mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 16:42:41 +00:00
Adds inlineBossCombat alongside compact in runAutopilotWalk and advanceOnceWithOpts. Production background autorun keeps both true (inline auto-resolve), foreground stays both false (manual !fight), the sim now uses compact=true + inlineBossCombat=false so the boss/elite doorway returns stopBoss/stopElite after the safety gate — autoResolveCombat + simPickCombatAction / simPickSpell drive the fight via the turn-based engine. The picker (and D8-b upcasting) has been dead since D3's compact-inline boss rooms; this re-wires it. n=50/cell L10 smoke vs d7d (zones T1-T3): bard forest_shadows 61 → 100 (+39) bard manor_blackspire 10 → 34 (+24) cleric forest_shadows 15 → 96 (+81) cleric manor_blackspire 0 → 54 (+54) fighter T1-T3 100 (unchanged) Also parallelizes matrix mode via subprocess workers (each child has its own SQLite — db package globals preclude in-process parallelism). New -jobs flag, defaults to runtime.NumCPU(). 8 workers gave ~7x speedup on the smoke matrix.
305 lines
11 KiB
Go
305 lines
11 KiB
Go
package plugin
|
|
|
|
import (
|
|
"fmt"
|
|
"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 (D4-a — long expedition bundling):
|
|
// - Surface ONLY for: fork (player decision), death, run-complete,
|
|
// boss-safety camp pitch (explicit hold), or a Night=true camp
|
|
// pitch (end-of-day digest).
|
|
// - Everything else — uneventful walks, preflight pauses, harvest
|
|
// interrupts, mid-day rest camps — goes silent. The accumulated
|
|
// day reads as one EoD digest DM when the autopilot night-camps.
|
|
// - Each successful background walk logs a `walk` entry so the EoD
|
|
// digest can count rooms walked without persisting raw narration.
|
|
// • 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, true)
|
|
if r.initErr != "" {
|
|
// "no expedition" / "no run" — race with abandon/extract. Silent.
|
|
return nil
|
|
}
|
|
|
|
// D4-a — drop a `walk` log entry per successful background walk so
|
|
// the EoD digest can count rooms walked from structured logs without
|
|
// persisting the raw stream narration we used to DM.
|
|
if r.rooms > 0 {
|
|
_ = appendExpeditionLog(e.ID, e.CurrentDay, "walk",
|
|
fmt.Sprintf("auto-walk: %d room(s)", r.rooms), "")
|
|
}
|
|
|
|
// 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 := ""
|
|
var campDecision autoCampDecision
|
|
campPitched := false
|
|
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, campDecision, campPitched = p.pitchBossSafetyCamp(fresh, now)
|
|
}
|
|
} 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, campDecision, campPitched = p.maybeAutoCamp(fresh, now)
|
|
}
|
|
}
|
|
_ = autoCampBroken // hint reserved for downstream digest tweaks
|
|
_ = campPitched // surfaced via campBlock != ""; kept for readability
|
|
|
|
// D4-a DM dispatch. The old per-tick auto-walk DM is retired in compact
|
|
// mode: a Night-camp pitch flushes the accumulated day as a digest;
|
|
// every other quiet path stays silent until something interactive fires.
|
|
if body, ok := buildAutoRunDM(e.ID, r, campBlock, campDecision); ok {
|
|
if err := p.SendDM(uid, body); err != nil {
|
|
slog.Warn("expedition: autorun DM", "user", uid, "err", err)
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
if r.reason == stopComplete {
|
|
p.maybeRollPetArrivalOnEmerge(uid)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// buildAutoRunDM applies D4-a's surface rules and returns the DM body to
|
|
// send. ok=false means the tick is silent. Inputs:
|
|
// - expID: the expedition row id (for the EoD digest log fetch).
|
|
// - r: walk result, including reason + accumulated stream.
|
|
// - camp: rendered camp block from maybeAutoCamp / pitchBossSafetyCamp,
|
|
// or "" when no camp was pitched this tick.
|
|
// - dec: the camp decision; dec.Night is the trigger for the EoD
|
|
// digest variant. Zero-value when no pitch happened.
|
|
//
|
|
// Surface rules:
|
|
// - stopFork / stopEnded / stopComplete → render the walk DM. These
|
|
// are the interactive / climax beats and stay their own messages.
|
|
// - Night camp pitched → render the EoD digest +
|
|
// camp block. Walk stream is dropped (the digest summarizes the day).
|
|
// - Boss-safety camp pitched → short hold notice + camp
|
|
// block; walk stream dropped (compact bail was deliberate).
|
|
// - Anything else → silent.
|
|
func buildAutoRunDM(expID string, r autopilotWalkResult, camp string, dec autoCampDecision) (string, bool) {
|
|
switch r.reason {
|
|
case stopFork, stopEnded, stopComplete:
|
|
body := renderAutoRunWalkDM(r)
|
|
if camp != "" {
|
|
body += camp
|
|
}
|
|
return body, true
|
|
}
|
|
if camp == "" {
|
|
return "", false
|
|
}
|
|
if dec.Night {
|
|
// EoD digest. The camp pitch already bumped current_day in
|
|
// nightRolloverBurn, so the day-that-just-ended is CurrentDay-1.
|
|
// digest is the day rollup, then the camp block lays out the rest.
|
|
fresh, ferr := getExpedition(expID)
|
|
prevDay := 0
|
|
if ferr == nil && fresh != nil {
|
|
prevDay = fresh.CurrentDay - 1
|
|
}
|
|
digest := ""
|
|
if prevDay > 0 {
|
|
digest = renderEndOfDayDigest(expID, prevDay)
|
|
}
|
|
if digest == "" {
|
|
// No structured day yet — fall back to a thin header so the
|
|
// camp block isn't dropped on the player without context.
|
|
digest = "🌙 *The day winds down.*\n\n"
|
|
}
|
|
return digest + camp, true
|
|
}
|
|
if dec.Reason == "boss-safety hold — resting before re-engaging" {
|
|
return "⏸ *Holding before the boss — pitching a rest camp.*\n" + camp, true
|
|
}
|
|
// Non-night auto-camp (mid-day rest / base camp waypoint). Surface a
|
|
// short notice so the player can see the dungeon's decision; full
|
|
// digest waits for the night pitch.
|
|
return camp, true
|
|
}
|
|
|
|
// renderAutoRunWalkDM is the legacy concat-the-stream renderer, kept for
|
|
// the surfaces D4-a still DMs (fork / death / run-complete).
|
|
func renderAutoRunWalkDM(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()
|
|
}
|