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:
prosolis
2026-04-08 23:01:39 -07:00
parent 2ef7a29f02
commit 90865d1c51
3 changed files with 74 additions and 49 deletions

View File

@@ -139,24 +139,24 @@ func (p *AdventurePlugin) handleArenaFight(ctx MessageContext) error {
return p.SendDM(ctx.Sender, "Arena data error. This shouldn't happen.")
}
// Resolve combat
// NPC arena effects — sniper checked first (independent of combat roll)
npcResult := npcCheckArenaEffects(char, monster.Name)
if npcResult != nil && npcResult.SniperKill {
// Sniper fired — enemy dies, skip combat roll entirely
combatLog := &ArenaCombatLog{PlayerHP: 100, EnemyHP: 0, PlayerWon: true}
return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog, npcResult)
}
// Normal combat roll
deathChance := arenaDeathChance(monster, char, equip)
roll := rand.Float64()
died := roll < deathChance
// Generate combat log (cosmetic — outcome already determined)
closeness := 1.0 - math.Abs(roll-deathChance)/math.Max(deathChance, 1-deathChance)
combatLog := generateArenaCombatLog(!died, closeness)
// NPC arena effects (Misty/Arina) — checked after combat roll
npcResult := npcCheckArenaEffects(char, monster.Name)
if npcResult != nil && npcResult.SniperKill {
// Sniper overrides death — enemy is killed instantly
died = false
}
if died {
// Apply crowd revenge text to death message if applicable
if npcResult != nil && npcResult.Text != "" {
combatLog.NPCText = npcResult.Text
}
@@ -205,6 +205,13 @@ func (p *AdventurePlugin) confirmAndStartArenaRun(ctx MessageContext) error {
equip, _ := loadAdvEquipment(ctx.Sender)
monster := arenaGetMonster(1, 1)
npcResult := npcCheckArenaEffects(char, monster.Name)
if npcResult != nil && npcResult.SniperKill {
combatLog := &ArenaCombatLog{PlayerHP: 100, EnemyHP: 0, PlayerWon: true}
return p.resolveArenaSurvival(ctx, run, char, tier, monster, combatLog, npcResult)
}
deathChance := arenaDeathChance(monster, char, equip)
roll := rand.Float64()
died := roll < deathChance
@@ -212,11 +219,6 @@ func (p *AdventurePlugin) confirmAndStartArenaRun(ctx MessageContext) error {
closeness := 1.0 - math.Abs(roll-deathChance)/math.Max(deathChance, 1-deathChance)
combatLog := generateArenaCombatLog(!died, closeness)
npcResult := npcCheckArenaEffects(char, monster.Name)
if npcResult != nil && npcResult.SniperKill {
died = false
}
if died {
if npcResult != nil && npcResult.Text != "" {
combatLog.NPCText = npcResult.Text
@@ -321,16 +323,22 @@ func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun
}
run.XPAccumulated += battleXP
// Build survival message with combat log
closer := arenaWinCloser(monster.Name, len(combatLog.Rounds))
text := renderArenaCombatLog(combatLog, monster, true, reward, battleXP, closer)
// Build survival message
var text string
if npcResult != nil && npcResult.SniperKill {
// Sniper killed the enemy — no combat, just the sniper line
text = npcResult.Text + "\n\n"
text += fmt.Sprintf("🏆 +%d XP | €%d earned\n", battleXP, reward)
} else {
closer := arenaWinCloser(monster.Name, len(combatLog.Rounds))
text = renderArenaCombatLog(combatLog, monster, true, reward, battleXP, closer)
// Append NPC effects (Misty food/crowd, Arina sniper)
if npcResult != nil && npcResult.Text != "" {
text += npcResult.Text
// Apply equipment condition repair from gourmet food
if npcResult.CondRepair > 0 {
npcRepairMostDamaged(ctx.Sender, equip, npcResult.CondRepair)
// Append NPC effects (Misty food/crowd)
if npcResult != nil && npcResult.Text != "" {
text += npcResult.Text
if npcResult.CondRepair > 0 {
npcRepairMostDamaged(ctx.Sender, equip, npcResult.CondRepair)
}
}
}