobody is typing. What differs
// is who is allowed to take the wheel back, and that question is asked in
// beginCombatTurn against seatIsEngineDriven — never here.
func (s *CombatSession) seatIsAutopiloted(seat int) bool {
return s.actorStatusesForSeat(seat).Autopilot
st := s.actorStatusesForSeat(seat)
return st.Autopilot || st.EngineDriven
}
// seatNeedsNoHuman reports whether the engine can resolve a seat's turn without
// waiting on its player: it is down (forfeits silently) or latched onto
// autopilot. driveCombatRound keeps stepping while this holds, so a round only
// comes to rest on a live human's turn.
// waiting on its player: it is down (forfeits silently), latched onto autopilot,
// or has no human to wait for. driveCombatRound keeps stepping while this holds,
// so a round only comes to rest on a live human's turn.
func (s *CombatSession) seatNeedsNoHuman(seat int) bool {
return !s.seatAlive(seat) || s.seatIsAutopiloted(seat)
}
@@ -491,7 +524,7 @@ func (p *AdventurePlugin) startPartyCombatSession(
// Party-only enemy HP bump (solo roster scales by 1.0). The per-turn rebuild
// in partyCombatantsForSession applies the identical scalar to the enemy's
// Stats.MaxHP, so the persisted current HP and the rebuilt max never drift.
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, len(seats))
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, seatSetupWeight(seats))
owner := seats[0]
sess, err := startCombatSession(owner.UserID, runID, encounterID, enemyID,
owner.HP, owner.HPMax, enemyHP, enemyHP)
@@ -553,6 +586,12 @@ type CombatSeatSetup struct {
// if they armed nothing. It is persisted onto the seat's statuses so every
// later rebuild can re-apply the ability without re-spending it.
ArmedAbility string
// EngineDriven seats this combatant with no human behind it — the hired
// companion today. It resolves from the opening round rather than after the
// 3-minute away-player deadline (nobody is coming, so waiting out a deadline
// would idle the fight and then announce him to the party as absent), and no
// command can hand the wheel back to a player who does not exist.
EngineDriven bool
}
// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).

View File

@@ -154,13 +154,36 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
seats := sess.SeatUserIDs()
players := make([]*Combatant, len(seats))
levels := make([]int, len(seats))
companions := make([]bool, len(seats))
var enemy Combatant
for seat, uid := range seats {
// The ability this seat armed was consumed once, at fight start, and its
// id parked on their statuses. Re-applying it here — not re-consuming —
// is what makes a rage last the whole fight instead of one round.
st := sess.actorStatusesForSeat(seat)
player, e, _, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood, st.ArmedAbility)
// The hired companion has no sheet to load — by design, because a
// player_meta row for him is the thing that would turn him into a real
// character everywhere. Synthesize his seat instead. This branch is
// load-bearing: buildZoneCombatants would fail on him, and one
// unbuildable seat fails the whole rebuild, which is what every human's
// !attack in the fight depends on.
if isCompanionUser(uid) {
class, level := companionLoadoutForRun(sess.RunID)
player, en, _ := p.companionCombatant(class, level, monster, int(zone.Tier), run.DMMood)
applySessionBuffs(&player, st)
players[seat] = &player
levels[seat], companions[seat] = level, true
if seat == 0 {
// Unreachable today (seat 0 is always the leader), but if it ever
// isn't, the enemy still has to come from somewhere.
enemy = en
}
continue
}
player, e, dc, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood, st.ArmedAbility)
if err != nil {
return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err)
}
@@ -171,22 +194,47 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
// stat deltas are applied here — and only that seat's own.
applySessionBuffs(&player, st)
players[seat] = &player
if dc != nil {
levels[seat] = dc.Level
}
if seat == 0 {
// The enemy build reads only (monster, tier, dmMood): every seat
// rebuilds the identical stat block, so seat 0's copy is the fight's.
// Only the *player* half of the build varies by seat.
enemy = e
// Party-only enemy HP bump, re-derived each turn from the template so
// it never compounds. Matches the scalar startPartyCombatSession used
// for the initial persist; solo (roster 1) scales by 1.0.
if sess.IsParty() {
enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, sess.RosterSize())
}
}
}
// What each seat costs the enemy, priced against the leader. This runs after
// the loop and not inside it, because a seat's weight is relative to seat 0's
// level and the enemy's HP is scaled off the *summed* weight — neither is known
// until every seat is built.
applySeatWeights(players, levels, companions)
// Party-only enemy HP bump, re-derived each turn from the template so it never
// compounds. Matches the scalar startPartyCombatSession used for the initial
// persist; solo (one seat, weight 1) scales by 1.0.
if sess.IsParty() {
enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, partyWeight(players))
}
return players, &enemy, nil
}
// applySeatWeights prices every seat against the leader's level. Seat 0 is the
// leader and always weighs a full 1.0.
func applySeatWeights(players []*Combatant, levels []int, companions []bool) {
if len(players) == 0 {
return
}
leaderLevel := levels[0]
for i, c := range players {
if c == nil {
continue
}
c.SeatWeight = seatWeight(levels[i], leaderLevel, companions[i])
}
}
// seatFightStartMods re-derives the modifiers a finished fight's close-out still
// needs: the Berserker's rage flag, which decides whether the character owes a
// point of exhaustion, and the Necromancy Mage's Grim Harvest stash.

View File

@@ -65,6 +65,19 @@ type turnActionEffect struct {
EnemyDamage int
PlayerHeal int
EnemySkip bool // control spell: enemy forfeits its attack this round
// AllyHeal heals ANOTHER seat instead of the caster — the thing the engine
// could not do until §1, and the reason a party cleric was a cleric in name
// only. Every heal in the engine wrote to the acting seat: MistyHealProc,
// HealItem, PlayerHeal above. Nothing could put a hit point on a friend, so
// the class whose entire identity is keeping other people alive could not.
// N3 shipped that way and no test noticed, because there was no party golden.
//
// Zero means no ally heal, which keeps every existing construction of this
// struct meaning exactly what it meant before. AllySeat is only read when
// AllyHeal > 0, so its zero value is never mistaken for "seat 0".
AllyHeal int
AllySeat int
// ConcentrationDmg arms a per-round aura tick when a concentration damage
// spell is cast: EnemyDamage is the burst that lands this round, this is
// what re-ticks at every round_end after. Zero for one-shot spells; a
@@ -560,6 +573,25 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
hpCap := max(1, st.hpMax-st.maxHPDrain)
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
}
// §1 — heal somebody else. The caster's cursor stays where it is; only the
// target's HP moves.
//
// A downed seat is NOT raised. Death in this engine is terminal for the fight
// (the close-out marks them, the hospital takes them), and a heal that
// resurrected a corpse would quietly rewrite the loss rules every close-out
// path depends on. Healing keeps people up; it does not bring them back.
if eff.AllyHeal > 0 && eff.AllySeat >= 0 && eff.AllySeat < len(st.actors) {
if tgt := st.actors[eff.AllySeat]; tgt.playerHP > 0 {
cap := max(1, tgt.hpMax-tgt.maxHPDrain)
before := tgt.playerHP
tgt.playerHP = min(cap, tgt.playerHP+eff.AllyHeal)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: "ally_heal",
Damage: tgt.playerHP - before, PlayerHP: tgt.playerHP, EnemyHP: st.enemyHP,
Seat: eff.AllySeat, Desc: eff.Label,
})
}
}
// Arm / replace the concentration aura. A new concentration cast overwrites
// the old one (5e: one concentration at a time); non-concentration casts
// leave any running aura alone.

View File

@@ -1,7 +1,9 @@
package plugin
import (
"database/sql"
"encoding/json"
"errors"
"fmt"
"log/slog"
"math/rand/v2"
@@ -27,9 +29,11 @@ import (
// - Reaction spells (Shield, Counterspell, Absorb Elements) refuse with
// a "Phase 11" note — they require the boss turn-based engine.
//
// Cross-player targeting (--target @user) is deliberately deferred. SP2
// supports self-target only. Heals on self work; ally buffs queue with the
// caster as the target until SP3 wires up the multi-player resolution.
// Cross-player targeting (`--target @user`, or a trailing `@user`) heals a human
// on your expedition — see dnd_cast_target.go. Only heals may name somebody else
// out of combat: UTILITY resolves on the caster, and everything else queues as a
// PendingCast for the *caster's* next fight, where an ally target has nothing to
// mean. In-combat targeting is splitCastTarget (combat_cmd.go).
// PendingCast is the shape stored in dnd_character.pending_cast (JSON blob).
// Keep this minimal — the combat layer resolves the actual numbers on fire.
@@ -97,6 +101,13 @@ func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) erro
return p.dndCastDrop(ctx, c)
}
// An ally target — `--target @alex`, or a trailing `@alex` — comes off the
// string before the spell parser sees it, exactly as in combat. It is
// resolved (and refused) further down, once we know the spell is a heal: a
// target on anything else is a mistake, and refusing it early would cost us
// the "which spell?" half of the error message.
args, targetName := splitOutOfCombatTarget(args)
// Parse spell name + optional --upcast N.
tokens := strings.Fields(args)
upcast := 0
@@ -111,11 +122,6 @@ func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) erro
}
i++
}
case "--target":
// Reserved for SP3 — accept and ignore for now.
if i+1 < len(tokens) {
i++
}
default:
spellTokens = append(spellTokens, tokens[i])
}
@@ -195,6 +201,23 @@ func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) erro
}
}
// Resolve an ally target now — BEFORE anything is spent. Out of combat only a
// heal can land on somebody else: UTILITY resolves on the caster and
// everything else queues as a PendingCast for *this* caster's next fight, so
// a target on those would be accepted and then silently dropped.
var targetUser id.UserID
if targetName != "" {
if spell.Effect != EffectSpellHeal {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s isn't a healing spell — outside a fight you can only cast those on someone else. Drop the target to cast it on yourself.", spell.Name))
}
uid, errMsg := resolveCastTargetOnExpedition(ctx.Sender, targetName)
if errMsg != "" {
return p.SendDM(ctx.Sender, errMsg)
}
targetUser = uid // empty when they named themselves — self-heal as usual
}
// Material cost (Revivify, Raise Dead).
if spell.MaterialCost > 0 {
if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(spell.MaterialCost), "dnd_spell_component") {
@@ -220,6 +243,9 @@ func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) erro
// debited above; if SaveDnDCharacter fails we refund.
switch spell.Effect {
case EffectSpellHeal:
if targetUser != "" {
return p.resolveAllyHealOutOfCombat(ctx, c, targetUser, spell, slotLevel)
}
return p.resolveHealOutOfCombat(ctx, c, spell, slotLevel)
case EffectUtility:
return p.resolveUtility(ctx, c, spell, slotLevel)
@@ -231,7 +257,10 @@ func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) erro
// ── Out-of-combat: HEAL ──────────────────────────────────────────────────────
func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
// rollOutOfCombatHeal is what the spell is worth in the caster's hands. It is a
// property of the caster (their WIS, their domain), never of the body it lands
// on, so an ally heal rolls exactly the same as a self-heal.
func rollOutOfCombatHeal(c *DnDCharacter, spell SpellDefinition, slotLevel int) int {
dice, faces, _ := parseDamageDice(spell.DamageDice)
if dice == 0 {
dice, faces = 1, 8 // safety fallback
@@ -253,6 +282,11 @@ func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDChara
}
heal += abilityModifier(c.WIS)
heal += lifeDomainHealBonus(c, spell, slotLevel)
return heal
}
func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
heal := rollOutOfCombatHeal(c, spell, slotLevel)
before := c.HPCurrent
c.HPCurrent = min(c.HPMax, c.HPCurrent+heal)
@@ -272,6 +306,51 @@ func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDChara
renderSlotsBrief(ctx.Sender)))
}
// resolveAllyHealOutOfCombat puts the heal on somebody else's sheet. The slot is
// already spent, so every failure below refunds it: a heal that lands on nobody
// must not cost the caster anything.
func (p *AdventurePlugin) resolveAllyHealOutOfCombat(ctx MessageContext, c *DnDCharacter, target id.UserID, spell SpellDefinition, slotLevel int) error {
refund := func(msg string) error {
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
return p.SendDM(ctx.Sender, msg)
}
heal := rollOutOfCombatHeal(c, spell, slotLevel)
before, after, maxHP, err := healPartyMember(target, heal)
targetName := charName(target)
if targetName == "" {
targetName = target.Localpart()
}
casterName := charName(ctx.Sender)
if casterName == "" {
casterName = ctx.Sender.Localpart()
}
switch {
case errors.Is(err, errHealTargetFull):
return refund(fmt.Sprintf("**%s** is already at full health (%d/%d). Slot kept.", targetName, before, maxHP))
case errors.Is(err, errHealTargetDown):
// The same rule the combat path holds: a heal is not a resurrection.
return refund(fmt.Sprintf("**%s** is down — a heal won't bring them back. Slot kept.", targetName))
case errors.Is(err, sql.ErrNoRows):
return refund(fmt.Sprintf("**%s** hasn't run `!setup` yet, so there's no sheet to heal.", targetName))
case err != nil:
return refund("Couldn't apply the heal: " + err.Error())
}
_ = p.SendDM(target, fmt.Sprintf(
"🩹 **%s** casts **%s** on you — %d HP back (%d → %d / %d).",
casterName, spell.Name, after-before, before, after, maxHP))
return p.SendDM(ctx.Sender, fmt.Sprintf(
"🩹 **%s** on **%s** — restored %d HP (%d → %d / %d). %s",
spell.Name, targetName, after-before, before, after, maxHP,
renderSlotsBrief(ctx.Sender)))
}
// ── Out-of-combat: UTILITY ──────────────────────────────────────────────────
func (p *AdventurePlugin) resolveUtility(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
@@ -676,6 +755,7 @@ func renderCastHelp(c *DnDCharacter) string {
var b strings.Builder
b.WriteString("**Cast a spell**\n\n")
b.WriteString("Usage: `!cast <spell> [--upcast N]`\n")
b.WriteString(" `!cast <heal> @friend` to heal someone on your expedition.\n")
b.WriteString(" `!cast --drop` to clear queued/concentration.\n\n")
b.WriteString("Run `!spells` for your full list.\n\n")
if pc, ok := decodePendingCast(c.PendingCast); ok {

View File

@@ -0,0 +1,139 @@
package plugin
import (
"testing"
"maunium.net/go/mautrix/id"
)
// The whole `!cast cure wounds @friend` path, out of combat, through the real
// handler: parse → class/known/prepared gates → slot debit → the ally's sheet.
//
// The seams are unit-tested next door; this exists for the one thing they cannot
// see — that the slot ledger and the HP write agree about whether the heal
// happened. A refund that does not fire is a slot a player paid for nothing, and
// a refund that fires twice is a free heal.
// castingCleric turns an existing sheet into a cleric who knows and has prepared
// Cure Wounds, with slots to spend.
func castingCleric(t *testing.T, uid id.UserID) {
t.Helper()
c, err := LoadDnDCharacter(uid)
if err != nil || c == nil {
t.Fatalf("load %s: %v", uid, err)
}
c.Class = ClassCleric
c.Level = 5
c.WIS = 16
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := setSpellSlotsForCharacter(c); err != nil {
t.Fatal(err)
}
if err := addKnownSpell(uid, "cure_wounds", "class", true); err != nil {
t.Fatal(err)
}
if err := setSpellPrepared(uid, "cure_wounds", true); err != nil {
t.Fatal(err)
}
}
func slotsUsed(t *testing.T, uid id.UserID, level int) int {
t.Helper()
slots, err := getSpellSlots(uid)
if err != nil {
t.Fatal(err)
}
return slots[level][1]
}
func setCharHP(t *testing.T, uid id.UserID, hp int) {
t.Helper()
c, err := LoadDnDCharacter(uid)
if err != nil || c == nil {
t.Fatalf("load %s: %v", uid, err)
}
c.HPCurrent = hp
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
}
func TestCastAlly_OutOfCombat_HealsTheFriendAndSpendsOneSlot(t *testing.T) {
setupEmptyTestDB(t)
leader, member := seatedMember(t, "e2eheal")
castingCleric(t, leader)
setCharHP(t, member, 5) // of 20
p := &AdventurePlugin{}
if err := p.handleDnDCastCmd(MessageContext{Sender: leader}, "cure wounds @"+member.Localpart()); err != nil {
t.Fatalf("cast: %v", err)
}
mc, _ := LoadDnDCharacter(member)
if mc.HPCurrent <= 5 {
t.Fatalf("the friend is still on %d HP; the heal landed on nobody", mc.HPCurrent)
}
// The caster must NOT have healed themselves — the bug this whole section exists for.
if lc, _ := LoadDnDCharacter(leader); lc.HPCurrent != lc.HPMax {
t.Fatalf("caster HP moved to %d/%d; the heal landed on the caster", lc.HPCurrent, lc.HPMax)
}
if used := slotsUsed(t, leader, 1); used != 1 {
t.Fatalf("level-1 slots used = %d, want exactly 1", used)
}
}
// Naming a full-HP ally must cost nothing: the slot is debited before the target
// is touched, so this is the refund path firing for real.
func TestCastAlly_OutOfCombat_FullHPAllyRefundsTheSlot(t *testing.T) {
setupEmptyTestDB(t)
leader, member := seatedMember(t, "e2efull")
castingCleric(t, leader)
p := &AdventurePlugin{}
if err := p.handleDnDCastCmd(MessageContext{Sender: leader}, "cure wounds @"+member.Localpart()); err != nil {
t.Fatalf("cast: %v", err)
}
if used := slotsUsed(t, leader, 1); used != 0 {
t.Fatalf("level-1 slots used = %d after healing a full-HP ally; the slot was not refunded", used)
}
}
// A target nobody can reach is refused before anything is spent.
func TestCastAlly_OutOfCombat_StrangerCostsNothing(t *testing.T) {
setupEmptyTestDB(t)
leader, _ := seatedMember(t, "e2estranger")
castingCleric(t, leader)
p := &AdventurePlugin{}
if err := p.handleDnDCastCmd(MessageContext{Sender: leader}, "cure wounds @nobody"); err != nil {
t.Fatalf("cast: %v", err)
}
if used := slotsUsed(t, leader, 1); used != 0 {
t.Fatalf("level-1 slots used = %d after naming a stranger; nothing should have been spent", used)
}
}
// A target on a spell that cannot use one is refused, rather than quietly
// dropping the target and firing the spell at the caster — which is what the old
// "accept and ignore" parse did.
func TestCastAlly_OutOfCombat_TargetOnANonHealIsRefused(t *testing.T) {
setupEmptyTestDB(t)
leader, member := seatedMember(t, "e2enonheal")
castingCleric(t, leader)
if err := addKnownSpell(leader, "guiding_bolt", "class", true); err != nil {
t.Fatal(err)
}
p := &AdventurePlugin{}
if err := p.handleDnDCastCmd(MessageContext{Sender: leader}, "guiding bolt @"+member.Localpart()); err != nil {
t.Fatalf("cast: %v", err)
}
if used := slotsUsed(t, leader, 1); used != 0 {
t.Fatalf("level-1 slots used = %d; a targeted non-heal must be refused before it is paid for", used)
}
if lc, _ := LoadDnDCharacter(leader); lc.PendingCast != "" {
t.Fatalf("guiding bolt queued as %q; the target should have refused the cast outright", lc.PendingCast)
}
}

View File

@@ -0,0 +1,156 @@
package plugin
import (
"database/sql"
"errors"
"fmt"
"strings"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Out-of-combat ally targeting for `!cast` — the other half of §1.
//
// splitCastTarget (combat_cmd.go) resolves a target against the people *in the
// fight*. Out of combat there is no fight, so the equivalent set is the people
// on your expedition: the party is who you are standing next to. Healing a
// stranger across the world is not a thing a cleric at camp can do, and scoping
// it to the party keeps the two `!cast` paths answering the same question.
//
// Only heals may name somebody else. Everything else `!cast` can do out of
// combat either resolves on the caster (UTILITY) or queues as a PendingCast for
// **the caster's** next fight — an ally target on those would be silently
// dropped, which is how `--target` came to be swallowed in the first place.
// splitOutOfCombatTarget peels an ally target off a `!cast` argument, using the
// same two spellings the combat path accepts: the `--target @alex` flag, and a
// plain trailing `@alex`. The bare form requires the `@` here (unlike in combat,
// where the roster disambiguates) so a trailing spell word is never mistaken for
// a name.
//
// Returns (remainingArgs, name). name is empty when no target was named.
func splitOutOfCombatTarget(args string) (string, string) {
fields := strings.Fields(args)
for i := 0; i < len(fields); i++ {
if !strings.EqualFold(fields[i], "--target") {
continue
}
if i+1 >= len(fields) {
return args, ""
}
name := strings.TrimPrefix(fields[i+1], "@")
fields = append(fields[:i], fields[i+2:]...)
return strings.Join(fields, " "), name
}
if len(fields) == 0 {
return args, ""
}
if last := fields[len(fields)-1]; strings.HasPrefix(last, "@") {
if name := strings.TrimPrefix(last, "@"); name != "" {
return strings.Join(fields[:len(fields)-1], " "), name
}
}
return args, ""
}
// resolveCastTargetOnExpedition maps a named target to a human on the caster's
// active expedition. errMsg is non-empty and player-facing on any failure; a
// caster who names somebody must never fall through to healing themselves,
// because that quietly burns the slot on the wrong body.
func resolveCastTargetOnExpedition(caster id.UserID, name string) (id.UserID, string) {
exp, _, err := activeExpeditionFor(caster)
if err != nil {
return "", "Couldn't look up your expedition."
}
if exp == nil {
return "", "You're not travelling with anyone. `!cast` on yourself, or join a party first."
}
seats, err := partyHumans(exp.ID, exp.UserID)
if err != nil {
return "", "Couldn't look up your party."
}
for _, s := range seats {
uid := string(s.UserID)
if strings.EqualFold(uid, name) || strings.EqualFold(id.UserID(uid).Localpart(), name) {
if s.UserID == caster {
// Naming yourself is just casting it on yourself.
return "", ""
}
return s.UserID, ""
}
// Character name, which is what players actually call each other.
if n := charName(s.UserID); n != "" && strings.EqualFold(n, name) {
if s.UserID == caster {
return "", ""
}
return s.UserID, ""
}
}
if strings.EqualFold(name, companionDisplayName) {
return "", companionDisplayName + " patches himself up at camp. Save the slot."
}
return "", fmt.Sprintf("**%s** isn't on your expedition. You can only heal someone you're travelling with.", name)
}
// errHealTargetFull / errHealTargetDown are the two ways an ally heal declines
// to spend the slot. Both are recoverable: the caller refunds.
var (
errHealTargetFull = errors.New("target already at full HP")
errHealTargetDown = errors.New("target is down")
)
// healPartyMember applies a heal to somebody else's sheet.
//
// It does NOT take the target's advUserLock. Gifting sets the precedent
// (adventure_gifting.go): mutate the other player's row with one guarded
// statement rather than a read-modify-write under two locks. Two clerics healing
// each other at the same instant would otherwise take those locks in opposite
// orders and deadlock the pair of them.
//
// The clamp lives in SQL for the same reason — read, add, cap and write are one
// statement, so a heal landing between a concurrent heal's read and write cannot
// push anybody past their maximum.
func healPartyMember(target id.UserID, amount int) (before, after, maxHP int, err error) {
tx, err := db.Get().Begin()
if err != nil {
return 0, 0, 0, err
}
defer func() { _ = tx.Rollback() }()
err = tx.QueryRow(
`SELECT hp_current, hp_max FROM dnd_character WHERE user_id = ?`,
string(target)).Scan(&before, &maxHP)
if errors.Is(err, sql.ErrNoRows) {
return 0, 0, 0, sql.ErrNoRows
}
if err != nil {
return 0, 0, 0, err
}
switch {
case before <= 0:
// A heal is not a resurrection — the same rule the combat path holds.
return before, before, maxHP, errHealTargetDown
case before >= maxHP:
return before, before, maxHP, errHealTargetFull
}
if _, err = tx.Exec(
`UPDATE dnd_character
SET hp_current = MIN(hp_max, hp_current + ?),
updated_at = CURRENT_TIMESTAMP
WHERE user_id = ? AND hp_current > 0`,
amount, string(target)); err != nil {
return before, before, maxHP, err
}
if err = tx.QueryRow(
`SELECT hp_current FROM dnd_character WHERE user_id = ?`,
string(target)).Scan(&after); err != nil {
return before, before, maxHP, err
}
if err = tx.Commit(); err != nil {
return before, before, maxHP, err
}
return before, after, maxHP, nil
}

View File

@@ -0,0 +1,102 @@
package plugin
import (
"errors"
"testing"
"maunium.net/go/mautrix/id"
)
// The out-of-combat half of §1. `--target` was parsed and thrown away here since
// SP2 ("reserved for SP3, accept and ignore"), so a party cleric standing over a
// bleeding friend between fights could do precisely nothing for them.
func TestSplitOutOfCombatTarget(t *testing.T) {
cases := []struct {
name, args, wantRest, wantTarget string
}{
{"flag", "cure wounds --target @alex", "cure wounds", "alex"},
{"flag mid-string", "cure wounds --target @alex --upcast 3", "cure wounds --upcast 3", "alex"},
{"flag without the @", "cure wounds --target alex", "cure wounds", "alex"},
{"trailing mention", "cure wounds @alex", "cure wounds", "alex"},
{"no target", "cure wounds", "cure wounds", ""},
// A trailing bare word is a spell word, not a name — the `@` is what makes
// it a target out of combat. Getting this wrong eats half of "cure wounds".
{"bare trailing word is not a target", "healing word", "healing word", ""},
{"upcast digit is not a target", "cure wounds --upcast 3", "cure wounds --upcast 3", ""},
{"dangling flag", "cure wounds --target", "cure wounds --target", ""},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
rest, target := splitOutOfCombatTarget(tc.args)
if rest != tc.wantRest || target != tc.wantTarget {
t.Fatalf("splitOutOfCombatTarget(%q) = (%q, %q), want (%q, %q)",
tc.args, rest, target, tc.wantRest, tc.wantTarget)
}
})
}
}
// The target set is the expedition, not the world: you can heal the person you
// are travelling with, and nobody else.
func TestResolveCastTarget_OnlyThePartyIsReachable(t *testing.T) {
setupEmptyTestDB(t)
leader, member := seatedMember(t, "casttarget")
uid, errMsg := resolveCastTargetOnExpedition(leader, member.Localpart())
if errMsg != "" || uid != member {
t.Fatalf("leader → member = (%q, %q); want the member, no error", uid, errMsg)
}
// Somebody with a sheet, but not on this expedition.
stranger := id.UserID("@stranger-casttarget:example.org")
zoneCmdTestCharacter(t, stranger, 1)
if _, errMsg := resolveCastTargetOnExpedition(leader, stranger.Localpart()); errMsg == "" {
t.Fatal("healed a stranger across the world; only the party is reachable")
}
// Naming yourself is just casting it on yourself: no target, no error. A
// refusal here would make `!cast cure wounds @me` cost a slot for nothing.
if uid, errMsg := resolveCastTargetOnExpedition(leader, leader.Localpart()); uid != "" || errMsg != "" {
t.Fatalf("self-target = (%q, %q); want the self-heal path, silently", uid, errMsg)
}
}
func TestHealPartyMember_ClampsAtMaxAndWillNotRaiseTheDead(t *testing.T) {
setupEmptyTestDB(t)
target := id.UserID("@heal-target:example.org")
zoneCmdTestCharacter(t, target, 1) // HPMax 20
setHP := func(hp int) {
c, err := LoadDnDCharacter(target)
if err != nil || c == nil {
t.Fatalf("load: %v", err)
}
c.HPCurrent = hp
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
}
// A heal bigger than the wound tops out at max rather than overflowing.
setHP(15)
before, after, maxHP, err := healPartyMember(target, 100)
if err != nil || before != 15 || after != 20 || maxHP != 20 {
t.Fatalf("overheal = (%d → %d / %d, %v); want clamped to 20", before, after, maxHP, err)
}
// Already full: decline so the caller can refund. Spending a slot to heal
// zero HP is the kind of thing players never forgive.
if _, _, _, err := healPartyMember(target, 10); !errors.Is(err, errHealTargetFull) {
t.Fatalf("healing a full-HP ally = %v; want errHealTargetFull", err)
}
// Down: a heal is not a resurrection. Same rule the combat path holds.
setHP(0)
if _, _, _, err := healPartyMember(target, 10); !errors.Is(err, errHealTargetDown) {
t.Fatalf("healing a downed ally = %v; want errHealTargetDown", err)
}
if c, _ := LoadDnDCharacter(target); c == nil || c.HPCurrent != 0 {
t.Fatal("the downed ally was raised by a heal")
}
}

View File

@@ -579,9 +579,14 @@ func markAdventureDead(userID id.UserID, source, location string) {
emitDeathNews(userID, location)
}
// emitDeathNews files a PRIORITY death dispatch to Pete's adventure news. No-op
// emitDeathNews files a BULLETIN death dispatch to Pete's adventure news. No-op
// unless the seam is enabled. Uses the character name (never the Matrix handle);
// skips silently if the name is unknown.
//
// Bulletin, not priority: the room watched the character go down in TwinBee's
// narration, and a priority fact is what makes Pete post a live beat — he'd be
// breaking the news to the people who were there. The site row and the digest
// still carry it.
func emitDeathNews(userID id.UserID, location string) {
// Gate before the char lookups: markAdventureDead fires per-member on a
// party wipe and in the sim harness, so skip the DB reads when disabled.
@@ -597,7 +602,7 @@ func emitDeathNews(userID id.UserID, location string) {
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("death:%s:%d", eventToken(userID, fmt.Sprintf("%d", ts)), ts),
EventType: "death",
Tier: "priority",
Tier: "bulletin",
Subject: name,
Zone: location,
Level: lvl,
@@ -605,3 +610,51 @@ func emitDeathNews(userID id.UserID, location string) {
OccurredAt: ts,
}, userID, "")
}
// emitRetreatNews files a BULLETIN when an expedition ends with the player
// walking out alive.
//
// Until this existed the news had no way to say "it went badly but nobody
// died", so it never said it. Pete's whole taxonomy was arrival, companion_hire,
// death, milestone, rival_result and zone_first — every one of them a win, a
// death, or an introduction. A run that simply fell apart emitted nothing, and
// the feed showed a realm where adventurers only ever triumph or die.
//
// That was not a rare gap. Before §6, 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 look unlucky in the
// feed — they looked absent.
//
// Bulletin, not priority: a retreat is a bad day, not a funeral. A death already
// files its own priority dispatch from markAdventureDead, and a wipe that killed
// someone must not ALSO be reported as a retreat — hence the reason gate rather
// than an "expedition ended" catch-all. An idle reap is excluded too: a player
// who closed their laptop did not flee anything, and Pete announcing that they
// were driven from the field would be a lie about a person by name.
func emitRetreatNews(userID id.UserID, reason string, zoneID ZoneID, day int) {
switch reason {
case lossCombatRetreat, lossCombatFlee:
default:
return // a death tells its own story; an idle reap is not a story
}
if !peteclient.Enabled() || !newsEmissionOn() {
return
}
name := charName(userID)
if name == "" {
return
}
zone := zoneOrFallback(zoneID)
ts := nowUnix()
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("retreat:%s:%d", eventToken(userID, fmt.Sprintf("%d", ts)), ts),
EventType: "retreat",
Tier: "bulletin",
Subject: name,
Zone: zone.Display,
Level: charLevel(userID),
Count: day, // the day they got to before it fell apart
Outcome: "retreated",
OccurredAt: ts,
}, userID, "")
}

View File

@@ -325,6 +325,13 @@ func applyCampRest(e *Expedition, kind string) string {
if kind == CampTypeStandard || kind == CampTypeFortified || kind == CampTypeBase {
_ = refreshAllResources(uid)
_ = refreshSpellSlots(uid)
// The companion sleeps at the same fire. His slots and his wounds are not
// dnd_spell_slots / dnd_character rows — he has none — so nothing above
// reaches him, and without these two his pool and his body would only ever
// go down. Camp is where a caster gets their slots back and a body gets
// patched up, and he is at the camp.
_ = refreshCompanionSlots(e.ID)
_ = refreshCompanionHP(e.ID)
_ = ReplenishHarvestNodes(e)
}

View File

@@ -95,6 +95,10 @@ func (p *AdventurePlugin) handleDnDExpeditionCmd(ctx MessageContext, args string
return p.expeditionCmdParty(ctx)
case "leave":
return p.expeditionCmdLeave(ctx)
case "hire":
return p.expeditionCmdHire(ctx, rest)
case "dismiss":
return p.expeditionCmdDismiss(ctx)
case "extract":
return p.handleExtractCmd(ctx, "")
case "resume":
@@ -122,7 +126,9 @@ func expeditionHelpText() string {
b.WriteString("`!expedition invite @user` — they buy their own supplies into the party pool\n")
b.WriteString("`!expedition accept` / `!expedition decline` — answer an invite\n")
b.WriteString("`!expedition party` — who's with you\n")
b.WriteString("`!expedition leave` — turn back for town (members only)\n\n")
b.WriteString("`!expedition leave` — turn back for town (members only)\n")
b.WriteString("`!expedition hire [class]` — pay Pete to fill the role you're missing\n")
b.WriteString("`!expedition dismiss` — send Pete home\n\n")
b.WriteString("**Mid-expedition:**\n")
b.WriteString("`!extract` — bail safely (resumable for 7 days)\n")
b.WriteString("`!resume [loadout]` — resume an extracted expedition\n")
@@ -377,44 +383,10 @@ func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter
}
zone := zoneForCaps
// Holiday perk: a complimentary standard pack is added to the supplies
// snapshot without inflating the coin cost. Bypasses the per-tier cap
// on purpose — it's a freebie on top of whatever the player bought.
suppliesPurchase := purchase
if isHol, _ := isHolidayToday(); isHol {
suppliesPurchase.StandardPacks++
}
if pk := activeOmen().SupplyFreebiePacks; pk > 0 { // N7/B3 the Omen
suppliesPurchase.StandardPacks += pk
}
supplies := makeSupplies(zone.Tier, suppliesPurchase)
// Debit coins; bail on debit failure (race / cap).
if !p.euro.Debit(ctx.Sender, cost, "expedition outfitting: "+string(zoneID)) {
return p.SendDM(ctx.Sender, "Couldn't debit outfitting cost (try again).")
}
exp, err := startExpedition(ctx.Sender, zoneID, "", supplies)
_, supplies, startLine, err := p.beginExpedition(ctx.Sender, c.Level, zone, purchase, "expedition outfitting")
if err != nil {
// Refund on persistence failure.
p.euro.Credit(ctx.Sender, cost, "expedition outfitting refund")
return p.SendDM(ctx.Sender, "Couldn't start expedition: "+err.Error())
return p.SendDM(ctx.Sender, err.Error())
}
// R2 — auto-spawn the DungeonRun for the starting region. Per-room
// harvest depends on this; the existing zone-run !advance/!retreat
// commands now operate on this run while the expedition is active.
if _, err := ensureRegionRun(exp, c.Level); err != nil {
// Refund and tear the expedition row back down — without a
// linked run, harvest and rooms can't function.
_ = abandonExpedition(ctx.Sender)
p.euro.Credit(ctx.Sender, cost, "expedition outfitting refund (run-spawn failed)")
return p.SendDM(ctx.Sender, "Couldn't outfit the first region: "+err.Error())
}
// Log the start with prewritten flavor.
startLine := flavor.Pick(flavor.ExpeditionStart)
_ = appendExpeditionLog(exp.ID, 1, "narrative", "expedition started", startLine)
markActedToday(ctx.Sender)
var b strings.Builder
@@ -436,6 +408,65 @@ func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter
return p.SendDM(ctx.Sender, b.String())
}
// beginExpedition performs the non-interactive half of starting an expedition:
// supply freebies, the coin debit, persistence, the starting region's run, and
// the opening log entry. It refunds and tears down on every failure path, so a
// caller holding an error owes the player nothing.
//
// Callers own the balance check, the eligibility guards, and the player-facing
// messaging. This is the shared transaction under `!expedition start` and the
// boredom ticker (gogobee_boredom_plan.md §4); the returned errors are written
// as complete player-facing sentences so both callers can surface them as-is.
//
// It deliberately does NOT call markActedToday — an expedition the player did
// not ask for must not spend their daily action or count as them showing up.
func (p *AdventurePlugin) beginExpedition(uid id.UserID, charLevel int, zone ZoneDefinition, purchase SupplyPurchase, reason string) (*Expedition, ExpeditionSupplies, string, error) {
if p.euro == nil {
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Coin system unavailable — try again later.")
}
cost := float64(purchase.Cost())
// Holiday perk: a complimentary standard pack is added to the supplies
// snapshot without inflating the coin cost. Bypasses the per-tier cap
// on purpose — it's a freebie on top of whatever the player bought.
suppliesPurchase := purchase
if isHol, _ := isHolidayToday(); isHol {
suppliesPurchase.StandardPacks++
}
if pk := activeOmen().SupplyFreebiePacks; pk > 0 { // N7/B3 the Omen
suppliesPurchase.StandardPacks += pk
}
supplies := makeSupplies(zone.Tier, suppliesPurchase)
// Debit coins; bail on debit failure (race / cap).
if !p.euro.Debit(uid, cost, reason+": "+string(zone.ID)) {
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Couldn't debit outfitting cost (try again).")
}
exp, err := startExpedition(uid, zone.ID, "", supplies)
if err != nil {
// Refund on persistence failure.
p.euro.Credit(uid, cost, "expedition outfitting refund")
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Couldn't start expedition: %s", err)
}
// R2 — auto-spawn the DungeonRun for the starting region. Per-room
// harvest depends on this; the existing zone-run !advance/!retreat
// commands now operate on this run while the expedition is active.
if _, err := ensureRegionRun(exp, charLevel); err != nil {
// Refund and tear the expedition row back down — without a
// linked run, harvest and rooms can't function.
_ = abandonExpedition(uid)
p.euro.Credit(uid, cost, "expedition outfitting refund (run-spawn failed)")
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Couldn't outfit the first region: %s", err)
}
// Log the start with prewritten flavor.
startLine := flavor.Pick(flavor.ExpeditionStart)
_ = appendExpeditionLog(exp.ID, 1, "narrative", "expedition started", startLine)
return exp, supplies, startLine, nil
}
// raidContentWarning returns a TwinBee-voiced heads-up for zones whose
// boss is tuned for a party rather than a solo adventurer. T5 zones
// (Dragon's Lair / Abyss Portal) have boss HP / damage curves that the

View File

@@ -95,21 +95,40 @@ func forcedExtractExpedition(expID, reason string) (*Expedition, int, error) {
return e, tax, nil
}
// The reasons a run can end badly. They were bare strings at four call sites;
// they are constants now because the news seam has to tell them apart — a
// retreat is a story and a death is a different story, and an idle reap is
// neither.
const (
lossCombatDeath = "combat death"
lossCombatRetreat = "combat retreat" // solo: ran out the phase clock and withdrew
lossCombatFlee = "combat flee" // party: the turn engine broke off
lossIdleTimeout = "run idle-timeout (§4.3 stale-run reap)"
)
// forceExtractExpeditionForRunLoss bridges run-loss call sites (turn-based
// elite/boss death or flee, exploration combat death, patrol-interrupt
// death) into the forced-extract flow. Those sites already abandon the
// zone run, but without flipping the wrapping expedition the ambient
// ticker keeps DMing about a dungeon the player walked away from. No-op
// when there is no active expedition for this user.
//
// It is also the one chokepoint every bad ending passes through, which makes it
// where the retreat dispatch is filed. Read the expedition BEFORE the extract:
// forcedExtractExpedition stamps it 'abandoned' and zeroes the live fields, so
// afterwards there is no day count left to report.
func forceExtractExpeditionForRunLoss(userID id.UserID, reason string) {
exp, err := getActiveExpedition(userID)
if err != nil || exp == nil {
return
}
day, zoneID := exp.CurrentDay, exp.ZoneID
if _, _, err := forcedExtractExpedition(exp.ID, reason); err != nil {
slog.Warn("expedition: force-extract on run loss",
"user", userID, "expedition", exp.ID, "reason", reason, "err", err)
return
}
emitRetreatNews(userID, reason, zoneID, day)
}
// finalizeExpeditionOnZoneClear bridges the run-complete seam (boss down,

View File

@@ -1207,9 +1207,9 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
// seat off HP, which for a solo walker is the same `!TimedOut` rule.
closeOutZoneLoss(pres, seated, zone, "zone")
if !result.TimedOut {
forceExtractExpeditionForRunLoss(userID, "combat death")
forceExtractExpeditionForRunLoss(userID, lossCombatDeath)
} else {
forceExtractExpeditionForRunLoss(userID, "combat retreat")
forceExtractExpeditionForRunLoss(userID, lossCombatRetreat)
}
if line := twinBeeLine(zone.ID, DMPlayerDeath, run.RunID, narrationCadence(run)); line != "" {
ob.WriteString(line)

View File

@@ -323,7 +323,7 @@ func getActiveZoneRun(userID id.UserID) (*DungeonRun, error) {
// but only when this run is the active expedition's current run so
// a standalone (non-expedition) stale run still reaps cleanly.
if exp, _ := getActiveExpedition(userID); exp != nil && exp.RunID == r.RunID {
forceExtractExpeditionForRunLoss(userID, "run idle-timeout (§4.3 stale-run reap)")
forceExtractExpeditionForRunLoss(userID, lossIdleTimeout)
}
return nil, nil
}

View File

@@ -0,0 +1,427 @@
//go:build prodexercise
package plugin
// Headless end-to-end exercise of the bored-adventurer path against a COPY of
// the prod DB. This covers the one seam the unit tests can't reach: the
// tryBoredomStart → beginExpedition → autopilot chain, which needs a live
// EuroPlugin and a real character with real gear.
//
// GOGOBEE_PROD_DB_DIR=/path/to/dbcopy \
// go test -tags prodexercise -run TestExerciseBoredomProd -v ./internal/plugin/
//
// As with TestExerciseNewFeaturesProd, the DB copy is re-copied into t.TempDir()
// before opening, so even the copy is left pristine and nothing can reach prod.
//
// What it has to prove:
// 1. The idle clock picks out exactly the idle players — a player who acted an
// hour ago must NOT be swept up. (playerIsIdle fails open, so a regression
// here marches the whole server into a dungeon at once.)
// 2. A bored run actually starts against a real character: real zone, lean
// supplies, coins debited.
// 3. It buys and equips nothing. That's the whole mechanic.
// 4. The expedition is flagged boredom=1, so the idle reaper won't let it
// shield an absent player's streak.
// 5. It re-entrantly refuses: a second tick inside the cooldown does nothing.
// 6. The autopilot will actually walk it.
import (
"fmt"
"os"
"path/filepath"
"sort"
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
func TestExerciseBoredomProd(t *testing.T) {
srcDir := os.Getenv("GOGOBEE_PROD_DB_DIR")
if srcDir == "" {
t.Skip("set GOGOBEE_PROD_DB_DIR to a dir holding a COPY of gogobee.db")
}
if _, err := os.Stat(filepath.Join(srcDir, "gogobee.db")); err != nil {
t.Skipf("no gogobee.db in %s", srcDir)
}
tmp := t.TempDir()
for _, f := range []string{"gogobee.db", "gogobee.db-wal", "gogobee.db-shm"} {
copyIfPresent(t, filepath.Join(srcDir, f), filepath.Join(tmp, f))
}
db.Close()
if err := db.Init(tmp); err != nil {
t.Fatalf("db.Init: %v", err)
}
t.Cleanup(db.Close)
simOmenDisabled = true
euro := NewEuroPlugin(nil)
xp := NewXPPlugin(nil)
p := NewAdventurePlugin(nil, euro, xp)
sink := &captureSink{}
p.Sink = sink
mark := 0
drain := func() {
for _, m := range sink.msgs[mark:] {
who := string(m.ToUser)
if who == "" {
who = "room:" + string(m.ToRoom)
}
t.Logf(" → [%s]\n%s", who, indent(m.Text))
}
mark = len(sink.msgs)
}
chars := runnableChars(t)
if len(chars) < 2 {
t.Fatalf("need 2+ runnable characters in the DB copy, got %d", len(chars))
}
// A pinned clock, 14:00 UTC today: outside the ambient quiet windows (06:00
// briefing / 21:00 recap) that fireExpeditionBoredom deliberately refuses to
// talk over, so the run is deterministic regardless of when we invoke it.
now := time.Now().UTC().Truncate(24 * time.Hour).Add(14 * time.Hour)
if inAmbientQuietWindow(now) {
t.Fatal("pinned clock landed in the quiet window — pick another hour")
}
// Clear the decks: nobody in the copy should be mid-expedition when we start,
// or the structural guards will (correctly) refuse and prove nothing.
for _, c := range chars {
clearExpeditionState(t, c.uid)
healToFull(t, c.uid)
euro.Credit(c.uid, 2000, "boredom exercise bankroll")
}
// The control arm. Without one, "everybody went" and "the clock works" look
// identical — and the failure mode we're hunting (playerIsIdle failing open)
// produces exactly the former.
active := chars[0]
idle := chars[1:]
setLastAction(t, active.uid, now.Add(-1*time.Hour))
for _, c := range idle {
setLastAction(t, c.uid, now.Add(-72*time.Hour))
}
// Everyone else in the DB is left alone but must not be dragged along either;
// snapshot who has an expedition now so we can diff at the end.
before := activeExpeditionOwners(t)
t.Logf("──────── clock ────────")
t.Logf(" control (acted 1h ago): %s L%d %s", active.uid, active.level, active.class)
for _, c := range idle {
t.Logf(" idle (72h silent): %s L%d %s", c.uid, c.level, c.class)
}
// ── 1. The candidate query ──────────────────────────────────────────────
cands, err := loadBoredomCandidates(now)
if err != nil {
t.Fatalf("loadBoredomCandidates: %v", err)
}
candSet := map[id.UserID]bool{}
for _, u := range cands {
candSet[u] = true
}
t.Logf(" loadBoredomCandidates → %d players", len(cands))
if candSet[active.uid] {
t.Errorf("control %s acted an hour ago but is a boredom candidate — the idle clock is not being read", active.uid)
}
for _, c := range idle {
if !candSet[c.uid] {
t.Errorf("idle %s has been silent 72h but is not a candidate", c.uid)
}
if playerIsIdle(active.uid, now) {
t.Fatalf("playerIsIdle says the control player is idle — it is failing open, ABORT (this is the bug that marches the whole server into a dungeon)")
}
if !playerIsIdle(c.uid, now) {
t.Errorf("playerIsIdle(%s) = false after 72h of silence", c.uid)
}
}
// ── 2/3/4. The run itself ───────────────────────────────────────────────
type snap struct {
balance float64
gear string
}
pre := map[id.UserID]snap{}
for _, c := range chars {
pre[c.uid] = snap{balance: euro.GetBalance(c.uid), gear: gearFingerprint(t, c.uid)}
}
t.Logf("──────── fireExpeditionBoredom ────────")
p.fireExpeditionBoredom(now)
drain()
for _, c := range idle {
exp, err := getActiveExpedition(c.uid)
if err != nil || exp == nil {
t.Errorf("%s (L%d): no expedition started (err=%v) — the boredom start path is broken", c.uid, c.level, err)
continue
}
zone, ok := getZone(exp.ZoneID)
if !ok {
t.Errorf("%s: started an unknown zone %q", c.uid, exp.ZoneID)
continue
}
spent := pre[c.uid].balance - euro.GetBalance(c.uid)
lean := loadoutPurchase(zone.Tier, LoadoutLean)
t.Logf(" %s L%d → %s (T%d) — spent %.0f coins (lean = %d)",
c.uid, c.level, zone.Display, int(zone.Tier), spent, lean.Cost())
// In band.
if c.level < zone.LevelMin || c.level > zone.LevelMax {
t.Errorf("%s L%d sent to %s, band %d%d — out of band",
c.uid, c.level, zone.ID, zone.LevelMin, zone.LevelMax)
}
// Lean supplies, exactly. Anything else means it went shopping.
if int(spent) != lean.Cost() {
t.Errorf("%s spent %.0f coins, lean pack for T%d is %d — it bought something it shouldn't have",
c.uid, spent, int(zone.Tier), lean.Cost())
}
// Gear untouched. This is the mechanic, not a nicety.
if got := gearFingerprint(t, c.uid); got != pre[c.uid].gear {
t.Errorf("%s: equipment changed across a bored run.\n was: %s\n now: %s", c.uid, pre[c.uid].gear, got)
}
// Flagged, so the idle reaper won't let it hold their streak.
if !expeditionIsBoredom(t, exp.ID) {
t.Errorf("%s: expedition %s not flagged boredom=1 — it will shield an absent player's streak", c.uid, exp.ID)
}
if !isBoredomDriven(c.uid, now) {
t.Errorf("isBoredomDriven(%s) = false right after a bored start", c.uid)
}
// Raid only where there was no alternative.
if w := raidContentWarning(zone.ID); w != "" && c.level < 13 {
t.Errorf("%s L%d was sent into raid zone %s while non-raid zones were in band", c.uid, c.level, zone.ID)
}
}
// The control player must be exactly where we left them.
if exp, _ := getActiveExpedition(active.uid); exp != nil {
t.Errorf("control %s acted an hour ago and was still sent on an expedition (%s)", active.uid, exp.ZoneID)
}
if b := euro.GetBalance(active.uid); b != pre[active.uid].balance {
t.Errorf("control %s was charged %.0f coins for an expedition they didn't take",
active.uid, pre[active.uid].balance-b)
}
// The sweep reaches every idle player in the DB, not just the two we staged —
// that's the feature working, not a leak. The invariant that actually matters
// is that *everyone who left was idle*. (runnableChars only lists characters
// with the legacy adventure_characters row, so the DB holds idle players it
// doesn't return; they're still real characters and they're right to go.)
departed := diffOwners(activeExpeditionOwners(t), before)
for _, uid := range departed {
if !playerIsIdle(uid, now) {
t.Errorf("%s was sent on an expedition but is NOT idle — the clock is not gating the sweep", uid)
}
}
t.Logf(" departed: %d of %d candidates", len(departed), len(cands))
// The gap between candidates and departures is the structural guards doing
// their job (mid-run, resting, unfinished setup, broke). Name them, so a
// silent refusal can't hide here.
left := map[id.UserID]bool{}
for _, uid := range departed {
left[uid] = true
}
for _, uid := range cands {
if !left[uid] {
t.Logf(" stayed home: %-28s %s", uid, whyNoBoredomRun(uid))
}
}
// ── 5. The cooldown ─────────────────────────────────────────────────────
t.Logf("──────── second tick (must be a no-op) ────────")
balBefore := map[id.UserID]float64{}
for _, c := range idle {
balBefore[c.uid] = euro.GetBalance(c.uid)
}
p.fireExpeditionBoredom(now.Add(30 * time.Minute))
drain()
for _, c := range idle {
if b := euro.GetBalance(c.uid); b != balBefore[c.uid] {
t.Errorf("%s was charged %.0f more coins on a second tick inside the cooldown — the CAS claim isn't holding",
c.uid, balBefore[c.uid]-b)
}
}
// ── 6. Does it actually walk? ───────────────────────────────────────────
t.Logf("──────── autopilot walks the bored run ────────")
for _, c := range idle {
exp, _ := getActiveExpedition(c.uid)
if exp == nil {
continue
}
ctx := MessageContext{Sender: c.uid, RoomID: id.RoomID("!exercise:sim"), EventID: "$ex", Body: ""}
// Several segments, as the ambient ticker would over a day. One call can
// legitimately stop early (stopHarvestCombat, a fork, a boss doorway); the
// question is whether the run keeps making progress when it's called again.
total := 0
for seg := 0; seg < 4; seg++ {
r := p.runAutopilotWalkDriven(ctx, 6)
if r.initErr != "" {
t.Errorf("%s: autopilot refused to walk the bored expedition: %s", c.uid, r.initErr)
break
}
total += r.rooms
t.Logf(" %s seg%d: +%d rooms (total %d), stopped: %s", c.uid, seg, r.rooms, total, stopName(r.reason))
if r.reason == stopComplete || r.reason == stopEnded {
break
}
}
if total == 0 {
t.Errorf("%s: the bored expedition never took a single step", c.uid)
}
}
drain()
}
// ---- helpers ---------------------------------------------------------------
// clearExpeditionState puts the character back on the doorstep: no expedition,
// no zone run, no combat session. The prod copy is a live snapshot, so some
// characters are mid-run — and the structural guards would (correctly) refuse
// to start a bored run on top of that, which would test nothing.
func clearExpeditionState(t *testing.T, uid id.UserID) {
t.Helper()
for _, q := range []string{
`UPDATE dnd_expedition SET status = 'complete' WHERE user_id = ? AND status IN ('active','extracted')`,
`DELETE FROM dnd_zone_run WHERE user_id = ?`,
`DELETE FROM combat_session WHERE user_id = ?`,
`UPDATE player_meta SET last_boredom_at = NULL WHERE user_id = ?`,
} {
if _, err := db.Get().Exec(q, string(uid)); err != nil {
t.Logf(" clearExpeditionState(%s): %v (continuing)", uid, err)
}
}
}
func setLastAction(t *testing.T, uid id.UserID, at time.Time) {
t.Helper()
if _, err := db.Get().Exec(
`UPDATE player_meta SET last_player_action_at = ? WHERE user_id = ?`,
at, string(uid)); err != nil {
t.Fatalf("setLastAction(%s): %v", uid, err)
}
}
// gearFingerprint is what the bored run must not change.
func gearFingerprint(t *testing.T, uid id.UserID) string {
t.Helper()
eq, err := loadAdvEquipment(uid)
if err != nil {
return "ERR:" + err.Error()
}
var parts []string
for slot, e := range eq {
if e == nil {
continue
}
parts = append(parts, fmt.Sprintf("%s=%s/T%d", slot, e.Name, e.Tier))
}
sort.Strings(parts)
return fmt.Sprint(parts)
}
func expeditionIsBoredom(t *testing.T, expID string) bool {
t.Helper()
var b bool
if err := db.Get().QueryRow(
`SELECT boredom FROM dnd_expedition WHERE expedition_id = ?`, expID).Scan(&b); err != nil {
t.Logf(" expeditionIsBoredom(%s): %v", expID, err)
return false
}
return b
}
func activeExpeditionOwners(t *testing.T) map[id.UserID]bool {
t.Helper()
out := map[id.UserID]bool{}
rows, err := db.Get().Query(`SELECT user_id FROM dnd_expedition WHERE status = 'active'`)
if err != nil {
t.Fatalf("activeExpeditionOwners: %v", err)
}
defer rows.Close()
for rows.Next() {
var s string
if err := rows.Scan(&s); err != nil {
t.Fatal(err)
}
out[id.UserID(s)] = true
}
return out
}
// whyNoBoredomRun re-runs tryBoredomStart's guards for a candidate who didn't
// leave, so the candidates-vs-departures gap is explained rather than assumed.
func whyNoBoredomRun(uid id.UserID) string {
c, err := LoadDnDCharacter(uid)
switch {
case err != nil:
return "character won't load: " + err.Error()
case c == nil:
return "no character"
case c.PendingSetup:
return "character creation never finished"
}
if restingLockoutRemaining(c) > 0 {
return "resting lockout"
}
if hasActiveCombatSession(uid) {
return "in combat"
}
if seated, _ := seatedExpeditionFor(uid); seated != nil {
return "seated on someone else's party"
}
if active, _ := getActiveExpedition(uid); active != nil {
return "already on an expedition"
}
if pending, _ := getResumableExpedition(uid); pending != nil {
return "extracted, waiting on !resume"
}
if run, _ := getActiveZoneRun(uid); run != nil {
return "mid zone run"
}
zone, ok := pickBoredomZone(uid, c.Level)
if !ok {
return fmt.Sprintf("no zone in band for L%d", c.Level)
}
return fmt.Sprintf("(no guard tripped — would have gone to %s; check cooldown/coins)", zone.ID)
}
func stopName(r stopReason) string {
switch r {
case stopOK:
return "ok"
case stopFork:
return "fork"
case stopElite:
return "elite doorway"
case stopBoss:
return "boss doorway"
case stopEnded:
return "died"
case stopComplete:
return "zone cleared"
case stopBlocked:
return "blocked by combat session"
case stopHarvestCombat:
return "harvest pulled a fight"
case stopPreflight:
return "preflight (low HP/SU)"
case stopBossSafety:
return "boss-safety gate"
}
return fmt.Sprintf("stopReason(%d)", int(r))
}
func diffOwners(after, before map[id.UserID]bool) []id.UserID {
var out []id.UserID
for uid := range after {
if !before[uid] {
out = append(out, uid)
}
}
return out
}

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@@ -0,0 +1,459 @@
package plugin
import (
"fmt"
"log/slog"
"sort"
"strings"
"time"
"gogobee/internal/db"
"gogobee/internal/flavor"
"maunium.net/go/mautrix/id"
)
// Bored adventurers (gogobee_boredom_plan.md).
//
// A player who stops tending their adventurer doesn't stop having one. After
// boredomIdleThreshold with no action against Adventure, the character gets
// restless and leaves on an expedition by itself: the easiest zone its level
// band allows, the cheapest supplies it can afford, and whatever gear was
// already on the rack.
//
// Everything downstream of the start is already autonomous — the autopilot
// (expedition_autorun.go) walks rooms, drives elite and boss fights on the real
// turn engine, camps, harvests, rolls days over, and auto-picks forks after 8h.
// The only thing that ever needed a human was `!expedition start`, so that is
// the only thing this file does.
//
// It never buys or equips gear, and that is the entire mechanic: a neglected
// adventurer grinds half-starved runs on rusting equipment and comes home taxed.
const (
// boredomIdleThreshold — silence, measured against the player's last
// action *against Adventure*, before the adventurer leaves on its own.
boredomIdleThreshold = 24 * time.Hour
// boredomCooldown — minimum gap between boredom starts for one player.
// Also the re-trigger cadence: when a bored expedition ends, another
// boredomCooldown of silence starts the next one. An abandoned character
// keeps going until it runs out of coins for supplies.
boredomCooldown = 24 * time.Hour
// boredomTickInterval — how often the ticker wakes. The cooldown gate is
// what actually paces starts; the tick only has to be frequent enough to
// enforce it cleanly.
boredomTickInterval = 30 * time.Minute
)
// ── The idle clock ───────────────────────────────────────────────────────────
// markPlayerAction stamps player_meta.last_player_action_at — the clock the
// boredom ticker reads.
//
// It is a direct UPDATE and deliberately does NOT route through
// saveAdvCharacter. Every other candidate timestamp in the schema is unusable
// here for the same reason (gogobee_boredom_plan.md §1):
//
// - last_active_at is auto-bumped inside saveAdvCharacter, so the autopilot's
// own combat writes would refresh a bored character's idle clock and it
// would never qualify again.
// - user_stats.updated_at is bumped by any Matrix message in any room. That's
// chat presence, not a game action — a player can talk all day without
// touching their adventurer, and the adventurer should still get bored.
// - loadAdvDailyActivity is unified across dnd_expedition_log, so the
// autopilot's own walk entries read back as player activity.
//
// Any future non-Matrix entry point (web, API, Pete) should call this too — the
// clock tracks actions against Adventure, not Matrix traffic.
func markPlayerAction(userID id.UserID) {
db.Exec("boredom: mark player action",
`UPDATE player_meta SET last_player_action_at = ? WHERE user_id = ?`,
time.Now().UTC(), string(userID))
}
// advActionCommands — every `!command` routed by AdventurePlugin.OnMessage.
//
// This is NOT Commands() (adventure.go): that registers 28 names for the help
// surface and is missing expedition, zone, fight, camp, extract, resume and
// more. Routing is a 47-branch if-chain, and the boredom clock has to see all
// of it, so the set is spelled out here. TestAdvActionCommandsCoverDispatch
// greps the IsCommand literals out of adventure.go and fails if one is missing,
// so a new command can't silently fall out of the clock.
var advActionCommands = map[string]bool{
"abilities": true, "adv": true, "adventure": true, "arena": true,
"arm": true, "attack": true, "bail": true, "camp": true,
"cast": true, "check": true, "commune": true, "consume": true,
"craft": true, "duel": true, "essence": true, "expedition": true,
"explore": true, "extract": true, "fight": true, "fish": true,
"flee": true, "forage": true, "give": true, "graveyard": true,
"hospital": true, "level": true, "lore": true, "map": true,
"mine": true, "mischief": true, "news": true, "prepare": true, "region": true,
"resources": true, "respec": true, "rest": true, "resume": true,
"revisit": true, "rivals": true, "roll": true, "scavenge": true,
"sell": true, "setup": true, "sheet": true, "spells": true,
"stats": true, "subclass": true, "thom": true, "threat": true,
"town": true, "zone": true,
}
// isPlayerAdventureAction reports whether this message is the player doing
// something to their adventurer — an Adventure command, or a reply to a prompt
// we're holding open for them (shop, blacksmith, pet, treasure). Both count:
// answering "2" to a shop menu is as much an action as typing `!shop`.
//
// This runs on every message the bot sees, in every room, so the command test
// is a single tokenise-and-look-up rather than 50 passes of IsCommand over the
// body. It matches util.IsCommand's rule exactly: trimmed, lowercased, the
// command is the whole body or is followed by a space.
//
// The pending-prompt check honours ExpiresAt. Nothing sweeps p.pending, so an
// abandoned prompt (offered, never answered) sits there forever — without the
// expiry test, every idle remark that player ever makes in any room would read
// as tending their adventurer, and the clock would never run down.
func (p *AdventurePlugin) isPlayerAdventureAction(ctx MessageContext) bool {
body := strings.ToLower(strings.TrimSpace(ctx.Body))
if strings.HasPrefix(body, p.Prefix) {
word := strings.TrimPrefix(body, p.Prefix)
if i := strings.IndexByte(word, ' '); i >= 0 {
word = word[:i]
}
if advActionCommands[word] {
return true
}
}
if v, ok := p.pending.Load(string(ctx.Sender)); ok {
pi, isPrompt := v.(*advPendingInteraction)
// A zero ExpiresAt is a prompt with no deadline, not an expired one.
if isPrompt && (pi.ExpiresAt.IsZero() || time.Now().Before(pi.ExpiresAt)) {
return true
}
}
return false
}
// ── The ticker ───────────────────────────────────────────────────────────────
func (p *AdventurePlugin) expeditionBoredomTicker() {
ticker := time.NewTicker(boredomTickInterval)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
p.fireExpeditionBoredom(time.Now().UTC())
}
}
}
// fireExpeditionBoredom sends every eligible idle adventurer into a dungeon.
func (p *AdventurePlugin) fireExpeditionBoredom(now time.Time) {
// Same politeness gate as the ambient ticker: don't drop a departure DM on
// top of the 06:00 briefing or 21:00 recap.
if inAmbientQuietWindow(now) {
return
}
uids, err := loadBoredomCandidates(now)
if err != nil {
slog.Error("boredom: load candidates", "err", err)
return
}
for _, uid := range uids {
if err := p.tryBoredomStart(uid, now); err != nil {
slog.Warn("boredom: start failed", "user", uid, "err", err)
}
}
}
// loadBoredomCandidates returns players whose last action against Adventure is
// older than boredomIdleThreshold and who haven't been sent out inside the
// cooldown.
//
// COALESCE onto created_at so a character that was made and then never played
// still qualifies — but not on its very first tick, since created_at is the
// clock until they touch anything.
func loadBoredomCandidates(now time.Time) ([]id.UserID, error) {
idleCutoff := now.Add(-boredomIdleThreshold)
coolCutoff := now.Add(-boredomCooldown)
rows, err := db.Get().Query(`
SELECT user_id
FROM player_meta
WHERE alive = 1
AND COALESCE(last_player_action_at, created_at) IS NOT NULL
AND COALESCE(last_player_action_at, created_at) < ?
AND (last_boredom_at IS NULL OR last_boredom_at < ?)`,
idleCutoff, coolCutoff)
if err != nil {
return nil, err
}
defer rows.Close()
var out []id.UserID
for rows.Next() {
var s string
if err := rows.Scan(&s); err != nil {
return nil, err
}
out = append(out, id.UserID(s))
}
return out, rows.Err()
}
// tryBoredomStart runs the eligibility guards for one player and, if they pass,
// outfits and launches the expedition.
func (p *AdventurePlugin) tryBoredomStart(uid id.UserID, now time.Time) error {
// The foreground commands mutate the same rows under this lock; a boredom
// start racing `!expedition start` would double-book the character.
userMu := p.advUserLock(uid)
userMu.Lock()
defer userMu.Unlock()
c, err := LoadDnDCharacter(uid)
if err != nil {
return err
}
if c == nil || c.PendingSetup {
return nil // never finished character creation — nothing to get bored
}
// Structural blockers. Every one of these is a state the player has to
// resolve themselves; the adventurer can't just walk out of it. Mirrors the
// guard set in expeditionCmdStart.
if restingLockoutRemaining(c) > 0 {
return nil
}
if hasActiveCombatSession(uid) {
return nil
}
if seated, _ := seatedExpeditionFor(uid); seated != nil {
return nil // riding someone else's party
}
if active, _ := getActiveExpedition(uid); active != nil {
return nil
}
if pending, _ := getResumableExpedition(uid); pending != nil {
return nil // extracted, holding a roster for `!resume` — theirs to settle
}
if run, _ := getActiveZoneRun(uid); run != nil {
return nil
}
zone, ok := pickBoredomZone(uid, c.Level)
if !ok {
return nil // no zone this character's level band can be sent to
}
// Claim the cooldown BEFORE spending anything. If the start then fails, or
// the process dies mid-flight, we wait out the cooldown instead of looping
// on a broken character every 30 minutes.
res, err := db.Get().Exec(`
UPDATE player_meta
SET last_boredom_at = ?
WHERE user_id = ?
AND (last_boredom_at IS NULL OR last_boredom_at < ?)`,
now, string(uid), now.Add(-boredomCooldown))
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil // another tick claimed it
}
// Cheapest pack that exists. A zero-supply start is impossible —
// SupplyPurchase.Validate rejects it — so a bored run always costs coins,
// and a broke adventurer simply doesn't go. That's the floor that stops an
// abandoned character looping forever.
purchase := loadoutPurchase(zone.Tier, LoadoutLean)
cost := float64(purchase.Cost())
if p.euro == nil {
return nil
}
if balance := p.euro.GetBalance(uid); balance < cost {
return p.SendDM(uid, fmt.Sprintf(
"🪙 I got as far as the supply counter. Outfitting for **%s** runs **%d** coins and we have **%.0f**. So I've put the pack back and come home. Nothing to be done about it from where I'm standing.",
zone.Display, int(cost), balance))
}
exp, supplies, _, err := p.beginExpedition(uid, c.Level, zone, purchase, "expedition outfitting (restless)")
if err != nil {
return err
}
// Mark it as self-started. The idle reaper reads this so an expedition the
// player never asked for can't hold their streak or spare them the shame DM
// (gogobee_boredom_plan.md §6).
db.Exec("boredom: flag expedition",
`UPDATE dnd_expedition SET boredom = 1 WHERE expedition_id = ?`, exp.ID)
slog.Info("boredom: adventurer left on its own",
"user", uid, "zone", zone.ID, "level", c.Level, "cost", int(cost))
emitBoredomDeparture(uid, zone, c.Level)
return p.SendDM(uid, renderBoredomDepartureDM(zone, supplies, purchase))
}
// ── Reading the idle clock ───────────────────────────────────────────────────
// playerIsIdle reports whether the player has gone boredomIdleThreshold without
// an action against Adventure. A player with no recorded action at all (never
// played, or predates the column) counts as idle.
// The COALESCE is done in Go, not SQL, on purpose. modernc.org/sqlite rebuilds
// a time.Time from the column's declared type, and COALESCE() erases it — the
// value comes back a string and the Scan fails. Selecting the two declared
// DATETIME columns and folding them here keeps the affinity. This function
// fails open (an unreadable row reads as idle), so a broken scan here would
// declare every player idle and march the whole server into a dungeon at once.
func playerIsIdle(userID id.UserID, now time.Time) bool {
var lastAction, created *time.Time
err := db.Get().QueryRow(
`SELECT last_player_action_at, created_at FROM player_meta WHERE user_id = ?`,
string(userID)).Scan(&lastAction, &created)
if err != nil {
return true
}
last := lastAction
if last == nil {
last = created // never acted — the clock runs from when they were made
}
if last == nil {
return true
}
return last.Before(now.Add(-boredomIdleThreshold))
}
// isBoredomDriven reports that this character is running on its own and its
// player has not come back: the last expedition they set out on was one the
// adventurer started for itself, and they still haven't touched Adventure.
//
// This is the gate the idle reaper uses. It's deliberately narrower than "is
// the player idle": an expedition the player *did* start still holds their
// streak while the autopilot walks it, exactly as it always has. Only an
// expedition nobody asked for loses that protection.
//
// Reading the most recent expedition rather than the active one keeps it honest
// for the night after a bored run ends — the logs it left behind would
// otherwise read as player activity for another day.
func isBoredomDriven(userID id.UserID, now time.Time) bool {
if !playerIsIdle(userID, now) {
return false // they came back; nothing to reap
}
var boredom bool
err := db.Get().QueryRow(`
SELECT boredom
FROM dnd_expedition
WHERE user_id = ?
ORDER BY start_date DESC
LIMIT 1`, string(userID)).Scan(&boredom)
if err != nil {
return false // no expedition history, or unreadable — don't reap on a guess
}
return boredom
}
// ── Zone selection ───────────────────────────────────────────────────────────
// pickBoredomZone chooses where a restless adventurer goes.
//
// It uses the LevelMin/LevelMax bands on ZoneDefinition rather than
// zonesForLevel, which filters on tier alone and ignores those fields — which
// is why a level-1 player can currently walk into a T3 zone. A bored adventurer
// should neither farm trivial content nor wander somewhere absurd, so the band
// is the right gate.
//
// Order of preference:
// 1. Zones whose level band contains the character.
// 2. Among those, the non-raid ones (raidContentWarning) — the party-tuned T5
// bosses have a 0% solo clear rate, so they're avoided while an alternative
// exists.
// 3. Among those, the lowest tier: the "easiest at-level" rule.
// 4. Ties break on least-recently-visited, so a bored adventurer rotates zones
// instead of grinding one forever.
//
// If step 2 leaves nothing, raid zones are allowed back in. That only bites at
// L13+, where dragons_lair and abyss_portal are the only zones in band and both
// are raids. Those runs cannot be won solo — they wall at the boss-safety gate,
// starve, and force-extract with the haul tax. That is the intended fate of an
// abandoned endgame character, and it drains the coins that fund the next one.
func pickBoredomZone(uid id.UserID, level int) (ZoneDefinition, bool) {
var inBand, nonRaid []ZoneDefinition
for _, z := range allZones() {
if level < z.LevelMin || level > z.LevelMax {
continue
}
inBand = append(inBand, z)
if raidContentWarning(z.ID) == "" {
nonRaid = append(nonRaid, z)
}
}
pool := nonRaid
if len(pool) == 0 {
pool = inBand
}
if len(pool) == 0 {
return ZoneDefinition{}, false
}
lastVisit, err := lastExpeditionByZone(uid)
if err != nil {
slog.Warn("boredom: zone history unavailable, falling back to tier order", "user", uid, "err", err)
lastVisit = map[ZoneID]time.Time{}
}
sort.SliceStable(pool, func(i, j int) bool {
if pool[i].Tier != pool[j].Tier {
return pool[i].Tier < pool[j].Tier
}
return lastVisit[pool[i].ID].Before(lastVisit[pool[j].ID])
})
return pool[0], true
}
// lastExpeditionByZone returns when this player last set out for each zone.
// Zones they've never visited are absent, so they sort first (zero time).
//
// No MAX(start_date)/GROUP BY: the aggregate erases the column's declared type
// and modernc.org/sqlite hands back a string the Scan can't take. Walking the
// rows in ascending order and letting each overwrite the last gives the same
// answer with the affinity intact.
func lastExpeditionByZone(uid id.UserID) (map[ZoneID]time.Time, error) {
rows, err := db.Get().Query(`
SELECT zone_id, start_date
FROM dnd_expedition
WHERE user_id = ?
ORDER BY start_date ASC`, string(uid))
if err != nil {
return nil, err
}
defer rows.Close()
out := map[ZoneID]time.Time{}
for rows.Next() {
var zone string
var last time.Time
if err := rows.Scan(&zone, &last); err != nil {
return nil, err
}
out[ZoneID(zone)] = last // ascending, so the last write is the most recent
}
return out, rows.Err()
}
// ── Rendering ────────────────────────────────────────────────────────────────
// renderBoredomDepartureDM is the note left on the table. It states plainly
// that nothing was bought and nothing was upgraded — the player should be able
// to read this and know exactly why the haul is going to be bad.
func renderBoredomDepartureDM(zone ZoneDefinition, supplies ExpeditionSupplies, purchase SupplyPurchase) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("🎒 **Gone on ahead — %s** _(T%d)_\n\n", zone.Display, int(zone.Tier)))
b.WriteString("_" + zone.Hook + "_\n\n")
b.WriteString(flavor.Pick(flavor.ExpeditionBoredomStart))
b.WriteString("\n\n")
b.WriteString(fmt.Sprintf("**Packed:** %.0f SU (%d standard) — %d coins, the cheapest that would get us through the gate\n",
supplies.Max, purchase.StandardPacks, purchase.Cost()))
b.WriteString(fmt.Sprintf("**Daily burn:** %.1f SU/day — roughly **%d days** before we're rationing\n",
supplies.DailyBurn, estimateDays(supplies.Max, supplies.DailyBurn)))
b.WriteString("**Equipment:** unchanged. I don't do the shopping.\n\n")
if w := raidContentWarning(zone.ID); w != "" {
b.WriteString(w)
b.WriteString("\n\n")
}
b.WriteString("`!expedition status` to see where we've got to. Come and find us.")
return b.String()
}

View File

@@ -0,0 +1,261 @@
package plugin
import (
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// These exercise the idle clock against real rows.
//
// The hazard they exist for: modernc.org/sqlite rebuilds a time.Time from the
// column's *declared* type, and both COALESCE() and MAX() erase it. A Scan that
// silently fails here is not a small bug — playerIsIdle fails open (a player it
// can't read counts as idle), so a broken scan would declare the entire server
// idle and march everyone into a dungeon at once.
func seedBoredomPlayer(t *testing.T, uid id.UserID, created, lastAction, lastBoredom *time.Time) {
t.Helper()
_, err := db.Get().Exec(
`INSERT INTO player_meta (user_id, display_name, alive, created_at, last_player_action_at, last_boredom_at)
VALUES (?, ?, 1, ?, ?, ?)`,
string(uid), "Test", created, lastAction, lastBoredom)
if err != nil {
t.Fatalf("seed player_meta: %v", err)
}
}
func TestPlayerIsIdleReadsTheClock(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
old := now.Add(-72 * time.Hour)
recent := now.Add(-1 * time.Hour)
seedBoredomPlayer(t, "@idle:test", &old, &old, nil)
seedBoredomPlayer(t, "@active:test", &old, &recent, nil)
// Never acted: the COALESCE falls through to created_at.
seedBoredomPlayer(t, "@never:test", &old, nil, nil)
seedBoredomPlayer(t, "@fresh:test", &recent, nil, nil)
cases := []struct {
uid id.UserID
want bool
why string
}{
{"@idle:test", true, "last acted 72h ago"},
{"@active:test", false, "acted an hour ago"},
{"@never:test", true, "never acted, created 72h ago — COALESCE to created_at"},
{"@fresh:test", false, "never acted, but only just created — must not be yanked out on day one"},
}
for _, tc := range cases {
if got := playerIsIdle(tc.uid, now); got != tc.want {
t.Errorf("playerIsIdle(%s) = %v, want %v (%s)", tc.uid, got, tc.want, tc.why)
}
}
}
func TestLoadBoredomCandidatesRespectsClockAndCooldown(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
old := now.Add(-72 * time.Hour)
recent := now.Add(-1 * time.Hour)
seedBoredomPlayer(t, "@idle:test", &old, &old, nil)
seedBoredomPlayer(t, "@active:test", &old, &recent, nil)
// Idle, but already sent out an hour ago — the cooldown holds them back.
seedBoredomPlayer(t, "@cooling:test", &old, &old, &recent)
// Idle, and their last outing was days ago — eligible again.
seedBoredomPlayer(t, "@ready:test", &old, &old, &old)
got, err := loadBoredomCandidates(now)
if err != nil {
t.Fatalf("loadBoredomCandidates: %v", err)
}
set := map[id.UserID]bool{}
for _, u := range got {
set[u] = true
}
for uid, want := range map[id.UserID]bool{
"@idle:test": true,
"@ready:test": true,
"@active:test": false,
"@cooling:test": false,
} {
if set[uid] != want {
t.Errorf("candidate %s: got %v, want %v", uid, set[uid], want)
}
}
}
func TestMarkPlayerActionResetsTheClock(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
old := now.Add(-72 * time.Hour)
seedBoredomPlayer(t, "@back:test", &old, &old, nil)
if !playerIsIdle("@back:test", now) {
t.Fatal("precondition: player should start idle")
}
markPlayerAction("@back:test")
if playerIsIdle("@back:test", now) {
t.Error("player acted against Adventure but is still counted idle — the clock isn't being stamped")
}
}
// TestIsBoredomDrivenNeedsBothHalves pins the rule the idle reaper depends on:
// only an expedition the player never asked for, from a player who still hasn't
// come back, loses its streak protection. A self-started expedition holds it.
func TestIsBoredomDrivenNeedsBothHalves(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
old := now.Add(-72 * time.Hour)
recent := now.Add(-1 * time.Hour)
seedExp := func(t *testing.T, uid id.UserID, boredom bool) {
t.Helper()
_, err := db.Get().Exec(
`INSERT INTO dnd_expedition (expedition_id, user_id, zone_id, status, start_date, boredom)
VALUES (?, ?, 'goblin_warrens', 'active', ?, ?)`,
string(uid)+"-exp", string(uid), old, boredom)
if err != nil {
t.Fatalf("seed expedition: %v", err)
}
}
seedBoredomPlayer(t, "@bored:test", &old, &old, nil)
seedExp(t, "@bored:test", true)
seedBoredomPlayer(t, "@selfstart:test", &old, &old, nil)
seedExp(t, "@selfstart:test", false)
seedBoredomPlayer(t, "@returned:test", &old, &recent, nil)
seedExp(t, "@returned:test", true)
seedBoredomPlayer(t, "@noexp:test", &old, &old, nil)
cases := []struct {
uid id.UserID
want bool
why string
}{
{"@bored:test", true, "absent player, expedition it started itself — reap"},
{"@selfstart:test", false, "absent, but they started this expedition themselves — the autopilot still holds their streak"},
{"@returned:test", false, "bored expedition, but the player came back — don't reap someone who's playing"},
{"@noexp:test", false, "no expedition history at all — don't reap on a guess"},
}
for _, tc := range cases {
if got := isBoredomDriven(tc.uid, now); got != tc.want {
t.Errorf("isBoredomDriven(%s) = %v, want %v (%s)", tc.uid, got, tc.want, tc.why)
}
}
}
// TestLastExpeditionByZoneScans covers the MAX(start_date) scan — the same
// type-affinity hazard as the COALESCE above, and the tie-breaker that stops a
// bored adventurer grinding one zone forever.
func TestLastExpeditionByZoneScans(t *testing.T) {
newBoredomTestDB(t)
uid := id.UserID("@hist:test")
older := time.Now().UTC().Add(-96 * time.Hour)
newer := time.Now().UTC().Add(-24 * time.Hour)
for i, e := range []struct {
zone string
when time.Time
}{
{"goblin_warrens", older},
{"goblin_warrens", newer},
{"crypt_valdris", older},
} {
if _, err := db.Get().Exec(
`INSERT INTO dnd_expedition (expedition_id, user_id, zone_id, status, start_date)
VALUES (?, ?, ?, 'complete', ?)`,
string(uid)+string(rune('a'+i)), string(uid), e.zone, e.when); err != nil {
t.Fatalf("seed: %v", err)
}
}
got, err := lastExpeditionByZone(uid)
if err != nil {
t.Fatalf("lastExpeditionByZone: %v", err)
}
if len(got) != 2 {
t.Fatalf("got %d zones, want 2 — the MAX(start_date) scan is dropping rows: %v", len(got), got)
}
if !got[ZoneGoblinWarrens].After(got[ZoneCryptValdris]) {
t.Errorf("goblin_warrens (%v) should be more recent than crypt_valdris (%v); "+
"the picker relies on this to rotate zones", got[ZoneGoblinWarrens], got[ZoneCryptValdris])
}
}
// The deploy this column ships in: last_player_action_at is NULL for everyone
// alive, and created_at is when the character was *made* — months ago for the
// regulars. Without a seed, the very first tick after restart reads the whole
// server as idle-since-creation and marches all of them into a dungeon, coins
// debited, including the player who typed a command a minute before the deploy.
func TestBootstrapSeedsClockSoADeployDoesNotEmptyTheTown(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
longAgo := now.Add(-90 * 24 * time.Hour)
recent := now.Add(-30 * time.Minute)
// A regular: made months ago, played half an hour before the deploy.
seedBoredomPlayerActive(t, "@regular:test", longAgo, &recent, nil)
// Genuinely abandoned: made months ago, last touched the game months ago.
seedBoredomPlayerActive(t, "@lapsed:test", longAgo, &longAgo, nil)
bootstrapBoredomClock()
uids, err := loadBoredomCandidates(now)
if err != nil {
t.Fatalf("loadBoredomCandidates: %v", err)
}
got := map[id.UserID]bool{}
for _, u := range uids {
got[u] = true
}
if got["@regular:test"] {
t.Error("a player who acted 30 minutes ago was sent into a dungeon by the deploy")
}
if !got["@lapsed:test"] {
t.Error("the abandoned character is exactly who this feature is for, and it skipped them")
}
if playerIsIdle("@regular:test", now) {
t.Error("playerIsIdle still reads an active player as idle — Robbie would go silent for them")
}
}
// Same seed, but the character is already out on a bored expedition
// (last_boredom_at set). Its own autopilot bumps last_active_at every day, so
// re-seeding from it on each restart would hand the character a fresh idle
// clock and boredom would never fire again.
func TestBootstrapLeavesAlreadyBoredCharactersAlone(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
longAgo := now.Add(-90 * 24 * time.Hour)
autopilotWrite := now.Add(-10 * time.Minute)
wentOut := now.Add(-48 * time.Hour)
seedBoredomPlayerActive(t, "@bored:test", longAgo, &autopilotWrite, &wentOut)
bootstrapBoredomClock()
if !playerIsIdle("@bored:test", now) {
t.Fatal("restart re-seeded a bored character's clock off its own autopilot writes; it would never get bored again")
}
}
// seedBoredomPlayerActive seeds a row that predates the boredom column:
// last_player_action_at NULL, with a last_active_at the autopilot/saves have
// been keeping current.
func seedBoredomPlayerActive(t *testing.T, uid id.UserID, created time.Time, lastActive, lastBoredom *time.Time) {
t.Helper()
_, err := db.Get().Exec(
`INSERT INTO player_meta (user_id, display_name, alive, created_at, last_active_at, last_player_action_at, last_boredom_at)
VALUES (?, ?, 1, ?, ?, NULL, ?)`,
string(uid), "Test", created, lastActive, lastBoredom)
if err != nil {
t.Fatalf("seed player_meta: %v", err)
}
}

View File

@@ -0,0 +1,95 @@
package plugin
import (
"os"
"regexp"
"testing"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// pickBoredomZone reads expedition history to break ties, so it needs a DB.
func newBoredomTestDB(t *testing.T) {
t.Helper()
dir := t.TempDir()
db.Close()
if err := db.Init(dir); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
}
// TestAdvActionCommandsCoverDispatch pins the boredom idle clock to the actual
// command router.
//
// advActionCommands has to list every command AdventurePlugin.OnMessage routes,
// because a command missing from the set is a command the player can use
// without their adventurer noticing they showed up — so it sits there idle,
// gets "bored", and walks into a dungeon while they're actively playing.
//
// Commands() can't be used as the source of truth: it registers 28 names for
// the help surface and omits expedition, zone, fight, camp, extract and resume.
// So the router is the source of truth, and this greps it.
func TestAdvActionCommandsCoverDispatch(t *testing.T) {
src, err := os.ReadFile("adventure.go")
if err != nil {
t.Fatalf("read adventure.go: %v", err)
}
re := regexp.MustCompile(`p\.IsCommand\(ctx\.Body, "([a-z0-9-]+)"\)`)
matches := re.FindAllSubmatch(src, -1)
if len(matches) < 40 {
t.Fatalf("only found %d IsCommand call sites in adventure.go — the regex has "+
"drifted from the dispatcher and this test is no longer guarding anything", len(matches))
}
for _, m := range matches {
name := string(m[1])
if !advActionCommands[name] {
t.Errorf("!%s is routed by OnMessage but missing from advActionCommands — "+
"players using it would not reset their boredom clock", name)
}
}
}
// TestPickBoredomZoneBands walks the level bands and asserts the picker's
// rules: easiest at-level, no raid zones while an alternative exists, and the
// L13+ fallback into the raid.
func TestPickBoredomZoneBands(t *testing.T) {
newBoredomTestDB(t)
cases := []struct {
level int
want ZoneID
why string
}{
{level: 1, want: ZoneGoblinWarrens, why: "T1 band, tie broken by never-visited order"},
{level: 5, want: ZoneForestShadows, why: "L5 is in both the T2 and T3 bands — take the easier"},
{level: 10, want: ZoneUnderdark, why: "T4 band; underdark is multi-region but NOT a raid, so it stays eligible. Both T4 zones are unvisited here, so the tie falls through to registration order"},
{level: 15, want: ZoneDragonsLair, why: "only raid zones in band at L15 — fallback fires, lowest tier first"},
}
for _, tc := range cases {
got, ok := pickBoredomZone(id.UserID("@nobody:test"), tc.level)
if !ok {
t.Errorf("L%d: no zone picked (%s)", tc.level, tc.why)
continue
}
if got.ID != tc.want {
t.Errorf("L%d: picked %s, want %s (%s)", tc.level, got.ID, tc.want, tc.why)
}
}
}
// TestPickBoredomZoneAvoidsRaidsWhenPossible is the rule the player actually
// asked for, stated directly: below the endgame, a bored adventurer never gets
// sent into party-tuned content.
func TestPickBoredomZoneAvoidsRaidsWhenPossible(t *testing.T) {
newBoredomTestDB(t)
for level := 1; level <= 12; level++ {
z, ok := pickBoredomZone(id.UserID("@nobody:test"), level)
if !ok {
continue
}
if raidContentWarning(z.ID) != "" {
t.Errorf("L%d: picked raid zone %s while a non-raid zone was in band", level, z.ID)
}
}
}

View File

@@ -0,0 +1,115 @@
package plugin
import (
"errors"
"fmt"
"strings"
)
// The player-facing surface for hiring Pete.
//
// !expedition hire [class] (leader, Day 1 — auto-fills the missing role)
// !expedition dismiss (leader — sends him home, no refund)
//
// He is hired on Day 1 like any other companion, because a body that materializes
// three rooms in is not a party member, it is a cheat code. See
// adventure_companion.go for why he is an NPC seat and not a player.
// expeditionCmdHire brings the correspondent along.
func (p *AdventurePlugin) expeditionCmdHire(ctx MessageContext, rest string) error {
exp, isLeader, err := activeExpeditionFor(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
if exp == nil {
return p.SendDM(ctx.Sender, "No active expedition. `!expedition start <zone>` first.")
}
if !isLeader {
return p.SendDM(ctx.Sender, "Only the party leader hires. You're along for the ride.")
}
if !inviteWindowOpen(exp) {
return p.SendDM(ctx.Sender,
"This expedition has already set off — Pete joins on Day 1 or not at all.")
}
if companionSeated(exp.ID) {
return p.SendDM(ctx.Sender, "Pete's already with you. `!expedition party` to see the roster.")
}
if p.euro == nil {
return p.SendDM(ctx.Sender, "Coin system unavailable — try again later.")
}
zone := zoneOrFallback(exp.ZoneID)
level := companionPartyLevel(exp.ID)
class, explicit := parseCompanionClass(rest)
if !explicit {
if arg := strings.TrimSpace(rest); arg != "" && !strings.EqualFold(arg, "auto") {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Don't know the class %q. Name one, or just `!expedition hire` and he'll fill whatever you're missing.", arg))
}
class = companionRoleFill(companionPartyClasses(exp.ID))
}
cost := float64(companionHireCost(level, zone.Tier))
if balance := p.euro.GetBalance(ctx.Sender); balance < cost {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Pete doesn't work for free. His fee for **%s** is **%d** — you have **%.0f**.",
zone.Display, int(cost), balance))
}
if !p.euro.Debit(ctx.Sender, cost, "expedition: hired Pete") {
return p.SendDM(ctx.Sender, "Couldn't debit Pete's fee (try again).")
}
if err := hireCompanion(exp.ID, class, level); err != nil {
p.euro.Credit(ctx.Sender, cost, "expedition: Pete hire refund")
return p.SendDM(ctx.Sender, companionRefusalText(err))
}
emitCompanionHireFact(ctx.Sender, class, level, zone)
ci, _ := classInfo(class)
filled := "You asked for a " + ci.Display + "."
if !explicit {
filled = "He's filling the hole in your roster — **" + ci.Display + "**."
}
return p.SendDM(ctx.Sender, fmt.Sprintf(
"📝 **Pete's coming with you into %s.** %s He's **level %d**, and his fee was **%d**.\n\n"+
"He fights his own turns — you don't command him. He takes no loot and no XP; he's here for the story.\n"+
"`!expedition dismiss` sends him home (no refund — he's already packed).",
zone.Display, filled, level, int(cost)))
}
// expeditionCmdDismiss sends him home mid-run.
func (p *AdventurePlugin) expeditionCmdDismiss(ctx MessageContext) error {
exp, isLeader, err := activeExpeditionFor(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
if exp == nil {
return p.SendDM(ctx.Sender, "No active expedition.")
}
if !isLeader {
return p.SendDM(ctx.Sender, "Only the party leader can dismiss him.")
}
if err := dismissCompanion(exp.ID); err != nil {
return p.SendDM(ctx.Sender, companionRefusalText(err))
}
return p.SendDM(ctx.Sender,
"📝 **Pete heads back.** He got what he came for. The fee stays spent.")
}
// companionRefusalText turns the companion layer's sentinel errors into copy.
func companionRefusalText(err error) string {
switch {
case errors.Is(err, ErrCompanionAlreadyHired):
return "Pete's already with you."
case errors.Is(err, ErrCompanionOnAssignment):
return "Pete's out on assignment with another party. He'll be back."
case errors.Is(err, ErrCompanionNotHired):
return "Pete isn't with you."
case errors.Is(err, ErrPartyFull):
return "No room — your party's full. Someone has to `!expedition leave` first."
default:
return "Couldn't hire Pete: " + err.Error()
}
}

View File

@@ -82,30 +82,126 @@ func partyMembers(expeditionID string) ([]PartyMember, error) {
return out, rows.Err()
}
// partyMemberIDs is partyMembers reduced to user ids, leader first. It is what
// the fan-out seams (digest, briefing, recap) want: a solo expedition yields
// just the owner, so a caller can loop unconditionally.
func partyMemberIDs(expeditionID, ownerID string) ([]id.UserID, error) {
members, err := partyMembers(expeditionID)
// PartySeatKind is what a seat *is*. The three answers differ in ways that matter
// at almost every seam, and conflating any two of them has already cost us a bug:
// a companion is a seat but not a mouth and not a mailbox; a leader owns the
// expedition row that everyone else references.
type PartySeatKind int
const (
SeatLeader PartySeatKind = iota
SeatMember
SeatCompanion
)
// PartySeat is one body on an expedition.
type PartySeat struct {
UserID id.UserID
Kind PartySeatKind
}
// IsHuman reports whether there is a person behind this seat — someone who can be
// DM'd, can earn loot, eats supplies, and can die.
func (s PartySeat) IsHuman() bool { return s.Kind != SeatCompanion }
// expeditionParty is THE answer to "who is on this expedition". Every other view
// — who gets mail, who sits down in a fight, who eats — is derived from it.
//
// It ALWAYS includes the owner. That is the whole point, and it is not a
// convenience: a solo expedition has **no expedition_party rows at all** (the
// roster only materializes on the first invite — see partyMembers), so any code
// that answers "who is in this party?" by reading the roster table gets *nobody*
// for a solo player, and then quietly falls back to whatever looked sensible at
// the call site.
//
// That is not hypothetical. It is exactly how the hired companion came out at
// **level 1** for every solo player — the one player the feature exists for. The
// level was averaged over the party; the party read as empty; the fallback was 1.
// He then walked into a tier-4 zone as a level-1 body, died on contact, and left
// the leader fighting a boss that had been inflated on his account. A 1500-run
// sweep is what found it, because nothing else could.
//
// So: there is no way to ask this function for the party and be handed an empty
// list. If the expedition exists, it has at least a leader.
func expeditionParty(expeditionID, ownerID string) ([]PartySeat, error) {
rows, err := partyMembers(expeditionID)
if err != nil {
return nil, err
}
if len(members) == 0 {
return []id.UserID{id.UserID(ownerID)}, nil
if len(rows) == 0 {
// Solo: no roster rows. The owner IS the party.
if ownerID == "" {
return nil, nil
}
return []PartySeat{{UserID: id.UserID(ownerID), Kind: SeatLeader}}, nil
}
out := make([]id.UserID, 0, len(members))
for _, m := range members {
out = append(out, id.UserID(m.UserID))
out := make([]PartySeat, 0, len(rows))
for _, m := range rows {
kind := SeatMember
switch {
case isCompanionUser(m.UserID):
kind = SeatCompanion
case m.IsLeader():
kind = SeatLeader
}
out = append(out, PartySeat{UserID: id.UserID(m.UserID), Kind: kind})
}
return out, nil
}
// partySize is the number of seated players: 1 for a solo expedition.
// partyHumans is the party minus the companion: everyone with a person behind
// them. This is the set that gets mail, earns loot, eats supplies, and can die.
func partyHumans(expeditionID, ownerID string) ([]PartySeat, error) {
seats, err := expeditionParty(expeditionID, ownerID)
if err != nil {
return nil, err
}
out := seats[:0]
for _, s := range seats {
if s.IsHuman() {
out = append(out, s)
}
}
return out, nil
}
// partyMemberIDs is the whole party as ids, leader first — every body, companion
// included. Callers that want only people want partyHumans.
func partyMemberIDs(expeditionID, ownerID string) ([]id.UserID, error) {
seats, err := expeditionParty(expeditionID, ownerID)
if err != nil {
return nil, err
}
out := make([]id.UserID, 0, len(seats))
for _, s := range seats {
out = append(out, s.UserID)
}
return out, nil
}
// partySize is the number of seated *players*: 1 for a solo expedition.
//
// A hired companion is not counted, and both of this function's consumers want
// it that way:
//
// - expeditionBurnRatePct scales the daily supply burn by party size. Pete
// never bought a pack — members buy their own on !expedition accept, and he
// accepts nothing — so counting him would bill the leader a 60% higher burn
// for a mouth that brought its own rations. He is on expenses.
// - the "your party is still waiting on you" gate blocks a leader from
// starting a new run while an extracted party is pending. A roster holding
// nobody but Pete is not a party waiting on anyone, and counting him would
// lock the leader out of the game until they abandoned the run.
//
// The combat roster is a different question with a different answer: Pete IS a
// body in the fight, so CombatSession.RosterSize() counts him and the enemy-HP
// scalar feels him. Seats and mouths are not the same set.
func partySize(expeditionID string) (int, error) {
var n int
err := db.Get().QueryRow(
`SELECT COUNT(*) FROM expedition_party WHERE expedition_id = ?`,
expeditionID).Scan(&n)
`SELECT COUNT(*) FROM expedition_party
WHERE expedition_id = ? AND user_id <> ?`,
expeditionID, string(companionUserID())).Scan(&n)
if err != nil {
return 0, err
}

View File

@@ -246,6 +246,10 @@ func (p *AdventurePlugin) expeditionCmdParty(ctx MessageContext) error {
b.WriteString(fmt.Sprintf("**%s** — alone.\n", p.DisplayName(id.UserID(exp.UserID))))
}
for _, m := range members {
if isCompanionUser(m.UserID) {
b.WriteString(companionRosterLine(exp.ID))
continue
}
role := "member"
if m.IsLeader() {
role = "leader"
@@ -260,6 +264,9 @@ func (p *AdventurePlugin) expeditionCmdParty(ctx MessageContext) error {
b.WriteString(fmt.Sprintf("\nSupplies: **%.1f / %.1f SU**", exp.Supplies.Current, exp.Supplies.Max))
if inviteWindowOpen(exp) {
b.WriteString("\n\n_`!expedition invite @user` while it's still Day 1._")
if !companionSeated(exp.ID) {
b.WriteString("\n_Short a body? `!expedition hire` brings Pete along._")
}
}
return p.SendDM(ctx.Sender, b.String())
}

View File

@@ -108,13 +108,45 @@ func seatedExpeditionFor(userID id.UserID) (*Expedition, error) {
// degrades to the owner rather than dropping the message — a player who misses
// their briefing because SQLite hiccuped is a worse outcome than a member who
// misses theirs.
//
// A hired companion is dropped here, and this is the chokepoint that keeps him
// out of every DM seam at once: the briefing, the recap, the digest, the
// extraction notice — and, crucially, the per-member side effects that ride the
// fan-out rather than the message. maybeRollPetArrivalOnEmerge would offer Pete
// a pet and park a pending interaction awaiting a reply that never comes;
// maybeFireAnchoredEvent would claim him a daily event slot and DM him a
// choice. He is not a person; he does not get mail. See isCompanionSeat.
func expeditionAudience(e *Expedition) []id.UserID {
if e == nil || e.UserID == "" {
return nil
}
seats, err := partyHumans(e.ID, e.UserID)
if err != nil {
slog.Warn("expedition: party roster read failed, DMing owner only",
"expedition", e.ID, "err", err)
return []id.UserID{id.UserID(e.UserID)}
}
out := make([]id.UserID, 0, len(seats))
for _, s := range seats {
out = append(out, s.UserID)
}
return out
}
// expeditionSeats is every body that sits down in a fight: the whole roster,
// hired companion included. It is deliberately NOT expeditionAudience — that one
// drops the companion because he does not get mail, and a combat roster built
// from it would seat everyone the leader paid for except the one he paid for.
//
// Mail and seats are different sets. Anything that sends is an audience;
// anything that fights is a seat.
func expeditionSeats(e *Expedition) []id.UserID {
if e == nil || e.UserID == "" {
return nil
}
ids, err := partyMemberIDs(e.ID, e.UserID)
if err != nil {
slog.Warn("expedition: party roster read failed, DMing owner only",
slog.Warn("expedition: party roster read failed, seating owner only",
"expedition", e.ID, "err", err)
return []id.UserID{id.UserID(e.UserID)}
}

View File

@@ -34,6 +34,11 @@ func simInlineBossCombat() bool { return os.Getenv("GOGOBEE_SIM_INLINE_BOSS") ==
type SimRunner struct {
P *AdventurePlugin
Euro *EuroPlugin
// Companion hires Pete into the party on Day 1: "" = none, "auto" = fill the
// missing role, or an explicit class id. He takes a combat seat and no loot,
// which is exactly the thing the sweep is here to measure — whether an extra
// below-median body lifts the trailing case without carrying it.
Companion string
}
// NewSimRunner initializes a fresh sqlite DB in dataDir and constructs
@@ -400,7 +405,42 @@ type SimCombatSummary struct {
// SetSimIncludeTrace(true) has been called, and only on the LAST
// combat per expedition (the boss room) to keep JSONL size bounded.
// Used by J2 caster-survival analysis.
Events []CombatEvent `json:",omitempty"`
Events []simTraceEvent `json:",omitempty"`
}
// simTraceEvent is CombatEvent with the seat ALWAYS emitted.
//
// CombatEvent.Seat is `omitempty` for wire-compat reasons that are correct for
// persistence and wrong for a trace: seat 0 and "no seat" serialize identically,
// so a party trace silently reads as a solo fight. That is not hypothetical — it
// is what made a hired companion who never took a turn look, in the JSON, like a
// fight that only ever had one seat, and it cost an hour of chasing the wrong bug.
// A diagnostic that cannot tell you who acted is not a diagnostic.
type simTraceEvent struct {
Round int
Seat int // always present, even when 0
Phase string
Actor string
Action string
Damage int
PlayerHP int
EnemyHP int
Roll int
RollAgainst int
Desc string `json:",omitempty"`
}
// simTraceEvents converts a TurnLog for the trace.
func simTraceEvents(events []CombatEvent) []simTraceEvent {
out := make([]simTraceEvent, len(events))
for i, e := range events {
out[i] = simTraceEvent{
Round: e.Round, Seat: e.Seat, Phase: e.Phase, Actor: e.Actor, Action: e.Action,
Damage: e.Damage, PlayerHP: e.PlayerHP, EnemyHP: e.EnemyHP,
Roll: e.Roll, RollAgainst: e.RollAgainst, Desc: e.Desc,
}
}
return out
}
// simIncludeTrace gates per-round event capture on SimCombatSummary.
@@ -516,6 +556,22 @@ func (s *SimRunner) RunPartyExpedition(uid id.UserID, members []id.UserID, zoneI
return res, fmt.Errorf("expedition vanished while seating the party")
}
}
// Hire the companion on Day 1, after the humans are seated so the role fill
// sees the party it is filling a hole in. He is not in `members` — he buys no
// packs and takes no seat in the human roster — but fightRoster reads
// expeditionSeats, so he shows up in every fight from here on.
if s.Companion != "" {
class, ok := parseCompanionClass(s.Companion)
if !ok {
class = companionRoleFill(companionPartyClasses(exp.ID))
}
if err := hireCompanion(exp.ID, class, companionPartyLevel(exp.ID)); err != nil {
res.Outcome = "halted"
res.StopCode = "companion:" + err.Error()
return res, err
}
}
roster := append([]id.UserID{uid}, members...)
res.PartySize = len(roster)
for _, m := range members {
@@ -942,7 +998,7 @@ func simCombatSummaries(uid id.UserID) []SimCombatSummary {
out = append(out, s)
}
if simIncludeTrace && len(out) > 0 {
out[len(out)-1].Events = lastEvents
out[len(out)-1].Events = simTraceEvents(lastEvents)
}
return out
}
@@ -1038,6 +1094,18 @@ func (p *AdventurePlugin) autoDriveCombat(ctx MessageContext) (bool, error) {
turn.Sender = id.UserID(cur.seatUserID(seat))
}
// An engine-driven seat is never dispatched as a chat command. There is no
// character for the handlers to load, and a command arriving from that
// seat's id reads to beginCombatTurn as a player returning to the keyboard
// — which is how the driver used to clear the very latch that was moving
// the seat. Drive it directly instead.
if cur.seatIsEngineDriven(seat) {
if err := p.driveEngineSeat(cur, seat); err != nil {
return false, fmt.Errorf("engine seat %d: %w", seat, err)
}
continue
}
kind, arg := p.pickAutoCombatActionForSeat(turn.Sender, cur, seat)
var dispatchErr error
switch kind {
@@ -1142,8 +1210,16 @@ func (p *AdventurePlugin) pickAutoCombatAction(uid id.UserID, sess *CombatSessio
// which is seat 0. Driving a party member's turn off the leader's HP would heal
// the wrong person and re-arm the wrong aura.
func (p *AdventurePlugin) pickAutoCombatActionForSeat(uid id.UserID, sess *CombatSession, seat int) (kind, arg string) {
c, _ := LoadDnDCharacter(uid)
if c == nil || sess == nil {
if sess == nil {
return "attack", ""
}
// seatPickSheet, not LoadDnDCharacter: the hired companion has no character row
// and never will, so the raw load returned nil for him and this function bailed
// to "attack" on its first line — every turn, for the whole fight. That one line
// is why a hired Cleric swung a mace while the party died. He fights off the
// same synthetic sheet the rest of his seat is built from.
c := seatPickSheet(sess, uid)
if c == nil {
return "attack", ""
}
st := sess.actorStatusesForSeat(seat)
@@ -1157,6 +1233,20 @@ func (p *AdventurePlugin) pickAutoCombatActionForSeat(uid id.UserID, sess *Comba
}
}
}
// §1 — a healer with a hurt friend heals the friend. This is what a competent
// player does, and until the engine could target another seat it was not an
// option the picker even had. It runs before the damage picks: a party member
// about to die is a more urgent use of a slot than another Fireball.
// A healer heals whoever is worst off — the friend bleeding out beside them, or
// themselves. An empty target is a self-cast, and `!cast <spell>` with no
// @mention is exactly how a player writes that.
if id, target := simPickHeal(c, uid, sess, seat); id != "" {
if target == "" {
return "cast", id
}
return "cast", id + " @" + target
}
if isSpellcaster(c) && !simMartialFirstClass(c.Class) {
// Cleric: Spiritual Weapon is a BuffSelf that fires a spectral
// bonus-action attack each round via SpiritWeaponProc/Dmg mods —
@@ -1164,7 +1254,7 @@ func (p *AdventurePlugin) pickAutoCombatActionForSeat(uid id.UserID, sess *Comba
// otherwise never spends an L2 slot on it. Force the pick once
// per fight (BuffSpiritProc==0) so the picker doesn't pretend
// it's not a damage option.
if id := simPickSpiritualWeapon(c, uid, st); id != "" {
if id := simPickSpiritualWeapon(c, sess, seat, uid, st); id != "" {
return "cast", id
}
// Once a concentration aura is up, a competent caster maintains it and
@@ -1172,7 +1262,7 @@ func (p *AdventurePlugin) pickAutoCombatActionForSeat(uid id.UserID, sess *Comba
// slot to re-arm the same aura — so the picker excludes concentration
// spells while one is active.
auraActive := st.ConcentrationDmg > 0
if id := simPickSpell(c, uid, auraActive); id != "" {
if id := simPickSpell(c, sess, seat, uid, auraActive); id != "" {
return "cast", id
}
}
@@ -1207,14 +1297,14 @@ func simMartialFirstClass(class DnDClass) bool {
// above 2nd, so spending a precious L5 to add a single d8 to the proc is
// not worth burning the bigger slot's damage potential elsewhere; sim
// behaves like a competent player and saves the high slot.
func simPickSpiritualWeapon(c *DnDCharacter, uid id.UserID, st ActorStatuses) string {
func simPickSpiritualWeapon(c *DnDCharacter, sess *CombatSession, seat int, uid id.UserID, st ActorStatuses) string {
if c == nil || c.Class != ClassCleric {
return ""
}
if st.BuffSpiritProc > 0 {
return ""
}
known, err := listKnownSpells(uid)
known, err := seatKnownSpells(sess, seat, uid)
if err != nil {
return ""
}
@@ -1228,7 +1318,7 @@ func simPickSpiritualWeapon(c *DnDCharacter, uid id.UserID, st ActorStatuses) st
if !prepared {
return ""
}
slots, _ := getSpellSlots(uid)
slots, _ := seatSpellSlots(sess, seat, uid)
const simMaxSlot = 5
for sl := 2; sl <= simMaxSlot; sl++ {
pair, ok := slots[sl]
@@ -1261,12 +1351,111 @@ func simPickSpiritualWeapon(c *DnDCharacter, uid id.UserID, st ActorStatuses) st
// - Among feasible candidates, prefer higher slot level (preserves
// high-slot supremacy and burns the big slots first); tie-break on
// expected damage from the dice string.
func simPickSpell(c *DnDCharacter, uid id.UserID, auraActive bool) string {
known, err := listKnownSpells(uid)
//
// simHealAllyThresholdPct is how hurt a friend has to be before a healer spends a
// slot on them rather than on damage. Deliberately lower than the self-heal
// threshold: a heal is a wasted turn if the target was going to live anyway, and
// the party's damage output is what ends the fight.
const simHealAllyThresholdPct = 45
// simPickHeal returns the heal spell a competent healer would cast this turn, and
// the seat to put it on — which may be the healer's own. An empty spell id means
// nobody needs healing, or this character cannot heal.
//
// Returning target "" means "cast it on yourself": the caller drops the @mention,
// and the engine's ordinary self-heal path takes it.
//
// It considers the caster's own seat, and it runs for a solo fight, and BOTH of
// those are recent. Until now the rule skipped `i == seat` and bailed on
// `!sess.IsParty()`, which together meant something nobody had said out loud: **no
// autopiloted caster in this game had ever cast a heal on themselves.** A solo
// cleric carried cure_wounds for a whole 30-room run and used it exactly never,
// while dying with a full pool of level-1 slots. That is a strong candidate for
// why the class corpus has cleric at 4656% against fighter's 82%
// ([[project_d8prereq_baseline]], §6 of the combat-engine plan) — the picker was
// not playing the class.
//
// The healer heals whoever is worst off. Usually that is the friend bleeding out
// next to them. Sometimes it is them.
func simPickHeal(c *DnDCharacter, uid id.UserID, sess *CombatSession, seat int) (spellID, target string) {
if sess == nil || c == nil || !isSpellcaster(c) {
return "", ""
}
// Who is worst off? Only living seats — the engine will not raise the downed,
// and a heal aimed at a corpse is a lost turn.
worst, worstPct := -1, 101
for i := range sess.RosterSize() {
hp, hpMax := sess.seatHP(i), sess.seatHPMax(i)
if hp <= 0 || hpMax <= 0 {
continue
}
if pct := hp * 100 / hpMax; pct < worstPct {
worst, worstPct = i, pct
}
}
if worst < 0 || worstPct >= simHealAllyThresholdPct {
return "", ""
}
// Healing yourself is not an ally-target at all — it is the plain self-heal the
// engine has always had. Hand the caller no target and let it say so.
if worst == seat {
return simPickHealSpell(c, uid, sess, seat), ""
}
best := simPickHealSpell(c, uid, sess, seat)
if best == "" {
return "", ""
}
// Target by the seat's own Matrix localpart: splitCastTarget resolves against
// the seats in this fight, so this round-trips without a room lookup.
return best, id.UserID(sess.seatUserID(worst)).Localpart()
}
// simPickHealSpell is the cheapest heal this caster can actually cast right now,
// or "". Burning a 5th-level slot to top somebody up is not what a competent
// player does, so it takes the lowest castable slot.
func simPickHealSpell(c *DnDCharacter, uid id.UserID, sess *CombatSession, seat int) string {
known, err := seatKnownSpells(sess, seat, uid)
if err != nil {
return ""
}
slots, _ := seatSpellSlots(sess, seat, uid)
best, bestLevel := "", 99
for _, k := range known {
if !k.Prepared {
continue
}
sp, ok := lookupSpell(k.SpellID)
if !ok || sp.Effect != EffectSpellHeal || sp.CastTime == CastReaction {
continue
}
onList := false
for _, cl := range sp.Classes {
if cl == c.Class {
onList = true
break
}
}
if !onList || sp.Level == 0 {
continue // heals are slot spells; a level-0 "heal" is not a thing we cast
}
if pair, ok := slots[sp.Level]; !ok || pair[0]-pair[1] <= 0 {
continue
}
if sp.Level < bestLevel {
best, bestLevel = sp.ID, sp.Level
}
}
return best
}
func simPickSpell(c *DnDCharacter, sess *CombatSession, seat int, uid id.UserID, auraActive bool) string {
known, err := seatKnownSpells(sess, seat, uid)
if err != nil || len(known) == 0 {
return ""
}
slots, _ := getSpellSlots(uid)
slots, _ := seatSpellSlots(sess, seat, uid)
type cand struct {
id string
slot int

View File

@@ -0,0 +1,85 @@
package plugin
// M0 pricing sweep for gogobee_mischief_plan.md — single-fight survival per
// mischief tier, measured against the class-balance harness builds. Skip-gated:
// it is a pricing instrument, not a regression test.
//
// It drives the SAME production selection code a live delivery does
// (mischiefBracketZone + mischiefMonsters), so the fee table can't silently
// drift away from the fight it was priced against. What it does NOT share is the
// delivery path itself: this measures a full-HP build in a single chain, which
// is optimistic — a real target is wounded mid-run, and may have a party. The
// plan's M1 close-out item is to re-run this through runMischiefInterrupt.
//
// Run: MISCHIEF_SWEEP=1 go test ./internal/plugin -run TestMischiefPricingSweep -v
import (
"fmt"
"math/rand/v2"
"os"
"testing"
)
// one trial: full-HP build fights the tier's chain; survival = won every fight.
func mischiefTrial(p classBalanceProfile, tierKey string, rng *rand.Rand) (survived bool, endHPPct float64) {
c := buildHarnessCharacter(p)
zone := mischiefBracketZone(p.Level)
chain, ambush := mischiefMonsters(tierKey, zone, rng)
hp := c.HPMax
for i, m := range chain {
if ambush && i == 0 {
hp -= clampSurpriseNick(surpriseRoundNick(m, int(zone.Tier)), hp, c.HPMax)
}
player := buildHarnessPlayer(c)
if hp < c.HPMax {
player.Stats.StartHP = hp
}
enemy := buildHarnessZoneEnemy(m, int(zone.Tier))
if spell, slot, ok := pickBestDamageSpell(c); ok {
applyHarnessSpellCast(c, spell, slot, &player.Stats, &player.Mods, &enemy.Stats)
}
res := SimulateCombat(player, enemy, dungeonCombatPhases)
if !res.PlayerWon {
return false, 0
}
hp = res.PlayerEndHP
}
return true, float64(hp) / float64(c.HPMax)
}
func TestMischiefPricingSweep(t *testing.T) {
if os.Getenv("MISCHIEF_SWEEP") == "" {
t.Skip("set MISCHIEF_SWEEP=1 to run")
}
const trials = 2000
rng := rand.New(rand.NewPCG(20260713, 0x6D69736368696566))
profiles := []classBalanceProfile{
{Class: ClassPaladin, Level: 1},
{Class: ClassMage, Level: 4},
{Class: ClassMage, Level: 8, Subclass: SubclassEvocation},
{Class: ClassFighter, Level: 12, Subclass: SubclassChampion},
{Class: ClassRogue, Level: 20, Subclass: SubclassArcaneTrickster},
{Class: ClassCleric, Level: 20, Subclass: SubclassLifeDomain},
}
fmt.Printf("%-28s %-8s %8s %10s\n", "profile", "tier", "survive%", "avgEndHP%")
for _, p := range profiles {
for _, tier := range mischiefTiers {
wins := 0
hpSum := 0.0
for i := 0; i < trials; i++ {
ok, hpPct := mischiefTrial(p, tier.Key, rng)
if ok {
wins++
hpSum += hpPct
}
}
avgHP := 0.0
if wins > 0 {
avgHP = hpSum / float64(wins) * 100
}
fmt.Printf("%-28s %-8s %7.1f%% %9.1f%%\n",
fmt.Sprintf("%s L%d %s", p.Class, p.Level, p.Subclass), tier.Key,
float64(wins)/trials*100, avgHP)
}
}
}

View File

@@ -258,10 +258,45 @@ func claimRealmFirst(kind, target string) bool {
}
// emitZoneClearNews files a zone-clear dispatch (boss down = zone cleared). The
// realm's first clear of a zone is a PRIORITY "zone_first"; later clears are a
// BULLETIN "zone_clear". The event_type and the GUID prefix track the tier so
// Pete templates and labels a repeat as a repeat, not a first-ever. Character
// name only; no-op unless the seam is enabled.
// realm's first clear of a zone is a "zone_first"; later clears are a
// "zone_clear". The event_type and the GUID prefix track which, so Pete
// templates and labels a repeat as a repeat, not a first-ever. Character name
// only; no-op unless the seam is enabled.
//
// BULLETIN either way: TwinBee announces the clear in the room as it happens,
// and priority tier is what makes Pete post a live beat — so a priority
// zone_first would just echo TwinBee back at the same people. Bulletin still
// gets the story onto the site and into the daily digest, where it reads as a
// roundup rather than a repeat.
// emitBoredomDeparture announces that an adventurer got restless and let itself
// out. The one thing gogobee never used to tell Pete was that an expedition
// *started* — every dispatch was an outcome — which is why the two live boredom
// runs produced no news at all.
//
// The event_type must be one Pete already knows: an unknown type is a 400, which
// retries and then parks the bulletin forever. Deploy Pete first.
func emitBoredomDeparture(userID id.UserID, zone ZoneDefinition, level int) {
if !peteclient.Enabled() || !newsEmissionOn() {
return
}
name := charName(userID)
if name == "" {
return
}
ts := nowUnix()
disc := fmt.Sprintf("departure:%s:%d", zone.ID, ts)
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("departure:%s:%s:%d", eventToken(userID, disc), zone.ID, ts),
EventType: "departure",
Tier: "bulletin",
Subject: name,
Zone: zone.Display,
Level: level,
Outcome: "departed",
OccurredAt: ts,
}, userID, "")
}
func emitZoneClearNews(userID id.UserID, exp *Expedition) {
if !peteclient.Enabled() || !newsEmissionOn() {
return
@@ -270,9 +305,9 @@ func emitZoneClearNews(userID id.UserID, exp *Expedition) {
// genuine first clear still seeds news_realm_firsts. Otherwise the next
// named clearer would claim it and be mis-announced as the first-ever.
// Mirrors backfillZoneFirsts, which claims before its own name check.
eventType, tier := "zone_clear", "bulletin"
eventType := "zone_clear"
if claimRealmFirst("zone", string(exp.ZoneID)) {
eventType, tier = "zone_first", "priority"
eventType = "zone_first"
}
name := charName(userID)
if name == "" {
@@ -291,7 +326,7 @@ func emitZoneClearNews(userID id.UserID, exp *Expedition) {
emitFact(peteclient.Fact{
GUID: fmt.Sprintf("%s:%s:%s:%d", eventType, eventToken(userID, disc), exp.ZoneID, ts),
EventType: eventType,
Tier: tier,
Tier: "bulletin",
Subject: name,
Zone: zone.Display,
Region: region,

View File

@@ -0,0 +1,162 @@
package plugin
import (
"encoding/json"
"testing"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// The retreat bulletin: the news can finally say "it went badly and nobody
// died". Before this, every event type Pete could file was a win, a death, or an
// introduction — so a run that simply fell apart was reported as nothing at all,
// and a class that retreated a third of the time just looked absent from the
// feed.
//
// The reason gate is the whole safety property. A death must not ALSO be filed
// as a retreat (it already files its own priority dispatch), and an idle reap
// must not be filed at all — Pete telling the realm that a named player was
// driven from the field, when in truth they closed their laptop, is a lie about
// a person by name.
func retreatFactFor(t *testing.T, uid id.UserID) map[string]any {
t.Helper()
var payload string
err := db.Get().QueryRow(
`SELECT payload FROM pete_emit_queue WHERE guid LIKE 'retreat:%'`).Scan(&payload)
if err != nil {
t.Fatalf("no retreat fact queued: %v", err)
}
var f map[string]any
if err := json.Unmarshal([]byte(payload), &f); err != nil {
t.Fatal(err)
}
return f
}
func TestRetreatNews_ReasonGate(t *testing.T) {
cases := []struct {
reason string
want int
why string
}{
{lossCombatRetreat, 1, "a solo walker who ran out the clock and withdrew is news"},
{lossCombatFlee, 1, "a party that broke off is news"},
{lossCombatDeath, 0, "a death already files its own priority dispatch — do not double-report it as a retreat"},
{lossIdleTimeout, 0, "an idle reap is not a retreat; the player closed their laptop, they did not flee"},
}
for _, tc := range cases {
t.Run(tc.reason, func(t *testing.T) {
setupEmptyTestDB(t)
enablePeteSeam(t)
uid := id.UserID("@retreat:example.org")
zoneCmdTestCharacter(t, uid, 10)
emitRetreatNews(uid, tc.reason, ZoneID("underforge"), 3)
if got := queuedCount(t, "retreat:%"); got != tc.want {
t.Fatalf("reason %q queued %d retreat facts, want %d — %s",
tc.reason, got, tc.want, tc.why)
}
})
}
}
// The bulletin has to carry enough for Pete to write a sentence: who, where, how
// far they got. A retreat with no day count is just "someone left".
func TestRetreatNews_CarriesTheStory(t *testing.T) {
setupEmptyTestDB(t)
enablePeteSeam(t)
uid := id.UserID("@retreat-story:example.org")
zoneCmdTestCharacter(t, uid, 10)
emitRetreatNews(uid, lossCombatRetreat, ZoneID("underforge"), 3)
f := retreatFactFor(t, uid)
if f["event_type"] != "retreat" {
t.Errorf("event_type = %v, want retreat", f["event_type"])
}
// Bulletin, not priority: a retreat is a bad day, not a funeral.
if f["tier"] != "bulletin" {
t.Errorf("tier = %v, want bulletin", f["tier"])
}
if f["outcome"] != "retreated" {
t.Errorf("outcome = %v, want retreated", f["outcome"])
}
if f["count"] != float64(3) {
t.Errorf("count = %v, want 3 (the day it fell apart)", f["count"])
}
if f["zone"] == nil || f["zone"] == "" {
t.Error("no zone — Pete cannot say where it happened")
}
if f["subject"] == nil || f["subject"] == "" {
t.Error("no subject — Pete cannot say who it happened to")
}
// GUID prefix must equal the event type; Pete's taxonomy keys off it.
if guid, _ := f["guid"].(string); len(guid) < 8 || guid[:8] != "retreat:" {
t.Errorf("guid %q must be prefixed with the event type", guid)
}
}
// The wiring, not just the emitter. Everything above calls emitRetreatNews
// directly, which proves nothing about the game: the fact only ships if the real
// run-loss chokepoint actually calls it, on a real expedition, and reads the day
// count BEFORE forcedExtractExpedition stamps the row 'abandoned' and takes the
// live fields with it. Drive the chokepoint.
func TestRetreatNews_WiredToTheRunLossChokepoint(t *testing.T) {
setupEmptyTestDB(t)
enablePeteSeam(t)
uid := id.UserID("@retreat-wired:example")
campTestCharacter(t, uid, 1)
defer cleanupExpeditions(uid)
exp, err := startExpedition(uid, ZoneGoblinWarrens, "",
ExpeditionSupplies{Current: 5, Max: 5, DailyBurn: 1, HarshMod: 1})
if err != nil {
t.Fatal(err)
}
forceExtractExpeditionForRunLoss(uid, lossCombatRetreat)
if got := queuedCount(t, "retreat:%"); got != 1 {
t.Fatalf("the run-loss chokepoint queued %d retreat facts, want 1 — "+
"emitRetreatNews passes its own unit tests but is not actually wired to the game", got)
}
f := retreatFactFor(t, uid)
// The day must survive the extract. Read it after forcedExtractExpedition and
// it is gone — the row is 'abandoned' and the live fields are zeroed.
if f["count"] != float64(exp.CurrentDay) {
t.Errorf("count = %v, want %d — the day count was read after the extract wiped it",
f["count"], exp.CurrentDay)
}
// And the expedition really did end; a bulletin about a run still in progress
// would be worse than no bulletin.
if still, _ := getActiveExpedition(uid); still != nil {
t.Error("expedition still active after a run-loss extract")
}
}
// The opt-out covers the new event type too. A player who asked not to be named
// must not be named when they lose — that is precisely when they'd mind most.
func TestRetreatNews_HonoursOptOut(t *testing.T) {
setupEmptyTestDB(t)
enablePeteSeam(t)
uid := id.UserID("@retreat-shy:example.org")
zoneCmdTestCharacter(t, uid, 10)
setNewsOptout(uid, true)
emitRetreatNews(uid, lossCombatRetreat, ZoneID("underforge"), 2)
f := retreatFactFor(t, uid)
if f["subject"] != anonName {
t.Fatalf("subject = %v, want %q — the opt-out must cover retreats", f["subject"], anonName)
}
actors, _ := f["actors"].([]any)
for _, a := range actors {
if a != anonName {
t.Fatalf("actors leaked %v past the opt-out", a)
}
}
}

View File

@@ -0,0 +1,177 @@
package plugin
import (
"context"
"log/slog"
"time"
"gogobee/internal/db"
"gogobee/internal/peteclient"
"maunium.net/go/mautrix/id"
)
// The live adventurer board pushed to Pete (gogobee_boredom_plan.md's sibling —
// see the roster section of the Pete plan).
//
// Everything else we send Pete is an accomplishment: a death, a clear, a
// milestone. Those are clippings — they read as archive the moment they land, no
// matter how fast we deliver them. The board is the other kind of thing: state
// that is *currently true*, which is the only thing that can make a page feel
// alive. So it is a snapshot, pushed whole, replacing whatever Pete had.
//
// It is also, by design, a target list. The plan is to let people who aren't
// even playing hire assassins and mobs against adventurers who are out in the
// world right now — so the board carries a stable per-player token and real zone
// depth, not just a pretty display string, and it shows the zone *live* while
// they're still in it.
const (
// rosterTickInterval — how often we push. Pete's staleness window is several
// times this, so a missed push or two is invisible; a real outage isn't.
rosterTickInterval = 2 * time.Minute
// rosterPushTimeout — the push is dropped on failure, never retried (a stale
// snapshot is a lie, and the next tick carries the truth), so it must not be
// able to pile up.
rosterPushTimeout = 15 * time.Second
)
// peteRosterTicker pushes the board to Pete forever.
func (p *AdventurePlugin) peteRosterTicker() {
if !peteclient.Enabled() {
return
}
ticker := time.NewTicker(rosterTickInterval)
defer ticker.Stop()
for range ticker.C {
if !newsEmissionOn() {
continue // master switch off: the board goes stale on Pete and says so
}
p.pushRoster()
}
}
// rosterPushOK tracks the last push's outcome so we can log the transitions and
// nothing else. A push every 2 minutes forever is far too noisy to log at INFO,
// but total silence is worse: a ticker that is succeeding quietly looks exactly
// like one that never started, and that ambiguity already cost an operator a
// wrong-turn debug during the first deploy. So: say something the first time it
// works, say something when it breaks, say something when it recovers.
var rosterPushOK bool
func (p *AdventurePlugin) pushRoster() {
snap, err := buildRosterSnapshot(time.Now().UTC())
if err != nil {
slog.Error("roster: build snapshot failed", "err", err)
return
}
ctx, cancel := context.WithTimeout(context.Background(), rosterPushTimeout)
defer cancel()
if err := peteclient.PushRoster(ctx, snap); err != nil {
// The failure itself is not alarming — the next tick retries by simply
// being a fresher snapshot, and if we stay down Pete's board correctly
// stops claiming to be live. Only the *transition* is worth a line.
if rosterPushOK {
slog.Warn("roster: push failed, board will go stale on Pete", "err", err)
} else {
slog.Debug("roster: push failed, dropping snapshot", "err", err)
}
rosterPushOK = false
return
}
if !rosterPushOK {
slog.Info("roster: board accepted by Pete — live adventurer board is publishing",
"adventurers", len(snap.Adventurers))
rosterPushOK = true
}
}
// buildRosterSnapshot assembles the complete board.
//
// Complete is the contract: Pete *replaces* its board with this, so anyone we
// omit drops off the public page. That is exactly how the opt-out is enforced —
// an opted-out player is simply never in the payload, rather than being sent and
// anonymized. A standing row showing class + level + zone is trivially
// re-identifiable (there is one level-14 cleric), so "an adventurer" would have
// been a fig leaf; absence is the only honest option.
func buildRosterSnapshot(now time.Time) (peteclient.RosterSnapshot, error) {
snap := peteclient.RosterSnapshot{SnapshotAt: now.Unix()}
// Both DATETIME columns selected raw and folded in Go — NOT COALESCE()'d in
// SQL. modernc.org/sqlite rebuilds a time.Time from the column's *declared*
// type, and COALESCE() erases that affinity: the value comes back a string
// and the Scan fails. Same trap playerIsIdle documents.
rows, err := db.Get().Query(`
SELECT user_id, last_player_action_at, created_at
FROM player_meta
WHERE alive = 1`)
if err != nil {
return snap, err
}
defer rows.Close()
type player struct {
uid id.UserID
lastAction *time.Time
}
var players []player
for rows.Next() {
var uid string
var lastAction, created *time.Time
if err := rows.Scan(&uid, &lastAction, &created); err != nil {
return snap, err
}
if lastAction == nil {
lastAction = created
}
players = append(players, player{id.UserID(uid), lastAction})
}
if err := rows.Err(); err != nil {
return snap, err
}
for _, pl := range players {
if isNewsOptedOut(pl.uid) {
continue
}
c, err := LoadDnDCharacter(pl.uid)
if err != nil || c == nil || c.PendingSetup {
continue // no character to show; a half-made one has no name yet
}
name := charName(pl.uid)
if name == "" {
continue // never fall back to a Matrix handle on a public page
}
e := peteclient.RosterEntry{
// Stable per-player board token: salted, so it can't be recomputed
// from the handle, and distinct from every event token, so the board
// doesn't become the key that links a player's dispatches together.
Token: eventToken(pl.uid, "roster"),
Name: name,
Level: c.Level,
ClassRace: classRaceLabel(c),
Status: "idle",
}
if exp, _ := getActiveExpedition(pl.uid); exp != nil {
zone := zoneOrFallback(exp.ZoneID)
e.Status = "expedition"
e.Zone = zone.Display
e.Day = exp.CurrentDay
if IsMultiRegionZone(exp.ZoneID) {
if r, ok := CurrentRegion(exp); ok {
e.Region = r.Name
}
}
} else if pl.lastAction != nil {
if h := int(now.Sub(*pl.lastAction).Hours()); h > 0 {
e.IdleHours = h
}
}
snap.Adventurers = append(snap.Adventurers, e)
}
return snap, nil
}

View File

@@ -0,0 +1,127 @@
package plugin
import (
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// seedRosterPlayer puts a real, playable character on the board: a player_meta
// row (which carries the idle clock and the display name) plus a confirmed
// dnd_character. Real rows on purpose — the snapshot query reads two DATETIME
// columns, and the modernc affinity trap only fires against actual stored
// values, never against a hand-built struct.
func seedRosterPlayer(t *testing.T, uid id.UserID, name string, created, lastAction *time.Time) {
t.Helper()
if _, err := db.Get().Exec(
`INSERT INTO player_meta (user_id, display_name, alive, created_at, last_player_action_at)
VALUES (?, ?, 1, ?, ?)`,
string(uid), name, created, lastAction); err != nil {
t.Fatalf("seed player_meta: %v", err)
}
if err := SaveDnDCharacter(&DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 5,
STR: 15, DEX: 14, CON: 13, INT: 12, WIS: 10, CHA: 8,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
PendingSetup: false,
}); err != nil {
t.Fatalf("seed character: %v", err)
}
}
// TestRosterSnapshotReadsTheClock is the scan-affinity guard. The snapshot
// selects last_player_action_at and created_at as declared DATETIME columns and
// folds them in Go; a COALESCE() in the SQL would erase the affinity, the Scan
// would fail, and buildRosterSnapshot would return an error — publishing an
// empty board (every adventurer vanishes from the public page) rather than
// anything obviously broken.
func TestRosterSnapshotReadsTheClock(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
old := now.Add(-50 * time.Hour)
recent := now.Add(-3 * time.Hour)
seedRosterPlayer(t, "@quiet:test", "Quack", &old, &old)
seedRosterPlayer(t, "@recent:test", "Josie", &old, &recent)
// Never acted at all: the fold falls through to created_at.
seedRosterPlayer(t, "@never:test", "Camcast", &old, nil)
snap, err := buildRosterSnapshot(now)
if err != nil {
t.Fatalf("buildRosterSnapshot: %v", err)
}
if len(snap.Adventurers) != 3 {
t.Fatalf("board has %d adventurers, want 3", len(snap.Adventurers))
}
if snap.SnapshotAt != now.Unix() {
t.Errorf("snapshot_at = %d, want %d", snap.SnapshotAt, now.Unix())
}
byName := map[string]int{}
for _, a := range snap.Adventurers {
byName[a.Name] = a.IdleHours
if a.Status != "idle" {
t.Errorf("%s status = %q, want idle (nobody is on an expedition)", a.Name, a.Status)
}
if a.Token == "" {
t.Errorf("%s has no board token", a.Name)
}
}
if got := byName["Quack"]; got != 50 {
t.Errorf("Quack idle hours = %d, want 50 — the clock didn't survive the scan", got)
}
if got := byName["Josie"]; got != 3 {
t.Errorf("Josie idle hours = %d, want 3", got)
}
if got := byName["Camcast"]; got != 50 {
t.Errorf("Camcast idle hours = %d, want 50 (fell through to created_at)", got)
}
}
// TestRosterOmitsOptedOut is the privacy contract. Pete *replaces* its whole
// board with this payload, so omission is what enforces the opt-out. Anonymizing
// instead would be a fig leaf: a standing row with class + level + zone names the
// player anyway.
func TestRosterOmitsOptedOut(t *testing.T) {
newBoredomTestDB(t)
now := time.Now().UTC()
old := now.Add(-30 * time.Hour)
seedRosterPlayer(t, "@shown:test", "Josie", &old, &old)
seedRosterPlayer(t, "@hidden:test", "Quack", &old, &old)
setNewsOptout("@hidden:test", true)
snap, err := buildRosterSnapshot(now)
if err != nil {
t.Fatalf("buildRosterSnapshot: %v", err)
}
if len(snap.Adventurers) != 1 {
t.Fatalf("board has %d adventurers, want 1", len(snap.Adventurers))
}
if snap.Adventurers[0].Name != "Quack" && snap.Adventurers[0].Name != "Josie" {
t.Fatalf("unexpected adventurer %q", snap.Adventurers[0].Name)
}
if snap.Adventurers[0].Name == "Quack" {
t.Error("an opted-out player is on the public board")
}
}
// TestRosterTokenIsNotAnEventToken: the board token must not be one of the
// player's event tokens, or a standing row would become the key that links all
// their dispatches back together — the exact unlinkability eventToken exists to
// provide.
func TestRosterTokenIsNotAnEventToken(t *testing.T) {
newBoredomTestDB(t)
uid := id.UserID("@josie:test")
board := eventToken(uid, "roster")
if board == eventToken(uid, "arrival") || board == eventToken(uid, "death:crypt:1") {
t.Error("board token collides with an event token — the board would deanonymize the feed")
}
if board != eventToken(uid, "roster") {
t.Error("board token not stable — the row would churn identity every snapshot")
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,151 @@
package plugin
import (
"maunium.net/go/mautrix/id"
)
// §6 — a caster casts in an auto-resolved fight.
//
// An ordinary room fight is runZoneCombatRoster → SimulateCombat on an 8-round
// clock: one breath, no turn engine, no action picker. The only spell that has
// ever landed there is a PendingCast the player queued BY HAND with `!cast`
// before walking in. Under autopilot nobody queues one — so for every room of
// every expedition, a caster fought with a weapon and nothing else.
//
// A cleric is the extreme case: no Extra Attack, a mace, and its whole kit
// unusable. Measured on the room path at L10, a wounded cleric loses 8% of
// ORDINARY room fights (a fighter loses 0.0%), and a room loss ends the entire
// expedition — "the fight drags on, X outlasts you, you retreat". That is why
// cleric fled 167 of 500 runs in the corpus while fighter, ranger and paladin
// fled none, and it is the whole of the "cleric is a weak class" gap.
//
// The tell: dnd_class_balance.go — the harness the class corpus was tuned on —
// ALWAYS hands a caster their best damage spell (pickBestDamageSpell +
// applyHarnessSpellCast) before it simulates. So the numbers we balanced against
// modelled a caster who casts, and the live room modelled one who does not. This
// closes that gap: the character fights with the kit it actually owns.
//
// It is NOT a new mechanic. A folded-in spell is additive pre-damage, exactly as
// a hand-queued PendingCast has always been, which is what keeps this comparable
// to the corpus rather than a fresh invention.
// autoCastForAutoResolve picks the caster's best damage spell, spends the slot,
// and folds the damage into the Combatant pair. Reports whether it cast.
//
// It reads the seat's ACTUAL remaining slots, not the class slot table.
// pickBestDamageSpell (the harness one) reads slotsForClassLevel — the
// theoretical pool — which is right for a one-fight harness and would be an
// infinite spell here: the same "no row to persist onto, so it arrives fresh"
// bug that gave the companion an unlimited body and an unlimited slot pool.
// A leveled spell cast here costs a real slot and stays spent until a rest.
func (p *AdventurePlugin) autoCastForAutoResolve(
uid id.UserID,
c *DnDCharacter,
playerStats *CombatStats,
playerMods *CombatModifiers,
enemyStats *CombatStats,
) bool {
// A hand-queued spell wins: the player already chose, applyPendingCast owns
// it, and casting a second one would be two spells in one action.
if c == nil || c.PendingCast != "" || !isSpellcaster(c) {
return false
}
spell, slot, ok := pickAutoResolveSpell(uid, c)
if !ok {
return false
}
// Leveled spells cost a slot. Spend it BEFORE the damage lands, and bail if
// the debit fails — a spell that could not be paid for must not be cast.
if slot > 0 {
spent, err := consumeSpellSlot(uid, slot)
if err != nil || !spent {
return false
}
}
applyHarnessSpellCast(c, spell, slot, playerStats, playerMods, enemyStats)
return true
}
// roomSlotCap is the highest slot level an ordinary room may spend. Cantrips are
// free and always available; anything above this is reserved for the elite and
// the boss.
//
// The first cut of §6 had no cap — "never upcast" was supposed to be enough. It
// was not, and the sweep said so: room deaths fell for every caster (mage 131 →
// 105) while elite and boss deaths exploded (mage 7 → 38 and 19 → 61, sorcerer
// 14 → 51 and 15 → 65). Casters were winning the trash rooms and arriving at the
// thing that matters with an empty pool. Native-level is not a reserve, because
// a mage's native-level spells ARE its boss kit; only a level cap is.
//
// 2 is where the two demands stop overlapping. Every caster owns a damage spell
// at or below it (a cleric's guiding_bolt and inflict_wounds are both 1st), so
// the rooms still get a real spell — but a fireball, a spirit_guardians, a
// flame_strike, and every slot the turn engine would upcast into stays in the
// caster's pocket until there is something worth spending it on.
const roomSlotCap = 2
// pickAutoResolveSpell is the best damage spell this caster can actually cast
// right now: known, prepared, on their list, at or under the room slot cap, and
// backed by a slot they still hold.
//
// It casts at the spell's NATIVE level and never upcasts. simPickSpell upcasts
// aggressively — correct there, because it runs in the turn engine at an elite
// or a boss, which is what the big slots are for. A trash room is not, and a
// picker that nukes a goblin with a 5th-level slot would leave the caster
// swinging a stick at the thing that actually matters.
func pickAutoResolveSpell(uid id.UserID, c *DnDCharacter) (SpellDefinition, int, bool) {
known, err := listKnownSpells(uid)
if err != nil || len(known) == 0 {
return SpellDefinition{}, 0, false
}
slots, err := getSpellSlots(uid)
if err != nil {
return SpellDefinition{}, 0, false
}
var best SpellDefinition
bestSlot := 0
bestScore := -1.0
for _, k := range known {
if !k.Prepared {
continue
}
sp, ok := lookupSpell(k.SpellID)
if !ok {
continue
}
switch sp.Effect {
case EffectDamageAttack, EffectDamageSave, EffectDamageAuto:
default:
continue
}
// The auto-resolve engine has no reaction window, same as everywhere else.
if sp.CastTime == CastReaction {
continue
}
onList := false
for _, cl := range sp.Classes {
if cl == c.Class {
onList = true
break
}
}
if !onList {
continue
}
// A cantrip is free; a leveled spell needs a slot still in hand, and the
// room only gets to reach for the small ones.
if sp.Level > 0 {
if sp.Level > roomSlotCap {
continue
}
if pair, ok := slots[sp.Level]; !ok || pair[0]-pair[1] <= 0 {
continue
}
}
if score := spellExpectedDamage(sp, sp.Level, c.Level); score > bestScore {
best, bestSlot, bestScore = sp, sp.Level, score
}
}
return best, bestSlot, bestScore >= 0
}

View File

@@ -0,0 +1,254 @@
package plugin
import (
"testing"
"maunium.net/go/mautrix/id"
)
// §6 — the caster casts in an auto-resolved room fight.
//
// Before this, the ONLY spell that could land in an ordinary room was one the
// player hand-queued with `!cast` before walking in. On autopilot nobody queues
// one, so a cleric fought every room of every expedition with a mace, lost room
// fights a fighter never loses, and a room loss ends the whole expedition.
func autocastCleric(t *testing.T, tag string) (id.UserID, *DnDCharacter) {
t.Helper()
p := &AdventurePlugin{}
s := &SimRunner{P: p}
uid := id.UserID("@autocast-" + tag + ":example.org")
c, err := s.BuildCharacter(uid, ClassCleric, 10)
if err != nil {
t.Fatal(err)
}
return uid, c
}
func usedSlots(t *testing.T, uid id.UserID) int {
t.Helper()
slots, err := getSpellSlots(uid)
if err != nil {
t.Fatal(err)
}
total := 0
for _, pair := range slots {
total += pair[1]
}
return total
}
func TestAutoCast_CasterCastsAndPaysForIt(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
uid, c := autocastCleric(t, "pays")
var mods CombatModifiers
stats := CombatStats{MaxHP: 100, AC: 14}
enemy := CombatStats{MaxHP: 100, AC: 14}
if !p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy) {
t.Fatal("a level-10 cleric with a full slot pool cast nothing")
}
// It has to be PAID for. pickBestDamageSpell reads the theoretical class slot
// table; if we had reused it here the spell would be infinite — the same
// free-lunch bug that gave the companion an unlimited body. The slot is spent
// whether or not the spell connects, exactly as it is at a real table.
if used := usedSlots(t, uid); used != 1 {
t.Fatalf("slots used = %d, want exactly 1 — the spell must cost a real slot", used)
}
}
// The slot has to buy damage. Not on any GIVEN cast — under the room slot cap a
// cleric reaches for inflict_wounds, which is an attack-roll spell and is
// allowed to miss — but a caster who spends its pool and never scratches
// anything would be strictly worse than swinging the mace.
func TestAutoCast_SpellActuallyDealsDamage(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
uid, c := autocastCleric(t, "damage")
landed := 0
for i := 0; i < 40; i++ {
var mods CombatModifiers
stats := CombatStats{MaxHP: 100, AC: 14}
enemy := CombatStats{MaxHP: 1000, AC: 10}
if !p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy) {
continue
}
if mods.SpellPreDamage > 0 || enemy.MaxHP < 1000 {
landed++
}
}
if landed == 0 {
t.Fatal("40 casts against AC 10 and not one dealt a point of damage — " +
"the caster is spending slots on air")
}
}
// The pool is finite: cast far more times than the caster has slots, and the
// ledger must converge rather than run forever. This is the free-lunch guard —
// reusing the harness's pickBestDamageSpell (which reads the theoretical class
// slot table, not the row) would cast an unlimited leveled spell every room.
//
// It converges BELOW the full pool, and that is correct: a cleric owns no damage
// spell at slot 2 or 4 (guiding_bolt and inflict_wounds are L1, spirit_guardians
// L3, flame_strike L5), and a trash room never upcasts. Those slots are not
// wasted — the turn engine upcasts them at the elite and the boss, which is what
// they are for.
func TestAutoCast_SlotPoolIsFiniteAndConverges(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
uid, c := autocastCleric(t, "finite")
before, err := getSpellSlots(uid)
if err != nil {
t.Fatal(err)
}
pool := 0
for _, pair := range before {
pool += pair[0]
}
if pool == 0 {
t.Fatal("test cleric has no slots at all")
}
cast := func(n int) {
for i := 0; i < n; i++ {
var mods CombatModifiers
stats := CombatStats{MaxHP: 100, AC: 14}
enemy := CombatStats{MaxHP: 1000, AC: 14}
p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy)
}
}
cast(pool + 10)
drained := usedSlots(t, uid)
if drained == 0 {
t.Fatal("the cleric never spent a slot — it is not really casting")
}
if drained > pool {
t.Fatalf("slots used = %d > pool %d — slots are being conjured", drained, pool)
}
// Dry means dry: another twenty rooms must not find another leveled slot.
cast(20)
if after := usedSlots(t, uid); after != drained {
t.Fatalf("slots used went %d → %d after the pool was dry — a leveled spell is being cast for free",
drained, after)
}
// And a dry caster still throws a cantrip rather than reverting to a stick.
var mods CombatModifiers
stats := CombatStats{MaxHP: 100, AC: 14}
enemy := CombatStats{MaxHP: 1000, AC: 14}
if !p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy) {
t.Fatal("an out-of-slots caster cast nothing at all; a cantrip is free")
}
}
// A hand-queued spell wins. applyPendingCast already owns that cast; auto-casting
// on top of it would fire two spells in one action.
func TestAutoCast_HandQueuedSpellWins(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
uid, c := autocastCleric(t, "queued")
c.PendingCast = encodePendingCast(PendingCast{SpellID: "guiding_bolt", SlotLevel: 1})
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
var mods CombatModifiers
stats := CombatStats{MaxHP: 100, AC: 14}
enemy := CombatStats{MaxHP: 100, AC: 14}
if p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy) {
t.Fatal("auto-cast fired on top of a hand-queued spell — that is two spells in one action")
}
if used := usedSlots(t, uid); used != 0 {
t.Fatalf("slots used = %d; the auto-cast must not spend anything when the player already queued", used)
}
}
// A martial has no spellbook and must be left exactly as it was — the balance
// corpus rests on the martials not moving.
func TestAutoCast_MartialIsUntouched(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
s := &SimRunner{P: p}
uid := id.UserID("@autocast-fighter:example.org")
c, err := s.BuildCharacter(uid, ClassFighter, 10)
if err != nil {
t.Fatal(err)
}
var mods CombatModifiers
stats := CombatStats{MaxHP: 100, AC: 14}
enemy := CombatStats{MaxHP: 100, AC: 14}
if p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy) {
t.Fatal("a fighter cast a spell")
}
if mods.SpellPreDamage != 0 {
t.Fatalf("fighter picked up %d spell pre-damage", mods.SpellPreDamage)
}
}
// Never upcast in a trash room: the big slots are what the elite and the boss
// are for, and the turn engine spends them there.
func TestAutoCast_DoesNotBurnTheBigSlots(t *testing.T) {
setupEmptyTestDB(t)
uid, c := autocastCleric(t, "native")
spell, slot, ok := pickAutoResolveSpell(uid, c)
if !ok {
t.Fatal("cleric picked nothing")
}
if slot != spell.Level {
t.Fatalf("%s cast at slot %d, native level %d — an ordinary room must not upcast",
spell.ID, slot, spell.Level)
}
}
// The boss kit survives the walk in. This is the regression the first cut of §6
// shipped and the sweep caught: with no cap, a caster spent its whole pool on
// goblins and reached the boss empty — room deaths fell but boss deaths tripled
// (mage 19 → 61, sorcerer 15 → 65). "Never upcast" is not a reserve, because a
// mage's native-level spells ARE its boss kit.
//
// So: grind a full expedition's worth of rooms, and every slot above the cap
// must still be sitting there untouched when the dragon opens its eyes.
func TestAutoCast_ReservesTheBossSlots(t *testing.T) {
for _, class := range []DnDClass{ClassMage, ClassSorcerer, ClassCleric, ClassWarlock} {
t.Run(string(class), func(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
s := &SimRunner{P: p}
uid := id.UserID("@autocast-reserve-" + string(class) + ":example.org")
c, err := s.BuildCharacter(uid, class, 12)
if err != nil {
t.Fatal(err)
}
// A long expedition: far more rooms than the caster has slots.
for i := 0; i < 60; i++ {
var mods CombatModifiers
stats := CombatStats{MaxHP: 100, AC: 14}
enemy := CombatStats{MaxHP: 1000, AC: 14}
p.autoCastForAutoResolve(uid, c, &stats, &mods, &enemy)
}
slots, err := getSpellSlots(uid)
if err != nil {
t.Fatal(err)
}
for lvl, pair := range slots {
if lvl <= roomSlotCap {
continue
}
if pair[1] != 0 {
t.Errorf("level-%d slots: %d of %d spent in ordinary rooms — "+
"that is the boss's kit, and the caster will arrive empty",
lvl, pair[1], pair[0])
}
}
})
}
}

View File

@@ -51,6 +51,11 @@ func (p *AdventurePlugin) runZoneCombatRoster(
advChar *AdventureCharacter
equip map[EquipmentSlot]*AdvEquipment
mods CombatModifiers
// companion marks the hired NPC seat: it fights, but it owns none of the
// character-scoped effects the close-out loop applies, and its dndChar /
// advChar / equip are nil precisely so a missed guard panics loudly here
// rather than silently writing rows for a bot.
companion bool
}
var (
@@ -58,6 +63,10 @@ func (p *AdventurePlugin) runZoneCombatRoster(
builds []seatBuild
seated []id.UserID
enemy Combatant
// Parallel to players: what each seat is worth, priced once the roster is
// final. A member who sat the encounter out is in none of these.
levels []int
companions []bool
)
for i, uid := range roster {
@@ -69,6 +78,29 @@ func (p *AdventurePlugin) runZoneCombatRoster(
return PartyCombatResult{}, nil, err
}
// The hired companion fights here too — the auto-resolve path is where
// most expedition rooms are actually decided. He is synthesized rather
// than loaded, and his seatBuild is flagged so the close-out loop below
// gives him no XP, no loot, and no post-combat persistence.
if isCompanionSeat(uid) {
expID := companionExpeditionFor(roster[0])
class, level := companionLoadout(expID)
player, e, _ := p.companionCombatant(class, level, monster, tier, dmMood)
// The wounds he carries into this fight. His synthetic sheet is always
// written at full HP, so applyDnDHPScaling left StartHP at the
// "enter at MaxHP" sentinel and he healed himself for free between every
// room of the run. See companionSeatHP.
player.Stats.StartHP = companionSeatHP(expID, player.Stats.MaxHP)
if leader {
enemy = e
}
players = append(players, player)
builds = append(builds, seatBuild{uid: uid, mods: player.Mods, companion: true})
seated = append(seated, uid)
levels, companions = append(levels, level), append(companions, true)
continue
}
advChar, err := loadAdvCharacter(uid)
if err != nil || advChar == nil {
if leader {
@@ -120,6 +152,11 @@ func (p *AdventurePlugin) runZoneCombatRoster(
// Combatant once, before the fight runs. The queued spell can also debuff
// the shared enemy, so every seat's cast lands on the one stat block.
applyPendingCast(uid, dndChar, &player.Stats, &player.Mods, &enemy.Stats)
// §6 — and if they queued nothing, they still cast. This engine has no
// action picker, so before this a caster on autopilot swung a weapon for
// the whole fight and their spellbook may as well not have existed. The
// slot is really spent; see autoCastForAutoResolve.
p.autoCastForAutoResolve(uid, dndChar, &player.Stats, &player.Mods, &enemy.Stats)
setupAutoHealFromInventory(p.loadConsumableInventory(uid), &player.Mods)
players = append(players, player)
@@ -127,8 +164,21 @@ func (p *AdventurePlugin) runZoneCombatRoster(
uid: uid, dndChar: dndChar, advChar: advChar, equip: equip, mods: player.Mods,
})
seated = append(seated, uid)
lvl := 0
if dndChar != nil {
lvl = dndChar.Level
}
levels, companions = append(levels, lvl), append(companions, false)
}
// What each seat costs the enemy, priced against the leader — over the seats
// that were actually seated, so a member left behind is not charged.
ptrs := make([]*Combatant, len(players))
for i := range players {
ptrs[i] = &players[i]
}
applySeatWeights(ptrs, levels, companions)
res := simulateParty(players, enemy, phases)
dumpCombatEventsIfDebug(
fmt.Sprintf("zone:%s vs %s (%d seat(s))", monster.ID, players[0].Name, len(players)),
@@ -137,6 +187,19 @@ func (p *AdventurePlugin) runZoneCombatRoster(
for i, b := range builds {
seatRes := res.Seats[i]
// The companion swings and then goes back to filing copy: no inventory to
// deduct from, no sheet to persist to, no XP to earn. Every call below
// would either write rows for a bot or log an error about the rows it
// hasn't got.
//
// His HP is the exception, and it is not bookkeeping — it is the fight's
// result. Without it he re-enters the next room at full while the humans
// beside him carry every wound to camp.
if b.companion {
_ = setCompanionHP(companionExpeditionFor(roster[0]), seatRes.PlayerEndHP)
continue
}
// Remove the actual heal items consumed during combat (one inventory item
// per heal_item event this seat fired). Cheapest-tier first.
consumeFiredHealingItems(b.uid, countHealEventsFired(seatRes))
@@ -193,6 +256,12 @@ func (p *AdventurePlugin) closeOutZoneWin(
) (leaderDrop string, downed []id.UserID) {
party := len(seated) > 1
for i, uid := range seated {
// The companion takes no cut and cannot die. He is not in the downed list
// either: that list is what the room narration mourns, and the party did
// not lose a friend when the hireling took a nap.
if isCompanionSeat(uid) {
continue
}
if res.Seats[i].PlayerEndHP > 0 {
drop := p.dropZoneLoot(uid, zone.ID, monster, isBoss, elite)
if i == 0 {
@@ -217,6 +286,12 @@ func (p *AdventurePlugin) closeOutZoneWin(
// fight.
func closeOutZoneLoss(res PartyCombatResult, seated []id.UserID, zone ZoneDefinition, deathSource string) (killed []id.UserID) {
for i, uid := range seated {
// The companion is not killed and is not counted among the dead — he is
// not in the graveyard, and a wipe that lists him would have the news bot
// reporting its own funeral.
if isCompanionSeat(uid) {
continue
}
if res.Seats[i].PlayerEndHP <= 0 {
markAdventureDead(uid, deathSource, zone.Display)
killed = append(killed, uid)