Files
gogobee/internal/plugin/expedition_party.go
prosolis d538f91cf7 Combat engine: pay off the N-body debt, and hire Pete
N3 widened the combat *roster* from 1 to N but never widened the action model,
the scaling model, or the test net to match. Building the hireable companion
walked into all three. Only one of the four defects found was the companion's;
the rest have been live in prod for every human party since N3.

The party golden did not exist (§5)
  Solo combat is pinned exhaustively (7468 lines); the entire N-body layer had
  nothing. That is why a healer class that cannot heal shipped without a test
  going red. Adds party_characterization.golden (9 scenarios x 5 seeds, incl.
  weak and dying seats) and TestPartyCharacterization_OneSeatIsStillSolo, so the
  N-body path can never quietly stop being a superset of the balance corpus.
  Regenerate only on purpose: -update-party.

No action could target another seat (§1)
  Every heal in the engine was self-scoped. A party cleric could not put one hit
  point on a friend. Adds turnActionEffect.AllyHeal/AllySeat, `!cast <spell>
  @user` and `--target @user` -- the latter has been advertised in !help and
  silently swallowed by parseCombatCast since SP2 ("reserved for SP3"). The auto
  picker uses it too (simPickAllyHeal), so away-players and engine-driven healers
  behave like competent ones. It will not raise the dead.

Corpses kept buffing the boss (§2b)
  enemyActionsThisRound counted len(st.actors), dead included -- so a party that
  lost a member kept paying for them, and the survivor faced a boss still swinging
  at two-player cadence, alone. A death spiral with the arrow pointing the wrong
  way. Now counts livingActors(). Party golden moved deliberately for this.

An engine-driven seat was a bool any command could clear (§3)
  autoDriveCombat drives a party by dispatching each seat's turn AS that seat, so
  a companion's own auto-played move arrived at beginCombatTurn looking like a
  player returning to the keyboard and cleared the latch that was moving him. He
  then stood in the fight doing nothing while the boss he had inflated killed
  everyone. ActorStatuses.EngineDriven is now a persisted seat property that no
  command clears, and the driver calls driveEngineSeat instead of impersonating.

"The party" could be empty (§4)
  A solo expedition has no expedition_party rows, so asking the roster who was in
  the party answered "nobody" -- and every caller fell back to something plausible.
  That is how the companion got hired at level 1 for exactly the player the feature
  exists for. expeditionParty()/partyHumans() always include the owner.

The companion himself (!expedition hire [class] / !expedition dismiss)
  Day 1, leader only, costs coins, role-fills the gap, globally exclusive. He is an
  NPC seat and must never become a player: no player_meta, no dnd_character, no
  inventory, no DM room -- mint him a player_meta row and
  ensureDnDCharacterForCombat will auto-build the news bot a real character, and
  he starts appearing in the graveyard and filing death notices about himself.
  Mail and seats are different sets: he fights, he does not get written to.

Measured on millenia, n=750/arm. Before these fixes he was -28pp -- worse than no
companion at all. After: solo 48.5% -> 63.9% clear (+15.3pp), with +28.0pp for
trailing players and +2.0pp for leaders. Help, never a carry.

The solo golden is byte-identical throughout: solo combat provably did not move,
and the balance corpus is intact.

Known gap: the companion cannot cast (castActionForSeat loads a sheet from the DB
and he has none by design), so a hired Cleric is still just a bad fighter.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 12:39:01 -07:00

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package plugin
import (
"database/sql"
"errors"
"fmt"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// N3/P4 — expedition party membership.
//
// A co-op expedition is one dnd_expedition row plus an expedition_party roster.
// The leader's row stays the single source of truth for the shared clock, the
// threat track, and the supply pool; members reference it rather than owning a
// row of their own. There is no party_id column — expedition_id already
// identifies the party, and a second key would be a second answer to "who is in
// this party".
//
// Absence means solo. Every expedition that existed before N3 has no rows here,
// which is exactly the right reading, so nothing needs backfilling. A solo
// expedition started after N3 writes no rows either: the roster materializes on
// the first successful invite (P6), and until then partyMembers returns empty.
// Party roles (expedition_party.role).
const (
PartyRoleLeader = "leader"
PartyRoleMember = "member"
)
// expeditionPartyMax is the roster ceiling including the leader. C1 scopes v1
// to 23 players; the combat roster and the supply pool are both sized off this.
const expeditionPartyMax = 3
// ExpeditionPartyMax exports the ceiling for cmd/expedition-sim's -party flag,
// so the harness cannot ask for a roster the seating layer will refuse.
const ExpeditionPartyMax = expeditionPartyMax
// Errors returned by the party layer.
var (
ErrPartyFull = errors.New("expedition party is full")
ErrAlreadyInParty = errors.New("player is already in this party")
ErrNotPartyLeader = errors.New("only the party leader may do that")
ErrPlayerBusyElsewhere = errors.New("player already has an active expedition")
)
// PartyMember is one seat on an expedition roster.
type PartyMember struct {
ExpeditionID string
UserID string
Role string
JoinedAt time.Time
}
// IsLeader reports whether this member owns the expedition row.
func (m PartyMember) IsLeader() bool { return m.Role == PartyRoleLeader }
// partyMembers returns the roster in join order, leader first. A solo
// expedition has no rows and returns an empty slice — callers should treat
// len(roster) == 0 and len(roster) == 1 alike, as "one player".
func partyMembers(expeditionID string) ([]PartyMember, error) {
rows, err := db.Get().Query(`
SELECT expedition_id, user_id, role, joined_at
FROM expedition_party
WHERE expedition_id = ?
ORDER BY (role <> 'leader'), joined_at ASC`, expeditionID)
if err != nil {
return nil, err
}
defer rows.Close()
var out []PartyMember
for rows.Next() {
var m PartyMember
if err := rows.Scan(&m.ExpeditionID, &m.UserID, &m.Role, &m.JoinedAt); err != nil {
return nil, err
}
out = append(out, m)
}
return out, rows.Err()
}
// PartySeatKind is what a seat *is*. The three answers differ in ways that matter
// at almost every seam, and conflating any two of them has already cost us a bug:
// a companion is a seat but not a mouth and not a mailbox; a leader owns the
// expedition row that everyone else references.
type PartySeatKind int
const (
SeatLeader PartySeatKind = iota
SeatMember
SeatCompanion
)
// PartySeat is one body on an expedition.
type PartySeat struct {
UserID id.UserID
Kind PartySeatKind
}
// IsHuman reports whether there is a person behind this seat — someone who can be
// DM'd, can earn loot, eats supplies, and can die.
func (s PartySeat) IsHuman() bool { return s.Kind != SeatCompanion }
// expeditionParty is THE answer to "who is on this expedition". Every other view
// — who gets mail, who sits down in a fight, who eats — is derived from it.
//
// It ALWAYS includes the owner. That is the whole point, and it is not a
// convenience: a solo expedition has **no expedition_party rows at all** (the
// roster only materializes on the first invite — see partyMembers), so any code
// that answers "who is in this party?" by reading the roster table gets *nobody*
// for a solo player, and then quietly falls back to whatever looked sensible at
// the call site.
//
// That is not hypothetical. It is exactly how the hired companion came out at
// **level 1** for every solo player — the one player the feature exists for. The
// level was averaged over the party; the party read as empty; the fallback was 1.
// He then walked into a tier-4 zone as a level-1 body, died on contact, and left
// the leader fighting a boss that had been inflated on his account. A 1500-run
// sweep is what found it, because nothing else could.
//
// So: there is no way to ask this function for the party and be handed an empty
// list. If the expedition exists, it has at least a leader.
func expeditionParty(expeditionID, ownerID string) ([]PartySeat, error) {
rows, err := partyMembers(expeditionID)
if err != nil {
return nil, err
}
if len(rows) == 0 {
// Solo: no roster rows. The owner IS the party.
if ownerID == "" {
return nil, nil
}
return []PartySeat{{UserID: id.UserID(ownerID), Kind: SeatLeader}}, nil
}
out := make([]PartySeat, 0, len(rows))
for _, m := range rows {
kind := SeatMember
switch {
case isCompanionUser(m.UserID):
kind = SeatCompanion
case m.IsLeader():
kind = SeatLeader
}
out = append(out, PartySeat{UserID: id.UserID(m.UserID), Kind: kind})
}
return out, nil
}
// partyHumans is the party minus the companion: everyone with a person behind
// them. This is the set that gets mail, earns loot, eats supplies, and can die.
func partyHumans(expeditionID, ownerID string) ([]PartySeat, error) {
seats, err := expeditionParty(expeditionID, ownerID)
if err != nil {
return nil, err
}
out := seats[:0]
for _, s := range seats {
if s.IsHuman() {
out = append(out, s)
}
}
return out, nil
}
// partyMemberIDs is the whole party as ids, leader first — every body, companion
// included. Callers that want only people want partyHumans.
func partyMemberIDs(expeditionID, ownerID string) ([]id.UserID, error) {
seats, err := expeditionParty(expeditionID, ownerID)
if err != nil {
return nil, err
}
out := make([]id.UserID, 0, len(seats))
for _, s := range seats {
out = append(out, s.UserID)
}
return out, nil
}
// partySize is the number of seated *players*: 1 for a solo expedition.
//
// A hired companion is not counted, and both of this function's consumers want
// it that way:
//
// - expeditionBurnRatePct scales the daily supply burn by party size. Pete
// never bought a pack — members buy their own on !expedition accept, and he
// accepts nothing — so counting him would bill the leader a 60% higher burn
// for a mouth that brought its own rations. He is on expenses.
// - the "your party is still waiting on you" gate blocks a leader from
// starting a new run while an extracted party is pending. A roster holding
// nobody but Pete is not a party waiting on anyone, and counting him would
// lock the leader out of the game until they abandoned the run.
//
// The combat roster is a different question with a different answer: Pete IS a
// body in the fight, so CombatSession.RosterSize() counts him and the enemy-HP
// scalar feels him. Seats and mouths are not the same set.
func partySize(expeditionID string) (int, error) {
var n int
err := db.Get().QueryRow(
`SELECT COUNT(*) FROM expedition_party
WHERE expedition_id = ? AND user_id <> ?`,
expeditionID, string(companionUserID())).Scan(&n)
if err != nil {
return 0, err
}
if n == 0 {
return 1, nil
}
return n, nil
}
// joinParty seats a member. It refuses a full roster, a duplicate, and a player
// who already leads or rides an expedition of their own — the "one active
// expedition per user" rule that startExpedition enforces in code, extended to
// cover membership. The check and the insert share a transaction so two
// simultaneous invites cannot both find the last seat free.
//
// It seats the leader first if nobody has. A roster whose leader is missing
// would quietly drop them from every fan-out (partyMemberIDs reads the roster,
// not the expedition row), so the ordering is enforced here rather than left to
// each caller to remember.
func joinParty(expeditionID string, userID id.UserID) error {
tx, err := db.Get().Begin()
if err != nil {
return err
}
defer tx.Rollback()
if err := seatLeader(tx, expeditionID); err != nil {
return err
}
var n int
if err := tx.QueryRow(
`SELECT COUNT(*) FROM expedition_party WHERE expedition_id = ?`,
expeditionID).Scan(&n); err != nil {
return err
}
if n >= expeditionPartyMax {
return ErrPartyFull
}
if err := assertNotAdventuring(tx, expeditionID, userID); err != nil {
return err
}
if _, err := tx.Exec(`
INSERT INTO expedition_party (expedition_id, user_id, role)
VALUES (?, ?, 'member')`,
expeditionID, string(userID)); err != nil {
return fmt.Errorf("seat %s: %w", userID, err)
}
return tx.Commit()
}
// seatLeader converts a solo expedition row into a party of one, inside a
// caller's transaction. It reads the owner off the expedition row rather than
// trusting a passed-in id, so the roster's leader can never disagree with
// dnd_expedition.user_id. Idempotent (ON CONFLICT DO NOTHING), so the invite
// path can call it unconditionally before adding a member.
func seatLeader(tx *sql.Tx, expeditionID string) error {
var owner string
err := tx.QueryRow(
`SELECT user_id FROM dnd_expedition WHERE expedition_id = ?`,
expeditionID).Scan(&owner)
if errors.Is(err, sql.ErrNoRows) {
return fmt.Errorf("expedition %s not found", expeditionID)
}
if err != nil {
return err
}
_, err = tx.Exec(`
INSERT INTO expedition_party (expedition_id, user_id, role)
VALUES (?, ?, 'leader')
ON CONFLICT (expedition_id, user_id) DO NOTHING`, expeditionID, owner)
return err
}
// assertNotAdventuring fails if the player is already committed elsewhere:
// seated on this or any other party, or owning an active expedition row. Runs
// inside joinParty's transaction so the guard and the insert are atomic.
func assertNotAdventuring(tx *sql.Tx, expeditionID string, userID id.UserID) error {
var seatedIn string
err := tx.QueryRow(`
SELECT expedition_id FROM expedition_party WHERE user_id = ? LIMIT 1`,
string(userID)).Scan(&seatedIn)
switch {
case err == nil && seatedIn == expeditionID:
return ErrAlreadyInParty
case err == nil:
return ErrPlayerBusyElsewhere
case !errors.Is(err, sql.ErrNoRows):
return err
}
var owned int
if err := tx.QueryRow(`
SELECT COUNT(*) FROM dnd_expedition
WHERE user_id = ? AND status IN ('active', 'extracting')`,
string(userID)).Scan(&owned); err != nil {
return err
}
if owned > 0 {
return ErrPlayerBusyElsewhere
}
return nil
}
// leaveParty removes one member. The leader cannot leave — an expedition
// without its owner has no row to hang the shared clock on; the leader ends the
// run for everyone with !extract instead.
func leaveParty(expeditionID string, userID id.UserID) error {
res, err := db.Get().Exec(`
DELETE FROM expedition_party
WHERE expedition_id = ? AND user_id = ? AND role <> 'leader'`,
expeditionID, string(userID))
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrNotPartyLeader
}
return nil
}
// disbandParty clears the roster. Called when an expedition reaches a terminal
// status, so every member is free to start their own next run.
func disbandParty(expeditionID string) error {
_, err := db.Get().Exec(
`DELETE FROM expedition_party WHERE expedition_id = ?`, expeditionID)
return err
}
// expeditionForMember resolves the expedition a player is seated on but does
// not own. getActiveExpedition keys on dnd_expedition.user_id and so is blind to
// members; every player-facing lookup wants both, which is what
// activeExpeditionFor provides.
func expeditionForMember(userID id.UserID) (*Expedition, error) {
row := db.Get().QueryRow(`
SELECT`+expeditionSelectCols+`
FROM dnd_expedition e
JOIN expedition_party p ON p.expedition_id = e.expedition_id
WHERE p.user_id = ? AND p.role <> 'leader' AND e.status = 'active'
ORDER BY e.start_date DESC
LIMIT 1`, string(userID))
e, err := scanExpedition(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return e, err
}
// activeExpeditionFor returns the expedition a player is on, whether they lead
// it or ride it, plus whether they lead it. This is the lookup every
// player-facing command wants; getActiveExpedition alone silently tells a party
// member they have no expedition.
func activeExpeditionFor(userID id.UserID) (e *Expedition, isLeader bool, err error) {
if e, err = getActiveExpedition(userID); err != nil || e != nil {
return e, e != nil, err
}
e, err = expeditionForMember(userID)
return e, false, err
}