Add masterwork rework, arena combat log, Death's Reprieve fix, and wordle improvements

Adventure — Masterwork Rework:
- Expand from 3 generic items to 15 tiered masterwork items across
  mining (weapon), fishing (armor), and foraging (boots) with per-tier
  drop rates (5%/4%/3%/2%/1.5%) and location gating
- Skill-specific cross-skill bonuses replace flat masterwork check
- Auto-equip if better, silent discard for duplicates, inventory for rest
- Add !adventure equip command for manual masterwork equipping
- Tiered room announcements: T1-2 DM only, T3 quiet, T4-5 full
- First-drop detection with special message
- Character sheet shows /⚔️ markers for masterwork/arena gear
- Sell protection for special gear in shop

Adventure — Arena Combat Log:
- Turn-based Dragon Quest style narrative for arena fights
- Outcome-first design: roll determines win/loss, log assembled backward
- No-repeat flavor text via actionPicker with per-pool tracking
- 60 participation XP on arena loss

Adventure — Death's Reprieve Fix:
- All equipment set to 1 condition instead of death-level degradation

Wordle:
- Refactored word sourcing and expanded fallback word list
- Simplified Wordnik integration

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-03-29 16:24:59 -07:00
parent 31a1d00236
commit 0a1359de46
19 changed files with 2427 additions and 289 deletions

View File

@@ -98,6 +98,7 @@ func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*
sb.WriteString(fmt.Sprintf(" Combat: Lv.%d (%d/%d XP)\n", char.CombatLevel, char.CombatXP, xpToNextLevel(char.CombatLevel)))
sb.WriteString(fmt.Sprintf(" Mining: Lv.%d (%d/%d XP)\n", char.MiningSkill, char.MiningXP, xpToNextLevel(char.MiningSkill)))
sb.WriteString(fmt.Sprintf(" Forage: Lv.%d (%d/%d XP)\n", char.ForagingSkill, char.ForagingXP, xpToNextLevel(char.ForagingSkill)))
sb.WriteString(fmt.Sprintf(" Fishing: Lv.%d (%d/%d XP)\n", char.FishingSkill, char.FishingXP, xpToNextLevel(char.FishingSkill)))
// Status
if char.Alive {
@@ -129,8 +130,14 @@ func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*
mastery = " ✦"
}
if eq != nil {
sb.WriteString(fmt.Sprintf(" %s %s: %s (Tier %d | %d%% condition%s)\n",
slotEmoji(slot), slotTitle(slot), eq.Name, eq.Tier, eq.Condition, mastery))
marker := ""
if eq.Masterwork {
marker = " ⭐"
} else if eq.ArenaTier > 0 {
marker = " ⚔️"
}
sb.WriteString(fmt.Sprintf(" %s %s: %s%s (Tier %d | %d%% condition%s)\n",
slotEmoji(slot), slotTitle(slot), eq.Name, marker, eq.Tier, eq.Condition, mastery))
}
}
sb.WriteString(fmt.Sprintf(" Equipment Score: %d\n", eqScore))
@@ -190,8 +197,8 @@ func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEq
vars := map[string]string{
"{name}": char.DisplayName,
"{character_sheet}": fmt.Sprintf(
" ⚔️ Combat Lv.%d ⛏️ Mining Lv.%d 🌿 Foraging Lv.%d\n 💰 €%.0f",
char.CombatLevel, char.MiningSkill, char.ForagingSkill, balance),
" ⚔️ Combat Lv.%d ⛏️ Mining Lv.%d 🌿 Foraging Lv.%d 🎣 Fishing Lv.%d\n 💰 €%.0f",
char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill, balance),
}
sb.WriteString(advSubstituteFlavor(greeting, vars))
sb.WriteString("\n\n")
@@ -251,8 +258,17 @@ func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEq
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
}
sb.WriteString("**4Shop** — buy/sell gear and loot\n")
sb.WriteString("**5⃣ Rest** — skip today, bank your luck\n\n")
sb.WriteString("**4Fish:**\n")
for _, el := range advEligibleLocations(char, equip, AdvActivityFishing, bonuses) {
warn := ""
if el.InPenaltyZone {
warn = " ⚠️"
}
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
}
sb.WriteString("**5⃣ Shop** — buy/sell gear and loot\n")
sb.WriteString("**6⃣ Rest** — skip today, bank your luck\n\n")
sb.WriteString("Reply with the number and location, e.g: `1 Soggy Cellar`\n")
sb.WriteString("You have until midnight UTC to choose.")
@@ -294,8 +310,17 @@ func renderAdvHolidaySecondPrompt(char *AdventureCharacter, equip map[EquipmentS
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
}
sb.WriteString("**4Shop** — buy/sell gear and loot\n")
sb.WriteString("**5⃣ Rest** — skip the second action\n\n")
sb.WriteString("**4Fish:**\n")
for _, el := range advEligibleLocations(char, equip, AdvActivityFishing, bonuses) {
warn := ""
if el.InPenaltyZone {
warn = " ⚠️"
}
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
}
sb.WriteString("**5⃣ Shop** — buy/sell gear and loot\n")
sb.WriteString("**6⃣ Rest** — skip the second action\n\n")
sb.WriteString("Reply with the number and location, e.g: `1 Soggy Cellar`")
return sb.String()
@@ -468,6 +493,7 @@ type AdvPlayerDaySummary struct {
CombatLevel int
MiningSkill int
ForagingSkill int
FishingSkill int
Activity string
Location string
Outcome string
@@ -529,7 +555,7 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
sb.WriteString(fmt.Sprintf(" ⭐ %d players received a gift item\n", tbRewards.GiftCount))
}
}
sb.WriteString("\n(Players who rested today received nothing. TwinBee noticed.)\n\n")
sb.WriteString("\n(Players who rested today received nothing. Fallen adventurers still earn their share. TwinBee noticed.)\n\n")
sb.WriteString("───────────────────\n\n")
}
@@ -543,8 +569,15 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
p := &players[i]
if p.IsDead {
dead = append(dead, *p)
if worstPlayer == nil {
worstPlayer = p
// Dead players who acted today still show in the main section
if p.Location != "" {
sb.WriteString(fmt.Sprintf("💀 **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n",
p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine))
if worstPlayer == nil {
worstPlayer = p
}
}
continue
}
@@ -553,8 +586,8 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
continue
}
sb.WriteString(fmt.Sprintf("⚔️ **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d\n",
p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill))
sb.WriteString(fmt.Sprintf("⚔️ **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n",
p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine))
@@ -563,10 +596,16 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
}
}
// Dead list
if len(dead) > 0 {
// Dead list (players who didn't act today but are still dead from before)
var deadNoAction []AdvPlayerDaySummary
for _, d := range dead {
if d.Location == "" {
deadNoAction = append(deadNoAction, d)
}
}
if len(deadNoAction) > 0 {
sb.WriteString("💀 **Currently Dead:**\n")
for _, d := range dead {
for _, d := range deadNoAction {
sb.WriteString(fmt.Sprintf(" %s — returns %s\n", d.DisplayName, d.DeadUntil))
}
sb.WriteString("\n")
@@ -778,6 +817,15 @@ func advSummaryOneLiner(userID id.UserID, activity AdvActivityType, outcome AdvO
case AdvOutcomeSuccess, AdvOutcomeExceptional:
pool = SummaryForagingSuccess
}
case AdvActivityFishing:
switch outcome {
case AdvOutcomeDeath:
pool = SummaryFishingDeath
case AdvOutcomeEmpty:
pool = SummaryFishingEmpty
case AdvOutcomeSuccess, AdvOutcomeExceptional:
pool = SummaryFishingSuccess
}
}
if len(pool) == 0 {