mirror of
https://github.com/prosolis/gogobee.git
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Applying /code-review high findings on the review-follow-up stack: - expeditionCmdStart: the resumable-extraction guard swallowed a partySize error and fell open, starting a new expedition on top of a still-seated party — the exact orphaning it exists to prevent. Now checks extractionLapsed first (no DB call on the reap path) and treats a roster-read error as "assume occupied → refuse". - Lapsed reap on !expedition start silently unseated members. Extracted a shared reapLapsedExtraction helper (reap + notify the roster) and routed both the hourly sweeper and the start-path reap through it. - stepRoundEnd: moved Misty's crowd/heal seat-loop after the concentration tick so a caster whose lingering aura would kill the enemy that round wins before the end-of-round crowd swing, honoring the concentration block's "a lethal pulse settles the fight" intent. - Promoted the misty_heal event-log scan to a shared hasAction helper. - Renamed the new sweep test off the dnd_ prefix. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
486 lines
19 KiB
Go
486 lines
19 KiB
Go
package plugin
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import (
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"database/sql"
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"encoding/json"
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"errors"
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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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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// Phase 12 E5 — Extraction & Resume.
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// Spec: gogobee_expedition_system.md §10.
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//
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// - Voluntary (§10.1): !extract — burns 1 in-game day, status='extracting',
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// resumable for 7 real days. All loot/XP/coins kept.
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// - Forced (§10.2): triggered by HP-0 / supplies-0 / Abyss collapse.
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// status='abandoned', 20% coin tax on CoinsEarned, NOT resumable.
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// - Resume (§10.3): !resume within 7 days, repurchase supplies, threat
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// and temporal stacks restored as-is.
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//
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// HP-0 and supplies-0 wiring lives with combat / supply hookups (deferred);
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// this commit ships the helpers and wires the existing Abyss-collapse path.
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const (
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extractResumeWindow = 7 * 24 * time.Hour
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forcedExtractCoinTaxFrac = 0.20
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extractionSweepInterval = time.Hour
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)
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var (
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ErrNoResumableExpedition = errors.New("no resumable expedition for player")
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ErrResumeWindowExpired = errors.New("expedition resume window expired (7 days)")
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)
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// voluntaryExtractExpedition burns one in-game day's supplies, advances
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// the day counter, and flips status to 'extracting'. The expedition stays
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// resumable until completed_at + 7 days.
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func voluntaryExtractExpedition(userID id.UserID) (*Expedition, error) {
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e, err := getActiveExpedition(userID)
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if err != nil {
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return nil, err
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}
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if e == nil {
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return nil, ErrNoActiveExpedition
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}
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harsh := e.ThreatLevel > 60
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newSupplies, _ := applyExpeditionDailyBurn(e, harsh, e.SiegeMode)
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e.Supplies = newSupplies
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supJSON, _ := json.Marshal(newSupplies)
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'extracting',
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supplies_json = ?,
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current_day = current_day + 1,
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, string(supJSON), e.ID); err != nil {
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return nil, fmt.Errorf("voluntary extract: %w", err)
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}
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e.CurrentDay++
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e.Status = ExpeditionStatusExtracting
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_ = retireAllRegionRuns(e)
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return e, nil
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}
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// forcedExtractExpedition flips an expedition to 'abandoned'. Returns the
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// 20% coin-tax amount the caller should debit (CoinsEarned * 0.20, floored).
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// Reason is appended to the expedition log.
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func forcedExtractExpedition(expID, reason string) (*Expedition, int, error) {
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e, err := getExpedition(expID)
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if err != nil {
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return nil, 0, err
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}
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if e == nil {
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return nil, 0, ErrNoActiveExpedition
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}
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tax := int(float64(e.CoinsEarned) * forcedExtractCoinTaxFrac)
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'abandoned',
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, expID); err != nil {
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return nil, 0, fmt.Errorf("forced extract: %w", err)
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}
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e.Status = ExpeditionStatusAbandoned
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_ = retireAllRegionRuns(e)
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releaseParty(e.ID)
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return e, tax, nil
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}
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// forceExtractExpeditionForRunLoss bridges run-loss call sites (turn-based
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// elite/boss death or flee, exploration combat death, patrol-interrupt
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// death) into the forced-extract flow. Those sites already abandon the
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// zone run, but without flipping the wrapping expedition the ambient
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// ticker keeps DMing about a dungeon the player walked away from. No-op
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// when there is no active expedition for this user.
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func forceExtractExpeditionForRunLoss(userID id.UserID, reason string) {
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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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if _, _, err := forcedExtractExpedition(exp.ID, reason); err != nil {
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slog.Warn("expedition: force-extract on run loss",
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"user", userID, "expedition", exp.ID, "reason", reason, "err", err)
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}
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}
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// finalizeExpeditionOnZoneClear bridges the run-complete seam (boss down,
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// no outgoing edges) into expedition completion — the success-path twin of
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// forceExtractExpeditionForRunLoss. When the cleared run is the active
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// expedition's current run AND the clear finishes the whole zone (a
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// single-region zone, or the zone-boss region of a multi-region zone), it
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// flips the expedition to 'complete', records boss_defeated, and awards
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// completion milestones. Returns the rendered milestone lines for the caller
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// to append to the run-complete message.
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//
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// No-op (nil) for standalone runs and for mid-zone region clears, which
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// leave the expedition active so inter-region travel can continue. Without
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// this, a cleared zone leaves the expedition 'active' forever and the
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// ambient ticker keeps DMing about a dungeon the player already finished.
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func (p *AdventurePlugin) finalizeExpeditionOnZoneClear(userID id.UserID, runID string) []string {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil {
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return nil
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}
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if exp.RunID != runID {
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return nil // the completed run isn't this expedition's current run
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}
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if IsMultiRegionZone(exp.ZoneID) {
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region, ok := CurrentRegion(exp)
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if !ok {
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return nil
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}
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if _, err := MarkRegionBossDefeated(exp, region.ID); err != nil {
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slog.Warn("expedition: mark region boss defeated",
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"user", userID, "expedition", exp.ID, "region", region.ID, "err", err)
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}
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if !region.IsZoneBoss {
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return nil // region cleared; expedition continues to the next region
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}
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} else {
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// Single-region zone: there's no region registry to flip through
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// MarkRegionBossDefeated, so set the zone-level flag directly.
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exp.BossDefeated = true
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET boss_defeated = 1,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, exp.ID); err != nil {
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slog.Warn("expedition: set boss defeated on zone clear",
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"user", userID, "expedition", exp.ID, "err", err)
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}
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}
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// completeExpedition must run before AwardCompletionMilestones — the
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// latter gates on status == 'complete'.
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if err := completeExpedition(exp.ID, ExpeditionStatusComplete); err != nil {
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slog.Warn("expedition: complete on zone clear",
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"user", userID, "expedition", exp.ID, "err", err)
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return nil
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}
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exp.Status = ExpeditionStatusComplete
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_ = retireAllRegionRuns(exp)
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p.rollZoneTreasure(userID, exp.ZoneID, advTreasureWeightZoneClear)
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return p.AwardCompletionMilestones(exp, false)
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}
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// midZoneRegionClear reports whether the just-completed run (runID) is the
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// active expedition's current run AND finishes a non-boss region of a
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// multi-region zone — i.e. a region clear that leaves the expedition active
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// with a next region to cross into. Returns the cleared region, the next
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// region, and true in that case; zero-values + false for a full zone clear,
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// a standalone run, or any read error. Used to word the run-complete message
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// (region-cleared vs zone-cleared) without re-deriving region state inline.
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func midZoneRegionClear(userID id.UserID, runID string) (cur, next ExpeditionRegion, ok bool) {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil || exp.RunID != runID || !IsMultiRegionZone(exp.ZoneID) {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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region, found := CurrentRegion(exp)
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if !found || region.IsZoneBoss {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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nxt, found := nextRegion(exp.ZoneID, region.ID)
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if !found {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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return region, nxt, true
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}
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// getResumableExpedition returns the most recent 'extracting' row for the
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// user, regardless of age (caller checks the 7-day window).
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func getResumableExpedition(userID id.UserID) (*Expedition, error) {
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row := db.Get().QueryRow(`
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SELECT expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, boss_defeated,
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supplies_json, camp_json, threat_level, threat_siege,
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threat_events, temporal_stack, region_state,
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xp_earned, coins_earned, gm_mood,
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last_briefing_at, last_recap_at, last_ambient_kind,
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last_activity, completed_at
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FROM dnd_expedition
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WHERE user_id = ?
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AND status = 'extracting'
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ORDER BY completed_at DESC
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LIMIT 1`, string(userID))
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e, err := scanExpedition(row)
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if errors.Is(err, sql.ErrNoRows) {
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return nil, nil
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}
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return e, err
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}
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// extractionLapsed reports whether an 'extracting' row is past its resume
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// window and should be reaped. A NULL completed_at counts as lapsed: the column
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// is the only clock the window has, and a row without one can never expire.
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func extractionLapsed(e *Expedition, now time.Time) bool {
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return e.CompletedAt == nil || now.Sub(*e.CompletedAt) > extractResumeWindow
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}
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// loadLapsedExtractions returns every extracted expedition whose resume window
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// has closed, regardless of owner.
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func loadLapsedExtractions(now time.Time) ([]*Expedition, error) {
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rows, err := db.Get().Query(`
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SELECT`+expeditionSelectCols+`
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FROM dnd_expedition e
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WHERE e.status = 'extracting'
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AND (e.completed_at IS NULL OR e.completed_at < ?)`,
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now.Add(-extractResumeWindow))
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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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return scanExpeditionRows(rows)
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}
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// sweepLapsedExtractions closes out every extraction whose seven-day window has
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// run out, which releases its roster.
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//
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// Without this the window is a promise the code never keeps. `handleResumeCmd`
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// expires a lapsed row lazily, but only the *leader* can call `!resume` — so a
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// leader who quits, forgets, or simply starts a different expedition leaves the
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// row 'extracting' forever, and releaseParty (which fires only on a terminal
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// status) never runs. Every member stays seated, and assertNotAdventuring keeps
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// refusing them a run of their own. `!expedition leave` is their escape, but a
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// player should not have to find it.
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func (p *AdventurePlugin) sweepLapsedExtractions(now time.Time) {
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exps, err := loadLapsedExtractions(now)
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if err != nil {
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slog.Error("expedition: load lapsed extractions", "err", err)
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return
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}
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for _, e := range exps {
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if err := p.reapLapsedExtraction(e); err != nil {
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slog.Warn("expedition: expire lapsed extraction", "expedition", e.ID, "err", err)
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continue
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}
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}
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}
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// reapLapsedExtraction closes one lapsed extraction and tells its roster the
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// way back has shut. It is the single reap-with-notify path: the hourly
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// sweeper loops it, and expeditionCmdStart calls it when a player starts a new
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// expedition on top of one whose window has already closed — so a member is
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// never silently unseated by whichever path happens to reach the row first.
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//
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// The audience is read before the close-out: completeExpedition disbands the
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// roster, and expeditionAudience reads that roster.
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func (p *AdventurePlugin) reapLapsedExtraction(e *Expedition) error {
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audience := expeditionAudience(e)
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if err := completeExpedition(e.ID, ExpeditionStatusFailed); err != nil {
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return err
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}
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zone, _ := getZone(e.ZoneID)
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body := fmt.Sprintf(
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"🕯 **The way back has closed — %s**\n\nYour extracted expedition sat past its seven-day resume window, and the dungeon reshaped without you. Day %d is where it ends.\n\nThe loot, XP, and coins you carried out are still yours. `!expedition list` when you're ready for the next one.",
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zone.Display, e.CurrentDay)
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for _, uid := range audience {
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if err := p.SendDM(uid, body); err != nil {
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slog.Warn("expedition: lapsed-extraction DM failed", "user", uid, "expedition", e.ID, "err", err)
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}
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}
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return nil
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}
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// expeditionExtractionSweepTicker reaps lapsed extractions hourly. The window is
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// seven days, so the cadence only bounds how long a freed member waits to hear
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// about it.
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func (p *AdventurePlugin) expeditionExtractionSweepTicker() {
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ticker := time.NewTicker(extractionSweepInterval)
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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.sweepLapsedExtractions(time.Now().UTC())
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}
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}
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}
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// resumeExpedition flips an extracting row back to 'active' with fresh
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// supplies. Threat/temporal/region state are preserved as-is.
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func resumeExpedition(expID string, supplies ExpeditionSupplies) error {
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supJSON, _ := json.Marshal(supplies)
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'active',
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supplies_json = ?,
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completed_at = NULL,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, string(supJSON), expID)
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return err
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}
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// ── !extract command ────────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleExtractCmd(ctx MessageContext, _ 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, "No active expedition to extract from.")
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}
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if !isLeader {
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// Extraction ends the expedition for the whole roster, so it is the
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// leader's call — the same reasoning that makes `!flee` leader-only.
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return p.SendDM(ctx.Sender, "Only your party leader can call the extraction. Ask them to `!extract`, or `!expedition leave` to walk out alone.")
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}
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zone, _ := getZone(exp.ZoneID)
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updated, err := voluntaryExtractExpedition(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't extract: "+err.Error())
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}
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line := flavor.Pick(flavor.ExtractionVoluntary)
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_ = appendExpeditionLog(updated.ID, updated.CurrentDay, "narrative",
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"voluntary extraction", line)
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markActedToday(ctx.Sender)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🚪 **Extraction — %s, Day %d**\n\n",
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zone.Display, updated.CurrentDay))
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if line != "" {
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b.WriteString(line)
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b.WriteString("\n\n")
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}
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// The extraction ends the day for everyone standing in the dungeon, and the
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// roster outlives a voluntary extract — `extracting` is a resumable limbo, so
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// members are still seated and must hear about it. Only the leader can call
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// `!resume`, so the closing line differs per reader.
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expires := (time.Now().UTC().Add(extractResumeWindow)).Format("2006-01-02 15:04 MST")
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p.fanOutExpeditionDM(updated, b.String(), func(uid id.UserID, body string) string {
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if uid == id.UserID(updated.UserID) {
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return body + fmt.Sprintf("Loot, XP, and coins are kept. The dungeon stays where you left it — `!resume` within 7 days to come back. After %s the expedition expires.", expires)
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}
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return body + fmt.Sprintf("Loot, XP, and coins are kept. Your leader can `!resume` within 7 days, and you'll walk back in with them. After %s the expedition expires.", expires)
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})
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// Emergence seam: surfacing from a run is when an animal may have moved
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// into the empty house. Every member surfaced, so every member rolls.
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for _, uid := range expeditionAudience(updated) {
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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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// ── !resume command ─────────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleResumeCmd(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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c, err := LoadDnDCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
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}
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if c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` first.")
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}
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if existing, isLeader, _ := activeExpeditionFor(ctx.Sender); existing != nil {
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zone, _ := getZone(existing.ZoneID)
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if !isLeader {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You're riding a party expedition in **%s** (Day %d). Only its leader can `!resume`.",
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zone.Display, existing.CurrentDay))
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}
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You already have an active expedition in **%s** (Day %d). Finish it or `!expedition abandon` first.",
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zone.Display, existing.CurrentDay))
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}
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exp, err := getResumableExpedition(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, "No extracted expedition to resume. Use `!expedition start <zone>` to begin a new one.")
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}
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if extractionLapsed(exp, time.Now().UTC()) {
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// Expire it so it doesn't keep resurfacing. The hourly sweeper would get
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// here on its own; this keeps the refusal and the reap in one breath.
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_ = completeExpedition(exp.ID, ExpeditionStatusFailed)
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return p.SendDM(ctx.Sender,
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"That extraction is past its 7-day resume window — the dungeon has reshaped without you. Start a new expedition.")
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}
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|
resumeZone, _ := getZone(exp.ZoneID)
|
|
// D5-b: prompt for a preset loadout on empty args.
|
|
if strings.TrimSpace(args) == "" {
|
|
return p.SendDM(ctx.Sender, renderLoadoutPrompt(resumeZone, "resume"))
|
|
}
|
|
purchase, err := resolveLoadoutOrParse(strings.TrimSpace(args), resumeZone.Tier)
|
|
if err != nil {
|
|
return p.SendDM(ctx.Sender, "Couldn't parse supply packs: "+err.Error())
|
|
}
|
|
if err := purchase.Validate(resumeZone.Tier); err != nil {
|
|
return p.SendDM(ctx.Sender, "Invalid pack selection: "+err.Error())
|
|
}
|
|
cost := float64(purchase.Cost())
|
|
if p.euro == nil {
|
|
return p.SendDM(ctx.Sender, "Coin system unavailable — try again later.")
|
|
}
|
|
if balance := p.euro.GetBalance(ctx.Sender); balance < cost {
|
|
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
|
"Not enough coins. Outfitting costs **%d** but you have **%.0f**.",
|
|
int(cost), balance))
|
|
}
|
|
if !p.euro.Debit(ctx.Sender, cost, "expedition resume outfitting: "+string(exp.ZoneID)) {
|
|
return p.SendDM(ctx.Sender, "Couldn't debit outfitting cost (try again).")
|
|
}
|
|
|
|
zone, _ := getZone(exp.ZoneID)
|
|
supplies := makeSupplies(zone.Tier, purchase)
|
|
if err := resumeExpedition(exp.ID, supplies); err != nil {
|
|
p.euro.Credit(ctx.Sender, cost, "expedition resume refund")
|
|
return p.SendDM(ctx.Sender, "Couldn't resume: "+err.Error())
|
|
}
|
|
exp.Status = ExpeditionStatusActive
|
|
exp.Supplies = supplies
|
|
// Spawn a fresh DungeonRun for the resumed region; the prior run was
|
|
// abandoned at extract time. Per-room harvest state in RegionState is
|
|
// preserved as-is so progression isn't reset.
|
|
exp.RunID = ""
|
|
exp.RegionState[regionStateRegionRuns] = map[string]string{}
|
|
_ = persistRegionState(exp)
|
|
if _, err := ensureRegionRun(exp, c.Level); err != nil {
|
|
p.euro.Credit(ctx.Sender, cost, "expedition resume refund (run-spawn failed)")
|
|
return p.SendDM(ctx.Sender, "Couldn't outfit the resumed region: "+err.Error())
|
|
}
|
|
line := flavor.Pick(flavor.ExpeditionResume)
|
|
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
|
|
"expedition resumed", line)
|
|
|
|
var b strings.Builder
|
|
b.WriteString(fmt.Sprintf("🚪 **Expedition resumed — %s, Day %d**\n\n",
|
|
zone.Display, exp.CurrentDay))
|
|
if line != "" {
|
|
b.WriteString(line)
|
|
b.WriteString("\n\n")
|
|
}
|
|
b.WriteString(fmt.Sprintf("**Re-outfitted:** %.0f SU (%d standard, %d deluxe) — %d coins\n",
|
|
supplies.Max, purchase.StandardPacks, purchase.DeluxePacks, purchase.Cost()))
|
|
b.WriteString(fmt.Sprintf("**Threat:** %d / 100 (resumed at extraction value)\n", exp.ThreatLevel))
|
|
if exp.TemporalStack != 0 {
|
|
b.WriteString(fmt.Sprintf("**Zone stack:** %d (resumed)\n", exp.TemporalStack))
|
|
}
|
|
b.WriteString("\nUse `!expedition status` for the daily briefing.")
|
|
return p.SendDM(ctx.Sender, b.String())
|
|
}
|