Files
gogobee/internal/plugin/expedition_sim.go
prosolis 519964fb01 J1: Extra Attack now fires in turn-based combat
The class-identity audit (98ba416) wired Extra Attack via the new
resolvePlayerSwings helper, but only SimulateCombat (auto-resolve)
called it. The turn-based engine — every !fight/!attack and every
elite/boss gate the sim drives via autoResolveCombat — still called
single-swing resolvePlayerAttack, so Fighter L11+ got 1 swing/turn at
the gates instead of 3. The audit close-out was correct in spirit but
half-applied.

J1 baseline matrix surfaced it: Fighter L12 cleared 100% of T2 forest
but 2% of T3 manor and 7% of T4 underdark, with %boss_reached at 100%
across the board. The wall was the boss-room damage exchange, not
mid-zone attrition. Trace dump on a sample fight: Fighter dealt 79
dmg in 14 rounds (7 hits / 9 swings) — exactly one swing per round —
versus 167 enemy dmg. With multi-swing wired in, the same fight ends
in 7 rounds with the boss dead, Fighter at 87/168 HP, 16 hits in 19
swings.

n=100 matrix after the fix:
  Fighter L12 manor:     2% → 100% clr
  Fighter L12 underdark: 7% → 98%  clr
  Fighter L12 forest:    94% → 100% (no leader regression)
Mage cells unchanged (J2 territory). Rogue cells within noise.

Sim infra changes that landed alongside (needed to read the J1
signal):

* expedition_sim auto-arms class-default defensive abilities
  (Second Wind / Healing Word) via the new simAutoArmEnabled toggle
  + trySimAutoArm helper, hooked before applyArmedAbility in both
  combat builders. Production code paths untouched (toggle stays
  off). Without this the sim simulated a player who never types
  !arm, which under-counts class survival.
* SimResult.Combats captures per-fight turn-log summaries (rounds,
  hits/misses, damage by side, AC values inferred from RollAgainst)
  so future J-phase questions can dig into the engine without
  re-running the matrix.
* sim_results/run_matrix.sh fans the matrix across (class,level,zone)
  cells via xargs -P (one process per cell — each owns its global
  sqlite handle). ~6× wall-clock speedup on a 14-core box; n=100
  matrix runs in ~3min.
* sim_results/summarize.sh gains p50_yld_clr + %boss_reached columns
  so future sweeps don't conflate "reaches boss" with "clears zone".

Baselines:
  sim_results/baseline_j0_n100.jsonl       — pre-fix (1350 rows)
  sim_results/baseline_j1_extra_attack.jsonl — post-fix (4500 rows)

Phase J state: J0 baseline locked, J1 done. T5 dragons_lair still
0% clear universally (J3). Mage T2+ wall still real (J2).
2026-05-17 14:11:39 -07:00

667 lines
21 KiB
Go

package plugin
// Expedition sim runner — headless driver that walks expeditions through
// the production plugin code paths against a temp sqlite DB. Used by
// cmd/expedition-sim to generate batched corpora for H3/H4 analysis.
//
// SendDM is a no-op when AdventurePlugin.Client is nil, so the runner
// reads ground truth from the DB rather than parsing transcripts. The
// real-time day cycle (06:00/21:00 cron) is bypassed; the runner drives
// it directly via TickDay, which calls deliverRecap + deliverBriefing
// with a synthetic clock so multi-day expeditions are reachable without
// real-time waits.
import (
"encoding/json"
"fmt"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// SimRunner owns a temp-DB AdventurePlugin + EuroPlugin pair and exposes
// just enough surface to drive synthetic players end-to-end.
type SimRunner struct {
P *AdventurePlugin
Euro *EuroPlugin
}
// NewSimRunner initializes a fresh sqlite DB in dataDir and constructs
// the plugin pair. dataDir should already exist and be writable; the
// caller is responsible for cleanup. Re-init after a Close+new dataDir.
func NewSimRunner(dataDir string) (*SimRunner, error) {
db.Close()
if err := db.Init(dataDir); err != nil {
return nil, fmt.Errorf("db init: %w", err)
}
// Synthetic players don't type !arm between fights; flip on the
// in-combat auto-arm so Fighter Second Wind, Cleric Healing Word,
// etc. fire the way a competent prod player would set them up.
// Without this the sim under-counts class survival.
simAutoArmEnabled = true
euro := &EuroPlugin{}
p := &AdventurePlugin{euro: euro}
return &SimRunner{P: p, Euro: euro}, nil
}
// Close releases the shared sqlite handle. Safe to call multiple times.
func (s *SimRunner) Close() {
db.Close()
}
// BuildCharacter persists a synthetic character at (class, level) under
// uid, with adventure_character + dnd_character + spell-slot rows wired
// up so handleDnDExpeditionCmd accepts them. Stats are class-flavored
// but otherwise vanilla (no race/subclass perks, no equipment).
func (s *SimRunner) BuildCharacter(uid id.UserID, class DnDClass, level int) (*DnDCharacter, error) {
if err := createAdvCharacter(uid, "sim_"+string(class)); err != nil {
return nil, fmt.Errorf("createAdvCharacter: %w", err)
}
c := &DnDCharacter{
UserID: uid,
Race: RaceHuman,
Class: class,
Level: level,
}
applyClassBaselineStats(c)
// Match prod char-creation: race mods on top of the class array.
// BuildCharacter has historically defaulted to Human (+1 to all);
// without this step the synthetic character ran a full point under
// every real player at the same level.
scores := applyRaceMods(c.Race, [6]int{c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA})
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = scores[0], scores[1], scores[2], scores[3], scores[4], scores[5]
conMod := abilityModifier(c.CON)
c.HPMax = computeMaxHP(c.Class, conMod, level)
c.HPCurrent = c.HPMax
c.ArmorClass = computeAC(c.Class, abilityModifier(c.DEX))
c.ShortRestCharges = level
if err := SaveDnDCharacter(c); err != nil {
return nil, fmt.Errorf("SaveDnDCharacter: %w", err)
}
// Class resource pool (stamina/favor/focus/spell_slot). !setup writes
// this for prod players; the sim has to do it explicitly so Second
// Wind / Healing Word / etc. have a pool to draw from.
if err := initResources(uid, class); err != nil {
return nil, fmt.Errorf("initResources: %w", err)
}
if pool := slotsForClassLevel(class, level); len(pool) > 0 {
if err := setSpellSlotsForLevel(uid, class, level); err != nil {
return nil, fmt.Errorf("setSpellSlotsForLevel: %w", err)
}
}
if err := outfitSimCharacter(uid, level); err != nil {
return nil, fmt.Errorf("outfitSimCharacter: %w", err)
}
if err := stockSimConsumables(uid, level); err != nil {
return nil, fmt.Errorf("stockSimConsumables: %w", err)
}
return c, nil
}
// stockSimConsumables drops a small tier-appropriate bundle of potions
// + a couple offensive items into the synthetic player's inventory so
// SelectConsumables / setupAutoHealFromInventory have something to fire
// during autoResolveCombat. Counts are deliberately modest — a real
// L7+ player typically carries 3-6 heals plus a couple of buffs; we
// mirror that band rather than max-stocking, which would mask class
// power gaps.
func stockSimConsumables(uid id.UserID, level int) error {
tier := simGearTierForLevel(level)
bundle := simConsumableBundle(tier)
for name, qty := range bundle {
def := consumableDefByName(name)
if def == nil {
continue
}
for i := 0; i < qty; i++ {
item := AdvItem{
Name: def.Name,
Type: "consumable",
Tier: def.Tier,
Value: int64(def.Price),
}
if err := addAdvInventoryItem(uid, item); err != nil {
return err
}
}
}
return nil
}
// simConsumableBundle returns the name→qty bundle for a given gear tier.
// Counts are deliberately lean — real players don't haul unlimited
// potions, and over-stocking would mask class-power gaps by letting the
// sim heal through any combat. The picker is heal-biased; the offensive
// item gives one boost cycle, not a sustained buff. Inventory rows are
// consumed in-combat by SelectConsumables, so a long expedition will
// run dry on its own.
func simConsumableBundle(tier int) map[string]int {
switch tier {
case 1:
return map[string]int{"Berry Poultice": 2}
case 2:
return map[string]int{"Herb Salve": 2, "Coal Bomb": 1}
case 3:
return map[string]int{"Herb Salve": 2, "Goblin Grease": 1}
case 4:
return map[string]int{"Spirit Tonic": 2, "Sapphire Elixir": 1}
default: // 5
return map[string]int{"Spirit Tonic": 3, "Ancient Artifact Oil": 1, "Voidstone Shard": 1}
}
}
// outfitSimCharacter promotes every adventure_equipment row for uid to
// a tier matched to character level, with full condition. createAdvCharacter
// seeds tier-0 ("Basic Ass Sword" etc) which leaves the sim character
// effectively unarmed; without this step the synthetic player can't beat
// anything above goblin_warrens regardless of stats.
//
// Tier mapping mirrors the zone-tier curve (L1-3 → T1, L4-6 → T2,
// L7-9 → T3, L10-12 → T4, L13+ → T5). It's a "kitted-out at expected
// difficulty" baseline, not a min-max — players past the appropriate
// shop visit should be at or above this band.
func outfitSimCharacter(uid id.UserID, level int) error {
tier := simGearTierForLevel(level)
equip, err := loadAdvEquipment(uid)
if err != nil {
return err
}
for slot, eq := range equip {
def := equipmentDefByTier(slot, tier)
eq.Tier = tier
eq.Condition = 100
eq.Name = def.Name
eq.ActionsUsed = 0
if err := saveAdvEquipment(uid, eq); err != nil {
return err
}
}
return nil
}
func simGearTierForLevel(level int) int {
switch {
case level >= 13:
return 5
case level >= 10:
return 4
case level >= 7:
return 3
case level >= 4:
return 2
default:
return 1
}
}
// applyClassBaselineStats sets ability scores that put each class in
// its expected role band — martials prioritize STR/CON, casters their
// casting stat. Values mirror the array choices in the class-balance
// harness so sim numbers stay comparable.
func applyClassBaselineStats(c *DnDCharacter) {
switch c.Class {
case ClassFighter, ClassPaladin:
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 16, 13, 15, 8, 12, 10
case ClassRogue, ClassRanger:
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 10, 16, 14, 12, 13, 8
case ClassMage, ClassSorcerer:
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 14, 13, 16, 12, 10
case ClassCleric, ClassDruid:
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 12, 10, 14, 8, 16, 13
case ClassBard, ClassWarlock:
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 13, 14, 10, 12, 16
default:
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 12, 12, 12, 12, 12, 12
}
}
// SimResult is the per-expedition summary the runner emits.
type SimResult struct {
UserID string
Class string
Level int
Zone string
Outcome string // "extracted" | "cleared" | "tpk" | "boss_doorway" | "fork" | "halted" | "ongoing"
StopCode string // sim-stopReason label of the last autopilot walk
Rooms int // total rooms walked across all autopilot bursts
Walks int // autopilot walk invocations (each = up to autopilotRoomCap rooms)
DayTicks int // synthetic day rollovers fired by TickDay
StartHP int
EndHP int
StartCoin float64
EndCoin float64
SUStart float32
SUEnd float32
DaysAtEnd int
Threat int
// YieldCount is the total number of material rows the synthetic
// player banked across the expedition (one row per +1 of any
// resource). YieldsByName breaks that total down by resource name
// for tier/per-resource calibration. Both are read from
// adventure_inventory at end-of-run.
YieldCount int
YieldsByName map[string]int
// Combats holds a per-combat trace for every fight the synthetic
// player entered during the expedition (boss + elites + patrols).
// Used by post-hoc analysis to dig into class-survival walls
// without re-running the matrix. Populated from combat_sessions
// rows + their TurnLog at end-of-run.
Combats []SimCombatSummary
Log []SimLogEntry
}
// SimCombatSummary is a compact per-fight trace: the entry stats, the
// per-round damage dealt by each side, and the outcome. Lets J-phase
// analysis ask "did Fighter L12 hit the manor boss often enough?"
// without re-running the matrix.
type SimCombatSummary struct {
SessionID string
EncounterID string
EnemyID string
Status string // active/won/lost/fled/expired
Rounds int
PlayerHPMax int
PlayerHPEnd int
EnemyHPMax int
EnemyHPEnd int
PlayerDamage int // total damage dealt by player across the fight
EnemyDamage int // total damage dealt by enemy across the fight
PlayerHits int // d20 rolls by player that landed (>= enemy AC)
PlayerMisses int
EnemyHits int
EnemyMisses int
PlayerAC int // inferred from RollAgainst on enemy attack events
EnemyAC int // inferred from RollAgainst on player attack events
}
// SimLogEntry is a JSONL-friendly projection of one dnd_expedition_log
// row. We expose just the fields a post-hoc analyzer needs without
// pulling the full ExpeditionEntry type.
type SimLogEntry struct {
Day int
Type string
Summary string
Flavor string
TS time.Time
}
// RunExpedition starts an expedition for uid in zoneID and loops the
// autopilot walk (compact mode, so elite rooms auto-resolve inline)
// until a hard stop fires. Between walks it fast-forwards the day
// cycle so multi-day expeditions complete without real-time waits.
//
// walkCap bounds the number of autopilot bursts as a safety net. Each
// burst walks up to autopilotRoomCap rooms.
//
// Pre-state: uid must own a synthetic character via BuildCharacter and
// have a coin balance sufficient for outfitting (caller's responsibility).
func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, walkCap int) (*SimResult, error) {
c, err := LoadDnDCharacter(uid)
if err != nil || c == nil {
return nil, fmt.Errorf("LoadDnDCharacter: %w", err)
}
res := &SimResult{
UserID: string(uid),
Class: string(c.Class),
Level: c.Level,
Zone: string(zoneID),
StartHP: c.HPCurrent,
StartCoin: s.Euro.GetBalance(uid),
}
ctx := MessageContext{Sender: uid}
if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(zoneID)); err != nil {
return res, fmt.Errorf("expedition start: %w", err)
}
exp, _ := getActiveExpedition(uid)
if exp == nil {
res.Outcome = "halted"
return res, fmt.Errorf("expedition did not persist after start")
}
res.SUStart = exp.Supplies.Current
for i := 0; i < walkCap; i++ {
walk := s.P.runAutopilotWalk(ctx, autopilotRoomCap, true)
if walk.initErr != "" {
res.Outcome = "halted"
res.StopCode = "init:" + walk.initErr
break
}
res.Walks++
res.Rooms += walk.rooms
res.StopCode = stopReasonLabel(walk.reason)
// Hard exits: walk says we're done.
switch walk.reason {
case stopEnded:
res.Outcome = "tpk"
i = walkCap // exit
case stopComplete:
res.Outcome = "cleared"
i = walkCap
case stopBoss, stopElite:
// Auto-resolve the encounter: !fight to open, then !attack
// per round until the session resolves (won / lost / fled).
killed, err := s.autoResolveCombat(ctx)
if err != nil {
res.Outcome = "halted"
res.StopCode = "combat:" + err.Error()
i = walkCap
break
}
if !killed {
// Player lost or fled — autopilot can't continue past the
// gate. Record outcome and stop.
if c2, _ := LoadDnDCharacter(uid); c2 == nil || c2.HPCurrent <= 0 {
res.Outcome = "tpk"
} else {
res.Outcome = "fled"
}
i = walkCap
}
// Boss kill closes the run via combat resolution → continue
// the loop so the next walk picks up the cleared-run state.
case stopFork:
// Deterministic sim policy: always take path 1. Real players
// pick based on intent; the sim just needs to make progress.
if err := s.P.handleDnDExpeditionCmd(ctx, "go 1"); err != nil {
res.Outcome = "halted"
res.StopCode = "fork:" + err.Error()
i = walkCap
break
}
case stopBlocked:
res.Outcome = "blocked"
i = walkCap
default:
// stopOK / stopPreflight / stopHarvestCombat — soft stops.
// Fast-forward a day so the next walk has fresh supplies
// budgeted, HP that overnight camp may have healed, and
// threat drift recorded.
if exp, _ = getActiveExpedition(uid); exp == nil {
res.Outcome = "extracted"
i = walkCap
break
}
if err := s.TickDay(exp); err != nil {
res.Outcome = "halted"
res.StopCode = "tick:" + err.Error()
i = walkCap
break
}
res.DayTicks++
// TickDay may have force-extracted (starvation). Re-check.
if exp, _ = getActiveExpedition(uid); exp == nil {
res.Outcome = "extracted"
i = walkCap
}
}
}
if res.Outcome == "" {
res.Outcome = "ongoing"
}
if c2, _ := LoadDnDCharacter(uid); c2 != nil {
res.EndHP = c2.HPCurrent
}
res.EndCoin = s.Euro.GetBalance(uid)
if exp2, _ := getActiveExpedition(uid); exp2 != nil {
res.SUEnd = exp2.Supplies.Current
res.DaysAtEnd = exp2.CurrentDay
res.Threat = exp2.ThreatLevel
// Pull the full log for the live expedition.
res.Log, _ = simLogEntries(exp2.ID)
} else {
// Expedition closed — the row may still be queryable by the
// most-recent expedition for the user.
if past := mostRecentExpeditionID(uid); past != "" {
res.Log, _ = simLogEntries(past)
}
}
res.YieldCount, res.YieldsByName = simMaterialYields(uid)
res.Combats = simCombatSummaries(uid)
return res, nil
}
// simCombatSummaries pulls every combat_sessions row for uid and folds
// its TurnLog into a SimCombatSummary. AC values are inferred from the
// RollAgainst column on attack events (the engine writes the defender's
// AC there). Rows are ordered by started_at so the boss fight is last.
func simCombatSummaries(uid id.UserID) []SimCombatSummary {
rows, err := db.Get().Query(`
SELECT session_id, encounter_id, enemy_id, status, round,
player_hp, player_hp_max, enemy_hp, enemy_hp_max,
turn_log_json
FROM combat_session
WHERE user_id = ?
ORDER BY started_at ASC`, string(uid))
if err != nil {
return nil
}
defer rows.Close()
var out []SimCombatSummary
for rows.Next() {
var s SimCombatSummary
var turnLogJSON string
if err := rows.Scan(
&s.SessionID, &s.EncounterID, &s.EnemyID, &s.Status, &s.Rounds,
&s.PlayerHPEnd, &s.PlayerHPMax, &s.EnemyHPEnd, &s.EnemyHPMax,
&turnLogJSON); err != nil {
continue
}
var events []CombatEvent
if turnLogJSON != "" {
_ = json.Unmarshal([]byte(turnLogJSON), &events)
}
for _, ev := range events {
switch ev.Actor {
case "player":
if ev.Roll > 0 {
if ev.Damage > 0 {
s.PlayerHits++
} else {
s.PlayerMisses++
}
if ev.RollAgainst > s.EnemyAC {
s.EnemyAC = ev.RollAgainst
}
}
if ev.Damage > 0 {
s.PlayerDamage += ev.Damage
}
case "enemy":
if ev.Roll > 0 {
if ev.Damage > 0 {
s.EnemyHits++
} else {
s.EnemyMisses++
}
if ev.RollAgainst > s.PlayerAC {
s.PlayerAC = ev.RollAgainst
}
}
if ev.Damage > 0 {
s.EnemyDamage += ev.Damage
}
}
}
out = append(out, s)
}
return out
}
// simMaterialYields tallies the material rows the synthetic player
// banked in adventure_inventory. One row per +1, so the count is the
// raw resource-unit total. Map breakdown is keyed by resource name.
func simMaterialYields(uid id.UserID) (int, map[string]int) {
rows, err := db.Get().Query(`
SELECT name, COUNT(*)
FROM adventure_inventory
WHERE user_id = ? AND item_type = 'material'
GROUP BY name`, string(uid))
if err != nil {
return 0, nil
}
defer rows.Close()
out := make(map[string]int)
total := 0
for rows.Next() {
var name string
var n int
if err := rows.Scan(&name, &n); err != nil {
return total, out
}
out[name] = n
total += n
}
return total, out
}
// autoResolveCombat dispatches !fight at the current elite/boss gate,
// then loops !attack until the combat session resolves. Returns true
// when the player won (enemy dead, room cleared), false when the
// player lost or fled. autoCombatRoundCap is a safety cap against
// pathological stalemates (shouldn't trigger in practice — combat is
// strictly monotone in HP).
const autoCombatRoundCap = 200
func (s *SimRunner) autoResolveCombat(ctx MessageContext) (bool, error) {
if err := s.P.handleFightCmd(ctx); err != nil {
return false, fmt.Errorf("fight: %w", err)
}
sess, err := getActiveCombatSession(ctx.Sender)
if err != nil {
return false, fmt.Errorf("getActiveCombatSession: %w", err)
}
if sess == nil {
// No session opened (bestiary miss, doorway already cleared).
return false, nil
}
sessionID := sess.SessionID
for i := 0; i < autoCombatRoundCap; i++ {
// Re-fetch by id so we can read Won/Lost/Fled — the "active"
// filter on getActiveCombatSession returns nil once status flips.
cur, err := getCombatSession(sessionID)
if err != nil {
return false, fmt.Errorf("getCombatSession: %w", err)
}
if cur == nil {
return false, fmt.Errorf("combat session %s vanished mid-fight", sessionID)
}
switch cur.Status {
case CombatStatusWon:
return true, nil
case CombatStatusLost, CombatStatusFled:
return false, nil
}
if err := s.P.handleAttackCmd(ctx); err != nil {
return false, fmt.Errorf("attack iter %d: %w", i, err)
}
}
return false, fmt.Errorf("combat exceeded %d rounds", autoCombatRoundCap)
}
// TickDay drives one synthetic day rollover for exp: 21:00 recap of
// the current day, then 06:00 briefing of the next day. The briefing
// is what bumps current_day and applies supply burn / overnight camp /
// threat drift. exp is re-read from the DB after each step so callers
// see fresh state.
//
// The clock is anchored on exp.StartDate so repeat calls advance one
// real-day per call regardless of wall-clock time when the sim runs.
func (s *SimRunner) TickDay(exp *Expedition) error {
if exp == nil {
return fmt.Errorf("nil expedition")
}
// Anchor on start_date + current_day so each call lands on a fresh
// (day, threshold) pair. CurrentDay starts at 1; we want the recap
// of day D to fire before the briefing of day D+1.
dayBase := time.Date(
exp.StartDate.Year(), exp.StartDate.Month(), exp.StartDate.Day(),
0, 0, 0, 0, time.UTC,
).AddDate(0, 0, exp.CurrentDay-1)
recapAt := dayBase.Add(time.Duration(expeditionRecapHour) * time.Hour).Add(30 * time.Second)
if err := s.P.deliverRecap(exp, recapAt); err != nil {
return fmt.Errorf("deliverRecap: %w", err)
}
if fresh, _ := getExpedition(exp.ID); fresh != nil {
*exp = *fresh
}
briefAt := dayBase.AddDate(0, 0, 1).Add(time.Duration(expeditionBriefingHour) * time.Hour).Add(30 * time.Second)
if err := s.P.deliverBriefing(exp, briefAt); err != nil {
return fmt.Errorf("deliverBriefing: %w", err)
}
if fresh, _ := getExpedition(exp.ID); fresh != nil {
*exp = *fresh
}
return nil
}
// simLogEntries returns every dnd_expedition_log row for expID, oldest
// first, projected into SimLogEntry.
func simLogEntries(expID string) ([]SimLogEntry, error) {
rows, err := db.Get().Query(`
SELECT day, timestamp, entry_type, summary, flavor
FROM dnd_expedition_log
WHERE expedition_id = ?
ORDER BY timestamp ASC, entry_id ASC`, expID)
if err != nil {
return nil, err
}
defer rows.Close()
var out []SimLogEntry
for rows.Next() {
var e SimLogEntry
if err := rows.Scan(&e.Day, &e.TS, &e.Type, &e.Summary, &e.Flavor); err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// mostRecentExpeditionID looks up the latest expedition row for uid —
// used after RunExpedition to recover the log even when the expedition
// has been extracted (and so is no longer "active").
func mostRecentExpeditionID(uid id.UserID) string {
var id string
_ = db.Get().QueryRow(`
SELECT expedition_id
FROM dnd_expedition
WHERE user_id = ?
ORDER BY start_date DESC
LIMIT 1`, string(uid)).Scan(&id)
return id
}
// stopReasonLabel maps the internal stopReason enum to a stable string
// for sim output (callers outside the package can't switch on the enum).
func stopReasonLabel(r stopReason) string {
switch r {
case stopOK:
return "ok"
case stopFork:
return "fork"
case stopElite:
return "elite"
case stopBoss:
return "boss"
case stopEnded:
return "ended"
case stopComplete:
return "complete"
case stopBlocked:
return "blocked"
case stopHarvestCombat:
return "harvest_combat"
case stopPreflight:
return "preflight"
default:
return "unknown"
}
}