N6/C2: player-initiated duels — staked, no-death PvP

`!duel @user [stake]` (+ `!adventure duel`; accept/decline/status). A staked
arena bout resolved through the auto-resolve combat engine.

The engine is asymmetric — N player-seats vs one monster-shaped enemy, no seat
for a second PC — so a duel builds each fighter as their real player Combatant
and synthesises the opponent as an enemy stat block from their sheet. That is
lopsided (player side = full kit, enemy = flat stat block), so the bout runs
BOTH orientations and decides on aggregate remaining-HP fraction, cancelling the
attacker-seat edge. To-hit stays faithful both ways (d20 + AttackBonus vs AC);
damage folds into one enemy Attack (per-hit × swings + companion-proc
expectation); DamageReduct ports over. Casters fight weapon-only in both
orientations — accepted, PvP class balance is out of scope per the plan.

Economics: both escrow the stake on accept (pool 2×stake); winner 70%, community
pot rakes 30% (a sink); exact-HP-tie draw refunds both. Stake capped at
level×€500. W/L reuses adventure_rival_records; shared 7-day pair cooldown.

Terminal fate is serialised by an atomic claim (DELETE … WHERE id=? gated on
RowsAffected==1, mirroring communityPotDebit): accept/decline/the expiry ticker
all claim first, only the winner moves euros — no stake can be both resolved and
refunded across the 24h boundary. issueDuel runs under advUserLock; accept
re-checks the challenger and builds both fighters before debiting the challenged.
Rides the 1-min eventTicker; combat golden byte-identical; suite green.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
prosolis
2026-07-10 19:18:45 -07:00
parent 3026fe6012
commit 401b17c3bb
5 changed files with 1000 additions and 0 deletions

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@@ -169,6 +169,7 @@ func (p *AdventurePlugin) Commands() []CommandDef {
{Name: "rest", Description: "Rest up (`short`: quick breather, 1h cooldown — `long`: full night, 24h, needs housing or inn)", Usage: "!rest short|long", Category: "Games"},
{Name: "arm", Description: "Ready an ability so it fires the moment your next fight starts", Usage: "!arm <ability>", Category: "Games"},
{Name: "roll", Description: "Roll dice (NdN+M format, e.g. 2d6+3, d20, 4d6-1)", Usage: "!roll <dice>", Category: "Games"},
{Name: "duel", Description: "Challenge another adventurer to a staked, no-death bout", Usage: "!duel @user [stake]", Category: "Games"},
{Name: "stats", Description: "Show your ability scores", Usage: "!stats", Category: "Games"},
{Name: "level", Description: "Show your level and XP progress", Usage: "!level", Category: "Games"},
{Name: "cast", Description: "Cast a spell (queues for next combat, or resolves now if out of combat)", Usage: "!cast <spell> [--upcast N] [--target @user]", Category: "Games"},
@@ -337,6 +338,9 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
if p.IsCommand(ctx.Body, "rest") {
return p.handleDnDRestCmd(ctx, p.GetArgs(ctx.Body, "rest"))
}
if p.IsCommand(ctx.Body, "duel") {
return p.handleDuelCmd(ctx, p.GetArgs(ctx.Body, "duel"))
}
if p.IsCommand(ctx.Body, "arm") {
return p.handleDnDArmCmd(ctx, p.GetArgs(ctx.Body, "arm"))
}
@@ -513,6 +517,8 @@ func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
return p.SendDM(ctx.Sender, advHelpText)
case lower == "rivals":
return p.handleRivalsCmd(ctx)
case lower == "duel" || strings.HasPrefix(lower, "duel "):
return p.handleDuelCmd(ctx, strings.TrimSpace(args[len("duel"):]))
case lower == "babysit" || strings.HasPrefix(lower, "babysit "):
return p.handleBabysitCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "babysit")))
case lower == "blacksmith" || lower == "repair":
@@ -562,6 +568,7 @@ const advHelpText = `**Adventure Commands**
` + "`!adventure leaderboard`" + ` — View the leaderboard
` + "`!adventure respond`" + ` — Respond to a mid-day event
` + "`!adventure rivals`" + ` — View rival duel records
` + "`!duel @user [stake]`" + ` — Challenge another adventurer to a staked, no-death bout (` + "`!duel accept`" + `/` + "`decline`" + `/` + "`status`" + `)
` + "`!adventure babysit`" + ` — Adventurer Babysitting Service
` + "`!adventure babysit auto`" + ` — Toggle auto-babysit (protects streaks on missed days)
` + "`!adventure babysit focus <skill>`" + ` — Pick the skill auto-babysit trains (mining/fishing/foraging)

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@@ -0,0 +1,701 @@
package plugin
// C2 — player-initiated duels (engagement plan N6).
//
// `!duel @user [stake]` — a staked, no-death arena bout between two real
// characters, resolved through the auto-resolve combat engine. Both players
// escrow the stake on accept; the winner takes 70% of the pooled 2×stake and
// the community pot rakes the remaining 30% (a real pot sink). Records land in
// adventure_rival_records, so one W/L history and one 7-day per-pair cooldown
// covers both duel kinds (the bot-driven RPS rival and this).
//
// Why this is a wrapper and not a combat-engine change: the turn engine is an
// N-players-vs-1-monster model — there is no seat for a second real character
// on the enemy side (see the C2 feasibility note in the engagement plan). So a
// duel does not seat two PCs against each other. Instead each fighter is built
// as their real player Combatant (full kit: weapon, subclass passives, extra
// attacks, race traits) and the *opponent* is synthesised as a monster-shaped
// enemy stat block from their own sheet. That is asymmetric — the "player" side
// runs its full kit while the synthesised enemy is a flat stat block — so a
// single bout would systematically favour whoever is the attacker. The duel
// runs the bout in BOTH orientations and decides on the aggregate HP margin,
// which cancels that edge symmetrically. To-hit is faithful either way (both
// sides roll d20 + AttackBonus vs AC); only damage-per-hit is folded into the
// synthesised enemy's flat Attack. Class-vs-class PvP balance is explicitly out
// of scope (bragging rights, capped stakes).
import (
"fmt"
"math"
"math/rand/v2"
"strings"
"time"
"gogobee/internal/db"
"github.com/google/uuid"
"maunium.net/go/mautrix/id"
)
const (
duelMinLevel = 3 // both duellists must be at least this level
duelAcceptWindow = 24 * time.Hour // an unanswered challenge expires and refunds
duelStakePerLvl = 500 // stake cap = challenger level × this
duelMinStake = 100 // floor so a "duel" always has something on it
duelWinnerPct = 0.70 // winner's cut of the pooled 2×stake; pot rakes the rest
)
// advDuelChallenge is one outstanding duel invitation. Unlike the RPS rival
// challenge it carries no per-round score — a combat duel resolves in a single
// step on accept. The challenger's stake is already escrowed (debited) when the
// row exists; the challenged player's is debited on accept.
type advDuelChallenge struct {
ChallengeID string
ChallengerID id.UserID
ChallengedID id.UserID
Stake int
ExpiresAt time.Time
CreatedAt time.Time
}
// ── Persistence ──────────────────────────────────────────────────────────────
func insertDuelChallenge(c *advDuelChallenge) {
db.Exec("duel: insert challenge",
`INSERT INTO adventure_duel_challenges
(challenge_id, challenger_id, challenged_id, stake, expires_at)
VALUES (?, ?, ?, ?, ?)`,
c.ChallengeID, string(c.ChallengerID), string(c.ChallengedID), c.Stake, c.ExpiresAt,
)
}
func deleteDuelChallenge(challengeID string) {
db.Exec("duel: delete challenge",
`DELETE FROM adventure_duel_challenges WHERE challenge_id = ?`, challengeID)
}
// claimDuelChallenge atomically deletes the row and reports whether THIS caller
// is the one that removed it. It is the single serialization point for a
// challenge's terminal fate: accept, decline and the expiry ticker all race to
// claim it, and exactly one wins. Only the winner moves euros — that is what
// stops a stake being both resolved and refunded across the 24h boundary, or a
// double `!duel decline` double-refunding. Mirrors communityPotDebit's
// RowsAffected gate.
func claimDuelChallenge(challengeID string) bool {
res := db.ExecResult("duel: claim challenge",
`DELETE FROM adventure_duel_challenges WHERE challenge_id = ?`, challengeID)
if res == nil {
return false
}
n, _ := res.RowsAffected()
return n == 1
}
func scanDuelChallenge(row interface{ Scan(...any) error }) (*advDuelChallenge, error) {
c := &advDuelChallenge{}
err := row.Scan(&c.ChallengeID, &c.ChallengerID, &c.ChallengedID, &c.Stake, &c.ExpiresAt, &c.CreatedAt)
if err != nil {
return nil, err
}
return c, nil
}
// pendingDuelForChallenged returns the live (unexpired) challenge awaiting this
// player's answer, or nil. Expired rows are ignored here and swept by the
// ticker, so a player is never shown a challenge they can no longer accept.
func pendingDuelForChallenged(userID id.UserID) *advDuelChallenge {
c := &advDuelChallenge{}
err := db.Get().QueryRow(`
SELECT challenge_id, challenger_id, challenged_id, stake, expires_at, created_at
FROM adventure_duel_challenges
WHERE challenged_id = ? AND expires_at > CURRENT_TIMESTAMP
ORDER BY created_at DESC LIMIT 1`, string(userID)).Scan(
&c.ChallengeID, &c.ChallengerID, &c.ChallengedID, &c.Stake, &c.ExpiresAt, &c.CreatedAt)
if err != nil {
return nil
}
return c
}
// duelInvolves reports whether the player has any live challenge in flight, as
// challenger or challenged. Used to enforce one duel at a time per player — the
// escrow makes overlapping challenges a way to double-commit the same euros.
func duelInvolves(userID id.UserID) bool {
var n int
db.Get().QueryRow(`
SELECT COUNT(*) FROM adventure_duel_challenges
WHERE (challenger_id = ? OR challenged_id = ?) AND expires_at > CURRENT_TIMESTAMP`,
string(userID), string(userID)).Scan(&n)
return n > 0
}
func loadExpiredDuelChallenges() []advDuelChallenge {
rows, err := db.Get().Query(`
SELECT challenge_id, challenger_id, challenged_id, stake, expires_at, created_at
FROM adventure_duel_challenges WHERE expires_at <= CURRENT_TIMESTAMP`)
if err != nil {
return nil
}
defer rows.Close()
var out []advDuelChallenge
for rows.Next() {
if c, err := scanDuelChallenge(rows); err == nil {
out = append(out, *c)
}
}
return out
}
// ── Stake / gating ───────────────────────────────────────────────────────────
// duelMaxStake caps the stake at level × duelStakePerLvl so a strong player
// can't farm a runaway pot off a weaker one, per the plan's imbalance cap.
func duelMaxStake(level int) int { return level * duelStakePerLvl }
// duelPayout splits the pooled 2×stake: the winner takes duelWinnerPct, the
// community pot rakes the remainder. Both fighters escrowed stake, so the
// winner's net gain is winnerShare stake and the pot is a real sink.
func duelPayout(stake int) (winnerShare, potShare int) {
pool := stake * 2
winnerShare = int(math.Round(float64(pool) * duelWinnerPct))
potShare = pool - winnerShare
return
}
// duelEligible reports whether a character can duel at all: alive, set up, and
// at least duelMinLevel. Returns a player-facing reason when it can't.
func (p *AdventurePlugin) duelEligible(char *AdventureCharacter) (int, string) {
if char == nil {
return 0, "no adventurer"
}
if !char.Alive {
return 0, "dead"
}
lvl := rivalLevelForUser(char)
if lvl < duelMinLevel {
return lvl, fmt.Sprintf("below level %d", duelMinLevel)
}
return lvl, ""
}
// ── Combat synthesis ─────────────────────────────────────────────────────────
// buildDuelist derives a fighter's full player Combatant — the same build a
// zone encounter uses, so weapon, subclass passives, extra attacks and race
// traits all apply — then resets it to full health. A duel is a fresh arena
// bout, not a continuation of a wounded expedition, so wound carry-over is
// dropped (StartHP=0 = "enter at MaxHP"). Mood 50 is the neutral band: no
// initiative bias, no enemy-attack tilt.
//
// The armed-ability slot is left empty: actively-armed one-shots (a Berserker's
// rage) don't fire, but always-on passives (Extra Attack, Sneak Attack, Divine
// Strike, race traits) still layer in via the class/subclass passive builders.
func (p *AdventurePlugin) buildDuelist(userID id.UserID) (Combatant, error) {
var noMonster DnDMonsterTemplate
player, _, _, err := p.buildZoneCombatants(userID, noMonster, 1, 50, "")
if err != nil {
return Combatant{}, err
}
player.Stats.StartHP = 0
return player, nil
}
// duelPerHitDamage is a fighter's expected damage on a single landed hit, used
// to size the flat Attack of their synthesised enemy stat block. It mirrors the
// player damage path's terms that the enemy path can't express: weapon dice
// average (or the legacy flat Attack for a weaponless build), the always-on
// per-hit riders (Divine Strike, Sneak Attack, Hunter's Mark, rage), then the
// multiplicative damage bonus. Crit chance and once-per-fight openers are not
// modelled — a coarse mean is enough for a capped-stakes bout decided over two
// orientations.
func duelPerHitDamage(pc Combatant) float64 {
base := float64(pc.Stats.Attack)
if w := pc.Stats.Weapon; w != nil {
if pc.Stats.TwoHandedMode && w.HasProperty(PropVersatile) && w.VersaCount > 0 {
base = float64(w.VersaCount)*(float64(w.VersaSides)+1)/2 +
float64(pc.Stats.AbilityModForDamage) + float64(w.MagicBonus)
} else {
base = avgWeaponDamage(w, pc.Stats.AbilityModForDamage)
}
}
riders := float64(pc.Mods.DivineStrikePerHit)
riders += float64(pc.Mods.SneakAttackDie) * 3.5
riders += float64(pc.Mods.HuntersMarkDie) * 3.5
if pc.Mods.BerserkerRage {
riders += float64(pc.Mods.RageMeleeDmg)
}
perHit := (base + riders) * (1 + pc.Mods.DamageBonus)
if perHit < 1 {
perHit = 1
}
return perHit
}
// duelPerRoundProcDamage is the expected per-round damage from a fighter's
// companion strikes — a Cleric's spiritual weapon and a Beastmaster's pet —
// which land once per round on a proc roll rather than per weapon hit. The live
// fighter rolls these natively in the engine; folding their expectation into the
// synth enemy's round damage keeps both orientations comparable for those
// builds (each formula is Dmg + d5, mean +3).
func duelPerRoundProcDamage(pc Combatant) float64 {
dmg := pc.Mods.SpiritWeaponProc * (float64(pc.Mods.SpiritWeaponDmg) + 3)
dmg += pc.Mods.PetAttackProc * (float64(pc.Mods.PetAttackDmg) + 3)
return dmg
}
// synthDuelEnemy turns a fighter's player Combatant into the monster-shaped
// enemy the opposite fighter faces. HP, AC and AttackBonus carry over verbatim
// (to-hit stays faithful — the enemy rolls d20 + AttackBonus vs the attacker's
// AC exactly as the player does). DamageReduct carries over too, so a
// Barbarian's / Monk's flat mitigation is as tanky as the enemy as it is as the
// live PC. Offense is the lossy term: the enemy path deals a flat Attack, so a
// whole round — weapon swings (per-hit × (1 + extra attacks)) plus the expected
// companion-strike damage — is folded into one enemy Attack, preserving expected
// round damage while widening variance (a wash across the two orientations).
//
// Deliberately NOT modelled on the enemy side (accepted scope — the plan frames
// duels as bragging rights and puts class-vs-class PvP balance explicitly out of
// scope): reactive one-shots the enemy engine has no channel for — heal items,
// wards, the Sovereign death-save, the arcane ward buffer — and spell damage,
// which buildZoneCombatants never wires for the live caster either, so a caster
// fights weapon-only in both orientations. Defense is dropped: the weapon-damage
// path players use reads DamageReduct, not the enemy's Defense stat.
func synthDuelEnemy(pc Combatant) Combatant {
swings := 1 + pc.Mods.ExtraAttacks
roundDmg := duelPerHitDamage(pc)*float64(swings) + duelPerRoundProcDamage(pc)
return Combatant{
Name: pc.Name,
IsPlayer: false,
Stats: CombatStats{
MaxHP: pc.Stats.MaxHP,
AC: pc.Stats.AC,
AttackBonus: pc.Stats.AttackBonus,
Attack: int(math.Round(roundDmg)),
},
Mods: CombatModifiers{DamageReduct: pc.Mods.DamageReduct},
}
}
// duelResult is the two-orientation verdict. challengerMargin/challengedMargin
// are aggregate remaining-HP fractions across both bouts (0..2 each); the higher
// wins. decisive is true when one fighter won both orientations outright — pure
// narration, the margin is what decides.
type duelResult struct {
challengerWins bool
draw bool
decisive bool
challengerFrac float64
challengedFrac float64
}
func hpFraction(end, start int) float64 {
if start <= 0 {
return 0
}
if end < 0 {
end = 0
}
return float64(end) / float64(start)
}
// resolveDuel runs the bout both ways and decides on the aggregate HP margin.
// Orientation 1 seats the challenger as the live fighter against the challenged
// player's stat block; orientation 2 swaps them. Each fighter's margin sums the
// HP fraction they kept as the live fighter in one bout and as the stat block in
// the other, so the attacker's-kit advantage is applied to both fighters once
// and cancels. rng is threaded for the seeded characterization/unit tests; nil
// is production (package-global RNG).
func resolveDuel(challenger, challenged Combatant, rng *rand.Rand) duelResult {
r1 := simulateCombatWithRNG(challenger, synthDuelEnemy(challenged), defaultCombatPhases, rng)
r2 := simulateCombatWithRNG(challenged, synthDuelEnemy(challenger), defaultCombatPhases, rng)
cFrac := hpFraction(r1.PlayerEndHP, r1.PlayerStartHP) + hpFraction(r2.EnemyEndHP, r2.EnemyStartHP)
dFrac := hpFraction(r1.EnemyEndHP, r1.EnemyStartHP) + hpFraction(r2.PlayerEndHP, r2.PlayerStartHP)
res := duelResult{challengerFrac: cFrac, challengedFrac: dFrac}
switch {
case cFrac > dFrac:
res.challengerWins = true
case dFrac > cFrac:
res.challengerWins = false
default:
res.draw = true
}
// Decisive = the winner also took both orientations outright.
if !res.draw {
if res.challengerWins {
res.decisive = r1.PlayerWon && !r2.PlayerWon
} else {
res.decisive = r2.PlayerWon && !r1.PlayerWon
}
}
return res
}
// ── Command surface ──────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDuelCmd(ctx MessageContext, args string) error {
args = strings.TrimSpace(args)
fields := strings.Fields(args)
if len(fields) == 0 {
return p.SendReply(ctx.RoomID, ctx.EventID,
"⚔️ **Duels** — challenge another adventurer to a staked, no-death bout.\n"+
"`!duel @user [stake]` — throw down · `!duel accept` / `!duel decline` · `!duel status`")
}
switch strings.ToLower(fields[0]) {
case "accept":
return p.acceptDuel(ctx)
case "decline":
return p.declineDuel(ctx)
case "status":
return p.duelStatusCmd(ctx)
default:
return p.issueDuel(ctx, fields)
}
}
func (p *AdventurePlugin) issueDuel(ctx MessageContext, fields []string) error {
targetID, ok := p.ResolveUser(fields[0], ctx.RoomID)
if !ok {
return p.SendReply(ctx.RoomID, ctx.EventID, "Could not resolve that user. Usage: `!duel @user [stake]`")
}
if targetID == ctx.Sender {
return p.SendReply(ctx.RoomID, ctx.EventID, "You can't duel yourself.")
}
// Serialise the one-duel gate, balance check and escrow so two rapid `!duel`
// from the same challenger can't both pass duelInvolves and double-debit.
lock := p.advUserLock(ctx.Sender)
lock.Lock()
defer lock.Unlock()
challenger, err := loadAdvCharacter(ctx.Sender)
if err != nil || challenger == nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no adventurer. Type `!adventure` to create one.")
}
lvl, reason := p.duelEligible(challenger)
if reason != "" {
return p.SendReply(ctx.RoomID, ctx.EventID, duelIneligibleSelf(reason))
}
challenged, err := loadAdvCharacter(targetID)
if err != nil || challenged == nil {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("%s has no adventurer to duel.", p.DisplayName(targetID)))
}
if _, reason := p.duelEligible(challenged); reason != "" {
return p.SendReply(ctx.RoomID, ctx.EventID,
fmt.Sprintf("%s can't duel right now (%s).", p.DisplayName(targetID), reason))
}
if challenged.BabysitActive {
return p.SendReply(ctx.RoomID, ctx.EventID,
fmt.Sprintf("%s left word with the Babysitting Service — no duels while they're away.", p.DisplayName(targetID)))
}
// One duel at a time per player, either side — the escrow makes overlaps a
// double-commit of the same euros.
if duelInvolves(ctx.Sender) {
return p.SendReply(ctx.RoomID, ctx.EventID, "You already have a duel in flight. Resolve it first.")
}
if duelInvolves(targetID) {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("%s already has a duel in flight.", p.DisplayName(targetID)))
}
// Shared 7-day per-pair cooldown across both duel kinds (records table).
if last := lastDuelBetween(ctx.Sender, targetID); !last.IsZero() && time.Since(last) < rivalSamePairCooldown {
wait := rivalSamePairCooldown - time.Since(last)
return p.SendReply(ctx.RoomID, ctx.EventID,
fmt.Sprintf("You've dueled %s too recently. Try again %s.", p.DisplayName(targetID), formatDuration(wait)))
}
stake, err := p.parseDuelStake(fields, lvl)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, err.Error())
}
if bal := p.euro.GetBalance(ctx.Sender); int(bal) < stake {
return p.SendReply(ctx.RoomID, ctx.EventID,
fmt.Sprintf("You can't cover a €%d stake — you have €%d.", stake, int(bal)))
}
// Escrow the challenger's stake now (debited to nowhere; the pot/winner split
// redistributes it on resolution, and expiry/decline refunds it).
if !p.euro.Debit(ctx.Sender, float64(stake), "duel_escrow") {
return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't hold your stake. Try again.")
}
ch := &advDuelChallenge{
ChallengeID: uuid.NewString(),
ChallengerID: ctx.Sender,
ChallengedID: targetID,
Stake: stake,
ExpiresAt: time.Now().UTC().Add(duelAcceptWindow),
}
insertDuelChallenge(ch)
p.SendDM(targetID, fmt.Sprintf(
"⚔️ **%s challenges you to a duel!**\n\nStake: €%d each — winner takes 70%% of the pot.\n"+
"No death, no hospital bill. Just bragging rights.\n\n`!duel accept` or `!duel decline` — you have 24 hours.",
p.DisplayName(ctx.Sender), stake))
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"⚔️ You throw down the gauntlet before **%s** for €%d. They have 24 hours to answer.",
p.DisplayName(targetID), stake))
}
// parseDuelStake reads the optional stake argument, defaulting to the cap for
// the challenger's level and clamping into [duelMinStake, duelMaxStake].
func (p *AdventurePlugin) parseDuelStake(fields []string, level int) (int, error) {
maxStake := duelMaxStake(level)
if len(fields) < 2 {
return maxStake, nil
}
raw := strings.TrimPrefix(fields[1], "€")
stake := 0
if _, err := fmt.Sscanf(raw, "%d", &stake); err != nil || stake <= 0 {
return 0, fmt.Errorf("that's not a valid stake. Usage: `!duel @user [stake]`")
}
if stake < duelMinStake {
return 0, fmt.Errorf("minimum stake is €%d", duelMinStake)
}
if stake > maxStake {
return 0, fmt.Errorf("your stake is capped at €%d (level %d × €%d)", maxStake, level, duelStakePerLvl)
}
return stake, nil
}
func (p *AdventurePlugin) acceptDuel(ctx MessageContext) error {
// Serialise a player's own accept so a double-submit can't debit twice.
lock := p.advUserLock(ctx.Sender)
lock.Lock()
defer lock.Unlock()
ch := pendingDuelForChallenged(ctx.Sender)
if ch == nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no pending duel to accept.")
}
// Cheap validation first — these leave the challenge open (the player can
// revive/earn and retry, or decline to release the challenger's escrow).
challenged, err := loadAdvCharacter(ctx.Sender)
if err != nil || challenged == nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no adventurer.")
}
if _, reason := p.duelEligible(challenged); reason != "" {
return p.SendReply(ctx.RoomID, ctx.EventID, duelIneligibleSelf(reason))
}
if bal := p.euro.GetBalance(ctx.Sender); int(bal) < ch.Stake {
return p.SendReply(ctx.RoomID, ctx.EventID,
fmt.Sprintf("You can't cover the €%d stake — you have €%d. `!duel decline` to back out.", ch.Stake, int(bal)))
}
// The challenger may have died or dropped below the gate during the 24h
// window. If so, cancel the duel: claim the row (so the ticker/decline can't
// also refund) and hand the challenger their escrow back.
challenger, cerr := loadAdvCharacter(ch.ChallengerID)
if cerr != nil || challenger == nil {
if claimDuelChallenge(ch.ChallengeID) {
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_challenger_gone")
}
return p.SendReply(ctx.RoomID, ctx.EventID, "Your challenger is no longer available. The duel is off.")
}
if _, reason := p.duelEligible(challenger); reason != "" {
if claimDuelChallenge(ch.ChallengeID) {
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_challenger_ineligible")
p.SendDM(ch.ChallengerID, fmt.Sprintf(
"⚔️ Your duel with **%s** was called off — you can't fight right now. Your €%d stake is refunded.",
p.DisplayName(ctx.Sender), ch.Stake))
}
return p.SendReply(ctx.RoomID, ctx.EventID,
fmt.Sprintf("**%s** can't duel right now (%s). The challenge is off.", p.DisplayName(ch.ChallengerID), reason))
}
// Build both fighters BEFORE debiting the challenged player, so the deep
// sheet-loading / combat code (the panic-prone part) runs while nobody but
// the challenger is committed. A build failure refunds only the challenger.
challengerC, err1 := p.buildDuelist(ch.ChallengerID)
challengedC, err2 := p.buildDuelist(ctx.Sender)
if err1 != nil || err2 != nil {
if claimDuelChallenge(ch.ChallengeID) {
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_error")
}
return p.SendReply(ctx.RoomID, ctx.EventID, "The duel couldn't be staged. The challenger's stake is refunded.")
}
// Commit: claim the row (exactly one path wins), then take the challenged
// player's stake. From here both stakes are held and resolution is pure
// arithmetic — no further build or DB read that could panic mid-payout.
if !claimDuelChallenge(ch.ChallengeID) {
return p.SendReply(ctx.RoomID, ctx.EventID, "That duel is no longer available.")
}
if !p.euro.Debit(ctx.Sender, float64(ch.Stake), "duel_escrow") {
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_error")
return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't hold your stake. The duel is off.")
}
return p.settleDuel(ctx, ch, challengerC, challengedC)
}
func (p *AdventurePlugin) declineDuel(ctx MessageContext) error {
// Same lock as accept so a player's own accept/decline can't interleave; the
// claim is the real guard, but the lock keeps the read→claim window tight.
lock := p.advUserLock(ctx.Sender)
lock.Lock()
defer lock.Unlock()
ch := pendingDuelForChallenged(ctx.Sender)
if ch == nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no pending duel to decline.")
}
if !claimDuelChallenge(ch.ChallengeID) {
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no pending duel to decline.")
}
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_declined")
p.SendDM(ch.ChallengerID, fmt.Sprintf(
"🛡️ **%s** declined your duel. Your €%d stake is refunded.", p.DisplayName(ctx.Sender), ch.Stake))
return p.SendReply(ctx.RoomID, ctx.EventID, "You decline the duel. No harm done.")
}
func (p *AdventurePlugin) duelStatusCmd(ctx MessageContext) error {
if ch := pendingDuelForChallenged(ctx.Sender); ch != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"⚔️ **%s** has challenged you for €%d. `!duel accept` / `!duel decline` (expires %s).",
p.DisplayName(ch.ChallengerID), ch.Stake, formatDuration(time.Until(ch.ExpiresAt))))
}
// Any challenge we issued that's still pending?
c := &advDuelChallenge{}
err := db.Get().QueryRow(`
SELECT challenge_id, challenger_id, challenged_id, stake, expires_at, created_at
FROM adventure_duel_challenges
WHERE challenger_id = ? AND expires_at > CURRENT_TIMESTAMP
ORDER BY created_at DESC LIMIT 1`, string(ctx.Sender)).Scan(
&c.ChallengeID, &c.ChallengerID, &c.ChallengedID, &c.Stake, &c.ExpiresAt, &c.CreatedAt)
if err == nil {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
"⚔️ You've challenged **%s** for €%d. Waiting on their answer (expires %s).",
p.DisplayName(c.ChallengedID), c.Stake, formatDuration(time.Until(c.ExpiresAt))))
}
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no duels in flight. `!duel @user [stake]` to start one.")
}
// ── Resolution ───────────────────────────────────────────────────────────────
// settleDuel resolves the two-orientation bout, splits the pooled 2×stake,
// records the result, and DMs both players. By the time it runs the challenge
// row is claimed, both fighters are built, and both stakes are held — so from
// here it is pure arithmetic and message sends, nothing that can panic and
// strand the pool. On an exact HP-margin tie both stakes are refunded.
func (p *AdventurePlugin) settleDuel(ctx MessageContext, ch *advDuelChallenge, challengerC, challengedC Combatant) error {
res := resolveDuel(challengerC, challengedC, nil)
if res.draw {
// Exact HP-margin tie: refund both, record nothing, no cooldown burned.
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_draw")
p.euro.Credit(ch.ChallengedID, float64(ch.Stake), "duel_refund_draw")
draw := fmt.Sprintf("⚔️ **%s** and **%s** fought to a standstill. Both stakes refunded.",
p.DisplayName(ch.ChallengerID), p.DisplayName(ch.ChallengedID))
p.SendDM(ch.ChallengerID, draw)
p.SendDM(ch.ChallengedID, draw)
return p.SendReply(ctx.RoomID, ctx.EventID, draw)
}
winnerID, loserID := ch.ChallengedID, ch.ChallengerID
if res.challengerWins {
winnerID, loserID = ch.ChallengerID, ch.ChallengedID
}
winnerShare, potShare := duelPayout(ch.Stake)
p.euro.Credit(winnerID, float64(winnerShare), "duel_win")
if potShare > 0 {
communityPotAdd(potShare)
// The rake came out of a pool both funded; attribute it half each.
trackTaxPaid(winnerID, potShare/2)
trackTaxPaid(loserID, potShare-potShare/2)
}
upsertRivalRecord(winnerID, loserID, true)
upsertRivalRecord(loserID, winnerID, false)
p.announceDuel(ctx, winnerID, loserID, ch.Stake, winnerShare, potShare, res.decisive)
return nil
}
func (p *AdventurePlugin) announceDuel(ctx MessageContext, winnerID, loserID id.UserID, stake, winnerShare, potShare int, decisive bool) {
winName, loseName := p.DisplayName(winnerID), p.DisplayName(loserID)
flair := pickDuelFlavor(duelWinFlavor)
if decisive {
flair = pickDuelFlavor(duelDecisiveFlavor)
}
p.SendDM(winnerID, fmt.Sprintf(
"⚔️ **You beat %s!**\n\n*%s*\n\nYou take €%d (net +€%d). €%d went to the community pot.",
loseName, flair, winnerShare, winnerShare-stake, potShare))
p.SendDM(loserID, fmt.Sprintf(
"⚔️ **%s bested you.**\n\n*%s*\n\nYou're down €%d — but you walk away, no worse for wear.",
winName, pickDuelFlavor(duelLossFlavor), stake))
// Broadcast the result to the games room for bragging rights — unless the
// duel was accepted there, in which case the SendReply below already covers
// it and a second line would just be noise.
if gr := gamesRoom(); gr != "" && gr != ctx.RoomID {
verb := "defeated"
if decisive {
verb = "decisively defeated"
}
p.SendMessage(gr, fmt.Sprintf("⚔️ **%s** %s **%s** in a duel for €%d.", winName, verb, loseName, stake))
}
// Confirm in the room the challenge was accepted from too.
p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("⚔️ **%s** wins the duel, taking €%d.", winName, winnerShare))
}
// expireDuelChallenges refunds and clears any challenge whose 24h window lapsed.
// Rides the 1-minute event ticker (no new goroutine); only the challenger was
// escrowed, so only they are refunded.
func (p *AdventurePlugin) expireDuelChallenges() {
for _, ch := range loadExpiredDuelChallenges() {
// Claim before refunding: if an accept/decline already took this row at
// the 24h boundary, we must not also refund the challenger.
if !claimDuelChallenge(ch.ChallengeID) {
continue
}
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_expired")
p.SendDM(ch.ChallengerID, fmt.Sprintf(
"⌛ **%s** never answered your duel. Your €%d stake is refunded.",
p.DisplayName(ch.ChallengedID), ch.Stake))
}
}
func duelIneligibleSelf(reason string) string {
switch reason {
case "dead":
return "You can't duel while dead. Visit `!hospital` first."
case "no adventurer":
return "You have no adventurer. Type `!adventure` to create one."
default:
return fmt.Sprintf("You need to be at least level %d to duel.", duelMinLevel)
}
}
// ── Flavor ───────────────────────────────────────────────────────────────────
var duelWinFlavor = []string{
"Steel rang, and the crowd knew its champion.",
"A clean finish — you left them nothing to answer with.",
"They fought well. You fought better.",
}
var duelDecisiveFlavor = []string{
"It was over before it began. Utterly one-sided.",
"You never gave them a foothold. A rout.",
"The arena barely had time to hush.",
}
var duelLossFlavor = []string{
"You'll want that one back. Next time.",
"A hard lesson — but only your pride is bleeding.",
"Close, in places. Not close enough.",
}
func pickDuelFlavor(pool []string) string {
if len(pool) == 0 {
return ""
}
return pool[rand.IntN(len(pool))]
}

View File

@@ -0,0 +1,274 @@
package plugin
import (
"math"
"math/rand/v2"
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
func newDuelTestDB(t *testing.T) {
t.Helper()
db.Close()
if err := db.Init(t.TempDir()); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
}
// duelSeed builds a deterministic RNG so the two-orientation resolver is
// reproducible across runs — the production path passes nil (global RNG).
func duelSeed(i uint64) *rand.Rand { return rand.New(rand.NewPCG(0x1d4e11, i)) }
func TestDuelPayout(t *testing.T) {
// Both escrow 2000 → pool 4000 → winner 70% (2800), pot 30% (1200).
w, pot := duelPayout(2000)
if w != 2800 || pot != 1200 {
t.Fatalf("duelPayout(2000) = (%d, %d), want (2800, 1200)", w, pot)
}
// The pot always gets exactly what the winner doesn't; nothing is minted
// or lost against the pooled 2×stake.
for _, stake := range []int{100, 137, 999, 6000} {
w, pot := duelPayout(stake)
if w+pot != stake*2 {
t.Errorf("duelPayout(%d): winner+pot = %d, want pool %d", stake, w+pot, stake*2)
}
if w <= pot {
t.Errorf("duelPayout(%d): winner %d should exceed pot %d", stake, w, pot)
}
}
}
func TestDuelMaxStake(t *testing.T) {
if got := duelMaxStake(5); got != 2500 {
t.Fatalf("duelMaxStake(5) = %d, want 2500", got)
}
}
func TestDuelPerHitDamage(t *testing.T) {
// 1d8 (avg 4.5) + ability mod 3 = 7.5 base, + Divine Strike 2 = 9.5,
// × (1 + 0.25 damage bonus) = 11.875.
pc := Combatant{
Stats: CombatStats{
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8},
AbilityModForDamage: 3,
},
Mods: CombatModifiers{DivineStrikePerHit: 2, DamageBonus: 0.25},
}
got := duelPerHitDamage(pc)
if math.Abs(got-11.875) > 1e-9 {
t.Fatalf("duelPerHitDamage = %v, want 11.875", got)
}
// Weaponless build falls back to the flat Attack stat.
bare := Combatant{Stats: CombatStats{Attack: 9}}
if got := duelPerHitDamage(bare); got != 9 {
t.Fatalf("weaponless duelPerHitDamage = %v, want 9", got)
}
// A build that computes to <1 is floored to 1 (a fight always deals damage).
weak := Combatant{Stats: CombatStats{Attack: 0}}
if got := duelPerHitDamage(weak); got != 1 {
t.Fatalf("floored duelPerHitDamage = %v, want 1", got)
}
}
func TestSynthDuelEnemy(t *testing.T) {
pc := Combatant{
Name: "Aria",
IsPlayer: true,
Stats: CombatStats{
MaxHP: 123,
AC: 17,
AttackBonus: 8,
Defense: 5,
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8},
AbilityModForDamage: 3,
},
Mods: CombatModifiers{ExtraAttacks: 1}, // two swings/round
}
e := synthDuelEnemy(pc)
if e.IsPlayer {
t.Error("synthesised enemy must not be flagged IsPlayer")
}
if e.Ability != nil {
t.Error("v1 synth enemy carries no MonsterAbility")
}
// HP / AC / to-hit carry over verbatim: to-hit stays faithful both ways.
if e.Stats.MaxHP != 123 || e.Stats.AC != 17 || e.Stats.AttackBonus != 8 {
t.Errorf("stat carryover wrong: got HP=%d AC=%d AB=%d", e.Stats.MaxHP, e.Stats.AC, e.Stats.AttackBonus)
}
// Damage: per-hit (7.5) × swings (2) folded into one flat Attack = 15.
if e.Stats.Attack != 15 {
t.Errorf("folded Attack = %d, want 15 (7.5 × 2 swings)", e.Stats.Attack)
}
}
// TestResolveDuel_StrongerWinsRegardlessOfRole pins that a clearly superior
// build wins whether it issues or receives the challenge — the two-orientation
// resolver must not hand the win to the attacker seat.
func TestResolveDuel_StrongerWinsRegardlessOfRole(t *testing.T) {
strong := Combatant{
Name: "Champion", IsPlayer: true,
Stats: CombatStats{
MaxHP: 220, AC: 19, AttackBonus: 12,
Weapon: &WeaponProfile{DamageCount: 2, DamageSides: 8}, AbilityModForDamage: 5, WeaponProficient: true,
},
}
weak := Combatant{
Name: "Novice", IsPlayer: true,
Stats: CombatStats{
MaxHP: 45, AC: 11, AttackBonus: 3,
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 4}, AbilityModForDamage: 0, WeaponProficient: true,
},
}
for i := uint64(0); i < 50; i++ {
if r := resolveDuel(strong, weak, duelSeed(i)); r.draw || !r.challengerWins {
t.Fatalf("seed %d: strong-as-challenger should win, got %+v", i, r)
}
if r := resolveDuel(weak, strong, duelSeed(i)); r.draw || r.challengerWins {
t.Fatalf("seed %d: strong-as-challenged should win, got %+v", i, r)
}
}
}
// TestResolveDuel_IdenticalFightersAreUnbiased is the fairness guarantee that
// justifies running both orientations: with two identical builds neither the
// challenger nor the challenged seat may have a systematic edge. A single-
// orientation model (attacker uses full kit, defender is a stat block) would
// skew hard toward the challenger; the both-orientations margin cancels it.
func TestResolveDuel_IdenticalFightersAreUnbiased(t *testing.T) {
fighter := Combatant{
Name: "Mirror", IsPlayer: true,
Stats: CombatStats{
MaxHP: 110, AC: 15, AttackBonus: 7,
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8}, AbilityModForDamage: 3, WeaponProficient: true,
},
}
const n = 1200
challengerWins, draws := 0, 0
for i := uint64(0); i < n; i++ {
r := resolveDuel(fighter, fighter, duelSeed(i))
switch {
case r.draw:
draws++
case r.challengerWins:
challengerWins++
}
}
decided := n - draws
if decided == 0 {
t.Fatal("all identical-fighter duels drew — resolver isn't discriminating")
}
// Unbiased by construction (challenger wins iff D1 > D2 for iid D); allow a
// generous ±10% band so this stays a bias check, not a flaky coin-count.
rate := float64(challengerWins) / float64(decided)
if rate < 0.40 || rate > 0.60 {
t.Fatalf("challenger win rate %.3f over %d decided duels — systematic bias (want ~0.5)", rate, decided)
}
}
// TestClaimDuelChallenge pins the serialization primitive that guards every
// euro path: exactly one caller may claim a challenge, so accept/decline/expire
// can never both move money for the same row.
func TestClaimDuelChallenge(t *testing.T) {
newDuelTestDB(t)
ch := &advDuelChallenge{
ChallengeID: "duel-1",
ChallengerID: id.UserID("@a:x"),
ChallengedID: id.UserID("@b:x"),
Stake: 1000,
ExpiresAt: time.Now().UTC().Add(time.Hour),
}
insertDuelChallenge(ch)
if pendingDuelForChallenged(id.UserID("@b:x")) == nil {
t.Fatal("challenge should be pending for the challenged player before any claim")
}
if !duelInvolves(id.UserID("@a:x")) || !duelInvolves(id.UserID("@b:x")) {
t.Fatal("duelInvolves should see both parties while the challenge is live")
}
if !claimDuelChallenge("duel-1") {
t.Fatal("first claim must succeed")
}
if claimDuelChallenge("duel-1") {
t.Fatal("second claim must fail — the row is gone, so no double refund/payout")
}
if pendingDuelForChallenged(id.UserID("@b:x")) != nil {
t.Fatal("claimed challenge must no longer be pending")
}
}
func TestLoadExpiredDuelChallenges(t *testing.T) {
newDuelTestDB(t)
insertDuelChallenge(&advDuelChallenge{
ChallengeID: "live", ChallengerID: "@a:x", ChallengedID: "@b:x",
Stake: 500, ExpiresAt: time.Now().UTC().Add(time.Hour),
})
insertDuelChallenge(&advDuelChallenge{
ChallengeID: "stale", ChallengerID: "@c:x", ChallengedID: "@d:x",
Stake: 500, ExpiresAt: time.Now().UTC().Add(-time.Hour),
})
got := loadExpiredDuelChallenges()
if len(got) != 1 || got[0].ChallengeID != "stale" {
t.Fatalf("loadExpiredDuelChallenges = %+v, want only the stale one", got)
}
}
// TestSynthDuelEnemy_PortsDefenseAndProcs pins the fidelity carry-overs added
// after review: a tank's DamageReduct rides onto the synth enemy, and companion
// procs fold their expected damage into its round Attack.
func TestSynthDuelEnemy_PortsDefenseAndProcs(t *testing.T) {
pc := Combatant{
Stats: CombatStats{
MaxHP: 100, AC: 15, AttackBonus: 6,
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8}, AbilityModForDamage: 2, // 6.5/hit
},
Mods: CombatModifiers{
DamageReduct: 0.6, // Barbarian-style mitigation
SpiritWeaponProc: 0.5, SpiritWeaponDmg: 4, // expected 0.5×(4+3)=3.5/round
},
}
e := synthDuelEnemy(pc)
if e.Mods.DamageReduct != 0.6 {
t.Errorf("DamageReduct not ported: got %v, want 0.6", e.Mods.DamageReduct)
}
// One swing (6.5) + proc expectation (3.5) = 10 → rounded 10.
if e.Stats.Attack != 10 {
t.Errorf("folded Attack = %d, want 10 (6.5 weapon + 3.5 proc)", e.Stats.Attack)
}
}
func TestParseDuelStake(t *testing.T) {
p := &AdventurePlugin{}
const level = 5 // cap = 2500
// No stake → default to the cap.
if got, err := p.parseDuelStake([]string{"@u"}, level); err != nil || got != 2500 {
t.Fatalf("default stake = (%d, %v), want (2500, nil)", got, err)
}
// Explicit in-band stake, with and without the € prefix.
if got, err := p.parseDuelStake([]string{"@u", "€1500"}, level); err != nil || got != 1500 {
t.Fatalf("€1500 stake = (%d, %v), want (1500, nil)", got, err)
}
// Over the cap is rejected.
if _, err := p.parseDuelStake([]string{"@u", "9999"}, level); err == nil {
t.Error("stake above cap should error")
}
// Below the floor is rejected.
if _, err := p.parseDuelStake([]string{"@u", "10"}, level); err == nil {
t.Error("stake below the minimum should error")
}
// Garbage is rejected.
if _, err := p.parseDuelStake([]string{"@u", "lots"}, level); err == nil {
t.Error("non-numeric stake should error")
}
}

View File

@@ -124,6 +124,10 @@ func (p *AdventurePlugin) eventTicker() {
// World boss (N6/C3): auto-spawn the monthly Siege on the 1st and
// resolve one whose 72h window has lapsed. Own dedup inside.
p.worldBossTick()
// Duels (N6/C2): refund and clear any challenge whose 24h accept
// window lapsed.
p.expireDuelChallenges()
}
}
}