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dnd_zone_cmd.go ships handleDnDZoneCmd with subdispatch over the D1b state machine: list, enter <id|#|name>, status, map, advance, abandon. Bare !zone (or !zone list) shows zones available at the player's level with !zone enter hints; an active run is flagged inline so the player can't lose track of it. Enter resolves zone input by ID, 1-based list index, or display name (case/whitespace-insensitive, "the " prefix tolerated), and rejects unknown / tier-locked zones plus duplicate concurrent runs without clobbering the active run. Status reports current room / cleared / loot / GM mood with a band label (effusive/friendly/neutral/grumpy/ hostile per design doc §3.2). Map prints an ASCII layout with ✓ for cleared rooms and ▶ for the current room. Advance is a deliberate D1c stub that calls markRoomCleared and reports the next room — combat resolution per room wires in D1e. Abandon delegates to abandonZoneRun and is idempotent (no-active surfaces a friendly DM, not an error). Wired into adventure.go OnMessage right after the existing D&D commands. 10 new tests cover dispatch (no-char nudge, list with char, enter by ID and by index, unknown-zone rejection, duplicate-run guard, status/map with no run, advance moves the room cursor, abandon clears active and is idempotent), resolveZoneInput across ID/display/index/ case forms, and gmMoodLabel band edges. Full repo test suite green (modulo a pre-existing RNG flake in TestSimulateCombat_FirstAttackBonusImprovesEarlyHits unrelated to this change). TwinBee narration + mood triggers land in D1d. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
335 lines
12 KiB
Go
335 lines
12 KiB
Go
package plugin
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import (
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"fmt"
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"strings"
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)
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// !zone — Phase 11 D1c. The command surface for the dungeon-zone state
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// machine landed in D1b. This file is presentation + dispatch only; the
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// actual run/state plumbing lives in dnd_zone_run.go and the registry in
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// dnd_zone.go.
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//
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// Subcommands:
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//
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// !zone → list zones available at player level
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// !zone list → same
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// !zone enter <id|number|name> → start a run
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// !zone status → current room / cleared count / mood / loot
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// !zone map → ASCII layout of the run with current marker
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// !zone advance → resolve the current room and move on
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// !zone abandon → end the active run (no rewards)
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//
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// Combat resolution per room arrives in D1e; advance currently just
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// records the room as cleared and reports the next room type.
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// TwinBee narration / mood triggers arrive in D1d.
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func (p *AdventurePlugin) handleDnDZoneCmd(ctx MessageContext, args string) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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c, err := LoadDnDCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
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}
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if c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender,
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"No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
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}
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args = strings.TrimSpace(args)
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sub, rest := splitFirstWord(args)
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switch strings.ToLower(sub) {
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case "", "list", "ls":
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return p.zoneCmdList(ctx, c)
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case "enter", "go", "start":
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return p.zoneCmdEnter(ctx, c, rest)
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case "status", "info":
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return p.zoneCmdStatus(ctx)
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case "map", "m":
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return p.zoneCmdMap(ctx)
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case "advance", "next", "a":
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return p.zoneCmdAdvance(ctx)
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case "abandon", "leave", "quit":
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return p.zoneCmdAbandon(ctx)
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default:
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return p.SendDM(ctx.Sender, zoneHelpText())
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}
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}
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func zoneHelpText() string {
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var b strings.Builder
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b.WriteString("**!zone** — dungeon zone runs.\n\n")
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b.WriteString("`!zone` or `!zone list` — show zones available at your level\n")
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b.WriteString("`!zone enter <id|#>` — start a new run\n")
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b.WriteString("`!zone status` — show your current run\n")
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b.WriteString("`!zone map` — show the room layout\n")
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b.WriteString("`!zone advance` — resolve the current room and move on\n")
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b.WriteString("`!zone abandon` — end the active run (no rewards)")
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return b.String()
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}
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// splitFirstWord returns (firstWord, rest) with rest trimmed.
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func splitFirstWord(s string) (string, string) {
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s = strings.TrimSpace(s)
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if s == "" {
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return "", ""
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}
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i := strings.IndexAny(s, " \t")
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if i < 0 {
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return s, ""
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}
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return s[:i], strings.TrimSpace(s[i+1:])
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}
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// ── list ────────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) zoneCmdList(ctx MessageContext, c *DnDCharacter) error {
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zones := zonesForLevel(c.Level)
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if len(zones) == 0 {
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return p.SendDM(ctx.Sender, "No zones available at your level. (This shouldn't happen — file a bug.)")
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}
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var b strings.Builder
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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))
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for i, z := range zones {
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b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d–%d_ `!zone enter %s`\n",
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i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID))
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b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
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}
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if active, _ := getActiveZoneRun(ctx.Sender); active != nil {
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zone, _ := getZone(active.ZoneID)
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b.WriteString(fmt.Sprintf("\n_⚠ Active run: **%s**, room %d/%d. Use `!zone status` or `!zone abandon`._",
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zone.Display, active.CurrentRoom+1, active.TotalRooms))
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// ── enter ───────────────────────────────────────────────────────────────────
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// resolveZoneInput maps a user-typed token (id, display name, or 1-based
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// list index from `!zone list`) to a ZoneID at-or-below the player's
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// allowed tier ceiling. Matching is case-insensitive and forgiving on
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// spaces/underscores.
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func resolveZoneInput(input string, available []ZoneDefinition) (ZoneID, bool) {
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in := strings.ToLower(strings.TrimSpace(input))
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if in == "" {
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return "", false
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}
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// Numeric index into the available list (1-based).
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if n := atoiSafe(in); n >= 1 && n <= len(available) {
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return available[n-1].ID, true
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}
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normIn := strings.ReplaceAll(in, " ", "_")
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for _, z := range available {
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if strings.EqualFold(string(z.ID), in) || strings.EqualFold(string(z.ID), normIn) {
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return z.ID, true
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}
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if strings.EqualFold(z.Display, input) {
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return z.ID, true
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}
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// Loose match: ignore "the " prefix on display name.
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disp := strings.TrimPrefix(strings.ToLower(z.Display), "the ")
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if disp == in || disp == normIn {
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return z.ID, true
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}
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}
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return "", false
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}
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// atoiSafe — returns -1 on parse failure.
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func atoiSafe(s string) int {
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n := 0
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if s == "" {
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return -1
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}
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for _, r := range s {
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if r < '0' || r > '9' {
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return -1
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}
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n = n*10 + int(r-'0')
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}
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return n
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}
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func (p *AdventurePlugin) zoneCmdEnter(ctx MessageContext, c *DnDCharacter, rest string) error {
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if rest == "" {
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return p.SendDM(ctx.Sender,
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"`!zone enter <id|#>` — pick from `!zone list`. Example: `!zone enter goblin_warrens` or `!zone enter 1`.")
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}
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available := zonesForLevel(c.Level)
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id, ok := resolveZoneInput(rest, available)
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if !ok {
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return p.SendDM(ctx.Sender,
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"Unknown zone for your level. Try `!zone list` to see what's available.")
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}
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run, err := startZoneRun(ctx.Sender, id, c.Level, nil)
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if err != nil {
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switch err {
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case ErrRunAlreadyActive:
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active, _ := getActiveZoneRun(ctx.Sender)
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zone, _ := getZone(active.ZoneID)
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You're already in **%s** (room %d/%d). Finish it or `!zone abandon` first.",
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zone.Display, active.CurrentRoom+1, active.TotalRooms))
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case ErrZoneTierLocked:
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return p.SendDM(ctx.Sender,
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"That zone is too far above your level. (Cap: 2 tiers above your current.)")
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case ErrUnknownZone:
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return p.SendDM(ctx.Sender, "Unknown zone.")
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default:
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return p.SendDM(ctx.Sender, "Couldn't start zone run: "+err.Error())
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}
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}
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zone, _ := getZone(run.ZoneID)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🗝 **Entering %s** _(T%d, %d rooms)_\n\n", zone.Display, int(zone.Tier), run.TotalRooms))
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b.WriteString("_" + zone.Hook + "_\n\n")
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b.WriteString(fmt.Sprintf("**Room 1/%d — %s.** Use `!zone advance` to proceed, `!zone map` for layout.",
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run.TotalRooms, prettyRoomType(run.CurrentRoomType())))
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return p.SendDM(ctx.Sender, b.String())
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}
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// ── status ──────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) zoneCmdStatus(ctx MessageContext) error {
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run, err := getActiveZoneRun(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
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}
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if run == nil {
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return p.SendDM(ctx.Sender, "No active zone run. Use `!zone list` then `!zone enter <id>`.")
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}
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zone, _ := getZone(run.ZoneID)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("**%s** — room %d/%d (%s)\n",
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zone.Display, run.CurrentRoom+1, run.TotalRooms, prettyRoomType(run.CurrentRoomType())))
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b.WriteString(fmt.Sprintf("Cleared: %d Loot: %d GM mood: %d/100 (%s)\n",
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len(run.RoomsCleared), len(run.LootCollected), run.GMMood, gmMoodLabel(run.GMMood)))
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b.WriteString(fmt.Sprintf("Started: %s Last action: %s",
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run.StartedAt.Format("2006-01-02 15:04"),
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run.LastActionAt.Format("2006-01-02 15:04")))
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return p.SendDM(ctx.Sender, b.String())
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}
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// gmMoodLabel returns a human-friendly label for the mood gauge per
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// design doc §3.2 mood bands (≥80 effusive, 60–79 friendly, 40–59 neutral,
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// 20–39 grumpy, <20 hostile).
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func gmMoodLabel(mood int) string {
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switch {
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case mood >= 80:
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return "effusive"
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case mood >= 60:
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return "friendly"
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case mood >= 40:
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return "neutral"
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case mood >= 20:
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return "grumpy"
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default:
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return "hostile"
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}
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}
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// prettyRoomType formats a RoomType for display strings.
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func prettyRoomType(rt RoomType) string {
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switch rt {
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case RoomEntry:
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return "Entry"
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case RoomExploration:
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return "Exploration"
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case RoomTrap:
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return "Trap"
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case RoomElite:
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return "Elite"
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case RoomBoss:
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return "Boss"
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default:
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return "?"
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}
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}
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// ── map ─────────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) zoneCmdMap(ctx MessageContext) error {
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run, err := getActiveZoneRun(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
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}
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if run == nil {
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return p.SendDM(ctx.Sender, "No active zone run. Use `!zone enter <id>`.")
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}
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zone, _ := getZone(run.ZoneID)
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cleared := map[int]bool{}
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for _, r := range run.RoomsCleared {
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cleared[r] = true
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}
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var b strings.Builder
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b.WriteString(fmt.Sprintf("**%s — Map**\n```\n", zone.Display))
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for i, rt := range run.RoomSeq {
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marker := " "
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switch {
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case cleared[i]:
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marker = "✓ "
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case i == run.CurrentRoom:
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marker = "▶ "
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}
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b.WriteString(fmt.Sprintf("%s[%d] %s\n", marker, i+1, prettyRoomType(rt)))
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}
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b.WriteString("```")
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return p.SendDM(ctx.Sender, b.String())
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}
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// ── advance ─────────────────────────────────────────────────────────────────
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// zoneCmdAdvance is the D1c stub: it records the current room cleared and
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// reports the next room. Real combat / trap / boss resolution wires in
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// D1e+. This is intentional — D1c ships the *surface*.
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func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
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run, err := getActiveZoneRun(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read run state: "+err.Error())
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}
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if run == nil {
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return p.SendDM(ctx.Sender, "No active zone run. Use `!zone enter <id>`.")
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}
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zone, _ := getZone(run.ZoneID)
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prev := run.CurrentRoomType()
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prevIdx := run.CurrentRoom
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next, err := markRoomCleared(run.RunID)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't advance: "+err.Error())
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}
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if next == "" {
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// Run completed via boss room.
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🏆 **Cleared %s.** Boss defeated. Run complete.\n\n", zone.Display))
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b.WriteString("_(Combat resolution + loot rolls land in D1e — for now this is a clean state-machine win.)_")
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return p.SendDM(ctx.Sender, b.String())
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}
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var b strings.Builder
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b.WriteString(fmt.Sprintf("✓ Cleared room %d (%s).\n", prevIdx+1, prettyRoomType(prev)))
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b.WriteString(fmt.Sprintf("**Room %d/%d — %s.** ", run.CurrentRoom+2, run.TotalRooms, prettyRoomType(next)))
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b.WriteString("`!zone advance` to continue.")
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return p.SendDM(ctx.Sender, b.String())
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}
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// ── abandon ─────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) zoneCmdAbandon(ctx MessageContext) error {
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run, _ := getActiveZoneRun(ctx.Sender)
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if err := abandonZoneRun(ctx.Sender); err != nil {
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if err == ErrNoActiveRun {
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return p.SendDM(ctx.Sender, "No active run to abandon.")
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}
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return p.SendDM(ctx.Sender, "Couldn't abandon run: "+err.Error())
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}
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if run == nil {
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return p.SendDM(ctx.Sender, "Run abandoned.")
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}
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zone, _ := getZone(run.ZoneID)
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"🚪 Abandoned **%s** at room %d/%d. No rewards.",
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zone.Display, run.CurrentRoom+1, run.TotalRooms))
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}
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