Files
gogobee/internal/plugin/expedition_autorun.go
prosolis ae5e10435a expedition: cut the DM drip to one message a day
Adventure's web feed now carries a live per-room run log, so the bot no
longer narrates every beat into Matrix. The three per-player DM sources
that fired on a clock collapse into the 06:00 briefing:

  - ambient events (6h cooldown, up to ~3/day)
  - the 21:00 recap
  - the autopilot's Night-camp end-of-day digest

Only the messaging goes quiet. Every mechanical effect still fires on
exactly the schedule it always did: ambient still applies its ±SU and
threat nudges, the recap still runs the night wandering check and its
threat bump, the night camp still burns supply and rolls the day. Each
now writes its outcome to the expedition log and stops there, and the
next morning's briefing reads that log back as a "Since yesterday"
block -- walks collapsed to a count, frame and narration types skipped,
capped with an explicit overflow note so a truncated digest never reads
as a complete one.

The briefing carries the reader's own /adventure/who/{token} link,
reusing the salted one-way roster token the board already publishes, so
a DM link and a board link resolve to one page and neither leaks a
Matrix handle. PETE_PUBLIC_URL overrides the default; it is deliberately
not PETE_INGEST_URL, which is Headscale-only and unreachable from a
player's phone.

N1/A6's digest-anchored mid-day event roll moved to deliverBriefing
along with the digest. An anchored roll's whole premise is firing at a
moment the player is demonstrably reading a DM, and the night camp no
longer sends one; leaving it in place would have quietly starved the
anchor for exactly the autopilot-only player it was added for.

Interrupt-driven DMs are untouched: a fork needs a human, a death and a
run-completion are terminal, and a boss-safety hold is an explicit
stop. Batching those would strand a decision behind the 8h auto-pick or
report a finished story.

Net effect for a player with an active expedition: roughly 6-10 DMs a
day down to one, plus whatever genuinely interrupts.

Tests: the recap and ambient send paths had no coverage at all, so
nothing would have caught them silently dropping their mechanics along
with their message. Adds behavioural tests via the message sink for all
three silenced paths, digest rendering, token-not-handle in the URL,
and a keep-set regression guard.
2026-07-26 20:34:42 -07:00

383 lines
15 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 4 of expedition autopilot — background auto-run ticker. Walks
// active expeditions on real time so the player only engages when a real
// decision is needed (fork, elite, boss, low HP/SU, rare node, death).
//
// Design (settled 2026-05-16):
// • Tick every autoRunTickInterval; per-expedition rate-limited by
// autoRunCooldown via a last_autorun_at CAS.
// • Skip when the player is in active combat, inside the briefing/recap
// quiet window, or on a very-fresh expedition (give them a beat).
// • Walk up to autoRunRoomCap rooms per tick. Smaller than foreground's
// cap so background DMs stay digestible.
// • DM-suppression rules (D4-a — long expedition bundling):
// - Surface ONLY for: fork (player decision), death, run-complete,
// boss-safety camp pitch (explicit hold), or a Night=true camp
// pitch (end-of-day digest).
// - Everything else — uneventful walks, preflight pauses, harvest
// interrupts, mid-day rest camps — goes silent. The accumulated
// day reads as one EoD digest DM when the autopilot night-camps.
// - Each successful background walk logs a `walk` entry so the EoD
// digest can count rooms walked without persisting raw narration.
// • Idempotency: CAS-claim last_autorun_at before doing any work. A
// double-fire on the same expedition is a no-op.
const (
// autoRunTickInterval — how often the ticker wakes. The per-expedition
// cooldown is what actually paces; the tick just has to be frequent
// enough that the cooldown is enforced cleanly.
autoRunTickInterval = 15 * time.Minute
// autoRunCooldown — minimum gap between background walks for one
// expedition. 2h is the slow cadence: the dungeon still moves on its
// own while the player is away, but the auto-walk DM stays a
// once-in-a-while ping instead of a steady drip.
autoRunCooldown = 2 * time.Hour
// autoRunMinExpeditionAge — don't auto-walk a brand-new expedition;
// let the player walk the first beat manually so the opening reads
// as deliberate.
autoRunMinExpeditionAge = 30 * time.Minute
// autoRunRoomCap — rooms per background tick. Smaller than the
// foreground cap so a single background DM doesn't dump an
// overwhelming wall of narration.
autoRunRoomCap = 3
)
// expeditionAutoRunTicker — fires the auto-run pass every tick interval.
func (p *AdventurePlugin) expeditionAutoRunTicker() {
ticker := time.NewTicker(autoRunTickInterval)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
p.fireExpeditionAutoRuns(time.Now().UTC())
}
}
}
// fireExpeditionAutoRuns walks active expeditions due for a background
// step and dispatches one walk per. Cheap per-expedition gating happens
// in tryAutoRun; this layer just selects candidates.
func (p *AdventurePlugin) fireExpeditionAutoRuns(now time.Time) {
// Reuse the ambient quiet window — same intent: don't talk over the
// scheduled 06:00 briefing or 21:00 recap.
if inAmbientQuietWindow(now) {
return
}
due, err := loadExpeditionsForAutoRun(
now.Add(-autoRunCooldown), now.Add(-autoRunMinExpeditionAge))
if err != nil {
slog.Error("expedition: load autorun candidates", "err", err)
return
}
for _, expID := range due {
e, err := getExpedition(expID)
if err != nil || e == nil {
continue
}
if e.Status != ExpeditionStatusActive {
continue
}
uid := id.UserID(e.UserID)
if hasActiveCombatSession(uid) {
continue
}
// Honor the rest lockout — short/long rest set RestingUntil and
// foreground !expedition run checks it; background must too, or
// the auto-walk ticker fires through a long rest.
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
if restingLockoutRemaining(c) > 0 {
continue
}
}
if err := p.tryAutoRun(e, now); err != nil {
slog.Warn("expedition: autorun step", "expedition", e.ID, "err", err)
}
}
}
// loadExpeditionsForAutoRun returns active expeditions whose
// last_autorun_at is NULL or older than runCutoff, AND whose start_date
// is older than ageCutoff so a freshly-started expedition isn't yanked
// out from under the player on tick 1.
func loadExpeditionsForAutoRun(runCutoff, ageCutoff time.Time) ([]string, error) {
// N3/P6b: an expedition with an unanswered invite does not walk. The
// leader must not be dragged into a boss room while their friend is still
// reading the DM. Bounded by expeditionInviteTTL, which the invited_at
// comparison enforces here rather than trusting the purge to have run.
rows, err := db.Get().Query(`
SELECT expedition_id
FROM dnd_expedition e
WHERE status = 'active'
AND start_date < ?
AND (last_autorun_at IS NULL OR last_autorun_at < ?)
AND NOT EXISTS (
SELECT 1 FROM expedition_invite i
WHERE i.expedition_id = e.expedition_id
AND i.invited_at > ?)`,
ageCutoff, runCutoff, inviteCutoff())
if err != nil {
return nil, err
}
defer rows.Close()
var ids []string
for rows.Next() {
var s string
if err := rows.Scan(&s); err != nil {
return nil, err
}
ids = append(ids, s)
}
return ids, rows.Err()
}
// autoRunCombatSegmentCap bounds the walk→fight→walk ping-pong inside a
// single background tick. With autoRunRoomCap == 3 rooms/tick the loop
// can realistically only hit a couple doorways; the cap is a backstop
// against a pathological state where a fight wins but the next walk
// re-presents the same doorway.
const autoRunCombatSegmentCap = 8
// runAutopilotWalkDriven runs the compact background walk and, when it
// halts at a boss/elite doorway, drives that fight through the real turn
// engine (manual `!fight` parity — long-expedition D8-f) before resuming
// the walk. It loops walk→fight→walk so one tick still covers up to
// maxRooms rooms, exactly as the old inline-boss path did, but bosses now
// face the player's full kit against the enemy's full multiattack profile
// instead of the rosier inline SimulateCombat path.
//
// Combat narration is suppressed via a silent ctx — the day digest
// summarizes the outcome, matching the rest of the compact autopilot
// surface. The returned result carries the cumulative room count and the
// reason of whichever non-combat stop ended the loop.
func (p *AdventurePlugin) runAutopilotWalkDriven(ctx MessageContext, maxRooms int) autopilotWalkResult {
silent := ctx
silent.Silent = true
total := 0
for seg := 0; seg < autoRunCombatSegmentCap; seg++ {
budget := maxRooms - total
if budget <= 0 {
return autopilotWalkResult{rooms: total, reason: stopOK, finalMsg: autopilotFooter(stopOK, total)}
}
r := p.runAutopilotWalk(ctx, budget, true, false)
if r.initErr != "" {
return r
}
total += r.rooms
r.rooms = total
if r.reason != stopBoss && r.reason != stopElite {
return r
}
// Standing at an elite/boss doorway — drive the fight on the turn
// engine. handleFightCmd opens the session at the current doorway;
// autoDriveCombat loops until it resolves.
won, err := p.autoDriveCombat(silent)
if err != nil {
slog.Warn("expedition: autopilot turn-engine combat", "user", ctx.Sender, "err", err)
// Leave the doorway stop in place; the next tick retries the
// engagement after the cooldown.
return r
}
if won {
// The won session is recorded; the next walk advances the now-
// cleared room (a boss win surfaces as stopComplete, an elite as
// a normal continue). Loop.
continue
}
// Lost: the turn engine never voluntarily flees, so a non-win means
// the party fell. finishCombatSession (CombatStatusLost) already
// abandoned the run and force-extracted the expedition; surface it
// as a death so the digest + pet-emergence seam fire.
if c, _ := LoadDnDCharacter(ctx.Sender); c == nil || c.HPCurrent <= 0 {
r.reason = stopEnded
r.finalMsg = fmt.Sprintf("💀 The party fell in battle after %s. The expedition is over.", roomsWalkedPhrase(total))
return r
}
// Alive but the session didn't open / resolve to a win (rare —
// bestiary miss or stall). Leave the doorway stop; retry next tick.
return r
}
// Segment cap hit — stop cleanly rather than spin.
return autopilotWalkResult{rooms: total, reason: stopOK, finalMsg: autopilotFooter(stopOK, total)}
}
// roomsWalkedPhrase renders "N room(s)" for autopilot footers.
func roomsWalkedPhrase(rooms int) string {
if rooms == 1 {
return "1 room"
}
return fmt.Sprintf("%d rooms", rooms)
}
// tryAutoRun claims the slot for this expedition, runs one background
// walk, and DMs the result if the suppression rules say to. The CAS-
// update is the only persistent side effect on the autorun column —
// supplies/threat/run-graph state are mutated by the walk itself, just
// as they would be in a foreground !expedition run.
func (p *AdventurePlugin) tryAutoRun(e *Expedition, now time.Time) error {
// Long-expedition D2-a — camp dwell gate. A camp (player or auto)
// still inside its dwell window means the party is resting; skip
// the walk entirely. An auto-pitched camp past dwell gets broken
// here so this tick can proceed.
if shouldSkipAutoRunForCamp(e, now) {
return nil
}
autoCampBroken := breakAutoCampIfDue(e, now)
cutoff := now.Add(-autoRunCooldown)
res, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_autorun_at = ?,
last_activity = ?
WHERE expedition_id = ?
AND status = 'active'
AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
now, now, e.ID, cutoff)
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil // someone else got there first
}
uid := id.UserID(e.UserID)
// D8-f — boss/elite encounters route through the real turn engine for
// manual `!fight` parity (enemy multiattack included). Trash mobs still
// auto-resolve on the fast inline path inside the walk.
r := p.runAutopilotWalkDriven(MessageContext{Sender: uid}, autoRunRoomCap)
if r.initErr != "" {
// "no expedition" / "no run" — race with abandon/extract. Silent.
return nil
}
// D4-a — drop a `walk` log entry per successful background walk so
// the EoD digest can count rooms walked from structured logs without
// persisting the raw stream narration we used to DM.
if r.rooms > 0 {
_ = appendExpeditionLog(e.ID, e.CurrentDay, "walk",
fmt.Sprintf("auto-walk: %d room(s)", r.rooms), "")
}
// Long-expedition D2-a — post-walk camp scheduler. After the walk
// settles, see if the autopilot should pitch a rest camp (HP low)
// or a base-camp waypoint (region boss just cleared). The walk's
// own preflight handles low-SU pauses; the scheduler stays out of
// fork/combat/death/complete branches by checking r.reason.
campBlock := ""
var campDecision autoCampDecision
campPitched := false
if r.reason == stopBossSafety {
// D3 — the boss-engage gate tripped. Force-pitch a rest camp
// regardless of decideAutopilotCamp's normal HP threshold and
// its RoomBoss block. Next tick past dwell retries the boss.
if fresh, ferr := getExpedition(e.ID); ferr == nil && fresh != nil &&
fresh.Status == ExpeditionStatusActive {
campBlock, campDecision, campPitched = p.pitchBossSafetyCamp(fresh, now)
}
} else if r.reason != stopEnded && r.reason != stopComplete &&
r.reason != stopBlocked && r.reason != stopFork {
if fresh, ferr := getExpedition(e.ID); ferr == nil && fresh != nil &&
fresh.Status == ExpeditionStatusActive {
campBlock, campDecision, campPitched = p.maybeAutoCamp(fresh, now)
}
}
_ = autoCampBroken // hint reserved for downstream digest tweaks
_ = campPitched // surfaced via campBlock != ""; kept for readability
// D4-a DM dispatch. The old per-tick auto-walk DM is retired in compact
// mode: a Night-camp pitch flushes the accumulated day as a digest;
// every other quiet path stays silent until something interactive fires.
if body, ok := buildAutoRunDM(e.ID, r, campBlock, campDecision); ok {
p.fanOutExpeditionDM(e, body, nil)
}
// N1/A6's digest event anchor has moved to the 06:00 briefing along with
// the digest itself — see deliverBriefing. The anchor's whole premise is
// firing at a moment the player is demonstrably reading a DM, and the
// night camp no longer sends one.
// Emergence seam: a run-complete reached by the background ticker is
// still a live emergence — roll pet arrival. See maybeRollPetArrivalOnEmerge.
// Deferred until after the run-summary DM below so the "animal in your
// house" prompt lands after the summary, not ahead of it.
if r.reason == stopComplete {
p.maybeRollPetArrivalOnEmerge(uid)
}
return nil
}
// buildAutoRunDM applies D4-a's surface rules and returns the DM body to
// send. ok=false means the tick is silent. Inputs:
// - expID: the expedition row id (for the EoD digest log fetch).
// - r: walk result, including reason + accumulated stream.
// - camp: rendered camp block from maybeAutoCamp / pitchBossSafetyCamp,
// or "" when no camp was pitched this tick.
// - dec: the camp decision; dec.Night is the trigger for the EoD
// digest variant. Zero-value when no pitch happened.
//
// Surface rules:
// - stopFork / stopEnded / stopComplete → render the walk DM. These
// are the interactive / climax beats and stay their own messages.
// - Night camp pitched → silent. The once-a-day cadence
// (2026-07-26) retired the EoD digest DM: the camp writes its own
// `rest` log entry and the day it summarised is already in the log,
// so the 06:00 briefing reads the whole thing back the next morning.
// - Boss-safety camp pitched → short hold notice + camp
// block; walk stream dropped (compact bail was deliberate).
// - Anything else → silent.
func buildAutoRunDM(expID string, r autopilotWalkResult, camp string, dec autoCampDecision) (string, bool) {
switch r.reason {
case stopFork, stopEnded, stopComplete:
body := renderAutoRunWalkDM(r)
if camp != "" {
body += camp
}
return body, true
}
if camp == "" {
return "", false
}
if dec.Night {
// Silent: the morning briefing is the one daily message now, and it
// renders this same day out of the expedition log.
return "", false
}
if dec.Reason == "boss-safety hold — resting before re-engaging" {
return "⏸ *Holding before the boss — pitching a rest camp.*\n" + camp, true
}
// Non-night auto-camp (mid-day rest / base camp waypoint). Surface a
// short notice so the player can see the dungeon's decision; full
// digest waits for the night pitch.
return camp, true
}
// renderAutoRunWalkDM is the legacy concat-the-stream renderer, kept for
// the surfaces D4-a still DMs (fork / death / run-complete).
func renderAutoRunWalkDM(r autopilotWalkResult) string {
var b strings.Builder
b.WriteString("🚶 *Auto-walk*\n\n")
for _, s := range r.stream {
if s == "" {
continue
}
b.WriteString(s)
b.WriteString("\n\n")
}
b.WriteString(r.finalMsg)
return b.String()
}