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A. An armed ability lasted one round of a turn-based fight.
buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.
Split arming into its two halves:
consumeArmedAbility(c) mutates: disarms, saves, returns the id. Once,
at fight start.
applyAbilityByID(c, id, mods) pure: no DB write, no disarm. Safe on every
rebuild. (No ability's Apply writes to the
character, so this really is pure.)
armAbilityForFight(c, mods) consume + apply, for the auto-resolve callers
that build and fight in one breath.
buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.
The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.
Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.
B. Six unlocked read-modify-writes against the shared supply pool.
updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.
All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.
Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
297 lines
10 KiB
Go
297 lines
10 KiB
Go
package plugin
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import (
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"fmt"
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"math/rand/v2"
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"strings"
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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// Phase 12 E4c — !region command surface and inter-region travel.
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// Spec: gogobee_expedition_system.md §11.3.
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//
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// Subcommands:
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//
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// !region → list regions w/ status; current first
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// !region list → same as bare
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// !region travel [<id>|next] → travel to the next region (linear)
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//
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// Travel rules (§11.3):
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// - 1 in-game day burned (current_day += 1, daily-burn applied)
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// - 1 wandering monster check fires during transit (no camp protection)
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// - Region-transition narration logged to the expedition log
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//
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// Travel is linear (Order N → Order N+1) in E4c — branching transitions
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// are out of scope for the design doc as written. Players cannot travel
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// past the last region (the zone-boss region).
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func (p *AdventurePlugin) handleRegionCmd(ctx MessageContext, args string) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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exp, isLeader, err := activeExpeditionFor(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
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}
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if exp == nil {
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return p.SendDM(ctx.Sender,
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"No active expedition. `!region` only works during an expedition.")
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}
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if !IsMultiRegionZone(exp.ZoneID) {
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return p.SendDM(ctx.Sender,
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"This zone has no regions — it's a single sub-dungeon. `!region` only applies to Tier 4–5 multi-region zones.")
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}
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args = strings.TrimSpace(strings.ToLower(args))
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sub, _ := splitFirstWord(args)
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switch sub {
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case "", "list", "ls", "status":
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return p.SendDM(ctx.Sender, renderRegionList(exp))
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case "travel", "advance", "go", "next":
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if !isLeader {
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// Transit burns the shared supply pool and moves everyone.
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return p.SendDM(ctx.Sender,
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"Your party leader calls the march. `!region` to see where you are.")
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}
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return p.regionCmdTravel(ctx, exp)
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case "help", "?":
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return p.SendDM(ctx.Sender, regionHelpText())
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default:
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return p.SendDM(ctx.Sender, regionHelpText())
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}
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}
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func regionHelpText() string {
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var b strings.Builder
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b.WriteString("**!region** — multi-region zone navigation.\n\n")
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b.WriteString("`!region` — list regions and progress\n")
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b.WriteString("`!region travel` — move to the next region (1 in-game day, supply burn, transit wandering check)\n")
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return b.String()
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}
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func renderRegionList(exp *Expedition) string {
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rs := regionsForZone(exp.ZoneID)
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zone, _ := getZone(exp.ZoneID)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🗺 **%s — Regions**\n\n", zone.Display))
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for _, r := range rs {
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marker := " "
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switch {
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case r.ID == exp.CurrentRegion:
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marker = "▶ "
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case IsRegionCleared(exp, r.ID):
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marker = "✓ "
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case IsRegionVisited(exp, r.ID):
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marker = "· "
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}
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bossNote := r.RegionBoss
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if r.IsZoneBoss {
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bossNote += " ★"
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}
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baseTag := ""
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if r.BaseCampSite {
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if HasBaseCampAt(exp, r.ID) {
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baseTag = " ⛺"
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} else if IsRegionCleared(exp, r.ID) {
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baseTag = " ⛺ (eligible)"
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}
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}
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b.WriteString(fmt.Sprintf("%s**%d. %s** — _%s_%s\n",
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marker, r.Order, r.Name, bossNote, baseTag))
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}
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b.WriteString("\n_▶ current ✓ cleared · visited ★ zone boss ⛺ base camp_\n")
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if next, ok := nextRegion(exp.ZoneID, exp.CurrentRegion); ok {
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b.WriteString(fmt.Sprintf("\nNext: **%s** — `!region travel`", next.Name))
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} else {
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b.WriteString("\n_End of the line — the zone boss waits in this region._")
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}
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return b.String()
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}
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func (p *AdventurePlugin) regionCmdTravel(ctx MessageContext, exp *Expedition) error {
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if exp.Camp != nil && exp.Camp.Active {
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return p.SendDM(ctx.Sender,
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"You can't travel between regions while camped. `!camp break` first.")
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}
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cur, ok := CurrentRegion(exp)
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if !ok {
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return p.SendDM(ctx.Sender, "Current region is not set — this expedition's state is unusual; try `!region` to refresh.")
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}
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next, ok := nextRegion(exp.ZoneID, cur.ID)
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if !ok {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You're already in **%s** — the final region of this zone. Defeat the zone boss to complete the expedition.",
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cur.Name))
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}
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narrative, err := p.advanceToNextRegion(ctx.Sender, exp, cur, next)
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if err != nil {
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return p.SendDM(ctx.Sender, "Region transit failed: "+err.Error())
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}
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return p.SendDM(ctx.Sender, narrative)
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}
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// advanceToNextRegion performs an inter-region transition: burns the transit
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// day + supplies, fires the transit wandering check, retires the outgoing
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// region's DungeonRun, bumps CurrentRegion + the visited list, and spawns the
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// incoming region's run (pinning exp.RunID). Returns the rendered transit
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// narrative block. Shared by the manual `!region travel` command and the
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// autopilot walk's mid-zone auto-advance — keeping the transit cost identical
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// on both paths.
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func (p *AdventurePlugin) advanceToNextRegion(userID id.UserID, exp *Expedition, cur, next ExpeditionRegion) (string, error) {
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// Burn one day of supplies (transit day).
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var burned float32
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newSupplies, err := p.withExpeditionSupplies(exp.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
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harsh := fresh.ThreatLevel > 60 || zoneTemporalHarsh(fresh)
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next, b := applyExpeditionDailyBurn(fresh, harsh, fresh.SiegeMode)
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burned = b
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return next, nil
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})
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if err != nil {
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return "", fmt.Errorf("apply transit supply burn: %w", err)
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}
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exp.Supplies = newSupplies
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if err := advanceExpeditionDay(exp.ID); err != nil {
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return "", fmt.Errorf("advance expedition day: %w", err)
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}
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exp.CurrentDay++
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// Transit wandering check (no camp protection — campMod = 0).
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c, _ := LoadDnDCharacter(userID)
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var charClass DnDClass
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charLevel := 1
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if c != nil {
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charClass = c.Class
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charLevel = c.Level
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}
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tc := resolveTransitWanderingCheck(exp, charClass, nil)
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_ = processTransitWanderingCheck(exp, tc)
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// R2 — retire the outgoing region's DungeonRun before mutating
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// CurrentRegion so retireRegionRun keys the right region.
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if err := retireRegionRun(exp, cur.ID); err != nil {
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return "", fmt.Errorf("retire previous region run: %w", err)
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}
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// Update CurrentRegion + visited list.
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if err := setCurrentRegion(exp, next.ID); err != nil {
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return "", fmt.Errorf("update current region: %w", err)
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}
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if _, err := MarkRegionVisited(exp, next.ID); err != nil {
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return "", fmt.Errorf("mark region visited: %w", err)
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}
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// Spawn the new region's DungeonRun and pin exp.RunID.
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if _, err := ensureRegionRun(exp, charLevel); err != nil {
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return "", fmt.Errorf("outfit the new region: %w", err)
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}
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// Log + flavor.
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departure := strings.ReplaceAll(flavor.Pick(flavor.RegionTransitDeparture),
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"[REGION_NEXT]", next.Name)
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arrival := strings.ReplaceAll(flavor.Pick(flavor.RegionTransitArrival),
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"[REGION_NEXT]", next.Name)
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_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
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fmt.Sprintf("region transit: %s → %s (Day %d, %.1f SU burned)",
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cur.Name, next.Name, exp.CurrentDay, burned),
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departure)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🗺 **Region transit — %s → %s**\n\n", cur.Name, next.Name))
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b.WriteString(fmt.Sprintf("**Day:** %d → %d **Supplies:** −%.1f SU (now %.1f / %.1f)\n",
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exp.CurrentDay-1, exp.CurrentDay, burned, exp.Supplies.Current, exp.Supplies.Max))
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if departure != "" {
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b.WriteString("\n" + departure + "\n")
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}
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b.WriteString("\n" + renderTransitWanderingCheck(tc) + "\n")
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if arrival != "" {
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b.WriteString("\n" + arrival + "\n")
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}
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if next.IsZoneBoss {
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b.WriteString("\n_★ Final region — the zone boss is here._")
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}
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return b.String(), nil
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}
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// resolveTransitWanderingCheck mirrors resolveWanderingCheck (§6.1) but
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// operates without an active camp (campMod = 0). The check fires once
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// per region transition per §11.3.
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func resolveTransitWanderingCheck(e *Expedition, charClass DnDClass, roll1d20 func() int) NightCheck {
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if roll1d20 == nil {
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roll1d20 = func() int { return rand.IntN(20) + 1 }
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}
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r := roll1d20()
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threatMod := 0
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if e.ThreatLevel > 30 {
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threatMod = (e.ThreatLevel - 30) / 10
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}
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classMod := 0
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if charClass == ClassRanger && wildernessZones[e.ZoneID] {
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classMod = -2
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}
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total := r + threatMod + classMod
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out := wanderingOutcome(total)
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nc := NightCheck{
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Outcome: out,
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Roll: r,
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Total: total,
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ThreatMod: threatMod,
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CampMod: 0,
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ClassMod: classMod,
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}
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switch out {
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case NightOutcomePeaceful:
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nc.Summary = "Quiet transit."
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case NightOutcomePassage:
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nc.Summary = "Signs of pursuit along the route; no encounter."
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nc.ThreatBumped = true
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case NightOutcomeMinor, NightOutcomeStandard, NightOutcomeElite, NightOutcomeAmbush:
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mid, mname := pickWanderingMonster(e.ZoneID, out)
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nc.MonsterID = mid
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nc.MonsterName = mname
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nc.Summary = fmt.Sprintf("%s during transit — %s.", outcomeLabel(out), describeMonsterCount(out, mname))
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}
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nc.Flavor = wanderingFlavor(out, e.ThreatLevel, e.SiegeMode)
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return nc
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}
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// processTransitWanderingCheck applies side effects of a transit
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// encounter: log entry + threat bump on signs-of-pursuit. Combat
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// resolution itself defers to the combat-link phase, identical to the
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// night-phase pattern (§6).
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func processTransitWanderingCheck(e *Expedition, nc NightCheck) error {
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summary := nc.Summary
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if nc.MonsterName != "" {
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summary = fmt.Sprintf("%s [transit d20=%d, total=%d, mods: threat%+d class%+d]",
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summary, nc.Roll, nc.Total, nc.ThreatMod, nc.ClassMod)
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} else {
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summary = fmt.Sprintf("%s [transit d20=%d, total=%d]", summary, nc.Roll, nc.Total)
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}
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if err := appendExpeditionLog(e.ID, e.CurrentDay, "transit", summary, nc.Flavor); err != nil {
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return err
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}
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if nc.ThreatBumped {
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_ = applyThreatDelta(e.ID, 2, "signs of pursuit during transit")
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}
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return nil
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}
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func renderTransitWanderingCheck(nc NightCheck) string {
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🐾 **Transit check — %s**\n", outcomeLabel(nc.Outcome)))
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if nc.Summary != "" {
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b.WriteString(nc.Summary + "\n")
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}
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b.WriteString(fmt.Sprintf("_d20=%d, total=%d (threat%+d, class%+d)_",
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nc.Roll, nc.Total, nc.ThreatMod, nc.ClassMod))
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if nc.Outcome == NightOutcomeMinor || nc.Outcome == NightOutcomeStandard ||
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nc.Outcome == NightOutcomeElite || nc.Outcome == NightOutcomeAmbush {
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b.WriteString("\n_Encounter pending — resolves at your next `!advance`._")
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}
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return b.String()
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}
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