mirror of
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Mechanical `gofmt -w ./internal ./cmd`. Mostly struct-field realignment that had drifted, plus a few trailing-newline fixes. No behaviour change — gofmt is semantics-preserving, and build/vet/test are green either side. Split out from the code-review fixes that follow so those stay reviewable instead of hiding inside a wall of realignment.
626 lines
21 KiB
Go
626 lines
21 KiB
Go
package plugin
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import (
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cryptorand "crypto/rand"
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"database/sql"
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"encoding/hex"
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"encoding/json"
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"errors"
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"fmt"
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"math/rand/v2"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// Phase 11 D1b — DungeonRun state machine. Implements `gogobee_dungeon_zones.md`
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// §4 (Dungeon Structure) and the DungeonRun model in §7. Persists a single
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// zone run per player to dnd_zone_run.
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//
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// Room sequencing follows the design doc fixed pattern:
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// Entry → Exploration ×N₁ → Trap → Exploration ×N₂ → Elite → Boss
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// where N₁ + N₂ scales with zone tier so total rooms lands in the
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// zone's [MinRooms, MaxRooms] window. Boss is always last.
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//
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// State machine:
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// start → advance × R → boss → complete
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// ↓
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// abandon (manual or 24h-idle, D1c)
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//
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// D1b ships persistence and pure logic only. !zone enter/advance/etc
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// commands wire to this in D1c; combat resolution per room is wired in
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// D1e onwards. Trap/elite/boss room *behavior* is not implemented yet —
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// advancing through them currently just records them as cleared.
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// RoomType enumerates the room categories per design doc §4.2.
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type RoomType string
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const (
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RoomEntry RoomType = "entry"
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RoomExploration RoomType = "exploration"
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RoomTrap RoomType = "trap"
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RoomElite RoomType = "elite"
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RoomBoss RoomType = "boss"
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)
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// DungeonRun is the in-memory shape of a dnd_zone_run row.
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//
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// Phase G4 adds CurrentNode / VisitedNodes / NodeChoices alongside the
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// legacy CurrentRoom / RoomSeq fields. The graph columns dual-write
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// during the migration; readers prefer CurrentNode but fall back to
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// deriving it from CurrentRoom + RoomSeq (compileRunGraph) when a row
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// predates the migration. The legacy fields retire in G9.
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type DungeonRun struct {
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RunID string
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UserID string
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ZoneID ZoneID
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CurrentRoom int
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TotalRooms int
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RoomSeq []RoomType
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RoomsCleared []int
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BossDefeated bool
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Abandoned bool
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LootCollected []string
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DMMood int
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StartedAt time.Time
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LastActionAt time.Time
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CompletedAt *time.Time
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// Phase G4 — branching zone graph run state. CurrentNode is the
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// authoritative position once the graph rollout is complete; until
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// then it dual-writes with CurrentRoom. VisitedNodes is the ordered
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// path of node_ids the player has resolved. NodeChoices stores
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// pending fork-prompt state (G5 surface) — populated when the player
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// arrives at a fork with 2+ unlocked outgoing edges.
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CurrentNode string
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VisitedNodes []string
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NodeChoices map[string]any
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// Revisit R1 — monotonic count of node entries, including the entry
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// room. Distinct from CurrentRoom: CurrentRoom answers "where am I on
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// the path" and moves backwards when the player backtracks, while
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// RoomsTraversed answers "how much walking has this run cost" and only
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// ever climbs. Forward-only navigation keeps them locked together at
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// RoomsTraversed == CurrentRoom+1; revisit is what pulls them apart.
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RoomsTraversed int
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}
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// IsActive reports whether this run is still ongoing (not boss-defeated,
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// not abandoned, not otherwise completed).
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func (r *DungeonRun) IsActive() bool {
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return !r.BossDefeated && !r.Abandoned && r.CompletedAt == nil
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}
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// CurrentRoomType returns the type of the room the player is currently
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// standing in. The live CurrentNode's kind is authoritative — that's
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// the only way side paths (e.g. the Crypt of Valdris secret chamber)
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// resolve to the right room-type when the player diverges from the
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// canonical RoomSeq. The legacy RoomSeq fallback covers in-flight runs
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// from before the G4 dual-write deploy that lack a CurrentNode entry.
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// Returns "" if no resolution is possible.
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func (r *DungeonRun) CurrentRoomType() RoomType {
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if r.CurrentNode != "" {
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if g, ok := loadZoneGraph(r.ZoneID); ok {
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if n, exists := g.Nodes[r.CurrentNode]; exists {
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return nodeKindToRoomType(n.Kind)
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}
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}
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}
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if r.CurrentRoom < 0 || r.CurrentRoom >= len(r.RoomSeq) {
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return ""
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}
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return r.RoomSeq[r.CurrentRoom]
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}
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// RoomIsCleared reports whether the player has already resolved the room at
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// the given path index. Sticky: once cleared, a room stays cleared for the
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// life of the run, however many times the player walks back through it.
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func (r *DungeonRun) RoomIsCleared(idx int) bool {
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for _, c := range r.RoomsCleared {
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if c == idx {
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return true
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}
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}
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return false
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}
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// generateRoomSequence builds the deterministic-but-seeded room layout
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// for a run of the given zone. The boss room is always last; one Entry
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// is always first; one Trap and one Elite room sit between explorations.
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//
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// Total length tracks the zone's *graph* longest entry→boss path so the
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// "Room X/Y" display lines up with what the player actually walks. If
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// the graph hasn't been authored / can't be loaded, we fall back to a
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// dice roll within [zone.MinRooms, zone.MaxRooms] (the pre-graph shape).
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func generateRoomSequence(zone ZoneDefinition, rng *rand.Rand) []RoomType {
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total := 0
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if g, ok := loadZoneGraph(zone.ID); ok {
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total = graphLongestPath(g)
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}
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if total == 0 {
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total = zone.MinRooms
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if zone.MaxRooms > zone.MinRooms {
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total += rng.IntN(zone.MaxRooms - zone.MinRooms + 1)
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}
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}
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// Fixed slots: Entry + Trap + Elite + Boss = 4. Remaining = explorations.
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const fixed = 4
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if total < fixed+2 {
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total = fixed + 2 // at least 2 exploration rooms
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}
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explorations := total - fixed
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// Split exploration rooms before/after the trap. Bias toward 1–2 on each side.
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preTrap := 1
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if explorations >= 3 {
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preTrap = 1 + rng.IntN(explorations-1)
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} else if explorations == 2 {
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preTrap = 1
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}
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postTrap := explorations - preTrap
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seq := make([]RoomType, 0, total)
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seq = append(seq, RoomEntry)
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for i := 0; i < preTrap; i++ {
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seq = append(seq, RoomExploration)
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}
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seq = append(seq, RoomTrap)
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for i := 0; i < postTrap; i++ {
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seq = append(seq, RoomExploration)
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}
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seq = append(seq, RoomElite)
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seq = append(seq, RoomBoss)
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return seq
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}
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// newRunID — 16-char hex token. Crypto-random; collision-resistant.
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func newRunID() string {
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var b [8]byte
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if _, err := cryptorand.Read(b[:]); err != nil {
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// Fall back to math/rand if /dev/urandom is unavailable.
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// Run IDs are not security-sensitive, just unique.
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v := rng2.Uint64()
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for i := range b {
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b[i] = byte(v >> (8 * i))
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}
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}
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return hex.EncodeToString(b[:])
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}
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// rng2 is a seeded math/rand fallback for newRunID. Test isolation isn't
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// needed — collisions are still vanishingly unlikely.
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var rng2 = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), 0xC0FFEE))
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// ---- Persistence ------------------------------------------------------------
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var (
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// ErrRunAlreadyActive — player tried to start a run while another is in flight.
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ErrRunAlreadyActive = errors.New("zone run already active for player")
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// ErrNoActiveRun — player tried to advance/retreat with no run in flight.
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ErrNoActiveRun = errors.New("no active zone run for player")
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// ErrUnknownZone — start called with an unregistered ZoneID.
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ErrUnknownZone = errors.New("unknown zone")
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// ErrZoneTierLocked — player level too low for the zone.
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ErrZoneTierLocked = errors.New("zone tier above player ceiling")
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)
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// startZoneRun creates a new run for the player. Fails if the player has
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// an active run, the zone is unknown, or the player's level is too far
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// below the zone's tier (per zonesForLevel's gate).
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func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand) (*DungeonRun, error) {
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zone, ok := getZone(zoneID)
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if !ok {
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return nil, ErrUnknownZone
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}
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allowed := false
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for _, z := range zonesForLevel(dndLevel) {
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if z.ID == zoneID {
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allowed = true
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break
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}
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}
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if !allowed {
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return nil, ErrZoneTierLocked
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}
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existing, err := getActiveZoneRun(userID)
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if err != nil {
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return nil, err
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}
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if existing != nil {
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return nil, ErrRunAlreadyActive
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}
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if rng == nil {
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rng = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), uint64(time.Now().UnixMicro())))
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}
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seq := generateRoomSequence(zone, rng)
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startMood := 50
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if isHol, _ := isHolidayToday(); isHol {
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startMood = 55
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}
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run := &DungeonRun{
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RunID: newRunID(),
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UserID: string(userID),
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ZoneID: zoneID,
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CurrentRoom: 0,
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TotalRooms: len(seq),
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RoomSeq: seq,
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RoomsCleared: []int{},
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DMMood: startMood,
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StartedAt: time.Now().UTC(),
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LastActionAt: time.Now().UTC(),
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}
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// G4 dual-write: persist the entry node id and seed visited_nodes
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// with it, so navigation surfaces in G5 can read graph state without
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// further migration. New runs always start at the registered graph's
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// Entry node; only zones that lack a registered graph (none, post-G8)
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// would fall back to the legacy linear `<zone>.r1` namespace.
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entryNode := deriveLegacyNodeID(zoneID, 0)
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if g, ok := zoneGraphRegistry[zoneID]; ok {
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entryNode = g.Entry
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}
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visitedJSON, _ := json.Marshal([]string{entryNode})
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run.CurrentNode = entryNode
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run.VisitedNodes = []string{entryNode}
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run.NodeChoices = map[string]any{}
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// Standing in the entry room is one traversal — the player walked in.
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// Starting at 1 also keeps `rooms_traversed = 0` free as the
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// "never backfilled" sentinel bootstrapRoomsTraversed keys on.
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run.RoomsTraversed = 1
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if _, err := db.Get().Exec(`
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INSERT INTO dnd_zone_run
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(run_id, user_id, zone_id, total_rooms,
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rooms_cleared, gm_mood,
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current_node, visited_nodes, node_choices, rooms_traversed)
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VALUES (?, ?, ?, ?, '[]', ?, ?, ?, '{}', 1)`,
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run.RunID, run.UserID, string(zoneID), run.TotalRooms, startMood,
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entryNode, string(visitedJSON),
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); err != nil {
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return nil, fmt.Errorf("insert zone run: %w", err)
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}
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return run, nil
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}
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// zoneRunInactivityTimeout is the §4.3 stale-run threshold: a run that
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// has gone untouched for this long is auto-abandoned the next time
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// anyone looks at it.
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const zoneRunInactivityTimeout = 24 * time.Hour
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// getActiveZoneRun returns the player's in-flight run, or (nil, nil) if
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// none. If the most-recent active run has been idle longer than
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// zoneRunInactivityTimeout, it's auto-abandoned (§4.3) and the
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// function returns (nil, nil) — the caller sees a clean slate.
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func getActiveZoneRun(userID id.UserID) (*DungeonRun, error) {
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row := db.Get().QueryRow(`
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SELECT run_id, user_id, zone_id, total_rooms,
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rooms_cleared, boss_defeated, abandoned,
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loot_collected, gm_mood, started_at, last_action_at, completed_at,
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current_node, visited_nodes, node_choices, rooms_traversed
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FROM dnd_zone_run
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WHERE user_id = ?
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AND completed_at IS NULL
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AND abandoned = 0
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AND boss_defeated = 0
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ORDER BY started_at DESC
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LIMIT 1`,
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string(userID))
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r, err := scanZoneRun(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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if err != nil {
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return nil, err
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}
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if time.Since(r.LastActionAt) > zoneRunInactivityTimeout {
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_ = abandonZoneRunByID(r.RunID)
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// A run reaped by the §4.3 idle timeout must also terminate the
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// wrapping active expedition. Without this, the expedition is left
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// status='active' pointing at a now-abandoned run: the autopilot's
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// runAutopilotWalk reads run==nil and bails, but the briefing/recap
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// ambient tickers keep firing — the player soft-locks at the last
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// fork, "stuck" with no way to route on. Mirror the run-loss seam,
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// but only when this run is the active expedition's current run so
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// a standalone (non-expedition) stale run still reaps cleanly.
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if exp, _ := getActiveExpedition(userID); exp != nil && exp.RunID == r.RunID {
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forceExtractExpeditionForRunLoss(userID, "run idle-timeout (§4.3 stale-run reap)")
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}
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return nil, nil
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}
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return r, nil
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}
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// getZoneRun fetches by RunID regardless of completion state. Test/admin use.
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func getZoneRun(runID string) (*DungeonRun, error) {
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row := db.Get().QueryRow(`
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SELECT run_id, user_id, zone_id, total_rooms,
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rooms_cleared, boss_defeated, abandoned,
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loot_collected, gm_mood, started_at, last_action_at, completed_at,
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current_node, visited_nodes, node_choices, rooms_traversed
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FROM dnd_zone_run WHERE run_id = ?`, runID)
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r, err := scanZoneRun(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 r, err
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}
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// scanZoneRun reads one row into a DungeonRun (used by both fetchers).
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type scanner interface {
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Scan(dest ...any) error
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}
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func scanZoneRun(row scanner) (*DungeonRun, error) {
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var (
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r DungeonRun
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zoneID string
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clearedJSON string
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lootJSON string
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bossDefeatedI int
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abandonedI int
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completedAtRaw sql.NullTime
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currentNode string
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visitedJSON string
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choicesJSON string
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)
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if err := row.Scan(
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&r.RunID, &r.UserID, &zoneID, &r.TotalRooms,
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&clearedJSON, &bossDefeatedI, &abandonedI,
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&lootJSON, &r.DMMood, &r.StartedAt, &r.LastActionAt, &completedAtRaw,
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¤tNode, &visitedJSON, &choicesJSON, &r.RoomsTraversed,
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); err != nil {
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return nil, err
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}
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r.ZoneID = ZoneID(zoneID)
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r.BossDefeated = bossDefeatedI != 0
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r.Abandoned = abandonedI != 0
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if completedAtRaw.Valid {
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t := completedAtRaw.Time
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r.CompletedAt = &t
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}
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if clearedJSON != "" {
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if err := json.Unmarshal([]byte(clearedJSON), &r.RoomsCleared); err != nil {
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return nil, fmt.Errorf("decode rooms_cleared: %w", err)
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}
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}
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if r.RoomsCleared == nil {
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r.RoomsCleared = []int{}
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}
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if lootJSON != "" {
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if err := json.Unmarshal([]byte(lootJSON), &r.LootCollected); err != nil {
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return nil, fmt.Errorf("decode loot_collected: %w", err)
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}
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}
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if r.LootCollected == nil {
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r.LootCollected = []string{}
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}
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// G4 graph run state. visited_nodes / node_choices come straight
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// from JSON; current_node is hot-swap-derived from current_room
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// when empty (rows that predate the migration).
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if visitedJSON != "" && visitedJSON != "[]" {
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if err := json.Unmarshal([]byte(visitedJSON), &r.VisitedNodes); err != nil {
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return nil, fmt.Errorf("decode visited_nodes: %w", err)
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}
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}
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if r.VisitedNodes == nil {
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r.VisitedNodes = []string{}
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}
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if choicesJSON != "" && choicesJSON != "{}" {
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if err := json.Unmarshal([]byte(choicesJSON), &r.NodeChoices); err != nil {
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return nil, fmt.Errorf("decode node_choices: %w", err)
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}
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}
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if r.NodeChoices == nil {
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r.NodeChoices = map[string]any{}
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}
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r.CurrentNode = currentNode
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// G9b: CurrentRoom is derived from VisitedNodes — no longer persisted
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// in current_room. Revisit R1 re-derives it as the *first-entry index
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// of CurrentNode* rather than len(VisitedNodes)-1. The two agree for
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// every forward-only run (each advance appends the node it moves to,
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// so the newest node is always the current one), but they diverge the
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// moment a player backtracks. Keying on the node — not the tail — is
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// what makes a revisited room resolve to its original identity: the
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// enemy/trap salts, harvest keys and encounter IDs downstream all
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// hash CurrentRoom, so room 3 must stay room 3 on the way back.
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r.CurrentRoom = pathIndexOf(r.VisitedNodes, r.CurrentNode)
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if r.CurrentNode == "" {
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// Defensive: a row from before the G4 dual-write deploy that
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// somehow survived 24h inactivity timeouts. Pin to the linear
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// entry node so resolveRoom doesn't crash.
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r.CurrentNode = deriveLegacyNodeID(r.ZoneID, r.CurrentRoom)
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}
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return &r, nil
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}
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// appendVisited records a node entry in first-entry order. A node already
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// in the path is not re-appended: VisitedNodes is an ordered *set*, and the
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// player's room numbers must not renumber themselves when they walk back
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// through a room they've already seen. The step cost of that walk is
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// carried by rooms_traversed, not by this slice.
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func appendVisited(visited []string, node string) []string {
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for _, n := range visited {
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if n == node {
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return visited
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}
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}
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return append(visited, node)
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}
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// appendClearedRoom marks a room index resolved. Idempotent: walking out of
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// a room a second time doesn't re-append. "Cleared" is a sticky property of
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// the room, not a count of exits — re-appending would let a backtracking
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// player inflate RoomsCleared past TotalRooms and skew every "N/M rooms"
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// render that reads its length.
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func appendClearedRoom(cleared []int, room int) []int {
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for _, r := range cleared {
|
||
if r == room {
|
||
return cleared
|
||
}
|
||
}
|
||
return append(cleared, room)
|
||
}
|
||
|
||
// pathIndexOf returns the first-entry index of node within visited — the
|
||
// 0-based room number the player sees in `!map`'s Path strip. Revisits do
|
||
// not append, so a node's index is stable for the life of the run.
|
||
//
|
||
// A node missing from visited means a row whose current_node was hot-swapped
|
||
// in without a matching visit record (pre-G4 rows, defensive only). Fall back
|
||
// to the tail, which is what the pre-R1 derivation would have produced.
|
||
func pathIndexOf(visited []string, node string) int {
|
||
for i, n := range visited {
|
||
if n == node {
|
||
return i
|
||
}
|
||
}
|
||
if n := len(visited); n > 0 {
|
||
return n - 1
|
||
}
|
||
return 0
|
||
}
|
||
|
||
// deriveLegacyNodeID returns the node id a linear graph would assign
|
||
// to position roomIdx (0-based) for the given zone. Mirrors
|
||
// BuildLinearGraph's "<zone>.r<n>" scheme so hot-swapped rows align
|
||
// with newly-started runs.
|
||
func deriveLegacyNodeID(zoneID ZoneID, roomIdx int) string {
|
||
if roomIdx < 0 {
|
||
roomIdx = 0
|
||
}
|
||
return fmt.Sprintf("%s.r%d", zoneID, roomIdx+1)
|
||
}
|
||
|
||
// markRoomCleared records that the current room has been resolved and
|
||
// advances the player along the first outgoing graph edge. Returns the
|
||
// new current room type (or "" if the run completed via boss kill /
|
||
// dead-end). Used by tests that drive a run end-to-end without going
|
||
// through the !zone advance command surface; the runtime command path
|
||
// uses advanceTransitionGraph directly so it can render fork prompts.
|
||
func markRoomCleared(runID string) (RoomType, error) {
|
||
r, err := getZoneRun(runID)
|
||
if err != nil {
|
||
return "", err
|
||
}
|
||
if r == nil {
|
||
return "", ErrNoActiveRun
|
||
}
|
||
if !r.IsActive() {
|
||
return "", ErrNoActiveRun
|
||
}
|
||
g, ok := loadZoneGraph(r.ZoneID)
|
||
if !ok {
|
||
return "", fmt.Errorf("no graph for zone %q", r.ZoneID)
|
||
}
|
||
cleared := appendClearedRoom(r.RoomsCleared, r.CurrentRoom)
|
||
clearedJSON, _ := json.Marshal(cleared)
|
||
|
||
edges := g.outgoingEdges(r.CurrentNode)
|
||
if len(edges) == 0 {
|
||
// Dead-end or boss — run completes here.
|
||
isBoss := g.Nodes[r.CurrentNode].IsBoss
|
||
now := time.Now().UTC()
|
||
if _, err := db.Get().Exec(`
|
||
UPDATE dnd_zone_run
|
||
SET rooms_cleared = ?,
|
||
boss_defeated = ?,
|
||
completed_at = ?,
|
||
last_action_at = ?
|
||
WHERE run_id = ?`,
|
||
string(clearedJSON), boolToInt(isBoss), now, now, runID,
|
||
); err != nil {
|
||
return "", err
|
||
}
|
||
return "", nil
|
||
}
|
||
nextNode := edges[0].To
|
||
visited := appendVisited(r.VisitedNodes, nextNode)
|
||
visitedJSON, _ := json.Marshal(visited)
|
||
if _, err := db.Get().Exec(`
|
||
UPDATE dnd_zone_run
|
||
SET rooms_cleared = ?,
|
||
current_node = ?,
|
||
visited_nodes = ?,
|
||
rooms_traversed = rooms_traversed + 1,
|
||
last_action_at = CURRENT_TIMESTAMP
|
||
WHERE run_id = ?`,
|
||
string(clearedJSON), nextNode, string(visitedJSON), runID,
|
||
); err != nil {
|
||
return "", err
|
||
}
|
||
r.CurrentNode = nextNode
|
||
r.VisitedNodes = visited
|
||
r.RoomsTraversed++
|
||
r.CurrentRoom = pathIndexOf(visited, nextNode)
|
||
return nodeKindToRoomType(g.Nodes[nextNode].Kind), nil
|
||
}
|
||
|
||
// abandonZoneRun flags the active run as abandoned. Idempotent: returns
|
||
// ErrNoActiveRun if there is nothing to abandon.
|
||
func abandonZoneRun(userID id.UserID) error {
|
||
r, err := getActiveZoneRun(userID)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
if r == nil {
|
||
return ErrNoActiveRun
|
||
}
|
||
_, err = db.Get().Exec(`
|
||
UPDATE dnd_zone_run
|
||
SET abandoned = 1,
|
||
completed_at = CURRENT_TIMESTAMP,
|
||
last_action_at = CURRENT_TIMESTAMP
|
||
WHERE run_id = ?`, r.RunID)
|
||
return err
|
||
}
|
||
|
||
// abandonZoneRunByID abandons a specific run regardless of its active
|
||
// status. Idempotent — exits cleanly if the row is already terminal.
|
||
// Used by the expedition layer to retire a region's run when the player
|
||
// travels onward, since the user-keyed abandonZoneRun would refuse to
|
||
// fire when the run is no longer "active" (e.g. boss defeated).
|
||
func abandonZoneRunByID(runID string) error {
|
||
if runID == "" {
|
||
return nil
|
||
}
|
||
_, err := db.Get().Exec(`
|
||
UPDATE dnd_zone_run
|
||
SET abandoned = 1,
|
||
completed_at = COALESCE(completed_at, CURRENT_TIMESTAMP),
|
||
last_action_at = CURRENT_TIMESTAMP
|
||
WHERE run_id = ?`, runID)
|
||
return err
|
||
}
|
||
|
||
// adjustGMMood clamps mood to [0, 100] and persists. Used by D1d when
|
||
// nat-1/nat-20/zone-completion events fire. delta may be negative.
|
||
func adjustGMMood(runID string, delta int) error {
|
||
_, err := db.Get().Exec(`
|
||
UPDATE dnd_zone_run
|
||
SET gm_mood = MAX(0, MIN(100, gm_mood + ?)),
|
||
last_action_at = CURRENT_TIMESTAMP
|
||
WHERE run_id = ?`, delta, runID)
|
||
return err
|
||
}
|
||
|
||
// addLoot appends an item ID to the run's loot manifest. Caller is
|
||
// responsible for actually granting the item to the player's inventory;
|
||
// this is the audit trail of what dropped during the run.
|
||
func addLoot(runID string, itemID string) error {
|
||
r, err := getZoneRun(runID)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
if r == nil {
|
||
return ErrNoActiveRun
|
||
}
|
||
loot := append(r.LootCollected, itemID)
|
||
lootJSON, _ := json.Marshal(loot)
|
||
_, err = db.Get().Exec(`
|
||
UPDATE dnd_zone_run
|
||
SET loot_collected = ?,
|
||
last_action_at = CURRENT_TIMESTAMP
|
||
WHERE run_id = ?`, string(lootJSON), runID)
|
||
return err
|
||
}
|