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https://github.com/prosolis/gogobee.git
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RunExpedition now drives expeditions end-to-end through the production plugin paths: - TickDay calls deliverRecap + deliverBriefing with a synthetic clock anchored on exp.StartDate, advancing one day per call without real-time waits. - Autopilot bursts use compact mode so elite gates auto-resolve inline. - Boss / surviving elite gates are auto-resolved via handleFightCmd + looped handleAttackCmd until the session flips Won/Lost/Fled. - Forks resolve to path 1 deterministically. - SimResult exposes StopCode, Walks, DayTicks, Threat, plus the full dnd_expedition_log projected as SimLogEntry rows.
414 lines
13 KiB
Go
414 lines
13 KiB
Go
package plugin
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// Expedition sim runner — headless driver that walks expeditions through
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// the production plugin code paths against a temp sqlite DB. Used by
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// cmd/expedition-sim to generate batched corpora for H3/H4 analysis.
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//
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// SendDM is a no-op when AdventurePlugin.Client is nil, so the runner
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// reads ground truth from the DB rather than parsing transcripts. The
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// real-time day cycle (06:00/21:00 cron) is bypassed; the runner drives
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// it directly via TickDay, which calls deliverRecap + deliverBriefing
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// with a synthetic clock so multi-day expeditions are reachable without
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// real-time waits.
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import (
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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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// SimRunner owns a temp-DB AdventurePlugin + EuroPlugin pair and exposes
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// just enough surface to drive synthetic players end-to-end.
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type SimRunner struct {
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P *AdventurePlugin
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Euro *EuroPlugin
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}
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// NewSimRunner initializes a fresh sqlite DB in dataDir and constructs
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// the plugin pair. dataDir should already exist and be writable; the
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// caller is responsible for cleanup. Re-init after a Close+new dataDir.
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func NewSimRunner(dataDir string) (*SimRunner, error) {
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db.Close()
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if err := db.Init(dataDir); err != nil {
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return nil, fmt.Errorf("db init: %w", err)
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}
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euro := &EuroPlugin{}
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p := &AdventurePlugin{euro: euro}
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return &SimRunner{P: p, Euro: euro}, nil
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}
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// Close releases the shared sqlite handle. Safe to call multiple times.
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func (s *SimRunner) Close() {
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db.Close()
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}
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// BuildCharacter persists a synthetic character at (class, level) under
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// uid, with adventure_character + dnd_character + spell-slot rows wired
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// up so handleDnDExpeditionCmd accepts them. Stats are class-flavored
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// but otherwise vanilla (no race/subclass perks, no equipment).
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func (s *SimRunner) BuildCharacter(uid id.UserID, class DnDClass, level int) (*DnDCharacter, error) {
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if err := createAdvCharacter(uid, "sim_"+string(class)); err != nil {
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return nil, fmt.Errorf("createAdvCharacter: %w", err)
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}
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c := &DnDCharacter{
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UserID: uid,
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Race: RaceHuman,
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Class: class,
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Level: level,
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}
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applyClassBaselineStats(c)
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conMod := abilityModifier(c.CON)
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c.HPMax = computeMaxHP(c.Class, conMod, level)
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c.HPCurrent = c.HPMax
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c.ArmorClass = computeAC(c.Class, abilityModifier(c.DEX))
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c.ShortRestCharges = level
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if err := SaveDnDCharacter(c); err != nil {
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return nil, fmt.Errorf("SaveDnDCharacter: %w", err)
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}
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if pool := slotsForClassLevel(class, level); len(pool) > 0 {
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if err := setSpellSlotsForLevel(uid, class, level); err != nil {
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return nil, fmt.Errorf("setSpellSlotsForLevel: %w", err)
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}
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}
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return c, nil
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}
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// applyClassBaselineStats sets ability scores that put each class in
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// its expected role band — martials prioritize STR/CON, casters their
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// casting stat. Values mirror the array choices in the class-balance
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// harness so sim numbers stay comparable.
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func applyClassBaselineStats(c *DnDCharacter) {
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switch c.Class {
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case ClassFighter, ClassPaladin:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 16, 13, 15, 8, 12, 10
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case ClassRogue, ClassRanger:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 10, 16, 14, 12, 13, 8
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case ClassMage, ClassSorcerer:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 14, 13, 16, 12, 10
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case ClassCleric, ClassDruid:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 12, 10, 14, 8, 16, 13
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case ClassBard, ClassWarlock:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 13, 14, 10, 12, 16
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default:
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c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 12, 12, 12, 12, 12, 12
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}
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}
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// SimResult is the per-expedition summary the runner emits.
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type SimResult struct {
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UserID string
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Class string
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Level int
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Zone string
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Outcome string // "extracted" | "cleared" | "tpk" | "boss_doorway" | "fork" | "halted" | "ongoing"
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StopCode string // sim-stopReason label of the last autopilot walk
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Rooms int // total rooms walked across all autopilot bursts
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Walks int // autopilot walk invocations (each = up to autopilotRoomCap rooms)
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DayTicks int // synthetic day rollovers fired by TickDay
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StartHP int
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EndHP int
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StartCoin float64
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EndCoin float64
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SUStart float32
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SUEnd float32
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DaysAtEnd int
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Threat int
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Log []SimLogEntry
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}
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// SimLogEntry is a JSONL-friendly projection of one dnd_expedition_log
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// row. We expose just the fields a post-hoc analyzer needs without
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// pulling the full ExpeditionEntry type.
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type SimLogEntry struct {
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Day int
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Type string
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Summary string
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Flavor string
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TS time.Time
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}
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// RunExpedition starts an expedition for uid in zoneID and loops the
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// autopilot walk (compact mode, so elite rooms auto-resolve inline)
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// until a hard stop fires. Between walks it fast-forwards the day
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// cycle so multi-day expeditions complete without real-time waits.
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//
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// walkCap bounds the number of autopilot bursts as a safety net. Each
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// burst walks up to autopilotRoomCap rooms.
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//
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// Pre-state: uid must own a synthetic character via BuildCharacter and
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// have a coin balance sufficient for outfitting (caller's responsibility).
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func (s *SimRunner) RunExpedition(uid id.UserID, zoneID ZoneID, walkCap int) (*SimResult, error) {
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c, err := LoadDnDCharacter(uid)
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if err != nil || c == nil {
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return nil, fmt.Errorf("LoadDnDCharacter: %w", err)
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}
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res := &SimResult{
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UserID: string(uid),
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Class: string(c.Class),
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Level: c.Level,
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Zone: string(zoneID),
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StartHP: c.HPCurrent,
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StartCoin: s.Euro.GetBalance(uid),
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}
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ctx := MessageContext{Sender: uid}
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if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(zoneID)); err != nil {
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return res, fmt.Errorf("expedition start: %w", err)
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}
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exp, _ := getActiveExpedition(uid)
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if exp == nil {
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res.Outcome = "halted"
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return res, fmt.Errorf("expedition did not persist after start")
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}
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res.SUStart = exp.Supplies.Current
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for i := 0; i < walkCap; i++ {
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walk := s.P.runAutopilotWalk(ctx, autopilotRoomCap, true)
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if walk.initErr != "" {
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res.Outcome = "halted"
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res.StopCode = "init:" + walk.initErr
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break
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}
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res.Walks++
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res.Rooms += walk.rooms
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res.StopCode = stopReasonLabel(walk.reason)
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// Hard exits: walk says we're done.
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switch walk.reason {
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case stopEnded:
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res.Outcome = "tpk"
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i = walkCap // exit
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case stopComplete:
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res.Outcome = "cleared"
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i = walkCap
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case stopBoss, stopElite:
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// Auto-resolve the encounter: !fight to open, then !attack
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// per round until the session resolves (won / lost / fled).
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killed, err := s.autoResolveCombat(ctx)
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if err != nil {
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res.Outcome = "halted"
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res.StopCode = "combat:" + err.Error()
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i = walkCap
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break
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}
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if !killed {
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// Player lost or fled — autopilot can't continue past the
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// gate. Record outcome and stop.
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if c2, _ := LoadDnDCharacter(uid); c2 == nil || c2.HPCurrent <= 0 {
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res.Outcome = "tpk"
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} else {
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res.Outcome = "fled"
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}
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i = walkCap
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}
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// Boss kill closes the run via combat resolution → continue
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// the loop so the next walk picks up the cleared-run state.
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case stopFork:
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// Deterministic sim policy: always take path 1. Real players
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// pick based on intent; the sim just needs to make progress.
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if err := s.P.handleDnDExpeditionCmd(ctx, "go 1"); err != nil {
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res.Outcome = "halted"
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res.StopCode = "fork:" + err.Error()
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i = walkCap
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break
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}
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case stopBlocked:
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res.Outcome = "blocked"
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i = walkCap
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default:
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// stopOK / stopPreflight / stopHarvestCombat — soft stops.
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// Fast-forward a day so the next walk has fresh supplies
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// budgeted, HP that overnight camp may have healed, and
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// threat drift recorded.
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if exp, _ = getActiveExpedition(uid); exp == nil {
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res.Outcome = "extracted"
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i = walkCap
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break
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}
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if err := s.TickDay(exp); err != nil {
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res.Outcome = "halted"
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res.StopCode = "tick:" + err.Error()
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i = walkCap
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break
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}
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res.DayTicks++
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// TickDay may have force-extracted (starvation). Re-check.
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if exp, _ = getActiveExpedition(uid); exp == nil {
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res.Outcome = "extracted"
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i = walkCap
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}
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}
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}
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if res.Outcome == "" {
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res.Outcome = "ongoing"
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}
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if c2, _ := LoadDnDCharacter(uid); c2 != nil {
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res.EndHP = c2.HPCurrent
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}
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res.EndCoin = s.Euro.GetBalance(uid)
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if exp2, _ := getActiveExpedition(uid); exp2 != nil {
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res.SUEnd = exp2.Supplies.Current
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res.DaysAtEnd = exp2.CurrentDay
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res.Threat = exp2.ThreatLevel
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// Pull the full log for the live expedition.
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res.Log, _ = simLogEntries(exp2.ID)
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} else {
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// Expedition closed — the row may still be queryable by the
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// most-recent expedition for the user.
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if past := mostRecentExpeditionID(uid); past != "" {
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res.Log, _ = simLogEntries(past)
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}
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}
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return res, nil
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}
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// autoResolveCombat dispatches !fight at the current elite/boss gate,
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// then loops !attack until the combat session resolves. Returns true
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// when the player won (enemy dead, room cleared), false when the
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// player lost or fled. autoCombatRoundCap is a safety cap against
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// pathological stalemates (shouldn't trigger in practice — combat is
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// strictly monotone in HP).
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const autoCombatRoundCap = 200
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func (s *SimRunner) autoResolveCombat(ctx MessageContext) (bool, error) {
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if err := s.P.handleFightCmd(ctx); err != nil {
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return false, fmt.Errorf("fight: %w", err)
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}
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sess, err := getActiveCombatSession(ctx.Sender)
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if err != nil {
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return false, fmt.Errorf("getActiveCombatSession: %w", err)
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}
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if sess == nil {
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// No session opened (bestiary miss, doorway already cleared).
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return false, nil
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}
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sessionID := sess.SessionID
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for i := 0; i < autoCombatRoundCap; i++ {
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// Re-fetch by id so we can read Won/Lost/Fled — the "active"
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// filter on getActiveCombatSession returns nil once status flips.
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cur, err := getCombatSession(sessionID)
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if err != nil {
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return false, fmt.Errorf("getCombatSession: %w", err)
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}
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if cur == nil {
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return false, fmt.Errorf("combat session %s vanished mid-fight", sessionID)
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}
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switch cur.Status {
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case CombatStatusWon:
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return true, nil
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case CombatStatusLost, CombatStatusFled:
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return false, nil
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}
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if err := s.P.handleAttackCmd(ctx); err != nil {
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return false, fmt.Errorf("attack iter %d: %w", i, err)
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}
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}
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return false, fmt.Errorf("combat exceeded %d rounds", autoCombatRoundCap)
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}
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// TickDay drives one synthetic day rollover for exp: 21:00 recap of
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// the current day, then 06:00 briefing of the next day. The briefing
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// is what bumps current_day and applies supply burn / overnight camp /
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// threat drift. exp is re-read from the DB after each step so callers
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// see fresh state.
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//
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// The clock is anchored on exp.StartDate so repeat calls advance one
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// real-day per call regardless of wall-clock time when the sim runs.
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func (s *SimRunner) TickDay(exp *Expedition) error {
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if exp == nil {
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return fmt.Errorf("nil expedition")
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}
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// Anchor on start_date + current_day so each call lands on a fresh
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// (day, threshold) pair. CurrentDay starts at 1; we want the recap
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// of day D to fire before the briefing of day D+1.
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dayBase := time.Date(
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exp.StartDate.Year(), exp.StartDate.Month(), exp.StartDate.Day(),
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0, 0, 0, 0, time.UTC,
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).AddDate(0, 0, exp.CurrentDay-1)
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recapAt := dayBase.Add(time.Duration(expeditionRecapHour) * time.Hour).Add(30 * time.Second)
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if err := s.P.deliverRecap(exp, recapAt); err != nil {
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return fmt.Errorf("deliverRecap: %w", err)
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}
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if fresh, _ := getExpedition(exp.ID); fresh != nil {
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*exp = *fresh
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}
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briefAt := dayBase.AddDate(0, 0, 1).Add(time.Duration(expeditionBriefingHour) * time.Hour).Add(30 * time.Second)
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if err := s.P.deliverBriefing(exp, briefAt); err != nil {
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return fmt.Errorf("deliverBriefing: %w", err)
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}
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if fresh, _ := getExpedition(exp.ID); fresh != nil {
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*exp = *fresh
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}
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return nil
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}
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// simLogEntries returns every dnd_expedition_log row for expID, oldest
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// first, projected into SimLogEntry.
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func simLogEntries(expID string) ([]SimLogEntry, error) {
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rows, err := db.Get().Query(`
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SELECT day, timestamp, entry_type, summary, flavor
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FROM dnd_expedition_log
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WHERE expedition_id = ?
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ORDER BY timestamp ASC, entry_id ASC`, expID)
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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 []SimLogEntry
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for rows.Next() {
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var e SimLogEntry
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if err := rows.Scan(&e.Day, &e.TS, &e.Type, &e.Summary, &e.Flavor); err != nil {
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return nil, err
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}
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out = append(out, e)
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}
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return out, rows.Err()
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}
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// mostRecentExpeditionID looks up the latest expedition row for uid —
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// used after RunExpedition to recover the log even when the expedition
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// has been extracted (and so is no longer "active").
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func mostRecentExpeditionID(uid id.UserID) string {
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var id string
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_ = db.Get().QueryRow(`
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SELECT expedition_id
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FROM dnd_expedition
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WHERE user_id = ?
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ORDER BY start_date DESC
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LIMIT 1`, string(uid)).Scan(&id)
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return id
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}
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// stopReasonLabel maps the internal stopReason enum to a stable string
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// for sim output (callers outside the package can't switch on the enum).
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func stopReasonLabel(r stopReason) string {
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switch r {
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case stopOK:
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return "ok"
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case stopFork:
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return "fork"
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case stopElite:
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return "elite"
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case stopBoss:
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return "boss"
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case stopEnded:
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return "ended"
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case stopComplete:
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return "complete"
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case stopBlocked:
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return "blocked"
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case stopHarvestCombat:
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return "harvest_combat"
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case stopPreflight:
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return "preflight"
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default:
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return "unknown"
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}
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}
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