N4/E1: second pet slot for the Tier-4 Estate

An Established (Tier-4) home can draw a second companion. Both pets show up on
the sheet and the town showcase, level via babysitting, and wear their own
barding (!thom pet2buy <tier>).

Combat: both pets contribute their attack/deflect/whiff procs at half weight —
DerivePlayerStats now averages over the active pets, so a pair reads as roughly
one full pet (flavor-forward, not a stat spike; difficulty-neutral). The average
reduces to identity over a single pet (x/1==x, 0.0+x==x, 3+(2L+1)/2==3+L), and
the engines still roll one proc per channel per round, so the single-pet path
and TestCombatCharacterization golden stay byte-identical. Pinned by
TestDerivePlayerStats_OnePetIsByteIdentical + the golden.

Scope kept deliberately flavor-forward: pet 2 carries identity/level/barding and
the three combat procs only. The morning-defense buff, death/ditch-recovery
save, and the level-10 supply-shop unlock stay pet-1 mechanics — no second
defensive multiplier stacks, and the one-pet path is untouched by construction.

Storage: parallel pet2_* columns on player_meta + Pet2* mirror on
AdventureCharacter (absent == no second pet, DEFAULT '' correct for every
pre-existing row, no backfill — the N2-temper / P4-party precedent). Pet-1 code
paths are untouched. Arrival reuses the chase/feed/type/name DM flow, slot-aware,
gated HouseTier>=4 with an established first pet.

Review fixes folded in (high-effort /code-review, 3 angles): pet-2 barding block
no longer hidden when pet-1 is chased away; showcase tie-break restored
(level desc, then name); petGrantXP collapsed onto the shared level-up helper;
dead-param armor-buy wrappers inlined; pet-2 barding tagged with its own euro
ledger reason.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
prosolis
2026-07-10 15:03:57 -07:00
parent 27d6bfd361
commit 57a0ea90f2
12 changed files with 560 additions and 117 deletions

View File

@@ -92,13 +92,25 @@ type AdventureCharacter struct {
PetSupplyShopUnlocked bool
PetLevel10Date string
PetMorningDefense bool
AutoBabysit bool
AutoBabysitFocus string // mining|fishing|foraging — preferred skill for auto-babysit; "" defaults to weakest
TreasuresLocked bool // when true, treasure drops at cap are refused instead of auto-swapping
StreakDecayed bool
CraftsSucceeded int
DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
DeathLocation string // human-readable location of last death; cleared on revive is not required
// Second pet (N4/E1, Tier-4 Estate). A parallel slot, not a rewrite of the
// pet-1 fields above — see HasPet2. Carries only identity/level/barding; the
// morning-defense, ditch-recovery and supply-shop mechanics stay pet-1-only.
Pet2Type string
Pet2Name string
Pet2XP int
Pet2Level int
Pet2ArmorTier int
Pet2ChasedAway bool
Pet2Reactivated bool
Pet2Arrived bool
Pet2Level10Date string
AutoBabysit bool
AutoBabysitFocus string // mining|fishing|foraging — preferred skill for auto-babysit; "" defaults to weakest
TreasuresLocked bool // when true, treasure drops at cap are refused instead of auto-swapping
StreakDecayed bool
CraftsSucceeded int
DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
DeathLocation string // human-readable location of last death; cleared on revive is not required
}
type AdvEquipment struct {
@@ -270,6 +282,11 @@ func (c *AdventureCharacter) HasPet() bool {
return c.PetType != "" && c.PetArrived && !c.PetChasedAway
}
// HasPet2 returns true if the player has an active second pet.
func (c *AdventureCharacter) HasPet2() bool {
return c.Pet2Type != "" && c.Pet2Arrived && !c.Pet2ChasedAway
}
// HasHouse returns true if the player has purchased at least a base house.
func (c *AdventureCharacter) HasHouse() bool {
return c.HouseTier > 0 || c.HouseLoanBalance > 0