Files
gogobee/internal/plugin/dnd_expedition_cycle.go
prosolis d76c63be0c Review follow-ups A + B: armed abilities survive the fight, supply pool serialized
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
2026-07-10 08:01:51 -07:00

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package plugin
import (
"database/sql"
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"gogobee/internal/flavor"
"maunium.net/go/mautrix/id"
)
// Phase 12 E1d — real-time day cycle engine.
// Spec: gogobee_expedition_system.md §3, §12.
//
// Two tickers run at 1-minute granularity: briefings fire once per UTC day
// at 06:00, recaps once per UTC day at 21:00. Each tick walks all active
// expeditions and fires for any whose last_briefing_at / last_recap_at is
// stale relative to today's threshold. Per-expedition gating (rather than
// global JobCompleted) lets a player who started mid-day still receive a
// briefing the next morning even if some other expedition already triggered
// the global ticker.
//
// Day rollover: the briefing also bumps current_day by one and applies one
// day's supply burn. Day 1's briefing fires the first morning *after* the
// expedition begins (so an expedition started at 23:00 doesn't immediately
// flip to Day 2 at midnight; the spec treats Day 1 as the calendar day
// of departure).
const (
expeditionBriefingHour = 6
expeditionRecapHour = 21
// nightSafetyNet — if an event-anchored expedition's last rollover is
// older than this, the 06:00 UTC briefing ticker force-fires
// processNightCamp itself. Without this, an expedition whose autopilot
// stalled (long combat, missed tick, manual halt) would drift forever
// without burning supplies or advancing days. 28h gives the autopilot
// 4h of slop past a normal day before we step in.
nightSafetyNet = 28 * time.Hour
)
// briefingIdleSkipWindow — D4-b: an event-anchored expedition skips its
// 06:00 UTC re-engagement DM when the player's last_activity is older than
// the new day's briefing threshold (i.e. they haven't moved since before
// the day rolled). The briefing then fires lazily from OnMessage on the
// next inbound message via maybeDeliverDeferredBriefing. The safety-net
// force-fire path still wins past nightSafetyNet so stalled autopilots
// never sit forever waiting on a silent player.
// eventAnchoredCutoff — expeditions started at or after this timestamp
// use the D2-b event-anchored day-rollover model: day++/burn/threat-drift
// fire when the autopilot (or a player !camp) pitches a night camp, and
// the 06:00 UTC briefing becomes a re-engagement DM with a safety-net
// force. Expeditions started before this stay on the legacy UTC-anchored
// briefing rollover until they end.
var eventAnchoredCutoff = time.Date(2026, 5, 27, 18, 0, 0, 0, time.UTC)
// isEventAnchored — true when this expedition uses the D2-b model.
func isEventAnchored(e *Expedition) bool {
if e == nil {
return false
}
return !e.StartDate.Before(eventAnchoredCutoff)
}
// nightRolloverResult — the side effects processNightCamp produced, so
// callers (autopilot pitch, manual !camp, safety-net briefing) can render
// the same numbers into their own DM block.
type nightRolloverResult struct {
Burn float32
TemporalLines []string
MilestoneLines []string
Starved bool
}
// nightRolloverBurn — stage 1 of the day rollover: zone temporal pre-burn
// + daily supply burn + current_day++. Returns the burn applied. Callers
// follow this with applyCampRest (if pitching) and then nightRolloverDrift
// to finish the rollover; legacy deliverBriefing interleaves processOvernightCamp
// between the two so a fortified camp's 5 lands before drift's +3.
func (p *AdventurePlugin) nightRolloverBurn(e *Expedition) (float32, error) {
var burn float32
// Forage and burn land in one write, so they resolve together against the
// pool as it stands now — not as `e` last saw it.
newSupplies, err := p.withExpeditionSupplies(e.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
// D5-c: Ranger forage runs before the daily burn so the +SU lands on
// today's supplies, not tomorrow's. Logged so the end-of-day digest
// can surface the gain; pure no-op for non-Ranger characters.
if c, cerr := LoadDnDCharacter(id.UserID(fresh.UserID)); cerr == nil && c != nil {
if gain := applyRangerForage(fresh, c, nil); gain > 0 {
_ = appendExpeditionLog(fresh.ID, fresh.CurrentDay, "forage",
fmt.Sprintf("ranger forage +%g SU", gain),
flavor.Pick(flavor.HarvestForageSuccess))
}
}
burnOverride := applyZoneTemporalPreBurn(fresh, fresh.CurrentDay+1)
if burnOverride.Multiplier > 0 {
// The temporal override replaces the harsh/siege multiplier, not the
// roster's: a party still eats N × 0.8 rations inside a time-warped zone.
burn = fresh.Supplies.DailyBurn * burnOverride.Multiplier * float32(expeditionBurnRatePct(fresh.ID)) / 100
next := fresh.Supplies
next.Current -= burn
if next.Current < 0 {
next.Current = 0
}
next.ForagedToday = false
return next, nil
}
harsh := fresh.ThreatLevel > 60 || zoneTemporalHarsh(fresh)
next, b := applyExpeditionDailyBurn(fresh, harsh, fresh.SiegeMode)
burn = b
return next, nil
})
if err != nil {
return 0, err
}
if err := advanceExpeditionDay(e.ID); err != nil {
return 0, err
}
e.Supplies = newSupplies
e.CurrentDay++
return burn, nil
}
// nightRolloverDrift — stage 2: daily threat drift, zone temporal post-
// rollover, starvation check, max-threat record, milestones. Stamps
// last_briefing_at = now so the UTC briefing ticker treats today as
// already-rolled. `now` is the wallclock to stamp; callers that already
// did the stamp via a CAS (deliverBriefing) pass time.Time{} to skip.
func (p *AdventurePlugin) nightRolloverDrift(e *Expedition, now time.Time) nightRolloverResult {
var out nightRolloverResult
if _, _, err := applyDailyThreatDrift(e); err != nil {
slog.Warn("expedition: threat drift", "expedition", e.ID, "err", err)
}
out.TemporalLines = applyZoneTemporalPostRollover(e)
if supplyDepletion(e.Supplies) == SupplyStarvation && e.Status == ExpeditionStatusActive {
_, _, _ = forcedExtractExpedition(e.ID, "starvation")
e.Status = ExpeditionStatusAbandoned
line := flavor.Pick(flavor.ExtractionForced)
_ = appendExpeditionLog(e.ID, e.CurrentDay, "narrative",
"forced extraction: starvation", line)
out.Starved = true
}
if e.Status == ExpeditionStatusAbandoned && p.euro != nil {
tax := int(float64(e.CoinsEarned) * forcedExtractCoinTaxFrac)
if tax > 0 {
p.euro.Debit(id.UserID(e.UserID), float64(tax),
"forced extraction tax")
}
}
_ = recordMaxThreat(e)
out.MilestoneLines = p.checkDailyMilestones(e)
if !now.IsZero() {
if _, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_briefing_at = ?
WHERE expedition_id = ?`, now, e.ID); err == nil {
e.LastBriefingAt = &now
}
}
return out
}
// processNightCamp — burn + drift in one go, no rest in between. Used by
// callers (autopilot pitch, manual !camp, event-anchored safety net) that
// either apply their own rest separately or don't apply one at all.
func (p *AdventurePlugin) processNightCamp(e *Expedition) (nightRolloverResult, error) {
burn, err := p.nightRolloverBurn(e)
if err != nil {
return nightRolloverResult{}, err
}
out := p.nightRolloverDrift(e, time.Now().UTC())
out.Burn = burn
return out, nil
}
// expeditionBriefingTicker — 06:00 UTC daily briefing.
func (p *AdventurePlugin) expeditionBriefingTicker() {
ticker := time.NewTicker(1 * time.Minute)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
now := time.Now().UTC()
if now.Hour() != expeditionBriefingHour || now.Minute() != 0 {
continue
}
p.fireExpeditionBriefings(now)
}
}
}
// expeditionRecapTicker — 21:00 UTC daily recap.
func (p *AdventurePlugin) expeditionRecapTicker() {
ticker := time.NewTicker(1 * time.Minute)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
now := time.Now().UTC()
if now.Hour() != expeditionRecapHour || now.Minute() != 0 {
continue
}
p.fireExpeditionRecaps(now)
}
}
}
// fireExpeditionBriefings finds every active expedition without a briefing
// for today's UTC date and fires one per. Public-on-package for testing.
func (p *AdventurePlugin) fireExpeditionBriefings(now time.Time) {
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionBriefingHour, 0, 0, 0, time.UTC)
exps, err := loadExpeditionsNeedingBriefing(threshold)
if err != nil {
slog.Error("expedition: load briefings", "err", err)
return
}
for _, e := range exps {
// Don't roll the expedition day forward into a live turn-based fight:
// an active combat session locks the run, and the briefing burns
// supply / advances the day / processes overnight camp. last_briefing_at
// stays stale, so the rollover simply lands on the next 06:00 tick —
// the expedition holds on its current day for one extra real day, which
// is mild and player-favorable versus mutating a locked run.
if hasActiveCombatSession(id.UserID(e.UserID)) {
slog.Info("expedition: briefing deferred — player in combat session", "expedition", e.ID, "user", e.UserID)
continue
}
// D4-b: skip the ticker DM for event-anchored expeditions whose
// player has been idle past the new day's threshold. The safety-
// net force path (handled inside deliverBriefingEventAnchored)
// still has to run when the autopilot stalled past nightSafetyNet,
// so only skip when both the player is idle AND we're not in the
// safety-net window.
if isEventAnchored(e) && e.LastActivity.Before(threshold) {
var since time.Duration
if e.LastBriefingAt != nil {
since = now.Sub(*e.LastBriefingAt)
} else {
since = now.Sub(e.StartDate)
}
if since <= nightSafetyNet {
slog.Info("expedition: briefing deferred — player idle, awaiting next inbound", "expedition", e.ID, "user", e.UserID)
continue
}
}
if err := p.deliverBriefing(e, now); err != nil {
slog.Error("expedition: briefing", "expedition", e.ID, "err", err)
}
}
}
// fireExpeditionRecaps finds every active expedition without a recap for
// today's UTC date and fires one per.
func (p *AdventurePlugin) fireExpeditionRecaps(now time.Time) {
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionRecapHour, 0, 0, 0, time.UTC)
exps, err := loadExpeditionsNeedingRecap(threshold)
if err != nil {
slog.Error("expedition: load recaps", "err", err)
return
}
for _, e := range exps {
// Same guard as briefings: the recap runs the night wandering check,
// which can bump threat. Don't mutate a run locked by a live fight —
// last_recap_at stays stale and the recap lands on the next tick.
if hasActiveCombatSession(id.UserID(e.UserID)) {
slog.Info("expedition: recap deferred — player in combat session", "expedition", e.ID, "user", e.UserID)
continue
}
if err := p.deliverRecap(e, now); err != nil {
slog.Error("expedition: recap", "expedition", e.ID, "err", err)
}
}
}
// loadExpeditionsNeedingBriefing — active expeditions whose last_briefing_at
// is NULL or strictly before today's 06:00 UTC.
func loadExpeditionsNeedingBriefing(threshold time.Time) ([]*Expedition, error) {
rows, err := db.Get().Query(`
SELECT expedition_id, user_id, zone_id, run_id, status,
start_date, current_day, current_region, boss_defeated,
supplies_json, camp_json, threat_level, threat_siege,
threat_events, temporal_stack, region_state,
xp_earned, coins_earned, gm_mood,
last_briefing_at, last_recap_at, last_ambient_kind,
last_activity, completed_at
FROM dnd_expedition
WHERE status = 'active'
AND start_date < ?
AND (last_briefing_at IS NULL OR last_briefing_at < ?)`,
threshold, threshold)
if err != nil {
return nil, err
}
defer rows.Close()
return scanExpeditionRows(rows)
}
// loadExpeditionsNeedingRecap — same but for the 21:00 threshold.
func loadExpeditionsNeedingRecap(threshold time.Time) ([]*Expedition, error) {
rows, err := db.Get().Query(`
SELECT expedition_id, user_id, zone_id, run_id, status,
start_date, current_day, current_region, boss_defeated,
supplies_json, camp_json, threat_level, threat_siege,
threat_events, temporal_stack, region_state,
xp_earned, coins_earned, gm_mood,
last_briefing_at, last_recap_at, last_ambient_kind,
last_activity, completed_at
FROM dnd_expedition
WHERE status = 'active'
AND (last_recap_at IS NULL OR last_recap_at < ?)`, threshold)
if err != nil {
return nil, err
}
defer rows.Close()
return scanExpeditionRows(rows)
}
func scanExpeditionRows(rows *sql.Rows) ([]*Expedition, error) {
var out []*Expedition
for rows.Next() {
e, err := scanExpedition(rows)
if err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// deliverBriefing posts the morning briefing DM. For legacy UTC-anchored
// expeditions it also drives the day rollover (supply burn, day++, threat
// drift) via processNightCamp. For event-anchored expeditions (D2-b) the
// rollover is owned by the autopilot's night-camp pitch; the briefing
// ticker only re-engages the player and force-fires the rollover after a
// safety-net window.
//
// Idempotency: atomic compare-and-set on last_briefing_at gates the body.
// A double-fire on the same expedition is a no-op.
func (p *AdventurePlugin) deliverBriefing(e *Expedition, now time.Time) error {
priorBriefing := e.LastBriefingAt
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionBriefingHour, 0, 0, 0, time.UTC)
res, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_briefing_at = ?,
last_activity = ?
WHERE expedition_id = ?
AND status = 'active'
AND (last_briefing_at IS NULL OR last_briefing_at < ?)`,
now, now, e.ID, threshold)
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil // already delivered for this day
}
e.LastBriefingAt = &now
// D2-b: event-anchored expeditions own the day rollover via the
// autopilot night camp. The 06:00 ticker either posts a re-engagement
// DM (rollover happened recently) or force-fires processNightCamp
// itself (safety net for stalled autopilots).
if isEventAnchored(e) {
return p.deliverBriefingEventAnchored(e, priorBriefing)
}
burn, err := p.nightRolloverBurn(e)
if err != nil {
return err
}
// E2d: overnight camp rest. Runs after burn/day++ but before drift so
// a fortified camp's 5 lands first and a same-day +3 drift can't push
// back over a threshold the rest just dropped.
restSummary := processOvernightCamp(e)
if restSummary != "" {
if fresh, err := getExpedition(e.ID); err == nil && fresh != nil {
e.ThreatLevel = fresh.ThreatLevel
e.SiegeMode = fresh.SiegeMode
e.Camp = fresh.Camp
}
}
// Pass time.Time{} — the CAS at the top of deliverBriefing already
// stamped last_briefing_at with the synthetic now; don't overwrite it.
roll := p.nightRolloverDrift(e, time.Time{})
roll.Burn = burn
line := pickMorningBriefing(e.CurrentDay)
body := renderMorningBriefing(e, line, burn)
if restSummary != "" {
body += "\n💤 _" + restSummary + "_\n"
}
for _, tl := range roll.TemporalLines {
body += "\n🌀 " + tl + "\n"
}
for _, ml := range roll.MilestoneLines {
body += "\n" + ml
}
p.fanOutExpeditionDM(e, body, p.briefingPetPrefix)
// Emergence seam: a briefing-time forced extraction (starvation / abyss
// collapse) surfaces the players alive — roll pet arrival. Combat/patrol
// deaths never reach deliverBriefing (the row is already abandoned), so an
// abandoned status here means a survived emergence; those death paths roll
// on respawn instead. Every member emerges, so every member rolls.
if e.Status == ExpeditionStatusAbandoned {
for _, uid := range expeditionAudience(e) {
p.maybeRollPetArrivalOnEmerge(uid)
}
}
if err := appendExpeditionLog(e.ID, e.CurrentDay, "briefing",
fmt.Sprintf("morning briefing — %.1f SU consumed overnight", burn), line); err != nil {
return err
}
return nil
}
// maybeDeliverDeferredBriefing — D4-b lazy-delivery hook. When the 06:00
// UTC ticker skips an event-anchored expedition because the player was
// idle, the morning DM is posted here on their next inbound message.
// Cheap fast paths (no expedition, not event-anchored, briefing already
// stamped past today's threshold) keep the per-message cost to one
// indexed row lookup. Idempotency rides on deliverBriefing's CAS.
func (p *AdventurePlugin) maybeDeliverDeferredBriefing(uid id.UserID, now time.Time) {
if uid == "" {
return
}
exp, err := getActiveExpedition(uid)
if err != nil || exp == nil || !isEventAnchored(exp) {
return
}
// Stamp presence: per-D4-b, any inbound message in any room counts as
// "the player is here." The ticker's idle-skip reads last_activity to
// decide whether to suppress the 06:00 DM, so we update it on every
// message — not just bot commands.
if _, err := db.Get().Exec(
`UPDATE dnd_expedition SET last_activity = ? WHERE expedition_id = ?`,
now, exp.ID); err != nil {
slog.Warn("expedition: stamp activity", "user", uid, "err", err)
}
// Only lazy-deliver when a briefing is actually owed: a previous
// briefing exists (so we know the cadence is live) or the autopilot
// has rolled past day 1 without one (so a rollover happened in the
// player's absence). Day-1 inbounds shouldn't trigger a briefing
// before the first night camp has even happened.
if exp.LastBriefingAt == nil && exp.CurrentDay <= 1 {
return
}
// Don't lazy-deliver before today's 06:00 UTC threshold. The
// deliverBriefing CAS keys off the same threshold, so a pre-06:00
// fire would double-emit when the 06:00 ticker sweep arrives.
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionBriefingHour, 0, 0, 0, time.UTC)
if now.Before(threshold) {
return
}
if exp.LastBriefingAt != nil && !exp.LastBriefingAt.Before(threshold) {
return
}
if hasActiveCombatSession(uid) {
return
}
if err := p.deliverBriefing(exp, now); err != nil {
slog.Warn("expedition: deferred briefing", "user", uid, "err", err)
}
}
// deliverBriefingEventAnchored — D2-b 06:00 UTC ticker for event-anchored
// expeditions. The autopilot's night-camp pitch owns day++/burn/threat-
// drift; the ticker just re-engages the player. If the autopilot has
// stalled past nightSafetyNet we force-fire processNightCamp ourselves so
// the expedition doesn't sit frozen.
//
// priorBriefing is the last_briefing_at value as of entry into deliverBriefing
// (before the CAS clobbered it). nil means day-1 or genuinely never rolled.
func (p *AdventurePlugin) deliverBriefingEventAnchored(e *Expedition, priorBriefing *time.Time) error {
now := time.Now().UTC()
var since time.Duration
if priorBriefing != nil {
since = now.Sub(*priorBriefing)
} else {
since = now.Sub(e.StartDate)
}
forced := since > nightSafetyNet
var (
burn float32
temporalLines []string
mileLines []string
)
if forced {
roll, err := p.processNightCamp(e)
if err != nil {
return err
}
burn = roll.Burn
temporalLines = roll.TemporalLines
mileLines = roll.MilestoneLines
}
line := pickMorningBriefing(e.CurrentDay)
body := renderMorningBriefing(e, line, burn)
if forced {
body += "\n_The autopilot stalled overnight; the day rolled over without rest._\n"
}
for _, tl := range temporalLines {
body += "\n🌀 " + tl + "\n"
}
for _, ml := range mileLines {
body += "\n" + ml
}
p.fanOutExpeditionDM(e, body, p.briefingPetPrefix)
if forced && e.Status == ExpeditionStatusAbandoned {
for _, uid := range expeditionAudience(e) {
p.maybeRollPetArrivalOnEmerge(uid)
}
}
summary := "morning re-engagement"
if forced {
summary = fmt.Sprintf("safety-net rollover — %.1f SU consumed overnight", burn)
}
if err := appendExpeditionLog(e.ID, e.CurrentDay, "briefing", summary, line); err != nil {
return err
}
return nil
}
// deliverRecap posts the evening recap DM, appends a log entry, and stamps
// last_recap_at. No supply burn here — that's the briefing's job.
// Idempotency: same pattern as deliverBriefing — claim last_recap_at first.
func (p *AdventurePlugin) deliverRecap(e *Expedition, now time.Time) error {
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionRecapHour, 0, 0, 0, time.UTC)
res, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_recap_at = ?,
last_activity = ?
WHERE expedition_id = ?
AND status = 'active'
AND (last_recap_at IS NULL OR last_recap_at < ?)`,
now, now, e.ID, threshold)
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil
}
// E2b: night phase wandering check fires before the recap so its
// outcome is part of today's log when the recap renders.
var night *NightCheck
if e.Camp != nil && e.Camp.Active {
c, _ := LoadDnDCharacter(id.UserID(e.UserID))
var charClass DnDClass
if c != nil {
charClass = c.Class
}
nc := resolveWanderingCheck(e, charClass, nil)
if err := processNightCheck(e, nc); err != nil {
slog.Warn("expedition: night check", "expedition", e.ID, "err", err)
}
night = &nc
// §7.4: Feywild double-day fires an extra wandering check.
if e.ZoneID == ZoneFeywildCrossing {
if today, _ := e.RegionState["feywild_today"].(string); today == string(FeywildDistortionDouble) {
extra := resolveWanderingCheck(e, charClass, nil)
if err := processNightCheck(e, extra); err != nil {
slog.Warn("expedition: feywild extra night check", "expedition", e.ID, "err", err)
}
}
}
// Refresh in-memory threat after possible signs-of-passage bump.
if fresh, err := getExpedition(e.ID); err == nil && fresh != nil {
e.ThreatLevel = fresh.ThreatLevel
e.SiegeMode = fresh.SiegeMode
}
}
dayEntries, err := dayLogEntries(e.ID, e.CurrentDay)
if err != nil {
return err
}
line := pickEveningRecap(e, dayEntries)
body := renderEveningRecap(e, line, dayEntries)
if night != nil {
body += "\n" + renderNightCheck(*night)
}
p.fanOutExpeditionDM(e, body, nil)
if err := appendExpeditionLog(e.ID, e.CurrentDay, "recap",
fmt.Sprintf("evening recap — %d log entries today", len(dayEntries)), line); err != nil {
return err
}
return nil
}
// briefingPetPrefix folds the reader's own 25% morning pet event onto the front
// of a briefing and grants the resulting one-day defense buff (reset at midnight
// by resetAllPetMorningDefense). The legacy overworld morning DM is skipped
// while underground, so this is where that roll lives.
//
// It is per-reader rather than per-expedition: each member of a party keeps
// their own pet, and the buff lands on their own character sheet.
func (p *AdventurePlugin) briefingPetPrefix(uid id.UserID, body string) string {
pet, err := loadPetState(uid)
if err != nil {
return body
}
petEvent := petMorningEvent(pet)
if petEvent == "" {
return body
}
if char, cerr := loadAdvCharacter(uid); cerr == nil {
char.PetMorningDefense = true
if serr := saveAdvCharacter(char); serr != nil {
slog.Warn("expedition: save pet morning defense", "user", uid, "err", serr)
}
}
return fmt.Sprintf("🐾 *%s*\n\n%s", petEvent, body)
}
// pickMorningBriefing returns a flavor line based on day-band: Day 1, 3, 7,
// 14, 21 each have their own pool; everything else uses the generic pool.
func pickMorningBriefing(day int) string {
var pool []string
switch day {
case 1:
pool = flavor.MorningBriefingDay1
case 3:
pool = flavor.MorningBriefingDay3
case 7:
pool = flavor.MorningBriefingDay7
case 14:
pool = flavor.MorningBriefingDay14
case 21:
pool = flavor.MorningBriefingDay21
default:
pool = flavor.MorningBriefingGeneric
}
if line := flavor.Pick(pool); line != "" {
return line
}
return flavor.Pick(flavor.MorningBriefingGeneric)
}
// pickEveningRecap chooses a recap line based on what happened today.
// Boss kill > nothing-happened > generic. Close-call detection isn't wired
// in E1d (no HP-delta tracking yet); deferred to E2 alongside the threat
// clock combat hooks.
func pickEveningRecap(e *Expedition, today []ExpeditionEntry) string {
bossKilled := false
combatCount := 0
for _, en := range today {
if en.Type == "combat" {
combatCount++
}
if en.Type == "boss" || strings.Contains(strings.ToLower(en.Summary), "boss defeated") {
bossKilled = true
}
}
if bossKilled {
if l := flavor.Pick(flavor.EveningRecapBossKilled); l != "" {
return l
}
}
// "Nothing happened" = no combat, no narrative-action entries today.
if combatCount == 0 && len(today) <= 1 {
if l := flavor.Pick(flavor.EveningRecapNothingHappened); l != "" {
return l
}
}
return flavor.Pick(flavor.EveningRecapGeneric)
}
// dayLogEntries returns log entries for a specific expedition-day, oldest first.
func dayLogEntries(expID string, day int) ([]ExpeditionEntry, error) {
rows, err := db.Get().Query(`
SELECT entry_id, expedition_id, day, timestamp, entry_type, summary, flavor
FROM dnd_expedition_log
WHERE expedition_id = ? AND day = ?
ORDER BY timestamp ASC, entry_id ASC`, expID, day)
if err != nil {
return nil, err
}
defer rows.Close()
var out []ExpeditionEntry
for rows.Next() {
var e ExpeditionEntry
if err := rows.Scan(
&e.EntryID, &e.ExpeditionID, &e.Day, &e.Timestamp,
&e.Type, &e.Summary, &e.Flavor,
); err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// renderMorningBriefing builds the §12.1 block.
func renderMorningBriefing(e *Expedition, line string, burnConsumed float32) string {
zone, _ := getZone(e.ZoneID)
burn := currentBurn(e)
var b strings.Builder
b.WriteString(fmt.Sprintf("🎭 **TwinBee — Morning Briefing, Day %d**\n\n", e.CurrentDay))
b.WriteString(fmt.Sprintf("📍 **Zone:** %s _(T%d)_\n", zone.Display, int(zone.Tier)))
b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU _(burned %.1f overnight, ~%d days left)_\n",
e.Supplies.Current, e.Supplies.Max, burnConsumed, estimateDays(e.Supplies.Current, burn)))
b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n",
e.ThreatLevel, threatThresholdLabel(e.ThreatLevel, e.SiegeMode)))
if e.TemporalStack != 0 {
b.WriteString(fmt.Sprintf("🌡 **Zone stack:** %d\n", e.TemporalStack))
}
if state := supplyDepletion(e.Supplies); state != SupplyNormal {
b.WriteString(fmt.Sprintf("⚠ **%s** (roll %d)\n",
depletionLabel(state), supplyRollModifier(state)))
}
if line != "" {
b.WriteString("\n")
b.WriteString(line)
b.WriteString("\n")
}
return b.String()
}
// renderEveningRecap builds the §12.2 block.
func renderEveningRecap(e *Expedition, line string, today []ExpeditionEntry) string {
zone, _ := getZone(e.ZoneID)
combatCount := 0
for _, en := range today {
if en.Type == "combat" {
combatCount++
}
}
var b strings.Builder
b.WriteString(fmt.Sprintf("🎭 **TwinBee — Evening Recap, Day %d**\n\n", e.CurrentDay))
b.WriteString(fmt.Sprintf("📍 **Zone:** %s\n", zone.Display))
b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU\n", e.Supplies.Current, e.Supplies.Max))
b.WriteString(fmt.Sprintf("⚔ **Combat encounters today:** %d\n", combatCount))
b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n",
e.ThreatLevel, threatThresholdLabel(e.ThreatLevel, e.SiegeMode)))
if e.Camp == nil || !e.Camp.Active {
b.WriteString("\n_You haven't camped tonight. The dungeon does not._\n")
}
if line != "" {
b.WriteString("\n")
b.WriteString(line)
b.WriteString("\n")
}
return b.String()
}