adventure: show the item, not just its name and price
Renders what gogobee now sends: descriptions, the engine's own effect summary, slot and skill tags, and a Worn panel with the bond count. One row template for all three panels — worn, backpack, vault show the same facts and only the frame differs. The one distinction worth the wrapper struct: "inert" is a real problem state — the item is on you doing nothing because all three bonds are spoken for. The same item in a backpack isn't inert, it's just not worn yet. Rendering both the same would invent a problem the player doesn't have, on the exact panel they'd go to to fix it. An ItemView can't tell you which panel it's in, so itemRow carries it, and TestWhoInertOnlyWhenWorn pins it. Effect arrives resolved and Pete renders it as given. If it ever disagrees with what an item does in a fight, that's a gogobee bug — deriving it here from tier and slot would just be a second opinion that drifts. No migration: detail rides as a JSON blob.
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@@ -15,17 +15,34 @@ type PlayerDetail struct {
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Token string `json:"token"`
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Inventory []ItemView `json:"inventory,omitempty"`
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Vault []ItemView `json:"vault,omitempty"`
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Equipped []ItemView `json:"equipped,omitempty"`
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House HouseView `json:"house"`
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Pets []PetView `json:"pets,omitempty"`
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}
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// ItemView is one backpack or vault item.
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// ItemView is one item in a private panel — backpack, vault, or worn.
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//
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// Desc and Effect arrive already resolved: gogobee's inventory rows carry no
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// description, and the combat delta is computed from the item rather than
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// stored. Effect is the game engine's own summary, not Pete's guess at one — if
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// it ever disagrees with what the item does in a fight, that is a gogobee bug
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// and not something Pete can paper over here.
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//
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// Attunement means the item wants a bond; Attuned means it has one. Only worn
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// items can be Attuned — equipping moves the row out of gogobee's inventory
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// table entirely, so a backpack item's bond state isn't false, it's undefined.
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type ItemView struct {
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Name string `json:"name"`
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Type string `json:"type"`
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Tier int `json:"tier"`
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Value int64 `json:"value"`
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Temper int `json:"temper,omitempty"`
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Name string `json:"name"`
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Type string `json:"type"`
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Tier int `json:"tier"`
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Value int64 `json:"value"`
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Temper int `json:"temper,omitempty"`
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Slot string `json:"slot,omitempty"`
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SkillSource string `json:"skill_source,omitempty"`
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Desc string `json:"desc,omitempty"`
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Effect string `json:"effect,omitempty"`
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Attunement bool `json:"attunement,omitempty"`
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Attuned bool `json:"attuned,omitempty"`
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}
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// HouseView is the owner's housing summary.
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