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D&D: wire the Open5e magic-item registry into live gameplay
Magic items now reach players through three surfaces: zone loot drops, Luigi's "Curios" shelf, and combat effects. Effects are formulaic (Rarity scalar x Kind), mirroring the bestiary tuning pass, with an empty magicItemEffectOverlay as the hand-authored refinement path. - magic_items_gameplay.go: rarity index, magic_item_equipped persistence (new table, DnDSlot-keyed), codified effect formula, applyMagicItemEffects combat hook, potion/scroll -> ConsumableDef bridge, !adventure equip-magic - dropZoneLoot: 15% magic-item substitution roll by tier rarity - Luigi's Curios category: daily UTC-seeded 8-item rotation - combat_bridge / combat_session_build: applyMagicItemEffects after passives - consumableDefByName falls through so loot/shop potions auto-resolve - renderDnDSheet: new Magic Items section Equippable items live entirely in the DnDSlot scheme, separate from the legacy tier-gear. Attunement items equip inert until attuned (3-slot cap).
This commit is contained in:
529
internal/plugin/magic_items_gameplay.go
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529
internal/plugin/magic_items_gameplay.go
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@@ -0,0 +1,529 @@
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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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"math/rand/v2"
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"sort"
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"strings"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// Magic-item gameplay layer — wires the vendored Open5e SRD registry
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// (see magic_items.go) into three live surfaces:
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//
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// 1. Zone loot drops — dnd_zone_loot.go rolls registry items by rarity.
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// 2. Luigi's "Curios" — adventure_shop.go sells a rotating slate.
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// 3. Combat effects — equippable items grant CombatModifiers from a
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// codified Rarity+Kind formula; potion/scroll items route through the
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// existing consumable pipeline.
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//
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// The effects are *formulaic*, not hand-authored per item — 237 items is too
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// many to tune by hand, and this mirrors the bestiary tuning pass: a codified
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// formula fills the gap, and magicItemEffectOverlay is the hand-authored
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// refinement path that wins on ID collision.
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// ── Rarity / loot indexing ──────────────────────────────────────────────────
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// magicItemsByRarity buckets the registry by rarity. Built once, lazily.
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var magicItemsByRarityCache map[DnDRarity][]MagicItem
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func magicItemsByRarity() map[DnDRarity][]MagicItem {
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if magicItemsByRarityCache != nil {
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return magicItemsByRarityCache
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}
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idx := make(map[DnDRarity][]MagicItem)
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ids := make([]string, 0, len(magicItemRegistry))
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for id := range magicItemRegistry {
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ids = append(ids, id)
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}
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sort.Strings(ids) // deterministic bucket order
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for _, id := range ids {
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mi := magicItemRegistry[id]
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idx[mi.Rarity] = append(idx[mi.Rarity], mi)
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}
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magicItemsByRarityCache = idx
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return idx
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}
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// pickMagicItemForRarity returns a uniform-random registry item of the given
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// rarity. The §5 loot tiers only span Common..Legendary, so VeryRare items
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// fold into the Epic bucket. Returns ok=false when no item matches.
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func pickMagicItemForRarity(r DnDRarity, rng *rand.Rand) (MagicItem, bool) {
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idx := magicItemsByRarity()
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pool := append([]MagicItem(nil), idx[r]...)
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if r == RarityEpic {
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pool = append(pool, idx[RarityVeryRare]...)
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}
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if len(pool) == 0 {
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return MagicItem{}, false
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}
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return pool[rngIntN(rng, len(pool))], true
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}
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// magicItemSell builds the AdvItem an inventory deposit uses for a magic item.
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// Potions and scrolls land as "consumable" so the combat pipeline picks them
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// up (see magicItemConsumableDefByName); everything else is a "magic_item".
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func magicItemSell(mi MagicItem) AdvItem {
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typ := "magic_item"
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if mi.Kind == MagicItemPotion || mi.Kind == MagicItemScroll {
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typ = "consumable"
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}
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return AdvItem{
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Name: mi.Name,
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Type: typ,
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Tier: rarityLootTierNum(mi.Rarity),
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Value: int64(mi.Value),
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}
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}
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// rarityLootTierNum maps a rarity onto the 1–5 tier scale used by AdvItem.Tier
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// and the inventory display, so magic items sort sensibly next to gear.
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func rarityLootTierNum(r DnDRarity) int {
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switch r {
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case RarityCommon:
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return 1
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case RarityUncommon:
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return 2
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case RarityRare:
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return 3
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case RarityVeryRare, RarityEpic:
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return 4
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case RarityLegendary:
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return 5
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}
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return 1
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}
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// ── Codified combat-effect formula ──────────────────────────────────────────
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// magicItemEffect is the combat delta a single equipped magic item grants.
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// DamageReductMult is multiplicative (1.0 = neutral); everything else is
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// additive. Potion/scroll items carry a zero effect — they are consumables.
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type magicItemEffect struct {
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DamageBonus float64
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DamageReductMult float64
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FlatDmgStart int
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InitiativeBias float64
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MaxHP int
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}
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// magicItemEffectOverlay — hand-authored per-item effects that win over the
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// codified formula. Empty for now; corrections land here rather than being
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// folded into the formula, mirroring magicItemOverlay in magic_items.go.
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var magicItemEffectOverlay = map[string]magicItemEffect{}
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// rarityPowerScalar is the codified power axis: rarer item, bigger delta.
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func rarityPowerScalar(r DnDRarity) float64 {
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switch r {
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case RarityCommon:
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return 1
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case RarityUncommon:
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return 2
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case RarityRare:
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return 3
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case RarityVeryRare, RarityEpic:
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return 4
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case RarityLegendary:
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return 5
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}
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return 1
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}
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// magicItemEffectFor returns the combat delta for an item: the hand-authored
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// overlay if present, else the codified Rarity+Kind formula.
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func magicItemEffectFor(mi MagicItem) magicItemEffect {
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if eff, ok := magicItemEffectOverlay[mi.ID]; ok {
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return eff
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}
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s := rarityPowerScalar(mi.Rarity)
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eff := magicItemEffect{DamageReductMult: 1.0}
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switch mi.Kind {
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case MagicItemWeapon:
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eff.DamageBonus = 0.05 * s
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case MagicItemStaff, MagicItemWand, MagicItemRod:
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eff.DamageBonus = 0.03 * s
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eff.FlatDmgStart = int(s)
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case MagicItemArmor:
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eff.DamageReductMult = 1.0 - 0.04*s
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case MagicItemRing:
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eff.DamageReductMult = 1.0 - 0.02*s
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eff.DamageBonus = 0.02 * s
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case MagicItemWondrous:
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eff.InitiativeBias = 0.5 * s
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eff.MaxHP = 2 * int(s)
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default:
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// potion / scroll — consumables, no equip effect.
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}
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return eff
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}
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// ── Equipped-item persistence ───────────────────────────────────────────────
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// EquippedMagicItem is one row of magic_item_equipped, resolved against the
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// registry. Item is the registry entry; Attuned mirrors the DB column.
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type EquippedMagicItem struct {
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Slot DnDSlot
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Item MagicItem
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Attuned bool
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}
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// dndMagicItemAttuneLimit — 5e's three-attunement cap. Items that require
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// attunement only grant their effect while attuned, and a player may hold at
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// most this many attunements at once.
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const dndMagicItemAttuneLimit = 3
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func loadEquippedMagicItems(userID id.UserID) (map[DnDSlot]EquippedMagicItem, error) {
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d := db.Get()
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rows, err := d.Query(`SELECT slot, item_id, attuned FROM magic_item_equipped WHERE user_id = ?`,
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string(userID))
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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out := make(map[DnDSlot]EquippedMagicItem)
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for rows.Next() {
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var slot, itemID string
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var attuned int
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if err := rows.Scan(&slot, &itemID, &attuned); err != nil {
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return nil, err
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}
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mi, ok := magicItemRegistry[itemID]
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if !ok {
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continue // registry shrank under us — skip stale rows
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}
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out[DnDSlot(slot)] = EquippedMagicItem{
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Slot: DnDSlot(slot),
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Item: mi,
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Attuned: attuned == 1,
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}
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}
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return out, rows.Err()
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}
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// equipMagicItem writes (or replaces) the item in its slot. attuned is only
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// honoured when the item requires attunement.
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func equipMagicItem(userID id.UserID, slot DnDSlot, itemID string, attuned bool) error {
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d := db.Get()
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a := 0
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if attuned {
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a = 1
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}
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_, err := d.Exec(`
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INSERT INTO magic_item_equipped (user_id, slot, item_id, attuned)
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VALUES (?, ?, ?, ?)
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ON CONFLICT(user_id, slot) DO UPDATE SET item_id = excluded.item_id, attuned = excluded.attuned`,
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string(userID), string(slot), itemID, a)
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return err
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}
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func unequipMagicItem(userID id.UserID, slot DnDSlot) error {
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d := db.Get()
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_, err := d.Exec(`DELETE FROM magic_item_equipped WHERE user_id = ? AND slot = ?`,
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string(userID), string(slot))
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return err
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}
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// countAttunedMagicItems returns how many attunement slots the player is
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// currently using — callers gate new attunements on dndMagicItemAttuneLimit.
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func countAttunedMagicItems(equipped map[DnDSlot]EquippedMagicItem) int {
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n := 0
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for _, e := range equipped {
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if e.Attuned {
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n++
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}
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}
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return n
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}
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// ── Combat hook ─────────────────────────────────────────────────────────────
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// applyMagicItemEffects layers the player's equipped magic items onto their
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// combat stats/modifiers. Called from the combat bridges right after the
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// class/race/subclass passives, so its deltas compose on top of them.
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//
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// Items that require attunement only count while attuned; non-attunement
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// items always count once equipped.
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func applyMagicItemEffects(stats *CombatStats, mods *CombatModifiers, userID id.UserID) {
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equipped, err := loadEquippedMagicItems(userID)
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if err != nil || len(equipped) == 0 {
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return
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}
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for _, e := range equipped {
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if e.Item.Attunement && !e.Attuned {
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continue // unattuned attunement item is inert
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}
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eff := magicItemEffectFor(e.Item)
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mods.DamageBonus += eff.DamageBonus
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if eff.DamageReductMult != 0 && eff.DamageReductMult != 1.0 {
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mods.DamageReduct *= eff.DamageReductMult
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}
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mods.FlatDmgStart += eff.FlatDmgStart
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mods.InitiativeBias += eff.InitiativeBias
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if eff.MaxHP != 0 {
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stats.MaxHP += eff.MaxHP
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if stats.StartHP > 0 {
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stats.StartHP += eff.MaxHP
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}
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}
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}
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}
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// ── Consumable bridge (potions / scrolls) ───────────────────────────────────
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// magicItemConsumableDef classifies a potion/scroll magic item onto the
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// existing ConsumableDef pipeline so it auto-resolves in combat. Effect is
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// name-sniffed; value scales with rarity. Returns nil for non-consumable
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// kinds. Buyable is false — these come from loot and the Curios shelf, not
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// the Supplies menu.
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func magicItemConsumableDef(mi MagicItem) *ConsumableDef {
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if mi.Kind != MagicItemPotion && mi.Kind != MagicItemScroll {
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return nil
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}
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s := rarityPowerScalar(mi.Rarity)
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name := strings.ToLower(mi.Name)
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def := &ConsumableDef{
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Name: mi.Name,
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Tier: rarityLootTierNum(mi.Rarity),
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Buyable: false,
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Price: int64(mi.Value),
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}
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switch {
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case strings.Contains(name, "healing"), strings.Contains(name, "heal"),
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strings.Contains(name, "vitality"), strings.Contains(name, "life"):
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def.Effect = EffectHeal
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def.Value = 20 + 15*s
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def.Slot = "defensive"
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case strings.Contains(name, "fire"), strings.Contains(name, "lightning"),
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strings.Contains(name, "acid"), strings.Contains(name, "flame"):
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def.Effect = EffectFlatDmg
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def.Value = 6 * s
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def.Slot = "offensive"
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case strings.Contains(name, "protection"), strings.Contains(name, "shield"),
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strings.Contains(name, "warding"), strings.Contains(name, "resistance"):
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def.Effect = EffectWard
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def.Value = 1
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def.Slot = "defensive"
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case strings.Contains(name, "speed"), strings.Contains(name, "haste"),
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strings.Contains(name, "flying"):
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def.Effect = EffectSpeedBoost
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def.Value = 0.10 + 0.05*s
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def.Slot = "offensive"
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case strings.Contains(name, "heroism"), strings.Contains(name, "strength"),
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strings.Contains(name, "rage"), strings.Contains(name, "giant"):
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def.Effect = EffectAtkBoost
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def.Value = 0.05 * s
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def.Slot = "offensive"
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case strings.Contains(name, "stoneskin"), strings.Contains(name, "barkskin"),
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strings.Contains(name, "iron"):
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def.Effect = EffectDefBoost
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def.Value = 0.05 * s
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def.Slot = "defensive"
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default:
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// Generic potion → modest heal; generic scroll → modest pre-damage.
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if mi.Kind == MagicItemScroll {
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def.Effect = EffectFlatDmg
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def.Value = 4 * s
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def.Slot = "offensive"
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} else {
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def.Effect = EffectHeal
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def.Value = 15 + 10*s
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def.Slot = "defensive"
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}
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}
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return def
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}
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// magicItemConsumableDefByName resolves a consumable magic item by name. Used
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// by consumableDefByName as a fall-through so loot/shop magic potions resolve
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// in combat without being added to the hardcoded consumableDefs table.
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func magicItemConsumableDefByName(name string) *ConsumableDef {
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for _, mi := range magicItemRegistry {
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if mi.Name == name {
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return magicItemConsumableDef(mi)
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}
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}
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return nil
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}
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// ── Equip command (`!adventure equip-magic`) ────────────────────────────────
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// advPendingMagicEquip is the pending-interaction payload for the numbered
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// equip-magic picker.
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type advPendingMagicEquip struct {
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Items []AdvItem
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}
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// magicItemFromAdvItem resolves the registry entry behind an inventory row.
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// Inventory rows carry "magic_item:<id>" in SkillSource; name lookup is the
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// fallback for rows written before that convention or by other paths.
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func magicItemFromAdvItem(it AdvItem) (MagicItem, bool) {
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if strings.HasPrefix(it.SkillSource, "magic_item:") {
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if mi, ok := magicItemRegistry[strings.TrimPrefix(it.SkillSource, "magic_item:")]; ok {
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return mi, true
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}
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}
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for _, mi := range magicItemRegistry {
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if mi.Name == it.Name {
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return mi, true
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}
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}
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return MagicItem{}, false
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}
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// magicItemEffectSummary renders the codified combat delta as a short,
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// player-facing string (accessibility goal — surface the outcome, not math).
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func magicItemEffectSummary(mi MagicItem) string {
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eff := magicItemEffectFor(mi)
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var parts []string
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if eff.DamageBonus > 0 {
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parts = append(parts, fmt.Sprintf("+%.0f%% damage", eff.DamageBonus*100))
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}
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if eff.DamageReductMult > 0 && eff.DamageReductMult < 1.0 {
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parts = append(parts, fmt.Sprintf("-%.0f%% damage taken", (1.0-eff.DamageReductMult)*100))
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}
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if eff.FlatDmgStart > 0 {
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parts = append(parts, fmt.Sprintf("%d opening damage", eff.FlatDmgStart))
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}
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if eff.MaxHP > 0 {
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parts = append(parts, fmt.Sprintf("+%d HP", eff.MaxHP))
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}
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if eff.InitiativeBias > 0 {
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parts = append(parts, "faster to act")
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}
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if len(parts) == 0 {
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return "no combat effect"
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}
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return strings.Join(parts, ", ")
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}
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func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
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items, err := loadAdvInventory(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Failed to access your inventory.")
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}
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var magic []AdvItem
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for _, it := range items {
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if it.Type != "magic_item" {
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continue
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}
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mi, ok := magicItemFromAdvItem(it)
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if !ok || mi.Slot == "" {
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continue // unslotted curios can't be worn
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}
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magic = append(magic, it)
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}
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if len(magic) == 0 {
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return p.SendDM(ctx.Sender,
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"You have no equippable magic items. Slotted curios drop from zones and Luigi's Curios shelf; "+
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"potions and scrolls auto-use in combat instead.")
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}
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equipped, _ := loadEquippedMagicItems(ctx.Sender)
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var sb strings.Builder
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sb.WriteString("🔮 **Equippable magic items:**\n\n")
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for i, it := range magic {
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mi, _ := magicItemFromAdvItem(it)
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curDesc := "empty"
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if cur, ok := equipped[mi.Slot]; ok && cur.Item.ID != "" {
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curDesc = cur.Item.Name
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}
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att := ""
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if mi.Attunement {
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att = " _(needs attunement)_"
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}
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sb.WriteString(fmt.Sprintf("%d. **%s** (%s, %s) → %s slot — currently: %s%s\n %s\n",
|
||||
i+1, mi.Name, mi.Kind, mi.Rarity, mi.Slot, curDesc, att, magicItemEffectSummary(mi)))
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("\nAttunements in use: %d/%d\n",
|
||||
countAttunedMagicItems(equipped), dndMagicItemAttuneLimit))
|
||||
sb.WriteString("Reply with a number to equip, or \"cancel\".")
|
||||
|
||||
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
||||
Type: "magic_equip",
|
||||
Data: &advPendingMagicEquip{Items: magic},
|
||||
ExpiresAt: time.Now().Add(advDMResponseWindow),
|
||||
})
|
||||
return p.SendDM(ctx.Sender, sb.String())
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction *advPendingInteraction) error {
|
||||
data := interaction.Data.(*advPendingMagicEquip)
|
||||
reply := strings.TrimSpace(ctx.Body)
|
||||
if strings.EqualFold(reply, "cancel") {
|
||||
return p.SendDM(ctx.Sender, "Equip cancelled.")
|
||||
}
|
||||
|
||||
idx := 0
|
||||
parsed := false
|
||||
for _, c := range reply {
|
||||
if c >= '0' && c <= '9' {
|
||||
idx = idx*10 + int(c-'0')
|
||||
parsed = true
|
||||
} else {
|
||||
break
|
||||
}
|
||||
}
|
||||
idx-- // 1-indexed → 0-indexed
|
||||
if !parsed || idx < 0 || idx >= len(data.Items) {
|
||||
p.pending.Store(string(ctx.Sender), interaction)
|
||||
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
|
||||
}
|
||||
|
||||
it := data.Items[idx]
|
||||
mi, ok := magicItemFromAdvItem(it)
|
||||
if !ok || mi.Slot == "" {
|
||||
return p.SendDM(ctx.Sender, "That item can't be equipped anymore.")
|
||||
}
|
||||
|
||||
equipped, err := loadEquippedMagicItems(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your equipped magic items.")
|
||||
}
|
||||
|
||||
// Auto-attune when the item needs it and an attunement slot is free.
|
||||
// Otherwise it equips inert until the player frees a slot.
|
||||
attune := false
|
||||
atCap := false
|
||||
if mi.Attunement {
|
||||
if countAttunedMagicItems(equipped) >= dndMagicItemAttuneLimit {
|
||||
atCap = true
|
||||
} else {
|
||||
attune = true
|
||||
}
|
||||
}
|
||||
|
||||
// Return whatever currently occupies that slot to inventory.
|
||||
if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
|
||||
back := magicItemSell(prev.Item)
|
||||
back.Value = int64(prev.Item.Value) / 2
|
||||
back.SkillSource = "magic_item:" + prev.Item.ID
|
||||
if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to return your currently-equipped item to inventory.")
|
||||
}
|
||||
}
|
||||
if err := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to equip that item.")
|
||||
}
|
||||
if err := removeAdvInventoryItem(it.ID); err != nil {
|
||||
slog.Error("magic-item: failed to remove equipped item from inventory",
|
||||
"user", ctx.Sender, "item", mi.ID, "err", err)
|
||||
}
|
||||
|
||||
var sb strings.Builder
|
||||
sb.WriteString(fmt.Sprintf("✨ **%s** equipped in your %s slot — %s.",
|
||||
mi.Name, mi.Slot, magicItemEffectSummary(mi)))
|
||||
switch {
|
||||
case mi.Attunement && attune:
|
||||
sb.WriteString(fmt.Sprintf("\nAttuned (%d/%d attunement slots used).",
|
||||
countAttunedMagicItems(equipped)+1, dndMagicItemAttuneLimit))
|
||||
case mi.Attunement && atCap:
|
||||
sb.WriteString(fmt.Sprintf("\n⚠️ All %d attunement slots are full — it's worn but **inert** until you free one (`!adventure equip-magic` to swap).",
|
||||
dndMagicItemAttuneLimit))
|
||||
}
|
||||
return p.SendDM(ctx.Sender, sb.String())
|
||||
}
|
||||
Reference in New Issue
Block a user