mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Fix NPC audit findings: race conditions, debit checks, sniper mechanics
Concurrency: - npcTrackMessage now acquires advUserLock to prevent lost updates on message count and double encounter triggers from rapid messages - Lock released before spawning encounter goroutine (avoids deadlock) - Only one NPC encounter fires per message Security: - Debit() return value checked for both Misty and Arina payments - Buff only applied on successful debit; failed debit falls through to decline/debuff path - NPC encounter won't overwrite existing pending interactions (shop, treasure discard, etc.) Arena sniper rework: - Sniper checked independently before combat roll, not after - If sniper fires, combat roll is skipped entirely (not a death save) - Sniper kill renders as standalone narrative with no combat log - Sniper flavor text rewritten: reads as random arena chaos with no hint of Arina's involvement Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -139,24 +139,24 @@ func (p *AdventurePlugin) handleArenaFight(ctx MessageContext) error {
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return p.SendDM(ctx.Sender, "Arena data error. This shouldn't happen.")
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}
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// Resolve combat
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// NPC arena effects — sniper checked first (independent of combat roll)
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npcResult := npcCheckArenaEffects(char, monster.Name)
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if npcResult != nil && npcResult.SniperKill {
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// Sniper fired — enemy dies, skip combat roll entirely
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combatLog := &ArenaCombatLog{PlayerHP: 100, EnemyHP: 0, PlayerWon: true}
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return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog, npcResult)
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}
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// Normal combat roll
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deathChance := arenaDeathChance(monster, char, equip)
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roll := rand.Float64()
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died := roll < deathChance
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// Generate combat log (cosmetic — outcome already determined)
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closeness := 1.0 - math.Abs(roll-deathChance)/math.Max(deathChance, 1-deathChance)
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combatLog := generateArenaCombatLog(!died, closeness)
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// NPC arena effects (Misty/Arina) — checked after combat roll
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npcResult := npcCheckArenaEffects(char, monster.Name)
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if npcResult != nil && npcResult.SniperKill {
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// Sniper overrides death — enemy is killed instantly
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died = false
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}
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if died {
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// Apply crowd revenge text to death message if applicable
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if npcResult != nil && npcResult.Text != "" {
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combatLog.NPCText = npcResult.Text
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}
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@@ -205,6 +205,13 @@ func (p *AdventurePlugin) confirmAndStartArenaRun(ctx MessageContext) error {
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equip, _ := loadAdvEquipment(ctx.Sender)
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monster := arenaGetMonster(1, 1)
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npcResult := npcCheckArenaEffects(char, monster.Name)
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if npcResult != nil && npcResult.SniperKill {
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combatLog := &ArenaCombatLog{PlayerHP: 100, EnemyHP: 0, PlayerWon: true}
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return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog, npcResult)
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}
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deathChance := arenaDeathChance(monster, char, equip)
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roll := rand.Float64()
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died := roll < deathChance
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@@ -212,11 +219,6 @@ func (p *AdventurePlugin) confirmAndStartArenaRun(ctx MessageContext) error {
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closeness := 1.0 - math.Abs(roll-deathChance)/math.Max(deathChance, 1-deathChance)
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combatLog := generateArenaCombatLog(!died, closeness)
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npcResult := npcCheckArenaEffects(char, monster.Name)
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if npcResult != nil && npcResult.SniperKill {
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died = false
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}
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if died {
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if npcResult != nil && npcResult.Text != "" {
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combatLog.NPCText = npcResult.Text
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@@ -321,16 +323,22 @@ func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun
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}
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run.XPAccumulated += battleXP
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// Build survival message with combat log
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closer := arenaWinCloser(monster.Name, len(combatLog.Rounds))
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text := renderArenaCombatLog(combatLog, monster, true, reward, battleXP, closer)
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// Build survival message
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var text string
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if npcResult != nil && npcResult.SniperKill {
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// Sniper killed the enemy — no combat, just the sniper line
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text = npcResult.Text + "\n\n"
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text += fmt.Sprintf("🏆 +%d XP | €%d earned\n", battleXP, reward)
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} else {
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closer := arenaWinCloser(monster.Name, len(combatLog.Rounds))
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text = renderArenaCombatLog(combatLog, monster, true, reward, battleXP, closer)
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// Append NPC effects (Misty food/crowd, Arina sniper)
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if npcResult != nil && npcResult.Text != "" {
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text += npcResult.Text
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// Apply equipment condition repair from gourmet food
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if npcResult.CondRepair > 0 {
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npcRepairMostDamaged(ctx.Sender, equip, npcResult.CondRepair)
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// Append NPC effects (Misty food/crowd)
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if npcResult != nil && npcResult.Text != "" {
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text += npcResult.Text
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if npcResult.CondRepair > 0 {
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npcRepairMostDamaged(ctx.Sender, equip, npcResult.CondRepair)
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}
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}
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}
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@@ -77,9 +77,9 @@ var mistyCrowdRevengeLines = []string{
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// ── Sniper Log Lines (Arina buff — arena) ──────────────────────────────────
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var arinaSniperLines = []string{
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"Something arrives from the upper tier. {enemy} doesn't finish their round.",
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"A bolt. One bolt. {enemy} is down. Nobody in the crowd reacts. They saw nothing.",
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"The shot comes from somewhere in the stands. {enemy} had a bad week. It ended here.",
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"From the upper tier: one shot. {enemy} goes down. The fight continues without them.",
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"The arena lights caught it briefly. Just briefly. {enemy} is down.",
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"Just as the match was about to begin, something whizzes inches from the side of your head into {enemy}. They look confused because they've been shot with an arrow, yet you're holding a sword. Oh well. The Arena can be brutal sometimes. YOU WIN!",
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"You step forward to fight. {enemy} steps forward to meet you. Then {enemy} stumbles. There's an arrow in their shoulder that wasn't there a second ago. Neither of you saw where it came from. {enemy} goes down. You didn't do that. YOU WIN!",
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"The bell rings. You raise your weapon. {enemy} raises theirs. Then something whistles past your ear and {enemy} drops. You stand there for a moment. The crowd cheers like this is normal. Maybe it is. YOU WIN!",
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"Before you can swing, {enemy} jerks sideways. There's a bolt sticking out of them that absolutely did not come from you. The crowd doesn't seem surprised. {enemy} is down. You'll take it. YOU WIN!",
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"You blink. {enemy} is on the ground. There's an arrow in their leg and a confused expression on their face. You definitely didn't do that. The Arena official shrugs and waves you through. YOU WIN!",
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}
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@@ -41,8 +41,14 @@ const (
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// It increments their daily message count and fires NPC encounter rolls
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// when thresholds are hit.
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func (p *AdventurePlugin) npcTrackMessage(userID id.UserID) {
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// Acquire user lock to prevent lost updates on message count and
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// double encounter triggers from rapid messages.
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userMu := p.advUserLock(userID)
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userMu.Lock()
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char, err := loadAdvCharacter(userID)
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if err != nil || !char.Alive {
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userMu.Unlock()
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return
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}
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@@ -58,39 +64,36 @@ func (p *AdventurePlugin) npcTrackMessage(userID id.UserID) {
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char.NPCMsgCount++
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var fireNPC string
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// Check Misty threshold
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if char.MistyRollTarget > 0 && char.NPCMsgCount == char.MistyRollTarget {
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if p.npcShouldEncounter(char, "misty") {
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// Zero the target so we don't re-trigger
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char.MistyRollTarget = 0
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("npc: failed to save char after misty trigger", "user", userID, "err", err)
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}
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safeGo("npc-misty-encounter", func() {
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p.npcFireEncounter(userID, "misty")
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})
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return
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fireNPC = "misty"
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}
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}
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// Check Arina threshold
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if char.ArinaRollTarget > 0 && char.NPCMsgCount == char.ArinaRollTarget {
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// Check Arina threshold (only if Misty didn't fire — one encounter per message)
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if fireNPC == "" && char.ArinaRollTarget > 0 && char.NPCMsgCount == char.ArinaRollTarget {
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if p.npcShouldEncounter(char, "arina") {
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char.ArinaRollTarget = 0
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("npc: failed to save char after arina trigger", "user", userID, "err", err)
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}
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safeGo("npc-arina-encounter", func() {
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p.npcFireEncounter(userID, "arina")
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})
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return
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fireNPC = "arina"
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}
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}
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// Save updated count
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("npc: failed to save msg count", "user", userID, "err", err)
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}
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// Release lock BEFORE firing encounter (npcFireEncounter re-acquires it)
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userMu.Unlock()
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if fireNPC != "" {
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safeGo("npc-"+fireNPC+"-encounter", func() {
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p.npcFireEncounter(userID, fireNPC)
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})
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}
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}
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// npcShouldEncounter checks cooldown and rolls the 7.5% chance.
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@@ -145,6 +148,11 @@ func (p *AdventurePlugin) npcFireEncounter(userID id.UserID, npc string) {
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return
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}
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// Don't overwrite an existing pending interaction (shop, treasure, etc.)
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if _, occupied := p.pending.Load(string(userID)); occupied {
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return
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}
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// Set pending interaction
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p.pending.Store(string(userID), &advPendingInteraction{
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Type: "npc_encounter",
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@@ -206,7 +214,13 @@ func (p *AdventurePlugin) resolveMisty(ctx MessageContext, char *AdventureCharac
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return p.SendDM(ctx.Sender, "You reach for your gold but there isn't enough. She sees this. She doesn't say anything.\n\n_"+mistyDeclineLine+"_")
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}
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p.euro.Debit(ctx.Sender, float64(mistyCost), "misty_donation")
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if !p.euro.Debit(ctx.Sender, float64(mistyCost), "misty_donation") {
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char.MistyDebuffExpires = expires
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("npc: failed to save misty debuff", "user", ctx.Sender, "err", err)
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}
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return p.SendDM(ctx.Sender, "You reach for your gold but there isn't enough. She sees this. She doesn't say anything.\n\n_"+mistyDeclineLine+"_")
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}
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char.MistyBuffExpires = expires
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("npc: failed to save misty buff", "user", ctx.Sender, "err", err)
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@@ -232,7 +246,10 @@ func (p *AdventurePlugin) resolveArina(ctx MessageContext, char *AdventureCharac
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return p.SendDM(ctx.Sender, fmt.Sprintf("You can't afford it. She noticed before you did.\n\n_%s_", reply))
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}
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p.euro.Debit(ctx.Sender, float64(arinaCost), "arina_investment")
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if !p.euro.Debit(ctx.Sender, float64(arinaCost), "arina_investment") {
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reply := arinaDeclineLines[rand.IntN(len(arinaDeclineLines))]
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return p.SendDM(ctx.Sender, fmt.Sprintf("You can't afford it. She noticed before you did.\n\n_%s_", reply))
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}
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char.ArinaBuffExpires = expires
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("npc: failed to save arina buff", "user", ctx.Sender, "err", err)
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