Adv 2.0 L4e reader flip (read-only sites): house state via loadHouseState

dnd_rest long-rest eligibility, dnd_sheet housing display, and
petShouldArrive / mistyHousingHint now source house state from
player_meta via loadHouseState(userID) instead of *AdventureCharacter.
petShouldArrive, mistyHousingHint, and renderDnDSheet gained a
HouseState parameter; scheduler and Misty NPC callers load it.
Reader flip inside adventure_housing.go itself stays deferred — its
mutation paths bundle with cutting AdvCharacter writes post-soak.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-09 10:42:59 -07:00
parent c719b30fd7
commit 0004a2e35c
8 changed files with 42 additions and 32 deletions

View File

@@ -244,7 +244,8 @@ func (p *AdventurePlugin) resolveMisty(ctx MessageContext, char *AdventureCharac
reply := mistyAcceptLines[rand.IntN(len(mistyAcceptLines))]
// Housing hint (fires once after 2+ encounters)
hint := mistyHousingHint(char)
mistyHouse, _ := loadHouseState(char.UserID)
hint := mistyHousingHint(char, mistyHouse)
if hint != "" {
reply += "\n\n_" + hint + "_"
}

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@@ -187,13 +187,15 @@ func petDeathText(char *AdventureCharacter) string {
// ── Pet Arrival Flow ───────────────────────────────────────────────────────
// petShouldArrive checks if pet arrival should trigger.
// Fires randomly after Tier 1 house upgrade is complete.
func petShouldArrive(char *AdventureCharacter) bool {
// Fires randomly after Tier 1 house upgrade is complete. Housing state
// comes from player_meta via loadHouseState (L4e reader flip); pet flags
// still live on AdvCharacter during the soak window.
func petShouldArrive(char *AdventureCharacter, house HouseState) bool {
if char.PetArrived {
return false
}
// Pet arrives after Tier 1 (Livable) upgrade = HouseTier >= 2
if char.HouseTier < 2 {
if house.Tier < 2 {
return false
}
// Pet was chased away and reactivated via Misty — allow re-arrival
@@ -396,9 +398,10 @@ func petCheckSupplyShopUnlock(char *AdventureCharacter) bool {
// ── Misty Housing Hint ─────────────────────────────────────────────────────
// mistyHousingHint returns a hint about housing/pets if conditions are met.
// Fires once, after 2+ Misty encounters, player has no house.
func mistyHousingHint(char *AdventureCharacter) string {
if char.HasHouse() || char.MistyEncounterCount < 2 {
// Fires once, after 2+ Misty encounters, player has no house. Housing
// state comes from player_meta (L4e reader flip).
func mistyHousingHint(char *AdventureCharacter, house HouseState) string {
if house.HasHouse() || char.MistyEncounterCount < 2 {
return ""
}
if char.MistyDonatedCount > 0 {

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@@ -214,37 +214,37 @@ func TestPetDeathText_NoPet(t *testing.T) {
// ── Pet Arrival Logic ──────────────────────────────────────────────────────
func TestPetShouldArrive_NoHouse(t *testing.T) {
char := &AdventureCharacter{HouseTier: 0}
if petShouldArrive(char) {
char := &AdventureCharacter{}
if petShouldArrive(char, HouseState{Tier: 0}) {
t.Error("should not arrive without house")
}
}
func TestPetShouldArrive_BaseHouseOnly(t *testing.T) {
char := &AdventureCharacter{HouseTier: 1} // Base house, not yet Livable
if petShouldArrive(char) {
char := &AdventureCharacter{}
if petShouldArrive(char, HouseState{Tier: 1}) { // Base house, not yet Livable
t.Error("should not arrive with only base house (need tier 2+)")
}
}
func TestPetShouldArrive_AlreadyArrived(t *testing.T) {
char := &AdventureCharacter{HouseTier: 2, PetArrived: true}
if petShouldArrive(char) {
char := &AdventureCharacter{PetArrived: true}
if petShouldArrive(char, HouseState{Tier: 2}) {
t.Error("should not trigger if pet already arrived")
}
}
func TestPetShouldArrive_ChasedAway(t *testing.T) {
char := &AdventureCharacter{HouseTier: 2, PetChasedAway: true}
if petShouldArrive(char) {
char := &AdventureCharacter{PetChasedAway: true}
if petShouldArrive(char, HouseState{Tier: 2}) {
t.Error("should not trigger if pet was chased away (and not reactivated)")
}
}
func TestPetShouldArrive_Reactivated(t *testing.T) {
char := &AdventureCharacter{HouseTier: 2, PetChasedAway: true, PetReactivated: true}
char := &AdventureCharacter{PetChasedAway: true, PetReactivated: true}
// With reactivation, should always return true
if !petShouldArrive(char) {
if !petShouldArrive(char, HouseState{Tier: 2}) {
t.Error("reactivated pet should always trigger arrival")
}
}
@@ -284,21 +284,21 @@ func TestPetMorningEvent_NoPet(t *testing.T) {
func TestMistyHousingHint_NoEncounters(t *testing.T) {
char := &AdventureCharacter{MistyEncounterCount: 0}
if mistyHousingHint(char) != "" {
if mistyHousingHint(char, HouseState{}) != "" {
t.Error("should not hint with 0 encounters")
}
}
func TestMistyHousingHint_HasHouse(t *testing.T) {
char := &AdventureCharacter{MistyEncounterCount: 3, HouseTier: 1}
if mistyHousingHint(char) != "" {
char := &AdventureCharacter{MistyEncounterCount: 3}
if mistyHousingHint(char, HouseState{Tier: 1}) != "" {
t.Error("should not hint if player has house")
}
}
func TestMistyHousingHint_Donated(t *testing.T) {
char := &AdventureCharacter{MistyEncounterCount: 2, MistyDonatedCount: 1}
hint := mistyHousingHint(char)
hint := mistyHousingHint(char, HouseState{})
if !strings.Contains(hint, "house") {
t.Errorf("donated player hint should mention house, got: %q", hint)
}
@@ -306,7 +306,7 @@ func TestMistyHousingHint_Donated(t *testing.T) {
func TestMistyHousingHint_NotDonated(t *testing.T) {
char := &AdventureCharacter{MistyEncounterCount: 2, MistyDonatedCount: 0}
hint := mistyHousingHint(char)
hint := mistyHousingHint(char, HouseState{})
if hint != "Thank you for your time." {
t.Errorf("non-donor hint should be dismissive, got: %q", hint)
}

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@@ -115,7 +115,8 @@ func (p *AdventurePlugin) sendMorningDMs() {
}
// Pet arrival check (fires before normal morning DM)
if petShouldArrive(&char) {
house, _ := loadHouseState(char.UserID)
if petShouldArrive(&char, house) {
p.petArrivalDM(char.UserID)
continue
}

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@@ -126,8 +126,11 @@ func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
}
}
// Eligibility: housing OR pay inn fee.
hasHousing := advChar.HouseTier > 0
// Eligibility: housing OR pay inn fee. Housing read flips to
// player_meta via loadHouseState (L4e reader flip); falls back to
// adventure_characters during the soak window.
house, _ := loadHouseState(ctx.Sender)
hasHousing := house.Tier > 0
innPaid := false
if !hasHousing {
if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(dndInnCost), "dnd_inn_long_rest") {

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@@ -63,11 +63,12 @@ func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
equip, _ := loadAdvEquipment(ctx.Sender)
treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
meta, _ := loadPlayerMeta(ctx.Sender)
house, _ := loadHouseState(ctx.Sender)
return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, equip, treasures))
return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, house, equip, treasures))
}
func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus) string {
func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, house HouseState, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus) string {
ri, _ := raceInfo(c.Race)
ci, _ := classInfo(c.Class)
mods := c.Modifiers()
@@ -174,8 +175,8 @@ func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta,
if adv.PetName != "" {
b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.PetName, adv.PetType, adv.PetLevel))
}
if adv.HouseTier > 0 {
b.WriteString(fmt.Sprintf(" Housing: tier %d\n", adv.HouseTier))
if house.Tier > 0 {
b.WriteString(fmt.Sprintf(" Housing: tier %d\n", house.Tier))
}
}

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@@ -308,7 +308,7 @@ func TestSheet_ShowsSubclassWhenChosen(t *testing.T) {
STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
Subclass: SubclassBattleMaster,
}
out := renderDnDSheet(c, nil, nil, nil, nil)
out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil)
if !strings.Contains(out, "Battle Master") {
t.Errorf("sheet missing subclass name:\n%s", out)
}
@@ -320,7 +320,7 @@ func TestSheet_PromptsWhenUnchosenAtL5(t *testing.T) {
Level: 5, HPMax: 40, HPCurrent: 40, ArmorClass: 16,
STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
}
out := renderDnDSheet(c, nil, nil, nil, nil)
out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil)
if !strings.Contains(out, "!subclass") {
t.Errorf("sheet should nudge `!subclass` when unchosen at L5:\n%s", out)
}