WIP: in-flight combat/expedition/flavor changes

Bundle of uncommitted working-tree edits across combat engine, expedition
cycle, flavor pools, and TwinBee/zone narration. Includes new files:
combat_debug.go, dnd_boss_consumables.go, dnd_dex_floor.go, plus
CHANGES_24H.md and REBALANCE_NOTES.md scratch notes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-12 21:59:19 -07:00
parent 2b86f3df16
commit 4e412219f3
49 changed files with 1381 additions and 444 deletions

View File

@@ -7,24 +7,43 @@ import (
"time"
)
// Phase 6 — !rest short / !rest long.
// !rest short / !rest long.
//
// Short rest: 1h cooldown, no daily-action cost. Recovers 1d6+CON HP at L1-4
// and 2*(1d6+CON) at L5+ (matching v1.0 §10.1's "x2 at level 5+" line).
// Short rest: spend 1 hit-dice charge (max charges = character level,
// restored on long rest). Heals 1d6+CON HP, x2 at L5+. Sets a 1h activity
// lockout — the character is *actually resting* for that hour and can't
// !zone enter / !expedition start until the timer expires.
//
// Long rest: 24h cooldown. Requires housing (HouseTier > 0) OR pays the
// Thom Krooke inn (200 euros). Full HP recovery; resources reset (none yet
// in Phase 6, but the wiring is in place for Phase 7+).
// Long rest: 24h cooldown. Full HP recovery, restores all short rest
// charges, sets an 8h activity lockout. Requires housing (HouseTier > 0)
// OR pays the Thom Krooke inn (200 euros). Slot/spell refresh runs here.
//
// These commands operate on the D&D layer only. The legacy `!adventure` menu
// "rest" choice is unchanged — it remains the daily-action narrative day-skip.
// These commands operate on the D&D layer only. The legacy `!adventure`
// menu "rest" choice is unchanged — it remains the daily-action narrative
// day-skip.
const (
dndShortRestCooldown = 1 * time.Hour
dndLongRestCooldown = 24 * time.Hour
dndInnCost = 200
dndLongRestCooldown = 24 * time.Hour
dndShortRestLockoutHours = 1
dndLongRestLockoutHours = 8
dndInnCost = 200
)
// restingLockoutRemaining returns the time left on a character's rest
// lockout (zero if not currently resting). Callers gate !zone enter and
// !expedition start on this so a freshly-rested character can't
// immediately jump back into combat.
func restingLockoutRemaining(c *DnDCharacter) time.Duration {
if c == nil || c.RestingUntil == nil {
return 0
}
remaining := time.Until(*c.RestingUntil)
if remaining <= 0 {
return 0
}
return remaining
}
func (p *AdventurePlugin) handleDnDRestCmd(ctx MessageContext, args string) error {
args = strings.TrimSpace(strings.ToLower(args))
switch args {
@@ -40,8 +59,8 @@ func (p *AdventurePlugin) handleDnDRestCmd(ctx MessageContext, args string) erro
func dndRestHelpText() string {
return "🛌 **Adv 2.0 Rest**\n\n" +
"`!rest short` — 1h cooldown. Recovers 1d6 + CON HP. No action cost.\n" +
"`!rest long` — 24h cooldown. Full HP recovery. Requires housing or pays the inn (€200)."
"`!rest short` — spend 1 hit-dice charge. Heals 1d6 + CON HP (x2 at L5+). Locks zone/expedition for **1 hour**.\n" +
"`!rest long` — once per 24h. Full HP, restores hit-dice charges. Locks zone/expedition for **8 hours**. Requires housing or pays the inn (€200)."
}
// ── Short rest ───────────────────────────────────────────────────────────────
@@ -57,17 +76,12 @@ func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
return p.SendDM(ctx.Sender, "Couldn't load your character.")
}
if c.LastShortRestAt != nil {
elapsed := time.Since(*c.LastShortRestAt)
if elapsed < dndShortRestCooldown {
remaining := dndShortRestCooldown - elapsed
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Short rest on cooldown — %s remaining.", formatRespecDuration(remaining)))
}
if c.ShortRestCharges <= 0 {
return p.SendDM(ctx.Sender,
"You're out of short rest charges. Take a `!rest long` to restore them.")
}
if c.HPCurrent >= c.HPMax {
return p.SendDM(ctx.Sender, "You're already at full HP. Save the rest for when you need it.")
return p.SendDM(ctx.Sender, "You're already at full HP. Save the charge for when you need it.")
}
conMod := abilityModifier(c.CON)
@@ -85,16 +99,19 @@ func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
if c.HPCurrent > c.HPMax {
c.HPCurrent = c.HPMax
}
c.ShortRestCharges--
now := time.Now().UTC()
c.LastShortRestAt = &now
lockoutEnd := now.Add(dndShortRestLockoutHours * time.Hour)
c.RestingUntil = &lockoutEnd
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
}
msg := fmt.Sprintf(
"🛌 **Short rest.** You recover **%d HP** (%d→%d / %d).\n_Next short rest available in 1 hour._",
c.HPCurrent-before, before, c.HPCurrent, c.HPMax)
"🛌 **Short rest.** You recover **%d HP** (%d→%d / %d).\n_Charges remaining: %d. You're resting — `!zone` and `!expedition` locked for 1 hour._",
c.HPCurrent-before, before, c.HPCurrent, c.HPMax, c.ShortRestCharges)
if line := dndRestShortFlavorLine(); line != "" {
msg += "\n\n_" + line + "_"
}
@@ -141,6 +158,7 @@ func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
c.HPCurrent = c.HPMax
c.TempHP = 0
c.ShortRestCharges = c.Level
// Phase 10 SUB2a — long rest clears one level of exhaustion (5e: a
// long rest clears one). For Berserker who racks up exhaustion via
// Frenzy, this is the recovery cadence.
@@ -149,6 +167,8 @@ func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
}
now := time.Now().UTC()
c.LastLongRestAt = &now
lockoutEnd := now.Add(dndLongRestLockoutHours * time.Hour)
c.RestingUntil = &lockoutEnd
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
@@ -170,8 +190,8 @@ func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
loc = fmt.Sprintf("the inn (€%d spent)", dndInnCost)
}
msg := fmt.Sprintf(
"🌙 **Long rest** at %s. Full HP recovered (%d/%d).\n_Next long rest available in 24 hours._",
loc, c.HPCurrent, c.HPMax)
"🌙 **Long rest** at %s. Full HP recovered (%d/%d). Hit-dice charges restored: **%d**.\n_You're resting — `!zone` and `!expedition` locked for 8 hours. Next long rest in 24 hours._",
loc, c.HPCurrent, c.HPMax, c.ShortRestCharges)
// HomeLongRest pool when at home; generic RestLong otherwise.
if line := dndRestLongFlavorLine(hasHousing); line != "" {
msg += "\n\n_" + line + "_"