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A. An armed ability lasted one round of a turn-based fight.
buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.
Split arming into its two halves:
consumeArmedAbility(c) mutates: disarms, saves, returns the id. Once,
at fight start.
applyAbilityByID(c, id, mods) pure: no DB write, no disarm. Safe on every
rebuild. (No ability's Apply writes to the
character, so this really is pure.)
armAbilityForFight(c, mods) consume + apply, for the auto-resolve callers
that build and fight in one breath.
buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.
The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.
Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.
B. Six unlocked read-modify-writes against the shared supply pool.
updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.
All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.
Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
311 lines
12 KiB
Go
311 lines
12 KiB
Go
package plugin
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import (
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"errors"
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"fmt"
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"strings"
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"maunium.net/go/mautrix/id"
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)
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// N3/P6b — the player-facing party surface.
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//
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// !expedition invite @user (leader, Day 1)
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// !expedition accept [packs] (invitee — buys their own loadout)
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// !expedition decline
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// !expedition party (roster + pool)
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// !expedition leave (member; the leader ends it with !extract)
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//
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// The invitee pays for their own supplies, which is what makes a party fair
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// rather than a free ride: the pool is the sum of what everyone carried in.
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// zoneOpenToLevel reports whether a player at this level may enter the zone. The
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// leader's expedition is no way around the tier gate — a party is not a taxi
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// into content two tiers above your head.
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func zoneOpenToLevel(zoneID ZoneID, level int) bool {
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for _, z := range zonesForLevel(level) {
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if z.ID == zoneID {
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return true
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}
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}
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return false
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}
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// expeditionCmdInvite asks a player to join the sender's expedition.
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func (p *AdventurePlugin) expeditionCmdInvite(ctx MessageContext, rest string) error {
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target := strings.TrimSpace(rest)
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if target == "" {
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return p.SendDM(ctx.Sender, "`!expedition invite @user` — bring someone along. Day 1 only.")
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}
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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. `!expedition start <zone>` first.")
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}
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if !isLeader {
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return p.SendDM(ctx.Sender, "Only the party leader can invite. You're along for the ride.")
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}
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if !inviteWindowOpen(exp) {
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return p.SendDM(ctx.Sender,
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"This expedition has already set off — companions join on Day 1 only.")
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}
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invitee, ok := p.ResolveUser(target, ctx.RoomID)
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if !ok {
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return p.SendDM(ctx.Sender, "Couldn't find that player.")
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}
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if invitee == ctx.Sender {
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return p.SendDM(ctx.Sender, "You're already here.")
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}
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if c, cerr := LoadDnDCharacter(invitee); cerr != nil || c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"**%s** hasn't made a character yet — they need `!setup` first.", p.DisplayName(invitee)))
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}
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zone := zoneOrFallback(exp.ZoneID)
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if err := inviteToParty(exp.ID, invitee, ctx.Sender); err != nil {
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return p.SendDM(ctx.Sender, inviteRefusalText(p.DisplayName(invitee), err))
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}
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if derr := p.SendDM(invitee, fmt.Sprintf(
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"🤝 **%s** wants you on an expedition into **%s**.\n\n"+
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"You'll buy your own supplies and they go into the party's pool. Loot and XP are yours alone — nothing is split.\n\n"+
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"`!expedition accept` to pick a supply pack, or `!expedition decline`.\n"+
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"_The offer stands for %s._",
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p.DisplayName(ctx.Sender), zone.Display, formatRespecDuration(expeditionInviteTTL))); derr != nil {
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// The invite row is committed; the DM is not. Tell the leader rather
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// than rolling back — the invitee can still `!expedition accept`.
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"Invited **%s**, but couldn't DM them (%v). They can still `!expedition accept`.",
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p.DisplayName(invitee), derr))
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}
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"🤝 Asked **%s** to join you in **%s**. I'll hold the expedition here until they answer.",
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p.DisplayName(invitee), zone.Display))
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}
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// inviteRefusalText turns the invite layer's sentinel errors into player-facing
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// copy. Anything unrecognised surfaces raw — a silent "couldn't invite" would
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// hide a real bug.
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func inviteRefusalText(name string, err error) string {
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switch {
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case errors.Is(err, ErrPartyFull):
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return fmt.Sprintf("Your party is full (%d, counting invites you haven't heard back on).", expeditionPartyMax)
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case errors.Is(err, ErrAlreadyInParty):
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return fmt.Sprintf("**%s** is already with you.", name)
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case errors.Is(err, ErrAlreadyInvited):
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return fmt.Sprintf("You've already asked **%s** — still waiting on them.", name)
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case errors.Is(err, ErrPlayerBusyElsewhere):
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return fmt.Sprintf("**%s** is already on an expedition of their own.", name)
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default:
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return "Couldn't send the invite: " + err.Error()
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}
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}
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// expeditionCmdAccept seats the sender on the expedition they were most recently
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// asked to join, once they have bought their own supplies.
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func (p *AdventurePlugin) expeditionCmdAccept(ctx MessageContext, c *DnDCharacter, rest string) error {
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if remaining := restingLockoutRemaining(c); remaining > 0 {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"🛌 You're still resting — %s remaining. Pack up after.", formatRespecDuration(remaining)))
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}
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inv, err := latestInviteFor(ctx.Sender)
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if errors.Is(err, ErrInviteNotFound) {
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return p.SendDM(ctx.Sender, "Nobody has invited you anywhere.")
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}
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read your invites: "+err.Error())
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}
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exp, err := getExpedition(inv.ExpeditionID)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read that expedition: "+err.Error())
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}
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if exp == nil || !inviteWindowOpen(exp) {
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_ = clearInvite(inv.ExpeditionID, ctx.Sender)
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return p.SendDM(ctx.Sender, "That expedition has already set off without you.")
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}
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// A standalone zone run isn't caught by assertNotAdventuring — it guards
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// expeditions and rosters, not bare runs. startExpedition rejects one; so
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// must this.
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if run, _ := getActiveZoneRun(ctx.Sender); run != nil {
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return p.SendDM(ctx.Sender,
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"You have an active zone run. Finish or `!zone abandon` before joining a party.")
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}
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zone := zoneOrFallback(exp.ZoneID)
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if !zoneOpenToLevel(exp.ZoneID, c.Level) {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"**%s** is beyond you for now — come back at a higher level.", zone.Display))
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}
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packTok := strings.TrimSpace(rest)
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if packTok == "" {
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return p.SendDM(ctx.Sender, renderLoadoutPrompt(zone, "expedition accept"))
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}
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purchase, err := resolveLoadoutOrParse(packTok, zone.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(zone.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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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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cost := float64(purchase.Cost())
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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**.", int(cost), balance))
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}
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if !p.euro.Debit(ctx.Sender, cost, "expedition 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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if err := joinParty(exp.ID, ctx.Sender); err != nil {
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p.euro.Credit(ctx.Sender, cost, "expedition outfitting refund")
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return p.SendDM(ctx.Sender, inviteRefusalText(p.DisplayName(ctx.Sender), err))
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}
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_ = clearInvite(exp.ID, ctx.Sender)
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// Fold their packs into the pool. Do this after the seat is committed: a
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// member whose supplies landed but whose seat did not would have paid to
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// feed a party they aren't in.
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suppliesPurchase := purchase
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if isHol, _ := isHolidayToday(); isHol {
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suppliesPurchase.StandardPacks++
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}
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// `exp` was fetched before the coin debit, and a second invitee accepting —
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// or the leader's day-burn tick — may have rewritten the row since. Folding
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// onto that stale snapshot would silently drop their packs or resurrect
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// spent SU, so the fold happens against a fresh read under the pool's lock.
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pooled, err := p.withExpeditionSupplies(exp.ID, func(fresh *Expedition) (ExpeditionSupplies, error) {
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return addSupplyPurchase(fresh.Supplies, suppliesPurchase), nil
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})
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if err != nil {
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return p.SendDM(ctx.Sender, "You're in, but your supplies didn't reach the pool: "+err.Error())
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}
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leader := id.UserID(exp.UserID)
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_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
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fmt.Sprintf("%s joined the party", p.DisplayName(ctx.Sender)), "")
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for _, uid := range expeditionAudience(exp) {
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body := fmt.Sprintf("🤝 **%s** joins the expedition into **%s**. Supplies pooled: **%.1f SU**.",
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p.DisplayName(ctx.Sender), zone.Display, pooled.Current)
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if uid == ctx.Sender {
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body = fmt.Sprintf("🤝 You join **%s** in **%s**. Party supplies: **%.1f SU**.\n\n"+
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"`!expedition party` for the roster. When a fight starts, you'll act on your own turn.",
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p.DisplayName(leader), zone.Display, pooled.Current)
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}
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if derr := p.SendDM(uid, body); derr != nil {
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return derr
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}
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}
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return nil
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}
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// expeditionCmdDecline drops the sender's most recent invite.
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func (p *AdventurePlugin) expeditionCmdDecline(ctx MessageContext) error {
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inv, err := latestInviteFor(ctx.Sender)
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if errors.Is(err, ErrInviteNotFound) {
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return p.SendDM(ctx.Sender, "Nobody has invited you anywhere.")
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}
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read your invites: "+err.Error())
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}
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if err := clearInvite(inv.ExpeditionID, ctx.Sender); err != nil {
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return p.SendDM(ctx.Sender, "Couldn't decline: "+err.Error())
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}
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leader := id.UserID(inv.InvitedBy)
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_ = p.SendDM(leader, fmt.Sprintf("**%s** won't be joining you. The expedition is yours to walk.",
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p.DisplayName(ctx.Sender)))
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return p.SendDM(ctx.Sender, "Declined. Maybe next time.")
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}
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// expeditionCmdParty renders the roster, whoever asks for it.
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func (p *AdventurePlugin) expeditionCmdParty(ctx MessageContext) error {
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exp, _, 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.")
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}
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members, err := partyMembers(exp.ID)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't read the roster: "+err.Error())
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}
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zone := zoneOrFallback(exp.ZoneID)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🎒 **%s — Day %d**\n\n", zone.Display, exp.CurrentDay))
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if len(members) == 0 {
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b.WriteString(fmt.Sprintf("**%s** — alone.\n", p.DisplayName(id.UserID(exp.UserID))))
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}
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for _, m := range members {
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role := "member"
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if m.IsLeader() {
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role = "leader"
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}
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b.WriteString(fmt.Sprintf("**%s** _(%s)_\n", p.DisplayName(id.UserID(m.UserID)), role))
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}
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if invites, ierr := pendingInvites(exp.ID); ierr == nil {
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for _, inv := range invites {
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b.WriteString(fmt.Sprintf("**%s** _(asked, no answer yet)_\n", p.DisplayName(id.UserID(inv.UserID))))
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}
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}
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b.WriteString(fmt.Sprintf("\nSupplies: **%.1f / %.1f SU**", exp.Supplies.Current, exp.Supplies.Max))
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if inviteWindowOpen(exp) {
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b.WriteString("\n\n_`!expedition invite @user` while it's still Day 1._")
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// expeditionCmdLeave walks a member out. The leader cannot leave — their row is
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// the expedition — so they are pointed at `!extract`, which ends it for all.
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func (p *AdventurePlugin) expeditionCmdLeave(ctx MessageContext) error {
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// Resolve the seat the way the guards that trap them do. seatedExpeditionFor
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// spans `extracting`, which activeExpeditionFor does not: a leader who
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// extracts and never resumes would otherwise leave their members seated —
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// refused a new adventure by the guard, and told "no active expedition" by
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// the very command the guard points them at. The exit has to see every state
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// the gate sees. It already excludes leaders, so they fall through below.
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seated, err := seatedExpeditionFor(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 seated != nil {
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return p.leaveSeatedParty(ctx, seated)
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}
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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.")
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}
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if isLeader {
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return p.SendDM(ctx.Sender,
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"You're leading this one — `!extract` ends it for everyone, or `!expedition abandon` to walk away from it.")
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}
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return p.leaveSeatedParty(ctx, exp)
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}
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// leaveSeatedParty unseats a member and tells both ends. Shared by the two ways
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// a member's seat resolves: the `extracting` limbo and the plain active party.
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func (p *AdventurePlugin) leaveSeatedParty(ctx MessageContext, exp *Expedition) error {
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if err := leaveParty(exp.ID, ctx.Sender); err != nil {
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return p.SendDM(ctx.Sender, "Couldn't leave: "+err.Error())
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}
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// Supplies stay in the pool. They were spent on the expedition, not lent to
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// it, and clawing them back would let a member starve the party on their way
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// out of the door.
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_ = p.SendDM(id.UserID(exp.UserID), fmt.Sprintf(
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"**%s** turned back. Their supplies stay with the party.", p.DisplayName(ctx.Sender)))
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return p.SendDM(ctx.Sender, "You turn back for town. Your supplies stay with the party.")
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}
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