package plugin import ( "fmt" "math" "strconv" "strings" "time" "gogobee/internal/flavor" "maunium.net/go/mautrix/id" ) // !expedition — Phase 12 E1c. The command surface for the multi-day // expedition system landed in E1a/E1b. This file is presentation + // dispatch only; data plumbing lives in dnd_expedition.go and supply // math in dnd_expedition_supplies.go. // // Subcommands: // // !expedition → help (or status if active) // !expedition list → zones available at player level // !expedition start [Ns] [Md] → outfit & start; default 1 standard pack // !expedition status → daily briefing-style block (§12.1) // !expedition log → last 5 expedition log entries // !expedition abandon → end the expedition (no rewards) // !expedition help → help text // // Day cycle (06:00/21:00 cron) lands in E1d. Camp commands (!camp) land // in E1e. !advance / !search / !rest / !extract are out-of-scope for E1. func (p *AdventurePlugin) handleDnDExpeditionCmd(ctx MessageContext, args string) error { userMu := p.advUserLock(ctx.Sender) userMu.Lock() defer userMu.Unlock() c, err := LoadDnDCharacter(ctx.Sender) if err != nil { return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error()) } if c == nil || c.PendingSetup { return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).") } args = strings.TrimSpace(args) sub, rest := splitFirstWord(args) switch strings.ToLower(sub) { case "": // If active, show status; otherwise help. if exp, _ := getActiveExpedition(ctx.Sender); exp != nil { return p.expeditionCmdStatus(ctx, "") } return p.SendDM(ctx.Sender, expeditionHelpText()) case "help", "?": return p.SendDM(ctx.Sender, expeditionHelpText()) case "list", "ls": return p.expeditionCmdList(ctx, c) case "start", "begin": return p.expeditionCmdStart(ctx, c, rest) case "go", "choose": // Context-sensitive: with an active expedition + numeric rest, // treat as "take fork path N" (forwards to zoneCmdGo so the // player doesn't have to remember the !zone seam). Otherwise // fall back to the historical alias for `!expedition start`. if rest != "" && isAllDigits(strings.TrimSpace(rest)) { if exp, _ := getActiveExpedition(ctx.Sender); exp != nil { return p.zoneCmdGo(ctx, rest) } } return p.expeditionCmdStart(ctx, c, rest) case "status", "info": return p.expeditionCmdStatus(ctx, rest) case "log", "history": return p.expeditionCmdLog(ctx) case "abandon", "quit": return p.expeditionCmdAbandon(ctx) case "extract": return p.handleExtractCmd(ctx, "") case "resume": return p.handleResumeCmd(ctx, rest) case "map", "m": return p.handleExpeditionMapCmd(ctx, "") case "run", "explore", "advance": return p.expeditionCmdRun(ctx) default: return p.SendDM(ctx.Sender, expeditionHelpText()) } } func expeditionHelpText() string { var b strings.Builder b.WriteString("**!expedition** — multi-day dungeon expeditions.\n\n") b.WriteString("`!expedition list` — show zones available at your level\n") b.WriteString("`!expedition start [Ns] [Md]` — outfit & begin\n") b.WriteString(" `Ns` = N standard packs (10 SU, 50 coins, max 3)\n") b.WriteString(" `Md` = M deluxe packs (20 SU, 90 coins, max 1)\n") b.WriteString(" default: `1s`\n") b.WriteString("`!expedition run` — autopilot: walk rooms until something needs you (alias `!explore`)\n") b.WriteString("`!expedition status` — current expedition snapshot\n") b.WriteString("`!expedition log` — last 5 log entries\n") b.WriteString("`!expedition abandon` — end the expedition (no rewards)\n") b.WriteString("`!extract` — voluntary extraction (1 day, resumable for 7 days)\n") b.WriteString("`!resume [Ns] [Md]` — resume an extracted expedition\n") b.WriteString("`!map` — region/room ASCII map") return b.String() } // ── list ──────────────────────────────────────────────────────────────────── func (p *AdventurePlugin) expeditionCmdList(ctx MessageContext, c *DnDCharacter) error { zones := zonesForLevel(c.Level) if len(zones) == 0 { return p.SendDM(ctx.Sender, "No zones available at your level. (This shouldn't happen — file a bug.)") } var b strings.Builder b.WriteString(fmt.Sprintf("**Expeditions available at L%d** (you can enter zones up to 2 tiers above your current tier):\n\n", c.Level)) for i, z := range zones { b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d–%d_ `!expedition start %s`\n", i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID)) b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere)) } if exp, _ := getActiveExpedition(ctx.Sender); exp != nil { zone := zoneOrFallback(exp.ZoneID) b.WriteString(fmt.Sprintf("\n_⚠ Active expedition: **%s**, day %d. Use `!expedition status` or `!expedition abandon`._", zone.Display, exp.CurrentDay)) } return p.SendDM(ctx.Sender, b.String()) } // ── start ─────────────────────────────────────────────────────────────────── // parseSupplyArgs reads a token stream like "2s 1d" into a SupplyPurchase. // Tokens are case-insensitive; suffix s|standard or d|deluxe. Bare integer // is interpreted as standard packs. Default (empty) is one standard pack. func parseSupplyArgs(rest string) (SupplyPurchase, error) { p := SupplyPurchase{} if strings.TrimSpace(rest) == "" { p.StandardPacks = 1 return p, nil } for _, tok := range strings.Fields(rest) { t := strings.ToLower(strings.TrimSpace(tok)) if t == "" { continue } var ( numPart string suf string ) // Find first non-digit position. i := 0 for i < len(t) && t[i] >= '0' && t[i] <= '9' { i++ } numPart = t[:i] suf = t[i:] if numPart == "" { return p, fmt.Errorf("can't parse pack token %q", tok) } n, err := strconv.Atoi(numPart) if err != nil { return p, fmt.Errorf("can't parse pack count in %q", tok) } switch suf { case "", "s", "std", "standard": p.StandardPacks += n case "d", "dlx", "deluxe": p.DeluxePacks += n default: return p, fmt.Errorf("unknown pack suffix in %q (use s or d)", tok) } } return p, nil } func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter, rest string) error { if rest == "" { return p.SendDM(ctx.Sender, "`!expedition start [Ns] [Md]` — pick from `!expedition list`. Example: `!expedition start goblin_warrens 2s` (2 standard packs).") } if remaining := restingLockoutRemaining(c); remaining > 0 { return p.SendDM(ctx.Sender, fmt.Sprintf( "🛌 You're still resting — %s remaining. Pack up after.", formatRespecDuration(remaining))) } zoneTok, packTok := splitFirstWord(rest) available := zonesForLevel(c.Level) zoneID, ok := resolveZoneInput(zoneTok, available) if !ok { return p.SendDM(ctx.Sender, "Unknown zone for your level. Try `!expedition list`.") } purchase, err := parseSupplyArgs(packTok) if err != nil { return p.SendDM(ctx.Sender, "Couldn't parse supply packs: "+err.Error()) } if err := purchase.Validate(); err != nil { return p.SendDM(ctx.Sender, "Invalid pack selection: "+err.Error()) } cost := float64(purchase.Cost()) if p.euro == nil { return p.SendDM(ctx.Sender, "Coin system unavailable — try again later.") } if balance := p.euro.GetBalance(ctx.Sender); balance < cost { return p.SendDM(ctx.Sender, fmt.Sprintf( "Not enough coins. Outfitting costs **%d** but you have **%.0f**.", int(cost), balance)) } // Reject if any expedition or zone run already active. if existing, _ := getActiveExpedition(ctx.Sender); existing != nil { zone, _ := getZone(existing.ZoneID) return p.SendDM(ctx.Sender, fmt.Sprintf( "You're already on expedition in **%s** (Day %d). Finish it or `!expedition abandon` first.", zone.Display, existing.CurrentDay)) } if existing, _ := getActiveZoneRun(ctx.Sender); existing != nil { zone, _ := getZone(existing.ZoneID) return p.SendDM(ctx.Sender, fmt.Sprintf( "You have an active single-session zone run in **%s**. Finish or `!zone abandon` before starting an expedition.", zone.Display)) } zone, _ := getZone(zoneID) // Holiday perk: a complimentary standard pack is added to the supplies // snapshot without inflating the coin cost. suppliesPurchase := purchase if isHol, _ := isHolidayToday(); isHol { suppliesPurchase.StandardPacks++ } supplies := makeSupplies(zone.Tier, suppliesPurchase) // Debit coins; bail on debit failure (race / cap). if !p.euro.Debit(ctx.Sender, cost, "expedition outfitting: "+string(zoneID)) { return p.SendDM(ctx.Sender, "Couldn't debit outfitting cost (try again).") } exp, err := startExpedition(ctx.Sender, zoneID, "", supplies) if err != nil { // Refund on persistence failure. p.euro.Credit(ctx.Sender, cost, "expedition outfitting refund") return p.SendDM(ctx.Sender, "Couldn't start expedition: "+err.Error()) } // R2 — auto-spawn the DungeonRun for the starting region. Per-room // harvest depends on this; the existing zone-run !advance/!retreat // commands now operate on this run while the expedition is active. if _, err := ensureRegionRun(exp, c.Level); err != nil { // Refund and tear the expedition row back down — without a // linked run, harvest and rooms can't function. _ = abandonExpedition(ctx.Sender) p.euro.Credit(ctx.Sender, cost, "expedition outfitting refund (run-spawn failed)") return p.SendDM(ctx.Sender, "Couldn't outfit the first region: "+err.Error()) } // Log the start with prewritten flavor. startLine := flavor.Pick(flavor.ExpeditionStart) _ = appendExpeditionLog(exp.ID, 1, "narrative", "expedition started", startLine) var b strings.Builder b.WriteString(fmt.Sprintf("🗺 **Expedition begins — %s** _(T%d)_\n\n", zone.Display, int(zone.Tier))) b.WriteString("_" + zone.Hook + "_\n\n") b.WriteString(fmt.Sprintf("**Outfitted:** %.0f SU (%d standard, %d deluxe) — %d coins\n", supplies.Max, purchase.StandardPacks, purchase.DeluxePacks, purchase.Cost())) b.WriteString(fmt.Sprintf("**Daily burn:** %.1f SU/day — that's roughly **%d days** of provisions.\n\n", supplies.DailyBurn, estimateDays(supplies.Max, supplies.DailyBurn))) if startLine != "" { b.WriteString(startLine) b.WriteString("\n\n") } b.WriteString("Use `!expedition status` for the daily briefing format. Day 1 begins now.") return p.SendDM(ctx.Sender, b.String()) } func estimateDays(maxSU, dailyBurn float32) int { if dailyBurn <= 0 { return 0 } return int(math.Floor(float64(maxSU / dailyBurn))) } // ── status ────────────────────────────────────────────────────────────────── func (p *AdventurePlugin) expeditionCmdStatus(ctx MessageContext, args string) error { debug := false for _, tok := range strings.Fields(args) { switch strings.ToLower(tok) { case "--debug", "-d", "debug", "raw": debug = true } } return p.expeditionCmdStatusImpl(ctx, debug) } func (p *AdventurePlugin) expeditionCmdStatusImpl(ctx MessageContext, debug bool) error { exp, err := getActiveExpedition(ctx.Sender) if err != nil { return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error()) } if exp == nil { return p.SendDM(ctx.Sender, "No active expedition. Use `!expedition list` then `!expedition start `.") } zone, _ := getZone(exp.ZoneID) c, _ := LoadDnDCharacter(ctx.Sender) var b strings.Builder b.WriteString(fmt.Sprintf("🎭 **TwinBee — Status, Day %d**\n\n", exp.CurrentDay)) b.WriteString(fmt.Sprintf("📍 **Zone:** %s _(T%d)_\n", zone.Display, int(zone.Tier))) if r, ok := CurrentRegion(exp); ok { cleared := IsRegionCleared(exp, r.ID) marker := "" if cleared { marker = " ✓" } b.WriteString(fmt.Sprintf("🗺 **Region:** %s (%d/%d)%s\n", r.Name, r.Order, len(regionsForZone(exp.ZoneID)), marker)) } if c != nil { b.WriteString(fmt.Sprintf("❤️ **HP:** %d / %d\n", c.HPCurrent, c.HPMax)) } // Default view is verb/outcome-led: days-left summary + threat label, // no raw SU / threat-out-of-100 / zone-stack / roll-modifier numbers. // Pass `--debug` to !expedition status for the engineering view. days := estimateDays(exp.Supplies.Current, currentBurn(exp)) if debug { b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU _(burn %.1f/day → ~%d days left)_\n", exp.Supplies.Current, exp.Supplies.Max, currentBurn(exp), days)) b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n", exp.ThreatLevel, threatThresholdLabel(exp.ThreatLevel, exp.SiegeMode))) if exp.TemporalStack != 0 { b.WriteString(fmt.Sprintf("🌡 **Zone stack:** %d\n", exp.TemporalStack)) } } else { b.WriteString(fmt.Sprintf("🎒 **Supplies:** ~%d day%s left\n", days, plural(days))) b.WriteString(fmt.Sprintf("⏰ **Threat:** %s\n", threatThresholdLabel(exp.ThreatLevel, exp.SiegeMode))) } if exp.Camp != nil && exp.Camp.Active { b.WriteString(fmt.Sprintf("⛺ **Camp:** %s (room %d)\n", exp.Camp.Type, exp.Camp.RoomIndex+1)) } state := supplyDepletion(exp.Supplies) if state != SupplyNormal { if debug { b.WriteString(fmt.Sprintf("⚠ **%s** — roll modifier %d\n", depletionLabel(state), supplyRollModifier(state))) } else { b.WriteString(fmt.Sprintf("⚠ **%s** — you're slower and clumsier than usual.\n", depletionLabel(state))) } } b.WriteString(fmt.Sprintf("\nStarted: %s Last activity: %s", exp.StartDate.Format("2006-01-02 15:04"), exp.LastActivity.Format("2006-01-02 15:04"))) return p.SendDM(ctx.Sender, b.String()) } func currentBurn(exp *Expedition) float32 { burn := exp.Supplies.DailyBurn if exp.SiegeMode { // §8.3: siege doubles supply burn outright, overriding HarshMod // (which can be < 2 at low tiers). mult := exp.Supplies.HarshMod if mult < 2 { mult = 2 } return burn * mult } if exp.ThreatLevel > 60 { // Harsh conditions: §4.1. mult := exp.Supplies.HarshMod if mult <= 0 { mult = 1 } burn *= mult } return burn } func threatThresholdLabel(level int, siege bool) string { if siege { return "Siege" } switch { case level >= 81: return "Siege" case level >= 61: return "Hostile" case level >= 41: return "Alert" case level >= 21: return "Stirring" default: return "Quiet" } } func depletionLabel(s SupplyDepletionState) string { switch s { case SupplyRationing: return "Rationing" case SupplySevereRationing: return "Severe rationing" case SupplyStarvation: return "Starvation" } return "Normal" } // ── log ───────────────────────────────────────────────────────────────────── func (p *AdventurePlugin) expeditionCmdLog(ctx MessageContext) error { exp, err := getActiveExpedition(ctx.Sender) if err != nil { return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error()) } if exp == nil { return p.SendDM(ctx.Sender, "No active expedition.") } entries, err := recentExpeditionLog(exp.ID, 5) if err != nil { return p.SendDM(ctx.Sender, "Couldn't read log: "+err.Error()) } if len(entries) == 0 { return p.SendDM(ctx.Sender, "No log entries yet.") } var b strings.Builder b.WriteString(fmt.Sprintf("📜 **Expedition log — last %d entries**\n\n", len(entries))) for _, e := range entries { b.WriteString(fmt.Sprintf("**Day %d** — _%s_ (%s)\n", e.Day, e.Type, formatLogTimestamp(e.Timestamp))) if e.Summary != "" { b.WriteString(" " + e.Summary + "\n") } if e.Flavor != "" { b.WriteString(" _" + e.Flavor + "_\n") } } return p.SendDM(ctx.Sender, b.String()) } func formatLogTimestamp(t time.Time) string { return t.Format("2006-01-02 15:04") } // ── abandon ───────────────────────────────────────────────────────────────── func (p *AdventurePlugin) expeditionCmdAbandon(ctx MessageContext) error { exp, err := getActiveExpedition(ctx.Sender) if err != nil { return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error()) } if exp == nil { return p.SendDM(ctx.Sender, "No active expedition to abandon.") } zone, _ := getZone(exp.ZoneID) if err := abandonExpedition(ctx.Sender); err != nil { return p.SendDM(ctx.Sender, "Couldn't abandon: "+err.Error()) } _ = retireAllRegionRuns(exp) _ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative", "expedition abandoned", "") return p.SendDM(ctx.Sender, fmt.Sprintf( "Expedition in **%s** abandoned on Day %d. Supplies are forfeit. The dungeon remembers.", zone.Display, exp.CurrentDay)) } // helper: ensure we don't shadow id.UserID import in test harness. var _ id.UserID // isAllDigits reports whether s is a non-empty string of ASCII digits. // Used to route `!expedition go N` to the fork-choice handler when N is // numeric; non-numeric rest (`!expedition go ironforge`) still falls // through to expeditionCmdStart. func isAllDigits(s string) bool { if s == "" { return false } for _, r := range s { if r < '0' || r > '9' { return false } } return true } // ── run (autopilot) ───────────────────────────────────────────────────────── // autopilotRoomCap bounds a single `!expedition run` invocation. Real-time // background ticking is the planned long-game (see chat 2026-05-14); this // cap keeps the foreground walk from monopolising the bot for an // unbounded stretch and gives the player a natural "press to continue" // breath between long runs. const autopilotRoomCap = 6 // autopilotLowHPPct stops the walk when current HP drops at or below this // fraction of max. 0.30 = "you're hurt enough that the next bad room // could end the run; pause, heal, or commit." const autopilotLowHPPct = 0.30 // autopilotWalkResult bundles the staged narration plus structured // metadata so foreground (streamFlow) and background (single DM, with // progress-based DM suppression) callers can share the same walk loop. type autopilotWalkResult struct { stream []string finalMsg string rooms int reason stopReason // initErr — populated when the walk couldn't start (no expedition, // no run). Foreground surfaces it as a DM; background swallows it. initErr string } // expeditionCmdRun is the autopilot surface. It loops advanceOnce until a // natural interrupt fires (fork, elite/boss doorway, death, complete) or // an injected interrupt fires (low HP, low SU, room cap). Each iteration's // staged narration is concatenated into a single 2–3s-paced stream so the // player reads the full multi-room walk as one continuous beat. Trash // combat already auto-resolves inside resolveCombatRoom; elite/boss // doorways stop here so the player can choose !fight on their own terms. func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error { r := p.runAutopilotWalk(ctx, autopilotRoomCap, false) if r.initErr != "" { return p.SendDM(ctx.Sender, r.initErr) } return p.streamFlow(ctx.Sender, r.stream, r.finalMsg) } // runAutopilotWalk runs the autopilot loop up to maxRooms times and // returns a bundle the caller can either streamFlow (foreground) or // post as a single DM (background ticker). Pure side effects on the // run graph / harvest tally / supplies / threat — same as before, just // no streamFlow here. compact==true switches the underlying combat // narration into terse mode and auto-resolves elite (not boss) rooms. func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, compact bool) autopilotWalkResult { exp, err := getActiveExpedition(ctx.Sender) if err != nil { return autopilotWalkResult{initErr: "Couldn't read expedition state: " + err.Error()} } if exp == nil { return autopilotWalkResult{initErr: "You're not on an expedition. `!expedition list` to pick one."} } if exp.RunID == "" { return autopilotWalkResult{initErr: "No active region run. Try `!region` to refresh."} } var stream []string var finalMsg string rooms := 0 reason := stopOK // sticky: last loop-exit reason // Phase 2 — walk-wide auto-harvest tally. Per-room footers go into the // stream as we go; the cumulative haul renders on the final block. walkYields := map[string]int{} walkNames := map[string]string{} for i := 0; i < maxRooms; i++ { // Pre-iteration interrupts: low HP / low SU. Skip on the first // iteration so the player always gets at least one room out of // `!expedition run` even if they limped in — autopilot stops on // thresholds *between* rooms, not before the first one. if i > 0 { if msg, stop := autopilotPreflight(ctx.Sender, exp); stop { finalMsg = msg reason = stopPreflight break } } res, aerr := p.advanceOnceWithOpts(ctx, compact) if aerr != nil { return autopilotWalkResult{initErr: aerr.Error()} } // Roll this step's beats into the running stream. stream = append(stream, res.preStream...) if res.intro != "" { stream = append(stream, res.intro) } stream = append(stream, res.phases...) // Doorway/blocked stops fire *before* the current room actually // resolved — those don't count as a walked room. Everything else // (OK, fork after a clear, ended after combat, complete) does. if res.reason != stopBlocked && res.reason != stopElite && res.reason != stopBoss { rooms++ } if res.reason != stopOK { footer := autopilotFooter(res.reason, rooms) if footer != "" { finalMsg = res.final + "\n\n" + footer } else { finalMsg = res.final } reason = res.reason break } // Walked into the next room. Push this step's "✓ cleared / next // room" block as a phase so the next iteration's intro lands // after it, then loop. Refresh exp for the next preflight read // (HP/SU may have moved during combat). stream = append(stream, res.final) if fresh, ferr := getActiveExpedition(ctx.Sender); ferr == nil && fresh != nil { exp = fresh } // Arrived at a Boss doorway: stop here. The "Room X/Y — Boss. // !fight when ready." line in res.final already tells the player // what to do; another loop iteration would just hit the gate and // emit a duplicate "Room X/Y — Boss" message. // // For Elite + non-compact, do the same. In compact mode we let // the next iteration run because the gate will auto-resolve the // elite inline (which is the whole point of compact mode). if res.nextRoomType == RoomBoss || (res.nextRoomType == RoomElite && !compact) { r := stopBoss if res.nextRoomType == RoomElite { r = stopElite } finalMsg = autopilotFooter(r, rooms) reason = r break } // Phase 2 — auto-harvest the room we just walked into. Aggregates // into walkYields/walkNames; per-room footer goes straight into // the stream. Rare+ nodes and combat interrupts hard-stop the // walk with dedicated stop reasons. char, cerr := LoadDnDCharacter(ctx.Sender) if cerr != nil || char == nil { continue } hr, herr := p.autoHarvestRoom(ctx.Sender, exp, char) if herr != nil { continue } for k, v := range hr.Summary.Yields { walkYields[k] += v walkNames[k] = hr.Summary.Names[k] } if footer := renderAutoHarvestFooter(hr.Summary); footer != "" { stream = append(stream, footer) } if hr.CombatNarr != "" { // A harvest interrupt fired combat. The combat narration // becomes the final block; reason classifies death vs survive. r := stopHarvestCombat if hr.PlayerEnded { r = stopEnded } footer := autopilotFooter(r, rooms) finalMsg = hr.CombatNarr if footer != "" { finalMsg += "\n\n" + footer } if tally := renderWalkTally(walkYields, walkNames); tally != "" && !hr.PlayerEnded { finalMsg += "\n\n" + tally } reason = r break } if len(hr.RarePending) > 0 { finalMsg = renderRarePendingFooter(hr.RarePending) if tally := renderWalkTally(walkYields, walkNames); tally != "" { finalMsg += "\n\n" + tally } reason = stopRareNode break } // Refresh exp once more — auto-harvest may have bumped threat // via noise interrupts. if fresh, ferr := getActiveExpedition(ctx.Sender); ferr == nil && fresh != nil { exp = fresh } } if finalMsg == "" { // Hit the room cap without a hard interrupt — synthesize a // "press to continue" footer so the player knows autopilot // stopped on its own clock, not because something needs them. finalMsg = autopilotFooter(stopOK, rooms) } // Walk-wide haul tally — appended to whatever the final block is, // unless a combat-interrupt branch already added it (death suppresses // it; harvest-combat survival adds it inline). if tally := renderWalkTally(walkYields, walkNames); tally != "" && !strings.Contains(finalMsg, "Walk haul:") { finalMsg += "\n\n" + tally } return autopilotWalkResult{ stream: stream, finalMsg: finalMsg, rooms: rooms, reason: reason, } } // autopilotPreflight checks the threshold-based interrupts that fire // between rooms. Returns (footer, true) when autopilot should stop. func autopilotPreflight(userID id.UserID, exp *Expedition) (string, bool) { cur, max := dndHPSnapshot(userID) if max > 0 && float64(cur) <= float64(max)*autopilotLowHPPct { return fmt.Sprintf( "⏸ **Autopilot paused — HP low** (%d/%d). `!camp` to rest, `!cast` healing, or `!expedition run` to push on.", cur, max), true } if exp.Supplies.DailyBurn > 0 && exp.Supplies.Current < exp.Supplies.DailyBurn { return fmt.Sprintf( "⏸ **Autopilot paused — supplies low** (%.1f / %.1f SU, under one day). `!extract` to bail, `!forage`, or `!expedition run` to push on.", exp.Supplies.Current, exp.Supplies.DailyBurn), true } return "", false } // autopilotFooter renders the closing line for an autopilot walk. The // rooms-walked tally is informational; reason controls the verb and the // suggested next step. func autopilotFooter(reason stopReason, rooms int) string { roomsStr := "1 room" if rooms != 1 { roomsStr = fmt.Sprintf("%d rooms", rooms) } switch reason { case stopFork: return fmt.Sprintf("⏸ **Autopilot paused at a fork** (after %s). `!expedition go ` to choose; auto-walk resumes automatically.", roomsStr) case stopElite: return fmt.Sprintf("⏸ **Autopilot paused — elite ahead** (after %s). `!fight` when ready, then `!expedition run` to continue.", roomsStr) case stopBoss: return fmt.Sprintf("⏸ **Autopilot paused — boss ahead** (after %s). `!fight` when ready.", roomsStr) case stopEnded: return "" // death narration is the final; no footer case stopComplete: return "" // run-complete block is the final; no footer case stopBlocked: return "" // "finish your fight first" is the final; no footer case stopRareNode: return "" // rare-pending footer is the final; no extra suffix case stopHarvestCombat: return fmt.Sprintf("⏸ **Autopilot paused — interrupted while gathering** (after %s). Reassess and `!expedition run` to continue.", roomsStr) default: // stopOK — hit the room cap return fmt.Sprintf("⏸ **Autopilot stretch complete** (%s). `!expedition run` to keep walking, or `!resources` / `!camp` first.", roomsStr) } }