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`!fight` seats the expedition's roster instead of the one player who typed it. Seat 0 is the leader, always: the session row is theirs, the lock is theirs, and `!flee`, the fork, and `!extract` stay their call. A monster that wins initiative now swings before anyone speaks. The session layer used to park every new fight on a player_turn, which is true of the hardcoded solo order and a lie about a party's -- the enemy would forfeit round 1 and nobody would notice. `startPartyCombatSession` rolls the order and sets the phase from it; `handleFightCmd` settles the round before it announces, so the opening block narrates the hit rather than quietly showing its damage. Members were invisible to two commands that had no business ignoring them: `!cast` queued a spell for "next combat" while its caster was standing in one, and `!rest` healed a seated member to full mid boss fight. Both now resolve through the party. Nobody leaves without an answer. A downed member's `!fight` opens the party's fight and tells them why they are not in it. The leader's `!extract` reaches everyone it drags out of the dungeon, and everyone rolls for what moved into their house while they were gone. Supplies burn at 50% x N x 4/5 -- a party eats more than one and less than N. The ratio is exact: 0.8 as a float truncates a party of three to 119%, a permanent tax nobody would have found. Solo is untouched, byte for byte. One seat means one build, one INSERT, no participant rows, the same RNG draws in the same order -- the combat characterization golden does not move, and neither does the balance corpus.
391 lines
15 KiB
Go
391 lines
15 KiB
Go
package plugin
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import (
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"database/sql"
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"encoding/json"
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"errors"
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"fmt"
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"log/slog"
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"strings"
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"time"
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"gogobee/internal/db"
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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// Phase 12 E5 — Extraction & Resume.
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// Spec: gogobee_expedition_system.md §10.
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//
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// - Voluntary (§10.1): !extract — burns 1 in-game day, status='extracting',
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// resumable for 7 real days. All loot/XP/coins kept.
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// - Forced (§10.2): triggered by HP-0 / supplies-0 / Abyss collapse.
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// status='abandoned', 20% coin tax on CoinsEarned, NOT resumable.
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// - Resume (§10.3): !resume within 7 days, repurchase supplies, threat
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// and temporal stacks restored as-is.
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//
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// HP-0 and supplies-0 wiring lives with combat / supply hookups (deferred);
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// this commit ships the helpers and wires the existing Abyss-collapse path.
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const (
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extractResumeWindow = 7 * 24 * time.Hour
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forcedExtractCoinTaxFrac = 0.20
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)
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var (
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ErrNoResumableExpedition = errors.New("no resumable expedition for player")
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ErrResumeWindowExpired = errors.New("expedition resume window expired (7 days)")
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)
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// voluntaryExtractExpedition burns one in-game day's supplies, advances
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// the day counter, and flips status to 'extracting'. The expedition stays
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// resumable until completed_at + 7 days.
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func voluntaryExtractExpedition(userID id.UserID) (*Expedition, error) {
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e, err := getActiveExpedition(userID)
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if err != nil {
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return nil, err
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}
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if e == nil {
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return nil, ErrNoActiveExpedition
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}
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harsh := e.ThreatLevel > 60
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newSupplies, _ := applyExpeditionDailyBurn(e, harsh, e.SiegeMode)
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e.Supplies = newSupplies
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supJSON, _ := json.Marshal(newSupplies)
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'extracting',
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supplies_json = ?,
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current_day = current_day + 1,
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, string(supJSON), e.ID); err != nil {
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return nil, fmt.Errorf("voluntary extract: %w", err)
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}
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e.CurrentDay++
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e.Status = ExpeditionStatusExtracting
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_ = retireAllRegionRuns(e)
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return e, nil
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}
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// forcedExtractExpedition flips an expedition to 'abandoned'. Returns the
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// 20% coin-tax amount the caller should debit (CoinsEarned * 0.20, floored).
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// Reason is appended to the expedition log.
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func forcedExtractExpedition(expID, reason string) (*Expedition, int, error) {
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e, err := getExpedition(expID)
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if err != nil {
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return nil, 0, err
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}
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if e == nil {
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return nil, 0, ErrNoActiveExpedition
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}
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tax := int(float64(e.CoinsEarned) * forcedExtractCoinTaxFrac)
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'abandoned',
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, expID); err != nil {
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return nil, 0, fmt.Errorf("forced extract: %w", err)
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}
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e.Status = ExpeditionStatusAbandoned
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_ = retireAllRegionRuns(e)
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releaseParty(e.ID)
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return e, tax, nil
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}
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// forceExtractExpeditionForRunLoss bridges run-loss call sites (turn-based
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// elite/boss death or flee, exploration combat death, patrol-interrupt
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// death) into the forced-extract flow. Those sites already abandon the
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// zone run, but without flipping the wrapping expedition the ambient
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// ticker keeps DMing about a dungeon the player walked away from. No-op
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// when there is no active expedition for this user.
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func forceExtractExpeditionForRunLoss(userID id.UserID, reason string) {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil {
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return
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}
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if _, _, err := forcedExtractExpedition(exp.ID, reason); err != nil {
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slog.Warn("expedition: force-extract on run loss",
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"user", userID, "expedition", exp.ID, "reason", reason, "err", err)
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}
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}
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// finalizeExpeditionOnZoneClear bridges the run-complete seam (boss down,
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// no outgoing edges) into expedition completion — the success-path twin of
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// forceExtractExpeditionForRunLoss. When the cleared run is the active
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// expedition's current run AND the clear finishes the whole zone (a
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// single-region zone, or the zone-boss region of a multi-region zone), it
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// flips the expedition to 'complete', records boss_defeated, and awards
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// completion milestones. Returns the rendered milestone lines for the caller
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// to append to the run-complete message.
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//
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// No-op (nil) for standalone runs and for mid-zone region clears, which
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// leave the expedition active so inter-region travel can continue. Without
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// this, a cleared zone leaves the expedition 'active' forever and the
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// ambient ticker keeps DMing about a dungeon the player already finished.
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func (p *AdventurePlugin) finalizeExpeditionOnZoneClear(userID id.UserID, runID string) []string {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil {
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return nil
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}
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if exp.RunID != runID {
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return nil // the completed run isn't this expedition's current run
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}
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if IsMultiRegionZone(exp.ZoneID) {
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region, ok := CurrentRegion(exp)
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if !ok {
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return nil
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}
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if _, err := MarkRegionBossDefeated(exp, region.ID); err != nil {
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slog.Warn("expedition: mark region boss defeated",
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"user", userID, "expedition", exp.ID, "region", region.ID, "err", err)
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}
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if !region.IsZoneBoss {
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return nil // region cleared; expedition continues to the next region
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}
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} else {
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// Single-region zone: there's no region registry to flip through
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// MarkRegionBossDefeated, so set the zone-level flag directly.
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exp.BossDefeated = true
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET boss_defeated = 1,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, exp.ID); err != nil {
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slog.Warn("expedition: set boss defeated on zone clear",
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"user", userID, "expedition", exp.ID, "err", err)
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}
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}
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// completeExpedition must run before AwardCompletionMilestones — the
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// latter gates on status == 'complete'.
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if err := completeExpedition(exp.ID, ExpeditionStatusComplete); err != nil {
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slog.Warn("expedition: complete on zone clear",
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"user", userID, "expedition", exp.ID, "err", err)
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return nil
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}
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exp.Status = ExpeditionStatusComplete
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_ = retireAllRegionRuns(exp)
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p.rollZoneTreasure(userID, exp.ZoneID, advTreasureWeightZoneClear)
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return p.AwardCompletionMilestones(exp, false)
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}
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// midZoneRegionClear reports whether the just-completed run (runID) is the
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// active expedition's current run AND finishes a non-boss region of a
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// multi-region zone — i.e. a region clear that leaves the expedition active
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// with a next region to cross into. Returns the cleared region, the next
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// region, and true in that case; zero-values + false for a full zone clear,
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// a standalone run, or any read error. Used to word the run-complete message
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// (region-cleared vs zone-cleared) without re-deriving region state inline.
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func midZoneRegionClear(userID id.UserID, runID string) (cur, next ExpeditionRegion, ok bool) {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil || exp.RunID != runID || !IsMultiRegionZone(exp.ZoneID) {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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region, found := CurrentRegion(exp)
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if !found || region.IsZoneBoss {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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nxt, found := nextRegion(exp.ZoneID, region.ID)
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if !found {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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return region, nxt, true
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}
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// getResumableExpedition returns the most recent 'extracting' row for the
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// user, regardless of age (caller checks the 7-day window).
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func getResumableExpedition(userID id.UserID) (*Expedition, error) {
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row := db.Get().QueryRow(`
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SELECT expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, boss_defeated,
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supplies_json, camp_json, threat_level, threat_siege,
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threat_events, temporal_stack, region_state,
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xp_earned, coins_earned, gm_mood,
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last_briefing_at, last_recap_at, last_ambient_kind,
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last_activity, completed_at
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FROM dnd_expedition
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WHERE user_id = ?
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AND status = 'extracting'
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ORDER BY completed_at DESC
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LIMIT 1`, string(userID))
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e, err := scanExpedition(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 e, err
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}
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// resumeExpedition flips an extracting row back to 'active' with fresh
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// supplies. Threat/temporal/region state are preserved as-is.
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func resumeExpedition(expID string, supplies ExpeditionSupplies) error {
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supJSON, _ := json.Marshal(supplies)
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'active',
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supplies_json = ?,
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completed_at = NULL,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, string(supJSON), expID)
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return err
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}
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// ── !extract command ────────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleExtractCmd(ctx MessageContext, _ 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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exp, isLeader, err := activeExpeditionFor(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
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}
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if exp == nil {
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return p.SendDM(ctx.Sender, "No active expedition to extract from.")
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}
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if !isLeader {
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// Extraction ends the expedition for the whole roster, so it is the
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// leader's call — the same reasoning that makes `!flee` leader-only.
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return p.SendDM(ctx.Sender, "Only your party leader can call the extraction. Ask them to `!extract`, or `!expedition leave` to walk out alone.")
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}
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zone, _ := getZone(exp.ZoneID)
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updated, err := voluntaryExtractExpedition(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't extract: "+err.Error())
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}
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line := flavor.Pick(flavor.ExtractionVoluntary)
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_ = appendExpeditionLog(updated.ID, updated.CurrentDay, "narrative",
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"voluntary extraction", line)
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markActedToday(ctx.Sender)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🚪 **Extraction — %s, Day %d**\n\n",
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zone.Display, updated.CurrentDay))
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if line != "" {
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b.WriteString(line)
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b.WriteString("\n\n")
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}
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// The extraction ends the day for everyone standing in the dungeon, and the
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// roster outlives a voluntary extract — `extracting` is a resumable limbo, so
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// members are still seated and must hear about it. Only the leader can call
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// `!resume`, so the closing line differs per reader.
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expires := (time.Now().UTC().Add(extractResumeWindow)).Format("2006-01-02 15:04 MST")
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p.fanOutExpeditionDM(updated, b.String(), func(uid id.UserID, body string) string {
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if uid == id.UserID(updated.UserID) {
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return body + fmt.Sprintf("Loot, XP, and coins are kept. The dungeon stays where you left it — `!resume` within 7 days to come back. After %s the expedition expires.", expires)
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}
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return body + fmt.Sprintf("Loot, XP, and coins are kept. Your leader can `!resume` within 7 days, and you'll walk back in with them. After %s the expedition expires.", expires)
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})
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// Emergence seam: surfacing from a run is when an animal may have moved
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// into the empty house. Every member surfaced, so every member rolls.
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for _, uid := range expeditionAudience(updated) {
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p.maybeRollPetArrivalOnEmerge(uid)
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}
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return nil
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}
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// ── !resume command ─────────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleResumeCmd(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, "No Adv 2.0 character yet — run `!setup` first.")
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}
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if existing, _ := getActiveExpedition(ctx.Sender); existing != nil {
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zone, _ := getZone(existing.ZoneID)
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You already have an active expedition in **%s** (Day %d). Finish it or `!expedition abandon` first.",
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zone.Display, existing.CurrentDay))
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}
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exp, err := getResumableExpedition(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
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}
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if exp == nil {
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return p.SendDM(ctx.Sender, "No extracted expedition to resume. Use `!expedition start <zone>` to begin a new one.")
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}
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if exp.CompletedAt == nil || time.Since(*exp.CompletedAt) > extractResumeWindow {
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// Expire it so it doesn't keep resurfacing.
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_ = completeExpedition(exp.ID, ExpeditionStatusFailed)
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return p.SendDM(ctx.Sender,
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"That extraction is past its 7-day resume window — the dungeon has reshaped without you. Start a new expedition.")
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}
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resumeZone, _ := getZone(exp.ZoneID)
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// D5-b: prompt for a preset loadout on empty args.
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if strings.TrimSpace(args) == "" {
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return p.SendDM(ctx.Sender, renderLoadoutPrompt(resumeZone, "resume"))
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}
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purchase, err := resolveLoadoutOrParse(strings.TrimSpace(args), resumeZone.Tier)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't parse supply packs: "+err.Error())
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}
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if err := purchase.Validate(resumeZone.Tier); err != nil {
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return p.SendDM(ctx.Sender, "Invalid pack selection: "+err.Error())
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}
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cost := float64(purchase.Cost())
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if p.euro == nil {
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return p.SendDM(ctx.Sender, "Coin system unavailable — try again later.")
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}
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if balance := p.euro.GetBalance(ctx.Sender); balance < cost {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"Not enough coins. Outfitting costs **%d** but you have **%.0f**.",
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int(cost), balance))
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}
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if !p.euro.Debit(ctx.Sender, cost, "expedition resume outfitting: "+string(exp.ZoneID)) {
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return p.SendDM(ctx.Sender, "Couldn't debit outfitting cost (try again).")
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}
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zone, _ := getZone(exp.ZoneID)
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supplies := makeSupplies(zone.Tier, purchase)
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if err := resumeExpedition(exp.ID, supplies); err != nil {
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p.euro.Credit(ctx.Sender, cost, "expedition resume refund")
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return p.SendDM(ctx.Sender, "Couldn't resume: "+err.Error())
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}
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exp.Status = ExpeditionStatusActive
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exp.Supplies = supplies
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// Spawn a fresh DungeonRun for the resumed region; the prior run was
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// abandoned at extract time. Per-room harvest state in RegionState is
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// preserved as-is so progression isn't reset.
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exp.RunID = ""
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exp.RegionState[regionStateRegionRuns] = map[string]string{}
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_ = persistRegionState(exp)
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if _, err := ensureRegionRun(exp, c.Level); err != nil {
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p.euro.Credit(ctx.Sender, cost, "expedition resume refund (run-spawn failed)")
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return p.SendDM(ctx.Sender, "Couldn't outfit the resumed region: "+err.Error())
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}
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line := flavor.Pick(flavor.ExpeditionResume)
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_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
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"expedition resumed", line)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🚪 **Expedition resumed — %s, Day %d**\n\n",
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zone.Display, exp.CurrentDay))
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if line != "" {
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b.WriteString(line)
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b.WriteString("\n\n")
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}
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b.WriteString(fmt.Sprintf("**Re-outfitted:** %.0f SU (%d standard, %d deluxe) — %d coins\n",
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supplies.Max, purchase.StandardPacks, purchase.DeluxePacks, purchase.Cost()))
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b.WriteString(fmt.Sprintf("**Threat:** %d / 100 (resumed at extraction value)\n", exp.ThreatLevel))
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if exp.TemporalStack != 0 {
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b.WriteString(fmt.Sprintf("**Zone stack:** %d (resumed)\n", exp.TemporalStack))
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}
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b.WriteString("\nUse `!expedition status` for the daily briefing.")
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return p.SendDM(ctx.Sender, b.String())
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}
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