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

@@ -31,28 +31,37 @@ func petXPToNextLevel(level int) int {
}
}
// petGrantXP adds XP to the pet and handles level-ups. Returns true if leveled up.
// petGrantXP adds a per-action XP grant to the pet and handles level-ups.
// Returns true if leveled up. Shares the level-up loop with the babysit trickle
// via advancePetLevelsFromXP.
func petGrantXP(pet *PetState) bool {
if !pet.HasPet() || pet.Level >= 10 {
if !pet.HasPet() {
return false
}
return advancePetLevelsFromXP(&pet.XP, &pet.Level, &pet.Level10Date, int(petXPPerAction*100))
}
pet.XP += int(petXPPerAction * 100) // store as centixp for precision
// advancePetLevelsFromXP adds centi-XP to a pet and applies any level-ups, up
// to the level-10 cap, stamping the level-10 date on first reaching it. Shared
// by both pet slots (the babysit trickle). Returns true if the pet leveled.
func advancePetLevelsFromXP(xp, level *int, level10Date *string, addCentiXP int) bool {
if *level >= 10 {
return false
}
*xp += addCentiXP
leveled := false
for pet.Level < 10 {
needed := petXPToNextLevel(pet.Level) * 100
if pet.XP < needed {
for *level < 10 {
needed := petXPToNextLevel(*level) * 100
if *xp < needed {
break
}
pet.XP -= needed
pet.Level++
*xp -= needed
*level++
leveled = true
}
if pet.Level >= 10 && pet.Level10Date == "" {
pet.Level10Date = time.Now().UTC().Format("2006-01-02")
if *level >= 10 && *level10Date == "" {
*level10Date = time.Now().UTC().Format("2006-01-02")
}
return leveled
}
@@ -206,6 +215,23 @@ func petShouldArrive(pet PetState, house HouseState) bool {
return rand.Float64() < 0.30
}
// petShouldArrive2 gates the SECOND companion (N4/E1). It needs a Tier-4 Estate
// and an established first pet — the second animal wanders in to join the first,
// not an empty house. A chased-away second pet does not re-arrive (Misty's
// reactivation is a pet-1 mechanic).
func petShouldArrive2(pet1, pet2 PetState, house HouseState) bool {
if pet2.Arrived || pet2.ChasedAway {
return false
}
if house.Tier < 4 {
return false
}
if !pet1.HasPet() {
return false
}
return rand.Float64() < 0.30
}
// maybeRollPetArrivalOnEmerge rolls the pet-arrival check when a player
// surfaces from an expedition (voluntary extract, abandon, or a survived
// forced extraction) or revives after death. The arrival roll lives on the
@@ -221,32 +247,52 @@ func (p *AdventurePlugin) maybeRollPetArrivalOnEmerge(userID id.UserID) {
pet, _ := loadPetState(userID)
house, _ := loadHouseState(userID)
if petShouldArrive(pet, house) {
p.petArrivalDM(userID)
p.petArrivalDM(userID, 1)
return
}
// A Tier-4 Estate can draw a second companion once the first is settled.
pet2, _ := loadPet2State(userID)
if petShouldArrive2(pet, pet2, house) {
p.petArrivalDM(userID, 2)
}
}
// petArrivalDM sends the initial "there's an animal in your house" DM.
func (p *AdventurePlugin) petArrivalDM(userID id.UserID) {
// petArrivalDM sends the initial "there's an animal in your house" DM for the
// given slot (1 or 2).
func (p *AdventurePlugin) petArrivalDM(userID id.UserID, slot int) {
// Don't overwrite an existing pending interaction
if _, exists := p.pending.Load(string(userID)); exists {
return
}
text := "There's an animal in your house. It looks like a...\n\n" +
intro := "There's an animal in your house. It looks like a..."
if slot == 2 {
intro = "There's *another* animal in your house. Your first pet seems unbothered. It looks like a..."
}
text := intro + "\n\n" +
"🚪 Chase it away\n" +
"🍖 Feed it\n\n" +
"Reply with `chase` or `feed`."
p.pending.Store(string(userID), &advPendingInteraction{
Type: "pet_arrival",
Data: &advPendingPetArrival{},
Data: &advPendingPetArrival{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
_ = p.SendDM(userID, text)
}
// petSlotFromData reads a Slot off any pending-pet payload, defaulting to slot 1
// for the zero value so older/first-pet interactions are unaffected.
func petSlotFromData(slot int) int {
if slot == 2 {
return 2
}
return 1
}
// resolvePetArrival handles the chase/feed response.
func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext, interaction *advPendingInteraction) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
@@ -256,13 +302,18 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
slot := petSlotFromData(interaction.Data.(*advPendingPetArrival).Slot)
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
if reply == "chase" || reply == "🚪" {
char.PetChasedAway = true
char.PetReactivated = false
if slot == 2 {
char.Pet2ChasedAway = true
char.Pet2Reactivated = false
} else {
char.PetChasedAway = true
char.PetReactivated = false
}
_ = saveAdvCharacter(char)
_ = upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(char))
return p.SendDM(ctx.Sender, "You chased it away. It disappeared around the corner and didn't come back.\n\nThe house is quiet again.")
}
@@ -276,7 +327,7 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_type",
Data: &advPendingPetType{},
Data: &advPendingPetType{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, text)
@@ -285,18 +336,19 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
// Invalid response — re-prompt
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_arrival",
Data: &advPendingPetArrival{},
Data: &advPendingPetArrival{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, "Reply with `chase` or `feed`.")
}
// resolvePetType handles dog/cat selection.
func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
func (p *AdventurePlugin) resolvePetType(ctx MessageContext, interaction *advPendingInteraction) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
slot := petSlotFromData(interaction.Data.(*advPendingPetType).Slot)
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
petType := ""
@@ -309,7 +361,7 @@ func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
if petType == "" {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_type",
Data: &advPendingPetType{},
Data: &advPendingPetType{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, "Reply with `dog` or `cat`.")
@@ -317,7 +369,7 @@ func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_name",
Data: &advPendingPetName{PetType: petType},
Data: &advPendingPetName{PetType: petType, Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
@@ -355,24 +407,36 @@ func (p *AdventurePlugin) resolvePetName(ctx MessageContext, interaction *advPen
return p.SendDM(ctx.Sender, "Name can only contain letters, numbers, spaces, hyphens, and apostrophes. Try again.")
}
char.PetType = data.PetType
char.PetName = name
char.PetArrived = true
char.PetChasedAway = false
char.PetLevel = 1
char.PetXP = 0
if petSlotFromData(data.Slot) == 2 {
char.Pet2Type = data.PetType
char.Pet2Name = name
char.Pet2Arrived = true
char.Pet2ChasedAway = false
char.Pet2Level = 1
char.Pet2XP = 0
} else {
char.PetType = data.PetType
char.PetName = name
char.PetArrived = true
char.PetChasedAway = false
char.PetLevel = 1
char.PetXP = 0
}
if err := saveAdvCharacter(char); err != nil {
return p.SendDM(ctx.Sender, "Failed to save.")
}
_ = upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(char))
emoji := "🐶"
if data.PetType == "cat" {
emoji = "🐱"
}
return p.SendDM(ctx.Sender, fmt.Sprintf("%s **%s** has moved in.\n\nBreed: Massive %s.\nLevel: 1\n\n%s will join you in combat. %s will not explain their decisions.",
emoji, name, titleCase(data.PetType), name, name))
tail := fmt.Sprintf("%s will join you in combat. %s will not explain their decisions.", name, name)
if petSlotFromData(data.Slot) == 2 {
tail = fmt.Sprintf("%s fights alongside your first companion — the two share the spotlight, so together they're about as much help in a scrap as one seasoned pet. %s will not explain their decisions.", name, name)
}
return p.SendDM(ctx.Sender, fmt.Sprintf("%s **%s** has moved in.\n\nBreed: Massive %s.\nLevel: 1\n\n%s",
emoji, name, titleCase(data.PetType), tail))
}
// ── Morning Pet Events ─────────────────────────────────────────────────────