Files
gogobee/internal/plugin/dnd_expedition_autopilot_harvest.go
prosolis b76d9bc577 H3 soak close-out: drop dead handleHarvestCmd / handleStandaloneHarvest
H3 retired the manual !forage/!mine/!scavenge/!fish/!essence/!commune
verbs from the command dispatcher in e05da91; the underlying handlers
were left parked behind an operator-gated 2-week soak. The expedition
sim has since exercised the auto-harvest path 15k+ times per sweep
across every class, level, and zone — vastly more coverage than the
soak would have collected in production. Pull the dead handlers now.

Removed:
- handleHarvestCmd (dnd_expedition_harvest.go, ~175 lines)
- handleStandaloneHarvest (dnd_zone_harvest.go, ~80 lines)
- dnd_zone_harvest_test.go (three tests against the deleted handler;
  the autopilot's standalone-storage path is what runs in prod and is
  covered by the cmd/expedition-sim sweep + adv2 scenario test)

The deprecation DM in adventure.go ("Harvest is automatic now — just
walk.") stays for now — muscle memory takes longer than two weeks to
fade and the redirect costs 7 lines.

adv2 scenario test rewired to drive autoHarvestRoom directly.
2026-05-17 17:03:20 -07:00

300 lines
9.3 KiB
Go

package plugin
import (
"fmt"
"math/rand/v2"
"sort"
"strings"
"maunium.net/go/mautrix/id"
)
// Phase 2 of expedition autopilot — auto-harvest on room entry.
// H2 extends this so `!zone advance` calls the same path for standalone
// (no-expedition) zone runs. When exp is nil the loop uses the per-run
// storage in dnd_zone_run.harvest_nodes_json and skips the
// expedition-only side effects (threat, log, region conditions,
// combat-interrupt roll).
//
// Design (Josie semantics, settled 2026-05-17):
// - All applicable actions auto-run on every walked room. Class- and
// kill-gated nodes filter themselves out via the existing per-resource
// restrictions.
// - Every node — Common through Legendary — is auto-attempted. Rarity
// no longer pauses the walk; a whiff on a Rare node is a whiff.
// - A node spawns with N charges. Auto-harvest swings exactly once per
// remaining charge. Success or failure both consume a charge — no
// retry-to-success. This is the entire point of the redesign.
// - Noise interrupts apply threat++ and continue the per-charge loop
// (parity with manual). Standard/Elite/Patrol combat interrupts
// hard-stop the walk: stopEnded on death, stopHarvestCombat otherwise.
// Standalone (exp==nil) mode skips the interrupt roll entirely —
// zone runs already have a patrol mechanism baked into the advance
// pipeline.
// - No SU surcharge — manual !harvest is free; autopilot matches.
// - Per-room footer ("+2 Iron, +1 Sage; 3 fails") + a walk-end tally
// across all rooms.
// autoHarvestSummary holds the aggregated outcome for one room's
// auto-harvest pass. Per-room footer renders from this; expeditionCmdRun
// also folds it into a walk-wide tally for the closing block.
type autoHarvestSummary struct {
Yields map[string]int // resourceID -> total qty granted
Names map[string]string // resourceID -> display name (capture once)
Fails int
NoiseInts int
}
// autoHarvestResult is what autoHarvestRoom returns to the autopilot loop.
type autoHarvestResult struct {
Summary autoHarvestSummary
CombatNarr string // non-empty = a combat interrupt fired during the pass
PlayerEnded bool // true = combat killed the player
}
// allHarvestActions lists every action autopilot will try per room. Order
// matters only for footer readability — class- and gate-restricted nodes
// drop out via the existing filters.
var allHarvestActions = []HarvestAction{
HarvestForage,
HarvestScavenge,
HarvestMine,
HarvestFish,
HarvestEssence,
HarvestCommune,
}
// autoHarvestRoom runs a single auto-harvest pass on the player's current
// room. exp may be nil for standalone zone runs (no expedition); in that
// mode the function uses per-run storage and skips threat/interrupts/log.
// Does not advance the room; only resolves nodes already at the player's
// feet.
func (p *AdventurePlugin) autoHarvestRoom(
userID id.UserID, run *DungeonRun, char *DnDCharacter, exp *Expedition,
) (autoHarvestResult, error) {
res := autoHarvestResult{
Summary: autoHarvestSummary{
Yields: map[string]int{},
Names: map[string]string{},
},
}
if run == nil {
return res, nil
}
if !currentRoomCleared(run) {
return res, nil
}
zoneID := run.ZoneID
if exp != nil {
zoneID = exp.ZoneID
}
nodeID := harvestNodeIDFor(run)
var nodes []HarvestNode
if exp != nil {
nodes = loadHarvestNodes(exp, nodeID)
} else {
loaded, lerr := loadStandaloneHarvestNodes(run.RunID, zoneID, nodeID)
if lerr != nil {
return res, nil
}
nodes = loaded
}
if len(nodes) == 0 {
return res, nil
}
zone, _ := getZone(zoneID)
persistNodes := false
for _, action := range allHarvestActions {
if action == HarvestFish && !isFishingZone(zoneID) {
continue
}
if exp != nil {
if blockReason := zoneConditionHarvestBlock(exp, action); blockReason != "" {
continue
}
}
// One pass per action. Iterate every eligible node (not just the
// lowest-DC one) so a room with two foragables gets two attempts.
for i := range nodes {
n := &nodes[i]
if n.CurrentCharges <= 0 {
continue
}
rdef, ok := FindZoneResource(zoneID, n.ResourceID)
if !ok || rdef.Action != action {
continue
}
if rdef.ClassRestrict != "" && rdef.ClassRestrict != char.Class {
continue
}
if rdef.RequiresKill != "" {
if exp == nil || !regionKillsContains(exp, rdef.RequiresKill) {
continue
}
}
if rdef.ConditionalEvent != "" {
if exp == nil || !regionEventActive(exp, rdef.ConditionalEvent) {
continue
}
}
// Josie semantics: swing exactly once per remaining charge.
// Each swing consumes a charge regardless of outcome.
for n.CurrentCharges > 0 {
// Interrupt roll, expedition-only. Standalone zone runs
// already have a patrol mechanism in the advance pipeline.
if exp != nil {
interrupt, intTotal := resolveCombatInterrupt(
exp.ThreatLevel, int(zone.Tier), char.Class, zoneID, nil)
switch interrupt {
case InterruptNoise:
_ = applyThreatDelta(exp.ID, 2, "harvest noise (§4.2, autopilot)")
res.Summary.NoiseInts++
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "interrupt",
fmt.Sprintf("autopilot noise %s total=%d", string(action), intTotal), "")
// fall through to the d20 roll, same as manual harvest.
case InterruptStandard, InterruptElite, InterruptPatrol:
body, ended := p.runHarvestInterrupt(userID, exp, run, zone, interrupt)
res.CombatNarr = body
res.PlayerEnded = ended
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "interrupt",
fmt.Sprintf("autopilot %s kind=%d total=%d", string(action), int(interrupt), intTotal), "")
if persistNodes {
if exp != nil {
_ = saveHarvestNodes(exp, nodeID, nodes)
} else {
_ = saveStandaloneHarvestNodes(run.RunID, zoneID, nodeID, nodes)
}
}
return res, nil
}
}
// Resolve the harvest attempt.
roll := rand.IntN(20) + 1
mod := harvestActionAbility(char, action) + classHarvestBonus(char.Class, action)
if action == HarvestFish {
if adv, _ := loadAdvCharacter(userID); adv != nil {
mod += fishingSkillBonus(adv.FishingSkill)
}
}
total := roll + mod
dcDelta := 0
if exp != nil {
dcDelta, _ = zoneConditionHarvestDCMod(exp, action)
}
effectiveDC := rdef.DC + dcDelta
outcome := resolveHarvestOutcome(total, effectiveDC)
outcome = rangerRareCatchUpgrade(char.Class, action, outcome, nil)
var grantedQty int
switch outcome {
case OutcomeNothing:
res.Summary.Fails++
case OutcomeCommon:
grantedQty = 1
case OutcomeStandard:
grantedQty = rand.IntN(3) + 1
case OutcomeRich:
grantedQty = rand.IntN(3) + 1
if bonus := pickRichBonus(zoneID, rdef.ID); bonus != nil {
_ = grantHarvestYield(userID, *bonus, 1)
res.Summary.Yields[bonus.ID] += 1
res.Summary.Names[bonus.ID] = bonus.Name
}
}
if grantedQty > 0 {
_ = grantHarvestYield(userID, rdef, grantedQty)
res.Summary.Yields[rdef.ID] += grantedQty
res.Summary.Names[rdef.ID] = rdef.Name
}
// Charge is spent either way under Josie semantics.
n.CurrentCharges--
persistNodes = true
if exp != nil {
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "harvest",
fmt.Sprintf("autopilot %s %s d20=%d total=%d dc=%d → %s",
string(action), rdef.ID, roll, total, rdef.DC, string(outcome)), "")
}
}
}
}
if persistNodes {
var perr error
if exp != nil {
perr = saveHarvestNodes(exp, nodeID, nodes)
} else {
perr = saveStandaloneHarvestNodes(run.RunID, zoneID, nodeID, nodes)
}
if perr != nil && exp != nil {
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "harvest",
fmt.Sprintf("autopilot persistence error: %v", perr), "")
}
}
return res, nil
}
// renderAutoHarvestFooter formats one room's pass as a single compact
// line: "_+2 Scrap Iron, +1 Shadow Herb · 1 fail · 1 close call._".
// Empty string means there's nothing worth showing.
func renderAutoHarvestFooter(s autoHarvestSummary) string {
if len(s.Yields) == 0 && s.Fails == 0 && s.NoiseInts == 0 {
return ""
}
parts := []string{}
// Stable ordering — sort yield keys so test output is deterministic
// and the footer reads consistently across rooms.
keys := make([]string, 0, len(s.Yields))
for k := range s.Yields {
keys = append(keys, k)
}
sort.Strings(keys)
for _, k := range keys {
parts = append(parts, fmt.Sprintf("+%d %s", s.Yields[k], s.Names[k]))
}
if s.Fails > 0 {
noun := "fail"
if s.Fails > 1 {
noun = "fails"
}
parts = append(parts, fmt.Sprintf("%d %s", s.Fails, noun))
}
if s.NoiseInts > 0 {
noun := "close call"
if s.NoiseInts > 1 {
noun = "close calls"
}
parts = append(parts, fmt.Sprintf("%d %s", s.NoiseInts, noun))
}
return "_🎒 " + strings.Join(parts, " · ") + "._"
}
// renderWalkTally formats the cross-room cumulative haul for the walk's
// final block. Empty string when nothing was gathered.
func renderWalkTally(yields map[string]int, names map[string]string) string {
if len(yields) == 0 {
return ""
}
keys := make([]string, 0, len(yields))
for k := range yields {
keys = append(keys, k)
}
sort.Strings(keys)
var b strings.Builder
b.WriteString("**Walk haul:** ")
for i, k := range keys {
if i > 0 {
b.WriteString(", ")
}
b.WriteString(fmt.Sprintf("%d %s", yields[k], names[k]))
}
return b.String()
}