Files
gogobee/internal/plugin/dnd_expedition_cycle.go
prosolis 5ef10e35dc Phase 5b: player power floor + Phase-3 winners shipped to live
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.

Pieces:
  1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
     class/level so the class-balance harness's in-tier parity
     assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
     refreshes hp_max for existing characters at startup;
     idempotent via db.JobCompleted. hp_current is bumped by the
     same delta so a full-HP character stays at full.
  2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
     +3 weapon.MagicBonus (damage). Applied at the END of
     applyDnDEquipmentLayer (after computeArmorAC's AC override)
     and inside buildHarnessPlayer so live and harness measurement
     match.
  3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
     puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
     the single dangerous fight. Elite is now effectively a
     high-threat event reachable only via the +1-per-20-threat-
     above-40 mod — Phase 4-B's elite-pool monsters still appear,
     just less often.
  4. dailyThreatDrift base 3 → 1. Slows the threat clock so
     players have the days they need before threat tips zones
     into the new 23+ elite band.
  5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
     applied in the temporal-override branch in
     dnd_expedition_cycle.go so tidal / unraveling days scale by
     the same 0.5× — otherwise those days would be
     disproportionately harsh against the new baseline.

The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.

Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 12:11:27 -07:00

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package plugin
import (
"database/sql"
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"gogobee/internal/flavor"
"maunium.net/go/mautrix/id"
)
// Phase 12 E1d — real-time day cycle engine.
// Spec: gogobee_expedition_system.md §3, §12.
//
// Two tickers run at 1-minute granularity: briefings fire once per UTC day
// at 06:00, recaps once per UTC day at 21:00. Each tick walks all active
// expeditions and fires for any whose last_briefing_at / last_recap_at is
// stale relative to today's threshold. Per-expedition gating (rather than
// global JobCompleted) lets a player who started mid-day still receive a
// briefing the next morning even if some other expedition already triggered
// the global ticker.
//
// Day rollover: the briefing also bumps current_day by one and applies one
// day's supply burn. Day 1's briefing fires the first morning *after* the
// expedition begins (so an expedition started at 23:00 doesn't immediately
// flip to Day 2 at midnight; the spec treats Day 1 as the calendar day
// of departure).
const (
expeditionBriefingHour = 6
expeditionRecapHour = 21
)
// expeditionBriefingTicker — 06:00 UTC daily briefing.
func (p *AdventurePlugin) expeditionBriefingTicker() {
ticker := time.NewTicker(1 * time.Minute)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
now := time.Now().UTC()
if now.Hour() != expeditionBriefingHour || now.Minute() != 0 {
continue
}
p.fireExpeditionBriefings(now)
}
}
}
// expeditionRecapTicker — 21:00 UTC daily recap.
func (p *AdventurePlugin) expeditionRecapTicker() {
ticker := time.NewTicker(1 * time.Minute)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
now := time.Now().UTC()
if now.Hour() != expeditionRecapHour || now.Minute() != 0 {
continue
}
p.fireExpeditionRecaps(now)
}
}
}
// fireExpeditionBriefings finds every active expedition without a briefing
// for today's UTC date and fires one per. Public-on-package for testing.
func (p *AdventurePlugin) fireExpeditionBriefings(now time.Time) {
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionBriefingHour, 0, 0, 0, time.UTC)
exps, err := loadExpeditionsNeedingBriefing(threshold)
if err != nil {
slog.Error("expedition: load briefings", "err", err)
return
}
for _, e := range exps {
// Don't roll the expedition day forward into a live turn-based fight:
// an active combat session locks the run, and the briefing burns
// supply / advances the day / processes overnight camp. last_briefing_at
// stays stale, so the rollover simply lands on the next 06:00 tick —
// the expedition holds on its current day for one extra real day, which
// is mild and player-favorable versus mutating a locked run.
if hasActiveCombatSession(id.UserID(e.UserID)) {
slog.Info("expedition: briefing deferred — player in combat session", "expedition", e.ID, "user", e.UserID)
continue
}
if err := p.deliverBriefing(e, now); err != nil {
slog.Error("expedition: briefing", "expedition", e.ID, "err", err)
}
}
}
// fireExpeditionRecaps finds every active expedition without a recap for
// today's UTC date and fires one per.
func (p *AdventurePlugin) fireExpeditionRecaps(now time.Time) {
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionRecapHour, 0, 0, 0, time.UTC)
exps, err := loadExpeditionsNeedingRecap(threshold)
if err != nil {
slog.Error("expedition: load recaps", "err", err)
return
}
for _, e := range exps {
// Same guard as briefings: the recap runs the night wandering check,
// which can bump threat. Don't mutate a run locked by a live fight —
// last_recap_at stays stale and the recap lands on the next tick.
if hasActiveCombatSession(id.UserID(e.UserID)) {
slog.Info("expedition: recap deferred — player in combat session", "expedition", e.ID, "user", e.UserID)
continue
}
if err := p.deliverRecap(e, now); err != nil {
slog.Error("expedition: recap", "expedition", e.ID, "err", err)
}
}
}
// loadExpeditionsNeedingBriefing — active expeditions whose last_briefing_at
// is NULL or strictly before today's 06:00 UTC.
func loadExpeditionsNeedingBriefing(threshold time.Time) ([]*Expedition, error) {
rows, err := db.Get().Query(`
SELECT expedition_id, user_id, zone_id, run_id, status,
start_date, current_day, current_region, boss_defeated,
supplies_json, camp_json, threat_level, threat_siege,
threat_events, temporal_stack, region_state,
xp_earned, coins_earned, gm_mood,
last_briefing_at, last_recap_at, last_activity, completed_at
FROM dnd_expedition
WHERE status = 'active'
AND start_date < ?
AND (last_briefing_at IS NULL OR last_briefing_at < ?)`,
threshold, threshold)
if err != nil {
return nil, err
}
defer rows.Close()
return scanExpeditionRows(rows)
}
// loadExpeditionsNeedingRecap — same but for the 21:00 threshold.
func loadExpeditionsNeedingRecap(threshold time.Time) ([]*Expedition, error) {
rows, err := db.Get().Query(`
SELECT expedition_id, user_id, zone_id, run_id, status,
start_date, current_day, current_region, boss_defeated,
supplies_json, camp_json, threat_level, threat_siege,
threat_events, temporal_stack, region_state,
xp_earned, coins_earned, gm_mood,
last_briefing_at, last_recap_at, last_activity, completed_at
FROM dnd_expedition
WHERE status = 'active'
AND (last_recap_at IS NULL OR last_recap_at < ?)`, threshold)
if err != nil {
return nil, err
}
defer rows.Close()
return scanExpeditionRows(rows)
}
func scanExpeditionRows(rows *sql.Rows) ([]*Expedition, error) {
var out []*Expedition
for rows.Next() {
e, err := scanExpedition(rows)
if err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// deliverBriefing rolls a day forward, applies supply burn, posts the
// morning briefing DM, appends a log entry, and stamps last_briefing_at.
//
// Idempotency: the first thing we do is an atomic compare-and-set on
// last_briefing_at. If another invocation (clock skew, restart, double
// fire) already claimed today's rollover, rowsAffected == 0 and we bail
// without re-applying supply burn / day++ / threat drift.
func (p *AdventurePlugin) deliverBriefing(e *Expedition, now time.Time) error {
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionBriefingHour, 0, 0, 0, time.UTC)
res, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_briefing_at = ?,
last_activity = ?
WHERE expedition_id = ?
AND status = 'active'
AND (last_briefing_at IS NULL OR last_briefing_at < ?)`,
now, now, e.ID, threshold)
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil // already delivered for this day
}
// E3: zone-specific temporal events fire BEFORE applyDailyBurn and
// can override the entire burn calculation with a fixed multiplier
// (Sunken Temple tidal 2.0×, Feywild half-day 0.5×, etc.).
burnOverride := applyZoneTemporalPreBurn(e, e.CurrentDay+1)
// Advance day + supply burn happen together at the morning rollover.
var newSupplies ExpeditionSupplies
var burn float32
if burnOverride.Multiplier > 0 {
// Phase 5-B: temporal overrides bypass applyDailyBurn, so apply
// the same global burn-rate multiplier explicitly here. Without
// this, tidal/unraveling days would burn at pre-Phase-5-B rates
// while normal days burn at half — an inconsistency the user
// would feel as "tidal days are now disproportionately harsh."
burn = e.Supplies.DailyBurn * burnOverride.Multiplier * float32(phase5BDailyBurnRatePct) / 100
newSupplies = e.Supplies
newSupplies.Current -= burn
if newSupplies.Current < 0 {
newSupplies.Current = 0
}
newSupplies.ForagedToday = false
} else {
harsh := e.ThreatLevel > 60 || zoneTemporalHarsh(e)
newSupplies, burn = applyDailyBurn(e.Supplies, harsh, e.SiegeMode)
}
if err := updateSupplies(e.ID, newSupplies); err != nil {
return err
}
if err := advanceExpeditionDay(e.ID); err != nil {
return err
}
e.Supplies = newSupplies
e.CurrentDay++
// E2d: overnight camp rest effects (HP/spells/threat). Auto-breaks
// the camp after applying. Run before threat drift so a fortified
// camp's 5 lands first and a same-day +3 drift can't push back over
// a threshold the rest just dropped.
restSummary := processOvernightCamp(e)
if restSummary != "" {
if fresh, err := getExpedition(e.ID); err == nil && fresh != nil {
e.ThreatLevel = fresh.ThreatLevel
e.SiegeMode = fresh.SiegeMode
e.Camp = fresh.Camp
}
}
// E2a: daily threat drift (+3 base, GM-mood modifier). No-op after
// boss kill. May cross a threshold and append a flavor-bearing log.
if _, _, err := applyDailyThreatDrift(e); err != nil {
slog.Warn("expedition: threat drift", "expedition", e.ID, "err", err)
}
// E3: zone temporal events post-rollover narration (after the day
// has advanced, so e.CurrentDay reflects the new day).
temporalLines := applyZoneTemporalPostRollover(e)
// §4.3: starvation triggers forced extraction. With no CON tracking
// in this layer, the briefing-time check is the practical equivalent
// of "CON reaches 0" — a starvation morning means the player can't
// reasonably press on. Apply the §10.2 coin tax and flip status.
if supplyDepletion(e.Supplies) == SupplyStarvation && e.Status == ExpeditionStatusActive {
_, _, _ = forcedExtractExpedition(e.ID, "starvation")
e.Status = ExpeditionStatusAbandoned
line := flavor.Pick(flavor.ExtractionForced)
_ = appendExpeditionLog(e.ID, e.CurrentDay, "narrative",
"forced extraction: starvation", line)
}
// E5b: if a temporal event (or starvation above) forced extraction,
// apply the §10.2 coin tax. The temporal layer flips the row to
// 'abandoned'; the cycle holds the euro handle to do the debit.
if e.Status == ExpeditionStatusAbandoned && p.euro != nil {
tax := int(float64(e.CoinsEarned) * forcedExtractCoinTaxFrac)
if tax > 0 {
p.euro.Debit(id.UserID(e.UserID), float64(tax),
"forced extraction tax")
}
}
// E6b: sample today's threat into RegionState["max_threat_seen"] before
// any milestone check reads it; then award daily milestones reached by
// the new day count (First Night day 2, Week One day 8, Two Weeks day 15).
_ = recordMaxThreat(e)
milestoneLines := p.checkDailyMilestones(e)
line := pickMorningBriefing(e.CurrentDay)
body := renderMorningBriefing(e, line, burn)
if restSummary != "" {
body += "\n💤 _" + restSummary + "_\n"
}
for _, tl := range temporalLines {
body += "\n🌀 " + tl + "\n"
}
for _, ml := range milestoneLines {
body += "\n" + ml
}
if uid := id.UserID(e.UserID); uid != "" {
if err := p.SendDM(uid, body); err != nil {
slog.Warn("expedition: send briefing DM", "user", uid, "err", err)
}
}
if err := appendExpeditionLog(e.ID, e.CurrentDay, "briefing",
fmt.Sprintf("morning briefing — %.1f SU consumed overnight", burn), line); err != nil {
return err
}
return nil
}
// deliverRecap posts the evening recap DM, appends a log entry, and stamps
// last_recap_at. No supply burn here — that's the briefing's job.
// Idempotency: same pattern as deliverBriefing — claim last_recap_at first.
func (p *AdventurePlugin) deliverRecap(e *Expedition, now time.Time) error {
threshold := time.Date(now.Year(), now.Month(), now.Day(),
expeditionRecapHour, 0, 0, 0, time.UTC)
res, err := db.Get().Exec(`
UPDATE dnd_expedition
SET last_recap_at = ?,
last_activity = ?
WHERE expedition_id = ?
AND status = 'active'
AND (last_recap_at IS NULL OR last_recap_at < ?)`,
now, now, e.ID, threshold)
if err != nil {
return err
}
if n, _ := res.RowsAffected(); n == 0 {
return nil
}
// E2b: night phase wandering check fires before the recap so its
// outcome is part of today's log when the recap renders.
var night *NightCheck
if e.Camp != nil && e.Camp.Active {
c, _ := LoadDnDCharacter(id.UserID(e.UserID))
var charClass DnDClass
if c != nil {
charClass = c.Class
}
nc := resolveWanderingCheck(e, charClass, nil)
if err := processNightCheck(e, nc); err != nil {
slog.Warn("expedition: night check", "expedition", e.ID, "err", err)
}
night = &nc
// §7.4: Feywild double-day fires an extra wandering check.
if e.ZoneID == ZoneFeywildCrossing {
if today, _ := e.RegionState["feywild_today"].(string); today == string(FeywildDistortionDouble) {
extra := resolveWanderingCheck(e, charClass, nil)
if err := processNightCheck(e, extra); err != nil {
slog.Warn("expedition: feywild extra night check", "expedition", e.ID, "err", err)
}
}
}
// Refresh in-memory threat after possible signs-of-passage bump.
if fresh, err := getExpedition(e.ID); err == nil && fresh != nil {
e.ThreatLevel = fresh.ThreatLevel
e.SiegeMode = fresh.SiegeMode
}
}
dayEntries, err := dayLogEntries(e.ID, e.CurrentDay)
if err != nil {
return err
}
line := pickEveningRecap(e, dayEntries)
body := renderEveningRecap(e, line, dayEntries)
if night != nil {
body += "\n" + renderNightCheck(*night)
}
if uid := id.UserID(e.UserID); uid != "" {
if err := p.SendDM(uid, body); err != nil {
slog.Warn("expedition: send recap DM", "user", uid, "err", err)
}
}
if err := appendExpeditionLog(e.ID, e.CurrentDay, "recap",
fmt.Sprintf("evening recap — %d log entries today", len(dayEntries)), line); err != nil {
return err
}
return nil
}
// pickMorningBriefing returns a flavor line based on day-band: Day 1, 3, 7,
// 14, 21 each have their own pool; everything else uses the generic pool.
func pickMorningBriefing(day int) string {
var pool []string
switch day {
case 1:
pool = flavor.MorningBriefingDay1
case 3:
pool = flavor.MorningBriefingDay3
case 7:
pool = flavor.MorningBriefingDay7
case 14:
pool = flavor.MorningBriefingDay14
case 21:
pool = flavor.MorningBriefingDay21
default:
pool = flavor.MorningBriefingGeneric
}
if line := flavor.Pick(pool); line != "" {
return line
}
return flavor.Pick(flavor.MorningBriefingGeneric)
}
// pickEveningRecap chooses a recap line based on what happened today.
// Boss kill > nothing-happened > generic. Close-call detection isn't wired
// in E1d (no HP-delta tracking yet); deferred to E2 alongside the threat
// clock combat hooks.
func pickEveningRecap(e *Expedition, today []ExpeditionEntry) string {
bossKilled := false
combatCount := 0
for _, en := range today {
if en.Type == "combat" {
combatCount++
}
if en.Type == "boss" || strings.Contains(strings.ToLower(en.Summary), "boss defeated") {
bossKilled = true
}
}
if bossKilled {
if l := flavor.Pick(flavor.EveningRecapBossKilled); l != "" {
return l
}
}
// "Nothing happened" = no combat, no narrative-action entries today.
if combatCount == 0 && len(today) <= 1 {
if l := flavor.Pick(flavor.EveningRecapNothingHappened); l != "" {
return l
}
}
return flavor.Pick(flavor.EveningRecapGeneric)
}
// dayLogEntries returns log entries for a specific expedition-day, oldest first.
func dayLogEntries(expID string, day int) ([]ExpeditionEntry, error) {
rows, err := db.Get().Query(`
SELECT entry_id, expedition_id, day, timestamp, entry_type, summary, flavor
FROM dnd_expedition_log
WHERE expedition_id = ? AND day = ?
ORDER BY timestamp ASC, entry_id ASC`, expID, day)
if err != nil {
return nil, err
}
defer rows.Close()
var out []ExpeditionEntry
for rows.Next() {
var e ExpeditionEntry
if err := rows.Scan(
&e.EntryID, &e.ExpeditionID, &e.Day, &e.Timestamp,
&e.Type, &e.Summary, &e.Flavor,
); err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// renderMorningBriefing builds the §12.1 block.
func renderMorningBriefing(e *Expedition, line string, burnConsumed float32) string {
zone, _ := getZone(e.ZoneID)
burn := currentBurn(e)
var b strings.Builder
b.WriteString(fmt.Sprintf("🎭 **TwinBee — Morning Briefing, Day %d**\n\n", e.CurrentDay))
b.WriteString(fmt.Sprintf("📍 **Zone:** %s _(T%d)_\n", zone.Display, int(zone.Tier)))
b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU _(burned %.1f overnight, ~%d days left)_\n",
e.Supplies.Current, e.Supplies.Max, burnConsumed, estimateDays(e.Supplies.Current, burn)))
b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n",
e.ThreatLevel, threatThresholdLabel(e.ThreatLevel, e.SiegeMode)))
if e.TemporalStack != 0 {
b.WriteString(fmt.Sprintf("🌡 **Zone stack:** %d\n", e.TemporalStack))
}
if state := supplyDepletion(e.Supplies); state != SupplyNormal {
b.WriteString(fmt.Sprintf("⚠ **%s** (roll %d)\n",
depletionLabel(state), supplyRollModifier(state)))
}
if line != "" {
b.WriteString("\n")
b.WriteString(line)
b.WriteString("\n")
}
return b.String()
}
// renderEveningRecap builds the §12.2 block.
func renderEveningRecap(e *Expedition, line string, today []ExpeditionEntry) string {
zone, _ := getZone(e.ZoneID)
combatCount := 0
for _, en := range today {
if en.Type == "combat" {
combatCount++
}
}
var b strings.Builder
b.WriteString(fmt.Sprintf("🎭 **TwinBee — Evening Recap, Day %d**\n\n", e.CurrentDay))
b.WriteString(fmt.Sprintf("📍 **Zone:** %s\n", zone.Display))
b.WriteString(fmt.Sprintf("🎒 **Supplies:** %.1f / %.1f SU\n", e.Supplies.Current, e.Supplies.Max))
b.WriteString(fmt.Sprintf("⚔ **Combat encounters today:** %d\n", combatCount))
b.WriteString(fmt.Sprintf("⏰ **Threat:** %d / 100 — %s\n",
e.ThreatLevel, threatThresholdLabel(e.ThreatLevel, e.SiegeMode)))
if e.Camp == nil || !e.Camp.Active {
b.WriteString("\n_You haven't camped tonight. The dungeon does not._\n")
}
if line != "" {
b.WriteString("\n")
b.WriteString(line)
b.WriteString("\n")
}
return b.String()
}