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§6 night-phase resolution. Fires once per recap when the player has an
active camp. resolveWanderingCheck rolls 1d20 + threat mod (+1 per full
10 above 30) + camp mod (rough +3, fortified -4, base -6) + class mod
(ranger -2 in wilderness zones), then buckets per §6.1 into Peaceful /
Passage / Minor / Standard / Elite / Ambush.
Encounter side picks a roster entry from the zone (weighted by
SpawnWeight, biased to elite for Elite/Ambush) and persists the result
to camp.NightEvents + a "night"-typed log entry. Signs-of-passage adds
+2 threat per spec. Combat resolution itself is deferred — expeditions
don't host their own combat loop yet — so encounter outcomes log as
pending and surface in the recap with an "encounter pending" hint;
the combat-link phase will read these on next !advance.
Flavor reuse: encounter narration pulls from the existing ThreatClock
{Stirring,Alert,Hostile,Siege} pools, matched to the current band so
voice tracks the dungeon's awareness level.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
372 lines
12 KiB
Go
372 lines
12 KiB
Go
package plugin
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import (
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"database/sql"
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"fmt"
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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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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// Phase 12 E1d — real-time day cycle engine.
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// Spec: gogobee_expedition_system.md §3, §12.
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//
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// Two tickers run at 1-minute granularity: briefings fire once per UTC day
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// at 06:00, recaps once per UTC day at 21:00. Each tick walks all active
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// expeditions and fires for any whose last_briefing_at / last_recap_at is
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// stale relative to today's threshold. Per-expedition gating (rather than
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// global JobCompleted) lets a player who started mid-day still receive a
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// briefing the next morning even if some other expedition already triggered
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// the global ticker.
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//
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// Day rollover: the briefing also bumps current_day by one and applies one
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// day's supply burn. Day 1's briefing fires the first morning *after* the
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// expedition begins (so an expedition started at 23:00 doesn't immediately
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// flip to Day 2 at midnight; the spec treats Day 1 as the calendar day
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// of departure).
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const (
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expeditionBriefingHour = 6
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expeditionRecapHour = 21
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)
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// expeditionBriefingTicker — 06:00 UTC daily briefing.
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func (p *AdventurePlugin) expeditionBriefingTicker() {
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ticker := time.NewTicker(1 * time.Minute)
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defer ticker.Stop()
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for range ticker.C {
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now := time.Now().UTC()
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if now.Hour() != expeditionBriefingHour || now.Minute() != 0 {
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continue
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}
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p.fireExpeditionBriefings(now)
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}
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}
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// expeditionRecapTicker — 21:00 UTC daily recap.
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func (p *AdventurePlugin) expeditionRecapTicker() {
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ticker := time.NewTicker(1 * time.Minute)
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defer ticker.Stop()
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for range ticker.C {
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now := time.Now().UTC()
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if now.Hour() != expeditionRecapHour || now.Minute() != 0 {
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continue
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}
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p.fireExpeditionRecaps(now)
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}
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}
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// fireExpeditionBriefings finds every active expedition without a briefing
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// for today's UTC date and fires one per. Public-on-package for testing.
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func (p *AdventurePlugin) fireExpeditionBriefings(now time.Time) {
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threshold := time.Date(now.Year(), now.Month(), now.Day(),
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expeditionBriefingHour, 0, 0, 0, time.UTC)
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exps, err := loadExpeditionsNeedingBriefing(threshold)
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if err != nil {
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slog.Error("expedition: load briefings", "err", err)
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return
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}
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for _, e := range exps {
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if err := p.deliverBriefing(e, now); err != nil {
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slog.Error("expedition: briefing", "expedition", e.ID, "err", err)
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}
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}
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}
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// fireExpeditionRecaps finds every active expedition without a recap for
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// today's UTC date and fires one per.
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func (p *AdventurePlugin) fireExpeditionRecaps(now time.Time) {
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threshold := time.Date(now.Year(), now.Month(), now.Day(),
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expeditionRecapHour, 0, 0, 0, time.UTC)
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exps, err := loadExpeditionsNeedingRecap(threshold)
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if err != nil {
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slog.Error("expedition: load recaps", "err", err)
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return
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}
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for _, e := range exps {
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if err := p.deliverRecap(e, now); err != nil {
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slog.Error("expedition: recap", "expedition", e.ID, "err", err)
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}
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}
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}
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// loadExpeditionsNeedingBriefing — active expeditions whose last_briefing_at
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// is NULL or strictly before today's 06:00 UTC.
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func loadExpeditionsNeedingBriefing(threshold time.Time) ([]*Expedition, error) {
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rows, err := db.Get().Query(`
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SELECT expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, boss_defeated,
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supplies_json, camp_json, threat_level, threat_siege,
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threat_events, temporal_stack, region_state,
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xp_earned, coins_earned, gm_mood,
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last_briefing_at, last_recap_at, last_activity, completed_at
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FROM dnd_expedition
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WHERE status IN ('active', 'extracting')
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AND start_date < ?
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AND (last_briefing_at IS NULL OR last_briefing_at < ?)`,
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threshold, threshold)
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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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return scanExpeditionRows(rows)
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}
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// loadExpeditionsNeedingRecap — same but for the 21:00 threshold.
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func loadExpeditionsNeedingRecap(threshold time.Time) ([]*Expedition, error) {
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rows, err := db.Get().Query(`
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SELECT expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, boss_defeated,
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supplies_json, camp_json, threat_level, threat_siege,
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threat_events, temporal_stack, region_state,
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xp_earned, coins_earned, gm_mood,
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last_briefing_at, last_recap_at, last_activity, completed_at
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FROM dnd_expedition
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WHERE status IN ('active', 'extracting')
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AND (last_recap_at IS NULL OR last_recap_at < ?)`, threshold)
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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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return scanExpeditionRows(rows)
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}
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func scanExpeditionRows(rows *sql.Rows) ([]*Expedition, error) {
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var out []*Expedition
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for rows.Next() {
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e, err := scanExpedition(rows)
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if err != nil {
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return nil, err
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}
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out = append(out, e)
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}
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return out, rows.Err()
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}
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// deliverBriefing rolls a day forward, applies supply burn, posts the
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// morning briefing DM, appends a log entry, and stamps last_briefing_at.
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func (p *AdventurePlugin) deliverBriefing(e *Expedition, now time.Time) error {
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// Advance day + supply burn happen together at the morning rollover.
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harsh := e.ThreatLevel > 60 || e.SiegeMode || e.TemporalStack > 0
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newSupplies, burn := applyDailyBurn(e.Supplies, harsh)
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if err := updateSupplies(e.ID, newSupplies); err != nil {
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return err
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}
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if err := advanceExpeditionDay(e.ID); err != nil {
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return err
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}
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e.Supplies = newSupplies
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e.CurrentDay++
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// E2a: daily threat drift (+3 base, GM-mood modifier). No-op after
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// boss kill. May cross a threshold and append a flavor-bearing log.
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if _, _, err := applyDailyThreatDrift(e); err != nil {
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slog.Warn("expedition: threat drift", "expedition", e.ID, "err", err)
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}
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line := pickMorningBriefing(e.CurrentDay)
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body := renderMorningBriefing(e, line, burn)
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if uid := id.UserID(e.UserID); uid != "" {
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if err := p.SendDM(uid, body); err != nil {
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slog.Warn("expedition: send briefing DM", "user", uid, "err", err)
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}
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}
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if err := appendExpeditionLog(e.ID, e.CurrentDay, "briefing",
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fmt.Sprintf("morning briefing — %.1f SU consumed overnight", burn), line); err != nil {
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return err
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}
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET last_briefing_at = ?,
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last_activity = ?
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WHERE expedition_id = ?`, now, now, e.ID)
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return err
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}
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// deliverRecap posts the evening recap DM, appends a log entry, and stamps
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// last_recap_at. No supply burn here — that's the briefing's job.
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func (p *AdventurePlugin) deliverRecap(e *Expedition, now time.Time) error {
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// E2b: night phase wandering check fires before the recap so its
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// outcome is part of today's log when the recap renders.
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var night *NightCheck
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if e.Camp != nil && e.Camp.Active {
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c, _ := LoadDnDCharacter(id.UserID(e.UserID))
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var charClass DnDClass
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if c != nil {
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charClass = c.Class
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}
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nc := resolveWanderingCheck(e, charClass, nil)
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if err := processNightCheck(e, nc); err != nil {
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slog.Warn("expedition: night check", "expedition", e.ID, "err", err)
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}
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night = &nc
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// Refresh in-memory threat after possible signs-of-passage bump.
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if fresh, err := getExpedition(e.ID); err == nil && fresh != nil {
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e.ThreatLevel = fresh.ThreatLevel
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e.SiegeMode = fresh.SiegeMode
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}
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}
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dayEntries, err := dayLogEntries(e.ID, e.CurrentDay)
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if err != nil {
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return err
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}
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line := pickEveningRecap(e, dayEntries)
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body := renderEveningRecap(e, line, dayEntries)
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if night != nil {
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body += "\n" + renderNightCheck(*night)
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}
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if uid := id.UserID(e.UserID); uid != "" {
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if err := p.SendDM(uid, body); err != nil {
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slog.Warn("expedition: send recap DM", "user", uid, "err", err)
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}
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}
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if err := appendExpeditionLog(e.ID, e.CurrentDay, "recap",
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fmt.Sprintf("evening recap — %d log entries today", len(dayEntries)), line); err != nil {
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return err
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}
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_, err = db.Get().Exec(`
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UPDATE dnd_expedition
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SET last_recap_at = ?,
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last_activity = ?
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WHERE expedition_id = ?`, now, now, e.ID)
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return err
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}
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// pickMorningBriefing returns a flavor line based on day-band: Day 1, 3, 7,
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// 14, 21 each have their own pool; everything else uses the generic pool.
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func pickMorningBriefing(day int) string {
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var pool []string
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switch day {
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case 1:
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pool = flavor.MorningBriefingDay1
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case 3:
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pool = flavor.MorningBriefingDay3
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case 7:
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pool = flavor.MorningBriefingDay7
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case 14:
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pool = flavor.MorningBriefingDay14
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case 21:
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pool = flavor.MorningBriefingDay21
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default:
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pool = flavor.MorningBriefingGeneric
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}
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if line := flavor.Pick(pool); line != "" {
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return line
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}
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return flavor.Pick(flavor.MorningBriefingGeneric)
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}
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// pickEveningRecap chooses a recap line based on what happened today.
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// Boss kill > nothing-happened > generic. Close-call detection isn't wired
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// in E1d (no HP-delta tracking yet); deferred to E2 alongside the threat
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// clock combat hooks.
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func pickEveningRecap(e *Expedition, today []ExpeditionEntry) string {
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bossKilled := false
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combatCount := 0
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for _, en := range today {
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if en.Type == "combat" {
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combatCount++
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}
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if en.Type == "boss" || strings.Contains(strings.ToLower(en.Summary), "boss defeated") {
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bossKilled = true
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}
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}
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if bossKilled {
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if l := flavor.Pick(flavor.EveningRecapBossKilled); l != "" {
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return l
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}
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}
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// "Nothing happened" = no combat, no narrative-action entries today.
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if combatCount == 0 && len(today) <= 1 {
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if l := flavor.Pick(flavor.EveningRecapNothingHappened); l != "" {
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return l
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}
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}
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return flavor.Pick(flavor.EveningRecapGeneric)
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}
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// dayLogEntries returns log entries for a specific expedition-day, oldest first.
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func dayLogEntries(expID string, day int) ([]ExpeditionEntry, error) {
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rows, err := db.Get().Query(`
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SELECT entry_id, expedition_id, day, timestamp, entry_type, summary, flavor
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FROM dnd_expedition_log
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WHERE expedition_id = ? AND day = ?
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ORDER BY timestamp ASC, entry_id ASC`, expID, day)
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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 out []ExpeditionEntry
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for rows.Next() {
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var e ExpeditionEntry
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if err := rows.Scan(
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&e.EntryID, &e.ExpeditionID, &e.Day, &e.Timestamp,
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&e.Type, &e.Summary, &e.Flavor,
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); err != nil {
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return nil, err
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}
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out = append(out, e)
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}
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return out, rows.Err()
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}
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// renderMorningBriefing builds the §12.1 block.
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func renderMorningBriefing(e *Expedition, line string, burnConsumed float32) string {
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zone, _ := getZone(e.ZoneID)
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burn := currentBurn(e)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🎭 **TwinBee — Morning Briefing, Day %d**\n\n", e.CurrentDay))
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b.WriteString(fmt.Sprintf("📍 **Zone:** %s _(T%d)_\n", zone.Display, int(zone.Tier)))
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b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU _(burned %.1f overnight, ~%d days left)_\n",
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e.Supplies.Current, e.Supplies.Max, burnConsumed, estimateDays(e.Supplies.Current, burn)))
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b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n",
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e.ThreatLevel, threatThresholdLabel(e.ThreatLevel, e.SiegeMode)))
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if e.TemporalStack != 0 {
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b.WriteString(fmt.Sprintf("🌡 **Zone stack:** %d\n", e.TemporalStack))
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}
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if state := supplyDepletion(e.Supplies); state != SupplyNormal {
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b.WriteString(fmt.Sprintf("⚠ **%s** (roll %d)\n",
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depletionLabel(state), supplyRollModifier(state)))
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}
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if line != "" {
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b.WriteString("\n")
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b.WriteString(line)
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b.WriteString("\n")
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}
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return b.String()
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}
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// renderEveningRecap builds the §12.2 block.
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func renderEveningRecap(e *Expedition, line string, today []ExpeditionEntry) string {
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zone, _ := getZone(e.ZoneID)
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combatCount := 0
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for _, en := range today {
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if en.Type == "combat" {
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combatCount++
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}
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}
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🎭 **TwinBee — Evening Recap, Day %d**\n\n", e.CurrentDay))
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b.WriteString(fmt.Sprintf("📍 **Zone:** %s\n", zone.Display))
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b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU\n", e.Supplies.Current, e.Supplies.Max))
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b.WriteString(fmt.Sprintf("⚔ **Combat encounters today:** %d\n", combatCount))
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b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n",
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e.ThreatLevel, threatThresholdLabel(e.ThreatLevel, e.SiegeMode)))
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if e.Camp == nil || !e.Camp.Active {
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b.WriteString("\n_You haven't camped tonight. The dungeon does not._\n")
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}
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if line != "" {
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b.WriteString("\n")
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b.WriteString(line)
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b.WriteString("\n")
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}
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return b.String()
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}
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