package plugin import ( "fmt" "hash/fnv" "time" "gogobee/internal/db" "gogobee/internal/flavor" ) // Phase 11 D1d — TwinBee narration + GM mood triggers. Implements // `gogobee_dungeon_zones.md` §3 (TwinBee GM System) on top of the D1b // state machine. // // Flavor lines come from the canonical pools in internal/flavor // (twinbee_gm_flavor.go) — this file does not author new prose. // Per-zone overrides are routed through zoneRoomEntryPool / bossEntryPool. // // Mood-banded *flavor* selection is a D6 polish item. D1d wires the // score, the event triggers, and the passive decay; mood currently // surfaces as the human label in `!zone status` and gates downstream // generosity (loot rolls, hint drops) once those land. // GMNarrationType — see design doc §7. type GMNarrationType string const ( GMRoomEntry GMNarrationType = "room_entry" GMCombatStart GMNarrationType = "combat_start" GMCombatEnd GMNarrationType = "combat_end" GMNat20 GMNarrationType = "nat_20" GMNat1 GMNarrationType = "nat_1" GMBossEntry GMNarrationType = "boss_entry" GMBossDeath GMNarrationType = "boss_death" GMPlayerDeath GMNarrationType = "player_death" GMZoneComplete GMNarrationType = "zone_complete" GMTrapDetected GMNarrationType = "trap_detected" GMTrapTripped GMNarrationType = "trap_tripped" GMLore GMNarrationType = "lore" ) // MoodBand — five-state band derived from the 0–100 score. type MoodBand int const ( MoodBandHostile MoodBand = iota MoodBandGrumpy MoodBandNeutral MoodBandFriendly MoodBandEffusive ) // moodBand maps a raw score to its band per design doc §3.2. func moodBand(score int) MoodBand { switch { case score >= 80: return MoodBandEffusive case score >= 60: return MoodBandFriendly case score >= 40: return MoodBandNeutral case score >= 20: return MoodBandGrumpy default: return MoodBandHostile } } // zoneRoomEntryPool returns the zone-specific RoomEntry pool when one // exists, else the generic pool. Pools live in internal/flavor. func zoneRoomEntryPool(zoneID ZoneID) []string { switch zoneID { case ZoneGoblinWarrens: return append(append([]string{}, flavor.RoomEntryGoblinWarrens...), flavor.RoomEntryGeneric...) case ZoneCryptValdris: return append(append([]string{}, flavor.RoomEntryCryptValdris...), flavor.RoomEntryGeneric...) case ZoneForestShadows: return append(append([]string{}, flavor.RoomEntryForestShadows...), flavor.RoomEntryGeneric...) case ZoneSunkenTemple: return append(append([]string{}, flavor.RoomEntrySunkenTemple...), flavor.RoomEntryGeneric...) case ZoneManorBlackspire: return append(append([]string{}, flavor.RoomEntryHauntedManor...), flavor.RoomEntryGeneric...) case ZoneUnderforge: return append(append([]string{}, flavor.RoomEntryUnderforge...), flavor.RoomEntryGeneric...) case ZoneUnderdark: return append(append([]string{}, flavor.RoomEntryUnderdark...), flavor.RoomEntryGeneric...) case ZoneFeywildCrossing: return append(append([]string{}, flavor.RoomEntryFeywildCrossing...), flavor.RoomEntryGeneric...) case ZoneDragonsLair: return append(append([]string{}, flavor.RoomEntryDragonsLair...), flavor.RoomEntryGeneric...) case ZoneAbyssPortal: return append(append([]string{}, flavor.RoomEntryAbyssPortal...), flavor.RoomEntryGeneric...) } return flavor.RoomEntryGeneric } // bossEntryPool returns the boss-specific pool when one exists, else // the generic boss-entry pool. func bossEntryPool(zoneID ZoneID) []string { switch zoneID { case ZoneGoblinWarrens: return flavor.BossEntryGrol case ZoneCryptValdris: return flavor.BossEntryValdris case ZoneForestShadows: return flavor.BossEntryHollowKing case ZoneSunkenTemple: return flavor.BossEntryDreamingAboleth case ZoneManorBlackspire: return flavor.BossEntryAldricBlackspire case ZoneUnderforge: return flavor.BossEntryEmberlordThyrak case ZoneUnderdark: return flavor.BossEntryIlvaras case ZoneFeywildCrossing: return flavor.BossEntryThornmother case ZoneDragonsLair: return flavor.BossEntryInfernax case ZoneAbyssPortal: return flavor.BossEntryBelaxath } return flavor.BossEntryGeneric } // pickPool routes a narration type to the right []string pool from // internal/flavor. Returns nil for kinds that have no pool yet (caller // is expected to skip rendering or fall back to a static line). func pickPool(zoneID ZoneID, kind GMNarrationType) []string { switch kind { case GMRoomEntry: return zoneRoomEntryPool(zoneID) case GMBossEntry: return bossEntryPool(zoneID) case GMCombatStart: return flavor.CombatStart case GMCombatEnd: return flavor.CombatVictory case GMNat20: return flavor.Nat20 case GMNat1: return flavor.Nat1 case GMBossDeath: return flavor.BossDeath case GMPlayerDeath: return flavor.PlayerDeath case GMZoneComplete: return flavor.ZoneComplete case GMTrapDetected: return flavor.TrapDetected case GMTrapTripped: return flavor.TrapTriggered case GMLore: return zoneLorePool(zoneID) } return nil } // zoneLorePool returns the zone-specific lore pool prepended to the // generic LoreLines pool. Tier 1 zones ship dedicated lore (D2b); other // tiers fall back to the generic pool until their flavor files land. func zoneLorePool(zoneID ZoneID) []string { switch zoneID { case ZoneGoblinWarrens: return append(append([]string{}, flavor.LoreLinesWarrens...), flavor.LoreLines...) case ZoneCryptValdris: return append(append([]string{}, flavor.LoreLinesCrypt...), flavor.LoreLines...) case ZoneForestShadows: return append(append([]string{}, flavor.LoreLinesForestShadows...), flavor.LoreLines...) case ZoneSunkenTemple: return append(append([]string{}, flavor.LoreLinesSunkenTemple...), flavor.LoreLines...) case ZoneManorBlackspire: return append(append([]string{}, flavor.LoreLinesManorBlackspire...), flavor.LoreLines...) case ZoneUnderforge: return append(append([]string{}, flavor.LoreLinesUnderforge...), flavor.LoreLines...) case ZoneUnderdark: return append(append([]string{}, flavor.LoreLinesUnderdark...), flavor.LoreLines...) case ZoneFeywildCrossing: return append(append([]string{}, flavor.LoreLinesFeywildCrossing...), flavor.LoreLines...) case ZoneDragonsLair: return append(append([]string{}, flavor.LoreLinesDragonsLair...), flavor.LoreLines...) case ZoneAbyssPortal: return append(append([]string{}, flavor.LoreLinesAbyssPortal...), flavor.LoreLines...) } return flavor.LoreLines } // bossSignaturePool returns the zone-boss ability-callout pool (one-line // cinematic suffix sampled at boss-entry render). Returns nil when the // zone has no signature pool yet — caller skips the suffix. func bossSignaturePool(zoneID ZoneID) []string { switch zoneID { case ZoneGoblinWarrens: return flavor.GrolSignatureCallouts case ZoneCryptValdris: return flavor.ValdrisSignatureCallouts case ZoneForestShadows: return flavor.HollowKingSignatureCallouts case ZoneSunkenTemple: return flavor.AbolethSignatureCallouts case ZoneManorBlackspire: return flavor.AldricSignatureCallouts case ZoneUnderforge: return flavor.ThyrakSignatureCallouts case ZoneUnderdark: return flavor.IlvarasSignatureCallouts case ZoneFeywildCrossing: return flavor.ThornmotherSignatureCallouts case ZoneDragonsLair: return flavor.InfernaxSignatureCallouts case ZoneAbyssPortal: return flavor.BelaxathSignatureCallouts } return nil } // bossPhaseTwoPool returns the zone-boss phase-two callout pool — the // line surfaced when the boss crosses its PhaseTwoAt HP threshold mid-fight. // Returns nil for bosses with no phase-two transition (Grol, Aboleth). func bossPhaseTwoPool(zoneID ZoneID) []string { switch zoneID { case ZoneCryptValdris: return flavor.ValdrisPhaseTwoLines case ZoneForestShadows: return flavor.HollowKingPhaseTwoLines case ZoneManorBlackspire: return flavor.AldricPhaseTwoLines case ZoneUnderforge: return flavor.ThyrakPhaseTwoLines case ZoneUnderdark: return flavor.IlvarasPhaseTwoLines case ZoneFeywildCrossing: return flavor.ThornmotherPhaseTwoLines case ZoneDragonsLair: return flavor.InfernaxPhaseTwoLines case ZoneAbyssPortal: return flavor.BelaxathPhaseTwoLines } return nil } // bossPhaseTwoLine renders the zone-specific phase-two transition line. // Empty string when the zone has no phase-two pool. func bossPhaseTwoLine(zoneID ZoneID, runID string, roomIdx int) string { pool := bossPhaseTwoPool(zoneID) if len(pool) == 0 { return "" } line := pickLineDeterministic(pool, runID, roomIdx^0x71F4A2D3) if line == "" { return "" } return "🎭 **TwinBee:** " + line } // phaseTwoCrossedInEvents reports whether enemy HP crossed the // PhaseTwoAt fraction of startHP at any point in the events log. Returns // false when threshold <= 0 (no phase 2) or startHP <= 0. func phaseTwoCrossedInEvents(events []CombatEvent, startHP int, threshold float64) bool { if threshold <= 0 || startHP <= 0 { return false } cutoff := int(float64(startHP) * threshold) for _, ev := range events { if ev.EnemyHP <= cutoff { return true } } return false } // eliteRoomEntryPool returns the zone-specific elite-room atmospheric // pool. Returns nil when the zone has no dedicated elite prose. func eliteRoomEntryPool(zoneID ZoneID) []string { switch zoneID { case ZoneGoblinWarrens: return flavor.EliteRoomEntryWarrens case ZoneCryptValdris: return flavor.EliteRoomEntryCrypt case ZoneForestShadows: return flavor.EliteRoomEntryForestShadows case ZoneSunkenTemple: return flavor.EliteRoomEntrySunkenTemple case ZoneManorBlackspire: return flavor.EliteRoomEntryManorBlackspire case ZoneUnderforge: return flavor.EliteRoomEntryUnderforge case ZoneUnderdark: return flavor.EliteRoomEntryUnderdark case ZoneFeywildCrossing: return flavor.EliteRoomEntryFeywildCrossing case ZoneDragonsLair: return flavor.EliteRoomEntryDragonsLair case ZoneAbyssPortal: return flavor.EliteRoomEntryAbyssPortal } return nil } // composeBossEntry renders the boss-entry narration plus, when the zone // has a signature pool, a single ability callout on the line below. // Falls back to the bare boss-entry line when no signature pool exists. func composeBossEntry(zoneID ZoneID, runID string, roomIdx int) string { entry := twinBeeLine(zoneID, GMBossEntry, runID, roomIdx) pool := bossSignaturePool(zoneID) if entry == "" || len(pool) == 0 { return entry } // Salt the suffix selector with a constant so the entry line and the // callout line vary independently across rooms. callout := pickLineDeterministic(pool, runID, roomIdx^0x5BD17EF1) if callout == "" { return entry } return entry + "\n🎭 **TwinBee:** " + callout } // eliteRoomEntryLine renders the zone-specific elite atmospheric line // for an elite room. Empty string when the zone has no elite pool yet. func eliteRoomEntryLine(zoneID ZoneID, runID string, roomIdx int) string { pool := eliteRoomEntryPool(zoneID) if len(pool) == 0 { return "" } line := pickLineDeterministic(pool, runID, roomIdx^0x2C9E1A37) if line == "" { return "" } return "🎭 **TwinBee:** " + line } // pickLineDeterministic — stable selection across (runID, salt). Same // inputs always yield the same line, so a player who re-reads status // sees the same prose; different rooms / different runs vary. func pickLineDeterministic(lines []string, runID string, salt int) string { if len(lines) == 0 { return "" } h := fnv.New64a() h.Write([]byte(runID)) var sb [8]byte for i := 0; i < 8; i++ { sb[i] = byte(salt >> (8 * i)) } h.Write(sb[:]) return lines[int(h.Sum64()%uint64(len(lines)))] } // twinBeeLine renders the TwinBee narration block for a given event, // drawing from the canonical internal/flavor pools. // // roomIdx is folded into the deterministic selector so the same room // in the same run always renders the same prose (idempotent reads). func twinBeeLine(zoneID ZoneID, kind GMNarrationType, runID string, roomIdx int) string { pool := pickPool(zoneID, kind) line := pickLineDeterministic(pool, runID, roomIdx) if line == "" { return "" } return "🎭 **TwinBee:** " + line } // tauntResponseLine renders a deterministic TwinBee reply to !zone taunt // from the prewritten flavor.TauntResponses pool. roomIdx is folded so // repeated taunts in the same room are stable but cross-room taunts vary. func tauntResponseLine(runID string, roomIdx int) string { line := pickLineDeterministic(flavor.TauntResponses, runID, roomIdx^0x4A8D9F25) if line == "" { return "" } return "🎭 **TwinBee:** " + line } // complimentResponseLine renders a deterministic TwinBee reply to // !zone compliment from the prewritten flavor.ComplimentResponses pool. func complimentResponseLine(runID string, roomIdx int) string { line := pickLineDeterministic(flavor.ComplimentResponses, runID, roomIdx^0x3E172B6C) if line == "" { return "" } return "🎭 **TwinBee:** " + line } // ── Mood event table & application ─────────────────────────────────────────── // GMMoodEvent enumerates the mood-modifier triggers from design doc §3.2. type GMMoodEvent string const ( MoodEventZoneComplete GMMoodEvent = "zone_complete" MoodEventPlayerDeath GMMoodEvent = "player_death" MoodEventNat20 GMMoodEvent = "nat_20" MoodEventNat1 GMMoodEvent = "nat_1" MoodEventCommunityMilestone GMMoodEvent = "community_milestone" MoodEventDowntime GMMoodEvent = "downtime" MoodEventTaunt GMMoodEvent = "taunt" MoodEventCompliment GMMoodEvent = "compliment" ) // moodEventDelta — design doc §3.2 mood-modifier table. var moodEventDelta = map[GMMoodEvent]int{ MoodEventZoneComplete: +10, MoodEventPlayerDeath: -5, MoodEventNat20: +3, MoodEventNat1: -2, MoodEventCommunityMilestone: +15, MoodEventDowntime: -20, MoodEventTaunt: -10, MoodEventCompliment: +5, } // MoodEventDelta exposes the static delta for an event (test use). func MoodEventDelta(ev GMMoodEvent) int { return moodEventDelta[ev] } // applyMoodEvent updates the run's mood by the event's delta. Returns // the new mood score after clamping. func applyMoodEvent(runID string, ev GMMoodEvent) (int, error) { delta, ok := moodEventDelta[ev] if !ok { return 0, fmt.Errorf("unknown mood event: %s", ev) } if err := adjustGMMood(runID, delta); err != nil { return 0, err } r, err := getZoneRun(runID) if err != nil || r == nil { return 0, err } return r.GMMood, nil } // passiveDecayMood drifts the mood toward 50 at ±2/hour, scaled by // hours elapsed since lastTouched. Pure function; caller persists. // // Design doc §3.2: "Mood decays toward 50 at a rate of ±2 per hour // (passive rebalancing)." Long-idle runs reset toward neutral. func passiveDecayMood(score int, lastTouched, now time.Time) int { hours := int(now.Sub(lastTouched).Hours()) if hours <= 0 { return clampMood(score) } const ratePerHour = 2 drift := hours * ratePerHour switch { case score > 50: score -= drift if score < 50 { score = 50 } case score < 50: score += drift if score > 50 { score = 50 } } return clampMood(score) } func clampMood(s int) int { if s < 0 { return 0 } if s > 100 { return 100 } return s } // applyMoodDecayIfStale persists a passive-decay correction when the // run has been idle long enough to drift. Cheap no-op on fresh runs. func applyMoodDecayIfStale(r *DungeonRun) error { if r == nil { return nil } newMood := passiveDecayMood(r.GMMood, r.LastActionAt, time.Now().UTC()) if newMood == r.GMMood { return nil } if _, err := db.Get().Exec(` UPDATE dnd_zone_run SET gm_mood = ? WHERE run_id = ?`, newMood, r.RunID); err != nil { return err } r.GMMood = newMood return nil }