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Adventure: protect consumables from Robbie and 'sell all'
Consumables (auto-crafted from foraged ingredients or dropped from T2+ activities) are a curated stockpile — selling them should be an explicit choice, not a side effect. Two surfaces tightened: - Robbie's qualifying-items filter now skips Type == "consumable" the same way it skips Arena gear and cards. - !adventure sell all leaves consumables in inventory and reports them in the kept-items tally. The merchant message points players at !adventure sell <name> for explicit consumable sales. !adventure sell <name> still works fine on consumables — that path is already explicit by definition. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -184,8 +184,10 @@ func (p *AdventurePlugin) robbieVisitPlayer(userID id.UserID, displayName string
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func robbieQualifyingItems(inv []AdvItem, equip map[EquipmentSlot]*AdvEquipment) []AdvItem {
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var result []AdvItem
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for _, item := range inv {
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// Never touch Arena gear or cards
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if item.Type == "ArenaGear" || item.Type == "card" {
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// Never touch Arena gear, cards, or consumables. Consumables are a
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// player-curated stockpile (crafted or dropped); selling them is an
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// explicit decision the player must make themselves.
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if item.Type == "ArenaGear" || item.Type == "card" || item.Type == "consumable" {
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continue
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}
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