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dnd_zone_run table (run_id, zone_id, room_seq_json, rooms_cleared, boss_defeated, abandoned, loot_collected, gm_mood, started_at, last_action_at, completed_at) added to db.go schema with active-run index. dnd_zone_run.go ships RoomType (entry|exploration|trap|elite|boss), DungeonRun struct, generateRoomSequence (Entry → ExplorationxN1 → Trap → ExplorationxN2 → Elite → Boss within zone's [MinRooms, MaxRooms]), and persistence helpers: startZoneRun (gates on level tier + active-run exclusivity), getActiveZoneRun, getZoneRun, markRoomCleared (advances and auto-completes on boss kill), abandonZoneRun, adjustGMMood (clamped to [0,100]), addLoot. 8 new tests covering room-sequence shape (entry first, boss last, exactly one trap/elite, ≥2 explorations), happy-path start, concurrent-run rejection, unknown-zone rejection, full advance-to-boss flow with completion, abandon idempotency, GM mood clamping at both bounds, and loot accumulation order. Full repo test suite green. Boss-room behavior, !zone command surface, and TwinBee narration arrive in D1c/D1d. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
392 lines
11 KiB
Go
392 lines
11 KiB
Go
package plugin
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import (
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cryptorand "crypto/rand"
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"database/sql"
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"encoding/hex"
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"encoding/json"
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"errors"
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"fmt"
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"math/rand/v2"
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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 11 D1b — DungeonRun state machine. Implements `gogobee_dungeon_zones.md`
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// §4 (Dungeon Structure) and the DungeonRun model in §7. Persists a single
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// zone run per player to dnd_zone_run.
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//
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// Room sequencing follows the design doc fixed pattern:
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// Entry → Exploration ×N₁ → Trap → Exploration ×N₂ → Elite → Boss
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// where N₁ + N₂ scales with zone tier so total rooms lands in the
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// zone's [MinRooms, MaxRooms] window. Boss is always last.
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//
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// State machine:
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// start → advance × R → boss → complete
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// ↓
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// abandon (manual or 24h-idle, D1c)
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//
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// D1b ships persistence and pure logic only. !zone enter/advance/etc
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// commands wire to this in D1c; combat resolution per room is wired in
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// D1e onwards. Trap/elite/boss room *behavior* is not implemented yet —
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// advancing through them currently just records them as cleared.
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// RoomType enumerates the room categories per design doc §4.2.
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type RoomType string
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const (
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RoomEntry RoomType = "entry"
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RoomExploration RoomType = "exploration"
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RoomTrap RoomType = "trap"
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RoomElite RoomType = "elite"
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RoomBoss RoomType = "boss"
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)
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// DungeonRun is the in-memory shape of a dnd_zone_run row.
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type DungeonRun struct {
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RunID string
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UserID string
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ZoneID ZoneID
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CurrentRoom int
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TotalRooms int
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RoomSeq []RoomType
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RoomsCleared []int
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BossDefeated bool
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Abandoned bool
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LootCollected []string
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GMMood int
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StartedAt time.Time
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LastActionAt time.Time
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CompletedAt *time.Time
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}
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// IsActive reports whether this run is still ongoing (not boss-defeated,
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// not abandoned, not otherwise completed).
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func (r *DungeonRun) IsActive() bool {
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return !r.BossDefeated && !r.Abandoned && r.CompletedAt == nil
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}
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// CurrentRoomType returns the type of the room the player is currently
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// standing in (CurrentRoom is 0-indexed). Returns "" if out of range.
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func (r *DungeonRun) CurrentRoomType() RoomType {
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if r.CurrentRoom < 0 || r.CurrentRoom >= len(r.RoomSeq) {
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return ""
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}
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return r.RoomSeq[r.CurrentRoom]
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}
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// generateRoomSequence builds the deterministic-but-seeded room layout
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// for a run of the given zone. The boss room is always last; one Entry
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// is always first; one Trap and one Elite room sit between explorations.
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// Total length is sampled in [zone.MinRooms, zone.MaxRooms].
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func generateRoomSequence(zone ZoneDefinition, rng *rand.Rand) []RoomType {
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total := zone.MinRooms
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if zone.MaxRooms > zone.MinRooms {
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total += rng.IntN(zone.MaxRooms - zone.MinRooms + 1)
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}
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// Fixed slots: Entry + Trap + Elite + Boss = 4. Remaining = explorations.
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const fixed = 4
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if total < fixed+2 {
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total = fixed + 2 // at least 2 exploration rooms
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}
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explorations := total - fixed
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// Split exploration rooms before/after the trap. Bias toward 1–2 on each side.
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preTrap := 1
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if explorations >= 3 {
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preTrap = 1 + rng.IntN(explorations-1)
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} else if explorations == 2 {
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preTrap = 1
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}
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postTrap := explorations - preTrap
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seq := make([]RoomType, 0, total)
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seq = append(seq, RoomEntry)
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for i := 0; i < preTrap; i++ {
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seq = append(seq, RoomExploration)
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}
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seq = append(seq, RoomTrap)
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for i := 0; i < postTrap; i++ {
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seq = append(seq, RoomExploration)
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}
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seq = append(seq, RoomElite)
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seq = append(seq, RoomBoss)
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return seq
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}
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// newRunID — 16-char hex token. Crypto-random; collision-resistant.
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func newRunID() string {
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var b [8]byte
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if _, err := cryptorand.Read(b[:]); err != nil {
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// Fall back to math/rand if /dev/urandom is unavailable.
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// Run IDs are not security-sensitive, just unique.
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v := rng2.Uint64()
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for i := range b {
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b[i] = byte(v >> (8 * i))
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}
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}
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return hex.EncodeToString(b[:])
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}
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// rng2 is a seeded math/rand fallback for newRunID. Test isolation isn't
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// needed — collisions are still vanishingly unlikely.
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var rng2 = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), 0xC0FFEE))
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// ---- Persistence ------------------------------------------------------------
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var (
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// ErrRunAlreadyActive — player tried to start a run while another is in flight.
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ErrRunAlreadyActive = errors.New("zone run already active for player")
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// ErrNoActiveRun — player tried to advance/retreat with no run in flight.
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ErrNoActiveRun = errors.New("no active zone run for player")
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// ErrUnknownZone — start called with an unregistered ZoneID.
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ErrUnknownZone = errors.New("unknown zone")
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// ErrZoneTierLocked — player level too low for the zone.
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ErrZoneTierLocked = errors.New("zone tier above player ceiling")
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)
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// startZoneRun creates a new run for the player. Fails if the player has
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// an active run, the zone is unknown, or the player's level is too far
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// below the zone's tier (per zonesForLevel's gate).
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func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand) (*DungeonRun, error) {
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zone, ok := getZone(zoneID)
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if !ok {
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return nil, ErrUnknownZone
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}
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allowed := false
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for _, z := range zonesForLevel(dndLevel) {
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if z.ID == zoneID {
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allowed = true
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break
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}
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}
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if !allowed {
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return nil, ErrZoneTierLocked
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}
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existing, err := getActiveZoneRun(userID)
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if err != nil {
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return nil, err
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}
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if existing != nil {
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return nil, ErrRunAlreadyActive
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}
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if rng == nil {
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rng = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), uint64(time.Now().UnixMicro())))
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}
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seq := generateRoomSequence(zone, rng)
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seqJSON, _ := json.Marshal(seq)
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run := &DungeonRun{
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RunID: newRunID(),
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UserID: string(userID),
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ZoneID: zoneID,
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CurrentRoom: 0,
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TotalRooms: len(seq),
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RoomSeq: seq,
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RoomsCleared: []int{},
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GMMood: 50,
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StartedAt: time.Now().UTC(),
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LastActionAt: time.Now().UTC(),
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}
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if _, err := db.Get().Exec(`
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INSERT INTO dnd_zone_run
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(run_id, user_id, zone_id, current_room, total_rooms,
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room_seq_json, rooms_cleared, gm_mood)
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VALUES (?, ?, ?, 0, ?, ?, '[]', 50)`,
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run.RunID, run.UserID, string(zoneID), run.TotalRooms, string(seqJSON),
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); err != nil {
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return nil, fmt.Errorf("insert zone run: %w", err)
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}
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return run, nil
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}
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// getActiveZoneRun returns the player's in-flight run, or (nil, nil) if none.
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func getActiveZoneRun(userID id.UserID) (*DungeonRun, error) {
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row := db.Get().QueryRow(`
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SELECT run_id, user_id, zone_id, current_room, total_rooms,
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room_seq_json, rooms_cleared, boss_defeated, abandoned,
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loot_collected, gm_mood, started_at, last_action_at, completed_at
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FROM dnd_zone_run
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WHERE user_id = ?
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AND completed_at IS NULL
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AND abandoned = 0
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AND boss_defeated = 0
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ORDER BY started_at DESC
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LIMIT 1`,
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string(userID))
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r, err := scanZoneRun(row)
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if errors.Is(err, sql.ErrNoRows) {
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return nil, nil
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}
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return r, err
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}
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// getZoneRun fetches by RunID regardless of completion state. Test/admin use.
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func getZoneRun(runID string) (*DungeonRun, error) {
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row := db.Get().QueryRow(`
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SELECT run_id, user_id, zone_id, current_room, total_rooms,
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room_seq_json, rooms_cleared, boss_defeated, abandoned,
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loot_collected, gm_mood, started_at, last_action_at, completed_at
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FROM dnd_zone_run WHERE run_id = ?`, runID)
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r, err := scanZoneRun(row)
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if errors.Is(err, sql.ErrNoRows) {
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return nil, nil
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}
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return r, err
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}
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// scanZoneRun reads one row into a DungeonRun (used by both fetchers).
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type scanner interface {
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Scan(dest ...any) error
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}
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func scanZoneRun(row scanner) (*DungeonRun, error) {
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var (
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r DungeonRun
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zoneID string
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seqJSON string
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clearedJSON string
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lootJSON string
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bossDefeatedI int
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abandonedI int
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completedAtRaw sql.NullTime
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)
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if err := row.Scan(
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&r.RunID, &r.UserID, &zoneID, &r.CurrentRoom, &r.TotalRooms,
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&seqJSON, &clearedJSON, &bossDefeatedI, &abandonedI,
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&lootJSON, &r.GMMood, &r.StartedAt, &r.LastActionAt, &completedAtRaw,
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); err != nil {
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return nil, err
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}
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r.ZoneID = ZoneID(zoneID)
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r.BossDefeated = bossDefeatedI != 0
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r.Abandoned = abandonedI != 0
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if completedAtRaw.Valid {
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t := completedAtRaw.Time
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r.CompletedAt = &t
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}
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if err := json.Unmarshal([]byte(seqJSON), &r.RoomSeq); err != nil {
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return nil, fmt.Errorf("decode room_seq_json: %w", err)
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}
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if clearedJSON != "" {
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if err := json.Unmarshal([]byte(clearedJSON), &r.RoomsCleared); err != nil {
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return nil, fmt.Errorf("decode rooms_cleared: %w", err)
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}
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}
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if r.RoomsCleared == nil {
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r.RoomsCleared = []int{}
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}
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if lootJSON != "" {
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if err := json.Unmarshal([]byte(lootJSON), &r.LootCollected); err != nil {
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return nil, fmt.Errorf("decode loot_collected: %w", err)
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}
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}
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if r.LootCollected == nil {
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r.LootCollected = []string{}
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}
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return &r, nil
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}
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// markRoomCleared records that the current room has been resolved and
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// advances the player to the next room. Returns the new current room
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// type (or "" if the run completed via boss kill / final room).
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func markRoomCleared(runID string) (RoomType, error) {
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r, err := getZoneRun(runID)
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if err != nil {
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return "", err
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}
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if r == nil {
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return "", ErrNoActiveRun
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}
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if !r.IsActive() {
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return "", ErrNoActiveRun
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}
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cleared := append(r.RoomsCleared, r.CurrentRoom)
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clearedJSON, _ := json.Marshal(cleared)
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wasBossRoom := r.CurrentRoomType() == RoomBoss
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next := r.CurrentRoom + 1
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if next >= r.TotalRooms || wasBossRoom {
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// Boss room cleared = run complete via boss defeat.
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now := time.Now().UTC()
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if _, err := db.Get().Exec(`
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UPDATE dnd_zone_run
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SET rooms_cleared = ?,
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boss_defeated = ?,
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completed_at = ?,
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last_action_at = ?
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WHERE run_id = ?`,
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string(clearedJSON), boolToInt(wasBossRoom), now, now, runID,
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); err != nil {
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return "", err
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}
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return "", nil
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}
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if _, err := db.Get().Exec(`
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UPDATE dnd_zone_run
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SET rooms_cleared = ?,
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current_room = ?,
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last_action_at = CURRENT_TIMESTAMP
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WHERE run_id = ?`,
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string(clearedJSON), next, runID,
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); err != nil {
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return "", err
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}
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r.CurrentRoom = next
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return r.RoomSeq[next], nil
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}
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// abandonZoneRun flags the active run as abandoned. Idempotent: returns
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// ErrNoActiveRun if there is nothing to abandon.
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func abandonZoneRun(userID id.UserID) error {
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r, err := getActiveZoneRun(userID)
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if err != nil {
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return err
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}
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if r == nil {
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return ErrNoActiveRun
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}
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_, err = db.Get().Exec(`
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UPDATE dnd_zone_run
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SET abandoned = 1,
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completed_at = CURRENT_TIMESTAMP,
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last_action_at = CURRENT_TIMESTAMP
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WHERE run_id = ?`, r.RunID)
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return err
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}
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// adjustGMMood clamps mood to [0, 100] and persists. Used by D1d when
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// nat-1/nat-20/zone-completion events fire. delta may be negative.
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func adjustGMMood(runID string, delta int) error {
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_, err := db.Get().Exec(`
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UPDATE dnd_zone_run
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SET gm_mood = MAX(0, MIN(100, gm_mood + ?)),
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last_action_at = CURRENT_TIMESTAMP
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WHERE run_id = ?`, delta, runID)
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return err
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}
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// addLoot appends an item ID to the run's loot manifest. Caller is
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// responsible for actually granting the item to the player's inventory;
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// this is the audit trail of what dropped during the run.
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func addLoot(runID string, itemID string) error {
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r, err := getZoneRun(runID)
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if err != nil {
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return err
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}
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if r == nil {
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return ErrNoActiveRun
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}
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loot := append(r.LootCollected, itemID)
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lootJSON, _ := json.Marshal(loot)
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_, err = db.Get().Exec(`
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UPDATE dnd_zone_run
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SET loot_collected = ?,
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last_action_at = CURRENT_TIMESTAMP
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WHERE run_id = ?`, string(lootJSON), runID)
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return err
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}
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