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A per-player NPC rival who "runs" the same zone progression on a midnight ticker at ~1.3x the player's own clear pace, staying just ahead so it's a race you can always see and nearly catch. Pure theatre: no combat, no punishment, only race pressure and two payoffs at each zone clear. - New adventure_shadow table, deliberately OUTSIDE the player_meta save fan-out so a character save can never clobber the ticker's advance (the isolation journal_pages earns by being grant-only, made structural). No bootstrap: absent row == no Shadow, minted lazily on first advance. - midnightReset advances every player's Shadow once per UTC day (own idempotency guard); lead-capped so it never runs >2.5 zones ahead. When it clears a zone the player hasn't, it leaves a journal page waiting (D1 tie-in). - Morning-briefing race-pressure one-liners (TwinBee voice, deterministic). - Zone-clear payoff in finalizeExpeditionOnZoneClear: a bonus-XP crow when the player got there first, or the Shadow's waiting page when it did. - !adventure shadow status view. Review fixes (3 finders + verify) folded in before commit: - Crow XP is now set-once per zone (crowed_mask), so re-running a zone the Shadow hasn't reached can't farm it. - The waiting page is granted BEFORE the pending bit is retired, so a transient grant failure leaves the debt for the next clear instead of swallowing a page. - The crow line no longer claims "+XP" when the grant errored. Combat golden byte-identical (Shadow never touches SimulateCombat); go build/vet/test green repo-wide. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
433 lines
16 KiB
Go
433 lines
16 KiB
Go
package plugin
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import (
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"database/sql"
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"fmt"
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"hash/fnv"
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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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"maunium.net/go/mautrix/id"
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)
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// The Shadow (N6/D3) — a per-player simulated rival adventurer. It "runs" the
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// same zone progression the player does, advanced once per UTC day by the
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// midnight ticker at ~1.3x the player's own long-run clear pace, so it stays
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// just ahead: a rival you can always see and always nearly catch.
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//
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// It is pure theatre. There is no Shadow combat, no punishment, no state the
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// player can lose. The only mechanics are race pressure (a morning-briefing
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// line telling you where it is relative to you) and two payoffs at each zone
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// clear: beat the Shadow to a zone and TwinBee crows a little bonus XP; let the
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// Shadow clear it first and it leaves a journal page waiting in the boss room
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// (the D1 campaign tie-in). All Shadow narration TwinBee speaks is first-person,
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// he/him, implicit-subject — the campaign voice rules (feedback_twinbee_voice,
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// feedback_twinbee_is_male). The Shadow itself is referred to as "the Shadow"
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// (or by its name); "he" in TwinBee's lines is TwinBee, never a third-person
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// "TwinBee".
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const (
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// shadowPaceMultiplier keeps the Shadow just ahead: it clears at ~1.3x the
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// player's own long-run pace.
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shadowPaceMultiplier = 1.3
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// shadowMinDailyStep is the floor on a day's advance, so a brand-new or idle
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// player still watches the rival creep forward rather than sit frozen.
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shadowMinDailyStep = 0.2
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// shadowMaxDailyStep caps a day's advance at just under one zone, so even a
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// prolific player never sees the Shadow clear two zones overnight.
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shadowMaxDailyStep = 1.0
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// shadowMaxLead caps how far ahead the Shadow may run — it is a race, not a
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// runaway. It will never sit more than ~2.5 zones past the player's own count.
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shadowMaxLead = 2.5
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// shadowCrowXPPerTier scales the "you beat me here" bonus by zone tier, so a
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// T5 crow is worth more than a T1 one. Small on purpose (lift, not a spike).
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shadowCrowXPPerTier = 12
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)
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// shadowState mirrors the adventure_shadow row.
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type shadowState struct {
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UserID id.UserID
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Name string
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Progress float64
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ZonesCleared int
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PendingMask int64
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CrowedMask int64
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DayCounter int
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LastAdvanced string
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}
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// The Shadow walks zoneOrder — the design-doc order the zone registry is built
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// in — start to finish, tier 1 → 5. Bit i of a Shadow's masks is zoneOrder[i].
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// shadowZoneIndex returns the progression index of a zone, or -1 if it is not
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// on the path (the arena, an unknown id).
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func shadowZoneIndex(z ZoneID) int {
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for i, id := range zoneOrder {
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if id == z {
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return i
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}
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}
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return -1
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}
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func shadowSetBit(mask int64, idx int) int64 {
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if idx < 0 || idx > 62 {
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return mask
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}
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return mask | (int64(1) << idx)
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}
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func shadowClearBit(mask int64, idx int) int64 {
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if idx < 0 || idx > 62 {
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return mask
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}
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return mask &^ (int64(1) << idx)
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}
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func shadowBitSet(mask int64, idx int) bool {
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if idx < 0 || idx > 62 {
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return false
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}
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return mask&(int64(1)<<idx) != 0
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}
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// loadShadow reads a player's Shadow, or (nil, nil) if it hasn't been born yet.
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func loadShadow(userID id.UserID) (*shadowState, error) {
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s := &shadowState{UserID: userID}
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err := db.Get().QueryRow(
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`SELECT name, progress, zones_cleared, pending_mask, crowed_mask, day_counter, last_advanced
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FROM adventure_shadow WHERE user_id = ?`,
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string(userID),
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).Scan(&s.Name, &s.Progress, &s.ZonesCleared, &s.PendingMask, &s.CrowedMask, &s.DayCounter, &s.LastAdvanced)
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if err == sql.ErrNoRows {
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return nil, nil
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}
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if err != nil {
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return nil, err
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}
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return s, nil
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}
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// upsertShadow persists the whole Shadow row. The ticker is the only writer, so
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// a plain last-write-wins upsert is safe — there is no concurrent mutator to
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// race (unlike the player_meta columns a character save also touches).
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func upsertShadow(s *shadowState) error {
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_, err := db.Get().Exec(
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`INSERT INTO adventure_shadow
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(user_id, name, progress, zones_cleared, pending_mask, crowed_mask, day_counter, last_advanced)
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VALUES (?, ?, ?, ?, ?, ?, ?, ?)
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ON CONFLICT(user_id) DO UPDATE SET
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name = excluded.name,
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progress = excluded.progress,
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zones_cleared = excluded.zones_cleared,
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pending_mask = excluded.pending_mask,
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crowed_mask = excluded.crowed_mask,
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day_counter = excluded.day_counter,
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last_advanced = excluded.last_advanced`,
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string(s.UserID), s.Name, s.Progress, s.ZonesCleared, s.PendingMask,
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s.CrowedMask, s.DayCounter, s.LastAdvanced,
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)
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return err
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}
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// shadowNames is the pool the rival's proper name is drawn from — cold,
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// half-familiar names for a thing that shadows you. Picked deterministically
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// from the player's own name so a given player always faces the same Shadow.
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var shadowNames = []string{
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"Vael", "Corriss", "Mordane", "Ashen", "Locke", "Grimma", "Sable",
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"Thane", "Wren", "Vesper", "Cael", "Orrin", "Dain", "Wraithe",
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"Nyx", "Solenne",
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}
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// shadowNameFor seeds the Shadow's name from the player's display name so it is
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// stable per player and "seeded from the player's" (D3 spec). Falls back to the
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// user id when the display name is empty.
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func shadowNameFor(displayName string, userID id.UserID) string {
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seed := strings.ToLower(strings.TrimSpace(displayName))
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if seed == "" {
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seed = string(userID)
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}
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h := fnv.New32a()
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_, _ = h.Write([]byte(seed))
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return shadowNames[int(h.Sum32())%len(shadowNames)]
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}
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// newShadow mints a fresh Shadow at the start line.
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func newShadow(userID id.UserID, displayName string) *shadowState {
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return &shadowState{
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UserID: userID,
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Name: shadowNameFor(displayName, userID),
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}
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}
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// advanceShadow moves a player's Shadow forward one UTC day. Idempotent per day
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// via last_advanced, so the once-a-day midnight guard plus this makes a double
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// tick a no-op. Mints the Shadow on first call. Errors are logged and swallowed
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// — a stalled Shadow is cosmetic, and must never break the midnight reset loop.
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func (p *AdventurePlugin) advanceShadow(char *AdventureCharacter) {
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today := time.Now().UTC().Format("2006-01-02")
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s, err := loadShadow(char.UserID)
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if err != nil {
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slog.Warn("shadow: load", "user", char.UserID, "err", err)
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return
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}
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if s == nil {
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s = newShadow(char.UserID, char.DisplayName)
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}
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if s.LastAdvanced == today {
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return // already advanced this UTC day
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}
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cleared := clearedZoneIDs(db.Get(), char.UserID)
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playerCount := len(cleared)
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// The player's long-run pace, in zones per day, drives the Shadow's speed.
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// Floor it so a new/idle player still gets a creeping rival; the 1.3x keeps
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// the Shadow just ahead; cap the daily step so it never leaps two zones.
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step := (float64(playerCount) / float64(shadowPlayerAgeDays(char))) * shadowPaceMultiplier
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if step < shadowMinDailyStep {
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step = shadowMinDailyStep
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}
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if step > shadowMaxDailyStep {
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step = shadowMaxDailyStep
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}
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newProg := s.Progress + step
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// Keep it a race: never more than shadowMaxLead zones past the player's count.
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if leadCap := float64(playerCount) + shadowMaxLead; newProg > leadCap {
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newProg = leadCap
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}
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if maxProg := float64(len(zoneOrder)); newProg > maxProg {
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newProg = maxProg
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}
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if newProg < s.Progress {
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newProg = s.Progress // never regress (a lead cap that dropped below current)
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}
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// Any progression zone the Shadow newly finishes, and the player hasn't,
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// leaves a page waiting. Compare per-zone (not by count): the Shadow walks
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// in order while the player may clear out of order, so "did the Shadow clear
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// zone i first" is a per-zone question.
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newCleared := int(newProg)
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if newCleared > len(zoneOrder) {
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newCleared = len(zoneOrder)
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}
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for idx := s.ZonesCleared; idx < newCleared; idx++ {
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if !cleared[zoneOrder[idx]] {
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s.PendingMask = shadowSetBit(s.PendingMask, idx)
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}
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}
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s.Progress = newProg
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s.ZonesCleared = newCleared
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s.DayCounter++
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s.LastAdvanced = today
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if err := upsertShadow(s); err != nil {
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slog.Warn("shadow: advance upsert", "user", char.UserID, "err", err)
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}
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}
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// shadowPlayerAgeDays estimates how many days the player has been adventuring,
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// clamped to at least 1 so a same-day character never divides by zero. Used as
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// the denominator of the player's pace.
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func shadowPlayerAgeDays(char *AdventureCharacter) float64 {
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if char.CreatedAt.IsZero() {
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return 1
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}
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days := time.Since(char.CreatedAt).Hours() / 24
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if days < 1 {
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return 1
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}
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return days
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}
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// shadowOnPlayerZoneClear is the payoff, fired when the player clears a zone's
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// boss. Three outcomes: the Shadow left a page here (pending bit) → grant the
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// page and clear the bit; the player beat the Shadow to this zone → a crow plus
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// a little bonus XP; or the Shadow already passed through with nothing owed →
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// nothing. Returns the narration line to append to the clear message ("" for
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// the silent case, or when the Shadow hasn't been born yet).
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func (p *AdventurePlugin) shadowOnPlayerZoneClear(userID id.UserID, zoneID ZoneID) string {
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s, err := loadShadow(userID)
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if err != nil || s == nil {
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return ""
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}
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idx := shadowZoneIndex(zoneID)
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if idx < 0 {
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return ""
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}
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if shadowBitSet(s.PendingMask, idx) {
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// The Shadow got here first and left a page. Grant it BEFORE retiring the
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// debt: grantJournalPage returns "" both when the campaign is already
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// complete and on a transient DB error, so clear the pending bit only once
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// the page has actually landed (or the ledger is genuinely full). A
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// transient failure then leaves the bit set and the next clear retries,
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// rather than swallowing a page the player earned.
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pageLine := p.grantJournalPage(userID, nil)
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mask, _ := loadJournalPages(userID)
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if pageLine == "" && !journalComplete(mask) {
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slog.Warn("shadow: waiting page grant failed; leaving debt for retry",
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"user", userID, "zone", zoneID)
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return ""
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}
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s.PendingMask = shadowClearBit(s.PendingMask, idx)
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if err := upsertShadow(s); err != nil {
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// The page is already granted; a failed bit-clear can at worst re-grant
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// a different unfound page on a later re-clear, which is benign (pages
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// are collectible and the campaign self-limits). Better than losing it.
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slog.Warn("shadow: clear pending bit", "user", userID, "zone", zoneID, "err", err)
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}
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if pageLine == "" {
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// Ledger already complete — nothing to leave, but the Shadow was first.
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return shadowBeatYouHereLine(s)
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}
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return shadowLeftPageLine(s) + "\n" + pageLine
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}
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// No page owed. If the Shadow hasn't reached this zone yet, the player beat
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// it here — crow and hand over a small bonus, but only once per zone: the
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// crowed bit makes re-running a not-yet-reached zone unable to farm the XP.
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if int(s.Progress) <= idx && !shadowBitSet(s.CrowedMask, idx) {
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xp := shadowCrowXP(zoneID)
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if _, err := p.grantDnDXP(userID, xp); err != nil {
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// Don't promise XP we didn't grant, and don't burn the crow — leave the
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// bit unset so the next clear can crow for real.
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slog.Warn("shadow: crow xp", "user", userID, "err", err)
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return ""
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}
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s.CrowedMask = shadowSetBit(s.CrowedMask, idx)
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if err := upsertShadow(s); err != nil {
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slog.Warn("shadow: set crowed bit", "user", userID, "zone", zoneID, "err", err)
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}
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return shadowCrowLine(s, xp)
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}
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return ""
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}
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// shadowCrowXP is the bonus for beating the Shadow to a zone, scaled by tier.
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func shadowCrowXP(zoneID ZoneID) int {
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tier := 1
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if z, ok := getZone(zoneID); ok {
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tier = int(z.Tier)
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}
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if tier < 1 {
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tier = 1
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}
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return tier * shadowCrowXPPerTier
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}
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// shadowBriefingLine is the morning-briefing race-pressure beat: where the
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// Shadow stands relative to the player. Deterministic by day so a re-rendered
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// briefing reads the same, and silent until the Shadow has been born and has
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// something to say. TwinBee's voice.
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func (p *AdventurePlugin) shadowBriefingLine(e *Expedition) string {
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userID := id.UserID(e.UserID)
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s, err := loadShadow(userID)
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if err != nil || s == nil {
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return ""
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}
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playerCount := len(clearedZoneIDs(db.Get(), userID))
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lead := s.ZonesCleared - playerCount
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return shadowRacePressureLine(s, e.CurrentDay, lead)
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}
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// ── Flavour ────────────────────────────────────────────────────────────────
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//
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// TwinBee's voice: first-person, implicit subject, he/him, one line. "The
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// Shadow"/"{name}" is the rival; "I"/"we" is TwinBee and the player. Never the
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// third-person "TwinBee" (guarded by test, same as the journal reactions).
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// shadowAheadLines — TwinBee, the Shadow is ahead of us. Race pressure.
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var shadowAheadLines = []string{
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"Passed the Shadow's camp at dawn — cold ashes, a day old. %s is ahead of us again.",
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"Found %s's mark cut into a doorframe up ahead. Still warm. We're not gaining.",
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"%s came through here already. I can smell the pitch of a torch not long snuffed.",
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"The Shadow's been and gone. %s leaves the doors open behind, like he wants us to know.",
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}
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// shadowBehindLines — TwinBee, we're ahead of the Shadow. Earned swagger.
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var shadowBehindLines = []string{
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"No sign of %s ahead — I think we're out in front for once. Let's keep it that way.",
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"We've outpaced the Shadow. %s is somewhere behind us, eating our dust. Good.",
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"Quiet up ahead. %s hasn't reached this deep yet. First ones through.",
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}
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// shadowNeckLines — TwinBee, we're level with the Shadow. Tension.
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var shadowNeckLines = []string{
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"%s is right on our heels — or we're on his. Hard to say who's chasing who now.",
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"Neck and neck with the Shadow. I keep catching %s at the edge of the torchlight.",
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"%s is close. Same rooms, hours apart. Whoever clears the next zone first wins the day.",
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}
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// shadowRacePressureLine picks a race-pressure line by the day and the Shadow's
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// lead, deterministically. lead > 0: Shadow ahead; lead < 0: player ahead; 0:
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// level.
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func shadowRacePressureLine(s *shadowState, day, lead int) string {
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var pool []string
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switch {
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case lead > 0:
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pool = shadowAheadLines
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case lead < 0:
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pool = shadowBehindLines
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default:
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pool = shadowNeckLines
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}
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if len(pool) == 0 {
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return ""
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}
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idx := (day + s.DayCounter) % len(pool)
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if idx < 0 {
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idx = -idx
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}
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return "👤 " + fmt.Sprintf(pool[idx], s.Name)
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}
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// shadowLeftPageLine prefaces the waiting journal page: the Shadow cleared this
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// zone first and left a page behind for us. TwinBee's voice.
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func shadowLeftPageLine(s *shadowState) string {
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return fmt.Sprintf("👤 %s beat us to this one — but left a torn page pinned in the boss's lair, like a note for whoever came next.", s.Name)
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}
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// shadowBeatYouHereLine is the page-less acknowledgement (campaign already
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// complete): the Shadow was first, but there's nothing left to find.
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func shadowBeatYouHereLine(s *shadowState) string {
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return fmt.Sprintf("👤 %s was here before us. Boot-prints in the dust, and nothing left to take. We know how this ends now anyway.", s.Name)
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}
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// shadowCrowLine is TwinBee crowing that we beat the Shadow to a zone, with the
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// bonus XP.
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func shadowCrowLine(s *shadowState, xp int) string {
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return fmt.Sprintf("👤 First ones through — %s is still somewhere behind us. I'd crow if it wouldn't give us away. (**+%d XP**, for beating the Shadow here.)", s.Name, xp)
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}
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// handleShadowCmd renders the player's standing against the Shadow. A quiet
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// status view — the feature lives mostly in the briefing and at zone clears.
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func (p *AdventurePlugin) handleShadowCmd(ctx MessageContext) error {
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s, err := loadShadow(ctx.Sender)
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if err != nil {
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return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't read the trail just now. Try again in a moment.")
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}
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if s == nil {
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return p.SendDM(ctx.Sender, "👤 No one's shadowing you yet. Clear a zone or two and someone will take an interest.")
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}
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playerCount := len(clearedZoneIDs(db.Get(), ctx.Sender))
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total := len(zoneOrder)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("👤 **The Shadow — %s**\n\n", s.Name))
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b.WriteString(fmt.Sprintf("🏴 **%s's trail:** %d / %d zones cleared\n", s.Name, s.ZonesCleared, total))
|
|
b.WriteString(fmt.Sprintf("🚩 **Your trail:** %d / %d zones cleared\n", playerCount, total))
|
|
switch lead := s.ZonesCleared - playerCount; {
|
|
case lead > 0:
|
|
b.WriteString(fmt.Sprintf("\n_%s is **%d** ahead. Pages wait where he cleared first — take them back by clearing those zones yourself._", s.Name, lead))
|
|
case lead < 0:
|
|
b.WriteString(fmt.Sprintf("\n_You're **%d** ahead. Keep it that way._", -lead))
|
|
default:
|
|
b.WriteString("\n_Dead level. The next zone decides who's chasing whom._")
|
|
}
|
|
return p.SendDM(ctx.Sender, b.String())
|
|
}
|