mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-16 08:52:42 +00:00
Add hospital revival, Robbie bandit, MW/shop fixes, float64 scoring
- St. Guildmore's Memorial Hospital: !hospital command with Nurse Joy, procedural itemized billing, same-day revival, 6-hour dead timer, hospital ad after death, 2-hour nudge follow-up - Robbie the Friendly Bandit: automated inventory cleaner, random daily visits (8-21 UTC, 40% chance), collects sub-tier gear at €50/item, donates to community pot, drops Get Out of Medical Debt Free card - Fix MW auto-equip: T1 MW no longer replaces better equipped gear - Fix shop MW block: allow purchasing upgrades over lower-tier MW - Float64 equipment scoring: advEffectiveTier and advEquipmentScore return float64, no mid-calculation truncation (MW 1.25x, Arena 1.5x) - Fix markdown rendering: convert *asterisk* to _underscore_ italics across all flavor text files (shop, blacksmith, rival, hospital) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
259
internal/plugin/adventure_hospital.go
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259
internal/plugin/adventure_hospital.go
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@@ -0,0 +1,259 @@
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package plugin
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import (
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"fmt"
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"log/slog"
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"strings"
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"time"
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"maunium.net/go/mautrix/id"
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)
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// ── Pending Interaction Types ──────────────────────────────────────────────
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type advPendingHospitalPay struct {
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Cost int64 // after-insurance amount (recomputed at confirm time for TOCTOU safety)
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}
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// ── Hospital Command ───────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleHospitalCmd(ctx MessageContext) error {
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char, err := loadAdvCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "You're not registered for Adventure yet. Type `!adventure` to begin.")
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}
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// If alive, reject
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if char.Alive {
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text, _ := advPickFlavor(nurseJoyAlive, ctx.Sender, "hospital_alive")
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return p.SendDM(ctx.Sender, text)
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}
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// On-demand revive if death timer already expired
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if char.DeadUntil != nil && time.Now().UTC().After(*char.DeadUntil) {
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char.Alive = true
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char.DeadUntil = nil
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("hospital: on-demand revive failed", "user", char.UserID, "err", err)
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} else {
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p.SendDM(ctx.Sender, nurseJoyAlreadyRevived)
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}
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return nil
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}
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// Compute costs
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beforeInsurance := int64(char.CombatLevel) * 125_000
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afterInsurance := int64(char.CombatLevel) * 25_000
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// Check balance
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balance := p.euro.GetBalance(ctx.Sender)
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if balance < float64(afterInsurance) {
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// Can't afford — back to the ditch
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text, _ := advPickFlavor(nurseJoyCantAfford, ctx.Sender, "hospital_broke")
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p.SendDM(ctx.Sender, text)
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// Room announcement
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gr := gamesRoom()
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if gr != "" {
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p.SendMessage(gr, fmt.Sprintf(hospitalDitchAnnounce, char.DisplayName))
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}
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return nil
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}
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// Check if holiday for bill surcharge
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isHol, _ := isHolidayToday()
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// Build the full multi-act DM
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var sb strings.Builder
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// Act 1 — Admission
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if char.HospitalVisits == 0 {
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sb.WriteString(nurseJoyFirstVisit)
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}
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admission, _ := advPickFlavor(nurseJoyAdmission, ctx.Sender, "hospital_admit")
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sb.WriteString(admission)
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sb.WriteString("\n\n")
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// Act 2 — The Bill (before insurance)
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sb.WriteString(generateItemizedBill(beforeInsurance, char.HospitalVisits, isHol))
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sb.WriteString("\n\n")
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delivery, _ := advPickFlavor(nurseJoyBillDelivery, ctx.Sender, "hospital_delivery")
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sb.WriteString(delivery)
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sb.WriteString("\n\n───\n\n")
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// Act 3 — After Insurance
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afterText, _ := advPickFlavor(nurseJoyAfterInsurance, ctx.Sender, "hospital_after")
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// Some entries have two %d placeholders (she says the number twice)
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count := strings.Count(afterText, "%d")
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switch count {
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case 1:
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afterText = fmt.Sprintf(afterText, afterInsurance)
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case 2:
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afterText = fmt.Sprintf(afterText, afterInsurance, afterInsurance)
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}
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sb.WriteString(afterText)
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sb.WriteString("\n\n")
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// Payment prompt
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sb.WriteString(fmt.Sprintf("**St. Guildmore's Memorial Hospital**\nAmount due: **€%d**\n\n", afterInsurance))
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sb.WriteString("Pay now? (yes / no)\n\n")
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sb.WriteString("*Note: Declining payment will result in discharge to the natural respawn queue. " +
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"You'll be back tomorrow. The chair in the waiting room is available in the meantime.*")
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// Store pending interaction
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "hospital_pay",
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Data: &advPendingHospitalPay{Cost: afterInsurance},
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ExpiresAt: time.Now().Add(advDMResponseWindow),
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})
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p.advMarkMenuSent(ctx.Sender)
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return p.SendDM(ctx.Sender, sb.String())
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}
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// ── Payment Resolution ─────────────────────────────────────────────────────
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func (p *AdventurePlugin) resolveHospitalPay(ctx MessageContext, interaction *advPendingInteraction) error {
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reply := strings.TrimSpace(strings.ToLower(ctx.Body))
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if reply == "yes" || reply == "y" {
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// Acquire lock
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mu := p.advUserLock(ctx.Sender)
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mu.Lock()
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defer mu.Unlock()
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// Reload fresh (TOCTOU protection)
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char, err := loadAdvCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Something went wrong loading your character.")
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}
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// Already alive (or timer expired while they were deciding)?
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if char.Alive {
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return p.SendDM(ctx.Sender, nurseJoyAlreadyRevived)
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}
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if char.DeadUntil != nil && time.Now().UTC().After(*char.DeadUntil) {
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char.Alive = true
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char.DeadUntil = nil
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_ = saveAdvCharacter(char)
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return p.SendDM(ctx.Sender, nurseJoyAlreadyRevived)
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}
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// Recompute cost from current combat level (don't trust cached value)
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cost := int64(char.CombatLevel) * 25_000
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// Check balance
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balance := p.euro.GetBalance(ctx.Sender)
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if balance < float64(cost) {
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text, _ := advPickFlavor(nurseJoyCantAfford, ctx.Sender, "hospital_broke")
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p.SendDM(ctx.Sender, text)
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gr := gamesRoom()
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if gr != "" {
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p.SendMessage(gr, fmt.Sprintf(hospitalDitchAnnounce, char.DisplayName))
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}
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return nil
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}
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// Debit
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if !p.euro.Debit(ctx.Sender, float64(cost), "hospital_revival") {
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text, _ := advPickFlavor(nurseJoyCantAfford, ctx.Sender, "hospital_broke")
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return p.SendDM(ctx.Sender, text)
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}
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// Revive
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char.Alive = true
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char.DeadUntil = nil
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char.HospitalVisits++
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("hospital: failed to save character after revival", "user", char.UserID, "err", err)
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// Refund on save failure
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p.euro.Credit(ctx.Sender, float64(cost), "hospital_revival_refund")
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return p.SendDM(ctx.Sender, "Something went wrong during recovery. Your payment has been refunded.")
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}
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// Discharge DM
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p.SendDM(ctx.Sender, fmt.Sprintf(
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"✅ **Discharged — you're alive!**\n\n"+
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"€%d deducted. Nurse Joy wishes you the best. "+
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"She means it. She always means it.\n\n"+
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"Go get 'em. Type `!adventure` when you're ready.",
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cost))
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// Room announcement
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gr := gamesRoom()
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if gr != "" {
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p.SendMessage(gr, fmt.Sprintf(hospitalDischargeAnnounce, char.DisplayName))
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}
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return nil
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}
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// Declined or anything else — back to the ditch
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p.SendDM(ctx.Sender, "Understood. Nurse Joy nods cheerfully and signals the orderlies. "+
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"You're wheeled back to where they found you.\n\n"+
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"Natural respawn will occur in due time. Rest up.")
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char, err := loadAdvCharacter(ctx.Sender)
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if err == nil {
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gr := gamesRoom()
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if gr != "" {
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p.SendMessage(gr, fmt.Sprintf(hospitalDitchAnnounce, char.DisplayName))
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}
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}
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return nil
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}
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// ── Hospital Ad (sent after death) ─────────────────────────────────────────
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func (p *AdventurePlugin) sendHospitalAd(userID id.UserID, char *AdventureCharacter) {
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cost := int64(char.CombatLevel) * 25_000
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respawnTime := "unknown"
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if char.DeadUntil != nil {
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respawnTime = char.DeadUntil.Format("15:04")
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}
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text := fmt.Sprintf(
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"🏥 **St. Guildmore's Memorial Hospital**\n\n"+
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"Nurse Joy has been notified. A bed is being prepared.\n\n"+
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"Type `!hospital` to check in for same-day revival.\n"+
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"Cost estimate: €%d (after Guild insurance)\n\n"+
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"Or rest up — natural respawn at %s UTC.",
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cost, respawnTime)
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go func() {
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time.Sleep(3 * time.Second)
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if err := p.SendDM(userID, text); err != nil {
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slog.Error("hospital: failed to send hospital ad", "user", userID, "err", err)
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}
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p.scheduleHospitalNudge(userID)
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}()
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}
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// ── Hospital Nudge (2-hour follow-up) ──────────────────────────────────────
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func (p *AdventurePlugin) scheduleHospitalNudge(userID id.UserID) {
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go func() {
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time.Sleep(2 * time.Hour)
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char, err := loadAdvCharacter(userID)
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if err != nil || char.Alive {
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return // already revived or error
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}
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// Don't nudge if already in hospital flow
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if val, ok := p.pending.Load(string(userID)); ok {
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if pi, ok := val.(*advPendingInteraction); ok && pi.Type == "hospital_pay" {
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return
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}
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}
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text, _ := advPickFlavor(nurseJoyNudge, userID, "hospital_nudge")
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if err := p.SendDM(userID, text); err != nil {
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slog.Error("hospital: failed to send nudge", "user", userID, "err", err)
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}
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}()
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}
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