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The game-side half of setting out, going back in, and hiring the sitter from the web. Each is the existing command minus its framing: performExpeditionStart, performResume and performBabysitPurchase now hold the guards and the money, and !expedition start, !resume and !adventure babysit are what is left over. So a departure booked from a phone is the same departure - same eligibility chain, same supply freebies, same opening log line - rather than a second one that drifts. Refusals travel as advRefusal, which wraps a sentinel AND carries the finished sentence. That is what lets the commands keep the exact copy they always sent while the web gets a machine-readable verdict. All three spend coins on a retrying wire, so the debit is keyed to the order guid and a re-offer cannot charge twice. The subtle half is what a re-offer should ANSWER: a settled debit plus an already-started expedition means the order worked and lost its ack, not that the player is busy, so it reports applied instead of refusing the thing it did. Nothing refunds-then-retries - after a refund the keyed debit will not charge again, so a retry would hand over the goods for free, and every failure past the debit is therefore permanent. Also fixes a deadlock that predates all of this: !expedition extract and !expedition resume are aliases for two commands that take the per-user lock themselves, and the alias dispatcher already held it. Since it is a plain sync.Mutex the handler blocked forever and, because the deferred unlock never ran, every later adventure command from that player wedged too. It does not fail loudly on regression - it hangs - so the new test asserts with a timeout. Claude-Session: https://claude.ai/code/session_012bxpQQJDjC1mTtLN3VVtBQ
628 lines
26 KiB
Go
628 lines
26 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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"strings"
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"time"
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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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// Phase 12 E5 — Extraction & Resume.
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// Spec: gogobee_expedition_system.md §10.
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//
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// - Voluntary (§10.1): !extract — burns 1 in-game day, status='extracting',
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// resumable for 7 real days. All loot/XP/coins kept.
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// - Forced (§10.2): triggered by HP-0 / supplies-0 / Abyss collapse.
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// status='abandoned', 20% coin tax on CoinsEarned, NOT resumable.
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// - Resume (§10.3): !resume within 7 days, repurchase supplies, threat
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// and temporal stacks restored as-is.
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//
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// HP-0 and supplies-0 wiring lives with combat / supply hookups (deferred);
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// this commit ships the helpers and wires the existing Abyss-collapse path.
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const (
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extractResumeWindow = 7 * 24 * time.Hour
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forcedExtractCoinTaxFrac = 0.20
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extractionSweepInterval = time.Hour
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)
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var (
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ErrNoResumableExpedition = errors.New("no resumable expedition for player")
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ErrResumeWindowExpired = errors.New("expedition resume window expired (7 days)")
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)
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// voluntaryExtractExpedition burns one in-game day's supplies, advances
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// the day counter, and flips status to 'extracting'. The expedition stays
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// resumable until completed_at + 7 days.
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func voluntaryExtractExpedition(userID id.UserID) (*Expedition, error) {
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e, err := getActiveExpedition(userID)
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if err != nil {
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return nil, err
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}
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if e == nil {
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return nil, ErrNoActiveExpedition
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}
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harsh := e.ThreatLevel > 60
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newSupplies, _ := applyExpeditionDailyBurn(e, harsh, e.SiegeMode)
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e.Supplies = newSupplies
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supJSON, _ := json.Marshal(newSupplies)
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'extracting',
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supplies_json = ?,
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current_day = current_day + 1,
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, string(supJSON), e.ID); err != nil {
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return nil, fmt.Errorf("voluntary extract: %w", err)
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}
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e.CurrentDay++
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e.Status = ExpeditionStatusExtracting
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_ = retireAllRegionRuns(e)
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return e, nil
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}
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// forcedExtractExpedition flips an expedition to 'abandoned'. Returns the
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// 20% coin-tax amount the caller should debit (CoinsEarned * 0.20, floored).
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// Reason is appended to the expedition log.
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func forcedExtractExpedition(expID, reason string) (*Expedition, int, error) {
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e, err := getExpedition(expID)
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if err != nil {
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return nil, 0, err
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}
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if e == nil {
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return nil, 0, ErrNoActiveExpedition
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}
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tax := int(float64(e.CoinsEarned) * forcedExtractCoinTaxFrac)
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'abandoned',
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completed_at = CURRENT_TIMESTAMP,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, expID); err != nil {
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return nil, 0, fmt.Errorf("forced extract: %w", err)
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}
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e.Status = ExpeditionStatusAbandoned
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_ = retireAllRegionRuns(e)
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releaseParty(e.ID)
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return e, tax, nil
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}
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// The reasons a run can end badly. They were bare strings at four call sites;
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// they are constants now because the news seam has to tell them apart — a
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// retreat is a story and a death is a different story, and an idle reap is
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// neither.
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const (
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lossCombatDeath = "combat death"
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lossCombatRetreat = "combat retreat" // solo: ran out the phase clock and withdrew
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lossCombatFlee = "combat flee" // party: the turn engine broke off
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lossIdleTimeout = "run idle-timeout (§4.3 stale-run reap)"
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)
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// forceExtractExpeditionForRunLoss bridges run-loss call sites (turn-based
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// elite/boss death or flee, exploration combat death, patrol-interrupt
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// death) into the forced-extract flow. Those sites already abandon the
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// zone run, but without flipping the wrapping expedition the ambient
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// ticker keeps DMing about a dungeon the player walked away from. No-op
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// when there is no active expedition for this user.
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//
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// It is also the one chokepoint every bad ending passes through, which makes it
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// where the retreat dispatch is filed. Read the expedition BEFORE the extract:
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// forcedExtractExpedition stamps it 'abandoned' and zeroes the live fields, so
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// afterwards there is no day count left to report.
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func forceExtractExpeditionForRunLoss(userID id.UserID, reason string) {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil {
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return
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}
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day, zoneID := exp.CurrentDay, exp.ZoneID
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if _, _, err := forcedExtractExpedition(exp.ID, reason); err != nil {
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slog.Warn("expedition: force-extract on run loss",
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"user", userID, "expedition", exp.ID, "reason", reason, "err", err)
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return
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}
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emitRetreatNews(userID, reason, zoneID, day)
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}
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// finalizeExpeditionOnZoneClear bridges the run-complete seam (boss down,
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// no outgoing edges) into expedition completion — the success-path twin of
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// forceExtractExpeditionForRunLoss. When the cleared run is the active
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// expedition's current run AND the clear finishes the whole zone (a
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// single-region zone, or the zone-boss region of a multi-region zone), it
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// flips the expedition to 'complete', records boss_defeated, and awards
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// completion milestones. Returns the rendered milestone lines for the caller
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// to append to the run-complete message.
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//
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// No-op (nil) for standalone runs and for mid-zone region clears, which
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// leave the expedition active so inter-region travel can continue. Without
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// this, a cleared zone leaves the expedition 'active' forever and the
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// ambient ticker keeps DMing about a dungeon the player already finished.
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func (p *AdventurePlugin) finalizeExpeditionOnZoneClear(userID id.UserID, runID string) []string {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil {
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return nil
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}
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if exp.RunID != runID {
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return nil // the completed run isn't this expedition's current run
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}
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if IsMultiRegionZone(exp.ZoneID) {
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region, ok := CurrentRegion(exp)
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if !ok {
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return nil
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}
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if _, err := MarkRegionBossDefeated(exp, region.ID); err != nil {
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slog.Warn("expedition: mark region boss defeated",
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"user", userID, "expedition", exp.ID, "region", region.ID, "err", err)
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}
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if !region.IsZoneBoss {
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return nil // region cleared; expedition continues to the next region
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}
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} else {
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// Single-region zone: there's no region registry to flip through
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// MarkRegionBossDefeated, so set the zone-level flag directly.
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exp.BossDefeated = true
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if _, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET boss_defeated = 1,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, exp.ID); err != nil {
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slog.Warn("expedition: set boss defeated on zone clear",
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"user", userID, "expedition", exp.ID, "err", err)
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}
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}
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// completeExpedition must run before AwardCompletionMilestones — the
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// latter gates on status == 'complete'.
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if err := completeExpedition(exp.ID, ExpeditionStatusComplete); err != nil {
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slog.Warn("expedition: complete on zone clear",
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"user", userID, "expedition", exp.ID, "err", err)
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return nil
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}
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exp.Status = ExpeditionStatusComplete
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_ = retireAllRegionRuns(exp)
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p.rollZoneTreasure(userID, exp.ZoneID, advTreasureWeightZoneClear)
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lines := p.AwardCompletionMilestones(exp, false)
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// N6/D3: the Shadow's payoff for this zone — a crow (player was first) or a
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// waiting journal page (the Shadow cleared it first). Appended after the
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// milestone lines so the campaign beat reads last.
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if sl := p.shadowOnPlayerZoneClear(userID, exp.ZoneID); sl != "" {
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lines = append(lines, sl)
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}
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// News: boss down means the zone is cleared. Realm-first → PRIORITY,
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// repeat → BULLETIN. No-op unless the Pete seam is enabled.
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emitZoneClearNews(userID, exp)
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return lines
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}
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// midZoneRegionClear reports whether the just-completed run (runID) is the
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// active expedition's current run AND finishes a non-boss region of a
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// multi-region zone — i.e. a region clear that leaves the expedition active
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// with a next region to cross into. Returns the cleared region, the next
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// region, and true in that case; zero-values + false for a full zone clear,
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// a standalone run, or any read error. Used to word the run-complete message
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// (region-cleared vs zone-cleared) without re-deriving region state inline.
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func midZoneRegionClear(userID id.UserID, runID string) (cur, next ExpeditionRegion, ok bool) {
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exp, err := getActiveExpedition(userID)
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if err != nil || exp == nil || exp.RunID != runID || !IsMultiRegionZone(exp.ZoneID) {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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region, found := CurrentRegion(exp)
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if !found || region.IsZoneBoss {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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nxt, found := nextRegion(exp.ZoneID, region.ID)
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if !found {
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return ExpeditionRegion{}, ExpeditionRegion{}, false
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}
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return region, nxt, true
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}
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// getResumableExpedition returns the most recent 'extracting' row for the
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// user, regardless of age (caller checks the 7-day window).
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func getResumableExpedition(userID id.UserID) (*Expedition, error) {
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row := db.Get().QueryRow(`
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SELECT expedition_id, user_id, zone_id, run_id, status,
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start_date, current_day, current_region, boss_defeated,
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supplies_json, camp_json, threat_level, threat_siege,
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threat_events, temporal_stack, region_state,
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xp_earned, coins_earned, gm_mood,
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last_briefing_at, last_recap_at, last_ambient_kind,
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last_activity, completed_at
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FROM dnd_expedition
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WHERE user_id = ?
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AND status = 'extracting'
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ORDER BY completed_at DESC
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LIMIT 1`, string(userID))
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e, err := scanExpedition(row)
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if errors.Is(err, sql.ErrNoRows) {
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return nil, nil
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}
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return e, err
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}
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// extractionLapsed reports whether an 'extracting' row is past its resume
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// window and should be reaped. A NULL completed_at counts as lapsed: the column
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// is the only clock the window has, and a row without one can never expire.
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func extractionLapsed(e *Expedition, now time.Time) bool {
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return e.CompletedAt == nil || now.Sub(*e.CompletedAt) > extractResumeWindow
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}
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// loadLapsedExtractions returns every extracted expedition whose resume window
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// has closed, regardless of owner.
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func loadLapsedExtractions(now time.Time) ([]*Expedition, error) {
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rows, err := db.Get().Query(`
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SELECT`+expeditionSelectCols+`
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FROM dnd_expedition e
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WHERE e.status = 'extracting'
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AND (e.completed_at IS NULL OR e.completed_at < ?)`,
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now.Add(-extractResumeWindow))
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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return scanExpeditionRows(rows)
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}
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// sweepLapsedExtractions closes out every extraction whose seven-day window has
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// run out, which releases its roster.
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//
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// Without this the window is a promise the code never keeps. `handleResumeCmd`
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// expires a lapsed row lazily, but only the *leader* can call `!resume` — so a
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// leader who quits, forgets, or simply starts a different expedition leaves the
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// row 'extracting' forever, and releaseParty (which fires only on a terminal
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// status) never runs. Every member stays seated, and assertNotAdventuring keeps
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// refusing them a run of their own. `!expedition leave` is their escape, but a
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// player should not have to find it.
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func (p *AdventurePlugin) sweepLapsedExtractions(now time.Time) {
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exps, err := loadLapsedExtractions(now)
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if err != nil {
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slog.Error("expedition: load lapsed extractions", "err", err)
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return
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}
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for _, e := range exps {
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if err := p.reapLapsedExtraction(e); err != nil {
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slog.Warn("expedition: expire lapsed extraction", "expedition", e.ID, "err", err)
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continue
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}
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}
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}
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// reapLapsedExtraction closes one lapsed extraction and tells its roster the
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// way back has shut. It is the single reap-with-notify path: the hourly
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// sweeper loops it, and expeditionCmdStart calls it when a player starts a new
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// expedition on top of one whose window has already closed — so a member is
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// never silently unseated by whichever path happens to reach the row first.
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//
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// The audience is read before the close-out: completeExpedition disbands the
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// roster, and expeditionAudience reads that roster.
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func (p *AdventurePlugin) reapLapsedExtraction(e *Expedition) error {
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audience := expeditionAudience(e)
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if err := completeExpedition(e.ID, ExpeditionStatusFailed); err != nil {
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return err
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}
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zone, _ := getZone(e.ZoneID)
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body := fmt.Sprintf(
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"🕯 **The way back has closed — %s**\n\nYour extracted expedition sat past its seven-day resume window, and the dungeon reshaped without you. Day %d is where it ends.\n\nThe loot, XP, and coins you carried out are still yours. `!expedition list` when you're ready for the next one.",
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zone.Display, e.CurrentDay)
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for _, uid := range audience {
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if err := p.SendDM(uid, body); err != nil {
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slog.Warn("expedition: lapsed-extraction DM failed", "user", uid, "expedition", e.ID, "err", err)
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}
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}
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return nil
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}
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// expeditionExtractionSweepTicker reaps lapsed extractions hourly. The window is
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// seven days, so the cadence only bounds how long a freed member waits to hear
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// about it.
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func (p *AdventurePlugin) expeditionExtractionSweepTicker() {
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ticker := time.NewTicker(extractionSweepInterval)
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defer ticker.Stop()
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for {
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select {
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case <-p.stopCh:
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return
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case <-ticker.C:
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p.sweepLapsedExtractions(time.Now().UTC())
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}
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}
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}
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// resumeExpedition flips an extracting row back to 'active' with fresh
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// supplies. Threat/temporal/region state are preserved as-is.
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func resumeExpedition(expID string, supplies ExpeditionSupplies) error {
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supJSON, _ := json.Marshal(supplies)
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_, err := db.Get().Exec(`
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UPDATE dnd_expedition
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SET status = 'active',
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supplies_json = ?,
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completed_at = NULL,
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last_activity = CURRENT_TIMESTAMP
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WHERE expedition_id = ?`, string(supJSON), expID)
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return err
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}
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// ── !extract command ────────────────────────────────────────────────────────
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// Sentinels for the two ways an extraction can be refused. They exist so the
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// headless caller (the web action queue, pete_orders.go) can turn a refusal into
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// its own verdict without parsing a DM. `!extract` maps them straight back to the
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// prose it always sent.
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var (
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errExtractNoRun = errors.New("extract: no active expedition")
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errExtractNotLeader = errors.New("extract: not the party leader")
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)
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// extractOutcome is what an extraction did, for a caller that has to describe it
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// somewhere other than a DM.
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type extractOutcome struct {
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Zone string // display name
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Day int
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}
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// performExtraction is the whole of `!extract` minus the command framing: the
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// per-user lock, the leader check, the state flip, the log line, the party
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// fan-out and the emergence pet roll. It is shared with the web action queue so
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// that pulling out from a phone is the *same* extraction, not a second
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// implementation of one — the party still gets DM'd, the log still gets its
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// line, and the resume window is the same window.
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func (p *AdventurePlugin) performExtraction(uid id.UserID) (extractOutcome, error) {
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userMu := p.advUserLock(uid)
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userMu.Lock()
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defer userMu.Unlock()
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exp, isLeader, err := activeExpeditionFor(uid)
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if err != nil {
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return extractOutcome{}, fmt.Errorf("reading expedition state: %w", err)
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}
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if exp == nil {
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return extractOutcome{}, errExtractNoRun
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}
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if !isLeader {
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// Extraction ends the expedition for the whole roster, so it is the
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// leader's call — the same reasoning that makes `!flee` leader-only.
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return extractOutcome{}, errExtractNotLeader
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}
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zone, _ := getZone(exp.ZoneID)
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updated, err := voluntaryExtractExpedition(uid)
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if err != nil {
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return extractOutcome{}, err
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}
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line := flavor.Pick(flavor.ExtractionVoluntary)
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_ = appendExpeditionLog(updated.ID, updated.CurrentDay, "narrative",
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"voluntary extraction", line)
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markActedToday(uid)
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var b strings.Builder
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b.WriteString(fmt.Sprintf("🚪 **Extraction — %s, Day %d**\n\n",
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zone.Display, updated.CurrentDay))
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if line != "" {
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b.WriteString(line)
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b.WriteString("\n\n")
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}
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// The extraction ends the day for everyone standing in the dungeon, and the
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// roster outlives a voluntary extract — `extracting` is a resumable limbo, so
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// members are still seated and must hear about it. Only the leader can call
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// `!resume`, so the closing line differs per reader.
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expires := (time.Now().UTC().Add(extractResumeWindow)).Format("2006-01-02 15:04 MST")
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p.fanOutExpeditionDM(updated, b.String(), func(uid id.UserID, body string) string {
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if uid == id.UserID(updated.UserID) {
|
|
return body + fmt.Sprintf("Loot, XP, and coins are kept. The dungeon stays where you left it — `!resume` within 7 days to come back. After %s the expedition expires.", expires)
|
|
}
|
|
return body + fmt.Sprintf("Loot, XP, and coins are kept. Your leader can `!resume` within 7 days, and you'll walk back in with them. After %s the expedition expires.", expires)
|
|
})
|
|
|
|
// Emergence seam: surfacing from a run is when an animal may have moved
|
|
// into the empty house. Every member surfaced, so every member rolls.
|
|
for _, member := range expeditionAudience(updated) {
|
|
p.maybeRollPetArrivalOnEmerge(member)
|
|
}
|
|
return extractOutcome{Zone: zone.Display, Day: updated.CurrentDay}, nil
|
|
}
|
|
|
|
// handleExtractCmd is `!extract`: the command framing around performExtraction.
|
|
// The extraction itself, including the DM everyone in the party gets, happens in
|
|
// there — so this only has to turn a refusal back into the prose it always sent.
|
|
func (p *AdventurePlugin) handleExtractCmd(ctx MessageContext, _ string) error {
|
|
_, err := p.performExtraction(ctx.Sender)
|
|
switch {
|
|
case errors.Is(err, errExtractNoRun):
|
|
return p.SendDM(ctx.Sender, "No active expedition to extract from.")
|
|
case errors.Is(err, errExtractNotLeader):
|
|
return p.SendDM(ctx.Sender, "Only your party leader can call the extraction. Ask them to `!extract`, or `!expedition leave` to walk out alone.")
|
|
case err != nil:
|
|
return p.SendDM(ctx.Sender, "Couldn't extract: "+err.Error())
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// ── !resume command ─────────────────────────────────────────────────────────
|
|
|
|
// Sentinels for the ways going back in can be refused. Same contract as
|
|
// performExpeditionStart's: each one comes back inside an advRefusal that also
|
|
// carries the finished sentence, so `!resume` keeps its copy verbatim.
|
|
//
|
|
// errResumeNeedLoadout is the odd one out and deliberately so: it is not a
|
|
// refusal at all but the loadout prompt, returned as one so the whole decision
|
|
// stays inside the lock. The web never triggers it — it always names a loadout.
|
|
var (
|
|
errResumeNeedLoadout = errors.New("resume: no loadout named")
|
|
errResumeBusy = errors.New("resume: already on an expedition")
|
|
errResumeNothing = errors.New("resume: no extracted expedition")
|
|
errResumeLapsed = errors.New("resume: past the 7-day window")
|
|
errResumeBadPacks = errors.New("resume: invalid pack selection")
|
|
errResumeBroke = errors.New("resume: cannot cover outfitting")
|
|
errResumeFailed = errors.New("resume: could not resume")
|
|
)
|
|
|
|
// resumeOutcome is what going back in did, for a caller describing it somewhere
|
|
// other than a DM.
|
|
type resumeOutcome struct {
|
|
Zone ZoneDefinition
|
|
Day int
|
|
Supplies ExpeditionSupplies
|
|
Purchase SupplyPurchase
|
|
Threat int
|
|
Stack int
|
|
Line string
|
|
}
|
|
|
|
// performResume is `!resume` minus the command framing: the leader check, the
|
|
// lapse check, the re-outfitting purchase and the fresh region run. Shared with
|
|
// the web action queue so that walking back in from a phone is the same walk.
|
|
//
|
|
// loadoutTok is the raw `Ns Md` / preset token; empty asks for the prompt.
|
|
// idemKey, when set, is the web order's guid and moves the money onto the
|
|
// idempotent variants — see beginExpeditionIdem for why a refund then makes a
|
|
// retry unsafe, which is why every error here is permanent for the web caller.
|
|
func (p *AdventurePlugin) performResume(uid id.UserID, loadoutTok, idemKey string) (resumeOutcome, error) {
|
|
userMu := p.advUserLock(uid)
|
|
userMu.Lock()
|
|
defer userMu.Unlock()
|
|
|
|
c, err := LoadDnDCharacter(uid)
|
|
if err != nil {
|
|
return resumeOutcome{}, fmt.Errorf("Couldn't load your character: %s", err)
|
|
}
|
|
if c == nil || c.PendingSetup {
|
|
return resumeOutcome{}, refuseAdv(errResumeNothing, "No Adv 2.0 character yet — run `!setup` first.")
|
|
}
|
|
|
|
if existing, isLeader, _ := activeExpeditionFor(uid); existing != nil {
|
|
zone, _ := getZone(existing.ZoneID)
|
|
if !isLeader {
|
|
return resumeOutcome{}, refuseAdv(errResumeBusy,
|
|
"You're riding a party expedition in **%s** (Day %d). Only its leader can `!resume`.",
|
|
zone.Display, existing.CurrentDay)
|
|
}
|
|
// A web order that already paid and already resumed lands here on the
|
|
// re-offer; the settled debit is what tells that apart from a player who
|
|
// really is already out. Same tell as performExpeditionStart's.
|
|
if idemKey != "" && p.euro != nil && p.euro.HasExternalTx(idemKey) {
|
|
return resumeOutcome{Zone: zone, Day: existing.CurrentDay,
|
|
Supplies: existing.Supplies, Threat: existing.ThreatLevel}, nil
|
|
}
|
|
return resumeOutcome{}, refuseAdv(errResumeBusy,
|
|
"You already have an active expedition in **%s** (Day %d). Finish it or `!expedition abandon` first.",
|
|
zone.Display, existing.CurrentDay)
|
|
}
|
|
|
|
exp, err := getResumableExpedition(uid)
|
|
if err != nil {
|
|
return resumeOutcome{}, fmt.Errorf("Couldn't read expedition state: %s", err)
|
|
}
|
|
if exp == nil {
|
|
return resumeOutcome{}, refuseAdv(errResumeNothing,
|
|
"No extracted expedition to resume. Use `!expedition start <zone>` to begin a new one.")
|
|
}
|
|
if extractionLapsed(exp, time.Now().UTC()) {
|
|
// Expire it so it doesn't keep resurfacing. The hourly sweeper would get
|
|
// here on its own; this keeps the refusal and the reap in one breath.
|
|
_ = completeExpedition(exp.ID, ExpeditionStatusFailed)
|
|
return resumeOutcome{}, refuseAdv(errResumeLapsed,
|
|
"That extraction is past its 7-day resume window — the dungeon has reshaped without you. Start a new expedition.")
|
|
}
|
|
|
|
zone, _ := getZone(exp.ZoneID)
|
|
// D5-b: prompt for a preset loadout on empty args.
|
|
if strings.TrimSpace(loadoutTok) == "" {
|
|
return resumeOutcome{}, refuseAdv(errResumeNeedLoadout, "%s", renderLoadoutPrompt(zone, "resume"))
|
|
}
|
|
purchase, err := resolveLoadoutOrParse(strings.TrimSpace(loadoutTok), zone.Tier)
|
|
if err != nil {
|
|
return resumeOutcome{}, refuseAdv(errResumeBadPacks, "Couldn't parse supply packs: %s", err.Error())
|
|
}
|
|
if err := purchase.Validate(zone.Tier); err != nil {
|
|
return resumeOutcome{}, refuseAdv(errResumeBadPacks, "Invalid pack selection: %s", err.Error())
|
|
}
|
|
cost := float64(purchase.Cost())
|
|
if p.euro == nil {
|
|
return resumeOutcome{}, refuseAdv(errResumeFailed, "Coin system unavailable — try again later.")
|
|
}
|
|
paid := idemKey != "" && p.euro.HasExternalTx(idemKey)
|
|
if !paid {
|
|
if balance := p.euro.GetBalance(uid); balance < cost {
|
|
return resumeOutcome{}, refuseAdv(errResumeBroke,
|
|
"Not enough coins. Outfitting costs **%d** but you have **%.0f**.",
|
|
int(cost), balance)
|
|
}
|
|
}
|
|
debit := func(why string) bool { return p.euro.Debit(uid, cost, why) }
|
|
refund := func(why, suffix string) { p.euro.Credit(uid, cost, why) }
|
|
if idemKey != "" {
|
|
debit = func(why string) bool {
|
|
ok, _, err := p.euro.DebitIdem(uid, cost, why, idemKey)
|
|
return err == nil && ok
|
|
}
|
|
refund = func(why, suffix string) {
|
|
if _, _, err := p.euro.CreditIdem(uid, cost, why, idemKey+":refund"+suffix); err != nil {
|
|
slog.Error("expedition: resume refund failed", "user", uid, "order", idemKey, "err", err)
|
|
}
|
|
}
|
|
}
|
|
if !debit("expedition resume outfitting: " + string(exp.ZoneID)) {
|
|
return resumeOutcome{}, refuseAdv(errResumeFailed, "Couldn't debit outfitting cost (try again).")
|
|
}
|
|
|
|
supplies := makeSupplies(zone.Tier, purchase)
|
|
if err := resumeExpedition(exp.ID, supplies); err != nil {
|
|
refund("expedition resume refund", "")
|
|
return resumeOutcome{}, refuseAdv(errResumeFailed, "Couldn't resume: %s", err.Error())
|
|
}
|
|
exp.Status = ExpeditionStatusActive
|
|
exp.Supplies = supplies
|
|
// Spawn a fresh DungeonRun for the resumed region; the prior run was
|
|
// abandoned at extract time. Per-room harvest state in RegionState is
|
|
// preserved as-is so progression isn't reset.
|
|
exp.RunID = ""
|
|
exp.RegionState[regionStateRegionRuns] = map[string]string{}
|
|
_ = persistRegionState(exp)
|
|
if _, err := ensureRegionRun(exp, c.Level); err != nil {
|
|
refund("expedition resume refund (run-spawn failed)", ":region")
|
|
return resumeOutcome{}, refuseAdv(errResumeFailed, "Couldn't outfit the resumed region: %s", err.Error())
|
|
}
|
|
line := flavor.Pick(flavor.ExpeditionResume)
|
|
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
|
|
"expedition resumed", line)
|
|
|
|
return resumeOutcome{
|
|
Zone: zone, Day: exp.CurrentDay, Supplies: supplies, Purchase: purchase,
|
|
Threat: exp.ThreatLevel, Stack: exp.TemporalStack, Line: line,
|
|
}, nil
|
|
}
|
|
|
|
// handleResumeCmd is `!resume`: the command framing around performResume.
|
|
func (p *AdventurePlugin) handleResumeCmd(ctx MessageContext, args string) error {
|
|
out, err := p.performResume(ctx.Sender, args, "")
|
|
if err != nil {
|
|
// Every refusal — and the loadout prompt, which travels as one — arrives
|
|
// as a finished sentence, so this only has to say it.
|
|
return p.SendDM(ctx.Sender, err.Error())
|
|
}
|
|
|
|
var b strings.Builder
|
|
b.WriteString(fmt.Sprintf("🚪 **Expedition resumed — %s, Day %d**\n\n",
|
|
out.Zone.Display, out.Day))
|
|
if out.Line != "" {
|
|
b.WriteString(out.Line)
|
|
b.WriteString("\n\n")
|
|
}
|
|
b.WriteString(fmt.Sprintf("**Re-outfitted:** %.0f SU (%d standard, %d deluxe) — %d coins\n",
|
|
out.Supplies.Max, out.Purchase.StandardPacks, out.Purchase.DeluxePacks, out.Purchase.Cost()))
|
|
b.WriteString(fmt.Sprintf("**Threat:** %d / 100 (resumed at extraction value)\n", out.Threat))
|
|
if out.Stack != 0 {
|
|
b.WriteString(fmt.Sprintf("**Zone stack:** %d (resumed)\n", out.Stack))
|
|
}
|
|
b.WriteString("\nUse `!expedition status` for the daily briefing.")
|
|
return p.SendDM(ctx.Sender, b.String())
|
|
}
|