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