Files
gogobee/internal/plugin/dnd_expedition_camp.go
prosolis f844068660 Adv 2.0 D&D Phase 12 E2d: Fortified Camp branch + overnight rest effects
§5.1 fortified camp unlocked in !camp, gated on exp.BossDefeated for
now (cache-site waypoints land in E3+). +2 SU cost was already in the
E1e cost table; this commit just stops rejecting the type.

§3 / §5.1 / §8.1 overnight rest applied at briefing rollover via
processOvernightCamp:
  - rough: HP floor of HPMax/2 (no spell refresh)
  - standard: full HP, exhaustion -1, refreshAllResources +
    refreshSpellSlots
  - fortified / base: standard rest + 1d6 HP bonus on wake +
    threat-clock -5 (§8.1 modifier)

The camp auto-breaks once the rest applies — staying camped multi-day
isn't a thing in the spec; the player can re-pitch on the next night
if they want to. Briefing body now includes a 💤 line summarizing the
HP/threat delta from the night's rest.

Combat-driven side of fortified ('+1d6 HP on wake' as a rare flavor
event) currently surfaces as the rest summary; a peaceful-night TwinBee
narration variant could come later if we add a dedicated pool — for
now reusing the existing CampEstablished ambience suffices.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -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":
// E2d: §5.1 — boss-cleared room or cache site. Cache sites
// are zone-specific waypoints (E3+), so for now we require the
// expedition's boss to have been defeated.
if !exp.BossDefeated {
return p.SendDM(ctx.Sender,
"Fortified camps require a boss-cleared room or cache site. Defeat the zone boss (or find a cache) first.")
}
case "base":
return p.SendDM(ctx.Sender,
"Base camps unlock in Tier 45 zones from Day 3+. (Wires up in a later phase.)")
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 (boss-cleared room, +2 SU, 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: non-cleared room forces rough.
kind = CampTypeRough
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "narrative",
"intended standard camp; downgraded to rough (room not cleared)", "")
}
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())
}
line := flavor.Pick(flavor.CampEstablished)
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "rest",
fmt.Sprintf("camp pitched (%s) — %.1f SU consumed", kind, cost), line)
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._")
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 ""
}
kind := e.Camp.Type
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)
}
// Threat reduction (§8.1: -5 for fortified long rest).
if kind == CampTypeFortified || kind == CampTypeBase {
_ = applyThreatDelta(e.ID, -5, "long rest in fortified camp")
}
// 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:
return fmt.Sprintf("Fortified rest: HP %d → %d (+1d6 = %d bonus); threat clock 5; resources refreshed.",
prevHP, c.HPCurrent, bonusHP)
}
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."
}
// Active-enemy detection requires combat-state lookup; defer to E2.
cleared = false
for _, idx := range run.RoomsCleared {
if idx == run.CurrentRoom {
cleared = true
break
}
}
return cleared, ""
}
// 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
}