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A combat session abandoned past its 1h TTL is now resumed from persisted mid-state and auto-played through the shared resolver to a real win or loss, rather than flatly marked as a retreat. The bulk-UPDATE sweep is replaced by listExpiredCombatSessions plus a reaper that locks the user, auto-plays the fight, runs the normal close-out, and DMs the outcome. markCombatSessionExpired remains the terminal fallback for sessions that can't be reconstructed. Wired into eventTicker. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
291 lines
9.5 KiB
Go
291 lines
9.5 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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"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 13 — Turn-based combat session persistence.
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//
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// One persisted CombatSession per manual elite/boss fight. The schema
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// (combat_session in db.go) was added in the prior commit; this layer adds
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// the struct, accessors, and the timeout reaper, mirroring the dnd_expedition
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// persistence shape. The intra-round phase state machine that drives a fight
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// across these rows lives in combat_turn_engine.go.
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// Combat session lifecycle status (combat_session.status).
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const (
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CombatStatusActive = "active"
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CombatStatusWon = "won"
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CombatStatusLost = "lost"
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CombatStatusFled = "fled"
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CombatStatusExpired = "expired"
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)
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// Intra-round phase state-machine positions (combat_session.phase).
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const (
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CombatPhasePlayerTurn = "player_turn"
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CombatPhaseEnemyTurn = "enemy_turn"
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CombatPhaseRoundEnd = "round_end"
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CombatPhaseOver = "over"
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)
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// combatSessionTTL is how long a session may sit idle before the timeout
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// reaper sweeps it. Matches the started_at + 1h note in the schema.
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const combatSessionTTL = time.Hour
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// CombatStatuses is the serialized between-round effect state for a fight —
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// the subset of combatState fields that genuinely persist round-to-round
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// (monster-ability effects). Fight-scoped one-shots (rage, Lucky reroll,
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// ward/heal charges) are deliberately not carried here: they reset if a fight
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// is resumed across a bot restart. Extending coverage to those one-shots is
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// the command-wiring PR's job, once it reconstructs Combatants from a session.
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type CombatStatuses struct {
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PoisonTicks int `json:"poison_ticks,omitempty"`
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PoisonDmg int `json:"poison_dmg,omitempty"`
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StunPlayer bool `json:"stun_player,omitempty"`
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Enraged bool `json:"enraged,omitempty"`
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ArmorBroken bool `json:"armor_broken,omitempty"`
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ArmorBreakAmt float64 `json:"armor_break_amt,omitempty"`
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}
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// CombatSession is the in-memory shape of a combat_session row.
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type CombatSession struct {
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SessionID string
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UserID string
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RunID string
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EncounterID string
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EnemyID string
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Round int
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Phase string
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PlayerHP int
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PlayerHPMax int
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EnemyHP int
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EnemyHPMax int
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Statuses CombatStatuses
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TurnLog []CombatEvent
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Status string
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StartedAt time.Time
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LastActionAt time.Time
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ExpiresAt time.Time
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}
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// IsActive reports whether the fight is still in flight.
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func (s *CombatSession) IsActive() bool { return s.Status == CombatStatusActive }
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// Errors returned by the combat session layer.
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var (
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ErrCombatSessionAlreadyActive = errors.New("combat session already active for player")
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ErrNoActiveCombatSession = errors.New("no active combat session for player")
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)
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// combatSessionCols is the shared SELECT column list, kept in sync with
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// scanCombatSession's Scan order.
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const combatSessionCols = `
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session_id, user_id, run_id, encounter_id, enemy_id,
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round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
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statuses_json, turn_log_json, status,
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started_at, last_action_at, expires_at`
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// newCombatSessionID — 16-char hex token. Same scheme as zone runs / expeditions.
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func newCombatSessionID() string {
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var b [8]byte
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if _, err := cryptorand.Read(b[:]); err != nil {
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// Vanishingly unlikely; fall through with a zeroed prefix.
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}
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return hex.EncodeToString(b[:])
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}
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// startCombatSession opens a new manual fight for the player. The caller has
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// already resolved the encounter and built the enemy/player HP pools. At most
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// one row per user may be 'active' — enforced here, not by a DB constraint.
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func startCombatSession(userID id.UserID, runID, encounterID, enemyID string, playerHP, playerHPMax, enemyHP, enemyHPMax int) (*CombatSession, error) {
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existing, err := getActiveCombatSession(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, ErrCombatSessionAlreadyActive
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}
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now := time.Now().UTC()
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s := &CombatSession{
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SessionID: newCombatSessionID(),
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UserID: string(userID),
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RunID: runID,
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EncounterID: encounterID,
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EnemyID: enemyID,
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Round: 1,
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Phase: CombatPhasePlayerTurn,
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PlayerHP: playerHP,
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PlayerHPMax: playerHPMax,
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EnemyHP: enemyHP,
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EnemyHPMax: enemyHPMax,
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TurnLog: []CombatEvent{},
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Status: CombatStatusActive,
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StartedAt: now,
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LastActionAt: now,
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ExpiresAt: now.Add(combatSessionTTL),
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}
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statusesJSON, _ := json.Marshal(s.Statuses)
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logJSON, _ := json.Marshal(s.TurnLog)
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if _, err := db.Get().Exec(`
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INSERT INTO combat_session
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(session_id, user_id, run_id, encounter_id, enemy_id,
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round, phase, player_hp, player_hp_max, enemy_hp, enemy_hp_max,
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statuses_json, turn_log_json, status,
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started_at, last_action_at, expires_at)
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VALUES (?, ?, ?, ?, ?, 1, ?, ?, ?, ?, ?, ?, ?, 'active', ?, ?, ?)`,
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s.SessionID, s.UserID, s.RunID, s.EncounterID, s.EnemyID,
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s.Phase, s.PlayerHP, s.PlayerHPMax, s.EnemyHP, s.EnemyHPMax,
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string(statusesJSON), string(logJSON), now, now, s.ExpiresAt,
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); err != nil {
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return nil, fmt.Errorf("insert combat session: %w", err)
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}
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return s, nil
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}
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// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).
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func getActiveCombatSession(userID id.UserID) (*CombatSession, error) {
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row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
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FROM combat_session
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WHERE user_id = ? AND status = 'active'
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ORDER BY started_at DESC
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LIMIT 1`, string(userID))
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s, err := scanCombatSession(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 s, err
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}
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// getCombatSession fetches by ID regardless of status. Test/admin/reaper use.
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func getCombatSession(sessionID string) (*CombatSession, error) {
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row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
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FROM combat_session WHERE session_id = ?`, sessionID)
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s, err := scanCombatSession(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 s, err
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}
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// getCombatSessionForEncounter returns the most recent session for a
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// (run, encounter) pair regardless of status, or (nil, nil) if none exists.
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// The room-resolution path uses it to tell "elite not yet fought" (nil) apart
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// from "elite already won" (a terminal session) without an active-only filter.
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func getCombatSessionForEncounter(runID, encounterID string) (*CombatSession, error) {
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row := db.Get().QueryRow(`SELECT `+combatSessionCols+`
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FROM combat_session
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WHERE run_id = ? AND encounter_id = ?
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ORDER BY started_at DESC
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LIMIT 1`, runID, encounterID)
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s, err := scanCombatSession(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 s, err
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}
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func scanCombatSession(row scanner) (*CombatSession, error) {
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var (
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s CombatSession
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statusesJSON string
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logJSON string
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)
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if err := row.Scan(
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&s.SessionID, &s.UserID, &s.RunID, &s.EncounterID, &s.EnemyID,
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&s.Round, &s.Phase, &s.PlayerHP, &s.PlayerHPMax, &s.EnemyHP, &s.EnemyHPMax,
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&statusesJSON, &logJSON, &s.Status,
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&s.StartedAt, &s.LastActionAt, &s.ExpiresAt,
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); err != nil {
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return nil, err
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}
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if statusesJSON != "" {
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if err := json.Unmarshal([]byte(statusesJSON), &s.Statuses); err != nil {
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return nil, fmt.Errorf("decode statuses_json: %w", err)
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}
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}
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if logJSON != "" {
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if err := json.Unmarshal([]byte(logJSON), &s.TurnLog); err != nil {
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return nil, fmt.Errorf("decode turn_log_json: %w", err)
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}
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}
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if s.TurnLog == nil {
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s.TurnLog = []CombatEvent{}
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}
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return &s, nil
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}
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// saveCombatSession persists the mutable fields after a state-machine step.
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// session_id / user_id / run_id / encounter_id / enemy_id / *_hp_max are
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// immutable for a fight's lifetime and are not rewritten.
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func saveCombatSession(s *CombatSession) error {
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statusesJSON, _ := json.Marshal(s.Statuses)
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logJSON, _ := json.Marshal(s.TurnLog)
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now := time.Now().UTC()
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if _, err := db.Get().Exec(`
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UPDATE combat_session
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SET round = ?, phase = ?,
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player_hp = ?, enemy_hp = ?,
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statuses_json = ?, turn_log_json = ?,
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status = ?, last_action_at = ?
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WHERE session_id = ?`,
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s.Round, s.Phase, s.PlayerHP, s.EnemyHP,
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string(statusesJSON), string(logJSON), s.Status, now, s.SessionID,
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); err != nil {
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return err
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}
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s.LastActionAt = now
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return nil
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}
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// listExpiredCombatSessions returns every active session past its expires_at.
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// The timeout reaper (reapExpiredCombatSessions) auto-plays each of these to a
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// real win/loss from persisted mid-state — per the 2026-05-13 decision, an
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// abandoned fight is finished by the engine, not flatly marked as a retreat.
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func listExpiredCombatSessions() ([]*CombatSession, error) {
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rows, err := db.Get().Query(`SELECT `+combatSessionCols+`
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FROM combat_session
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WHERE status = 'active'
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AND expires_at <= CURRENT_TIMESTAMP
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ORDER BY started_at ASC`)
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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 []*CombatSession
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for rows.Next() {
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s, err := scanCombatSession(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, s)
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}
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return out, rows.Err()
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}
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// markCombatSessionExpired is the fallback terminal outcome for a stale session
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// the reaper cannot auto-play (zone run gone, enemy missing from the bestiary,
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// or a runaway fight that won't converge). It parks the row in 'expired'/'over'
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// with no fatal-blow side effects — treated like a retreat.
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func markCombatSessionExpired(sessionID string) error {
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_, err := db.Get().Exec(`
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UPDATE combat_session
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SET status = 'expired',
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phase = 'over',
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last_action_at = CURRENT_TIMESTAMP
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WHERE session_id = ? AND status = 'active'`, sessionID)
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return err
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}
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