Adv 2.0 D&D Phase 10 SUB1: subclass selection system

Implements the identity layer of gogobee_subclass_system.md: 15 subclasses
(3 per class) selectable at L5 via !subclass.

- Schema: new subclass + last_subclass_respec_at columns on dnd_character.
- Registry (dnd_subclass.go): 15 entries with class, display, tagline, and
  TwinBee flavor line; helpers for prompt rendering and input resolution
  (number, id, or display-name; case/space/hyphen-insensitive).
- !subclass command: bare form prints prompt or current; !subclass <name>
  selects (free first time) or changes (500 euros + 30-day cooldown via
  separate timestamp from the full !respec wipe). Save-then-debit ordering
  mirrors !respec audit fix B.
- Level-up DM at L5+ now embeds the real selection prompt instead of the
  Phase 9 placeholder; suppressed once a subclass is set.
- Sheet shows the subclass below the class line, or nudges !subclass when
  unchosen at L5+.
- Existing !respec full-wipe also clears subclass + cooldown timestamp.

Mechanical effects of L5/7/10/15 subclass abilities deferred to SUB2/SUB3.
This commit is contained in:
prosolis
2026-05-08 09:18:52 -07:00
parent b53e516bf0
commit 1ee4276bcd
9 changed files with 758 additions and 9 deletions

View File

@@ -173,6 +173,11 @@ func runMigrations(d *sql.DB) error {
`ALTER TABLE dnd_character ADD COLUMN pending_cast TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE dnd_character ADD COLUMN concentration_spell TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE dnd_character ADD COLUMN concentration_expires_at DATETIME`,
// Phase 10 — subclass system. Subclass id is set at L5 via !subclass.
// last_subclass_respec_at gates the 30-day cooldown for changing it
// (separate from last_respec_at, which gates the full character wipe).
`ALTER TABLE dnd_character ADD COLUMN subclass TEXT NOT NULL DEFAULT ''`,
`ALTER TABLE dnd_character ADD COLUMN last_subclass_respec_at DATETIME`,
}
for _, stmt := range columnMigrations {
if _, err := d.Exec(stmt); err != nil {

View File

@@ -124,6 +124,7 @@ func (p *AdventurePlugin) Commands() []CommandDef {
{Name: "sheet", Description: "View your Adv 2.0 character sheet", Usage: "!sheet", Category: "Games"},
{Name: "abilities", Description: "List your Adv 2.0 class and race abilities", Usage: "!abilities", Category: "Games"},
{Name: "respec", Description: "Wipe and rebuild your Adv 2.0 character (5000 euros, 7-day cooldown)", Usage: "!respec", Category: "Games"},
{Name: "subclass", Description: "View or choose your Adv 2.0 subclass (unlocks at L5; change costs 500 euros, 30-day cooldown)", Usage: "!subclass [name|number]", Category: "Games"},
{Name: "check", Description: "Roll an Adv 2.0 skill check (d20 + ability modifier vs DC)", Usage: "!check <skill> [dc]", Category: "Games"},
{Name: "rest", Description: "Take an Adv 2.0 rest (`short`: 1h cooldown, partial heal — `long`: 24h, full heal, requires housing or inn)", Usage: "!rest short|long", Category: "Games"},
{Name: "arm", Description: "Pre-arm an active Adv 2.0 ability for next combat (consumes resource)", Usage: "!arm <ability>", Category: "Games"},
@@ -216,6 +217,9 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
if p.IsCommand(ctx.Body, "respec") {
return p.handleDnDRespecCmd(ctx)
}
if p.IsCommand(ctx.Body, "subclass") {
return p.handleDnDSubclassCmd(ctx, p.GetArgs(ctx.Body, "subclass"))
}
if p.IsCommand(ctx.Body, "check") {
return p.handleDnDCheckCmd(ctx, p.GetArgs(ctx.Body, "check"))
}

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@@ -176,6 +176,12 @@ type DnDCharacter struct {
PendingCast string
ConcentrationSpell string
ConcentrationExpiresAt *time.Time
// Phase 10 — subclass.
// Subclass: empty until the player runs !subclass at L5+. Once set,
// changing requires `!subclass <name>` again subject to a 30-day
// cooldown (LastSubclassRespecAt) and 500-coin cost.
Subclass DnDSubclass
LastSubclassRespecAt *time.Time
LastRespecAt *time.Time
LastShortRestAt *time.Time
LastLongRestAt *time.Time
@@ -204,18 +210,20 @@ func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
hp_current, hp_max, temp_hp, armor_class,
pending_setup, auto_migrated, onboarding_sent, armed_ability,
pending_cast, concentration_spell, concentration_expires_at,
subclass, last_subclass_respec_at,
last_respec_at, last_short_rest_at, last_long_rest_at,
created_at, updated_at
FROM dnd_character WHERE user_id = ?`, string(userID))
c := &DnDCharacter{}
var pending, autoMig, onboard int
var raceStr, classStr string
var raceStr, classStr, subclassStr string
var uidStr string
err := row.Scan(&uidStr, &raceStr, &classStr, &c.Level, &c.XP,
&c.STR, &c.DEX, &c.CON, &c.INT, &c.WIS, &c.CHA,
&c.HPCurrent, &c.HPMax, &c.TempHP, &c.ArmorClass,
&pending, &autoMig, &onboard, &c.ArmedAbility,
&c.PendingCast, &c.ConcentrationSpell, &c.ConcentrationExpiresAt,
&subclassStr, &c.LastSubclassRespecAt,
&c.LastRespecAt, &c.LastShortRestAt, &c.LastLongRestAt,
&c.CreatedAt, &c.UpdatedAt)
if errors.Is(err, sql.ErrNoRows) {
@@ -227,6 +235,7 @@ func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
c.UserID = id.UserID(uidStr)
c.Race = DnDRace(raceStr)
c.Class = DnDClass(classStr)
c.Subclass = DnDSubclass(subclassStr)
c.PendingSetup = pending == 1
c.AutoMigrated = autoMig == 1
c.OnboardingSent = onboard == 1
@@ -253,8 +262,9 @@ func SaveDnDCharacter(c *DnDCharacter) error {
hp_current, hp_max, temp_hp, armor_class,
pending_setup, auto_migrated, onboarding_sent, armed_ability,
pending_cast, concentration_spell, concentration_expires_at,
subclass, last_subclass_respec_at,
last_respec_at, last_short_rest_at, last_long_rest_at, updated_at)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP)
ON CONFLICT(user_id) DO UPDATE SET
race=excluded.race, class=excluded.class,
dnd_level=excluded.dnd_level, dnd_xp=excluded.dnd_xp,
@@ -270,6 +280,8 @@ func SaveDnDCharacter(c *DnDCharacter) error {
pending_cast=excluded.pending_cast,
concentration_spell=excluded.concentration_spell,
concentration_expires_at=excluded.concentration_expires_at,
subclass=excluded.subclass,
last_subclass_respec_at=excluded.last_subclass_respec_at,
last_respec_at=excluded.last_respec_at,
last_short_rest_at=excluded.last_short_rest_at,
last_long_rest_at=excluded.last_long_rest_at,
@@ -279,6 +291,7 @@ func SaveDnDCharacter(c *DnDCharacter) error {
c.HPCurrent, c.HPMax, c.TempHP, c.ArmorClass,
pending, autoMig, onboard, c.ArmedAbility,
c.PendingCast, c.ConcentrationSpell, c.ConcentrationExpiresAt,
string(c.Subclass), c.LastSubclassRespecAt,
c.LastRespecAt, c.LastShortRestAt, c.LastLongRestAt)
if err != nil {
return fmt.Errorf("save dnd_character: %w", err)

View File

@@ -383,6 +383,10 @@ func (p *AdventurePlugin) handleDnDRespecCmd(ctx MessageContext) error {
c.PendingSetup = true
c.AutoMigrated = false
c.LastRespecAt = &now
// Phase 10: full wipe also resets subclass state. Subclass-respec
// cooldown is dropped — at L1 with no class there's nothing to gate.
c.Subclass = ""
c.LastSubclassRespecAt = nil
// Save the wipe BEFORE debiting euros (audit fix B). If save fails, the
// player's old state survives and they keep their euros — better than
// a destructive debit-without-wipe.

View File

@@ -77,6 +77,13 @@ func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, equip map[Equipmen
name = adv.DisplayName
}
b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
if c.Subclass != "" {
if si, ok := subclassInfo(c.Subclass); ok {
b.WriteString(fmt.Sprintf(" _%s_\n", si.Display))
}
} else if c.Level >= dndSubclassMinLevel {
b.WriteString(" _Subclass: unchosen — run `!subclass`_\n")
}
b.WriteString(strings.Repeat("─", 36) + "\n")
// Vitals

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@@ -0,0 +1,209 @@
package plugin
import (
"sort"
"strings"
)
// Phase 10 — subclass registry. Implements `gogobee_subclass_system.md`:
// 15 subclasses (3 per class × 5 classes), unlocked at L5 via !subclass.
//
// SUB1 (this file + dnd_subclass_cmd.go) covers identity only — selection,
// storage, !respec, sheet display. Mechanical effects of L5/7/10/15
// abilities arrive in SUB2/SUB3.
//
// Forward-deps that aren't built yet are deliberately stubbed: Beast
// Master picks the subclass even though the Phase 15 pet rework hasn't
// landed; Necromancer Animate Dead waits on an undead-summon engine.
type DnDSubclass string
const (
// Fighter
SubclassChampion DnDSubclass = "champion"
SubclassBattleMaster DnDSubclass = "battle_master"
SubclassBerserker DnDSubclass = "berserker"
// Rogue
SubclassThief DnDSubclass = "thief"
SubclassAssassin DnDSubclass = "assassin"
SubclassArcaneTrickster DnDSubclass = "arcane_trickster"
// Mage
SubclassEvocation DnDSubclass = "evocation"
SubclassAbjuration DnDSubclass = "abjuration"
SubclassNecromancy DnDSubclass = "necromancy"
// Cleric
SubclassLifeDomain DnDSubclass = "life_domain"
SubclassWarDomain DnDSubclass = "war_domain"
SubclassTrickeryDomain DnDSubclass = "trickery_domain"
// Ranger
SubclassHunter DnDSubclass = "hunter"
SubclassBeastMaster DnDSubclass = "beast_master"
SubclassGloomStalker DnDSubclass = "gloom_stalker"
)
// DnDSubclassInfo — registry row. Tagline summarizes identity in one line
// (used in selection prompt). Flavor is the TwinBee narration line shown
// on selection (per design doc §7).
type DnDSubclassInfo struct {
ID DnDSubclass
Class DnDClass
Display string
Tagline string
Flavor string
}
// dndSubclassRegistry — 15 entries, ordered first by class (Fighter,
// Rogue, Mage, Cleric, Ranger) then by the design doc's listed order
// within each class. The selection prompt presents them in this order.
var dndSubclassRegistry = []DnDSubclassInfo{
// Fighter
{SubclassChampion, ClassFighter, "Champion",
"Raw power, brutal efficiency.",
"You've chosen the old way. No tricks, no systems. Just you, and the blade, and the next hit. TwinBee approves of this directness."},
{SubclassBattleMaster, ClassFighter, "Battle Master",
"Tactical superiority, maneuver control.",
"Maneuvers, dice, control of the engagement. TwinBee notes that the smartest fighter in the room rarely throws the first punch."},
{SubclassBerserker, ClassFighter, "Berserker",
"Rage-fueled destruction, high risk/reward.",
"Rage as a tool, exhaustion as a tax. TwinBee files this under 'load-bearing recklessness'."},
// Rogue
{SubclassThief, ClassRogue, "Thief",
"Speed, opportunism, fast hands.",
"Quick fingers, quicker exits. TwinBee suspects the locks of the world have been put on notice."},
{SubclassAssassin, ClassRogue, "Assassin",
"Setup and execution; devastating openers.",
"Patience, then violence, then nothing. TwinBee respects the economy of motion."},
{SubclassArcaneTrickster, ClassRogue, "Arcane Trickster",
"Stealth plus a slice of Mage spellcasting.",
"Magic in the hands of a Rogue. TwinBee considers this the universe's way of apologizing for giving you low HP."},
// Mage
{SubclassEvocation, ClassMage, "Evocation",
"Pure damage output. The glass cannon perfected.",
"You picked the path of the louder spell. TwinBee finds this aesthetically pleasing and structurally alarming."},
{SubclassAbjuration, ClassMage, "Abjuration",
"Wards, shields, counterspells.",
"You'd rather not get hit, and you've made it your specialty. TwinBee approves of this kind of foresight."},
{SubclassNecromancy, ClassMage, "Necromancy",
"Control undead and drain life.",
"Undeath as a tool rather than a state. TwinBee has opinions about this. TwinBee is keeping them to itself."},
// Cleric
{SubclassLifeDomain, ClassCleric, "Life Domain",
"Maximum healing output. Party support anchor.",
"Healing as discipline, not afterthought. TwinBee notes the party will live longer because of you, whether they thank you or not."},
{SubclassWarDomain, ClassCleric, "War Domain",
"Combat Cleric — extra attacks, martial weapons.",
"You came to fight, not to mediate. TwinBee finds this clarifying."},
{SubclassTrickeryDomain, ClassCleric, "Trickery Domain",
"Illusion, misdirection, chaos.",
"A Cleric who lies for a living. TwinBee delights in the implied theological complications."},
// Ranger
{SubclassHunter, ClassRanger, "Hunter",
"Zone specialist; bonuses against enemy types.",
"You read the terrain before you draw the bow. TwinBee finds this professionalism rare and welcome."},
{SubclassBeastMaster, ClassRanger, "Beast Master",
"Deep Rangerpet bond. Pet as combat partner.",
"You and your pet, all the way down. TwinBee finds this genuinely moving and declines to be embarrassed about that."},
{SubclassGloomStalker, ClassRanger, "Gloom Stalker",
"Darkness specialist. Exceptional underground.",
"You were already good in the dark. Now you're better. TwinBee notes: the Underdark is waiting."},
}
// subclassInfo returns the registry row for id, or (zero, false).
func subclassInfo(id DnDSubclass) (DnDSubclassInfo, bool) {
for _, s := range dndSubclassRegistry {
if s.ID == id {
return s, true
}
}
return DnDSubclassInfo{}, false
}
// subclassesForClass returns the 3 subclasses available to a given class,
// in registry/design-doc order.
func subclassesForClass(class DnDClass) []DnDSubclassInfo {
out := make([]DnDSubclassInfo, 0, 3)
for _, s := range dndSubclassRegistry {
if s.Class == class {
out = append(out, s)
}
}
return out
}
// resolveSubclassInput maps user-supplied input ("1", "champion",
// "battle master", "BattleMaster") to a subclass id valid for the given
// class. Returns ("", false) if no match.
func resolveSubclassInput(class DnDClass, input string) (DnDSubclass, bool) {
subs := subclassesForClass(class)
if len(subs) == 0 {
return "", false
}
trimmed := strings.TrimSpace(input)
if trimmed == "" {
return "", false
}
// Numeric: "1", "2", "3".
if len(trimmed) == 1 && trimmed[0] >= '1' && trimmed[0] <= '9' {
idx := int(trimmed[0] - '1')
if idx >= 0 && idx < len(subs) {
return subs[idx].ID, true
}
}
// Name match: case-insensitive, ignore spaces/underscores.
norm := normalizeSubclassName(trimmed)
for _, s := range subs {
if normalizeSubclassName(string(s.ID)) == norm ||
normalizeSubclassName(s.Display) == norm {
return s.ID, true
}
}
return "", false
}
func normalizeSubclassName(s string) string {
s = strings.ToLower(s)
s = strings.ReplaceAll(s, " ", "")
s = strings.ReplaceAll(s, "_", "")
s = strings.ReplaceAll(s, "-", "")
return s
}
// renderSubclassPrompt builds the "Choose your path" message for the
// player's class. Used by !subclass with no args and by the L5 level-up
// DM cue.
func renderSubclassPrompt(class DnDClass) string {
subs := subclassesForClass(class)
if len(subs) == 0 {
return "" // unreachable for any registered class
}
ci, _ := classInfo(class)
var b strings.Builder
b.WriteString("⚔️ **Choose your path** — ")
b.WriteString(ci.Display)
b.WriteString(" subclass\n\n")
for i, s := range subs {
b.WriteString(" ")
b.WriteString(string(rune('1' + i)))
b.WriteString(". **")
b.WriteString(s.Display)
b.WriteString("** — ")
b.WriteString(s.Tagline)
b.WriteString("\n")
}
b.WriteString("\nReply: `!subclass <name or number>` (e.g. `!subclass 1` or `!subclass champion`).")
return b.String()
}
// allSubclassIDs — used by tests/audits to walk every subclass.
func allSubclassIDs() []DnDSubclass {
ids := make([]DnDSubclass, 0, len(dndSubclassRegistry))
for _, s := range dndSubclassRegistry {
ids = append(ids, s.ID)
}
sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
return ids
}

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@@ -0,0 +1,145 @@
package plugin
import (
"fmt"
"strings"
"time"
)
// !subclass — Phase 10 SUB1.
//
// Usage:
//
// !subclass → show selection prompt for player's class
// !subclass <name|number> → choose / change subclass
//
// Rules:
// - L<5: blocked with hint message.
// - First selection (Subclass == ""): free, no cooldown.
// - Subsequent change: 30-day cooldown + 500-coin cost. Same surface
// command — no separate `respec` subcommand. The full-character-wipe
// `!respec` command is unchanged.
//
// Mechanical effects of L5/7/10/15 subclass abilities arrive in SUB2/SUB3.
const (
dndSubclassMinLevel = 5
dndSubclassRespecCost = 500
dndSubclassRespecCooldown = 30 * 24 * time.Hour
)
func (p *AdventurePlugin) handleDnDSubclassCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender,
"No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
}
if c.Level < dndSubclassMinLevel {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Subclass selection unlocks at **Level %d**. You're currently L%d.",
dndSubclassMinLevel, c.Level))
}
if len(subclassesForClass(c.Class)) == 0 {
return p.SendDM(ctx.Sender, "Your class has no subclasses registered yet.")
}
args = strings.TrimSpace(args)
// Bare `!subclass` → prompt or current.
if args == "" {
if c.Subclass == "" {
return p.SendDM(ctx.Sender, renderSubclassPrompt(c.Class))
}
info, _ := subclassInfo(c.Subclass)
var b strings.Builder
b.WriteString(fmt.Sprintf("**Current subclass:** %s — _%s_\n\n", info.Display, info.Tagline))
b.WriteString(fmt.Sprintf(
"To change: `!subclass <name>` — costs **%d euros**, **%d-day** cooldown.\n",
dndSubclassRespecCost, int(dndSubclassRespecCooldown/(24*time.Hour))))
return p.SendDM(ctx.Sender, b.String())
}
// `!subclass <name|number>` → set or change.
chosen, ok := resolveSubclassInput(c.Class, args)
if !ok {
var b strings.Builder
b.WriteString("Unknown subclass for your class. Options:\n\n")
b.WriteString(renderSubclassPrompt(c.Class))
return p.SendDM(ctx.Sender, b.String())
}
// First selection — free.
if c.Subclass == "" {
return p.applySubclassChoice(ctx, c, chosen, false)
}
// Same subclass already chosen — no-op.
if c.Subclass == chosen {
info, _ := subclassInfo(chosen)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You're already a **%s**. No change made.", info.Display))
}
// Change — gated by cooldown + cost.
if c.LastSubclassRespecAt != nil {
elapsed := time.Since(*c.LastSubclassRespecAt)
if elapsed < dndSubclassRespecCooldown {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Subclass change is on cooldown — %s remaining.",
formatRespecDuration(dndSubclassRespecCooldown-elapsed)))
}
}
if p.euro == nil || p.euro.GetBalance(ctx.Sender) < float64(dndSubclassRespecCost) {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Changing subclass costs **%d euros** — you don't have enough.",
dndSubclassRespecCost))
}
return p.applySubclassChoice(ctx, c, chosen, true)
}
// applySubclassChoice writes the new subclass to the character and (if
// charged) debits the cost. Saves before debiting (audit pattern from
// !respec): if the save fails the player keeps their euros.
func (p *AdventurePlugin) applySubclassChoice(
ctx MessageContext, c *DnDCharacter, chosen DnDSubclass, charged bool,
) error {
prev := c.Subclass
c.Subclass = chosen
if charged {
now := time.Now().UTC()
c.LastSubclassRespecAt = &now
}
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save subclass choice: "+err.Error())
}
if charged {
// Debit last; race vs. balance change is rare and strictly safer
// to favor the player than risk taking euros without applying the
// change (matches the !respec ordering).
// Race vs. balance change is rare; if Debit fails the save
// already landed. Mirrors the !respec ordering in dnd_setup.go.
_ = p.euro.Debit(ctx.Sender, float64(dndSubclassRespecCost), "dnd subclass change")
}
info, _ := subclassInfo(chosen)
var b strings.Builder
if prev == "" {
b.WriteString(fmt.Sprintf("🎯 **Subclass selected: %s**\n\n", info.Display))
} else {
prevInfo, _ := subclassInfo(prev)
b.WriteString(fmt.Sprintf("🎯 **Subclass changed: %s → %s**\n\n",
prevInfo.Display, info.Display))
b.WriteString(fmt.Sprintf("_%d euros spent. Cooldown: %dd before next change._\n\n",
dndSubclassRespecCost, int(dndSubclassRespecCooldown/(24*time.Hour))))
}
b.WriteString("_" + info.Flavor + "_\n\n")
b.WriteString("_(Mechanical L5/7/10/15 subclass abilities land in upcoming phases.)_")
return p.SendDM(ctx.Sender, b.String())
}

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@@ -0,0 +1,357 @@
package plugin
import (
"strings"
"testing"
"time"
"maunium.net/go/mautrix/id"
)
// Phase 10 SUB1 — subclass selection.
// ── Registry sanity ──────────────────────────────────────────────────────
func TestSubclassRegistry_FifteenEntriesThreePerClass(t *testing.T) {
if got := len(dndSubclassRegistry); got != 15 {
t.Fatalf("registry size: got %d, want 15", got)
}
perClass := map[DnDClass]int{}
for _, s := range dndSubclassRegistry {
perClass[s.Class]++
if s.ID == "" || s.Display == "" || s.Tagline == "" || s.Flavor == "" {
t.Errorf("incomplete entry: %+v", s)
}
}
for _, cls := range []DnDClass{ClassFighter, ClassRogue, ClassMage, ClassCleric, ClassRanger} {
if perClass[cls] != 3 {
t.Errorf("%s: %d subclasses, want 3", cls, perClass[cls])
}
}
}
func TestSubclassRegistry_UniqueIDs(t *testing.T) {
seen := map[DnDSubclass]bool{}
for _, s := range dndSubclassRegistry {
if seen[s.ID] {
t.Errorf("duplicate subclass id: %s", s.ID)
}
seen[s.ID] = true
}
}
// ── resolveSubclassInput ─────────────────────────────────────────────────
func TestResolveSubclassInput_ByNumber(t *testing.T) {
got, ok := resolveSubclassInput(ClassFighter, "1")
if !ok || got != SubclassChampion {
t.Errorf("Fighter '1' = (%q, %v), want (champion, true)", got, ok)
}
got, ok = resolveSubclassInput(ClassFighter, "3")
if !ok || got != SubclassBerserker {
t.Errorf("Fighter '3' = (%q, %v), want (berserker, true)", got, ok)
}
if _, ok := resolveSubclassInput(ClassFighter, "4"); ok {
t.Error("Fighter '4' should be invalid")
}
}
func TestResolveSubclassInput_ByNameAndDisplay(t *testing.T) {
cases := []struct {
class DnDClass
input string
want DnDSubclass
}{
{ClassFighter, "champion", SubclassChampion},
{ClassFighter, "Champion", SubclassChampion},
{ClassFighter, "Battle Master", SubclassBattleMaster},
{ClassFighter, "battlemaster", SubclassBattleMaster},
{ClassFighter, "battle_master", SubclassBattleMaster},
{ClassRogue, "Arcane Trickster", SubclassArcaneTrickster},
{ClassMage, "necromancy", SubclassNecromancy},
{ClassCleric, "life domain", SubclassLifeDomain},
{ClassRanger, "Gloom-Stalker", SubclassGloomStalker},
}
for _, tc := range cases {
got, ok := resolveSubclassInput(tc.class, tc.input)
if !ok || got != tc.want {
t.Errorf("%s/%q: got (%q,%v), want (%q,true)", tc.class, tc.input, got, ok, tc.want)
}
}
}
func TestResolveSubclassInput_WrongClass(t *testing.T) {
// "champion" belongs to Fighter — should not resolve for Rogue.
if _, ok := resolveSubclassInput(ClassRogue, "champion"); ok {
t.Error("champion should not resolve under Rogue")
}
}
// ── renderSubclassPrompt ─────────────────────────────────────────────────
func TestRenderSubclassPrompt_ContainsAllThree(t *testing.T) {
got := renderSubclassPrompt(ClassMage)
for _, want := range []string{"Evocation", "Abjuration", "Necromancy", "Mage"} {
if !strings.Contains(got, want) {
t.Errorf("prompt missing %q:\n%s", want, got)
}
}
}
// ── !subclass command flow ───────────────────────────────────────────────
func subclassTestCharacter(t *testing.T, uid id.UserID, level int) *DnDCharacter {
t.Helper()
if err := createAdvCharacter(uid, "subclass"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: level,
STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
return c
}
func TestSubclass_BlockedBelowLevel5(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@subclass_low:example")
subclassTestCharacter(t, uid, 4)
p := &AdventurePlugin{euro: &EuroPlugin{}}
// Should not error, just send a "level" message; we rely on the row
// staying empty.
if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "champion"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.Subclass != "" {
t.Errorf("subclass set despite L4: %q", got.Subclass)
}
}
func TestSubclass_FirstSelectionFreeAndPersists(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@subclass_first:example")
subclassTestCharacter(t, uid, 5)
euro := &EuroPlugin{}
euro.ensureBalance(uid)
bal := euro.GetBalance(uid)
p := &AdventurePlugin{euro: euro}
if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "champion"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.Subclass != SubclassChampion {
t.Errorf("subclass = %q, want champion", got.Subclass)
}
if got.LastSubclassRespecAt != nil {
t.Errorf("first selection should not set cooldown timestamp")
}
if euro.GetBalance(uid) != bal {
t.Errorf("first selection should be free; balance %.0f → %.0f", bal, euro.GetBalance(uid))
}
}
func TestSubclass_SameChoiceIsNoop(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@subclass_same:example")
c := subclassTestCharacter(t, uid, 5)
c.Subclass = SubclassChampion
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
euro.Credit(uid, 10000, "test")
bal := euro.GetBalance(uid)
p := &AdventurePlugin{euro: euro}
if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "champion"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.LastSubclassRespecAt != nil {
t.Error("same-choice no-op should not set cooldown")
}
if euro.GetBalance(uid) != bal {
t.Error("same-choice no-op should not debit")
}
}
func TestSubclass_ChangeChargesAndSetsCooldown(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@subclass_change:example")
c := subclassTestCharacter(t, uid, 6)
c.Subclass = SubclassChampion
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
euro.Credit(uid, 10000, "test")
startBal := euro.GetBalance(uid)
p := &AdventurePlugin{euro: euro}
if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "berserker"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.Subclass != SubclassBerserker {
t.Errorf("subclass = %q, want berserker", got.Subclass)
}
if got.LastSubclassRespecAt == nil {
t.Error("cooldown timestamp not set after charged change")
}
if delta := startBal - euro.GetBalance(uid); delta < float64(dndSubclassRespecCost) {
t.Errorf("debited %.0f, want at least %d", delta, dndSubclassRespecCost)
}
}
func TestSubclass_ChangeBlockedByCooldown(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@subclass_cd:example")
c := subclassTestCharacter(t, uid, 6)
c.Subclass = SubclassChampion
now := time.Now().UTC().Add(-1 * time.Hour) // 1h ago — well inside 30d
c.LastSubclassRespecAt = &now
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
euro.Credit(uid, 10000, "test")
bal := euro.GetBalance(uid)
p := &AdventurePlugin{euro: euro}
if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "berserker"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.Subclass != SubclassChampion {
t.Errorf("subclass changed despite cooldown: %q", got.Subclass)
}
if euro.GetBalance(uid) != bal {
t.Error("cooldown-blocked change should not debit")
}
}
func TestSubclass_ChangeBlockedByInsufficientFunds(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@subclass_broke:example")
c := subclassTestCharacter(t, uid, 6)
c.Subclass = SubclassChampion
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
// No credit — balance ~0.
p := &AdventurePlugin{euro: euro}
if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "berserker"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.Subclass != SubclassChampion {
t.Errorf("subclass changed despite insufficient funds: %q", got.Subclass)
}
}
// ── level-up DM cue ──────────────────────────────────────────────────────
func TestBuildLevelUpMessage_PromptsAtL5WhenUnchosen(t *testing.T) {
c := &DnDCharacter{
UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
Level: 5, HPMax: 40,
}
msg := buildLevelUpMessage(c, []LevelUpEvent{{NewLevel: 5, HPGain: 7}}, "")
if !strings.Contains(msg, "Choose your path") {
t.Errorf("L5 level-up missing subclass prompt:\n%s", msg)
}
if !strings.Contains(msg, "Champion") {
t.Errorf("L5 prompt should list Champion:\n%s", msg)
}
}
func TestBuildLevelUpMessage_NoPromptIfAlreadyChosen(t *testing.T) {
c := &DnDCharacter{
UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
Level: 6, HPMax: 47, Subclass: SubclassChampion,
}
msg := buildLevelUpMessage(c, []LevelUpEvent{{NewLevel: 6, HPGain: 7}}, "")
if strings.Contains(msg, "Choose your path") {
t.Errorf("L6 level-up should not re-prompt:\n%s", msg)
}
}
func TestBuildLevelUpMessage_NoPromptBelowL5(t *testing.T) {
c := &DnDCharacter{
UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
Level: 4, HPMax: 33,
}
msg := buildLevelUpMessage(c, []LevelUpEvent{{NewLevel: 4, HPGain: 7}}, "")
if strings.Contains(msg, "Choose your path") {
t.Errorf("L4 should not prompt:\n%s", msg)
}
}
// ── sheet display ────────────────────────────────────────────────────────
func TestSheet_ShowsSubclassWhenChosen(t *testing.T) {
c := &DnDCharacter{
UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
Level: 7, HPMax: 50, HPCurrent: 50, ArmorClass: 16,
STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
Subclass: SubclassBattleMaster,
}
out := renderDnDSheet(c, nil, nil, nil)
if !strings.Contains(out, "Battle Master") {
t.Errorf("sheet missing subclass name:\n%s", out)
}
}
func TestSheet_PromptsWhenUnchosenAtL5(t *testing.T) {
c := &DnDCharacter{
UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
Level: 5, HPMax: 40, HPCurrent: 40, ArmorClass: 16,
STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
}
out := renderDnDSheet(c, nil, nil, nil)
if !strings.Contains(out, "!subclass") {
t.Errorf("sheet should nudge `!subclass` when unchosen at L5:\n%s", out)
}
}
// ── schema migration round-trip ──────────────────────────────────────────
func TestSubclass_SchemaRoundTrip(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@subclass_rt:example")
if err := createAdvCharacter(uid, "rt"); err != nil {
t.Fatal(err)
}
now := time.Now().UTC().Truncate(time.Second)
c := &DnDCharacter{
UserID: uid, Race: RaceElf, Class: ClassMage, Level: 7,
STR: 8, DEX: 14, CON: 12, INT: 17, WIS: 12, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 12,
Subclass: SubclassEvocation, LastSubclassRespecAt: &now,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
got, err := LoadDnDCharacter(uid)
if err != nil || got == nil {
t.Fatalf("load: %v %v", got, err)
}
if got.Subclass != SubclassEvocation {
t.Errorf("subclass roundtrip: got %q, want evocation", got.Subclass)
}
if got.LastSubclassRespecAt == nil || !got.LastSubclassRespecAt.Equal(now) {
t.Errorf("LastSubclassRespecAt roundtrip: got %v, want %v", got.LastSubclassRespecAt, now)
}
}

View File

@@ -189,15 +189,20 @@ func buildLevelUpMessage(c *DnDCharacter, events []LevelUpEvent, flavor string)
}
}
// Subclass selection cue: design doc specs a prompt at L5. Mechanics
// arrive in a future phase; for now the level-up DM mentions it so the
// player isn't surprised when it lands.
// Phase 10 — subclass selection cue. Fires when the player crosses L5
// without already having a subclass (rare path: a multi-level grant
// that crosses L5 keeps prompting until they pick). Existing-subclass
// cases stay quiet on later level-ups.
if c.Subclass == "" && c.Level >= dndSubclassMinLevel {
for _, ev := range events {
if ev.NewLevel == 5 {
b.WriteString("\n🎯 _Subclass selection unlocks at L5 — coming in a future update._")
if ev.NewLevel >= dndSubclassMinLevel {
b.WriteString("\n🎯 ")
b.WriteString(renderSubclassPrompt(c.Class))
b.WriteString("\n")
break
}
}
}
return b.String()
}