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https://github.com/prosolis/gogobee.git
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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:
@@ -173,6 +173,11 @@ func runMigrations(d *sql.DB) error {
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`ALTER TABLE dnd_character ADD COLUMN pending_cast TEXT NOT NULL DEFAULT ''`,
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`ALTER TABLE dnd_character ADD COLUMN concentration_spell TEXT NOT NULL DEFAULT ''`,
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`ALTER TABLE dnd_character ADD COLUMN concentration_expires_at DATETIME`,
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// Phase 10 — subclass system. Subclass id is set at L5 via !subclass.
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// last_subclass_respec_at gates the 30-day cooldown for changing it
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// (separate from last_respec_at, which gates the full character wipe).
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`ALTER TABLE dnd_character ADD COLUMN subclass TEXT NOT NULL DEFAULT ''`,
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`ALTER TABLE dnd_character ADD COLUMN last_subclass_respec_at DATETIME`,
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}
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for _, stmt := range columnMigrations {
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if _, err := d.Exec(stmt); err != nil {
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@@ -124,6 +124,7 @@ func (p *AdventurePlugin) Commands() []CommandDef {
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{Name: "sheet", Description: "View your Adv 2.0 character sheet", Usage: "!sheet", Category: "Games"},
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{Name: "abilities", Description: "List your Adv 2.0 class and race abilities", Usage: "!abilities", Category: "Games"},
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{Name: "respec", Description: "Wipe and rebuild your Adv 2.0 character (5000 euros, 7-day cooldown)", Usage: "!respec", Category: "Games"},
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{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"},
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{Name: "check", Description: "Roll an Adv 2.0 skill check (d20 + ability modifier vs DC)", Usage: "!check <skill> [dc]", Category: "Games"},
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{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"},
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{Name: "arm", Description: "Pre-arm an active Adv 2.0 ability for next combat (consumes resource)", Usage: "!arm <ability>", Category: "Games"},
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@@ -216,6 +217,9 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
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if p.IsCommand(ctx.Body, "respec") {
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return p.handleDnDRespecCmd(ctx)
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}
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if p.IsCommand(ctx.Body, "subclass") {
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return p.handleDnDSubclassCmd(ctx, p.GetArgs(ctx.Body, "subclass"))
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}
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if p.IsCommand(ctx.Body, "check") {
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return p.handleDnDCheckCmd(ctx, p.GetArgs(ctx.Body, "check"))
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}
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@@ -176,6 +176,12 @@ type DnDCharacter struct {
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PendingCast string
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ConcentrationSpell string
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ConcentrationExpiresAt *time.Time
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// Phase 10 — subclass.
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// Subclass: empty until the player runs !subclass at L5+. Once set,
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// changing requires `!subclass <name>` again subject to a 30-day
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// cooldown (LastSubclassRespecAt) and 500-coin cost.
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Subclass DnDSubclass
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LastSubclassRespecAt *time.Time
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LastRespecAt *time.Time
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LastShortRestAt *time.Time
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LastLongRestAt *time.Time
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@@ -204,18 +210,20 @@ func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
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hp_current, hp_max, temp_hp, armor_class,
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pending_setup, auto_migrated, onboarding_sent, armed_ability,
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pending_cast, concentration_spell, concentration_expires_at,
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subclass, last_subclass_respec_at,
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last_respec_at, last_short_rest_at, last_long_rest_at,
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created_at, updated_at
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FROM dnd_character WHERE user_id = ?`, string(userID))
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c := &DnDCharacter{}
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var pending, autoMig, onboard int
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var raceStr, classStr string
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var raceStr, classStr, subclassStr string
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var uidStr string
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err := row.Scan(&uidStr, &raceStr, &classStr, &c.Level, &c.XP,
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&c.STR, &c.DEX, &c.CON, &c.INT, &c.WIS, &c.CHA,
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&c.HPCurrent, &c.HPMax, &c.TempHP, &c.ArmorClass,
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&pending, &autoMig, &onboard, &c.ArmedAbility,
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&c.PendingCast, &c.ConcentrationSpell, &c.ConcentrationExpiresAt,
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&subclassStr, &c.LastSubclassRespecAt,
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&c.LastRespecAt, &c.LastShortRestAt, &c.LastLongRestAt,
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&c.CreatedAt, &c.UpdatedAt)
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if errors.Is(err, sql.ErrNoRows) {
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@@ -227,6 +235,7 @@ func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
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c.UserID = id.UserID(uidStr)
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c.Race = DnDRace(raceStr)
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c.Class = DnDClass(classStr)
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c.Subclass = DnDSubclass(subclassStr)
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c.PendingSetup = pending == 1
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c.AutoMigrated = autoMig == 1
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c.OnboardingSent = onboard == 1
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@@ -253,8 +262,9 @@ func SaveDnDCharacter(c *DnDCharacter) error {
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hp_current, hp_max, temp_hp, armor_class,
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pending_setup, auto_migrated, onboarding_sent, armed_ability,
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pending_cast, concentration_spell, concentration_expires_at,
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subclass, last_subclass_respec_at,
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last_respec_at, last_short_rest_at, last_long_rest_at, updated_at)
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VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP)
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VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP)
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ON CONFLICT(user_id) DO UPDATE SET
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race=excluded.race, class=excluded.class,
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dnd_level=excluded.dnd_level, dnd_xp=excluded.dnd_xp,
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@@ -270,6 +280,8 @@ func SaveDnDCharacter(c *DnDCharacter) error {
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pending_cast=excluded.pending_cast,
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concentration_spell=excluded.concentration_spell,
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concentration_expires_at=excluded.concentration_expires_at,
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subclass=excluded.subclass,
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last_subclass_respec_at=excluded.last_subclass_respec_at,
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last_respec_at=excluded.last_respec_at,
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last_short_rest_at=excluded.last_short_rest_at,
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last_long_rest_at=excluded.last_long_rest_at,
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@@ -279,6 +291,7 @@ func SaveDnDCharacter(c *DnDCharacter) error {
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c.HPCurrent, c.HPMax, c.TempHP, c.ArmorClass,
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pending, autoMig, onboard, c.ArmedAbility,
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c.PendingCast, c.ConcentrationSpell, c.ConcentrationExpiresAt,
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string(c.Subclass), c.LastSubclassRespecAt,
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c.LastRespecAt, c.LastShortRestAt, c.LastLongRestAt)
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if err != nil {
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return fmt.Errorf("save dnd_character: %w", err)
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@@ -383,6 +383,10 @@ func (p *AdventurePlugin) handleDnDRespecCmd(ctx MessageContext) error {
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c.PendingSetup = true
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c.AutoMigrated = false
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c.LastRespecAt = &now
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// Phase 10: full wipe also resets subclass state. Subclass-respec
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// cooldown is dropped — at L1 with no class there's nothing to gate.
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c.Subclass = ""
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c.LastSubclassRespecAt = nil
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// Save the wipe BEFORE debiting euros (audit fix B). If save fails, the
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// player's old state survives and they keep their euros — better than
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// a destructive debit-without-wipe.
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@@ -77,6 +77,13 @@ func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, equip map[Equipmen
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name = adv.DisplayName
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}
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b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
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if c.Subclass != "" {
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if si, ok := subclassInfo(c.Subclass); ok {
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b.WriteString(fmt.Sprintf(" _%s_\n", si.Display))
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}
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} else if c.Level >= dndSubclassMinLevel {
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b.WriteString(" _Subclass: unchosen — run `!subclass`_\n")
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}
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b.WriteString(strings.Repeat("─", 36) + "\n")
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// Vitals
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209
internal/plugin/dnd_subclass.go
Normal file
209
internal/plugin/dnd_subclass.go
Normal file
@@ -0,0 +1,209 @@
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package plugin
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import (
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"sort"
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"strings"
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)
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// Phase 10 — subclass registry. Implements `gogobee_subclass_system.md`:
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// 15 subclasses (3 per class × 5 classes), unlocked at L5 via !subclass.
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//
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// SUB1 (this file + dnd_subclass_cmd.go) covers identity only — selection,
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// storage, !respec, sheet display. Mechanical effects of L5/7/10/15
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// abilities arrive in SUB2/SUB3.
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//
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// Forward-deps that aren't built yet are deliberately stubbed: Beast
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// Master picks the subclass even though the Phase 15 pet rework hasn't
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// landed; Necromancer Animate Dead waits on an undead-summon engine.
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type DnDSubclass string
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const (
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// Fighter
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SubclassChampion DnDSubclass = "champion"
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SubclassBattleMaster DnDSubclass = "battle_master"
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SubclassBerserker DnDSubclass = "berserker"
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// Rogue
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SubclassThief DnDSubclass = "thief"
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SubclassAssassin DnDSubclass = "assassin"
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SubclassArcaneTrickster DnDSubclass = "arcane_trickster"
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// Mage
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SubclassEvocation DnDSubclass = "evocation"
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SubclassAbjuration DnDSubclass = "abjuration"
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SubclassNecromancy DnDSubclass = "necromancy"
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// Cleric
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SubclassLifeDomain DnDSubclass = "life_domain"
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SubclassWarDomain DnDSubclass = "war_domain"
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SubclassTrickeryDomain DnDSubclass = "trickery_domain"
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// Ranger
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SubclassHunter DnDSubclass = "hunter"
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SubclassBeastMaster DnDSubclass = "beast_master"
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SubclassGloomStalker DnDSubclass = "gloom_stalker"
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)
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// DnDSubclassInfo — registry row. Tagline summarizes identity in one line
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// (used in selection prompt). Flavor is the TwinBee narration line shown
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// on selection (per design doc §7).
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type DnDSubclassInfo struct {
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ID DnDSubclass
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Class DnDClass
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Display string
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Tagline string
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Flavor string
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}
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// dndSubclassRegistry — 15 entries, ordered first by class (Fighter,
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// Rogue, Mage, Cleric, Ranger) then by the design doc's listed order
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// within each class. The selection prompt presents them in this order.
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var dndSubclassRegistry = []DnDSubclassInfo{
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// Fighter
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{SubclassChampion, ClassFighter, "Champion",
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"Raw power, brutal efficiency.",
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"You've chosen the old way. No tricks, no systems. Just you, and the blade, and the next hit. TwinBee approves of this directness."},
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{SubclassBattleMaster, ClassFighter, "Battle Master",
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"Tactical superiority, maneuver control.",
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"Maneuvers, dice, control of the engagement. TwinBee notes that the smartest fighter in the room rarely throws the first punch."},
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{SubclassBerserker, ClassFighter, "Berserker",
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"Rage-fueled destruction, high risk/reward.",
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"Rage as a tool, exhaustion as a tax. TwinBee files this under 'load-bearing recklessness'."},
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// Rogue
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{SubclassThief, ClassRogue, "Thief",
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"Speed, opportunism, fast hands.",
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"Quick fingers, quicker exits. TwinBee suspects the locks of the world have been put on notice."},
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{SubclassAssassin, ClassRogue, "Assassin",
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"Setup and execution; devastating openers.",
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"Patience, then violence, then nothing. TwinBee respects the economy of motion."},
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{SubclassArcaneTrickster, ClassRogue, "Arcane Trickster",
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"Stealth plus a slice of Mage spellcasting.",
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"Magic in the hands of a Rogue. TwinBee considers this the universe's way of apologizing for giving you low HP."},
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// Mage
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{SubclassEvocation, ClassMage, "Evocation",
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"Pure damage output. The glass cannon perfected.",
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"You picked the path of the louder spell. TwinBee finds this aesthetically pleasing and structurally alarming."},
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{SubclassAbjuration, ClassMage, "Abjuration",
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"Wards, shields, counterspells.",
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"You'd rather not get hit, and you've made it your specialty. TwinBee approves of this kind of foresight."},
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{SubclassNecromancy, ClassMage, "Necromancy",
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"Control undead and drain life.",
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"Undeath as a tool rather than a state. TwinBee has opinions about this. TwinBee is keeping them to itself."},
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// Cleric
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{SubclassLifeDomain, ClassCleric, "Life Domain",
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"Maximum healing output. Party support anchor.",
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"Healing as discipline, not afterthought. TwinBee notes the party will live longer because of you, whether they thank you or not."},
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{SubclassWarDomain, ClassCleric, "War Domain",
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"Combat Cleric — extra attacks, martial weapons.",
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"You came to fight, not to mediate. TwinBee finds this clarifying."},
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{SubclassTrickeryDomain, ClassCleric, "Trickery Domain",
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"Illusion, misdirection, chaos.",
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"A Cleric who lies for a living. TwinBee delights in the implied theological complications."},
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// Ranger
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{SubclassHunter, ClassRanger, "Hunter",
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"Zone specialist; bonuses against enemy types.",
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"You read the terrain before you draw the bow. TwinBee finds this professionalism rare and welcome."},
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{SubclassBeastMaster, ClassRanger, "Beast Master",
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"Deep Ranger–pet bond. Pet as combat partner.",
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"You and your pet, all the way down. TwinBee finds this genuinely moving and declines to be embarrassed about that."},
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{SubclassGloomStalker, ClassRanger, "Gloom Stalker",
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"Darkness specialist. Exceptional underground.",
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"You were already good in the dark. Now you're better. TwinBee notes: the Underdark is waiting."},
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}
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// subclassInfo returns the registry row for id, or (zero, false).
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func subclassInfo(id DnDSubclass) (DnDSubclassInfo, bool) {
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for _, s := range dndSubclassRegistry {
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if s.ID == id {
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return s, true
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}
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}
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return DnDSubclassInfo{}, false
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}
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// subclassesForClass returns the 3 subclasses available to a given class,
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// in registry/design-doc order.
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func subclassesForClass(class DnDClass) []DnDSubclassInfo {
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out := make([]DnDSubclassInfo, 0, 3)
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for _, s := range dndSubclassRegistry {
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if s.Class == class {
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out = append(out, s)
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}
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}
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return out
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}
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// resolveSubclassInput maps user-supplied input ("1", "champion",
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// "battle master", "BattleMaster") to a subclass id valid for the given
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// class. Returns ("", false) if no match.
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func resolveSubclassInput(class DnDClass, input string) (DnDSubclass, bool) {
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subs := subclassesForClass(class)
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if len(subs) == 0 {
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return "", false
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}
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trimmed := strings.TrimSpace(input)
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if trimmed == "" {
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return "", false
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}
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// Numeric: "1", "2", "3".
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if len(trimmed) == 1 && trimmed[0] >= '1' && trimmed[0] <= '9' {
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idx := int(trimmed[0] - '1')
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if idx >= 0 && idx < len(subs) {
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return subs[idx].ID, true
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}
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}
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// Name match: case-insensitive, ignore spaces/underscores.
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norm := normalizeSubclassName(trimmed)
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for _, s := range subs {
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if normalizeSubclassName(string(s.ID)) == norm ||
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normalizeSubclassName(s.Display) == norm {
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return s.ID, true
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}
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}
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return "", false
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}
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func normalizeSubclassName(s string) string {
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s = strings.ToLower(s)
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s = strings.ReplaceAll(s, " ", "")
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s = strings.ReplaceAll(s, "_", "")
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s = strings.ReplaceAll(s, "-", "")
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return s
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}
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// renderSubclassPrompt builds the "Choose your path" message for the
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// player's class. Used by !subclass with no args and by the L5 level-up
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// DM cue.
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func renderSubclassPrompt(class DnDClass) string {
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subs := subclassesForClass(class)
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if len(subs) == 0 {
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return "" // unreachable for any registered class
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}
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ci, _ := classInfo(class)
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var b strings.Builder
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b.WriteString("⚔️ **Choose your path** — ")
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b.WriteString(ci.Display)
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b.WriteString(" subclass\n\n")
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for i, s := range subs {
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b.WriteString(" ")
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b.WriteString(string(rune('1' + i)))
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b.WriteString(". **")
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b.WriteString(s.Display)
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b.WriteString("** — ")
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b.WriteString(s.Tagline)
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b.WriteString("\n")
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}
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b.WriteString("\nReply: `!subclass <name or number>` (e.g. `!subclass 1` or `!subclass champion`).")
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return b.String()
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}
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// allSubclassIDs — used by tests/audits to walk every subclass.
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func allSubclassIDs() []DnDSubclass {
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ids := make([]DnDSubclass, 0, len(dndSubclassRegistry))
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for _, s := range dndSubclassRegistry {
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ids = append(ids, s.ID)
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}
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sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
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return ids
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}
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145
internal/plugin/dnd_subclass_cmd.go
Normal file
145
internal/plugin/dnd_subclass_cmd.go
Normal file
@@ -0,0 +1,145 @@
|
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package plugin
|
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|
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import (
|
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"fmt"
|
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"strings"
|
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"time"
|
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)
|
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|
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// !subclass — Phase 10 SUB1.
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//
|
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// Usage:
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//
|
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// !subclass → show selection prompt for player's class
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// !subclass <name|number> → choose / change subclass
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//
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// Rules:
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// - L<5: blocked with hint message.
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// - 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())
|
||||
}
|
||||
357
internal/plugin/dnd_subclass_test.go
Normal file
357
internal/plugin/dnd_subclass_test.go
Normal file
@@ -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)
|
||||
}
|
||||
}
|
||||
@@ -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()
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user