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N5/D1c: the finale — !expedition start epilogue
Closes the Hollow King arc with a solo one-shot boss fight, reached via
`!expedition start epilogue` (intercepted before the zone/loadout
machinery). Unlock: all 24 journal pages found + both Tier-5 zones cleared.
- Encounter: runZoneCombat + renderBossOutcome, the arena's own pattern —
no supplies, no walk, no party, no new mechanics. The stat block is
Belaxath's (the abyss boss whose gate "lets one thing come home")
re-dressed as the King returned in full, HP ×1.25 for a capstone; the
ability/AC/CR carry over unchanged.
- Reward-once: first clear grants a unique title ("Kingsbane") + one
Legendary + a games-room notice; later clears are a flavour-only
rematch. The flag is a dedicated player_meta.epilogue_cleared column,
latched by an atomic UPDATE (never the bulk save) so the monotonic
false→true can't be clobbered — same discipline as D1a's journal
bitmask. A loss costs a death, as any boss fight does.
- Title is written after a fresh character reload so runZoneCombat's
post-fight HP persist isn't overwritten (the survivalist-milestone
gotcha).
Golden byte-identical; go test ./... green.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
@@ -2,9 +2,12 @@ package plugin
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import (
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"fmt"
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"log/slog"
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"math/rand/v2"
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"strings"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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@@ -229,7 +232,7 @@ func renderJournal(mask int64) string {
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}
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if journalComplete(mask) {
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b.WriteString("\nThe ledger is whole. Every page you needed, you have. What remains is to bring it to him.")
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b.WriteString("\nThe ledger is whole. Clear both Tier-5 zones and you can follow him to the end — `!expedition start epilogue`.")
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} else {
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b.WriteString(fmt.Sprintf("\n_%d pages still scattered._", journalTotalPages-found))
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}
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@@ -246,6 +249,155 @@ func romanNumeral(n int) string {
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return romanNumerals[n-1]
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}
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// ── D1c: the finale ─────────────────────────────────────────────────────────
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// finaleTitle is the unique role awarded for the first finale clear.
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const finaleTitle = "Kingsbane"
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const epilogueEntryFlavor = "You bring the whole ledger to the Empty Throne. The shape kept warm against his return stirs, and stands, and is finally, fully here."
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// hollowKingFinaleMonster is the finale stat block: Belaxath's block — the abyss
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// boss whose gate "was meant to let one thing come home" — re-dressed as the
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// King returned in full, with HP bumped for a capstone. A variant stat block
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// with no new mechanics, per the plan. Built on the fly (not registered in
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// dndBestiary) because runZoneCombat takes the template directly, exactly as the
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// arena bosses do.
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func hollowKingFinaleMonster() DnDMonsterTemplate {
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m := dndBestiary["boss_belaxath"]
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m.ID = "boss_hollow_king_finale"
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m.Name = "The Hollow King, Unhoused"
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m.HP = int(float64(m.HP) * 1.25)
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m.Notes = "Finale encounter — the Hollow King returned in full through the abyss gate. Variant of the Balor stat block; no new mechanics."
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return m
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}
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// epilogueUnlocked gates the finale on the whole ledger plus both Tier-5 clears.
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func (p *AdventurePlugin) epilogueUnlocked(char *AdventureCharacter) (bool, string) {
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if !journalComplete(char.JournalPages) {
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return false, fmt.Sprintf(
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"The trail runs cold. You've recovered **%d of %d** journal pages — find them all before you can follow him to the end. (`!adventure journal`)",
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journalPageCount(char.JournalPages), journalTotalPages)
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}
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if !clearedEveryZoneOfTier(db.Get(), char.UserID, ZoneTier(5)) {
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return false, "You hold the whole ledger, but not the standing to use it. Clear **both** Tier-5 zones — the Dragon's Lair and the Abyss Portal — then come back to the throne."
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}
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return true, ""
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}
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// handleEpilogueEncounter runs the finale: a single auto-resolved boss fight
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// against the Hollow King's true form, reached via `!expedition start epilogue`.
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// Reward drops only on the first clear (reward-once); later clears are a
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// flavour-only rematch. A loss costs a death, as any boss fight does.
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func (p *AdventurePlugin) handleEpilogueEncounter(ctx MessageContext) error {
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char, _, err := p.ensureCharacter(ctx.Sender)
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if err != nil {
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return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` first.")
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}
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if !char.Alive {
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return p.SendDM(ctx.Sender, "You're in no shape to face him. Mend at `!hospital` first.")
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}
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if ok, why := p.epilogueUnlocked(char); !ok {
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return p.SendDM(ctx.Sender, why)
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}
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// Busy guards — the finale is a synchronous auto-resolved fight, so refuse if
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// anything else is in flight and could collide on HP or run state.
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if exp, _ := getActiveExpedition(ctx.Sender); exp != nil {
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return p.SendDM(ctx.Sender, "Finish your expedition before you walk to the Empty Throne.")
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}
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if run, _ := getActiveZoneRun(ctx.Sender); run != nil {
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return p.SendDM(ctx.Sender, "Finish your current zone run first.")
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}
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if sess, _ := getActiveCombatSession(ctx.Sender); sess != nil {
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return p.SendDM(ctx.Sender, "You're already in a fight. Finish it first.")
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}
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monster := hollowKingFinaleMonster()
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displayName, _ := loadDisplayName(ctx.Sender)
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if displayName == "" {
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displayName = "You"
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}
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preHP, _ := dndHPSnapshot(ctx.Sender)
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result, err := p.runZoneCombat(ctx.Sender, monster, 5, bossCombatPhases, 50)
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if err != nil {
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slog.Error("epilogue: combat failed", "user", ctx.Sender, "err", err)
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return p.SendDM(ctx.Sender, "Something went wrong at the throne. Try again in a moment.")
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}
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postHP, maxHP := dndHPSnapshot(ctx.Sender)
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nat20s, nat1s := countNat20sAnd1s(result)
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intro := fmt.Sprintf("👑 **The Empty Throne — %s** (HP %d, AC %d)\n_%s_",
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monster.Name, monster.HP, monster.AC, epilogueEntryFlavor)
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phases := RenderCombatLog(result, displayName, monster.Name)
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outcome := renderBossOutcome(BossOutcomeInputs{
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// Synthetic ZoneArena keeps twinBeeLine's deterministic pickers off any
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// real zone's pool, exactly as the arena does.
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ZoneID: ZoneArena,
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RunID: "epilogue-" + string(ctx.Sender),
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RoomIdx: 0,
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Monster: monster,
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Result: result,
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PreHP: preHP,
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PostHP: postHP,
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MaxHP: maxHP,
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PhaseTwoAt: 0.40,
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Nat20s: nat20s,
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Nat1s: nat1s,
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DefeatHeadline: "💀 The Hollow King folds you into the quiet he keeps. The account goes unpaid a while longer.",
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VictoryHeadline: fmt.Sprintf("🏆 **The Hollow King falls — and this time stays down.** You finished at **%d/%d HP**.", postHP, maxHP),
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})
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var tail string
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if !result.PlayerWon {
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markAdventureDead(ctx.Sender, "adventure", "the Empty Throne")
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} else {
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tail = p.finishEpilogueWin(ctx.Sender, char.EpilogueCleared)
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}
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_ = p.sendZoneCombatMessages(ctx.Sender, append([]string{intro}, phases...), joinLootLines(outcome, tail))
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return nil
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}
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// finishEpilogueWin grants the reward on a first clear and returns the reward
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// narration; a repeat clear is flavour only. The character is reloaded before
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// the title write so runZoneCombat's post-fight HP persist isn't clobbered.
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func (p *AdventurePlugin) finishEpilogueWin(userID id.UserID, alreadyCleared bool) string {
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if alreadyCleared {
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return "_The throne stays empty. You came to be sure. You are sure._"
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}
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var b strings.Builder
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b.WriteString("🎖️ **The account is closed.** You are named **" + finaleTitle + "** — the one who unhoused the Hollow King.\n")
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if mi, ok := pickMagicItemForRarity(RarityLegendary, nil); ok {
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if line := p.dropMagicItemLoot(userID, mi, LootTierLegendary); line != "" {
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b.WriteString(line + "\n")
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}
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} else {
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slog.Error("epilogue: no legendary in registry", "user", userID)
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}
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if fresh, err := loadAdvCharacter(userID); err == nil && fresh != nil {
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if fresh.Title != finaleTitle {
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fresh.Title = finaleTitle
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if err := saveAdvCharacter(fresh); err != nil {
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slog.Error("epilogue: title save failed", "user", userID, "err", err)
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}
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}
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}
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if err := markEpilogueClearedDB(userID); err != nil {
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slog.Error("epilogue: mark cleared failed", "user", userID, "err", err)
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}
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if gr := gamesRoom(); gr != "" {
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if dn, _ := loadDisplayName(userID); dn != "" {
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p.SendMessage(id.RoomID(gr), fmt.Sprintf(
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"👑 **%s** carried the whole ledger to the Empty Throne and closed the account. The Hollow King is ended. **%s.**",
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dn, finaleTitle))
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}
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}
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return b.String()
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}
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var romanNumerals = []string{
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"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X",
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"XI", "XII", "XIII", "XIV", "XV", "XVI", "XVII", "XVIII", "XIX", "XX",
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