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
@@ -321,18 +323,24 @@ func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun
}
run.XPAccumulated += battleXP
// Build survival message with combat log
// 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)
text = renderArenaCombatLog(combatLog, monster, true, reward, battleXP, closer)
// Append NPC effects (Misty food/crowd, Arina sniper)
// Append NPC effects (Misty food/crowd)
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)
}
}
}
text += fmt.Sprintf("\nTier earnings: €%d | Session total: €%d (at risk)\n",
run.TierEarnings, run.Earnings+run.TierEarnings)

View File

@@ -77,9 +77,9 @@ var mistyCrowdRevengeLines = []string{
// ── Sniper Log Lines (Arina buff — arena) ──────────────────────────────────
var arinaSniperLines = []string{
"Something arrives from the upper tier. {enemy} doesn't finish their round.",
"A bolt. One bolt. {enemy} is down. Nobody in the crowd reacts. They saw nothing.",
"The shot comes from somewhere in the stands. {enemy} had a bad week. It ended here.",
"From the upper tier: one shot. {enemy} goes down. The fight continues without them.",
"The arena lights caught it briefly. Just briefly. {enemy} is down.",
"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!",
"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!",
"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!",
"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!",
"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!",
}

View File

@@ -41,8 +41,14 @@ const (
// It increments their daily message count and fires NPC encounter rolls
// when thresholds are hit.
func (p *AdventurePlugin) npcTrackMessage(userID id.UserID) {
// Acquire user lock to prevent lost updates on message count and
// double encounter triggers from rapid messages.
userMu := p.advUserLock(userID)
userMu.Lock()
char, err := loadAdvCharacter(userID)
if err != nil || !char.Alive {
userMu.Unlock()
return
}
@@ -58,39 +64,36 @@ func (p *AdventurePlugin) npcTrackMessage(userID id.UserID) {
char.NPCMsgCount++
var fireNPC string
// Check Misty threshold
if char.MistyRollTarget > 0 && char.NPCMsgCount == char.MistyRollTarget {
if p.npcShouldEncounter(char, "misty") {
// Zero the target so we don't re-trigger
char.MistyRollTarget = 0
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save char after misty trigger", "user", userID, "err", err)
}
safeGo("npc-misty-encounter", func() {
p.npcFireEncounter(userID, "misty")
})
return
fireNPC = "misty"
}
}
// Check Arina threshold
if char.ArinaRollTarget > 0 && char.NPCMsgCount == char.ArinaRollTarget {
// Check Arina threshold (only if Misty didn't fire — one encounter per message)
if fireNPC == "" && char.ArinaRollTarget > 0 && char.NPCMsgCount == char.ArinaRollTarget {
if p.npcShouldEncounter(char, "arina") {
char.ArinaRollTarget = 0
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save char after arina trigger", "user", userID, "err", err)
}
safeGo("npc-arina-encounter", func() {
p.npcFireEncounter(userID, "arina")
})
return
fireNPC = "arina"
}
}
// Save updated count
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save msg count", "user", userID, "err", err)
}
// Release lock BEFORE firing encounter (npcFireEncounter re-acquires it)
userMu.Unlock()
if fireNPC != "" {
safeGo("npc-"+fireNPC+"-encounter", func() {
p.npcFireEncounter(userID, fireNPC)
})
}
}
// npcShouldEncounter checks cooldown and rolls the 7.5% chance.
@@ -145,6 +148,11 @@ func (p *AdventurePlugin) npcFireEncounter(userID id.UserID, npc string) {
return
}
// Don't overwrite an existing pending interaction (shop, treasure, etc.)
if _, occupied := p.pending.Load(string(userID)); occupied {
return
}
// Set pending interaction
p.pending.Store(string(userID), &advPendingInteraction{
Type: "npc_encounter",
@@ -206,7 +214,13 @@ func (p *AdventurePlugin) resolveMisty(ctx MessageContext, char *AdventureCharac
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+"_")
}
p.euro.Debit(ctx.Sender, float64(mistyCost), "misty_donation")
if !p.euro.Debit(ctx.Sender, float64(mistyCost), "misty_donation") {
char.MistyDebuffExpires = expires
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save misty debuff", "user", ctx.Sender, "err", err)
}
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+"_")
}
char.MistyBuffExpires = expires
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save misty buff", "user", ctx.Sender, "err", err)
@@ -232,7 +246,10 @@ func (p *AdventurePlugin) resolveArina(ctx MessageContext, char *AdventureCharac
return p.SendDM(ctx.Sender, fmt.Sprintf("You can't afford it. She noticed before you did.\n\n_%s_", reply))
}
p.euro.Debit(ctx.Sender, float64(arinaCost), "arina_investment")
if !p.euro.Debit(ctx.Sender, float64(arinaCost), "arina_investment") {
reply := arinaDeclineLines[rand.IntN(len(arinaDeclineLines))]
return p.SendDM(ctx.Sender, fmt.Sprintf("You can't afford it. She noticed before you did.\n\n_%s_", reply))
}
char.ArinaBuffExpires = expires
if err := saveAdvCharacter(char); err != nil {
slog.Error("npc: failed to save arina buff", "user", ctx.Sender, "err", err)