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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@@ -60,6 +60,12 @@ type whoPage struct {
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Abilities []abilityRow
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HasSelf bool
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Self storage.PlayerDetail
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// The private panels, wrapped so a row knows where it is sitting. Bond state
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// only means something on a worn item — see itemRow.
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Worn []itemRow
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Backpack []itemRow
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VaultRows []itemRow
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BondsUsed int
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// History. Unlike everything above, these are not a gogobee snapshot — they
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// are counted from the facts Pete has been keeping since adventure_events
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// landed. HasHistory is false for an adventurer who hasn't done anything since
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@@ -71,6 +77,28 @@ type whoPage struct {
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MoreHistory bool // the trail was capped; there is older history than this
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}
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// itemRow is one item plus the one thing the item itself can't tell you: which
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// panel it's in. It matters for bond state. An attunement item that is worn
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// without a bond is *inert* — on you, doing nothing, and worth shouting about.
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// The same item in a backpack isn't inert, it's just not worn yet; gogobee only
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// tracks bonds on equipped rows, so its Attuned is undefined rather than false.
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// Rendering both as "inert" would invent a problem the player doesn't have.
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type itemRow struct {
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storage.ItemView
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Worn bool
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}
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func itemRows(items []storage.ItemView, worn bool) []itemRow {
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if len(items) == 0 {
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return nil
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}
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out := make([]itemRow, 0, len(items))
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for _, it := range items {
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out = append(out, itemRow{ItemView: it, Worn: worn})
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}
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return out
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}
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// timelineEntry is one line of an adventurer's trail — a fact, rendered short,
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// pointing at the dispatch that told it.
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type timelineEntry struct {
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@@ -150,6 +178,14 @@ func (s *Server) handleAdventureWho(w http.ResponseWriter, r *http.Request) {
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if self, ok, err := storage.PlayerDetailByOwner(buyerLocalpart(u), token); err == nil && ok {
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page.HasSelf = true
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page.Self = self
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page.Worn = itemRows(self.Equipped, true)
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page.Backpack = itemRows(self.Inventory, false)
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page.VaultRows = itemRows(self.Vault, false)
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for _, it := range self.Equipped {
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if it.Attuned {
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page.BondsUsed++
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}
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}
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}
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}
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}
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