Files
gogobee/internal/plugin/expedition_autorun.go
prosolis 1928f75c19 N3/P6b: a party you can actually ask someone to join
!expedition invite / accept / decline / party / leave. The invitee buys
their own loadout and it pools -- a party is a shared burden, not a free
ride.

The plan said invites close "before the first walk". That is not a window,
it is a race: autoRunMinExpeditionAge leaves a fresh expedition alone for
thirty minutes and then the autopilot starts walking it, and the leader's
own !expedition run can beat it there. Thirty minutes is not enough to ask
a friend who is asleep.

So two changes to what the plan specified:

- The window is all of Day 1, not the first step. Supplies burn at the
  night rollover, so a companion who arrives three rooms in pays and
  receives exactly what one who arrived at the gate does.
- An unanswered invite pins the autopilot: loadExpeditionsForAutoRun skips
  any expedition somebody has been asked to join. The leader must not be
  dragged into a boss room while their friend reads the DM. Bounded by
  expeditionInviteTTL (2h) in the query itself, so a forgotten invite
  costs an afternoon, not the expedition.

New table expedition_invite. Absent == nobody was asked, which is true of
every expedition predating N3 -- nothing to backfill, same reading that
let expedition_party and roster_size ship without one.

Details worth keeping:

- Outstanding invites count against expeditionPartyMax. Otherwise a leader
  asks four people and three accept.
- Pooling raises Current *and* Max. supplyDepletion reads the ratio, so
  folding in only Current would read as the party suddenly starving.
- A member's supplies stay in the pool when they !leave. They were spent
  on the expedition, not lent to it; clawing them back would let someone
  starve the party on their way out.
- assertNotAdventuring guards expeditions and rosters but not bare zone
  runs, so accept checks getActiveZoneRun itself -- startExpedition does.
- A party is not a taxi: zoneOpenToLevel gates the invitee on the same
  tier rule !expedition start applies to the leader.
- releaseParty now clears invites too, or someone could accept onto a
  corpse.
- expeditionCmdStatus and the bare `!expedition` switched to
  activeExpeditionFor, and a member typing `!expedition go 2` is told the
  leader picks the path instead of falling through to `start` and being
  told "2" is an unknown zone.

Combat still seats one player -- handleFightCmd is P6c. go test ./...
green, golden byte-identical.
2026-07-09 22:30:11 -07:00

400 lines
15 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 4 of expedition autopilot — background auto-run ticker. Walks
// active expeditions on real time so the player only engages when a real
// decision is needed (fork, elite, boss, low HP/SU, rare node, death).
//
// Design (settled 2026-05-16):
// • Tick every autoRunTickInterval; per-expedition rate-limited by
// autoRunCooldown via a last_autorun_at CAS.
// • Skip when the player is in active combat, inside the briefing/recap
// quiet window, or on a very-fresh expedition (give them a beat).
// • Walk up to autoRunRoomCap rooms per tick. Smaller than foreground's
// cap so background DMs stay digestible.
// • DM-suppression rules (D4-a — long expedition bundling):
// - Surface ONLY for: fork (player decision), death, run-complete,
// boss-safety camp pitch (explicit hold), or a Night=true camp
// pitch (end-of-day digest).
// - Everything else — uneventful walks, preflight pauses, harvest
// interrupts, mid-day rest camps — goes silent. The accumulated
// day reads as one EoD digest DM when the autopilot night-camps.
// - Each successful background walk logs a `walk` entry so the EoD
// digest can count rooms walked without persisting raw narration.
// • Idempotency: CAS-claim last_autorun_at before doing any work. A
// double-fire on the same expedition is a no-op.
const (
// autoRunTickInterval — how often the ticker wakes. The per-expedition
// cooldown is what actually paces; the tick just has to be frequent
// enough that the cooldown is enforced cleanly.
autoRunTickInterval = 15 * time.Minute
// autoRunCooldown — minimum gap between background walks for one
// expedition. 2h is the slow cadence: the dungeon still moves on its
// own while the player is away, but the auto-walk DM stays a
// once-in-a-while ping instead of a steady drip.
autoRunCooldown = 2 * time.Hour
// autoRunMinExpeditionAge — don't auto-walk a brand-new expedition;
// let the player walk the first beat manually so the opening reads
// as deliberate.
autoRunMinExpeditionAge = 30 * time.Minute
// autoRunRoomCap — rooms per background tick. Smaller than the
// foreground cap so a single background DM doesn't dump an
// overwhelming wall of narration.
autoRunRoomCap = 3
)
// expeditionAutoRunTicker — fires the auto-run pass every tick interval.
func (p *AdventurePlugin) expeditionAutoRunTicker() {
ticker := time.NewTicker(autoRunTickInterval)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
p.fireExpeditionAutoRuns(time.Now().UTC())
}
}
}
// fireExpeditionAutoRuns walks active expeditions due for a background
// step and dispatches one walk per. Cheap per-expedition gating happens
// in tryAutoRun; this layer just selects candidates.
func (p *AdventurePlugin) fireExpeditionAutoRuns(now time.Time) {
// Reuse the ambient quiet window — same intent: don't talk over the
// scheduled 06:00 briefing or 21:00 recap.
if inAmbientQuietWindow(now) {
return
}
due, err := loadExpeditionsForAutoRun(
now.Add(-autoRunCooldown), now.Add(-autoRunMinExpeditionAge))
if err != nil {
slog.Error("expedition: load autorun candidates", "err", err)
return
}
for _, expID := range due {
e, err := getExpedition(expID)
if err != nil || e == nil {
continue
}
if e.Status != ExpeditionStatusActive {
continue
}
uid := id.UserID(e.UserID)
if hasActiveCombatSession(uid) {
continue
}
// Honor the rest lockout — short/long rest set RestingUntil and
// foreground !expedition run checks it; background must too, or
// the auto-walk ticker fires through a long rest.
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
if restingLockoutRemaining(c) > 0 {
continue
}
}
if err := p.tryAutoRun(e, now); err != nil {
slog.Warn("expedition: autorun step", "expedition", e.ID, "err", err)
}
}
}
// loadExpeditionsForAutoRun returns active expeditions whose
// last_autorun_at is NULL or older than runCutoff, AND whose start_date
// is older than ageCutoff so a freshly-started expedition isn't yanked
// out from under the player on tick 1.
func loadExpeditionsForAutoRun(runCutoff, ageCutoff time.Time) ([]string, error) {
// N3/P6b: an expedition with an unanswered invite does not walk. The
// leader must not be dragged into a boss room while their friend is still
// reading the DM. Bounded by expeditionInviteTTL, which the invited_at
// comparison enforces here rather than trusting the purge to have run.
rows, err := db.Get().Query(`
SELECT expedition_id
FROM dnd_expedition e
WHERE status = 'active'
AND start_date < ?
AND (last_autorun_at IS NULL OR last_autorun_at < ?)
AND NOT EXISTS (
SELECT 1 FROM expedition_invite i
WHERE i.expedition_id = e.expedition_id
AND i.invited_at > ?)`,
ageCutoff, runCutoff, inviteCutoff())
if err != nil {
return nil, err
}
defer rows.Close()
var ids []string
for rows.Next() {
var s string
if err := rows.Scan(&s); err != nil {
return nil, err
}
ids = append(ids, s)
}
return ids, rows.Err()
}
// autoRunCombatSegmentCap bounds the walk→fight→walk ping-pong inside a
// single background tick. With autoRunRoomCap == 3 rooms/tick the loop
// can realistically only hit a couple doorways; the cap is a backstop
// against a pathological state where a fight wins but the next walk
// re-presents the same doorway.
const autoRunCombatSegmentCap = 8
// runAutopilotWalkDriven runs the compact background walk and, when it
// halts at a boss/elite doorway, drives that fight through the real turn
// engine (manual `!fight` parity — long-expedition D8-f) before resuming
// the walk. It loops walk→fight→walk so one tick still covers up to
// maxRooms rooms, exactly as the old inline-boss path did, but bosses now
// face the player's full kit against the enemy's full multiattack profile
// instead of the rosier inline SimulateCombat path.
//
// Combat narration is suppressed via a silent ctx — the day digest
// summarizes the outcome, matching the rest of the compact autopilot
// surface. The returned result carries the cumulative room count and the
// reason of whichever non-combat stop ended the loop.
func (p *AdventurePlugin) runAutopilotWalkDriven(ctx MessageContext, maxRooms int) autopilotWalkResult {
silent := ctx
silent.Silent = true
total := 0
for seg := 0; seg < autoRunCombatSegmentCap; seg++ {
budget := maxRooms - total
if budget <= 0 {
return autopilotWalkResult{rooms: total, reason: stopOK, finalMsg: autopilotFooter(stopOK, total)}
}
r := p.runAutopilotWalk(ctx, budget, true, false)
if r.initErr != "" {
return r
}
total += r.rooms
r.rooms = total
if r.reason != stopBoss && r.reason != stopElite {
return r
}
// Standing at an elite/boss doorway — drive the fight on the turn
// engine. handleFightCmd opens the session at the current doorway;
// autoDriveCombat loops until it resolves.
won, err := p.autoDriveCombat(silent)
if err != nil {
slog.Warn("expedition: autopilot turn-engine combat", "user", ctx.Sender, "err", err)
// Leave the doorway stop in place; the next tick retries the
// engagement after the cooldown.
return r
}
if won {
// The won session is recorded; the next walk advances the now-
// cleared room (a boss win surfaces as stopComplete, an elite as
// a normal continue). Loop.
continue
}
// Lost: the turn engine never voluntarily flees, so a non-win means
// the party fell. finishCombatSession (CombatStatusLost) already
// abandoned the run and force-extracted the expedition; surface it
// as a death so the digest + pet-emergence seam fire.
if c, _ := LoadDnDCharacter(ctx.Sender); c == nil || c.HPCurrent <= 0 {
r.reason = stopEnded
r.finalMsg = fmt.Sprintf("💀 The party fell in battle after %s. The expedition is over.", roomsWalkedPhrase(total))
return r
}
// Alive but the session didn't open / resolve to a win (rare —
// bestiary miss or stall). Leave the doorway stop; retry next tick.
return r
}
// Segment cap hit — stop cleanly rather than spin.
return autopilotWalkResult{rooms: total, reason: stopOK, finalMsg: autopilotFooter(stopOK, total)}
}
// roomsWalkedPhrase renders "N room(s)" for autopilot footers.
func roomsWalkedPhrase(rooms int) string {
if rooms == 1 {
return "1 room"
}
return fmt.Sprintf("%d rooms", rooms)
}
// tryAutoRun claims the slot for this expedition, runs one background
// walk, and DMs the result if the suppression rules say to. The CAS-
// update is the only persistent side effect on the autorun column —
// supplies/threat/run-graph state are mutated by the walk itself, just
// as they would be in a foreground !expedition run.
func (p *AdventurePlugin) tryAutoRun(e *Expedition, now time.Time) error {
// Long-expedition D2-a — camp dwell gate. A camp (player or auto)
// still inside its dwell window means the party is resting; skip
// the walk entirely. An auto-pitched camp past dwell gets broken
// here so this tick can proceed.
if shouldSkipAutoRunForCamp(e, now) {
return nil
}
autoCampBroken := breakAutoCampIfDue(e, now)
cutoff := now.Add(-autoRunCooldown)
res, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_autorun_at = ?,
last_activity = ?
WHERE expedition_id = ?
AND status = 'active'
AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
now, now, e.ID, cutoff)
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil // someone else got there first
}
uid := id.UserID(e.UserID)
// D8-f — boss/elite encounters route through the real turn engine for
// manual `!fight` parity (enemy multiattack included). Trash mobs still
// auto-resolve on the fast inline path inside the walk.
r := p.runAutopilotWalkDriven(MessageContext{Sender: uid}, autoRunRoomCap)
if r.initErr != "" {
// "no expedition" / "no run" — race with abandon/extract. Silent.
return nil
}
// D4-a — drop a `walk` log entry per successful background walk so
// the EoD digest can count rooms walked from structured logs without
// persisting the raw stream narration we used to DM.
if r.rooms > 0 {
_ = appendExpeditionLog(e.ID, e.CurrentDay, "walk",
fmt.Sprintf("auto-walk: %d room(s)", r.rooms), "")
}
// Long-expedition D2-a — post-walk camp scheduler. After the walk
// settles, see if the autopilot should pitch a rest camp (HP low)
// or a base-camp waypoint (region boss just cleared). The walk's
// own preflight handles low-SU pauses; the scheduler stays out of
// fork/combat/death/complete branches by checking r.reason.
campBlock := ""
var campDecision autoCampDecision
campPitched := false
if r.reason == stopBossSafety {
// D3 — the boss-engage gate tripped. Force-pitch a rest camp
// regardless of decideAutopilotCamp's normal HP threshold and
// its RoomBoss block. Next tick past dwell retries the boss.
if fresh, ferr := getExpedition(e.ID); ferr == nil && fresh != nil &&
fresh.Status == ExpeditionStatusActive {
campBlock, campDecision, campPitched = p.pitchBossSafetyCamp(fresh, now)
}
} else if r.reason != stopEnded && r.reason != stopComplete &&
r.reason != stopBlocked && r.reason != stopFork {
if fresh, ferr := getExpedition(e.ID); ferr == nil && fresh != nil &&
fresh.Status == ExpeditionStatusActive {
campBlock, campDecision, campPitched = p.maybeAutoCamp(fresh, now)
}
}
_ = autoCampBroken // hint reserved for downstream digest tweaks
_ = campPitched // surfaced via campBlock != ""; kept for readability
// D4-a DM dispatch. The old per-tick auto-walk DM is retired in compact
// mode: a Night-camp pitch flushes the accumulated day as a digest;
// every other quiet path stays silent until something interactive fires.
if body, ok := buildAutoRunDM(e.ID, r, campBlock, campDecision); ok {
p.fanOutExpeditionDM(e, body, nil)
// N1/A6 — the end-of-day digest is the primary mid-day event anchor.
// The anchor is a per-player roll against a per-player daily slot, so
// each member rolls their own; a party does not share one event.
if campDecision.Night {
for _, member := range expeditionAudience(e) {
p.maybeFireAnchoredEvent(member, advEventChanceDigest)
}
}
}
// Emergence seam: a run-complete reached by the background ticker is
// still a live emergence — roll pet arrival. See maybeRollPetArrivalOnEmerge.
// Deferred until after the run-summary DM below so the "animal in your
// house" prompt lands after the summary, not ahead of it.
if r.reason == stopComplete {
p.maybeRollPetArrivalOnEmerge(uid)
}
return nil
}
// buildAutoRunDM applies D4-a's surface rules and returns the DM body to
// send. ok=false means the tick is silent. Inputs:
// - expID: the expedition row id (for the EoD digest log fetch).
// - r: walk result, including reason + accumulated stream.
// - camp: rendered camp block from maybeAutoCamp / pitchBossSafetyCamp,
// or "" when no camp was pitched this tick.
// - dec: the camp decision; dec.Night is the trigger for the EoD
// digest variant. Zero-value when no pitch happened.
//
// Surface rules:
// - stopFork / stopEnded / stopComplete → render the walk DM. These
// are the interactive / climax beats and stay their own messages.
// - Night camp pitched → render the EoD digest +
// camp block. Walk stream is dropped (the digest summarizes the day).
// - Boss-safety camp pitched → short hold notice + camp
// block; walk stream dropped (compact bail was deliberate).
// - Anything else → silent.
func buildAutoRunDM(expID string, r autopilotWalkResult, camp string, dec autoCampDecision) (string, bool) {
switch r.reason {
case stopFork, stopEnded, stopComplete:
body := renderAutoRunWalkDM(r)
if camp != "" {
body += camp
}
return body, true
}
if camp == "" {
return "", false
}
if dec.Night {
// EoD digest. The camp pitch already bumped current_day in
// nightRolloverBurn, so the day-that-just-ended is CurrentDay-1.
// digest is the day rollup, then the camp block lays out the rest.
fresh, ferr := getExpedition(expID)
prevDay := 0
if ferr == nil && fresh != nil {
prevDay = fresh.CurrentDay - 1
}
digest := ""
if prevDay > 0 {
digest = renderEndOfDayDigest(expID, prevDay)
}
if digest == "" {
// No structured day yet — fall back to a thin header so the
// camp block isn't dropped on the player without context.
digest = "🌙 *The day winds down.*\n\n"
}
return digest + camp, true
}
if dec.Reason == "boss-safety hold — resting before re-engaging" {
return "⏸ *Holding before the boss — pitching a rest camp.*\n" + camp, true
}
// Non-night auto-camp (mid-day rest / base camp waypoint). Surface a
// short notice so the player can see the dungeon's decision; full
// digest waits for the night pitch.
return camp, true
}
// renderAutoRunWalkDM is the legacy concat-the-stream renderer, kept for
// the surfaces D4-a still DMs (fork / death / run-complete).
func renderAutoRunWalkDM(r autopilotWalkResult) string {
var b strings.Builder
b.WriteString("🚶 *Auto-walk*\n\n")
for _, s := range r.stream {
if s == "" {
continue
}
b.WriteString(s)
b.WriteString("\n\n")
}
b.WriteString(r.finalMsg)
return b.String()
}