Files
gogobee/internal/plugin/dnd_zone_cmd_graph.go
prosolis 893d3dacad Branching zones G6: dependent surfaces re-keyed on graph nodes
- Harvest tables (expedition + standalone) now keyed by node_id; legacy
  room-idx entries auto-migrate via read-fallback + drop-on-save.
- Narration salts swapped from run.CurrentRoom to narrationCadence(run)
  (= len(visited_nodes)-1) so flavor pickers survive G9 column drop.
- !zone map renders the graph (BFS by PosX/PosY) when the gate is on:
  ✓/▶/· status, ╳ for locked-only edges, secrets hidden until visited.
- Region-boundary hook in graph advance/!zone go updates expedition
  CurrentRegion + visited list when from/to nodes differ — without
  burning supplies or retiring runs (the graph IS the run state).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 15:17:30 -07:00

211 lines
7.2 KiB
Go

package plugin
// Phase G5 — graph-mode dispatch glue. Bridges the navigation helpers
// in zone_graph_nav.go into the !zone advance / !zone go command flows.
import (
"fmt"
"strings"
"maunium.net/go/mautrix/id"
)
// advanceTransitionGraph is the graph-mode replacement for
// markRoomCleared inside zoneCmdAdvance. It records that the current
// room is cleared, then decides what comes next based on the player's
// outgoing edges in the registered (or legacy-compiled) zone graph:
//
// - 0 outgoing edges → run completes. complete=true. Caller emits
// the run-complete narration. boss_defeated is set when the
// current node is the graph's boss.
// - 1 unlocked outgoing edge → auto-advance to that node. next is
// the resolved next-room type for the teaser block.
// - 2+ outgoing edges OR 1 locked edge → fork prompt is persisted
// and forkMessage is the rendered menu. Caller emits it instead
// of the next-room teaser. The player commits via !zone go <n>.
//
// A single locked edge still surfaces as a fork prompt: the player
// would otherwise be stuck with no signal that progression is gated.
func (p *AdventurePlugin) advanceTransitionGraph(run *DungeonRun, zone ZoneDefinition, c *DnDCharacter) (next RoomType, forkMessage string, complete bool, err error) {
g, ok := loadZoneGraph(zone.ID)
if !ok {
err = fmt.Errorf("no graph for zone %q", zone.ID)
return
}
currentNode := run.CurrentNode
if currentNode == "" {
// Should not happen post-G4 dual-write; fall back to derived id
// so we never crash on an old row that snuck through.
currentNode = deriveLegacyNodeID(run.ZoneID, run.CurrentRoom)
}
if _, rerr := recordRoomCleared(run.RunID); rerr != nil {
err = rerr
return
}
ctx := buildUnlockCtx(c, run.RunID, currentNode)
choices := evaluateForkEdges(g, currentNode, ctx)
if len(choices) == 0 {
// Dead-end or boss node. Boss completes with boss_defeated=1;
// non-boss dead-ends just terminate the run quietly.
isBoss := g.Nodes[currentNode].IsBoss
if cerr := completeRunAtNode(run.RunID, isBoss); cerr != nil {
err = cerr
return
}
complete = true
return
}
unlocked := unlockedChoices(choices)
if len(choices) == 1 && len(unlocked) == 1 {
// Plain auto-advance — no fork to prompt for.
chosen := choices[0]
if aerr := advanceZoneRunNode(run.RunID, chosen.To); aerr != nil {
err = aerr
return
}
// G6d — region boundary hook. Multi-region branching graphs
// can cross a region edge mid-run; emit the existing transit
// flavor + log so the player gets the same "you've crossed
// into X" beat the !region travel command produces. Doesn't
// retire the run (the graph is the authoritative state) — it
// just narrates the crossing.
fireGraphRegionTransition(run.UserID, g.Nodes[currentNode], g.Nodes[chosen.To])
next = nodeKindToRoomType(g.Nodes[chosen.To].Kind)
return
}
pf := pendingFork{
PendingAt: currentNode,
Options: choices,
}
if werr := writePendingFork(run.RunID, pf); werr != nil {
err = werr
return
}
forkMessage = renderForkPrompt(zone, pf)
return
}
// fireGraphRegionTransition compares the from/to graph node region ids
// and, when they differ, mirrors the existing !region travel surface:
// updates Expedition.CurrentRegion + visited list and writes a transit
// log entry. Unlike full !region travel, it does NOT burn supplies,
// advance the day, or retire/spawn DungeonRuns — the graph is the
// authoritative run state, and the player crossed via the graph edge,
// not a separate transit day. Standalone (no expedition) is a no-op.
func fireGraphRegionTransition(userID string, from, to ZoneNode) {
if from.RegionID == to.RegionID {
return
}
if to.RegionID == "" {
return
}
exp, err := getActiveExpedition(id.UserID(userID))
if err != nil || exp == nil {
return
}
if exp.CurrentRegion == to.RegionID {
return
}
if err := setCurrentRegion(exp, to.RegionID); err != nil {
return
}
_, _ = MarkRegionVisited(exp, to.RegionID)
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
fmt.Sprintf("graph region transit: %s → %s (node %s → %s)",
from.RegionID, to.RegionID, from.NodeID, to.NodeID), "")
}
func unlockedChoices(cs []pendingChoice) []pendingChoice {
out := make([]pendingChoice, 0, len(cs))
for _, c := range cs {
if c.Unlocked {
out = append(out, c)
}
}
return out
}
// nodeKindToRoomType bridges the graph node kinds back to the legacy
// RoomType enum used by !zone advance's teaser. Stays in lockstep with
// roomTypeToNodeKind in zone_graph.go.
func nodeKindToRoomType(k ZoneNodeKind) RoomType {
switch k {
case NodeKindEntry:
return RoomEntry
case NodeKindExploration, NodeKindSecret, NodeKindHarvest, NodeKindRestCamp, NodeKindFork, NodeKindMerge:
return RoomExploration
case NodeKindTrap:
return RoomTrap
case NodeKindElite:
return RoomElite
case NodeKindBoss:
return RoomBoss
}
return RoomExploration
}
// zoneCmdGo handles `!zone go <n>` (alias `!zone choose <n>`). Reads
// the pending fork from node_choices, validates the chosen edge is
// unlocked, advances the run state to the chosen node, and emits the
// arrival teaser. The player still has to !zone advance to resolve
// the new room — same cadence as auto-advance.
func (p *AdventurePlugin) zoneCmdGo(ctx MessageContext, rest string) error {
run, err := getActiveZoneRun(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
}
if run == nil {
return p.SendDM(ctx.Sender, "No active zone run. Use `!zone enter <id>`.")
}
pf, derr := decodePendingFork(run.NodeChoices)
if derr != nil {
return p.SendDM(ctx.Sender, "Couldn't decode pending fork: "+derr.Error())
}
if pf == nil {
return p.SendDM(ctx.Sender, "No fork pending. Use `!zone advance` to continue.")
}
rest = strings.TrimSpace(rest)
if rest == "" {
zone := zoneOrFallback(run.ZoneID)
return p.SendDM(ctx.Sender, "**Pick a path:**\n\n"+renderForkPrompt(zone, *pf)+"\n\n_Use `!zone go <n>`._")
}
choice := atoiSafe(rest)
if choice <= 0 {
return p.SendDM(ctx.Sender, "Choice must be a number from the menu (`!zone go 1`, `!zone go 2`, …).")
}
chosen, cerr := resolveForkChoice(pf, choice)
if cerr != nil {
return p.SendDM(ctx.Sender, cerr.Error())
}
if aerr := advanceZoneRunNode(run.RunID, chosen.To); aerr != nil {
return p.SendDM(ctx.Sender, "Couldn't advance: "+aerr.Error())
}
g, _ := loadZoneGraph(run.ZoneID)
zone := zoneOrFallback(run.ZoneID)
fromNode := g.Nodes[run.CurrentNode]
nextNode := g.Nodes[chosen.To]
fireGraphRegionTransition(run.UserID, fromNode, nextNode)
nextRoom := nodeKindToRoomType(nextNode.Kind)
nextIdx := run.CurrentRoom + 1
var b strings.Builder
b.WriteString(fmt.Sprintf("➡ You take the path: **%s**.\n\n", chosen.Label))
if nextRoom == RoomBoss {
if line := composeBossEntry(zone.ID, run.RunID, nextIdx); line != "" {
b.WriteString(line)
b.WriteString("\n\n")
}
} else {
if line := twinBeeLine(zone.ID, DMRoomEntry, run.RunID, nextIdx); line != "" {
b.WriteString(line)
b.WriteString("\n\n")
}
}
b.WriteString(fmt.Sprintf("**Room %d/%d — %s.** `!zone advance` to continue.",
nextIdx+1, run.TotalRooms, prettyRoomType(nextRoom)))
return p.SendDM(ctx.Sender, b.String())
}