mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
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:
@@ -1268,6 +1268,19 @@ CREATE TABLE IF NOT EXISTS adventure_treasures (
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);
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CREATE INDEX IF NOT EXISTS idx_adv_treasure_user ON adventure_treasures(user_id);
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-- Magic items equipped into the D&D 10-slot scheme (Open5e SRD registry).
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-- One row per (user, DnDSlot). item_id references magicItemRegistry. Effects
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-- are applied in combat from a codified Rarity+Kind formula; attunement gates
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-- whether the item's effect counts (see magic_items_gameplay.go).
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CREATE TABLE IF NOT EXISTS magic_item_equipped (
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user_id TEXT NOT NULL,
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slot TEXT NOT NULL,
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item_id TEXT NOT NULL,
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attuned INTEGER NOT NULL DEFAULT 0,
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PRIMARY KEY (user_id, slot)
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);
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CREATE INDEX IF NOT EXISTS idx_magic_item_equipped_user ON magic_item_equipped(user_id);
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CREATE TABLE IF NOT EXISTS adventure_buffs (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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user_id TEXT NOT NULL,
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@@ -447,6 +447,8 @@ func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
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return p.handleBuyCmd(ctx, strings.TrimSpace(args[4:]))
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case lower == "equip":
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return p.handleEquipCmd(ctx)
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case lower == "equip-magic" || lower == "equipmagic" || lower == "equip magic":
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return p.handleEquipMagicCmd(ctx)
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case lower == "inventory" || lower == "inv":
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return p.handleInventoryCmd(ctx)
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case lower == "leaderboard" || lower == "lb":
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@@ -488,9 +490,10 @@ const advHelpText = `**Adventure Commands**
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` + "`!adventure status`" + ` — View your character sheet
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` + "`!expedition`" + ` — Adventure: pick a zone, advance through rooms, harvest as you go
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` + "`!adventure shop`" + ` — Browse equipment categories
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` + "`!adventure shop <category>`" + ` — View a category (weapon, armor, helmet, boots, tool)
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` + "`!adventure shop <category>`" + ` — View a category (weapon, armor, helmet, boots, tool, supplies, curios)
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` + "`!adventure buy <item>`" + ` — Buy equipment (e.g. ` + "`buy Enchanted Blade`" + ` or ` + "`buy 4 sword`" + `)
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` + "`!adventure equip`" + ` — Equip Masterwork gear from inventory
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` + "`!adventure equip-magic`" + ` — Equip magic items (curios) into your D&D slots
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` + "`!adventure sell <item>`" + ` — Sell an inventory item (or ` + "`sell all`" + `)
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` + "`!adventure inventory`" + ` — View your inventory
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` + "`!adventure leaderboard`" + ` — View the leaderboard
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@@ -824,6 +827,8 @@ func (p *AdventurePlugin) resolvePendingInteraction(ctx MessageContext, interact
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return p.handleTreasureDiscard(ctx, interaction)
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case "masterwork_equip":
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return p.handleMasterworkEquipReply(ctx, interaction)
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case "magic_equip":
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return p.resolveMagicEquipReply(ctx, interaction)
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case "masterwork_equip_confirm":
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return p.handleMasterworkEquipConfirm(ctx, interaction)
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case "rival_rps":
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@@ -838,6 +843,8 @@ func (p *AdventurePlugin) resolvePendingInteraction(ctx MessageContext, interact
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return p.resolveShopItemChoice(ctx, interaction)
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case "shop_supply":
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return p.resolveShopSupplyChoice(ctx, interaction)
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case "shop_curio":
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return p.resolveShopCurioChoice(ctx, interaction)
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case "shop_confirm":
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return p.resolveShopConfirm(ctx, interaction)
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case "hospital_pay":
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@@ -65,14 +65,17 @@ var consumableDefs = []ConsumableDef{
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{Name: "Voidstone Shard", Effect: EffectReflect, Value: 0.50, Tier: 5, Buyable: false, Slot: "defensive"},
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}
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// consumableDefByName returns the definition for a consumable by name.
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// consumableDefByName returns the definition for a consumable by name. Falls
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// through to the magic-item registry so SRD potions/scrolls picked up as loot
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// or bought from Luigi's Curios shelf resolve in combat without being added
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// to the hardcoded consumableDefs table (see magic_items_gameplay.go).
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func consumableDefByName(name string) *ConsumableDef {
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for i := range consumableDefs {
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if consumableDefs[i].Name == name {
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return &consumableDefs[i]
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}
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}
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return nil
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return magicItemConsumableDefByName(name)
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}
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// ── Threat Assessment ────────────────────────────────────────────────────────
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@@ -5,6 +5,7 @@ import (
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"log/slog"
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"math"
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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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@@ -195,7 +196,8 @@ func luigiShopGreeting(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment,
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sb.WriteString("⚔️ Weapons 🛡️ Armor\n")
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sb.WriteString("🪖 Helmets 👢 Boots\n")
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sb.WriteString("⛏️ Tools 🧪 Supplies\n\n")
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sb.WriteString("⛏️ Tools 🧪 Supplies\n")
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sb.WriteString("🔮 Curios\n\n")
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if showAll {
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flavor, _ := advPickFlavor(luigiShowAllComment, userID, "luigi_showall")
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@@ -381,11 +383,25 @@ func (p *AdventurePlugin) resolveShopCategoryChoice(ctx MessageContext, interact
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return p.SendDM(ctx.Sender, text)
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}
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// Curios — Open5e magic items, daily rotating stock.
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if reply == "curios" || reply == "curio" || reply == "magic" || reply == "trinkets" {
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balance := p.euro.GetBalance(ctx.Sender)
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text := p.luigiCuriosView(ctx.Sender, balance)
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "shop_curio",
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Data: data,
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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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p.shopScheduleBrowseNudge(ctx.Sender)
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return p.SendDM(ctx.Sender, text)
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}
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slot := advParseShopCategory(reply)
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if slot == "" {
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// Re-store pending and reprompt.
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p.pending.Store(string(ctx.Sender), interaction)
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return p.SendDM(ctx.Sender, "I didn't catch that. Reply with a category: weapons, armor, helmets, boots, tools, or supplies.")
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return p.SendDM(ctx.Sender, "I didn't catch that. Reply with a category: weapons, armor, helmets, boots, tools, supplies, or curios.")
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}
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_, equip, err := p.ensureCharacter(ctx.Sender)
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@@ -1048,3 +1064,138 @@ func (p *AdventurePlugin) resolveShopSupplyChoice(ctx MessageContext, interactio
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return p.SendDM(ctx.Sender, fmt.Sprintf("Purchased **%s** for €%.0f. Added to inventory.\n💰 Balance: €%.0f\n\nReply with another item name or `back` to return.",
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match.Name, consumablePrice, newBalance))
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}
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// ── Curios (Magic Items) ────────────────────────────────────────────────────
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// curiosStockSize — how many registry magic items Luigi stocks per day.
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const curiosStockSize = 8
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// dailyCuriosStock returns the deterministic per-day rotation of magic items
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// on Luigi's Curios shelf. Seeded by UTC date so the slate is stable for the
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// day and identical for every player. 237 registry items is far too many to
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// list, so a rotating shelf keeps the menu legible and gives players a reason
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// to check back.
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func dailyCuriosStock() []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)
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// FNV-1a over the UTC date string → PCG seed.
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day := time.Now().UTC().Format("2006-01-02")
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var seed uint64 = 1469598103934665603
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for _, b := range []byte(day) {
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seed ^= uint64(b)
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seed *= 1099511628211
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}
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rng := rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))
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rng.Shuffle(len(ids), func(i, j int) { ids[i], ids[j] = ids[j], ids[i] })
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n := curiosStockSize
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if n > len(ids) {
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n = len(ids)
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}
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stock := make([]MagicItem, 0, n)
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for _, id := range ids[:n] {
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stock = append(stock, magicItemRegistry[id])
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}
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// Stable display order: rarity ascending, then name.
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sort.Slice(stock, func(i, j int) bool {
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ri, rj := rarityPowerScalar(stock[i].Rarity), rarityPowerScalar(stock[j].Rarity)
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if ri != rj {
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return ri < rj
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}
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return stock[i].Name < stock[j].Name
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})
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return stock
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}
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func (p *AdventurePlugin) luigiCuriosView(userID id.UserID, balance float64) string {
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var sb strings.Builder
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sb.WriteString("🔮 **Curios** — Open5e magic items, daily rotating stock\n")
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sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n\n", balance))
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factor := p.shopSessionPriceFactor(userID)
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for _, mi := range dailyCuriosStock() {
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price := float64(mi.Value) * factor
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tag := string(mi.Rarity)
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if mi.Attunement {
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tag += ", attunement"
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}
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afford := "✅"
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if balance < price {
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afford = "💸"
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}
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sb.WriteString(fmt.Sprintf("**%s** (%s %s) — €%.0f %s\n", mi.Name, mi.Kind, tag, price, afford))
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if mi.Desc != "" {
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sb.WriteString(fmt.Sprintf(" _%s_\n", mi.Desc))
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}
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}
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sb.WriteString("\nReply with an item name to buy, or `back` to return.\n")
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sb.WriteString("Equippable items go to your inventory — wear them with `!adventure equip-magic`. Potions & scrolls auto-use in combat.")
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return sb.String()
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}
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func (p *AdventurePlugin) resolveShopCurioChoice(ctx MessageContext, interaction *advPendingInteraction) error {
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reply := strings.TrimSpace(ctx.Body)
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lower := strings.ToLower(reply)
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if lower == "back" {
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data := interaction.Data.(*advPendingShopCategory)
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_, equip, err := p.ensureCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Failed to load your character.")
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}
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balance := p.euro.GetBalance(ctx.Sender)
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text := luigiShopGreeting(ctx.Sender, equip, balance, data.ShowAll, p.chatLevel(ctx.Sender))
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "shop_category",
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Data: &advPendingShopCategory{ShowAll: data.ShowAll},
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ExpiresAt: time.Now().Add(advDMResponseWindow),
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})
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return p.SendDM(ctx.Sender, text)
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}
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if lower == "exit" || lower == "cancel" {
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p.shopSessionEnd(ctx.Sender)
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return p.SendDM(ctx.Sender, "*Luigi nods and gestures toward the main counter.*")
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}
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// Match against today's stock.
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var match *MagicItem
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for _, mi := range dailyCuriosStock() {
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if strings.EqualFold(mi.Name, reply) || containsFold(mi.Name, reply) {
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m := mi
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match = &m
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break
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}
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}
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if match == nil {
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p.pending.Store(string(ctx.Sender), interaction)
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return p.SendDM(ctx.Sender, "That's not on the shelf today. Reply with an item name from the list, or `back` to return.")
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}
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price := float64(match.Value) * p.shopSessionPriceFactor(ctx.Sender)
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balance := p.euro.GetBalance(ctx.Sender)
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if balance < price {
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p.pending.Store(string(ctx.Sender), interaction)
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return p.SendDM(ctx.Sender, fmt.Sprintf("You need €%.0f for %s but only have €%.0f.", price, match.Name, balance))
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}
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p.euro.Debit(ctx.Sender, price, "shop_curio")
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if potCut := int(math.Round(price * 0.05)); potCut > 0 {
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communityPotAdd(potCut)
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trackTaxPaid(ctx.Sender, potCut)
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}
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item := magicItemSell(*match)
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item.Value = int64(match.Value) / 2 // resale at half, like gear/consumables
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item.SkillSource = "magic_item:" + match.ID
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_ = addAdvInventoryItem(ctx.Sender, item)
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// Stay in the Curios view for more purchases.
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p.pending.Store(string(ctx.Sender), interaction)
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newBalance := p.euro.GetBalance(ctx.Sender)
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return p.SendDM(ctx.Sender, fmt.Sprintf("Purchased **%s** for €%.0f. Added to inventory.\n💰 Balance: €%.0f\n\nReply with another item name or `back` to return.",
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match.Name, price, newBalance))
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}
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@@ -85,6 +85,7 @@ func (p *AdventurePlugin) runDungeonCombat(
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applyClassPassives(&playerStats, &playerMods, dndChar)
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applyRacePassives(&playerStats, &playerMods, dndChar)
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applySubclassPassives(&playerStats, &playerMods, dndChar)
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applyMagicItemEffects(&playerStats, &playerMods, userID)
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if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
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slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
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}
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@@ -63,6 +63,7 @@ func (p *AdventurePlugin) buildZoneCombatants(
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applyClassPassives(&playerStats, &playerMods, dndChar)
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applyRacePassives(&playerStats, &playerMods, dndChar)
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applySubclassPassives(&playerStats, &playerMods, dndChar)
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applyMagicItemEffects(&playerStats, &playerMods, userID)
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if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
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slog.Info("dnd: armed ability fired (turn-based build)", "user", userID, "ability", firedName)
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}
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@@ -78,7 +78,7 @@ func rarityIcon(r DnDRarity) string {
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return "🟩"
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case RarityRare:
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return "🟦"
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case RarityEpic:
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case RarityEpic, RarityVeryRare:
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return "🟪"
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case RarityLegendary:
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return "🟧"
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@@ -64,11 +64,12 @@ func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
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treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
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meta, _ := loadPlayerMeta(ctx.Sender)
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house, _ := loadHouseState(ctx.Sender)
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magicEquip, _ := loadEquippedMagicItems(ctx.Sender)
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return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, house, equip, treasures))
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return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, house, equip, treasures, magicEquip))
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}
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func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, house HouseState, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus) string {
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func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, house HouseState, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus, magicEquip map[DnDSlot]EquippedMagicItem) string {
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ri, _ := raceInfo(c.Race)
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ci, _ := classInfo(c.Class)
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mods := c.Modifiers()
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@@ -137,6 +138,29 @@ func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta,
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b.WriteString(" _(none equipped)_\n")
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}
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// Magic items — registry items worn in the D&D slots (separate from the
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// legacy tier-gear above). Attunement items show whether they're active.
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if len(magicEquip) > 0 {
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b.WriteString("\n**Magic Items**\n")
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for _, ds := range dndSlotOrder {
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e, ok := magicEquip[ds]
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if !ok || e.Item.ID == "" {
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continue
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}
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status := ""
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if e.Item.Attunement {
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if e.Attuned {
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status = " — attuned"
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} else {
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status = " — _inert (unattuned)_"
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}
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}
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b.WriteString(fmt.Sprintf(" %s %-9s %s _(%s)_%s\n %s\n",
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rarityIcon(e.Item.Rarity), string(ds), e.Item.Name, e.Item.Rarity,
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status, magicItemEffectSummary(e.Item)))
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}
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}
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// Attunements (re-using adventure_treasures per v1.1 §7.4)
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if len(treasures) > 0 {
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b.WriteString("\n**Attunements** (treasures)\n")
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@@ -311,7 +311,7 @@ func TestSheet_ShowsSubclassWhenChosen(t *testing.T) {
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STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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Subclass: SubclassBattleMaster,
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}
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out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil)
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out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil, nil)
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if !strings.Contains(out, "Battle Master") {
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t.Errorf("sheet missing subclass name:\n%s", out)
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}
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@@ -323,7 +323,7 @@ func TestSheet_PromptsWhenUnchosenAtL5(t *testing.T) {
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Level: 5, HPMax: 40, HPCurrent: 40, ArmorClass: 16,
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STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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}
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out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil)
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out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil, nil)
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if !strings.Contains(out, "!subclass") {
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t.Errorf("sheet should nudge `!subclass` when unchosen at L5:\n%s", out)
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}
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@@ -376,11 +376,25 @@ func rngIntN(rng *rand.Rand, n int) int {
|
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// it into adventure_inventory if one fired, and returns a narration block
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// (empty when no drop). Reuses §5 LootDropCommon/Uncommon/Rare/Legendary
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// flavor pools — no new flavor file (per feedback_reuse_existing_flavor).
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// magicItemDropChance — once a drop fires, the chance it is substituted with
|
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// an Open5e SRD registry magic item of the rolled tier's rarity instead of
|
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// the biome slate item. Keeps magic items a treat, not the norm.
|
||||
const magicItemDropChance = 0.15
|
||||
|
||||
func (p *AdventurePlugin) dropZoneLoot(userID id.UserID, zoneID ZoneID, monster DnDMonsterTemplate, isBoss bool) string {
|
||||
entry, tier, ok := rollZoneLoot(zoneID, monster.CR, isBoss, nil)
|
||||
if !ok {
|
||||
return ""
|
||||
}
|
||||
|
||||
// Magic-item substitution: swap the biome slate item for a registry
|
||||
// magic item of the same rarity tier (see magic_items_gameplay.go).
|
||||
if rngFloat(nil) < magicItemDropChance {
|
||||
if mi, miOK := pickMagicItemForRarity(tier.rarity(), nil); miOK {
|
||||
return p.dropMagicItemLoot(userID, mi, tier)
|
||||
}
|
||||
}
|
||||
|
||||
tierVal := tier
|
||||
zoneTier := zoneTierFromID(zoneID)
|
||||
item := AdvItem{
|
||||
@@ -410,6 +424,33 @@ func (p *AdventurePlugin) dropZoneLoot(userID id.UserID, zoneID ZoneID, monster
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// dropMagicItemLoot deposits a registry magic item as a combat-victory drop
|
||||
// and returns its narration block. Potions/scrolls land as "consumable" so
|
||||
// the combat pipeline auto-uses them; everything else is a "magic_item"
|
||||
// sellable/equippable via the Curios shelf and `!adventure equip-magic`.
|
||||
func (p *AdventurePlugin) dropMagicItemLoot(userID id.UserID, mi MagicItem, tier LootTier) string {
|
||||
item := magicItemSell(mi)
|
||||
item.SkillSource = "magic_item:" + mi.ID
|
||||
if err := addAdvInventoryItem(userID, item); err != nil {
|
||||
return fmt.Sprintf("_(Loot drop persistence error: %v.)_", err)
|
||||
}
|
||||
var b strings.Builder
|
||||
if line := lootFlavorLine(tier); line != "" {
|
||||
b.WriteString(line)
|
||||
b.WriteString("\n")
|
||||
}
|
||||
tag := string(mi.Rarity)
|
||||
if mi.Attunement {
|
||||
tag += ", attunement"
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("✨ **%s** (%s %s) — %d coin baseline.",
|
||||
mi.Name, mi.Kind, tag, mi.Value))
|
||||
if mi.Desc != "" {
|
||||
b.WriteString(fmt.Sprintf(" _%s_", mi.Desc))
|
||||
}
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// lootFlavorLine maps a tier to one of the existing TwinBee loot pools.
|
||||
// Epic falls through to the Rare pool (next-best fit); Legendary uses its
|
||||
// own pool. No new flavor file written here.
|
||||
|
||||
529
internal/plugin/magic_items_gameplay.go
Normal file
529
internal/plugin/magic_items_gameplay.go
Normal file
@@ -0,0 +1,529 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"sort"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Magic-item gameplay layer — wires the vendored Open5e SRD registry
|
||||
// (see magic_items.go) into three live surfaces:
|
||||
//
|
||||
// 1. Zone loot drops — dnd_zone_loot.go rolls registry items by rarity.
|
||||
// 2. Luigi's "Curios" — adventure_shop.go sells a rotating slate.
|
||||
// 3. Combat effects — equippable items grant CombatModifiers from a
|
||||
// codified Rarity+Kind formula; potion/scroll items route through the
|
||||
// existing consumable pipeline.
|
||||
//
|
||||
// The effects are *formulaic*, not hand-authored per item — 237 items is too
|
||||
// many to tune by hand, and this mirrors the bestiary tuning pass: a codified
|
||||
// formula fills the gap, and magicItemEffectOverlay is the hand-authored
|
||||
// refinement path that wins on ID collision.
|
||||
|
||||
// ── Rarity / loot indexing ──────────────────────────────────────────────────
|
||||
|
||||
// magicItemsByRarity buckets the registry by rarity. Built once, lazily.
|
||||
var magicItemsByRarityCache map[DnDRarity][]MagicItem
|
||||
|
||||
func magicItemsByRarity() map[DnDRarity][]MagicItem {
|
||||
if magicItemsByRarityCache != nil {
|
||||
return magicItemsByRarityCache
|
||||
}
|
||||
idx := make(map[DnDRarity][]MagicItem)
|
||||
ids := make([]string, 0, len(magicItemRegistry))
|
||||
for id := range magicItemRegistry {
|
||||
ids = append(ids, id)
|
||||
}
|
||||
sort.Strings(ids) // deterministic bucket order
|
||||
for _, id := range ids {
|
||||
mi := magicItemRegistry[id]
|
||||
idx[mi.Rarity] = append(idx[mi.Rarity], mi)
|
||||
}
|
||||
magicItemsByRarityCache = idx
|
||||
return idx
|
||||
}
|
||||
|
||||
// pickMagicItemForRarity returns a uniform-random registry item of the given
|
||||
// rarity. The §5 loot tiers only span Common..Legendary, so VeryRare items
|
||||
// fold into the Epic bucket. Returns ok=false when no item matches.
|
||||
func pickMagicItemForRarity(r DnDRarity, rng *rand.Rand) (MagicItem, bool) {
|
||||
idx := magicItemsByRarity()
|
||||
pool := append([]MagicItem(nil), idx[r]...)
|
||||
if r == RarityEpic {
|
||||
pool = append(pool, idx[RarityVeryRare]...)
|
||||
}
|
||||
if len(pool) == 0 {
|
||||
return MagicItem{}, false
|
||||
}
|
||||
return pool[rngIntN(rng, len(pool))], true
|
||||
}
|
||||
|
||||
// magicItemSell builds the AdvItem an inventory deposit uses for a magic item.
|
||||
// Potions and scrolls land as "consumable" so the combat pipeline picks them
|
||||
// up (see magicItemConsumableDefByName); everything else is a "magic_item".
|
||||
func magicItemSell(mi MagicItem) AdvItem {
|
||||
typ := "magic_item"
|
||||
if mi.Kind == MagicItemPotion || mi.Kind == MagicItemScroll {
|
||||
typ = "consumable"
|
||||
}
|
||||
return AdvItem{
|
||||
Name: mi.Name,
|
||||
Type: typ,
|
||||
Tier: rarityLootTierNum(mi.Rarity),
|
||||
Value: int64(mi.Value),
|
||||
}
|
||||
}
|
||||
|
||||
// rarityLootTierNum maps a rarity onto the 1–5 tier scale used by AdvItem.Tier
|
||||
// and the inventory display, so magic items sort sensibly next to gear.
|
||||
func rarityLootTierNum(r DnDRarity) int {
|
||||
switch r {
|
||||
case RarityCommon:
|
||||
return 1
|
||||
case RarityUncommon:
|
||||
return 2
|
||||
case RarityRare:
|
||||
return 3
|
||||
case RarityVeryRare, RarityEpic:
|
||||
return 4
|
||||
case RarityLegendary:
|
||||
return 5
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
// ── Codified combat-effect formula ──────────────────────────────────────────
|
||||
|
||||
// magicItemEffect is the combat delta a single equipped magic item grants.
|
||||
// DamageReductMult is multiplicative (1.0 = neutral); everything else is
|
||||
// additive. Potion/scroll items carry a zero effect — they are consumables.
|
||||
type magicItemEffect struct {
|
||||
DamageBonus float64
|
||||
DamageReductMult float64
|
||||
FlatDmgStart int
|
||||
InitiativeBias float64
|
||||
MaxHP int
|
||||
}
|
||||
|
||||
// magicItemEffectOverlay — hand-authored per-item effects that win over the
|
||||
// codified formula. Empty for now; corrections land here rather than being
|
||||
// folded into the formula, mirroring magicItemOverlay in magic_items.go.
|
||||
var magicItemEffectOverlay = map[string]magicItemEffect{}
|
||||
|
||||
// rarityPowerScalar is the codified power axis: rarer item, bigger delta.
|
||||
func rarityPowerScalar(r DnDRarity) float64 {
|
||||
switch r {
|
||||
case RarityCommon:
|
||||
return 1
|
||||
case RarityUncommon:
|
||||
return 2
|
||||
case RarityRare:
|
||||
return 3
|
||||
case RarityVeryRare, RarityEpic:
|
||||
return 4
|
||||
case RarityLegendary:
|
||||
return 5
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
// magicItemEffectFor returns the combat delta for an item: the hand-authored
|
||||
// overlay if present, else the codified Rarity+Kind formula.
|
||||
func magicItemEffectFor(mi MagicItem) magicItemEffect {
|
||||
if eff, ok := magicItemEffectOverlay[mi.ID]; ok {
|
||||
return eff
|
||||
}
|
||||
s := rarityPowerScalar(mi.Rarity)
|
||||
eff := magicItemEffect{DamageReductMult: 1.0}
|
||||
switch mi.Kind {
|
||||
case MagicItemWeapon:
|
||||
eff.DamageBonus = 0.05 * s
|
||||
case MagicItemStaff, MagicItemWand, MagicItemRod:
|
||||
eff.DamageBonus = 0.03 * s
|
||||
eff.FlatDmgStart = int(s)
|
||||
case MagicItemArmor:
|
||||
eff.DamageReductMult = 1.0 - 0.04*s
|
||||
case MagicItemRing:
|
||||
eff.DamageReductMult = 1.0 - 0.02*s
|
||||
eff.DamageBonus = 0.02 * s
|
||||
case MagicItemWondrous:
|
||||
eff.InitiativeBias = 0.5 * s
|
||||
eff.MaxHP = 2 * int(s)
|
||||
default:
|
||||
// potion / scroll — consumables, no equip effect.
|
||||
}
|
||||
return eff
|
||||
}
|
||||
|
||||
// ── Equipped-item persistence ───────────────────────────────────────────────
|
||||
|
||||
// EquippedMagicItem is one row of magic_item_equipped, resolved against the
|
||||
// registry. Item is the registry entry; Attuned mirrors the DB column.
|
||||
type EquippedMagicItem struct {
|
||||
Slot DnDSlot
|
||||
Item MagicItem
|
||||
Attuned bool
|
||||
}
|
||||
|
||||
// dndMagicItemAttuneLimit — 5e's three-attunement cap. Items that require
|
||||
// attunement only grant their effect while attuned, and a player may hold at
|
||||
// most this many attunements at once.
|
||||
const dndMagicItemAttuneLimit = 3
|
||||
|
||||
func loadEquippedMagicItems(userID id.UserID) (map[DnDSlot]EquippedMagicItem, error) {
|
||||
d := db.Get()
|
||||
rows, err := d.Query(`SELECT slot, item_id, attuned FROM magic_item_equipped WHERE user_id = ?`,
|
||||
string(userID))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
out := make(map[DnDSlot]EquippedMagicItem)
|
||||
for rows.Next() {
|
||||
var slot, itemID string
|
||||
var attuned int
|
||||
if err := rows.Scan(&slot, &itemID, &attuned); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
mi, ok := magicItemRegistry[itemID]
|
||||
if !ok {
|
||||
continue // registry shrank under us — skip stale rows
|
||||
}
|
||||
out[DnDSlot(slot)] = EquippedMagicItem{
|
||||
Slot: DnDSlot(slot),
|
||||
Item: mi,
|
||||
Attuned: attuned == 1,
|
||||
}
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
// equipMagicItem writes (or replaces) the item in its slot. attuned is only
|
||||
// honoured when the item requires attunement.
|
||||
func equipMagicItem(userID id.UserID, slot DnDSlot, itemID string, attuned bool) error {
|
||||
d := db.Get()
|
||||
a := 0
|
||||
if attuned {
|
||||
a = 1
|
||||
}
|
||||
_, err := d.Exec(`
|
||||
INSERT INTO magic_item_equipped (user_id, slot, item_id, attuned)
|
||||
VALUES (?, ?, ?, ?)
|
||||
ON CONFLICT(user_id, slot) DO UPDATE SET item_id = excluded.item_id, attuned = excluded.attuned`,
|
||||
string(userID), string(slot), itemID, a)
|
||||
return err
|
||||
}
|
||||
|
||||
func unequipMagicItem(userID id.UserID, slot DnDSlot) error {
|
||||
d := db.Get()
|
||||
_, err := d.Exec(`DELETE FROM magic_item_equipped WHERE user_id = ? AND slot = ?`,
|
||||
string(userID), string(slot))
|
||||
return err
|
||||
}
|
||||
|
||||
// countAttunedMagicItems returns how many attunement slots the player is
|
||||
// currently using — callers gate new attunements on dndMagicItemAttuneLimit.
|
||||
func countAttunedMagicItems(equipped map[DnDSlot]EquippedMagicItem) int {
|
||||
n := 0
|
||||
for _, e := range equipped {
|
||||
if e.Attuned {
|
||||
n++
|
||||
}
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
// ── Combat hook ─────────────────────────────────────────────────────────────
|
||||
|
||||
// applyMagicItemEffects layers the player's equipped magic items onto their
|
||||
// combat stats/modifiers. Called from the combat bridges right after the
|
||||
// class/race/subclass passives, so its deltas compose on top of them.
|
||||
//
|
||||
// Items that require attunement only count while attuned; non-attunement
|
||||
// items always count once equipped.
|
||||
func applyMagicItemEffects(stats *CombatStats, mods *CombatModifiers, userID id.UserID) {
|
||||
equipped, err := loadEquippedMagicItems(userID)
|
||||
if err != nil || len(equipped) == 0 {
|
||||
return
|
||||
}
|
||||
for _, e := range equipped {
|
||||
if e.Item.Attunement && !e.Attuned {
|
||||
continue // unattuned attunement item is inert
|
||||
}
|
||||
eff := magicItemEffectFor(e.Item)
|
||||
mods.DamageBonus += eff.DamageBonus
|
||||
if eff.DamageReductMult != 0 && eff.DamageReductMult != 1.0 {
|
||||
mods.DamageReduct *= eff.DamageReductMult
|
||||
}
|
||||
mods.FlatDmgStart += eff.FlatDmgStart
|
||||
mods.InitiativeBias += eff.InitiativeBias
|
||||
if eff.MaxHP != 0 {
|
||||
stats.MaxHP += eff.MaxHP
|
||||
if stats.StartHP > 0 {
|
||||
stats.StartHP += eff.MaxHP
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Consumable bridge (potions / scrolls) ───────────────────────────────────
|
||||
|
||||
// magicItemConsumableDef classifies a potion/scroll magic item onto the
|
||||
// existing ConsumableDef pipeline so it auto-resolves in combat. Effect is
|
||||
// name-sniffed; value scales with rarity. Returns nil for non-consumable
|
||||
// kinds. Buyable is false — these come from loot and the Curios shelf, not
|
||||
// the Supplies menu.
|
||||
func magicItemConsumableDef(mi MagicItem) *ConsumableDef {
|
||||
if mi.Kind != MagicItemPotion && mi.Kind != MagicItemScroll {
|
||||
return nil
|
||||
}
|
||||
s := rarityPowerScalar(mi.Rarity)
|
||||
name := strings.ToLower(mi.Name)
|
||||
def := &ConsumableDef{
|
||||
Name: mi.Name,
|
||||
Tier: rarityLootTierNum(mi.Rarity),
|
||||
Buyable: false,
|
||||
Price: int64(mi.Value),
|
||||
}
|
||||
switch {
|
||||
case strings.Contains(name, "healing"), strings.Contains(name, "heal"),
|
||||
strings.Contains(name, "vitality"), strings.Contains(name, "life"):
|
||||
def.Effect = EffectHeal
|
||||
def.Value = 20 + 15*s
|
||||
def.Slot = "defensive"
|
||||
case strings.Contains(name, "fire"), strings.Contains(name, "lightning"),
|
||||
strings.Contains(name, "acid"), strings.Contains(name, "flame"):
|
||||
def.Effect = EffectFlatDmg
|
||||
def.Value = 6 * s
|
||||
def.Slot = "offensive"
|
||||
case strings.Contains(name, "protection"), strings.Contains(name, "shield"),
|
||||
strings.Contains(name, "warding"), strings.Contains(name, "resistance"):
|
||||
def.Effect = EffectWard
|
||||
def.Value = 1
|
||||
def.Slot = "defensive"
|
||||
case strings.Contains(name, "speed"), strings.Contains(name, "haste"),
|
||||
strings.Contains(name, "flying"):
|
||||
def.Effect = EffectSpeedBoost
|
||||
def.Value = 0.10 + 0.05*s
|
||||
def.Slot = "offensive"
|
||||
case strings.Contains(name, "heroism"), strings.Contains(name, "strength"),
|
||||
strings.Contains(name, "rage"), strings.Contains(name, "giant"):
|
||||
def.Effect = EffectAtkBoost
|
||||
def.Value = 0.05 * s
|
||||
def.Slot = "offensive"
|
||||
case strings.Contains(name, "stoneskin"), strings.Contains(name, "barkskin"),
|
||||
strings.Contains(name, "iron"):
|
||||
def.Effect = EffectDefBoost
|
||||
def.Value = 0.05 * s
|
||||
def.Slot = "defensive"
|
||||
default:
|
||||
// Generic potion → modest heal; generic scroll → modest pre-damage.
|
||||
if mi.Kind == MagicItemScroll {
|
||||
def.Effect = EffectFlatDmg
|
||||
def.Value = 4 * s
|
||||
def.Slot = "offensive"
|
||||
} else {
|
||||
def.Effect = EffectHeal
|
||||
def.Value = 15 + 10*s
|
||||
def.Slot = "defensive"
|
||||
}
|
||||
}
|
||||
return def
|
||||
}
|
||||
|
||||
// magicItemConsumableDefByName resolves a consumable magic item by name. Used
|
||||
// by consumableDefByName as a fall-through so loot/shop magic potions resolve
|
||||
// in combat without being added to the hardcoded consumableDefs table.
|
||||
func magicItemConsumableDefByName(name string) *ConsumableDef {
|
||||
for _, mi := range magicItemRegistry {
|
||||
if mi.Name == name {
|
||||
return magicItemConsumableDef(mi)
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Equip command (`!adventure equip-magic`) ────────────────────────────────
|
||||
|
||||
// advPendingMagicEquip is the pending-interaction payload for the numbered
|
||||
// equip-magic picker.
|
||||
type advPendingMagicEquip struct {
|
||||
Items []AdvItem
|
||||
}
|
||||
|
||||
// magicItemFromAdvItem resolves the registry entry behind an inventory row.
|
||||
// Inventory rows carry "magic_item:<id>" in SkillSource; name lookup is the
|
||||
// fallback for rows written before that convention or by other paths.
|
||||
func magicItemFromAdvItem(it AdvItem) (MagicItem, bool) {
|
||||
if strings.HasPrefix(it.SkillSource, "magic_item:") {
|
||||
if mi, ok := magicItemRegistry[strings.TrimPrefix(it.SkillSource, "magic_item:")]; ok {
|
||||
return mi, true
|
||||
}
|
||||
}
|
||||
for _, mi := range magicItemRegistry {
|
||||
if mi.Name == it.Name {
|
||||
return mi, true
|
||||
}
|
||||
}
|
||||
return MagicItem{}, false
|
||||
}
|
||||
|
||||
// magicItemEffectSummary renders the codified combat delta as a short,
|
||||
// player-facing string (accessibility goal — surface the outcome, not math).
|
||||
func magicItemEffectSummary(mi MagicItem) string {
|
||||
eff := magicItemEffectFor(mi)
|
||||
var parts []string
|
||||
if eff.DamageBonus > 0 {
|
||||
parts = append(parts, fmt.Sprintf("+%.0f%% damage", eff.DamageBonus*100))
|
||||
}
|
||||
if eff.DamageReductMult > 0 && eff.DamageReductMult < 1.0 {
|
||||
parts = append(parts, fmt.Sprintf("-%.0f%% damage taken", (1.0-eff.DamageReductMult)*100))
|
||||
}
|
||||
if eff.FlatDmgStart > 0 {
|
||||
parts = append(parts, fmt.Sprintf("%d opening damage", eff.FlatDmgStart))
|
||||
}
|
||||
if eff.MaxHP > 0 {
|
||||
parts = append(parts, fmt.Sprintf("+%d HP", eff.MaxHP))
|
||||
}
|
||||
if eff.InitiativeBias > 0 {
|
||||
parts = append(parts, "faster to act")
|
||||
}
|
||||
if len(parts) == 0 {
|
||||
return "no combat effect"
|
||||
}
|
||||
return strings.Join(parts, ", ")
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
|
||||
items, err := loadAdvInventory(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to access your inventory.")
|
||||
}
|
||||
var magic []AdvItem
|
||||
for _, it := range items {
|
||||
if it.Type != "magic_item" {
|
||||
continue
|
||||
}
|
||||
mi, ok := magicItemFromAdvItem(it)
|
||||
if !ok || mi.Slot == "" {
|
||||
continue // unslotted curios can't be worn
|
||||
}
|
||||
magic = append(magic, it)
|
||||
}
|
||||
if len(magic) == 0 {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"You have no equippable magic items. Slotted curios drop from zones and Luigi's Curios shelf; "+
|
||||
"potions and scrolls auto-use in combat instead.")
|
||||
}
|
||||
|
||||
equipped, _ := loadEquippedMagicItems(ctx.Sender)
|
||||
var sb strings.Builder
|
||||
sb.WriteString("🔮 **Equippable magic items:**\n\n")
|
||||
for i, it := range magic {
|
||||
mi, _ := magicItemFromAdvItem(it)
|
||||
curDesc := "empty"
|
||||
if cur, ok := equipped[mi.Slot]; ok && cur.Item.ID != "" {
|
||||
curDesc = cur.Item.Name
|
||||
}
|
||||
att := ""
|
||||
if mi.Attunement {
|
||||
att = " _(needs attunement)_"
|
||||
}
|
||||
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())
|
||||
}
|
||||
216
internal/plugin/magic_items_gameplay_test.go
Normal file
216
internal/plugin/magic_items_gameplay_test.go
Normal file
@@ -0,0 +1,216 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// TestMagicItemsByRarityComplete — every registry item lands in exactly one
|
||||
// rarity bucket and the buckets sum back to the registry size.
|
||||
func TestMagicItemsByRarityComplete(t *testing.T) {
|
||||
idx := magicItemsByRarity()
|
||||
total := 0
|
||||
for _, items := range idx {
|
||||
total += len(items)
|
||||
}
|
||||
if total != len(magicItemRegistry) {
|
||||
t.Errorf("rarity buckets sum to %d, registry has %d", total, len(magicItemRegistry))
|
||||
}
|
||||
for r, items := range idx {
|
||||
for _, mi := range items {
|
||||
if mi.Rarity != r {
|
||||
t.Errorf("item %s (rarity %s) bucketed under %s", mi.ID, mi.Rarity, r)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestPickMagicItemForRarity — picks respect the requested rarity, and the
|
||||
// Epic bucket folds in VeryRare items (the §5 loot tiers never emit VeryRare).
|
||||
func TestPickMagicItemForRarity(t *testing.T) {
|
||||
for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary} {
|
||||
mi, ok := pickMagicItemForRarity(r, nil)
|
||||
if !ok {
|
||||
continue // a rarity may legitimately be empty
|
||||
}
|
||||
if r == RarityEpic {
|
||||
if mi.Rarity != RarityEpic && mi.Rarity != RarityVeryRare {
|
||||
t.Errorf("Epic pick returned rarity %s", mi.Rarity)
|
||||
}
|
||||
} else if mi.Rarity != r {
|
||||
t.Errorf("pick for %s returned rarity %s", r, mi.Rarity)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestMagicItemEffectFormula — the codified Rarity+Kind formula produces the
|
||||
// expected shape of delta per kind, and rarer items hit harder.
|
||||
func TestMagicItemEffectFormula(t *testing.T) {
|
||||
weakWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityCommon}
|
||||
strongWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityLegendary}
|
||||
we, se := magicItemEffectFor(weakWeapon), magicItemEffectFor(strongWeapon)
|
||||
if we.DamageBonus <= 0 || se.DamageBonus <= we.DamageBonus {
|
||||
t.Errorf("weapon DamageBonus not monotonic: common=%v legendary=%v", we.DamageBonus, se.DamageBonus)
|
||||
}
|
||||
|
||||
armor := magicItemEffectFor(MagicItem{Kind: MagicItemArmor, Rarity: RarityRare})
|
||||
if armor.DamageReductMult >= 1.0 || armor.DamageReductMult <= 0 {
|
||||
t.Errorf("armor DamageReductMult should be in (0,1), got %v", armor.DamageReductMult)
|
||||
}
|
||||
|
||||
staff := magicItemEffectFor(MagicItem{Kind: MagicItemStaff, Rarity: RarityRare})
|
||||
if staff.FlatDmgStart <= 0 {
|
||||
t.Errorf("staff should grant FlatDmgStart, got %d", staff.FlatDmgStart)
|
||||
}
|
||||
|
||||
potion := magicItemEffectFor(MagicItem{Kind: MagicItemPotion, Rarity: RarityRare})
|
||||
if potion != (magicItemEffect{DamageReductMult: 1.0}) {
|
||||
t.Errorf("potion should have a neutral equip effect, got %+v", potion)
|
||||
}
|
||||
}
|
||||
|
||||
// TestMagicItemEffectOverlayWins — the hand-authored overlay beats the formula.
|
||||
func TestMagicItemEffectOverlayWins(t *testing.T) {
|
||||
saved := magicItemEffectOverlay
|
||||
defer func() { magicItemEffectOverlay = saved }()
|
||||
|
||||
magicItemEffectOverlay = map[string]magicItemEffect{
|
||||
"test_item": {DamageBonus: 9.99, DamageReductMult: 1.0},
|
||||
}
|
||||
got := magicItemEffectFor(MagicItem{ID: "test_item", Kind: MagicItemWeapon, Rarity: RarityCommon})
|
||||
if got.DamageBonus != 9.99 {
|
||||
t.Errorf("overlay did not win: got DamageBonus %v", got.DamageBonus)
|
||||
}
|
||||
}
|
||||
|
||||
// TestMagicItemConsumableBridge — potion/scroll items classify onto the
|
||||
// consumable pipeline; everything else returns nil.
|
||||
func TestMagicItemConsumableBridge(t *testing.T) {
|
||||
healPotion := MagicItem{Name: "Potion of Greater Healing", Kind: MagicItemPotion, Rarity: RarityUncommon, Value: 100}
|
||||
def := magicItemConsumableDef(healPotion)
|
||||
if def == nil || def.Effect != EffectHeal || def.Value <= 0 || def.Buyable {
|
||||
t.Errorf("healing potion classified wrong: %+v", def)
|
||||
}
|
||||
|
||||
scroll := MagicItem{Name: "Scroll of Fireball", Kind: MagicItemScroll, Rarity: RarityRare, Value: 200}
|
||||
if d := magicItemConsumableDef(scroll); d == nil || d.Effect != EffectFlatDmg {
|
||||
t.Errorf("fireball scroll should be FlatDmg: %+v", d)
|
||||
}
|
||||
|
||||
if d := magicItemConsumableDef(MagicItem{Kind: MagicItemWeapon, Rarity: RarityRare}); d != nil {
|
||||
t.Errorf("weapon should not produce a ConsumableDef, got %+v", d)
|
||||
}
|
||||
}
|
||||
|
||||
// TestConsumableDefByNameFallsThrough — a real registry potion resolves
|
||||
// through consumableDefByName even though it's not in consumableDefs.
|
||||
func TestConsumableDefByNameFallsThrough(t *testing.T) {
|
||||
var sample MagicItem
|
||||
for _, mi := range magicItemRegistry {
|
||||
if mi.Kind == MagicItemPotion {
|
||||
sample = mi
|
||||
break
|
||||
}
|
||||
}
|
||||
if sample.Name == "" {
|
||||
t.Skip("no potion in registry to exercise the fall-through")
|
||||
}
|
||||
if def := consumableDefByName(sample.Name); def == nil {
|
||||
t.Errorf("consumableDefByName(%q) returned nil — fall-through broken", sample.Name)
|
||||
}
|
||||
}
|
||||
|
||||
// TestDailyCuriosStock — the shelf is the right size, deterministic within a
|
||||
// run, and only holds real registry items.
|
||||
func TestDailyCuriosStock(t *testing.T) {
|
||||
a := dailyCuriosStock()
|
||||
b := dailyCuriosStock()
|
||||
if len(a) != curiosStockSize {
|
||||
t.Errorf("curios stock size = %d, want %d", len(a), curiosStockSize)
|
||||
}
|
||||
for i := range a {
|
||||
if a[i].ID != b[i].ID {
|
||||
t.Errorf("curios stock not deterministic at %d: %s vs %s", i, a[i].ID, b[i].ID)
|
||||
}
|
||||
if _, ok := magicItemRegistry[a[i].ID]; !ok {
|
||||
t.Errorf("curios stock item %s not in registry", a[i].ID)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestMagicItemSellTyping — potions/scrolls land as "consumable", wearables as
|
||||
// "magic_item", and Value carries the rarity-bracket coin baseline.
|
||||
func TestMagicItemSellTyping(t *testing.T) {
|
||||
potion := magicItemSell(MagicItem{Name: "P", Kind: MagicItemPotion, Rarity: RarityCommon, Value: 50})
|
||||
if potion.Type != "consumable" {
|
||||
t.Errorf("potion AdvItem type = %q, want consumable", potion.Type)
|
||||
}
|
||||
ring := magicItemSell(MagicItem{Name: "R", Kind: MagicItemRing, Rarity: RarityRare, Value: 500})
|
||||
if ring.Type != "magic_item" || ring.Value != 500 {
|
||||
t.Errorf("ring AdvItem wrong: %+v", ring)
|
||||
}
|
||||
}
|
||||
|
||||
// TestEquippedMagicItemRoundTrip exercises the DB persistence layer: equip,
|
||||
// load, attunement counting, unequip.
|
||||
func TestEquippedMagicItemRoundTrip(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
user := id.UserID("@magic:test.invalid")
|
||||
|
||||
// Pick a real attunement item and a real non-attunement item.
|
||||
var attItem, plainItem MagicItem
|
||||
for _, mi := range magicItemRegistry {
|
||||
if mi.Slot == "" {
|
||||
continue
|
||||
}
|
||||
if mi.Attunement && attItem.ID == "" {
|
||||
attItem = mi
|
||||
}
|
||||
if !mi.Attunement && plainItem.ID == "" {
|
||||
plainItem = mi
|
||||
}
|
||||
}
|
||||
if attItem.ID == "" || plainItem.ID == "" {
|
||||
t.Skip("registry lacks both an attunement and a non-attunement slotted item")
|
||||
}
|
||||
|
||||
if err := equipMagicItem(user, attItem.Slot, attItem.ID, true); err != nil {
|
||||
t.Fatalf("equip attunement item: %v", err)
|
||||
}
|
||||
// Equip the plain item into a distinct slot so it doesn't overwrite the
|
||||
// attunement item (the classifier may give both the same slot).
|
||||
plainSlot := DnDSlotRing1
|
||||
if plainSlot == attItem.Slot {
|
||||
plainSlot = DnDSlotRing2
|
||||
}
|
||||
if err := equipMagicItem(user, plainSlot, plainItem.ID, false); err != nil {
|
||||
t.Fatalf("equip plain item: %v", err)
|
||||
}
|
||||
|
||||
equipped, err := loadEquippedMagicItems(user)
|
||||
if err != nil {
|
||||
t.Fatalf("load: %v", err)
|
||||
}
|
||||
if len(equipped) != 2 {
|
||||
t.Fatalf("expected 2 equipped items, got %d", len(equipped))
|
||||
}
|
||||
if countAttunedMagicItems(equipped) != 1 {
|
||||
t.Errorf("attuned count = %d, want 1", countAttunedMagicItems(equipped))
|
||||
}
|
||||
|
||||
if err := unequipMagicItem(user, attItem.Slot); err != nil {
|
||||
t.Fatalf("unequip: %v", err)
|
||||
}
|
||||
equipped, _ = loadEquippedMagicItems(user)
|
||||
if countAttunedMagicItems(equipped) != 0 {
|
||||
t.Errorf("attuned count after unequip = %d, want 0", countAttunedMagicItems(equipped))
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user