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:
prosolis
2026-07-15 23:42:27 -07:00
parent d9541f07f1
commit 2e73cae418
2 changed files with 163 additions and 0 deletions

View File

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