Files
gogobee/internal/plugin/expedition_autorun.go
prosolis 68ed8e7c60 Long expeditions D3: compact autopilot auto-resolves boss rooms
Drops the boss carve-out in the compact (background autorun) path so
boss rooms resolve through the same forward-sim engine elites already
use. A `bossSafetyGate` (HP < 80% / supplies < daily burn /
exhaustion >= 3) guards the engage; when it trips, the walk returns
`stopBossSafety` and the autorun ticker force-pitches a rest camp via
`pitchBossSafetyCamp` (bypasses the normal scheduler's HP threshold
and its RoomBoss room-type block; keeps event-anchored night handling).

`resolveCombatRoom` now selects monster + label + loot drop by
`run.CurrentRoomType()` so the same callsite handles boss kills
(zone.Boss bestiary, "Boss — name down", boss-loot drop, elite-tier
threat bump). The walk loop only breaks at elite/boss doorways when
`!compact`; compact lets the next iteration auto-resolve.

Foreground `!fight` and `!expedition run` are unchanged. Sim path is
unaffected — stopBossSafety falls into the default soft-stop branch.
2026-05-27 18:56:52 -07:00

251 lines
8.5 KiB
Go

package plugin
import (
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 4 of expedition autopilot — background auto-run ticker. Walks
// active expeditions on real time so the player only engages when a real
// decision is needed (fork, elite, boss, low HP/SU, rare node, death).
//
// Design (settled 2026-05-16):
// • Tick every autoRunTickInterval; per-expedition rate-limited by
// autoRunCooldown via a last_autorun_at CAS.
// • Skip when the player is in active combat, inside the briefing/recap
// quiet window, or on a very-fresh expedition (give them a beat).
// • Walk up to autoRunRoomCap rooms per tick. Smaller than foreground's
// cap so background DMs stay digestible.
// • DM-suppression rules:
// - 0 rooms walked → silent (still stuck at a fork / blocked / etc.;
// the player already knows, no point spamming).
// - rooms > 0 with stopOK (hit room cap) → silent; we'll keep walking
// on the next tick. Cadence handles pacing; no "stretch complete"
// footer churn.
// - Any other reason with rooms > 0 → DM the bundled walk.
// • Idempotency: CAS-claim last_autorun_at before doing any work. A
// double-fire on the same expedition is a no-op.
const (
// autoRunTickInterval — how often the ticker wakes. The per-expedition
// cooldown is what actually paces; the tick just has to be frequent
// enough that the cooldown is enforced cleanly.
autoRunTickInterval = 15 * time.Minute
// autoRunCooldown — minimum gap between background walks for one
// expedition. 2h is the slow cadence: the dungeon still moves on its
// own while the player is away, but the auto-walk DM stays a
// once-in-a-while ping instead of a steady drip.
autoRunCooldown = 2 * time.Hour
// autoRunMinExpeditionAge — don't auto-walk a brand-new expedition;
// let the player walk the first beat manually so the opening reads
// as deliberate.
autoRunMinExpeditionAge = 30 * time.Minute
// autoRunRoomCap — rooms per background tick. Smaller than the
// foreground cap so a single background DM doesn't dump an
// overwhelming wall of narration.
autoRunRoomCap = 3
)
// expeditionAutoRunTicker — fires the auto-run pass every tick interval.
func (p *AdventurePlugin) expeditionAutoRunTicker() {
ticker := time.NewTicker(autoRunTickInterval)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
p.fireExpeditionAutoRuns(time.Now().UTC())
}
}
}
// fireExpeditionAutoRuns walks active expeditions due for a background
// step and dispatches one walk per. Cheap per-expedition gating happens
// in tryAutoRun; this layer just selects candidates.
func (p *AdventurePlugin) fireExpeditionAutoRuns(now time.Time) {
// Reuse the ambient quiet window — same intent: don't talk over the
// scheduled 06:00 briefing or 21:00 recap.
if inAmbientQuietWindow(now) {
return
}
due, err := loadExpeditionsForAutoRun(
now.Add(-autoRunCooldown), now.Add(-autoRunMinExpeditionAge))
if err != nil {
slog.Error("expedition: load autorun candidates", "err", err)
return
}
for _, expID := range due {
e, err := getExpedition(expID)
if err != nil || e == nil {
continue
}
if e.Status != ExpeditionStatusActive {
continue
}
uid := id.UserID(e.UserID)
if hasActiveCombatSession(uid) {
continue
}
// Honor the rest lockout — short/long rest set RestingUntil and
// foreground !expedition run checks it; background must too, or
// the auto-walk ticker fires through a long rest.
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
if restingLockoutRemaining(c) > 0 {
continue
}
}
if err := p.tryAutoRun(e, now); err != nil {
slog.Warn("expedition: autorun step", "expedition", e.ID, "err", err)
}
}
}
// loadExpeditionsForAutoRun returns active expeditions whose
// last_autorun_at is NULL or older than runCutoff, AND whose start_date
// is older than ageCutoff so a freshly-started expedition isn't yanked
// out from under the player on tick 1.
func loadExpeditionsForAutoRun(runCutoff, ageCutoff time.Time) ([]string, error) {
rows, err := db.Get().Query(`
SELECT expedition_id
FROM dnd_expedition
WHERE status = 'active'
AND start_date < ?
AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
ageCutoff, runCutoff)
if err != nil {
return nil, err
}
defer rows.Close()
var ids []string
for rows.Next() {
var s string
if err := rows.Scan(&s); err != nil {
return nil, err
}
ids = append(ids, s)
}
return ids, rows.Err()
}
// tryAutoRun claims the slot for this expedition, runs one background
// walk, and DMs the result if the suppression rules say to. The CAS-
// update is the only persistent side effect on the autorun column —
// supplies/threat/run-graph state are mutated by the walk itself, just
// as they would be in a foreground !expedition run.
func (p *AdventurePlugin) tryAutoRun(e *Expedition, now time.Time) error {
// Long-expedition D2-a — camp dwell gate. A camp (player or auto)
// still inside its dwell window means the party is resting; skip
// the walk entirely. An auto-pitched camp past dwell gets broken
// here so this tick can proceed.
if shouldSkipAutoRunForCamp(e, now) {
return nil
}
autoCampBroken := breakAutoCampIfDue(e, now)
cutoff := now.Add(-autoRunCooldown)
res, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_autorun_at = ?,
last_activity = ?
WHERE expedition_id = ?
AND status = 'active'
AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
now, now, e.ID, cutoff)
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil // someone else got there first
}
uid := id.UserID(e.UserID)
r := p.runAutopilotWalk(MessageContext{Sender: uid}, autoRunRoomCap, true)
if r.initErr != "" {
// "no expedition" / "no run" — race with abandon/extract. Silent.
return nil
}
// Long-expedition D2-a — post-walk camp scheduler. After the walk
// settles, see if the autopilot should pitch a rest camp (HP low)
// or a base-camp waypoint (region boss just cleared). The walk's
// own preflight handles low-SU pauses; the scheduler stays out of
// fork/combat/death/complete branches by checking r.reason.
campBlock := ""
if r.reason == stopBossSafety {
// D3 — the boss-engage gate tripped. Force-pitch a rest camp
// regardless of decideAutopilotCamp's normal HP threshold and
// its RoomBoss block. Next tick past dwell retries the boss.
if fresh, ferr := getExpedition(e.ID); ferr == nil && fresh != nil &&
fresh.Status == ExpeditionStatusActive {
campBlock = p.pitchBossSafetyCamp(fresh)
}
} else if r.reason != stopEnded && r.reason != stopComplete &&
r.reason != stopBlocked && r.reason != stopFork {
if fresh, ferr := getExpedition(e.ID); ferr == nil && fresh != nil &&
fresh.Status == ExpeditionStatusActive {
campBlock = p.maybeAutoCamp(fresh)
}
}
if campBlock != "" {
r.finalMsg += campBlock
}
_ = autoCampBroken // reserved for D2-b end-of-day DM bundling
// Emergence seam: a run-complete reached by the background ticker is
// still a live emergence — roll pet arrival. See maybeRollPetArrivalOnEmerge.
// Deferred until after the run-summary DM below so the "animal in your
// house" prompt lands after the summary, not ahead of it.
//
// DM rule: surface anytime the regular suppression says to, OR
// whenever the autopilot pitched a camp this tick — a camp event
// is always worth a DM, even if the walk itself was quiet.
if shouldDMAutoRun(r) || campBlock != "" {
body := renderAutoRunDM(r)
if err := p.SendDM(uid, body); err != nil {
slog.Warn("expedition: autorun DM", "user", uid, "err", err)
}
}
if r.reason == stopComplete {
p.maybeRollPetArrivalOnEmerge(uid)
}
return nil
}
// shouldDMAutoRun applies the background suppression rules. See the
// file-top design block for the rationale.
func shouldDMAutoRun(r autopilotWalkResult) bool {
if r.rooms == 0 {
return false
}
if r.reason == stopOK {
// Hit the per-tick room cap. Next tick will continue; no need to
// post a "stretch complete" filler DM.
return false
}
return true
}
// renderAutoRunDM bundles the staged walk narration into a single DM.
// Background can't pace via streamFlow, so we concatenate phases with a
// blank line between each beat and tack on the final message.
func renderAutoRunDM(r autopilotWalkResult) string {
var b strings.Builder
b.WriteString("🚶 *Auto-walk*\n\n")
for _, s := range r.stream {
if s == "" {
continue
}
b.WriteString(s)
b.WriteString("\n\n")
}
b.WriteString(r.finalMsg)
return b.String()
}