package plugin import ( "fmt" "log/slog" "maunium.net/go/mautrix/id" ) // Phase 13 — turn-based combat timeout reaper. // // A CombatSession expires 1h after its last action (combatSessionTTL). Per the // 2026-05-13 timeout decision, an abandoned fight is not flatly marked as a // retreat — the reaper resumes it from persisted mid-state and auto-plays the // rest of the fight through the same shared resolver a live !attack uses, // landing on a real win or loss. The player is DM'd the outcome. // // Sessions that cannot be reconstructed (zone run deleted, enemy no longer in // the bestiary) or that fail to converge within reaperRoundCap fall back to the // terminal 'expired' status with no fatal-blow side effects — see // markCombatSessionExpired. // reaperRoundCap bounds the auto-play loop. A turn-based round always lands at // least one damage roll eventually, so a real fight converges well within this; // the cap only guards against a pathological non-terminating session. const reaperRoundCap = 300 // reapExpiredCombatSessions is the timeout reaper, driven off eventTicker (one // pass per minute). It auto-plays every stale session to a terminal status. func (p *AdventurePlugin) reapExpiredCombatSessions() { expired, err := listExpiredCombatSessions() if err != nil { slog.Error("combat: reaper failed to list expired sessions", "err", err) return } for _, sess := range expired { p.reapCombatSession(sess.UserID, sess.SessionID) } } // reapCombatSession auto-plays a single stale session under the player's lock. // It re-fetches the session after locking: the player may have finished the // fight in the window between listing and locking, in which case there is // nothing to do. func (p *AdventurePlugin) reapCombatSession(userIDStr, sessionID string) { userID := id.UserID(userIDStr) userMu := p.advUserLock(userID) userMu.Lock() defer userMu.Unlock() sess, err := getActiveCombatSession(userID) if err != nil { slog.Error("combat: reaper failed to reload session", "user", userID, "err", err) return } // Gone, replaced, or no longer the stale one — the player acted first. if sess == nil || sess.SessionID != sessionID { return } player, enemy, err := p.combatantsForSession(sess) if err != nil { // Can't reconstruct the fight — park it terminal so it isn't retried // every minute forever. slog.Warn("combat: reaper cannot rebuild session, marking expired", "user", userID, "session", sess.SessionID, "err", err) if merr := markCombatSessionExpired(sess.SessionID); merr != nil { slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr) } return } rounds := 0 for sess.IsActive() { if rounds >= reaperRoundCap { slog.Warn("combat: reaper hit round cap, marking expired", "user", userID, "session", sess.SessionID) if merr := markCombatSessionExpired(sess.SessionID); merr != nil { slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr) } return } if _, rerr := runCombatRound(sess, &player, &enemy, PlayerAction{Kind: ActionAttack}); rerr != nil { slog.Error("combat: reaper round failed", "user", userID, "session", sess.SessionID, "err", rerr) if merr := markCombatSessionExpired(sess.SessionID); merr != nil { slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr) } return } rounds++ } outcome := p.finishCombatSession(userID, sess, enemy) preamble := fmt.Sprintf("⏳ Your fight with **%s** timed out — TwinBee finished it for you.\n\n", enemy.Name) if err := p.SendDM(userID, preamble+outcome); err != nil { slog.Error("combat: reaper failed to DM outcome", "user", userID, "err", err) } }