Add Misty & Arina NPCs, fix tier gating, babysit actions, Robbie filter, streak/scheduler bugs

Misty & Arina: random encounter NPCs triggered by chat message counting
(5-10 msg threshold, 7-day cooldown, 7.5% roll). Misty asks for €100 —
accept gives 7-day arena buff (20% gourmet food heals gear + 5 enemy dmg),
decline gives 7-day debuff (20% crowd revenge damage). Arina asks for €5000 —
accept gives 7-day sniper buff (8% instant kill in arena). Effects integrate
into arena round resolution after combat roll; sniper overrides death.

Other fixes:
- Tier gating now uses base skill only — buffs improve success, not access
- Babysitter uses all harvest actions (3/day, 4 on holidays) instead of 1
- Robbie collects all non-equipped items, not just slotted gear
- Robbie timing: fire on first tick >= target hour, not exact minute match
- Streak: dead players who acted still get streak credit
- Streak: dead players skip shame DM (use LastDeathDate, not Alive flag)
- Midnight ticker: in-memory date cache prevents 1439 wasted DB checks/day
- T1 loot values ~3x across all activities to close T1/T2 gap

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-04-08 22:41:21 -07:00
parent 1b825498bd
commit 2ef7a29f02
12 changed files with 672 additions and 69 deletions

View File

@@ -148,11 +148,22 @@ func (p *AdventurePlugin) handleArenaFight(ctx MessageContext) error {
closeness := 1.0 - math.Abs(roll-deathChance)/math.Max(deathChance, 1-deathChance)
combatLog := generateArenaCombatLog(!died, closeness)
// NPC arena effects (Misty/Arina) — checked after combat roll
npcResult := npcCheckArenaEffects(char, monster.Name)
if npcResult != nil && npcResult.SniperKill {
// Sniper overrides death — enemy is killed instantly
died = false
}
if died {
// Apply crowd revenge text to death message if applicable
if npcResult != nil && npcResult.Text != "" {
combatLog.NPCText = npcResult.Text
}
return p.resolveArenaDeath(ctx, run, char, tier, monster, combatLog)
}
return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog)
return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog, npcResult)
}
func (p *AdventurePlugin) confirmAndStartArenaRun(ctx MessageContext) error {
@@ -201,11 +212,19 @@ func (p *AdventurePlugin) confirmAndStartArenaRun(ctx MessageContext) error {
closeness := 1.0 - math.Abs(roll-deathChance)/math.Max(deathChance, 1-deathChance)
combatLog := generateArenaCombatLog(!died, closeness)
npcResult := npcCheckArenaEffects(char, monster.Name)
if npcResult != nil && npcResult.SniperKill {
died = false
}
if died {
if npcResult != nil && npcResult.Text != "" {
combatLog.NPCText = npcResult.Text
}
return p.resolveArenaDeath(ctx, run, char, tier, monster, combatLog)
}
return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog)
return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog, npcResult)
}
func (p *AdventurePlugin) handleArenaCancel(ctx MessageContext) error {
@@ -284,7 +303,7 @@ func (p *AdventurePlugin) handleArenaLeaderboard(ctx MessageContext) error {
var arenaStreakEuroMultiplier = [6]float64{0, 1.0, 1.5, 2.0, 2.75, 4.0} // index = tier
var arenaStreakXPMultiplier = [6]float64{0, 1.0, 1.2, 1.5, 1.85, 2.5} // index = tiers won
func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun, char *AdventureCharacter, tier *ArenaTier, monster *ArenaMonster, combatLog *ArenaCombatLog) error {
func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun, char *AdventureCharacter, tier *ArenaTier, monster *ArenaMonster, combatLog *ArenaCombatLog, npcResult *npcArenaResult) error {
// Calculate reward — accumulate in tier earnings, not credited yet
reward := arenaRoundReward(tier, run.Round, char.CombatLevel)
run.TierEarnings += reward
@@ -305,6 +324,16 @@ func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun
// Build survival message with combat log
closer := arenaWinCloser(monster.Name, len(combatLog.Rounds))
text := renderArenaCombatLog(combatLog, monster, true, reward, battleXP, closer)
// Append NPC effects (Misty food/crowd, Arina sniper)
if npcResult != nil && npcResult.Text != "" {
text += npcResult.Text
// Apply equipment condition repair from gourmet food
if npcResult.CondRepair > 0 {
npcRepairMostDamaged(ctx.Sender, equip, npcResult.CondRepair)
}
}
text += fmt.Sprintf("\nTier earnings: €%d | Session total: €%d (at risk)\n",
run.TierEarnings, run.Earnings+run.TierEarnings)