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adventure: mint a confirmed sheet for a stuck adventurer
The boredom ticker needs a confirmed dnd_character, so two populations never leave on their own: veteran legacy players with an adventure_characters row but no dnd_character (auto-migration only fires on active play, which an idle player never does), and players who abandoned !setup at race pick (pending_setup=1). Both are correct guards in tryBoredomStart, not bugs — the fix is to hand them a finished sheet. AdminBuildConfirmedCharacter forces a race/class/level and reuses the same constructors as auto-migration and !setup confirm (class-tuned standard array, racial mods, HP/AC, resource pool, caster spells+slots), with auto_migrated=1 so the player can freely !setup-rebuild the class that was chosen for them. cmd/char-migrate is the one-off that drives it against a live gogobee.db.
This commit is contained in:
73
internal/plugin/admin_char_migrate.go
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73
internal/plugin/admin_char_migrate.go
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package plugin
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import (
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"fmt"
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"log/slog"
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"time"
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"maunium.net/go/mautrix/id"
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)
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// AdminBuildConfirmedCharacter mints (or overwrites) a confirmed D&D character
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// for one user with an explicitly chosen race/class/level, reusing the same
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// constructors as auto-migration and !setup confirm: class-tuned standard
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// array + racial mods, the canonical HP/AC formulas, resource pool, and — for
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// casters — the starter spell list and slot pool.
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//
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// It exists for the "stuck adventurer" cases the boredom ticker can't reach on
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// its own:
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//
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// - A veteran legacy player with an adventure_characters row but no
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// dnd_character (never triggered auto-migration because auto-migration only
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// fires on active play — an idle player never does). Pass the class/race the
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// faithful migration would infer to reproduce it exactly.
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// - A player who abandoned !setup at race pick (pending_setup=1, no class), so
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// tryBoredomStart skips them forever. This overwrites the draft with a
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// finished sheet.
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//
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// AutoMigrated is set so the player can freely rebuild via !setup (no respec
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// cooldown) when they return — the class was assigned for them, not chosen.
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//
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// SaveDnDCharacter upserts on user_id, so an existing pending draft is replaced.
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// initResources / ensureSpellsForCharacter are idempotent.
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func AdminBuildConfirmedCharacter(userID id.UserID, race DnDRace, class DnDClass, level int) (*DnDCharacter, error) {
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if level < 1 {
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level = 1
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}
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scores := applyRaceMods(race, classStatPriority(class))
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c := &DnDCharacter{
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UserID: userID,
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Race: race,
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Class: class,
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Level: level,
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STR: scores[0], DEX: scores[1], CON: scores[2],
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INT: scores[3], WIS: scores[4], CHA: scores[5],
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PendingSetup: false,
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AutoMigrated: true,
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CreatedAt: time.Now().UTC(),
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UpdatedAt: time.Now().UTC(),
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}
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conMod := abilityModifier(c.CON)
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dexMod := abilityModifier(c.DEX)
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c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
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c.HPCurrent = c.HPMax
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c.ArmorClass = computeAC(c.Class, dexMod)
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c.ShortRestCharges = c.Level
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if err := ensurePlayerMetaSeed(userID); err != nil {
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return nil, fmt.Errorf("seed player_meta: %w", err)
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}
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if err := SaveDnDCharacter(c); err != nil {
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return nil, fmt.Errorf("save dnd_character: %w", err)
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}
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if err := initResources(userID, c.Class); err != nil {
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return nil, fmt.Errorf("init resources: %w", err)
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}
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if err := ensureSpellsForCharacter(c); err != nil {
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return nil, fmt.Errorf("seed spells: %w", err)
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}
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slog.Info("admin: built confirmed character",
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"user", userID, "race", race, "class", class, "level", level,
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"hp", c.HPMax, "ac", c.ArmorClass)
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return c, nil
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}
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