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

@@ -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 {