Files
Pete/internal/web/who.go
prosolis 1589c36e96 adventure: let an owner equip and unequip from their own page
The one adventure ask that carries intent back to the game box, built the
mischief way: no new network route, Pete records the equip/unequip and gogobee
polls it and files a verdict. The who page grows Equip / Take off buttons on the
owner's own worn and backpack panels, and a pending-changes strip that shows
'queued' until the verdict lands, never claiming a change it can't see.

The item handle is the inventory row id, sent only on wearable magic items, so a
non-zero id is also what gates the button. gogobee resolves the owner by
localpart, never a name.
2026-07-17 08:44:28 -07:00

352 lines
12 KiB
Go

package web
import (
"encoding/json"
"fmt"
"log/slog"
"net/http"
"time"
"pete/internal/storage"
)
// The adventurer detail page.
//
// A click-through from the live board: anyone may see a mark's current stats and
// equipped gear (the same anonymity model as the board — a character name and a
// sheet, never a Matrix handle). The signed-in owner sees the same page enriched
// with their private inventory, vault, house, and pets.
//
// Both halves are still gogobee → Pete: the public detail rides the roster
// snapshot, the private detail rides its own push. Pete renders what it was
// given; it never reaches back into the game box.
// whoDetail is the public sheet as gogobee pushed it (RosterEntry.Detail).
type whoDetail struct {
HPCurrent int `json:"hp_current"`
HPMax int `json:"hp_max"`
TempHP int `json:"temp_hp"`
ArmorClass int `json:"armor_class"`
Abilities [6]int `json:"abilities"`
Modifiers [6]int `json:"modifiers"`
Gear []whoGear `json:"gear"`
Supplies int `json:"supplies"`
ThreatLevel int `json:"threat_level"`
Room string `json:"room"`
Map *whoMap `json:"map"`
}
// whoMap is the fog-of-war zone graph as gogobee cut it: visited rooms with
// their true kind, plus the one-hop frontier of doors whose rooms are withheld
// (kind "unknown"). Pete lays it out and draws it; it never receives node
// labels or contents, only ids and kinds. See who_map.go.
type whoMap struct {
ZoneID string `json:"zone_id"`
CurrentNode string `json:"current_node"`
Visited []string `json:"visited"`
Nodes []whoMapNode `json:"nodes"`
Edges []whoMapEdge `json:"edges"`
}
type whoMapNode struct {
ID string `json:"id"`
Kind string `json:"kind"`
}
type whoMapEdge struct {
From string `json:"from"`
To string `json:"to"`
Lock string `json:"lock"`
}
type whoGear struct {
Slot string `json:"slot"`
Name string `json:"name"`
Tier int `json:"tier"`
Condition int `json:"condition"`
Masterwork bool `json:"masterwork"`
}
// abilityRow is one ability line, pre-formatted for the template.
type abilityRow struct {
Label string
Score int
ModStr string // "+2", "-1"
}
var abilityLabels = [6]string{"STR", "DEX", "CON", "INT", "WIS", "CHA"}
type whoPage struct {
pageData
Mark RosterView
HasDetail bool
Detail whoDetail
Abilities []abilityRow
MapView *mapView // laid-out dungeon map, nil when not on a run or no graph
HasSelf bool
Self storage.PlayerDetail
// The private panels, wrapped so a row knows where it is sitting. Bond state
// only means something on a worn item — see itemRow.
Worn []itemRow
Backpack []itemRow
VaultRows []itemRow
BondsUsed int
// History. Unlike everything above, these are not a gogobee snapshot — they
// are counted from the facts Pete has been keeping since adventure_events
// landed. HasHistory is false for an adventurer who hasn't done anything since
// then, which includes every veteran on the day this shipped: their past is in
// the story feed as prose and cannot be counted back out.
Trophies storage.TrophyCase
HasHistory bool
Timeline []timelineEntry
MoreHistory bool // the trail was capped; there is older history than this
}
// itemRow is one item plus the one thing the item itself can't tell you: which
// panel it's in. It matters for bond state. An attunement item that is worn
// without a bond is *inert* — on you, doing nothing, and worth shouting about.
// The same item in a backpack isn't inert, it's just not worn yet; gogobee only
// tracks bonds on equipped rows, so its Attuned is undefined rather than false.
// Rendering both as "inert" would invent a problem the player doesn't have.
type itemRow struct {
storage.ItemView
Worn bool
// EquipAction is the control this row offers its owner: "unequip" on anything
// worn, "equip" on a backpack item the magic-item path will accept, "" on
// everything else (vault items, mundane backpack gear). Empty means no button.
EquipAction string
}
// itemRows wraps gogobee's item views for one panel. panel is "worn", "backpack",
// or "vault"; it decides both the bond wording (only a worn item can be inert) and
// which equip control, if any, the row offers.
func itemRows(items []storage.ItemView, panel string) []itemRow {
if len(items) == 0 {
return nil
}
worn := panel == "worn"
out := make([]itemRow, 0, len(items))
for _, it := range items {
row := itemRow{ItemView: it, Worn: worn}
switch {
case worn:
// Everything in magic_item_equipped is a magic item and can come off; the
// slot is the handle gogobee unequips by.
row.EquipAction = storage.EquipActionUnequip
case panel == "backpack" && it.ID != 0:
// Only a wearable magic item carries a row id (gogobee sets it just in the
// magic-item branch), so the id gates Equip to exactly the items the
// magic-item path accepts — never mundane gear, never a vault item.
row.EquipAction = storage.EquipActionEquip
}
out = append(out, row)
}
return out
}
// timelineEntry is one line of an adventurer's trail — a fact, rendered short,
// pointing at the dispatch that told it.
type timelineEntry struct {
Emoji string
Label string
Line string // "The Rotmother, in holymachina"
When string
Permalink string
Notable bool // a realm-first or a death: the lines worth an eye
}
// timelineCap bounds the trail. An adventurer accrues facts for as long as they
// play, and the page renders the whole list server-side — this is the point where
// "their whole history" stops being a page and starts being a scroll nobody
// reads. The count in the trophy case stays honest either way; only the trail is
// clipped.
const timelineCap = 40
// handleAdventureWho serves one adventurer's detail page. Public; 404s when the
// token isn't on the current board — the same liveness gate the storefront uses,
// so a stale or guessed token never resolves to a page.
func (s *Server) handleAdventureWho(w http.ResponseWriter, r *http.Request) {
if !s.adv.Enabled {
http.NotFound(w, r)
return
}
token := r.PathValue("token")
entry, ok, err := storage.RosterEntryByToken(token)
if err != nil {
slog.Error("who: roster lookup failed", "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
if !ok {
http.NotFound(w, r)
return
}
s.track(r, "adventure")
base := s.base(r)
base.Active = "adventure"
base.NoIndex = true // names a player character; keep out of search indexes
page := whoPage{
pageData: base,
Mark: toRosterView(entry),
}
if d, abil, ok := decodeWhoDetail(entry.Detail); ok {
page.HasDetail = true
page.Detail = d
page.Abilities = abil
page.MapView = buildMapView(d.Map)
}
// History: one read feeds both the trophy case and the trail. Keyed on the
// character *name* rather than the page token, because that is what a fact
// carries — see the adventure_events schema note on why there is no id to use.
// Best-effort: a page that can't count trophies is still a page.
// Unlimited on purpose: the trophy case counts these, and a limit would cap the
// tally rather than the list. The trail is clipped below, after the counting.
if events, err := storage.EventsBySubject(entry.Name, 0); err != nil {
slog.Error("who: history lookup failed", "token", token, "err", err)
} else if len(events) > 0 {
page.HasHistory = true
page.Trophies = storage.BuildTrophyCase(entry.Name, events)
page.MoreHistory = len(events) > timelineCap
if page.MoreHistory {
events = events[:timelineCap]
}
page.Timeline = buildTimeline(s, events)
}
// Owner enrichment: only when the signed-in user's localpart owns this exact
// page token. The ownership is proven by a row gogobee pushed, never by
// reversing the token, so no visitor can unlock another player's self extras.
if s.auth != nil {
if u := s.auth.userFromRequest(r); u != nil {
if self, ok, err := storage.PlayerDetailByOwner(buyerLocalpart(u), token); err == nil && ok {
page.HasSelf = true
page.Self = self
page.Worn = itemRows(self.Equipped, "worn")
page.Backpack = itemRows(self.Inventory, "backpack")
page.VaultRows = itemRows(self.Vault, "vault")
for _, it := range self.Equipped {
if it.Attuned {
page.BondsUsed++
}
}
}
}
}
s.render(w, "who", page)
}
// handleAdventureWhoAPI serves the public detail as JSON for the page's live
// re-poll, so an open tab tracks HP / room / supplies as they move. Public — the
// same exposure as the rendered page. The private self extras are not included:
// inventory changes rarely and stays server-rendered behind the ownership check.
func (s *Server) handleAdventureWhoAPI(w http.ResponseWriter, r *http.Request) {
if !s.adv.Enabled {
http.NotFound(w, r)
return
}
token := r.PathValue("token")
entry, ok, err := storage.RosterEntryByToken(token)
if err != nil {
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
w.Header().Set("Content-Type", "application/json")
w.Header().Set("Cache-Control", "no-store")
if !ok {
// Gone from the board (expedition ended, opted out): tell the poller so it
// can stop, rather than 404-ing an open tab into an error.
_ = json.NewEncoder(w).Encode(map[string]any{"live": false})
return
}
d, abil, hasDetail := decodeWhoDetail(entry.Detail)
_ = json.NewEncoder(w).Encode(map[string]any{
"live": true,
"mark": toRosterView(entry),
"has_detail": hasDetail,
"detail": d,
"abilities": abil,
})
}
// buildTimeline renders facts into trail lines.
//
// The line is built from the fact, not from the dispatch's headline, on purpose:
// the headline is a *news* sentence written for the moment it landed ("First
// ever: Josie brings down the Rotmother"), and forty of those stacked in a column
// read as a wall of shouting. The trail wants the noun, not the announcement. It
// also saves a join back to stories for every row.
func buildTimeline(s *Server, events []storage.AdvEvent) []timelineEntry {
out := make([]timelineEntry, 0, len(events))
for _, e := range events {
label, emoji := advEventMeta(e.EventType)
out = append(out, timelineEntry{
Emoji: emoji,
Label: label,
Line: timelineLine(e),
When: time.Unix(e.OccurredAt, 0).UTC().Format("Jan 2, 2006"),
Permalink: s.advPermalink(e.GUID),
Notable: e.EventType == "boss_first" || e.EventType == "zone_first" || e.EventType == "death",
})
}
return out
}
// timelineLine is the short "what" of a fact: the monster, the zone, the rival.
// Empty is fine — the label and emoji already carry the event, and inventing
// filler for a fact that carries no nouns would just be noise.
func timelineLine(e storage.AdvEvent) string {
inZone := func(s string) string {
if e.Zone == "" {
return s
}
if s == "" {
return e.Zone
}
return s + ", in " + e.Zone
}
switch e.EventType {
case "boss_first", "boss_kill", "siege_start", "siege_win", "siege_loss",
"mischief_survived", "mischief_downed":
return inZone(e.Boss)
case "zone_first", "zone_clear", "retreat", "departure", "death":
if e.Region != "" && e.Zone != "" {
return e.Zone + " — " + e.Region
}
return e.Zone
case "rival_result", "pete_duel_win", "pete_duel_loss":
if e.Opponent != "" {
return "vs " + e.Opponent
}
return ""
case "milestone":
return e.Milestone
}
return inZone("")
}
// decodeWhoDetail unpacks the public detail blob and builds the ability rows.
// Returns ok=false when there is no detail (a snapshot from before the detail
// push), so the page can fall back to the summary the board already has.
func decodeWhoDetail(raw json.RawMessage) (whoDetail, []abilityRow, bool) {
if len(raw) == 0 {
return whoDetail{}, nil, false
}
var d whoDetail
if err := json.Unmarshal(raw, &d); err != nil {
return whoDetail{}, nil, false
}
rows := make([]abilityRow, 0, 6)
for i := 0; i < 6; i++ {
rows = append(rows, abilityRow{
Label: abilityLabels[i],
Score: d.Abilities[i],
ModStr: fmt.Sprintf("%+d", d.Modifiers[i]),
})
}
return d, rows, true
}