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High-priority fixes from the multi-agent audit of Adventure 2.0: - Phase 11 nil-deref cluster: zoneOrFallback() helper replaces 8 unsafe getZone(_) sites in dnd_zone_cmd.go. Corrupted zone IDs render a placeholder instead of panicking. - Briefing/recap idempotency: deliverBriefing/deliverRecap now claim the rollover via a conditional UPDATE. Double-fires from clock skew or restart become no-ops; supply burn and day++ no longer reapply. - Graceful ticker shutdown: AdventurePlugin gains stopCh + Stop(); all 11 background tickers now select on stopCh in addition to ticker.C. - Mood decay (§3.2): math.Round(elapsed*2) replaces int() truncation so sub-hour gaps decay correctly. - 24h auto-abandon (§4.3): getActiveZoneRun returns clean slate and abandons stale runs whose LastActionAt is over 24h old. - Respec / auto-migrate orphan cleanup: !respec and the auto-migrated draft wipe now abandon active zone runs and expeditions before deleting the dnd_character row. - Phase R combat-link: applyBossDefeatThreat now wired from resolveBossRoom (-20 threat); applyRoomCombatThreatForUser adds +5/+8 from non-boss/elite kills (§8.1). - Starvation → forced extraction: briefing-time check forces extract with §10.2 coin tax when supplies hit zero. - GMNat20/Nat1 narration wired into resolveCombatRoom and resolveBossRoom (nat-20 takes precedence over nat-1). - Treasure-undo race: LoadAndDelete on both timer-fire and `undo` paths so only one side wins. - Battle Master: Disarming, Menacing, Parry maneuvers added (3 → 6 of 10). Remaining 4 (Pushing, Goading, Riposte, Commander's Strike) documented inline as needing ally/reaction mechanics the engine doesn't model. - Threat-70 warning: tracked in RegionState["siege_warning_fired"] so a drop-and-recross doesn't re-fire the beat. - region_state JSON decode error now logged via slog.Warn instead of silently discarded. Failing TestProdDB_DnDLayer fixed via option (a): track migrated characters and only run round-trip / idempotency assertions on those, skipping pre-existing prod-DB rows accumulated from live bot use. New tests in dnd_audit_phase_R7_test.go cover: 24h auto-abandon, briefing double-fire idempotency, threat-70 warning idempotency, multi-region extract→resume state preservation, and starvation forced-extraction. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
275 lines
9.0 KiB
Go
275 lines
9.0 KiB
Go
package plugin
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import (
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"fmt"
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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 E2a — Threat Clock state machine.
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// Spec: gogobee_expedition_system.md §8.
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//
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// E1a already shipped the persistence (applyThreatDelta, ThreatEvent,
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// threat_level / threat_siege columns). This file layers the threshold
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// model on top: labels, per-band combat effects, threshold-crossing log
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// flavor, and the daily threat drift applied at briefing rollover.
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//
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// Combat-driven modifiers (combat-in-new-room +5, escape +10, loud-ability
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// +8) require the combat engine to know about expeditions, which it does
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// not yet. They land alongside the !advance/combat hookup in a later phase;
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// this file is wired into the bits we *can* drive: day rollover + boss
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// defeat + manual threat events from camp/extraction logic.
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// ThreatBand is the bracketed state of the threat clock.
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type ThreatBand int
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const (
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ThreatBandQuiet ThreatBand = iota
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ThreatBandStirring
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ThreatBandAlert
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ThreatBandHostile
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ThreatBandSiege
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)
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// ThreatBandInfo bundles the per-band display + combat-side knobs.
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// AC/Init/Perception adjustments are applied by the combat engine when
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// it reads the active expedition's threat band; SupplyMult feeds into
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// currentBurn() (already wired); ShortRest disabled is checked by the
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// rest plumbing once expedition combat is wired.
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type ThreatBandInfo struct {
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Band ThreatBand
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Label string
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Perception int // enemy passive perception bonus
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AC int // enemy AC bonus
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InitAdv bool // enemy initiative advantage
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TrapsArm bool // re-arm cleared traps each day
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SupplyMult float32 // multiplier on daily supply burn
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NoShortRest bool // siege-mode only
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}
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// threatBandFor returns the band for a given level, honouring siege override.
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func threatBandFor(level int, siege bool) ThreatBand {
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if siege || level >= 81 {
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return ThreatBandSiege
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}
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switch {
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case level >= 61:
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return ThreatBandHostile
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case level >= 41:
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return ThreatBandAlert
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case level >= 21:
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return ThreatBandStirring
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default:
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return ThreatBandQuiet
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}
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}
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// threatBandInfo returns the descriptor for a band.
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func threatBandInfo(b ThreatBand) ThreatBandInfo {
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switch b {
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case ThreatBandStirring:
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return ThreatBandInfo{Band: b, Label: "Stirring", Perception: 1, SupplyMult: 1}
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case ThreatBandAlert:
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return ThreatBandInfo{Band: b, Label: "Alert", AC: 2, Perception: 2, SupplyMult: 1}
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case ThreatBandHostile:
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return ThreatBandInfo{Band: b, Label: "Hostile", AC: 2, Perception: 2, InitAdv: true, TrapsArm: true, SupplyMult: 1}
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case ThreatBandSiege:
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return ThreatBandInfo{Band: b, Label: "Siege", AC: 2, Perception: 2, InitAdv: true, TrapsArm: true, SupplyMult: 2, NoShortRest: true}
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}
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return ThreatBandInfo{Band: ThreatBandQuiet, Label: "Quiet", SupplyMult: 1}
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}
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// dailyThreatDrift is the +3/day base (§8.1) plus the GMMood-driven mod
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// (Wrathful +5, Elated -3). Mood bands map: effusive (≥80) → Elated,
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// hostile (<20) → Wrathful, the middle three are neutral.
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func dailyThreatDrift(gmMood int) (int, string) {
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base := 3
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mod := 0
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tag := ""
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switch {
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case gmMood >= 80:
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mod = -3
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tag = "elated"
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case gmMood < 20:
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mod = 5
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tag = "wrathful"
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}
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delta := base + mod
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reason := "day passes in zone"
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if tag != "" {
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reason = fmt.Sprintf("day passes in zone (%s mood mod %+d)", tag, mod)
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}
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return delta, reason
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}
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// applyDailyThreatDrift applies the per-day threat increment at briefing
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// rollover. No-op once the boss has been defeated (the zone has nothing
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// left to escalate). Returns the delta actually applied.
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func applyDailyThreatDrift(e *Expedition) (int, string, error) {
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if e.BossDefeated {
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return 0, "", nil
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}
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delta, reason := dailyThreatDrift(e.GMMood)
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if delta == 0 {
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return 0, reason, nil
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}
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prevLevel := e.ThreatLevel
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prevBand := threatBandFor(e.ThreatLevel, e.SiegeMode)
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if err := applyThreatDelta(e.ID, delta, reason); err != nil {
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return 0, reason, err
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}
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// Mirror the change in-memory so the caller can render it.
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e.ThreatLevel += delta
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if e.ThreatLevel > 100 {
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e.ThreatLevel = 100
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}
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if e.ThreatLevel < 0 {
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e.ThreatLevel = 0
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}
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if e.ThreatLevel >= 100 {
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e.SiegeMode = true
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}
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newBand := threatBandFor(e.ThreatLevel, e.SiegeMode)
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if newBand != prevBand && newBand > prevBand {
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_ = appendThreatTransitionLog(e, newBand)
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}
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// E2c: §8.3 — one-time-per-expedition warning when crossing 70.
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// Track in RegionState so a drop-and-recross (e.g. fortified-camp
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// -5 followed by daily +3 drift) doesn't re-fire the beat.
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if prevLevel < 70 && e.ThreatLevel >= 70 {
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warned, _ := e.RegionState["siege_warning_fired"].(bool)
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if !warned {
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_ = appendApproachingSiegeLog(e)
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if e.RegionState == nil {
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e.RegionState = map[string]any{}
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}
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e.RegionState["siege_warning_fired"] = true
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_ = persistRegionState(e)
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}
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}
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return delta, reason, nil
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}
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// appendApproachingSiegeLog records the §8.3 "begin warning at 70" beat
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// once per expedition. Caller is responsible for only firing it on the
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// crossing edge (see applyDailyThreatDrift).
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func appendApproachingSiegeLog(e *Expedition) error {
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line := flavor.Pick(flavor.ThreatClockApproachingSiege)
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return appendExpeditionLog(e.ID, e.CurrentDay, "threat",
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"threat clock past 70 — siege approaches", line)
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}
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// appendThreatTransitionLog records a band-crossing in the expedition log
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// with the prewritten TwinBee narration for that band.
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func appendThreatTransitionLog(e *Expedition, band ThreatBand) error {
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var pool []string
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switch band {
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case ThreatBandStirring:
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pool = flavor.ThreatClockStirring
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case ThreatBandAlert:
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pool = flavor.ThreatClockAlert
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case ThreatBandHostile:
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pool = flavor.ThreatClockHostile
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case ThreatBandSiege:
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pool = flavor.ThreatClockSiege
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default:
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return nil
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}
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line := flavor.Pick(pool)
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info := threatBandInfo(band)
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summary := fmt.Sprintf("threat clock crossed into %s (%d/100)", info.Label, e.ThreatLevel)
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return appendExpeditionLog(e.ID, e.CurrentDay, "threat", summary, line)
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}
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// handleThreatCmd surfaces the current threat clock state — level, band,
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// per-band combat effects, and the last few ThreatEvent log entries.
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func (p *AdventurePlugin) handleThreatCmd(ctx MessageContext) error {
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exp, err := getActiveExpedition(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. Threat clock only ticks during expeditions.")
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}
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band := threatBandFor(exp.ThreatLevel, exp.SiegeMode)
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info := threatBandInfo(band)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("⏰ **Threat Clock — %d / 100 — %s**\n\n", exp.ThreatLevel, info.Label))
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b.WriteString(threatBandEffectsBlock(info))
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if len(exp.ThreatEvents) > 0 {
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b.WriteString("\n**Recent threat events:**\n")
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// Show last 5 newest-last for chronological reading.
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start := 0
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if len(exp.ThreatEvents) > 5 {
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start = len(exp.ThreatEvents) - 5
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}
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for _, ev := range exp.ThreatEvents[start:] {
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sign := "+"
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if ev.Delta < 0 {
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sign = ""
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}
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b.WriteString(fmt.Sprintf(" • %s%d — %s _(at %s)_\n",
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sign, ev.Delta, ev.Reason, ev.Timestamp.Format("2006-01-02 15:04")))
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}
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}
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if exp.SiegeMode {
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b.WriteString("\n_Siege Mode is active. The dungeon's final form. It cannot be reduced — only finished or escaped._\n")
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} else if exp.ThreatLevel >= 70 {
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b.WriteString("\n_Past 70: the window for stealth has closed. Finish or extract._\n")
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// threatBandEffectsBlock renders the band's combat/supply effects.
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func threatBandEffectsBlock(info ThreatBandInfo) string {
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if info.Band == ThreatBandQuiet {
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return "_The zone is unaware of you. No modifications in effect._\n"
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}
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var b strings.Builder
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b.WriteString("**Effects:**\n")
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if info.Perception > 0 {
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b.WriteString(fmt.Sprintf(" • Enemy perception +%d\n", info.Perception))
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}
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if info.AC > 0 {
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b.WriteString(fmt.Sprintf(" • Enemy AC +%d\n", info.AC))
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}
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if info.InitAdv {
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b.WriteString(" • Enemies have initiative advantage\n")
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}
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if info.TrapsArm {
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b.WriteString(" • Cleared traps re-arm overnight\n")
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}
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if info.SupplyMult > 1 {
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b.WriteString(fmt.Sprintf(" • Supply burn ×%.1f\n", info.SupplyMult))
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}
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if info.NoShortRest {
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b.WriteString(" • Short rests blocked (siege)\n")
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}
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return b.String()
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}
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// applyBossDefeatThreat records the -20 threat drop when a zone boss is
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// killed (§8.1). Caller wires it from the combat completion path once
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// expedition combat is hooked up.
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func applyBossDefeatThreat(expID string) error {
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return applyThreatDelta(expID, -20, "boss defeated")
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}
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// applyRoomCombatThreat records the +5 threat bump per §8.1 when the
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// player resolves combat in a new (non-boss) room. Silent no-op for
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// standalone zone runs (no active expedition).
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func applyRoomCombatThreatForUser(userID id.UserID, elite bool) {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil {
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return
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}
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delta := 5
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if elite {
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delta = 8 // elite encounters are louder
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}
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_ = applyThreatDelta(exp.ID, delta, "combat in new room")
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}
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