Add forward-simulating combat engine with consumables, monster abilities, and narrative rendering

Replaces the single-roll probability system for dungeon and arena combat with
a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful
mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops),
monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with
phased message delivery.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-04-18 01:05:22 -07:00
parent 08e9925d8f
commit 7c450aaefb
18 changed files with 4602 additions and 886 deletions

View File

@@ -3,6 +3,7 @@ package plugin
import (
"fmt"
"log/slog"
"math"
"math/rand/v2"
"strings"
"time"
@@ -152,7 +153,7 @@ func luigiShopGreeting(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment,
sb.WriteString("⚔️ Weapons 🛡️ Armor\n")
sb.WriteString("🪖 Helmets 👢 Boots\n")
sb.WriteString("⛏️ Tools\n\n")
sb.WriteString("⛏️ Tools 🧪 Supplies\n\n")
if showAll {
flavor, _ := advPickFlavor(luigiShowAllComment, userID, "luigi_showall")
@@ -324,11 +325,25 @@ func (p *AdventurePlugin) resolveShopCategoryChoice(ctx MessageContext, interact
return p.SendDM(ctx.Sender, fmt.Sprintf("*%s*", flavor))
}
// Check for supplies category first
if reply == "supplies" || reply == "supply" || reply == "consumables" || reply == "potions" {
balance := p.euro.GetBalance(ctx.Sender)
text := luigiSuppliesView(ctx.Sender, balance)
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_supply",
Data: data,
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
p.shopScheduleBrowseNudge(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
slot := advParseShopCategory(reply)
if slot == "" {
// Re-store pending and reprompt.
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "I didn't catch that. Reply with a category: weapons, armor, helmets, boots, or tools.")
return p.SendDM(ctx.Sender, "I didn't catch that. Reply with a category: weapons, armor, helmets, boots, tools, or supplies.")
}
_, equip, err := p.ensureCharacter(ctx.Sender)
@@ -482,6 +497,12 @@ func (p *AdventurePlugin) resolveShopConfirm(ctx MessageContext, interaction *ad
return p.SendDM(ctx.Sender, "Transaction failed. The economy is having a moment.")
}
// Community contribution: 5% of purchase price.
if potCut := int(def.Price * 0.05); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(ctx.Sender, potCut)
}
// Move old gear to inventory before replacing.
if current != nil && current.Tier > 0 {
itemType := "ShopGear"
@@ -681,6 +702,12 @@ func (p *AdventurePlugin) advBuyEquipment(userID id.UserID, slot EquipmentSlot,
return "Transaction failed. The economy is having a moment."
}
// Community contribution: 5% of purchase price.
if potCut := int(def.Price * 0.05); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(userID, potCut)
}
// Move old gear to inventory.
if current != nil && current.Tier > 0 {
itemType := "ShopGear"
@@ -767,11 +794,17 @@ func (p *AdventurePlugin) advSellAll(userID id.UserID) string {
return "Your inventory is empty. There is nothing to sell. This is a metaphor for something but now is not the time."
}
p.euro.Credit(userID, total, "adventure_sell_all")
potCut := math.Round(total * 0.05)
payout := total - potCut
p.euro.Credit(userID, payout, "adventure_sell_all")
if int(potCut) > 0 {
communityPotAdd(int(potCut))
trackTaxPaid(userID, int(potCut))
}
msg := fmt.Sprintf("Sold %d items for **€%.0f**.\n\nThe merchant took everything without comment. "+
msg := fmt.Sprintf("Sold %d items for **%s** (%s after 5%% broker fee → community pot).\n\nThe merchant took everything without comment. "+
"This is the most respect anyone has shown your loot collection. Take the money.",
sold, total)
sold, fmtEuro(total), fmtEuro(payout))
if keptSpecial > 0 {
msg += fmt.Sprintf("\n\n(%d special gear items kept — the merchant knows better than to touch those.)", keptSpecial)
}
@@ -793,8 +826,14 @@ func (p *AdventurePlugin) advSellItem(userID id.UserID, itemName string) string
if err := removeAdvInventoryItem(item.ID); err != nil {
return "Failed to sell that item."
}
p.euro.Credit(userID, float64(item.Value), "adventure_sell_"+item.Name)
return fmt.Sprintf("Sold **%s** for **€%d**. The merchant nodded. That's it. That's the transaction.", item.Name, item.Value)
potCut := int(math.Round(float64(item.Value) * 0.05))
payout := int(item.Value) - potCut
p.euro.Credit(userID, float64(payout), "adventure_sell_"+item.Name)
if potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(userID, potCut)
}
return fmt.Sprintf("Sold **%s** for **%s** (%s after 5%% broker fee → community pot). The merchant nodded. That's it. That's the transaction.", item.Name, fmtEuro(item.Value), fmtEuro(payout))
}
}
@@ -833,3 +872,116 @@ func advInventoryDisplay(userID id.UserID) string {
sb.WriteString("\nTo equip Masterwork gear: `!adventure equip`")
return sb.String()
}
// ── Supplies (Consumables) ──────────────────────────────────────────────────
func luigiSuppliesView(_ id.UserID, balance float64) string {
var sb strings.Builder
sb.WriteString("🧪 **Supplies** — combat consumables (auto-used)\n")
sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n\n", balance))
sb.WriteString("Items are used automatically during combat. The engine picks up to 2 per fight based on threat level — it won't waste them on easy fights.\n\n")
defs := BuyableConsumables()
if len(defs) == 0 {
sb.WriteString("_Nothing in stock right now._\n\n")
} else {
for _, def := range defs {
effectDesc := consumableEffectDescription(def.Effect, def.Value)
sb.WriteString(fmt.Sprintf("**%s** (T%d) — €%d\n %s\n\n", def.Name, def.Tier, def.Price, effectDesc))
}
}
sb.WriteString("Reply with an item name to buy, or `back` to return.\n")
sb.WriteString("Stronger consumables drop from foraging, mining, fishing, and dungeons at T2+.")
return sb.String()
}
func consumableEffectDescription(effect ConsumableEffect, value float64) string {
switch effect {
case EffectHeal:
return fmt.Sprintf("Restores %d HP mid-combat (triggers at <50%% HP)", int(value))
case EffectDefBoost:
return fmt.Sprintf("+%.0f%% Defense for the fight", value*100)
case EffectAtkBoost:
return fmt.Sprintf("+%.0f%% Attack for the fight", value*100)
case EffectWard:
return "Blocks one hit completely"
case EffectSpeedBoost:
return fmt.Sprintf("+%.0f%% Speed for the fight (evasion boost)", value*100)
case EffectCritBoost:
return fmt.Sprintf("+%.0f%% Crit Rate for the fight", value*100)
case EffectFlatDmg:
return fmt.Sprintf("Deals %d damage at fight start", int(value))
case EffectSpore:
return fmt.Sprintf("15%% enemy miss chance for %d rounds", int(value))
case EffectReflect:
return fmt.Sprintf("Reflects %.0f%% of next hit back at enemy", value*100)
case EffectAutoCrit:
return fmt.Sprintf("First hit is auto-crit + %.0f%% Attack", value*100)
}
return ""
}
func (p *AdventurePlugin) resolveShopSupplyChoice(ctx MessageContext, interaction *advPendingInteraction) error {
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
if reply == "back" {
data := interaction.Data.(*advPendingShopCategory)
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
text := luigiShopGreeting(ctx.Sender, equip, balance, data.ShowAll, p.chatLevel(ctx.Sender))
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_category",
Data: &advPendingShopCategory{ShowAll: data.ShowAll},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
return p.SendDM(ctx.Sender, text)
}
if reply == "exit" || reply == "cancel" {
p.shopSessionEnd(ctx.Sender)
return p.SendDM(ctx.Sender, "*Luigi nods and gestures toward the main counter.*")
}
// Find matching consumable
var match *ConsumableDef
for i := range consumableDefs {
if consumableDefs[i].Buyable && containsFold(consumableDefs[i].Name, reply) {
match = &consumableDefs[i]
break
}
}
if match == nil {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "I don't have that. Reply with an item name from the list, or `back` to return.")
}
balance := p.euro.GetBalance(ctx.Sender)
if balance < float64(match.Price) {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, fmt.Sprintf("You need €%d for %s but only have €%.0f.", match.Price, match.Name, balance))
}
// Purchase the consumable
p.euro.Debit(ctx.Sender, float64(match.Price), "shop_consumable")
if potCut := int(math.Round(float64(match.Price) * 0.05)); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(ctx.Sender, potCut)
}
item := AdvItem{
Name: match.Name,
Type: "consumable",
Tier: match.Tier,
Value: match.Price / 2,
}
_ = addAdvInventoryItem(ctx.Sender, item)
// Stay in supplies view for more purchases
p.pending.Store(string(ctx.Sender), interaction)
newBalance := p.euro.GetBalance(ctx.Sender)
return p.SendDM(ctx.Sender, fmt.Sprintf("Purchased **%s** for €%d. Added to inventory.\n💰 Balance: €%.0f\n\nReply with another item name or `back` to return.",
match.Name, match.Price, newBalance))
}