Files
gogobee/internal/plugin/dnd_expedition_camp.go
prosolis ef8fbe5496 Phase-H review fixes: camp, fork streak, pet proc, BG transit, legacy streak
- Camp: campLocationCheck rejects only on live combat; no-encounter and
  post-kill rooms are campable (kills the misleading "clear it first").
- Fork: markActedToday moved after the pending-fork early-return so spamming
  !zone advance at a fork no longer keeps the daily streak alive.
- Pet whiff/deflect: single proc spent on the first multiattack swing only
  (was applied to every swing); also dedups the per-swing event spam.
- Autopilot: background region crossing now runs an HP/SU preflight and
  pauses if low, instead of burning a transit day while the player is idle.
- Legacy streak: acted-branch restamps LastActionDate=today so a purely-legacy
  actor's streak no longer resets to 1 every night.
2026-05-22 01:15:23 -07:00

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package plugin
import (
"fmt"
"math/rand/v2"
"strings"
"time"
"gogobee/internal/flavor"
"maunium.net/go/mautrix/id"
)
// Phase 12 E1e — basic camp system (rough + standard).
// Spec: gogobee_expedition_system.md §5. Fortified and Base camps are
// deliverables of E2 (Threat Clock & Night Phase) and E4 (Multi-Region)
// respectively — !camp explicitly rejects those types here so the
// surface is forward-compatible.
const (
CampTypeRough = "rough"
CampTypeStandard = "standard"
CampTypeFortified = "fortified"
CampTypeBase = "base"
)
// campSupplyCost — extra SU consumed at pitch time (§5.1).
var campSupplyCost = map[string]float32{
CampTypeRough: 0.5,
CampTypeStandard: 1.0,
CampTypeFortified: 2.0,
CampTypeBase: 3.0,
}
// !camp <type> — establish a camp on the current expedition.
//
// Validation (§5.2):
// - cannot camp in an active-enemy room
// - cannot camp in a trap room
// - cannot camp in a boss room
// - non-cleared room ⇒ forced rough camp regardless of intent
//
// Until !advance is wired into the expedition layer (a later phase),
// the player is treated as standing at the entry room (cleared by
// definition), so all rooms read as cleared and camp validation only
// rejects the never-applicable boss/trap/active cases.
func (p *AdventurePlugin) handleCampCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender,
"No Adv 2.0 character yet — run `!setup` first.")
}
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. `!camp` only works during an expedition. Use `!expedition start` first.")
}
args = strings.TrimSpace(strings.ToLower(args))
requested, rest := splitFirstWord(args)
if requested == "" {
return p.SendDM(ctx.Sender, campHelpText(exp))
}
if requested == "break" || requested == "down" || requested == "leave" {
return p.campBreak(ctx, exp)
}
switch requested {
case "rough", "standard":
// allowed in E1e
case "fortified":
if !exp.BossDefeated {
return p.SendDM(ctx.Sender,
"Fortified camps require a defeated zone boss. Clear the zone first.")
}
case "base":
// E4d: §11.1 — base camps unlock per region after the region
// boss is defeated, and only at base-camp-eligible sites.
if !IsMultiRegionZone(exp.ZoneID) {
return p.SendDM(ctx.Sender,
"Base camps are a multi-region waypoint feature — only available in Tier 45 zones (Underdark / Dragon's Lair / Abyss Portal).")
}
region, ok := CurrentRegion(exp)
if !ok {
return p.SendDM(ctx.Sender,
"Couldn't resolve your current region — try `!region` first.")
}
if !region.BaseCampSite {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"**%s** isn't a base-camp-eligible site. Look for a region whose boss has fallen and the geography is defensible.",
region.Name))
}
if !IsRegionCleared(exp, region.ID) {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You can pitch a base camp in **%s** only after defeating its region boss (%s).",
region.Name, region.RegionBoss))
}
default:
return p.SendDM(ctx.Sender,
"Unknown camp type. Try `rough` (any location) or `standard` (cleared rooms).")
}
_ = rest
return p.campPitch(ctx, exp, requested)
}
func campHelpText(exp *Expedition) string {
var b strings.Builder
b.WriteString("**!camp <type>** — establish camp during an expedition.\n\n")
b.WriteString("`!camp rough` — partial rest (any location, +0.5 SU, high night risk)\n")
b.WriteString("`!camp standard` — full long rest (cleared room, +1 SU, medium risk)\n")
b.WriteString("`!camp fortified` — long rest + bonus (zone boss defeated, +2 SU, low risk)\n")
b.WriteString("`!camp base` — persistent waypoint (region-boss-cleared base-camp site, +3 SU, very low risk)\n")
b.WriteString("`!camp break` — break camp\n\n")
if exp.Camp != nil && exp.Camp.Active {
b.WriteString(fmt.Sprintf("_Currently camped: **%s** (room %d)._",
exp.Camp.Type, exp.Camp.RoomIndex+1))
}
return b.String()
}
func (p *AdventurePlugin) campPitch(ctx MessageContext, exp *Expedition, kind string) error {
if exp.Camp != nil && exp.Camp.Active {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You're already camped (**%s**). `!camp break` first.", exp.Camp.Type))
}
// Room-context validation. Once !advance is wired into expeditions
// this resolves to the actual current room from the linked DungeonRun.
// For now, the entry room (always cleared) is the assumed location.
cleared, problem := campLocationCheck(exp)
if problem != "" {
return p.SendDM(ctx.Sender, problem)
}
if !cleared && kind == CampTypeStandard {
// §5.2: standard camp requires a cleared room. Reject explicitly
// rather than silently downgrading — the player should make the call.
return p.SendDM(ctx.Sender,
"Standard camp needs a cleared room. This room isn't cleared yet — clear it first, or `!camp rough` for a partial rest here.")
}
cost, ok := campSupplyCost[kind]
if !ok {
cost = 0.5
}
if exp.Supplies.Current < cost {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Not enough supplies for that camp (need **%.1f SU**, have **%.1f SU**). Try `!camp rough` or break camp and conserve.",
cost, exp.Supplies.Current))
}
exp.Supplies.Current -= cost
if err := updateSupplies(exp.ID, exp.Supplies); err != nil {
return p.SendDM(ctx.Sender, "Couldn't deduct supplies: "+err.Error())
}
camp := &CampState{
Active: true,
Type: kind,
RoomIndex: campCurrentRoomIndex(exp),
EstablishedAt: time.Now().UTC(),
NightEvents: []string{},
}
if err := updateCamp(exp.ID, camp); err != nil {
return p.SendDM(ctx.Sender, "Couldn't pitch camp: "+err.Error())
}
// E4d: pick the BaseCampEstablished pool for base camps; otherwise
// the generic camp pool. Both already handle [N] day interpolation
// for the base-camp first-pitch message.
var line string
if kind == CampTypeBase {
line = flavor.Pick(flavor.BaseCampEstablished)
line = strings.ReplaceAll(line, "[N]", fmt.Sprintf("%d", exp.CurrentDay))
} else {
line = flavor.Pick(flavor.CampEstablished)
}
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "rest",
fmt.Sprintf("camp pitched (%s) — %.1f SU consumed", kind, cost), line)
// Mark the region as a persistent base-camp waypoint on first pitch.
if kind == CampTypeBase {
if region, ok := CurrentRegion(exp); ok {
if _, err := addRegionListEntry(exp, regionStateBaseCampKey, region.ID); err != nil {
return p.SendDM(ctx.Sender, "Couldn't record base camp waypoint: "+err.Error())
}
}
}
var b strings.Builder
b.WriteString(fmt.Sprintf("⛺ **Camp established — %s.**\n", kind))
b.WriteString(fmt.Sprintf("Supplies: %.1f / %.1f SU (%.1f).\n",
exp.Supplies.Current, exp.Supplies.Max, cost))
if line != "" {
b.WriteString("\n" + line + "\n")
}
switch kind {
case CampTypeRough:
b.WriteString("\n_Rough camp — partial rest. HP recovers to 50%, no spell slots restored._")
case CampTypeFortified:
b.WriteString("\n_Fortified camp — long rest + 1d6 HP bonus on wake; threat clock 5; wandering rolls 4._")
case CampTypeBase:
b.WriteString("\n_Base camp — long rest + 1d6 HP bonus; threat clock 5; wandering rolls 6. **Waypoint persisted** — camp here again at no eligibility cost on later returns._")
default:
b.WriteString("\n_Standard camp — full long rest at the next morning briefing._")
}
return p.SendDM(ctx.Sender, b.String())
}
// processOvernightCamp applies the overnight long-rest effects of an
// active camp at briefing time (§3, §5.1, §8.1). Auto-breaks the camp
// after the rest. Returns a one-line summary for the briefing body.
//
// Effects:
// - rough: HP recovered to at least 50% of max.
// - standard: HP fully restored, spell slots refreshed, exhaustion -1.
// - fortified: standard + 1d6 HP bonus on top, threat -5.
// - base: same as fortified for the rest itself; persistent waypoint
// mechanics land in E4.
//
// Returns "" if the expedition wasn't camped overnight.
func processOvernightCamp(e *Expedition) string {
if e.Camp == nil || !e.Camp.Active {
return ""
}
uid := id.UserID(e.UserID)
c, _ := LoadDnDCharacter(uid)
if c == nil {
// No character to apply HP/spells to; just break the camp.
_ = updateCamp(e.ID, nil)
return ""
}
// Babysit safe-rest: an active subscription promotes a Standard camp
// to Fortified for rest purposes (no need for boss-cleared arrangements).
// Rough/Base are unchanged — Rough still implies no shelter, and Base
// already exceeds Fortified.
babysitUpgraded := false
kind := e.Camp.Type
if kind == CampTypeStandard && BabysitSafeRest(uid) {
kind = CampTypeFortified
babysitUpgraded = true
}
prevHP := c.HPCurrent
bonusHP := 0
switch kind {
case CampTypeRough:
half := c.HPMax / 2
if c.HPCurrent < half {
c.HPCurrent = half
}
case CampTypeStandard:
c.HPCurrent = c.HPMax
c.TempHP = 0
if c.Exhaustion > 0 {
c.Exhaustion--
}
case CampTypeFortified, CampTypeBase:
c.HPCurrent = c.HPMax
c.TempHP = 0
if c.Exhaustion > 0 {
c.Exhaustion--
}
bonusHP = 1 + rand.IntN(6)
c.HPCurrent += bonusHP
if c.HPCurrent > c.HPMax {
c.HPCurrent = c.HPMax
}
}
_ = SaveDnDCharacter(c)
if kind == CampTypeStandard || kind == CampTypeFortified || kind == CampTypeBase {
_ = refreshAllResources(uid)
_ = refreshSpellSlots(uid)
_ = ReplenishHarvestNodes(e)
}
// Threat reduction (§8.1: -5 for fortified long rest).
if kind == CampTypeFortified || kind == CampTypeBase {
_ = applyThreatDelta(e.ID, -5, "long rest in fortified camp")
}
// §7.3 Underforge: fortified rest drops heat stacks by 2.
heatReduced := 0
if (kind == CampTypeFortified || kind == CampTypeBase) && e.ZoneID == ZoneUnderforge {
before := e.TemporalStack
after := reduceUnderforgeHeat(e)
heatReduced = before - after
}
// Auto-break the camp now that the rest has been applied.
_ = updateCamp(e.ID, nil)
e.Camp = nil
// Pretty summary for the briefing body.
switch kind {
case CampTypeRough:
if c.HPCurrent > prevHP {
return fmt.Sprintf("Rough rest: HP %d → %d.", prevHP, c.HPCurrent)
}
return "Rough rest: no HP gain (already above the half-HP floor)."
case CampTypeStandard:
return fmt.Sprintf("Long rest: HP %d → %d, spell slots & resources refreshed.", prevHP, c.HPCurrent)
case CampTypeFortified, CampTypeBase:
label := "Fortified rest"
if babysitUpgraded {
label = "Fortified rest (babysitter watching the camp)"
}
summary := fmt.Sprintf("%s: HP %d → %d (+1d6 = %d bonus); threat clock 5; resources refreshed.",
label, prevHP, c.HPCurrent, bonusHP)
if heatReduced > 0 {
summary += fmt.Sprintf(" Heat stacks %d.", heatReduced)
}
return summary
}
return ""
}
func (p *AdventurePlugin) campBreak(ctx MessageContext, exp *Expedition) error {
if exp.Camp == nil || !exp.Camp.Active {
return p.SendDM(ctx.Sender, "No camp to break.")
}
if err := updateCamp(exp.ID, nil); err != nil {
return p.SendDM(ctx.Sender, "Couldn't break camp: "+err.Error())
}
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative", "camp broken", "")
return p.SendDM(ctx.Sender, "Camp struck. The dungeon awaits.")
}
// campLocationCheck enforces §5.2 placement rules. Returns (clearedRoom, problem).
// Until !advance wires into expeditions, the player is at the entry room
// (always cleared, never trap/boss/active-enemy) so this currently always
// returns (true, "").
func campLocationCheck(exp *Expedition) (cleared bool, problem string) {
if exp.RunID == "" {
// No room state — treat as the entry room. Cleared by definition.
return true, ""
}
run, err := getZoneRun(exp.RunID)
if err != nil || run == nil {
// Run was wiped/abandoned out from under us; behave like entry.
return true, ""
}
rt := run.CurrentRoomType()
switch rt {
case RoomBoss:
return false, "You can't camp in a boss room. The room knows it's a boss room."
case RoomTrap:
return false, "You can't camp in a trap room — even a disarmed one."
}
for _, idx := range run.RoomsCleared {
if idx == run.CurrentRoom {
return true, ""
}
}
// Not yet advanced-past, but the only thing that bars a rest is a live
// fight. Forward-only navigation means players pause right after a kill
// before advancing, and peaceful/exploration/loot rooms never spawn an
// encounter at all — both are safe to rest in. The "cleared" flag would
// otherwise reject standard camp here with a misleading "clear it first".
encID := encounterIDForRoom(run.CurrentRoom)
sess, err := getCombatSessionForEncounter(run.RunID, encID)
if err != nil {
return false, ""
}
if sess != nil && sess.Status == CombatStatusActive {
return false, "You can't camp mid-fight — finish the encounter first."
}
return true, ""
}
// campCurrentRoomIndex returns 0 (entry) when no room context exists.
func campCurrentRoomIndex(exp *Expedition) int {
if exp.RunID == "" {
return 0
}
run, err := getZoneRun(exp.RunID)
if err != nil || run == nil {
return 0
}
return run.CurrentRoom
}