Files
gogobee/internal/plugin/dnd_expedition_extract.go
prosolis a063e0ccd0 N3/P6d: a party where every member can see the dungeon
Every ownership lookup in the adventure module keys on a user id, and a
party member owns neither the expedition row nor the zone run. So each
player-facing read quietly told them they were not playing.

Rewire them. Reads a member should see resolve through activeExpeditionFor
/ activeZoneRunFor. Leader-only actions answer with copy that names the
leader instead of denying the expedition. Three busy-guards had to start
refusing a member outright: !zone enter, !expedition start and !sell all
keyed on the sender's own row, so a seated member could open a private
dungeon, outfit a rival expedition, or run a shop from the boss room.

Four things the rewire itself exposed:

!resources looks like a read but seed-persists harvest nodes, and
saveHarvestNodes rewrites the entire region_state blob — kills, event
gates, temporal stack — last-write-wins. Reaching it as a member would
revert the leader's walk from a stale snapshot. Persist only for the owner;
seedRoomNodes is pure, so a member re-derives the same nodes.

!zone taunt moves the party's shared mood, which is intended and safe:
applyMoodEvent lands an atomic delta. Its neighbour applyMoodDecayIfStale
writes an absolute gm_mood from the caller's snapshot, and every command
takes the *sender's* lock — a member running it against the leader's run
holds the wrong mutex. The owner check now lives on that function.

A seat outlives status='active'. releaseParty deliberately skips the
seven-day 'extracting' limbo, so the roster persists while
activeExpeditionFor goes blind — long enough for a member to open a run
that wins every lookup once the leader !resumes. seatedExpeditionFor spans
both statuses; it is what the busy-guards ask.

!expedition run was still member-blind. It is the same walk as !zone
advance, reached by its other name.

isPartyMember replaces `run != nil && !isLeader`: activeZoneRunFor reports
isLeader=false for a player with no run anywhere, so the bare test sends a
solo player to go ask their leader.

Golden byte-identical; solo T1 expedition clears end-to-end.
2026-07-09 23:56:16 -07:00

396 lines
15 KiB
Go

package plugin
import (
"database/sql"
"encoding/json"
"errors"
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"gogobee/internal/flavor"
"maunium.net/go/mautrix/id"
)
// Phase 12 E5 — Extraction & Resume.
// Spec: gogobee_expedition_system.md §10.
//
// - Voluntary (§10.1): !extract — burns 1 in-game day, status='extracting',
// resumable for 7 real days. All loot/XP/coins kept.
// - Forced (§10.2): triggered by HP-0 / supplies-0 / Abyss collapse.
// status='abandoned', 20% coin tax on CoinsEarned, NOT resumable.
// - Resume (§10.3): !resume within 7 days, repurchase supplies, threat
// and temporal stacks restored as-is.
//
// HP-0 and supplies-0 wiring lives with combat / supply hookups (deferred);
// this commit ships the helpers and wires the existing Abyss-collapse path.
const (
extractResumeWindow = 7 * 24 * time.Hour
forcedExtractCoinTaxFrac = 0.20
)
var (
ErrNoResumableExpedition = errors.New("no resumable expedition for player")
ErrResumeWindowExpired = errors.New("expedition resume window expired (7 days)")
)
// voluntaryExtractExpedition burns one in-game day's supplies, advances
// the day counter, and flips status to 'extracting'. The expedition stays
// resumable until completed_at + 7 days.
func voluntaryExtractExpedition(userID id.UserID) (*Expedition, error) {
e, err := getActiveExpedition(userID)
if err != nil {
return nil, err
}
if e == nil {
return nil, ErrNoActiveExpedition
}
harsh := e.ThreatLevel > 60
newSupplies, _ := applyExpeditionDailyBurn(e, harsh, e.SiegeMode)
e.Supplies = newSupplies
supJSON, _ := json.Marshal(newSupplies)
if _, err := db.Get().Exec(`
UPDATE dnd_expedition
SET status = 'extracting',
supplies_json = ?,
current_day = current_day + 1,
completed_at = CURRENT_TIMESTAMP,
last_activity = CURRENT_TIMESTAMP
WHERE expedition_id = ?`, string(supJSON), e.ID); err != nil {
return nil, fmt.Errorf("voluntary extract: %w", err)
}
e.CurrentDay++
e.Status = ExpeditionStatusExtracting
_ = retireAllRegionRuns(e)
return e, nil
}
// forcedExtractExpedition flips an expedition to 'abandoned'. Returns the
// 20% coin-tax amount the caller should debit (CoinsEarned * 0.20, floored).
// Reason is appended to the expedition log.
func forcedExtractExpedition(expID, reason string) (*Expedition, int, error) {
e, err := getExpedition(expID)
if err != nil {
return nil, 0, err
}
if e == nil {
return nil, 0, ErrNoActiveExpedition
}
tax := int(float64(e.CoinsEarned) * forcedExtractCoinTaxFrac)
if _, err := db.Get().Exec(`
UPDATE dnd_expedition
SET status = 'abandoned',
completed_at = CURRENT_TIMESTAMP,
last_activity = CURRENT_TIMESTAMP
WHERE expedition_id = ?`, expID); err != nil {
return nil, 0, fmt.Errorf("forced extract: %w", err)
}
e.Status = ExpeditionStatusAbandoned
_ = retireAllRegionRuns(e)
releaseParty(e.ID)
return e, tax, nil
}
// forceExtractExpeditionForRunLoss bridges run-loss call sites (turn-based
// elite/boss death or flee, exploration combat death, patrol-interrupt
// death) into the forced-extract flow. Those sites already abandon the
// zone run, but without flipping the wrapping expedition the ambient
// ticker keeps DMing about a dungeon the player walked away from. No-op
// when there is no active expedition for this user.
func forceExtractExpeditionForRunLoss(userID id.UserID, reason string) {
exp, err := getActiveExpedition(userID)
if err != nil || exp == nil {
return
}
if _, _, err := forcedExtractExpedition(exp.ID, reason); err != nil {
slog.Warn("expedition: force-extract on run loss",
"user", userID, "expedition", exp.ID, "reason", reason, "err", err)
}
}
// finalizeExpeditionOnZoneClear bridges the run-complete seam (boss down,
// no outgoing edges) into expedition completion — the success-path twin of
// forceExtractExpeditionForRunLoss. When the cleared run is the active
// expedition's current run AND the clear finishes the whole zone (a
// single-region zone, or the zone-boss region of a multi-region zone), it
// flips the expedition to 'complete', records boss_defeated, and awards
// completion milestones. Returns the rendered milestone lines for the caller
// to append to the run-complete message.
//
// No-op (nil) for standalone runs and for mid-zone region clears, which
// leave the expedition active so inter-region travel can continue. Without
// this, a cleared zone leaves the expedition 'active' forever and the
// ambient ticker keeps DMing about a dungeon the player already finished.
func (p *AdventurePlugin) finalizeExpeditionOnZoneClear(userID id.UserID, runID string) []string {
exp, err := getActiveExpedition(userID)
if err != nil || exp == nil {
return nil
}
if exp.RunID != runID {
return nil // the completed run isn't this expedition's current run
}
if IsMultiRegionZone(exp.ZoneID) {
region, ok := CurrentRegion(exp)
if !ok {
return nil
}
if _, err := MarkRegionBossDefeated(exp, region.ID); err != nil {
slog.Warn("expedition: mark region boss defeated",
"user", userID, "expedition", exp.ID, "region", region.ID, "err", err)
}
if !region.IsZoneBoss {
return nil // region cleared; expedition continues to the next region
}
} else {
// Single-region zone: there's no region registry to flip through
// MarkRegionBossDefeated, so set the zone-level flag directly.
exp.BossDefeated = true
if _, err := db.Get().Exec(`
UPDATE dnd_expedition
SET boss_defeated = 1,
last_activity = CURRENT_TIMESTAMP
WHERE expedition_id = ?`, exp.ID); err != nil {
slog.Warn("expedition: set boss defeated on zone clear",
"user", userID, "expedition", exp.ID, "err", err)
}
}
// completeExpedition must run before AwardCompletionMilestones — the
// latter gates on status == 'complete'.
if err := completeExpedition(exp.ID, ExpeditionStatusComplete); err != nil {
slog.Warn("expedition: complete on zone clear",
"user", userID, "expedition", exp.ID, "err", err)
return nil
}
exp.Status = ExpeditionStatusComplete
_ = retireAllRegionRuns(exp)
p.rollZoneTreasure(userID, exp.ZoneID, advTreasureWeightZoneClear)
return p.AwardCompletionMilestones(exp, false)
}
// midZoneRegionClear reports whether the just-completed run (runID) is the
// active expedition's current run AND finishes a non-boss region of a
// multi-region zone — i.e. a region clear that leaves the expedition active
// with a next region to cross into. Returns the cleared region, the next
// region, and true in that case; zero-values + false for a full zone clear,
// a standalone run, or any read error. Used to word the run-complete message
// (region-cleared vs zone-cleared) without re-deriving region state inline.
func midZoneRegionClear(userID id.UserID, runID string) (cur, next ExpeditionRegion, ok bool) {
exp, err := getActiveExpedition(userID)
if err != nil || exp == nil || exp.RunID != runID || !IsMultiRegionZone(exp.ZoneID) {
return ExpeditionRegion{}, ExpeditionRegion{}, false
}
region, found := CurrentRegion(exp)
if !found || region.IsZoneBoss {
return ExpeditionRegion{}, ExpeditionRegion{}, false
}
nxt, found := nextRegion(exp.ZoneID, region.ID)
if !found {
return ExpeditionRegion{}, ExpeditionRegion{}, false
}
return region, nxt, true
}
// getResumableExpedition returns the most recent 'extracting' row for the
// user, regardless of age (caller checks the 7-day window).
func getResumableExpedition(userID id.UserID) (*Expedition, error) {
row := db.Get().QueryRow(`
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 user_id = ?
AND status = 'extracting'
ORDER BY completed_at DESC
LIMIT 1`, string(userID))
e, err := scanExpedition(row)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
return e, err
}
// resumeExpedition flips an extracting row back to 'active' with fresh
// supplies. Threat/temporal/region state are preserved as-is.
func resumeExpedition(expID string, supplies ExpeditionSupplies) error {
supJSON, _ := json.Marshal(supplies)
_, err := db.Get().Exec(`
UPDATE dnd_expedition
SET status = 'active',
supplies_json = ?,
completed_at = NULL,
last_activity = CURRENT_TIMESTAMP
WHERE expedition_id = ?`, string(supJSON), expID)
return err
}
// ── !extract command ────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleExtractCmd(ctx MessageContext, _ string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
exp, isLeader, err := activeExpeditionFor(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
if exp == nil {
return p.SendDM(ctx.Sender, "No active expedition to extract from.")
}
if !isLeader {
// Extraction ends the expedition for the whole roster, so it is the
// leader's call — the same reasoning that makes `!flee` leader-only.
return p.SendDM(ctx.Sender, "Only your party leader can call the extraction. Ask them to `!extract`, or `!expedition leave` to walk out alone.")
}
zone, _ := getZone(exp.ZoneID)
updated, err := voluntaryExtractExpedition(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't extract: "+err.Error())
}
line := flavor.Pick(flavor.ExtractionVoluntary)
_ = appendExpeditionLog(updated.ID, updated.CurrentDay, "narrative",
"voluntary extraction", line)
markActedToday(ctx.Sender)
var b strings.Builder
b.WriteString(fmt.Sprintf("🚪 **Extraction — %s, Day %d**\n\n",
zone.Display, updated.CurrentDay))
if line != "" {
b.WriteString(line)
b.WriteString("\n\n")
}
// The extraction ends the day for everyone standing in the dungeon, and the
// roster outlives a voluntary extract — `extracting` is a resumable limbo, so
// members are still seated and must hear about it. Only the leader can call
// `!resume`, so the closing line differs per reader.
expires := (time.Now().UTC().Add(extractResumeWindow)).Format("2006-01-02 15:04 MST")
p.fanOutExpeditionDM(updated, b.String(), func(uid id.UserID, body string) string {
if uid == id.UserID(updated.UserID) {
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)
}
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)
})
// Emergence seam: surfacing from a run is when an animal may have moved
// into the empty house. Every member surfaced, so every member rolls.
for _, uid := range expeditionAudience(updated) {
p.maybeRollPetArrivalOnEmerge(uid)
}
return nil
}
// ── !resume command ─────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleResumeCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` first.")
}
if existing, isLeader, _ := activeExpeditionFor(ctx.Sender); existing != nil {
zone, _ := getZone(existing.ZoneID)
if !isLeader {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You're riding a party expedition in **%s** (Day %d). Only its leader can `!resume`.",
zone.Display, existing.CurrentDay))
}
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You already have an active expedition in **%s** (Day %d). Finish it or `!expedition abandon` first.",
zone.Display, existing.CurrentDay))
}
exp, err := getResumableExpedition(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
if exp == nil {
return p.SendDM(ctx.Sender, "No extracted expedition to resume. Use `!expedition start <zone>` to begin a new one.")
}
if exp.CompletedAt == nil || time.Since(*exp.CompletedAt) > extractResumeWindow {
// Expire it so it doesn't keep resurfacing.
_ = completeExpedition(exp.ID, ExpeditionStatusFailed)
return p.SendDM(ctx.Sender,
"That extraction is past its 7-day resume window — the dungeon has reshaped without you. Start a new expedition.")
}
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())
}