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