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adventure: give tier 6 a treasure rate, and stop it lying about near misses
advTreasureDropRates stopped at tier 5, so every Mythic-zone roll returned nil before it reached a pool: postgame zones have dropped no treasure at all since T6 shipped. Add the rate, deliberately above T5's rather than continuing the downward curve — a Mythic run is gated behind L18 and both T5 bosses, so the same declining rate would mean a postgame player never sees one. The rate alone drops nothing: there is no advAllTreasures[6] yet, and writing those four items is content work, not a code fix. TODO in place where the pool goes, and a test that goes red the day it lands. An empty pool now reports a zero rate instead of the configured one. The caller reads a close roll as "treasure: just missed" — with a rate but no pool that DM fires on the rolls the player actually won, for a treasure that cannot be won. Better to say nothing until there is something to win.
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@@ -46,6 +46,16 @@ var advTreasureDropRates = map[int]float64{
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3: 0.008,
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4: 0.004,
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5: 0.0015,
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// Tier 6 (Mythic post-game) breaks the downward curve on purpose. The rate
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// per roll falls tier over tier because the lower tiers are ground daily;
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// a Mythic run is gated behind L18 and both T5 bosses and happens rarely,
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// so the same declining rate would mean a postgame player effectively never
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// sees a treasure. Slightly above T5 keeps the per-run odds in the band the
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// other tiers land in.
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//
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// NOTE: this rate is inert until advAllTreasures gains a tier 6 pool — see
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// the TODO there. A tier with a rate but no pool drops nothing.
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6: 0.002,
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}
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const advMaxTreasures = 3
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@@ -221,6 +231,13 @@ var advAllTreasures = map[int][]AdvTreasureDef{
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InventoryDesc: "The Ocarina (Cracked). Three songs. +10 all skills. Do not play the third one.",
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},
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},
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// TODO(t6-treasures): there is no tier 6 pool yet, so Mythic zones drop no
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// treasure at all — advTreasureDropRates has a tier 6 rate waiting for it.
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// What's missing is the content: four Mythic treasures with bonuses above
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// the T5 line, InventoryDesc + RoomAnnounce strings for each (RoomAnnounce
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// must use {location_mid}, never a literal zone name), and a TIER 6 register
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// in TreasureDiscovery. Write them against internal/flavor/VOICE_CANON.md;
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// the T5 pool below is the tonal floor to clear, not the ceiling.
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5: {
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{
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Key: "shard_of_unnamed", Name: "Shard of the Unnamed", Tier: 5,
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@@ -285,7 +302,12 @@ func rollAdvTreasureDropDetailed(tier int, userID id.UserID, chatLevel int, weig
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pool, ok := advAllTreasures[tier]
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if !ok || len(pool) == 0 {
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return nil, roll, rate
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// A tier that has a rate but no pool (tier 6, until the TODO above is
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// filled) cannot drop anything. Report a zero rate rather than the
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// configured one: the caller turns a close roll into a "just missed"
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// DM, and telling a postgame player they nearly won a treasure that
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// cannot be won is worse than staying quiet.
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return nil, 0, 0
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}
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// Pick random treasure
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@@ -66,6 +66,36 @@ func TestAdvTreasureDropDetailed_ForcedRollGrantsTreasure(t *testing.T) {
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}
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}
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// TestAdvTreasureTier6_PoolStillMissing pins the known tier 6 gap: Mythic zones
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// carry a drop rate but no treasure pool, so a forced roll yields nothing and
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// the player is told nothing either (a "just missed" DM for an unwinnable
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// treasure would be a lie).
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//
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// This test is the reminder. Writing advAllTreasures[6] — see TODO(t6-treasures)
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// in adventure_treasure.go — turns it red, and the fix is to delete it and
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// assert the tier 6 drop instead, the way ForcedRollGrantsTreasure does for
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// tier 1.
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func TestAdvTreasureTier6_PoolStillMissing(t *testing.T) {
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if err := db.Init(t.TempDir()); err != nil {
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t.Fatalf("db.Init: %v", err)
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}
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if _, ok := advAllTreasures[6]; ok {
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t.Fatal("a tier 6 treasure pool now exists — drop this test and assert the drop instead")
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}
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// The rate is configured and waiting, so the gap is the pool alone.
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if advTreasureDropRates[6] == 0 {
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t.Error("tier 6 drop rate went missing; a Mythic pool would be unreachable")
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}
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drop, roll, rate := rollAdvTreasureDropDetailed(6, "@mythic:example.org", 0, 1000)
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if drop != nil {
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t.Fatalf("tier 6 produced a drop from an empty pool: %+v", drop.Def)
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}
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// Zeroed, not merely no-drop: this is what keeps the near-miss DM quiet.
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if roll != 0 || rate != 0 {
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t.Errorf("empty pool reported roll=%v rate=%v, want 0/0 so no near-miss fires", roll, rate)
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}
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}
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// The treasure and masterwork systems predate zones and speak AdvLocation.
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func TestAdvLocForZone(t *testing.T) {
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loc := advLocForZone(ZoneGoblinWarrens)
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