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Tedium-removal pass driven by live play feedback. Three big threads: Expedition autopilot Phase 4 — background auto-run + harvest-until-dry: - New expeditionAutoRunTicker walks active expeditions every 15min (5min tick, per-expedition CAS on new last_autorun_at column). Skips combat sessions, briefing/recap quiet windows, expeditions <30min old. - Walks up to 3 rooms/tick with compact narration; suppresses DMs when 0 rooms walked or just hitting the per-tick cap (no "stretch complete" filler). Player only hears from the bot when a real decision is needed. - Compact mode: one-line combat narration for trash/elite, auto-resolves elite doorways via the forward-sim engine (boss still pauses). Threaded via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom. - Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8 attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses. - Ambient ticker: anti-repeat by Kind via new last_ambient_kind column (avoids two pack_rat DMs in a row when the pool only has 6 lines). - !expedition go <n> now routes to the fork-choice handler when active + numeric; fork footer rewritten to suggest !expedition go instead of !zone go. Boss/Elite doorway: formatNextRoomMessage routes the action hint by next room type and autopilot loop breaks via new nextRoomType field so "Room X/Y — Boss" doesn't double-print with contradictory hints (!zone advance vs !fight). - runAutopilotWalk extracted from expeditionCmdRun so foreground and background share the loop body. Rogue Sneak Attack actually exists now: - Audit found the rogue's "Sneak Attack" passive was AutoCritFirst + 5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this with a small flat buff; the class's defining mechanic never matched its tooltip or 5e identity. - Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in combat_primitives.go (same lane as DivineStrikePerHit). Scales with level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20. - AutoCritFirst + 5% rider retained as bonuses on top of working sneak attack — preserves the opener-burst feel. - L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes from "16 rounds to kill, die in 8" to winnable. TwinBee voice sweep (Phase B3): - ~530 line changes across 24 files replacing third-person "TwinBee notes/files/tracks/respects/..." constructions with first-person inside flavor string literals. Code identifiers (TwinBeeLine, twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names (TwinBee's Bell), achievements, and game-title references in fun.go (Konami TwinBee ship) left intact. - Catches a real bug: Valdris fight rendered "TwinBee marks the Legendary Resistance" mid-combat in third person, contradicting the Phase B2 convention. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
198 lines
6.2 KiB
Go
198 lines
6.2 KiB
Go
package plugin
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import (
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"log/slog"
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"strings"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// Phase 4 of expedition autopilot — background auto-run ticker. Walks
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// active expeditions on real time so the player only engages when a real
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// decision is needed (fork, elite, boss, low HP/SU, rare node, death).
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//
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// Design (settled 2026-05-16):
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// • Tick every autoRunTickInterval; per-expedition rate-limited by
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// autoRunCooldown via a last_autorun_at CAS.
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// • Skip when the player is in active combat, inside the briefing/recap
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// quiet window, or on a very-fresh expedition (give them a beat).
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// • Walk up to autoRunRoomCap rooms per tick. Smaller than foreground's
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// cap so background DMs stay digestible.
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// • DM-suppression rules:
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// - 0 rooms walked → silent (still stuck at a fork / blocked / etc.;
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// the player already knows, no point spamming).
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// - rooms > 0 with stopOK (hit room cap) → silent; we'll keep walking
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// on the next tick. Cadence handles pacing; no "stretch complete"
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// footer churn.
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// - Any other reason with rooms > 0 → DM the bundled walk.
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// • Idempotency: CAS-claim last_autorun_at before doing any work. A
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// double-fire on the same expedition is a no-op.
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const (
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// autoRunTickInterval — how often the ticker wakes. The per-expedition
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// cooldown is what actually paces; the tick just has to be frequent
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// enough that the cooldown is enforced cleanly.
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autoRunTickInterval = 5 * time.Minute
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// autoRunCooldown — minimum gap between background walks for one
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// expedition. 15 min keeps the dungeon moving while leaving room for
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// the player to step in and steer if they want.
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autoRunCooldown = 15 * time.Minute
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// autoRunMinExpeditionAge — don't auto-walk a brand-new expedition;
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// let the player walk the first beat manually so the opening reads
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// as deliberate.
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autoRunMinExpeditionAge = 30 * time.Minute
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// autoRunRoomCap — rooms per background tick. Smaller than the
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// foreground cap so a single background DM doesn't dump an
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// overwhelming wall of narration.
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autoRunRoomCap = 3
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)
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// expeditionAutoRunTicker — fires the auto-run pass every tick interval.
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func (p *AdventurePlugin) expeditionAutoRunTicker() {
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ticker := time.NewTicker(autoRunTickInterval)
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defer ticker.Stop()
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for {
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select {
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case <-p.stopCh:
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return
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case <-ticker.C:
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p.fireExpeditionAutoRuns(time.Now().UTC())
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}
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}
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}
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// fireExpeditionAutoRuns walks active expeditions due for a background
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// step and dispatches one walk per. Cheap per-expedition gating happens
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// in tryAutoRun; this layer just selects candidates.
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func (p *AdventurePlugin) fireExpeditionAutoRuns(now time.Time) {
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// Reuse the ambient quiet window — same intent: don't talk over the
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// scheduled 06:00 briefing or 21:00 recap.
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if inAmbientQuietWindow(now) {
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return
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}
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due, err := loadExpeditionsForAutoRun(
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now.Add(-autoRunCooldown), now.Add(-autoRunMinExpeditionAge))
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if err != nil {
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slog.Error("expedition: load autorun candidates", "err", err)
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return
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}
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for _, expID := range due {
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e, err := getExpedition(expID)
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if err != nil || e == nil {
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continue
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}
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if e.Status != ExpeditionStatusActive {
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continue
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}
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uid := id.UserID(e.UserID)
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if hasActiveCombatSession(uid) {
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continue
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}
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if err := p.tryAutoRun(e, now); err != nil {
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slog.Warn("expedition: autorun step", "expedition", e.ID, "err", err)
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}
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}
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}
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// loadExpeditionsForAutoRun returns active expeditions whose
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// last_autorun_at is NULL or older than runCutoff, AND whose start_date
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// is older than ageCutoff so a freshly-started expedition isn't yanked
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// out from under the player on tick 1.
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func loadExpeditionsForAutoRun(runCutoff, ageCutoff time.Time) ([]string, error) {
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rows, err := db.Get().Query(`
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SELECT expedition_id
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FROM dnd_expedition
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WHERE status = 'active'
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AND start_date < ?
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AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
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ageCutoff, runCutoff)
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var ids []string
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for rows.Next() {
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var s string
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if err := rows.Scan(&s); err != nil {
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return nil, err
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}
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ids = append(ids, s)
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}
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return ids, rows.Err()
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}
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// tryAutoRun claims the slot for this expedition, runs one background
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// walk, and DMs the result if the suppression rules say to. The CAS-
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// update is the only persistent side effect on the autorun column —
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// supplies/threat/run-graph state are mutated by the walk itself, just
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// as they would be in a foreground !expedition run.
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func (p *AdventurePlugin) tryAutoRun(e *Expedition, now time.Time) error {
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cutoff := now.Add(-autoRunCooldown)
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res, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET last_autorun_at = ?,
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last_activity = ?
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WHERE expedition_id = ?
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AND status = 'active'
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AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
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now, now, e.ID, cutoff)
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if err != nil {
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return err
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}
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if n, _ := res.RowsAffected(); n == 0 {
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return nil // someone else got there first
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}
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uid := id.UserID(e.UserID)
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r := p.runAutopilotWalk(MessageContext{Sender: uid}, autoRunRoomCap, true)
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if r.initErr != "" {
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// "no expedition" / "no run" — race with abandon/extract. Silent.
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return nil
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}
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if !shouldDMAutoRun(r) {
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return nil
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}
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body := renderAutoRunDM(r)
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if err := p.SendDM(uid, body); err != nil {
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slog.Warn("expedition: autorun DM", "user", uid, "err", err)
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}
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return nil
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}
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// shouldDMAutoRun applies the background suppression rules. See the
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// file-top design block for the rationale.
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func shouldDMAutoRun(r autopilotWalkResult) bool {
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if r.rooms == 0 {
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return false
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}
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if r.reason == stopOK {
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// Hit the per-tick room cap. Next tick will continue; no need to
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// post a "stretch complete" filler DM.
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return false
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}
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return true
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}
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// renderAutoRunDM bundles the staged walk narration into a single DM.
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// Background can't pace via streamFlow, so we concatenate phases with a
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// blank line between each beat and tack on the final message.
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func renderAutoRunDM(r autopilotWalkResult) string {
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var b strings.Builder
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b.WriteString("🚶 *Auto-walk*\n\n")
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for _, s := range r.stream {
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if s == "" {
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continue
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}
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b.WriteString(s)
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b.WriteString("\n\n")
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}
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b.WriteString(r.finalMsg)
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return b.String()
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}
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