mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Factors the staged-narration body of resolveBossRoom into a shared
helper renderBossOutcome(BossOutcomeInputs) so the upcoming arena
boss flow (resolveArenaBoss) can reuse the same Nat20/Nat1 mood lines,
phase-two transition barb, BossDeath/PlayerDeath flavor, and trailing
roll-summary line.
Inputs include caller-supplied DefeatHeadline / VictoryHeadline so
arena and zone read in their own voice ("Run ended." vs the future
arena equivalent). Helper is pure: side effects (abandonZoneRun, loot
drops, threat ticks, kill records) stay at the call site.
No behavior change for zone bosses — same strings, same ordering.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
849 lines
31 KiB
Go
849 lines
31 KiB
Go
package plugin
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import (
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"fmt"
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"strings"
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"maunium.net/go/mautrix/id"
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)
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// !zone — Phase 11 D1c. The command surface for the dungeon-zone state
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// machine landed in D1b. This file is presentation + dispatch only; the
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// actual run/state plumbing lives in dnd_zone_run.go and the registry in
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// dnd_zone.go.
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//
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// Subcommands:
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//
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// !zone → list zones available at player level
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// !zone list → same
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// !zone enter <id|number|name> → start a run
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// !zone status → current room / cleared count / mood / loot
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// !zone map → ASCII layout of the run with current marker
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// !zone advance → resolve the current room and move on
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// !zone abandon → end the active run (no rewards)
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// !zone taunt → poke TwinBee (mood −10, snarky reply)
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// !zone compliment → flatter TwinBee (mood +5, fond reply)
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//
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// TwinBee narration / mood triggers arrive in D1d. Combat / trap / boss
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// resolution per room is wired in D1e via dnd_zone_combat.go.
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func (p *AdventurePlugin) handleDnDZoneCmd(ctx MessageContext, args string) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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c, err := LoadDnDCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
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}
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if c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender,
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"No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
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}
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args = strings.TrimSpace(args)
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sub, rest := splitFirstWord(args)
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switch strings.ToLower(sub) {
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case "", "list", "ls":
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return p.zoneCmdList(ctx, c)
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case "enter", "go", "start":
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return p.zoneCmdEnter(ctx, c, rest)
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case "status", "info":
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return p.zoneCmdStatus(ctx)
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case "map", "m":
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return p.zoneCmdMap(ctx)
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case "advance", "next", "a":
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return p.zoneCmdAdvance(ctx)
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case "abandon", "leave", "quit":
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return p.zoneCmdAbandon(ctx)
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case "taunt":
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return p.zoneCmdTaunt(ctx)
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case "compliment":
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return p.zoneCmdCompliment(ctx)
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case "lore", "history":
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return p.zoneCmdLore(ctx)
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default:
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return p.SendDM(ctx.Sender, zoneHelpText())
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}
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}
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func zoneHelpText() string {
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var b strings.Builder
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b.WriteString("**!zone** — dungeon zone runs.\n\n")
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b.WriteString("`!zone` or `!zone list` — show zones available at your level\n")
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b.WriteString("`!zone enter <id|#>` — start a new run\n")
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b.WriteString("`!zone status` — show your current run\n")
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b.WriteString("`!zone map` — show the room layout\n")
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b.WriteString("`!zone advance` — resolve the current room and move on\n")
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b.WriteString("`!zone abandon` — end the active run (no rewards)\n")
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b.WriteString("`!zone taunt` — poke TwinBee (mood −10)\n")
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b.WriteString("`!zone compliment` — flatter TwinBee (mood +5)\n")
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b.WriteString("`!zone lore` — TwinBee shares zone history")
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return b.String()
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}
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// splitFirstWord returns (firstWord, rest) with rest trimmed.
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func splitFirstWord(s string) (string, string) {
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s = strings.TrimSpace(s)
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if s == "" {
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return "", ""
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}
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i := strings.IndexAny(s, " \t")
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if i < 0 {
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return s, ""
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}
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return s[:i], strings.TrimSpace(s[i+1:])
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}
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// ── list ────────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) zoneCmdList(ctx MessageContext, c *DnDCharacter) error {
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zones := zonesForLevel(c.Level)
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if len(zones) == 0 {
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return p.SendDM(ctx.Sender, "No zones available at your level. (This shouldn't happen — file a bug.)")
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}
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var b strings.Builder
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b.WriteString(fmt.Sprintf("**Zones available at L%d** (you can enter zones up to 2 tiers above your current tier):\n\n", c.Level))
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for i, z := range zones {
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b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d–%d_ `!zone enter %s`\n",
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i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID))
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b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
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}
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if active, _ := getActiveZoneRun(ctx.Sender); active != nil {
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zone := zoneOrFallback(active.ZoneID)
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b.WriteString(fmt.Sprintf("\n_⚠ Active run: **%s**, room %d/%d. Use `!zone status` or `!zone abandon`._",
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zone.Display, active.CurrentRoom+1, active.TotalRooms))
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// ── enter ───────────────────────────────────────────────────────────────────
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// resolveZoneInput maps a user-typed token (id, display name, or 1-based
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// list index from `!zone list`) to a ZoneID at-or-below the player's
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// allowed tier ceiling. Matching is case-insensitive and forgiving on
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// spaces/underscores.
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func resolveZoneInput(input string, available []ZoneDefinition) (ZoneID, bool) {
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in := strings.ToLower(strings.TrimSpace(input))
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if in == "" {
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return "", false
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}
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// Numeric index into the available list (1-based).
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if n := atoiSafe(in); n >= 1 && n <= len(available) {
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return available[n-1].ID, true
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}
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normIn := strings.ReplaceAll(in, " ", "_")
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for _, z := range available {
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if strings.EqualFold(string(z.ID), in) || strings.EqualFold(string(z.ID), normIn) {
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return z.ID, true
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}
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if strings.EqualFold(z.Display, input) {
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return z.ID, true
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}
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// Loose match: ignore "the " prefix on display name.
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disp := strings.TrimPrefix(strings.ToLower(z.Display), "the ")
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if disp == in || disp == normIn {
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return z.ID, true
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}
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}
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return "", false
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}
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// atoiSafe — returns -1 on parse failure.
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func atoiSafe(s string) int {
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n := 0
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if s == "" {
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return -1
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}
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for _, r := range s {
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if r < '0' || r > '9' {
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return -1
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}
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n = n*10 + int(r-'0')
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}
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return n
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}
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func (p *AdventurePlugin) zoneCmdEnter(ctx MessageContext, c *DnDCharacter, rest string) error {
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if rest == "" {
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return p.SendDM(ctx.Sender,
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"`!zone enter <id|#>` — pick from `!zone list`. Example: `!zone enter goblin_warrens` or `!zone enter 1`.")
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}
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available := zonesForLevel(c.Level)
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id, ok := resolveZoneInput(rest, available)
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if !ok {
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return p.SendDM(ctx.Sender,
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"Unknown zone for your level. Try `!zone list` to see what's available.")
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}
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run, err := startZoneRun(ctx.Sender, id, c.Level, nil)
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if err != nil {
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switch err {
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case ErrRunAlreadyActive:
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active, _ := getActiveZoneRun(ctx.Sender)
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zone := zoneOrFallback(active.ZoneID)
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You're already in **%s** (room %d/%d). Finish it or `!zone abandon` first.",
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zone.Display, active.CurrentRoom+1, active.TotalRooms))
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case ErrZoneTierLocked:
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return p.SendDM(ctx.Sender,
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"That zone is too far above your level. (Cap: 2 tiers above your current.)")
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case ErrUnknownZone:
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return p.SendDM(ctx.Sender, "Unknown zone.")
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default:
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return p.SendDM(ctx.Sender, "Couldn't start zone run: "+err.Error())
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}
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}
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zone := zoneOrFallback(run.ZoneID)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🗝 **Entering %s** _(T%d, %d rooms)_\n\n", zone.Display, int(zone.Tier), run.TotalRooms))
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b.WriteString("_" + zone.Hook + "_\n\n")
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if line := twinBeeLine(zone.ID, DMRoomEntry, run.RunID, run.CurrentRoom); line != "" {
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b.WriteString(line)
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b.WriteString("\n\n")
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}
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if aside := moodAsideLine(run.DMMood, run.RunID, run.CurrentRoom); aside != "" {
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b.WriteString(aside)
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b.WriteString("\n\n")
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}
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b.WriteString(fmt.Sprintf("**Room 1/%d — %s.** Use `!zone advance` to proceed, `!zone map` for layout.",
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run.TotalRooms, prettyRoomType(run.CurrentRoomType())))
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return p.SendDM(ctx.Sender, b.String())
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}
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// ── status ──────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) zoneCmdStatus(ctx MessageContext) error {
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run, err := getActiveZoneRun(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
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}
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if run == nil {
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return p.SendDM(ctx.Sender, "No active zone run. Use `!zone list` then `!zone enter <id>`.")
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}
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_ = applyMoodDecayIfStale(run)
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zone := zoneOrFallback(run.ZoneID)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("**%s** — room %d/%d (%s)\n",
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zone.Display, run.CurrentRoom+1, run.TotalRooms, prettyRoomType(run.CurrentRoomType())))
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b.WriteString(fmt.Sprintf("Cleared: %d Loot: %d DM mood: %d/100 (%s)\n",
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len(run.RoomsCleared), len(run.LootCollected), run.DMMood, dmMoodLabel(run.DMMood)))
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b.WriteString(fmt.Sprintf("Started: %s Last action: %s",
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run.StartedAt.Format("2006-01-02 15:04"),
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run.LastActionAt.Format("2006-01-02 15:04")))
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return p.SendDM(ctx.Sender, b.String())
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}
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// dmMoodLabel returns a human-friendly label for the mood gauge per
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// design doc §3.2 mood bands (≥80 effusive, 60–79 friendly, 40–59 neutral,
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// 20–39 grumpy, <20 hostile).
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func dmMoodLabel(mood int) string {
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switch {
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case mood >= 80:
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return "effusive"
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case mood >= 60:
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return "friendly"
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case mood >= 40:
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return "neutral"
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case mood >= 20:
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return "grumpy"
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default:
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return "hostile"
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}
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}
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// prettyRoomType formats a RoomType for display strings.
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func prettyRoomType(rt RoomType) string {
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switch rt {
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case RoomEntry:
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return "Entry"
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case RoomExploration:
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return "Exploration"
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case RoomTrap:
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return "Trap"
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case RoomElite:
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return "Elite"
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case RoomBoss:
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return "Boss"
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default:
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return "?"
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}
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}
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// ── map ─────────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) zoneCmdMap(ctx MessageContext) error {
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run, err := getActiveZoneRun(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
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}
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if run == nil {
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return p.SendDM(ctx.Sender, "No active zone run. Use `!zone enter <id>`.")
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}
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zone := zoneOrFallback(run.ZoneID)
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cleared := map[int]bool{}
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for _, r := range run.RoomsCleared {
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cleared[r] = true
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}
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var b strings.Builder
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b.WriteString(fmt.Sprintf("**%s — Map**\n```\n", zone.Display))
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b.WriteString(renderZoneMap(run.RoomSeq, run.CurrentRoom, cleared))
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b.WriteString("\n```\n")
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b.WriteString("_E=Entry ?=Exploration T=Trap ★=Elite ☠=Boss · ✓ cleared ▶ here · pending_")
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return p.SendDM(ctx.Sender, b.String())
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}
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// renderZoneMap produces a horizontal ASCII layout: a row of room glyphs
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// connected with `──`, with a status row underneath showing cleared/here/
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// pending markers per room. Glyphs match the legend printed alongside the
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// map. roomSeq is the run's room order; current is the 0-based index of
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// the player's location; cleared maps room index → true for finished rooms.
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func renderZoneMap(roomSeq []RoomType, current int, cleared map[int]bool) string {
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if len(roomSeq) == 0 {
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return "(no rooms)"
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}
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var top, bot strings.Builder
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for i, rt := range roomSeq {
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if i > 0 {
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top.WriteString("──")
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bot.WriteString(" ")
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}
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top.WriteString(roomGlyph(rt))
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switch {
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case cleared[i]:
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bot.WriteString("✓")
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case i == current:
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bot.WriteString("▶")
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default:
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bot.WriteString("·")
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}
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}
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return top.String() + "\n" + bot.String()
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}
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// roomGlyph returns the single-character ASCII map glyph for a RoomType.
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func roomGlyph(rt RoomType) string {
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switch rt {
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case RoomEntry:
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return "E"
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case RoomExploration:
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return "?"
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case RoomTrap:
|
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return "T"
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case RoomElite:
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return "★"
|
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case RoomBoss:
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return "☠"
|
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default:
|
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return "·"
|
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}
|
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}
|
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|
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// ── advance ─────────────────────────────────────────────────────────────────
|
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|
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// zoneCmdAdvance resolves the room the player is currently standing in,
|
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// then moves them to the next. Resolution branches on RoomType — combat
|
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// for Exploration/Elite/Boss, a trap nick for Trap, narration-only for
|
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// Entry. Player loss aborts the run with a mood penalty and player-death
|
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// flavor; boss win drops the zone Loot table.
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func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
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run, err := getActiveZoneRun(ctx.Sender)
|
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
|
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}
|
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if run == nil {
|
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return p.SendDM(ctx.Sender, "No active zone run. Use `!zone enter <id>`.")
|
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}
|
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_ = applyMoodDecayIfStale(run)
|
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zone := zoneOrFallback(run.ZoneID)
|
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prev := run.CurrentRoomType()
|
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prevIdx := run.CurrentRoom
|
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|
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// §4.1 Patrol Encounter: at Threat-Clock Alert+, patrols may move
|
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// through cleared rooms. Roll on `!advance` *before* the next room's
|
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// own resolution. Player KO ends the run.
|
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//
|
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// Patrol-then-room is chained into a single 2–3s-paced stream so the
|
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// player reads patrol → patrol play-by-play → patrol resolution →
|
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// room intro → room play-by-play → final, in one continuous beat.
|
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patrolIntro, patrolPhases, patrolOutcome, patrolEnded, perr := p.tryPatrolEncounter(ctx.Sender, run, zone)
|
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if perr != nil {
|
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return p.SendDM(ctx.Sender, "Couldn't resolve patrol: "+perr.Error())
|
||
}
|
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var preStream []string
|
||
if patrolPhases != nil {
|
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if patrolIntro != "" {
|
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preStream = append(preStream, patrolIntro)
|
||
}
|
||
preStream = append(preStream, patrolPhases...)
|
||
}
|
||
if patrolEnded {
|
||
// Patrol dropped the player; run is over.
|
||
return p.streamFlow(ctx.Sender, preStream, patrolOutcome)
|
||
}
|
||
// Patrol survived (or didn't fire). If it fired, patrolOutcome becomes
|
||
// a streamed midpoint between the patrol fight and the room resolver.
|
||
if patrolPhases != nil && patrolOutcome != "" {
|
||
preStream = append(preStream, patrolOutcome)
|
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}
|
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|
||
// Resolve the current room *before* clearing it, so combat results
|
||
// can decide whether the player advances or the run ends. Combat
|
||
// rooms return a non-nil phases slice — those get streamed with
|
||
// 2–3s delays for suspense; non-combat rooms collapse into a single
|
||
// SendDM as before.
|
||
intro, phases, outcome, ended, err := p.resolveRoom(ctx.Sender, run, zone)
|
||
if err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't resolve room: "+err.Error())
|
||
}
|
||
if ended {
|
||
// Death (combat or otherwise). Stream phases if present, then the
|
||
// death narration as the final message.
|
||
return p.streamOrSend(ctx.Sender, preStream, intro, phases, outcome)
|
||
}
|
||
|
||
next, err := markRoomCleared(run.RunID)
|
||
if err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't advance: "+err.Error())
|
||
}
|
||
if next == "" {
|
||
_, _ = applyMoodEvent(run.RunID, MoodEventZoneComplete)
|
||
var b strings.Builder
|
||
if outcome != "" {
|
||
b.WriteString(outcome)
|
||
b.WriteString("\n\n")
|
||
}
|
||
b.WriteString(fmt.Sprintf("🏆 **Cleared %s.** Run complete.\n\n", zone.Display))
|
||
if line := twinBeeLine(zone.ID, DMZoneComplete, run.RunID, prevIdx); line != "" {
|
||
b.WriteString(line)
|
||
b.WriteString("\n\n")
|
||
}
|
||
if granted := p.rollZoneLoot(ctx.Sender, run, zone); len(granted) > 0 {
|
||
b.WriteString("**Loot:**\n")
|
||
for _, id := range granted {
|
||
b.WriteString("• " + id + "\n")
|
||
}
|
||
}
|
||
return p.streamOrSend(ctx.Sender, preStream, intro, phases, b.String())
|
||
}
|
||
|
||
nextIdx := run.CurrentRoom + 1
|
||
var b strings.Builder
|
||
if outcome != "" {
|
||
b.WriteString(outcome)
|
||
b.WriteString("\n\n")
|
||
}
|
||
b.WriteString(fmt.Sprintf("✓ Cleared room %d (%s).\n\n", prevIdx+1, prettyRoomType(prev)))
|
||
if next == 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")
|
||
}
|
||
}
|
||
// Reload mood — combat-event nat20/nat1 deltas have been persisted via
|
||
// scanMoodEventsFromCombat but not reflected on the in-memory run.
|
||
freshMood := run.DMMood
|
||
if fresh, _ := getZoneRun(run.RunID); fresh != nil {
|
||
freshMood = fresh.DMMood
|
||
}
|
||
if aside := moodAsideLine(freshMood, run.RunID, nextIdx); aside != "" {
|
||
b.WriteString(aside)
|
||
b.WriteString("\n\n")
|
||
}
|
||
b.WriteString(fmt.Sprintf("**Room %d/%d — %s.** ", nextIdx+1, run.TotalRooms, prettyRoomType(next)))
|
||
b.WriteString("`!zone advance` to continue.")
|
||
return p.streamOrSend(ctx.Sender, preStream, intro, phases, b.String())
|
||
}
|
||
|
||
// streamOrSend dispatches a staged room resolution. When the room produced
|
||
// combat phases (or there was a paced patrol pre-stream), the messages get
|
||
// streamed with 2–3s delays. Otherwise everything collapses into a single
|
||
// SendDM. preStream is non-empty when a patrol fight ran ahead of the
|
||
// current room and its play-by-play needs to lead the dispatch.
|
||
func (p *AdventurePlugin) streamOrSend(userID id.UserID, preStream []string, intro string, phases []string, final string) error {
|
||
if phases == nil && len(preStream) == 0 {
|
||
var b strings.Builder
|
||
if intro != "" {
|
||
b.WriteString(intro)
|
||
b.WriteString("\n\n")
|
||
}
|
||
b.WriteString(final)
|
||
return p.SendDM(userID, b.String())
|
||
}
|
||
msgs := append([]string{}, preStream...)
|
||
if intro != "" {
|
||
msgs = append(msgs, intro)
|
||
}
|
||
if phases != nil {
|
||
msgs = append(msgs, phases...)
|
||
}
|
||
return p.streamFlow(userID, msgs, final)
|
||
}
|
||
|
||
// streamFlow ships a list of phase messages followed by a final message,
|
||
// with the zone-combat 2–3s delay pacing. Single entry point for both the
|
||
// patrol-and-die path and the patrol-leading-into-room path.
|
||
func (p *AdventurePlugin) streamFlow(userID id.UserID, phaseMessages []string, finalMessage string) error {
|
||
if len(phaseMessages) == 0 {
|
||
return p.SendDM(userID, finalMessage)
|
||
}
|
||
p.sendZoneCombatMessages(userID, phaseMessages, finalMessage)
|
||
return nil
|
||
}
|
||
|
||
// resolveRoom dispatches to the per-room-type resolver. Returns staged
|
||
// messages (intro, phases, outcome) so combat rooms can be paced with
|
||
// inter-phase delays — see resolveCombatRoom for the contract. For
|
||
// non-combat rooms (entry, trap), phases is nil and outcome carries the
|
||
// resolution narration.
|
||
func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition) (intro string, phases []string, outcome string, ended bool, err error) {
|
||
switch run.CurrentRoomType() {
|
||
case RoomEntry:
|
||
return
|
||
case RoomTrap:
|
||
_, narration := p.resolveTrapRoom(userID, run, zone)
|
||
outcome = narration
|
||
return
|
||
case RoomExploration:
|
||
return p.resolveCombatRoom(userID, run, zone, false)
|
||
case RoomElite:
|
||
return p.resolveCombatRoom(userID, run, zone, true)
|
||
case RoomBoss:
|
||
return p.resolveBossRoom(userID, run, zone)
|
||
}
|
||
return
|
||
}
|
||
|
||
// resolveCombatRoom spawns one roster enemy (elite filter optional),
|
||
// runs combat, persists side effects, fires nat-1/nat-20 mood deltas,
|
||
// and renders the staged narration. Returns:
|
||
// intro — pre-combat block (TwinBee combat-start + monster stat block)
|
||
// phases — RenderCombatLog output, streamed with delays by the caller
|
||
// outcome — post-combat block: nat20/nat1 flavor, kill line, loot, d20 summary
|
||
// ended — true when the player went down (caller skips next-room teaser)
|
||
//
|
||
// Phases will be nil only on a "no roster" skip — caller treats that as a
|
||
// non-paced fallthrough.
|
||
func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, elite bool) (intro string, phases []string, outcome string, ended bool, err error) {
|
||
monster, ok := pickZoneEnemy(zone, run.RunID, run.CurrentRoom, elite)
|
||
if !ok {
|
||
outcome = fmt.Sprintf("_(No %s roster entry — skipping.)_", map[bool]string{true: "elite", false: "exploration"}[elite])
|
||
return
|
||
}
|
||
// Capture D&D-scale HP before combat so the outcome line can show
|
||
// sheet HP rather than the engine's legacy-scale numbers.
|
||
preHP, _ := dndHPSnapshot(userID)
|
||
result, rerr := p.runZoneCombat(userID, monster, int(zone.Tier))
|
||
if rerr != nil {
|
||
err = rerr
|
||
return
|
||
}
|
||
postHP, maxHP := dndHPSnapshot(userID)
|
||
nat20s, nat1s := scanMoodEventsFromCombat(run.RunID, result)
|
||
|
||
// Intro: pre-combat narration + creature stat block. This lands first,
|
||
// before the 5–8s phase pacing kicks in.
|
||
var ib strings.Builder
|
||
if elite {
|
||
if line := eliteRoomEntryLine(zone.ID, run.RunID, run.CurrentRoom); line != "" {
|
||
ib.WriteString(line)
|
||
ib.WriteString("\n")
|
||
}
|
||
}
|
||
if line := twinBeeLine(zone.ID, DMCombatStart, run.RunID, run.CurrentRoom); line != "" {
|
||
ib.WriteString(line)
|
||
ib.WriteString("\n")
|
||
}
|
||
if elite {
|
||
ib.WriteString(fmt.Sprintf("⚔️ **Elite encounter — %s** (HP %d, AC %d)", monster.Name, monster.HP, monster.AC))
|
||
} else {
|
||
ib.WriteString(fmt.Sprintf("⚔️ **%s** (HP %d, AC %d)", monster.Name, monster.HP, monster.AC))
|
||
}
|
||
intro = ib.String()
|
||
|
||
// Phases: forward-simulating engine play-by-play. Use the player's
|
||
// display name when available so narrative lines read naturally.
|
||
playerName := "You"
|
||
if char, _ := loadAdvCharacter(userID); char != nil && char.DisplayName != "" {
|
||
playerName = char.DisplayName
|
||
}
|
||
phases = RenderCombatLog(result, playerName, monster.Name)
|
||
|
||
// Outcome: post-combat block. Nat20/nat1 narration goes here so it
|
||
// lands *after* the play-by-play, where it has dramatic context.
|
||
var ob strings.Builder
|
||
if nat20s > 0 {
|
||
if line := twinBeeLine(zone.ID, DMNat20, run.RunID, run.CurrentRoom); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
} else if nat1s > 0 {
|
||
if line := twinBeeLine(zone.ID, DMNat1, run.RunID, run.CurrentRoom); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
}
|
||
if !result.PlayerWon {
|
||
_, _ = applyMoodEvent(run.RunID, MoodEventPlayerDeath)
|
||
_ = abandonZoneRun(userID)
|
||
markAdventureDead(userID, "zone", zone.Display)
|
||
if line := twinBeeLine(zone.ID, DMPlayerDeath, run.RunID, run.CurrentRoom); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
ob.WriteString(fmt.Sprintf("💀 You fell to **%s**. Run ended.", monster.Name))
|
||
if rollLine := dndRollSummaryLine(result); rollLine != "" {
|
||
ob.WriteString("\n")
|
||
ob.WriteString(rollLine)
|
||
}
|
||
outcome = ob.String()
|
||
ended = true
|
||
return
|
||
}
|
||
if line := twinBeeLine(zone.ID, DMCombatEnd, run.RunID, run.CurrentRoom); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
ob.WriteString(fmt.Sprintf("✅ **%s** down (HP %d→%d / %d).", monster.Name, preHP, postHP, maxHP))
|
||
if rollLine := dndRollSummaryLine(result); rollLine != "" {
|
||
ob.WriteString("\n")
|
||
ob.WriteString(rollLine)
|
||
}
|
||
recordZoneKillForUser(userID, monster.ID)
|
||
applyRoomCombatThreatForUser(userID, elite)
|
||
if drop := p.dropZoneLoot(userID, zone.ID, monster, false); drop != "" {
|
||
ob.WriteString("\n")
|
||
ob.WriteString(drop)
|
||
}
|
||
outcome = ob.String()
|
||
return
|
||
}
|
||
|
||
// resolveBossRoom runs the zone-boss bestiary entry through the same
|
||
// combat path as room combat. Win → caller drops zone loot.
|
||
//
|
||
// Returns staged messages — see resolveCombatRoom for the contract.
|
||
func (p *AdventurePlugin) resolveBossRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition) (intro string, phases []string, outcome string, ended bool, err error) {
|
||
monster, ok := dndBestiary[zone.Boss.BestiaryID]
|
||
if !ok {
|
||
outcome = fmt.Sprintf("_(Boss %s not in bestiary — skipping.)_", zone.Boss.Name)
|
||
return
|
||
}
|
||
preHP, _ := dndHPSnapshot(userID)
|
||
result, rerr := p.runZoneCombat(userID, monster, int(zone.Tier))
|
||
if rerr != nil {
|
||
err = rerr
|
||
return
|
||
}
|
||
postHP, maxHP := dndHPSnapshot(userID)
|
||
nat20s, nat1s := scanMoodEventsFromCombat(run.RunID, result)
|
||
|
||
intro = fmt.Sprintf("👑 **Boss — %s** (HP %d, AC %d)", monster.Name, monster.HP, monster.AC)
|
||
|
||
playerName := "You"
|
||
if char, _ := loadAdvCharacter(userID); char != nil && char.DisplayName != "" {
|
||
playerName = char.DisplayName
|
||
}
|
||
phases = RenderCombatLog(result, playerName, monster.Name)
|
||
|
||
outcome = renderBossOutcome(BossOutcomeInputs{
|
||
ZoneID: zone.ID,
|
||
RunID: run.RunID,
|
||
RoomIdx: run.CurrentRoom,
|
||
Monster: monster,
|
||
Result: result,
|
||
PreHP: preHP,
|
||
PostHP: postHP,
|
||
MaxHP: maxHP,
|
||
PhaseTwoAt: zone.Boss.PhaseTwoAt,
|
||
Nat20s: nat20s,
|
||
Nat1s: nat1s,
|
||
DefeatHeadline: fmt.Sprintf("💀 **%s** stands over your body. Run ended.", monster.Name),
|
||
VictoryHeadline: fmt.Sprintf("🏆 **%s** falls (HP %d→%d / %d).", monster.Name, preHP, postHP, maxHP),
|
||
})
|
||
if !result.PlayerWon {
|
||
_, _ = applyMoodEvent(run.RunID, MoodEventPlayerDeath)
|
||
_ = abandonZoneRun(userID)
|
||
markAdventureDead(userID, "zone", zone.Display)
|
||
ended = true
|
||
return
|
||
}
|
||
recordZoneKillForUser(userID, monster.ID)
|
||
// §8.1: zone boss defeat drops expedition threat by 20. Silent
|
||
// no-op for standalone zone runs (no active expedition).
|
||
if exp, eerr := getActiveExpedition(userID); eerr == nil && exp != nil {
|
||
_ = applyBossDefeatThreat(exp.ID)
|
||
}
|
||
if drop := p.dropZoneLoot(userID, zone.ID, monster, true); drop != "" {
|
||
outcome = outcome + "\n" + drop
|
||
}
|
||
return
|
||
}
|
||
|
||
// BossOutcomeInputs is the carrier struct for renderBossOutcome — the
|
||
// shared staged-narration body used by zone bosses (resolveBossRoom)
|
||
// and arena bosses (resolveArenaBoss, post-L2). Pure inputs: every
|
||
// field is read-only and the helper performs no DB writes.
|
||
type BossOutcomeInputs struct {
|
||
ZoneID ZoneID // routes twinBeeLine (use ZoneArena for arena fights)
|
||
RunID string // deterministic seed for twinBeeLine pickers
|
||
RoomIdx int // ditto
|
||
|
||
Monster DnDMonsterTemplate
|
||
Result CombatResult
|
||
PreHP, PostHP, MaxHP int
|
||
PhaseTwoAt float64 // fraction of MaxHP; 0 disables phase-two narration
|
||
Nat20s, Nat1s int // pre-counted by scanMoodEventsFromCombat
|
||
|
||
// Caller-supplied headlines so arena and zone read in their own voice.
|
||
// DefeatHeadline is the full sentence shown after the PlayerDeath
|
||
// TwinBee line; VictoryHeadline is the full sentence shown after
|
||
// BossDeath. The roll-summary line is appended automatically.
|
||
DefeatHeadline string
|
||
VictoryHeadline string
|
||
}
|
||
|
||
// renderBossOutcome composes the outcome block for a boss-shaped
|
||
// encounter: optional Nat20/Nat1 mood line, optional phase-two barb if
|
||
// the enemy crossed PhaseTwoAt mid-fight, BossDeath/PlayerDeath flavor,
|
||
// the caller-supplied victory/defeat headline, and a trailing dice-roll
|
||
// summary. Side-effect free — callers handle abandonZoneRun, loot,
|
||
// kill records, payout, etc.
|
||
func renderBossOutcome(in BossOutcomeInputs) string {
|
||
var ob strings.Builder
|
||
if in.Nat20s > 0 {
|
||
if line := twinBeeLine(in.ZoneID, DMNat20, in.RunID, in.RoomIdx); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
} else if in.Nat1s > 0 {
|
||
if line := twinBeeLine(in.ZoneID, DMNat1, in.RunID, in.RoomIdx); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
}
|
||
if phaseTwoCrossedInEvents(in.Result.Events, in.Result.EnemyStartHP, in.PhaseTwoAt) {
|
||
if line := bossPhaseTwoLine(in.ZoneID, in.RunID, in.RoomIdx); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
}
|
||
if !in.Result.PlayerWon {
|
||
if line := twinBeeLine(in.ZoneID, DMPlayerDeath, in.RunID, in.RoomIdx); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
ob.WriteString(in.DefeatHeadline)
|
||
if rollLine := dndRollSummaryLine(in.Result); rollLine != "" {
|
||
ob.WriteString("\n")
|
||
ob.WriteString(rollLine)
|
||
}
|
||
return ob.String()
|
||
}
|
||
if line := twinBeeLine(in.ZoneID, DMBossDeath, in.RunID, in.RoomIdx); line != "" {
|
||
ob.WriteString(line)
|
||
ob.WriteString("\n")
|
||
}
|
||
ob.WriteString(in.VictoryHeadline)
|
||
if rollLine := dndRollSummaryLine(in.Result); rollLine != "" {
|
||
ob.WriteString("\n")
|
||
ob.WriteString(rollLine)
|
||
}
|
||
return ob.String()
|
||
}
|
||
|
||
// ── taunt / compliment ──────────────────────────────────────────────────────
|
||
|
||
func (p *AdventurePlugin) zoneCmdTaunt(ctx MessageContext) error {
|
||
return p.zoneMoodInteraction(ctx, MoodEventTaunt, tauntResponseLine, "💢")
|
||
}
|
||
|
||
func (p *AdventurePlugin) zoneCmdCompliment(ctx MessageContext) error {
|
||
return p.zoneMoodInteraction(ctx, MoodEventCompliment, complimentResponseLine, "💐")
|
||
}
|
||
|
||
// zoneMoodInteraction is the shared wiring for !zone taunt / !zone compliment:
|
||
// require an active run, apply the mood event, render a deterministic line
|
||
// from the prewritten pool, and report the new mood band.
|
||
func (p *AdventurePlugin) zoneMoodInteraction(
|
||
ctx MessageContext,
|
||
ev DMMoodEvent,
|
||
render func(runID string, roomIdx int) string,
|
||
icon 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>`.")
|
||
}
|
||
_ = applyMoodDecayIfStale(run)
|
||
newMood, err := applyMoodEvent(run.RunID, ev)
|
||
if err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't apply mood event: "+err.Error())
|
||
}
|
||
var b strings.Builder
|
||
if line := render(run.RunID, run.CurrentRoom); line != "" {
|
||
b.WriteString(line)
|
||
b.WriteString("\n\n")
|
||
}
|
||
delta := MoodEventDelta(ev)
|
||
sign := "+"
|
||
if delta < 0 {
|
||
sign = "−"
|
||
delta = -delta
|
||
}
|
||
b.WriteString(fmt.Sprintf("%s DM mood: %d/100 (%s) _(%s%d)_",
|
||
icon, newMood, dmMoodLabel(newMood), sign, delta))
|
||
return p.SendDM(ctx.Sender, b.String())
|
||
}
|
||
|
||
// ── lore ────────────────────────────────────────────────────────────────────
|
||
|
||
// zoneCmdLore renders a deterministic TwinBee lore line for the active
|
||
// run's current room. Pulls from the zone-specific LoreLines* pool when
|
||
// one exists (Tier 1–5 ship dedicated lore), falls back to the generic
|
||
// LoreLines pool otherwise. roomIdx is folded into the selector so
|
||
// repeated `!zone lore` in the same room returns the same prose, but
|
||
// cross-room calls vary.
|
||
func (p *AdventurePlugin) zoneCmdLore(ctx MessageContext) 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>`.")
|
||
}
|
||
zone := zoneOrFallback(run.ZoneID)
|
||
line := twinBeeLine(zone.ID, DMLore, run.RunID, run.CurrentRoom)
|
||
if line == "" {
|
||
return p.SendDM(ctx.Sender, "TwinBee has nothing to say about this place.")
|
||
}
|
||
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 **%s — Lore**\n\n%s", zone.Display, line))
|
||
}
|
||
|
||
// ── abandon ─────────────────────────────────────────────────────────────────
|
||
|
||
func (p *AdventurePlugin) zoneCmdAbandon(ctx MessageContext) error {
|
||
run, _ := getActiveZoneRun(ctx.Sender)
|
||
if err := abandonZoneRun(ctx.Sender); err != nil {
|
||
if err == ErrNoActiveRun {
|
||
return p.SendDM(ctx.Sender, "No active run to abandon.")
|
||
}
|
||
return p.SendDM(ctx.Sender, "Couldn't abandon run: "+err.Error())
|
||
}
|
||
if run == nil {
|
||
return p.SendDM(ctx.Sender, "Run abandoned.")
|
||
}
|
||
zone := zoneOrFallback(run.ZoneID)
|
||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||
"🚪 Abandoned **%s** at room %d/%d. No rewards.",
|
||
zone.Display, run.CurrentRoom+1, run.TotalRooms))
|
||
}
|
||
|