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Tedium-removal pass driven by live play feedback. Three big threads: Expedition autopilot Phase 4 — background auto-run + harvest-until-dry: - New expeditionAutoRunTicker walks active expeditions every 15min (5min tick, per-expedition CAS on new last_autorun_at column). Skips combat sessions, briefing/recap quiet windows, expeditions <30min old. - Walks up to 3 rooms/tick with compact narration; suppresses DMs when 0 rooms walked or just hitting the per-tick cap (no "stretch complete" filler). Player only hears from the bot when a real decision is needed. - Compact mode: one-line combat narration for trash/elite, auto-resolves elite doorways via the forward-sim engine (boss still pauses). Threaded via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom. - Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8 attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses. - Ambient ticker: anti-repeat by Kind via new last_ambient_kind column (avoids two pack_rat DMs in a row when the pool only has 6 lines). - !expedition go <n> now routes to the fork-choice handler when active + numeric; fork footer rewritten to suggest !expedition go instead of !zone go. Boss/Elite doorway: formatNextRoomMessage routes the action hint by next room type and autopilot loop breaks via new nextRoomType field so "Room X/Y — Boss" doesn't double-print with contradictory hints (!zone advance vs !fight). - runAutopilotWalk extracted from expeditionCmdRun so foreground and background share the loop body. Rogue Sneak Attack actually exists now: - Audit found the rogue's "Sneak Attack" passive was AutoCritFirst + 5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this with a small flat buff; the class's defining mechanic never matched its tooltip or 5e identity. - Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in combat_primitives.go (same lane as DivineStrikePerHit). Scales with level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20. - AutoCritFirst + 5% rider retained as bonuses on top of working sneak attack — preserves the opener-burst feel. - L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes from "16 rounds to kill, die in 8" to winnable. TwinBee voice sweep (Phase B3): - ~530 line changes across 24 files replacing third-person "TwinBee notes/files/tracks/respects/..." constructions with first-person inside flavor string literals. Code identifiers (TwinBeeLine, twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names (TwinBee's Bell), achievements, and game-title references in fun.go (Konami TwinBee ship) left intact. - Catches a real bug: Valdris fight rendered "TwinBee marks the Legendary Resistance" mid-combat in third person, contradicting the Phase B2 convention. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
99 lines
3.7 KiB
Go
99 lines
3.7 KiB
Go
package plugin
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import (
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"fmt"
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"log/slog"
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"maunium.net/go/mautrix/id"
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)
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// Phase 13 — turn-based combat timeout reaper.
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//
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// A CombatSession expires 1h after its last action (combatSessionTTL). Per the
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// 2026-05-13 timeout decision, an abandoned fight is not flatly marked as a
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// retreat — the reaper resumes it from persisted mid-state and auto-plays the
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// rest of the fight through the same shared resolver a live !attack uses,
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// landing on a real win or loss. The player is DM'd the outcome.
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//
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// Sessions that cannot be reconstructed (zone run deleted, enemy no longer in
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// the bestiary) or that fail to converge within reaperRoundCap fall back to the
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// terminal 'expired' status with no fatal-blow side effects — see
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// markCombatSessionExpired.
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// reaperRoundCap bounds the auto-play loop. A turn-based round always lands at
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// least one damage roll eventually, so a real fight converges well within this;
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// the cap only guards against a pathological non-terminating session.
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const reaperRoundCap = 300
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// reapExpiredCombatSessions is the timeout reaper, driven off eventTicker (one
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// pass per minute). It auto-plays every stale session to a terminal status.
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func (p *AdventurePlugin) reapExpiredCombatSessions() {
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expired, err := listExpiredCombatSessions()
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if err != nil {
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slog.Error("combat: reaper failed to list expired sessions", "err", err)
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return
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}
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for _, sess := range expired {
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p.reapCombatSession(sess.UserID, sess.SessionID)
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}
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}
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// reapCombatSession auto-plays a single stale session under the player's lock.
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// It re-fetches the session after locking: the player may have finished the
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// fight in the window between listing and locking, in which case there is
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// nothing to do.
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func (p *AdventurePlugin) reapCombatSession(userIDStr, sessionID string) {
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userID := id.UserID(userIDStr)
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userMu := p.advUserLock(userID)
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userMu.Lock()
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defer userMu.Unlock()
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sess, err := getActiveCombatSession(userID)
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if err != nil {
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slog.Error("combat: reaper failed to reload session", "user", userID, "err", err)
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return
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}
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// Gone, replaced, or no longer the stale one — the player acted first.
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if sess == nil || sess.SessionID != sessionID {
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return
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}
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player, enemy, err := p.combatantsForSession(sess)
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if err != nil {
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// Can't reconstruct the fight — park it terminal so it isn't retried
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// every minute forever.
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slog.Warn("combat: reaper cannot rebuild session, marking expired",
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"user", userID, "session", sess.SessionID, "err", err)
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if merr := markCombatSessionExpired(sess.SessionID); merr != nil {
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slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr)
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}
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return
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}
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rounds := 0
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for sess.IsActive() {
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if rounds >= reaperRoundCap {
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slog.Warn("combat: reaper hit round cap, marking expired",
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"user", userID, "session", sess.SessionID)
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if merr := markCombatSessionExpired(sess.SessionID); merr != nil {
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slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr)
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}
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return
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}
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if _, rerr := runCombatRound(sess, &player, &enemy, PlayerAction{Kind: ActionAttack}); rerr != nil {
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slog.Error("combat: reaper round failed", "user", userID, "session", sess.SessionID, "err", rerr)
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if merr := markCombatSessionExpired(sess.SessionID); merr != nil {
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slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr)
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}
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return
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}
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rounds++
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}
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outcome := p.finishCombatSession(userID, sess, enemy)
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preamble := fmt.Sprintf("⏳ Your fight with **%s** timed out — I finished it for you.\n\n", enemy.Name)
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if err := p.SendDM(userID, preamble+outcome); err != nil {
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slog.Error("combat: reaper failed to DM outcome", "user", userID, "err", err)
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}
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}
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