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- Harvest tables (expedition + standalone) now keyed by node_id; legacy room-idx entries auto-migrate via read-fallback + drop-on-save. - Narration salts swapped from run.CurrentRoom to narrationCadence(run) (= len(visited_nodes)-1) so flavor pickers survive G9 column drop. - !zone map renders the graph (BFS by PosX/PosY) when the gate is on: ✓/▶/· status, ╳ for locked-only edges, secrets hidden until visited. - Region-boundary hook in graph advance/!zone go updates expedition CurrentRegion + visited list when from/to nodes differ — without burning supplies or retiring runs (the graph IS the run state). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
183 lines
6.6 KiB
Go
183 lines
6.6 KiB
Go
package plugin
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import (
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"database/sql"
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"encoding/json"
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"errors"
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"fmt"
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"log/slog"
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"math/rand/v2"
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"strconv"
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"strings"
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"gogobee/internal/db"
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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// Standalone-zone-run harvest. The expedition path uses
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// expedition.region_state to keep per-(region,room) HarvestNode state;
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// !zone enter runs aren't tied to any expedition, so we mirror the
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// per-room storage onto dnd_zone_run.harvest_nodes_json instead.
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//
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// Region-scoped expedition features (kill-gated nodes, conditional
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// events, cursed trinket drops, threat ticks) don't fire here — those
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// belong to the expedition system. Standalone harvest is the casual
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// flow: roll d20 vs DC, get yield, decrement node, save.
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// loadStandaloneHarvestNodes reads the run's harvest map and returns
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// the nodes for the given graph node. Lazy-seeds from the zone registry
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// on first access. Caller persists via saveStandaloneHarvestNodes.
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//
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// G6 migration: rows written before the re-key used the room-index
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// integer as the storage key. When the node-id key is absent and the
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// id maps back to a legacy room index, we read from the old key so
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// in-flight runs don't lose harvest state. The next save writes under
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// the new key (and drops the old one).
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func loadStandaloneHarvestNodes(runID string, zoneID ZoneID, nodeID string) ([]HarvestNode, error) {
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table, err := loadStandaloneHarvestTable(runID)
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if err != nil {
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return nil, err
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}
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roomKey := nodeHarvestKey(nodeID)
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if existing, ok := table[roomKey]; ok {
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return existing, nil
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}
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if idx, ok := legacyRoomIdxFromNodeID(nodeID, zoneID); ok {
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if existing, ok := table[strconv.Itoa(idx)]; ok {
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return existing, nil
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}
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}
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return seedRoomNodes(zoneID), nil
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}
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// saveStandaloneHarvestNodes writes nodes back into the run's harvest map.
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func saveStandaloneHarvestNodes(runID string, zoneID ZoneID, nodeID string, nodes []HarvestNode) error {
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table, err := loadStandaloneHarvestTable(runID)
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if err != nil {
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return err
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}
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table[nodeHarvestKey(nodeID)] = nodes
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if idx, ok := legacyRoomIdxFromNodeID(nodeID, zoneID); ok {
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delete(table, strconv.Itoa(idx))
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}
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raw, err := json.Marshal(table)
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if err != nil {
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return fmt.Errorf("marshal harvest table: %w", err)
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}
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_, err = db.Get().Exec(
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`UPDATE dnd_zone_run SET harvest_nodes_json = ?, last_action_at = CURRENT_TIMESTAMP WHERE run_id = ?`,
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string(raw), runID)
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return err
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}
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func loadStandaloneHarvestTable(runID string) (map[string][]HarvestNode, error) {
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row := db.Get().QueryRow(
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`SELECT harvest_nodes_json FROM dnd_zone_run WHERE run_id = ?`, runID)
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var raw string
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if err := row.Scan(&raw); err != nil {
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if errors.Is(err, sql.ErrNoRows) {
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return map[string][]HarvestNode{}, nil
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}
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return nil, err
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}
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if raw == "" || raw == "{}" {
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return map[string][]HarvestNode{}, nil
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}
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table := map[string][]HarvestNode{}
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if err := json.Unmarshal([]byte(raw), &table); err != nil {
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// Corrupt blob — fall through with empty so harvest re-seeds.
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slog.Warn("standalone harvest: corrupt nodes json", "run", runID, "err", err)
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return map[string][]HarvestNode{}, nil
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}
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return table, nil
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}
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// handleStandaloneHarvest is the !forage/!mine/!fish/etc. fallback for
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// players in a single-session !zone enter run with no active expedition.
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// Mirrors the core of handleHarvestCmd minus the expedition-only side
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// effects (threat ticks, region kills, cursed-trinket drops, log entries).
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func (p *AdventurePlugin) handleStandaloneHarvest(ctx MessageContext, char *DnDCharacter, action HarvestAction, run *DungeonRun) error {
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if action == HarvestFish && !isFishingZone(run.ZoneID) {
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return p.SendDM(ctx.Sender, "There's no water to fish in here. `!fish` works only in Forest of Shadows, Sunken Temple, Underdark, or Feywild Crossing.")
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}
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if !currentRoomCleared(run) {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You can't harvest here — the room (%s) isn't cleared. Resolve combat first.",
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prettyRoomType(run.CurrentRoomType())))
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}
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nodeID := harvestNodeIDFor(run)
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nodes, err := loadStandaloneHarvestNodes(run.RunID, run.ZoneID, nodeID)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load harvest state.")
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}
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// Reuse the expedition picker by passing a stub Expedition with just
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// ZoneID set. The kill-gated and event-conditional predicates inside
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// pickAvailableNode bail early on nil/empty RegionState — exactly the
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// behavior we want for standalone (no kill tracking, no events).
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stubExp := &Expedition{ZoneID: run.ZoneID}
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idx := pickAvailableNode(nodes, stubExp, char, action)
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if idx < 0 {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"Nothing left to %s in this room. Try `!resources` to see what's still gatherable.", action))
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}
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res, _ := FindZoneResource(run.ZoneID, nodes[idx].ResourceID)
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roll := rand.IntN(20) + 1
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mod := harvestActionAbility(char, action) + classHarvestBonus(char.Class, action)
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if action == HarvestFish {
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if adv, _ := loadAdvCharacter(ctx.Sender); adv != nil {
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mod += fishingSkillBonus(adv.FishingSkill)
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}
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}
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total := roll + mod
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outcome := resolveHarvestOutcome(total, res.DC)
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outcome = rangerRareCatchUpgrade(char.Class, action, outcome, nil)
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var b strings.Builder
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verb := strings.ToTitle(string(action)[:1]) + string(action)[1:]
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b.WriteString(fmt.Sprintf("**%s · %s** — d20=%d + %d = **%d** vs DC %d\n\n",
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verb, res.Name, roll, mod, total, res.DC))
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switch outcome {
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case OutcomeNothing:
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b.WriteString(flavor.Pick(flavor.HarvestFail))
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b.WriteString("\n\n_No yield. The node is still here — try again._")
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case OutcomeCommon:
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_ = grantHarvestYield(ctx.Sender, res, 1)
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b.WriteString(harvestSuccessLine(action, run.ZoneID))
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b.WriteString(fmt.Sprintf("\n\n_+1 %s._", res.Name))
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nodes[idx].CurrentCharges--
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case OutcomeStandard:
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qty := rand.IntN(3) + 1
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_ = grantHarvestYield(ctx.Sender, res, qty)
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b.WriteString(harvestSuccessLine(action, run.ZoneID))
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b.WriteString(fmt.Sprintf("\n\n_+%d %s._", qty, res.Name))
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nodes[idx].CurrentCharges--
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case OutcomeRich:
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qty := rand.IntN(3) + 1
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_ = grantHarvestYield(ctx.Sender, res, qty)
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b.WriteString(flavor.Pick(flavor.RichYield))
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b.WriteString(fmt.Sprintf("\n\n_+%d %s._", qty, res.Name))
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nodes[idx].CurrentCharges--
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}
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if outcome != OutcomeNothing && nodes[idx].CurrentCharges <= 0 {
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b.WriteString("\n\n")
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b.WriteString(flavor.Pick(flavor.NodeDepleted))
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}
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if err := saveStandaloneHarvestNodes(run.RunID, run.ZoneID, nodeID, nodes); err != nil {
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slog.Error("standalone harvest: save nodes", "user", ctx.Sender, "run", run.RunID, "err", err)
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// Compile-time check that loadAdvCharacter is reachable; silences "unused
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// import" complaints if loadAdvCharacter changes signature in the future.
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var _ id.UserID
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