Files
gogobee/internal/plugin/dnd_expedition_cmd.go
prosolis 7c379b298c adventure: bored adventurers go into dungeons on their own
A player who stops tending their adventurer doesn't stop having one. After
24h with no action against Adventure, the character gets restless and leaves
on an expedition by itself: the easiest zone its level band allows, the
cheapest supplies it can afford, and whatever gear was already on the rack.

Everything downstream of the start was already autonomous — the autopilot
walks rooms, drives elite and boss fights on the turn engine, camps, harvests
and picks forks. The only thing that ever needed a human was `!expedition
start`, so that's all this adds: a 30m ticker plus a clock.

It never buys or equips anything, and that is the whole mechanic: a neglected
adventurer grinds half-starved runs on rusting gear and comes home taxed. The
prodexercise killed an L4 mage four rooms in on its first run.

The clock is a new column. Every existing timestamp is unusable: last_active_at
is auto-bumped by saveAdvCharacter (the autopilot would refresh a bored
character's own idle clock), loadAdvDailyActivity counts the autopilot's own
expedition logs, and user_stats.updated_at is chat presence, not a game action.
last_player_action_at is written only by markPlayerAction, from a real player
action against Adventure — any interface, not just Matrix.

Raid zones (raidContentWarning: the party-tuned T5 bosses with a 0% solo clear)
are avoided while anything else is in band. At L13+ they're all that's left, and
the adventurer goes in anyway and loses. That's intended.

dnd_expedition.boredom + isBoredomDriven stop a run nobody asked for from
shielding an absent player from the idle reaper or holding their streak. A
manually-started expedition still holds it while the autopilot walks it.

Robbie visits and pays silently for idle players — he was going to file a daily
public bulletin about people who stopped playing weeks ago.

Note for anyone touching the time-scanning queries here: modernc.org/sqlite
rebuilds a time.Time from the column's declared type, and COALESCE()/MAX() erase
it. playerIsIdle fails open, so a broken scan there declares the whole server
idle. Both it and lastExpeditionByZone select declared columns and fold in Go,
and the tests seed real rows so the scan actually executes.
2026-07-12 18:57:50 -07:00

1138 lines
45 KiB
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package plugin
import (
"fmt"
"log/slog"
"math"
"strconv"
"strings"
"time"
"gogobee/internal/flavor"
"maunium.net/go/mautrix/id"
)
// !expedition — Phase 12 E1c. The command surface for the multi-day
// expedition system landed in E1a/E1b. This file is presentation +
// dispatch only; data plumbing lives in dnd_expedition.go and supply
// math in dnd_expedition_supplies.go.
//
// Subcommands:
//
// !expedition → help (or status if active)
// !expedition list → zones available at player level
// !expedition start <zone> [Ns] [Md] → outfit & start; default 1 standard pack
// !expedition status → daily briefing-style block (§12.1)
// !expedition log → last 5 expedition log entries
// !expedition abandon → end the expedition (no rewards)
// !expedition help → help text
//
// Day cycle (06:00/21:00 cron) lands in E1d. Camp commands (!camp) land
// in E1e. !advance / !search / !rest / !extract are out-of-scope for E1.
func (p *AdventurePlugin) handleDnDExpeditionCmd(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` (or just enter combat and we'll auto-build one).")
}
args = strings.TrimSpace(args)
sub, rest := splitFirstWord(args)
switch strings.ToLower(sub) {
case "":
// If active, show status; otherwise help. A party member is on an
// expedition they do not own, so ask the leader-or-member resolver.
if exp, _, _ := activeExpeditionFor(ctx.Sender); exp != nil {
return p.expeditionCmdStatus(ctx, "")
}
return p.SendDM(ctx.Sender, expeditionHelpText())
case "help", "?":
return p.SendDM(ctx.Sender, expeditionHelpText())
case "list", "ls":
return p.expeditionCmdList(ctx, c)
case "start", "begin":
return p.expeditionCmdStart(ctx, c, rest)
case "go", "choose":
// Context-sensitive: with an active expedition + numeric rest,
// treat as "take fork path N" (forwards to zoneCmdGo so the
// player doesn't have to remember the !zone seam). Otherwise
// fall back to the historical alias for `!expedition start`.
if rest != "" && isAllDigits(strings.TrimSpace(rest)) {
exp, isLeader, _ := activeExpeditionFor(ctx.Sender)
switch {
case exp != nil && isLeader:
return p.zoneCmdGo(ctx, rest)
case exp != nil:
// A member reaching a fork must not silently fall through to
// `!expedition start` and be told their path number is an
// unknown zone. The leader picks the way (C1); P6c enforces
// that at the !zone seam too.
return p.SendDM(ctx.Sender, "The party leader picks the path.")
}
}
return p.expeditionCmdStart(ctx, c, rest)
case "status", "info":
return p.expeditionCmdStatus(ctx, rest)
case "log", "history":
return p.expeditionCmdLog(ctx)
case "abandon", "quit":
return p.expeditionCmdAbandon(ctx)
case "invite":
return p.expeditionCmdInvite(ctx, rest)
case "accept", "join":
return p.expeditionCmdAccept(ctx, c, rest)
case "decline":
return p.expeditionCmdDecline(ctx)
case "party", "roster":
return p.expeditionCmdParty(ctx)
case "leave":
return p.expeditionCmdLeave(ctx)
case "hire":
return p.expeditionCmdHire(ctx, rest)
case "dismiss":
return p.expeditionCmdDismiss(ctx)
case "extract":
return p.handleExtractCmd(ctx, "")
case "resume":
return p.handleResumeCmd(ctx, rest)
case "map", "m":
return p.handleExpeditionMapCmd(ctx, "")
case "run", "explore", "advance":
return p.expeditionCmdRun(ctx)
default:
return p.SendDM(ctx.Sender, expeditionHelpText())
}
}
func expeditionHelpText() string {
var b strings.Builder
b.WriteString("**!expedition** — multi-day dungeon expeditions.\n\n")
b.WriteString("**The shape:** pick a zone, pick a supply pack, watch it play out. ")
b.WriteString("Autopilot walks rooms, pitches camp at night, and DMs you when something needs a decision (a fork, a boss, low HP).\n\n")
b.WriteString("**Run an expedition:**\n")
b.WriteString("`!expedition list` — zones available at your level\n")
b.WriteString("`!expedition start <zone>` — prompts a loadout: `lean` / `balanced` / `heavy`\n")
b.WriteString("`!expedition run` — start (or resume) the autopilot walk (alias `!explore`)\n")
b.WriteString("`!expedition status` — day, rooms, supplies, recent events\n\n")
b.WriteString("**Bring someone** _(Day 1, up to three of you)_:\n")
b.WriteString("`!expedition invite @user` — they buy their own supplies into the party pool\n")
b.WriteString("`!expedition accept` / `!expedition decline` — answer an invite\n")
b.WriteString("`!expedition party` — who's with you\n")
b.WriteString("`!expedition leave` — turn back for town (members only)\n")
b.WriteString("`!expedition hire [class]` — pay Pete to fill the role you're missing\n")
b.WriteString("`!expedition dismiss` — send Pete home\n\n")
b.WriteString("**Mid-expedition:**\n")
b.WriteString("`!extract` — bail safely (resumable for 7 days)\n")
b.WriteString("`!resume [loadout]` — resume an extracted expedition\n")
b.WriteString("`!expedition log` — last 5 log entries\n")
b.WriteString("`!expedition abandon` — end without rewards\n")
b.WriteString("`!map` — region/room ASCII map\n\n")
b.WriteString("**Overrides** _(autopilot covers these — only reach for them if you want manual control)_:\n")
b.WriteString("`!fight` — engage an Elite/Boss the autopilot paused at\n")
b.WriteString("`!camp` — force a rest right now (see `!camp` for types)\n")
b.WriteString("`!expedition start <zone> Ns Md` — raw pack counts instead of a preset")
return b.String()
}
// ── list ────────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) expeditionCmdList(ctx MessageContext, c *DnDCharacter) error {
zones := zonesForLevel(c.Level)
if len(zones) == 0 {
return p.SendDM(ctx.Sender, "No zones available at your level. (This shouldn't happen — file a bug.)")
}
var b strings.Builder
b.WriteString(fmt.Sprintf("**Expeditions available at L%d** (you can enter zones up to 2 tiers above your current tier):\n\n", c.Level))
for i, z := range zones {
suffix := ""
if raidContentWarning(z.ID) != "" {
suffix = " _⚠ raid-shaped — solo runs not yet survivable_"
}
b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d%d_ `!expedition start %s`%s\n",
i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID, suffix))
b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
}
if exp, isLeader, _ := activeExpeditionFor(ctx.Sender); exp != nil {
zone := zoneOrFallback(exp.ZoneID)
tail := "Use `!expedition status` or `!expedition abandon`."
if !isLeader {
tail = "Use `!expedition status` or `!expedition leave`."
}
b.WriteString(fmt.Sprintf("\n_⚠ Active expedition: **%s**, day %d. %s_",
zone.Display, exp.CurrentDay, tail))
}
return p.SendDM(ctx.Sender, b.String())
}
// ── start ───────────────────────────────────────────────────────────────────
// parseSupplyArgs reads a token stream like "2s 1d" into a SupplyPurchase.
// Tokens are case-insensitive; suffix s|standard or d|deluxe. Bare integer
// is interpreted as standard packs. Default (empty) is one standard pack.
func parseSupplyArgs(rest string) (SupplyPurchase, error) {
p := SupplyPurchase{}
if strings.TrimSpace(rest) == "" {
p.StandardPacks = 1
return p, nil
}
for _, tok := range strings.Fields(rest) {
t := strings.ToLower(strings.TrimSpace(tok))
if t == "" {
continue
}
var (
numPart string
suf string
)
// Find first non-digit position.
i := 0
for i < len(t) && t[i] >= '0' && t[i] <= '9' {
i++
}
numPart = t[:i]
suf = t[i:]
if numPart == "" {
return p, fmt.Errorf("can't parse pack token %q", tok)
}
n, err := strconv.Atoi(numPart)
if err != nil {
return p, fmt.Errorf("can't parse pack count in %q", tok)
}
switch suf {
case "", "s", "std", "standard":
p.StandardPacks += n
case "d", "dlx", "deluxe":
p.DeluxePacks += n
default:
return p, fmt.Errorf("unknown pack suffix in %q (use s or d)", tok)
}
}
return p, nil
}
// resolveLoadoutOrParse first tries a single-token preset (lean/balanced/
// heavy and short forms); on miss it falls back to raw `Ns Md` parsing.
// Tier is needed because preset purchase counts scale by zone tier.
func resolveLoadoutOrParse(tok string, tier ZoneTier) (SupplyPurchase, error) {
trimmed := strings.TrimSpace(tok)
if !strings.ContainsAny(trimmed, " \t") {
if l, ok := parseLoadoutToken(trimmed); ok {
return loadoutPurchase(tier, l), nil
}
}
return parseSupplyArgs(tok)
}
// renderLoadoutPrompt formats the "pick your loadout" DM. The resume
// command and start command share it; cmdHint tells the player which
// command to type back with the chosen preset.
func renderLoadoutPrompt(zone ZoneDefinition, cmdHint string) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("🎒 **Pick a loadout — %s** _(T%d)_\n\n", zone.Display, int(zone.Tier)))
for _, l := range []SupplyLoadout{LoadoutLean, LoadoutBalanced, LoadoutHeavy} {
pp := loadoutPurchase(zone.Tier, l)
b.WriteString(fmt.Sprintf(" `%s` — %s — %.0f SU, %d coins — %s\n",
loadoutName(l), packBreakdown(pp), pp.Total(), pp.Cost(), loadoutBlurb(l)))
}
b.WriteString(fmt.Sprintf("\nType `!%s %s` (or `lean` / `heavy`).\n", cmdHint, loadoutName(LoadoutBalanced)))
b.WriteString("Advanced: raw pack counts like `2s 1d`.")
return b.String()
}
func loadoutName(l SupplyLoadout) string {
switch l {
case LoadoutLean:
return "lean"
case LoadoutHeavy:
return "heavy"
}
return "balanced"
}
func loadoutBlurb(l SupplyLoadout) string {
switch l {
case LoadoutLean:
return "covers the intended run at calm burn; thin if things go sideways"
case LoadoutHeavy:
return "max cap; rides out harsh stretches and overruns"
}
return "recommended; absorbs a harsh patch or two"
}
func packBreakdown(p SupplyPurchase) string {
switch {
case p.StandardPacks > 0 && p.DeluxePacks > 0:
return fmt.Sprintf("%d standard + %d deluxe", p.StandardPacks, p.DeluxePacks)
case p.DeluxePacks > 0:
return fmt.Sprintf("%d deluxe", p.DeluxePacks)
default:
return fmt.Sprintf("%d standard", p.StandardPacks)
}
}
func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter, rest string) error {
if rest == "" {
return p.SendDM(ctx.Sender,
"`!expedition start <zone> [Ns] [Md]` — pick from `!expedition list`. Example: `!expedition start goblin_warrens 2s` (2 standard packs).")
}
if remaining := restingLockoutRemaining(c); remaining > 0 {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"🛌 You're still resting — %s remaining. Pack up after.",
formatRespecDuration(remaining)))
}
zoneTok, packTok := splitFirstWord(rest)
// N5/D1c: the campaign finale is reached here but is not a normal zone — it
// runs a single auto-resolved boss fight with its own unlock gate, no
// supplies, no walk. Intercept before the zone/loadout machinery.
if strings.EqualFold(zoneTok, "epilogue") {
return p.handleEpilogueEncounter(ctx)
}
available := zonesForLevel(c.Level)
zoneID, ok := resolveZoneInput(zoneTok, available)
if !ok {
return p.SendDM(ctx.Sender,
"Unknown zone for your level. Try `!expedition list`.")
}
zoneForCaps, _ := getZone(zoneID)
// D5-b: prompt for a preset loadout on empty args. Raw `Ns Md` syntax
// still works as the advanced override.
if strings.TrimSpace(packTok) == "" {
return p.SendDM(ctx.Sender, renderLoadoutPrompt(zoneForCaps, "expedition start "+string(zoneID)))
}
purchase, err := resolveLoadoutOrParse(packTok, zoneForCaps.Tier)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't parse supply packs: "+err.Error())
}
if err := purchase.Validate(zoneForCaps.Tier); err != nil {
return p.SendDM(ctx.Sender, "Invalid pack selection: "+err.Error())
}
// Reject if any expedition or zone run already active. This runs before the
// price quote: a player who cannot leave doesn't need to hear what leaving
// would have cost.
//
// The seat check spans `extracting` as well as `active` — a member of an
// extracting party is still seated for the seven-day resume window, and
// letting them outfit a rival expedition double-books them the moment their
// leader types `!resume`.
if seated, _ := seatedExpeditionFor(ctx.Sender); seated != nil {
zone, _ := getZone(seated.ZoneID)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You're riding a party expedition in **%s** (Day %d). `!expedition leave` before starting your own.",
zone.Display, seated.CurrentDay))
}
if existing, _ := getActiveExpedition(ctx.Sender); existing != nil {
zone, _ := getZone(existing.ZoneID)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You're already on expedition in **%s** (Day %d). Finish it or `!expedition abandon` first.",
zone.Display, existing.CurrentDay))
}
// A leader who extracted still holds their roster for the resume window, and
// `!resume` only ever reaches the *newest* extracted row. Starting fresh on
// top of one would orphan it: unreachable, un-reapable until the sweeper
// catches it, with every member still seated and refused a run of their own.
//
// Only a row with a roster blocks. A solo extraction strands nobody, so
// walking away from it stays a normal thing to do.
if pending, _ := getResumableExpedition(ctx.Sender); pending != nil {
switch {
case extractionLapsed(pending, time.Now().UTC()):
// Past the window — reap it here rather than make them wait an hour
// for the sweeper, and let the new expedition proceed. Route through
// the shared reap so the freed members hear about it, same as the
// sweeper and `!expedition abandon` do.
if err := p.reapLapsedExtraction(pending); err != nil {
slog.Warn("expedition: reap lapsed on start", "expedition", pending.ID, "err", err)
}
default:
// A roster still holds; block. On a roster-read error, assume it is
// occupied and refuse — proceeding would orphan a party we could not
// confirm was empty, the one outcome this guard exists to prevent. A
// solo extraction (n == 1) strands nobody, so walking away is fine.
n, err := partySize(pending.ID)
if err != nil || n > 1 {
zone, _ := getZone(pending.ZoneID)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You extracted from **%s** on Day %d and your party is still waiting on you. `!resume` to lead them back in, or `!expedition abandon` to let it go — until you do one or the other, none of them can start a run of their own.",
zone.Display, pending.CurrentDay))
}
}
}
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 existing, _ := getActiveZoneRun(ctx.Sender); existing != nil {
zone, _ := getZone(existing.ZoneID)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You have an active single-session zone run in **%s**. Finish or `!zone abandon` before starting an expedition.",
zone.Display))
}
zone := zoneForCaps
_, supplies, startLine, err := p.beginExpedition(ctx.Sender, c.Level, zone, purchase, "expedition outfitting")
if err != nil {
return p.SendDM(ctx.Sender, err.Error())
}
markActedToday(ctx.Sender)
var b strings.Builder
b.WriteString(fmt.Sprintf("🗺 **Expedition begins — %s** _(T%d)_\n\n", zone.Display, int(zone.Tier)))
b.WriteString("_" + zone.Hook + "_\n\n")
b.WriteString(fmt.Sprintf("**Outfitted:** %.0f SU (%d standard, %d deluxe) — %d coins\n",
supplies.Max, purchase.StandardPacks, purchase.DeluxePacks, purchase.Cost()))
b.WriteString(fmt.Sprintf("**Daily burn:** %.1f SU/day — that's roughly **%d days** of provisions.\n\n",
supplies.DailyBurn, estimateDays(supplies.Max, supplies.DailyBurn)))
if startLine != "" {
b.WriteString(startLine)
b.WriteString("\n\n")
}
if w := raidContentWarning(zoneID); w != "" {
b.WriteString(w)
b.WriteString("\n\n")
}
b.WriteString("Use `!expedition status` for the daily briefing format. Day 1 begins now.")
return p.SendDM(ctx.Sender, b.String())
}
// beginExpedition performs the non-interactive half of starting an expedition:
// supply freebies, the coin debit, persistence, the starting region's run, and
// the opening log entry. It refunds and tears down on every failure path, so a
// caller holding an error owes the player nothing.
//
// Callers own the balance check, the eligibility guards, and the player-facing
// messaging. This is the shared transaction under `!expedition start` and the
// boredom ticker (gogobee_boredom_plan.md §4); the returned errors are written
// as complete player-facing sentences so both callers can surface them as-is.
//
// It deliberately does NOT call markActedToday — an expedition the player did
// not ask for must not spend their daily action or count as them showing up.
func (p *AdventurePlugin) beginExpedition(uid id.UserID, charLevel int, zone ZoneDefinition, purchase SupplyPurchase, reason string) (*Expedition, ExpeditionSupplies, string, error) {
if p.euro == nil {
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Coin system unavailable — try again later.")
}
cost := float64(purchase.Cost())
// Holiday perk: a complimentary standard pack is added to the supplies
// snapshot without inflating the coin cost. Bypasses the per-tier cap
// on purpose — it's a freebie on top of whatever the player bought.
suppliesPurchase := purchase
if isHol, _ := isHolidayToday(); isHol {
suppliesPurchase.StandardPacks++
}
if pk := activeOmen().SupplyFreebiePacks; pk > 0 { // N7/B3 the Omen
suppliesPurchase.StandardPacks += pk
}
supplies := makeSupplies(zone.Tier, suppliesPurchase)
// Debit coins; bail on debit failure (race / cap).
if !p.euro.Debit(uid, cost, reason+": "+string(zone.ID)) {
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Couldn't debit outfitting cost (try again).")
}
exp, err := startExpedition(uid, zone.ID, "", supplies)
if err != nil {
// Refund on persistence failure.
p.euro.Credit(uid, cost, "expedition outfitting refund")
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Couldn't start expedition: %s", err)
}
// R2 — auto-spawn the DungeonRun for the starting region. Per-room
// harvest depends on this; the existing zone-run !advance/!retreat
// commands now operate on this run while the expedition is active.
if _, err := ensureRegionRun(exp, charLevel); err != nil {
// Refund and tear the expedition row back down — without a
// linked run, harvest and rooms can't function.
_ = abandonExpedition(uid)
p.euro.Credit(uid, cost, "expedition outfitting refund (run-spawn failed)")
return nil, ExpeditionSupplies{}, "", fmt.Errorf("Couldn't outfit the first region: %s", err)
}
// Log the start with prewritten flavor.
startLine := flavor.Pick(flavor.ExpeditionStart)
_ = appendExpeditionLog(exp.ID, 1, "narrative", "expedition started", startLine)
return exp, supplies, startLine, nil
}
// raidContentWarning returns a TwinBee-voiced heads-up for zones whose
// boss is tuned for a party rather than a solo adventurer. T5 zones
// (Dragon's Lair / Abyss Portal) have boss HP / damage curves that the
// solo combat path can't realistically clear — the J3 trace sweep at
// L12 showed 0% solo clears across all 10 classes. Until multiplayer
// expeditions ship, this is the surface that tells a player what
// they're walking into without nerfing the encounter for parties later.
func raidContentWarning(zoneID ZoneID) string {
switch zoneID {
case ZoneDragonsLair:
return "⚠ A note before we commit. Infernax doesn't go down to one sword. I've watched better-prepared adventurers walk in here and not walk back out, and I haven't yet seen the lone exception. Bring friends when you can. For tonight — I'm with you anyway."
case ZoneAbyssPortal:
return "⚠ A note before we commit. Belaxath is the kind of enemy you bring a band to. Not one solo hero has put him down yet, and I'd rather you weren't the first to try. We can still go. I just want the record to show I said this."
}
return ""
}
func estimateDays(maxSU, dailyBurn float32) int {
if dailyBurn <= 0 {
return 0
}
return int(math.Floor(float64(maxSU / dailyBurn)))
}
// ── status ──────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) expeditionCmdStatus(ctx MessageContext, args string) error {
debug := false
for _, tok := range strings.Fields(args) {
switch strings.ToLower(tok) {
case "--debug", "-d", "debug", "raw":
debug = true
}
}
return p.expeditionCmdStatusImpl(ctx, debug)
}
func (p *AdventurePlugin) expeditionCmdStatusImpl(ctx MessageContext, debug bool) error {
exp, _, 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. Use `!expedition list` then `!expedition start <zone>`.")
}
zone, _ := getZone(exp.ZoneID)
c, _ := LoadDnDCharacter(ctx.Sender)
target := expeditionTargetDays(zone.Tier)
var b strings.Builder
b.WriteString(fmt.Sprintf("🎭 **TwinBee — Status, Day %d / ~%d expected**\n\n", exp.CurrentDay, target))
b.WriteString(fmt.Sprintf("📍 **Zone:** %s _(T%d)_\n", zone.Display, int(zone.Tier)))
if r, ok := CurrentRegion(exp); ok {
cleared := IsRegionCleared(exp, r.ID)
marker := ""
if cleared {
marker = " ✓"
}
b.WriteString(fmt.Sprintf("🗺 **Region:** %s (%d/%d)%s\n",
r.Name, r.Order, len(regionsForZone(exp.ZoneID)), marker))
}
if run, _, rerr := activeZoneRunFor(ctx.Sender); rerr == nil && run != nil && run.TotalRooms > 0 {
b.WriteString(fmt.Sprintf("🚪 **Rooms:** %d / %d in this region\n",
run.CurrentRoom+1, run.TotalRooms))
}
if c != nil {
b.WriteString(fmt.Sprintf("❤️ **HP:** %d / %d\n", c.HPCurrent, c.HPMax))
}
// Default view is verb/outcome-led: days-left summary + threat label,
// no raw SU / threat-out-of-100 / zone-stack / roll-modifier numbers.
// Pass `--debug` to !expedition status for the engineering view.
days := estimateDays(exp.Supplies.Current, currentBurn(exp))
if debug {
b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU _(burn %.1f/day → ~%d days left)_\n",
exp.Supplies.Current, exp.Supplies.Max, currentBurn(exp), days))
b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n",
exp.ThreatLevel, threatThresholdLabel(exp.ThreatLevel, exp.SiegeMode)))
if exp.TemporalStack != 0 {
b.WriteString(fmt.Sprintf("🌡 **Zone stack:** %d\n", exp.TemporalStack))
}
} else {
b.WriteString(fmt.Sprintf("🎒 **Supplies:** ~%d day%s left\n",
days, plural(days)))
b.WriteString(fmt.Sprintf("⏰ **Threat:** %s\n",
threatThresholdLabel(exp.ThreatLevel, exp.SiegeMode)))
}
if exp.Camp != nil && exp.Camp.Active {
b.WriteString(fmt.Sprintf("⛺ **Camp:** %s (room %d)\n", exp.Camp.Type, exp.Camp.RoomIndex+1))
}
state := supplyDepletion(exp.Supplies)
if state != SupplyNormal {
if debug {
b.WriteString(fmt.Sprintf("⚠ **%s** — roll modifier %d\n",
depletionLabel(state), supplyRollModifier(state)))
} else {
b.WriteString(fmt.Sprintf("⚠ **%s** — you're slower and clumsier than usual.\n",
depletionLabel(state)))
}
}
if entries, lerr := recentExpeditionLog(exp.ID, 3); lerr == nil && len(entries) > 0 {
b.WriteString("\n**Recent:**\n")
for _, e := range entries {
line := e.Summary
if line == "" {
line = e.Flavor
}
if line == "" {
continue
}
b.WriteString(fmt.Sprintf(" · _Day %d_ — %s\n", e.Day, line))
}
}
b.WriteString(fmt.Sprintf("\nStarted: %s Last activity: %s",
exp.StartDate.Format("2006-01-02 15:04"),
exp.LastActivity.Format("2006-01-02 15:04")))
return p.SendDM(ctx.Sender, b.String())
}
func currentBurn(exp *Expedition) float32 {
burn := exp.Supplies.DailyBurn
if exp.SiegeMode {
// §8.3: siege doubles supply burn outright, overriding HarshMod
// (which can be < 2 at low tiers).
mult := exp.Supplies.HarshMod
if mult < 2 {
mult = 2
}
return burn * mult
}
if exp.ThreatLevel > 60 {
// Harsh conditions: §4.1.
mult := exp.Supplies.HarshMod
if mult <= 0 {
mult = 1
}
burn *= mult
}
return burn
}
func threatThresholdLabel(level int, siege bool) string {
if siege {
return "Siege"
}
switch {
case level >= 81:
return "Siege"
case level >= 61:
return "Hostile"
case level >= 41:
return "Alert"
case level >= 21:
return "Stirring"
default:
return "Quiet"
}
}
func depletionLabel(s SupplyDepletionState) string {
switch s {
case SupplyRationing:
return "Rationing"
case SupplySevereRationing:
return "Severe rationing"
case SupplyStarvation:
return "Starvation"
}
return "Normal"
}
// ── log ─────────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) expeditionCmdLog(ctx MessageContext) error {
exp, _, 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.")
}
entries, err := recentExpeditionLog(exp.ID, 5)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read log: "+err.Error())
}
if len(entries) == 0 {
return p.SendDM(ctx.Sender, "No log entries yet.")
}
var b strings.Builder
b.WriteString(fmt.Sprintf("📜 **Expedition log — last %d entries**\n\n", len(entries)))
for _, e := range entries {
b.WriteString(fmt.Sprintf("**Day %d** — _%s_ (%s)\n",
e.Day, e.Type, formatLogTimestamp(e.Timestamp)))
if e.Summary != "" {
b.WriteString(" " + e.Summary + "\n")
}
if e.Flavor != "" {
b.WriteString(" _" + e.Flavor + "_\n")
}
}
return p.SendDM(ctx.Sender, b.String())
}
func formatLogTimestamp(t time.Time) string {
return t.Format("2006-01-02 15:04")
}
// ── abandon ─────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) expeditionCmdAbandon(ctx MessageContext) error {
exp, isLeader, err := activeExpeditionFor(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
if exp == nil {
// An extracted expedition is still the owner's to close — it holds the
// roster until the resume window lapses. Without this, a leader who
// wanted out had to pay to `!resume` first just to abandon.
if exp, err = getResumableExpedition(ctx.Sender); err != nil {
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
}
isLeader = exp != nil
}
if exp == nil {
return p.SendDM(ctx.Sender, "No active expedition to abandon.")
}
if !isLeader {
// Abandoning throws away everyone's day. A member leaves alone.
return p.SendDM(ctx.Sender,
"Only your party leader can abandon the expedition. `!expedition leave` to walk out alone.")
}
zone, _ := getZone(exp.ZoneID)
extracted := exp.Status == ExpeditionStatusExtracting
audience := expeditionAudience(exp) // read before abandonExpedition disbands the roster
if err := abandonExpedition(ctx.Sender); err != nil {
return p.SendDM(ctx.Sender, "Couldn't abandon: "+err.Error())
}
markActedToday(ctx.Sender)
_ = retireAllRegionRuns(exp)
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative", "expedition abandoned", "")
// An extracted party is standing in town, not in the dungeon: their supplies
// are already spent and their loot is already banked. Say the true thing.
body := fmt.Sprintf(
"Expedition in **%s** abandoned on Day %d. Supplies are forfeit. The dungeon remembers.",
zone.Display, exp.CurrentDay)
if extracted {
body = fmt.Sprintf(
"You let the expedition in **%s** go. Day %d is where it ends — loot, XP, and coins are kept. The dungeon remembers.",
zone.Display, exp.CurrentDay)
}
// The roster is being disbanded out from under the members; they hear it from
// their leader rather than discovering it the next time a command works again.
for _, uid := range audience {
if uid == ctx.Sender {
continue
}
if err := p.SendDM(uid, fmt.Sprintf(
"Your leader called off the expedition in **%s** on Day %d. You're free to start a run of your own.",
zone.Display, exp.CurrentDay)); err != nil {
slog.Warn("expedition: abandon DM failed", "user", uid, "expedition", exp.ID, "err", err)
}
}
if err := p.SendDM(ctx.Sender, body); err != nil {
return err
}
// Emergence seam: see maybeRollPetArrivalOnEmerge.
p.maybeRollPetArrivalOnEmerge(ctx.Sender)
return nil
}
// helper: ensure we don't shadow id.UserID import in test harness.
var _ id.UserID
// isAllDigits reports whether s is a non-empty string of ASCII digits.
// Used to route `!expedition go N` to the fork-choice handler when N is
// numeric; non-numeric rest (`!expedition go ironforge`) still falls
// through to expeditionCmdStart.
func isAllDigits(s string) bool {
if s == "" {
return false
}
for _, r := range s {
if r < '0' || r > '9' {
return false
}
}
return true
}
// ── run (autopilot) ─────────────────────────────────────────────────────────
// autopilotRoomCap bounds a single `!expedition run` invocation. Real-time
// background ticking is the planned long-game (see chat 2026-05-14); this
// cap keeps the foreground walk from monopolising the bot for an
// unbounded stretch and gives the player a natural "press to continue"
// breath between long runs.
const autopilotRoomCap = 6
// autopilotLowHPPct stops the walk when current HP drops at or below this
// fraction of max. 0.30 = "you're hurt enough that the next bad room
// could end the run; pause, heal, or commit."
const autopilotLowHPPct = 0.30
// autopilotWalkResult bundles the staged narration plus structured
// metadata so foreground (streamFlow) and background (single DM, with
// progress-based DM suppression) callers can share the same walk loop.
type autopilotWalkResult struct {
stream []string
finalMsg string
rooms int
reason stopReason
// initErr — populated when the walk couldn't start (no expedition,
// no run). Foreground surfaces it as a DM; background swallows it.
initErr string
}
// expeditionCmdRun is the autopilot surface. It loops advanceOnce until a
// natural interrupt fires (fork, elite/boss doorway, death, complete) or
// an injected interrupt fires (low HP, low SU, room cap). Each iteration's
// staged narration is concatenated into a single 23s-paced stream so the
// player reads the full multi-room walk as one continuous beat. Trash
// combat already auto-resolves inside resolveCombatRoom; elite/boss
// doorways stop here so the player can choose !fight on their own terms.
func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
// runAutopilotWalk resolves through getActiveExpedition, so a member would
// be told they are not on an expedition at all. Same refusal `!zone advance`
// gives — this is the same walk, reached by its other name.
if isPartyMember(ctx.Sender) {
return p.SendDM(ctx.Sender,
"Your party leader sets the pace. `!map` to see where you're standing.")
}
r := p.runAutopilotWalk(ctx, autopilotRoomCap, false, false)
if r.initErr != "" {
return p.SendDM(ctx.Sender, r.initErr)
}
// Emergence seam: a natural run-complete (boss down / dead-end node)
// surfaces the player alive just like an extract or abandon — roll pet
// arrival here too. The roll lives in the real callers, not in
// runAutopilotWalk, so the sim path (which calls the walk directly)
// never fires arrival DMs. See maybeRollPetArrivalOnEmerge. Defer it
// behind the paced stream so the "animal in your house" DM lands after
// the "Run complete" beat, not before it.
var after func()
if r.reason == stopComplete {
uid := ctx.Sender
after = func() { p.maybeRollPetArrivalOnEmerge(uid) }
}
return p.streamFlowThen(ctx.Sender, r.stream, r.finalMsg, after)
}
// runAutopilotWalk runs the autopilot loop up to maxRooms times and
// returns a bundle the caller can either streamFlow (foreground) or
// post as a single DM (background ticker). Pure side effects on the
// run graph / harvest tally / supplies / threat — same as before, just
// no streamFlow here. compact==true switches the underlying combat
// narration into terse mode and auto-resolves elite (not boss) rooms.
// forkAutoPickTimeout — how long a background fork may sit unanswered
// before the autopilot picks an available route itself. Short enough that
// the expedition keeps moving rather than idling out to the 24h stale-run
// reaper; long enough that a player away for the evening still gets first
// say on a genuine fork.
const forkAutoPickTimeout = 8 * time.Hour
// autoPickStaleFork commits the first unlocked option of a stale background
// fork, advancing the run to that node exactly as `!zone go <n>` would
// (advanceZoneRunNode + region-transition hook). Returns false — no pick —
// when every option is locked, so the caller re-emits the prompt and the
// run idles on toward the reaper. The choice is logged as a narrative entry
// so the end-of-day digest can surface the decision the player missed.
func (p *AdventurePlugin) autoPickStaleFork(exp *Expedition, run *DungeonRun, pf *pendingFork) bool {
var chosen *pendingChoice
for i := range pf.Options {
if pf.Options[i].Unlocked {
chosen = &pf.Options[i]
break
}
}
if chosen == nil {
return false // nothing unlocked — leave it for the player / reaper
}
if _, err := advanceZoneRunNode(run.RunID, chosen.To); err != nil {
slog.Warn("expedition: auto-pick stale fork",
"user", run.UserID, "run", run.RunID, "err", err)
return false
}
g, _ := loadZoneGraph(run.ZoneID)
fireGraphRegionTransition(run.UserID, g.Nodes[run.CurrentNode], g.Nodes[chosen.To])
if exp != nil {
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
fmt.Sprintf("autopilot took an available path after %dh idle at the fork: %s",
int(forkAutoPickTimeout.Hours()), chosen.Label), "")
}
return true
}
func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, compact, inlineBossCombat bool) autopilotWalkResult {
exp, err := getActiveExpedition(ctx.Sender)
if err != nil {
return autopilotWalkResult{initErr: "Couldn't read expedition state: " + err.Error()}
}
if exp == nil {
return autopilotWalkResult{initErr: "You're not on an expedition. `!expedition list` to pick one."}
}
if exp.RunID == "" {
return autopilotWalkResult{initErr: "No active region run. Try `!region` to refresh."}
}
// Already standing at a pending fork. The autopilot can't pick for the
// player, so a fresh fork re-emits the prompt with rooms=0 (background
// DM suppression keeps quiet; the rooms counter doesn't tick on a no-op
// walk). But a background fork left unanswered past forkAutoPickTimeout
// would otherwise idle all the way to the 24h stale-run reaper and end
// the expedition — so once it's stale, auto-pick the first available
// (unlocked) route and keep walking instead of stalling out.
if run, rerr := getActiveZoneRun(ctx.Sender); rerr == nil && run != nil {
if pf, derr := decodePendingFork(run.NodeChoices); derr == nil && pf != nil {
picked := compact &&
time.Since(run.LastActionAt) > forkAutoPickTimeout &&
p.autoPickStaleFork(exp, run, pf)
if !picked {
zone := zoneOrFallback(run.ZoneID)
return autopilotWalkResult{
finalMsg: renderForkPrompt(zone, *pf),
rooms: 0,
reason: stopFork,
}
}
// Auto-picked: the run now points at the chosen node. Fall
// through into the walk loop so this same tick advances it.
}
}
var stream []string
var finalMsg string
rooms := 0
reason := stopOK // sticky: last loop-exit reason
// Phase 2 — walk-wide auto-harvest tally. Per-room footers go into the
// stream as we go; the cumulative haul renders on the final block.
walkYields := map[string]int{}
walkNames := map[string]string{}
for i := 0; i < maxRooms; i++ {
// Pre-iteration interrupts: low HP / low SU. Skip on the first
// iteration so the player always gets at least one room out of
// `!expedition run` even if they limped in — autopilot stops on
// thresholds *between* rooms, not before the first one.
if i > 0 {
if msg, stop := autopilotPreflight(ctx.Sender, exp); stop {
finalMsg = msg
reason = stopPreflight
break
}
}
res, aerr := p.advanceOnceWithOpts(ctx, compact, inlineBossCombat)
if aerr != nil {
return autopilotWalkResult{initErr: aerr.Error()}
}
// Roll this step's beats into the running stream.
stream = append(stream, res.preStream...)
if res.intro != "" {
stream = append(stream, res.intro)
}
stream = append(stream, res.phases...)
// Doorway/blocked stops fire *before* the current room actually
// resolved — those don't count as a walked room. Everything else
// (OK, fork after a clear, ended after combat, complete) does.
// stopBossSafety also fires at the doorway (compact autopilot
// bailed before engaging), so it doesn't count either.
if res.reason != stopBlocked && res.reason != stopElite && res.reason != stopBoss && res.reason != stopBossSafety {
rooms++
}
// Multi-region auto-advance: a mid-zone region clear completes the
// region's run (stopComplete) but leaves the wrapping expedition
// active. Rather than dead-stopping the walk at every region
// boundary, cross into the next region — burning the transit day +
// supplies exactly like manual `!region travel` — and keep walking
// within the remaining room budget. A full zone clear instead flips
// the expedition to 'complete' (getActiveExpedition → nil) and falls
// through to the normal stop below.
if res.reason == stopComplete {
if fresh, ferr := getActiveExpedition(ctx.Sender); ferr == nil && fresh != nil &&
IsMultiRegionZone(fresh.ZoneID) {
if cur, ok := CurrentRegion(fresh); ok {
if next, ok := nextRegion(fresh.ZoneID, cur.ID); ok {
// A region crossing burns a transit day + supplies and
// draws unprotected wandering damage. On the background
// walk, don't cross while the player is weak — preflight
// HP/SU and hand the crossing back to a foreground
// `!region travel` / `!expedition run` if either is low.
if compact {
if msg, stop := autopilotPreflight(ctx.Sender, fresh); stop {
finalMsg = res.final + "\n\n" + msg
reason = stopPreflight
break
}
}
stream = append(stream, res.final)
transit, terr := p.advanceToNextRegion(ctx.Sender, fresh, cur, next)
if terr != nil {
finalMsg = res.final + "\n\n⏸ **Autopilot paused — region transit failed.** `!region travel` to cross over manually."
reason = stopComplete
break
}
stream = append(stream, transit)
exp = fresh
continue
}
}
}
}
if res.reason != stopOK {
footer := autopilotFooter(res.reason, rooms)
if footer != "" {
finalMsg = res.final + "\n\n" + footer
} else {
finalMsg = res.final
}
reason = res.reason
break
}
// Walked into the next room. Push this step's "✓ cleared / next
// room" block as a phase so the next iteration's intro lands
// after it, then loop. Refresh exp for the next preflight read
// (HP/SU may have moved during combat).
stream = append(stream, res.final)
if fresh, ferr := getActiveExpedition(ctx.Sender); ferr == nil && fresh != nil {
exp = fresh
}
// Arrived at an Elite/Boss doorway. Foreground stops here so the
// player can decide; the "Room X/Y — Boss. !fight when ready."
// line in res.final already tells them what to do.
//
// In compact mode (background autopilot, long-expedition D2/D3)
// we let the next iteration run because the gate will auto-
// resolve the encounter inline — elite always, boss when the
// safety check passes (otherwise the gate returns stopBossSafety
// and the autorun ticker pitches a rest camp).
if !compact && (res.nextRoomType == RoomBoss || res.nextRoomType == RoomElite) {
r := stopBoss
if res.nextRoomType == RoomElite {
r = stopElite
}
finalMsg = autopilotFooter(r, rooms)
reason = r
break
}
// Phase 2 — auto-harvest the room we just walked into.
// advanceOnceWithOpts now runs the pass inline and surfaces the
// result via res.harvest + res.harvestFooter. The "✓ cleared /
// next room" line in res.final already has the per-room footer
// appended (and the combat-interrupt narration if one fired);
// we still need to aggregate into walkYields/walkNames and to
// split out the harvest-combat path so the walk-end footer/tally
// rendering matches the pre-H2 behavior.
hr := res.harvest
for k, v := range hr.Summary.Yields {
walkYields[k] += v
walkNames[k] = hr.Summary.Names[k]
}
if hr.CombatNarr != "" {
// A harvest interrupt fired combat. res.final already
// includes the ✓-cleared block, the harvest footer, and the
// combat narration; just attach the walk footer/tally and
// stop.
r := stopHarvestCombat
if hr.PlayerEnded {
r = stopEnded
}
footer := autopilotFooter(r, rooms)
finalMsg = res.final
if footer != "" {
finalMsg += "\n\n" + footer
}
if tally := renderWalkTally(walkYields, walkNames); tally != "" && !hr.PlayerEnded {
finalMsg += "\n\n" + tally
}
// Drop the just-pushed res.final from the stream so the
// combined finalMsg lands as the closer, not as a duplicate
// phase entry.
if len(stream) > 0 && stream[len(stream)-1] == res.final {
stream = stream[:len(stream)-1]
}
reason = r
break
}
// Refresh exp once more — auto-harvest may have bumped threat
// via noise interrupts.
if fresh, ferr := getActiveExpedition(ctx.Sender); ferr == nil && fresh != nil {
exp = fresh
}
}
if finalMsg == "" {
// Hit the room cap without a hard interrupt — synthesize a
// "press to continue" footer so the player knows autopilot
// stopped on its own clock, not because something needs them.
finalMsg = autopilotFooter(stopOK, rooms)
}
// Walk-wide haul tally — appended to whatever the final block is,
// unless a combat-interrupt branch already added it (death suppresses
// it; harvest-combat survival adds it inline).
if tally := renderWalkTally(walkYields, walkNames); tally != "" &&
!strings.Contains(finalMsg, "Walk haul:") {
finalMsg += "\n\n" + tally
}
return autopilotWalkResult{
stream: stream,
finalMsg: finalMsg,
rooms: rooms,
reason: reason,
}
}
// autopilotPreflight checks the threshold-based interrupts that fire
// between rooms. Returns (footer, true) when autopilot should stop.
func autopilotPreflight(userID id.UserID, exp *Expedition) (string, bool) {
cur, max := dndHPSnapshot(userID)
if max > 0 && float64(cur) <= float64(max)*autopilotLowHPPct {
return fmt.Sprintf(
"⏸ **Autopilot paused — HP low** (%d/%d). `!camp` to rest, `!cast` healing, or `!expedition run` to push on.",
cur, max), true
}
if exp.Supplies.DailyBurn > 0 && exp.Supplies.Current < exp.Supplies.DailyBurn {
return fmt.Sprintf(
"⏸ **Autopilot paused — supplies low** (%.1f / %.1f SU, under one day). `!extract` to bail or `!expedition run` to push on.",
exp.Supplies.Current, exp.Supplies.DailyBurn), true
}
return "", false
}
// autopilotFooter renders the closing line for an autopilot walk. The
// rooms-walked tally is informational; reason controls the verb and the
// suggested next step.
func autopilotFooter(reason stopReason, rooms int) string {
roomsStr := "1 room"
if rooms != 1 {
roomsStr = fmt.Sprintf("%d rooms", rooms)
}
switch reason {
case stopFork:
return fmt.Sprintf("⏸ **Autopilot paused at a fork** (after %s). `!expedition go <n>` to choose; auto-walk resumes automatically.", roomsStr)
case stopElite:
return fmt.Sprintf("⏸ **Autopilot paused — elite ahead** (after %s). `!fight` when ready, then `!expedition run` to continue.", roomsStr)
case stopBoss:
return fmt.Sprintf("⏸ **Autopilot paused — boss ahead** (after %s). `!fight` when ready.", roomsStr)
case stopBossSafety:
return "" // res.final already carries the held-back-from-boss line
case stopEnded:
return "" // death narration is the final; no footer
case stopComplete:
return "" // run-complete block is the final; no footer
case stopBlocked:
return "" // "finish your fight first" is the final; no footer
case stopHarvestCombat:
return fmt.Sprintf("⏸ **Autopilot paused — interrupted while gathering** (after %s). Reassess and `!expedition run` to continue.", roomsStr)
default: // stopOK — hit the room cap
return fmt.Sprintf("⏸ **Autopilot stretch complete** (%s). `!expedition run` to keep walking, or `!resources` / `!camp` first.", roomsStr)
}
}