1 Commits

Author SHA1 Message Date
dependabot[bot]
1b4e6833b0 Bump modernc.org/sqlite from 1.50.1 to 1.53.0
Bumps [modernc.org/sqlite](https://gitlab.com/cznic/sqlite) from 1.50.1 to 1.53.0.
- [Changelog](https://gitlab.com/cznic/sqlite/blob/master/CHANGELOG.md)
- [Commits](https://gitlab.com/cznic/sqlite/compare/v1.50.1...v1.53.0)

---
updated-dependencies:
- dependency-name: modernc.org/sqlite
  dependency-version: 1.53.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

Signed-off-by: dependabot[bot] <support@github.com>
2026-07-10 14:24:35 +00:00
46 changed files with 392 additions and 2291 deletions

4
go.mod
View File

@@ -15,7 +15,7 @@ require (
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e
golang.org/x/image v0.40.0
maunium.net/go/mautrix v0.28.1
modernc.org/sqlite v1.50.1
modernc.org/sqlite v1.53.0
)
require (
@@ -43,7 +43,7 @@ require (
golang.org/x/sys v0.46.0 // indirect
golang.org/x/text v0.38.0 // indirect
gopkg.in/yaml.v3 v3.0.1 // indirect
modernc.org/libc v1.72.3 // indirect
modernc.org/libc v1.73.4 // indirect
modernc.org/mathutil v1.7.1 // indirect
modernc.org/memory v1.11.0 // indirect
)

20
go.sum
View File

@@ -166,20 +166,20 @@ gopkg.in/yaml.v3 v3.0.1 h1:fxVm/GzAzEWqLHuvctI91KS9hhNmmWOoWu0XTYJS7CA=
gopkg.in/yaml.v3 v3.0.1/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=
maunium.net/go/mautrix v0.28.1 h1:Hic3oDMPbLbQu1fhboTRAKZcORMjzzkjxsa+SGk60b0=
maunium.net/go/mautrix v0.28.1/go.mod h1:mWXQNmOlrq4VTDU9f1HO03BSIswdUIyyY4wUKHqwzzY=
modernc.org/cc/v4 v4.28.2 h1:3tQ0lf2ADtoby2EtSP+J7IE2SHwEJdP8ioR59wx7XpY=
modernc.org/cc/v4 v4.28.2/go.mod h1:OnovgIhbbMXMu1aISnJ0wvVD1KnW+cAUJkIrAWh+kVI=
modernc.org/ccgo/v4 v4.34.0 h1:yRLPFZieg532OT4rp4JFNIVcquwalMX26G95WQDqwCQ=
modernc.org/ccgo/v4 v4.34.0/go.mod h1:AS5WYMyBakQ+fhsHhtP8mWB82KTGPkNNJDGfGQCe0/A=
modernc.org/cc/v4 v4.28.4 h1:Hd/4Es+MBj+/7hSdZaisNyu6bv3V0Dp2MdllyfqaH+c=
modernc.org/cc/v4 v4.28.4/go.mod h1:OnovgIhbbMXMu1aISnJ0wvVD1KnW+cAUJkIrAWh+kVI=
modernc.org/ccgo/v4 v4.34.4 h1:OVnSOWQjVKOYkFxoHYB+qQmSHK5gqMqARM+K9DpR/Ws=
modernc.org/ccgo/v4 v4.34.4/go.mod h1:qdKqE8FNIYyysougB1RX9MxCzp5oJOcQXSobANJ4TuE=
modernc.org/fileutil v1.4.0 h1:j6ZzNTftVS054gi281TyLjHPp6CPHr2KCxEXjEbD6SM=
modernc.org/fileutil v1.4.0/go.mod h1:EqdKFDxiByqxLk8ozOxObDSfcVOv/54xDs/DUHdvCUU=
modernc.org/gc/v2 v2.6.5 h1:nyqdV8q46KvTpZlsw66kWqwXRHdjIlJOhG6kxiV/9xI=
modernc.org/gc/v2 v2.6.5/go.mod h1:YgIahr1ypgfe7chRuJi2gD7DBQiKSLMPgBQe9oIiito=
modernc.org/gc/v3 v3.1.2 h1:ZtDCnhonXSZexk/AYsegNRV1lJGgaNZJuKjJSWKyEqo=
modernc.org/gc/v3 v3.1.2/go.mod h1:HFK/6AGESC7Ex+EZJhJ2Gni6cTaYpSMmU/cT9RmlfYY=
modernc.org/gc/v3 v3.1.3 h1:6QAplYyVO+KdPW3pGnqmJDUxtkec8ooEWvks/hhU3lc=
modernc.org/gc/v3 v3.1.3/go.mod h1:HFK/6AGESC7Ex+EZJhJ2Gni6cTaYpSMmU/cT9RmlfYY=
modernc.org/goabi0 v0.2.0 h1:HvEowk7LxcPd0eq6mVOAEMai46V+i7Jrj13t4AzuNks=
modernc.org/goabi0 v0.2.0/go.mod h1:CEFRnnJhKvWT1c1JTI3Avm+tgOWbkOu5oPA8eH8LnMI=
modernc.org/libc v1.72.3 h1:ZnDF4tXn4NBXFutMMQC4vtbTFSXhhKzR73fv0beZEAU=
modernc.org/libc v1.72.3/go.mod h1:dn0dZNnnn1clLyvRxLxYExxiKRZIRENOfqQ8XEeg4Qs=
modernc.org/libc v1.73.4 h1:+ra4Ui8ngyt8HDcO1FTDPWlkAh6yOdaO2yAoh8MddQA=
modernc.org/libc v1.73.4/go.mod h1:DXZ3eO8qMCNn2SnmTNCiC71nJ9Rcq3PsnpU6Vc4rWK8=
modernc.org/mathutil v1.7.1 h1:GCZVGXdaN8gTqB1Mf/usp1Y/hSqgI2vAGGP4jZMCxOU=
modernc.org/mathutil v1.7.1/go.mod h1:4p5IwJITfppl0G4sUEDtCr4DthTaT47/N3aT6MhfgJg=
modernc.org/memory v1.11.0 h1:o4QC8aMQzmcwCK3t3Ux/ZHmwFPzE6hf2Y5LbkRs+hbI=
@@ -188,8 +188,8 @@ modernc.org/opt v0.2.0 h1:tGyef5ApycA7FSEOMraay9SaTk5zmbx7Tu+cJs4QKZg=
modernc.org/opt v0.2.0/go.mod h1:03fq9lsNfvkYSfxrfUhZCWPk1lm4cq4N+Bh//bEtgns=
modernc.org/sortutil v1.2.1 h1:+xyoGf15mM3NMlPDnFqrteY07klSFxLElE2PVuWIJ7w=
modernc.org/sortutil v1.2.1/go.mod h1:7ZI3a3REbai7gzCLcotuw9AC4VZVpYMjDzETGsSMqJE=
modernc.org/sqlite v1.50.1 h1:l+cQvn0sd0zJJtfygGHuQJ5AjlrwXmWPw4KP3ZMwr9w=
modernc.org/sqlite v1.50.1/go.mod h1:tcNzv5p84E0skkmJn038y+hWJbLQXQqEnQfeh5r2JLM=
modernc.org/sqlite v1.53.0 h1:20WG8N9q4ji/dEqGk4uiI0c6OPjSeLTNYGFCc3+7c1M=
modernc.org/sqlite v1.53.0/go.mod h1:xoEpOIpGrgT48H5iiyt/YXPCZPEzlfmfFwtk8Lklw8s=
modernc.org/strutil v1.2.1 h1:UneZBkQA+DX2Rp35KcM69cSsNES9ly8mQWD71HKlOA0=
modernc.org/strutil v1.2.1/go.mod h1:EHkiggD70koQxjVdSBM3JKM7k6L0FbGE5eymy9i3B9A=
modernc.org/token v1.1.0 h1:Xl7Ap9dKaEs5kLoOQeQmPWevfnk/DM5qcLcYlA8ys6Y=

View File

@@ -270,13 +270,9 @@ func (p *AdventurePlugin) Init() error {
go p.expeditionRecapTicker()
go p.expeditionAmbientTicker()
go p.expeditionAutoRunTicker()
go p.expeditionExtractionSweepTicker()
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
p.arenaCleanupStaleRuns()
// Extractions that lapsed while the bot was down: the roster they hold is
// blocking those members right now, not an hour from now.
p.sweepLapsedExtractions(time.Now().UTC())
return nil
}

View File

@@ -32,23 +32,10 @@ type advActiveEvent struct {
//
// The per-anchor chances below put a player who hits all three at ~1 event
// per week; see TestAnchoredEventWeeklyRate.
//
// K — the three social/economic anchors miss the pure grind loop: a player who
// only mines/forages/fishes (now automatic, done by walking) and clears
// single-day dungeons, but never sells, never enters the arena, and never runs
// a multi-day expedition to a Night camp, would roll for zero events. The
// fourth anchor, ZoneClear, fires on a foreground single-day zone clear — the
// climax DM that player *is* reading — so they get the same rough cadence.
// Autopilot walks and mid-zone region clears deliberately do not fire it (see
// zoneCmdAdvance / the full-clear branch of advanceOnceWithOpts). The per-day
// slot still caps everyone at one event, so a player who happens to hit two
// anchors in a day can't double up. This rate is the tuning knob for item K —
// bump it if telemetry shows the grind-loop player still sees too few.
const (
advEventChanceDigest = 0.08
advEventChanceSell = 0.05
advEventChanceArena = 0.05
advEventChanceZoneClear = 0.08
)
var (

View File

@@ -44,43 +44,6 @@ func TestAnchoredEventWeeklyRate(t *testing.T) {
}
}
// TestZoneClearAnchorRate pins item K's fourth anchor for the population the
// other three miss: a grind-loop player who never sells, never enters the
// arena, and never runs a multi-day expedition, but clears single-day zones.
// Modelled at two foreground clears per active day (a plausible dungeon
// session) they should land in the same ~1 event/week band as the fully-
// engaged player — that is the whole point of adding the anchor. The clears/day
// assumption and advEventChanceZoneClear are the two tuning knobs; see the K
// note in adventure_events.go.
func TestZoneClearAnchorRate(t *testing.T) {
const clearsPerDay = 2
const weeks = 20000
rng := rand.New(rand.NewPCG(0x5EED, 0x2C)) // "ZC"
events := 0
for range weeks {
for range 7 {
firedToday := false
for range clearsPerDay {
if firedToday {
break // one event per player per UTC day
}
if rng.Float64() < advEventChanceZoneClear {
firedToday = true
}
}
if firedToday {
events++
}
}
}
perWeek := float64(events) / weeks
if perWeek < 0.8 || perWeek > 1.5 {
t.Errorf("zone-clear anchor = %.3f/week, want ~1 (0.81.5)", perWeek)
}
}
// TestClaimDailyEventSlot_OnePerDay guards the cap the rate test assumes.
func TestClaimDailyEventSlot_OnePerDay(t *testing.T) {
uid := id.UserID("@events-slot:example")

View File

@@ -435,8 +435,18 @@ func (p *AdventurePlugin) handleMasterworkEquipReply(ctx MessageContext, interac
return p.SendDM(ctx.Sender, "Equip cancelled.")
}
idx, ok := parseMenuIndex(reply, len(data.Items))
if !ok {
// Parse number
idx := 0
for _, c := range reply {
if c >= '0' && c <= '9' {
idx = idx*10 + int(c-'0')
} else {
break
}
}
idx-- // 1-indexed to 0-indexed
if idx < 0 || idx >= len(data.Items) {
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
}

View File

@@ -140,12 +140,8 @@ func findTemperMaterial(items []AdvItem) (AdvItem, bool) {
return AdvItem{}, false
}
// parseMenuIndex reads a leading 1-indexed number off a menu reply and returns
// the bounds-checked 0-indexed position. The single parser behind every "reply
// with a number from the list" prompt — temper, magic-item equip, masterwork
// equip. Leading whitespace and any trailing text after the digits are ignored;
// a reply with no leading digit, or one outside [1, n], returns ok=false.
func parseMenuIndex(reply string, n int) (int, bool) {
// parseTemperIndex reads a leading 1-indexed number and bounds-checks it.
func parseTemperIndex(reply string, n int) (int, bool) {
idx, parsed := 0, false
for _, c := range strings.TrimSpace(reply) {
if c < '0' || c > '9' {
@@ -218,7 +214,7 @@ func (p *AdventurePlugin) resolveTemperPick(ctx MessageContext, interaction *adv
if strings.EqualFold(reply, "cancel") {
return p.SendDM(ctx.Sender, "_The forge keeps burning._ Come back when you've decided.")
}
idx, ok := parseMenuIndex(reply, len(data.Targets))
idx, ok := parseTemperIndex(reply, len(data.Targets))
if !ok {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "Reply with a number from the list, or \"cancel\".")

View File

@@ -346,9 +346,9 @@ func TestParseTemperIndex(t *testing.T) {
{"cancel", 3, 0, false},
}
for _, tc := range tests {
got, ok := parseMenuIndex(tc.in, tc.n)
got, ok := parseTemperIndex(tc.in, tc.n)
if ok != tc.wantOK || (ok && got != tc.want) {
t.Errorf("parseMenuIndex(%q, %d) = (%d, %v), want (%d, %v)",
t.Errorf("parseTemperIndex(%q, %d) = (%d, %v), want (%d, %v)",
tc.in, tc.n, got, ok, tc.want, tc.wantOK)
}
}

View File

@@ -1,294 +0,0 @@
package plugin
import (
"testing"
"maunium.net/go/mautrix/id"
)
// An armed ability is consumed once, at fight start, and its id is parked on the
// seat. Everything here defends that split.
//
// Before it existed, buildZoneCombatants consumed the ability itself — and the
// turn-based engine calls that builder again on every !attack. So a Berserker
// raged on round 1, the builder cleared their armed flag and saved, and round 2
// rebuilt them with no rage at all. They paid stamina for one round of a buff
// that is supposed to span the fight, and the close-out could not see the rage
// it was supposed to charge exhaustion for.
// ragingBerserker is a Fighter who has already `!arm`ed rage.
func ragingBerserker(t *testing.T, uid id.UserID) *DnDCharacter {
t.Helper()
if err := createAdvCharacter(uid, string(uid)); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Subclass: SubclassBerserker, Level: 5,
STR: 16, DEX: 12, CON: 14, INT: 10, WIS: 10, CHA: 10,
HPMax: 40, HPCurrent: 40, ArmorClass: 15,
ArmedAbility: "rage",
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
return c
}
// ── the split ────────────────────────────────────────────────────────────────
// consumeArmedAbility disarms and reports; applyAbilityByID applies and does not
// disarm. Calling the second one twice must be indistinguishable from once.
func TestApplyAbilityByID_IsPureAndRepeatable(t *testing.T) {
setupEmptyTestDB(t)
c := ragingBerserker(t, "@pure:example.org")
armed := consumeArmedAbility(c)
if armed != "rage" {
t.Fatalf("consumeArmedAbility = %q, want rage", armed)
}
if c.ArmedAbility != "" {
t.Errorf("character still armed after consume: %q", c.ArmedAbility)
}
if again := consumeArmedAbility(c); again != "" {
t.Errorf("second consume returned %q, want \"\" — the ability is spent", again)
}
// Same id, applied to two independent mod sets, yields the same rage.
for i, want := range []bool{true, true} {
var mods CombatModifiers
name, fired := applyAbilityByID(c, armed, &mods)
if !fired || name != "Rage" {
t.Fatalf("apply #%d: fired=%v name=%q", i+1, fired, name)
}
if mods.BerserkerRage != want {
t.Errorf("apply #%d: BerserkerRage = %v, want %v", i+1, mods.BerserkerRage, want)
}
if mods.RageMeleeDmg != 2 || !mods.PhysicalResistRage {
t.Errorf("apply #%d: rage did not carry its full mod set: %+v", i+1, mods)
}
}
// And it never writes back to the sheet.
got, _ := LoadDnDCharacter(c.UserID)
if got.ArmedAbility != "" {
t.Errorf("applyAbilityByID re-armed the sheet: %q", got.ArmedAbility)
}
}
func TestApplyAbilityByID_UnknownAndEmptyAreNoOps(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter}
for _, id := range []string{"", "no_such_ability"} {
var mods CombatModifiers
if _, fired := applyAbilityByID(c, id, &mods); fired {
t.Errorf("applyAbilityByID(%q) fired", id)
}
if mods.BerserkerRage {
t.Errorf("applyAbilityByID(%q) set rage", id)
}
}
}
// ── the fight-start seat ─────────────────────────────────────────────────────
// The seat carries the id forward, and the sheet is disarmed exactly once.
func TestBuildFightSeats_ConsumesTheAbilityOnceAndCarriesItOnTheSeat(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@berserk:example.org")
ragingBerserker(t, uid)
seats, _, _, refusal := (&AdventurePlugin{}).buildFightSeats(
uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0)
if refusal != "" {
t.Fatalf("fight refused: %s", refusal)
}
if len(seats) != 1 {
t.Fatalf("seats = %d, want 1", len(seats))
}
if seats[0].ArmedAbility != "rage" {
t.Errorf("seat.ArmedAbility = %q, want rage", seats[0].ArmedAbility)
}
if !seats[0].Mods.BerserkerRage {
t.Error("seat built without rage in its mods")
}
got, _ := LoadDnDCharacter(uid)
if got.ArmedAbility != "" {
t.Errorf("sheet still armed after fight start: %q", got.ArmedAbility)
}
}
// The regression itself: rebuilding the combatant — what every !attack does —
// must reproduce the rage from the persisted id, not from the (now cleared)
// sheet. Two rebuilds in a row, both raging.
func TestBuildZoneCombatants_RebuildKeepsTheRageForTheWholeFight(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@rebuild:example.org")
ragingBerserker(t, uid)
p := &AdventurePlugin{}
seats, _, _, refusal := p.buildFightSeats(uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0)
if refusal != "" {
t.Fatalf("fight refused: %s", refusal)
}
armed := seats[0].ArmedAbility
for round := 2; round <= 3; round++ {
player, _, _, err := p.buildZoneCombatants(uid, dndBestiary["goblin"], 1, 0, armed)
if err != nil {
t.Fatalf("round %d rebuild: %v", round, err)
}
if !player.Mods.BerserkerRage {
t.Errorf("round %d: rage evaporated on rebuild", round)
}
if player.Mods.RageMeleeDmg != 2 {
t.Errorf("round %d: RageMeleeDmg = %d, want 2", round, player.Mods.RageMeleeDmg)
}
}
// A seat that armed nothing rebuilds without rage — the id is the only source.
player, _, _, err := p.buildZoneCombatants(uid, dndBestiary["goblin"], 1, 0, "")
if err != nil {
t.Fatal(err)
}
if player.Mods.BerserkerRage {
t.Error("unarmed rebuild raged anyway")
}
}
// A member who is down sits the fight out. They must not be charged the ability
// they had readied for it — the refusal is checked before the arm.
func TestBuildFightSeats_SatOutMemberKeepsTheirArmedAbility(t *testing.T) {
setupEmptyTestDB(t)
leader := id.UserID("@lead:example.org")
downed := id.UserID("@downed:example.org")
fightTestChar(t, leader, 30)
ragingBerserker(t, downed)
// Drop the member to 0 HP with rage still armed.
c, _ := LoadDnDCharacter(downed)
c.HPCurrent = 0
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
seats, _, _, refusal := (&AdventurePlugin{}).buildFightSeats(
leader, []id.UserID{leader, downed}, dndBestiary["goblin"], 1, 0)
if refusal != "" {
t.Fatalf("fight refused: %s", refusal)
}
if len(seats) != 1 || seats[0].UserID != leader {
t.Fatalf("seats = %+v, want the leader alone", seats)
}
got, _ := LoadDnDCharacter(downed)
if got.ArmedAbility != "rage" {
t.Errorf("downed member was disarmed for a fight they never joined: %q", got.ArmedAbility)
}
}
// ── the close-out ────────────────────────────────────────────────────────────
func TestSeatFightStartMods_ReadsTheRageOffTheSeatsStatuses(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassBerserker, Level: 5}
raging := &CombatSession{}
raging.Statuses.ArmedAbility = "rage"
if !seatFightStartMods(raging, 0, c).BerserkerRage {
t.Error("seat 0 armed rage, mods say otherwise")
}
// Seat 1 reads its own statuses, not the leader's.
party := &CombatSession{Participants: []CombatParticipant{{Seat: 1}}}
party.Statuses.ArmedAbility = "rage"
if seatFightStartMods(party, 1, c).BerserkerRage {
t.Error("a member inherited the leader's rage")
}
}
func TestSeatCombatResult_ReadsWinAndNearDeathOffTheSession(t *testing.T) {
sess := &CombatSession{
Status: CombatStatusWon, Round: 4, PlayerHP: 5, PlayerHPMax: 40, EnemyHP: 0,
TurnLog: []CombatEvent{
{Action: "attack", Seat: 0},
{Action: "use_consumable", Seat: 1},
},
}
got := seatCombatResult(sess, 0)
if !got.PlayerWon {
t.Error("PlayerWon = false on a won session")
}
if !got.NearDeath {
t.Error("5/40 HP is under the 15% near-death line")
}
if len(got.Events) != 1 || got.Events[0].Action != "attack" {
t.Errorf("seat 0 got seat 1's events: %+v", got.Events)
}
sess.PlayerHP = 30
if seatCombatResult(sess, 0).NearDeath {
t.Error("30/40 HP is not near death")
}
sess.Status = CombatStatusLost
sess.PlayerHP = 0
if seatCombatResult(sess, 0).PlayerWon {
t.Error("PlayerWon = true on a lost session")
}
}
// Item A: the manual kill now costs the Berserker their exhaustion, exactly as
// the auto-resolved one always has.
func TestPostCombatBookkeepingForSeat_RageCostsExhaustionOnTheTurnBasedPath(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@exhausted:example.org")
ragingBerserker(t, uid)
sess := &CombatSession{
UserID: string(uid), Status: CombatStatusWon, Round: 3,
PlayerHP: 12, PlayerHPMax: 40,
}
sess.Statuses.ArmedAbility = "rage"
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
got, _ := LoadDnDCharacter(uid)
if got.Exhaustion != 1 {
t.Errorf("Exhaustion = %d after a raging win, want 1", got.Exhaustion)
}
}
// A fight nobody raged in leaves the sheet alone.
func TestPostCombatBookkeepingForSeat_NoRageNoExhaustion(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@calm:example.org")
fightTestChar(t, uid, 30)
sess := &CombatSession{
UserID: string(uid), Status: CombatStatusWon, Round: 2,
PlayerHP: 20, PlayerHPMax: 30,
}
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
got, _ := LoadDnDCharacter(uid)
if got.Exhaustion != 0 {
t.Errorf("Exhaustion = %d with no rage, want 0", got.Exhaustion)
}
}
// Losing while raging still exhausts you — the close-out runs on every terminal
// status, not just the win. This is the half the turn-based path used to skip.
func TestPostCombatBookkeepingForSeat_RageCostsExhaustionOnALoss(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@dead:example.org")
ragingBerserker(t, uid)
sess := &CombatSession{
UserID: string(uid), Status: CombatStatusLost, Round: 6,
PlayerHP: 0, PlayerHPMax: 40,
}
sess.Statuses.ArmedAbility = "rage"
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
got, _ := LoadDnDCharacter(uid)
if got.Exhaustion != 1 {
t.Errorf("Exhaustion = %d after a raging loss, want 1", got.Exhaustion)
}
}

View File

@@ -10,30 +10,6 @@ import (
"maunium.net/go/mautrix/id"
)
// postCombatBookkeeping is the close-out every fight owes its character,
// whatever surface it was fought on: achievements, and the subclass state that
// outlives the fight (Berserker exhaustion, Grim Harvest's kill-heal).
//
// It exists because there are four close-outs — two auto-resolve
// (runDungeonCombat, runZoneCombatRoster) and two turn-based
// (finishCombatSession, finishPartyCombatSession) — and for a long time only
// the auto-resolve pair ran any of this. The same Elite kill therefore paid out
// differently depending on whether the player let it auto-resolve or fought it
// a round at a time. Route all four through here and the divergence cannot
// silently reopen.
//
// raged is whether the character's Berserker rage was active for this fight;
// mods carries the fight-start modifiers Grim Harvest reads. HP persistence is
// NOT done here — the turn-based paths already own their own HP writes.
func (p *AdventurePlugin) postCombatBookkeeping(
userID id.UserID, dndChar *DnDCharacter, raged bool, result CombatResult, mods CombatModifiers,
) {
p.grantCombatAchievements(userID, result)
if err := persistDnDPostCombatSubclass(dndChar, raged, result, mods); err != nil {
slog.Error("dnd: post-combat subclass persist", "user", userID, "err", err)
}
}
// grantCombatAchievements checks combat results for achievement-worthy moments.
func (p *AdventurePlugin) grantCombatAchievements(userID id.UserID, result CombatResult) {
if p.achievements == nil {
@@ -111,7 +87,7 @@ func (p *AdventurePlugin) runDungeonCombat(
applySubclassPassives(&playerStats, &playerMods, dndChar)
applyMagicItemEffects(&playerStats, &playerMods, userID)
trySimAutoArm(dndChar)
if firedName, fired := armAbilityForFight(dndChar, &playerMods); fired {
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
}
applyDnDDungeonMonsterLayer(&enemyStats, loc.Tier)
@@ -153,8 +129,12 @@ func (p *AdventurePlugin) runDungeonCombat(
// until a player-driven use command lands.
consumeFiredHealingItems(userID, countHealEventsFired(result))
p.grantCombatAchievements(userID, result)
persistDnDHPAfterCombat(userID, result.PlayerEndHP)
p.postCombatBookkeeping(userID, dndChar, playerMods.BerserkerRage, result, playerMods)
if err := persistDnDPostCombatSubclass(dndChar, playerMods.BerserkerRage, result, playerMods); err != nil {
slog.Error("dnd: post-combat subclass persist (dungeon)", "user", userID, "err", err)
}
if xp := dungeonCombatXP(result, loc.Tier); xp > 0 {
if _, err := p.grantDnDXP(userID, xp); err != nil {

View File

@@ -101,11 +101,7 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
if refusal != "" {
return p.replyDM(ctx, refusal)
}
// The persisted session scales enemy HP for a party (solo scales by 1.0, so
// 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 := enemy.Stats.MaxHP
// Fight-start one-shot resources (Abjuration Arcane Ward, etc.) are seeded
// per seat onto the session and its participant rows, so they survive the
@@ -134,11 +130,6 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
if sess.IsParty() {
players := seatCombatants(seats)
// Align the in-memory template with the scaled HP persisted above, so the
// opening-round settle resolves the enemy against the same MaxHP the
// rebuilt rounds do (regen clamp, bloodied-ability threshold). The persist
// already happened off the unscaled value, so this does not double-scale.
enemy.Stats.MaxHP = enemyHP
// The enemy may have won initiative. Resolve everything the round owes
// before anyone is asked to act, so the opening block narrates the hit
// rather than showing its damage with no explanation.
@@ -341,10 +332,6 @@ func continueHint(userID id.UserID) string {
// the room's manual combat is done, and a fresh !zone advance clears the room.
func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSession, enemy Combatant) string {
persistDnDHPAfterCombat(userID, sess.PlayerHP)
// Achievements and post-combat subclass state are owed on every terminal
// status, not just a win — a Berserker who rages and loses still comes out
// of it exhausted. The auto-resolve close-outs have always done this.
p.postCombatBookkeepingForSeat(sess, 0)
run, _ := getZoneRun(sess.RunID)
var zone ZoneDefinition
@@ -363,12 +350,28 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
var b strings.Builder
switch sess.Status {
case CombatStatusWon:
recordZoneKillForUser(userID, sess.EnemyID)
applyRoomCombatThreatForUser(userID, elite)
// zoneCombatXP only reads PlayerWon + NearDeath off the result.
nearDeath := sess.PlayerHPMax > 0 && sess.PlayerHP*5 < sess.PlayerHPMax
tier := 1
if run != nil {
tier = int(zone.Tier)
}
bossOnExpedition := p.applyOwnerWinEffects(userID, sess.EnemyID, elite)
p.grantSeatWinXP(userID, sess.PlayerHP, sess.PlayerHPMax, monster, tier)
if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(userID, xp); err != nil {
slog.Error("combat: grantDnDXP turn-based", "user", userID, "err", err)
}
}
bossOnExpedition := false
if !elite {
// §8.1 — zone boss defeat drops expedition threat. Silent no-op
// for standalone zone runs (no active expedition).
if exp, eerr := getActiveExpedition(userID); eerr == nil && exp != nil {
_ = applyBossDefeatThreat(exp.ID)
bossOnExpedition = true
}
}
if line := twinBeeLine(zone.ID, DMCombatEnd, sess.RunID, cadence); line != "" {
b.WriteString(line + "\n")
}
@@ -392,7 +395,11 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
}
case CombatStatusLost:
endRunOnLoss(userID, sess.RunID, true)
if run != nil {
_, _ = applyMoodEvent(sess.RunID, MoodEventPlayerDeath)
}
_ = abandonZoneRun(userID)
forceExtractExpeditionForRunLoss(userID, "combat death")
markAdventureDead(userID, "zone", zone.Display)
if line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence); line != "" {
b.WriteString(line + "\n")
@@ -403,7 +410,8 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
// Flee = run ends, light penalty: wounds persist (HP already saved),
// but no death timer. Chosen candidate from the migration plan's
// open question on flee outcome.
endRunOnLoss(userID, sess.RunID, false)
_ = abandonZoneRun(userID)
forceExtractExpeditionForRunLoss(userID, "combat flee")
b.WriteString(fmt.Sprintf("🏃 You broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
default:
@@ -590,18 +598,6 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
if msg := p.chargeSpellCost(uid, spell, slotLevel); msg != "" {
return PlayerAction{}, noop, msg
}
// Park the Necromancy kill-heal stash on the casting seat. The
// auto-resolve path keeps it on the fight-start CombatModifiers, which
// a turn-based fight has nowhere to hold — it rebuilds its combatants
// every round. Only a damaging cast stashes (a miss leaves the slot at
// 0), and each one overwrites the last, so the stash always describes
// the seat's most recent landed spell — which is the only one that can
// have been lethal by the time the close-out reads it.
if out.GrimHarvestSlot > 0 {
as := ct.sess.actorStatusesPtr(seat)
as.GrimHarvestSlot = out.GrimHarvestSlot
as.GrimHarvestNecrotic = out.GrimHarvestNecrotic
}
eff = &turnActionEffect{
Label: out.Desc,
Action: "spell_cast",

View File

@@ -162,11 +162,9 @@ type CombatModifiers struct {
// ArcaneWardHP: flat HP buffer absorbed before player HP. Refilled at the
// start of each combat by Abjuration L5+ (2× Mage level, +prof at L7).
// Persists across rounds within a single combat; not refunded between fights.
// GrimHarvestSlot/Necrotic: snapshot of the damaging spell stashed for the
// post-combat Grim Harvest hook (Necromancy L5+) — by applyPendingCast on
// the auto-resolve path, and by seatFightStartMods reading the seat's
// statuses on the turn-based one. Heal fires only if that spell's event is
// what dropped the enemy to 0.
// GrimHarvestSlot/Necrotic: snapshot of the queued spell stashed by
// applyPendingCast for the post-combat Grim Harvest hook (Necromancy L5+).
// Heal fires only if the spell event is what dropped the enemy to 0.
ArcaneWardHP int
GrimHarvestSlot int
GrimHarvestNecrotic bool

View File

@@ -64,12 +64,6 @@ func simulateParty(players []Combatant, enemy Combatant, phases []CombatPhase) P
}
func simulatePartyWithRNG(players []Combatant, enemy Combatant, phases []CombatPhase, rng *rand.Rand) PartyCombatResult {
// Party-only: bump the enemy's max HP so the fight lasts long enough for the
// 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))
}
enemyStart := enemy.Stats.MaxHP
if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
enemyStart = enemy.Stats.StartHP
@@ -295,141 +289,6 @@ func roundInitiative(st *combatState, enemy *Combatant, phase *CombatPhase) []in
return order
}
// enemyActionsThisRound is how many attack-actions the enemy takes this round
// against the seated roster. Solo returns 1 without drawing from the RNG, so both
// combat engines collapse to their pre-party behaviour and the characterization
// golden and d8prereq corpus do not move.
//
// A party's action budget is a *fractional expectation* (partyActionExpectation),
// realised as floor(exp) actions plus one more with probability frac(exp). The
// fraction matters because the action lever is coarse: against a party of two, an
// integer 2 actions is a 100% faceroll and 3 is brutal (~45%), with nothing
// 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.
func enemyActionsThisRound(st *combatState) int {
n := len(st.actors)
if n < 2 {
return 1
}
exp := partyActionExpectation(n)
base := int(exp)
if frac := exp - float64(base); frac > 0 && st.randFloat() < frac {
base++
}
return base
}
// 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
// landed the martial-leader target only near ~2N actions, and HP alone can't touch
// a martial (fighter stays at 100% even at enemy HP ×1.6). So the enemy's action
// economy is the load-bearing lever, and it is fractional so a two-person party
// lands between soloing and a trio instead of snapping to one of two integers
// (against a duo, an integer 2 actions is a ~91% faceroll and 3 is a ~45% meat
// grinder — 2.4 sits fighter+cleric at ~75%, between solo 70% and trio 90%).
//
// 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 {
switch {
case n < 2:
return 1
case n == 2:
return 2.4
default:
return float64(2*n - 1)
}
}
// 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
// fixed, each member now takes ~1 swing a round, so a longer fight is more
// cumulative exposure per member: HP became a live difficulty lever exactly the
// way P6e predicted it would once the enemy stopped swinging only once.
//
// 1.15 is where the P8 sim sweep landed the band: with 2N1 actions, a party of
// 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 {
return 1.0
}
return 1.15
}
// 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))
}
// enemyActionPlan is the shared action budget both combat engines resolve an
// enemy turn against: how many attack-actions the enemy takes, and whether the
// first one reuses the round's already-picked target (and its already-rolled
// procs). A cleave/lifesteal ability already spent the first action, so one fewer
// follows and none of them reuse the initial target. Both engines call this so
// the load-bearing count stays in lockstep even though their per-action bodies
// differ.
func enemyActionPlan(st *combatState, abilityDealtDamage bool) (count int, reuseFirst bool) {
count = enemyActionsThisRound(st)
reuseFirst = !abilityDealtDamage
if abilityDealtDamage {
count--
}
return count, reuseFirst
}
// enemyRoundSwings resolves the enemy's attacks for one round of the auto-resolve
// engine. A solo roster takes exactly one swing at its single seat, reusing the
// round's already-rolled target and pet procs, so its RNG stream and event log are
// byte-for-byte the pre-P8 engine's. A party faces enemyActionsThisRound() swings,
// each re-targeted at a random standing seat with that seat's own pet procs, so the
// damage is spread across the roster instead of pinning the round's first target.
//
// abilityDealtDamage means a cleave/lifesteal already spent the enemy's first
// action this round, so one fewer swing follows — for solo that collapses to the
// old "the ability stands in for the attack" skip. Returns true if the fight is
// decided.
func enemyRoundSwings(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult,
target int, abilityDealtDamage, petWhiff, petDeflect, sporeMiss bool) bool {
swings, reuseFirst := enemyActionPlan(st, abilityDealtDamage)
for k := 0; k < swings; k++ {
tgt := target
sw, sd, sp := petWhiff, petDeflect, sporeMiss
if !(reuseFirst && k == 0) {
// A fresh target for every swing past the first: re-pick among the
// standing seats and roll that seat's own pet procs. This branch never
// runs for a solo roster, so it adds no draws to the solo stream.
var alive bool
if tgt, alive = enemyTargetSeat(st); !alive {
return combatOver(st)
}
st.seat(tgt)
sw = st.c.Mods.PetWhiffProc > 0 && st.randFloat() < st.c.Mods.PetWhiffProc
sd = st.c.Mods.PetDeflectProc > 0 && st.randFloat() < st.c.Mods.PetDeflectProc
if sd {
seats[tgt].PetDeflected = true
}
sp = st.sporeRounds > 0 && st.randFloat() < 0.15
}
st.seat(tgt)
mark := len(st.events)
over := resolveEnemyAttack(st, st.c, enemy, phase, &seats[tgt], sw, sd, sp)
stampEventSeats(st, mark, tgt)
if over && combatOver(st) {
return true
}
}
return false
}
// simulatePartyRound runs one round for the whole roster. Returns true if the
// fight is over.
func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult) bool {
@@ -524,7 +383,14 @@ func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, s
// via Mods.InitiativeBias — +X means they go first more often.
for _, s := range roundInitiative(st, enemy, phase) {
if s == enemySeat {
if enemyRoundSwings(st, enemy, phase, seats, target, abilityDealtDamage, petWhiff, petDeflect, sporeMiss) {
if abilityDealtDamage {
continue
}
st.seat(target)
mark := len(st.events)
over := resolveEnemyAttack(st, st.c, enemy, phase, &seats[target], petWhiff, petDeflect, sporeMiss)
stampEventSeats(st, mark, target)
if over && combatOver(st) {
return true
}
continue
@@ -582,78 +448,6 @@ func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, s
return false
}
// ── Misty's pair, shared by both engines ─────────────────────────────────────
//
// These two are the only round-end effects the turn engine did not have its own
// copy of. Everything else in endOfRoundForSeat either exists there already (the
// pet, the spiritual weapon — fired after a player action rather than at round
// end), is deliberately absent (the environmental hazard: turnCombatPhase is a
// single flat "Duel" phase with EnvironmentProc at 0), or is replaced by an
// explicit player command (the consumable auto-heal, which is `!consume`).
//
// So they are hoisted rather than re-implemented. A parallel sibling is what let
// the two win close-outs drift apart (deferred item D); this pair is now one
// list of effects with two callers, and cannot.
//
// Neither draws from the RNG unless its proc is armed, so a character with no
// Misty history rolls exactly the dice it rolled before — the sim corpus and
// combat_characterization.golden do not move.
// mistyCrowdRevenge is the debuff for declining Misty: her crowd takes a swing
// at the end of the round. Returns true when it decided the fight — that is,
// when it dropped this character, the death save failed, and nobody else is
// standing. A downed character in a still-live party returns false.
func mistyCrowdRevenge(st *combatState, player *Combatant, phaseName string) bool {
if player.Mods.CrowdRevengeProc <= 0 || st.randFloat() >= player.Mods.CrowdRevengeProc {
return false
}
dmg := player.Mods.CrowdRevengeDmg
st.playerHP = max(0, st.playerHP-dmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty's crowd",
})
return st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive()
}
// mistyHeal is the buff's payout. It cannot decide the fight, so it returns
// nothing. result may be a scratch value the caller discards (the turn engine's
// is) — the durable record is the misty_heal event on the log, which is what
// seatCombatResult reads to award combat_misty_clutch.
func mistyHeal(st *combatState, player *Combatant, phaseName string, result *CombatResult) {
if player.Mods.MistyHealProc <= 0 || st.randFloat() >= player.Mods.MistyHealProc {
return
}
healAmt := player.Mods.MistyHealAmt
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
result.MistyHealed = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty",
})
}
// seatEndOfRound runs the round-end effects the turn engine owes one seat, in
// the order endOfRoundForSeat runs them: the crowd's swing, then — if the seat
// survived it — Misty's heal. Returns true when the fight is over.
//
// It exists because the turn engine's stepRoundEnd never ran either one. A
// player carrying Misty's buff lost it by fighting manually; worse, a player
// carrying her debuff *escaped* it by doing the same, which needed no discovery
// to exploit — just press !attack.
func seatEndOfRound(st *combatState, player *Combatant, phaseName string, result *CombatResult) bool {
if over := mistyCrowdRevenge(st, player, phaseName); over {
return true
}
if st.playerHP <= 0 {
return false
}
mistyHeal(st, player, phaseName, result)
return false
}
// endOfRoundForSeat runs the per-character close of a round against the seat the
// cursor already points at: environment, Misty's crowd, the pet, the spiritual
// weapon, Misty's heal, and the consumable auto-heal — in that order, which is
@@ -676,9 +470,18 @@ func endOfRoundForSeat(st *combatState, phase *CombatPhase, result *CombatResult
}
// Misty crowd revenge (debuff for declining Misty)
if over := mistyCrowdRevenge(st, player, phaseName); over {
if player.Mods.CrowdRevengeProc > 0 && st.randFloat() < player.Mods.CrowdRevengeProc {
dmg := player.Mods.CrowdRevengeDmg
st.playerHP = max(0, st.playerHP-dmg)
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty's crowd",
})
if st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive() {
return true
}
}
// A character the round just killed stops acting, but the fight goes on if
// anyone else is standing.
@@ -714,7 +517,16 @@ func endOfRoundForSeat(st *combatState, phase *CombatPhase, result *CombatResult
}
// Misty heal
mistyHeal(st, player, phaseName, result)
if player.Mods.MistyHealProc > 0 && st.randFloat() < player.Mods.MistyHealProc {
healAmt := player.Mods.MistyHealAmt
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
result.MistyHealed = true
st.events = append(st.events, CombatEvent{
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
Desc: "Misty",
})
}
// Consumable heal: triggers when the character drops below 60% HP. Fires up
// to HealItemCharges times per fight (1 = legacy one-shot; bosses can

View File

@@ -124,89 +124,31 @@ func TestSimulateParty_DownedMemberDoesNotEndTheFight(t *testing.T) {
}
}
// P8 scaling constants: solo is exempt on both levers (1 action, ×1.0 HP) so the
// characterization golden and the d8prereq corpus are untouched. A party's action
// budget is a fractional expectation — 2.4 for a duo (so it lands between soloing
// and a trio, where an integer 2 vs 3 has no room), 2N1 for N≥3 — plus ×1.15
// enemy HP.
func TestP8PartyScaling_SoloExemptPartyScaled(t *testing.T) {
if got := partyActionExpectation(1); got != 1 {
t.Fatalf("solo action expectation = %v, want 1", got)
}
if got := partyEnemyHPScale(1); got != 1.0 {
t.Fatalf("solo HP scale = %v, want 1.0", got)
}
if got := scaledEnemyMaxHP(200, 1); got != 200 {
t.Fatalf("solo enemy HP = %d, want 200 (unscaled)", got)
}
if got := partyActionExpectation(2); got != 2.4 {
t.Fatalf("duo action expectation = %v, want 2.4", got)
}
for n := 3; n <= 5; n++ {
if got, want := partyActionExpectation(n), float64(2*n-1); got != want {
t.Fatalf("party of %d: action expectation = %v, want %v", n, got, want)
}
}
if got := partyEnemyHPScale(3); got != 1.15 {
t.Fatalf("party HP scale = %v, want 1.15", got)
}
// int(200*1.15) truncates 229.99… to 229; the 1-HP floor is immaterial.
if got := scaledEnemyMaxHP(200, 3); got != 229 {
t.Fatalf("party enemy HP = %d, want 229 (trunc 200*1.15)", got)
}
}
// P8: the enemy's action economy scales with the roster. A party of N faces up to
// N attack-actions a round, each re-targeted, so the enemy's damage spreads across
// the roster instead of pinning one seat — the 1/N² exposure that made P6e's party
// a 100%-clear faceroll. Solo stays at exactly one swing a round, the pre-party
// behaviour the characterization golden pins.
func TestSimulateParty_EnemyActionEconomyScalesWithRoster(t *testing.T) {
enemyRollsPerRound := func(res PartyCombatResult) map[int]int {
perRound := map[int]int{}
for _, e := range res.Events {
if e.Actor == "enemy" && e.Roll > 0 {
perRound[e.Round]++
}
}
return perRound
}
// Solo: never more than one enemy swing in a round.
soloTank := baseEnemy()
soloTank.Stats.MaxHP = 5000
solo := simulatePartyWithRNG(
[]Combatant{basePlayer()}, soloTank, dungeonCombatPhases, seededRNG(23))
if len(enemyRollsPerRound(solo)) == 0 {
t.Fatal("solo: the enemy never attacked")
}
for round, n := range enemyRollsPerRound(solo) {
if n > 1 {
t.Fatalf("solo round %d: enemy swung %d times, want at most 1", round, n)
}
}
// Party of 3: no round exceeds the roster's action budget, and at least one
// round sees more than one swing — the enemy is really taking extra actions.
// The enemy swings at one seat per round, not at everyone.
func TestSimulateParty_EnemyStrikesOneSeatPerRound(t *testing.T) {
tank := baseEnemy()
tank.Stats.MaxHP = 5000
party := simulatePartyWithRNG(
res := simulatePartyWithRNG(
[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(23))
budget := int(partyActionExpectation(3))
if partyActionExpectation(3) > float64(budget) {
budget++ // ceil: the coin-flip round can add one action
perRound := map[int]map[int]bool{}
for _, e := range res.Events {
if e.Actor != "enemy" || e.Roll == 0 {
continue
}
sawMulti := false
for round, n := range enemyRollsPerRound(party) {
if n > budget {
t.Fatalf("party round %d: enemy swung %d times, over the %d-action budget", round, n, budget)
if perRound[e.Round] == nil {
perRound[e.Round] = map[int]bool{}
}
if n > 1 {
sawMulti = true
perRound[e.Round][e.Seat] = true
}
if len(perRound) == 0 {
t.Fatal("the enemy never attacked")
}
for round, seats := range perRound {
if len(seats) != 1 {
t.Fatalf("round %d: enemy attack rolls landed on %d seats, want 1", round, len(seats))
}
if !sawMulti {
t.Fatal("a party of 3 never faced more than one enemy swing in a round — action economy did not scale")
}
}

View File

@@ -1,232 +0,0 @@
package plugin
import (
"testing"
"maunium.net/go/mautrix/id"
)
// Grim Harvest on the turn-based surface.
//
// The auto-resolve path stashes the killing spell's slot level on the
// fight-start CombatModifiers, where the close-out reads it. A turn-based fight
// has nowhere to keep that: it rebuilds its combatants from the session row on
// every !attack / !cast. resolveTurnSpell computed the stash into a local mod
// set and dropped it on the floor, so a Necromancy Mage who killed with a spell
// never healed — on a class that already trails.
//
// The stash now rides on the casting seat's ActorStatuses, and the close-out
// asks whether the *last* spell_cast is the one that dropped the enemy to 0.
//
// (Empowered Evocation and Overchannel were never broken here: they only move
// mods.SpellPreDamage, which resolveTurnSpell already returns as EnemyDamage.)
// necromancer is a Mage who has reached L5 Grim Harvest.
func necromancer(t *testing.T, uid id.UserID, level int) *DnDCharacter {
t.Helper()
if err := createAdvCharacter(uid, string(uid)); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassMage, Subclass: SubclassNecromancy, Level: level,
STR: 8, DEX: 12, CON: 12, INT: 16, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 10, ArmorClass: 12,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
return c
}
// tough is a stat block a spell can be cast at without any of it mattering.
func tough() CombatStats { return CombatStats{MaxHP: 40, AC: 10} }
// ── the leak itself ──────────────────────────────────────────────────────────
// resolveTurnSpell must hand the stash back to its caller. Before this, the
// slot level lived and died inside the function.
func TestResolveTurnSpell_CarriesTheGrimHarvestStashOut(t *testing.T) {
c := &DnDCharacter{Class: ClassMage, Subclass: SubclassNecromancy, Level: 5, INT: 16}
// magic_missile: auto-hit, force damage, upcast to a 3rd-level slot.
spell, _ := lookupSpell("magic_missile")
enemy := tough()
out, ok := resolveTurnSpell(c, spell, 3, &enemy)
if !ok {
t.Fatal("magic_missile should be a supported turn spell")
}
if out.GrimHarvestSlot != 3 {
t.Errorf("GrimHarvestSlot = %d, want 3 (the slot it was cast at)", out.GrimHarvestSlot)
}
if out.GrimHarvestNecrotic {
t.Error("magic_missile deals force damage — Necrotic should be false")
}
// blight: auto-hit, necrotic — the flag that triples the heal.
spell, _ = lookupSpell("blight")
enemy = tough()
out, _ = resolveTurnSpell(c, spell, 4, &enemy)
if out.GrimHarvestSlot != 4 || !out.GrimHarvestNecrotic {
t.Errorf("blight L4: slot=%d necrotic=%v, want 4/true", out.GrimHarvestSlot, out.GrimHarvestNecrotic)
}
}
// Nobody else stashes. A Mage below L5 has not learned the harvest, and an
// Evocation Mage never will.
func TestResolveTurnSpell_NoStashForAnyoneElse(t *testing.T) {
spell, _ := lookupSpell("magic_missile")
for _, c := range []*DnDCharacter{
{Class: ClassMage, Subclass: SubclassNecromancy, Level: 4, INT: 16},
{Class: ClassMage, Subclass: SubclassEvocation, Level: 12, INT: 16},
{Class: ClassSorcerer, Level: 12, CHA: 16},
} {
enemy := tough()
out, _ := resolveTurnSpell(c, spell, 3, &enemy)
if out.GrimHarvestSlot != 0 {
t.Errorf("%s/%s L%d stashed slot %d, want 0",
c.Class, c.Subclass, c.Level, out.GrimHarvestSlot)
}
}
}
// ── which cast counts ────────────────────────────────────────────────────────
// The killing-blow check used to break on the first spell_cast it saw. In a
// turn-based fight the mage casts every round, so the first one is an opening
// cantrip that left the enemy standing — and it vetoed the heal the killing
// spell had earned. It is the last cast that has to be lethal.
func TestGrimHarvestHeal_ReadsTheLastCastNotTheFirst(t *testing.T) {
c := &DnDCharacter{Class: ClassMage, Subclass: SubclassNecromancy, Level: 5, INT: 16}
mods := CombatModifiers{GrimHarvestSlot: 2, GrimHarvestNecrotic: true}
result := CombatResult{PlayerWon: true, Events: []CombatEvent{
{Round: 1, Action: "spell_cast", EnemyHP: 22}, // opening cantrip, enemy stands
{Round: 2, Action: "enemy_attack", EnemyHP: 22},
{Round: 2, Action: "spell_cast", EnemyHP: 0}, // this one killed it
}}
if got := grimHarvestHeal(c, result, mods); got != 6 {
t.Errorf("heal = %d, want 6 (3× a 2nd-level necrotic slot)", got)
}
}
// The mirror: the mage softened it up with a spell, then finished it with a
// weapon. No spell landed the blow, so no harvest.
func TestGrimHarvestHeal_WeaponKillAfterASpellDoesNotHarvest(t *testing.T) {
c := &DnDCharacter{Class: ClassMage, Subclass: SubclassNecromancy, Level: 5, INT: 16}
mods := CombatModifiers{GrimHarvestSlot: 2, GrimHarvestNecrotic: true}
result := CombatResult{PlayerWon: true, Events: []CombatEvent{
{Round: 1, Action: "spell_cast", EnemyHP: 9},
{Round: 2, Action: "player_attack", EnemyHP: 0},
}}
if got := grimHarvestHeal(c, result, mods); got != 0 {
t.Errorf("heal = %d, want 0 — the sword landed the blow, not the spell", got)
}
}
// ── the seam through the session ─────────────────────────────────────────────
// The stash has to survive the round-trip the fight puts it through: parked on
// the seat by the cast, carried across commit()'s snapshot, read back by the
// close-out.
func TestSeatFightStartMods_ReadsTheStashOffTheSeat(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@seatstash:example.org")
c := necromancer(t, uid, 5)
sess := &CombatSession{UserID: string(uid), Status: CombatStatusWon}
sess.Statuses.GrimHarvestSlot = 3
sess.Statuses.GrimHarvestNecrotic = true
mods := seatFightStartMods(sess, 0, c)
if mods.GrimHarvestSlot != 3 || !mods.GrimHarvestNecrotic {
t.Fatalf("seatFightStartMods lost the stash: %+v", mods)
}
// snapshotActor rebuilds ActorStatuses from combatState each commit; fields
// with no combatState counterpart must be carried over from the prior
// snapshot, the way ArmedAbility is.
kept := snapshotActor(&actor{}, sess.Statuses.ActorStatuses)
if kept.GrimHarvestSlot != 3 || !kept.GrimHarvestNecrotic {
t.Errorf("commit() dropped the stash: %+v", kept)
}
}
// End to end at the close-out: a necromancer who ended the fight at 10/30 HP
// with a lethal 2nd-level necrotic spell walks away with 6 HP back.
func TestPostCombatBookkeepingForSeat_GrimHarvestHealsOnASpellKill(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@harvest:example.org")
necromancer(t, uid, 5)
sess := &CombatSession{
UserID: string(uid), Status: CombatStatusWon, Round: 3,
PlayerHP: 10, PlayerHPMax: 30, EnemyHP: 0,
TurnLog: []CombatEvent{
{Round: 1, Action: "spell_cast", EnemyHP: 14},
{Round: 3, Action: "spell_cast", EnemyHP: 0},
},
}
sess.Statuses.GrimHarvestSlot = 2
sess.Statuses.GrimHarvestNecrotic = true
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
got, _ := LoadDnDCharacter(uid)
if got.HPCurrent != 16 {
t.Errorf("HPCurrent = %d after a turn-based spell kill, want 16 (10 + 3×2)", got.HPCurrent)
}
}
// A seat with no stash — the mage never cast, or missed every time — is left
// exactly as the fight left them.
func TestPostCombatBookkeepingForSeat_NoStashNoHeal(t *testing.T) {
setupEmptyTestDB(t)
uid := id.UserID("@nostash:example.org")
necromancer(t, uid, 5)
sess := &CombatSession{
UserID: string(uid), Status: CombatStatusWon, Round: 2,
PlayerHP: 10, PlayerHPMax: 30, EnemyHP: 0,
TurnLog: []CombatEvent{{Round: 2, Action: "player_attack", EnemyHP: 0}},
}
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
got, _ := LoadDnDCharacter(uid)
if got.HPCurrent != 10 {
t.Errorf("HPCurrent = %d, want 10 — nothing was stashed", got.HPCurrent)
}
}
// Party fights: the stash is per-seat, so seat 1's harvest cannot heal seat 0.
// This is the same class of bug P5 fixed for mid-fight buffs.
func TestGrimHarvestStash_IsPerSeat(t *testing.T) {
setupEmptyTestDB(t)
leader, member := id.UserID("@leader:example.org"), id.UserID("@member:example.org")
fightTestChar(t, leader, 30)
necromancer(t, member, 5)
sess := &CombatSession{
UserID: string(leader), Status: CombatStatusWon, Round: 2,
PlayerHP: 20, PlayerHPMax: 30, EnemyHP: 0,
Participants: []CombatParticipant{{Seat: 1, UserID: string(member), HP: 10, HPMax: 30}},
TurnLog: []CombatEvent{
{Round: 2, Seat: 1, Action: "spell_cast", EnemyHP: 0},
},
}
sess.Participants[0].Statuses.GrimHarvestSlot = 2
sess.Participants[0].Statuses.GrimHarvestNecrotic = true
p := &AdventurePlugin{}
p.postCombatBookkeepingForSeat(sess, 0)
p.postCombatBookkeepingForSeat(sess, 1)
gotLeader, _ := LoadDnDCharacter(leader)
if gotLeader.HPCurrent != 30 {
t.Errorf("leader HPCurrent = %d, want 30 — the member's harvest is not theirs", gotLeader.HPCurrent)
}
gotMember, _ := LoadDnDCharacter(member)
if gotMember.HPCurrent != 16 {
t.Errorf("member HPCurrent = %d, want 16 (10 + 3×2)", gotMember.HPCurrent)
}
}

View File

@@ -1,169 +0,0 @@
package plugin
import (
"math/rand/v2"
"testing"
)
// Misty's two round-end procs on the turn-based surface.
//
// Both were built onto every turn-based combatant by DerivePlayerStats and then
// never read: stepRoundEnd had no counterpart to endOfRoundForSeat. The buff was
// simply lost. The debuff was an exploit — a player who declined Misty escaped
// her crowd entirely by fighting with !attack instead of letting the room
// auto-resolve, which needed no discovery at all.
//
// seatEndOfRound is the shared hook. These pin that it fires, that it cannot be
// dodged, and that a character with no Misty history is not touched at all —
// the property that keeps the sim corpus and the golden file still.
// mistyState seats one combatant at hp, cursor armed, with a seeded RNG.
func mistyState(t *testing.T, player *Combatant, hp int) *combatState {
t.Helper()
st := testCombatState(hp, 100, 1, rand.New(rand.NewPCG(7, 7)))
st.actor.c = player
st.actor.hpMax = player.Stats.MaxHP
return st
}
// The two procs at certainty, so no test depends on a roll.
func mistyCursed(maxHP, dmg int) *Combatant {
return &Combatant{
Name: "Cursed",
Stats: CombatStats{MaxHP: maxHP, AC: 10},
Mods: CombatModifiers{CrowdRevengeProc: 1.0, CrowdRevengeDmg: dmg},
}
}
func mistyBuffed(maxHP, heal int) *Combatant {
return &Combatant{
Name: "Buffed",
Stats: CombatStats{MaxHP: maxHP, AC: 10},
Mods: CombatModifiers{MistyHealProc: 1.0, MistyHealAmt: heal},
}
}
// ── the exploit ──────────────────────────────────────────────────────────────
// The debuff must land at round end in a manual fight, exactly as it does when
// the room auto-resolves. Before seatEndOfRound, !attack was a clean escape.
func TestSeatEndOfRound_CrowdRevengeCannotBeDodgedByFightingManually(t *testing.T) {
st := mistyState(t, mistyCursed(40, 6), 40)
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
if over {
t.Fatal("a 6-damage swing against 40 HP should not end the fight")
}
if st.playerHP != 34 {
t.Errorf("playerHP = %d, want 34 — Misty's crowd took its swing", st.playerHP)
}
if !hasAction(st.events, "crowd_revenge") {
t.Error("no crowd_revenge event on the log")
}
}
// The debuff can be lethal, and a lethal one with nobody else standing ends the
// fight rather than leaving a corpse to take the next round's turn.
func TestSeatEndOfRound_CrowdRevengeCanEndASoloFight(t *testing.T) {
st := mistyState(t, mistyCursed(40, 30), 3)
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
if st.playerHP != 0 {
t.Fatalf("playerHP = %d, want 0", st.playerHP)
}
if !over {
t.Error("a solo character dropped by the crowd should end the fight")
}
}
// ── the buff ─────────────────────────────────────────────────────────────────
// The heal fires, caps at max HP, and marks the result so the achievement can
// be granted.
func TestSeatEndOfRound_MistyHealFiresAndCaps(t *testing.T) {
st := mistyState(t, mistyBuffed(40, 12), 34)
var res CombatResult
seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &res)
if st.playerHP != 40 {
t.Errorf("playerHP = %d, want 40 — the heal caps at max HP", st.playerHP)
}
if !res.MistyHealed {
t.Error("MistyHealed flag not set")
}
if !hasAction(st.events, "misty_heal") {
t.Error("no misty_heal event on the log")
}
}
// A character the crowd just dropped is not then healed back up by the same
// hook. The heal is for the living.
func TestSeatEndOfRound_NoHealForACharacterTheCrowdJustDropped(t *testing.T) {
c := mistyCursed(40, 40)
c.Mods.MistyHealProc = 1.0
c.Mods.MistyHealAmt = 20
st := mistyState(t, c, 10)
st.actors = append(st.actors, &actor{playerHP: 5}) // an ally keeps the fight alive
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
if over {
t.Fatal("an ally is still standing — the fight is not over")
}
if st.playerHP != 0 {
t.Errorf("playerHP = %d, want 0 — the heal must not resurrect them", st.playerHP)
}
if hasAction(st.events, "misty_heal") {
t.Error("misty_heal fired on a downed character")
}
}
// ── the property that protects the corpus ────────────────────────────────────
// A character with no Misty history is untouched: no HP change, no events, and
// — because both procs short-circuit before st.randFloat() — no dice drawn. If
// the hook drew even one float, every simulated fight would diverge and
// combat_characterization.golden would move.
func TestSeatEndOfRound_UnbuffedCharacterIsUntouchedAndDrawsNoDice(t *testing.T) {
plain := &Combatant{Name: "Plain", Stats: CombatStats{MaxHP: 40, AC: 10}}
st := mistyState(t, plain, 40)
control := mistyState(t, plain, 40) // same seed, never passed to the hook
if over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{}); over {
t.Fatal("an unbuffed character cannot be dropped by a hook that does nothing")
}
if st.playerHP != 40 || len(st.events) != 0 {
t.Errorf("unbuffed character was touched: hp=%d events=%d", st.playerHP, len(st.events))
}
// The RNG streams must still be in lockstep: the hook consumed nothing.
if got, want := st.randFloat(), control.randFloat(); got != want {
t.Errorf("seatEndOfRound consumed RNG: next float %v, want %v", got, want)
}
}
// ── the wiring ───────────────────────────────────────────────────────────────
// The unit tests above call seatEndOfRound directly, which proves the hook is
// correct but not that stepRoundEnd calls it. This drives the real session API
// through a round_end step. Comment the call out of stepRoundEnd and this test
// reports PlayerHP=40 — the exploit, exactly as it shipped.
func TestStepRoundEnd_WiresSeatEndOfRound(t *testing.T) {
setupEmptyTestDB(t)
player := mistyCursed(40, 6)
enemy := &Combatant{Name: "Target", Stats: CombatStats{MaxHP: 100, AC: 10}}
sess := &CombatSession{
SessionID: "wiring", UserID: "@u:example.org", Status: CombatStatusActive,
PlayerHP: 40, PlayerHPMax: 40, EnemyHP: 100,
Phase: CombatPhaseRoundEnd, Round: 1,
}
if _, err := advanceCombatSession(sess, player, enemy, PlayerAction{}); err != nil {
t.Fatal(err)
}
if sess.PlayerHP != 34 {
t.Errorf("PlayerHP = %d, want 34 — stepRoundEnd never ran the hook", sess.PlayerHP)
}
if !hasAction(sess.TurnLog, "crowd_revenge") {
t.Error("no crowd_revenge event persisted to the session log")
}
}

View File

@@ -979,12 +979,6 @@ func renderAllySeatEvent(e CombatEvent, name, enemyName string) string {
return down(fmt.Sprintf("☠️ %s takes %d from poison.", who, e.Damage))
case "environmental":
return down(fmt.Sprintf("%s takes %d from the room.", who, e.Damage))
case "crowd_revenge":
// Deliberately unattributed. An ally sees the damage land — silence
// would read as HP vanishing — but Misty's grudge is the owner's own
// discovery, and naming her here would spoil it for the whole party.
// Same reason misty_heal below reads as a plain recovery.
return down(fmt.Sprintf("%s takes %d.", who, e.Damage))
case "flat_damage":
return fmt.Sprintf("%s deals %d.", who, e.Damage)
case "heal_item", "misty_heal":

View File

@@ -51,12 +51,9 @@ func (p *AdventurePlugin) finishPartyCombatSession(ct *combatTurn) []string {
// nat20/nat1 mood deltas from the whole fight's event log — the run's, so once.
scanMoodEventsFromEvents(sess.RunID, sess.TurnLog)
// Every seat's HP lands on their sheet regardless of how the fight ended, and
// 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.
// Every seat's HP lands on their sheet regardless of how the fight ended.
for seat := range sess.RosterSize() {
persistDnDHPAfterCombat(id.UserID(sess.seatUserID(seat)), sess.seatHP(seat))
p.postCombatBookkeepingForSeat(sess, seat)
}
switch sess.Status {
@@ -65,7 +62,8 @@ func (p *AdventurePlugin) finishPartyCombatSession(ct *combatTurn) []string {
case CombatStatusLost:
return p.finishPartyLoss(ct, zone, cadence)
case CombatStatusFled:
endRunOnLoss(owner, sess.RunID, false)
_ = abandonZoneRun(owner)
forceExtractExpeditionForRunLoss(owner, "combat flee")
return p.eachSeat(ct, fmt.Sprintf(
"🏃 The party broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
default:
@@ -83,7 +81,16 @@ func (p *AdventurePlugin) finishPartyWin(
sess := ct.sess
owner := id.UserID(sess.UserID)
bossOnExpedition := p.applyOwnerWinEffects(owner, sess.EnemyID, elite)
recordZoneKillForUser(owner, sess.EnemyID)
applyRoomCombatThreatForUser(owner, elite)
bossOnExpedition := false
if !elite {
if exp, eerr := getActiveExpedition(owner); eerr == nil && exp != nil {
_ = applyBossDefeatThreat(exp.ID)
bossOnExpedition = true
}
}
tier := 1
if run != nil {
@@ -100,8 +107,14 @@ func (p *AdventurePlugin) finishPartyWin(
uid := id.UserID(sess.seatUserID(seat))
hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
// A member who went down before the killing blow still earns the kill.
p.grantSeatWinXP(uid, hp, hpMax, monster, tier)
// A member who went down before the killing blow still earns the kill
// but at a fifth of their pool or less, the XP path calls it near-death.
nearDeath := hpMax > 0 && hp*5 < hpMax
if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(uid, xp); err != nil {
slog.Error("combat: party grantDnDXP", "user", uid, "err", err)
}
}
var b strings.Builder
if shared != "" && seat == 0 {
@@ -140,7 +153,11 @@ func (p *AdventurePlugin) finishPartyLoss(ct *combatTurn, zone ZoneDefinition, c
sess := ct.sess
owner := id.UserID(sess.UserID)
endRunOnLoss(owner, sess.RunID, true)
if run, _ := getZoneRun(sess.RunID); run != nil {
_, _ = applyMoodEvent(sess.RunID, MoodEventPlayerDeath)
}
_ = abandonZoneRun(owner)
forceExtractExpeditionForRunLoss(owner, "combat death")
line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence)
out := make([]string, sess.RosterSize())
@@ -164,62 +181,3 @@ func (p *AdventurePlugin) eachSeat(ct *combatTurn, block string) []string {
}
return out
}
// ── Shared terminal effects (item D) ─────────────────────────────────────────
//
// finishCombatSession (solo, combat_cmd.go) and finishPartyWin/finishPartyLoss
// (party, above) still write their own player-facing text — the solo line says
// "You finished", the party line says "The party stands", and the death-on-win
// rule is deliberately roster-size-dependent (see item E). But the *effects*
// they fire were hand-copied lists, and item A drifted exactly there. These
// helpers are the single copy of each effect; both close-outs route through
// them so the effect lists cannot diverge again.
// applyOwnerWinEffects fires the terminal effects a win owes the run and
// expedition — the zone-kill record, room threat, and the boss-defeat threat
// drop — once, through the row's owner (a party member owns neither row).
// Returns whether the kill was a zone boss on an active expedition; both
// close-outs use it to reframe the final line as the expedition's climax.
func (p *AdventurePlugin) applyOwnerWinEffects(owner id.UserID, enemyID string, elite bool) (bossOnExpedition bool) {
recordZoneKillForUser(owner, enemyID)
applyRoomCombatThreatForUser(owner, elite)
if !elite {
// §8.1 — a zone boss defeat drops expedition threat. Silent no-op for a
// standalone zone run with no active expedition.
if exp, eerr := getActiveExpedition(owner); eerr == nil && exp != nil {
_ = applyBossDefeatThreat(exp.ID)
bossOnExpedition = true
}
}
return bossOnExpedition
}
// grantSeatWinXP pays one combatant their kill XP. A seat that finished at a
// fifth of its pool or less takes the near-death path. Full XP per person,
// solo or party, per the accessibility-over-crunch stance.
func (p *AdventurePlugin) grantSeatWinXP(uid id.UserID, hp, hpMax int, monster DnDMonsterTemplate, tier int) {
nearDeath := hpMax > 0 && hp*5 < hpMax
if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(uid, xp); err != nil {
slog.Error("combat: grantDnDXP", "user", uid, "err", err)
}
}
}
// endRunOnLoss tears down the owner's run and wrapping expedition when a fight
// ends in death or flight. On a death (not a flee) it also stamps the run's
// mood event. Owner-scoped, fires once; the per-seat death mark stays with the
// caller, since it is decided per HP and gated on roster size.
func endRunOnLoss(owner id.UserID, runID string, death bool) {
if death {
if run, _ := getZoneRun(runID); run != nil {
_, _ = applyMoodEvent(runID, MoodEventPlayerDeath)
}
}
_ = abandonZoneRun(owner)
reason := "combat flee"
if death {
reason = "combat death"
}
forceExtractExpeditionForRunLoss(owner, reason)
}

View File

@@ -58,10 +58,19 @@ func (p *AdventurePlugin) buildFightSeats(
}
for i, uid := range roster {
leader := i == 0
player, e, _, err := p.buildZoneCombatants(uid, monster, tier, dmMood)
if err != nil {
if leader {
return nil, nil, "", "Couldn't set up the fight: " + err.Error()
}
slog.Warn("combat: party member left out of fight", "user", uid, "err", err)
skip(uid, "Couldn't bring you into the fight: "+err.Error())
continue
}
if leader {
enemy = &e
}
// 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.
hp, hpMax := dndHPSnapshot(uid)
if hp <= 0 {
if leader {
@@ -87,32 +96,7 @@ func (p *AdventurePlugin) buildFightSeats(
continue
}
// Consumed exactly once for the fight, here. Every later rebuild
// re-applies this id off the seat's statuses rather than re-arming.
armed := ""
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
trySimAutoArm(c)
armed = consumeArmedAbility(c)
}
player, e, _, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
if err != nil {
if leader {
return nil, nil, "", "Couldn't set up the fight: " + err.Error()
}
slog.Warn("combat: party member left out of fight", "user", uid, "err", err)
skip(uid, "Couldn't bring you into the fight: "+err.Error())
continue
}
if leader {
enemy = &e
}
if armed != "" {
slog.Info("combat: armed ability fired (turn-based start)", "user", uid, "ability", armed)
}
seats = append(seats, CombatSeatSetup{
UserID: uid, HP: hp, HPMax: hpMax, Mods: player.Mods, C: &player, ArmedAbility: armed,
})
seats = append(seats, CombatSeatSetup{UserID: uid, HP: hp, HPMax: hpMax, Mods: player.Mods, C: &player})
}
return seats, enemy, senderSkip, ""
}

View File

@@ -88,24 +88,6 @@ type ActorStatuses struct {
// and druids with no sustained DPS once their burst landed.
ConcentrationDmg int `json:"concentration_dmg,omitempty"`
// ArmedAbility is the id of the active ability this character armed and
// spent entering the fight (rage, second_wind, …). The resource is already
// debited and the character disarmed; this is the record that lets every
// rebuild of an in-flight fight re-apply the ability's mods, and lets the
// close-out know a rage fired. Empty when nothing was armed.
ArmedAbility string `json:"armed_ability,omitempty"`
// GrimHarvestSlot / GrimHarvestNecrotic snapshot the most recent damaging
// spell this seat cast, for the Necromancy Mage's post-combat kill-heal.
// The auto-resolve path carries the same pair on CombatModifiers, stashed
// once by applyPendingCast; the turn-based path can cast every round, so
// the stash lives here and each damaging cast overwrites it. Whether the
// heal actually fires is decided at close-out by grimHarvestHeal, which
// asks whether the *last* spell_cast event is the one that dropped the
// enemy to 0 — so a stale stash from an earlier, non-lethal cast is inert.
GrimHarvestSlot int `json:"grim_harvest_slot,omitempty"`
GrimHarvestNecrotic bool `json:"grim_harvest_necrotic,omitempty"`
// Once-per-fight class/race/subclass one-shots: the "already used" flags.
// Without persistence these reset every round on resume, letting a Halfling
// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
@@ -239,26 +221,23 @@ func (s *ActorStatuses) applyBuffDelta(d turnBuffDelta) {
// the Abjuration Arcane Ward is normally non-zero at fight start — the
// turn-based build deliberately omits pre-combat consumables and queued casts —
// but the full set is seeded for robustness. Returns true if anything was set.
func seedCombatSessionOneShots(s *CombatSession, seat CombatSeatSetup) bool {
return seedActorOneShots(&s.Statuses.ActorStatuses, seat)
func seedCombatSessionOneShots(s *CombatSession, playerMods CombatModifiers) bool {
return seedActorOneShots(&s.Statuses.ActorStatuses, playerMods)
}
// seedActorOneShots copies one character's fight-start one-shot resources onto
// their persisted statuses. Seat 0's live on the session row; a party member's
// live on their participant row, and each seat reads its own combatant's mods —
// a party Abjurer brings their own Arcane Ward, not the leader's.
func seedActorOneShots(st *ActorStatuses, seat CombatSeatSetup) bool {
playerMods := seat.Mods
func seedActorOneShots(st *ActorStatuses, playerMods CombatModifiers) bool {
st.WardCharges = playerMods.WardCharges
st.SporeRounds = playerMods.SporeCloud
st.ReflectFrac = playerMods.ReflectNext
st.AutoCritFirst = playerMods.AutoCritFirst
st.ArcaneWardHP = playerMods.ArcaneWardHP
st.HealChargesLeft = playerMods.HealItemCharges
st.ArmedAbility = seat.ArmedAbility
return st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0 ||
st.ArmedAbility != ""
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0
}
// CombatParticipant is one party member's seat in a fight, from seat 1 up.
@@ -488,10 +467,7 @@ func (p *AdventurePlugin) startPartyCombatSession(
if len(seats) == 0 {
return nil, fmt.Errorf("start combat session: empty roster")
}
// 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 := enemy.Stats.MaxHP
owner := seats[0]
sess, err := startCombatSession(owner.UserID, runID, encounterID, enemyID,
owner.HP, owner.HPMax, enemyHP, enemyHP)
@@ -501,13 +477,13 @@ func (p *AdventurePlugin) startPartyCombatSession(
// Seat 0's one-shots live on the session row; seeding them is a mutation of
// sess.Statuses that the save below flushes along with the participants.
dirty := seedCombatSessionOneShots(sess, owner)
dirty := seedCombatSessionOneShots(sess, owner.Mods)
if len(seats) > 1 {
ps := make([]CombatParticipant, 0, len(seats)-1)
for i, s := range seats[1:] {
var st ActorStatuses
seedActorOneShots(&st, s)
seedActorOneShots(&st, s.Mods)
ps = append(ps, CombatParticipant{
Seat: i + 1, UserID: string(s.UserID), HP: s.HP, HPMax: s.HPMax, Statuses: st,
})
@@ -549,10 +525,6 @@ type CombatSeatSetup struct {
HPMax int
Mods CombatModifiers
C *Combatant
// ArmedAbility is the ability id this seat consumed entering the fight, ""
// 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
}
// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).

View File

@@ -33,18 +33,11 @@ import (
// + armed ability) and the monster's bestiary stat block with tier scaling and
// the DM-mood combat tilt folded in. The returned dndChar is handed back so
// callers can run post-combat subclass persistence without reloading it.
//
// armed is the ability id already consumed for this fight (consumeArmedAbility,
// or armAbilityForFight's return on the auto-resolve paths); "" means none. The
// build re-applies it rather than consuming, because the turn-based path calls
// this once per player command and a consuming build would spend the ability on
// round 1 and drop it for the rest of the fight.
func (p *AdventurePlugin) buildZoneCombatants(
userID id.UserID,
monster DnDMonsterTemplate,
tier int,
dmMood int,
armed string,
) (player Combatant, enemy Combatant, dndChar *DnDCharacter, err error) {
tilt := dmMoodCombatTilt(dmMood)
char, err := loadAdvCharacter(userID)
@@ -71,7 +64,10 @@ func (p *AdventurePlugin) buildZoneCombatants(
applyRacePassives(&playerStats, &playerMods, dndChar)
applySubclassPassives(&playerStats, &playerMods, dndChar)
applyMagicItemEffects(&playerStats, &playerMods, userID)
applyAbilityByID(dndChar, armed, &playerMods)
trySimAutoArm(dndChar)
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
slog.Info("dnd: armed ability fired (turn-based build)", "user", userID, "ability", firedName)
}
enemyStats, enemyMods := monster.toCombatStats()
// Tier scaling mirrors runZoneCombat: only raise AC/AttackBonus to a
@@ -156,11 +152,7 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
players := make([]*Combatant, 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)
player, e, _, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood)
if err != nil {
return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err)
}
@@ -169,107 +161,18 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
// one-shots (ward/spore/…) live on their persisted statuses and flow
// through the turn engine's resume/commit cycle, so only the persistent
// stat deltas are applied here — and only that seat's own.
applySessionBuffs(&player, st)
applySessionBuffs(&player, sess.actorStatusesForSeat(seat))
players[seat] = &player
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())
}
}
}
return players, &enemy, nil
}
// 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.
//
// It re-applies the seat's armed ability to an empty mod set rather than
// rebuilding the whole combatant: no Apply writes to the character (they read
// level and HP and write only mods), so this is pure, and the passive/equipment
// layers a full build would add are not read by any post-combat hook.
//
// The Grim Harvest pair is not re-derived but read back off the seat's
// statuses, where castActionForSeat parked it: the spell that stashed it was
// cast mid-fight, not at fight start, and nothing in the character sheet still
// remembers which one it was.
func seatFightStartMods(sess *CombatSession, seat int, c *DnDCharacter) CombatModifiers {
var mods CombatModifiers
st := sess.actorStatusesForSeat(seat)
applyAbilityByID(c, st.ArmedAbility, &mods)
mods.GrimHarvestSlot = st.GrimHarvestSlot
mods.GrimHarvestNecrotic = st.GrimHarvestNecrotic
return mods
}
// seatCombatResult reconstructs, for one seat of a finished turn-based fight,
// the slice of CombatResult that the post-combat hooks actually read. The turn
// engine never builds a CombatResult — it persists a session and a shared event
// log — so the close-out has to assemble one.
//
// MistyHealed is read back off the seat's event log rather than off a flag: the
// turn engine's CombatResult is a scratch value it discards between steps, and
// the log is the only thing that survives to the close-out. This is how
// combat_pet_save has always been detected.
//
// SniperKilled stays false. Arina's proc is a pre-combat one-shot, not a
// round-end effect, so seatEndOfRound does not carry it and the turn engine
// still has no place to fire it — combat_sniper_kill remains unreachable from a
// manual kill.
//
// NearDeath mirrors the auto-resolve engine's win threshold (below 15% of max);
// its loss-side meaning is unused here, since the only hook that reads it gates
// on PlayerWon.
func seatCombatResult(sess *CombatSession, seat int) CombatResult {
hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
won := sess.Status == CombatStatusWon
events := eventsForSeat(sess.TurnLog, seat)
return CombatResult{
PlayerWon: won,
Events: events,
PlayerEndHP: hp,
EnemyEndHP: sess.EnemyHP,
TotalRounds: sess.Round,
NearDeath: won && hp > 0 && float64(hp) < float64(max(1, hpMax))*0.15,
MistyHealed: hasAction(events, "misty_heal"),
}
}
// hasAction reports whether the event log holds at least one event with the
// given Action. The one-line "did this happen in the fight?" scan the close-out
// uses to read a proc's outcome off the log rather than a flag.
func hasAction(events []CombatEvent, action string) bool {
for _, e := range events {
if e.Action == action {
return true
}
}
return false
}
// postCombatBookkeepingForSeat is postCombatBookkeeping for one seat of a
// terminal turn-based session — the bridge between what the turn engine
// persisted and what the shared close-out expects.
func (p *AdventurePlugin) postCombatBookkeepingForSeat(sess *CombatSession, seat int) {
uid := id.UserID(sess.seatUserID(seat))
// Loaded after the caller's persistDnDHPAfterCombat, so a Grim-Harvest-style
// hook that heals off HPCurrent reads the fight's real ending HP.
c, err := LoadDnDCharacter(uid)
if err != nil || c == nil {
slog.Error("combat: post-combat bookkeeping skipped, no sheet", "user", uid, "err", err)
return
}
mods := seatFightStartMods(sess, seat, c)
p.postCombatBookkeeping(uid, c, mods.BerserkerRage, seatCombatResult(sess, seat), mods)
}
// applySessionBuffs re-derives the persistent stat effect of every mid-fight
// buff onto one rebuilt character. The buffs are stored as accumulated deltas
// (diffTurnBuff produced them against that character's state at cast time), so

View File

@@ -454,23 +454,15 @@ func TestApplySessionBuffs(t *testing.T) {
func TestSeedCombatSessionOneShots(t *testing.T) {
// Arcane Ward is the one resource normally live at fight start.
s := &CombatSession{}
if !seedCombatSessionOneShots(s, CombatSeatSetup{Mods: CombatModifiers{ArcaneWardHP: 15}}) {
if !seedCombatSessionOneShots(s, CombatModifiers{ArcaneWardHP: 15}) {
t.Error("seed should report true when Arcane Ward is present")
}
if s.Statuses.ArcaneWardHP != 15 {
t.Errorf("ArcaneWardHP = %d, want 15", s.Statuses.ArcaneWardHP)
}
// The armed ability rides along, so a rebuild mid-fight can re-apply it.
armed := &CombatSession{}
if !seedCombatSessionOneShots(armed, CombatSeatSetup{ArmedAbility: "rage"}) {
t.Error("seed should report true when an ability was armed")
}
if armed.Statuses.ArmedAbility != "rage" {
t.Errorf("ArmedAbility = %q, want rage", armed.Statuses.ArmedAbility)
}
// Nothing to seed → false, statuses untouched.
empty := &CombatSession{}
if seedCombatSessionOneShots(empty, CombatSeatSetup{}) {
if seedCombatSessionOneShots(empty, CombatModifiers{}) {
t.Error("seed should report false with no fight-start resources")
}
}

View File

@@ -414,11 +414,10 @@ func (te *turnEngine) step(action PlayerAction) ([]CombatEvent, error) {
te.stepPlayerTurn(action)
te.stampSeat(0, acting)
case CombatPhaseEnemyTurn:
// stepEnemyTurn self-stamps each attack-action to the seat it targeted: a
// party's enemy re-targets across the roster within one turn, so there is
// no single seat the whole phase lands on. Solo stamps seat 0 throughout,
// exactly as the old blanket stamp did.
te.stepEnemyTurn()
// stepEnemyTurn seats its target before anything resolves, and the whole
// phase lands on that one character.
te.stampSeat(0, te.st.seatIdx)
case CombatPhaseRoundEnd:
te.stepRoundEnd()
case CombatPhaseOver:
@@ -616,39 +615,34 @@ func (te *turnEngine) stepEnemyTurn() {
return
}
te.st.seat(target)
// A control spell cast last phase forfeits the enemy's whole turn (every
// attack-action) this round — unless the enemy is fear_immune, in which case
// the control fizzled and it acts as normal.
// A control spell cast last phase forfeits the enemy's attack this round —
// unless the enemy is fear_immune, in which case the control fizzled and it
// acts as normal.
if te.st.enemySkipFirst {
te.st.enemySkipFirst = false
mark := len(te.st.events)
if enemyImmuneToControl(te.enemy, te.st) {
te.st.events = append(te.st.events, CombatEvent{
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "fear_resist",
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
})
te.stampSeat(mark, target)
} else {
te.st.events = append(te.st.events, CombatEvent{
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "spell_held",
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
})
te.stampSeat(mark, target)
te.advance()
return
}
}
// Monster ability fires once, at the top of the enemy turn, against the
// initial target. cleave / lifesteal resolve their own damage and stand in
// for the enemy's first attack-action this round; every other effect (poison
// / stun / enrage / armor_break) is a rider that leaves the multiattack below
// intact. applyAbility returns true when the player went down without a save.
// Monster ability fires at the top of the enemy turn. cleave / lifesteal
// resolve their own damage and stand in for the attack action this round;
// every other effect (poison / stun / enrage / armor_break) is a rider that
// leaves the multiattack below intact. applyAbility returns true when the
// player went down without a save.
abilityDealtDamage := false
if te.enemy.Ability != nil && turnAbilityFires(te.enemy.Ability, te.st, te.enemy) {
mark := len(te.st.events)
if applyAbility(te.st, te.st.c, te.enemy, &turnCombatPhase, te.result) {
te.stampSeat(mark, target)
// The target went down without a save. The fight only ends if it
// took the last member with it; otherwise the enemy has spent its
// turn on that kill.
@@ -659,88 +653,55 @@ func (te *turnEngine) stepEnemyTurn() {
}
return
}
te.stampSeat(mark, target)
switch te.enemy.Ability.Effect {
case "cleave", "lifesteal":
abilityDealtDamage = true
}
}
// The enemy takes enemyActionsThisRound() attack-actions, each its full
// SRD multiattack, re-targeting a fresh standing seat per action so a party's
// damage is spread across the roster rather than pinning the first target.
// A solo roster is exactly one action against its one seat — no re-target is
// drawn — so its event stream and RNG draws are unchanged. When the ability
// already dealt damage it was the first action, so one fewer follows; for solo
// that collapses to the old "the ability stood in for the attack" skip.
actions, reuseFirstTarget := enemyActionPlan(te.st, abilityDealtDamage)
for a := 0; a < actions; a++ {
if !(reuseFirstTarget && a == 0) {
tgt, alive := te.enemyTarget()
if !alive {
te.finish(CombatStatusLost)
return
}
te.st.seat(tgt)
target = tgt
}
if te.enemyAttackAction(target) {
return
}
}
te.advance()
}
// enemyAttackAction resolves one enemy attack-action — the full SRD multiattack
// profile — against the seat the cursor already points at, and stamps every event
// it emits to that seat (the party's enemy re-targets across the roster within one
// turn, so the whole-turn blanket stamp in step() no longer holds). Registered
// elites/bosses swing their full profile; everyone else gets a single attack from
// the template stats.
//
// Returns true only when it decided the fight (te.finish has already been called),
// so the caller ends the enemy turn. It returns false when the target dropped but
// the roster is still alive — this action is over, and the caller re-targets the
// next one.
func (te *turnEngine) enemyAttackAction(seat int) (finished bool) {
mark := len(te.st.events)
// Pet defensive procs are a single proc per attack-action: roll once, then
// spend on the first swing only. Whiff makes that one swing a guaranteed miss;
// deflect halves its damage. Against a multiattack the remaining swings resolve
// normally — a single proc shouldn't nullify a boss's whole multiattack.
// (This deliberately diverges from the auto-resolve engine's apply-to-all.)
if !abilityDealtDamage {
// Pet defensive procs are a single proc per enemy turn: roll once, then
// spend it on the first swing only. Whiff makes that one swing a
// guaranteed miss; deflect halves its damage. Against a multiattack the
// remaining swings resolve normally — a single proc shouldn't nullify a
// boss's whole multiattack round. (This deliberately diverges from the
// auto-resolve engine's apply-to-all model.)
petWhiff := te.st.c.Mods.PetWhiffProc > 0 && te.st.randFloat() < te.st.c.Mods.PetWhiffProc
petDeflect := te.st.c.Mods.PetDeflectProc > 0 && te.st.randFloat() < te.st.c.Mods.PetDeflectProc
if petDeflect {
te.result.PetDeflected = true
}
// SRD multiattack: each profile entry is one attack roll resolved
// through the shared primitive. A registered elite/boss swings its full
// profile; everyone else gets a single attack from the template stats.
// resolveEnemyAttack returns true when the fight is decided — either the
// player went down without a death save, or a reflect consumable killed
// the enemy. Disambiguate by inspecting HP.
for i, atk := range enemyAttackProfile(te.sess.EnemyID, te.enemy.Stats) {
swing := *te.enemy
swing.Stats.Attack = atk.Damage
swing.Stats.AttackBonus = atk.AttackBonus
// Spend the proc on the first swing only; later swings see false.
swingWhiff := petWhiff && i == 0
swingDeflect := petDeflect && i == 0
decided := resolveEnemyAttack(te.st, te.st.c, &swing, &turnCombatPhase, te.result, swingWhiff, swingDeflect, false)
if te.st.playerHP <= 0 {
te.stampSeat(mark, seat)
// The target is down. The enemy stops swinging at a corpse; the fight
// ends only if the roster is empty, otherwise this action is over and
// the caller re-targets.
// The target is down. The enemy stops swinging at a corpse; the
// fight ends only if the roster is empty.
if !te.st.anyAlive() {
te.finish(CombatStatusLost)
return true
return
}
return false
break
}
if decided || te.st.enemyHP <= 0 {
te.stampSeat(mark, seat)
te.finish(CombatStatusWon)
return true
return
}
}
te.stampSeat(mark, seat)
return false
}
te.advance()
}
// turnAbilityFires decides whether a monster ability triggers this enemy turn.
@@ -795,9 +756,7 @@ func (te *turnEngine) stepRoundEnd() {
// Concentration aura (Spirit Guardians et al.): the lingering spell bites
// the enemy each round it stays up. Concentration is per-caster, so every
// seat holding one pulses. Ticks before enemy regen so a lethal pulse
// settles the fight before the enemy knits its wounds back — and before
// Misty's crowd swings, so a caster whose aura would end the round is not
// robbed of the win by an end-of-round debuff.
// settles the fight before the enemy knits its wounds back.
for i := range st.actors {
st.seat(i)
if st.concentrationDmg <= 0 || st.enemyHP <= 0 || st.playerHP <= 0 {
@@ -813,24 +772,6 @@ func (te *turnEngine) stepRoundEnd() {
return
}
}
// Misty's crowd, then Misty's heal — per seat, after the round's other
// damage (including the concentration pulse above) has landed so the heal
// can answer it, which is the order endOfRoundForSeat uses. Both no-op (and
// draw no RNG) for a character with no Misty history, which is every
// simulated one.
for i := range st.actors {
st.seat(i)
if st.playerHP <= 0 {
continue
}
mark := len(st.events)
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, te.result)
te.stampSeat(mark, i)
if over {
te.finish(CombatStatusLost)
return
}
}
st.seat(0)
// Regenerate (monster ability): the enemy knits its wounds at round end.
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < te.enemy.Stats.MaxHP {

View File

@@ -410,52 +410,22 @@ func trySimAutoArm(c *DnDCharacter) string {
return ab.Name
}
// consumeArmedAbility disarms the character, returning the ability id that was
// armed. It is the *mutating* half of arming: the flag is cleared and saved, so
// it must run exactly once per fight, at fight start.
//
// It is split from applyAbilityByID because a turn-based fight rebuilds its
// combatants from the DB on every player command. A rebuild that consumed would
// fire the ability on round 1, clear the flag, and then hand every later round a
// character with no ability at all — the player pays the resource for one round
// of a buff that is supposed to span the fight. So the fight consumes once and
// persists the id on the session; each rebuild re-applies it from there.
//
// An id that is no longer in the ability table is disarmed and reported as "".
func consumeArmedAbility(c *DnDCharacter) string {
// applyArmedAbility checks for a pre-armed ability on the character and
// applies its effect to the player's CombatModifiers, then clears the armed
// flag. Called from combat_bridge.go before SimulateCombat.
func applyArmedAbility(c *DnDCharacter, mods *CombatModifiers) (string, bool) {
if c == nil || c.ArmedAbility == "" {
return ""
}
armed := c.ArmedAbility
c.ArmedAbility = ""
_ = SaveDnDCharacter(c)
if _, ok := dndActiveAbilities[armed]; !ok {
return ""
}
return armed
}
// applyAbilityByID folds an ability's effect into a freshly-derived set of
// CombatModifiers. It is pure with respect to persistence — no DB write, no
// disarm — so it is safe to call on every rebuild of an in-flight fight.
//
// abilityID is what consumeArmedAbility returned at fight start. Empty (nobody
// armed anything) and unknown ids are both no-ops.
func applyAbilityByID(c *DnDCharacter, abilityID string, mods *CombatModifiers) (string, bool) {
if c == nil || abilityID == "" {
return "", false
}
ab, ok := dndActiveAbilities[abilityID]
ab, ok := dndActiveAbilities[c.ArmedAbility]
if !ok {
c.ArmedAbility = ""
_ = SaveDnDCharacter(c)
return "", false
}
ab.Apply(c, mods)
return ab.Name, true
}
// armAbilityForFight consumes whatever the character armed and applies it in one
// step, for the auto-resolve callers that build a combatant and immediately
// fight with it. A turn-based fight must not use this — see consumeArmedAbility.
func armAbilityForFight(c *DnDCharacter, mods *CombatModifiers) (string, bool) {
return applyAbilityByID(c, consumeArmedAbility(c), mods)
firedName := ab.Name
c.ArmedAbility = ""
_ = SaveDnDCharacter(c)
return firedName, true
}

View File

@@ -146,7 +146,7 @@ func TestSpendAndRefreshResource(t *testing.T) {
}
}
func TestArmAbilityForFight_FighterSecondWind(t *testing.T) {
func TestApplyArmedAbility_FighterSecondWind(t *testing.T) {
setupAbilitiesTestDB(t)
uid := id.UserID("@arm_fighter:example")
c := &DnDCharacter{
@@ -162,7 +162,7 @@ func TestArmAbilityForFight_FighterSecondWind(t *testing.T) {
}
mods := CombatModifiers{}
name, fired := armAbilityForFight(c, &mods)
name, fired := applyArmedAbility(c, &mods)
if !fired {
t.Fatal("ability did not fire")
}
@@ -181,7 +181,7 @@ func TestArmAbilityForFight_FighterSecondWind(t *testing.T) {
}
}
func TestArmAbilityForFight_MageMagicMissile(t *testing.T) {
func TestApplyArmedAbility_MageMagicMissile(t *testing.T) {
setupAbilitiesTestDB(t)
uid := id.UserID("@arm_mage:example")
c := &DnDCharacter{
@@ -192,7 +192,7 @@ func TestArmAbilityForFight_MageMagicMissile(t *testing.T) {
t.Fatal(err)
}
mods := CombatModifiers{}
_, fired := armAbilityForFight(c, &mods)
_, fired := applyArmedAbility(c, &mods)
if !fired {
t.Fatal("magic missile did not fire")
}
@@ -202,10 +202,10 @@ func TestArmAbilityForFight_MageMagicMissile(t *testing.T) {
}
}
func TestArmAbilityForFight_NoArm(t *testing.T) {
func TestApplyArmedAbility_NoArm(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter, ArmedAbility: ""}
mods := CombatModifiers{}
_, fired := armAbilityForFight(c, &mods)
_, fired := applyArmedAbility(c, &mods)
if fired {
t.Error("fired with no armed ability")
}

View File

@@ -25,7 +25,7 @@ import (
//
// Bypassed deliberately (Phase 0 simplifying constraints, doc §2):
//
// - DB-touching layers: applyMagicItemEffects, armAbilityForFight, and
// - DB-touching layers: applyMagicItemEffects, applyArmedAbility, and
// the SaveDnDCharacter inside applyPendingCast. The harness is pure
// Go; tests run without a sqlite instance.
// - Race passives beyond Human (+1 all): neutral baseline, again per §2.

View File

@@ -224,28 +224,6 @@ func getActiveExpedition(userID id.UserID) (*Expedition, error) {
return e, err
}
// ownedLiveExpedition returns the expedition this player owns and has not yet
// finished with — 'active' or 'extracting'. An extracted expedition is not
// over: it holds its roster for the whole resume window (releaseParty is not
// called on it), so the owner is still the only person who can close it.
//
// Active rows sort first, so a leader who owns both — extracted from one, then
// started another — resolves to the one they are standing in.
func ownedLiveExpedition(userID id.UserID) (*Expedition, error) {
row := db.Get().QueryRow(`
SELECT`+expeditionSelectCols+`
FROM dnd_expedition e
WHERE e.user_id = ?
AND e.status IN ('active', 'extracting')
ORDER BY (e.status = 'active') DESC, e.start_date DESC
LIMIT 1`, string(userID))
e, err := scanExpedition(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return e, err
}
// getExpedition fetches by ID regardless of status. Test/admin use.
func getExpedition(id string) (*Expedition, error) {
row := db.Get().QueryRow(`
@@ -343,42 +321,6 @@ func updateSupplies(expID string, s ExpeditionSupplies) error {
return err
}
// withExpeditionSupplies serializes one read-modify-write of the shared supply
// pool. updateSupplies rewrites supplies_json wholesale, so a caller that folds
// its delta onto an *Expedition it read earlier silently discards anything that
// landed in between — a member's pooled packs, another writer's spend. Handlers
// run one goroutine per event, so those writers genuinely interleave.
//
// fn is handed a freshly-read expedition under the pool's own lock and returns
// the supplies to persist. Callers that keep using their own *Expedition
// afterwards must copy the returned pool back onto it.
//
// advUserLock cannot stand in here: it is keyed by sender, so two members
// racing the same expedition row take two different mutexes and exclude nobody.
func (p *AdventurePlugin) withExpeditionSupplies(
expID string, fn func(fresh *Expedition) (ExpeditionSupplies, error),
) (ExpeditionSupplies, error) {
mu := p.advExpeditionLock(expID)
mu.Lock()
defer mu.Unlock()
fresh, err := getExpedition(expID)
if err != nil {
return ExpeditionSupplies{}, err
}
if fresh == nil {
return ExpeditionSupplies{}, fmt.Errorf("expedition %s not found", expID)
}
next, err := fn(fresh)
if err != nil {
return ExpeditionSupplies{}, err
}
if err := updateSupplies(expID, next); err != nil {
return ExpeditionSupplies{}, err
}
return next, nil
}
// updateCamp persists camp state. Pass nil to break camp.
func updateCamp(expID string, c *CampState) error {
var arg any
@@ -407,18 +349,9 @@ func setExpeditionRunID(expID, runID string) error {
return err
}
// abandonExpedition flags the player's live expedition as abandoned. Idempotent.
//
// It spans 'extracting' as well as 'active': an extracted expedition still owns
// its roster, so abandoning is the leader's only way to free their party
// without paying to `!resume` first. Character reset (dnd_setup) leans on this
// too — a rerolled leader who left an extracted party behind would otherwise
// strand every member until the sweeper reaped the row.
//
// One row per call, active first, so the run-spawn rollback in expeditionCmdStart
// tears down the expedition it just created rather than an older extracted one.
// abandonExpedition flags the active expedition as abandoned. Idempotent.
func abandonExpedition(userID id.UserID) error {
e, err := ownedLiveExpedition(userID)
e, err := getActiveExpedition(userID)
if err != nil {
return err
}

View File

@@ -190,18 +190,10 @@ func (p *AdventurePlugin) campPitch(ctx MessageContext, exp *Expedition, kind st
}
}
// The affordability check above ran against `exp` as it was read, and
// nightRolloverBurn may have moved the pool since. Deduct against the pool
// as it stands — the same arithmetic, just not onto a stale snapshot.
pooled, err := p.withExpeditionSupplies(exp.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
next := fresh.Supplies
next.Current -= cost
return next, nil
})
if err != nil {
exp.Supplies.Current -= cost
if err := updateSupplies(exp.ID, exp.Supplies); err != nil {
return p.SendDM(ctx.Sender, "Couldn't deduct supplies: "+err.Error())
}
exp.Supplies = pooled
camp := &CampState{
Active: true,
Type: kind,

View File

@@ -322,37 +322,6 @@ func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter
"You're already on expedition in **%s** (Day %d). Finish it or `!expedition abandon` first.",
zone.Display, existing.CurrentDay))
}
// A leader who extracted still holds their roster for the resume window, and
// `!resume` only ever reaches the *newest* extracted row. Starting fresh on
// top of one would orphan it: unreachable, un-reapable until the sweeper
// catches it, with every member still seated and refused a run of their own.
//
// Only a row with a roster blocks. A solo extraction strands nobody, so
// walking away from it stays a normal thing to do.
if pending, _ := getResumableExpedition(ctx.Sender); pending != nil {
switch {
case extractionLapsed(pending, time.Now().UTC()):
// Past the window — reap it here rather than make them wait an hour
// for the sweeper, and let the new expedition proceed. Route through
// the shared reap so the freed members hear about it, same as the
// sweeper and `!expedition abandon` do.
if err := p.reapLapsedExtraction(pending); err != nil {
slog.Warn("expedition: reap lapsed on start", "expedition", pending.ID, "err", err)
}
default:
// A roster still holds; block. On a roster-read error, assume it is
// occupied and refuse — proceeding would orphan a party we could not
// confirm was empty, the one outcome this guard exists to prevent. A
// solo extraction (n == 1) strands nobody, so walking away is fine.
n, err := partySize(pending.ID)
if err != nil || n > 1 {
zone, _ := getZone(pending.ZoneID)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You extracted from **%s** on Day %d and your party is still waiting on you. `!resume` to lead them back in, or `!expedition abandon` to let it go — until you do one or the other, none of them can start a run of their own.",
zone.Display, pending.CurrentDay))
}
}
}
cost := float64(purchase.Cost())
if p.euro == nil {
@@ -641,15 +610,6 @@ func (p *AdventurePlugin) expeditionCmdAbandon(ctx MessageContext) error {
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
if exp == nil {
// An extracted expedition is still the owner's to close — it holds the
// roster until the resume window lapses. Without this, a leader who
// wanted out had to pay to `!resume` first just to abandon.
if exp, err = getResumableExpedition(ctx.Sender); err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
isLeader = exp != nil
}
if exp == nil {
return p.SendDM(ctx.Sender, "No active expedition to abandon.")
}
@@ -659,37 +619,15 @@ func (p *AdventurePlugin) expeditionCmdAbandon(ctx MessageContext) error {
"Only your party leader can abandon the expedition. `!expedition leave` to walk out alone.")
}
zone, _ := getZone(exp.ZoneID)
extracted := exp.Status == ExpeditionStatusExtracting
audience := expeditionAudience(exp) // read before abandonExpedition disbands the roster
if err := abandonExpedition(ctx.Sender); err != nil {
return p.SendDM(ctx.Sender, "Couldn't abandon: "+err.Error())
}
markActedToday(ctx.Sender)
_ = retireAllRegionRuns(exp)
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative", "expedition abandoned", "")
// An extracted party is standing in town, not in the dungeon: their supplies
// are already spent and their loot is already banked. Say the true thing.
body := fmt.Sprintf(
if err := p.SendDM(ctx.Sender, fmt.Sprintf(
"Expedition in **%s** abandoned on Day %d. Supplies are forfeit. The dungeon remembers.",
zone.Display, exp.CurrentDay)
if extracted {
body = fmt.Sprintf(
"You let the expedition in **%s** go. Day %d is where it ends — loot, XP, and coins are kept. The dungeon remembers.",
zone.Display, exp.CurrentDay)
}
// The roster is being disbanded out from under the members; they hear it from
// their leader rather than discovering it the next time a command works again.
for _, uid := range audience {
if uid == ctx.Sender {
continue
}
if err := p.SendDM(uid, fmt.Sprintf(
"Your leader called off the expedition in **%s** on Day %d. You're free to start a run of your own.",
zone.Display, exp.CurrentDay)); err != nil {
slog.Warn("expedition: abandon DM failed", "user", uid, "expedition", exp.ID, "err", err)
}
}
if err := p.SendDM(ctx.Sender, body); err != nil {
return err
}
// Emergence seam: see maybeRollPetArrivalOnEmerge.

View File

@@ -82,39 +82,34 @@ type nightRolloverResult struct {
// to finish the rollover; legacy deliverBriefing interleaves processOvernightCamp
// between the two so a fortified camp's 5 lands before drift's +3.
func (p *AdventurePlugin) nightRolloverBurn(e *Expedition) (float32, error) {
var burn float32
// Forage and burn land in one write, so they resolve together against the
// pool as it stands now — not as `e` last saw it.
newSupplies, err := p.withExpeditionSupplies(e.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
// D5-c: Ranger forage runs before the daily burn so the +SU lands on
// today's supplies, not tomorrow's. Logged so the end-of-day digest
// can surface the gain; pure no-op for non-Ranger characters.
if c, cerr := LoadDnDCharacter(id.UserID(fresh.UserID)); cerr == nil && c != nil {
if gain := applyRangerForage(fresh, c, nil); gain > 0 {
_ = appendExpeditionLog(fresh.ID, fresh.CurrentDay, "forage",
if c, err := LoadDnDCharacter(id.UserID(e.UserID)); err == nil && c != nil {
if gain := applyRangerForage(e, c, nil); gain > 0 {
_ = appendExpeditionLog(e.ID, e.CurrentDay, "forage",
fmt.Sprintf("ranger forage +%g SU", gain),
flavor.Pick(flavor.HarvestForageSuccess))
}
}
burnOverride := applyZoneTemporalPreBurn(fresh, fresh.CurrentDay+1)
burnOverride := applyZoneTemporalPreBurn(e, e.CurrentDay+1)
var newSupplies ExpeditionSupplies
var burn float32
if burnOverride.Multiplier > 0 {
// The temporal override replaces the harsh/siege multiplier, not the
// roster's: a party still eats N × 0.8 rations inside a time-warped zone.
burn = fresh.Supplies.DailyBurn * burnOverride.Multiplier * float32(expeditionBurnRatePct(fresh.ID)) / 100
next := fresh.Supplies
next.Current -= burn
if next.Current < 0 {
next.Current = 0
burn = e.Supplies.DailyBurn * burnOverride.Multiplier * float32(expeditionBurnRatePct(e.ID)) / 100
newSupplies = e.Supplies
newSupplies.Current -= burn
if newSupplies.Current < 0 {
newSupplies.Current = 0
}
next.ForagedToday = false
return next, nil
newSupplies.ForagedToday = false
} else {
harsh := e.ThreatLevel > 60 || zoneTemporalHarsh(e)
newSupplies, burn = applyExpeditionDailyBurn(e, harsh, e.SiegeMode)
}
harsh := fresh.ThreatLevel > 60 || zoneTemporalHarsh(fresh)
next, b := applyExpeditionDailyBurn(fresh, harsh, fresh.SiegeMode)
burn = b
return next, nil
})
if err != nil {
if err := updateSupplies(e.ID, newSupplies); err != nil {
return 0, err
}
if err := advanceExpeditionDay(e.ID); err != nil {

View File

@@ -30,7 +30,6 @@ import (
const (
extractResumeWindow = 7 * 24 * time.Hour
forcedExtractCoinTaxFrac = 0.20
extractionSweepInterval = time.Hour
)
var (
@@ -219,94 +218,6 @@ func getResumableExpedition(userID id.UserID) (*Expedition, error) {
return e, err
}
// extractionLapsed reports whether an 'extracting' row is past its resume
// window and should be reaped. A NULL completed_at counts as lapsed: the column
// is the only clock the window has, and a row without one can never expire.
func extractionLapsed(e *Expedition, now time.Time) bool {
return e.CompletedAt == nil || now.Sub(*e.CompletedAt) > extractResumeWindow
}
// loadLapsedExtractions returns every extracted expedition whose resume window
// has closed, regardless of owner.
func loadLapsedExtractions(now time.Time) ([]*Expedition, error) {
rows, err := db.Get().Query(`
SELECT`+expeditionSelectCols+`
FROM dnd_expedition e
WHERE e.status = 'extracting'
AND (e.completed_at IS NULL OR e.completed_at < ?)`,
now.Add(-extractResumeWindow))
if err != nil {
return nil, err
}
defer rows.Close()
return scanExpeditionRows(rows)
}
// sweepLapsedExtractions closes out every extraction whose seven-day window has
// run out, which releases its roster.
//
// Without this the window is a promise the code never keeps. `handleResumeCmd`
// expires a lapsed row lazily, but only the *leader* can call `!resume` — so a
// leader who quits, forgets, or simply starts a different expedition leaves the
// row 'extracting' forever, and releaseParty (which fires only on a terminal
// status) never runs. Every member stays seated, and assertNotAdventuring keeps
// refusing them a run of their own. `!expedition leave` is their escape, but a
// player should not have to find it.
func (p *AdventurePlugin) sweepLapsedExtractions(now time.Time) {
exps, err := loadLapsedExtractions(now)
if err != nil {
slog.Error("expedition: load lapsed extractions", "err", err)
return
}
for _, e := range exps {
if err := p.reapLapsedExtraction(e); err != nil {
slog.Warn("expedition: expire lapsed extraction", "expedition", e.ID, "err", err)
continue
}
}
}
// reapLapsedExtraction closes one lapsed extraction and tells its roster the
// way back has shut. It is the single reap-with-notify path: the hourly
// sweeper loops it, and expeditionCmdStart calls it when a player starts a new
// expedition on top of one whose window has already closed — so a member is
// never silently unseated by whichever path happens to reach the row first.
//
// The audience is read before the close-out: completeExpedition disbands the
// roster, and expeditionAudience reads that roster.
func (p *AdventurePlugin) reapLapsedExtraction(e *Expedition) error {
audience := expeditionAudience(e)
if err := completeExpedition(e.ID, ExpeditionStatusFailed); err != nil {
return err
}
zone, _ := getZone(e.ZoneID)
body := fmt.Sprintf(
"🕯 **The way back has closed — %s**\n\nYour extracted expedition sat past its seven-day resume window, and the dungeon reshaped without you. Day %d is where it ends.\n\nThe loot, XP, and coins you carried out are still yours. `!expedition list` when you're ready for the next one.",
zone.Display, e.CurrentDay)
for _, uid := range audience {
if err := p.SendDM(uid, body); err != nil {
slog.Warn("expedition: lapsed-extraction DM failed", "user", uid, "expedition", e.ID, "err", err)
}
}
return nil
}
// expeditionExtractionSweepTicker reaps lapsed extractions hourly. The window is
// seven days, so the cadence only bounds how long a freed member waits to hear
// about it.
func (p *AdventurePlugin) expeditionExtractionSweepTicker() {
ticker := time.NewTicker(extractionSweepInterval)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
p.sweepLapsedExtractions(time.Now().UTC())
}
}
}
// resumeExpedition flips an extracting row back to 'active' with fresh
// supplies. Threat/temporal/region state are preserved as-is.
func resumeExpedition(expID string, supplies ExpeditionSupplies) error {
@@ -412,9 +323,8 @@ func (p *AdventurePlugin) handleResumeCmd(ctx MessageContext, args string) error
if exp == nil {
return p.SendDM(ctx.Sender, "No extracted expedition to resume. Use `!expedition start <zone>` to begin a new one.")
}
if extractionLapsed(exp, time.Now().UTC()) {
// Expire it so it doesn't keep resurfacing. The hourly sweeper would get
// here on its own; this keeps the refusal and the reap in one breath.
if exp.CompletedAt == nil || time.Since(*exp.CompletedAt) > extractResumeWindow {
// Expire it so it doesn't keep resurfacing.
_ = completeExpedition(exp.ID, ExpeditionStatusFailed)
return p.SendDM(ctx.Sender,
"That extraction is past its 7-day resume window — the dungeon has reshaped without you. Start a new expedition.")

View File

@@ -176,30 +176,20 @@ const twoWeeksCacheSize = 3
func (p *AdventurePlugin) grantTwoWeeksCache(e *Expedition) string {
var lines []string
if e.Supplies.DailyBurn > 0 {
var restocked bool
pooled, err := p.withExpeditionSupplies(e.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
s := fresh.Supplies
if s.DailyBurn <= 0 {
return s, nil
}
if s := e.Supplies; s.DailyBurn > 0 {
s.Current += twoWeeksRestockDays * s.DailyBurn
if s.Max > 0 && s.Current > s.Max {
s.Current = s.Max
}
restocked = s.Current > fresh.Supplies.Current
return s, nil
})
switch {
case err != nil:
if s.Current > e.Supplies.Current {
if err := updateSupplies(e.ID, s); err != nil {
slog.Error("milestone: two weeks restock failed",
"expedition", e.ID, "err", err)
case restocked:
} else {
lines = append(lines, fmt.Sprintf(
"📦 Supplies restocked — %.1f of %.1f.", pooled.Current, pooled.Max))
e.Supplies = pooled
default:
e.Supplies = pooled
"📦 Supplies restocked — %.1f of %.1f.", s.Current, s.Max))
e.Supplies = s
}
}
}

View File

@@ -143,17 +143,13 @@ func (p *AdventurePlugin) regionCmdTravel(ctx MessageContext, exp *Expedition) e
// on both paths.
func (p *AdventurePlugin) advanceToNextRegion(userID id.UserID, exp *Expedition, cur, next ExpeditionRegion) (string, error) {
// Burn one day of supplies (transit day).
var burned float32
newSupplies, err := p.withExpeditionSupplies(exp.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
harsh := fresh.ThreatLevel > 60 || zoneTemporalHarsh(fresh)
next, b := applyExpeditionDailyBurn(fresh, harsh, fresh.SiegeMode)
burned = b
return next, nil
})
if err != nil {
siege := exp.SiegeMode
harsh := exp.ThreatLevel > 60 || zoneTemporalHarsh(exp)
newSupplies, burned := applyExpeditionDailyBurn(exp, harsh, siege)
exp.Supplies = newSupplies
if err := updateSupplies(exp.ID, exp.Supplies); err != nil {
return "", fmt.Errorf("apply transit supply burn: %w", err)
}
exp.Supplies = newSupplies
if err := advanceExpeditionDay(exp.ID); err != nil {
return "", fmt.Errorf("advance expedition day: %w", err)
}

View File

@@ -310,13 +310,6 @@ type turnSpellOutcome struct {
PlayerHeal int
EnemySkip bool
Desc string
// GrimHarvestSlot / GrimHarvestNecrotic are the Necromancy Mage's kill-heal
// stash for this cast, zero for everyone else. Unlike the fields above they
// outlive the casting round: the caller parks them on the seat's
// ActorStatuses and the close-out decides whether the cast was lethal.
GrimHarvestSlot int
GrimHarvestNecrotic bool
}
// resolveTurnSpell resolves a spell as a turn-based player action, reusing the
@@ -351,8 +344,6 @@ func resolveTurnSpell(c *DnDCharacter, spell SpellDefinition, slotLevel int, ene
out.EnemyDamage = mods.SpellPreDamage
out.EnemySkip = mods.SpellEnemySkipFirst
out.Desc = mods.SpellPreDamageDesc
out.GrimHarvestSlot = mods.GrimHarvestSlot
out.GrimHarvestNecrotic = mods.GrimHarvestNecrotic
if out.Desc == "" {
out.Desc = spell.Name
}

View File

@@ -934,22 +934,11 @@ func grimHarvestHeal(c *DnDCharacter, result CombatResult, mods CombatModifiers)
if !result.PlayerWon || mods.GrimHarvestSlot <= 0 {
return 0
}
// The spell killed the enemy iff the spell_cast event itself dropped EnemyHP
// to 0. If a later round-event (a weapon swing, the pet, a concentration
// aura re-tick) finished the kill, no heal.
//
// It is the *last* spell_cast that has to be lethal, not the first. The
// auto-resolve path casts once, pre-combat, so the two coincide there; the
// turn-based path can cast every round, and there the stash on the seat's
// statuses describes that last cast. Reading the first event would let a
// non-lethal opening cantrip veto a heal the killing spell had earned.
//
// No spell_cast event at all cannot happen while the stash is set — both
// surfaces emit one for every damaging cast — so the loop falling through
// is not a case, just an absence.
for i := len(result.Events) - 1; i >= 0; i-- {
if result.Events[i].Action == "spell_cast" {
if result.Events[i].EnemyHP > 0 {
// The pre-combat spell killed the enemy iff the spell_cast event itself
// dropped EnemyHP to 0. If a later round-event finished the kill, no heal.
for _, ev := range result.Events {
if ev.Action == "spell_cast" {
if ev.EnemyHP > 0 {
return 0
}
break

View File

@@ -471,12 +471,6 @@ type advanceResult struct {
// harvest ran (Entry/Trap/Elite/Boss rooms, forks, stops).
harvest autoHarvestResult
harvestFooter string
// zoneCleared is true only when this step was a *full* zone clear
// (reason == stopComplete and not a mid-zone region clear). The K
// event anchor reads it so a foreground `!zone advance` clear can roll
// the grind-loop player's mid-day event — a mid-zone region clear does
// not, since the run continues and it would fire per region.
zoneCleared bool
}
// zoneCmdAdvance resolves the room the player is currently standing in,
@@ -501,16 +495,7 @@ func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
if err != nil {
return p.SendDM(ctx.Sender, err.Error())
}
sendErr := p.streamOrSend(ctx.Sender, res.preStream, res.intro, res.phases, res.final)
// K fourth event anchor: a foreground single-day zone clear is a presence
// moment for the grind-loop player the other three anchors miss. Rolled
// after the clear DM so any triggered event lands behind it, and only here
// — zoneCmdAdvance is the foreground path; autopilot walks go through
// runAutopilotWalk and never reach this.
if res.zoneCleared {
p.maybeFireAnchoredEvent(ctx.Sender, advEventChanceZoneClear)
}
return sendErr
return p.streamOrSend(ctx.Sender, res.preStream, res.intro, res.phases, res.final)
}
// advanceOnce runs the single-room advance pipeline and returns a
@@ -752,8 +737,7 @@ func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact, inlin
// and point at the next one — "Cleared {zone}. Run complete." reads
// wrong right before the auto-advance transit block (and is shared with
// manual `!region travel`, which advances next).
region, next, midZone := midZoneRegionClear(ctx.Sender, run.RunID)
if midZone {
if region, next, midZone := midZoneRegionClear(ctx.Sender, run.RunID); midZone {
b.WriteString(fmt.Sprintf("🏁 **Cleared %s.** The way to %s opens ahead.\n\n", region.Name, next.Name))
} else {
b.WriteString(fmt.Sprintf("🏆 **Cleared %s.** Run complete.\n\n", zone.Display))
@@ -784,7 +768,6 @@ func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact, inlin
phases: phases,
final: b.String(),
reason: stopComplete,
zoneCleared: !midZone,
}, nil
}
if forkMsg != "" {

View File

@@ -349,14 +349,12 @@ func (p *AdventurePlugin) applyAmbientEffect(e *Expedition, ev ambientEvent) str
return "Something out there is paying attention now."
case "pack_rat":
drain := float32(0.2) + float32(rng.IntN(2))*float32(0.1) // 0.2 or 0.3
if _, err := p.withExpeditionSupplies(e.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
ns := fresh.Supplies
ns := e.Supplies
ns.Current -= drain
if ns.Current < 0 {
ns.Current = 0
}
return ns, nil
}); err != nil {
if err := updateSupplies(e.ID, ns); err != nil {
slog.Warn("expedition: ambient supply drain", "expedition", e.ID, "err", err)
return ""
}

View File

@@ -250,15 +250,10 @@ func (p *AdventurePlugin) pitchAutopilotCamp(exp *Expedition, d autoCampDecision
if exp.Supplies.Current < cost {
return "", fmt.Errorf("insufficient supplies (have %.1f, need %.1f)", exp.Supplies.Current, cost)
}
pooled, err := p.withExpeditionSupplies(exp.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
next := fresh.Supplies
next.Current -= cost
return next, nil
})
if err != nil {
exp.Supplies.Current -= cost
if err := updateSupplies(exp.ID, exp.Supplies); err != nil {
return "", err
}
exp.Supplies = pooled
camp := &CampState{
Active: true,
Type: d.Kind,

View File

@@ -1,158 +0,0 @@
package plugin
import (
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// seedExtraction inserts an 'extracting' row whose window closed `age` ago.
// A negative age is a live extraction.
func seedExtraction(t *testing.T, expeditionID string, owner id.UserID, age time.Duration) {
t.Helper()
seedExpedition(t, expeditionID, owner, ExpeditionStatusExtracting)
if _, err := db.Get().Exec(
`UPDATE dnd_expedition SET completed_at = ? WHERE expedition_id = ?`,
time.Now().UTC().Add(-extractResumeWindow-age), expeditionID); err != nil {
t.Fatal(err)
}
}
func seatedOn(t *testing.T, member id.UserID) string {
t.Helper()
e, err := seatedExpeditionFor(member)
if err != nil {
t.Fatal(err)
}
if e == nil {
return ""
}
return e.ID
}
// The window is the only thing bounding how long a leader's roster holds their
// party. Nothing else flips an 'extracting' row terminal unless the leader
// personally types !resume, so if the sweep misses, members are stuck forever.
func TestSweepLapsedExtractions_ReleasesTheRosterItStranded(t *testing.T) {
setupEmptyTestDB(t)
leader := id.UserID("@sweep-leader:example.org")
member := id.UserID("@sweep-member:example.org")
seedExtraction(t, "exp-lapsed", leader, time.Hour)
if err := joinParty("exp-lapsed", member); err != nil {
t.Fatal(err)
}
if got := seatedOn(t, member); got != "exp-lapsed" {
t.Fatalf("member seated on %q before sweep, want exp-lapsed", got)
}
(&AdventurePlugin{}).sweepLapsedExtractions(time.Now().UTC())
e, err := getExpedition("exp-lapsed")
if err != nil {
t.Fatal(err)
}
if e.Status != ExpeditionStatusFailed {
t.Errorf("status = %q, want failed", e.Status)
}
if got := seatedOn(t, member); got != "" {
t.Errorf("member still seated on %q after sweep", got)
}
if n, _ := partySize("exp-lapsed"); n != 1 {
t.Errorf("roster survived the sweep: partySize = %d", n)
}
}
// The mirror: a leader who extracted an hour ago still has six days to !resume,
// and their party must still be there when they do.
func TestSweepLapsedExtractions_LeavesALiveExtractionAlone(t *testing.T) {
setupEmptyTestDB(t)
leader := id.UserID("@sweep-live-leader:example.org")
member := id.UserID("@sweep-live-member:example.org")
seedExtraction(t, "exp-live", leader, -6*24*time.Hour) // one day in
if err := joinParty("exp-live", member); err != nil {
t.Fatal(err)
}
(&AdventurePlugin{}).sweepLapsedExtractions(time.Now().UTC())
e, _ := getExpedition("exp-live")
if e.Status != ExpeditionStatusExtracting {
t.Errorf("status = %q, want extracting — the resume window is still open", e.Status)
}
if got := seatedOn(t, member); got != "exp-live" {
t.Errorf("member unseated from a resumable expedition (seated on %q)", got)
}
}
// completed_at is the only clock the window has. A row without one can never
// lapse, so it must read as already lapsed rather than as immortal.
func TestExtractionLapsed_NullCompletedAtIsLapsed(t *testing.T) {
now := time.Now().UTC()
if !extractionLapsed(&Expedition{}, now) {
t.Error("nil completed_at should read as lapsed")
}
fresh := now.Add(-time.Hour)
if extractionLapsed(&Expedition{CompletedAt: &fresh}, now) {
t.Error("an hour-old extraction is not lapsed")
}
old := now.Add(-extractResumeWindow - time.Second)
if !extractionLapsed(&Expedition{CompletedAt: &old}, now) {
t.Error("a row past the window is lapsed")
}
}
// A leader must be able to let an extracted expedition go without paying to
// !resume it first — that is the escape hatch !expedition start points them at.
func TestAbandonExpedition_ReachesAnExtractedRowAndFreesTheParty(t *testing.T) {
setupEmptyTestDB(t)
leader := id.UserID("@abandon-extracted-leader:example.org")
member := id.UserID("@abandon-extracted-member:example.org")
seedExtraction(t, "exp-extracted", leader, -24*time.Hour) // live, resumable
if err := joinParty("exp-extracted", member); err != nil {
t.Fatal(err)
}
if err := abandonExpedition(leader); err != nil {
t.Fatalf("abandonExpedition on an extracting row: %v", err)
}
e, _ := getExpedition("exp-extracted")
if e.Status != ExpeditionStatusAbandoned {
t.Errorf("status = %q, want abandoned", e.Status)
}
if got := seatedOn(t, member); got != "" {
t.Errorf("member still seated on %q", got)
}
}
// expeditionCmdStart's run-spawn rollback calls abandonExpedition to tear down
// the row it just created. A leader who also owns an older extracted row must
// not have that one reaped instead.
func TestAbandonExpedition_PrefersTheActiveRowOverAnExtractedOne(t *testing.T) {
setupEmptyTestDB(t)
leader := id.UserID("@abandon-prefers-active:example.org")
seedExtraction(t, "exp-old-extracted", leader, -24*time.Hour)
seedExpedition(t, "exp-new-active", leader, ExpeditionStatusActive)
if err := abandonExpedition(leader); err != nil {
t.Fatal(err)
}
if e, _ := getExpedition("exp-new-active"); e.Status != ExpeditionStatusAbandoned {
t.Errorf("active row status = %q, want abandoned", e.Status)
}
if e, _ := getExpedition("exp-old-extracted"); e.Status != ExpeditionStatusExtracting {
t.Errorf("extracted row was collateral damage: status = %q", e.Status)
}
}
func TestAbandonExpedition_NoLiveRow(t *testing.T) {
setupEmptyTestDB(t)
if err := abandonExpedition(id.UserID("@abandon-nothing:example.org")); err != ErrNoActiveExpedition {
t.Errorf("err = %v, want ErrNoActiveExpedition", err)
}
}

View File

@@ -115,6 +115,18 @@ func partySize(expeditionID string) (int, error) {
return n, nil
}
// openParty seats the leader, converting a solo expedition row into a party of
// one. It is idempotent: a second call on the same expedition is a no-op, so
// the invite path can call it unconditionally before adding a member.
func openParty(expeditionID string, leaderID id.UserID) error {
_, err := db.Get().Exec(`
INSERT INTO expedition_party (expedition_id, user_id, role)
VALUES (?, ?, 'leader')
ON CONFLICT (expedition_id, user_id) DO NOTHING`,
expeditionID, string(leaderID))
return err
}
// joinParty seats a member. It refuses a full roster, a duplicate, and a player
// who already leads or rides an expedition of their own — the "one active
// expedition per user" rule that startExpedition enforces in code, extended to
@@ -159,11 +171,9 @@ func joinParty(expeditionID string, userID id.UserID) error {
return tx.Commit()
}
// seatLeader converts a solo expedition row into a party of one, inside a
// caller's transaction. It reads the owner off the expedition row rather than
// trusting a passed-in id, so the roster's leader can never disagree with
// dnd_expedition.user_id. Idempotent (ON CONFLICT DO NOTHING), so the invite
// path can call it unconditionally before adding a member.
// seatLeader is openParty inside a caller's transaction: it reads the owner off
// the expedition row rather than trusting a passed-in id, so the roster's leader
// can never disagree with dnd_expedition.user_id.
func seatLeader(tx *sql.Tx, expeditionID string) error {
var owner string
err := tx.QueryRow(

View File

@@ -178,13 +178,21 @@ func (p *AdventurePlugin) expeditionCmdAccept(ctx MessageContext, c *DnDCharacte
if isHol, _ := isHolidayToday(); isHol {
suppliesPurchase.StandardPacks++
}
// `exp` was fetched before the coin debit, and a second invitee accepting —
// or the leader's day-burn tick — may have rewritten the row since. Folding
// onto that stale snapshot would silently drop their packs or resurrect
// spent SU, so the fold happens against a fresh read under the pool's lock.
pooled, err := p.withExpeditionSupplies(exp.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
return addSupplyPurchase(fresh.Supplies, suppliesPurchase), nil
})
// updateSupplies overwrites supplies_json wholesale, so the pool has to be
// re-read under the expedition's own lock: `exp` was fetched before the coin
// debit, and a second invitee accepting — or the leader's day-burn tick —
// may have rewritten the row since. Folding onto that stale snapshot would
// silently drop their packs or resurrect spent SU.
expMu := p.advExpeditionLock(exp.ID)
expMu.Lock()
fresh, err := getExpedition(exp.ID)
if err != nil || fresh == nil {
expMu.Unlock()
return p.SendDM(ctx.Sender, "You're in, but your supplies didn't reach the pool.")
}
pooled := addSupplyPurchase(fresh.Supplies, suppliesPurchase)
err = updateSupplies(exp.ID, pooled)
expMu.Unlock()
if err != nil {
return p.SendDM(ctx.Sender, "You're in, but your supplies didn't reach the pool: "+err.Error())
}

View File

@@ -22,24 +22,6 @@ func seedExpedition(t *testing.T, expeditionID string, owner id.UserID, status s
}
}
// seatLeaderFixture seats the expedition's leader the way the invite path does —
// through seatLeader in its own transaction — reading the owner off the row that
// seedExpedition already wrote. Replaces the retired openParty helper.
func seatLeaderFixture(t *testing.T, expeditionID string) {
t.Helper()
tx, err := db.Get().Begin()
if err != nil {
t.Fatal(err)
}
if err := seatLeader(tx, expeditionID); err != nil {
_ = tx.Rollback()
t.Fatalf("seatLeader %s: %v", expeditionID, err)
}
if err := tx.Commit(); err != nil {
t.Fatal(err)
}
}
func TestParty_SoloExpeditionHasNoRoster(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@solo:example.org")
@@ -71,9 +53,10 @@ func TestParty_OpenIsIdempotent(t *testing.T) {
owner := id.UserID("@lead:example.org")
seedExpedition(t, "exp-1", owner, "active")
// seatLeader is idempotent — a second call on the same expedition is a no-op.
for i := 0; i < 2; i++ {
seatLeaderFixture(t, "exp-1")
if err := openParty("exp-1", owner); err != nil {
t.Fatalf("openParty #%d: %v", i+1, err)
}
}
members, err := partyMembers("exp-1")
if err != nil {
@@ -88,7 +71,9 @@ func TestParty_JoinSeatsMembersLeaderFirst(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@lead2:example.org")
seedExpedition(t, "exp-2", owner, "active")
seatLeaderFixture(t, "exp-2")
if err := openParty("exp-2", owner); err != nil {
t.Fatal(err)
}
for _, u := range []id.UserID{"@b:x", "@c:x"} {
if err := joinParty("exp-2", u); err != nil {
t.Fatalf("joinParty %s: %v", u, err)
@@ -142,7 +127,9 @@ func TestParty_JoinRefusesFullRoster(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@lead3:example.org")
seedExpedition(t, "exp-3", owner, "active")
seatLeaderFixture(t, "exp-3")
if err := openParty("exp-3", owner); err != nil {
t.Fatal(err)
}
for _, u := range []id.UserID{"@b:x", "@c:x"} {
if err := joinParty("exp-3", u); err != nil {
t.Fatal(err)
@@ -158,7 +145,9 @@ func TestParty_JoinRefusesDuplicate(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@lead4:example.org")
seedExpedition(t, "exp-4", owner, "active")
seatLeaderFixture(t, "exp-4")
if err := openParty("exp-4", owner); err != nil {
t.Fatal(err)
}
if err := joinParty("exp-4", "@b:x"); err != nil {
t.Fatal(err)
}
@@ -178,8 +167,12 @@ func TestParty_JoinRefusesPlayerBusyElsewhere(t *testing.T) {
setupEmptyTestDB(t)
seedExpedition(t, "exp-5", "@lead5:example.org", "active")
seedExpedition(t, "exp-6", "@lead6:example.org", "active")
seatLeaderFixture(t, "exp-5")
seatLeaderFixture(t, "exp-6")
if err := openParty("exp-5", "@lead5:example.org"); err != nil {
t.Fatal(err)
}
if err := openParty("exp-6", "@lead6:example.org"); err != nil {
t.Fatal(err)
}
// Owns their own active expedition.
seedExpedition(t, "exp-own", "@busy:example.org", "active")
@@ -205,7 +198,9 @@ func TestParty_LeaveRemovesMemberButNotLeader(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@lead7:example.org")
seedExpedition(t, "exp-7", owner, "active")
seatLeaderFixture(t, "exp-7")
if err := openParty("exp-7", owner); err != nil {
t.Fatal(err)
}
if err := joinParty("exp-7", "@b:x"); err != nil {
t.Fatal(err)
}
@@ -222,7 +217,9 @@ func TestParty_LeaveRemovesMemberButNotLeader(t *testing.T) {
}
// Leaving frees the member for their own next run.
seedExpedition(t, "exp-7b", "@lead7b:example.org", "active")
seatLeaderFixture(t, "exp-7b")
if err := openParty("exp-7b", "@lead7b:example.org"); err != nil {
t.Fatal(err)
}
if err := joinParty("exp-7b", "@b:x"); err != nil {
t.Errorf("departed member could not rejoin elsewhere: %v", err)
}
@@ -232,7 +229,9 @@ func TestParty_DisbandFreesEveryone(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@lead8:example.org")
seedExpedition(t, "exp-8", owner, "complete")
seatLeaderFixture(t, "exp-8")
if err := openParty("exp-8", owner); err != nil {
t.Fatal(err)
}
if err := joinParty("exp-8", "@b:x"); err != nil {
t.Fatal(err)
}
@@ -243,7 +242,9 @@ func TestParty_DisbandFreesEveryone(t *testing.T) {
t.Errorf("after disband, partySize = %d, want 1 (no rows)", n)
}
seedExpedition(t, "exp-8b", "@lead8b:example.org", "active")
seatLeaderFixture(t, "exp-8b")
if err := openParty("exp-8b", "@lead8b:example.org"); err != nil {
t.Fatal(err)
}
if err := joinParty("exp-8b", "@b:x"); err != nil {
t.Errorf("disbanded member still looks busy: %v", err)
}
@@ -256,7 +257,9 @@ func TestParty_ActiveExpeditionForResolvesBothRoles(t *testing.T) {
owner := id.UserID("@lead9:example.org")
member := id.UserID("@member9:example.org")
seedExpedition(t, "exp-9", owner, "active")
seatLeaderFixture(t, "exp-9")
if err := openParty("exp-9", owner); err != nil {
t.Fatal(err)
}
if err := joinParty("exp-9", member); err != nil {
t.Fatal(err)
}

View File

@@ -579,8 +579,18 @@ func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction
return p.SendDM(ctx.Sender, "Equip cancelled.")
}
idx, ok := parseMenuIndex(reply, len(data.Items))
if !ok {
idx := 0
parsed := false
for _, c := range reply {
if c >= '0' && c <= '9' {
idx = idx*10 + int(c-'0')
parsed = true
} else {
break
}
}
idx-- // 1-indexed → 0-indexed
if !parsed || idx < 0 || idx >= len(data.Items) {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
}

View File

@@ -1,132 +0,0 @@
package plugin
import (
"strings"
"testing"
"maunium.net/go/mautrix/id"
)
// captureSink is the test implementation of MessageSink. It records every
// outbound message a handler emits so a test can assert on a handler whose
// only observable output is a DM or a room announcement — the paths that had
// no seam below the live client before this. Install it with installSink.
type captureSink struct {
msgs []outboundMessage
}
func (s *captureSink) Capture(m outboundMessage) (id.EventID, error) {
s.msgs = append(s.msgs, m)
// A stable, non-empty id keeps the *ID send variants honest for callers
// that expect an event id back (e.g. one they would later edit).
return id.EventID("$sink"), nil
}
// dmsTo returns the text of every DM captured for a given user, in order.
func (s *captureSink) dmsTo(user id.UserID) []string {
var out []string
for _, m := range s.msgs {
if m.ToUser == user {
out = append(out, m.Text)
}
}
return out
}
// roomMsgs returns the text of every room message captured for a room.
func (s *captureSink) roomMsgs(room id.RoomID) []string {
var out []string
for _, m := range s.msgs {
if m.ToRoom == room {
out = append(out, m.Text)
}
}
return out
}
// installSink points a plugin's outbound sends at a fresh captureSink and
// returns it. The Base carries no client in these tests, so without the sink
// SendDM would silently no-op — which is exactly why these paths were untestable.
func installSink(p *AdventurePlugin) *captureSink {
s := &captureSink{}
p.Sink = s
return s
}
// TestMessageSink_CapturesDMAndRoom is the seam's own unit test: it proves both
// the DM and room-message routes divert into the sink with the right target and
// text, and that the *ID variants report back the id the sink chose.
func TestMessageSink_CapturesDMAndRoom(t *testing.T) {
p := &AdventurePlugin{}
sink := installSink(p)
user := id.UserID("@player:example.org")
room := id.RoomID("!hall:example.org")
if err := p.SendDM(user, "a direct message"); err != nil {
t.Fatalf("SendDM: %v", err)
}
if err := p.SendMessage(room, "a room announcement"); err != nil {
t.Fatalf("SendMessage: %v", err)
}
evID, err := p.SendDMID(user, "an editable dm")
if err != nil {
t.Fatalf("SendDMID: %v", err)
}
if evID != "$sink" {
t.Errorf("SendDMID returned %q, want the sink's id", evID)
}
if got := sink.dmsTo(user); len(got) != 2 || got[0] != "a direct message" || got[1] != "an editable dm" {
t.Errorf("DMs to %s = %v", user, got)
}
if got := sink.roomMsgs(room); len(got) != 1 || got[0] != "a room announcement" {
t.Errorf("room messages = %v", got)
}
// A DM must not leak into the room bucket, or vice versa.
if len(sink.roomMsgs(id.RoomID(user))) != 0 {
t.Error("a DM was miscaptured as a room message")
}
}
// TestExpeditionCmdLeave_DMsBothEnds drives the real handler behind review
// fix #2 end to end — the member soft-lock path — and asserts on the two DMs it
// sends. Before the sink this was unreachable in a unit test: SendDM no-ops
// without a client, so nothing could observe that the leader was notified and
// the departing member was told they turned back.
func TestExpeditionCmdLeave_DMsBothEnds(t *testing.T) {
setupEmptyTestDB(t)
owner := id.UserID("@lead-leave:example.org")
member := id.UserID("@member-leave:example.org")
seedExpedition(t, "exp-leave", owner, "active")
seatLeaderFixture(t, "exp-leave")
if err := joinParty("exp-leave", member); err != nil {
t.Fatal(err)
}
p := &AdventurePlugin{}
sink := installSink(p)
if err := p.expeditionCmdLeave(MessageContext{Sender: member}); err != nil {
t.Fatalf("expeditionCmdLeave: %v", err)
}
// The departing member is freed and told so.
memberDMs := sink.dmsTo(member)
if len(memberDMs) != 1 || memberDMs[0] != "You turn back for town. Your supplies stay with the party." {
t.Errorf("member DMs = %v", memberDMs)
}
// The leader is notified their party shrank.
leaderDMs := sink.dmsTo(owner)
if len(leaderDMs) != 1 || leaderDMs[0] == "" {
t.Fatalf("leader DMs = %v, want one departure notice", leaderDMs)
}
if !strings.Contains(leaderDMs[0], "turned back") || !strings.Contains(leaderDMs[0], "supplies stay") {
t.Errorf("leader notice = %q", leaderDMs[0])
}
// And the DB actually reflects the departure the DMs described.
if n, _ := partySize("exp-leave"); n != 1 {
t.Errorf("after leave, partySize = %d, want 1", n)
}
}

View File

@@ -92,30 +92,6 @@ var (
type Base struct {
Client *mautrix.Client
Prefix string
// Sink, when non-nil, receives every outbound message (DM or room) the
// plugin would otherwise hand to the Matrix client, and the client is
// never touched. It is the test seam for handlers whose only observable
// output is a DM — beginCombatTurn's terminal close-out,
// expeditionCmdLeave, the arena season announcement. Production leaves it
// nil, so behaviour is unchanged. See captureSink in the test files.
Sink MessageSink
}
// outboundMessage is one message a handler tried to send. Exactly one of
// ToUser (a DM) or ToRoom (a room message) is set.
type outboundMessage struct {
ToUser id.UserID
ToRoom id.RoomID
Text string
}
// MessageSink captures a plugin's outbound messages in place of the live
// client. Capture returns the event ID to report back to the caller, so the
// *ID send variants keep working. Unexported param by design: only in-package
// tests implement it.
type MessageSink interface {
Capture(outboundMessage) (id.EventID, error)
}
// NewBase creates a Base with default prefix "!".
@@ -584,10 +560,6 @@ func textContent(text string) *event.MessageEventContent {
// SendMessage sends a message to a room, auto-formatting Markdown as HTML.
func (b *Base) SendMessage(roomID id.RoomID, text string) error {
if b != nil && b.Sink != nil {
_, err := b.Sink.Capture(outboundMessage{ToRoom: roomID, Text: text})
return err
}
content := textContent(text)
_, err := b.Client.SendMessageEvent(context.Background(), roomID, event.EventMessage, content)
if err != nil {
@@ -598,9 +570,6 @@ func (b *Base) SendMessage(roomID id.RoomID, text string) error {
// SendMessageID sends a message and returns the event ID.
func (b *Base) SendMessageID(roomID id.RoomID, text string) (id.EventID, error) {
if b != nil && b.Sink != nil {
return b.Sink.Capture(outboundMessage{ToRoom: roomID, Text: text})
}
content := textContent(text)
resp, err := b.Client.SendMessageEvent(context.Background(), roomID, event.EventMessage, content)
if err != nil {
@@ -738,10 +707,6 @@ func IsDMRoom(roomID id.RoomID, userID id.UserID) bool {
// No-op when the Matrix client is nil (which happens in unit tests that
// construct plugins without a real client).
func (b *Base) SendDM(userID id.UserID, text string) error {
if b != nil && b.Sink != nil {
_, err := b.Sink.Capture(outboundMessage{ToUser: userID, Text: text})
return err
}
if b == nil || b.Client == nil {
return nil
}
@@ -754,9 +719,6 @@ func (b *Base) SendDM(userID id.UserID, text string) error {
// SendDMID sends a direct message and returns the event ID (for later editing).
func (b *Base) SendDMID(userID id.UserID, text string) (id.EventID, error) {
if b != nil && b.Sink != nil {
return b.Sink.Capture(outboundMessage{ToUser: userID, Text: text})
}
roomID, err := b.GetDMRoom(userID)
if err != nil {
return "", err

View File

@@ -86,24 +86,7 @@ func (p *AdventurePlugin) runZoneCombatRoster(
continue
}
// A downed member sits it out. They own no close-out claim — and the
// check runs before the arm, so sitting out doesn't cost them the
// ability they had readied.
if !leader {
if hp, _ := dndHPSnapshot(uid); hp <= 0 {
continue
}
}
// Auto-resolve builds and fights in one breath, so this seat can arm and
// apply together. The turn-based path has to split the two — see
// consumeArmedAbility.
armed := ""
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
trySimAutoArm(c)
armed = consumeArmedAbility(c)
}
player, e, dndChar, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
player, e, dndChar, err := p.buildZoneCombatants(uid, monster, tier, dmMood)
if err != nil {
if leader {
return bail(err)
@@ -113,6 +96,9 @@ func (p *AdventurePlugin) runZoneCombatRoster(
}
if leader {
enemy = e
} else if hp, _ := dndHPSnapshot(uid); hp <= 0 {
// A downed member sits it out. They own no close-out claim.
continue
}
// Pre-combat one-shots that the turn-based path does NOT share: a queued
@@ -150,8 +136,11 @@ func (p *AdventurePlugin) runZoneCombatRoster(
}
}
p.grantCombatAchievements(b.uid, seatRes)
persistDnDHPAfterCombat(b.uid, seatRes.PlayerEndHP)
p.postCombatBookkeeping(b.uid, b.dndChar, b.mods.BerserkerRage, seatRes, b.mods)
if err := persistDnDPostCombatSubclass(b.dndChar, b.mods.BerserkerRage, seatRes, b.mods); err != nil {
slog.Error("dnd: post-combat subclass persist (zone)", "user", b.uid, "err", err)
}
if xp := zoneCombatXP(seatRes, monster.CR, tier); xp > 0 {
if _, err := p.grantDnDXP(b.uid, xp); err != nil {