mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 16:42:41 +00:00
Per-zone resource registry (§3, all 10 zones) and full per-room harvest layer wired into expeditions: !forage / !mine / !scavenge / !essence / !commune / !resources. Auto-spawns a DungeonRun per region on !expedition start, swaps it on !region travel, retires on abandon/extract. Long rest at camp replenishes nodes across every room and region. Reuses existing flavor.Harvest* / RichYield / NodeDepleted / per-zone Harvest<Zone> pools. Also clears two pre-existing test failures introduced by the E6c flavor expansion (briefing substring list + combat-lift trial count). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
273 lines
9.2 KiB
Go
273 lines
9.2 KiB
Go
package plugin
|
||
|
||
import (
|
||
"fmt"
|
||
"math/rand/v2"
|
||
"strings"
|
||
|
||
"gogobee/internal/flavor"
|
||
)
|
||
|
||
// Phase 12 E4c — !region command surface and inter-region travel.
|
||
// Spec: gogobee_expedition_system.md §11.3.
|
||
//
|
||
// Subcommands:
|
||
//
|
||
// !region → list regions w/ status; current first
|
||
// !region list → same as bare
|
||
// !region travel [<id>|next] → travel to the next region (linear)
|
||
//
|
||
// Travel rules (§11.3):
|
||
// - 1 in-game day burned (current_day += 1, daily-burn applied)
|
||
// - 1 wandering monster check fires during transit (no camp protection)
|
||
// - Region-transition narration logged to the expedition log
|
||
//
|
||
// Travel is linear (Order N → Order N+1) in E4c — branching transitions
|
||
// are out of scope for the design doc as written. Players cannot travel
|
||
// past the last region (the zone-boss region).
|
||
|
||
func (p *AdventurePlugin) handleRegionCmd(ctx MessageContext, args string) error {
|
||
userMu := p.advUserLock(ctx.Sender)
|
||
userMu.Lock()
|
||
defer userMu.Unlock()
|
||
|
||
exp, err := getActiveExpedition(ctx.Sender)
|
||
if err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
|
||
}
|
||
if exp == nil {
|
||
return p.SendDM(ctx.Sender,
|
||
"No active expedition. `!region` only works during an expedition.")
|
||
}
|
||
if !IsMultiRegionZone(exp.ZoneID) {
|
||
return p.SendDM(ctx.Sender,
|
||
"This zone has no regions — it's a single sub-dungeon. `!region` only applies to Tier 4–5 multi-region zones.")
|
||
}
|
||
|
||
args = strings.TrimSpace(strings.ToLower(args))
|
||
sub, _ := splitFirstWord(args)
|
||
switch sub {
|
||
case "", "list", "ls", "status":
|
||
return p.SendDM(ctx.Sender, renderRegionList(exp))
|
||
case "travel", "advance", "go", "next":
|
||
return p.regionCmdTravel(ctx, exp)
|
||
case "help", "?":
|
||
return p.SendDM(ctx.Sender, regionHelpText())
|
||
default:
|
||
return p.SendDM(ctx.Sender, regionHelpText())
|
||
}
|
||
}
|
||
|
||
func regionHelpText() string {
|
||
var b strings.Builder
|
||
b.WriteString("**!region** — multi-region zone navigation.\n\n")
|
||
b.WriteString("`!region` — list regions and progress\n")
|
||
b.WriteString("`!region travel` — move to the next region (1 in-game day, supply burn, transit wandering check)\n")
|
||
return b.String()
|
||
}
|
||
|
||
func renderRegionList(exp *Expedition) string {
|
||
rs := regionsForZone(exp.ZoneID)
|
||
zone, _ := getZone(exp.ZoneID)
|
||
var b strings.Builder
|
||
b.WriteString(fmt.Sprintf("🗺 **%s — Regions**\n\n", zone.Display))
|
||
for _, r := range rs {
|
||
marker := " "
|
||
switch {
|
||
case r.ID == exp.CurrentRegion:
|
||
marker = "▶ "
|
||
case IsRegionCleared(exp, r.ID):
|
||
marker = "✓ "
|
||
case IsRegionVisited(exp, r.ID):
|
||
marker = "· "
|
||
}
|
||
bossNote := r.RegionBoss
|
||
if r.IsZoneBoss {
|
||
bossNote += " ★"
|
||
}
|
||
baseTag := ""
|
||
if r.BaseCampSite {
|
||
if HasBaseCampAt(exp, r.ID) {
|
||
baseTag = " ⛺"
|
||
} else if IsRegionCleared(exp, r.ID) {
|
||
baseTag = " ⛺ (eligible)"
|
||
}
|
||
}
|
||
b.WriteString(fmt.Sprintf("%s**%d. %s** — _%s_%s\n",
|
||
marker, r.Order, r.Name, bossNote, baseTag))
|
||
}
|
||
b.WriteString("\n_▶ current ✓ cleared · visited ★ zone boss ⛺ base camp_\n")
|
||
if next, ok := nextRegion(exp.ZoneID, exp.CurrentRegion); ok {
|
||
b.WriteString(fmt.Sprintf("\nNext: **%s** — `!region travel`", next.Name))
|
||
} else {
|
||
b.WriteString("\n_End of the line — the zone boss waits in this region._")
|
||
}
|
||
return b.String()
|
||
}
|
||
|
||
func (p *AdventurePlugin) regionCmdTravel(ctx MessageContext, exp *Expedition) error {
|
||
if exp.Camp != nil && exp.Camp.Active {
|
||
return p.SendDM(ctx.Sender,
|
||
"You can't travel between regions while camped. `!camp break` first.")
|
||
}
|
||
cur, ok := CurrentRegion(exp)
|
||
if !ok {
|
||
return p.SendDM(ctx.Sender, "Current region is not set — this expedition's state is unusual; try `!region` to refresh.")
|
||
}
|
||
next, ok := nextRegion(exp.ZoneID, cur.ID)
|
||
if !ok {
|
||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||
"You're already in **%s** — the final region of this zone. Defeat the zone boss to complete the expedition.",
|
||
cur.Name))
|
||
}
|
||
// Burn one day of supplies (transit day).
|
||
siege := exp.SiegeMode
|
||
harsh := exp.ThreatLevel > 60 || zoneTemporalHarsh(exp)
|
||
newSupplies, burned := applyDailyBurn(exp.Supplies, harsh, siege)
|
||
exp.Supplies = newSupplies
|
||
if err := updateSupplies(exp.ID, exp.Supplies); err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't apply transit supply burn: "+err.Error())
|
||
}
|
||
if err := advanceExpeditionDay(exp.ID); err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't advance the expedition day: "+err.Error())
|
||
}
|
||
exp.CurrentDay++
|
||
|
||
// Transit wandering check (no camp protection — campMod = 0).
|
||
c, _ := LoadDnDCharacter(ctx.Sender)
|
||
var charClass DnDClass
|
||
if c != nil {
|
||
charClass = c.Class
|
||
}
|
||
tc := resolveTransitWanderingCheck(exp, charClass, nil)
|
||
_ = processTransitWanderingCheck(exp, tc)
|
||
|
||
// R2 — retire the outgoing region's DungeonRun before mutating
|
||
// CurrentRegion so retireRegionRun keys the right region.
|
||
if err := retireRegionRun(exp, cur.ID); err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't retire previous region run: "+err.Error())
|
||
}
|
||
|
||
// Update CurrentRegion + visited list.
|
||
if err := setCurrentRegion(exp, next.ID); err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't update current region: "+err.Error())
|
||
}
|
||
if _, err := MarkRegionVisited(exp, next.ID); err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't mark region visited: "+err.Error())
|
||
}
|
||
|
||
// Spawn the new region's DungeonRun and pin exp.RunID.
|
||
charLevel := 1
|
||
if c != nil {
|
||
charLevel = c.Level
|
||
}
|
||
if _, err := ensureRegionRun(exp, charLevel); err != nil {
|
||
return p.SendDM(ctx.Sender, "Couldn't outfit the new region: "+err.Error())
|
||
}
|
||
|
||
// Log + flavor.
|
||
departure := strings.ReplaceAll(flavor.Pick(flavor.RegionTransitDeparture),
|
||
"[REGION_NEXT]", next.Name)
|
||
arrival := strings.ReplaceAll(flavor.Pick(flavor.RegionTransitArrival),
|
||
"[REGION_NEXT]", next.Name)
|
||
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
|
||
fmt.Sprintf("region transit: %s → %s (Day %d, %.1f SU burned)",
|
||
cur.Name, next.Name, exp.CurrentDay, burned),
|
||
departure)
|
||
|
||
var b strings.Builder
|
||
b.WriteString(fmt.Sprintf("🗺 **Region transit — %s → %s**\n\n", cur.Name, next.Name))
|
||
b.WriteString(fmt.Sprintf("**Day:** %d → %d **Supplies:** −%.1f SU (now %.1f / %.1f)\n",
|
||
exp.CurrentDay-1, exp.CurrentDay, burned, exp.Supplies.Current, exp.Supplies.Max))
|
||
if departure != "" {
|
||
b.WriteString("\n" + departure + "\n")
|
||
}
|
||
b.WriteString("\n" + renderTransitWanderingCheck(tc) + "\n")
|
||
if arrival != "" {
|
||
b.WriteString("\n" + arrival + "\n")
|
||
}
|
||
if next.IsZoneBoss {
|
||
b.WriteString("\n_★ Final region — the zone boss is here._")
|
||
}
|
||
return p.SendDM(ctx.Sender, b.String())
|
||
}
|
||
|
||
// resolveTransitWanderingCheck mirrors resolveWanderingCheck (§6.1) but
|
||
// operates without an active camp (campMod = 0). The check fires once
|
||
// per region transition per §11.3.
|
||
func resolveTransitWanderingCheck(e *Expedition, charClass DnDClass, roll1d20 func() int) NightCheck {
|
||
if roll1d20 == nil {
|
||
roll1d20 = func() int { return rand.IntN(20) + 1 }
|
||
}
|
||
r := roll1d20()
|
||
threatMod := 0
|
||
if e.ThreatLevel > 30 {
|
||
threatMod = (e.ThreatLevel - 30) / 10
|
||
}
|
||
classMod := 0
|
||
if charClass == ClassRanger && wildernessZones[e.ZoneID] {
|
||
classMod = -2
|
||
}
|
||
total := r + threatMod + classMod
|
||
out := wanderingOutcome(total)
|
||
|
||
nc := NightCheck{
|
||
Outcome: out,
|
||
Roll: r,
|
||
Total: total,
|
||
ThreatMod: threatMod,
|
||
CampMod: 0,
|
||
ClassMod: classMod,
|
||
}
|
||
switch out {
|
||
case NightOutcomePeaceful:
|
||
nc.Summary = "Quiet transit."
|
||
case NightOutcomePassage:
|
||
nc.Summary = "Signs of pursuit along the route; no encounter."
|
||
nc.ThreatBumped = true
|
||
case NightOutcomeMinor, NightOutcomeStandard, NightOutcomeElite, NightOutcomeAmbush:
|
||
mid, mname := pickWanderingMonster(e.ZoneID, out)
|
||
nc.MonsterID = mid
|
||
nc.MonsterName = mname
|
||
nc.Summary = fmt.Sprintf("%s during transit — %s.", outcomeLabel(out), describeMonsterCount(out, mname))
|
||
}
|
||
nc.Flavor = wanderingFlavor(out, e.ThreatLevel, e.SiegeMode)
|
||
return nc
|
||
}
|
||
|
||
// processTransitWanderingCheck applies side effects of a transit
|
||
// encounter: log entry + threat bump on signs-of-pursuit. Combat
|
||
// resolution itself defers to the combat-link phase, identical to the
|
||
// night-phase pattern (§6).
|
||
func processTransitWanderingCheck(e *Expedition, nc NightCheck) error {
|
||
summary := nc.Summary
|
||
if nc.MonsterName != "" {
|
||
summary = fmt.Sprintf("%s [transit d20=%d, total=%d, mods: threat%+d class%+d]",
|
||
summary, nc.Roll, nc.Total, nc.ThreatMod, nc.ClassMod)
|
||
} else {
|
||
summary = fmt.Sprintf("%s [transit d20=%d, total=%d]", summary, nc.Roll, nc.Total)
|
||
}
|
||
if err := appendExpeditionLog(e.ID, e.CurrentDay, "transit", summary, nc.Flavor); err != nil {
|
||
return err
|
||
}
|
||
if nc.ThreatBumped {
|
||
_ = applyThreatDelta(e.ID, 2, "signs of pursuit during transit")
|
||
}
|
||
return nil
|
||
}
|
||
|
||
func renderTransitWanderingCheck(nc NightCheck) string {
|
||
var b strings.Builder
|
||
b.WriteString(fmt.Sprintf("🐾 **Transit check — %s**\n", outcomeLabel(nc.Outcome)))
|
||
if nc.Summary != "" {
|
||
b.WriteString(nc.Summary + "\n")
|
||
}
|
||
b.WriteString(fmt.Sprintf("_d20=%d, total=%d (threat%+d, class%+d)_",
|
||
nc.Roll, nc.Total, nc.ThreatMod, nc.ClassMod))
|
||
if nc.Outcome == NightOutcomeMinor || nc.Outcome == NightOutcomeStandard ||
|
||
nc.Outcome == NightOutcomeElite || nc.Outcome == NightOutcomeAmbush {
|
||
b.WriteString("\n_Encounter pending — resolves at your next `!advance`._")
|
||
}
|
||
return b.String()
|
||
}
|