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adventure: ask 7 — apply web equipment management (poll half)
Mirror of Pete's ask 7. gogobee polls the equip queue and applies the new
actions against the five standard gear slots:
- equip: routes MasterworkGear/ArenaGear to applyMasterworkEquip (evicts
any special occupant back to the pack; downgrade-blocked), else the
existing applyMagicEquip.
- unequip: EquipmentSlot vocabulary -> applyMasterworkUnequip (resets the
slot to its tier-0 default, keeps the row), else applyMagicUnequip.
- upgrade: purchaseEquipmentTier, euro-idempotent (DebitIdem keyed on the
order GUID), downgrade + max-tier guarded.
- repair: repair(), euro-idempotent, recomputes blacksmithRepairCost.
Detail push now carries Slots (EquipSlotView x5) + Balance; itemViews gives
masterwork/arena backpack rows an equip id; the compare decorator is guarded
to magic-only. buildDetailSnapshot is a method so it can read the euro balance.
Retry-safety: no CreditIdem refund on a later save fault (would double-pay a
guid-guarded retry) — we return retry=true and let the next poll re-run, since
the debit is guid-idempotent and the slot write is idempotent. Matches the
casino escrow precedent. Unit tests cover downgrade block, max-tier,
insufficient funds, idempotent replay, eviction, and take-off reset.
Deploy AFTER Pete: Pete's ingest must accept the new verdict strings before
this side emits them.
This commit is contained in:
@@ -388,6 +388,31 @@ type PlayerDetail struct {
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Equipped []ItemView `json:"equipped,omitempty"`
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House HouseView `json:"house"`
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Pets []PetView `json:"pets,omitempty"`
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// Slots is the 5 standard equipment slots (weapon/armor/helmet/boots/tool) for
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// the web management panel. Worn masterwork/arena pieces surface here (via
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// CanTakeOff), not in Equipped, which stays magic-only (the DnD slots).
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Slots []EquipSlotView `json:"slots,omitempty"`
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// Balance is the owner's euro balance, for the web's upgrade/repair confirm.
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Balance float64 `json:"balance,omitempty"`
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}
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// EquipSlotView is one of the 5 standard equipment slots, carrying what the web
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// management panel needs: what's worn now, whether it round-trips to the pack
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// (masterwork/arena), the next tier's name and price for an upgrade offer, and a
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// repair cost when the piece is damaged. Pete renders it and trusts only these
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// facts — a client-forged tier or price is resolved back against this view.
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type EquipSlotView struct {
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Slot string `json:"slot"` // weapon|armor|helmet|boots|tool
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Name string `json:"name"`
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Tier int `json:"tier"`
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Condition int `json:"condition"`
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Masterwork bool `json:"masterwork,omitempty"`
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ArenaTier int `json:"arena_tier,omitempty"`
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CanTakeOff bool `json:"can_take_off,omitempty"` // masterwork/arena → round-trippable
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NextTier int `json:"next_tier,omitempty"` // 0 = at max tier (5)
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NextName string `json:"next_name,omitempty"`
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NextPrice float64 `json:"next_price,omitempty"`
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RepairCost int `json:"repair_cost,omitempty"` // 0 = full condition
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}
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// ItemView is one item in the private panels — backpack, vault, or worn.
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@@ -692,7 +717,8 @@ type EquipOrder struct {
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ItemID int64 `json:"item_id"`
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ItemName string `json:"item_name"`
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Slot string `json:"slot"`
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Action string `json:"action"`
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Action string `json:"action"` // equip / unequip / upgrade / repair
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Tier int `json:"tier"` // upgrade target tier (an EquipmentSlot tier); unused by the others
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Status string `json:"status"`
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CreatedAt int64 `json:"created_at"`
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}
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@@ -138,7 +138,7 @@ func TestDetailSnapshotKeyedByLocalpart(t *testing.T) {
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t.Fatalf("saveAdvCharacter: %v", err)
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}
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snap, err := buildDetailSnapshot(time.Now().UTC())
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snap, err := (&AdventurePlugin{}).buildDetailSnapshot(time.Now().UTC())
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if err != nil {
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t.Fatalf("buildDetailSnapshot: %v", err)
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}
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@@ -189,7 +189,7 @@ func TestDetailSnapshotIgnoresOptOut(t *testing.T) {
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}
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// ...but the private detail set keeps them both.
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detail, err := buildDetailSnapshot(time.Now().UTC())
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detail, err := (&AdventurePlugin{}).buildDetailSnapshot(time.Now().UTC())
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if err != nil {
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t.Fatalf("buildDetailSnapshot: %v", err)
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}
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@@ -218,7 +218,7 @@ func TestDetailSnapshotSkipsDeadPlayers(t *testing.T) {
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t.Fatalf("kill player: %v", err)
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}
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snap, err := buildDetailSnapshot(time.Now().UTC())
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snap, err := (&AdventurePlugin{}).buildDetailSnapshot(time.Now().UTC())
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if err != nil {
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t.Fatalf("buildDetailSnapshot: %v", err)
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}
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@@ -142,6 +142,21 @@ func (p *AdventurePlugin) applyEquipOrder(owner id.UserID, order peteclient.Equi
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// a different item — this is a clean miss, not a wrong hit.
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return "rejected_not_owned", "That item wasn't in your pack anymore.", false
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}
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// Masterwork/arena pieces equip into a standard slot; everything else takes
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// the magic-item path. Type alone routes it — the id resolved the same row.
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if it.Type == "MasterworkGear" || it.Type == "ArenaGear" {
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out, err := applyMasterworkEquip(owner, it)
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if errors.Is(err, errItemNotEquippable) {
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return "rejected_not_equippable", "That item can't be worn.", false
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}
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if errors.Is(err, errEquipDowngrade) {
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return "rejected_downgrade", "That isn't an upgrade over what you're wearing.", false
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}
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if err != nil {
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return "", "", true // transient DB fault
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}
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return "applied", masterworkEquipDetail(out), false
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}
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out, err := applyMagicEquip(owner, it)
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if errors.Is(err, errItemNotEquippable) {
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return "rejected_not_equippable", "That item can't be worn.", false
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@@ -152,6 +167,19 @@ func (p *AdventurePlugin) applyEquipOrder(owner id.UserID, order peteclient.Equi
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return "applied", equipAppliedDetail(out), false
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case "unequip":
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// A standard slot (weapon/armor/…) takes a masterwork/arena piece off; a DnD
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// slot takes a magic item off. The vocabularies are disjoint, so the slot
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// string alone tells the two apart.
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if isEquipmentSlot(order.Slot) {
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out, err := applyMasterworkUnequip(owner, EquipmentSlot(order.Slot))
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if errors.Is(err, errSlotEmpty) {
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return "rejected_not_worn", "There was nothing to take off there.", false
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}
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if err != nil {
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return "", "", true
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}
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return "applied", fmt.Sprintf("Took %s off, back in your pack.", out.Name), false
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}
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out, err := applyMagicUnequip(owner, DnDSlot(order.Slot))
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if errors.Is(err, errSlotEmpty) {
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return "rejected_not_worn", "That slot was already empty.", false
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@@ -165,6 +193,12 @@ func (p *AdventurePlugin) applyEquipOrder(owner id.UserID, order peteclient.Equi
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}
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return "applied", note, false
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case "upgrade":
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return p.purchaseEquipmentTier(owner, EquipmentSlot(order.Slot), order.Tier, order.GUID)
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case "repair":
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return p.repairSlot(owner, EquipmentSlot(order.Slot), order.GUID)
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default:
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// Pete validates the action before it ever queues an order, so this is a
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// contract breach, not a user mistake. Reject permanently rather than spin.
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323
internal/plugin/pete_equip_manage.go
Normal file
323
internal/plugin/pete_equip_manage.go
Normal file
@@ -0,0 +1,323 @@
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package plugin
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// Ask 7: full equipment management from the web.
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//
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// The magic-item equip path (magic_items_gameplay.go) only ever touched the DnD
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// slots — off_hand, rings, and the like — which are almost always empty. Almost
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// everything a player actually wears lives in the OTHER two systems: the 5
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// standard EquipmentSlots (weapon/armor/helmet/boots/tool), whose power is the
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// slot's integer Tier, and the masterwork/arena pieces that get equipped INTO a
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// standard slot. This file is the game-side of managing all of that from Pete:
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//
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// - applyMasterworkEquip / applyMasterworkUnequip — move a masterwork/arena
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// piece between the pack and a standard slot (no money).
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// - purchaseEquipmentTier — buy the next standard tier with euros (confirm-gated
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// on the web), the headless twin of the shop's advBuyEquipment.
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// - repairSlot — mend a slot's condition with euros, the headless twin of the
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// blacksmith's executeRepair.
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// - buildEquipSlotViews — the owner-only snapshot the web panel renders from.
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//
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// The two euro-spending mutators run on the retrying poll wire, so every money
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// move goes through the idempotent euro variants keyed on the order guid: a
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// re-offered order that already debited skips the charge and just re-runs the
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// idempotent slot write. That is why neither refunds on a later DB fault — a
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// refund keyed on a fresh id, followed by a guid-guarded retry that no longer
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// re-debits, would hand the player both the gear and their money back. The casino
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// escrow (pete_games.go) settles the same way: idempotent move, then retry.
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import (
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"errors"
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"fmt"
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"log/slog"
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"gogobee/internal/peteclient"
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"maunium.net/go/mautrix/id"
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)
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// errEquipDowngrade is a permanent refusal: the incoming piece is no better than
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// what is worn. Downgrades are blocked by user decision (equip and upgrade both).
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var errEquipDowngrade = errors.New("equip: would be a downgrade")
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// mwEquipOutcome is what a masterwork/arena equip did, for the verdict note.
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type mwEquipOutcome struct {
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Name string
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Slot EquipmentSlot
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Tier int
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Arena bool
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SwappedBack string // the special occupant evicted back to the pack, or ""
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}
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// applyMasterworkEquip wears one masterwork/arena backpack piece into its standard
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// slot, mirroring the magic path's anti-duplication ordering: evict any special
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// occupant, then remove the incoming row FIRST, then write the slot, restoring the
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// row on a save fault. One implementation of that ordering per family of gear —
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// the DM confirm handler (adventure_masterwork.go) is the message-carrying twin.
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func applyMasterworkEquip(uid id.UserID, it AdvItem) (mwEquipOutcome, error) {
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if it.Slot == "" || (it.Type != "MasterworkGear" && it.Type != "ArenaGear") {
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return mwEquipOutcome{}, errItemNotEquippable
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}
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equip, err := loadAdvEquipment(uid)
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if err != nil {
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return mwEquipOutcome{}, err
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}
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slot := it.Slot
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cur := equip[slot]
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// Downgrade block: the incoming effective tier must beat the current occupant.
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incoming := &AdvEquipment{Tier: it.Tier}
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if it.Type == "ArenaGear" {
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incoming.ArenaTier = it.Tier
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} else {
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incoming.Masterwork = true
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}
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if advEffectiveTier(incoming) <= advEffectiveTier(cur) {
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return mwEquipOutcome{}, errEquipDowngrade
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}
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// Evict a special occupant back to the pack. A plain shop-tier occupant is not
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// an item — it is just the slot's tier — so it is overwritten, not evicted, the
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// same as the DM confirm handler and the shop.
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var swappedBack string
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if cur != nil && (cur.Masterwork || cur.ArenaTier > 0) {
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old := AdvItem{Name: cur.Name, Type: "MasterworkGear", Tier: cur.Tier, Slot: slot, SkillSource: cur.SkillSource}
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if cur.ArenaTier > 0 {
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old.Type = "ArenaGear"
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}
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if err := addAdvInventoryItem(uid, old); err != nil {
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return mwEquipOutcome{}, err
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}
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swappedBack = cur.Name
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}
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// Destructive op first: pull the incoming row before writing the slot, so a save
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// fault can't leave it both worn and in the pack. Restore it on failure.
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if err := removeAdvInventoryItem(it.ID); err != nil {
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return mwEquipOutcome{}, err
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}
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eq := cur
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if eq == nil {
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eq = &AdvEquipment{Slot: slot}
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}
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eq.Tier = it.Tier
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eq.Condition = 100
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eq.Name = it.Name
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eq.ActionsUsed = 0
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if it.Type == "ArenaGear" {
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eq.Masterwork = false
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eq.SkillSource = ""
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eq.ArenaTier = it.Tier
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eq.ArenaSet = ""
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if gs := arenaGearByName(it.Name); gs != nil {
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eq.ArenaSet = gs.SetKey
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}
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} else {
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eq.ArenaTier = 0
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eq.ArenaSet = ""
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eq.Masterwork = true
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eq.SkillSource = it.SkillSource
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}
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if err := saveAdvEquipment(uid, eq); err != nil {
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restored := AdvItem{Name: it.Name, Type: it.Type, Tier: it.Tier, Value: it.Value, Slot: it.Slot, SkillSource: it.SkillSource}
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if rbErr := addAdvInventoryItem(uid, restored); rbErr != nil {
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slog.Error("equip: masterwork save failed AND inventory rollback failed",
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"user", uid, "item", it.Name, "save_err", err, "rollback_err", rbErr)
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}
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return mwEquipOutcome{}, err
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}
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return mwEquipOutcome{Name: it.Name, Slot: slot, Tier: it.Tier, Arena: it.Type == "ArenaGear", SwappedBack: swappedBack}, nil
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}
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// mwUnequipOutcome is what a masterwork/arena take-off did.
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type mwUnequipOutcome struct {
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Name string
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Slot EquipmentSlot
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}
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// applyMasterworkUnequip takes a worn masterwork/arena piece off a standard slot,
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// returns it to the pack, and resets the slot to its tier-0 default. A plain
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// shop-tier slot has nothing round-trippable (its tier is not an item), so that is
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// errSlotEmpty — reverting a shop tier is not a take-off. The 5 slot rows are an
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// invariant (PK user_id+slot), so the row is reset, never deleted. Destructive op
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// first — reset the slot, then mint the pack row, restoring the slot on failure —
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// mirroring the magic unequip so a fault can't duplicate the piece.
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func applyMasterworkUnequip(uid id.UserID, slot EquipmentSlot) (mwUnequipOutcome, error) {
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equip, err := loadAdvEquipment(uid)
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if err != nil {
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return mwUnequipOutcome{}, err
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}
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cur := equip[slot]
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if cur == nil || (!cur.Masterwork && cur.ArenaTier == 0) {
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return mwUnequipOutcome{}, errSlotEmpty
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}
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prev := *cur // snapshot for rollback
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def0 := equipmentTiers[slot][0]
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reset := &AdvEquipment{Slot: slot, Tier: 0, Condition: 100, Name: def0.Name, ActionsUsed: 0, ArenaTier: 0, ArenaSet: "", Masterwork: false, SkillSource: ""}
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if err := saveAdvEquipment(uid, reset); err != nil {
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return mwUnequipOutcome{}, err
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}
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old := AdvItem{Name: cur.Name, Type: "MasterworkGear", Tier: cur.Tier, Slot: slot, SkillSource: cur.SkillSource}
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if cur.ArenaTier > 0 {
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old.Type = "ArenaGear"
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}
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if err := addAdvInventoryItem(uid, old); err != nil {
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if rbErr := saveAdvEquipment(uid, &prev); rbErr != nil {
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slog.Error("equip: masterwork take-off failed AND slot rollback failed",
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"user", uid, "slot", slot, "add_err", err, "rollback_err", rbErr)
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}
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return mwUnequipOutcome{}, err
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}
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return mwUnequipOutcome{Name: cur.Name, Slot: slot}, nil
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}
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// purchaseEquipmentTier buys a standard slot's tier with euros — the headless twin
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// of advBuyEquipment, minus flavor. It returns a terminal verdict for Pete or
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// retry=true for a transient fault. Money moves once, keyed on the order guid; the
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// web only ever offers the next tier over a PLAIN shop-tier slot (buildEquipSlotViews
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// suppresses the offer on special gear), so there is no occupant to evict here and
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// the whole body is idempotent under a re-offered order.
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func (p *AdventurePlugin) purchaseEquipmentTier(uid id.UserID, slot EquipmentSlot, tier int, guid string) (status, detail string, retry bool) {
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defs, ok := equipmentTiers[slot]
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if !ok {
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return "rejected_not_equippable", "That isn't an equipment slot.", false
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}
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if tier < 1 || tier >= len(defs) {
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// tier 0 is the free default, not a purchase; >= len is past the top tier.
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return "rejected_max_tier", "That slot is already at the top tier.", false
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}
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def := defs[tier]
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equip, err := loadAdvEquipment(uid)
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if err != nil {
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return "", "", true
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}
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cur := equip[slot]
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if cur != nil {
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// Buying a shop tier over a special piece strips its bonus — a downgrade in
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// practice even when the raw number rises. Take it off first, then buy.
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if cur.Masterwork || cur.ArenaTier > 0 {
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return "rejected_downgrade", "Take off your special gear in that slot before buying a tier.", false
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}
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if cur.Tier >= def.Tier {
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return "rejected_downgrade", "You already have that tier or better.", false
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}
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}
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price := def.Price
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if !p.euro.HasExternalTx(guid) {
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ok, _, err := p.euro.DebitIdem(uid, price, "adventure_equip_upgrade", guid)
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if err != nil {
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return "", "", true
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}
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if !ok {
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return "rejected_insufficient_funds", fmt.Sprintf("That upgrade costs €%.0f and you can't cover it.", price), false
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}
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}
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eq := &AdvEquipment{Slot: slot, Tier: def.Tier, Condition: 100, Name: def.Name, ActionsUsed: 0}
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if err := saveAdvEquipment(uid, eq); err != nil {
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// No refund: the debit is guid-idempotent, so the next poll re-runs this with
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// the charge already settled and only the (idempotent) slot write left to do.
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// Refunding here would double-pay once that retry lands the gear.
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return "", "", true
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}
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return "applied", fmt.Sprintf("Upgraded your %s to %s (T%d) for €%.0f.", slot, def.Name, def.Tier, price), false
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}
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// repairSlot mends one standard slot's condition with euros — the headless twin of
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// the blacksmith's executeRepair. Idempotent on the order guid: the debit runs
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// once, and setting condition to 100 is itself idempotent, so a re-offered order is
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// safe with no refund.
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func (p *AdventurePlugin) repairSlot(uid id.UserID, slot EquipmentSlot, guid string) (status, detail string, retry bool) {
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equip, err := loadAdvEquipment(uid)
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if err != nil {
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return "", "", true
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}
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eq := equip[slot]
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if eq == nil {
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return "rejected_not_worn", "There's nothing in that slot to repair.", false
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}
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cost := blacksmithRepairCost(eq)
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if cost <= 0 {
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// Already full — nothing to charge for. Report it as applied so the order
|
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// reaches a terminal state rather than parking.
|
||||
return "applied", "That piece was already at full condition.", false
|
||||
}
|
||||
if !p.euro.HasExternalTx(guid) {
|
||||
ok, _, err := p.euro.DebitIdem(uid, float64(cost), "adventure_repair", guid)
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
if !ok {
|
||||
return "rejected_insufficient_funds", fmt.Sprintf("The repair costs €%d and you can't cover it.", cost), false
|
||||
}
|
||||
}
|
||||
eq.Condition = 100
|
||||
if err := saveAdvEquipment(uid, eq); err != nil {
|
||||
return "", "", true // retry; the idempotent debit means no double-charge
|
||||
}
|
||||
return "applied", fmt.Sprintf("Repaired your %s for €%d.", eq.Name, cost), false
|
||||
}
|
||||
|
||||
// buildEquipSlotViews is the owner-only snapshot of the 5 standard slots the web
|
||||
// management panel renders from. Worn masterwork/arena pieces surface here (via
|
||||
// CanTakeOff), not in the magic Equipped set. An upgrade is offered only over a
|
||||
// plain shop-tier slot below max — a special piece is taken off, not shop-upgraded.
|
||||
func buildEquipSlotViews(uid id.UserID) []peteclient.EquipSlotView {
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
return nil
|
||||
}
|
||||
var out []peteclient.EquipSlotView
|
||||
for _, slot := range allSlots {
|
||||
eq := equip[slot]
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
v := peteclient.EquipSlotView{
|
||||
Slot: string(slot),
|
||||
Name: eq.Name,
|
||||
Tier: eq.Tier,
|
||||
Condition: eq.Condition,
|
||||
Masterwork: eq.Masterwork,
|
||||
ArenaTier: eq.ArenaTier,
|
||||
CanTakeOff: eq.Masterwork || eq.ArenaTier > 0,
|
||||
RepairCost: blacksmithRepairCost(eq),
|
||||
}
|
||||
if !eq.Masterwork && eq.ArenaTier == 0 && eq.Tier < 5 {
|
||||
next := equipmentTiers[slot][eq.Tier+1]
|
||||
v.NextTier = next.Tier
|
||||
v.NextName = next.Name
|
||||
v.NextPrice = next.Price
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// masterworkEquipDetail turns a masterwork/arena equip outcome into the verdict
|
||||
// note Pete shows.
|
||||
func masterworkEquipDetail(out mwEquipOutcome) string {
|
||||
kind := "masterwork"
|
||||
if out.Arena {
|
||||
kind = "arena"
|
||||
}
|
||||
b := fmt.Sprintf("Now worn in your %s slot (%s T%d).", out.Slot, kind, out.Tier)
|
||||
if out.SwappedBack != "" {
|
||||
b += fmt.Sprintf(" %s went back to your pack.", out.SwappedBack)
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
// isEquipmentSlot reports whether a slot string names one of the 5 standard slots.
|
||||
// The magic DnD slots and the standard slots are disjoint vocabularies, so this
|
||||
// alone routes an unequip to the right path.
|
||||
func isEquipmentSlot(slot string) bool {
|
||||
for _, s := range allSlots {
|
||||
if string(s) == slot {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
314
internal/plugin/pete_equip_manage_test.go
Normal file
314
internal/plugin/pete_equip_manage_test.go
Normal file
@@ -0,0 +1,314 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Ask 7: the headless equipment mutators the web equip queue drives. These pin the
|
||||
// rules that cross the wire — downgrade block, max tier, insufficient funds,
|
||||
// idempotent replay (one debit), masterwork evict/overwrite/take-off — at the
|
||||
// gogobee end, on real rows.
|
||||
|
||||
// seedEquipPlayer stands up a playable adventurer (player_meta + tier-0 gear) with
|
||||
// a euro plugin funded to `bankroll`, and returns the wired AdventurePlugin.
|
||||
func seedEquipPlayer(t *testing.T, uid id.UserID, bankroll float64) *AdventurePlugin {
|
||||
t.Helper()
|
||||
if err := createAdvCharacter(uid, "Rurina"); err != nil {
|
||||
t.Fatalf("createAdvCharacter: %v", err)
|
||||
}
|
||||
euro := &EuroPlugin{}
|
||||
euro.ensureBalance(uid)
|
||||
if bankroll > 0 {
|
||||
euro.Credit(uid, bankroll, "test bankroll")
|
||||
}
|
||||
return &AdventurePlugin{euro: euro}
|
||||
}
|
||||
|
||||
func slotOf(t *testing.T, uid id.UserID, slot EquipmentSlot) *AdvEquipment {
|
||||
t.Helper()
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
t.Fatalf("loadAdvEquipment: %v", err)
|
||||
}
|
||||
return equip[slot]
|
||||
}
|
||||
|
||||
// TestPurchaseEquipmentTierHappyAndIdempotentDebit: buying the next tier debits
|
||||
// once and raises the slot, and the euro move is keyed on the order guid so a
|
||||
// re-offer moves no money. (A re-offer never re-enters this function in prod — the
|
||||
// equip_applied_orders ledger short-circuits it — but the guid is the belt to that
|
||||
// suspenders, and the retry-after-save-fault path below leans on it directly.)
|
||||
func TestPurchaseEquipmentTierHappyAndIdempotentDebit(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
p := seedEquipPlayer(t, uid, 100000)
|
||||
|
||||
before := p.euro.GetBalance(uid)
|
||||
price := equipmentTiers[SlotBoots][1].Price // Dead Man's Boots, €75
|
||||
|
||||
status, _, retry := p.purchaseEquipmentTier(uid, SlotBoots, 1, "guid-up-1")
|
||||
if retry || status != "applied" {
|
||||
t.Fatalf("upgrade = %q retry=%v, want applied", status, retry)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotBoots); got.Tier != 1 || got.Name != equipmentTiers[SlotBoots][1].Name {
|
||||
t.Fatalf("boots slot = %+v, want tier 1", got)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != before-price {
|
||||
t.Fatalf("balance = %.2f, want %.2f (one debit of %.2f)", got, before-price, price)
|
||||
}
|
||||
// The guid is now a settled money move: a replayed debit on it is a no-op.
|
||||
if !p.euro.HasExternalTx("guid-up-1") {
|
||||
t.Fatal("the upgrade debit was not logged under the order guid")
|
||||
}
|
||||
if ok, _, err := p.euro.DebitIdem(uid, price, "adventure_equip_upgrade", "guid-up-1"); err != nil || !ok {
|
||||
t.Fatalf("replayed debit = ok:%v err:%v, want a no-op ok", ok, err)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != before-price {
|
||||
t.Fatalf("replayed debit double-charged: balance = %.2f, want %.2f", got, before-price)
|
||||
}
|
||||
|
||||
// The retry-after-save-fault path: a prior attempt debited but its slot write
|
||||
// never landed, so the slot is still tier 0. The retry must skip the debit
|
||||
// (guid already settled) and finish the write, moving no further money.
|
||||
helmetGUID := "guid-helm"
|
||||
hprice := equipmentTiers[SlotHelmet][1].Price
|
||||
if ok, _, err := p.euro.DebitIdem(uid, hprice, "adventure_equip_upgrade", helmetGUID); err != nil || !ok {
|
||||
t.Fatalf("seed prior debit = ok:%v err:%v", ok, err)
|
||||
}
|
||||
mid := p.euro.GetBalance(uid)
|
||||
status, _, retry = p.purchaseEquipmentTier(uid, SlotHelmet, 1, helmetGUID)
|
||||
if retry || status != "applied" {
|
||||
t.Fatalf("retry after fault = %q retry=%v, want applied", status, retry)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotHelmet); got.Tier != 1 {
|
||||
t.Fatalf("helmet not upgraded on retry: tier %d", got.Tier)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != mid {
|
||||
t.Fatalf("retry re-debited: balance %.2f → %.2f", mid, got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPurchaseEquipmentTierRejections: a downgrade, a special-gear slot, the top
|
||||
// tier, and an empty wallet all bounce without moving the slot or the money.
|
||||
func TestPurchaseEquipmentTierRejections(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
p := seedEquipPlayer(t, uid, 100000)
|
||||
|
||||
// Lift boots to tier 3 so we have something to (not) downgrade from.
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "seed-t3"); s != "applied" {
|
||||
t.Fatalf("seed to tier 3 = %q", s)
|
||||
}
|
||||
// Same tier or lower is a downgrade.
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "g-eq"); s != "rejected_downgrade" {
|
||||
t.Errorf("re-buy same tier = %q, want rejected_downgrade", s)
|
||||
}
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 2, "g-down"); s != "rejected_downgrade" {
|
||||
t.Errorf("buy lower tier = %q, want rejected_downgrade", s)
|
||||
}
|
||||
// Past the top tier.
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 6, "g-max"); s != "rejected_max_tier" {
|
||||
t.Errorf("buy tier 6 = %q, want rejected_max_tier", s)
|
||||
}
|
||||
// A special piece in the slot: buying a plain tier over it strips the bonus.
|
||||
weapon := slotOf(t, uid, SlotWeapon)
|
||||
weapon.Masterwork = true
|
||||
weapon.Tier = 2
|
||||
weapon.Name = "Miner's Masterwork Blade"
|
||||
weapon.SkillSource = "mining"
|
||||
if err := saveAdvEquipment(uid, weapon); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotWeapon, 3, "g-special"); s != "rejected_downgrade" {
|
||||
t.Errorf("buy plain over masterwork = %q, want rejected_downgrade", s)
|
||||
}
|
||||
|
||||
// Insufficient funds: a broke player can't buy a €30000 tier-5 weapon.
|
||||
broke := id.UserID("@broke:test")
|
||||
pb := seedEquipPlayer(t, broke, 0)
|
||||
bal := pb.euro.GetBalance(broke)
|
||||
if s, _, _ := pb.purchaseEquipmentTier(broke, SlotWeapon, 5, "g-broke"); s != "rejected_insufficient_funds" {
|
||||
t.Errorf("broke upgrade = %q, want rejected_insufficient_funds", s)
|
||||
}
|
||||
if got := pb.euro.GetBalance(broke); got != bal {
|
||||
t.Errorf("a rejected upgrade moved money: %.2f → %.2f", bal, got)
|
||||
}
|
||||
if got := slotOf(t, broke, SlotWeapon); got.Tier != 0 {
|
||||
t.Errorf("a rejected upgrade changed the slot: tier %d", got.Tier)
|
||||
}
|
||||
}
|
||||
|
||||
// TestRepairSlotHappyAndNoop: repairing a damaged slot debits the blacksmith cost
|
||||
// and restores condition; repairing a full slot is a no-op that charges nothing.
|
||||
func TestRepairSlotHappyAndNoop(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
p := seedEquipPlayer(t, uid, 100000)
|
||||
|
||||
weapon := slotOf(t, uid, SlotWeapon)
|
||||
weapon.Condition = 50
|
||||
if err := saveAdvEquipment(uid, weapon); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
cost := blacksmithRepairCost(weapon)
|
||||
if cost <= 0 {
|
||||
t.Fatalf("expected a positive repair cost, got %d", cost)
|
||||
}
|
||||
before := p.euro.GetBalance(uid)
|
||||
|
||||
status, _, retry := p.repairSlot(uid, SlotWeapon, "guid-rep-1")
|
||||
if retry || status != "applied" {
|
||||
t.Fatalf("repair = %q retry=%v, want applied", status, retry)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotWeapon); got.Condition != 100 {
|
||||
t.Fatalf("condition = %d, want 100", got.Condition)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != before-float64(cost) {
|
||||
t.Fatalf("balance = %.2f, want %.2f (debit %d)", got, before-float64(cost), cost)
|
||||
}
|
||||
|
||||
// Now at full condition: a fresh repair is an applied no-op, no charge.
|
||||
after := p.euro.GetBalance(uid)
|
||||
status, _, _ = p.repairSlot(uid, SlotWeapon, "guid-rep-2")
|
||||
if status != "applied" {
|
||||
t.Fatalf("no-op repair = %q, want applied", status)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != after {
|
||||
t.Errorf("no-op repair charged: %.2f → %.2f", after, got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestMasterworkEquipEvictsOverwritesAndTakesOff: a masterwork piece equips into a
|
||||
// plain slot (overwriting the tier), a better one evicts the special occupant back
|
||||
// to the pack, a worse one is blocked, and take-off resets the slot to tier 0.
|
||||
func TestMasterworkEquipEvictsOverwritesAndTakesOff(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
seedEquipPlayer(t, uid, 0)
|
||||
|
||||
mw := func(name string, tier int) AdvItem {
|
||||
if err := addAdvInventoryItem(uid, AdvItem{Name: name, Type: "MasterworkGear", Tier: tier, Slot: SlotWeapon, SkillSource: "mining"}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
inv, _ := loadAdvInventory(uid)
|
||||
for _, it := range inv {
|
||||
if it.Name == name {
|
||||
return it
|
||||
}
|
||||
}
|
||||
t.Fatalf("just-added item %q not in inventory", name)
|
||||
return AdvItem{}
|
||||
}
|
||||
|
||||
// Equip a T3 masterwork over the tier-0 plain weapon: it overwrites, no eviction.
|
||||
out, err := applyMasterworkEquip(uid, mw("Deepforged Blade", 3))
|
||||
if err != nil {
|
||||
t.Fatalf("equip T3: %v", err)
|
||||
}
|
||||
if out.SwappedBack != "" {
|
||||
t.Errorf("plain occupant should be overwritten, not evicted; got swap %q", out.SwappedBack)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotWeapon); !got.Masterwork || got.Tier != 3 || got.Name != "Deepforged Blade" {
|
||||
t.Fatalf("weapon = %+v, want masterwork T3 Deepforged Blade", got)
|
||||
}
|
||||
|
||||
// A better masterwork (T4) evicts the T3 back to the pack.
|
||||
out, err = applyMasterworkEquip(uid, mw("Sunforged Blade", 4))
|
||||
if err != nil {
|
||||
t.Fatalf("equip T4: %v", err)
|
||||
}
|
||||
if out.SwappedBack != "Deepforged Blade" {
|
||||
t.Errorf("evicted = %q, want Deepforged Blade", out.SwappedBack)
|
||||
}
|
||||
invHas := func(name string) bool {
|
||||
inv, _ := loadAdvInventory(uid)
|
||||
for _, it := range inv {
|
||||
if it.Name == name {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
if !invHas("Deepforged Blade") {
|
||||
t.Error("the evicted T3 masterwork is not back in the pack")
|
||||
}
|
||||
|
||||
// A worse masterwork (T2) is a blocked downgrade.
|
||||
if _, err := applyMasterworkEquip(uid, mw("Rusty Masterwork", 2)); err != errEquipDowngrade {
|
||||
t.Errorf("equip worse masterwork err = %v, want errEquipDowngrade", err)
|
||||
}
|
||||
|
||||
// Take off the worn T4: it returns to the pack and the slot resets to tier 0.
|
||||
un, err := applyMasterworkUnequip(uid, SlotWeapon)
|
||||
if err != nil {
|
||||
t.Fatalf("take off: %v", err)
|
||||
}
|
||||
if un.Name != "Sunforged Blade" {
|
||||
t.Errorf("took off %q, want Sunforged Blade", un.Name)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotWeapon); got.Masterwork || got.Tier != 0 || got.Name != equipmentTiers[SlotWeapon][0].Name {
|
||||
t.Fatalf("weapon after take-off = %+v, want tier-0 default", got)
|
||||
}
|
||||
if !invHas("Sunforged Blade") {
|
||||
t.Error("the taken-off masterwork is not back in the pack")
|
||||
}
|
||||
|
||||
// Taking off a plain slot has nothing round-trippable.
|
||||
if _, err := applyMasterworkUnequip(uid, SlotArmor); err != errSlotEmpty {
|
||||
t.Errorf("take off plain slot err = %v, want errSlotEmpty", err)
|
||||
}
|
||||
}
|
||||
|
||||
// TestBuildEquipSlotViews: the panel snapshot offers an upgrade only over a plain
|
||||
// sub-max slot, take-off only on special gear, and a repair cost only when damaged.
|
||||
func TestBuildEquipSlotViews(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
seedEquipPlayer(t, uid, 0)
|
||||
|
||||
// Boots: masterwork T3, damaged → take off + repair, no upgrade offer.
|
||||
boots := slotOf(t, uid, SlotBoots)
|
||||
boots.Masterwork = true
|
||||
boots.Tier = 3
|
||||
boots.Name = "The Wandering Sole"
|
||||
boots.Condition = 70
|
||||
if err := saveAdvEquipment(uid, boots); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Helmet: plain T2 → upgrade to T3 offered, no take off, no repair.
|
||||
helmet := slotOf(t, uid, SlotHelmet)
|
||||
helmet.Tier = 2
|
||||
helmet.Name = equipmentTiers[SlotHelmet][2].Name
|
||||
if err := saveAdvEquipment(uid, helmet); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
views := buildEquipSlotViews(uid)
|
||||
bySlot := map[string]struct {
|
||||
takeOff bool
|
||||
nextTier int
|
||||
repair int
|
||||
}{}
|
||||
for _, v := range views {
|
||||
bySlot[v.Slot] = struct {
|
||||
takeOff bool
|
||||
nextTier int
|
||||
repair int
|
||||
}{v.CanTakeOff, v.NextTier, v.RepairCost}
|
||||
}
|
||||
if len(views) != len(allSlots) {
|
||||
t.Fatalf("got %d slot views, want %d", len(views), len(allSlots))
|
||||
}
|
||||
if b := bySlot["boots"]; !b.takeOff || b.nextTier != 0 || b.repair <= 0 {
|
||||
t.Errorf("boots view = %+v, want take-off, no upgrade, positive repair", b)
|
||||
}
|
||||
if h := bySlot["helmet"]; h.takeOff || h.nextTier != 3 || h.repair != 0 {
|
||||
t.Errorf("helmet view = %+v, want upgrade to T3, no take-off, no repair", h)
|
||||
}
|
||||
// A pristine tier-0 slot: upgrade offered to T1, no take-off, no repair.
|
||||
if w := bySlot["weapon"]; w.takeOff || w.nextTier != 1 || w.repair != 0 {
|
||||
t.Errorf("weapon view = %+v, want upgrade to T1", w)
|
||||
}
|
||||
}
|
||||
@@ -97,7 +97,7 @@ func (p *AdventurePlugin) pushRoster() {
|
||||
var detailPushOK bool
|
||||
|
||||
func (p *AdventurePlugin) pushDetails() {
|
||||
snap, err := buildDetailSnapshot(time.Now().UTC())
|
||||
snap, err := p.buildDetailSnapshot(time.Now().UTC())
|
||||
if err != nil {
|
||||
slog.Error("roster: build detail snapshot failed", "err", err)
|
||||
return
|
||||
@@ -158,7 +158,7 @@ func rosterDetail(uid id.UserID, c *DnDCharacter) *peteclient.RosterDetail {
|
||||
// owner it belongs to, so hiding a player from it would only deny them their own
|
||||
// sheet. The board token rides along so Pete can match owner↔page without ever
|
||||
// reversing the one-way token.
|
||||
func buildDetailSnapshot(now time.Time) (peteclient.DetailSnapshot, error) {
|
||||
func (p *AdventurePlugin) buildDetailSnapshot(now time.Time) (peteclient.DetailSnapshot, error) {
|
||||
snap := peteclient.DetailSnapshot{SnapshotAt: now.Unix()}
|
||||
rows, err := db.Get().Query(`SELECT user_id FROM player_meta WHERE alive = 1`)
|
||||
if err != nil {
|
||||
@@ -208,6 +208,13 @@ func buildDetailSnapshot(now time.Time) (peteclient.DetailSnapshot, error) {
|
||||
pd.Vault = itemViews(items)
|
||||
}
|
||||
pd.Equipped = equippedViews(uid)
|
||||
// Ask 7: the 5 standard slots for the web management panel, plus the euro
|
||||
// balance the upgrade/repair confirm dialogs show. Balance is nil-guarded so
|
||||
// the free-standing tests (which build no euro plugin) still run.
|
||||
pd.Slots = buildEquipSlotViews(uid)
|
||||
if p.euro != nil {
|
||||
pd.Balance = p.euro.GetBalance(uid)
|
||||
}
|
||||
snap.Players = append(snap.Players, pd)
|
||||
}
|
||||
return snap, nil
|
||||
@@ -256,6 +263,12 @@ func itemViews(items []AdvItem) []peteclient.ItemView {
|
||||
} else if it.Slot != "" {
|
||||
// Shop equipment resolves by (slot, tier) — Name is decorative.
|
||||
v.Desc = equipmentDefByTier(it.Slot, it.Tier).Description
|
||||
// A masterwork/arena piece carries a real slot, so it can be worn from the
|
||||
// web (into a standard slot) — give it the equip handle. Plain shop gear in
|
||||
// the pack stays button-less: its slot is just a category, not a wearable.
|
||||
if it.Type == "MasterworkGear" || it.Type == "ArenaGear" {
|
||||
v.ID = it.ID
|
||||
}
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user