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

@@ -14,6 +14,10 @@ import (
var (
fallbackWords map[int][]string
customAllowSet map[string]bool // words valid as guesses but not in dictionary
ptWords map[int][]string
frWords map[int][]string
ptWordSet map[string]bool
frWordSet map[string]bool
fallbackWordsOnce sync.Once
)
@@ -51,6 +55,10 @@ func loadFallbackWords() {
// puzzle pool AND accepted as valid guesses even if not in the dictionary.
customAllowSet = make(map[string]bool)
loadCustomWordFile("data/wordle_games.txt")
// Load Portuguese and French word lists.
ptWords, ptWordSet = loadLanguageWordFile("data/wordle_pt.txt", "pt")
frWords, frWordSet = loadLanguageWordFile("data/wordle_fr.txt", "fr")
}
func loadCustomWordFile(path string) {
@@ -79,6 +87,41 @@ func loadCustomWordFile(path string) {
slog.Info("wordle: loaded custom words", "path", path, "count", count)
}
// loadLanguageWordFile loads a language-specific word list and returns both
// the length-grouped map and a flat set for guess validation.
func loadLanguageWordFile(path, lang string) (map[int][]string, map[string]bool) {
words := make(map[int][]string)
wordSet := make(map[string]bool)
f, err := os.Open(path)
if err != nil {
slog.Warn("wordle: language word list not found", "lang", lang, "path", path)
return words, wordSet
}
defer f.Close()
scanner := bufio.NewScanner(f)
for scanner.Scan() {
word := strings.TrimSpace(scanner.Text())
if word == "" || strings.HasPrefix(word, "#") {
continue
}
word = strings.ToUpper(word)
n := len([]rune(word))
if n >= 5 && n <= 7 {
words[n] = append(words[n], word)
wordSet[word] = true
}
}
total := 0
for _, w := range words {
total += len(w)
}
slog.Info("wordle: loaded language words", "lang", lang, "count", total)
return words, wordSet
}
// pickFallbackWord picks a random word of the given length from the fallback list,
// excluding words used in the last 500 puzzles.
func pickFallbackWord(length int) string {
@@ -105,6 +148,52 @@ func pickFallbackWord(length int) string {
return candidates[rand.IntN(len(candidates))]
}
// pickLanguageWord picks a random word from a language-specific list.
func pickLanguageWord(category WordleCategory, length int) string {
fallbackWordsOnce.Do(loadFallbackWords)
var pool map[int][]string
switch category {
case WordleCategoryPT:
pool = ptWords
case WordleCategoryFR:
pool = frWords
default:
return pickFallbackWord(length)
}
words := pool[length]
if len(words) == 0 {
return ""
}
recent := loadRecentWordleAnswers(500)
var candidates []string
for _, w := range words {
if !recent[w] {
candidates = append(candidates, w)
}
}
if len(candidates) == 0 {
candidates = words
}
return candidates[rand.IntN(len(candidates))]
}
// isLanguageWord checks if a word exists in a language's word set (for guess validation).
func isLanguageWord(category WordleCategory, word string) bool {
fallbackWordsOnce.Do(loadFallbackWords)
word = strings.ToUpper(word)
switch category {
case WordleCategoryPT:
return ptWordSet[word]
case WordleCategoryFR:
return frWordSet[word]
}
return false
}
// isCustomAllowedWord checks if a word is in the custom allow-list (game titles, etc.).
func isCustomAllowedWord(word string) bool {
fallbackWordsOnce.Do(loadFallbackWords)