Files
gogobee/internal/plugin/dnd_zone_cmd.go
prosolis 45863bd5f3 Adv 2.0 D&D Phase R7: post-completion audit hardening
High-priority fixes from the multi-agent audit of Adventure 2.0:

- Phase 11 nil-deref cluster: zoneOrFallback() helper replaces 8 unsafe
  getZone(_) sites in dnd_zone_cmd.go. Corrupted zone IDs render a
  placeholder instead of panicking.
- Briefing/recap idempotency: deliverBriefing/deliverRecap now claim
  the rollover via a conditional UPDATE. Double-fires from clock skew
  or restart become no-ops; supply burn and day++ no longer reapply.
- Graceful ticker shutdown: AdventurePlugin gains stopCh + Stop(); all
  11 background tickers now select on stopCh in addition to ticker.C.
- Mood decay (§3.2): math.Round(elapsed*2) replaces int() truncation
  so sub-hour gaps decay correctly.
- 24h auto-abandon (§4.3): getActiveZoneRun returns clean slate and
  abandons stale runs whose LastActionAt is over 24h old.
- Respec / auto-migrate orphan cleanup: !respec and the auto-migrated
  draft wipe now abandon active zone runs and expeditions before
  deleting the dnd_character row.
- Phase R combat-link: applyBossDefeatThreat now wired from
  resolveBossRoom (-20 threat); applyRoomCombatThreatForUser adds
  +5/+8 from non-boss/elite kills (§8.1).
- Starvation → forced extraction: briefing-time check forces extract
  with §10.2 coin tax when supplies hit zero.
- GMNat20/Nat1 narration wired into resolveCombatRoom and
  resolveBossRoom (nat-20 takes precedence over nat-1).
- Treasure-undo race: LoadAndDelete on both timer-fire and `undo`
  paths so only one side wins.
- Battle Master: Disarming, Menacing, Parry maneuvers added (3 → 6
  of 10). Remaining 4 (Pushing, Goading, Riposte, Commander's Strike)
  documented inline as needing ally/reaction mechanics the engine
  doesn't model.
- Threat-70 warning: tracked in RegionState["siege_warning_fired"]
  so a drop-and-recross doesn't re-fire the beat.
- region_state JSON decode error now logged via slog.Warn instead
  of silently discarded.

Failing TestProdDB_DnDLayer fixed via option (a): track migrated
characters and only run round-trip / idempotency assertions on those,
skipping pre-existing prod-DB rows accumulated from live bot use.

New tests in dnd_audit_phase_R7_test.go cover: 24h auto-abandon,
briefing double-fire idempotency, threat-70 warning idempotency,
multi-region extract→resume state preservation, and starvation
forced-extraction.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

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package plugin
import (
"fmt"
"strings"
"maunium.net/go/mautrix/id"
)
// !zone — Phase 11 D1c. The command surface for the dungeon-zone state
// machine landed in D1b. This file is presentation + dispatch only; the
// actual run/state plumbing lives in dnd_zone_run.go and the registry in
// dnd_zone.go.
//
// Subcommands:
//
// !zone → list zones available at player level
// !zone list → same
// !zone enter <id|number|name> → start a run
// !zone status → current room / cleared count / mood / loot
// !zone map → ASCII layout of the run with current marker
// !zone advance → resolve the current room and move on
// !zone abandon → end the active run (no rewards)
// !zone taunt → poke TwinBee (mood 10, snarky reply)
// !zone compliment → flatter TwinBee (mood +5, fond reply)
//
// TwinBee narration / mood triggers arrive in D1d. Combat / trap / boss
// resolution per room is wired in D1e via dnd_zone_combat.go.
func (p *AdventurePlugin) handleDnDZoneCmd(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 "", "list", "ls":
return p.zoneCmdList(ctx, c)
case "enter", "go", "start":
return p.zoneCmdEnter(ctx, c, rest)
case "status", "info":
return p.zoneCmdStatus(ctx)
case "map", "m":
return p.zoneCmdMap(ctx)
case "advance", "next", "a":
return p.zoneCmdAdvance(ctx)
case "abandon", "leave", "quit":
return p.zoneCmdAbandon(ctx)
case "taunt":
return p.zoneCmdTaunt(ctx)
case "compliment":
return p.zoneCmdCompliment(ctx)
case "lore", "history":
return p.zoneCmdLore(ctx)
default:
return p.SendDM(ctx.Sender, zoneHelpText())
}
}
func zoneHelpText() string {
var b strings.Builder
b.WriteString("**!zone** — dungeon zone runs.\n\n")
b.WriteString("`!zone` or `!zone list` — show zones available at your level\n")
b.WriteString("`!zone enter <id|#>` — start a new run\n")
b.WriteString("`!zone status` — show your current run\n")
b.WriteString("`!zone map` — show the room layout\n")
b.WriteString("`!zone advance` — resolve the current room and move on\n")
b.WriteString("`!zone abandon` — end the active run (no rewards)\n")
b.WriteString("`!zone taunt` — poke TwinBee (mood 10)\n")
b.WriteString("`!zone compliment` — flatter TwinBee (mood +5)\n")
b.WriteString("`!zone lore` — TwinBee shares zone history")
return b.String()
}
// splitFirstWord returns (firstWord, rest) with rest trimmed.
func splitFirstWord(s string) (string, string) {
s = strings.TrimSpace(s)
if s == "" {
return "", ""
}
i := strings.IndexAny(s, " \t")
if i < 0 {
return s, ""
}
return s[:i], strings.TrimSpace(s[i+1:])
}
// ── list ────────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) zoneCmdList(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("**Zones 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 {
b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d%d_ `!zone enter %s`\n",
i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID))
b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
}
if active, _ := getActiveZoneRun(ctx.Sender); active != nil {
zone := zoneOrFallback(active.ZoneID)
b.WriteString(fmt.Sprintf("\n_⚠ Active run: **%s**, room %d/%d. Use `!zone status` or `!zone abandon`._",
zone.Display, active.CurrentRoom+1, active.TotalRooms))
}
return p.SendDM(ctx.Sender, b.String())
}
// ── enter ───────────────────────────────────────────────────────────────────
// resolveZoneInput maps a user-typed token (id, display name, or 1-based
// list index from `!zone list`) to a ZoneID at-or-below the player's
// allowed tier ceiling. Matching is case-insensitive and forgiving on
// spaces/underscores.
func resolveZoneInput(input string, available []ZoneDefinition) (ZoneID, bool) {
in := strings.ToLower(strings.TrimSpace(input))
if in == "" {
return "", false
}
// Numeric index into the available list (1-based).
if n := atoiSafe(in); n >= 1 && n <= len(available) {
return available[n-1].ID, true
}
normIn := strings.ReplaceAll(in, " ", "_")
for _, z := range available {
if strings.EqualFold(string(z.ID), in) || strings.EqualFold(string(z.ID), normIn) {
return z.ID, true
}
if strings.EqualFold(z.Display, input) {
return z.ID, true
}
// Loose match: ignore "the " prefix on display name.
disp := strings.TrimPrefix(strings.ToLower(z.Display), "the ")
if disp == in || disp == normIn {
return z.ID, true
}
}
return "", false
}
// atoiSafe — returns -1 on parse failure.
func atoiSafe(s string) int {
n := 0
if s == "" {
return -1
}
for _, r := range s {
if r < '0' || r > '9' {
return -1
}
n = n*10 + int(r-'0')
}
return n
}
func (p *AdventurePlugin) zoneCmdEnter(ctx MessageContext, c *DnDCharacter, rest string) error {
if rest == "" {
return p.SendDM(ctx.Sender,
"`!zone enter <id|#>` — pick from `!zone list`. Example: `!zone enter goblin_warrens` or `!zone enter 1`.")
}
available := zonesForLevel(c.Level)
id, ok := resolveZoneInput(rest, available)
if !ok {
return p.SendDM(ctx.Sender,
"Unknown zone for your level. Try `!zone list` to see what's available.")
}
run, err := startZoneRun(ctx.Sender, id, c.Level, nil)
if err != nil {
switch err {
case ErrRunAlreadyActive:
active, _ := getActiveZoneRun(ctx.Sender)
zone := zoneOrFallback(active.ZoneID)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You're already in **%s** (room %d/%d). Finish it or `!zone abandon` first.",
zone.Display, active.CurrentRoom+1, active.TotalRooms))
case ErrZoneTierLocked:
return p.SendDM(ctx.Sender,
"That zone is too far above your level. (Cap: 2 tiers above your current.)")
case ErrUnknownZone:
return p.SendDM(ctx.Sender, "Unknown zone.")
default:
return p.SendDM(ctx.Sender, "Couldn't start zone run: "+err.Error())
}
}
zone := zoneOrFallback(run.ZoneID)
var b strings.Builder
b.WriteString(fmt.Sprintf("🗝 **Entering %s** _(T%d, %d rooms)_\n\n", zone.Display, int(zone.Tier), run.TotalRooms))
b.WriteString("_" + zone.Hook + "_\n\n")
if line := twinBeeLine(zone.ID, GMRoomEntry, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n\n")
}
if aside := moodAsideLine(run.GMMood, run.RunID, run.CurrentRoom); aside != "" {
b.WriteString(aside)
b.WriteString("\n\n")
}
b.WriteString(fmt.Sprintf("**Room 1/%d — %s.** Use `!zone advance` to proceed, `!zone map` for layout.",
run.TotalRooms, prettyRoomType(run.CurrentRoomType())))
return p.SendDM(ctx.Sender, b.String())
}
// ── status ──────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) zoneCmdStatus(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 list` then `!zone enter <id>`.")
}
_ = applyMoodDecayIfStale(run)
zone := zoneOrFallback(run.ZoneID)
var b strings.Builder
b.WriteString(fmt.Sprintf("**%s** — room %d/%d (%s)\n",
zone.Display, run.CurrentRoom+1, run.TotalRooms, prettyRoomType(run.CurrentRoomType())))
b.WriteString(fmt.Sprintf("Cleared: %d Loot: %d GM mood: %d/100 (%s)\n",
len(run.RoomsCleared), len(run.LootCollected), run.GMMood, gmMoodLabel(run.GMMood)))
b.WriteString(fmt.Sprintf("Started: %s Last action: %s",
run.StartedAt.Format("2006-01-02 15:04"),
run.LastActionAt.Format("2006-01-02 15:04")))
return p.SendDM(ctx.Sender, b.String())
}
// gmMoodLabel returns a human-friendly label for the mood gauge per
// design doc §3.2 mood bands (≥80 effusive, 6079 friendly, 4059 neutral,
// 2039 grumpy, <20 hostile).
func gmMoodLabel(mood int) string {
switch {
case mood >= 80:
return "effusive"
case mood >= 60:
return "friendly"
case mood >= 40:
return "neutral"
case mood >= 20:
return "grumpy"
default:
return "hostile"
}
}
// prettyRoomType formats a RoomType for display strings.
func prettyRoomType(rt RoomType) string {
switch rt {
case RoomEntry:
return "Entry"
case RoomExploration:
return "Exploration"
case RoomTrap:
return "Trap"
case RoomElite:
return "Elite"
case RoomBoss:
return "Boss"
default:
return "?"
}
}
// ── map ─────────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) zoneCmdMap(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)
cleared := map[int]bool{}
for _, r := range run.RoomsCleared {
cleared[r] = true
}
var b strings.Builder
b.WriteString(fmt.Sprintf("**%s — Map**\n```\n", zone.Display))
b.WriteString(renderZoneMap(run.RoomSeq, run.CurrentRoom, cleared))
b.WriteString("\n```\n")
b.WriteString("_E=Entry ?=Exploration T=Trap ★=Elite ☠=Boss · ✓ cleared ▶ here · pending_")
return p.SendDM(ctx.Sender, b.String())
}
// renderZoneMap produces a horizontal ASCII layout: a row of room glyphs
// connected with `──`, with a status row underneath showing cleared/here/
// pending markers per room. Glyphs match the legend printed alongside the
// map. roomSeq is the run's room order; current is the 0-based index of
// the player's location; cleared maps room index → true for finished rooms.
func renderZoneMap(roomSeq []RoomType, current int, cleared map[int]bool) string {
if len(roomSeq) == 0 {
return "(no rooms)"
}
var top, bot strings.Builder
for i, rt := range roomSeq {
if i > 0 {
top.WriteString("──")
bot.WriteString(" ")
}
top.WriteString(roomGlyph(rt))
switch {
case cleared[i]:
bot.WriteString("✓")
case i == current:
bot.WriteString("▶")
default:
bot.WriteString("·")
}
}
return top.String() + "\n" + bot.String()
}
// roomGlyph returns the single-character ASCII map glyph for a RoomType.
func roomGlyph(rt RoomType) string {
switch rt {
case RoomEntry:
return "E"
case RoomExploration:
return "?"
case RoomTrap:
return "T"
case RoomElite:
return "★"
case RoomBoss:
return "☠"
default:
return "·"
}
}
// ── advance ─────────────────────────────────────────────────────────────────
// zoneCmdAdvance resolves the room the player is currently standing in,
// then moves them to the next. Resolution branches on RoomType — combat
// for Exploration/Elite/Boss, a trap nick for Trap, narration-only for
// Entry. Player loss aborts the run with a mood penalty and player-death
// flavor; boss win drops the zone Loot table.
func (p *AdventurePlugin) zoneCmdAdvance(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>`.")
}
_ = applyMoodDecayIfStale(run)
zone := zoneOrFallback(run.ZoneID)
prev := run.CurrentRoomType()
prevIdx := run.CurrentRoom
// §4.1 Patrol Encounter: at Threat-Clock Alert+, patrols may move
// through cleared rooms. Roll on `!advance` *before* the next room's
// own resolution. Player KO ends the run.
patrolNarr, patrolEnded, perr := p.tryPatrolEncounter(ctx.Sender, run, zone)
if perr != nil {
return p.SendDM(ctx.Sender, "Couldn't resolve patrol: "+perr.Error())
}
if patrolEnded {
return p.SendDM(ctx.Sender, patrolNarr)
}
// Resolve the current room *before* clearing it, so combat results
// can decide whether the player advances or the run ends.
resolution, ended, err := p.resolveRoom(ctx.Sender, run, zone)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't resolve room: "+err.Error())
}
if ended {
return p.SendDM(ctx.Sender, resolution)
}
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 patrolNarr != "" {
b.WriteString(patrolNarr)
b.WriteString("\n\n")
}
if resolution != "" {
b.WriteString(resolution)
b.WriteString("\n\n")
}
b.WriteString(fmt.Sprintf("🏆 **Cleared %s.** Run complete.\n\n", zone.Display))
if line := twinBeeLine(zone.ID, GMZoneComplete, run.RunID, prevIdx); line != "" {
b.WriteString(line)
b.WriteString("\n\n")
}
// Drop the zone loot table on boss kill.
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.SendDM(ctx.Sender, b.String())
}
nextIdx := run.CurrentRoom + 1
var b strings.Builder
if patrolNarr != "" {
b.WriteString(patrolNarr)
b.WriteString("\n\n")
}
if resolution != "" {
b.WriteString(resolution)
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, GMRoomEntry, 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.GMMood
if fresh, _ := getZoneRun(run.RunID); fresh != nil {
freshMood = fresh.GMMood
}
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.SendDM(ctx.Sender, b.String())
}
// resolveRoom dispatches to the per-room-type resolver. Returns the
// resolution narration, an `ended` flag (true when the run ended due to
// player death — caller should send the narration and stop), and any
// error encountered. Entry rooms are pure flavor and resolve trivially.
func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition) (string, bool, error) {
switch run.CurrentRoomType() {
case RoomEntry:
return "", false, nil
case RoomTrap:
_, narration := p.resolveTrapRoom(userID, run, zone)
return narration, false, nil
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 "", false, nil
}
// resolveCombatRoom spawns one roster enemy (elite filter optional),
// runs combat, persists side effects, fires nat-1/nat-20 mood deltas,
// and renders the narration block. Returns ended=true on player loss.
func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, elite bool) (string, bool, error) {
monster, ok := pickZoneEnemy(zone, run.RunID, run.CurrentRoom, elite)
if !ok {
return fmt.Sprintf("_(No %s roster entry — skipping.)_", map[bool]string{true: "elite", false: "exploration"}[elite]), false, nil
}
result, err := p.runZoneCombat(userID, monster, int(zone.Tier))
if err != nil {
return "", false, err
}
nat20s, nat1s := scanMoodEventsFromCombat(run.RunID, result)
var b strings.Builder
if elite {
if line := eliteRoomEntryLine(zone.ID, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
}
if line := twinBeeLine(zone.ID, GMCombatStart, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
// Surface the most-impactful crit/fumble as TwinBee narration. A run
// with both gets the nat-20 line — players already see the fumble in
// the combat log, but the gloat lands harder than the pity.
if nat20s > 0 {
if line := twinBeeLine(zone.ID, GMNat20, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
} else if nat1s > 0 {
if line := twinBeeLine(zone.ID, GMNat1, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
}
if elite {
b.WriteString(fmt.Sprintf("⚔️ **Elite encounter — %s** (HP %d, AC %d)\n", monster.Name, monster.HP, monster.AC))
} else {
b.WriteString(fmt.Sprintf("⚔️ **%s** (HP %d, AC %d)\n", monster.Name, monster.HP, monster.AC))
}
if !result.PlayerWon {
_, _ = applyMoodEvent(run.RunID, MoodEventPlayerDeath)
_ = abandonZoneRun(userID)
if line := twinBeeLine(zone.ID, GMPlayerDeath, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(fmt.Sprintf("💀 You fell to **%s**. Run ended.", monster.Name))
return b.String(), true, nil
}
if line := twinBeeLine(zone.ID, GMCombatEnd, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(fmt.Sprintf("✅ **%s** down (HP %d→%d).", monster.Name, result.PlayerStartHP, result.PlayerEndHP))
recordZoneKillForUser(userID, monster.ID)
applyRoomCombatThreatForUser(userID, elite)
if drop := p.dropZoneLoot(userID, zone.ID, monster, false); drop != "" {
b.WriteString("\n")
b.WriteString(drop)
}
return b.String(), false, nil
}
// resolveBossRoom runs the zone-boss bestiary entry through the same
// combat path as room combat. Win → caller drops zone loot.
func (p *AdventurePlugin) resolveBossRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition) (string, bool, error) {
monster, ok := dndBestiary[zone.Boss.BestiaryID]
if !ok {
return fmt.Sprintf("_(Boss %s not in bestiary — skipping.)_", zone.Boss.Name), false, nil
}
result, err := p.runZoneCombat(userID, monster, int(zone.Tier))
if err != nil {
return "", false, err
}
nat20s, nat1s := scanMoodEventsFromCombat(run.RunID, result)
var b strings.Builder
b.WriteString(fmt.Sprintf("👑 **Boss — %s** (HP %d, AC %d)\n", monster.Name, monster.HP, monster.AC))
if nat20s > 0 {
if line := twinBeeLine(zone.ID, GMNat20, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
} else if nat1s > 0 {
if line := twinBeeLine(zone.ID, GMNat1, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
}
if phaseTwoCrossedInEvents(result.Events, result.EnemyStartHP, zone.Boss.PhaseTwoAt) {
if line := bossPhaseTwoLine(zone.ID, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
}
if !result.PlayerWon {
_, _ = applyMoodEvent(run.RunID, MoodEventPlayerDeath)
_ = abandonZoneRun(userID)
if line := twinBeeLine(zone.ID, GMPlayerDeath, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(fmt.Sprintf("💀 **%s** stands over your body. Run ended.", monster.Name))
return b.String(), true, nil
}
if line := twinBeeLine(zone.ID, GMBossDeath, run.RunID, run.CurrentRoom); line != "" {
b.WriteString(line)
b.WriteString("\n")
}
b.WriteString(fmt.Sprintf("🏆 **%s** falls (HP %d→%d).", monster.Name, result.PlayerStartHP, result.PlayerEndHP))
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, err := getActiveExpedition(userID); err == nil && exp != nil {
_ = applyBossDefeatThreat(exp.ID)
}
if drop := p.dropZoneLoot(userID, zone.ID, monster, true); drop != "" {
b.WriteString("\n")
b.WriteString(drop)
}
return b.String(), false, nil
}
// ── 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 GMMoodEvent,
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 GM mood: %d/100 (%s) _(%s%d)_",
icon, newMood, gmMoodLabel(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 15 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, GMLore, 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))
}