# GogoBee — Legacy Adventure → D&D Engine Migration Plan > **Companion to:** `gogobee_dnd_design_doc.md`, `gogobee_expedition_system.md`, `gogobee_resource_combat_integration.md` > **Version:** 0.1 (planning draft) > **Status:** Pre-implementation — scoping > **Branch:** `adv-2.0` --- ## 0. Why this doc exists Phase R (resource/combat integration) shipped the new harvest/combat surface and gated the player-facing legacy daily-loop dispatch. The internal helpers (`resolveAdvAction`, `advEligibleLocations`, `AdvLocation` tier data, `AdventureCharacter`, `CombatLevel`, `combat_engine.go`) are still alive because non-deprecated subsystems consume them: arena, co-op dungeons, babysit/scheduler, hospital, rival, masterwork, pets, housing, mortgage, twinbee morning DM. This doc inventories every surviving caller and lays out a phased deletion path. The endgame is: `AdventureCharacter` deleted, `CombatLevel` field gone, `combat_engine.go` removed, `combat_bridge.go` removed, branching dungeon paths become buildable on a clean schema. **Non-goals.** This is not a redesign. We are not adding features during the migration. New mechanics (branching paths, multi-region expansions, new arena formats) are sequenced *after* L5 teardown lands. --- ## 1. Inventory — what's still on the legacy engine | Subsystem | Files | LOC | AdvCharacter coupling | CombatLevel coupling | D&D parallel | Risk | |---|---|---|---|---|---|---| | Babysit/scheduler | `adventure_babysit.go`, `adventure_scheduler.go` | 1,169 | mutates: CombatXP, Alive, ActionTakenToday | reads | none (auto-actions) | low | | Arena | `adventure_arena*.go` (4 files) | 1,228 | mutates: Alive, ArenaWins/Losses, CombatXP | gates tier, scales rewards | `dnd_zone_combat.go` | high | | Co-op dungeons | `coop_dungeon*.go` (9 files) | 4,027 | reads-only (minLevel gate, liability) | gates participation | `dnd_expedition_combat.go` | medium | | Hospital | `adventure_hospital.go` | 288 | mutates: Alive, HospitalVisits | cost = level × 25k/125k | none | low | | Rival | `adventure_rival.go` | 866 | mutates: RivalPool, CombatXP | unlock at L5, stake calc | none | medium | | Masterwork | `adventure_masterwork.go` | 543 | reads equip, no char mutation | none | none | low | | Pets | `adventure_pets.go` | 448 | mutates pet fields on AdvCharacter | none | none | low | | Housing/mortgage | `adventure_housing.go`, `adventure_mortgage.go` | 922 | mutates House* fields | none | none | low | | TwinBee/render | `adventure_render.go`, `adventure_twinbee.go` | 1,472 | reads stats; simulator calls `resolveAdvAction` | reads | none | low | | Combat bridge | `combat_bridge.go` | 363 | translation layer | — | — | (delete) | **Source of truth:** `AdventureCharacter` is defined at `adventure_character.go:27` (76 fields). `DnDCharacter` at `dnd.go:152`. **Live `resolveAdvAction` callers (post-R1):** `adventure_babysit.go:349`, `adventure_twinbee.go:135` (simulator). --- ## 2. Architectural decision — char unification strategy Three options were considered: **A. Big-bang field merge.** Move every surviving AdvCharacter field onto DnDCharacter, then s/AdventureCharacter/DnDCharacter/g. Rejected: unsafe, no incremental landing, breaks every test for one PR. **B. Two-character coexistence forever.** Keep both, route by feature. Rejected: this is what we have now; doesn't actually retire anything. **C. Phased subsystem migration with shared "extra" record.** ✅ Chosen. Each subsystem is migrated to read/write D&D state where there's a parallel, and to a new `player_meta` table for fields that don't fit on a character (HouseTier, RivalPool, ArenaWins, BabysitActive, MistyLastSeen, etc.). When all subsystems are migrated, AdvCharacter is deleted in a single L5 commit. The `player_meta` table is the holding pen for non-stat per-user state that's currently squatting on AdvCharacter. It's not a redesign — it's a structural move so the deletion can happen cleanly. ### 2.1 `player_meta` schema (proposed) > **Naming note.** New tables/types in this migration deliberately avoid the `dnd_` prefix used by older code (legal/trademark exposure flagged by user). Existing `dnd_*` symbols stay in place — only new surface uses neutral names. ```sql CREATE TABLE player_meta ( user_id TEXT PRIMARY KEY, -- arena arena_wins INTEGER NOT NULL DEFAULT 0, arena_losses INTEGER NOT NULL DEFAULT 0, invasion_score INTEGER NOT NULL DEFAULT 0, -- rival rival_pool INTEGER NOT NULL DEFAULT 0, rival_unlocked_notified INTEGER NOT NULL DEFAULT 0, -- housing house_tier INTEGER NOT NULL DEFAULT 0, house_loan_balance INTEGER NOT NULL DEFAULT 0, house_loan_frozen INTEGER NOT NULL DEFAULT 0, house_missed_payments INTEGER NOT NULL DEFAULT 0, house_autopay INTEGER NOT NULL DEFAULT 0, house_current_rate REAL NOT NULL DEFAULT 0, -- pets pet_type TEXT NOT NULL DEFAULT '', pet_name TEXT NOT NULL DEFAULT '', pet_xp INTEGER NOT NULL DEFAULT 0, pet_level INTEGER NOT NULL DEFAULT 0, pet_armor_tier INTEGER NOT NULL DEFAULT 0, pet_flags_json TEXT NOT NULL DEFAULT '{}', -- chased_away/reactivated/arrived/morning_defense/etc -- npcs misty_last_seen INTEGER, arina_last_seen INTEGER, misty_buff_expires INTEGER, misty_debuff_expires INTEGER, arina_buff_expires INTEGER, misty_encounter_count INTEGER NOT NULL DEFAULT 0, misty_donated_count INTEGER NOT NULL DEFAULT 0, misty_roll_target INTEGER NOT NULL DEFAULT 0, arina_roll_target INTEGER NOT NULL DEFAULT 0, -- babysit babysit_active INTEGER NOT NULL DEFAULT 0, babysit_expires_at INTEGER, babysit_skill_focus TEXT NOT NULL DEFAULT '', auto_babysit INTEGER NOT NULL DEFAULT 0, auto_babysit_focus TEXT NOT NULL DEFAULT '', -- hospital / death hospital_visits INTEGER NOT NULL DEFAULT 0, last_death_date TEXT NOT NULL DEFAULT '', death_source TEXT NOT NULL DEFAULT '', death_location TEXT NOT NULL DEFAULT '', last_pardon_used INTEGER, death_reprieve_last INTEGER, -- streaks / chores current_streak INTEGER NOT NULL DEFAULT 0, best_streak INTEGER NOT NULL DEFAULT 0, last_action_date TEXT NOT NULL DEFAULT '', grudge_location TEXT NOT NULL DEFAULT '', holiday_action_taken INTEGER NOT NULL DEFAULT 0, streak_decayed INTEGER NOT NULL DEFAULT 0, -- shop / drops masterwork_drops_received INTEGER NOT NULL DEFAULT 0, treasures_locked INTEGER NOT NULL DEFAULT 0, pet_supply_shop_unlocked INTEGER NOT NULL DEFAULT 0, pet_level_10_date TEXT NOT NULL DEFAULT '', thom_animal_line_fired INTEGER NOT NULL DEFAULT 0, -- chat / npc msg npc_msg_count INTEGER NOT NULL DEFAULT 0, npc_msg_count_date TEXT NOT NULL DEFAULT '', robbie_visit_count INTEGER NOT NULL DEFAULT 0, crafts_succeeded INTEGER NOT NULL DEFAULT 0 ); ``` ### 2.2 Stat mapping — AdvCharacter → DnDCharacter **Decisions locked in by user 2026-05-08:** - **CombatLevel→Level:** direct copy. CombatLevel doesn't carry semantic meaning beyond "starting Level for the new system." No compression formula. Players keep their numeric value as their D&D Level. - **CombatXP→XP:** **discarded.** Players start fresh on the new XP track (CombatXP is not migrated). The Level set above is their floor; XP resets to 0 at that level's threshold. - **AdvEquipment:** kept as-is. Stays at `AdvEquipment` type and `adventure_equipment` table. No rename to `dnd_*` (per naming guidance — see §2.0 callout above). | AdvCharacter | DnDCharacter destination | Notes | |---|---|---| | `CombatLevel` | `Level` | Direct copy on backfill; no formula. | | `CombatXP` | — | **Not migrated.** XP starts at the floor of the new Level. | | `MiningSkill` / `ForagingSkill` / `FishingSkill` | retained as new fields on DnDCharacter | These are *skills*, not class levels. Add `MiningSkill/ForagingSkill/FishingSkill int` to DnDCharacter; keep XP fields too. | | `Alive` / `DeadUntil` | DnDCharacter `HPCurrent==0` + `DeadUntil` | Need to add `DeadUntil *time.Time` to DnDCharacter. | | `Title` | new field on DnDCharacter | Direct copy. | | equipment (`AdvEquipment`) | stays at `AdvEquipment` / `adventure_equipment` | Type and table name unchanged. Read paths drop AdvCharacter unwrap; no rename pass. | ### 2.3 `CombatLevel` retuning Legacy CombatLevel scaled 1–50ish through grindy XP. D&D Level scales 1–20. Hospital/rival/co-op gates that read CombatLevel will be re-tuned to D&D Level brackets: | Legacy gate | New gate | |---|---| | Hospital cost = `CombatLevel × 25k` (or × 125k post-cap) | `Level × 50k` (or × 250k at L20+) | | Rival unlock at CombatLevel ≥ 5 | Rival unlock at Level ≥ 3 | | Arena tier brackets (every 10 CL) | Arena tier brackets (every 4 levels) | | Co-op dungeon minLevel | Re-tune per dungeon (table in L3 section) | These thresholds are placeholders — final tuning happens during each phase based on playtest. --- ## 3. Phase L1 — Babysit & scheduler **Goal:** Kill the last live `resolveAdvAction` caller. Auto-actions become expedition-aware. **Files touched:** `adventure_babysit.go`, `adventure_scheduler.go`, `adventure_twinbee.go` (simulator), `adventure_activities.go` (delete `resolveAdvAction` + `advEligibleLocations` after callers gone). **Design:** - Babysit currently picks one of three skills (mining/foraging/fishing) and runs `resolveAdvAction` once a day for the user. The new flow: - If user has an active expedition → babysit attempts a single harvest action (`!forage`/`!mine`/`!fish` per skill focus) inside the user's current room. Goes through `handleHarvestCmd` headlessly with `babysit:true` flag so combat interrupts force-extract instead of running combat. (User isn't online; can't fight.) - If user has no active expedition → babysit posts a TwinBee nudge (one per real day, rate-limited to once/3d) suggesting `!expedition start`. No XP awarded. - `auto_babysit` becomes "auto-harvest while expedition active." `babysit_skill_focus` carries through unchanged. - `adventure_twinbee.go:135` simulator (uses fake CombatLevel=35 character) — replace with a fixed flavor-only narration. The simulator was always fake; deleting the AdvCharacter dependency is mechanical. **Steps:** 1. Add `auto_babysit` / `babysit_*` columns to `player_meta` (per §2.1) — migration + read/write helpers. 2. Add `babysit:true` flag to harvest dispatch path; on combat-interrupt branches Standard/Elite/Patrol, force-extract the region run instead of entering combat. Test. 3. Rewrite `babysitDo` to call new harvest path. Remove `resolveAdvAction` call. Test (covers: active expedition, no expedition, harvest yields → inventory, combat interrupt force-extract). 4. Rewrite scheduler entrypoint analogously. 5. Replace twinbee simulator with static flavor. 6. Delete `resolveAdvAction`, `advEligibleLocations`, `AdvActionResult`, `parseActivityLocation` from `adventure_activities.go`. Audit for last callers via grep. 7. `go test ./... && go vet`. **Tests added:** `adventure_babysit_test.go` (currently absent — create). Cases: babysit-with-expedition harvests, babysit-without-expedition nudges, combat-interrupt during babysit force-extracts cleanly, daily rate-limit holds. **Exit criteria:** - `grep resolveAdvAction internal/plugin/` returns 0 hits. - `go test ./...` clean. - Production users with `auto_babysit=true` and an active expedition see harvest deposits, not legacy activity output. **Risk:** Babysit users have a behavior change (now auto-harvests instead of always rolling). Announce in `ADVENTURE_2.0_ANNOUNCEMENT.md`. --- ## 4. Phase L2 — Arena (rebuild on Adventure 2.0 boss flow) **Decision (2026-05-08):** Arena migrates to the **Adventure 2.0 boss flow** — the same staged narrative path zone bosses run through (`resolveBossRoom` in `dnd_zone_cmd.go:630`). Each arena fight is treated as a self-contained boss encounter: full combat log via `RenderCombatLog`, TwinBee mood lines on Nat20/Nat1, phase-two narration when the enemy crosses its `PhaseTwoAt` HP threshold, win/loss outcome blocks. Arena stops being "numbers vs numbers" and becomes a narrated event with the same texture as a zone boss room. This is also the right shape because zone-boss plumbing (bestiary, mood events, phase transitions, kill records, loot drops) is already built and tested. We re-use it rather than re-implementing. **Files touched:** - `adventure_arena.go` — entrypoint, gating, payout. Heavy rewrite. - `adventure_arena_combat.go` — round driver. Replaced by a call into `runZoneCombat` + a new arena-specific staged renderer (or direct re-use of the zone boss render — see step 4). - `adventure_arena_render.go` — reads switch to DnDCharacter + player_meta. - `adventure_arena_monsters.go` — **deleted as standalone**. Arena monsters are folded into the existing bestiary as boss-shaped entries (with `PhaseTwoAt`). - `adventure_arena_test.go` — ported. - New (small): `adventure_arena_flavor.go` — only if zone TwinBee pools don't cover arena context. Check existing `adventure_flavor_*.go` first per the reuse-flavor feedback rule before creating this file. **Design specifics:** - **Arena monster definitions.** Each existing `ArenaMonster` becomes a `BestiaryEntry` shape: `{ID, Name, HP, AC, AB, DamageDie, CR, PhaseTwoAt, Tags}`. Arena IDs are namespaced `arena__` so they don't collide with zone bestiary IDs. Stored in a new `arenaBosses` map (still in `adventure_arena_monsters.go` if the file is kept; otherwise inlined). Tier brackets controlled by Arena tier (see below). - **Combat invocation.** Arena round driver builds `BossEncounter{Monster, PhaseTwoAt, ZoneIDForFlavor}` and calls a small new function `resolveArenaBoss(userID, encounter)` that wraps the same `runZoneCombat` → `RenderCombatLog` → mood/phase-two lines flow as `resolveBossRoom`. **Important:** arena is not inside a zone, so we factor the staged-narration body out of `resolveBossRoom` into a shared helper `renderBossOutcome(...)` that both call sites use. (`resolveBossRoom` keeps its zone-specific glue: zone loot drop, `applyBossDefeatThreat`, `abandonZoneRun`. Arena keeps its glue: Arena win/loss counters, payout, no zone loot.) - **TwinBee flavor in arena.** `twinBeeLine(zoneID, ...)` is keyed by zone; Arena passes a synthetic `ZoneArena` ID. Add `ZoneArena` to the zone enum and populate a small TwinBee mood/Nat20/Nat1/BossDeath/PlayerDeath pool — reuse existing pools where possible (per `feedback_reuse_existing_flavor`); only add new lines if the existing pools genuinely don't read right in arena context. - **Phase-two thresholds.** Arena bosses get `PhaseTwoAt` defaults: tier 1–2 = no phase two (numeric drama only); tier 3 = 50% HP; tier 4–5 = 50% HP + a flavor barb. This gives arena fights a structural beat without overengineering. - **Tier gating.** `tierFromCombatLevel` → `tierFromLevel`. Brackets: | DnDCharacter.Level | Arena tier | |---|---| | 1–3 | I (Pup) | | 4–7 | II (Pit) | | 8–12 | III (Crucible) | | 13–17 | IV (Coliseum) | | 18–20 | V (Apex) | - **State.** `ArenaWins`, `ArenaLosses`, `InvasionScore` move to `player_meta` (per §2.1). XP awards go through whatever the existing D&D XP path is (single source of truth — verify in `dnd_sheet.go` during implementation). - **Death.** Arena death now flows through the same `markAdventureDead(userID, "arena", arenaTierLabel)` hook the zone boss path uses. Hospital revive (post-L4a) heals from this same state. **Steps:** 1. Factor `renderBossOutcome` helper out of `resolveBossRoom`. Two callers post-extraction: zone boss path and (TBD) arena path. Smoke-test the zone boss path is unchanged via `adventure_arena_test.go` parity once arena lands on it. 2. Add `ZoneArena` ID + minimal TwinBee mood pools (reuse where possible). 3. Convert arena monsters to boss-shaped bestiary entries with `PhaseTwoAt`. 4. Build `resolveArenaBoss(userID, encounter)` calling `runZoneCombat` + `renderBossOutcome`. Wire into existing arena entrypoint in `adventure_arena.go`. 5. Migrate `ArenaWins/Losses/InvasionScore` to `player_meta`. Dual-write per §11. 6. Swap render reads to DnDCharacter + player_meta. 7. Port `tierFromCombatLevel` → `tierFromLevel` with new brackets. 8. Port `adventure_arena_test.go`. Add a new test asserting arena win surfaces the staged combat log + TwinBee BossDeath line. 9. Drop AdvCharacter imports from arena files. **DEFERRED (2026-05-09):** blocked on DisplayName migration (L4f-prep, see §7) plus L4 hospital/pets/XP work. Arena code still needs `char.DisplayName` (stats DM, T5/helm announces, render), `char.PetName` (pet-recovery game-room msg), `char.DeathReprieveLast`, `char.CombatXP`, `char.Alive`/`transitionDeath`. Counter dual-writes to `char.ArenaWins/Losses/InvasionScore` could be dropped now (player_meta is source of truth post-step 6), but the surrounding `loadAdvCharacter`/`saveAdvCharacter` calls stay for the other fields, so step 9's exit grep can't pass at L2 time. Revisit after DisplayName migration ships and L4 (hospital/pets/render) lands. 10. `go test ./... && go vet`. **Feature flag.** ~~Originally planned an `ARENA_BOSS_FLOW=1` soak.~~ Cancelled 2026-05-09: shipped no-flag, no legacy fallback. The legacy `runArenaCombat` / `RenderCombatLogArena` / `renderArenaCombatFinalMessage` / `renderArenaOutcome` / `arenaWin/LoseCloser` paths were deleted in the same commit. Boss-flow errors surface to the player and abort the round rather than falling back. **Exit criteria:** - ~~`grep -l 'AdventureCharacter\|CombatLevel\|combat_engine' internal/plugin/adventure_arena*.go` empty.~~ **Deferred** with step 9 — see note above. The grep will only clear once DisplayName migration + L4 (hospital/pets/XP/render) ship; L2 closes without it. - Arena win produces a staged combat log + TwinBee BossDeath line + payout, just like a zone boss. - Arena loss produces a TwinBee PlayerDeath line + arena death flag, no zone-run side effects. - Existing arena DB rows readable; ArenaWins backfill from AdvCharacter into `player_meta` (§8). **Risk:** - D&D combat is swingier than legacy CombatPower; tune HP/AC tables against in-flight playtest data (no flag soak — legacy path is gone). - Refactoring `resolveBossRoom` to extract `renderBossOutcome` could regress zone bosses. Mitigate: do the extraction in step 1 alone, ship it, run a full zone-boss test pass before continuing to step 2. --- ## 5. Phase L3 — Co-op dungeons (DELETION, not migration) — SHIPPED 2026-05-09 **Decision (2026-05-08):** Drop co-op dungeons entirely. Do **not** migrate. The user has a different design in mind for the future co-op slot; the current implementation is being retired wholesale. **What shipped (2026-05-09):** - 11 `coop_*.go` files deleted (no `coop_dungeon_balance.go` ever existed on disk — only `coop_dungeon_balance_test.go`). - `internal/plugin/cleanup_l3.go` added: on every startup, cancels any `coop_dungeon_runs` left in `open`/`active`, refunds `coop_dungeon_members.total_contributed` and unsettled `coop_dungeon_bets` via `EuroPlugin.Credit`. Idempotent via per-run status-guarded UPDATE — only the writer that flips status to `cancelled` performs the refund for that run, so a crashed-then-restarted process can't double-credit. Tables left intact for historical querying; SQL drop deferred to a future GOGOBEE_COOP_PURGE pass. - `adventure.go`: stripped `!coop` dispatch, `coopTicker` goroutine, startup `lockCoopCombatActions` call, `!coop` help line, ticker comment. Replaced startup hook with `closeAndRefundLegacyCoopRuns(p.euro)`. - `adventure_scheduler.go`: removed `activeCoopMemberSet` load + skip branch and post-reset `lockCoopCombatActions` call. - `adventure_render.go`: removed `renderCoopTeaser`, `pickCoopTeaserCandidate`, the `loadCoopRunForUser` block, and the in-coop combat-locked status line. Replaced with a temporary closure announcement in the morning DM ("**Co-op dungeons closed for now** — `!expedition` is the way forward; a better co-op design is on the way."). Marked with a TODO to remove after 2026-05-16. - `adventure_followups_test.go`: removed `TestPickCoopTeaserCandidate_SkipsLeader`. **Exit criteria — met:** - `grep -rn 'coop_dungeon\|CoopDungeon' internal/plugin/ --include='*.go'` returns only the cleanup migration in `cleanup_l3.go` and a startup hook in `adventure.go` — no live system code references. - `go vet ./...` clean. - `go test ./...` clean. **Open follow-ups:** - Remove the morning-DM closure announcement after 2026-05-16 (one-week soak). - Future GOGOBEE_COOP_PURGE pass drops `coop_dungeon_runs`/`_members`/`_events`/`_bets`/`_gifts` tables and the `cleanup_l3.go` startup hook. --- ## 6. Phase L4 — Stat/perk gates **Goal:** Hospital, rival, masterwork, pets, housing, mortgage all read DnDCharacter + `player_meta` exclusively. AdvCharacter still exists but is unreferenced outside its own file. ### 6.1 L4a — Hospital - `adventure_hospital.go`: cost formula `CombatLevel × 25k` → `Level × 50k`. `HospitalVisits` → `player_meta`. Revive flips DnDCharacter HP from 0 → full instead of `Alive=true`. **Status (2026-05-09):** SHIPPED on `adv-2.0`. - `player_meta.hospital_visits` column added via columnMigration in `internal/db/db.go`. - `hospitalCostsForUser(char)` returns `(before, after)` using DnDCharacter.Level × 50k (5× before insurance), with a `dndLevelFromCombatLevel` fallback when no D&D row exists yet. Replaces the inline `CombatLevel × {125k,25k}` math at all three sites (handleHospitalCmd, resolveHospitalPay, sendHospitalAd). - `loadHospitalVisits(userID)` reads `player_meta.hospital_visits` → falls back to `adventure_characters.hospital_visits` during soak. - `upsertPlayerMetaHospitalVisits(userID, visits)` dual-writes the post-revive count alongside `saveAdvCharacter`. - `backfillPlayerMetaHospitalVisits()` runs on every Init; idempotent (only fills zero rows so dual-writes survive re-runs). - Revive (paid + on-demand + race-after-timer-expired) now also restores `DnDCharacter.HPCurrent = HPMax` via `LoadDnDCharacter` / `SaveDnDCharacter`. `char.Alive=true` still flips during soak — other systems (arena, scheduler) still read `Alive` and migrate later. - Tests: `TestPlayerMetaHospitalVisitsBackfill_Idempotent`, `TestLoadHospitalVisits_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaHospitalVisits_RoundTrip` (skip without prod DB, matching the L2/L4f-prep pattern). ### 6.2 L4b — Rival - `adventure_rival.go`: unlock at Level ≥ 3 (was CombatLevel ≥ 5). RivalPool → `player_meta`. ~~Duel combat already uses `combat_engine` — port to `simulateCombat` here too (small extra step).~~ **Correction (2026-05-09):** rival duel combat is RPS, not `combat_engine` — no combat-engine port needed. - Move rival flavor into existing `adventure_flavor_rival.go` — no new file. **Status (2026-05-09):** SHIPPED on `adv-2.0`. - `player_meta.rival_pool` + `player_meta.rival_unlocked_notified` columns added via columnMigration in `internal/db/db.go`. - New `rivalMinLevel = 3` (was `rivalMinCombatLevel = 5`). Stake formula `(level / 3) * 1000` (was `(combatLevel / 5) * 1000`) — same magnitude at the unlock threshold (Level 3 → €1000 mirrors legacy CL5 → €1000), tops out around €6000 at Level 20. Tunable later. - `rivalLevelForUser(char)` reads `DnDCharacter.Level` with `dndLevelFromCombatLevel(char.CombatLevel)` fallback when no D&D row exists yet — mirrors `hospitalCostsForUser` shape. - `checkRivalPoolUnlock` now reads D&D level, dual-writes `RivalPool` / `RivalUnlockedNotified` to player_meta via `upsertPlayerMetaRivalState`. Read sites flipped to `loadRivalState(userID)` in `selectRivalPair`, `handleRivalsCmd`, and the morning-DM rival status in `adventure_render.go`. - `loadRivalState(userID)` reads `player_meta` → falls back to `adventure_characters.rival_pool / rival_unlocked_notified` during soak. - `backfillPlayerMetaRivalState()` runs on every Init; idempotent (only fills rows whose rival columns are still zero, so dual-writes survive re-runs). - Tests: `TestPlayerMetaRivalStateBackfill_Idempotent`, `TestLoadRivalState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaRivalState_RoundTrip` (skip without prod DB, matching the L4a/L4f-prep pattern). - `go vet ./...` + `go test ./...` clean. ### 6.3 L4c — Masterwork - `adventure_masterwork.go`: no AdvCharacter mutations today; only equipment reads. ~~Port `advMasterworkSkillBonus` to take `*DnDCharacter` (skill fields added in §2.2).~~ **Correction (2026-05-09):** `advMasterworkSkillBonus` already takes `(equip, activity)` — no char param to port. MasterworkDropsReceived → `player_meta`. **Status (2026-05-09):** SHIPPED on `adv-2.0`. - `player_meta.masterwork_drops_received` column added via columnMigration in `internal/db/db.go`. - `checkMasterworkDrop` signature dropped its `char *AdventureCharacter` param. First-drop detection now reads via `loadMasterworkDrops(userID)`; counter writes go through `upsertPlayerMetaMasterworkDrops` and dual-write to `AdvCharacter.MasterworkDropsReceived` via `loadAdvCharacter` + `saveAdvCharacter` during soak. - `loadMasterworkDrops(userID)` reads `player_meta` → falls back to `adventure_characters.masterwork_drops_received` during soak (mirrors `loadHospitalVisits` shape). - `backfillPlayerMetaMasterworkDrops()` runs on every Init; idempotent (only fills rows whose `masterwork_drops_received` is still zero). - Note: `checkMasterworkDrop` itself is currently dead code (Phase R deprecated its only caller, the legacy daily-loop). The migration still ports the field so the column moves cleanly when future zone integration re-wires the drop hook. - Tests: `TestPlayerMetaMasterworkDropsBackfill_Idempotent`, `TestLoadMasterworkDrops_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaMasterworkDrops_RoundTrip`. - `go vet ./...` + `go test ./...` clean. - Exit criterion: `grep 'AdventureCharacter\|CombatLevel' internal/plugin/adventure_masterwork.go` is empty. ### 6.4 L4d — Pets - `adventure_pets.go`: pet fields move from AdvCharacter to `player_meta` (see §2.1 `pet_*` columns). Pet combat hooks (PetMorningDefense, pet damage rolls) target DnDCharacter HP. **Status (2026-05-09):** SHIPPED on `adv-2.0` (column + dual-write only; reader flip deferred — see note). - `player_meta` gains `pet_type`, `pet_name`, `pet_xp`, `pet_level`, `pet_armor_tier`, `pet_flags_json`, `pet_supply_shop_unlocked`, `pet_level_10_date` via columnMigration in `internal/db/db.go`. The four flags (arrived, chased_away, reactivated, morning_defense) serialize as a single JSON column to avoid a four-bool ALTER train on each future flag addition. - New helpers in `player_meta.go`: `PetState` struct, `upsertPlayerMetaPetState(userID, PetState)`, `loadPetState(userID)` (player_meta canonical, falls back to AdvCharacter when `pet_type` is empty), `backfillPlayerMetaPetState()` (idempotent — copies rows whose player_meta `pet_type` is still default empty), and `petStateFromAdvChar(*AdventureCharacter)` for the dual-write projection. - Dual-writes wired at every pet mutation site: `resolvePetArrival` (chase), `resolvePetName` (adopt), `petMidnightCheck` (supply-shop unlock), `runBabysitDailyTrickle` save in scheduler, morning `PetMorningDefense` set, and `mistyReactivatePet` save in `adventure_npcs.go`. - `petGrantXP` (in `adventure_pets.go`) is currently dead code — only exercised by tests; once the legacy daily-loop XP path is rewired by Phase R/zone integration, that caller will need to add a dual-write at its save site. - Backfill: `backfillPlayerMetaPetState()` runs on every Init; idempotent (only fills rows whose `pet_type` is still empty). - Tests: `TestPlayerMetaPetStateBackfill_Idempotent`, `TestLoadPetState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaPetState_RoundTrip` in `player_meta_test.go`. - `go vet ./...` + `go test ./...` clean. - **Reader flip deferred.** The L4 exit criterion (`grep 'AdventureCharacter\|CombatLevel' adventure_pets.go` empty) is NOT met yet: `adventure_pets.go`'s helpers (`petGrantXP`, `petRollCombatActions`, `petRollDitchRecovery`, `petVictoryText`, `petDeathText`, `petShouldArrive`, `petMorningEvent`, `petCheckSupplyShopUnlock`, `mistyHousingHint`, `mistyReactivatePet`) still take `*AdventureCharacter` because they're called from many external files (`adventure_babysit.go`, `adventure_scheduler.go`, `adventure_npcs.go`, `combat_bridge.go`, `combat_stats.go`, `dnd_sheet.go`, `adventure_arena.go`, `adventure_character.go`). Flipping these signatures is a cross-file refactor that can land after the soak window — at which point the helpers can take `userID` (and call `loadPetState`) and the call sites drop their `*AdventureCharacter` access. The DB-level migration (this step) is the prerequisite that unblocks that refactor. **Reader flip (cross-file signature port) SHIPPED 2026-05-09.** All ten pet helpers in `adventure_pets.go` now take `PetState` (or `*PetState` for the test-only mutator `petGrantXP`) instead of `*AdventureCharacter`. `mistyHousingHint` takes `(mistyEncounterCount, mistyDonatedCount int, house HouseState)` — Misty NPC counters still live on AdvCharacter pending a later NPC phase. `mistyReactivatePet` returns `bool` (caller flips both AdvCharacter and `PetState`). `PetState` gained a `HasPet()` method mirroring `AdventureCharacter.HasPet()`. Call sites updated: `adventure_scheduler.go` (load PetState alongside HouseState in morning loop), `adventure_npcs.go::resolveMisty` (load PetState before reactivation check; pass NPC counters by value to the housing hint), `combat_bridge.go::transitionDeath` (now takes `Pet PetState` in `DeathTransitionParams`; arena caller in `adventure_arena.go::resolveArenaDeath` loads it; bridge no longer touches the DB so unit tests don't need DB init), and `petMidnightCheck` (loads PetState per char). Tests in `adventure_pets_test.go` and `combat_bridge_test.go` ported to construct `PetState` literals directly. Exit criterion now holds: `grep 'AdventureCharacter\|CombatLevel' internal/plugin/adventure_pets.go` is empty. `go vet ./... && go test ./...` clean. ### 6.5 L4e — Housing & mortgage - `adventure_housing.go`, `adventure_mortgage.go`: HouseTier/loan fields → `player_meta`. `houseHPBonus` → applied to `DnDCharacter.HPMax` calculation (already a parallel hook in `dnd_sheet.go`'s `recomputeHPMax`). - Mortgage scheduler tick stays — only the field source changes. **Status (2026-05-09):** SHIPPED on `adv-2.0` (column + dual-write only; reader flip deferred — see note). - `player_meta` gains `house_tier`, `house_loan_balance`, `house_loan_frozen`, `house_missed_payments`, `house_autopay`, `house_current_rate` via columnMigration in `internal/db/db.go`. Six columns (no JSON pack — bools and rate co-mutate with tier/balance at known sites). - New helpers in `player_meta.go`: `HouseState` struct + `HasHouse()`, `upsertPlayerMetaHouseState(userID, HouseState)`, `loadHouseState(userID)` (player_meta canonical when `tier > 0 || loan_balance > 0`, falls back to AdvCharacter otherwise), `backfillPlayerMetaHouseState()` (idempotent — only updates rows whose tier and loan_balance are both still zero), and `houseStateFromAdvChar(*AdventureCharacter)` for the dual-write projection. - Dual-writes wired at every house mutation site in `adventure_housing.go`: `handleThomBuy` (full purchase + loan purchase), `handleThomPayoff`, `handleThomPay` (extra payment), `handleThomAutopay`, the four `processMortgagePayments` save paths (paid-off, success, missed-payment-freeze, missed-payment), and `sendMortgageRateChangeDMs` rate refresh. - Backfill: `backfillPlayerMetaHouseState()` runs on every Init; idempotent (only fills rows whose `house_tier` and `house_loan_balance` are both still the default zero, and the legacy AdvCharacter row has either tier > 0 or loan > 0). - Tests: `TestPlayerMetaHouseStateBackfill_Idempotent`, `TestLoadHouseState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaHouseState_RoundTrip` in `player_meta_test.go` (skip without prod DB, matching the L4d pattern). - `go vet ./...` + `go test ./...` clean. - **Reader flip (read-only sites) SHIPPED 2026-05-09.** `dnd_rest.go` long-rest housing eligibility, `dnd_sheet.go` housing-tier display, and `adventure_pets.go::petShouldArrive`/`mistyHousingHint` now read via `loadHouseState(userID)` (fallback to AdvCharacter inside the helper). `petShouldArrive` and `mistyHousingHint` gained a `HouseState` parameter; callers in `adventure_scheduler.go` and `adventure_npcs.go` load it. `renderDnDSheet` gained a `HouseState` parameter; test callers in `dnd_subclass_test.go` pass `HouseState{}`. Tests in `adventure_pets_test.go` updated to pass `HouseState`. `go vet ./... && go test ./...` clean. - **Reader flip in `adventure_housing.go` itself still deferred.** Mutation paths (`handleThomBuy`, `handleThomPayoff`, `handleThomPay`, `handleThomAutopay`, `processMortgagePayments`, `sendMortgageRateChangeDMs`) read-then-write `char.House*` in place; flipping these is bundled with cutting the AdvCharacter writes (post-soak), not now. ### 6.6 L4f — TwinBee/render - `adventure_render.go`: morning DM reads from DnDCharacter + `player_meta`. Coop teaser gating moves to DnDCharacter.Level. - `adventure_twinbee.go`: simulator already addressed in L1. Remaining usage is read-only stat display — port to DnDCharacter. **Status (2026-05-09):** SHIPPED on `adv-2.0` (full reader-port). - New helper `dndLevelForUser(userID)` in `dnd.go`: returns DnDCharacter.Level when present; falls back to `dndLevelFromCombatLevel(adventure_characters.combat_level)` via direct SQL so render code never names the AdventureCharacter type. - `adventure_render.go`: every render fn dropped its `*AdventureCharacter` param. Callers pass `userID id.UserID`; the renderer loads AdvCharacter internally (type-inferred local) when it needs skill/streak/babysit/crafts fields. CombatLevel display reads route through `dndLevelForUser`. Death-status DM cost now goes through `hospitalCostsForUser` directly. `renderAdvLeaderboard` switched to a new view-model `AdvLeaderboardEntry`. `AdvPlayerDaySummary.CombatLevel` renamed to `Level`. Crafting-teaser logic extracted into `craftingTeaserText` so the existing bracket-boundary test runs without a DB. - `adventure_twinbee.go`: `twinBeeMaxTier` and the gold-share weight loop now read D&D level via `dndLevelForUser` instead of `c.CombatLevel`. - Call sites updated in `adventure.go` (8), `adventure_scheduler.go` (5 — including `AdvPlayerDaySummary` populator), `adventure_arena.go` (2). `adventure_followups_test.go` ported to call `craftingTeaserText` directly. - `go vet ./... && go test ./...` clean. Grep-empty exit criterion below now holds for `adventure_render.go` and `adventure_twinbee.go`. **Steps (per sub-phase):** column add → backfill → swap reads → swap writes → port tests → grep check. **Exit criteria L4 overall:** `grep -l 'AdventureCharacter\|CombatLevel' internal/plugin/adventure_{hospital,rival,masterwork,pets,housing,mortgage,render,twinbee}.go` empty. **Risk:** Each sub-phase is independent — can interleave with playtest. Housing has the most fields; do it last in L4 since the column count is largest. --- ## 7. Phase L5 — Teardown **Goal:** Delete legacy types, files, and `combat_engine`. Branching dungeon paths become buildable. **Pre-condition: DisplayName migration (L4f-prep, ~2026-05-09 note).** The plan as originally written never picked a new home for `AdventureCharacter.DisplayName`. It is *not* legacy-specific — it's the player's chosen identity, used in ~250 spots across arena, rival, scheduler, expedition, holdem, coop. L5's pre-condition `grep AdventureCharacter == 0` cannot pass while DisplayName still lives on AdvCharacter. **Recommendation:** add `display_name TEXT NOT NULL DEFAULT ''` to `player_meta` as a self-contained step before L4f. Backfill from `adventure_character.display_name` (same shape as §8). Add a `loadDisplayName(userID)` helper that reads from `player_meta` and falls back to AdvCharacter for one soak week, then flip readers. Per-call-site swap is mechanical (`char.DisplayName` → `loadDisplayName(uid)` or pass-through from caller). **Sizing:** ~0.5 day for the schema/backfill/helper, then 1 day to swap the ~250 read sites in batches per file. Slot it after L2 wraps and before L4f starts. **Status (2026-05-09):** schema/backfill/helper SHIPPED on `adv-2.0`. - `player_meta.display_name` column added via column migration in `internal/db/db.go`. - `backfillPlayerMetaDisplayName` runs on every Init: idempotent (`UPDATE ... WHERE display_name = ''` only touches empty rows, so dual-writes layered on top survive re-runs). - `upsertPlayerMetaDisplayName(userID, name)` dual-writes from `createAdvCharacter` (inside the same tx, atomic with the AdvCharacter INSERT) and `saveAdvCharacter` (post-commit, error-logged but non-fatal). - `loadDisplayName(userID)` reads `player_meta` → falls back to `adventure_characters.display_name` → empty string if neither exists. - Tests: `TestPlayerMetaDisplayNameBackfill_Idempotent`, `TestLoadDisplayName_FallsBackToAdvCharacter`, `TestCreateAdvCharacter_DualWritesDisplayName`. **Reader flip SHIPPED (2026-05-09).** All `char.DisplayName` / `c.DisplayName` reader sites in `internal/plugin/` were swapped to `loadDisplayName(userID)` (or pass-through equivalents) across: `combat_bridge.go`, `dnd_zone_cmd.go`, `dnd_expedition_combat.go`, `dnd_zone_combat.go`, `adventure_robbie.go`, `adventure_scheduler.go`, `adventure_hospital.go`, `adventure_events.go`, `adventure_render.go`, `adventure_masterwork.go`, `adventure.go`, `adventure_arena.go`. The only remaining `char.DisplayName` references are in `adventure_character.go` itself (scan into struct + `saveAdvCharacter` SQL + dual-write to `player_meta`) and the `player_meta.go` doc comment. `go vet` + `go test ./internal/plugin/...` clean. **Pre-conditions:** - L1–L4 all shipped. - DisplayName migrated to `player_meta` (see above). - `grep -rn 'AdventureCharacter' internal/plugin/ --include='*.go' | grep -v adventure_character.go | grep -v _test.go` returns 0. - `grep -rn 'CombatLevel' internal/plugin/ --include='*.go'` returns 0 (or only in archive/migration code). ### 7.1 Audit baseline (2026-05-09) Post-L4d-reader-flip greps: - `AdventureCharacter` outside `adventure_character.go` (excl tests): **56 hits across 15 files**. - `CombatLevel` (excl tests): **33 hits across 12 files**. Five of those files vanish at teardown anyway (§7 deletes): `adventure_character.go`, `adventure_activities.go`, `combat_engine.go`, `combat_bridge.go`, `combat_stats.go` (+ tests). Their hits don't need pre-migration. Remaining `CombatLevel` callsites all use the same fallback: `loadXxx(userID)` returns the player_meta value when populated, otherwise calls `dndLevelFromCombatLevel(adventure_characters.combat_level)`. To kill them we need a one-shot DnDCharacter mass-backfill so every active user has a D&D row, then drop the fallback branch. ### 7.2 AdvCharacter field inventory — what's still legacy-only Already moved to `player_meta` (L1–L4f-prep): `DisplayName`, `ArenaWins`, `ArenaLosses`, `InvasionScore`, `HospitalVisits`, `RivalPool`, `RivalUnlockedNotified`, `MasterworkDropsReceived`, all `Pet*`, all `House*`. Still on AdvCharacter (need migration before §7's grep-zero passes): | Bucket | Fields | Primary readers | |---|---|---| | **Skills** | `CombatLevel`, `MiningSkill`, `ForagingSkill`, `FishingSkill`, `CombatXP`, `MiningXP`, `ForagingXP`, `FishingXP` | `dnd_sheet.go`, `adventure_babysit.go`, hospital/rival fallback, scheduler | | **Streak/lifecycle** | `CurrentStreak`, `BestStreak`, `LastActionDate`, `StreakDecayed`, `CreatedAt`, `LastActiveAt` | scheduler, render, babysit | | **Death state** | `Alive`, `DeadUntil`, `DeathReprieveLast`, `LastDeathDate`, `LastPardonUsed`, `GrudgeLocation`, `DeathSource`, `DeathLocation` | combat_bridge (deletes), arena, hospital | | **NPC counters/debuffs** | `MistyLastSeen`, `ArinaLastSeen`, `MistyBuffExpires`, `MistyDebuffExpires`, `ArinaBuffExpires`, `NPCMsgCount`, `NPCMsgCountDate`, `MistyRollTarget`, `ArinaRollTarget`, `MistyEncounterCount`, `MistyDonatedCount`, `ThomAnimalLineFired`, `RobbieVisitCount` | `adventure_npcs.go`, render | | **Babysit** | `BabysitActive`, `BabysitExpiresAt`, `BabysitSkillFocus`, `AutoBabysit`, `AutoBabysitFocus` | `adventure_babysit.go`, scheduler | | **Action state** | `ActionTakenToday`, `HolidayActionTaken`, `CombatActionsUsed`, `HarvestActionsUsed` | scheduler, render | | **Misc** | `Title`, `TreasuresLocked`, `CraftsSucceeded` | render, treasure-drop hook | ### 7.3 Sub-phase plan (L5a–L5h) Each sub-phase is the same shape as L4a–L4e: column-add → backfill (idempotent, INSERT OR IGNORE / WHERE-default-only) → `loadXxxState(userID)` helper with AdvCharacter fallback → dual-write at every mutation site → one-week soak → reader flip → exit-grep check. | Sub-phase | Bucket | Sizing | Notes | |---|---|---|---| | **L5a** | Skills (8 fields) | 1 day | `SkillState` struct mirroring `PetState`/`HouseState`. Mutation surface is small: `checkAdvLevelUp(char, skill)` + the few sites that bump `*XP` directly. Reader flip unblocks dnd_sheet's legacy display row and `babysitDailyCost`. CombatLevel rejoins this struct as a transitional column — dropped at teardown after the DnD mass-backfill. **Status (2026-05-09):** column + dual-write SHIPPED on `adv-2.0`. Eight `combat_*` / `mining_*` / `foraging_*` / `fishing_*` columns added via columnMigration. `SkillState` struct + `HasSkills()` / `loadSkillState` / `upsertPlayerMetaSkillState` / `backfillPlayerMetaSkillState` / `skillStateFromAdvChar` helpers in `player_meta.go`. Dual-writes wired at every mutation site: `adventure_consumables.go` (craft success + craft failure XP grant), `adventure_events.go` (event XP grant across combat/mining/foraging), `adventure_arena.go::resolveArenaDeath` + `arenaCompleteSession` (combat XP + level-up). Backfill `backfillPlayerMetaSkillState()` wired into Init, idempotent (only fills rows where every skill column is still zero AND the legacy row has at least one non-zero skill/XP). Tests: `TestPlayerMetaSkillStateBackfill_Idempotent`, `TestLoadSkillState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaSkillState_RoundTrip` in `player_meta_test.go`. `go vet ./... && go test ./...` clean. **Reader flip deferred** — bundled with cutting AdvCharacter writes (post-soak), per the L4e pattern. | | **L5b** | Babysit state (5 fields) | 0.5 day | Mutation surface is `runBabysitDailyTrickle` save in scheduler + the babysit toggle handlers. Tightly scoped. **Status (2026-05-09):** column + dual-write SHIPPED on `adv-2.0`. Five columns (`babysit_active`, `babysit_expires_at` DATETIME, `babysit_skill_focus`, `auto_babysit`, `auto_babysit_focus`) added via columnMigration. `BabysitState` + `IsActive()` + load/upsert/backfill/projection helpers in `player_meta.go`. Dual-writes wired at `handleBabysitStart`, `handleBabysitCancel`, `checkBabysitExpiry`. Backfill idempotent — only fills inactive rows whose legacy counterpart is active. AutoBabysit/AutoBabysitFocus + BabysitSkillFocus are dormant fields (no live mutation site) preserved for the schema migration. Tests: `TestPlayerMetaBabysitStateBackfill_Idempotent`, `TestLoadBabysitState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaBabysitState_RoundTrip`. `go vet ./... && go test ./...` clean. **Reader flip deferred** per L4e/L5a pattern. | | **L5c** | NPC counters/debuffs (~13 fields) | 1 day | "Later phase" referenced in L4d note. Pack the four `*Expires` and three `*LastSeen` timestamps as nullable columns; counters as ints. The roll-targets are write-once-per-encounter so dual-write is cheap. **Hidden discovery mechanic — never surface in player-facing output.** **Status (2026-05-09):** column + dual-write SHIPPED on `adv-2.0`. Thirteen columns added (5 nullable DATETIME for Misty/Arina last-seen + buff/debuff expiries, 1 int + 1 text for npc_msg counters, 2 ints for roll targets, 4 ints for encounter/donated/thom-fired/robbie counters). `NPCState` + `HasNPCActivity()` + load/upsert/backfill/projection helpers. Dual-writes wired at `processNPCEncounters` (msg-count save), `npcFireEncounter` (last-seen save), `resolveMisty` (insufficient balance, debit failure, buff/donated, declined-debuff), `resolveArina` (buff), `adventure_robbie.go` (visit count), `adventure_housing.go::handleThomGreet` (animal line fired). Backfill idempotent. Tests added. `go vet ./... && go test ./...` clean. **Reader flip deferred** per pattern. | | **L5d** | Streak + action state + lifecycle (10 fields) | 1 day | Action state mutates every action, so the dual-write hook is hot — ensure the upsert is in the same code path that already does `saveAdvCharacter`. **Status (2026-05-09):** column + dual-write SHIPPED on `adv-2.0`. Ten columns added (current_streak, best_streak, last_action_date, streak_decayed, action_taken_today, holiday_action_taken, combat_actions_used, harvest_actions_used, created_at, last_active_at). `LifecycleState` + `HasLifecycle()` + load/upsert/backfill/projection helpers. Mutation surface turned out to be tiny: only `rest` (adventure.go) sets ActionTakenToday — combat/harvest counts are dormant — plus the streak halve + streak update in scheduler, and the bulk daily reset. Dual-writes wired at all four sites; new `resetAllPlayerMetaDailyActions` parallels `resetAllAdvDailyActions`. `createAdvCharacter` now seeds `created_at` + `last_active_at` (CURRENT_TIMESTAMP) so player_meta rows are fully formed at creation. Backfill idempotent (only fills rows whose `created_at` is still NULL). Tests: `TestPlayerMetaLifecycleStateBackfill_Idempotent`, `TestLoadLifecycleState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaLifecycleState_RoundTrip`, `TestResetAllPlayerMetaDailyActions`. `go vet ./... && go test ./...` clean. **Reader flip deferred** per pattern. | | **L5e** | Death state (8 fields) | 1 day | Decision point: do `DnDCharacter.HPCurrent == 0` semantics replace `Alive`/`DeadUntil`, or do we keep them as `player_meta.alive` / `player_meta.dead_until`? Recommendation: keep them as columns. The hospital revive path (L4a) already restores `DnDCharacter.HPCurrent = HPMax` alongside `Alive=true`, so the two are kept in sync; flipping the readers is the migration, not the death-state semantics. **Status (2026-05-09):** column + dual-write SHIPPED on `adv-2.0`. Eight columns added (alive INTEGER DEFAULT 1, dead_until/death_reprieve_last/last_pardon_used DATETIME, last_death_date/grudge_location/death_source/death_location TEXT). `DeathState` + load/upsert/backfill/projection helpers. **Strategy switch:** dual-write moved inside `saveAdvCharacter` itself (after the existing display_name dual-write). The mutation surface for death state spans ~50 save sites — per-site upserts would be too noisy. Every `saveAdvCharacter` call now propagates `DeathState` to player_meta. Backfill idempotent (only fills rows where every death field is still default). Tests: `TestPlayerMetaDeathStateBackfill_Idempotent`, `TestLoadDeathState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaDeathState_RoundTrip`, `TestSaveAdvCharacter_DualWritesDeathState`. `go vet ./... && go test ./...` clean. | | **L5f** | Misc (`Title`, `TreasuresLocked`, `CraftsSucceeded`) | 0.5 day | Each is a single-mutation-site field. **Status (2026-05-09):** column + dual-write SHIPPED on `adv-2.0`. Three columns (title TEXT, treasures_locked INT, crafts_succeeded INT). `MiscState` + load/upsert/backfill/projection helpers. Dual-write rides `saveAdvCharacter` alongside L5e (Title is dormant; TreasuresLocked + CraftsSucceeded mutate at known sites that already save). Backfill idempotent. Tests: `TestPlayerMetaMiscStateBackfill_Idempotent`, `TestLoadMiscState_FallsBackToAdvCharacter`, `TestUpsertPlayerMetaMiscState_RoundTrip`. `go vet ./... && go test ./...` clean. | | **L5g** | DnDCharacter mass-backfill | 0.5 day | One-shot: for every active user without a D&D row, insert a default-class character at `dndLevelFromCombatLevel(adventure_characters.combat_level)`. Run once, idempotent (skip rows that already exist). After this lands, drop the `dndLevelFromCombatLevel` fallback branch in `loadHospitalVisits`/`rivalLevelForUser`/`dndLevelForUser`/zone gates. CombatLevel column in player_meta becomes unused at this point — drop it during the L5h cleanup. **Status (2026-05-09):** SHIPPED on `adv-2.0`. `backfillDnDCharactersFromAdv` in `dnd_combat.go` walks `adventure_characters LEFT JOIN dnd_character WHERE d.user_id IS NULL`, calls `autoBuildCharacter` (race/class inferred from archetypes; HP/AC computed; Level seeded from `dndLevelFromCombatLevel(CombatLevel)`), saves with `AutoMigrated=1`, `PendingSetup=0`. Idempotent — pre-existing rows (including pending-setup drafts) are skipped via the LEFT JOIN. Wired into Init after the L5f backfill. Fallbacks dropped: `dndLevelForUser` (dnd.go), `rivalLevelForUser` (adventure_rival.go), `hospitalCostsForUser` (adventure_hospital.go) — all now floor at level 1 when no D&D row exists. `dndLevelFromCombatLevel` itself is preserved (used by `autoBuildCharacter` for fresh-account level seeding and by `dndSetupConfirm`/preview/stub paths). Tests: `TestL5gBackfillDnDCharacters_Idempotent`, `TestL5gBackfillDnDCharacters_SkipsPendingSetup` in `dnd_l5g_test.go`. `go vet ./... && go test ./...` clean. | | **L5h** | L4e in-place housing reader flip + cut all AdvCharacter dual-writes | 1 day | Bundled per L4e note. Once writes stop, AdvCharacter rows go cold; dual-write removal is mechanical (delete `saveAdvCharacter` calls and the upserts that follow them in pairs). **Status (2026-05-09):** SHIPPED on `adv-2.0`. **Strategy switch:** rather than deleting 51 saveAdvCharacter call sites in pairs (which would need every site to also know about display_name/death/misc/skills/etc. internal mirrors), `saveAdvCharacter` itself was rewritten as a thin fan-out: `LastActiveAt = now()` + `upsertAllPlayerMetaFromAdvChar(char)`. The legacy `UPDATE adventure_characters` is gone — the row is now read-only after `createAdvCharacter` seeds it. `applyPlayerMetaOverlay(c)` runs at the tail of `loadAdvCharacter`, re-sourcing every migrated subsystem (display_name, hospital, arena, masterwork, rival, skills, babysit, NPC, lifecycle, death, misc, pet, house) from player_meta so callers continue to use `char.X` readers transparently. The L4e housing in-place reader flip is now automatic — `adventure_housing.go`'s `char.HouseFoo` reads see player_meta values via the overlay. `npcMidnightReset` extended to write player_meta alongside the (frozen) adventure_characters. Per-call-site `upsertPlayerMetaXxx` dual-writes are now redundant with `saveAdvCharacter`'s fan-out but retained as defense — cleanup deferred. **player_meta.combat_level deferred.** Still actively used by babysit cost / combat_stats / activities via the overlay (those sites will be cut in final teardown alongside `combat_engine.go`); column drop sequenced with that. `go vet ./... && go test ./...` clean. | ### 7.4 Final teardown (after L5a–L5h) **Reconciled 2026-05-09.** The original deletion list was wrong. Two strategy switches during execution invalidated it: 1. **L5h preserved `AdventureCharacter` as a load-view struct.** Rather than delete 51 `saveAdvCharacter` call sites, L5h rewrote `saveAdvCharacter` as a fan-out into `player_meta` and added `applyPlayerMetaOverlay` at the tail of `loadAdvCharacter`. The struct is the in-memory shape every caller expects; only the *backing table* goes cold and eventually drops. `adventure_character.go` stays. 2. **`combat_engine.go` / `combat_bridge.go` / `combat_stats.go` are not legacy.** A 2026-05-09 audit confirmed `SimulateCombat`, `CombatStats`, `CombatModifiers`, `Combatant`, `CombatPhase`, `CombatResult`, `CombatEvent`, `defaultCombatPhases`, `dungeonCombatPhases`, `DerivePlayerStats`, `DeriveDungeonMonsterStats`, `runDungeonCombat`, `transitionDeath`, `applyXPBonuses`, `combatDegradation`, etc. are referenced across 21+ files (arena, dungeons, zones, expedition, plus every D&D combat test). The D&D system layers *on top of* this engine via `applyDnDPlayerLayer` / `applyDnDEquipmentLayer` / `applyDnDArenaMonsterLayer` / `applyDnDDungeonMonsterLayer` — it was never a replacement. There is nothing to migrate; these files are shared infrastructure and stay. **Revised teardown checklist:** After L5a–L5h soak (one week post-cut-of-AdvCharacter-writes per §11): 1. **Three remaining `CombatLevel` reader fixes** — SHIPPED 2026-05-09 (see L5 close-out commits 978a621 / ece838e). Babysit cost reads `dndLevelForUser`, dnd_sheet legacy line removed, dnd_onboarding deleted entirely. 2. **Loader rewire** — SHIPPED 2026-05-09. Without this step the table drop in #3 would break every login. - `loadAdvCharacter` (adventure_character.go:432) now `SELECT user_id FROM player_meta` + default-init struct + `applyPlayerMetaOverlay`. The giant 70-column SELECT against adventure_characters is gone. - `loadAllAdvCharacters` enumerates `player_meta` and applies the overlay per row. - `createAdvCharacter` (adventure_character.go:445) inserts `player_meta` only; the `INSERT INTO adventure_characters` line is removed. - `npcMidnightReset` and `resetAllAdvDailyActions` (now deleted) had their legacy UPDATEs cut; the player_meta versions are canonical. - `stats.go::loadAdvSnapshot` SELECT swapped to `player_meta`. - All `achievements.go` streak reads swapped to `player_meta`. - `loadArenaLeaderboard` LEFT JOIN swapped to `player_meta`. - Every `loadXxxState` helper in `player_meta.go` had its "fallback to adventure_characters during soak" branch deleted; player_meta is the single source of truth. - All `backfillPlayerMeta*` and `backfillDnDCharactersFromAdv` one-shots removed (already-completed migrations; their Init wiring is gone). - `db.go::snapshotPreDnD` gates on a `sqlite_master` lookup so it skips silently after the purge. 3. **Purge script** — SHIPPED. `internal/plugin/cleanup_l5.go::purgeLegacyAdvCharacterTable` runs on every Init, gated on `GOGOBEE_LEGACY_PURGE=1`. Idempotent (`sqlite_master` existence check). Drops the `adventure_characters` table only; the `adventure_characters_pre_dnd` rollback snapshot is preserved (separate `GOGOBEE_PRE_DND_PURGE` pass when its 30-day grace window expires). The `CREATE TABLE adventure_characters` clause has been removed from the schema string and the columnMigrations runner now also tolerates `no such table: adventure_characters`, so the table won't be re-instated on next boot. 4. **`player_meta.combat_level` column drop — STILL DEFERRED.** `combat_stats.go::DerivePlayerStats` (HP/Attack/Defense/Speed scaling) and `combat_stats.go::applyMistyHealAmt` and `adventure_activities.go::adv power calculations` all read `char.CombatLevel` via the player_meta overlay. Per §7.4's reconciliation, those files are shared infrastructure that stays — so `combat_level` continues to drive combat power scaling and is not safe to drop. Revisit only if/when D&D-derived stats subsume those formulas. 5. Final `go vet ./... && go test ./...` — clean (2026-05-09). **What stays:** - `adventure_character.go` — `AdventureCharacter` struct continues as the loaded-view shape; `loadAdvCharacter` SELECTs from the (now read-only) `adventure_characters` seed row and overlays `player_meta` / `dnd_character` state. A future cosmetic pass may rename it to drop the implication of being legacy, but that is *not* part of this migration. (Per `feedback_avoid_dnd_naming.md`, any rename must avoid "dnd"-prefixed names.) - `adventure_activities.go` — already gutted in L1; the file's residual stubs can stay or be sweep-deleted in a separate cleanup, not part of teardown. - `combat_engine.go`, `combat_bridge.go`, `combat_stats.go` (+ tests) — shared combat infrastructure. - `AdvLocation` tier data and `AdvBonusSummary` plumbing — both still consumed by the live combat path; not "legacy" in the L1–L5 sense. **DB cleanup:** - `adventure_character` table: drop after a 30-day grace period in case of rollback. `dnd_l5_cleanup.go` migration script gated on `GOGOBEE_LEGACY_PURGE=1`. Default off; manual flip after confirming. - Equipment table stays — it was always per-user, never per-AdvCharacter. - `player_meta.combat_level` column drop sequenced with the three reader fixes above. **Branching dungeon paths:** unblocked. The `dnd_zone_run` schema is the only one we still own; rebuild/expand it without AdvCharacter pressure. Out of scope for this doc — see `project_branching_paths_post_legacy.md` memory note. --- ## 8. Cross-cutting — DB backfills Every phase that moves a field from `adventure_character` to `player_meta` runs the same shape of backfill: ```go // In Init() or a one-shot migration runner func backfillPlayerMeta(db *sql.DB) error { rows, _ := db.Query(`SELECT user_id, arena_wins, arena_losses, ... FROM adventure_character`) for rows.Next() { // INSERT OR IGNORE into player_meta } } ``` **Idempotency rules (per Phase R1's `archiveOrphanZoneRuns` precedent):** - All backfills use `INSERT OR IGNORE`. - All backfills are safe to re-run. - Each backfill logs the row count it touched. **Order of backfills:** 1. L1 — `babysit_*`, `auto_babysit*` columns. 2. L2 — `arena_wins`, `arena_losses`, `invasion_score`. 3. L3 — none (co-op didn't store on AdvCharacter). 4. L4a — `hospital_visits`, `last_death_date`, `death_source`, `death_location`, `last_pardon_used`, `death_reprieve_last`. 5. L4b — `rival_pool`, `rival_unlocked_notified`. 6. L4c — `masterwork_drops_received`, `treasures_locked`. 7. L4d — pet fields. 8. L4e — house fields. 9. L4f — streak/title/grudge fields, NPC msg counters, NPC seen/buff timestamps. 10. L5 — drop `adventure_character` table. --- ## 9. Testing strategy - Each phase ships with new tests for the migrated subsystem and a `*_migration_test.go` covering backfill idempotency (matching R1's pattern). - Existing tests are *ported*, not deleted — same test names, fixtures swap from AdvCharacter to DnDCharacter. - A new `legacy_residue_test.go` runs at the package level and `grep`s the source tree for forbidden symbols once each phase lands; this guards against regressions. ```go // legacy_residue_test.go skeleton func TestNoCombatLevelReferencesAfterL5(t *testing.T) { if !legacyMigrationDone { t.Skip() } // walk filepath, fail on grep "CombatLevel" } ``` --- ## 10. Sequence & rough sizing | Phase | Est. session count | Blocking on | |---|---|---| | L1 — Babysit/scheduler | 1 | — | | L2 — Arena (boss flow rebuild) | 2–3 | feature flag in place; `renderBossOutcome` extraction lands first | | L3 — Co-op dungeons (DELETE) | 0.5 | — (independent of L2) | | L4a — Hospital | 0.5 | — | | L4b — Rival | 1 | — | | L4c — Masterwork | 0.5 | DnDCharacter skill fields exist (§2.2) | | L4d — Pets | 1 | `player_meta` schema | | L4e — Housing/mortgage | 1 | — | | L4f — TwinBee/render | 0.5 | L1–L4 done | | L5 — Teardown | 1 | all above + 30-day grace | **Total:** ~10 sessions over ~3–6 weeks of real time, including playtest soak between phases. Don't compress this into a single sprint — each phase needs production exposure before the next one builds on it. --- ## 11. Rollback strategy Each phase is reversible until L5: - L1–L4 do not delete columns or tables. They add `player_meta` columns and dual-read briefly during the swap. - If a phase regresses, revert the read-site swap; backfill data still flows back to `adventure_character` because L1–L4 do **not** stop writing to AdvCharacter until §6 dual-write is dropped per phase. **Dual-write rule:** for the duration of L1–L4, every write to a migrated field goes to **both** AdvCharacter and `player_meta`. Reads come from `player_meta`. This is removed phase-by-phase only after one full real week with no rollback triggered. L5 is the irreversible step. Gate on `GOGOBEE_LEGACY_PURGE=1`. --- ## 12. Decisions locked (2026-05-08) All four pre-implementation questions answered: 1. **CombatLevel→Level:** direct copy. CombatLevel doesn't have semantic meaning — it's just "starting Level." No formula, no cap-compression. 2. **AdvEquipment:** kept as-is. No rename. Type stays `AdvEquipment`, table stays `adventure_equipment`. (Naming guidance: avoid new `dnd_*` symbols throughout this migration — see §2.1 callout.) 3. **CombatXP→XP:** discarded. Players start fresh; new XP accumulates from 0 at the floor of their migrated Level. 4. **Co-op dungeons:** dropped entirely (see §5). Not migrated. Different design coming later. No outstanding pre-implementation questions. Tuning questions during each phase (HP/AC tables, threshold brackets) get decided in the moment. --- *End of Legacy Migration document.* *Pair with companion docs in Claude Code sessions when working any L-phase.*