Fix babysit logging, achievement table name, and blacksmith repair costs

- runAutoBabysitDay now logs daily totals (was silently skipping logBabysitActivity)
- Stop wiping babysit_log on expiry/cancel; clear at next purchase instead so history persists between services
- Fix achievement query referencing wrong table name (babysit_log -> adventure_babysit_log)
- Tune blacksmith baseRates ([1,3,8,20,55,150] -> [1,2,5,12,30,80]) and soften the convexity (damage/100 -> damage/200) so mid-game repair drag isn't punitive

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-04-26 07:57:31 -07:00
parent be76973fd2
commit 16d64323d9
3 changed files with 20 additions and 9 deletions

View File

@@ -12,7 +12,7 @@ import (
// ── Pricing ─────────────────────────────────────────────────────────────────
var blacksmithBaseRates = [6]int{1, 3, 8, 20, 55, 150}
var blacksmithBaseRates = [6]int{1, 2, 5, 12, 30, 80}
func blacksmithRepairCost(eq *AdvEquipment) int {
if eq == nil || eq.Condition >= 100 {
@@ -34,7 +34,7 @@ func blacksmithRepairCost(eq *AdvEquipment) int {
}
baseRate := float64(blacksmithBaseRates[tier])
damage := float64(100 - eq.Condition)
condMult := 1.0 + damage/100.0
condMult := 1.0 + damage/200.0
costPerPoint := baseRate * condMult
return int(math.Ceil(costPerPoint * damage))
}