mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Adv 2.0 L5 close-out: §7.4 reconciled + retire 3 CombatLevel readers
Reconcile the migration plan with what actually shipped, and clear the three remaining CombatLevel reader sites so the §7 grep gates hold. Plan reconciliation (gogobee_legacy_migration.md §7.4): The original deletion list was wrong on two counts. (1) AdventureCharacter struct survives as the loaded-view shape post-L5h overlay; only the backing table drops at purge. (2) combat_engine.go / combat_bridge.go / combat_stats.go are not legacy — they're the live combat engine the D&D system layers on top of (applyDnDPlayerLayer/EquipmentLayer/etc. mutate CombatStats before SimulateCombat). Verified via grep: 21+ files reference these symbols across arena/dungeon/zone/expedition. §7.4 rewritten to reflect this; no L6 combat-engine migration needed. Reader fixes: - babysitDailyCost reframed for D&D-level scale. Formula 100 + level*100 preserves the curve at every old-CL boundary given the 5:1 compression in dndLevelFromCombatLevel (Level 4 ≈ old CL 20 = €500/day, Level 10 ≈ old CL 50 = €1100/day). Caller switched to dndLevelForUser. - dnd_sheet.go drops the vestigial "Combat (legacy) %d" stat-block line. - D&D onboarding retired. Post-L5g the welcome DM never fires (every legacy player already has a D&D row), so dnd_onboarding.go + dnd_onboarding_test.go are deleted, the 3 production caller invocations (dnd_zone_combat, combat_bridge, dnd_combat::ensureCharForDnDCmd) and the dnd_setup.go stub-creation branch removed. OnboardingSent column kept for a separate cleanup pass. dnd_audit_fixes_test.go ported. go vet ./... && go test ./... clean. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -13,8 +13,13 @@ import (
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// ── Pricing ─────────────────────────────────────────────────────────────────
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func babysitDailyCost(combatLevel int) int {
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return 100 + (combatLevel * 20)
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// babysitDailyCost returns the daily babysit subscription cost in €.
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// Phase L (post-L5g): keyed off D&D Level instead of legacy CombatLevel.
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// The slope is 5× the old per-level slope to preserve the curve shape across
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// the 5:1 compression in dndLevelFromCombatLevel — Level 4 (~old CL 20) =
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// €500/day, Level 10 (~old CL 50) = €1100/day, matching pre-migration pricing.
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func babysitDailyCost(level int) int {
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return 100 + (level * 100)
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}
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// ── Pet-care daily trickle ─────────────────────────────────────────────────
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@@ -120,7 +125,7 @@ func (p *AdventurePlugin) handleBabysitPurchase(ctx MessageContext, days int) er
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return p.SendDM(ctx.Sender, "Your adventurer is dead. The babysitter does not work with corpses.")
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}
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daily := babysitDailyCost(char.CombatLevel)
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daily := babysitDailyCost(dndLevelForUser(char.UserID))
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totalCost := daily * days
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balance := p.euro.GetBalance(char.UserID)
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if balance < float64(totalCost) {
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@@ -67,14 +67,11 @@ func (p *AdventurePlugin) runDungeonCombat(
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enemyStats, enemyMods := DeriveDungeonMonsterStats(loc)
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// All combat is D&D. Auto-migrate if needed.
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dndChar, freshMigrate, err := ensureDnDCharacterForCombat(userID, char)
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dndChar, _, err := ensureDnDCharacterForCombat(userID, char)
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if err != nil {
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slog.Error("dnd: ensureDnDCharacterForCombat (dungeon) failed", "user", userID, "err", err)
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return CombatResult{}
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}
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if freshMigrate {
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p.maybeSendDnDOnboarding(userID, char, dndChar)
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}
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applyDnDPlayerLayer(&playerStats, dndChar)
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applyDnDEquipmentLayer(&playerStats, dndChar, equip)
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applyDnDHPScaling(&playerStats, dndChar)
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@@ -200,37 +200,6 @@ func TestArm_SaveThenSpend_HappyPath(t *testing.T) {
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}
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}
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// ── Fix F: onboarding sent exactly once across draft cancel/rebuild ────────
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func TestOnboarding_PersistsAcrossRespec(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@onboard_persist:example")
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
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STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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OnboardingSent: true, // already received DM
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}
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if !got.OnboardingSent {
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t.Fatal("OnboardingSent didn't round-trip")
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}
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// maybeSendDnDOnboarding must NOT re-send.
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p := &AdventurePlugin{}
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advChar := &AdventureCharacter{UserID: uid, CombatLevel: 20}
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p.maybeSendDnDOnboarding(uid, advChar, got)
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// Flag must remain set; no error.
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got2, _ := LoadDnDCharacter(uid)
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if !got2.OnboardingSent {
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t.Error("OnboardingSent flag flipped off")
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}
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}
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// ── Fix G: Persuasion shop discount expires after 30 minutes ────────────────
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func TestPersuasionDiscount_ExpiresAfterTTL(t *testing.T) {
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@@ -267,11 +236,10 @@ func TestPersuasionDiscount_ActiveWithinTTL(t *testing.T) {
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// ── Fix I: HP scaling clamp ─────────────────────────────────────────────────
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// ── Onboarding gap: !setup-first path and wrapper for non-combat handlers ──
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// ── Wrapper for non-combat handlers ──────────────────────────────────────
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// TestEnsureCharForDnDCmd_FreshMigrate — the wrapper used by !check, !stats,
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// !level, !rest, !arm should auto-migrate AND record OnboardingSent=true
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// for legacy players.
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// !level, !rest, !arm should auto-migrate any legacy player without a D&D row.
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func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@wrapper_legacy:example")
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@@ -284,9 +252,6 @@ func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
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t.Fatal(err)
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}
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// Plugin without Matrix client — maybeSendDnDOnboarding short-circuits.
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// We only verify that the wrapper produces a character; the DM-side
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// short-circuit means OnboardingSent stays false until a real send fires.
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p := &AdventurePlugin{}
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c, err := p.ensureCharForDnDCmd(uid, advChar)
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if err != nil || c == nil {
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@@ -300,67 +265,32 @@ func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
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}
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}
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// TestSetupStatus_LegacyWelcomeStubsRow — when a legacy player runs `!setup`
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// for the first time, we save a stub draft with OnboardingSent persisted so
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// future paths don't re-fire the welcome.
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//
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// SendDM no-ops in tests (nil Client), so OnboardingSent stays 0 on the
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// stub. The behavior we verify: a stub row gets saved on first !setup, and
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// it's flagged PendingSetup=1 so loadOrInitDraft will continue the flow.
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func TestSetupStatus_StubRowSaved(t *testing.T) {
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// TestSetupStatus_NoStubOnFirstSetup — `!setup` for a player without a D&D
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// row must NOT pre-create one; the row is created only on `!setup confirm`.
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// (Pre-L5g this branch saved a stub for legacy players to carry the
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// onboarding-DM flag; that mechanism has been retired.)
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func TestSetupStatus_NoStubOnFirstSetup(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@setup_first:example")
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if err := createAdvCharacter(uid, "setup_first"); err != nil {
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t.Fatal(err)
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for _, uid := range []id.UserID{"@setup_legacy:example", "@setup_new:example"} {
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if err := createAdvCharacter(uid, string(uid)); err != nil {
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t.Fatal(err)
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}
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}
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advChar, _ := loadAdvCharacter(uid)
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advChar.CombatLevel = 30
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saveAdvCharacter(advChar)
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// Legacy player (CombatLevel = 30) — used to get a stub.
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advLegacy, _ := loadAdvCharacter("@setup_legacy:example")
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advLegacy.CombatLevel = 30
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saveAdvCharacter(advLegacy)
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p := &AdventurePlugin{}
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if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
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t.Fatal(err)
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}
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// Stub row should now exist.
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got, err := LoadDnDCharacter(uid)
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if err != nil || got == nil {
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t.Fatalf("expected stub row after !setup; got err=%v", err)
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}
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if !got.PendingSetup {
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t.Error("stub row should be pending_setup=1")
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}
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if got.Race != "" || got.Class != "" {
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t.Errorf("stub row should have empty race/class; got race=%q class=%q",
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got.Race, got.Class)
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}
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// Level on the stub must be the computed mapping (not the default 1)
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// so the onboarding DM reports the correct projected level.
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wantLevel := dndLevelFromCombatLevel(30) // 30/5 = 6
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if got.Level != wantLevel {
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t.Errorf("stub level = %d, want %d (combat_level=30 → /5)", got.Level, wantLevel)
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}
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}
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// TestSetupStatus_BrandNewPlayerNoStub — combat_level < 2 means brand-new
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// player. The !setup flow must NOT save a stub or fire onboarding.
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func TestSetupStatus_BrandNewPlayerNoStub(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@setup_new:example")
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if err := createAdvCharacter(uid, "setup_new"); err != nil {
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t.Fatal(err)
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}
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// CombatLevel stays at default (1).
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p := &AdventurePlugin{}
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if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
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t.Fatal(err)
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}
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// No row should exist — brand-new player flow doesn't pre-create.
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got, _ := LoadDnDCharacter(uid)
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if got != nil {
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t.Errorf("brand-new player got a stub row: %+v", got)
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for _, uid := range []id.UserID{"@setup_legacy:example", "@setup_new:example"} {
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if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got != nil {
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t.Errorf("%s: !setup pre-created a row: %+v", uid, got)
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}
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}
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}
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@@ -191,17 +191,13 @@ func classStatPriority(class DnDClass) [6]int {
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}
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// ensureCharForDnDCmd is the helper non-combat D&D command handlers should
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// use when they want auto-migration semantics PLUS the legacy-player
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// onboarding DM. Combat paths in combat_bridge.go use ensureDnDCharacterForCombat
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// directly because they already control the freshMigrate hook.
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// use when they want auto-migration semantics. Combat paths in
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// combat_bridge.go use ensureDnDCharacterForCombat directly.
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func (p *AdventurePlugin) ensureCharForDnDCmd(userID id.UserID, char *AdventureCharacter) (*DnDCharacter, error) {
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c, fresh, err := ensureDnDCharacterForCombat(userID, char)
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c, _, err := ensureDnDCharacterForCombat(userID, char)
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if err != nil {
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return nil, err
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}
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if fresh {
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p.maybeSendDnDOnboarding(userID, char, c)
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}
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return c, nil
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}
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@@ -1,73 +0,0 @@
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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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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// One-shot onboarding DM fired the first time a legacy player encounters
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// the new D&D layer. Triggered from ensureDnDCharacterForCombat at the
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// moment of fresh auto-migration; suppressed for genuinely new players
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// (combat_level <= 1) since the message frames around "previous players".
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// dndLegacyMinLevel — players with combat_level at or above this are
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// considered "legacy players" who deserve the onboarding spiel. Anyone
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// at L1 is brand new and gets the standard !setup nudge instead.
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const dndLegacyMinLevel = 2
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// maybeSendDnDOnboarding sends the welcome DM iff the player has visible
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// legacy adventure progress AND hasn't been onboarded before. The
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// OnboardingSent flag survives draft cancellation, !respec, and any other
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// state mutation — once a player has seen the welcome, they never see it
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// again. Logs and continues on send failure (DM is best-effort, never blocks combat).
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func (p *AdventurePlugin) maybeSendDnDOnboarding(userID id.UserID, advChar *AdventureCharacter, dnd *DnDCharacter) {
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if advChar == nil || advChar.CombatLevel < dndLegacyMinLevel {
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return
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}
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if dnd == nil || dnd.OnboardingSent {
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return
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}
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// Skip entirely if there's no Matrix client — tests construct empty
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// AdventurePlugin{} and we shouldn't write to the DB on a nil-send.
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if p == nil || p.Client == nil {
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return
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}
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msg := dndOnboardingText(advChar.CombatLevel, dnd.Level)
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if err := p.SendDM(userID, msg); err != nil {
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slog.Error("dnd: onboarding DM failed", "user", userID, "err", err)
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// Don't mark as sent if delivery failed — they should get a chance
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// on their next combat. Send failures here are typically transient.
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return
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}
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dnd.OnboardingSent = true
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if err := SaveDnDCharacter(dnd); err != nil {
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slog.Error("dnd: persist onboarding flag", "user", userID, "err", err)
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}
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}
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func dndOnboardingText(oldLevel, newLevel int) string {
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prelude := ""
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if line := flavor.Pick(flavor.ExpeditionStart); line != "" {
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prelude = "_" + line + "_\n\n"
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}
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return prelude + fmt.Sprintf(`Hi there! Welcome to the new Adventure game!
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We shamelessly cribbed.. aimed for feature parity with our competitors.
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And the result is this..! and adventure game with most of the best Dungeons & Drag-
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"AHEM!" *TwinBee glances at the Pinkerton agent in the corner of the room.
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..d20 System mechanics ready for you to explore!
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As a result of these amazing and entirely necessary changes that weren't done at the whim of a bored engineer.. the level system has changed. But no worries! We spent hours coming up with an algorithm that would ensure each player arrives at a level that is fully representative of their level under the previous system (..by dividing your previous level by five).
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Your previous level **%d** is now Adv 2.0 level **%d**.
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Enjoy!
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Type !setup to get your character situated under this hot new and legally distinct system.`,
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oldLevel, newLevel)
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}
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@@ -1,52 +0,0 @@
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package plugin
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import (
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"strings"
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"testing"
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)
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func TestDnDOnboardingText_ContainsLevelMapping(t *testing.T) {
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msg := dndOnboardingText(49, 9)
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if !strings.Contains(msg, "**49**") {
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t.Error("onboarding text doesn't include old level")
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}
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if !strings.Contains(msg, "**9**") {
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t.Error("onboarding text doesn't include new level")
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}
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// Spot-check signature lines from the user's brief.
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for _, snippet := range []string{
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"Welcome to the new Adventure game",
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"Pinkerton agent",
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"dividing your previous level by five",
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"!setup",
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"legally distinct",
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} {
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if !strings.Contains(msg, snippet) {
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t.Errorf("onboarding missing expected snippet: %q", snippet)
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}
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}
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}
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// TestMaybeSendDnDOnboarding_LegacyThreshold: only fires for combat_level >= 2.
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// The DM call itself is no-op in tests (Base.Client is nil and SendDM guards),
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// so we can't assert on send — but we can assert the function doesn't panic
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// or error for either branch.
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func TestMaybeSendDnDOnboarding_DoesNotPanic(t *testing.T) {
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p := &AdventurePlugin{}
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dnd := &DnDCharacter{Level: 4}
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// Brand-new player (combat_level=1): should be a no-op.
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p.maybeSendDnDOnboarding("@new:x", &AdventureCharacter{CombatLevel: 1}, dnd)
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// Legacy player (combat_level=20): should attempt to send (no-op'd by nil Client).
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p.maybeSendDnDOnboarding("@legacy:x", &AdventureCharacter{CombatLevel: 20}, dnd)
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// nil advChar: should be a no-op.
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p.maybeSendDnDOnboarding("@nil:x", nil, dnd)
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}
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func TestDnDLegacyMinLevel(t *testing.T) {
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if dndLegacyMinLevel < 1 {
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t.Errorf("dndLegacyMinLevel = %d, must be ≥ 1", dndLegacyMinLevel)
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}
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}
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@@ -116,34 +116,6 @@ func (p *AdventurePlugin) dndSetupStatus(ctx MessageContext) error {
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// No row yet → fresh setup. Show suggestion + race menu.
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if c == nil {
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// Legacy-player welcome: if they're meeting D&D for the first time
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// via `!setup` (rather than via combat auto-migration), they still
|
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// deserve the onboarding DM. We persist a stub draft row so the
|
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// OnboardingSent flag carries forward — neither this nor any later
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// auto-migration will re-send the welcome.
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advChar, _ := loadAdvCharacter(ctx.Sender)
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if advChar != nil && advChar.CombatLevel >= dndLegacyMinLevel {
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now := time.Now().UTC()
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// Seed the stub's Level with the computed mapping so the welcome DM
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// reports the right number ("your level X is now Adv 2.0 level Y").
|
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// On !setup confirm the level is recomputed from the same formula,
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// so the value here matches what the player will actually end up with.
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stub := &DnDCharacter{
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UserID: ctx.Sender,
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Level: dndLevelFromCombatLevel(advChar.CombatLevel),
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ArmorClass: 10,
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PendingSetup: true,
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OnboardingSent: false, // maybeSendDnDOnboarding will flip this on success
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CreatedAt: now,
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UpdatedAt: now,
|
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}
|
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if err := SaveDnDCharacter(stub); err != nil {
|
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slog.Error("dnd: setup stub save failed", "user", ctx.Sender, "err", err)
|
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} else {
|
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p.maybeSendDnDOnboarding(ctx.Sender, advChar, stub)
|
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}
|
||||
}
|
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|
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sug := inferDnDFromArchetypes(ctx.Sender)
|
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var b strings.Builder
|
||||
b.WriteString("⚔️ **Adv 2.0 Setup** — let's build your character.\n\n")
|
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|
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@@ -164,8 +164,8 @@ func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta,
|
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// Legacy adventure context — preserved progress at a glance
|
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if adv != nil {
|
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b.WriteString("\n**Adventure progress** _(preserved)_\n")
|
||||
b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d Combat (legacy) %d\n",
|
||||
adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill, adv.CombatLevel))
|
||||
b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d\n",
|
||||
adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill))
|
||||
wins, losses := adv.ArenaWins, adv.ArenaLosses
|
||||
if meta != nil {
|
||||
wins, losses = meta.ArenaWins, meta.ArenaLosses
|
||||
|
||||
@@ -130,13 +130,10 @@ func (p *AdventurePlugin) runZoneCombat(
|
||||
|
||||
playerStats, playerMods := DerivePlayerStats(char, equip, bonuses, chatLvl, char.CurrentStreak, false)
|
||||
|
||||
dndChar, freshMigrate, err := ensureDnDCharacterForCombat(userID, char)
|
||||
dndChar, _, err := ensureDnDCharacterForCombat(userID, char)
|
||||
if err != nil {
|
||||
return CombatResult{}, fmt.Errorf("ensure dnd character: %w", err)
|
||||
}
|
||||
if freshMigrate {
|
||||
p.maybeSendDnDOnboarding(userID, char, dndChar)
|
||||
}
|
||||
applyDnDPlayerLayer(&playerStats, dndChar)
|
||||
applyDnDEquipmentLayer(&playerStats, dndChar, equip)
|
||||
applyDnDHPScaling(&playerStats, dndChar)
|
||||
|
||||
Reference in New Issue
Block a user