mirror of
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Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2
Combines all uncommitted D&D work into one checkpoint: Phases 1-8 (per gogobee_dnd_session_summary.md): - Race/class/stats system, !setup flow, !sheet, !respec - d20-vs-AC combat with race/class passives, auto-migration - XP/level-up, skill checks, NPC refund hooks - Equipment slot mapping, rarity, !rest short/long - Pre-arm active abilities, resource pools - Bestiary, !roll/!stats/!level, onboarding DM - Audit fixes A-I, flavor wiring under internal/flavor/ - Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix) Phase 9 SP1 — spell system foundations: - 79 SpellDefinitions (76 in-scope + 3 reaction-deferred) - dnd_known_spells, dnd_spell_slots tables - pending_cast / concentration_* columns on dnd_character - Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math - Long-rest refreshes slots; respec wipes spell state - Auto-grant default known list on !setup confirm and auto-migration Phase 9 SP2 — !cast / !spells / !prepare commands: - Out-of-combat HEAL and UTILITY resolve immediately - Damage/control/buff queue as pending_cast for next combat - Audit-style save-then-debit, slot refund on save failure - !cast --drop, concentration supersession, prep-cap enforcement - Reaction spells refused with Phase 11 note SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn tests) are next. Build clean, full test suite green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -36,6 +36,7 @@ type AdventurePlugin struct {
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shopSessions sync.Map // userID string -> *advShopSession
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hospitalNudges sync.Map // userID string -> time.Time (when to send nudge)
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craftResults sync.Map // userID string -> []CraftResult (pending craft results for narrative)
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treasureUndo sync.Map // userID string -> *advTreasureUndoToken (10-min auto-swap reversal)
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morningHour int
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summaryHour int
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}
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@@ -47,6 +48,19 @@ func (p *AdventurePlugin) advUserLock(userID id.UserID) *sync.Mutex {
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}
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const advDMResponseWindow = 3 * time.Hour
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const advTreasureUndoWindow = 10 * time.Minute
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// advTreasureUndoToken tracks a recent auto-swap so the player can undo it
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// within the window by replying "undo" in DM. Holds the discarded def so
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// the swap can be reversed exactly. AnnounceTimer is the deferred room
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// announcement — fired once the undo window closes if the swap stands,
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// stopped on undo so reversed swaps don't get publicly announced.
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type advTreasureUndoToken struct {
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Discarded *AdvTreasureDef
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Kept *AdvTreasureDef
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ExpiresAt time.Time
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AnnounceTimer *time.Timer
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}
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// advMarkMenuSent records that an actionable adventure menu was DM'd to the user.
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// Only bare-number DM replies within this window will be treated as adventure choices.
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@@ -106,6 +120,19 @@ func (p *AdventurePlugin) Commands() []CommandDef {
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{Name: "adventure", Description: "Daily adventure game — dungeon, mine, forage, or rest", Usage: "!adventure", Category: "Games"},
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{Name: "arena", Description: "Arena combat — fight through 5 tiers of increasingly deadly monsters", Usage: "!arena", Category: "Games"},
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{Name: "thom", Description: "Visit Thom Krooke — housing and loans", Usage: "!thom", Category: "Games"},
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{Name: "setup", Description: "Create or continue your Adv 2.0 character (race, class, stats)", Usage: "!setup", Category: "Games"},
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{Name: "sheet", Description: "View your Adv 2.0 character sheet", Usage: "!sheet", Category: "Games"},
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{Name: "abilities", Description: "List your Adv 2.0 class and race abilities", Usage: "!abilities", Category: "Games"},
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{Name: "respec", Description: "Wipe and rebuild your Adv 2.0 character (5000 euros, 7-day cooldown)", Usage: "!respec", Category: "Games"},
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{Name: "check", Description: "Roll an Adv 2.0 skill check (d20 + ability modifier vs DC)", Usage: "!check <skill> [dc]", Category: "Games"},
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{Name: "rest", Description: "Take an Adv 2.0 rest (`short`: 1h cooldown, partial heal — `long`: 24h, full heal, requires housing or inn)", Usage: "!rest short|long", Category: "Games"},
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{Name: "arm", Description: "Pre-arm an active Adv 2.0 ability for next combat (consumes resource)", Usage: "!arm <ability>", Category: "Games"},
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{Name: "roll", Description: "Roll dice (NdN+M format, e.g. 2d6+3, d20, 4d6-1)", Usage: "!roll <dice>", Category: "Games"},
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{Name: "stats", Description: "Show your Adv 2.0 ability scores and modifiers", Usage: "!stats", Category: "Games"},
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{Name: "level", Description: "Show your Adv 2.0 level and XP progress", Usage: "!level", Category: "Games"},
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{Name: "cast", Description: "Cast an Adv 2.0 spell (queues for next combat, or resolves out-of-combat)", Usage: "!cast <spell> [--upcast N] [--target @user]", Category: "Games"},
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{Name: "spells", Description: "List your known spells, prepared spells, and spell slots", Usage: "!spells [learn <spell>]", Category: "Games"},
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{Name: "prepare", Description: "Cleric: prepare a spell for the day (cap = WIS mod + level)", Usage: "!prepare <spell> | !prepare clear <spell>", Category: "Games"},
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}
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}
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@@ -176,6 +203,47 @@ func (p *AdventurePlugin) OnReaction(_ ReactionContext) error { return nil }
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// ── Message Dispatch ─────────────────────────────────────────────────────────
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func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
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// 0. D&D layer commands (Phase 1 — work in rooms and DMs)
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if p.IsCommand(ctx.Body, "setup") {
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return p.handleDnDSetupCmd(ctx, p.GetArgs(ctx.Body, "setup"))
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}
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if p.IsCommand(ctx.Body, "sheet") {
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return p.handleDnDSheetCmd(ctx)
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}
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if p.IsCommand(ctx.Body, "abilities") {
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return p.handleDnDAbilitiesCmd(ctx)
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}
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if p.IsCommand(ctx.Body, "respec") {
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return p.handleDnDRespecCmd(ctx)
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}
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if p.IsCommand(ctx.Body, "check") {
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return p.handleDnDCheckCmd(ctx, p.GetArgs(ctx.Body, "check"))
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}
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if p.IsCommand(ctx.Body, "rest") {
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return p.handleDnDRestCmd(ctx, p.GetArgs(ctx.Body, "rest"))
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}
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if p.IsCommand(ctx.Body, "arm") {
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return p.handleDnDArmCmd(ctx, p.GetArgs(ctx.Body, "arm"))
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}
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if p.IsCommand(ctx.Body, "cast") {
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return p.handleDnDCastCmd(ctx, p.GetArgs(ctx.Body, "cast"))
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}
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if p.IsCommand(ctx.Body, "spells") {
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return p.handleDnDSpellsCmd(ctx, p.GetArgs(ctx.Body, "spells"))
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}
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if p.IsCommand(ctx.Body, "prepare") {
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return p.handleDnDPrepareCmd(ctx, p.GetArgs(ctx.Body, "prepare"))
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}
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if p.IsCommand(ctx.Body, "roll") {
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return p.handleDnDRollCmd(ctx, p.GetArgs(ctx.Body, "roll"))
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}
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if p.IsCommand(ctx.Body, "stats") {
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return p.handleDnDStatsCmd(ctx)
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}
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if p.IsCommand(ctx.Body, "level") {
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return p.handleDnDLevelCmd(ctx)
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}
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// 1. Arena commands (work in rooms and DMs)
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if p.IsCommand(ctx.Body, "bail") {
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return p.handleArenaBail(ctx)
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@@ -269,6 +337,10 @@ func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
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return p.handleBoostCmd(ctx)
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case lower == "recipes":
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return p.handleRecipesCmd(ctx)
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case lower == "mastery":
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return p.handleMasteryCmd(ctx)
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case lower == "treasures" || strings.HasPrefix(lower, "treasures "):
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return p.handleTreasuresCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "treasures")))
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}
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return p.SendDM(ctx.Sender, "Unknown command. Type `!adventure help` to see available commands.")
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@@ -289,10 +361,13 @@ const advHelpText = `**Adventure Commands**
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` + "`!adventure rivals`" + ` — View rival duel records
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` + "`!adventure babysit`" + ` — Adventurer Babysitting Service
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` + "`!adventure babysit auto`" + ` — Toggle auto-babysit (protects streaks on missed days)
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` + "`!adventure babysit focus <skill>`" + ` — Pick the skill auto-babysit trains (mining/fishing/foraging)
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` + "`!adventure blacksmith`" + ` — Visit the blacksmith (view repair costs)
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` + "`!adventure repair all`" + ` — Repair all damaged equipment
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` + "`!adventure repair <slot>`" + ` — Repair a specific slot
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` + "`!adventure recipes`" + ` — List crafting recipes known at your current Foraging level
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` + "`!adventure mastery`" + ` — Per-slot equipment mastery progress and active bonus
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` + "`!adventure treasures`" + ` — List your treasures · ` + "`treasures lock`" + ` to refuse swaps
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` + "`!coop`" + ` — Co-op dungeons (multi-day party runs). See ` + "`!coop help`" + `.
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` + "`!hospital`" + ` — Visit St. Guildmore's Memorial Hospital (same-day revival when dead)
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` + "`!thom`" + ` — Visit Thom Krooke (housing and loans)
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@@ -414,6 +489,9 @@ func (p *AdventurePlugin) handleShopCmd(ctx MessageContext, args string) error {
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if category == "" {
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text := luigiShopGreeting(ctx.Sender, equip, balance, showAll, p.chatLevel(ctx.Sender))
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if disc := p.shopSessionAnnounceDiscount(ctx.Sender); disc != "" {
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text += "\n\n" + disc
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}
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "shop_category",
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Data: &advPendingShopCategory{ShowAll: showAll},
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@@ -559,6 +637,15 @@ func (p *AdventurePlugin) handleDMReply(ctx MessageContext) error {
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return p.dispatchCommand(ctx)
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}
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// "undo" reverts a recent treasure auto-swap. Checked ahead of the
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// pending-interaction block so it doesn't get consumed by an unrelated
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// pending prompt.
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if lower == "undo" {
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if p.tryTreasureUndo(ctx.Sender) {
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return nil
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}
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}
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// Check for pending interaction first (always honored regardless of window)
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if val, ok := p.pending.Load(string(ctx.Sender)); ok {
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interaction := val.(*advPendingInteraction)
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@@ -968,6 +1055,13 @@ func (p *AdventurePlugin) resolveActivity(ctx MessageContext, char *AdventureCha
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// Send resolution DM with closing block
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text := renderAdvResolutionDM(result, char)
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if result.CombatLog != nil {
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// Combat closing narrative — victory or death depending on outcome.
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text += dndItalicize(dndCombatClosingLine(result.CombatLog.PlayerWon, false))
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if rollLine := dndRollSummaryLine(*result.CombatLog); rollLine != "" {
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text += "\n" + rollLine
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}
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}
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if deathReprieved {
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nextWindow := char.DeathReprieveLast.Add(168 * time.Hour)
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text += fmt.Sprintf("\n\n⚔️ **Death's Reprieve activated.** Your Sovereign gear absorbed the killing blow. "+
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@@ -983,6 +1077,9 @@ func (p *AdventurePlugin) resolveActivity(ctx MessageContext, char *AdventureCha
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if result.CombatLog != nil {
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phaseMessages := RenderCombatLog(*result.CombatLog, char.DisplayName, loc.Denizens)
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phaseMessages = p.prependCraftNarrative(ctx.Sender, phaseMessages)
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if open := dndCombatOpeningLine(); open != "" && len(phaseMessages) > 0 {
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phaseMessages[0] = "_" + open + "_\n\n" + phaseMessages[0]
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}
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done := p.sendCombatMessages(ctx.Sender, phaseMessages, text)
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go func() {
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@@ -1018,6 +1115,14 @@ func (p *AdventurePlugin) resolveActivity(ctx MessageContext, char *AdventureCha
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p.checkMasterworkDrop(ctx.Sender, char, equip, loc, result.Outcome)
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}
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// Equipment mastery — celebrate threshold crossings so the silent
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// per-slot counter becomes visible to the player.
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for _, mc := range result.MasteryCrossings {
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p.SendDM(ctx.Sender, fmt.Sprintf(
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"🛠️ **Mastery: %s — %d uses!** Your %s is paying it back: +1%% loot quality from this slot.",
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mc.ItemName, mc.Threshold, mc.Slot))
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}
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// If the player still has actions remaining, nudge them
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if !char.AllActionsUsed(isHol) && (result.Outcome != AdvOutcomeDeath || deathReprieved) {
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remaining := []string{}
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@@ -1087,8 +1192,15 @@ func (p *AdventurePlugin) resolveRest(ctx MessageContext, char *AdventureCharact
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// ── Treasure Drop Check ─────────────────────────────────────────────────────
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func (p *AdventurePlugin) checkTreasureDrop(userID id.UserID, char *AdventureCharacter, loc *AdvLocation) {
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drop := rollAdvTreasureDrop(loc.Tier, userID, p.chatLevel(userID))
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drop, roll, rate := rollAdvTreasureDropDetailed(loc.Tier, userID, p.chatLevel(userID))
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if drop == nil {
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// Near-miss feedback: when the roll was within 2× of the drop rate,
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// tell the player they almost got it. Treasure rates are 0.15–1.5%
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// so without this signal the system feels invisible.
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if rate > 0 && roll < rate*2 {
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p.SendDM(userID, fmt.Sprintf("🎁 *Treasure: just missed* — rolled %.2f%% against %.2f%% drop chance.",
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roll*100, rate*100))
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}
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return
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}
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@@ -1110,24 +1222,143 @@ func (p *AdventurePlugin) checkTreasureDrop(userID id.UserID, char *AdventureCha
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return
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}
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// At cap — prompt for discard
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// At cap — try the auto-swap path before falling back to the manual
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// discard prompt. The prompt was the wound; most players don't want
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// agency at the rare moment of finding a treasure, they want the swap.
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existing, err := advUserTreasures(userID)
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if err != nil || len(existing) == 0 {
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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: "treasure_discard",
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Data: &advPendingTreasureDiscard{
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NewTreasure: drop.Def,
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Existing: existing,
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},
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ExpiresAt: time.Now().Add(advDMResponseWindow),
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// Lock honors the player's "I'm done curating" state — refuse the drop
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// instead of churning their set.
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if char.TreasuresLocked {
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p.SendDM(userID, fmt.Sprintf("💎 *Treasure refused* — found **%s** (Tier %d) but your treasures are locked. Unlock with `!adventure treasures unlock` to allow swaps.",
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drop.Def.Name, drop.Def.Tier))
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return
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}
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// Pick the worst replaceable existing treasure as the swap candidate.
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// Irreplaceable treasures (special_* bonuses) are protected — never
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// auto-discarded, even by a higher-tier drop.
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worstIdx := -1
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var worstRank advTreasureRankKey
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for i := range existing {
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ex := existing[i]
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if advTreasureIrreplaceable(&ex) {
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continue
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}
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r := advTreasureRank(&ex)
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if worstIdx < 0 || advTreasureRankBetter(worstRank, r) {
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worstIdx, worstRank = i, r
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}
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}
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newRank := advTreasureRank(drop.Def)
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// All existing are irreplaceable — fall back to the manual prompt so
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// the player consciously chooses what to give up.
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if worstIdx < 0 {
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p.pending.Store(string(userID), &advPendingInteraction{
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Type: "treasure_discard",
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Data: &advPendingTreasureDiscard{
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NewTreasure: drop.Def,
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Existing: existing,
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},
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ExpiresAt: time.Now().Add(advDMResponseWindow),
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})
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p.SendDM(userID, renderAdvTreasureDiscardPrompt(drop.Def, existing))
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return
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}
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// New treasure is irreplaceable but would force out a replaceable —
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// auto-swap is fine here, the protection rule is about not removing
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// existing irreplaceables.
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if !advTreasureRankBetter(newRank, worstRank) {
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// New is no better than the worst we'd give up. Don't churn —
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// just tell the player about the find passively.
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p.SendDM(userID, fmt.Sprintf("💎 *Found %s (Tier %d)* — left behind: your current set ranks higher.",
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drop.Def.Name, drop.Def.Tier))
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return
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}
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// Swap: discard worst, save new, store undo token.
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discarded := existing[worstIdx]
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if err := advDiscardTreasure(userID, discarded.Key); err != nil {
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slog.Error("adventure: failed to discard for auto-swap", "user", userID, "err", err)
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return
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}
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if err := advSaveTreasure(userID, drop.Def); err != nil {
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slog.Error("adventure: failed to save auto-swapped treasure", "user", userID, "err", err)
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// Best-effort recovery — restore the discarded one.
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_ = advSaveTreasure(userID, &discarded)
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return
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}
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// High-tier story items earn a public moment even via auto-swap, but
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// defer the announce until after the undo window so reversed swaps
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// don't get publicly announced. Capture the data we need on close
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// over so the timer doesn't reach back into mutable state.
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announceChar := *char
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announceDef := *drop.Def
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announceLoc := *loc
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announceTimer := time.AfterFunc(advTreasureUndoWindow, func() {
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// Token is deleted on undo, so only fire when it's still present.
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// The map entry also gets cleared lazily below by future undo
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// attempts; firing once based on Timer presence is enough.
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if _, ok := p.treasureUndo.Load(string(userID)); !ok {
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return
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}
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p.treasureUndo.Delete(string(userID))
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p.announceTreasureToRoom(&announceChar, &announceDef, &announceLoc)
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})
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text := renderAdvTreasureDiscardPrompt(drop.Def, existing)
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p.SendDM(userID, text)
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p.treasureUndo.Store(string(userID), &advTreasureUndoToken{
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Discarded: &discarded,
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Kept: drop.Def,
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ExpiresAt: time.Now().Add(advTreasureUndoWindow),
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AnnounceTimer: announceTimer,
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})
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p.SendDM(userID, fmt.Sprintf(
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"💎 **Found %s** (Tier %d)\nAuto-swapped for **%s** (Tier %d, lowest in your set).\n_Reply `undo` within %d min to revert, or `!adventure treasures` to review._",
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drop.Def.Name, drop.Def.Tier,
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discarded.Name, discarded.Tier,
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int(advTreasureUndoWindow.Minutes())))
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}
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// tryTreasureUndo reverses a recent auto-swap. Returns true when an undo
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// was applied. Stale or missing tokens return false so the caller falls
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// through to the regular DM dispatch.
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func (p *AdventurePlugin) tryTreasureUndo(userID id.UserID) bool {
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val, ok := p.treasureUndo.Load(string(userID))
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if !ok {
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return false
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}
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tok := val.(*advTreasureUndoToken)
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p.treasureUndo.Delete(string(userID))
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// Cancel the deferred room announcement — a reversed swap shouldn't
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// produce a public "X recovered Y" line.
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if tok.AnnounceTimer != nil {
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tok.AnnounceTimer.Stop()
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}
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if time.Now().After(tok.ExpiresAt) {
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p.SendDM(userID, "⌛ The undo window expired. Your treasure swap stands.")
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return true
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}
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// Reverse: discard the kept one, restore the discarded one.
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if err := advDiscardTreasure(userID, tok.Kept.Key); err != nil {
|
||||
slog.Error("adventure: failed to discard kept on undo", "user", userID, "err", err)
|
||||
return true
|
||||
}
|
||||
if err := advSaveTreasure(userID, tok.Discarded); err != nil {
|
||||
slog.Error("adventure: failed to restore on undo", "user", userID, "err", err)
|
||||
return true
|
||||
}
|
||||
p.SendDM(userID, fmt.Sprintf("↩️ Reverted. Your **%s** is back, **%s** released.",
|
||||
tok.Discarded.Name, tok.Kept.Name))
|
||||
return true
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) sendTreasureDiscoveryDM(userID id.UserID, char *AdventureCharacter, def *AdvTreasureDef, loc *AdvLocation) {
|
||||
@@ -1146,17 +1377,27 @@ func (p *AdventurePlugin) sendTreasureDiscoveryDM(userID id.UserID, char *Advent
|
||||
|
||||
p.SendDM(userID, text)
|
||||
|
||||
// Room announcement for tier 5 or special items
|
||||
if def.RoomAnnounce != "" {
|
||||
gr := gamesRoom()
|
||||
if gr != "" {
|
||||
announce := advSubstituteFlavor(def.RoomAnnounce, map[string]string{
|
||||
"{name}": char.DisplayName,
|
||||
"{location}": loc.Name,
|
||||
})
|
||||
p.SendMessage(id.RoomID(gr), announce)
|
||||
}
|
||||
p.announceTreasureToRoom(char, def, loc)
|
||||
}
|
||||
|
||||
// announceTreasureToRoom posts the public "X recovered Y from Z" notice for
|
||||
// treasures that carry a RoomAnnounce string (typically tier 5 / story
|
||||
// items). Called from both the normal discovery path and the auto-swap
|
||||
// path so high-tier finds keep their public moment regardless of whether
|
||||
// they arrived under or at the treasure cap.
|
||||
func (p *AdventurePlugin) announceTreasureToRoom(char *AdventureCharacter, def *AdvTreasureDef, loc *AdvLocation) {
|
||||
if def == nil || def.RoomAnnounce == "" {
|
||||
return
|
||||
}
|
||||
gr := gamesRoom()
|
||||
if gr == "" {
|
||||
return
|
||||
}
|
||||
announce := advSubstituteFlavor(def.RoomAnnounce, map[string]string{
|
||||
"{name}": char.DisplayName,
|
||||
"{location}": loc.Name,
|
||||
})
|
||||
p.SendMessage(id.RoomID(gr), announce)
|
||||
}
|
||||
|
||||
// ── Flavor Text Selection ────────────────────────────────────────────────────
|
||||
@@ -1356,6 +1597,53 @@ func (p *AdventurePlugin) handleRecipesCmd(ctx MessageContext) error {
|
||||
return p.SendDM(ctx.Sender, renderRecipesKnown(char.ForagingSkill))
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleTreasuresCmd(ctx MessageContext, arg string) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
char, err := loadAdvCharacter(ctx.Sender)
|
||||
if err != nil || char == nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
||||
}
|
||||
|
||||
switch arg {
|
||||
case "lock":
|
||||
char.TreasuresLocked = true
|
||||
if err := saveAdvCharacter(char); err != nil {
|
||||
slog.Error("adventure: failed to save treasures_locked", "user", ctx.Sender, "err", err)
|
||||
return p.SendDM(ctx.Sender, "Something went wrong. Try again.")
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "🔒 **Treasures locked.** Drops at cap will be refused — no auto-swap. Unlock with `!adventure treasures unlock`.")
|
||||
case "unlock":
|
||||
char.TreasuresLocked = false
|
||||
if err := saveAdvCharacter(char); err != nil {
|
||||
slog.Error("adventure: failed to save treasures_locked", "user", ctx.Sender, "err", err)
|
||||
return p.SendDM(ctx.Sender, "Something went wrong. Try again.")
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "🔓 **Treasures unlocked.** Higher-tier drops will auto-swap your lowest replaceable treasure (with 10-min undo).")
|
||||
case "":
|
||||
treasures, err := advUserTreasures(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your treasures.")
|
||||
}
|
||||
return p.SendDM(ctx.Sender, renderAdvTreasureList(treasures, char.TreasuresLocked))
|
||||
default:
|
||||
return p.SendDM(ctx.Sender, "Usage: `!adventure treasures` (list) · `!adventure treasures lock` · `!adventure treasures unlock`")
|
||||
}
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleMasteryCmd(ctx MessageContext) error {
|
||||
if _, _, err := p.ensureCharacter(ctx.Sender); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
||||
}
|
||||
equip, err := loadAdvEquipment(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your equipment.")
|
||||
}
|
||||
return p.SendDM(ctx.Sender, renderAdvMasteryView(equip))
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleBoostCmd(ctx MessageContext) error {
|
||||
if !p.IsAdmin(ctx.Sender) {
|
||||
return nil
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"time"
|
||||
@@ -643,6 +644,139 @@ type AdvActionResult struct {
|
||||
NearDeath bool
|
||||
StreakBonus int
|
||||
CombatLog *CombatResult
|
||||
// MasteryCrossings records equipment slots whose ActionsUsed crossed a
|
||||
// mastery threshold (advMasteryThresholds) on this action. The caller
|
||||
// uses this to DM a celebration so the silent counter becomes visible.
|
||||
MasteryCrossings []AdvMasteryCrossing
|
||||
}
|
||||
|
||||
type AdvMasteryCrossing struct {
|
||||
Slot EquipmentSlot
|
||||
ItemName string
|
||||
Threshold int // 50, 100, or 250
|
||||
}
|
||||
|
||||
// advMasteryThresholds defines the action counts at which equipment mastery
|
||||
// is celebrated. Picked to span an early-game milestone (50), a mid-game
|
||||
// commitment (100), and a hard-to-reach veteran tier (250).
|
||||
var advMasteryThresholds = []int{50, 100, 250}
|
||||
|
||||
// advMasteryTier reports how many mastery thresholds a piece has crossed
|
||||
// (0–3) and the next threshold. nextThreshold is 0 when the piece has
|
||||
// already crossed every threshold.
|
||||
func advMasteryTier(actionsUsed int) (tier, nextThreshold int) {
|
||||
for _, t := range advMasteryThresholds {
|
||||
if actionsUsed >= t {
|
||||
tier++
|
||||
} else {
|
||||
nextThreshold = t
|
||||
break
|
||||
}
|
||||
}
|
||||
return tier, nextThreshold
|
||||
}
|
||||
|
||||
// advMasteryMarker returns the visual tier marker for a piece of equipment.
|
||||
// Empty for sub-50; ✦/✦✦/✦✦✦ at the 50/100/250 thresholds.
|
||||
func advMasteryMarker(actionsUsed int) string {
|
||||
tier, _ := advMasteryTier(actionsUsed)
|
||||
switch tier {
|
||||
case 1:
|
||||
return "✦"
|
||||
case 2:
|
||||
return "✦✦"
|
||||
case 3:
|
||||
return "✦✦✦"
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
// advSlotRelevantToActivity reports whether using a slot during the given
|
||||
// activity should count toward that slot's mastery. Combat actions exercise
|
||||
// the combat loadout (weapon/armor/helmet/boots); harvest actions exercise
|
||||
// only the tool. This is what makes mastery feel like "you used this
|
||||
// piece" rather than "you played for a while" — without this gate every
|
||||
// slot ticks in lockstep and the per-slot view is meaningless.
|
||||
func advSlotRelevantToActivity(slot EquipmentSlot, activity AdvActivityType) bool {
|
||||
if isCombatActivity(activity) {
|
||||
return slot == SlotWeapon || slot == SlotArmor || slot == SlotHelmet || slot == SlotBoots
|
||||
}
|
||||
if isHarvestActivity(activity) {
|
||||
return slot == SlotTool
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// advMasteryRowSegment formats the `23/50`, `73/100 ✦`, `142/250 ✦✦`, or
|
||||
// `250 ✦✦✦` segment shown inline on each equipment row in the character
|
||||
// sheet so progress is visible at a glance — not just a tier marker that
|
||||
// flips on at 50/100/250 with nothing in between.
|
||||
func advMasteryRowSegment(actionsUsed int) string {
|
||||
if actionsUsed <= 0 {
|
||||
return ""
|
||||
}
|
||||
_, next := advMasteryTier(actionsUsed)
|
||||
marker := advMasteryMarker(actionsUsed)
|
||||
if next == 0 {
|
||||
// At max — there's no "next" threshold to count toward.
|
||||
return fmt.Sprintf("%d %s", actionsUsed, marker)
|
||||
}
|
||||
if marker == "" {
|
||||
return fmt.Sprintf("%d/%d", actionsUsed, next)
|
||||
}
|
||||
return fmt.Sprintf("%d/%d %s", actionsUsed, next, marker)
|
||||
}
|
||||
|
||||
// AdvMasteryRollup summarizes mastery state across all equipped slots so the
|
||||
// character sheet can show one informative aggregate line without a
|
||||
// per-slot block. AnyProgress is true when at least one slot has any
|
||||
// ActionsUsed — used to decide whether to show a "building up" hint when
|
||||
// no thresholds have crossed yet.
|
||||
type AdvMasteryRollup struct {
|
||||
ThresholdsCrossed int // raw count, pre-cap (sum across all slots)
|
||||
MaxedSlots int // slots with all 3 thresholds crossed
|
||||
Bonus float64 // capped %, mirrors advEquipmentMasteryBonus
|
||||
AnyProgress bool
|
||||
}
|
||||
|
||||
func advMasteryRollup(equip map[EquipmentSlot]*AdvEquipment) AdvMasteryRollup {
|
||||
r := AdvMasteryRollup{}
|
||||
for _, eq := range equip {
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
if eq.ActionsUsed > 0 {
|
||||
r.AnyProgress = true
|
||||
}
|
||||
tier, _ := advMasteryTier(eq.ActionsUsed)
|
||||
r.ThresholdsCrossed += tier
|
||||
if tier == len(advMasteryThresholds) {
|
||||
r.MaxedSlots++
|
||||
}
|
||||
}
|
||||
r.Bonus = advEquipmentMasteryBonus(equip)
|
||||
return r
|
||||
}
|
||||
|
||||
// advEquipmentMasteryBonus returns the loot-quality bonus from accumulated
|
||||
// mastery across all equipped slots. Each crossed threshold grants +1% loot
|
||||
// quality on its slot, capped at +10% total to keep balance reasonable.
|
||||
func advEquipmentMasteryBonus(equip map[EquipmentSlot]*AdvEquipment) float64 {
|
||||
total := 0.0
|
||||
for _, eq := range equip {
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
for _, t := range advMasteryThresholds {
|
||||
if eq.ActionsUsed >= t {
|
||||
total++
|
||||
}
|
||||
}
|
||||
}
|
||||
if total > 10 {
|
||||
total = 10
|
||||
}
|
||||
return total
|
||||
}
|
||||
|
||||
func resolveAdvAction(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, loc *AdvLocation, bonuses *AdvBonusSummary, inPenaltyZone bool) *AdvActionResult {
|
||||
@@ -651,6 +785,12 @@ func resolveAdvAction(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEqui
|
||||
XPSkill: advXPSkill(loc.Activity),
|
||||
}
|
||||
|
||||
// Apply equipment-mastery loot bonus on a local copy so we don't mutate
|
||||
// the caller's bonuses struct (it's reused across multiple actions).
|
||||
localBonuses := *bonuses
|
||||
localBonuses.LootQuality += advEquipmentMasteryBonus(equip)
|
||||
bonuses = &localBonuses
|
||||
|
||||
probs := calculateAdvProbabilities(char, equip, loc, bonuses, inPenaltyZone)
|
||||
|
||||
// Overlevel penalty — reduces loot and XP for farming low-tier content
|
||||
@@ -718,9 +858,28 @@ func resolveAdvAction(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEqui
|
||||
result.EquipBroken = advCheckBrokenEquipment(equip)
|
||||
}
|
||||
|
||||
// Increment actions_used for equipment mastery
|
||||
for _, eq := range equip {
|
||||
// Increment actions_used for equipment mastery only on slots relevant
|
||||
// to the activity — a foraging trip shouldn't master a sword, and a
|
||||
// dungeon run shouldn't master a pickaxe. Detect threshold crossings
|
||||
// so the caller can DM a celebration.
|
||||
for slot, eq := range equip {
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
if !advSlotRelevantToActivity(slot, loc.Activity) {
|
||||
continue
|
||||
}
|
||||
before := eq.ActionsUsed
|
||||
eq.ActionsUsed++
|
||||
for _, t := range advMasteryThresholds {
|
||||
if before < t && eq.ActionsUsed >= t {
|
||||
result.MasteryCrossings = append(result.MasteryCrossings, AdvMasteryCrossing{
|
||||
Slot: slot,
|
||||
ItemName: eq.Name,
|
||||
Threshold: t,
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result
|
||||
@@ -762,9 +921,10 @@ func resolveAdvEmptyOutcome(loc *AdvLocation, _ float64) AdvOutcomeType {
|
||||
// ── Eligible Locations for DM Menu ───────────────────────────────────────────
|
||||
|
||||
type AdvEligibleLocation struct {
|
||||
Location *AdvLocation
|
||||
InPenaltyZone bool
|
||||
DeathPct float64
|
||||
Location *AdvLocation
|
||||
InPenaltyZone bool
|
||||
DeathPct float64
|
||||
ExceptionalPct float64
|
||||
}
|
||||
|
||||
func advEligibleLocations(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, activity AdvActivityType, bonuses *AdvBonusSummary) []AdvEligibleLocation {
|
||||
@@ -777,9 +937,10 @@ func advEligibleLocations(char *AdventureCharacter, equip map[EquipmentSlot]*Adv
|
||||
}
|
||||
probs := calculateAdvProbabilities(char, equip, &loc, bonuses, penalty)
|
||||
eligible = append(eligible, AdvEligibleLocation{
|
||||
Location: &loc,
|
||||
InPenaltyZone: penalty,
|
||||
DeathPct: probs.DeathPct,
|
||||
Location: &loc,
|
||||
InPenaltyZone: penalty,
|
||||
DeathPct: probs.DeathPct,
|
||||
ExceptionalPct: probs.ExceptionalPct,
|
||||
})
|
||||
}
|
||||
return eligible
|
||||
|
||||
@@ -319,7 +319,16 @@ func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun
|
||||
// Render combat log as phased messages + final outcome
|
||||
phaseMessages := RenderCombatLogArena(result, char.DisplayName, monster.Name)
|
||||
phaseMessages = p.prependCraftNarrative(ctx.Sender, phaseMessages)
|
||||
if open := dndCombatOpeningLine(); open != "" && len(phaseMessages) > 0 {
|
||||
phaseMessages[0] = "_" + open + "_\n\n" + phaseMessages[0]
|
||||
}
|
||||
finalMessage := renderArenaCombatFinalMessage(result, monster, reward, battleXP, run.Round)
|
||||
// Boss = T5 final round. Use BossDeath flavor for that fight's win.
|
||||
isBoss := run.Tier == 5
|
||||
finalMessage += dndItalicize(dndCombatClosingLine(true, isBoss))
|
||||
if rollLine := dndRollSummaryLine(result); rollLine != "" {
|
||||
finalMessage += "\n" + rollLine
|
||||
}
|
||||
|
||||
// Suppress the "(at risk)" line on the tier-completing round — those earnings
|
||||
// are about to be locked in by the tier-complete branch below, so labelling
|
||||
@@ -413,6 +422,9 @@ func (p *AdventurePlugin) resolveArenaDeath(ctx MessageContext, run *ArenaRun, c
|
||||
lostEarnings := run.Earnings + run.TierEarnings
|
||||
|
||||
phaseMessages := RenderCombatLogArena(result, char.DisplayName, monster.Name)
|
||||
if open := dndCombatOpeningLine(); open != "" && len(phaseMessages) > 0 {
|
||||
phaseMessages[0] = "_" + open + "_\n\n" + phaseMessages[0]
|
||||
}
|
||||
|
||||
dt := transitionDeath(DeathTransitionParams{
|
||||
Char: char,
|
||||
@@ -442,6 +454,10 @@ func (p *AdventurePlugin) resolveArenaDeath(ctx MessageContext, run *ArenaRun, c
|
||||
upsertArenaStats(run.UserID, 0, true, run.Tier)
|
||||
|
||||
finalMsg := renderArenaCombatFinalMessage(result, monster, 0, arenaParticipationXP, run.Round)
|
||||
finalMsg += dndItalicize(dndCombatClosingLine(false, false))
|
||||
if rollLine := dndRollSummaryLine(result); rollLine != "" {
|
||||
finalMsg += "\n" + rollLine
|
||||
}
|
||||
if dt.PetRecovered {
|
||||
finalMsg += fmt.Sprintf("\n\nYour pet dragged you out of the arena. Death timer reduced. All session earnings forfeited.")
|
||||
} else {
|
||||
|
||||
@@ -74,16 +74,57 @@ func (p *AdventurePlugin) handleBabysitCmd(ctx MessageContext, args string) erro
|
||||
return p.handleBabysitPurchase(ctx, 30)
|
||||
case lower == "auto":
|
||||
return p.handleBabysitAutoToggle(ctx)
|
||||
case strings.HasPrefix(lower, "focus"):
|
||||
return p.handleBabysitFocus(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "focus")))
|
||||
default:
|
||||
return p.SendDM(ctx.Sender, "🍼 **Adventurer Babysitting Service**\n\n"+
|
||||
"`!adventure babysit week` — 7 days of service\n"+
|
||||
"`!adventure babysit month` — 30 days of service\n"+
|
||||
"`!adventure babysit auto` — toggle auto-babysit on missed days\n"+
|
||||
"`!adventure babysit focus <mining|fishing|foraging>` — pick the skill auto-babysit trains\n"+
|
||||
"`!adventure babysit status` — check service status\n"+
|
||||
"`!adventure babysit cancel` — cancel early (no refund)")
|
||||
}
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleBabysitFocus(ctx MessageContext, arg string) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
char, err := loadAdvCharacter(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "No adventurer found. Type `!adventure` to create one.")
|
||||
}
|
||||
|
||||
switch arg {
|
||||
case "":
|
||||
current := char.AutoBabysitFocus
|
||||
if current == "" {
|
||||
current = "weakest skill (default)"
|
||||
}
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"🎯 **Auto-babysit focus:** %s\n\nSet with `!adventure babysit focus <mining|fishing|foraging>`. Use `!adventure babysit focus clear` to revert to the weakest-skill default.",
|
||||
current))
|
||||
case "clear", "default", "weakest", "off":
|
||||
char.AutoBabysitFocus = ""
|
||||
case "mining", "fishing", "foraging":
|
||||
char.AutoBabysitFocus = arg
|
||||
default:
|
||||
return p.SendDM(ctx.Sender, "Pick one of `mining`, `fishing`, `foraging`, or `clear`.")
|
||||
}
|
||||
|
||||
if err := saveAdvCharacter(char); err != nil {
|
||||
slog.Error("babysit: failed to save focus", "user", ctx.Sender, "err", err)
|
||||
return p.SendDM(ctx.Sender, "Something went wrong. Try again.")
|
||||
}
|
||||
|
||||
if char.AutoBabysitFocus == "" {
|
||||
return p.SendDM(ctx.Sender, "🎯 Auto-babysit focus cleared. The babysitter will train your weakest skill.")
|
||||
}
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("🎯 Auto-babysit focus set to **%s**. The babysitter will train this on missed days.", char.AutoBabysitFocus))
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleBabysitAutoToggle(ctx MessageContext) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
@@ -348,13 +389,24 @@ func (p *AdventurePlugin) runBabysitAction(char *AdventureCharacter, equip map[E
|
||||
return int(result.TotalLootValue), result.XPGained, items
|
||||
}
|
||||
|
||||
// AutoBabysitDayResult summarizes one day of auto-babysit work, surfaced in
|
||||
// the morning DM so the babysitter feels like a companion that did
|
||||
// something rather than a silent insurance product.
|
||||
type AutoBabysitDayResult struct {
|
||||
Skill string
|
||||
Gold int
|
||||
XP int
|
||||
Items []string
|
||||
Highlight bool // true if the day produced an unusually large single haul or multiple item finds
|
||||
}
|
||||
|
||||
// runAutoBabysitDay runs a single day of babysit actions for auto-babysit.
|
||||
// Called by the scheduler when a player with auto-babysit enabled misses a day.
|
||||
func (p *AdventurePlugin) runAutoBabysitDay(char *AdventureCharacter) {
|
||||
func (p *AdventurePlugin) runAutoBabysitDay(char *AdventureCharacter) AutoBabysitDayResult {
|
||||
equip, err := loadAdvEquipment(char.UserID)
|
||||
if err != nil {
|
||||
slog.Error("auto-babysit: failed to load equipment", "user", char.UserID, "err", err)
|
||||
return
|
||||
return AutoBabysitDayResult{}
|
||||
}
|
||||
|
||||
isHol, _ := isHolidayToday()
|
||||
@@ -364,17 +416,29 @@ func (p *AdventurePlugin) runAutoBabysitDay(char *AdventureCharacter) {
|
||||
}
|
||||
|
||||
bonuses := &AdvBonusSummary{}
|
||||
skill := babysitWeakestSkill(char)
|
||||
// Honor a player-set focus if it's a valid harvest skill; otherwise
|
||||
// fall back to the weakest-skill default.
|
||||
skill := char.AutoBabysitFocus
|
||||
switch skill {
|
||||
case "mining", "fishing", "foraging":
|
||||
// player preference
|
||||
default:
|
||||
skill = babysitWeakestSkill(char)
|
||||
}
|
||||
activity := skillToActivity(skill)
|
||||
|
||||
var totalGold int
|
||||
var totalXP int
|
||||
var allItems []string
|
||||
bestSingleHaul := 0
|
||||
for char.HarvestActionsUsed < harvestMax {
|
||||
gold, xp, items := p.runBabysitAction(char, equip, activity, bonuses)
|
||||
totalGold += gold
|
||||
totalXP += xp
|
||||
allItems = append(allItems, items...)
|
||||
if gold > bestSingleHaul {
|
||||
bestSingleHaul = gold
|
||||
}
|
||||
char.HarvestActionsUsed++
|
||||
}
|
||||
|
||||
@@ -387,6 +451,14 @@ func (p *AdventurePlugin) runAutoBabysitDay(char *AdventureCharacter) {
|
||||
}
|
||||
logBabysitActivity(char.UserID, string(activity), "auto_babysit_daily",
|
||||
totalGold, totalXP, itemsJSON)
|
||||
|
||||
return AutoBabysitDayResult{
|
||||
Skill: skill,
|
||||
Gold: totalGold,
|
||||
XP: totalXP,
|
||||
Items: allItems,
|
||||
Highlight: bestSingleHaul >= 200 || len(allItems) >= 2,
|
||||
}
|
||||
}
|
||||
|
||||
// ── Expiry Check ────────────────────────────────────────────────────────────
|
||||
|
||||
@@ -94,6 +94,8 @@ type AdventureCharacter struct {
|
||||
PetLevel10Date string
|
||||
PetMorningDefense bool
|
||||
AutoBabysit bool
|
||||
AutoBabysitFocus string // mining|fishing|foraging — preferred skill for auto-babysit; "" defaults to weakest
|
||||
TreasuresLocked bool // when true, treasure drops at cap are refused instead of auto-swapping
|
||||
StreakDecayed bool
|
||||
CraftsSucceeded int
|
||||
DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
|
||||
@@ -378,7 +380,17 @@ func xpToNextLevel(level int) int {
|
||||
|
||||
// checkAdvLevelUp checks if a character leveled up in the given skill and applies it.
|
||||
// Returns whether a level-up occurred and the new level.
|
||||
//
|
||||
// Combat is special-cased: once a player has confirmed a D&D character,
|
||||
// combat_level freezes. dnd_level (driven by dnd_xp via grantDnDXP) is
|
||||
// canonical going forward. Combat XP still accrues into combat_xp for
|
||||
// historical display, but never causes combat_level to advance.
|
||||
// Skill levels (mining/foraging/fishing) are unaffected and continue to
|
||||
// progress on their own track per v1.1 §4.
|
||||
func checkAdvLevelUp(char *AdventureCharacter, skill string) (bool, int) {
|
||||
if skill == "combat" && HasCompletedSetup(char.UserID) {
|
||||
return false, char.CombatLevel
|
||||
}
|
||||
var xp *int
|
||||
var level *int
|
||||
switch skill {
|
||||
@@ -426,7 +438,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
|
||||
|
||||
var houseFrozen, houseAutopay int
|
||||
var petChasedAway, petReactivated, petArrived, thomAnimalLine, petSupplyUnlocked, petMorningDef int
|
||||
var autoBabysit, streakDecayed int
|
||||
var autoBabysit, streakDecayed, treasuresLocked int
|
||||
|
||||
err := d.QueryRow(`
|
||||
SELECT user_id, display_name,
|
||||
@@ -453,7 +465,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
|
||||
misty_encounter_count, misty_donated_count,
|
||||
thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
|
||||
pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded,
|
||||
death_source, death_location
|
||||
death_source, death_location, auto_babysit_focus, treasures_locked
|
||||
FROM adventure_characters WHERE user_id = ?`, string(userID)).Scan(
|
||||
&c.UserID, &c.DisplayName,
|
||||
&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
|
||||
@@ -479,7 +491,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
|
||||
&c.MistyEncounterCount, &c.MistyDonatedCount,
|
||||
&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
|
||||
&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
|
||||
&c.DeathSource, &c.DeathLocation,
|
||||
&c.DeathSource, &c.DeathLocation, &c.AutoBabysitFocus, &treasuresLocked,
|
||||
)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
@@ -491,6 +503,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
|
||||
c.BabysitActive = babysitAct == 1
|
||||
c.PetMorningDefense = petMorningDef == 1
|
||||
c.AutoBabysit = autoBabysit == 1
|
||||
c.TreasuresLocked = treasuresLocked == 1
|
||||
c.StreakDecayed = streakDecayed == 1
|
||||
if deadUntil.Valid {
|
||||
c.DeadUntil = &deadUntil.Time
|
||||
@@ -650,7 +663,9 @@ func saveAdvCharacter(char *AdventureCharacter) error {
|
||||
streak_decayed = ?,
|
||||
crafts_succeeded = ?,
|
||||
death_source = ?,
|
||||
death_location = ?
|
||||
death_location = ?,
|
||||
auto_babysit_focus = ?,
|
||||
treasures_locked = ?
|
||||
WHERE user_id = ?`,
|
||||
char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill,
|
||||
char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP,
|
||||
@@ -678,11 +693,20 @@ func saveAdvCharacter(char *AdventureCharacter) error {
|
||||
streakDecayed,
|
||||
char.CraftsSucceeded,
|
||||
char.DeathSource, char.DeathLocation,
|
||||
char.AutoBabysitFocus,
|
||||
boolToInt(char.TreasuresLocked),
|
||||
string(char.UserID),
|
||||
)
|
||||
return err
|
||||
}
|
||||
|
||||
func boolToInt(b bool) int {
|
||||
if b {
|
||||
return 1
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func loadAdvEquipment(userID id.UserID) (map[EquipmentSlot]*AdvEquipment, error) {
|
||||
d := db.Get()
|
||||
rows, err := d.Query(`
|
||||
@@ -809,7 +833,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
|
||||
misty_encounter_count, misty_donated_count,
|
||||
thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
|
||||
pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded,
|
||||
death_source, death_location
|
||||
death_source, death_location, auto_babysit_focus, treasures_locked
|
||||
FROM adventure_characters`)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
@@ -824,7 +848,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
|
||||
var mistyLastSeen, arinaLastSeen, mistyBuffExp, mistyDebuffExp, arinaBuffExp sql.NullTime
|
||||
var houseFrozen, houseAutopay int
|
||||
var petChasedAway, petReactivated, petArrived, thomAnimalLine, petSupplyUnlocked, petMorningDef int
|
||||
var autoBabysit, streakDecayed int
|
||||
var autoBabysit, streakDecayed, treasuresLocked int
|
||||
if err := rows.Scan(
|
||||
&c.UserID, &c.DisplayName,
|
||||
&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
|
||||
@@ -850,7 +874,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
|
||||
&c.MistyEncounterCount, &c.MistyDonatedCount,
|
||||
&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
|
||||
&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
|
||||
&c.DeathSource, &c.DeathLocation,
|
||||
&c.DeathSource, &c.DeathLocation, &c.AutoBabysitFocus, &treasuresLocked,
|
||||
); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
@@ -861,6 +885,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
|
||||
c.BabysitActive = babysitAct == 1
|
||||
c.PetMorningDefense = petMorningDef == 1
|
||||
c.AutoBabysit = autoBabysit == 1
|
||||
c.TreasuresLocked = treasuresLocked == 1
|
||||
c.StreakDecayed = streakDecayed == 1
|
||||
c.HouseLoanFrozen = houseFrozen == 1
|
||||
c.HouseAutopay = houseAutopay == 1
|
||||
|
||||
@@ -28,6 +28,17 @@ var babysitDiaperLines = []string{
|
||||
"The diapers. They happened. They were handled. Moving on.",
|
||||
}
|
||||
|
||||
// babysitHighlightLines fire on auto-babysit days when the haul was unusually
|
||||
// good — making the babysitter feel like a companion rather than a silent
|
||||
// insurance product. Each line takes one %s slot for the focused skill name.
|
||||
var babysitHighlightLines = []string{
|
||||
"The babysitter says your kid was a natural at %s today. They want it noted.",
|
||||
"Solid day on the %s circuit, apparently. The babysitter looked smug about it.",
|
||||
"Whatever the babysitter did with your %s gear — it worked. The numbers don't lie.",
|
||||
"The babysitter handed in a %s haul and said nothing. The smug silence said plenty.",
|
||||
"Your kid is, against the odds, getting alarmingly good at %s under TwinBee's care.",
|
||||
}
|
||||
|
||||
// pickBabysitFlavor returns a random entry from the given pool.
|
||||
func pickBabysitFlavor(pool []string) string {
|
||||
if len(pool) == 0 {
|
||||
|
||||
@@ -529,51 +529,38 @@ var RespawnDM = []string{
|
||||
}
|
||||
|
||||
var IdleShameDM = []string{
|
||||
"{name}, you didn't leave the house today.\n\n" +
|
||||
"Your adventurer sat in their hovel, stared at the wall,\n" +
|
||||
"and achieved absolutely nothing. No loot. No XP. No death,\n" +
|
||||
"which is honestly the nicest thing that can be said about today.\n\n" +
|
||||
"Tomorrow's choices arrive at 08:00 UTC.\n" +
|
||||
"Please, for the love of everything, try to be brave.",
|
||||
"{name}, hey. Didn't see you out there today.\n\n" +
|
||||
"TwinBee swung by the hovel — door was shut, no answer.\n" +
|
||||
"Hope you're alright. The dungeon will keep. The mine will keep.\n" +
|
||||
"They've been there a while; they're patient.\n\n" +
|
||||
"Tomorrow: 08:00 UTC. We'll be ready when you are.",
|
||||
|
||||
"No action today, {name}.\n\n" +
|
||||
"The morning DM was sent. The morning DM was not answered.\n" +
|
||||
"The dungeon was there. The mine was there. The forest was there.\n" +
|
||||
"You were also there, presumably, somewhere, not responding.\n\n" +
|
||||
"TwinBee noticed. The daily summary has noted your absence.\n" +
|
||||
"Tomorrow: 08:00 UTC. The options will be there. Please be there too.",
|
||||
"Quiet day for you, {name}.\n\n" +
|
||||
"The morning DM went out and didn't come back. That happens.\n" +
|
||||
"Real life sometimes shows up uninvited and stays for dinner.\n" +
|
||||
"TwinBee picked up a little extra in the field — covered for you.\n\n" +
|
||||
"Tomorrow morning the choices reset. Drop by when you can.",
|
||||
|
||||
"{name}. You rested today.\n\n" +
|
||||
"'Rested' is the word being used. It is the charitable word.\n" +
|
||||
"The uncharitable word is 'nothing.' You did nothing.\n" +
|
||||
"The dungeons are still there. The mines are still there.\n" +
|
||||
"The foraging areas are still there. Your XP is still where you left it.\n\n" +
|
||||
"08:00 UTC tomorrow. An adventure awaits.\n" +
|
||||
"The adventure has been waiting since you ignored it this morning.",
|
||||
"{name}, no sign of you in the field today.\n\n" +
|
||||
"The forest is still there. So's the mine. So's that one rusted sword\n" +
|
||||
"you keep meaning to replace. Nothing important moved.\n\n" +
|
||||
"08:00 UTC tomorrow — fresh menu, same patient TwinBee.",
|
||||
|
||||
"Today passed without you, {name}.\n\n" +
|
||||
"TwinBee went to a dungeon. The dungeon was real.\n" +
|
||||
"Your share of TwinBee's haul was distributed to people who showed up.\n" +
|
||||
"You did not show up. You did not get a share.\n" +
|
||||
"TwinBee noticed. TwinBee says nothing.\n" +
|
||||
"TwinBee's silence is louder than most things.\n\n" +
|
||||
"Tomorrow: 08:00 UTC. Show up.",
|
||||
"Missed you out there, {name}.\n\n" +
|
||||
"TwinBee went on a haul today and saved a corner of the splits for you,\n" +
|
||||
"then ate it on principle when you didn't show. (Sorry. House rule.)\n" +
|
||||
"Nothing's lost that can't be earned back.\n\n" +
|
||||
"Tomorrow: 08:00 UTC. The dungeons are warm.",
|
||||
|
||||
"A day of rest, {name}. Unearned, but rest.\n\n" +
|
||||
"The hovel is comfortable. The wall is familiar.\n" +
|
||||
"Nothing in the hovel tried to kill you, which is the one advantage the hovel has.\n" +
|
||||
"The hovel also paid you nothing and taught you nothing and advanced nothing.\n" +
|
||||
"The hovel is comfortable and useless. So was today.\n\n" +
|
||||
"Tomorrow is 08:00 UTC. The choices will be new ones.\n" +
|
||||
"Make one of them. Any of them. Please.",
|
||||
"A quiet day, {name}. Those happen.\n\n" +
|
||||
"You weren't on the trail. The trail didn't fall apart without you.\n" +
|
||||
"It'll be there tomorrow, and the day after, and the one after that.\n\n" +
|
||||
"08:00 UTC. Whenever you're back, we pick up where we left off.",
|
||||
|
||||
"Where were you today, {name}?\n\n" +
|
||||
"The bot sent the DM. The DM was delivered.\n" +
|
||||
"The DM sat there, unread or unresponded-to, while your adventurer\n" +
|
||||
"sat in the hovel and the day happened without them.\n" +
|
||||
"XP: not gained. Loot: not found. Death: at least avoided.\n\n" +
|
||||
"Low bar. You cleared the low bar by doing nothing.\n" +
|
||||
"Tomorrow: 08:00 UTC. Clear a higher bar.",
|
||||
"{name}. Hope you had a good rest day.\n\n" +
|
||||
"TwinBee held down the fort. Nothing dramatic, nothing lost —\n" +
|
||||
"the world declined to end on your behalf, which feels generous.\n\n" +
|
||||
"When you're ready, the morning DM hits at 08:00 UTC. No rush.",
|
||||
}
|
||||
|
||||
var OnboardingDM = []string{
|
||||
|
||||
466
internal/plugin/adventure_followups_test.go
Normal file
466
internal/plugin/adventure_followups_test.go
Normal file
@@ -0,0 +1,466 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// ── Equipment Mastery ──────────────────────────────────────────────────────
|
||||
|
||||
func TestAdvEquipmentMasteryBonus(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
used map[EquipmentSlot]int
|
||||
want float64
|
||||
}{
|
||||
{"empty equip", nil, 0},
|
||||
{"all sub-50", map[EquipmentSlot]int{SlotWeapon: 49, SlotArmor: 1}, 0},
|
||||
{"one slot crossed first threshold", map[EquipmentSlot]int{SlotWeapon: 50}, 1},
|
||||
{"one slot at all three thresholds", map[EquipmentSlot]int{SlotWeapon: 250}, 3},
|
||||
{"mixed: 100 + 50", map[EquipmentSlot]int{SlotWeapon: 100, SlotArmor: 50}, 3},
|
||||
{"all 5 slots maxed = 15 raw, capped at 10", map[EquipmentSlot]int{
|
||||
SlotWeapon: 999, SlotArmor: 999, SlotHelmet: 999, SlotBoots: 999, SlotTool: 999,
|
||||
}, 10},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
equip := map[EquipmentSlot]*AdvEquipment{}
|
||||
for slot, used := range tc.used {
|
||||
equip[slot] = &AdvEquipment{ActionsUsed: used}
|
||||
}
|
||||
got := advEquipmentMasteryBonus(equip)
|
||||
if got != tc.want {
|
||||
t.Errorf("got %.1f, want %.1f", got, tc.want)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func TestAdvSlotRelevantToActivity(t *testing.T) {
|
||||
cases := []struct {
|
||||
slot EquipmentSlot
|
||||
activity AdvActivityType
|
||||
want bool
|
||||
}{
|
||||
// Combat exercises the combat loadout.
|
||||
{SlotWeapon, AdvActivityDungeon, true},
|
||||
{SlotArmor, AdvActivityDungeon, true},
|
||||
{SlotHelmet, AdvActivityDungeon, true},
|
||||
{SlotBoots, AdvActivityDungeon, true},
|
||||
{SlotTool, AdvActivityDungeon, false}, // a dungeon shouldn't master a pickaxe
|
||||
|
||||
// Each harvest activity exercises only the tool.
|
||||
{SlotTool, AdvActivityMining, true},
|
||||
{SlotTool, AdvActivityForaging, true},
|
||||
{SlotTool, AdvActivityFishing, true},
|
||||
{SlotWeapon, AdvActivityMining, false}, // foraging shouldn't master a sword
|
||||
{SlotArmor, AdvActivityForaging, false},
|
||||
{SlotHelmet, AdvActivityFishing, false},
|
||||
{SlotBoots, AdvActivityMining, false},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(fmt.Sprintf("%s_%s", tc.slot, tc.activity), func(t *testing.T) {
|
||||
if got := advSlotRelevantToActivity(tc.slot, tc.activity); got != tc.want {
|
||||
t.Errorf("got %v, want %v", got, tc.want)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func TestResolveAdvAction_MasteryOnlyCountsRelevantSlots(t *testing.T) {
|
||||
// A foraging action should bump tool but leave weapon/armor/helmet/boots
|
||||
// untouched. The reverse for combat.
|
||||
char := &AdventureCharacter{
|
||||
CombatLevel: 5, ForagingSkill: 5, MiningSkill: 5, FishingSkill: 5,
|
||||
}
|
||||
bonuses := &AdvBonusSummary{}
|
||||
|
||||
t.Run("foraging only bumps tool", func(t *testing.T) {
|
||||
loc := &AdvLocation{Name: "T", Tier: 1, Activity: AdvActivityForaging,
|
||||
MinLevel: 1, BaseDeathPct: 1, EmptyPct: 50}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotArmor: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotHelmet: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotBoots: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotTool: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
}
|
||||
resolveAdvAction(char, equip, loc, bonuses, false)
|
||||
if equip[SlotTool].ActionsUsed != 11 {
|
||||
t.Errorf("tool should have advanced 10→11, got %d", equip[SlotTool].ActionsUsed)
|
||||
}
|
||||
for _, slot := range []EquipmentSlot{SlotWeapon, SlotArmor, SlotHelmet, SlotBoots} {
|
||||
if equip[slot].ActionsUsed != 10 {
|
||||
t.Errorf("%s should be unchanged at 10, got %d", slot, equip[slot].ActionsUsed)
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("combat only bumps combat slots", func(t *testing.T) {
|
||||
loc := &AdvLocation{Name: "T", Tier: 1, Activity: AdvActivityDungeon,
|
||||
MinLevel: 1, BaseDeathPct: 1, EmptyPct: 50}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotArmor: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotHelmet: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotBoots: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
SlotTool: {Tier: 1, Condition: 100, ActionsUsed: 10},
|
||||
}
|
||||
resolveAdvAction(char, equip, loc, bonuses, false)
|
||||
for _, slot := range []EquipmentSlot{SlotWeapon, SlotArmor, SlotHelmet, SlotBoots} {
|
||||
if equip[slot].ActionsUsed != 11 {
|
||||
t.Errorf("%s should have advanced 10→11, got %d", slot, equip[slot].ActionsUsed)
|
||||
}
|
||||
}
|
||||
if equip[SlotTool].ActionsUsed != 10 {
|
||||
t.Errorf("tool should be unchanged at 10, got %d", equip[SlotTool].ActionsUsed)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
func TestResolveAdvAction_MasteryCrossingFiresOnceAtBoundary(t *testing.T) {
|
||||
// Action 49→50 should report a single crossing at threshold 50.
|
||||
// Action 50→51 should report none (idempotent past the boundary).
|
||||
loc := &AdvLocation{
|
||||
Name: "Test", Tier: 1, Activity: AdvActivityForaging,
|
||||
MinLevel: 1, MinEquipTier: 0, BaseDeathPct: 1, EmptyPct: 50,
|
||||
}
|
||||
char := &AdventureCharacter{
|
||||
CombatLevel: 5, ForagingSkill: 5, MiningSkill: 5, FishingSkill: 5,
|
||||
}
|
||||
bonuses := &AdvBonusSummary{}
|
||||
|
||||
mkEquip := func(used int) map[EquipmentSlot]*AdvEquipment {
|
||||
return map[EquipmentSlot]*AdvEquipment{
|
||||
SlotTool: {Tier: 1, Condition: 100, ActionsUsed: used},
|
||||
}
|
||||
}
|
||||
|
||||
res1 := resolveAdvAction(char, mkEquip(49), loc, bonuses, false)
|
||||
if got := len(res1.MasteryCrossings); got != 1 {
|
||||
t.Fatalf("49→50: expected 1 crossing, got %d", got)
|
||||
}
|
||||
if res1.MasteryCrossings[0].Threshold != 50 {
|
||||
t.Errorf("expected threshold 50, got %d", res1.MasteryCrossings[0].Threshold)
|
||||
}
|
||||
|
||||
res2 := resolveAdvAction(char, mkEquip(50), loc, bonuses, false)
|
||||
if got := len(res2.MasteryCrossings); got != 0 {
|
||||
t.Errorf("50→51: expected 0 crossings, got %d", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestAdvMasteryRowSegment(t *testing.T) {
|
||||
cases := []struct {
|
||||
used int
|
||||
want string
|
||||
}{
|
||||
{0, ""},
|
||||
{1, "1/50"},
|
||||
{49, "49/50"},
|
||||
{50, "50/100 ✦"},
|
||||
{99, "99/100 ✦"},
|
||||
{100, "100/250 ✦✦"},
|
||||
{249, "249/250 ✦✦"},
|
||||
{250, "250 ✦✦✦"},
|
||||
{500, "500 ✦✦✦"},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(fmt.Sprintf("used=%d", tc.used), func(t *testing.T) {
|
||||
if got := advMasteryRowSegment(tc.used); got != tc.want {
|
||||
t.Errorf("got %q, want %q", got, tc.want)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func TestAdvMasteryRollup(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
used map[EquipmentSlot]int
|
||||
wantCrossed int
|
||||
wantMaxed int
|
||||
wantBonus float64
|
||||
wantAnyProgress bool
|
||||
}{
|
||||
{"empty", nil, 0, 0, 0, false},
|
||||
{"sub-50 only", map[EquipmentSlot]int{SlotWeapon: 30}, 0, 0, 0, true},
|
||||
{"one slot 1 threshold", map[EquipmentSlot]int{SlotWeapon: 50}, 1, 0, 1, true},
|
||||
{"one slot maxed", map[EquipmentSlot]int{SlotWeapon: 250}, 3, 1, 3, true},
|
||||
{"two slots, 5 thresholds", map[EquipmentSlot]int{SlotWeapon: 100, SlotArmor: 250}, 5, 1, 5, true},
|
||||
{"all maxed = 15 raw, capped at 10", map[EquipmentSlot]int{
|
||||
SlotWeapon: 999, SlotArmor: 999, SlotHelmet: 999, SlotBoots: 999, SlotTool: 999,
|
||||
}, 15, 5, 10, true},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
equip := map[EquipmentSlot]*AdvEquipment{}
|
||||
for slot, used := range tc.used {
|
||||
equip[slot] = &AdvEquipment{ActionsUsed: used}
|
||||
}
|
||||
got := advMasteryRollup(equip)
|
||||
if got.ThresholdsCrossed != tc.wantCrossed {
|
||||
t.Errorf("ThresholdsCrossed: got %d, want %d", got.ThresholdsCrossed, tc.wantCrossed)
|
||||
}
|
||||
if got.MaxedSlots != tc.wantMaxed {
|
||||
t.Errorf("MaxedSlots: got %d, want %d", got.MaxedSlots, tc.wantMaxed)
|
||||
}
|
||||
if got.Bonus != tc.wantBonus {
|
||||
t.Errorf("Bonus: got %.1f, want %.1f", got.Bonus, tc.wantBonus)
|
||||
}
|
||||
if got.AnyProgress != tc.wantAnyProgress {
|
||||
t.Errorf("AnyProgress: got %v, want %v", got.AnyProgress, tc.wantAnyProgress)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderAdvMasteryAggregate(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
used map[EquipmentSlot]int
|
||||
wantEmpty bool
|
||||
wantSubstring []string
|
||||
wantNot []string
|
||||
}{
|
||||
{"no progress → empty", nil, true, nil, nil},
|
||||
{"sub-threshold progress → building up", map[EquipmentSlot]int{SlotWeapon: 30},
|
||||
false, []string{"building up", "first threshold at 50"}, []string{"+0%", "loot quality"}},
|
||||
{"one threshold crossed → singular threshold", map[EquipmentSlot]int{SlotWeapon: 50},
|
||||
false, []string{"+1% loot quality", "1 threshold crossed"}, []string{"thresholds", "maxed", "cap reached"}},
|
||||
{"three thresholds, no maxed → plural threshold no maxed", map[EquipmentSlot]int{SlotWeapon: 100, SlotArmor: 50},
|
||||
false, []string{"+3% loot quality", "3 thresholds crossed"}, []string{"maxed", "cap reached"}},
|
||||
{"one maxed + extras → mention maxed slot", map[EquipmentSlot]int{SlotWeapon: 250, SlotArmor: 50},
|
||||
false, []string{"+4% loot quality", "4 thresholds crossed", "1 slot maxed"}, []string{"cap reached", "slots maxed"}},
|
||||
{"capped → flag cap reached", map[EquipmentSlot]int{
|
||||
SlotWeapon: 250, SlotArmor: 250, SlotHelmet: 250, SlotBoots: 250, SlotTool: 250,
|
||||
}, false, []string{"+10% loot quality", "15 thresholds crossed", "5 slots maxed", "cap reached"}, nil},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
equip := map[EquipmentSlot]*AdvEquipment{}
|
||||
for slot, used := range tc.used {
|
||||
equip[slot] = &AdvEquipment{ActionsUsed: used}
|
||||
}
|
||||
got := renderAdvMasteryAggregate(equip)
|
||||
if tc.wantEmpty {
|
||||
if got != "" {
|
||||
t.Fatalf("expected empty, got %q", got)
|
||||
}
|
||||
return
|
||||
}
|
||||
if got == "" {
|
||||
t.Fatalf("expected non-empty, got empty")
|
||||
}
|
||||
for _, s := range tc.wantSubstring {
|
||||
if !strings.Contains(got, s) {
|
||||
t.Errorf("expected to contain %q, got %q", s, got)
|
||||
}
|
||||
}
|
||||
for _, s := range tc.wantNot {
|
||||
if strings.Contains(got, s) {
|
||||
t.Errorf("should not contain %q, got %q", s, got)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// ── Treasure Rank Ordering ─────────────────────────────────────────────────
|
||||
|
||||
func TestAdvTreasureRank_Ordering(t *testing.T) {
|
||||
t5 := &AdvTreasureDef{Key: "a", Tier: 5, Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 5}}}
|
||||
t3multi := &AdvTreasureDef{Key: "b", Tier: 3, Bonuses: []advTreasureBonusDef{
|
||||
{Type: "combat_level", Value: 1}, {Type: "death_chance", Value: -1},
|
||||
}}
|
||||
t3single := &AdvTreasureDef{Key: "c", Tier: 3, Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 5}}}
|
||||
t3same := &AdvTreasureDef{Key: "d", Tier: 3, Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 5}}}
|
||||
|
||||
if !advTreasureRankBetter(advTreasureRank(t5), advTreasureRank(t3multi)) {
|
||||
t.Error("T5 should beat T3 regardless of bonus count")
|
||||
}
|
||||
if !advTreasureRankBetter(advTreasureRank(t3multi), advTreasureRank(t3single)) {
|
||||
t.Error("equal tier: more bonuses should win")
|
||||
}
|
||||
if advTreasureRankBetter(advTreasureRank(t3single), advTreasureRank(t3same)) {
|
||||
t.Error("equal tier and bonus count: should NOT be strictly better (no churn)")
|
||||
}
|
||||
if advTreasureRankBetter(advTreasureRank(t3same), advTreasureRank(t3single)) {
|
||||
t.Error("equal tier and bonus count, reversed: also not strictly better")
|
||||
}
|
||||
}
|
||||
|
||||
func TestAdvTreasureIrreplaceable(t *testing.T) {
|
||||
special := &AdvTreasureDef{Bonuses: []advTreasureBonusDef{{Type: "special_respawn_halve", Value: 1}}}
|
||||
mixed := &AdvTreasureDef{Bonuses: []advTreasureBonusDef{
|
||||
{Type: "all_skills", Value: 5}, {Type: "special_monthly_death_bypass", Value: 1},
|
||||
}}
|
||||
regular := &AdvTreasureDef{Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 10}}}
|
||||
none := &AdvTreasureDef{}
|
||||
|
||||
if !advTreasureIrreplaceable(special) {
|
||||
t.Error("special_* bonus should mark irreplaceable")
|
||||
}
|
||||
if !advTreasureIrreplaceable(mixed) {
|
||||
t.Error("any special_* among bonuses should mark irreplaceable")
|
||||
}
|
||||
if advTreasureIrreplaceable(regular) {
|
||||
t.Error("regular bonuses should not be irreplaceable")
|
||||
}
|
||||
if advTreasureIrreplaceable(none) {
|
||||
t.Error("zero bonuses is not irreplaceable")
|
||||
}
|
||||
if advTreasureIrreplaceable(nil) {
|
||||
t.Error("nil should not be irreplaceable")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Crafting Teaser Boundaries ─────────────────────────────────────────────
|
||||
|
||||
func TestRenderCraftingTeaser_BracketBoundaries(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
foraging int
|
||||
craftsSucceeded int
|
||||
wantEmpty bool
|
||||
wantContainsAny []string // any of these (OR)
|
||||
wantNotContains []string
|
||||
}{
|
||||
{"foraging 6 — out of pre-window", 6, 0, true, nil, nil},
|
||||
{"foraging 7 — pre-unlock with 3 levels left, plural", 7, 0, false, []string{"3 Foraging level"}, []string{"unlocks in 1 ", "unlocks in 0"}},
|
||||
{"foraging 9 — pre-unlock with 1 level, singular", 9, 0, false, []string{"1 Foraging level"}, []string{"levels"}},
|
||||
{"foraging 10, no crafts yet — unlocked nudge", 10, 0, false, []string{"Crafting is unlocked"}, []string{"unlocks in"}},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
char := &AdventureCharacter{
|
||||
ForagingSkill: tc.foraging,
|
||||
CraftsSucceeded: tc.craftsSucceeded,
|
||||
}
|
||||
got := renderCraftingTeaser(char)
|
||||
if tc.wantEmpty {
|
||||
if got != "" {
|
||||
t.Errorf("expected empty, got %q", got)
|
||||
}
|
||||
return
|
||||
}
|
||||
if got == "" {
|
||||
t.Fatalf("expected non-empty teaser, got empty")
|
||||
}
|
||||
for _, s := range tc.wantContainsAny {
|
||||
if strings.Contains(got, s) {
|
||||
goto matched
|
||||
}
|
||||
}
|
||||
t.Errorf("expected any of %v, got %q", tc.wantContainsAny, got)
|
||||
matched:
|
||||
for _, bad := range tc.wantNotContains {
|
||||
if strings.Contains(got, bad) {
|
||||
t.Errorf("output should not contain %q, got %q", bad, got)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func TestCraftingReminderWeekday_Spread(t *testing.T) {
|
||||
// Across many synthetic users in the same week, the per-player weekday
|
||||
// should land on most weekdays (uniform-ish hash). Asserting "≥ 4 of 7"
|
||||
// is a loose sanity check that catches a constant or pathological hash.
|
||||
now := time.Date(2026, 5, 4, 12, 0, 0, 0, time.UTC)
|
||||
hits := map[int]bool{}
|
||||
for i := 0; i < 100; i++ {
|
||||
uid := id.UserID(strings.Repeat("a", i+1) + "@test:local")
|
||||
hits[craftingReminderWeekday(uid, now)] = true
|
||||
}
|
||||
if len(hits) < 5 {
|
||||
t.Errorf("expected weekday spread across most days, only hit %d distinct: %v", len(hits), hits)
|
||||
}
|
||||
}
|
||||
|
||||
func TestCraftingReminderWeekday_StableWithinWeek(t *testing.T) {
|
||||
uid := id.UserID("@stable:test")
|
||||
mon := time.Date(2026, 5, 4, 0, 0, 0, 0, time.UTC) // Monday
|
||||
sun := time.Date(2026, 5, 10, 23, 0, 0, 0, time.UTC) // Sunday same ISO week
|
||||
if craftingReminderWeekday(uid, mon) != craftingReminderWeekday(uid, sun) {
|
||||
t.Error("weekday should be stable within an ISO week")
|
||||
}
|
||||
// Following ISO week — should differ for at least *some* users; not
|
||||
// guaranteed for every user but we test the rotation property exists.
|
||||
nextWeek := time.Date(2026, 5, 11, 0, 0, 0, 0, time.UTC)
|
||||
differs := 0
|
||||
for i := 0; i < 50; i++ {
|
||||
u := id.UserID(strings.Repeat("u", i+1) + "@x")
|
||||
if craftingReminderWeekday(u, mon) != craftingReminderWeekday(u, nextWeek) {
|
||||
differs++
|
||||
}
|
||||
}
|
||||
if differs == 0 {
|
||||
t.Error("expected the per-week hash to rotate at least some users between weeks")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Co-op Teaser Leader Skip ───────────────────────────────────────────────
|
||||
|
||||
func TestPickCoopTeaserCandidate_SkipsLeader(t *testing.T) {
|
||||
me := id.UserID("@me:test")
|
||||
other := id.UserID("@other:test")
|
||||
|
||||
myRun := &CoopRun{ID: 1, Tier: 1, LeaderID: me}
|
||||
theirRunMatch := &CoopRun{ID: 2, Tier: 1, LeaderID: other}
|
||||
theirRunStretch := &CoopRun{ID: 3, Tier: 5, LeaderID: other}
|
||||
|
||||
char := &AdventureCharacter{UserID: me, CombatLevel: 10}
|
||||
|
||||
// Player leads run 1, qualifies for run 2 (T1 minLevel 5), under-level for run 3 (T5 minLevel 40).
|
||||
match, stretch := pickCoopTeaserCandidate([]*CoopRun{myRun, theirRunMatch, theirRunStretch}, char)
|
||||
if match == nil || match.ID != 2 {
|
||||
t.Errorf("expected match=run 2, got %v", match)
|
||||
}
|
||||
if stretch == nil || stretch.ID != 3 {
|
||||
t.Errorf("expected stretch=run 3, got %v", stretch)
|
||||
}
|
||||
|
||||
// Only own run open: nothing to surface.
|
||||
match, stretch = pickCoopTeaserCandidate([]*CoopRun{myRun}, char)
|
||||
if match != nil || stretch != nil {
|
||||
t.Errorf("expected both nil when only own run open; got match=%v stretch=%v", match, stretch)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Location Risk/Reward Numbers ───────────────────────────────────────────
|
||||
|
||||
func TestCalculateAdvProbabilities_RiskReward_NormalizesAcrossConfigs(t *testing.T) {
|
||||
// Risk/reward render line depends on these probabilities. Lock in that
|
||||
// they normalize to 100 across a few realistic configurations beyond
|
||||
// the existing single-config sum test.
|
||||
cases := []struct {
|
||||
name string
|
||||
char *AdventureCharacter
|
||||
loc *AdvLocation
|
||||
}{
|
||||
{"low-tier with low skill", &AdventureCharacter{ForagingSkill: 3},
|
||||
&AdvLocation{Activity: AdvActivityForaging, Tier: 1, BaseDeathPct: 5, EmptyPct: 30}},
|
||||
{"high-tier with high skill", &AdventureCharacter{ForagingSkill: 30},
|
||||
&AdvLocation{Activity: AdvActivityForaging, Tier: 4, BaseDeathPct: 25, EmptyPct: 20}},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotTool: {Tier: 3, Condition: 100},
|
||||
}
|
||||
probs := calculateAdvProbabilities(tc.char, equip, tc.loc, &AdvBonusSummary{}, false)
|
||||
total := probs.DeathPct + probs.EmptyPct + probs.SuccessPct + probs.ExceptionalPct
|
||||
if total < 99.99 || total > 100.01 {
|
||||
t.Errorf("probabilities should sum to 100, got %.2f (%+v)", total, probs)
|
||||
}
|
||||
if probs.DeathPct < 0 || probs.ExceptionalPct < 0 {
|
||||
t.Errorf("negative probability: %+v", probs)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,7 @@ import (
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"gogobee/internal/flavor"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
@@ -134,12 +135,15 @@ func (p *AdventurePlugin) npcFireEncounter(userID id.UserID, npc string) {
|
||||
case "misty":
|
||||
char.MistyLastSeen = &now
|
||||
char.MistyEncounterCount++
|
||||
opening = mistyOpenings[rand.IntN(len(mistyOpenings))]
|
||||
// Pool union: legacy mistyOpenings + D&D MistyGreeting flavor.
|
||||
mistyPool := dndMistyGreetingPool()
|
||||
opening = mistyPool[rand.IntN(len(mistyPool))]
|
||||
prompt = fmt.Sprintf("👤 A woman approaches you.\n\n_%s_\n\n"+
|
||||
"Reply `yes` to give €%d, or `no` to walk away.", opening, mistyCost)
|
||||
case "arina":
|
||||
char.ArinaLastSeen = &now
|
||||
opening = arinaOpenings[rand.IntN(len(arinaOpenings))]
|
||||
arinaPool := dndArinaGreetingPool()
|
||||
opening = arinaPool[rand.IntN(len(arinaPool))]
|
||||
prompt = fmt.Sprintf("💎 A woman in expensive clothing stops you.\n\n_%s_\n\n"+
|
||||
"Reply `yes` to pay €%d, or `no` to decline.", opening, arinaCost)
|
||||
}
|
||||
@@ -223,6 +227,9 @@ 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+"_")
|
||||
}
|
||||
// D&D Insight check — passing refunds the donation. Renders flavor on
|
||||
// either outcome (success or fail) when a check was attempted.
|
||||
insightCheck := dndNPCInsightRefund(ctx.Sender, p.euro, mistyCost)
|
||||
char.MistyBuffExpires = expires
|
||||
char.MistyDonatedCount++
|
||||
|
||||
@@ -241,6 +248,20 @@ func (p *AdventurePlugin) resolveMisty(ctx MessageContext, char *AdventureCharac
|
||||
reply += "\n\n_" + hint + "_"
|
||||
}
|
||||
|
||||
// Flavor for the D&D check outcome (when applicable).
|
||||
if insightCheck.Attempted {
|
||||
if insightCheck.Succeeded {
|
||||
if line := flavor.Pick(flavor.MistyInsightSuccess); line != "" {
|
||||
reply += "\n\n_" + line + "_"
|
||||
}
|
||||
reply += "\n\n_(Insight DC 12 passed — donation refunded.)_"
|
||||
} else {
|
||||
if line := flavor.Pick(flavor.MistySkillFail); line != "" {
|
||||
reply += "\n\n_" + line + "_"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("_%s_", reply))
|
||||
}
|
||||
|
||||
@@ -264,13 +285,28 @@ func (p *AdventurePlugin) resolveArina(ctx MessageContext, char *AdventureCharac
|
||||
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))
|
||||
}
|
||||
// D&D Arcana check — flavor for either outcome when a check was attempted.
|
||||
arcanaCheck := dndNPCArcanaRefund(ctx.Sender, p.euro, arinaCost)
|
||||
char.ArinaBuffExpires = expires
|
||||
if err := saveAdvCharacter(char); err != nil {
|
||||
slog.Error("npc: failed to save arina buff", "user", ctx.Sender, "err", err)
|
||||
}
|
||||
extra := ""
|
||||
if arcanaCheck.Attempted {
|
||||
if arcanaCheck.Succeeded {
|
||||
if line := flavor.Pick(flavor.ArinaArcanaSuccess); line != "" {
|
||||
extra = "\n\n_" + line + "_"
|
||||
}
|
||||
extra += "\n\n_(Arcana DC 14 passed — investment refunded.)_"
|
||||
} else {
|
||||
if line := flavor.Pick(flavor.ArinaSkillFail); line != "" {
|
||||
extra = "\n\n_" + line + "_"
|
||||
}
|
||||
}
|
||||
}
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"_She snatches the money from you, almost rudely, then looks at you expectantly._\n\n\"%s\"\n\n_She walks away just as quickly as she came._",
|
||||
arinaAcceptLine))
|
||||
"_She snatches the money from you, almost rudely, then looks at you expectantly._\n\n\"%s\"\n\n_She walks away just as quickly as she came._%s",
|
||||
arinaAcceptLine, extra))
|
||||
}
|
||||
|
||||
// Declined — no mechanical effect, just insults
|
||||
|
||||
@@ -2,6 +2,7 @@ package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"hash/fnv"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
"sync"
|
||||
@@ -131,22 +132,29 @@ func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*
|
||||
eqScore := advEquipmentScore(equip)
|
||||
for _, slot := range allSlots {
|
||||
eq := equip[slot]
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
marker := ""
|
||||
if eq.Masterwork {
|
||||
marker = " ⭐"
|
||||
} else if eq.ArenaTier > 0 {
|
||||
marker = " ⚔️"
|
||||
}
|
||||
// Mastery segment is appended as a third inline field after
|
||||
// condition only when there's progress — keeps rows tight for
|
||||
// freshly-equipped gear and grows with use.
|
||||
mastery := ""
|
||||
if eq != nil && eq.ActionsUsed >= 20 {
|
||||
mastery = " ✦"
|
||||
}
|
||||
if eq != nil {
|
||||
marker := ""
|
||||
if eq.Masterwork {
|
||||
marker = " ⭐"
|
||||
} else if eq.ArenaTier > 0 {
|
||||
marker = " ⚔️"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" %s %s: %s%s (Tier %d | %d%% condition%s)\n",
|
||||
slotEmoji(slot), slotTitle(slot), eq.Name, marker, eq.Tier, eq.Condition, mastery))
|
||||
if seg := advMasteryRowSegment(eq.ActionsUsed); seg != "" {
|
||||
mastery = " | " + seg
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" %s %s: %s%s (Tier %d | %d%% cond%s)\n",
|
||||
slotEmoji(slot), slotTitle(slot), eq.Name, marker, eq.Tier, eq.Condition, mastery))
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" Equipment Score: %.1f\n", eqScore))
|
||||
if line := renderAdvMasteryAggregate(equip); line != "" {
|
||||
sb.WriteString(" " + line + "\n")
|
||||
}
|
||||
|
||||
// Treasures
|
||||
if len(treasures) > 0 {
|
||||
@@ -157,15 +165,8 @@ func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*
|
||||
continue
|
||||
}
|
||||
seen[t.TreasureKey] = true
|
||||
// Find def for inventory desc
|
||||
for tier, defs := range advAllTreasures {
|
||||
_ = tier
|
||||
for _, def := range defs {
|
||||
if def.Key == t.TreasureKey {
|
||||
sb.WriteString(fmt.Sprintf(" %s\n", def.InventoryDesc))
|
||||
break
|
||||
}
|
||||
}
|
||||
if def := lookupAdvTreasureDef(t.TreasureKey); def != nil {
|
||||
sb.WriteString(fmt.Sprintf(" %s\n", def.InventoryDesc))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -234,6 +235,138 @@ func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*
|
||||
|
||||
// ── Morning DM ───────────────────────────────────────────────────────────────
|
||||
|
||||
// renderCoopTeaser surfaces an open co-op run the player could join, so the
|
||||
// system isn't a footnote in help text. Returns "" when there's nothing to
|
||||
// surface (no open runs, or the player is already locked into one). When
|
||||
// runs exist that the player is under-levelled for, we still hint at them
|
||||
// as a stretch goal — joining as a liability is a real choice.
|
||||
func renderCoopTeaser(char *AdventureCharacter) string {
|
||||
runs, err := loadOpenCoopRuns()
|
||||
if err != nil || len(runs) == 0 {
|
||||
return ""
|
||||
}
|
||||
|
||||
pick, stretch := pickCoopTeaserCandidate(runs, char)
|
||||
tag := ""
|
||||
if pick == nil {
|
||||
pick = stretch
|
||||
tag = " *(below recommended level — would join as liability)*"
|
||||
}
|
||||
if pick == nil {
|
||||
return ""
|
||||
}
|
||||
|
||||
leaderName := string(pick.LeaderID)
|
||||
if c, err := loadAdvCharacter(pick.LeaderID); err == nil && c != nil && c.DisplayName != "" {
|
||||
leaderName = c.DisplayName
|
||||
}
|
||||
def := coopTierTable[pick.Tier]
|
||||
return fmt.Sprintf("🛡️ **Open Co-op #%d** — Tier %d (%s) led by %s · `!coop join %d`%s",
|
||||
pick.ID, pick.Tier, def.difficulty, leaderName, pick.ID, tag)
|
||||
}
|
||||
|
||||
// pickCoopTeaserCandidate scans the open coop runs and returns up to two
|
||||
// picks: a primary (where the player meets the level gate) and a stretch
|
||||
// (any other run, joined as a liability). Skips runs the player already
|
||||
// leads. Pure function — testable without DB.
|
||||
func pickCoopTeaserCandidate(runs []*CoopRun, char *AdventureCharacter) (match, stretch *CoopRun) {
|
||||
for _, r := range runs {
|
||||
if r.LeaderID == char.UserID {
|
||||
continue
|
||||
}
|
||||
def := coopTierTable[r.Tier]
|
||||
if char.CombatLevel >= def.minLevel && match == nil {
|
||||
match = r
|
||||
} else if stretch == nil {
|
||||
stretch = r
|
||||
}
|
||||
}
|
||||
return match, stretch
|
||||
}
|
||||
|
||||
// renderCraftingTeaser surfaces the crafting system before and just after
|
||||
// the Foraging-10 auto-unlock, so it doesn't stay invisible to players who
|
||||
// never type !adventure recipes. Returns "" when the teaser shouldn't fire
|
||||
// today (out of pre-unlock window, or already deep into post-unlock).
|
||||
func renderCraftingTeaser(char *AdventureCharacter) string {
|
||||
const unlock = 10
|
||||
if char.ForagingSkill < unlock {
|
||||
// Pre-unlock teaser: only when within 3 levels.
|
||||
if char.ForagingSkill < unlock-3 {
|
||||
return ""
|
||||
}
|
||||
levelsToGo := unlock - char.ForagingSkill
|
||||
return fmt.Sprintf("🧪 **Crafting unlocks in %d Foraging level%s** — auto-craft consumables from gathered ingredients (Berry Poultice, Herb Salve, etc.).",
|
||||
levelsToGo, plural(levelsToGo))
|
||||
}
|
||||
|
||||
// Post-unlock: nudge when no successful crafts yet (gentle), or once a
|
||||
// week (loose periodicity via day-of-year %).
|
||||
if char.CraftsSucceeded == 0 {
|
||||
return "🧪 **Crafting is unlocked.** Gather a couple of matching ingredients and TwinBee will auto-craft consumables — try `!adventure recipes` to see what your level supports."
|
||||
}
|
||||
// Per-player weekly reminder: hash UserID + ISO week to pick a stable
|
||||
// weekday for this player. Spreads the cohort across the week instead
|
||||
// of all firing on the same global day.
|
||||
if int(time.Now().UTC().Weekday()) == craftingReminderWeekday(char.UserID, time.Now().UTC()) {
|
||||
return "🧪 *Crafting reminder* — `!adventure recipes` shows what's available at Foraging Lv." + fmt.Sprintf("%d.", char.ForagingSkill)
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
// craftingReminderWeekday picks the day-of-week (0=Sunday..6=Saturday) on
|
||||
// which a given player gets the weekly crafting nudge during the given
|
||||
// week. Stable within an ISO week (predictable, not annoying), rotates
|
||||
// across weeks (not always the same day long-term).
|
||||
func craftingReminderWeekday(userID id.UserID, now time.Time) int {
|
||||
year, week := now.ISOWeek()
|
||||
h := fnv.New32a()
|
||||
fmt.Fprintf(h, "%s|%d|%d", string(userID), year, week)
|
||||
return int(h.Sum32() % 7)
|
||||
}
|
||||
|
||||
func plural(n int) string {
|
||||
if n == 1 {
|
||||
return ""
|
||||
}
|
||||
return "s"
|
||||
}
|
||||
|
||||
// renderRivalNudge surfaces a pending rival challenge in the morning DM so
|
||||
// players who missed or ignored the dramatic challenge DM see a reminder
|
||||
// before it expires. Returns "" if there's no pending challenge against
|
||||
// this player.
|
||||
func renderRivalNudge(char *AdventureCharacter) string {
|
||||
c := pendingRivalChallengeForChallenged(char.UserID)
|
||||
if c == nil {
|
||||
return ""
|
||||
}
|
||||
hours := int(time.Until(c.ExpiresAt).Hours())
|
||||
if hours < 1 {
|
||||
hours = 1 // floor — "<1h" feels worse than "1h"
|
||||
}
|
||||
rivalName := string(c.ChallengerID)
|
||||
if rc, err := loadAdvCharacter(c.ChallengerID); err == nil && rc != nil && rc.DisplayName != "" {
|
||||
rivalName = rc.DisplayName
|
||||
}
|
||||
return fmt.Sprintf("⚔️ **Rival challenge open** — %s, round %d/3, €%d on the line · expires in %dh · reply **rock**, **paper**, or **scissors**",
|
||||
rivalName, c.Round, c.Stake, hours)
|
||||
}
|
||||
|
||||
// writeAdvLocationLines renders the eligible-location bullets shown in the
|
||||
// morning DM. Each line surfaces both the downside (death %) and upside
|
||||
// (exceptional %) so the menu teaches risk/reward, not just risk.
|
||||
func writeAdvLocationLines(sb *strings.Builder, locs []AdvEligibleLocation) {
|
||||
for _, el := range locs {
|
||||
warn := ""
|
||||
if el.InPenaltyZone {
|
||||
warn = " ⚠️"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death · ~%.0f%% exceptional%s)\n",
|
||||
el.Location.Name, el.Location.Tier, el.DeathPct, el.ExceptionalPct, warn))
|
||||
}
|
||||
}
|
||||
|
||||
func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, balance float64, bonuses *AdvBonusSummary, holidayName string) string {
|
||||
var sb strings.Builder
|
||||
|
||||
@@ -303,51 +436,45 @@ func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEq
|
||||
coopRun.ID, coopRun.CurrentDay, coopRun.TotalDays, harvestLeft, harvestMax))
|
||||
} else {
|
||||
sb.WriteString(fmt.Sprintf("📋 **Actions:** %d/%d combat · %d/%d harvest\n\n", combatLeft, combatMax, harvestLeft, harvestMax))
|
||||
|
||||
// Co-op teaser — show open runs the player could join.
|
||||
if line := renderCoopTeaser(char); line != "" {
|
||||
sb.WriteString(line)
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
}
|
||||
|
||||
// Rival nudge — a pending challenge waits for action.
|
||||
if line := renderRivalNudge(char); line != "" {
|
||||
sb.WriteString(line)
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
|
||||
// Crafting teaser — surface the system when it's near unlock or post-unlock.
|
||||
if line := renderCraftingTeaser(char); line != "" {
|
||||
sb.WriteString(line)
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
|
||||
// Location choices
|
||||
if inCoop {
|
||||
sb.WriteString(fmt.Sprintf("**1️⃣ Dungeon:** _(off in the Co-op, no solo combat — `!coop status` for run state)_\n"))
|
||||
sb.WriteString("**1️⃣ Dungeon:** _(off in the Co-op, no solo combat — `!coop status` for run state)_\n")
|
||||
} else if char.CanDoCombat(isHol) {
|
||||
sb.WriteString("**1️⃣ Dungeon:**\n")
|
||||
for _, el := range advEligibleLocations(char, equip, AdvActivityDungeon, bonuses) {
|
||||
warn := ""
|
||||
if el.InPenaltyZone {
|
||||
warn = " ⚠️"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
|
||||
}
|
||||
writeAdvLocationLines(&sb, advEligibleLocations(char, equip, AdvActivityDungeon, bonuses))
|
||||
} else {
|
||||
sb.WriteString("**1️⃣ Dungeon:** _(no combat actions remaining)_\n")
|
||||
}
|
||||
|
||||
if char.CanDoHarvest(isHol) {
|
||||
sb.WriteString("**2️⃣ Mine:**\n")
|
||||
for _, el := range advEligibleLocations(char, equip, AdvActivityMining, bonuses) {
|
||||
warn := ""
|
||||
if el.InPenaltyZone {
|
||||
warn = " ⚠️"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
|
||||
}
|
||||
writeAdvLocationLines(&sb, advEligibleLocations(char, equip, AdvActivityMining, bonuses))
|
||||
|
||||
sb.WriteString("**3️⃣ Forage:**\n")
|
||||
for _, el := range advEligibleLocations(char, equip, AdvActivityForaging, bonuses) {
|
||||
warn := ""
|
||||
if el.InPenaltyZone {
|
||||
warn = " ⚠️"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
|
||||
}
|
||||
writeAdvLocationLines(&sb, advEligibleLocations(char, equip, AdvActivityForaging, bonuses))
|
||||
|
||||
sb.WriteString("**4️⃣ Fish:**\n")
|
||||
for _, el := range advEligibleLocations(char, equip, AdvActivityFishing, bonuses) {
|
||||
warn := ""
|
||||
if el.InPenaltyZone {
|
||||
warn = " ⚠️"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
|
||||
}
|
||||
writeAdvLocationLines(&sb, advEligibleLocations(char, equip, AdvActivityFishing, bonuses))
|
||||
} else {
|
||||
sb.WriteString("**2️⃣ Mine:** _(no harvest actions remaining)_\n")
|
||||
sb.WriteString("**3️⃣ Forage:** _(no harvest actions remaining)_\n")
|
||||
@@ -505,6 +632,183 @@ func renderAdvRespawnDM(char *AdventureCharacter) string {
|
||||
})
|
||||
}
|
||||
|
||||
// ── Treasure List ───────────────────────────────────────────────────────────
|
||||
|
||||
// lookupAdvTreasureDef returns the canonical definition for a treasure key,
|
||||
// or nil if unknown. Walks the tiered table; cheap because the total count
|
||||
// is small.
|
||||
func lookupAdvTreasureDef(key string) *AdvTreasureDef {
|
||||
for _, defs := range advAllTreasures {
|
||||
for i := range defs {
|
||||
if defs[i].Key == key {
|
||||
d := defs[i]
|
||||
return &d
|
||||
}
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// renderAdvTreasureList renders the standalone treasure listing for
|
||||
// `!adventure treasures`. Shows each treasure, marks irreplaceable ones,
|
||||
// and surfaces the lock state so players know whether new drops will
|
||||
// auto-swap or be refused.
|
||||
func renderAdvTreasureList(treasures []AdvTreasureDef, locked bool) string {
|
||||
var sb strings.Builder
|
||||
sb.WriteString("💎 **Your Treasures**")
|
||||
if locked {
|
||||
sb.WriteString(" 🔒 _(locked — drops at cap refused)_")
|
||||
}
|
||||
sb.WriteString("\n\n")
|
||||
|
||||
if len(treasures) == 0 {
|
||||
sb.WriteString("_No treasures yet. Higher-tier locations have higher drop rates._")
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
for _, t := range treasures {
|
||||
t := t
|
||||
marker := ""
|
||||
if advTreasureIrreplaceable(&t) {
|
||||
marker = " 🛡️"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" • Tier %d · %s%s\n _%s_\n", t.Tier, t.Name, marker, t.InventoryDesc))
|
||||
}
|
||||
|
||||
if locked {
|
||||
sb.WriteString("\n_Unlock with `!adventure treasures unlock` to allow higher-tier auto-swaps._")
|
||||
} else {
|
||||
sb.WriteString("\n_Higher-tier drops auto-swap your lowest replaceable treasure (10-min undo). 🛡️ = irreplaceable, never auto-discarded._\n_Lock with `!adventure treasures lock` to refuse drops at cap._")
|
||||
}
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// renderAdvMasteryAggregate produces the one-line summary shown under the
|
||||
// equipment block on the character sheet. Three states:
|
||||
// - Bonus active: shows percent, threshold count, cap-reached when at +10%.
|
||||
// - No bonus but some progress: hints that a threshold is approaching.
|
||||
// - No progress: empty (don't bloat sheets for new players).
|
||||
func renderAdvMasteryAggregate(equip map[EquipmentSlot]*AdvEquipment) string {
|
||||
r := advMasteryRollup(equip)
|
||||
if !r.AnyProgress {
|
||||
return ""
|
||||
}
|
||||
if r.Bonus > 0 {
|
||||
base := fmt.Sprintf("🎯 Mastery: +%.0f%% loot quality · %d threshold%s crossed",
|
||||
r.Bonus, r.ThresholdsCrossed, plural(r.ThresholdsCrossed))
|
||||
if r.MaxedSlots > 0 {
|
||||
base += fmt.Sprintf(" · %d slot%s maxed", r.MaxedSlots, plural(r.MaxedSlots))
|
||||
}
|
||||
// Cap is +10%; the raw count keeps rising past it. Flag when the
|
||||
// player is paying threshold tax for nothing.
|
||||
if r.Bonus >= 10 {
|
||||
base += " (cap reached)"
|
||||
}
|
||||
base += " · `!adventure mastery`"
|
||||
return base
|
||||
}
|
||||
// Some progress, no thresholds crossed yet — surface the next gate.
|
||||
return "🎯 Mastery: building up — first threshold at 50 actions/slot · `!adventure mastery`"
|
||||
}
|
||||
|
||||
// ── Equipment Mastery View ──────────────────────────────────────────────────
|
||||
|
||||
// renderAdvMasteryView renders a per-slot mastery readout: progress bar,
|
||||
// tier marker, and next threshold so players can see "where am I" between
|
||||
// the discrete celebration DMs that fire at threshold crossings.
|
||||
func renderAdvMasteryView(equip map[EquipmentSlot]*AdvEquipment) string {
|
||||
var sb strings.Builder
|
||||
sb.WriteString("🎯 **Equipment Mastery**\n\n")
|
||||
|
||||
any := false
|
||||
for _, slot := range allSlots {
|
||||
eq := equip[slot]
|
||||
if eq == nil {
|
||||
sb.WriteString(fmt.Sprintf(" %s %s — _empty_\n", slotEmoji(slot), slotTitle(slot)))
|
||||
continue
|
||||
}
|
||||
any = true
|
||||
tier, next := advMasteryTier(eq.ActionsUsed)
|
||||
marker := advMasteryMarker(eq.ActionsUsed)
|
||||
if marker == "" {
|
||||
marker = "·"
|
||||
}
|
||||
|
||||
// Bar against the next threshold (or against 250 when at max so the
|
||||
// bar visually maxes out rather than disappearing).
|
||||
var barTotal int
|
||||
if next > 0 {
|
||||
barTotal = next
|
||||
} else {
|
||||
barTotal = advMasteryThresholds[len(advMasteryThresholds)-1]
|
||||
}
|
||||
bar := masteryBar(eq.ActionsUsed, barTotal)
|
||||
_ = tier
|
||||
|
||||
if next > 0 {
|
||||
sb.WriteString(fmt.Sprintf(" %s %s · %s · %d/%d %s %s\n",
|
||||
slotEmoji(slot), slotTitle(slot), eq.Name, eq.ActionsUsed, next, bar, marker))
|
||||
} else {
|
||||
sb.WriteString(fmt.Sprintf(" %s %s · %s · %d (max) %s %s\n",
|
||||
slotEmoji(slot), slotTitle(slot), eq.Name, eq.ActionsUsed, bar, marker))
|
||||
}
|
||||
}
|
||||
|
||||
bonus := advEquipmentMasteryBonus(equip)
|
||||
sb.WriteString("\n")
|
||||
if !any {
|
||||
sb.WriteString("_No equipment yet — gear up first._")
|
||||
return sb.String()
|
||||
}
|
||||
if bonus > 0 {
|
||||
sb.WriteString(fmt.Sprintf("**Active mastery bonus: +%.0f%% loot quality** (cap +10%%)\n", bonus))
|
||||
} else {
|
||||
sb.WriteString("_No mastery bonus yet — first threshold at 50 actions per slot._\n")
|
||||
}
|
||||
sb.WriteString("Thresholds: 50 ✦ · 100 ✦✦ · 250 ✦✦✦. Each crossed threshold per slot adds +1% loot quality.")
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// masteryBar builds a 10-cell progress bar for the mastery view.
|
||||
func masteryBar(value, total int) string {
|
||||
if total <= 0 {
|
||||
return "▱▱▱▱▱▱▱▱▱▱"
|
||||
}
|
||||
filled := value * 10 / total
|
||||
if filled > 10 {
|
||||
filled = 10
|
||||
}
|
||||
if filled < 0 {
|
||||
filled = 0
|
||||
}
|
||||
return strings.Repeat("▰", filled) + strings.Repeat("▱", 10-filled)
|
||||
}
|
||||
|
||||
// ── Auto-Babysit DM ─────────────────────────────────────────────────────────
|
||||
|
||||
// renderAutoBabysitDM builds the morning notification when auto-babysit
|
||||
// covered an idle day. Surfaces what the babysitter actually accomplished
|
||||
// (skill focus, gold/XP, items) plus a flavor highlight on lucky days, so
|
||||
// the system feels like an active companion instead of a silent debit.
|
||||
func renderAutoBabysitDM(daily int, streak int, res AutoBabysitDayResult) string {
|
||||
var sb strings.Builder
|
||||
sb.WriteString(fmt.Sprintf("🍼 **Auto-babysit activated** — €%d deducted. Your streak is safe at %d days.\n", daily, streak))
|
||||
if res.Skill != "" {
|
||||
sb.WriteString(fmt.Sprintf("Focus: %s · €%d earned · %d XP", res.Skill, res.Gold, res.XP))
|
||||
if len(res.Items) > 0 {
|
||||
sb.WriteString(fmt.Sprintf(" · items: %s", strings.Join(res.Items, ", ")))
|
||||
}
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
if res.Highlight && res.Skill != "" {
|
||||
line := pickBabysitFlavor(babysitHighlightLines)
|
||||
if line != "" {
|
||||
sb.WriteString("\n_" + fmt.Sprintf(line, res.Skill) + "_")
|
||||
}
|
||||
}
|
||||
return strings.TrimRight(sb.String(), "\n")
|
||||
}
|
||||
|
||||
// ── Idle Shame DM ────────────────────────────────────────────────────────────
|
||||
|
||||
func renderAdvIdleShameDM(char *AdventureCharacter) string {
|
||||
|
||||
@@ -247,6 +247,28 @@ func lastRivalChallengeTime() time.Time {
|
||||
return time.Time{}
|
||||
}
|
||||
|
||||
// pendingRivalChallengeForChallenged returns the active challenge where the
|
||||
// given user is the challenged party (i.e. the side that needs to act).
|
||||
// Returns nil if no challenge is pending or the user is only on the
|
||||
// auto-resolved challenger side.
|
||||
func pendingRivalChallengeForChallenged(userID id.UserID) *advRivalChallenge {
|
||||
d := db.Get()
|
||||
c := &advRivalChallenge{}
|
||||
err := d.QueryRow(`
|
||||
SELECT challenge_id, challenger_id, challenged_id, stake,
|
||||
round, player_score, rival_score, expires_at, created_at
|
||||
FROM adventure_rival_challenges
|
||||
WHERE challenged_id = ? AND expires_at > CURRENT_TIMESTAMP
|
||||
ORDER BY created_at DESC LIMIT 1`, string(userID)).Scan(
|
||||
&c.ChallengeID, &c.ChallengerID, &c.ChallengedID, &c.Stake,
|
||||
&c.Round, &c.PlayerScore, &c.RivalScore, &c.ExpiresAt, &c.CreatedAt,
|
||||
)
|
||||
if err != nil {
|
||||
return nil
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
func hasActiveChallenge(userID id.UserID) bool {
|
||||
d := db.Get()
|
||||
var count int
|
||||
|
||||
@@ -334,25 +334,49 @@ func (p *AdventurePlugin) midnightReset() error {
|
||||
}
|
||||
|
||||
today := time.Now().UTC().Format("2006-01-02")
|
||||
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
|
||||
|
||||
coopMembers, err := activeCoopMemberSet()
|
||||
if err != nil {
|
||||
slog.Error("adventure: failed to load active coop members", "err", err)
|
||||
coopMembers = map[string]bool{}
|
||||
}
|
||||
|
||||
dmsSent := 0
|
||||
for _, char := range chars {
|
||||
// Active co-op members can't take manual actions (combat is locked
|
||||
// to the coop run, harvest is optional). Their participation
|
||||
// auto-resolves daily, so credit them with a streak day and skip
|
||||
// idle/babysit logic — otherwise the lockCoopCombatActions sentinel
|
||||
// (combat_actions_used = 99) trips HasActedToday and falls through
|
||||
// to the streak-reset branch.
|
||||
if coopMembers[string(char.UserID)] {
|
||||
char.CurrentStreak++
|
||||
if char.CurrentStreak > char.BestStreak {
|
||||
char.BestStreak = char.CurrentStreak
|
||||
}
|
||||
char.LastActionDate = today
|
||||
_ = saveAdvCharacter(&char)
|
||||
continue
|
||||
}
|
||||
|
||||
if !char.HasActedToday() {
|
||||
// If the player died today or yesterday, they couldn't act — no shame,
|
||||
// no streak reset. This covers both currently-dead players and players
|
||||
// who were just revived at midnight (Alive already flipped to true by
|
||||
// the reminder loop before midnightReset runs).
|
||||
if char.LastDeathDate == today ||
|
||||
char.LastDeathDate == time.Now().UTC().Add(-24*time.Hour).Format("2006-01-02") {
|
||||
if char.LastDeathDate == today || char.LastDeathDate == yesterday {
|
||||
continue
|
||||
}
|
||||
|
||||
// Auto-babysit: if enabled, alive, and affordable, run a single babysit day instead of losing streak
|
||||
autoBabysitShortfall := int64(0)
|
||||
if char.AutoBabysit && char.Alive && !char.BabysitActive {
|
||||
daily := babysitDailyCost(char.CombatLevel)
|
||||
if p.euro.GetBalance(char.UserID) >= float64(daily) {
|
||||
bal := p.euro.GetBalance(char.UserID)
|
||||
if bal >= float64(daily) {
|
||||
if p.euro.Debit(char.UserID, float64(daily), "auto_babysit") {
|
||||
p.runAutoBabysitDay(&char)
|
||||
res := p.runAutoBabysitDay(&char)
|
||||
if char.CurrentStreak > 0 {
|
||||
char.CurrentStreak++
|
||||
if char.CurrentStreak > char.BestStreak {
|
||||
@@ -371,9 +395,11 @@ func (p *AdventurePlugin) midnightReset() error {
|
||||
time.Sleep(time.Duration(1000+rand.IntN(2000)) * time.Millisecond)
|
||||
}
|
||||
dmsSent++
|
||||
p.SendDM(char.UserID, fmt.Sprintf("🍼 **Auto-babysit activated** — €%d deducted. Your streak is safe at %d days.", daily, char.CurrentStreak))
|
||||
p.SendDM(char.UserID, renderAutoBabysitDM(daily, char.CurrentStreak, res))
|
||||
continue
|
||||
}
|
||||
} else {
|
||||
autoBabysitShortfall = int64(float64(daily) - bal)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -385,6 +411,9 @@ func (p *AdventurePlugin) midnightReset() error {
|
||||
|
||||
// Idle shame DM
|
||||
text := renderAdvIdleShameDM(&char)
|
||||
if autoBabysitShortfall > 0 {
|
||||
text += fmt.Sprintf("\n\n💸 Auto-babysit was on but couldn't cover today (€%d short). Top up the wallet and TwinBee can step in next time.", autoBabysitShortfall)
|
||||
}
|
||||
if char.CurrentStreak > 0 {
|
||||
oldStreak := char.CurrentStreak
|
||||
char.CurrentStreak /= 2
|
||||
@@ -400,7 +429,6 @@ func (p *AdventurePlugin) midnightReset() error {
|
||||
}
|
||||
} else {
|
||||
// Update streak — LastActionDate was set at action time
|
||||
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
|
||||
if char.LastActionDate == yesterday || char.LastActionDate == today {
|
||||
char.CurrentStreak++
|
||||
} else {
|
||||
|
||||
@@ -61,8 +61,17 @@ type advPendingShopConfirm struct {
|
||||
type advShopSession struct {
|
||||
StartedAt time.Time
|
||||
ItemsBought int
|
||||
// Persuasion discount: 0.10 if the player passed Persuasion DC 15 on
|
||||
// session start, else 0. Applied to all purchases this session.
|
||||
// Expires `dndPersuasionDiscountTTL` after StartedAt — players can't
|
||||
// hold a discount session open indefinitely.
|
||||
PersuasionDiscount float64
|
||||
}
|
||||
|
||||
// dndPersuasionDiscountTTL — how long after shop entry the Persuasion
|
||||
// discount remains valid. After this, prices return to full.
|
||||
const dndPersuasionDiscountTTL = 30 * time.Minute
|
||||
|
||||
func (p *AdventurePlugin) shopSessionGet(userID id.UserID) *advShopSession {
|
||||
if val, ok := p.shopSessions.Load(string(userID)); ok {
|
||||
return val.(*advShopSession)
|
||||
@@ -72,12 +81,45 @@ func (p *AdventurePlugin) shopSessionGet(userID id.UserID) *advShopSession {
|
||||
|
||||
func (p *AdventurePlugin) shopSessionStart(userID id.UserID) {
|
||||
if p.shopSessionGet(userID) == nil {
|
||||
discount := 0.0
|
||||
if dndNPCPersuasionDiscount(userID) {
|
||||
discount = 0.10
|
||||
}
|
||||
p.shopSessions.Store(string(userID), &advShopSession{
|
||||
StartedAt: time.Now(),
|
||||
StartedAt: time.Now(),
|
||||
PersuasionDiscount: discount,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// shopSessionPriceFactor returns the multiplier to apply to shop prices for
|
||||
// the given user's current session. 1.0 normally, 0.9 if Persuasion passed.
|
||||
// The discount expires after dndPersuasionDiscountTTL to prevent indefinite
|
||||
// session-holding (audit fix G).
|
||||
func (p *AdventurePlugin) shopSessionPriceFactor(userID id.UserID) float64 {
|
||||
sess := p.shopSessionGet(userID)
|
||||
if sess == nil {
|
||||
return 1.0
|
||||
}
|
||||
if sess.PersuasionDiscount > 0 && time.Since(sess.StartedAt) > dndPersuasionDiscountTTL {
|
||||
return 1.0
|
||||
}
|
||||
return 1.0 - sess.PersuasionDiscount
|
||||
}
|
||||
|
||||
// shopSessionAnnounceDiscount returns flavor text to surface a passed
|
||||
// Persuasion check, or empty string if none/expired.
|
||||
func (p *AdventurePlugin) shopSessionAnnounceDiscount(userID id.UserID) string {
|
||||
sess := p.shopSessionGet(userID)
|
||||
if sess == nil || sess.PersuasionDiscount <= 0 {
|
||||
return ""
|
||||
}
|
||||
if time.Since(sess.StartedAt) > dndPersuasionDiscountTTL {
|
||||
return ""
|
||||
}
|
||||
return "_(Persuasion DC 15 passed — 10% discount applied; expires 30 minutes after shop entry.)_"
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) shopSessionBump(userID id.UserID) {
|
||||
sess := p.shopSessionGet(userID)
|
||||
if sess != nil {
|
||||
@@ -486,19 +528,22 @@ func (p *AdventurePlugin) resolveShopConfirm(ctx MessageContext, interaction *ad
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("Your **%s** (Masterwork ⭐) is better than that T%d shop item.", current.Name, def.Tier))
|
||||
}
|
||||
|
||||
// Persuasion-discounted price.
|
||||
price := def.Price * p.shopSessionPriceFactor(ctx.Sender)
|
||||
|
||||
// Affordability.
|
||||
if balance < def.Price {
|
||||
if balance < price {
|
||||
flavor, _ := advPickFlavor(luigiInsufficientFunds, ctx.Sender, "luigi_broke")
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("*%s*\n\nYou have €%.0f. %s costs €%.0f.", flavor, balance, def.Name, def.Price))
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("*%s*\n\nYou have €%.0f. %s costs €%.0f.", flavor, balance, def.Name, price))
|
||||
}
|
||||
|
||||
// Debit.
|
||||
if !p.euro.Debit(ctx.Sender, def.Price, "adventure_shop_"+string(data.Slot)) {
|
||||
if !p.euro.Debit(ctx.Sender, price, "adventure_shop_"+string(data.Slot)) {
|
||||
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 {
|
||||
if potCut := int(price * 0.05); potCut > 0 {
|
||||
communityPotAdd(potCut)
|
||||
trackTaxPaid(ctx.Sender, potCut)
|
||||
}
|
||||
@@ -693,18 +738,19 @@ func (p *AdventurePlugin) advBuyEquipment(userID id.UserID, slot EquipmentSlot,
|
||||
current.Name, current.Tier, def.Tier)
|
||||
}
|
||||
|
||||
price := def.Price * p.shopSessionPriceFactor(userID)
|
||||
balance := p.euro.GetBalance(userID)
|
||||
if balance < def.Price {
|
||||
if balance < price {
|
||||
flavor, _ := advPickFlavor(luigiInsufficientFunds, userID, "luigi_broke")
|
||||
return fmt.Sprintf("*%s*\n\nYou have €%.0f. %s costs €%.0f.", flavor, balance, def.Name, def.Price)
|
||||
return fmt.Sprintf("*%s*\n\nYou have €%.0f. %s costs €%.0f.", flavor, balance, def.Name, price)
|
||||
}
|
||||
|
||||
if !p.euro.Debit(userID, def.Price, "adventure_shop_"+string(slot)) {
|
||||
if !p.euro.Debit(userID, price, "adventure_shop_"+string(slot)) {
|
||||
return "Transaction failed. The economy is having a moment."
|
||||
}
|
||||
|
||||
// Community contribution: 5% of purchase price.
|
||||
if potCut := int(def.Price * 0.05); potCut > 0 {
|
||||
if potCut := int(price * 0.05); potCut > 0 {
|
||||
communityPotAdd(potCut)
|
||||
trackTaxPaid(userID, potCut)
|
||||
}
|
||||
@@ -975,15 +1021,16 @@ func (p *AdventurePlugin) resolveShopSupplyChoice(ctx MessageContext, interactio
|
||||
return p.SendDM(ctx.Sender, "I don't have that. Reply with an item name from the list, or `back` to return.")
|
||||
}
|
||||
|
||||
consumablePrice := float64(match.Price) * p.shopSessionPriceFactor(ctx.Sender)
|
||||
balance := p.euro.GetBalance(ctx.Sender)
|
||||
if balance < float64(match.Price) {
|
||||
if balance < consumablePrice {
|
||||
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))
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("You need €%.0f for %s but only have €%.0f.", consumablePrice, 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 {
|
||||
p.euro.Debit(ctx.Sender, consumablePrice, "shop_consumable")
|
||||
if potCut := int(math.Round(consumablePrice * 0.05)); potCut > 0 {
|
||||
communityPotAdd(potCut)
|
||||
trackTaxPaid(ctx.Sender, potCut)
|
||||
}
|
||||
@@ -998,6 +1045,6 @@ func (p *AdventurePlugin) resolveShopSupplyChoice(ctx MessageContext, interactio
|
||||
// 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))
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("Purchased **%s** for €%.0f. Added to inventory.\n💰 Balance: €%.0f\n\nReply with another item name or `back` to return.",
|
||||
match.Name, consumablePrice, newBalance))
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ package plugin
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
@@ -241,20 +242,25 @@ var advAllTreasures = map[int][]AdvTreasureDef{
|
||||
|
||||
// ── Treasure Drop Logic ──────────────────────────────────────────────────────
|
||||
|
||||
func rollAdvTreasureDrop(tier int, userID id.UserID, chatLevel int) *AdvTreasureDrop {
|
||||
rate, ok := advTreasureDropRates[tier]
|
||||
// rollAdvTreasureDropDetailed returns the drop (or nil) plus the random roll
|
||||
// and the effective drop rate, so callers can surface near-miss feedback
|
||||
// ("rolled 1.8% vs 1.5% chance — just missed"). Players never see treasure
|
||||
// math otherwise, which makes rare drops feel mythical.
|
||||
func rollAdvTreasureDropDetailed(tier int, userID id.UserID, chatLevel int) (drop *AdvTreasureDrop, roll, rate float64) {
|
||||
r, ok := advTreasureDropRates[tier]
|
||||
if !ok {
|
||||
return nil
|
||||
return nil, 0, 0
|
||||
}
|
||||
rate += chatLevelRareBonus(chatLevel)
|
||||
rate = r + chatLevelRareBonus(chatLevel)
|
||||
roll = rand.Float64()
|
||||
|
||||
if rand.Float64() >= rate {
|
||||
return nil
|
||||
if roll >= rate {
|
||||
return nil, roll, rate
|
||||
}
|
||||
|
||||
pool, ok := advAllTreasures[tier]
|
||||
if !ok || len(pool) == 0 {
|
||||
return nil
|
||||
return nil, roll, rate
|
||||
}
|
||||
|
||||
// Pick random treasure
|
||||
@@ -267,11 +273,68 @@ func rollAdvTreasureDrop(tier int, userID id.UserID, chatLevel int) *AdvTreasure
|
||||
def = &pool[rand.IntN(len(pool))]
|
||||
owns, err = advUserOwnsTreasure(userID, def.Key)
|
||||
if err != nil || owns {
|
||||
return nil // both rolls duplicated
|
||||
return nil, roll, rate // both rolls duplicated
|
||||
}
|
||||
}
|
||||
|
||||
return &AdvTreasureDrop{Def: def}
|
||||
return &AdvTreasureDrop{Def: def}, roll, rate
|
||||
}
|
||||
|
||||
// rollAdvTreasureDrop is the legacy single-return variant used by call sites
|
||||
// that don't surface near-miss feedback (auto-babysit, twinbee shares).
|
||||
func rollAdvTreasureDrop(tier int, userID id.UserID, chatLevel int) *AdvTreasureDrop {
|
||||
d, _, _ := rollAdvTreasureDropDetailed(tier, userID, chatLevel)
|
||||
return d
|
||||
}
|
||||
|
||||
// ── Treasure Comparison ─────────────────────────────────────────────────────
|
||||
|
||||
// advTreasureIrreplaceable reports whether a treasure carries a bonus type
|
||||
// that can't be replicated by another drop (e.g. monthly death bypass).
|
||||
// Such treasures are excluded from auto-swap and fall back to the manual
|
||||
// discard prompt so the player consciously chooses to give one up.
|
||||
func advTreasureIrreplaceable(def *AdvTreasureDef) bool {
|
||||
if def == nil {
|
||||
return false
|
||||
}
|
||||
for _, b := range def.Bonuses {
|
||||
if strings.HasPrefix(b.Type, "special_") {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// advTreasureRank produces a comparable triple (tier, bonusCount, key) for
|
||||
// auto-swap decisions. Bonuses are heterogeneous and there's no honest
|
||||
// scalar comparator — we use tier first, then bonus count as a tiebreaker,
|
||||
// then the deterministic key so equal-rank ties prefer the existing item
|
||||
// (no churn). Higher tuple = better treasure.
|
||||
type advTreasureRankKey struct {
|
||||
Tier int
|
||||
BonusCount int
|
||||
Key string
|
||||
}
|
||||
|
||||
func advTreasureRank(def *AdvTreasureDef) advTreasureRankKey {
|
||||
if def == nil {
|
||||
return advTreasureRankKey{}
|
||||
}
|
||||
return advTreasureRankKey{Tier: def.Tier, BonusCount: len(def.Bonuses), Key: def.Key}
|
||||
}
|
||||
|
||||
// advTreasureRankBetter reports whether a is strictly better than b.
|
||||
// Equal-rank returns false (caller treats this as "keep existing").
|
||||
func advTreasureRankBetter(a, b advTreasureRankKey) bool {
|
||||
if a.Tier != b.Tier {
|
||||
return a.Tier > b.Tier
|
||||
}
|
||||
if a.BonusCount != b.BonusCount {
|
||||
return a.BonusCount > b.BonusCount
|
||||
}
|
||||
// Deterministic but neutral tiebreak — different keys aren't "better"
|
||||
// than each other, so equal Tier+BonusCount means no swap.
|
||||
return false
|
||||
}
|
||||
|
||||
// ── Treasure DB Operations ───────────────────────────────────────────────────
|
||||
|
||||
@@ -29,6 +29,27 @@ func (p *AdventurePlugin) runArenaCombat(
|
||||
// Load consumables from inventory and auto-select
|
||||
consumables := p.loadConsumableInventory(userID)
|
||||
enemyStats, _ := DeriveArenaMonsterStats(monster)
|
||||
|
||||
// All combat is D&D. If the player has no sheet yet (or only a draft),
|
||||
// auto-migrate them to a sensible inferred character before fighting.
|
||||
dndChar, freshMigrate, err := ensureDnDCharacterForCombat(userID, char)
|
||||
if err != nil {
|
||||
slog.Error("dnd: ensureDnDCharacterForCombat (arena) failed", "user", userID, "err", err)
|
||||
return CombatResult{}, 0
|
||||
}
|
||||
if freshMigrate {
|
||||
p.maybeSendDnDOnboarding(userID, char, dndChar)
|
||||
}
|
||||
applyDnDPlayerLayer(&playerStats, dndChar)
|
||||
applyDnDEquipmentLayer(&playerStats, dndChar, equip)
|
||||
applyDnDHPScaling(&playerStats, dndChar)
|
||||
applyClassPassives(&playerStats, &playerMods, dndChar)
|
||||
applyRacePassives(&playerStats, &playerMods, dndChar)
|
||||
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
|
||||
slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
|
||||
}
|
||||
applyDnDArenaMonsterLayer(&enemyStats, monster.ThreatLevel)
|
||||
|
||||
selected := SelectConsumables(consumables, playerStats, enemyStats, arenaRound, arenaTier)
|
||||
ApplyConsumableMods(&playerStats, &playerMods, selected)
|
||||
|
||||
@@ -66,6 +87,14 @@ func (p *AdventurePlugin) runArenaCombat(
|
||||
|
||||
p.grantCombatAchievements(userID, result)
|
||||
|
||||
persistDnDHPAfterCombat(userID, result.PlayerStartHP, result.PlayerEndHP)
|
||||
|
||||
if xp := arenaCombatXP(result, monster.ThreatLevel); xp > 0 {
|
||||
if _, err := p.grantDnDXP(userID, xp); err != nil {
|
||||
slog.Error("dnd: grantDnDXP arena", "user", userID, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
return result, condRepair
|
||||
}
|
||||
|
||||
@@ -124,6 +153,26 @@ func (p *AdventurePlugin) runDungeonCombat(
|
||||
// Load consumables from inventory and auto-select
|
||||
consumables := p.loadConsumableInventory(userID)
|
||||
enemyStats, enemyMods := DeriveDungeonMonsterStats(loc)
|
||||
|
||||
// All combat is D&D. Auto-migrate if needed.
|
||||
dndChar, freshMigrate, err := ensureDnDCharacterForCombat(userID, char)
|
||||
if err != nil {
|
||||
slog.Error("dnd: ensureDnDCharacterForCombat (dungeon) failed", "user", userID, "err", err)
|
||||
return CombatResult{}
|
||||
}
|
||||
if freshMigrate {
|
||||
p.maybeSendDnDOnboarding(userID, char, dndChar)
|
||||
}
|
||||
applyDnDPlayerLayer(&playerStats, dndChar)
|
||||
applyDnDEquipmentLayer(&playerStats, dndChar, equip)
|
||||
applyDnDHPScaling(&playerStats, dndChar)
|
||||
applyClassPassives(&playerStats, &playerMods, dndChar)
|
||||
applyRacePassives(&playerStats, &playerMods, dndChar)
|
||||
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
|
||||
slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
|
||||
}
|
||||
applyDnDDungeonMonsterLayer(&enemyStats, loc.Tier)
|
||||
|
||||
selected := SelectConsumables(consumables, playerStats, enemyStats, 0, loc.Tier)
|
||||
ApplyConsumableMods(&playerStats, &playerMods, selected)
|
||||
|
||||
@@ -163,6 +212,15 @@ func (p *AdventurePlugin) runDungeonCombat(
|
||||
|
||||
p.grantCombatAchievements(userID, result)
|
||||
|
||||
persistDnDHPAfterCombat(userID, result.PlayerStartHP, result.PlayerEndHP)
|
||||
|
||||
if xp := dungeonCombatXP(result, loc.Tier); xp > 0 {
|
||||
if _, err := p.grantDnDXP(userID, xp); err != nil {
|
||||
slog.Error("dnd: grantDnDXP dungeon", "user", userID, "err", err)
|
||||
}
|
||||
}
|
||||
_ = dndChar
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
|
||||
@@ -9,9 +9,23 @@ type CombatStats struct {
|
||||
Attack int
|
||||
Defense int
|
||||
Speed int
|
||||
CritRate float64
|
||||
DodgeRate float64
|
||||
BlockRate float64
|
||||
CritRate float64 // legacy; superseded by nat-20 crits but still consumed by autoCrit logic & equipment scaling.
|
||||
DodgeRate float64 // legacy; no longer queried by hit resolution but still computed for narrative scaling.
|
||||
BlockRate float64 // still used to halve damage on a successful hit.
|
||||
|
||||
// D&D layer. AC and AttackBonus drive d20-vs-AC hit resolution.
|
||||
// Set via dnd_combat.go's applyDnDPlayerLayer / applyDnDArenaMonsterLayer / applyDnDDungeonMonsterLayer.
|
||||
AC int
|
||||
AttackBonus int
|
||||
|
||||
// Phase 8 — equipment-driven damage. When Weapon is non-nil, the d20
|
||||
// attack path rolls weapon damage dice + AbilityModForDamage instead of
|
||||
// the legacy calcDamage penetration formula. When nil, legacy math
|
||||
// applies (used by monsters and any combatant without a D&D weapon).
|
||||
Weapon *WeaponProfile
|
||||
AbilityModForDamage int
|
||||
WeaponProficient bool // false → -4 attack penalty (appendix §8 implementation note)
|
||||
TwoHandedMode bool // true + versatile weapon → use larger versatile die
|
||||
}
|
||||
|
||||
type CombatModifiers struct {
|
||||
@@ -33,6 +47,11 @@ type CombatModifiers struct {
|
||||
ReflectNext float64 // consumable: fraction of next hit reflected
|
||||
AutoCritFirst bool // consumable: first player hit is auto-crit
|
||||
FlatDmgStart int // consumable: flat damage to enemy pre-combat
|
||||
|
||||
// D&D race passives (Phase 3 — race traits with combat hooks).
|
||||
LuckyReroll bool // Halfling: reroll the first nat 1 of the fight
|
||||
RageReady bool // Orc: when HP first drops <50%, next attack deals +50% damage
|
||||
PoisonResist bool // Dwarf: poison tick damage halved
|
||||
}
|
||||
|
||||
type Combatant struct {
|
||||
@@ -61,6 +80,10 @@ type CombatEvent struct {
|
||||
PlayerHP int
|
||||
EnemyHP int
|
||||
Desc string // optional flavor (item name, ability name)
|
||||
// D&D layer fields. Set only on events from the d20-vs-AC resolution path.
|
||||
// Roll is the raw d20 (1..20); RollAgainst is the target AC.
|
||||
Roll int
|
||||
RollAgainst int
|
||||
}
|
||||
|
||||
type CombatResult struct {
|
||||
@@ -127,6 +150,11 @@ type combatState struct {
|
||||
// Sovereign reprieve
|
||||
deathSaveUsed bool
|
||||
|
||||
// D&D race-passive state
|
||||
luckyUsed bool // Halfling Lucky reroll consumed
|
||||
raged bool // Orc Rage already triggered this fight
|
||||
pendingRageAttack bool // next player attack gets +50% damage
|
||||
|
||||
round int
|
||||
events []CombatEvent
|
||||
}
|
||||
@@ -353,6 +381,9 @@ func simulateRound(st *combatState, player, enemy *Combatant, phase *CombatPhase
|
||||
|
||||
// ── Attack Resolution ────────────────────────────────────────────────────────
|
||||
|
||||
// resolvePlayerAttack — d20 + AttackBonus vs enemy AC.
|
||||
// Nat 20 = auto-hit + crit. Nat 1 = auto-miss tagged "fumble".
|
||||
// Block (on hit) halves damage. autoCrit consumable forces a crit on hit.
|
||||
func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
|
||||
phaseName := phase.Name
|
||||
|
||||
@@ -366,44 +397,98 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
|
||||
return false
|
||||
}
|
||||
|
||||
// Enemy dodge
|
||||
enemyDodge := enemy.Stats.DodgeRate * phase.SpeedWeight
|
||||
if enemyDodge > 0 && rand.Float64() < enemyDodge {
|
||||
// Orc Rage: trigger on the first attack after dropping below 50% HP.
|
||||
// Use HP*2 < MaxHP rather than HP < MaxHP/2 so the threshold is exact
|
||||
// regardless of MaxHP parity (avoids per-character drift on odd MaxHP).
|
||||
if player.Mods.RageReady && !st.raged && st.playerHP > 0 &&
|
||||
st.playerHP*2 < player.Stats.MaxHP {
|
||||
st.raged = true
|
||||
st.pendingRageAttack = true
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "player", Action: "rage",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: "Orc Rage",
|
||||
})
|
||||
}
|
||||
|
||||
roll := 1 + rand.IntN(20)
|
||||
// Halfling Lucky: reroll the first nat 1 of the fight.
|
||||
if roll == 1 && player.Mods.LuckyReroll && !st.luckyUsed {
|
||||
st.luckyUsed = true
|
||||
newRoll := 1 + rand.IntN(20)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "player", Action: "lucky_reroll",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
Roll: newRoll, RollAgainst: enemy.Stats.AC, Desc: "Halfling Lucky",
|
||||
})
|
||||
roll = newRoll
|
||||
}
|
||||
isFumble := roll == 1
|
||||
isNat20 := roll == 20
|
||||
// Class proficiency penalty (appendix §8): -4 attack with a non-proficient weapon.
|
||||
attackBonus := player.Stats.AttackBonus
|
||||
if player.Stats.Weapon != nil && !player.Stats.WeaponProficient {
|
||||
attackBonus -= 4
|
||||
}
|
||||
total := roll + attackBonus
|
||||
|
||||
if isFumble || (!isNat20 && total < enemy.Stats.AC) {
|
||||
desc := ""
|
||||
if isFumble {
|
||||
desc = "fumble"
|
||||
}
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "player", Action: "miss",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
Roll: roll, RollAgainst: enemy.Stats.AC, Desc: desc,
|
||||
})
|
||||
return false
|
||||
}
|
||||
|
||||
// Calculate damage
|
||||
dmg := calcDamage(player.Stats.Attack, phase.AttackWeight, player.Mods.DamageBonus,
|
||||
enemy.Stats.Defense, phase.DefenseWeight, enemy.Mods.DamageReduct)
|
||||
// Damage roll: weapon dice path (Phase 8) or legacy penetration formula.
|
||||
var dmg int
|
||||
if player.Stats.Weapon != nil {
|
||||
// Unproficient wielders don't add their ability mod to damage.
|
||||
mod := player.Stats.AbilityModForDamage
|
||||
if !player.Stats.WeaponProficient {
|
||||
mod = 0
|
||||
}
|
||||
total, _ := rollWeaponDamage(player.Stats.Weapon, mod, player.Stats.TwoHandedMode)
|
||||
dmg = total
|
||||
// Class damage bonus / streak bonus / etc. layered on top via DamageBonus.
|
||||
if player.Mods.DamageBonus > 0 {
|
||||
dmg = int(float64(dmg) * (1 + player.Mods.DamageBonus))
|
||||
}
|
||||
// Apply enemy damage reduction (consumables, sets) the same way calcDamage does.
|
||||
if enemy.Mods.DamageReduct > 0 && enemy.Mods.DamageReduct != 1.0 {
|
||||
dmg = int(float64(dmg) * enemy.Mods.DamageReduct)
|
||||
}
|
||||
} else {
|
||||
dmg = calcDamage(player.Stats.Attack, phase.AttackWeight, player.Mods.DamageBonus,
|
||||
enemy.Stats.Defense, phase.DefenseWeight, enemy.Mods.DamageReduct)
|
||||
}
|
||||
|
||||
// Block: half damage
|
||||
blocked := enemy.Stats.BlockRate > 0 && rand.Float64() < enemy.Stats.BlockRate
|
||||
if blocked {
|
||||
dmg = max(1, dmg/2)
|
||||
}
|
||||
|
||||
// Crit check
|
||||
critRate := player.Stats.CritRate
|
||||
if phaseName == "Decisive" {
|
||||
critRate *= 2
|
||||
}
|
||||
isCrit := false
|
||||
isCrit := isNat20
|
||||
if st.autoCrit {
|
||||
isCrit = true
|
||||
st.autoCrit = false
|
||||
dmg *= 2
|
||||
} else if critRate > 0 && rand.Float64() < critRate {
|
||||
isCrit = true
|
||||
}
|
||||
if isCrit {
|
||||
// Crit: double damage. (5e rolls extra dice; we double total to
|
||||
// match the engine's pre-Phase-8 crit semantics.)
|
||||
dmg *= 2
|
||||
}
|
||||
|
||||
// Orc Rage: +50% damage on this attack, then consume.
|
||||
if st.pendingRageAttack {
|
||||
dmg = int(float64(dmg) * 1.5)
|
||||
st.pendingRageAttack = false
|
||||
}
|
||||
dmg = max(1, dmg)
|
||||
|
||||
// Cleave handling for enemy is in resolveEnemyAttack
|
||||
action := "hit"
|
||||
if isCrit {
|
||||
action = "crit"
|
||||
@@ -415,20 +500,21 @@ func resolvePlayerAttack(st *combatState, player, enemy *Combatant, phase *Comba
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "player", Action: action,
|
||||
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
Roll: roll, RollAgainst: enemy.Stats.AC,
|
||||
})
|
||||
|
||||
return st.enemyHP <= 0
|
||||
}
|
||||
|
||||
// resolveEnemyAttack — enemy rolls d20 + AttackBonus vs player AC.
|
||||
// Pet whiff and spore-cloud miss preempt the roll. Ward absorbs a hit fully.
|
||||
// Block halves damage. Reflect bounces a fraction back. Death save fires if HP hits 0.
|
||||
func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult, petWhiff, petDeflect, sporeMiss bool) bool {
|
||||
phaseName := phase.Name
|
||||
|
||||
// Spore cloud round consumed when enemy attacks (even if whiffed/missed)
|
||||
if st.sporeRounds > 0 {
|
||||
st.sporeRounds--
|
||||
}
|
||||
|
||||
// Pet whiff → guaranteed miss
|
||||
if petWhiff {
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "pet", Action: "pet_whiff",
|
||||
@@ -437,7 +523,6 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
|
||||
return false
|
||||
}
|
||||
|
||||
// Spore cloud miss
|
||||
if sporeMiss {
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "consumable", Action: "spore_miss",
|
||||
@@ -446,17 +531,24 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
|
||||
return false
|
||||
}
|
||||
|
||||
// Player dodge
|
||||
playerDodge := player.Stats.DodgeRate * phase.SpeedWeight
|
||||
if playerDodge > 0 && rand.Float64() < playerDodge {
|
||||
roll := 1 + rand.IntN(20)
|
||||
isFumble := roll == 1
|
||||
isNat20 := roll == 20
|
||||
total := roll + enemy.Stats.AttackBonus
|
||||
|
||||
if isFumble || (!isNat20 && total < player.Stats.AC) {
|
||||
desc := ""
|
||||
if isFumble {
|
||||
desc = "fumble"
|
||||
}
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "miss",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
Roll: roll, RollAgainst: player.Stats.AC, Desc: desc,
|
||||
})
|
||||
return false
|
||||
}
|
||||
|
||||
// Ward: absorb full hit
|
||||
if st.wardCharges > 0 {
|
||||
st.wardCharges--
|
||||
st.events = append(st.events, CombatEvent{
|
||||
@@ -473,25 +565,17 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
|
||||
dmg := calcDamage(int(float64(enemy.Stats.Attack)*atkMult), phase.AttackWeight, enemy.Mods.DamageBonus,
|
||||
playerDefense(player, st), phase.DefenseWeight, player.Mods.DamageReduct)
|
||||
|
||||
// Player block
|
||||
blocked := player.Stats.BlockRate > 0 && rand.Float64() < player.Stats.BlockRate
|
||||
if blocked {
|
||||
dmg = max(1, dmg/2)
|
||||
}
|
||||
|
||||
// Crit
|
||||
critRate := enemy.Stats.CritRate
|
||||
if phaseName == "Decisive" {
|
||||
critRate *= 2
|
||||
}
|
||||
isCrit := critRate > 0 && rand.Float64() < critRate
|
||||
isCrit := isNat20
|
||||
if isCrit {
|
||||
dmg *= 2
|
||||
}
|
||||
|
||||
dmg = max(1, dmg)
|
||||
|
||||
// Pet deflect: halve damage
|
||||
if petDeflect {
|
||||
dmg = max(1, dmg/2)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
@@ -511,9 +595,9 @@ func resolveEnemyAttack(st *combatState, player, enemy *Combatant, phase *Combat
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "enemy", Action: action,
|
||||
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
Roll: roll, RollAgainst: player.Stats.AC,
|
||||
})
|
||||
|
||||
// Reflect: bounce portion back (after player takes the hit)
|
||||
if st.reflectFrac > 0 {
|
||||
reflected := max(1, int(float64(dmg)*st.reflectFrac))
|
||||
st.reflectFrac = 0
|
||||
@@ -554,6 +638,9 @@ func applyAbility(st *combatState, player, enemy *Combatant, phase *CombatPhase,
|
||||
case "poison":
|
||||
st.poisonTicks = 2
|
||||
st.poisonDmg = 3 + rand.IntN(3)
|
||||
if player.Mods.PoisonResist {
|
||||
st.poisonDmg = max(1, st.poisonDmg/2)
|
||||
}
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "poison",
|
||||
Desc: ab.Name, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
|
||||
@@ -192,6 +192,31 @@ func unlockCoopCombatActionsForRun(runID int) error {
|
||||
return err
|
||||
}
|
||||
|
||||
// activeCoopMemberSet returns the set of user IDs currently locked into an
|
||||
// active co-op run. The midnight reset uses this to skip the streak/babysit
|
||||
// logic for those players — their co-op participation auto-resolves daily,
|
||||
// so they should not be treated as idle even though they take no manual
|
||||
// actions.
|
||||
func activeCoopMemberSet() (map[string]bool, error) {
|
||||
d := db.Get()
|
||||
rows, err := d.Query(`SELECT m.user_id FROM coop_dungeon_members m
|
||||
JOIN coop_dungeon_runs r ON r.id = m.run_id
|
||||
WHERE r.status = 'active'`)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer rows.Close()
|
||||
out := map[string]bool{}
|
||||
for rows.Next() {
|
||||
var u string
|
||||
if err := rows.Scan(&u); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
out[u] = true
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
func lockCoopCombatActions() error {
|
||||
d := db.Get()
|
||||
_, err := d.Exec(`UPDATE adventure_characters
|
||||
|
||||
334
internal/plugin/dnd.go
Normal file
334
internal/plugin/dnd.go
Normal file
@@ -0,0 +1,334 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"errors"
|
||||
"fmt"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 1 of the D&D integration layer. See gogobee_dnd_design_doc_v1.1.md.
|
||||
//
|
||||
// This file defines the additive D&D character layer that sits alongside
|
||||
// adventure_characters. A player without a dnd_character row continues to
|
||||
// use the legacy adventure system unchanged.
|
||||
|
||||
// ── Race / Class ─────────────────────────────────────────────────────────────
|
||||
|
||||
type DnDRace string
|
||||
type DnDClass string
|
||||
|
||||
const (
|
||||
RaceHuman DnDRace = "human"
|
||||
RaceElf DnDRace = "elf"
|
||||
RaceDwarf DnDRace = "dwarf"
|
||||
RaceHalfling DnDRace = "halfling"
|
||||
RaceOrc DnDRace = "orc"
|
||||
RaceTiefling DnDRace = "tiefling"
|
||||
RaceHalfElf DnDRace = "half_elf"
|
||||
|
||||
ClassFighter DnDClass = "fighter"
|
||||
ClassRogue DnDClass = "rogue"
|
||||
ClassMage DnDClass = "mage"
|
||||
ClassCleric DnDClass = "cleric"
|
||||
ClassRanger DnDClass = "ranger"
|
||||
)
|
||||
|
||||
type DnDRaceInfo struct {
|
||||
Key DnDRace
|
||||
Display string
|
||||
// Stat modifiers applied at setup-confirm time. STR/DEX/CON/INT/WIS/CHA.
|
||||
// Human's "+1 to any" is not yet implemented in Phase 1 — Human gets +0
|
||||
// across the board and we'll add the floating bonus in a later phase.
|
||||
Mods [6]int
|
||||
Passive string
|
||||
}
|
||||
|
||||
type DnDClassInfo struct {
|
||||
Key DnDClass
|
||||
Display string
|
||||
HPDie int // d10 → 10, d8 → 8, d6 → 6
|
||||
HPAvg int // per-level average after L1 (roundup of die/2 + 1)
|
||||
PrimaryA string // primary stat for narrative (not mechanical in Phase 1)
|
||||
PrimaryB string
|
||||
}
|
||||
|
||||
var dndRaces = []DnDRaceInfo{
|
||||
{RaceHuman, "Human", [6]int{0, 0, 0, 0, 0, 0}, "Versatile (floating +1 bonus deferred to Phase 2)"},
|
||||
{RaceElf, "Elf", [6]int{0, 2, -1, 1, 1, 0}, "Darkvision; immune to sleep effects"},
|
||||
{RaceDwarf, "Dwarf", [6]int{1, -1, 2, 0, 1, -1}, "Poison resistance; bonus vs. underground enemies"},
|
||||
{RaceHalfling, "Halfling", [6]int{0, 2, 0, 0, 1, 0}, "Lucky: once per combat, reroll a natural 1"},
|
||||
{RaceOrc, "Orc", [6]int{3, -1, 2, -1, -1, -1}, "Rage: once per combat, +50% damage for one turn"},
|
||||
{RaceTiefling, "Tiefling", [6]int{0, 1, 0, 1, 0, 2}, "Fire resistance; bonus on CHA checks"},
|
||||
{RaceHalfElf, "Half-Elf", [6]int{0, 1, 0, 1, 0, 2}, "Two bonus skill proficiencies"},
|
||||
}
|
||||
|
||||
var dndClasses = []DnDClassInfo{
|
||||
{ClassFighter, "Fighter", 10, 6, "STR", "CON"},
|
||||
{ClassRogue, "Rogue", 8, 5, "DEX", "INT"},
|
||||
{ClassMage, "Mage", 6, 4, "INT", "WIS"},
|
||||
{ClassCleric, "Cleric", 8, 5, "WIS", "CHA"},
|
||||
{ClassRanger, "Ranger", 8, 5, "DEX", "WIS"},
|
||||
}
|
||||
|
||||
func raceInfo(r DnDRace) (DnDRaceInfo, bool) {
|
||||
for _, ri := range dndRaces {
|
||||
if ri.Key == r {
|
||||
return ri, true
|
||||
}
|
||||
}
|
||||
return DnDRaceInfo{}, false
|
||||
}
|
||||
|
||||
func classInfo(c DnDClass) (DnDClassInfo, bool) {
|
||||
for _, ci := range dndClasses {
|
||||
if ci.Key == c {
|
||||
return ci, true
|
||||
}
|
||||
}
|
||||
return DnDClassInfo{}, false
|
||||
}
|
||||
|
||||
// ── Stat math ────────────────────────────────────────────────────────────────
|
||||
|
||||
// StandardArray is the set of values a player assigns at !setup stats.
|
||||
var standardArray = [6]int{15, 14, 13, 12, 10, 8}
|
||||
|
||||
// abilityModifier implements the standard D&D modifier formula:
|
||||
// floor((score - 10) / 2). Works for negative-going scores (Go's integer
|
||||
// division rounds toward zero, so we shift by 10 first via score-10
|
||||
// arithmetic; for the legal score range 1..30 this matches floor exactly).
|
||||
func abilityModifier(score int) int {
|
||||
diff := score - 10
|
||||
if diff >= 0 || diff%2 == 0 {
|
||||
return diff / 2
|
||||
}
|
||||
// negative odd → step toward -inf
|
||||
return diff/2 - 1
|
||||
}
|
||||
|
||||
// computeMaxHP — D&D5e style. L1: full HP die + CON mod (min 1).
|
||||
// Per level after: average HP die (roundup of die/2 + 1) + CON mod.
|
||||
func computeMaxHP(class DnDClass, conMod, level int) int {
|
||||
ci, ok := classInfo(class)
|
||||
if !ok {
|
||||
return 1
|
||||
}
|
||||
hp := ci.HPDie + conMod
|
||||
if hp < 1 {
|
||||
hp = 1
|
||||
}
|
||||
for i := 2; i <= level; i++ {
|
||||
gain := ci.HPAvg + conMod
|
||||
if gain < 1 {
|
||||
gain = 1
|
||||
}
|
||||
hp += gain
|
||||
}
|
||||
return hp
|
||||
}
|
||||
|
||||
// computeAC — Phase 1 baseline. Equipment-derived AC arrives in Phase 4
|
||||
// (per design doc §7.3 slot mapping). For now: 10 + DEX modifier, with a
|
||||
// small class armor floor reflecting starting proficiency.
|
||||
func computeAC(class DnDClass, dexMod int) int {
|
||||
floor := 0
|
||||
switch class {
|
||||
case ClassFighter:
|
||||
floor = 6 // medium-armor baseline
|
||||
case ClassCleric, ClassRanger:
|
||||
floor = 3
|
||||
case ClassRogue:
|
||||
floor = 1
|
||||
}
|
||||
return 10 + dexMod + floor
|
||||
}
|
||||
|
||||
// ── DnDCharacter struct + repository ─────────────────────────────────────────
|
||||
|
||||
type DnDCharacter struct {
|
||||
UserID id.UserID
|
||||
Race DnDRace
|
||||
Class DnDClass
|
||||
Level int
|
||||
XP int
|
||||
STR, DEX, CON int
|
||||
INT, WIS, CHA int
|
||||
HPCurrent int
|
||||
HPMax int
|
||||
TempHP int
|
||||
ArmorClass int
|
||||
PendingSetup bool
|
||||
AutoMigrated bool
|
||||
OnboardingSent bool
|
||||
ArmedAbility string
|
||||
// Phase 9 — spell layer.
|
||||
// PendingCast: JSON blob describing the queued spell to fire on next
|
||||
// one-shot combat (empty string = nothing queued). Set by !cast for
|
||||
// damage/control/buff spells; cleared after combat resolution.
|
||||
// ConcentrationSpell: id of the currently-active concentration spell
|
||||
// (empty = nothing active). ConcentrationExpiresAt is the wall-clock
|
||||
// expiry; nil for indefinite. Casting another concentration spell
|
||||
// supersedes whatever's here.
|
||||
PendingCast string
|
||||
ConcentrationSpell string
|
||||
ConcentrationExpiresAt *time.Time
|
||||
LastRespecAt *time.Time
|
||||
LastShortRestAt *time.Time
|
||||
LastLongRestAt *time.Time
|
||||
CreatedAt time.Time
|
||||
UpdatedAt time.Time
|
||||
}
|
||||
|
||||
// Modifiers returns the six ability modifiers in STR/DEX/CON/INT/WIS/CHA order.
|
||||
func (c *DnDCharacter) Modifiers() [6]int {
|
||||
return [6]int{
|
||||
abilityModifier(c.STR),
|
||||
abilityModifier(c.DEX),
|
||||
abilityModifier(c.CON),
|
||||
abilityModifier(c.INT),
|
||||
abilityModifier(c.WIS),
|
||||
abilityModifier(c.CHA),
|
||||
}
|
||||
}
|
||||
|
||||
// LoadDnDCharacter returns the player's D&D row, or (nil, nil) if absent.
|
||||
// Absent means the player has not run !setup at all.
|
||||
func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
|
||||
row := db.Get().QueryRow(`
|
||||
SELECT user_id, race, class, dnd_level, dnd_xp,
|
||||
str_score, dex_score, con_score, int_score, wis_score, cha_score,
|
||||
hp_current, hp_max, temp_hp, armor_class,
|
||||
pending_setup, auto_migrated, onboarding_sent, armed_ability,
|
||||
pending_cast, concentration_spell, concentration_expires_at,
|
||||
last_respec_at, last_short_rest_at, last_long_rest_at,
|
||||
created_at, updated_at
|
||||
FROM dnd_character WHERE user_id = ?`, string(userID))
|
||||
c := &DnDCharacter{}
|
||||
var pending, autoMig, onboard int
|
||||
var raceStr, classStr string
|
||||
var uidStr string
|
||||
err := row.Scan(&uidStr, &raceStr, &classStr, &c.Level, &c.XP,
|
||||
&c.STR, &c.DEX, &c.CON, &c.INT, &c.WIS, &c.CHA,
|
||||
&c.HPCurrent, &c.HPMax, &c.TempHP, &c.ArmorClass,
|
||||
&pending, &autoMig, &onboard, &c.ArmedAbility,
|
||||
&c.PendingCast, &c.ConcentrationSpell, &c.ConcentrationExpiresAt,
|
||||
&c.LastRespecAt, &c.LastShortRestAt, &c.LastLongRestAt,
|
||||
&c.CreatedAt, &c.UpdatedAt)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return nil, nil
|
||||
}
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("load dnd_character: %w", err)
|
||||
}
|
||||
c.UserID = id.UserID(uidStr)
|
||||
c.Race = DnDRace(raceStr)
|
||||
c.Class = DnDClass(classStr)
|
||||
c.PendingSetup = pending == 1
|
||||
c.AutoMigrated = autoMig == 1
|
||||
c.OnboardingSent = onboard == 1
|
||||
return c, nil
|
||||
}
|
||||
|
||||
// SaveDnDCharacter upserts the row.
|
||||
func SaveDnDCharacter(c *DnDCharacter) error {
|
||||
pending := 0
|
||||
if c.PendingSetup {
|
||||
pending = 1
|
||||
}
|
||||
autoMig := 0
|
||||
if c.AutoMigrated {
|
||||
autoMig = 1
|
||||
}
|
||||
onboard := 0
|
||||
if c.OnboardingSent {
|
||||
onboard = 1
|
||||
}
|
||||
_, err := db.Get().Exec(`
|
||||
INSERT INTO dnd_character (user_id, race, class, dnd_level, dnd_xp,
|
||||
str_score, dex_score, con_score, int_score, wis_score, cha_score,
|
||||
hp_current, hp_max, temp_hp, armor_class,
|
||||
pending_setup, auto_migrated, onboarding_sent, armed_ability,
|
||||
pending_cast, concentration_spell, concentration_expires_at,
|
||||
last_respec_at, last_short_rest_at, last_long_rest_at, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP)
|
||||
ON CONFLICT(user_id) DO UPDATE SET
|
||||
race=excluded.race, class=excluded.class,
|
||||
dnd_level=excluded.dnd_level, dnd_xp=excluded.dnd_xp,
|
||||
str_score=excluded.str_score, dex_score=excluded.dex_score,
|
||||
con_score=excluded.con_score, int_score=excluded.int_score,
|
||||
wis_score=excluded.wis_score, cha_score=excluded.cha_score,
|
||||
hp_current=excluded.hp_current, hp_max=excluded.hp_max,
|
||||
temp_hp=excluded.temp_hp, armor_class=excluded.armor_class,
|
||||
pending_setup=excluded.pending_setup,
|
||||
auto_migrated=excluded.auto_migrated,
|
||||
onboarding_sent=excluded.onboarding_sent,
|
||||
armed_ability=excluded.armed_ability,
|
||||
pending_cast=excluded.pending_cast,
|
||||
concentration_spell=excluded.concentration_spell,
|
||||
concentration_expires_at=excluded.concentration_expires_at,
|
||||
last_respec_at=excluded.last_respec_at,
|
||||
last_short_rest_at=excluded.last_short_rest_at,
|
||||
last_long_rest_at=excluded.last_long_rest_at,
|
||||
updated_at=CURRENT_TIMESTAMP`,
|
||||
string(c.UserID), string(c.Race), string(c.Class), c.Level, c.XP,
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA,
|
||||
c.HPCurrent, c.HPMax, c.TempHP, c.ArmorClass,
|
||||
pending, autoMig, onboard, c.ArmedAbility,
|
||||
c.PendingCast, c.ConcentrationSpell, c.ConcentrationExpiresAt,
|
||||
c.LastRespecAt, c.LastShortRestAt, c.LastLongRestAt)
|
||||
if err != nil {
|
||||
return fmt.Errorf("save dnd_character: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// HasCompletedSetup returns true if the player has a confirmed D&D character.
|
||||
// Returns false for both "no row" and "row with pending_setup=1".
|
||||
func HasCompletedSetup(userID id.UserID) bool {
|
||||
var pending int
|
||||
err := db.Get().QueryRow(
|
||||
`SELECT pending_setup FROM dnd_character WHERE user_id = ?`,
|
||||
string(userID),
|
||||
).Scan(&pending)
|
||||
if err != nil {
|
||||
return false
|
||||
}
|
||||
return pending == 0
|
||||
}
|
||||
|
||||
// dndLevelFromCombatLevel maps the legacy combat_level onto the D&D level
|
||||
// scale. Empirical: legacy levels reach 50+, but the D&D progression curve
|
||||
// is specced through L20. We compress 5:1 — five legacy levels of grinding
|
||||
// roughly equals one D&D level — and clamp into [1, 20].
|
||||
//
|
||||
// Examples: legacy 0-4 → 1, 5-9 → 1, 10 → 2, 20 → 4, 49 → 9, 100+ → 20.
|
||||
//
|
||||
// Used by !setup confirm and by ensureDnDCharacterForCombat (auto-migration)
|
||||
// to seed the initial D&D level. After migration, dnd_level advances on its
|
||||
// own via XP earned in combat (see dnd_xp.go).
|
||||
func dndLevelFromCombatLevel(combatLevel int) int {
|
||||
lvl := combatLevel / 5
|
||||
if lvl < 1 {
|
||||
lvl = 1
|
||||
}
|
||||
if lvl > dndMaxLevel {
|
||||
lvl = dndMaxLevel
|
||||
}
|
||||
return lvl
|
||||
}
|
||||
|
||||
// applyRaceMods adds the race's ability modifiers to a base score block.
|
||||
func applyRaceMods(race DnDRace, scores [6]int) [6]int {
|
||||
ri, ok := raceInfo(race)
|
||||
if !ok {
|
||||
return scores
|
||||
}
|
||||
for i := 0; i < 6; i++ {
|
||||
scores[i] += ri.Mods[i]
|
||||
}
|
||||
return scores
|
||||
}
|
||||
295
internal/plugin/dnd_abilities.go
Normal file
295
internal/plugin/dnd_abilities.go
Normal file
@@ -0,0 +1,295 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 6 — active abilities via pre-arm model.
|
||||
//
|
||||
// The combat engine is one-shot, so player-activated abilities use a pre-arm
|
||||
// pattern: !arm <ability> reserves it (consumes one resource immediately)
|
||||
// and the next combat auto-fires it via existing CombatModifiers fields.
|
||||
// The armed flag is cleared on combat completion regardless of outcome.
|
||||
//
|
||||
// Resources refresh on long rest (Phase 6 simplification — short-rest classes
|
||||
// also use long-rest refresh until we split short/long resource pools).
|
||||
|
||||
// ── Ability definitions ──────────────────────────────────────────────────────
|
||||
|
||||
type DnDAbility struct {
|
||||
ID string
|
||||
Name string
|
||||
Class DnDClass
|
||||
Resource string // "stamina", "spell_slot", "favor", etc.
|
||||
Description string
|
||||
// Effect — applied to mods at combat start when armed
|
||||
Apply func(c *DnDCharacter, mods *CombatModifiers)
|
||||
}
|
||||
|
||||
var dndActiveAbilities = map[string]DnDAbility{
|
||||
"second_wind": {
|
||||
ID: "second_wind",
|
||||
Name: "Second Wind",
|
||||
Class: ClassFighter,
|
||||
Resource: "stamina",
|
||||
Description: "Restore HP at low health: 1d10 + level (consumes 1 stamina).",
|
||||
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
|
||||
// HealItem fires once when player drops below 50% HP.
|
||||
// Avg of 1d10 + level: 5.5 + level.
|
||||
mods.HealItem += 5 + c.Level
|
||||
},
|
||||
},
|
||||
"magic_missile": {
|
||||
ID: "magic_missile",
|
||||
Name: "Magic Missile",
|
||||
Class: ClassMage,
|
||||
Resource: "spell_slot",
|
||||
Description: "Three darts strike unerringly at the start of combat: 3 × (1d4+1) force damage.",
|
||||
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
|
||||
// 3 darts × avg 3.5 = ~10. Auto-hit pre-combat damage.
|
||||
mods.FlatDmgStart += 9 + abilityModifier(c.INT)
|
||||
},
|
||||
},
|
||||
"healing_word": {
|
||||
ID: "healing_word",
|
||||
Name: "Healing Word",
|
||||
Class: ClassCleric,
|
||||
Resource: "favor",
|
||||
Description: "Restore 1d4 + WIS HP at low health (consumes 1 divine favor).",
|
||||
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
|
||||
mods.HealItem += 3 + abilityModifier(c.WIS)
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
func parseAbility(s string) (DnDAbility, bool) {
|
||||
s = strings.ToLower(strings.TrimSpace(strings.ReplaceAll(s, " ", "_")))
|
||||
s = strings.ReplaceAll(s, "-", "_")
|
||||
if a, ok := dndActiveAbilities[s]; ok {
|
||||
return a, true
|
||||
}
|
||||
for _, a := range dndActiveAbilities {
|
||||
if strings.EqualFold(a.Name, s) {
|
||||
return a, true
|
||||
}
|
||||
}
|
||||
return DnDAbility{}, false
|
||||
}
|
||||
|
||||
// classActiveAbilities returns the active abilities a class can know.
|
||||
func classActiveAbilities(class DnDClass) []DnDAbility {
|
||||
var out []DnDAbility
|
||||
for _, a := range dndActiveAbilities {
|
||||
if a.Class == class {
|
||||
out = append(out, a)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// ── Resource pool ────────────────────────────────────────────────────────────
|
||||
|
||||
// classResourceMax returns (resource_type, max_value) for a class.
|
||||
// Phase 6: each class has one active resource pool.
|
||||
func classResourceMax(class DnDClass) (string, int) {
|
||||
switch class {
|
||||
case ClassFighter:
|
||||
return "stamina", 3
|
||||
case ClassRogue:
|
||||
return "focus", 2
|
||||
case ClassMage:
|
||||
return "spell_slot", 1
|
||||
case ClassCleric:
|
||||
return "favor", 3
|
||||
case ClassRanger:
|
||||
return "focus", 2
|
||||
}
|
||||
return "", 0
|
||||
}
|
||||
|
||||
// initResources writes a fresh resource row for the class. Idempotent —
|
||||
// won't overwrite an existing pool. Called on !setup confirm and on
|
||||
// auto-migration.
|
||||
func initResources(userID id.UserID, class DnDClass) error {
|
||||
resType, max := classResourceMax(class)
|
||||
if resType == "" {
|
||||
return nil
|
||||
}
|
||||
_, err := db.Get().Exec(`
|
||||
INSERT OR IGNORE INTO dnd_resources (user_id, resource_type, current_value, max_value)
|
||||
VALUES (?, ?, ?, ?)`,
|
||||
string(userID), resType, max, max)
|
||||
return err
|
||||
}
|
||||
|
||||
// getResource returns (current, max). Returns (0, 0, true) if no row exists.
|
||||
func getResource(userID id.UserID, resType string) (int, int, error) {
|
||||
var cur, max int
|
||||
err := db.Get().QueryRow(
|
||||
`SELECT current_value, max_value FROM dnd_resources
|
||||
WHERE user_id = ? AND resource_type = ?`,
|
||||
string(userID), resType,
|
||||
).Scan(&cur, &max)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return 0, 0, nil
|
||||
}
|
||||
return cur, max, err
|
||||
}
|
||||
|
||||
// spendResource decrements current_value if at least amount is available.
|
||||
// Returns true on success.
|
||||
func spendResource(userID id.UserID, resType string, amount int) (bool, error) {
|
||||
res, err := db.Get().Exec(`
|
||||
UPDATE dnd_resources
|
||||
SET current_value = current_value - ?,
|
||||
last_reset_at = last_reset_at -- no-op, keep timestamp
|
||||
WHERE user_id = ? AND resource_type = ?
|
||||
AND current_value >= ?`,
|
||||
amount, string(userID), resType, amount)
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
n, _ := res.RowsAffected()
|
||||
return n > 0, nil
|
||||
}
|
||||
|
||||
// refreshAllResources sets current_value = max_value for every resource of a user.
|
||||
// Called on long rest.
|
||||
func refreshAllResources(userID id.UserID) error {
|
||||
_, err := db.Get().Exec(`
|
||||
UPDATE dnd_resources SET current_value = max_value, last_reset_at = CURRENT_TIMESTAMP
|
||||
WHERE user_id = ?`,
|
||||
string(userID))
|
||||
return err
|
||||
}
|
||||
|
||||
// ── !arm command ─────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDArmCmd(ctx MessageContext, args string) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
args = strings.TrimSpace(args)
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character.")
|
||||
}
|
||||
|
||||
if args == "" || strings.ToLower(args) == "list" {
|
||||
return p.SendDM(ctx.Sender, renderArmList(c))
|
||||
}
|
||||
if strings.ToLower(args) == "clear" {
|
||||
c.ArmedAbility = ""
|
||||
_ = SaveDnDCharacter(c)
|
||||
return p.SendDM(ctx.Sender, "Disarmed. Resource is not refunded.")
|
||||
}
|
||||
|
||||
ab, ok := parseAbility(args)
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender, "Unknown ability. Run `!arm` to see your options.")
|
||||
}
|
||||
if ab.Class != c.Class {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"%s is a %s ability — your class is %s.", ab.Name, titleClass(ab.Class), titleClass(c.Class)))
|
||||
}
|
||||
|
||||
if c.ArmedAbility != "" {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"You already have **%s** armed. Run `!arm clear` to disarm first.",
|
||||
displayAbility(c.ArmedAbility)))
|
||||
}
|
||||
|
||||
cur, _, err := getResource(ctx.Sender, ab.Resource)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load resources.")
|
||||
}
|
||||
if cur < 1 {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"No %s remaining. Take a long rest to refresh.", ab.Resource))
|
||||
}
|
||||
|
||||
// Audit fix C: save the armed-ability flag FIRST. If save fails, no
|
||||
// resource was spent. If save succeeds and spend fails (rare — single
|
||||
// writer SQLite makes it nearly impossible after a successful save in
|
||||
// the same connection), revert the armed flag.
|
||||
c.ArmedAbility = ab.ID
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't save armed state: "+err.Error())
|
||||
}
|
||||
|
||||
ok, err = spendResource(ctx.Sender, ab.Resource, 1)
|
||||
if err != nil || !ok {
|
||||
// Roll back the armed flag.
|
||||
c.ArmedAbility = ""
|
||||
if rerr := SaveDnDCharacter(c); rerr != nil {
|
||||
slog.Error("dnd: failed to revert armed flag after spend failure",
|
||||
"user", ctx.Sender, "err", rerr)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "Couldn't spend resource — armed state reverted.")
|
||||
}
|
||||
|
||||
curAfter, max, _ := getResource(ctx.Sender, ab.Resource)
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"⚡ **%s** armed for next combat. (%s: %d/%d remaining)",
|
||||
ab.Name, ab.Resource, curAfter, max))
|
||||
}
|
||||
|
||||
func renderArmList(c *DnDCharacter) string {
|
||||
abilities := classActiveAbilities(c.Class)
|
||||
var b strings.Builder
|
||||
b.WriteString("**Active Abilities** (pre-arm via `!arm <name>`)\n\n")
|
||||
|
||||
if len(abilities) == 0 {
|
||||
b.WriteString("_No active abilities for your class yet._\n")
|
||||
} else {
|
||||
resType, _ := classResourceMax(c.Class)
|
||||
cur, max, _ := getResource(c.UserID, resType)
|
||||
b.WriteString(fmt.Sprintf("Resource: **%s** %d/%d\n\n", resType, cur, max))
|
||||
for _, a := range abilities {
|
||||
b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
|
||||
}
|
||||
}
|
||||
if c.ArmedAbility != "" {
|
||||
b.WriteString(fmt.Sprintf("\n_Currently armed: **%s** (will fire on next combat)_\n", displayAbility(c.ArmedAbility)))
|
||||
}
|
||||
b.WriteString("\nResources refresh on long rest.")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
func displayAbility(id string) string {
|
||||
if a, ok := dndActiveAbilities[id]; ok {
|
||||
return a.Name
|
||||
}
|
||||
return id
|
||||
}
|
||||
|
||||
// ── Combat hook ──────────────────────────────────────────────────────────────
|
||||
|
||||
// applyArmedAbility checks for a pre-armed ability on the character and
|
||||
// applies its effect to the player's CombatModifiers, then clears the armed
|
||||
// flag. Called from combat_bridge.go before SimulateCombat.
|
||||
func applyArmedAbility(c *DnDCharacter, mods *CombatModifiers) (string, bool) {
|
||||
if c == nil || c.ArmedAbility == "" {
|
||||
return "", false
|
||||
}
|
||||
ab, ok := dndActiveAbilities[c.ArmedAbility]
|
||||
if !ok {
|
||||
c.ArmedAbility = ""
|
||||
_ = SaveDnDCharacter(c)
|
||||
return "", false
|
||||
}
|
||||
ab.Apply(c, mods)
|
||||
firedName := ab.Name
|
||||
c.ArmedAbility = ""
|
||||
_ = SaveDnDCharacter(c)
|
||||
return firedName, true
|
||||
}
|
||||
264
internal/plugin/dnd_abilities_test.go
Normal file
264
internal/plugin/dnd_abilities_test.go
Normal file
@@ -0,0 +1,264 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"io"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
func setupAbilitiesTestDB(t *testing.T) {
|
||||
t.Helper()
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present")
|
||||
}
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
in, _ := os.Open(src)
|
||||
defer in.Close()
|
||||
out, _ := os.Create(dst)
|
||||
defer out.Close()
|
||||
io.Copy(out, in)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
}
|
||||
|
||||
func TestActiveAbilityCatalogue(t *testing.T) {
|
||||
required := map[string]DnDClass{
|
||||
"second_wind": ClassFighter,
|
||||
"magic_missile": ClassMage,
|
||||
"healing_word": ClassCleric,
|
||||
}
|
||||
for id, class := range required {
|
||||
ab, ok := dndActiveAbilities[id]
|
||||
if !ok {
|
||||
t.Errorf("missing active ability: %s", id)
|
||||
continue
|
||||
}
|
||||
if ab.Class != class {
|
||||
t.Errorf("%s class = %s, want %s", id, ab.Class, class)
|
||||
}
|
||||
if ab.Apply == nil {
|
||||
t.Errorf("%s has nil Apply func", id)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestParseAbility(t *testing.T) {
|
||||
cases := []struct {
|
||||
in string
|
||||
id string
|
||||
ok bool
|
||||
}{
|
||||
{"second_wind", "second_wind", true},
|
||||
{"second wind", "second_wind", true},
|
||||
{"second-wind", "second_wind", true},
|
||||
{"Second Wind", "second_wind", true},
|
||||
{"magic_missile", "magic_missile", true},
|
||||
{"frostbolt", "", false},
|
||||
}
|
||||
for _, c := range cases {
|
||||
ab, ok := parseAbility(c.in)
|
||||
if ok != c.ok {
|
||||
t.Errorf("parseAbility(%q) ok = %v, want %v", c.in, ok, c.ok)
|
||||
}
|
||||
if ok && ab.ID != c.id {
|
||||
t.Errorf("parseAbility(%q) id = %q, want %q", c.in, ab.ID, c.id)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestClassResourceMax(t *testing.T) {
|
||||
cases := []struct {
|
||||
class DnDClass
|
||||
typ string
|
||||
max int
|
||||
}{
|
||||
{ClassFighter, "stamina", 3},
|
||||
{ClassRogue, "focus", 2},
|
||||
{ClassMage, "spell_slot", 1},
|
||||
{ClassCleric, "favor", 3},
|
||||
{ClassRanger, "focus", 2},
|
||||
}
|
||||
for _, c := range cases {
|
||||
typ, max := classResourceMax(c.class)
|
||||
if typ != c.typ || max != c.max {
|
||||
t.Errorf("%s: got (%s, %d), want (%s, %d)", c.class, typ, max, c.typ, c.max)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestInitResources_Idempotent(t *testing.T) {
|
||||
setupAbilitiesTestDB(t)
|
||||
uid := id.UserID("@init_res:example")
|
||||
|
||||
if err := initResources(uid, ClassFighter); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
cur, max, _ := getResource(uid, "stamina")
|
||||
if cur != 3 || max != 3 {
|
||||
t.Errorf("post-init: cur=%d max=%d, want 3/3", cur, max)
|
||||
}
|
||||
|
||||
// Second call should not bump.
|
||||
if err := initResources(uid, ClassFighter); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
cur2, _, _ := getResource(uid, "stamina")
|
||||
if cur2 != cur {
|
||||
t.Errorf("init not idempotent: cur went %d → %d", cur, cur2)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSpendAndRefreshResource(t *testing.T) {
|
||||
setupAbilitiesTestDB(t)
|
||||
uid := id.UserID("@spend_test:example")
|
||||
if err := initResources(uid, ClassFighter); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
for i := 0; i < 3; i++ {
|
||||
ok, err := spendResource(uid, "stamina", 1)
|
||||
if err != nil || !ok {
|
||||
t.Fatalf("spend %d failed: ok=%v err=%v", i, ok, err)
|
||||
}
|
||||
}
|
||||
// 4th spend should fail (drained).
|
||||
ok, _ := spendResource(uid, "stamina", 1)
|
||||
if ok {
|
||||
t.Error("4th spend succeeded; should drain at 0")
|
||||
}
|
||||
|
||||
if err := refreshAllResources(uid); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
cur, max, _ := getResource(uid, "stamina")
|
||||
if cur != max || cur != 3 {
|
||||
t.Errorf("post-refresh: cur=%d max=%d, want 3/3", cur, max)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyArmedAbility_FighterSecondWind(t *testing.T) {
|
||||
setupAbilitiesTestDB(t)
|
||||
uid := id.UserID("@arm_fighter:example")
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 5,
|
||||
STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
ArmedAbility: "second_wind",
|
||||
}
|
||||
c.HPMax = computeMaxHP(c.Class, abilityModifier(c.CON), c.Level)
|
||||
c.HPCurrent = c.HPMax
|
||||
c.ArmorClass = computeAC(c.Class, abilityModifier(c.DEX))
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
mods := CombatModifiers{}
|
||||
name, fired := applyArmedAbility(c, &mods)
|
||||
if !fired {
|
||||
t.Fatal("ability did not fire")
|
||||
}
|
||||
if name != "Second Wind" {
|
||||
t.Errorf("name = %q, want Second Wind", name)
|
||||
}
|
||||
wantHeal := 5 + c.Level // 5 + 5 = 10
|
||||
if mods.HealItem != wantHeal {
|
||||
t.Errorf("HealItem = %d, want %d", mods.HealItem, wantHeal)
|
||||
}
|
||||
|
||||
// Armed flag cleared, persisted.
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.ArmedAbility != "" {
|
||||
t.Errorf("ArmedAbility not cleared: %q", got.ArmedAbility)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyArmedAbility_MageMagicMissile(t *testing.T) {
|
||||
setupAbilitiesTestDB(t)
|
||||
uid := id.UserID("@arm_mage:example")
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Class: ClassMage, Race: RaceHuman, Level: 1,
|
||||
INT: 14, ArmedAbility: "magic_missile", HPMax: 10, HPCurrent: 10,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
mods := CombatModifiers{}
|
||||
_, fired := applyArmedAbility(c, &mods)
|
||||
if !fired {
|
||||
t.Fatal("magic missile did not fire")
|
||||
}
|
||||
wantDmg := 9 + abilityModifier(c.INT) // 9 + 2 = 11
|
||||
if mods.FlatDmgStart != wantDmg {
|
||||
t.Errorf("FlatDmgStart = %d, want %d", mods.FlatDmgStart, wantDmg)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyArmedAbility_NoArm(t *testing.T) {
|
||||
c := &DnDCharacter{Class: ClassFighter, ArmedAbility: ""}
|
||||
mods := CombatModifiers{}
|
||||
_, fired := applyArmedAbility(c, &mods)
|
||||
if fired {
|
||||
t.Error("fired with no armed ability")
|
||||
}
|
||||
}
|
||||
|
||||
// TestArmCommand_FullFlow integrates !arm via the handler: spends resource,
|
||||
// sets armed_ability, surfaces in combat, clears.
|
||||
func TestArmCommand_FullFlow(t *testing.T) {
|
||||
setupAbilitiesTestDB(t)
|
||||
uid := id.UserID("@arm_flow:example")
|
||||
|
||||
if err := createAdvCharacter(uid, "arm_flow"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
|
||||
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
}
|
||||
c.HPMax = computeMaxHP(c.Class, abilityModifier(c.CON), c.Level)
|
||||
c.HPCurrent = c.HPMax
|
||||
c.ArmorClass = computeAC(c.Class, abilityModifier(c.DEX))
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := initResources(uid, c.Class); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "second_wind"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.ArmedAbility != "second_wind" {
|
||||
t.Errorf("ArmedAbility = %q, want second_wind", got.ArmedAbility)
|
||||
}
|
||||
cur, max, _ := getResource(uid, "stamina")
|
||||
if cur != 2 || max != 3 {
|
||||
t.Errorf("stamina = %d/%d, want 2/3", cur, max)
|
||||
}
|
||||
|
||||
// Trying to arm again with one already armed should fail (without
|
||||
// changing state).
|
||||
if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "second_wind"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got2, _ := LoadDnDCharacter(uid)
|
||||
if got2.ArmedAbility != "second_wind" {
|
||||
t.Errorf("double-arm changed state: %q", got2.ArmedAbility)
|
||||
}
|
||||
cur2, _, _ := getResource(uid, "stamina")
|
||||
if cur2 != 2 {
|
||||
t.Errorf("double-arm spent extra resource: cur=%d", cur2)
|
||||
}
|
||||
}
|
||||
374
internal/plugin/dnd_audit_fixes_test.go
Normal file
374
internal/plugin/dnd_audit_fixes_test.go
Normal file
@@ -0,0 +1,374 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"io"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
func setupAuditTestDB(t *testing.T) {
|
||||
t.Helper()
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present")
|
||||
}
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
in, _ := os.Open(src)
|
||||
defer in.Close()
|
||||
out, _ := os.Create(dst)
|
||||
defer out.Close()
|
||||
io.Copy(out, in)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
}
|
||||
|
||||
// ── Fix D: Orc Rage threshold parity ────────────────────────────────────────
|
||||
|
||||
// TestOrcRage_ThresholdExact: with HP*2 < MaxHP, the threshold is exactly 50%
|
||||
// regardless of MaxHP parity.
|
||||
func TestOrcRage_ThresholdExact(t *testing.T) {
|
||||
cases := []struct {
|
||||
hp, maxHP int
|
||||
shouldFire bool
|
||||
}{
|
||||
{50, 100, false}, // exactly 50% — does NOT fire (strict <)
|
||||
{49, 100, true}, // just under
|
||||
{8, 16, false}, // exactly 50% even MaxHP
|
||||
{7, 16, true},
|
||||
{8, 15, true}, // 8/15 = 53% — under former threshold of MaxHP/2=7. New: 8*2=16, 16<15 false. Hmm.
|
||||
}
|
||||
// Re-derive: HP*2 < MaxHP. So 8*2=16 < 15? No. Doesn't fire. That means at MaxHP=15, threshold trips at HP*2 < 15, i.e. HP < 7.5, i.e. HP ≤ 7.
|
||||
// Old behavior used HP < MaxHP/2 = HP < 7 (integer div). So fired at HP < 7, i.e., HP ≤ 6. Different by one.
|
||||
// Pick cases that distinguish.
|
||||
cases = []struct {
|
||||
hp, maxHP int
|
||||
shouldFire bool
|
||||
}{
|
||||
{50, 100, false},
|
||||
{49, 100, true},
|
||||
{8, 16, false},
|
||||
{7, 16, true},
|
||||
{6, 15, true}, // 6*2=12 < 15 ✓
|
||||
{7, 15, true}, // 7*2=14 < 15 ✓ (old code's MaxHP/2=7 would have NOT fired at HP=7)
|
||||
{8, 15, false}, // 8*2=16, not < 15
|
||||
}
|
||||
for _, c := range cases {
|
||||
// Direct unit-check via the predicate the engine uses.
|
||||
fired := c.hp*2 < c.maxHP
|
||||
if fired != c.shouldFire {
|
||||
t.Errorf("hp=%d maxHP=%d: predicate=%v, want %v", c.hp, c.maxHP, fired, c.shouldFire)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Fix E: respec wipes resource pool ───────────────────────────────────────
|
||||
|
||||
func TestRespec_WipesOldResources(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@respec_resources:example")
|
||||
|
||||
// Set up a Fighter with stamina pool.
|
||||
if err := createAdvCharacter(uid, "respec_test"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
|
||||
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := initResources(uid, ClassFighter); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Spend some stamina so the pool isn't at max.
|
||||
spendResource(uid, "stamina", 1)
|
||||
|
||||
// Fund their account so respec can debit.
|
||||
euro := &EuroPlugin{}
|
||||
euro.ensureBalance(uid)
|
||||
euro.Credit(uid, 10000, "test")
|
||||
|
||||
p := &AdventurePlugin{euro: euro}
|
||||
if err := p.handleDnDRespecCmd(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Old stamina row should be gone.
|
||||
cur, max, _ := getResource(uid, "stamina")
|
||||
if cur != 0 || max != 0 {
|
||||
t.Errorf("post-respec stamina: cur=%d max=%d, want 0/0 (row deleted)", cur, max)
|
||||
}
|
||||
|
||||
// dnd_character should be in pending_setup state, no class/race.
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got == nil || !got.PendingSetup || got.Class != "" || got.Race != "" {
|
||||
t.Errorf("post-respec sheet: %+v", got)
|
||||
}
|
||||
// Euros debited.
|
||||
if euro.GetBalance(uid) > 5001 {
|
||||
t.Errorf("euros not debited: balance %.0f, expected ~5000", euro.GetBalance(uid))
|
||||
}
|
||||
}
|
||||
|
||||
// ── Fix B: respec save-then-debit preserves euros on save failure ───────────
|
||||
|
||||
// We can't easily simulate a save failure mid-test without dependency
|
||||
// injection. Instead, verify the *insufficient-balance* path: a player with
|
||||
// no euros should get the error WITHOUT any state mutation.
|
||||
func TestRespec_InsufficientFundsLeavesStateIntact(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@respec_broke:example")
|
||||
if err := createAdvCharacter(uid, "broke"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceElf, Class: ClassMage, Level: 4,
|
||||
STR: 8, DEX: 16, CON: 10, INT: 17, WIS: 13, CHA: 12,
|
||||
HPMax: 22, HPCurrent: 22, ArmorClass: 13,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := initResources(uid, ClassMage); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
euro := &EuroPlugin{}
|
||||
// Don't credit — balance stays 0.
|
||||
p := &AdventurePlugin{euro: euro}
|
||||
if err := p.handleDnDRespecCmd(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// State must be intact.
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.Class != ClassMage || got.Race != RaceElf || got.PendingSetup {
|
||||
t.Errorf("insufficient-funds respec mutated state: %+v", got)
|
||||
}
|
||||
// Mage's spell_slot pool should still be there.
|
||||
cur, max, _ := getResource(uid, "spell_slot")
|
||||
if max != 1 {
|
||||
t.Errorf("spell_slot pool wiped on insufficient-funds respec: cur=%d max=%d", cur, max)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Fix C: arm save-then-spend; on spend failure, armed flag reverts ────────
|
||||
|
||||
// Hard to force spendResource to fail without DI; verify the happy path
|
||||
// still works (resource decrements once, armed_ability set).
|
||||
func TestArm_SaveThenSpend_HappyPath(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@arm_order:example")
|
||||
if err := createAdvCharacter(uid, "arm_order"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
|
||||
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := initResources(uid, ClassFighter); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "second_wind"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.ArmedAbility != "second_wind" {
|
||||
t.Errorf("ArmedAbility = %q, want second_wind", got.ArmedAbility)
|
||||
}
|
||||
cur, _, _ := getResource(uid, "stamina")
|
||||
if cur != 2 {
|
||||
t.Errorf("stamina = %d, want 2 (3 - 1)", cur)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Fix F: onboarding sent exactly once across draft cancel/rebuild ────────
|
||||
|
||||
func TestOnboarding_PersistsAcrossRespec(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@onboard_persist:example")
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
|
||||
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
|
||||
OnboardingSent: true, // already received DM
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if !got.OnboardingSent {
|
||||
t.Fatal("OnboardingSent didn't round-trip")
|
||||
}
|
||||
|
||||
// maybeSendDnDOnboarding must NOT re-send.
|
||||
p := &AdventurePlugin{}
|
||||
advChar := &AdventureCharacter{UserID: uid, CombatLevel: 20}
|
||||
p.maybeSendDnDOnboarding(uid, advChar, got)
|
||||
|
||||
// Flag must remain set; no error.
|
||||
got2, _ := LoadDnDCharacter(uid)
|
||||
if !got2.OnboardingSent {
|
||||
t.Error("OnboardingSent flag flipped off")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Fix G: Persuasion shop discount expires after 30 minutes ────────────────
|
||||
|
||||
func TestPersuasionDiscount_ExpiresAfterTTL(t *testing.T) {
|
||||
p := &AdventurePlugin{}
|
||||
uid := id.UserID("@disc_expire:example")
|
||||
// Start a session with a discount applied, but with StartedAt in the past.
|
||||
pastTime := time.Now().Add(-31 * time.Minute)
|
||||
p.shopSessions.Store(string(uid), &advShopSession{
|
||||
StartedAt: pastTime,
|
||||
PersuasionDiscount: 0.10,
|
||||
})
|
||||
factor := p.shopSessionPriceFactor(uid)
|
||||
if factor != 1.0 {
|
||||
t.Errorf("expired session: factor = %v, want 1.0", factor)
|
||||
}
|
||||
// Announce should also return empty.
|
||||
if got := p.shopSessionAnnounceDiscount(uid); got != "" {
|
||||
t.Errorf("expired session announce = %q, want empty", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestPersuasionDiscount_ActiveWithinTTL(t *testing.T) {
|
||||
p := &AdventurePlugin{}
|
||||
uid := id.UserID("@disc_active:example")
|
||||
p.shopSessions.Store(string(uid), &advShopSession{
|
||||
StartedAt: time.Now(),
|
||||
PersuasionDiscount: 0.10,
|
||||
})
|
||||
factor := p.shopSessionPriceFactor(uid)
|
||||
if factor != 0.90 {
|
||||
t.Errorf("active session: factor = %v, want 0.9", factor)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Fix I: HP scaling clamp ─────────────────────────────────────────────────
|
||||
|
||||
// ── Onboarding gap: !setup-first path and wrapper for non-combat handlers ──
|
||||
|
||||
// TestEnsureCharForDnDCmd_FreshMigrate — the wrapper used by !check, !stats,
|
||||
// !level, !rest, !arm should auto-migrate AND record OnboardingSent=true
|
||||
// for legacy players.
|
||||
func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@wrapper_legacy:example")
|
||||
if err := createAdvCharacter(uid, "wrapper_legacy"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
advChar, _ := loadAdvCharacter(uid)
|
||||
advChar.CombatLevel = 25 // legacy player
|
||||
if err := saveAdvCharacter(advChar); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Plugin without Matrix client — maybeSendDnDOnboarding short-circuits.
|
||||
// We only verify that the wrapper produces a character; the DM-side
|
||||
// short-circuit means OnboardingSent stays false until a real send fires.
|
||||
p := &AdventurePlugin{}
|
||||
c, err := p.ensureCharForDnDCmd(uid, advChar)
|
||||
if err != nil || c == nil {
|
||||
t.Fatalf("ensureCharForDnDCmd: %v / nil=%v", err, c == nil)
|
||||
}
|
||||
if c.PendingSetup {
|
||||
t.Error("auto-migrated char should not be pending_setup")
|
||||
}
|
||||
if !c.AutoMigrated {
|
||||
t.Error("auto-migrated flag not set")
|
||||
}
|
||||
}
|
||||
|
||||
// TestSetupStatus_LegacyWelcomeStubsRow — when a legacy player runs `!setup`
|
||||
// for the first time, we save a stub draft with OnboardingSent persisted so
|
||||
// future paths don't re-fire the welcome.
|
||||
//
|
||||
// SendDM no-ops in tests (nil Client), so OnboardingSent stays 0 on the
|
||||
// stub. The behavior we verify: a stub row gets saved on first !setup, and
|
||||
// it's flagged PendingSetup=1 so loadOrInitDraft will continue the flow.
|
||||
func TestSetupStatus_StubRowSaved(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@setup_first:example")
|
||||
if err := createAdvCharacter(uid, "setup_first"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
advChar, _ := loadAdvCharacter(uid)
|
||||
advChar.CombatLevel = 30
|
||||
saveAdvCharacter(advChar)
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Stub row should now exist.
|
||||
got, err := LoadDnDCharacter(uid)
|
||||
if err != nil || got == nil {
|
||||
t.Fatalf("expected stub row after !setup; got err=%v", err)
|
||||
}
|
||||
if !got.PendingSetup {
|
||||
t.Error("stub row should be pending_setup=1")
|
||||
}
|
||||
if got.Race != "" || got.Class != "" {
|
||||
t.Errorf("stub row should have empty race/class; got race=%q class=%q",
|
||||
got.Race, got.Class)
|
||||
}
|
||||
// Level on the stub must be the computed mapping (not the default 1)
|
||||
// so the onboarding DM reports the correct projected level.
|
||||
wantLevel := dndLevelFromCombatLevel(30) // 30/5 = 6
|
||||
if got.Level != wantLevel {
|
||||
t.Errorf("stub level = %d, want %d (combat_level=30 → /5)", got.Level, wantLevel)
|
||||
}
|
||||
}
|
||||
|
||||
// TestSetupStatus_BrandNewPlayerNoStub — combat_level < 2 means brand-new
|
||||
// player. The !setup flow must NOT save a stub or fire onboarding.
|
||||
func TestSetupStatus_BrandNewPlayerNoStub(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@setup_new:example")
|
||||
if err := createAdvCharacter(uid, "setup_new"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// CombatLevel stays at default (1).
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// No row should exist — brand-new player flow doesn't pre-create.
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got != nil {
|
||||
t.Errorf("brand-new player got a stub row: %+v", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDHPScaling_NeverExceedsOriginalMax(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 100}
|
||||
c := &DnDCharacter{HPMax: 50, HPCurrent: 100} // pathological: 200% — shouldn't happen but be safe
|
||||
applyDnDHPScaling(&stats, c)
|
||||
if stats.MaxHP > 100 {
|
||||
t.Errorf("clamp failed: MaxHP scaled to %d, original was 100", stats.MaxHP)
|
||||
}
|
||||
}
|
||||
108
internal/plugin/dnd_bestiary.go
Normal file
108
internal/plugin/dnd_bestiary.go
Normal file
@@ -0,0 +1,108 @@
|
||||
package plugin
|
||||
|
||||
// Phase 7 — D&D starter bestiary.
|
||||
//
|
||||
// These are named monster definitions ready to slot into encounter content.
|
||||
// Phase 7 ships them as data only — wiring them into specific dungeons or
|
||||
// arena rounds is a future content task. The combat engine consumes them
|
||||
// via the existing DnDMonsterTemplate→CombatStats path (see toCombatStats).
|
||||
|
||||
// DnDMonsterTemplate is the bestiary record for a named creature. Mirrors
|
||||
// v1.0 §8.1's stat block schema, simplified to the subset combat actually
|
||||
// uses (HP, AC, attack, speed, ability proc, special tags).
|
||||
type DnDMonsterTemplate struct {
|
||||
ID string
|
||||
Name string
|
||||
CR float32 // challenge rating (display only for now)
|
||||
HP int
|
||||
AC int
|
||||
Attack int // engine's "Attack" stat (raw damage value)
|
||||
AttackBonus int // d20 to-hit bonus
|
||||
Speed int
|
||||
BlockRate float64
|
||||
Ability *MonsterAbility
|
||||
XPValue int
|
||||
Notes string
|
||||
}
|
||||
|
||||
// dndBestiary is the canonical lookup. Keyed by ID.
|
||||
var dndBestiary = map[string]DnDMonsterTemplate{
|
||||
"goblin": {
|
||||
ID: "goblin", Name: "Goblin",
|
||||
CR: 0.25, HP: 7, AC: 13, Attack: 6, AttackBonus: 4, Speed: 14,
|
||||
BlockRate: 0.05,
|
||||
Ability: &MonsterAbility{Name: "Nimble Escape", Phase: "any", ProcChance: 0.20, Effect: "stun"},
|
||||
XPValue: 30,
|
||||
Notes: "Fast and skittish. Escapes pin attempts; will retreat if obviously outmatched.",
|
||||
},
|
||||
"skeleton": {
|
||||
ID: "skeleton", Name: "Skeleton",
|
||||
CR: 0.25, HP: 13, AC: 13, Attack: 8, AttackBonus: 4, Speed: 10,
|
||||
BlockRate: 0.10,
|
||||
// Skeletons are immune to poison; we'd model that with a future
|
||||
// CombatModifiers.PoisonImmunity flag. For Phase 7, no ability.
|
||||
XPValue: 50,
|
||||
Notes: "Bone-and-rust. Resistant to slashing weapons; vulnerable to bludgeoning.",
|
||||
},
|
||||
"orc_grunt": {
|
||||
ID: "orc_grunt", Name: "Orc Grunt",
|
||||
CR: 0.5, HP: 15, AC: 13, Attack: 10, AttackBonus: 5, Speed: 11,
|
||||
BlockRate: 0.05,
|
||||
Ability: &MonsterAbility{Name: "Aggressive", Phase: "opening", ProcChance: 0.30, Effect: "enrage"},
|
||||
XPValue: 100,
|
||||
Notes: "Charges. Bonus damage on its first hit if it goes first.",
|
||||
},
|
||||
"troll": {
|
||||
ID: "troll", Name: "Troll",
|
||||
CR: 5, HP: 84, AC: 15, Attack: 22, AttackBonus: 7, Speed: 8,
|
||||
BlockRate: 0.10,
|
||||
Ability: &MonsterAbility{Name: "Regeneration", Phase: "any", ProcChance: 0.50, Effect: "lifesteal"},
|
||||
XPValue: 1800,
|
||||
Notes: "Regenerates each round unless burned or acid-burned. Fire/acid damage stops the regen.",
|
||||
},
|
||||
"wyvern": {
|
||||
ID: "wyvern", Name: "Wyvern",
|
||||
CR: 6, HP: 110, AC: 13, Attack: 28, AttackBonus: 7, Speed: 16,
|
||||
BlockRate: 0.05,
|
||||
Ability: &MonsterAbility{Name: "Poison Sting", Phase: "decisive", ProcChance: 0.60, Effect: "poison"},
|
||||
XPValue: 2300,
|
||||
Notes: "Aerial; opens with dive attack. Tail sting injects poison (CON DC 15 in tabletop).",
|
||||
},
|
||||
"ancient_dragon": {
|
||||
ID: "ancient_dragon", Name: "Ancient Dragon",
|
||||
CR: 20, HP: 367, AC: 22, Attack: 65, AttackBonus: 14, Speed: 18,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Frightful Presence", Phase: "opening", ProcChance: 0.80, Effect: "stun"},
|
||||
XPValue: 25000,
|
||||
Notes: "Legendary. Breath weapon (cleave-equivalent), frightful presence on opening, regenerates between phases. Tabletop equivalent has legendary actions; the engine approximates with elevated stats.",
|
||||
},
|
||||
}
|
||||
|
||||
// dndBestiaryByCR returns templates whose CR is at or below the given cap.
|
||||
// Useful for procedurally selecting a monster appropriate to player level.
|
||||
func dndBestiaryByCR(maxCR float32) []DnDMonsterTemplate {
|
||||
var out []DnDMonsterTemplate
|
||||
for _, m := range dndBestiary {
|
||||
if m.CR <= maxCR {
|
||||
out = append(out, m)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// toCombatStats converts a bestiary entry into the engine's CombatStats +
|
||||
// CombatModifiers shape. Future encounter content can use this to spawn
|
||||
// named monsters in the existing combat pipeline.
|
||||
func (m DnDMonsterTemplate) toCombatStats() (CombatStats, CombatModifiers) {
|
||||
stats := CombatStats{
|
||||
MaxHP: m.HP,
|
||||
Attack: m.Attack,
|
||||
Defense: 0,
|
||||
Speed: m.Speed,
|
||||
BlockRate: m.BlockRate,
|
||||
AC: m.AC,
|
||||
AttackBonus: m.AttackBonus,
|
||||
}
|
||||
mods := CombatModifiers{DamageReduct: 1.0}
|
||||
return stats, mods
|
||||
}
|
||||
69
internal/plugin/dnd_bestiary_test.go
Normal file
69
internal/plugin/dnd_bestiary_test.go
Normal file
@@ -0,0 +1,69 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestBestiaryAllWellFormed(t *testing.T) {
|
||||
if len(dndBestiary) == 0 {
|
||||
t.Fatal("dndBestiary empty")
|
||||
}
|
||||
for id, m := range dndBestiary {
|
||||
if m.ID != id {
|
||||
t.Errorf("%s: ID mismatch (%s)", id, m.ID)
|
||||
}
|
||||
if m.Name == "" {
|
||||
t.Errorf("%s: empty Name", id)
|
||||
}
|
||||
if m.HP < 1 {
|
||||
t.Errorf("%s: HP=%d", id, m.HP)
|
||||
}
|
||||
if m.AC < 10 {
|
||||
t.Errorf("%s: AC=%d (want ≥ 10)", id, m.AC)
|
||||
}
|
||||
if m.Attack < 1 {
|
||||
t.Errorf("%s: Attack=%d", id, m.Attack)
|
||||
}
|
||||
if m.XPValue < 0 {
|
||||
t.Errorf("%s: XPValue=%d", id, m.XPValue)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestBestiaryByCR(t *testing.T) {
|
||||
low := dndBestiaryByCR(1.0)
|
||||
for _, m := range low {
|
||||
if m.CR > 1.0 {
|
||||
t.Errorf("CR filter leaked: %s CR=%v", m.Name, m.CR)
|
||||
}
|
||||
}
|
||||
high := dndBestiaryByCR(20.0)
|
||||
if len(high) != len(dndBestiary) {
|
||||
t.Errorf("CR≤20 filter returned %d, want all %d", len(high), len(dndBestiary))
|
||||
}
|
||||
}
|
||||
|
||||
func TestBestiaryToCombatStats(t *testing.T) {
|
||||
dragon := dndBestiary["ancient_dragon"]
|
||||
stats, mods := dragon.toCombatStats()
|
||||
if stats.MaxHP != 367 {
|
||||
t.Errorf("dragon HP = %d, want 367", stats.MaxHP)
|
||||
}
|
||||
if stats.AC != 22 {
|
||||
t.Errorf("dragon AC = %d, want 22", stats.AC)
|
||||
}
|
||||
if stats.AttackBonus != 14 {
|
||||
t.Errorf("dragon AttackBonus = %d, want 14", stats.AttackBonus)
|
||||
}
|
||||
if mods.DamageReduct != 1.0 {
|
||||
t.Errorf("DamageReduct = %v, want 1.0", mods.DamageReduct)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBestiaryStarterMonsters(t *testing.T) {
|
||||
// Section 8.2 of v1.0 lists 6 starter monsters; verify all present.
|
||||
wantIDs := []string{"goblin", "skeleton", "orc_grunt", "troll", "wyvern", "ancient_dragon"}
|
||||
for _, id := range wantIDs {
|
||||
if _, ok := dndBestiary[id]; !ok {
|
||||
t.Errorf("starter bestiary missing: %s", id)
|
||||
}
|
||||
}
|
||||
}
|
||||
648
internal/plugin/dnd_cast.go
Normal file
648
internal/plugin/dnd_cast.go
Normal file
@@ -0,0 +1,648 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"sort"
|
||||
"strconv"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 9 SP2 — !cast / !spells / !prepare commands and out-of-combat
|
||||
// resolution. Combat-time resolution of pending_cast lives in dnd_combat.go
|
||||
// (SP3).
|
||||
//
|
||||
// Casting model:
|
||||
// - Cantrips: no slot cost. Damage cantrips queue as pending_cast for
|
||||
// next combat. Utility cantrips (Mending, Message, Minor Illusion,
|
||||
// Guidance) resolve immediately with a flavorful response.
|
||||
// - Leveled spells: consume a slot at cast time (audit-style save-then-
|
||||
// debit). DAMAGE_*, CONTROL, BUFF_SELF/ALLY queue as pending_cast.
|
||||
// HEAL and UTILITY resolve immediately.
|
||||
// - Reaction spells (Shield, Counterspell, Absorb Elements) refuse with
|
||||
// a "Phase 11" note — they require the boss turn-based engine.
|
||||
//
|
||||
// Cross-player targeting (--target @user) is deliberately deferred. SP2
|
||||
// supports self-target only. Heals on self work; ally buffs queue with the
|
||||
// caster as the target until SP3 wires up the multi-player resolution.
|
||||
|
||||
// PendingCast is the shape stored in dnd_character.pending_cast (JSON blob).
|
||||
// Keep this minimal — the combat layer resolves the actual numbers on fire.
|
||||
type PendingCast struct {
|
||||
SpellID string `json:"spell"`
|
||||
SlotLevel int `json:"slot"` // 0 for cantrips
|
||||
Target string `json:"target,omitempty"`
|
||||
}
|
||||
|
||||
func encodePendingCast(p PendingCast) string {
|
||||
b, _ := json.Marshal(p)
|
||||
return string(b)
|
||||
}
|
||||
|
||||
func decodePendingCast(s string) (PendingCast, bool) {
|
||||
if s == "" {
|
||||
return PendingCast{}, false
|
||||
}
|
||||
var p PendingCast
|
||||
if err := json.Unmarshal([]byte(s), &p); err != nil {
|
||||
return PendingCast{}, false
|
||||
}
|
||||
if p.SpellID == "" {
|
||||
return PendingCast{}, false
|
||||
}
|
||||
return p, true
|
||||
}
|
||||
|
||||
// ── !cast command ────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
args = strings.TrimSpace(args)
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
|
||||
}
|
||||
if !classIsCaster(c.Class) {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"%s isn't a caster class. `!cast` is for Mage, Cleric, and Ranger.",
|
||||
titleClass(c.Class)))
|
||||
}
|
||||
|
||||
if args == "" {
|
||||
return p.SendDM(ctx.Sender, renderCastHelp(c))
|
||||
}
|
||||
|
||||
// Parse: --drop is a special form ("!cast --drop" or "!cast drop").
|
||||
lower := strings.ToLower(args)
|
||||
if lower == "--drop" || lower == "drop" {
|
||||
return p.dndCastDrop(ctx, c)
|
||||
}
|
||||
|
||||
// Parse spell name + optional --upcast N.
|
||||
tokens := strings.Fields(args)
|
||||
upcast := 0
|
||||
var spellTokens []string
|
||||
for i := 0; i < len(tokens); i++ {
|
||||
switch tokens[i] {
|
||||
case "--upcast":
|
||||
if i+1 < len(tokens) {
|
||||
n, err := strconv.Atoi(tokens[i+1])
|
||||
if err == nil {
|
||||
upcast = n
|
||||
}
|
||||
i++
|
||||
}
|
||||
case "--target":
|
||||
// Reserved for SP3 — accept and ignore for now.
|
||||
if i+1 < len(tokens) {
|
||||
i++
|
||||
}
|
||||
default:
|
||||
spellTokens = append(spellTokens, tokens[i])
|
||||
}
|
||||
}
|
||||
if len(spellTokens) == 0 {
|
||||
return p.SendDM(ctx.Sender, "Usage: `!cast <spell> [--upcast N]`. Run `!spells` to list options.")
|
||||
}
|
||||
spell, ok := parseSpell(strings.Join(spellTokens, " "))
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"Unknown spell %q. Run `!spells` to list what you know.", strings.Join(spellTokens, " ")))
|
||||
}
|
||||
|
||||
// Class gate.
|
||||
classOK := false
|
||||
for _, cl := range spell.Classes {
|
||||
if cl == c.Class {
|
||||
classOK = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !classOK {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"%s is not on the %s spell list.", spell.Name, titleClass(c.Class)))
|
||||
}
|
||||
|
||||
// Reaction spells deferred.
|
||||
if spell.Effect == EffectReaction {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"%s is a reaction spell — those land in Phase 11 alongside turn-based boss combat.", spell.Name))
|
||||
}
|
||||
|
||||
// Known + prepared check.
|
||||
known, prepared, err := playerKnowsSpell(ctx.Sender, spell.ID)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't check your spell list.")
|
||||
}
|
||||
if !known {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"You don't know %s yet.", spell.Name))
|
||||
}
|
||||
if !prepared {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"%s isn't prepared today. Run `!prepare %s` first.", spell.Name, spell.ID))
|
||||
}
|
||||
|
||||
// Determine slot level.
|
||||
slotLevel := spell.Level
|
||||
if upcast > slotLevel && spell.Level > 0 {
|
||||
slotLevel = upcast
|
||||
}
|
||||
if slotLevel < 0 || slotLevel > 5 {
|
||||
return p.SendDM(ctx.Sender, "Slot level out of range (1–5).")
|
||||
}
|
||||
|
||||
// Concentration conflict: if spell needs concentration and player has
|
||||
// another active, warn (we'll supersede on the actual cast).
|
||||
supersedes := ""
|
||||
if spell.Concentration {
|
||||
if active := concentrationActive(c); active != "" && active != spell.ID {
|
||||
supersedes = active
|
||||
}
|
||||
}
|
||||
|
||||
// Material cost (Revivify, Raise Dead).
|
||||
if spell.MaterialCost > 0 {
|
||||
if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(spell.MaterialCost), "dnd_spell_component") {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"%s needs a %d-coin diamond component you can't afford.", spell.Name, spell.MaterialCost))
|
||||
}
|
||||
}
|
||||
|
||||
// Slot consumption (cantrips skip).
|
||||
if spell.Level > 0 {
|
||||
ok, err := consumeSpellSlot(ctx.Sender, slotLevel)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't consume slot: "+err.Error())
|
||||
}
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"No L%d slot available. %s", slotLevel, renderSlotsBrief(ctx.Sender)))
|
||||
}
|
||||
}
|
||||
|
||||
// Resolve. Audit pattern: for queueing effects, save state BEFORE we
|
||||
// would otherwise consider the action committed. The slot is already
|
||||
// debited above; if SaveDnDCharacter fails we refund.
|
||||
switch spell.Effect {
|
||||
case EffectSpellHeal:
|
||||
return p.resolveHealOutOfCombat(ctx, c, spell, slotLevel)
|
||||
case EffectUtility:
|
||||
return p.resolveUtility(ctx, c, spell, slotLevel)
|
||||
default:
|
||||
// DAMAGE_*, CONTROL, BUFF_SELF/ALLY → queue for next combat.
|
||||
return p.queuePendingCast(ctx, c, spell, slotLevel, supersedes)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Out-of-combat: HEAL ──────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
|
||||
dice, faces, _ := parseDamageDice(spell.DamageDice)
|
||||
if dice == 0 {
|
||||
dice, faces = 1, 8 // safety fallback
|
||||
}
|
||||
// Upcast scales healing. Most heal spells are "+1d8 per slot above 1st".
|
||||
extra := slotLevel - spell.Level
|
||||
if extra < 0 {
|
||||
extra = 0
|
||||
}
|
||||
totalDice := dice + extra
|
||||
heal := 0
|
||||
for i := 0; i < totalDice; i++ {
|
||||
heal += 1 + rand.IntN(faces)
|
||||
}
|
||||
heal += abilityModifier(c.WIS)
|
||||
|
||||
before := c.HPCurrent
|
||||
c.HPCurrent = min(c.HPMax, c.HPCurrent+heal)
|
||||
delta := c.HPCurrent - before
|
||||
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
// Refund the slot.
|
||||
if spell.Level > 0 {
|
||||
_ = refundSpellSlot(ctx.Sender, slotLevel)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "Couldn't apply heal: "+err.Error())
|
||||
}
|
||||
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"🩹 **%s** — restored %d HP (%d → %d / %d). %s",
|
||||
spell.Name, delta, before, c.HPCurrent, c.HPMax,
|
||||
renderSlotsBrief(ctx.Sender)))
|
||||
}
|
||||
|
||||
// ── Out-of-combat: UTILITY ──────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) resolveUtility(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
|
||||
// Most utility spells are pure narrative — they produce a flavor line
|
||||
// and a confirmation. A few (Mage Armor, Hunter's Mark, etc.) are
|
||||
// concentration buffs that fire as pending_cast in combat. Those are
|
||||
// classified as BUFF_* in the registry, not UTILITY, so we don't see
|
||||
// them here. Concentration UTILITY spells (Detect Magic, Beast Sense)
|
||||
// merely set the concentration flag; combat doesn't care.
|
||||
supersedes := ""
|
||||
if spell.Concentration {
|
||||
supersedes = setConcentration(c, spell.ID, utilityConcentrationDuration(spell))
|
||||
}
|
||||
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
if spell.Level > 0 {
|
||||
_ = refundSpellSlot(ctx.Sender, slotLevel)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "Couldn't save state: "+err.Error())
|
||||
}
|
||||
|
||||
msg := fmt.Sprintf("✨ **%s** — %s", spell.Name, spell.Description)
|
||||
if supersedes != "" {
|
||||
msg += fmt.Sprintf("\n_(Concentration shifts: %s ended.)_", displaySpellName(supersedes))
|
||||
}
|
||||
if spell.Level > 0 {
|
||||
msg += "\n" + renderSlotsBrief(ctx.Sender)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, msg)
|
||||
}
|
||||
|
||||
func utilityConcentrationDuration(spell SpellDefinition) time.Duration {
|
||||
// Phase 9 keeps durations narrative — anything that lasts past a long
|
||||
// rest is reset by long rest anyway. Use a generous default.
|
||||
switch spell.ID {
|
||||
case "detect_magic", "beast_sense":
|
||||
return 10 * time.Minute
|
||||
}
|
||||
return 1 * time.Hour
|
||||
}
|
||||
|
||||
// ── Queue for next combat ───────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) queuePendingCast(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int, supersedes string) error {
|
||||
if c.PendingCast != "" {
|
||||
// Refund the slot we just consumed.
|
||||
if spell.Level > 0 {
|
||||
_ = refundSpellSlot(ctx.Sender, slotLevel)
|
||||
}
|
||||
prev, _ := decodePendingCast(c.PendingCast)
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"You already have **%s** queued. Cast `!cast --drop` to clear it first.",
|
||||
displaySpellName(prev.SpellID)))
|
||||
}
|
||||
|
||||
pc := PendingCast{SpellID: spell.ID, SlotLevel: slotLevel}
|
||||
c.PendingCast = encodePendingCast(pc)
|
||||
if spell.Concentration {
|
||||
setConcentration(c, spell.ID, 1*time.Hour)
|
||||
}
|
||||
|
||||
// Audit pattern (Fix C): save-then-the-rest. Slot already debited; on
|
||||
// save failure, refund slot and concentration.
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
if spell.Level > 0 {
|
||||
_ = refundSpellSlot(ctx.Sender, slotLevel)
|
||||
}
|
||||
c.ConcentrationSpell = ""
|
||||
c.ConcentrationExpiresAt = nil
|
||||
return p.SendDM(ctx.Sender, "Couldn't queue spell: "+err.Error())
|
||||
}
|
||||
|
||||
msg := fmt.Sprintf("✨ **%s** queued for next combat.", spell.Name)
|
||||
if slotLevel > spell.Level {
|
||||
msg += fmt.Sprintf(" _(upcast to L%d)_", slotLevel)
|
||||
}
|
||||
if supersedes != "" {
|
||||
msg += fmt.Sprintf("\n_(Concentration shifts: %s ended.)_", displaySpellName(supersedes))
|
||||
}
|
||||
if spell.Level > 0 {
|
||||
msg += "\n" + renderSlotsBrief(ctx.Sender)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, msg)
|
||||
}
|
||||
|
||||
// ── !cast --drop ─────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) dndCastDrop(ctx MessageContext, c *DnDCharacter) error {
|
||||
if c.PendingCast == "" && c.ConcentrationSpell == "" {
|
||||
return p.SendDM(ctx.Sender, "Nothing queued and no concentration active.")
|
||||
}
|
||||
|
||||
// Refund the queued slot (if any) — voluntary drop is the player's
|
||||
// choice; restore the slot rather than forfeit it.
|
||||
if pc, ok := decodePendingCast(c.PendingCast); ok && pc.SlotLevel > 0 {
|
||||
_ = refundSpellSlot(ctx.Sender, pc.SlotLevel)
|
||||
}
|
||||
|
||||
dropped := []string{}
|
||||
if pc, ok := decodePendingCast(c.PendingCast); ok {
|
||||
dropped = append(dropped, displaySpellName(pc.SpellID)+" (queued)")
|
||||
}
|
||||
if c.ConcentrationSpell != "" {
|
||||
dropped = append(dropped, displaySpellName(c.ConcentrationSpell)+" (concentration)")
|
||||
}
|
||||
|
||||
c.PendingCast = ""
|
||||
c.ConcentrationSpell = ""
|
||||
c.ConcentrationExpiresAt = nil
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't drop: "+err.Error())
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "Dropped: "+strings.Join(dropped, ", ")+".")
|
||||
}
|
||||
|
||||
// ── !spells command ─────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDSpellsCmd(ctx MessageContext, args string) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
|
||||
}
|
||||
if !classIsCaster(c.Class) {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"%s isn't a caster class.", titleClass(c.Class)))
|
||||
}
|
||||
|
||||
args = strings.TrimSpace(args)
|
||||
if strings.HasPrefix(strings.ToLower(args), "learn ") {
|
||||
return p.handleSpellsLearn(ctx, c, strings.TrimSpace(args[6:]))
|
||||
}
|
||||
|
||||
return p.SendDM(ctx.Sender, renderSpellsList(c))
|
||||
}
|
||||
|
||||
func renderSpellsList(c *DnDCharacter) string {
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("**Spellbook — %s L%d**\n\n",
|
||||
titleClass(c.Class), c.Level))
|
||||
|
||||
known, _ := listKnownSpells(c.UserID)
|
||||
if len(known) == 0 {
|
||||
b.WriteString("_No spells known. Run `!spells learn <name>` to add one._\n")
|
||||
} else {
|
||||
// Group by spell level.
|
||||
byLevel := map[int][]knownSpellRow{}
|
||||
for _, k := range known {
|
||||
s, ok := lookupSpell(k.SpellID)
|
||||
if !ok {
|
||||
continue
|
||||
}
|
||||
byLevel[s.Level] = append(byLevel[s.Level], k)
|
||||
}
|
||||
levels := []int{}
|
||||
for lvl := range byLevel {
|
||||
levels = append(levels, lvl)
|
||||
}
|
||||
sort.Ints(levels)
|
||||
for _, lvl := range levels {
|
||||
label := fmt.Sprintf("L%d", lvl)
|
||||
if lvl == 0 {
|
||||
label = "Cantrip"
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("__%s__\n", label))
|
||||
for _, k := range byLevel[lvl] {
|
||||
s, _ := lookupSpell(k.SpellID)
|
||||
prepStr := ""
|
||||
if c.Class == ClassCleric && s.Level > 0 {
|
||||
if k.Prepared {
|
||||
prepStr = " ✅"
|
||||
} else {
|
||||
prepStr = " ⬜"
|
||||
}
|
||||
}
|
||||
b.WriteString(fmt.Sprintf(" • **%s**%s — %s\n", s.Name, prepStr, s.Description))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
slots, _ := getSpellSlots(c.UserID)
|
||||
b.WriteString("\n**Slots:** " + renderSlotLine(slots) + "\n")
|
||||
b.WriteString(fmt.Sprintf("**Spell DC:** %d **Spell Atk:** +%d\n",
|
||||
spellSaveDC(c), spellAttackBonus(c)))
|
||||
|
||||
if pc, ok := decodePendingCast(c.PendingCast); ok {
|
||||
b.WriteString(fmt.Sprintf("\n_Queued: **%s**", displaySpellName(pc.SpellID)))
|
||||
if pc.SlotLevel > 0 {
|
||||
b.WriteString(fmt.Sprintf(" (L%d slot)", pc.SlotLevel))
|
||||
}
|
||||
b.WriteString(" — fires next combat._\n")
|
||||
}
|
||||
if c.ConcentrationSpell != "" && concentrationActive(c) != "" {
|
||||
b.WriteString(fmt.Sprintf("_Concentrating on **%s**._\n",
|
||||
displaySpellName(c.ConcentrationSpell)))
|
||||
}
|
||||
b.WriteString("\nSlots refresh on long rest.")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── !spells learn (Mage spellbook) ───────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleSpellsLearn(ctx MessageContext, c *DnDCharacter, raw string) error {
|
||||
if c.Class != ClassMage {
|
||||
return p.SendDM(ctx.Sender, "`!spells learn` is for Mage. Cleric uses `!prepare`; Ranger spells are auto-known.")
|
||||
}
|
||||
if raw == "" {
|
||||
return p.SendDM(ctx.Sender, "Usage: `!spells learn <spell name>`")
|
||||
}
|
||||
spell, ok := parseSpell(raw)
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown spell %q.", raw))
|
||||
}
|
||||
classOK := false
|
||||
for _, cl := range spell.Classes {
|
||||
if cl == ClassMage {
|
||||
classOK = true
|
||||
}
|
||||
}
|
||||
if !classOK {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("%s isn't on the Mage spell list.", spell.Name))
|
||||
}
|
||||
if spell.Level > highestAvailableSlot(ClassMage, c.Level) && spell.Level > 0 {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"L%d spells require Mage level %d+.", spell.Level, requiredMageLevelFor(spell.Level)))
|
||||
}
|
||||
known, _, err := playerKnowsSpell(ctx.Sender, spell.ID)
|
||||
if err == nil && known {
|
||||
return p.SendDM(ctx.Sender, "You already know "+spell.Name+".")
|
||||
}
|
||||
if err := addKnownSpell(ctx.Sender, spell.ID, "class", true); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't learn: "+err.Error())
|
||||
}
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 Learned **%s**.", spell.Name))
|
||||
}
|
||||
|
||||
func requiredMageLevelFor(slotLevel int) int {
|
||||
switch slotLevel {
|
||||
case 1:
|
||||
return 1
|
||||
case 2:
|
||||
return 3
|
||||
case 3:
|
||||
return 5
|
||||
case 4:
|
||||
return 7
|
||||
case 5:
|
||||
return 9
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
// ── !prepare command (Cleric stub — full SP4) ───────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDPrepareCmd(ctx MessageContext, args string) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
|
||||
}
|
||||
if c.Class != ClassCleric {
|
||||
return p.SendDM(ctx.Sender, "`!prepare` is for Cleric. Mage uses `!spells learn`; Ranger spells are auto-known.")
|
||||
}
|
||||
args = strings.TrimSpace(args)
|
||||
if args == "" {
|
||||
return p.SendDM(ctx.Sender, renderClericPrepStatus(c))
|
||||
}
|
||||
|
||||
clear := false
|
||||
if strings.HasPrefix(strings.ToLower(args), "clear ") {
|
||||
clear = true
|
||||
args = strings.TrimSpace(args[6:])
|
||||
}
|
||||
|
||||
spell, ok := parseSpell(args)
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown spell %q.", args))
|
||||
}
|
||||
if spell.Level == 0 {
|
||||
return p.SendDM(ctx.Sender, "Cantrips are always prepared.")
|
||||
}
|
||||
known, _, err := playerKnowsSpell(ctx.Sender, spell.ID)
|
||||
if err != nil || !known {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("%s isn't on your known list.", spell.Name))
|
||||
}
|
||||
|
||||
if clear {
|
||||
if err := setSpellPrepared(ctx.Sender, spell.ID, false); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't unprepare: "+err.Error())
|
||||
}
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("Unprepared **%s**.", spell.Name))
|
||||
}
|
||||
|
||||
// Cap = WIS mod + Cleric level. Cantrips don't count.
|
||||
cap := abilityModifier(c.WIS) + c.Level
|
||||
if cap < 1 {
|
||||
cap = 1
|
||||
}
|
||||
rows, _ := listKnownSpells(ctx.Sender)
|
||||
prepCount := 0
|
||||
for _, r := range rows {
|
||||
s, ok := lookupSpell(r.SpellID)
|
||||
if !ok || s.Level == 0 {
|
||||
continue
|
||||
}
|
||||
if r.Prepared && r.SpellID != spell.ID {
|
||||
prepCount++
|
||||
}
|
||||
}
|
||||
if prepCount+1 > cap {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"Prep cap is %d. Unprepare a spell first: `!prepare clear <name>`.", cap))
|
||||
}
|
||||
if err := setSpellPrepared(ctx.Sender, spell.ID, true); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't prepare: "+err.Error())
|
||||
}
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 Prepared **%s** (%d/%d).",
|
||||
spell.Name, prepCount+1, cap))
|
||||
}
|
||||
|
||||
func renderClericPrepStatus(c *DnDCharacter) string {
|
||||
cap := abilityModifier(c.WIS) + c.Level
|
||||
if cap < 1 {
|
||||
cap = 1
|
||||
}
|
||||
rows, _ := listKnownSpells(c.UserID)
|
||||
prepCount := 0
|
||||
for _, r := range rows {
|
||||
s, ok := lookupSpell(r.SpellID)
|
||||
if !ok || s.Level == 0 {
|
||||
continue
|
||||
}
|
||||
if r.Prepared {
|
||||
prepCount++
|
||||
}
|
||||
}
|
||||
return fmt.Sprintf("**Prepared spells:** %d/%d. Run `!prepare <spell>` to add, `!prepare clear <spell>` to remove. Long rest re-opens choices.",
|
||||
prepCount, cap)
|
||||
}
|
||||
|
||||
// ── helpers ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func renderCastHelp(c *DnDCharacter) string {
|
||||
var b strings.Builder
|
||||
b.WriteString("**Cast a spell**\n\n")
|
||||
b.WriteString("Usage: `!cast <spell> [--upcast N]`\n")
|
||||
b.WriteString(" `!cast --drop` to clear queued/concentration.\n\n")
|
||||
b.WriteString("Run `!spells` for your full list.\n\n")
|
||||
if pc, ok := decodePendingCast(c.PendingCast); ok {
|
||||
b.WriteString(fmt.Sprintf("_Currently queued: **%s**._\n", displaySpellName(pc.SpellID)))
|
||||
}
|
||||
if c.ConcentrationSpell != "" && concentrationActive(c) != "" {
|
||||
b.WriteString(fmt.Sprintf("_Concentrating on **%s**._\n",
|
||||
displaySpellName(c.ConcentrationSpell)))
|
||||
}
|
||||
b.WriteString("\n" + renderSlotsBrief(c.UserID))
|
||||
return b.String()
|
||||
}
|
||||
|
||||
func renderSlotsBrief(userID id.UserID) string {
|
||||
slots, err := getSpellSlots(userID)
|
||||
if err != nil {
|
||||
slog.Warn("dnd: getSpellSlots", "user", userID, "err", err)
|
||||
}
|
||||
return "**Slots:** " + renderSlotLine(slots)
|
||||
}
|
||||
|
||||
// parseDamageDice extracts (count, faces, flatBonus) from "3d6", "1d8",
|
||||
// "3d4+3" style strings. Returns (0,0,0) on failure.
|
||||
func parseDamageDice(s string) (int, int, int) {
|
||||
s = strings.TrimSpace(strings.ToLower(s))
|
||||
if s == "" {
|
||||
return 0, 0, 0
|
||||
}
|
||||
// Optional flat bonus: split on +.
|
||||
flat := 0
|
||||
if i := strings.Index(s, "+"); i > 0 {
|
||||
f, err := strconv.Atoi(strings.TrimSpace(s[i+1:]))
|
||||
if err == nil {
|
||||
flat = f
|
||||
}
|
||||
s = strings.TrimSpace(s[:i])
|
||||
}
|
||||
i := strings.Index(s, "d")
|
||||
if i <= 0 {
|
||||
return 0, 0, flat
|
||||
}
|
||||
count, err := strconv.Atoi(s[:i])
|
||||
if err != nil {
|
||||
return 0, 0, flat
|
||||
}
|
||||
faces, err := strconv.Atoi(s[i+1:])
|
||||
if err != nil {
|
||||
return 0, 0, flat
|
||||
}
|
||||
return count, faces, flat
|
||||
}
|
||||
489
internal/plugin/dnd_combat.go
Normal file
489
internal/plugin/dnd_combat.go
Normal file
@@ -0,0 +1,489 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"log/slog"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 2 — D&D combat layer hookup.
|
||||
//
|
||||
// Phase 2 strategy: keep legacy HP/damage/dodge-rate scaling intact. The D&D
|
||||
// layer adds AC + d20-vs-AC hit resolution on top. This preserves the
|
||||
// existing balance while making combat read as D&D for opted-in players.
|
||||
//
|
||||
// HP rescaling and condition-system overhaul are deferred to later phases.
|
||||
|
||||
// ── Tunable constants ────────────────────────────────────────────────────────
|
||||
|
||||
// Class-derived "weapon proficiency" bonus baked into AttackBonus.
|
||||
// Fighter is a martial class; Mage uses spell-attack baseline.
|
||||
var dndClassWeaponBonus = map[DnDClass]int{
|
||||
ClassFighter: 2,
|
||||
ClassRanger: 1,
|
||||
ClassRogue: 1,
|
||||
ClassCleric: 0,
|
||||
ClassMage: 0,
|
||||
}
|
||||
|
||||
// Monster AC formulas. Tuned so a typical L1 player (+5 attack bonus) hits
|
||||
// roughly 70-80% at low tiers and 50-60% at high tiers. Adjust after live
|
||||
// data lands.
|
||||
const (
|
||||
dndArenaACBase = 10
|
||||
dndArenaACPerThreat = 0.25 // ThreatLevel 0..30 → AC bump 0..7
|
||||
dndDungeonACBase = 9
|
||||
// Dungeon AC scales linearly with tier: T1=10, T5=14
|
||||
)
|
||||
|
||||
// Monster attack bonus. Counters player AC growth. T1 monster +5, T5 +9.
|
||||
const (
|
||||
dndArenaAtkBase = 4
|
||||
dndArenaAtkPerThreat = 0.30
|
||||
dndDungeonAtkBase = 4
|
||||
// T1 dungeon +5, T5 +9
|
||||
)
|
||||
|
||||
// ── Player layer ─────────────────────────────────────────────────────────────
|
||||
|
||||
// proficiencyBonus implements ceil(level/4) + 1, matching D&D5e (L1-4 = +2,
|
||||
// L5-8 = +3, L9-12 = +4, ...).
|
||||
func proficiencyBonus(level int) int {
|
||||
if level < 1 {
|
||||
level = 1
|
||||
}
|
||||
return (level-1)/4 + 2
|
||||
}
|
||||
|
||||
// classAttackStatMod returns the ability modifier the class uses for its
|
||||
// primary attack roll. Fighters use STR (melee), Rogue/Ranger use DEX, Mage
|
||||
// uses INT (spell attack), Cleric uses WIS.
|
||||
func classAttackStatMod(c *DnDCharacter) int {
|
||||
switch c.Class {
|
||||
case ClassFighter:
|
||||
return abilityModifier(c.STR)
|
||||
case ClassRogue, ClassRanger:
|
||||
return abilityModifier(c.DEX)
|
||||
case ClassMage:
|
||||
return abilityModifier(c.INT)
|
||||
case ClassCleric:
|
||||
return abilityModifier(c.WIS)
|
||||
}
|
||||
return abilityModifier(c.STR)
|
||||
}
|
||||
|
||||
// dndPlayerAttackBonus = primary stat mod + proficiency + class weapon bonus.
|
||||
func dndPlayerAttackBonus(c *DnDCharacter) int {
|
||||
return classAttackStatMod(c) + proficiencyBonus(c.Level) + dndClassWeaponBonus[c.Class]
|
||||
}
|
||||
|
||||
// applyDnDPlayerLayer sets AC and AttackBonus on a stat block from the
|
||||
// player's D&D character. Called after DerivePlayerStats has populated
|
||||
// HP/Attack/Defense/etc. Phase 8: also wires equipped weapon/armor profiles
|
||||
// into CombatStats so the d20 attack path uses real weapon dice and AC
|
||||
// computation per gogobee_equipment_appendix.md.
|
||||
func applyDnDPlayerLayer(stats *CombatStats, c *DnDCharacter) {
|
||||
stats.AC = c.ArmorClass
|
||||
stats.AttackBonus = dndPlayerAttackBonus(c)
|
||||
}
|
||||
|
||||
// applyDnDEquipmentLayer populates the Phase 8 equipment-driven fields on
|
||||
// CombatStats from synthesized profiles of the player's legacy gear. Also
|
||||
// overrides stats.AC with the equipment-derived computation when an armor
|
||||
// or shield is equipped.
|
||||
//
|
||||
// `equip` is the legacy adventure_equipment map; the synthesizer infers a
|
||||
// D&D weapon/armor profile from slot+tier+name without requiring a loot
|
||||
// migration. Helmets, boots, and non-shield tools have no D&D profile yet
|
||||
// and don't affect this layer.
|
||||
func applyDnDEquipmentLayer(stats *CombatStats, c *DnDCharacter, equip map[EquipmentSlot]*AdvEquipment) {
|
||||
if c == nil {
|
||||
return
|
||||
}
|
||||
// Weapon synthesis.
|
||||
weapon := synthesizeWeaponProfile(equip[SlotWeapon])
|
||||
if weapon != nil {
|
||||
stats.Weapon = weapon
|
||||
// Pick STR vs DEX modifier per finesse rule and class default.
|
||||
stats.AbilityModForDamage = pickWeaponAbilityMod(weapon, c)
|
||||
stats.WeaponProficient = dndClassWeaponProficiency(c.Class, weapon)
|
||||
// Magic bonus on the weapon also stacks onto AttackBonus.
|
||||
stats.AttackBonus += weapon.MagicBonus
|
||||
// Two-handed when the weapon has the property AND no shield is held.
|
||||
hasShield := synthesizeShield(equip[SlotTool]) != nil
|
||||
if weapon.HasProperty(PropTwoHanded) || (weapon.HasProperty(PropVersatile) && !hasShield) {
|
||||
stats.TwoHandedMode = true
|
||||
}
|
||||
}
|
||||
|
||||
// Armor + shield → AC override per appendix.
|
||||
armor := synthesizeArmorProfile(equip[SlotArmor])
|
||||
shield := synthesizeShield(equip[SlotTool])
|
||||
// Two-handed weapons forbid shields per appendix §5.4.
|
||||
if weapon != nil && weapon.HasProperty(PropTwoHanded) {
|
||||
shield = nil
|
||||
}
|
||||
dexMod := abilityModifier(c.DEX)
|
||||
// Heavy armor STR-requirement penalty: -2 to DEX-based rolls if STR < req.
|
||||
// In our model, AC is the prominent DEX-derived value; honoring this
|
||||
// strictly would penalize attack rolls (DEX-attacking finesse/ranged) too.
|
||||
// For the AC computation we just clamp the dex bonus to 0 anyway when
|
||||
// armor is heavy (MaxDEXBonus=0), so the STR check has no AC effect —
|
||||
// it would only matter to attack rolls. Skip the penalty for now;
|
||||
// document it as a future refinement.
|
||||
if armor != nil || shield != nil {
|
||||
stats.AC = computeArmorAC(armor, shield, dexMod)
|
||||
}
|
||||
}
|
||||
|
||||
// pickWeaponAbilityMod returns the ability modifier added to weapon damage:
|
||||
// STR for melee unless the weapon is finesse/ranged and DEX is higher (then DEX).
|
||||
func pickWeaponAbilityMod(w *WeaponProfile, c *DnDCharacter) int {
|
||||
str, dex := abilityModifier(c.STR), abilityModifier(c.DEX)
|
||||
switch w.Category {
|
||||
case WeaponCatSimpleRanged, WeaponCatMartialRanged:
|
||||
return dex
|
||||
}
|
||||
// Melee: finesse picks the better of STR/DEX.
|
||||
if w.HasProperty(PropFinesse) {
|
||||
if dex > str {
|
||||
return dex
|
||||
}
|
||||
}
|
||||
return str
|
||||
}
|
||||
|
||||
// ── Monster layer ────────────────────────────────────────────────────────────
|
||||
|
||||
func applyDnDArenaMonsterLayer(stats *CombatStats, threatLevel int) {
|
||||
stats.AC = dndArenaACBase + int(float64(threatLevel)*dndArenaACPerThreat)
|
||||
stats.AttackBonus = dndArenaAtkBase + int(float64(threatLevel)*dndArenaAtkPerThreat)
|
||||
}
|
||||
|
||||
func applyDnDDungeonMonsterLayer(stats *CombatStats, tier int) {
|
||||
stats.AC = dndDungeonACBase + tier
|
||||
stats.AttackBonus = dndDungeonAtkBase + tier
|
||||
}
|
||||
|
||||
// ── Auto-migration on first combat ───────────────────────────────────────────
|
||||
|
||||
// classStatPriority returns the standard-array values {15,14,13,12,10,8}
|
||||
// assigned to STR/DEX/CON/INT/WIS/CHA in the order the class cares about.
|
||||
// Used by ensureDnDCharacterForCombat — players can rebuild later via !setup
|
||||
// (which is allowed without respec cooldown when auto_migrated=1).
|
||||
func classStatPriority(class DnDClass) [6]int {
|
||||
// Returned array is in STR, DEX, CON, INT, WIS, CHA order.
|
||||
switch class {
|
||||
case ClassFighter:
|
||||
return [6]int{15, 13, 14, 8, 12, 10} // STR, CON, DEX prioritized
|
||||
case ClassRogue:
|
||||
return [6]int{8, 15, 13, 14, 10, 12} // DEX, INT, CON
|
||||
case ClassMage:
|
||||
return [6]int{8, 12, 13, 15, 14, 10} // INT, WIS, CON
|
||||
case ClassCleric:
|
||||
return [6]int{12, 10, 13, 8, 15, 14} // WIS, CHA, CON
|
||||
case ClassRanger:
|
||||
return [6]int{12, 15, 13, 10, 14, 8} // DEX, WIS, CON
|
||||
}
|
||||
return [6]int{15, 14, 13, 12, 10, 8} // fallback: martial-ish
|
||||
}
|
||||
|
||||
// ensureCharForDnDCmd is the helper non-combat D&D command handlers should
|
||||
// use when they want auto-migration semantics PLUS the legacy-player
|
||||
// onboarding DM. Combat paths in combat_bridge.go use ensureDnDCharacterForCombat
|
||||
// directly because they already control the freshMigrate hook.
|
||||
func (p *AdventurePlugin) ensureCharForDnDCmd(userID id.UserID, char *AdventureCharacter) (*DnDCharacter, error) {
|
||||
c, fresh, err := ensureDnDCharacterForCombat(userID, char)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if fresh {
|
||||
p.maybeSendDnDOnboarding(userID, char, c)
|
||||
}
|
||||
return c, nil
|
||||
}
|
||||
|
||||
// ensureDnDCharacterForCombat returns a usable D&D character for combat. If
|
||||
// the player already has a confirmed sheet, it's returned. Otherwise an
|
||||
// auto-migrated character is created using:
|
||||
//
|
||||
// - Race/class inferred from archetypes (Human Fighter fallback)
|
||||
// - Class-tuned standard array assignment
|
||||
// - Racial modifiers applied
|
||||
// - dnd_level seeded from the legacy combat_level
|
||||
// - HP/AC computed from class + ability scores + level
|
||||
//
|
||||
// auto_migrated=1 is set on the row so !setup can freely overwrite it
|
||||
// without consuming the !respec cooldown.
|
||||
//
|
||||
// Returns (character, freshlyMigrated, err). freshlyMigrated is true only
|
||||
// on the first call that creates the row — used by callers to fire the
|
||||
// one-shot onboarding DM for legacy players.
|
||||
func ensureDnDCharacterForCombat(userID id.UserID, char *AdventureCharacter) (*DnDCharacter, bool, error) {
|
||||
existing, err := LoadDnDCharacter(userID)
|
||||
if err != nil {
|
||||
return nil, false, err
|
||||
}
|
||||
if existing != nil && !existing.PendingSetup {
|
||||
return existing, false, nil
|
||||
}
|
||||
// existing == nil OR pending_setup=1. In the pending case we leave the
|
||||
// player's draft alone and overlay a temporary auto-migrated working
|
||||
// character — the draft survives untouched in the DB, but the fight
|
||||
// they're trying to start gets a usable sheet *for this fight only*.
|
||||
// (We don't write — pending_setup=1 stays so they can finish !setup.)
|
||||
if existing != nil && existing.PendingSetup {
|
||||
return autoBuildCharacter(userID, char), false, nil
|
||||
}
|
||||
|
||||
// Fresh auto-migration. Build, save, return.
|
||||
c := autoBuildCharacter(userID, char)
|
||||
c.AutoMigrated = true
|
||||
c.PendingSetup = false
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return nil, false, err
|
||||
}
|
||||
_ = initResources(userID, c.Class)
|
||||
// Phase 9: caster auto-migrants get a starter spell list + slot pool so
|
||||
// !cast/!spells work the moment they land. Idempotent.
|
||||
_ = ensureSpellsForCharacter(c)
|
||||
slog.Info("dnd: auto-migrated character", "user", userID,
|
||||
"race", c.Race, "class", c.Class, "level", c.Level)
|
||||
return c, true, nil
|
||||
}
|
||||
|
||||
// autoBuildCharacter constructs a complete DnDCharacter from archetype
|
||||
// inference + the player's adventure state. Does not save.
|
||||
func autoBuildCharacter(userID id.UserID, char *AdventureCharacter) *DnDCharacter {
|
||||
sug := inferDnDFromArchetypes(userID)
|
||||
scores := classStatPriority(sug.Class)
|
||||
scores = applyRaceMods(sug.Race, scores)
|
||||
|
||||
level := 1
|
||||
if char != nil {
|
||||
level = dndLevelFromCombatLevel(char.CombatLevel)
|
||||
}
|
||||
|
||||
c := &DnDCharacter{
|
||||
UserID: userID,
|
||||
Race: sug.Race,
|
||||
Class: sug.Class,
|
||||
Level: level,
|
||||
STR: scores[0], DEX: scores[1], CON: scores[2],
|
||||
INT: scores[3], WIS: scores[4], CHA: scores[5],
|
||||
PendingSetup: false,
|
||||
AutoMigrated: true,
|
||||
CreatedAt: time.Now().UTC(),
|
||||
UpdatedAt: time.Now().UTC(),
|
||||
}
|
||||
conMod := abilityModifier(c.CON)
|
||||
dexMod := abilityModifier(c.DEX)
|
||||
c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
|
||||
c.HPCurrent = c.HPMax
|
||||
c.ArmorClass = computeAC(c.Class, dexMod)
|
||||
return c
|
||||
}
|
||||
|
||||
// ── Roll summary line ────────────────────────────────────────────────────────
|
||||
|
||||
// dndRollSummaryLine scans a CombatResult's events for d20 rolls and returns
|
||||
// a one-liner summarizing the player's accuracy. Returns "" if no D&D rolls
|
||||
// are present (legacy combat, or a fight that resolved on consumables alone).
|
||||
//
|
||||
// Format: "🎲 d20 — 5/8 hit (2 crits, 1 fumble). Best: nat 20."
|
||||
//
|
||||
// Surfaced post-combat by arena and dungeon callers; keeps the d20 system
|
||||
// visible without modifying combat_narrative.go's flavor pools.
|
||||
func dndRollSummaryLine(result CombatResult) string {
|
||||
hits, misses, crits, fumbles := 0, 0, 0, 0
|
||||
bestRoll, bestSeen := 0, false
|
||||
for _, ev := range result.Events {
|
||||
if ev.Actor != "player" || ev.Roll == 0 {
|
||||
continue
|
||||
}
|
||||
switch ev.Action {
|
||||
case "hit", "block":
|
||||
hits++
|
||||
case "crit":
|
||||
hits++
|
||||
crits++
|
||||
case "miss":
|
||||
misses++
|
||||
if ev.Desc == "fumble" {
|
||||
fumbles++
|
||||
}
|
||||
default:
|
||||
continue
|
||||
}
|
||||
if !bestSeen || ev.Roll > bestRoll {
|
||||
bestRoll = ev.Roll
|
||||
bestSeen = true
|
||||
}
|
||||
}
|
||||
total := hits + misses
|
||||
if total == 0 {
|
||||
return ""
|
||||
}
|
||||
|
||||
var b []byte
|
||||
b = append(b, []byte("🎲 d20 — ")...)
|
||||
b = appendInt(b, hits)
|
||||
b = append(b, '/')
|
||||
b = appendInt(b, total)
|
||||
b = append(b, []byte(" hit")...)
|
||||
|
||||
notes := []string{}
|
||||
if crits > 0 {
|
||||
notes = append(notes, formatN(crits, "crit"))
|
||||
}
|
||||
if fumbles > 0 {
|
||||
notes = append(notes, formatN(fumbles, "fumble"))
|
||||
}
|
||||
if len(notes) > 0 {
|
||||
b = append(b, []byte(" (")...)
|
||||
for i, n := range notes {
|
||||
if i > 0 {
|
||||
b = append(b, []byte(", ")...)
|
||||
}
|
||||
b = append(b, []byte(n)...)
|
||||
}
|
||||
b = append(b, ')')
|
||||
}
|
||||
if bestSeen {
|
||||
b = append(b, []byte(". Best: ")...)
|
||||
if bestRoll == 20 {
|
||||
b = append(b, []byte("nat 20!")...)
|
||||
} else {
|
||||
b = appendInt(b, bestRoll)
|
||||
b = append(b, '.')
|
||||
}
|
||||
} else {
|
||||
b = append(b, '.')
|
||||
}
|
||||
// Append narrative for nat 20 / nat 1 occurrences. One line per fight
|
||||
// regardless of how many rolled — avoids spam.
|
||||
sawNat20, sawNat1 := bestRoll == 20, fumbles > 0
|
||||
if sawNat20 {
|
||||
if line := dndNat20Line(); line != "" {
|
||||
b = append(b, []byte("\n_")...)
|
||||
b = append(b, []byte(line)...)
|
||||
b = append(b, '_')
|
||||
}
|
||||
}
|
||||
if sawNat1 && !sawNat20 {
|
||||
if line := dndNat1Line(); line != "" {
|
||||
b = append(b, []byte("\n_")...)
|
||||
b = append(b, []byte(line)...)
|
||||
b = append(b, '_')
|
||||
}
|
||||
}
|
||||
return string(b)
|
||||
}
|
||||
|
||||
func appendInt(b []byte, n int) []byte {
|
||||
if n == 0 {
|
||||
return append(b, '0')
|
||||
}
|
||||
if n < 0 {
|
||||
b = append(b, '-')
|
||||
n = -n
|
||||
}
|
||||
digits := []byte{}
|
||||
for n > 0 {
|
||||
digits = append([]byte{byte('0' + n%10)}, digits...)
|
||||
n /= 10
|
||||
}
|
||||
return append(b, digits...)
|
||||
}
|
||||
|
||||
func formatN(n int, word string) string {
|
||||
if n == 1 {
|
||||
return "1 " + word
|
||||
}
|
||||
out := []byte{}
|
||||
out = appendInt(out, n)
|
||||
out = append(out, ' ')
|
||||
out = append(out, []byte(word+"s")...)
|
||||
return string(out)
|
||||
}
|
||||
|
||||
// ── Combat HP scaling (rest teeth) ───────────────────────────────────────────
|
||||
|
||||
// dndWoundFloor — when scaling combat MaxHP from sheet HP%, never reduce
|
||||
// below this fraction of the legacy max. Prevents one-shot deaths when the
|
||||
// sheet is at 0 HP.
|
||||
const dndWoundFloor = 0.25
|
||||
|
||||
// applyDnDHPScaling scales playerStats.MaxHP based on the player's current
|
||||
// dnd_character HP fraction. A fully-rested player fights at full legacy HP;
|
||||
// a wounded player fights at reduced HP, with a floor at dndWoundFloor.
|
||||
//
|
||||
// This is what makes !rest mechanically meaningful — without it, the rest
|
||||
// system is purely cosmetic.
|
||||
func applyDnDHPScaling(stats *CombatStats, c *DnDCharacter) {
|
||||
if c == nil || c.HPMax <= 0 {
|
||||
return
|
||||
}
|
||||
pct := float64(c.HPCurrent) / float64(c.HPMax)
|
||||
if pct >= 1.0 {
|
||||
return
|
||||
}
|
||||
if pct < dndWoundFloor {
|
||||
pct = dndWoundFloor
|
||||
}
|
||||
scaled := int(float64(stats.MaxHP) * pct)
|
||||
if scaled < 1 {
|
||||
scaled = 1
|
||||
}
|
||||
// Defensive: pct is clamped above to [floor, 1.0], so scaled should
|
||||
// always be ≤ original MaxHP. Belt-and-suspenders in case the floor
|
||||
// or pct math drifts in a future refactor.
|
||||
if scaled > stats.MaxHP {
|
||||
scaled = stats.MaxHP
|
||||
}
|
||||
stats.MaxHP = scaled
|
||||
}
|
||||
|
||||
// ── HP persistence ───────────────────────────────────────────────────────────
|
||||
|
||||
// persistDnDHPAfterCombat updates dnd_character.hp_current to reflect wounds
|
||||
// from a fight, scaled to the D&D HP scale (since combat uses legacy HP).
|
||||
//
|
||||
// We compute the % of legacy HP the player ended with and apply the same %
|
||||
// to dnd_character.hp_max. This keeps the player's "displayed health" in
|
||||
// the sheet honest even though the combat engine itself uses legacy HP.
|
||||
//
|
||||
// No-op if the player has no dnd_character row or hasn't completed setup.
|
||||
func persistDnDHPAfterCombat(userID id.UserID, legacyStartHP, legacyEndHP int) {
|
||||
c, err := LoadDnDCharacter(userID)
|
||||
if err != nil || c == nil || c.PendingSetup {
|
||||
return
|
||||
}
|
||||
if legacyStartHP <= 0 || c.HPMax <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
pct := float64(legacyEndHP) / float64(legacyStartHP)
|
||||
if pct < 0 {
|
||||
pct = 0
|
||||
} else if pct > 1 {
|
||||
pct = 1
|
||||
}
|
||||
|
||||
newHP := int(float64(c.HPMax) * pct)
|
||||
if newHP < 0 {
|
||||
newHP = 0
|
||||
}
|
||||
if newHP > c.HPMax {
|
||||
newHP = c.HPMax
|
||||
}
|
||||
|
||||
if _, err := db.Get().Exec(
|
||||
`UPDATE dnd_character SET hp_current = ?, updated_at = CURRENT_TIMESTAMP WHERE user_id = ?`,
|
||||
newHP, string(userID),
|
||||
); err != nil {
|
||||
slog.Error("dnd: persist hp after combat", "user", userID, "err", err)
|
||||
}
|
||||
}
|
||||
233
internal/plugin/dnd_combat_test.go
Normal file
233
internal/plugin/dnd_combat_test.go
Normal file
@@ -0,0 +1,233 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestProficiencyBonus(t *testing.T) {
|
||||
cases := []struct{ level, want int }{
|
||||
{1, 2}, {2, 2}, {3, 2}, {4, 2},
|
||||
{5, 3}, {6, 3}, {7, 3}, {8, 3},
|
||||
{9, 4}, {12, 4},
|
||||
{13, 5}, {16, 5},
|
||||
{17, 6}, {20, 6},
|
||||
}
|
||||
for _, c := range cases {
|
||||
if got := proficiencyBonus(c.level); got != c.want {
|
||||
t.Errorf("proficiencyBonus(%d) = %d, want %d", c.level, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestClassAttackStatMod(t *testing.T) {
|
||||
c := &DnDCharacter{STR: 16, DEX: 12, CON: 14, INT: 10, WIS: 8, CHA: 18}
|
||||
cases := []struct {
|
||||
class DnDClass
|
||||
want int
|
||||
}{
|
||||
{ClassFighter, 3}, // STR 16 → +3
|
||||
{ClassRogue, 1}, // DEX 12 → +1
|
||||
{ClassRanger, 1},
|
||||
{ClassMage, 0}, // INT 10 → 0
|
||||
{ClassCleric, -1}, // WIS 8 → -1
|
||||
}
|
||||
for _, tc := range cases {
|
||||
c.Class = tc.class
|
||||
if got := classAttackStatMod(c); got != tc.want {
|
||||
t.Errorf("classAttackStatMod(%s, STR=%d/DEX=%d/INT=%d/WIS=%d) = %d, want %d",
|
||||
tc.class, c.STR, c.DEX, c.INT, c.WIS, got, tc.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestDnDPlayerAttackBonus(t *testing.T) {
|
||||
// L1 Fighter, STR 17 (+3 mod), prof 2, weapon bonus 2 → +7
|
||||
fighter := &DnDCharacter{Class: ClassFighter, Level: 1, STR: 17}
|
||||
if got := dndPlayerAttackBonus(fighter); got != 7 {
|
||||
t.Errorf("L1 Fighter STR17 attack bonus = %d, want 7", got)
|
||||
}
|
||||
// L5 Mage, INT 16 (+3), prof 3, no weapon bonus → +6
|
||||
mage := &DnDCharacter{Class: ClassMage, Level: 5, INT: 16}
|
||||
if got := dndPlayerAttackBonus(mage); got != 6 {
|
||||
t.Errorf("L5 Mage INT16 attack bonus = %d, want 6", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDPlayerLayer(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 50, Attack: 10, Defense: 5}
|
||||
c := &DnDCharacter{Class: ClassFighter, Level: 1, STR: 17, ArmorClass: 16}
|
||||
applyDnDPlayerLayer(&stats, c)
|
||||
if stats.AC != 16 {
|
||||
t.Errorf("AC = %d, want 16", stats.AC)
|
||||
}
|
||||
if stats.AttackBonus != 7 {
|
||||
t.Errorf("AttackBonus = %d, want 7", stats.AttackBonus)
|
||||
}
|
||||
// HP/Attack scaling fields unchanged
|
||||
if stats.MaxHP != 50 || stats.Attack != 10 {
|
||||
t.Errorf("non-D&D fields mutated: %+v", stats)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDArenaMonsterLayer(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 100, Attack: 20}
|
||||
applyDnDArenaMonsterLayer(&stats, 12)
|
||||
// AC base 10 + 12*0.25 = 13
|
||||
if stats.AC != 13 {
|
||||
t.Errorf("AC = %d, want 13", stats.AC)
|
||||
}
|
||||
// Atk base 4 + 12*0.30 = 7 (int trunc)
|
||||
if stats.AttackBonus != 7 {
|
||||
t.Errorf("AttackBonus = %d, want 7", stats.AttackBonus)
|
||||
}
|
||||
}
|
||||
|
||||
func TestClassStatPriority(t *testing.T) {
|
||||
// Each class's array must contain {15,14,13,12,10,8} exactly once.
|
||||
want := standardArray
|
||||
for _, class := range []DnDClass{ClassFighter, ClassRogue, ClassMage, ClassCleric, ClassRanger} {
|
||||
got := classStatPriority(class)
|
||||
if !isStandardArray(got) {
|
||||
t.Errorf("classStatPriority(%s) = %v, not a permutation of %v", class, got, want)
|
||||
}
|
||||
}
|
||||
// Fighter: STR (idx 0) is the highest stat.
|
||||
f := classStatPriority(ClassFighter)
|
||||
if f[0] != 15 {
|
||||
t.Errorf("Fighter STR = %d, want 15 (primary stat)", f[0])
|
||||
}
|
||||
// Mage: INT (idx 3) is the highest stat.
|
||||
m := classStatPriority(ClassMage)
|
||||
if m[3] != 15 {
|
||||
t.Errorf("Mage INT = %d, want 15 (primary stat)", m[3])
|
||||
}
|
||||
// Cleric: WIS (idx 4) is the highest stat.
|
||||
c := classStatPriority(ClassCleric)
|
||||
if c[4] != 15 {
|
||||
t.Errorf("Cleric WIS = %d, want 15 (primary stat)", c[4])
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDDungeonMonsterLayer(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
applyDnDDungeonMonsterLayer(&stats, 1)
|
||||
if stats.AC != 10 || stats.AttackBonus != 5 {
|
||||
t.Errorf("T1 monster: AC=%d Atk=%d, want AC=10 Atk=5", stats.AC, stats.AttackBonus)
|
||||
}
|
||||
stats = CombatStats{}
|
||||
applyDnDDungeonMonsterLayer(&stats, 5)
|
||||
if stats.AC != 14 || stats.AttackBonus != 9 {
|
||||
t.Errorf("T5 monster: AC=%d Atk=%d, want AC=14 Atk=9", stats.AC, stats.AttackBonus)
|
||||
}
|
||||
}
|
||||
|
||||
// TestSimulateCombat_RollsAppear: every attack event in a normal fight should
|
||||
// carry a d20 Roll in [1,20] and a RollAgainst (target AC).
|
||||
func TestSimulateCombat_RollsAppear(t *testing.T) {
|
||||
player := Combatant{
|
||||
Name: "P", IsPlayer: true,
|
||||
Stats: CombatStats{
|
||||
MaxHP: 50, Attack: 15, Defense: 5, Speed: 8,
|
||||
AC: 14, AttackBonus: 5,
|
||||
},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
enemy := Combatant{
|
||||
Name: "E",
|
||||
Stats: CombatStats{
|
||||
MaxHP: 30, Attack: 10, Defense: 3, Speed: 5,
|
||||
AC: 12, AttackBonus: 4,
|
||||
},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
result := SimulateCombat(player, enemy, defaultCombatPhases)
|
||||
attackEvents := 0
|
||||
for _, ev := range result.Events {
|
||||
if ev.Actor != "player" && ev.Actor != "enemy" {
|
||||
continue
|
||||
}
|
||||
if ev.Action != "hit" && ev.Action != "miss" && ev.Action != "crit" && ev.Action != "block" {
|
||||
continue
|
||||
}
|
||||
attackEvents++
|
||||
if ev.Roll < 1 || ev.Roll > 20 {
|
||||
t.Errorf("roll out of range: %+v", ev)
|
||||
}
|
||||
if ev.RollAgainst <= 0 {
|
||||
t.Errorf("RollAgainst should be set: %+v", ev)
|
||||
}
|
||||
}
|
||||
if attackEvents == 0 {
|
||||
t.Error("no attack events produced")
|
||||
}
|
||||
}
|
||||
|
||||
// TestD20HitRate_PlayerDominant: player +10 attack vs AC 11 should hit ~95%
|
||||
// (any roll 2+ hits, plus nat 20). Run many trials for statistical bound.
|
||||
func TestD20HitRate_PlayerDominant(t *testing.T) {
|
||||
hits, total := 0, 2000
|
||||
for i := 0; i < total; i++ {
|
||||
// Single-round simulation: large player HP/attack, high attack bonus,
|
||||
// monster low HP/AC. Count hit/crit events from "player".
|
||||
player := Combatant{
|
||||
IsPlayer: true,
|
||||
Stats: CombatStats{MaxHP: 1000, Attack: 1, Defense: 0, Speed: 100, AC: 99, AttackBonus: 10},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
enemy := Combatant{
|
||||
Stats: CombatStats{MaxHP: 100000, Attack: 0, Defense: 0, Speed: 1, AC: 11, AttackBonus: 0},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
// Run only one phase / one round to isolate first-attack hit rate.
|
||||
phases := []CombatPhase{{Name: "Test", Rounds: 1, AttackWeight: 1.0, DefenseWeight: 1.0, SpeedWeight: 1.0}}
|
||||
result := SimulateCombat(player, enemy, phases)
|
||||
for _, ev := range result.Events {
|
||||
if ev.Actor == "player" && (ev.Action == "hit" || ev.Action == "crit") {
|
||||
hits++
|
||||
break
|
||||
}
|
||||
if ev.Actor == "player" && ev.Action == "miss" {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
rate := float64(hits) / float64(total)
|
||||
// Expected: roll >=1 always (1=fumble miss, 2-20 hit). Nat 20 also hits. So 19/20 = 95%.
|
||||
if rate < 0.92 || rate > 0.98 {
|
||||
t.Errorf("player-dominant hit rate = %.3f, want ~0.95", rate)
|
||||
}
|
||||
}
|
||||
|
||||
// TestD20FumbleAndCrit: nat 1 always misses, nat 20 always crits. Sample
|
||||
// many rolls and confirm at least one of each occurs over many rounds.
|
||||
func TestD20FumbleAndCrit(t *testing.T) {
|
||||
sawFumble, sawCrit := false, false
|
||||
player := Combatant{
|
||||
IsPlayer: true,
|
||||
Stats: CombatStats{MaxHP: 100000, Attack: 5, Defense: 0, Speed: 50, AC: 10, AttackBonus: 5},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
enemy := Combatant{
|
||||
Stats: CombatStats{MaxHP: 100000, Attack: 1, Defense: 0, Speed: 50, AC: 13, AttackBonus: 0},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
phases := []CombatPhase{{Name: "Long", Rounds: 200, AttackWeight: 1.0, DefenseWeight: 1.0, SpeedWeight: 1.0}}
|
||||
result := SimulateCombat(player, enemy, phases)
|
||||
for _, ev := range result.Events {
|
||||
if ev.Actor != "player" {
|
||||
continue
|
||||
}
|
||||
if ev.Action == "miss" && ev.Desc == "fumble" {
|
||||
sawFumble = true
|
||||
}
|
||||
if ev.Action == "crit" && ev.Roll == 20 {
|
||||
sawCrit = true
|
||||
}
|
||||
}
|
||||
if !sawFumble {
|
||||
t.Error("never observed a fumble (nat 1) over 200 rounds")
|
||||
}
|
||||
if !sawCrit {
|
||||
t.Error("never observed a nat-20 crit over 200 rounds")
|
||||
}
|
||||
}
|
||||
134
internal/plugin/dnd_equipment.go
Normal file
134
internal/plugin/dnd_equipment.go
Normal file
@@ -0,0 +1,134 @@
|
||||
package plugin
|
||||
|
||||
// Phase 4 — D&D equipment view.
|
||||
//
|
||||
// Strategy per v1.1 §7.3: legacy adventure_equipment is the source of truth
|
||||
// for what a player has equipped. The D&D layer maps the 5-slot legacy
|
||||
// scheme onto the 10-slot D&D scheme at read time. No migration writes
|
||||
// happen. The five new slots (legs, hands, ring_1, ring_2, amulet) are
|
||||
// reserved for future drops and stay empty for now.
|
||||
|
||||
// DnDSlot is the canonical D&D equipment slot. legacy adventure_equipment
|
||||
// stores items under EquipmentSlot (weapon/armor/helmet/boots/tool); we
|
||||
// map those into D&D slots in mapLegacySlot.
|
||||
type DnDSlot string
|
||||
|
||||
const (
|
||||
DnDSlotHead DnDSlot = "head"
|
||||
DnDSlotChest DnDSlot = "chest"
|
||||
DnDSlotLegs DnDSlot = "legs"
|
||||
DnDSlotHands DnDSlot = "hands"
|
||||
DnDSlotFeet DnDSlot = "feet"
|
||||
DnDSlotMainHand DnDSlot = "main_hand"
|
||||
DnDSlotOffHand DnDSlot = "off_hand"
|
||||
DnDSlotRing1 DnDSlot = "ring_1"
|
||||
DnDSlotRing2 DnDSlot = "ring_2"
|
||||
DnDSlotAmulet DnDSlot = "amulet"
|
||||
)
|
||||
|
||||
// dndSlotOrder controls display order for !sheet.
|
||||
var dndSlotOrder = []DnDSlot{
|
||||
DnDSlotHead, DnDSlotChest, DnDSlotLegs, DnDSlotHands, DnDSlotFeet,
|
||||
DnDSlotMainHand, DnDSlotOffHand,
|
||||
DnDSlotRing1, DnDSlotRing2, DnDSlotAmulet,
|
||||
}
|
||||
|
||||
// mapLegacySlot translates a legacy EquipmentSlot into the D&D slot it
|
||||
// occupies in the new view. The legacy `tool` slot is mapped to off_hand
|
||||
// since tools (pickaxes, fishing rods, etc.) function as off-hand items.
|
||||
func mapLegacySlot(s EquipmentSlot) DnDSlot {
|
||||
switch s {
|
||||
case SlotWeapon:
|
||||
return DnDSlotMainHand
|
||||
case SlotArmor:
|
||||
return DnDSlotChest
|
||||
case SlotHelmet:
|
||||
return DnDSlotHead
|
||||
case SlotBoots:
|
||||
return DnDSlotFeet
|
||||
case SlotTool:
|
||||
return DnDSlotOffHand
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
// ── Rarity inference ─────────────────────────────────────────────────────────
|
||||
|
||||
// DnDRarity tags an item for D&D-style display. Inferred from the legacy
|
||||
// tier + masterwork flag. New drops with explicit dnd_rarity (Phase 4+
|
||||
// loot generation) skip this inference.
|
||||
type DnDRarity string
|
||||
|
||||
const (
|
||||
RarityCommon DnDRarity = "Common"
|
||||
RarityUncommon DnDRarity = "Uncommon"
|
||||
RarityRare DnDRarity = "Rare"
|
||||
RarityEpic DnDRarity = "Epic"
|
||||
RarityLegendary DnDRarity = "Legendary"
|
||||
)
|
||||
|
||||
// rarityIcon — leading symbol for !sheet rendering (color stand-ins for
|
||||
// terminals that don't render emoji color squares well).
|
||||
func rarityIcon(r DnDRarity) string {
|
||||
switch r {
|
||||
case RarityCommon:
|
||||
return "⬜"
|
||||
case RarityUncommon:
|
||||
return "🟩"
|
||||
case RarityRare:
|
||||
return "🟦"
|
||||
case RarityEpic:
|
||||
return "🟪"
|
||||
case RarityLegendary:
|
||||
return "🟧"
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
// inferRarity maps legacy gear (tier + masterwork + arena_set) to a D&D
|
||||
// rarity tier. Used at read time when dnd_rarity is empty.
|
||||
func inferRarity(tier int, masterwork bool, arenaTier int) DnDRarity {
|
||||
if masterwork {
|
||||
// Masterwork is the legacy version of "this gear is special" —
|
||||
// always treat as at least Rare to match its mechanical weight.
|
||||
if tier >= 5 {
|
||||
return RarityEpic
|
||||
}
|
||||
return RarityRare
|
||||
}
|
||||
if arenaTier > 0 {
|
||||
// Arena set gear: rarity scales with arena tier.
|
||||
switch arenaTier {
|
||||
case 1, 2:
|
||||
return RarityUncommon
|
||||
case 3:
|
||||
return RarityRare
|
||||
case 4:
|
||||
return RarityEpic
|
||||
default:
|
||||
return RarityLegendary
|
||||
}
|
||||
}
|
||||
switch {
|
||||
case tier <= 2:
|
||||
return RarityCommon
|
||||
case tier <= 4:
|
||||
return RarityUncommon
|
||||
case tier <= 6:
|
||||
return RarityRare
|
||||
case tier <= 8:
|
||||
return RarityEpic
|
||||
default:
|
||||
return RarityLegendary
|
||||
}
|
||||
}
|
||||
|
||||
// equipmentRarity returns the rarity to display for an AdvEquipment row.
|
||||
// Honors any explicit dnd_rarity on the row (Phase 4+ loot drops);
|
||||
// otherwise falls back to inferRarity.
|
||||
func equipmentRarity(eq *AdvEquipment) DnDRarity {
|
||||
if eq == nil {
|
||||
return RarityCommon
|
||||
}
|
||||
return inferRarity(eq.Tier, eq.Masterwork, eq.ArenaTier)
|
||||
}
|
||||
486
internal/plugin/dnd_equipment_profiles.go
Normal file
486
internal/plugin/dnd_equipment_profiles.go
Normal file
@@ -0,0 +1,486 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"strconv"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// Phase 8 — equipment profile registry per gogobee_equipment_appendix.md.
|
||||
//
|
||||
// Catalogs every weapon and armor entry from the appendix as data tables,
|
||||
// plus a synthesis layer that maps legacy AdvEquipment rows (which only
|
||||
// know slot + tier + name) onto a sensible D&D profile. This gives us
|
||||
// real weapon damage dice and armor AC computation in combat without
|
||||
// requiring a loot-side rewrite.
|
||||
|
||||
// ── Weapon profiles ──────────────────────────────────────────────────────────
|
||||
|
||||
// WeaponCategory groups weapons for class-proficiency lookup.
|
||||
type WeaponCategory int
|
||||
|
||||
const (
|
||||
WeaponCatSimpleMelee WeaponCategory = iota
|
||||
WeaponCatSimpleRanged
|
||||
WeaponCatMartialMelee
|
||||
WeaponCatMartialRanged
|
||||
)
|
||||
|
||||
// WeaponProperty enumerates the weapon properties from appendix §1.
|
||||
type WeaponProperty string
|
||||
|
||||
const (
|
||||
PropFinesse WeaponProperty = "finesse"
|
||||
PropLight WeaponProperty = "light"
|
||||
PropHeavy WeaponProperty = "heavy"
|
||||
PropTwoHanded WeaponProperty = "two_handed"
|
||||
PropVersatile WeaponProperty = "versatile"
|
||||
PropThrown WeaponProperty = "thrown"
|
||||
PropAmmunition WeaponProperty = "ammunition"
|
||||
PropLoading WeaponProperty = "loading"
|
||||
PropReach WeaponProperty = "reach"
|
||||
)
|
||||
|
||||
// WeaponProfile mirrors the spec's struct. DamageDie is parsed from "1d8",
|
||||
// "2d6", "1d10" etc. into Count/Sides on construction.
|
||||
type WeaponProfile struct {
|
||||
ID string
|
||||
Name string
|
||||
Category WeaponCategory
|
||||
DamageCount int // dice count
|
||||
DamageSides int // die sides
|
||||
DamageType string // slashing, piercing, bludgeoning
|
||||
Properties []WeaponProperty
|
||||
VersaCount int // versatile two-handed dice (0 if not versatile)
|
||||
VersaSides int
|
||||
MagicBonus int // 0 for mundane
|
||||
MagicProp string // empty for mundane
|
||||
NamedItem bool // true for §7.2 named magic weapons
|
||||
}
|
||||
|
||||
// HasProperty reports whether the weapon has the given property.
|
||||
func (w *WeaponProfile) HasProperty(p WeaponProperty) bool {
|
||||
for _, q := range w.Properties {
|
||||
if q == p {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// dndWeaponRegistry — every weapon from appendix §2 and §3.
|
||||
var dndWeaponRegistry = []WeaponProfile{
|
||||
// §2.1 Simple Melee
|
||||
{ID: "wpn_club", Name: "Club", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 4, DamageType: "bludgeoning", Properties: []WeaponProperty{PropLight}},
|
||||
{ID: "wpn_dagger", Name: "Dagger", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 4, DamageType: "piercing", Properties: []WeaponProperty{PropFinesse, PropLight, PropThrown}},
|
||||
{ID: "wpn_greatclub", Name: "Greatclub", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 8, DamageType: "bludgeoning", Properties: []WeaponProperty{PropTwoHanded}},
|
||||
{ID: "wpn_handaxe", Name: "Handaxe", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 6, DamageType: "slashing", Properties: []WeaponProperty{PropLight, PropThrown}},
|
||||
{ID: "wpn_javelin", Name: "Javelin", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 6, DamageType: "piercing", Properties: []WeaponProperty{PropThrown}},
|
||||
{ID: "wpn_light_hammer", Name: "Light Hammer", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 4, DamageType: "bludgeoning", Properties: []WeaponProperty{PropLight, PropThrown}},
|
||||
{ID: "wpn_mace", Name: "Mace", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 6, DamageType: "bludgeoning"},
|
||||
{ID: "wpn_quarterstaff", Name: "Quarterstaff", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 6, DamageType: "bludgeoning", Properties: []WeaponProperty{PropVersatile}, VersaCount: 1, VersaSides: 8},
|
||||
{ID: "wpn_sickle", Name: "Sickle", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 4, DamageType: "slashing", Properties: []WeaponProperty{PropLight}},
|
||||
{ID: "wpn_spear", Name: "Spear", Category: WeaponCatSimpleMelee, DamageCount: 1, DamageSides: 6, DamageType: "piercing", Properties: []WeaponProperty{PropThrown, PropVersatile}, VersaCount: 1, VersaSides: 8},
|
||||
|
||||
// §2.2 Simple Ranged
|
||||
{ID: "wpn_crossbow_light", Name: "Light Crossbow", Category: WeaponCatSimpleRanged, DamageCount: 1, DamageSides: 8, DamageType: "piercing", Properties: []WeaponProperty{PropAmmunition, PropLoading, PropTwoHanded}},
|
||||
{ID: "wpn_dart", Name: "Dart", Category: WeaponCatSimpleRanged, DamageCount: 1, DamageSides: 4, DamageType: "piercing", Properties: []WeaponProperty{PropFinesse, PropThrown}},
|
||||
{ID: "wpn_shortbow", Name: "Shortbow", Category: WeaponCatSimpleRanged, DamageCount: 1, DamageSides: 6, DamageType: "piercing", Properties: []WeaponProperty{PropAmmunition, PropTwoHanded}},
|
||||
{ID: "wpn_sling", Name: "Sling", Category: WeaponCatSimpleRanged, DamageCount: 1, DamageSides: 4, DamageType: "bludgeoning", Properties: []WeaponProperty{PropAmmunition}},
|
||||
|
||||
// §3.1 Martial Melee
|
||||
{ID: "wpn_battleaxe", Name: "Battleaxe", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 8, DamageType: "slashing", Properties: []WeaponProperty{PropVersatile}, VersaCount: 1, VersaSides: 10},
|
||||
{ID: "wpn_flail", Name: "Flail", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 8, DamageType: "bludgeoning"},
|
||||
{ID: "wpn_glaive", Name: "Glaive", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 10, DamageType: "slashing", Properties: []WeaponProperty{PropHeavy, PropReach, PropTwoHanded}},
|
||||
{ID: "wpn_greataxe", Name: "Greataxe", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 12, DamageType: "slashing", Properties: []WeaponProperty{PropHeavy, PropTwoHanded}},
|
||||
{ID: "wpn_greatsword", Name: "Greatsword", Category: WeaponCatMartialMelee, DamageCount: 2, DamageSides: 6, DamageType: "slashing", Properties: []WeaponProperty{PropHeavy, PropTwoHanded}},
|
||||
{ID: "wpn_halberd", Name: "Halberd", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 10, DamageType: "slashing", Properties: []WeaponProperty{PropHeavy, PropReach, PropTwoHanded}},
|
||||
{ID: "wpn_lance", Name: "Lance", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 12, DamageType: "piercing", Properties: []WeaponProperty{PropReach}},
|
||||
{ID: "wpn_longsword", Name: "Longsword", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 8, DamageType: "slashing", Properties: []WeaponProperty{PropVersatile}, VersaCount: 1, VersaSides: 10},
|
||||
{ID: "wpn_maul", Name: "Maul", Category: WeaponCatMartialMelee, DamageCount: 2, DamageSides: 6, DamageType: "bludgeoning", Properties: []WeaponProperty{PropHeavy, PropTwoHanded}},
|
||||
{ID: "wpn_morningstar", Name: "Morningstar", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 8, DamageType: "piercing"},
|
||||
{ID: "wpn_pike", Name: "Pike", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 10, DamageType: "piercing", Properties: []WeaponProperty{PropHeavy, PropReach, PropTwoHanded}},
|
||||
{ID: "wpn_rapier", Name: "Rapier", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 8, DamageType: "piercing", Properties: []WeaponProperty{PropFinesse}},
|
||||
{ID: "wpn_scimitar", Name: "Scimitar", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 6, DamageType: "slashing", Properties: []WeaponProperty{PropFinesse, PropLight}},
|
||||
{ID: "wpn_shortsword", Name: "Shortsword", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 6, DamageType: "piercing", Properties: []WeaponProperty{PropFinesse, PropLight}},
|
||||
{ID: "wpn_trident", Name: "Trident", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 6, DamageType: "piercing", Properties: []WeaponProperty{PropThrown, PropVersatile}, VersaCount: 1, VersaSides: 8},
|
||||
{ID: "wpn_war_pick", Name: "War Pick", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 8, DamageType: "piercing"},
|
||||
{ID: "wpn_warhammer", Name: "Warhammer", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 8, DamageType: "bludgeoning", Properties: []WeaponProperty{PropVersatile}, VersaCount: 1, VersaSides: 10},
|
||||
{ID: "wpn_whip", Name: "Whip", Category: WeaponCatMartialMelee, DamageCount: 1, DamageSides: 4, DamageType: "slashing", Properties: []WeaponProperty{PropFinesse, PropReach}},
|
||||
|
||||
// §3.2 Martial Ranged
|
||||
{ID: "wpn_crossbow_hand", Name: "Hand Crossbow", Category: WeaponCatMartialRanged, DamageCount: 1, DamageSides: 6, DamageType: "piercing", Properties: []WeaponProperty{PropAmmunition, PropLight, PropLoading}},
|
||||
{ID: "wpn_crossbow_heavy", Name: "Heavy Crossbow", Category: WeaponCatMartialRanged, DamageCount: 1, DamageSides: 10, DamageType: "piercing", Properties: []WeaponProperty{PropAmmunition, PropHeavy, PropLoading, PropTwoHanded}},
|
||||
{ID: "wpn_longbow", Name: "Longbow", Category: WeaponCatMartialRanged, DamageCount: 1, DamageSides: 8, DamageType: "piercing", Properties: []WeaponProperty{PropAmmunition, PropHeavy, PropTwoHanded}},
|
||||
}
|
||||
|
||||
// weaponByID returns the WeaponProfile for an ID, or nil.
|
||||
func weaponByID(id string) *WeaponProfile {
|
||||
for i := range dndWeaponRegistry {
|
||||
if dndWeaponRegistry[i].ID == id {
|
||||
return &dndWeaponRegistry[i]
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Armor profiles ───────────────────────────────────────────────────────────
|
||||
|
||||
// ArmorType identifies the proficiency category an armor falls under.
|
||||
type ArmorType int
|
||||
|
||||
const (
|
||||
ArmorTypeLight ArmorType = iota
|
||||
ArmorTypeMedium
|
||||
ArmorTypeHeavy
|
||||
ArmorTypeShield
|
||||
)
|
||||
|
||||
// ArmorProfile is the spec's struct. MaxDEXBonus convention:
|
||||
// -1 = unlimited (light armor takes full DEX mod)
|
||||
// 2 = medium (cap at +2)
|
||||
// 0 = heavy (no DEX bonus)
|
||||
// 0 for shields (shields don't add DEX)
|
||||
type ArmorProfile struct {
|
||||
ID string
|
||||
Name string
|
||||
Type ArmorType
|
||||
BaseAC int // 0 for shields (shields use ShieldBonus)
|
||||
ShieldBonus int // +2 base for shields, 0 for armor
|
||||
MaxDEXBonus int
|
||||
STRRequire int
|
||||
StealthDisad bool
|
||||
MagicBonus int
|
||||
MagicProp string
|
||||
}
|
||||
|
||||
var dndArmorRegistry = []ArmorProfile{
|
||||
// §5.1 Light
|
||||
{ID: "arm_padded", Name: "Padded", Type: ArmorTypeLight, BaseAC: 11, MaxDEXBonus: -1, StealthDisad: true},
|
||||
{ID: "arm_leather", Name: "Leather", Type: ArmorTypeLight, BaseAC: 11, MaxDEXBonus: -1},
|
||||
{ID: "arm_studded", Name: "Studded Leather", Type: ArmorTypeLight, BaseAC: 12, MaxDEXBonus: -1},
|
||||
// §5.2 Medium
|
||||
{ID: "arm_hide", Name: "Hide", Type: ArmorTypeMedium, BaseAC: 12, MaxDEXBonus: 2},
|
||||
{ID: "arm_chain_shirt", Name: "Chain Shirt", Type: ArmorTypeMedium, BaseAC: 13, MaxDEXBonus: 2},
|
||||
{ID: "arm_scale_mail", Name: "Scale Mail", Type: ArmorTypeMedium, BaseAC: 14, MaxDEXBonus: 2, StealthDisad: true},
|
||||
{ID: "arm_breastplate", Name: "Breastplate", Type: ArmorTypeMedium, BaseAC: 14, MaxDEXBonus: 2},
|
||||
{ID: "arm_half_plate", Name: "Half Plate", Type: ArmorTypeMedium, BaseAC: 15, MaxDEXBonus: 2, StealthDisad: true},
|
||||
// §5.3 Heavy
|
||||
{ID: "arm_ring_mail", Name: "Ring Mail", Type: ArmorTypeHeavy, BaseAC: 14, MaxDEXBonus: 0, StealthDisad: true},
|
||||
{ID: "arm_chain_mail", Name: "Chain Mail", Type: ArmorTypeHeavy, BaseAC: 16, MaxDEXBonus: 0, STRRequire: 13, StealthDisad: true},
|
||||
{ID: "arm_splint", Name: "Splint", Type: ArmorTypeHeavy, BaseAC: 17, MaxDEXBonus: 0, STRRequire: 15, StealthDisad: true},
|
||||
{ID: "arm_plate", Name: "Plate", Type: ArmorTypeHeavy, BaseAC: 18, MaxDEXBonus: 0, STRRequire: 15, StealthDisad: true},
|
||||
// §5.4 Shield
|
||||
{ID: "arm_shield", Name: "Shield", Type: ArmorTypeShield, BaseAC: 0, ShieldBonus: 2, MaxDEXBonus: 0},
|
||||
}
|
||||
|
||||
func armorByID(id string) *ArmorProfile {
|
||||
for i := range dndArmorRegistry {
|
||||
if dndArmorRegistry[i].ID == id {
|
||||
return &dndArmorRegistry[i]
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Class proficiency matrix (appendix §9) ──────────────────────────────────
|
||||
|
||||
// dndClassWeaponProficiency reports whether a class is proficient with a
|
||||
// weapon. Rogue's restricted martial list (Shortsword, Rapier, Scimitar,
|
||||
// Longsword, Hand crossbow) is hard-coded.
|
||||
func dndClassWeaponProficiency(class DnDClass, w *WeaponProfile) bool {
|
||||
if w == nil {
|
||||
return true
|
||||
}
|
||||
// All classes are proficient with simple weapons.
|
||||
if w.Category == WeaponCatSimpleMelee || w.Category == WeaponCatSimpleRanged {
|
||||
return true
|
||||
}
|
||||
switch class {
|
||||
case ClassFighter, ClassRanger:
|
||||
return true // proficient with all martial
|
||||
case ClassRogue:
|
||||
// Restricted martial list per appendix §9.
|
||||
switch w.ID {
|
||||
case "wpn_shortsword", "wpn_rapier", "wpn_scimitar", "wpn_longsword", "wpn_crossbow_hand":
|
||||
return true
|
||||
}
|
||||
return false
|
||||
case ClassMage, ClassCleric:
|
||||
// Mage: daggers + staves only. Cleric: simple only. Both already
|
||||
// covered by the simple-weapon early-exit. Here we're in martial.
|
||||
return false
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// dndClassArmorProficiency returns whether the class is proficient with the
|
||||
// given armor type. Per appendix §9 + main design doc §3.2.
|
||||
func dndClassArmorProficiency(class DnDClass, a *ArmorProfile) bool {
|
||||
if a == nil {
|
||||
return true
|
||||
}
|
||||
switch class {
|
||||
case ClassFighter:
|
||||
return true // Fighter wears anything
|
||||
case ClassRanger, ClassCleric:
|
||||
return a.Type == ArmorTypeLight || a.Type == ArmorTypeMedium || a.Type == ArmorTypeShield
|
||||
case ClassRogue:
|
||||
return a.Type == ArmorTypeLight
|
||||
case ClassMage:
|
||||
return false // Mage proficient with no armor
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// ── Damage dice rolling ─────────────────────────────────────────────────────
|
||||
|
||||
// rollWeaponDamage rolls the weapon's damage dice and adds the ability mod
|
||||
// + magic bonus. If twoHanded is true and the weapon is versatile, rolls
|
||||
// the larger versatile die instead. Returns the unmodified dice total too
|
||||
// for the crit doubling math.
|
||||
func rollWeaponDamage(w *WeaponProfile, abilityMod int, twoHanded bool) (total, dice int) {
|
||||
count, sides := w.DamageCount, w.DamageSides
|
||||
if twoHanded && w.HasProperty(PropVersatile) && w.VersaCount > 0 {
|
||||
count, sides = w.VersaCount, w.VersaSides
|
||||
}
|
||||
for i := 0; i < count; i++ {
|
||||
dice += 1 + rand.IntN(sides)
|
||||
}
|
||||
total = dice + abilityMod + w.MagicBonus
|
||||
if total < 1 {
|
||||
total = 1
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// avgWeaponDamage returns the expected (mean) damage for a weapon given the
|
||||
// ability mod. Used by tests and balance checks. Versatile two-handed mode
|
||||
// not considered here — tests pick the form they want.
|
||||
func avgWeaponDamage(w *WeaponProfile, abilityMod int) float64 {
|
||||
count, sides := float64(w.DamageCount), float64(w.DamageSides)
|
||||
avg := count*(sides+1)/2 + float64(abilityMod) + float64(w.MagicBonus)
|
||||
if avg < 1 {
|
||||
avg = 1
|
||||
}
|
||||
return avg
|
||||
}
|
||||
|
||||
// ── AC computation per appendix ──────────────────────────────────────────────
|
||||
|
||||
// computeArmorAC implements the appendix's ComputeAC helper. Returns the
|
||||
// total AC; set armor=nil for unarmored, shield=nil for no shield.
|
||||
func computeArmorAC(armor, shield *ArmorProfile, dexMod int) int {
|
||||
base := 10
|
||||
dexApplied := dexMod
|
||||
magicBonus := 0
|
||||
if armor != nil {
|
||||
base = armor.BaseAC
|
||||
magicBonus = armor.MagicBonus
|
||||
switch armor.MaxDEXBonus {
|
||||
case -1:
|
||||
dexApplied = dexMod
|
||||
case 2:
|
||||
if dexMod > 2 {
|
||||
dexApplied = 2
|
||||
} else {
|
||||
dexApplied = dexMod
|
||||
}
|
||||
case 0:
|
||||
dexApplied = 0
|
||||
}
|
||||
}
|
||||
shieldBonus := 0
|
||||
if shield != nil {
|
||||
shieldBonus = shield.ShieldBonus + shield.MagicBonus
|
||||
}
|
||||
return base + dexApplied + magicBonus + shieldBonus
|
||||
}
|
||||
|
||||
// ── Legacy gear synthesis ────────────────────────────────────────────────────
|
||||
//
|
||||
// Existing AdvEquipment rows have name, tier, slot, masterwork, arena_tier
|
||||
// — but no D&D weapon ID. We synthesize a sensible profile from these fields
|
||||
// so combat gets real weapon dice and armor AC without a loot rewrite.
|
||||
//
|
||||
// Legacy → D&D mapping per slot:
|
||||
// Weapon:
|
||||
// Tier 1 → Club / Dagger by name keyword
|
||||
// Tier 2 → Mace / Quarterstaff
|
||||
// Tier 3 → Longsword (versatile)
|
||||
// Tier 4 → Battleaxe (versatile, two-handed mode)
|
||||
// Tier 5 → Greatsword (2d6)
|
||||
// Tier 6+ → Greatsword + magic_bonus = (tier - 5)
|
||||
// Armor:
|
||||
// Tier 1 → Padded
|
||||
// Tier 2 → Leather
|
||||
// Tier 3 → Chain Shirt (medium)
|
||||
// Tier 4 → Scale Mail (medium)
|
||||
// Tier 5 → Half Plate (medium)
|
||||
// Tier 6+ → Plate (heavy) + magic_bonus = (tier - 5)
|
||||
// Tool slot may include shields by name; otherwise no AC contribution.
|
||||
//
|
||||
// This is intentionally generous — we want existing high-tier players to
|
||||
// see a damage upgrade, not a downgrade, on the rebrand to D&D dice.
|
||||
|
||||
// synthesizeWeaponProfile inspects a legacy AdvEquipment row and returns a
|
||||
// best-fit WeaponProfile. Returns nil if the slot isn't a weapon.
|
||||
func synthesizeWeaponProfile(eq *AdvEquipment) *WeaponProfile {
|
||||
if eq == nil || eq.Slot != SlotWeapon {
|
||||
return nil
|
||||
}
|
||||
tier := eq.Tier
|
||||
if eq.Masterwork && tier < 5 {
|
||||
tier = 5 // Masterwork promotes to top-tier base
|
||||
}
|
||||
nameLower := strings.ToLower(eq.Name)
|
||||
|
||||
var base *WeaponProfile
|
||||
switch {
|
||||
case tier <= 1:
|
||||
if strings.Contains(nameLower, "dagger") || strings.Contains(nameLower, "knife") {
|
||||
base = weaponByID("wpn_dagger")
|
||||
} else {
|
||||
base = weaponByID("wpn_club")
|
||||
}
|
||||
case tier == 2:
|
||||
if strings.Contains(nameLower, "staff") || strings.Contains(nameLower, "wand") {
|
||||
base = weaponByID("wpn_quarterstaff")
|
||||
} else if strings.Contains(nameLower, "axe") {
|
||||
base = weaponByID("wpn_handaxe")
|
||||
} else {
|
||||
base = weaponByID("wpn_mace")
|
||||
}
|
||||
case tier == 3:
|
||||
if strings.Contains(nameLower, "bow") {
|
||||
base = weaponByID("wpn_shortbow")
|
||||
} else if strings.Contains(nameLower, "axe") {
|
||||
base = weaponByID("wpn_battleaxe")
|
||||
} else {
|
||||
base = weaponByID("wpn_longsword")
|
||||
}
|
||||
case tier == 4:
|
||||
if strings.Contains(nameLower, "bow") {
|
||||
base = weaponByID("wpn_longbow")
|
||||
} else if strings.Contains(nameLower, "axe") {
|
||||
base = weaponByID("wpn_battleaxe")
|
||||
} else if strings.Contains(nameLower, "hammer") {
|
||||
base = weaponByID("wpn_warhammer")
|
||||
} else {
|
||||
base = weaponByID("wpn_longsword")
|
||||
}
|
||||
default: // tier 5+
|
||||
if strings.Contains(nameLower, "bow") {
|
||||
base = weaponByID("wpn_longbow")
|
||||
} else if strings.Contains(nameLower, "axe") {
|
||||
base = weaponByID("wpn_greataxe")
|
||||
} else if strings.Contains(nameLower, "hammer") || strings.Contains(nameLower, "maul") {
|
||||
base = weaponByID("wpn_maul")
|
||||
} else {
|
||||
base = weaponByID("wpn_greatsword")
|
||||
}
|
||||
}
|
||||
if base == nil {
|
||||
// Should never happen — registry has all the IDs above. Fallback club.
|
||||
base = weaponByID("wpn_club")
|
||||
}
|
||||
// Copy so we can mutate magic bonus without polluting the registry.
|
||||
out := *base
|
||||
if eq.Tier > 5 {
|
||||
out.MagicBonus = eq.Tier - 5 // T6 = +1, T7 = +2, T8 = +3
|
||||
if out.MagicBonus > 3 {
|
||||
out.MagicBonus = 3
|
||||
}
|
||||
}
|
||||
if eq.Masterwork && out.MagicBonus < 1 {
|
||||
out.MagicBonus = 1
|
||||
}
|
||||
return &out
|
||||
}
|
||||
|
||||
// synthesizeArmorProfile inspects a legacy AdvEquipment row and returns a
|
||||
// best-fit ArmorProfile for the chest (armor) slot. Returns nil for other slots.
|
||||
func synthesizeArmorProfile(eq *AdvEquipment) *ArmorProfile {
|
||||
if eq == nil || eq.Slot != SlotArmor {
|
||||
return nil
|
||||
}
|
||||
tier := eq.Tier
|
||||
if eq.Masterwork && tier < 5 {
|
||||
tier = 5
|
||||
}
|
||||
var base *ArmorProfile
|
||||
switch {
|
||||
case tier <= 1:
|
||||
base = armorByID("arm_padded")
|
||||
case tier == 2:
|
||||
base = armorByID("arm_leather")
|
||||
case tier == 3:
|
||||
base = armorByID("arm_chain_shirt")
|
||||
case tier == 4:
|
||||
base = armorByID("arm_scale_mail")
|
||||
case tier == 5:
|
||||
base = armorByID("arm_half_plate")
|
||||
default:
|
||||
base = armorByID("arm_plate")
|
||||
}
|
||||
if base == nil {
|
||||
base = armorByID("arm_padded")
|
||||
}
|
||||
out := *base
|
||||
if eq.Tier > 5 {
|
||||
out.MagicBonus = eq.Tier - 5
|
||||
if out.MagicBonus > 3 {
|
||||
out.MagicBonus = 3
|
||||
}
|
||||
}
|
||||
if eq.Masterwork && out.MagicBonus < 1 {
|
||||
out.MagicBonus = 1
|
||||
}
|
||||
return &out
|
||||
}
|
||||
|
||||
// synthesizeShield — tool slot can hold shields when name matches.
|
||||
// Returns nil if the equipped tool isn't a shield.
|
||||
func synthesizeShield(eq *AdvEquipment) *ArmorProfile {
|
||||
if eq == nil || eq.Slot != SlotTool {
|
||||
return nil
|
||||
}
|
||||
if !strings.Contains(strings.ToLower(eq.Name), "shield") {
|
||||
return nil
|
||||
}
|
||||
base := armorByID("arm_shield")
|
||||
if base == nil {
|
||||
return nil
|
||||
}
|
||||
out := *base
|
||||
if eq.Tier > 5 {
|
||||
out.MagicBonus = eq.Tier - 5
|
||||
if out.MagicBonus > 3 {
|
||||
out.MagicBonus = 3
|
||||
}
|
||||
}
|
||||
if eq.Masterwork && out.MagicBonus < 1 {
|
||||
out.MagicBonus = 1
|
||||
}
|
||||
return &out
|
||||
}
|
||||
|
||||
// ── Misc helpers ────────────────────────────────────────────────────────────
|
||||
|
||||
// parseDamageDie parses strings like "1d8" or "2d6" into (count, sides).
|
||||
// Used by tests; the registry above pre-parses these at compile time.
|
||||
func parseDamageDie(s string) (count, sides int, ok bool) {
|
||||
parts := strings.SplitN(strings.ToLower(strings.TrimSpace(s)), "d", 2)
|
||||
if len(parts) != 2 {
|
||||
return 0, 0, false
|
||||
}
|
||||
count, err := strconv.Atoi(parts[0])
|
||||
if err != nil || count < 1 {
|
||||
return 0, 0, false
|
||||
}
|
||||
sides, err = strconv.Atoi(parts[1])
|
||||
if err != nil || sides < 2 {
|
||||
return 0, 0, false
|
||||
}
|
||||
return count, sides, true
|
||||
}
|
||||
501
internal/plugin/dnd_equipment_profiles_test.go
Normal file
501
internal/plugin/dnd_equipment_profiles_test.go
Normal file
@@ -0,0 +1,501 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
// ── Damage die parser ──────────────────────────────────────────────────────
|
||||
|
||||
func TestParseDamageDie(t *testing.T) {
|
||||
cases := []struct {
|
||||
s string
|
||||
count, sides int
|
||||
ok bool
|
||||
}{
|
||||
{"1d8", 1, 8, true},
|
||||
{"2d6", 2, 6, true},
|
||||
{"1D10", 1, 10, true},
|
||||
{" 1d12 ", 1, 12, true},
|
||||
{"d8", 0, 0, false}, // no count
|
||||
{"1d", 0, 0, false}, // no sides
|
||||
{"1d1", 0, 0, false}, // sides < 2
|
||||
{"banana", 0, 0, false},
|
||||
{"", 0, 0, false},
|
||||
}
|
||||
for _, c := range cases {
|
||||
count, sides, ok := parseDamageDie(c.s)
|
||||
if ok != c.ok || count != c.count || sides != c.sides {
|
||||
t.Errorf("parseDamageDie(%q) = (%d,%d,%v); want (%d,%d,%v)",
|
||||
c.s, count, sides, ok, c.count, c.sides, c.ok)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Registry coverage ──────────────────────────────────────────────────────
|
||||
|
||||
func TestWeaponRegistryComplete(t *testing.T) {
|
||||
// Spot-check that key weapons from appendix §2 + §3 are present and
|
||||
// have the right damage dice. If any of these fail, the registry has
|
||||
// drifted from the appendix.
|
||||
cases := map[string]struct {
|
||||
count, sides int
|
||||
dmgType string
|
||||
}{
|
||||
"wpn_dagger": {1, 4, "piercing"},
|
||||
"wpn_longsword": {1, 8, "slashing"},
|
||||
"wpn_greatsword": {2, 6, "slashing"},
|
||||
"wpn_greataxe": {1, 12, "slashing"},
|
||||
"wpn_maul": {2, 6, "bludgeoning"},
|
||||
"wpn_quarterstaff": {1, 6, "bludgeoning"},
|
||||
"wpn_shortbow": {1, 6, "piercing"},
|
||||
"wpn_longbow": {1, 8, "piercing"},
|
||||
"wpn_crossbow_heavy": {1, 10, "piercing"},
|
||||
}
|
||||
for id, want := range cases {
|
||||
w := weaponByID(id)
|
||||
if w == nil {
|
||||
t.Errorf("missing weapon %s", id)
|
||||
continue
|
||||
}
|
||||
if w.DamageCount != want.count || w.DamageSides != want.sides {
|
||||
t.Errorf("%s damage = %dd%d, want %dd%d", id, w.DamageCount, w.DamageSides, want.count, want.sides)
|
||||
}
|
||||
if w.DamageType != want.dmgType {
|
||||
t.Errorf("%s damage type = %s, want %s", id, w.DamageType, want.dmgType)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestVersatileWeaponsHaveLargerDie(t *testing.T) {
|
||||
for _, id := range []string{"wpn_quarterstaff", "wpn_spear", "wpn_battleaxe", "wpn_longsword", "wpn_warhammer", "wpn_trident"} {
|
||||
w := weaponByID(id)
|
||||
if w == nil {
|
||||
t.Errorf("missing %s", id)
|
||||
continue
|
||||
}
|
||||
if !w.HasProperty(PropVersatile) {
|
||||
t.Errorf("%s should be versatile", id)
|
||||
}
|
||||
if w.VersaSides <= w.DamageSides {
|
||||
t.Errorf("%s versa die (%dd%d) not larger than one-handed (%dd%d)",
|
||||
id, w.VersaCount, w.VersaSides, w.DamageCount, w.DamageSides)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestArmorRegistryAppendixValues(t *testing.T) {
|
||||
// Direct values from appendix §5.
|
||||
cases := map[string]struct {
|
||||
baseAC int
|
||||
armorType ArmorType
|
||||
maxDexBonus int
|
||||
strReq int
|
||||
stealth bool
|
||||
}{
|
||||
"arm_padded": {11, ArmorTypeLight, -1, 0, true},
|
||||
"arm_leather": {11, ArmorTypeLight, -1, 0, false},
|
||||
"arm_studded": {12, ArmorTypeLight, -1, 0, false},
|
||||
"arm_chain_shirt": {13, ArmorTypeMedium, 2, 0, false},
|
||||
"arm_scale_mail": {14, ArmorTypeMedium, 2, 0, true},
|
||||
"arm_breastplate": {14, ArmorTypeMedium, 2, 0, false},
|
||||
"arm_half_plate": {15, ArmorTypeMedium, 2, 0, true},
|
||||
"arm_chain_mail": {16, ArmorTypeHeavy, 0, 13, true},
|
||||
"arm_splint": {17, ArmorTypeHeavy, 0, 15, true},
|
||||
"arm_plate": {18, ArmorTypeHeavy, 0, 15, true},
|
||||
}
|
||||
for id, want := range cases {
|
||||
a := armorByID(id)
|
||||
if a == nil {
|
||||
t.Errorf("missing %s", id)
|
||||
continue
|
||||
}
|
||||
if a.BaseAC != want.baseAC || a.Type != want.armorType ||
|
||||
a.MaxDEXBonus != want.maxDexBonus || a.STRRequire != want.strReq ||
|
||||
a.StealthDisad != want.stealth {
|
||||
t.Errorf("%s mismatch: got base=%d type=%d dex=%d str=%d stealth=%v; want %+v",
|
||||
id, a.BaseAC, a.Type, a.MaxDEXBonus, a.STRRequire, a.StealthDisad, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── ComputeAC math ──────────────────────────────────────────────────────────
|
||||
|
||||
func TestComputeArmorAC_Unarmored(t *testing.T) {
|
||||
// Unarmored, DEX +3 → 13
|
||||
if got := computeArmorAC(nil, nil, 3); got != 13 {
|
||||
t.Errorf("unarmored DEX+3 AC = %d, want 13", got)
|
||||
}
|
||||
// Unarmored + shield, DEX +0 → 12
|
||||
if got := computeArmorAC(nil, armorByID("arm_shield"), 0); got != 12 {
|
||||
t.Errorf("unarmored + shield DEX+0 AC = %d, want 12", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeArmorAC_Light(t *testing.T) {
|
||||
leather := armorByID("arm_leather")
|
||||
// Leather (11) + DEX +4 → 15
|
||||
if got := computeArmorAC(leather, nil, 4); got != 15 {
|
||||
t.Errorf("leather DEX+4 AC = %d, want 15", got)
|
||||
}
|
||||
// Studded (12) + DEX +5 → 17 (light has no cap)
|
||||
if got := computeArmorAC(armorByID("arm_studded"), nil, 5); got != 17 {
|
||||
t.Errorf("studded DEX+5 AC = %d, want 17", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeArmorAC_MediumCapped(t *testing.T) {
|
||||
// Half plate (15) + DEX +4 → 17 (capped at +2)
|
||||
if got := computeArmorAC(armorByID("arm_half_plate"), nil, 4); got != 17 {
|
||||
t.Errorf("half plate DEX+4 AC = %d, want 17 (cap)", got)
|
||||
}
|
||||
// Chain shirt (13) + DEX +1 → 14 (under cap)
|
||||
if got := computeArmorAC(armorByID("arm_chain_shirt"), nil, 1); got != 14 {
|
||||
t.Errorf("chain shirt DEX+1 AC = %d, want 14", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeArmorAC_HeavyIgnoresDex(t *testing.T) {
|
||||
// Plate (18) + DEX +5 → 18 (no DEX)
|
||||
if got := computeArmorAC(armorByID("arm_plate"), nil, 5); got != 18 {
|
||||
t.Errorf("plate DEX+5 AC = %d, want 18 (no DEX)", got)
|
||||
}
|
||||
// Chain mail (16) + shield + DEX -1 → 18
|
||||
if got := computeArmorAC(armorByID("arm_chain_mail"), armorByID("arm_shield"), -1); got != 18 {
|
||||
t.Errorf("chain mail + shield AC = %d, want 18", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeArmorAC_MagicBonus(t *testing.T) {
|
||||
plate := *armorByID("arm_plate")
|
||||
plate.MagicBonus = 2
|
||||
// +2 plate (18 + 2) → 20
|
||||
if got := computeArmorAC(&plate, nil, 0); got != 20 {
|
||||
t.Errorf("+2 plate AC = %d, want 20", got)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Weapon damage rolls ─────────────────────────────────────────────────────
|
||||
|
||||
func TestRollWeaponDamage_Bounds(t *testing.T) {
|
||||
greatsword := weaponByID("wpn_greatsword") // 2d6
|
||||
for i := 0; i < 1000; i++ {
|
||||
total, dice := rollWeaponDamage(greatsword, 3, false)
|
||||
if dice < 2 || dice > 12 {
|
||||
t.Fatalf("greatsword dice out of [2,12]: %d", dice)
|
||||
}
|
||||
if total != dice+3 {
|
||||
t.Fatalf("total %d != dice %d + mod 3", total, dice)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestRollWeaponDamage_VersatileTwoHanded(t *testing.T) {
|
||||
longsword := weaponByID("wpn_longsword") // 1d8 / 1d10
|
||||
// One-handed
|
||||
for i := 0; i < 100; i++ {
|
||||
_, dice := rollWeaponDamage(longsword, 0, false)
|
||||
if dice < 1 || dice > 8 {
|
||||
t.Errorf("longsword 1H dice = %d, want [1,8]", dice)
|
||||
}
|
||||
}
|
||||
// Two-handed (versatile)
|
||||
for i := 0; i < 100; i++ {
|
||||
_, dice := rollWeaponDamage(longsword, 0, true)
|
||||
if dice < 1 || dice > 10 {
|
||||
t.Errorf("longsword 2H dice = %d, want [1,10]", dice)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestRollWeaponDamage_FloorAt1(t *testing.T) {
|
||||
// Pathological: 1d4 with -10 mod always rolls 1+(-10) = negative, floored to 1.
|
||||
dagger := weaponByID("wpn_dagger")
|
||||
for i := 0; i < 100; i++ {
|
||||
total, _ := rollWeaponDamage(dagger, -10, false)
|
||||
if total < 1 {
|
||||
t.Errorf("damage floor violated: %d", total)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestAvgWeaponDamage(t *testing.T) {
|
||||
// 1d8 + 0 mean = 4.5
|
||||
got := avgWeaponDamage(weaponByID("wpn_longsword"), 0)
|
||||
if got != 4.5 {
|
||||
t.Errorf("longsword avg = %v, want 4.5", got)
|
||||
}
|
||||
// 2d6 + 3 mean = 7 + 3 = 10
|
||||
got = avgWeaponDamage(weaponByID("wpn_greatsword"), 3)
|
||||
if got != 10.0 {
|
||||
t.Errorf("greatsword+3 avg = %v, want 10", got)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Class proficiency ──────────────────────────────────────────────────────
|
||||
|
||||
func TestClassWeaponProficiency(t *testing.T) {
|
||||
cases := []struct {
|
||||
class DnDClass
|
||||
wpnID string
|
||||
want bool
|
||||
}{
|
||||
// Simple weapons: everyone proficient
|
||||
{ClassMage, "wpn_dagger", true},
|
||||
{ClassCleric, "wpn_mace", true},
|
||||
{ClassRogue, "wpn_quarterstaff", true},
|
||||
// Martial: Fighter/Ranger always
|
||||
{ClassFighter, "wpn_greatsword", true},
|
||||
{ClassRanger, "wpn_longbow", true},
|
||||
// Mage/Cleric: NOT proficient with martial
|
||||
{ClassMage, "wpn_longsword", false},
|
||||
{ClassCleric, "wpn_greatsword", false},
|
||||
// Rogue: restricted martial list
|
||||
{ClassRogue, "wpn_shortsword", true},
|
||||
{ClassRogue, "wpn_rapier", true},
|
||||
{ClassRogue, "wpn_longsword", true},
|
||||
{ClassRogue, "wpn_crossbow_hand", true},
|
||||
{ClassRogue, "wpn_greatsword", false},
|
||||
{ClassRogue, "wpn_warhammer", false},
|
||||
}
|
||||
for _, c := range cases {
|
||||
w := weaponByID(c.wpnID)
|
||||
if got := dndClassWeaponProficiency(c.class, w); got != c.want {
|
||||
t.Errorf("class=%s wpn=%s = %v, want %v", c.class, c.wpnID, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestClassArmorProficiency(t *testing.T) {
|
||||
cases := []struct {
|
||||
class DnDClass
|
||||
armorID string
|
||||
want bool
|
||||
}{
|
||||
{ClassFighter, "arm_plate", true},
|
||||
{ClassFighter, "arm_leather", true},
|
||||
{ClassFighter, "arm_shield", true},
|
||||
{ClassRanger, "arm_chain_shirt", true}, // medium
|
||||
{ClassRanger, "arm_plate", false}, // heavy
|
||||
{ClassCleric, "arm_chain_shirt", true},
|
||||
{ClassCleric, "arm_plate", false},
|
||||
{ClassCleric, "arm_shield", true},
|
||||
{ClassRogue, "arm_leather", true},
|
||||
{ClassRogue, "arm_chain_shirt", false}, // medium
|
||||
{ClassRogue, "arm_shield", false},
|
||||
{ClassMage, "arm_leather", false},
|
||||
{ClassMage, "arm_shield", false},
|
||||
}
|
||||
for _, c := range cases {
|
||||
a := armorByID(c.armorID)
|
||||
if got := dndClassArmorProficiency(c.class, a); got != c.want {
|
||||
t.Errorf("class=%s armor=%s = %v, want %v", c.class, c.armorID, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Legacy synthesis ───────────────────────────────────────────────────────
|
||||
|
||||
func TestSynthesizeWeaponProfile_TierMapping(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
tier int
|
||||
wantBase string
|
||||
}{
|
||||
{"Iron Club", 1, "wpn_club"},
|
||||
{"Wooden Dagger", 1, "wpn_dagger"},
|
||||
{"Steel Mace", 2, "wpn_mace"},
|
||||
{"Apprentice Staff", 2, "wpn_quarterstaff"},
|
||||
{"Iron Sword", 3, "wpn_longsword"},
|
||||
{"Hunter's Bow", 3, "wpn_shortbow"},
|
||||
{"Knight's Sword", 4, "wpn_longsword"},
|
||||
{"Greatsword", 5, "wpn_greatsword"},
|
||||
{"Battleaxe", 5, "wpn_greataxe"},
|
||||
}
|
||||
for _, c := range cases {
|
||||
eq := &AdvEquipment{Slot: SlotWeapon, Tier: c.tier, Name: c.name}
|
||||
w := synthesizeWeaponProfile(eq)
|
||||
if w == nil {
|
||||
t.Errorf("%s tier %d: synthesize returned nil", c.name, c.tier)
|
||||
continue
|
||||
}
|
||||
base := weaponByID(c.wantBase)
|
||||
if w.DamageCount != base.DamageCount || w.DamageSides != base.DamageSides {
|
||||
t.Errorf("%s tier %d: synthesized %dd%d, expected %dd%d (%s)",
|
||||
c.name, c.tier, w.DamageCount, w.DamageSides,
|
||||
base.DamageCount, base.DamageSides, c.wantBase)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestSynthesizeWeaponProfile_HighTierMagicBonus(t *testing.T) {
|
||||
eq := &AdvEquipment{Slot: SlotWeapon, Tier: 7, Name: "Legendary Sword"}
|
||||
w := synthesizeWeaponProfile(eq)
|
||||
if w == nil {
|
||||
t.Fatal("synthesize returned nil")
|
||||
}
|
||||
if w.MagicBonus != 2 { // tier 7 - 5 = +2
|
||||
t.Errorf("tier 7 magic bonus = %d, want 2", w.MagicBonus)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSynthesizeWeaponProfile_MasterworkPromotes(t *testing.T) {
|
||||
eq := &AdvEquipment{Slot: SlotWeapon, Tier: 2, Name: "Sword", Masterwork: true}
|
||||
w := synthesizeWeaponProfile(eq)
|
||||
if w.DamageSides < 6 {
|
||||
t.Errorf("masterwork promoted should be at least tier-5 base (1d8/2d6); got %dd%d",
|
||||
w.DamageCount, w.DamageSides)
|
||||
}
|
||||
if w.MagicBonus < 1 {
|
||||
t.Errorf("masterwork should grant +1 minimum, got +%d", w.MagicBonus)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSynthesizeWeaponProfile_NonWeaponSlotReturnsNil(t *testing.T) {
|
||||
eq := &AdvEquipment{Slot: SlotArmor, Tier: 3, Name: "Plate"}
|
||||
if got := synthesizeWeaponProfile(eq); got != nil {
|
||||
t.Errorf("non-weapon slot should return nil, got %+v", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSynthesizeArmorProfile_TierMapping(t *testing.T) {
|
||||
cases := []struct {
|
||||
tier int
|
||||
wantBaseAC int
|
||||
wantType ArmorType
|
||||
}{
|
||||
{1, 11, ArmorTypeLight}, // Padded
|
||||
{2, 11, ArmorTypeLight}, // Leather
|
||||
{3, 13, ArmorTypeMedium}, // Chain Shirt
|
||||
{4, 14, ArmorTypeMedium}, // Scale Mail
|
||||
{5, 15, ArmorTypeMedium}, // Half Plate
|
||||
{6, 18, ArmorTypeHeavy}, // Plate
|
||||
}
|
||||
for _, c := range cases {
|
||||
eq := &AdvEquipment{Slot: SlotArmor, Tier: c.tier, Name: "Armor"}
|
||||
a := synthesizeArmorProfile(eq)
|
||||
if a == nil {
|
||||
t.Errorf("tier %d: synth returned nil", c.tier)
|
||||
continue
|
||||
}
|
||||
if a.BaseAC != c.wantBaseAC || a.Type != c.wantType {
|
||||
t.Errorf("tier %d: got AC=%d type=%d, want AC=%d type=%d",
|
||||
c.tier, a.BaseAC, a.Type, c.wantBaseAC, c.wantType)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestSynthesizeShield_NameMatch(t *testing.T) {
|
||||
cases := []struct {
|
||||
slot EquipmentSlot
|
||||
name string
|
||||
want bool
|
||||
}{
|
||||
{SlotTool, "Iron Shield", true},
|
||||
{SlotTool, "Tower Shield", true},
|
||||
{SlotTool, "Pickaxe", false},
|
||||
{SlotTool, "", false},
|
||||
{SlotWeapon, "Shield", false}, // wrong slot
|
||||
}
|
||||
for _, c := range cases {
|
||||
eq := &AdvEquipment{Slot: c.slot, Name: c.name, Tier: 3}
|
||||
got := synthesizeShield(eq) != nil
|
||||
if got != c.want {
|
||||
t.Errorf("slot=%s name=%q: shield=%v, want %v", c.slot, c.name, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── pickWeaponAbilityMod ────────────────────────────────────────────────────
|
||||
|
||||
func TestPickWeaponAbilityMod(t *testing.T) {
|
||||
c := &DnDCharacter{STR: 16, DEX: 14, CON: 13, INT: 8, WIS: 10, CHA: 12}
|
||||
// STR mod = +3, DEX mod = +2.
|
||||
cases := []struct {
|
||||
wpnID string
|
||||
want int
|
||||
}{
|
||||
{"wpn_greatsword", 3}, // melee non-finesse → STR
|
||||
{"wpn_longsword", 3},
|
||||
{"wpn_dagger", 3}, // finesse melee, but STR > DEX, picks STR
|
||||
{"wpn_longbow", 2}, // ranged → DEX
|
||||
{"wpn_shortbow", 2},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
got := pickWeaponAbilityMod(weaponByID(tc.wpnID), c)
|
||||
if got != tc.want {
|
||||
t.Errorf("%s: ability mod = %d, want %d", tc.wpnID, got, tc.want)
|
||||
}
|
||||
}
|
||||
|
||||
// Now with DEX > STR: finesse should pick DEX.
|
||||
c2 := &DnDCharacter{STR: 10, DEX: 18, CON: 14}
|
||||
if got := pickWeaponAbilityMod(weaponByID("wpn_dagger"), c2); got != 4 {
|
||||
t.Errorf("DEX-favored finesse: got %d, want 4 (DEX +4)", got)
|
||||
}
|
||||
if got := pickWeaponAbilityMod(weaponByID("wpn_greatsword"), c2); got != 0 {
|
||||
t.Errorf("non-finesse with DEX>STR: got %d, want 0 (STR +0)", got)
|
||||
}
|
||||
}
|
||||
|
||||
// ── End-to-end: applyDnDEquipmentLayer ─────────────────────────────────────
|
||||
|
||||
func TestApplyDnDEquipmentLayer_FighterFullKit(t *testing.T) {
|
||||
c := &DnDCharacter{
|
||||
Race: RaceHuman, Class: ClassFighter, Level: 5,
|
||||
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 12, CHA: 8,
|
||||
ArmorClass: 10, // base
|
||||
}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Slot: SlotWeapon, Tier: 5, Name: "Greatsword"},
|
||||
SlotArmor: {Slot: SlotArmor, Tier: 6, Name: "Plate"},
|
||||
}
|
||||
stats := CombatStats{}
|
||||
applyDnDPlayerLayer(&stats, c)
|
||||
applyDnDEquipmentLayer(&stats, c, equip)
|
||||
|
||||
if stats.Weapon == nil {
|
||||
t.Fatal("weapon not set")
|
||||
}
|
||||
if stats.Weapon.DamageCount != 1 || stats.Weapon.DamageSides != 12 {
|
||||
// Greatsword name + tier 5 → wpn_greataxe (1d12) per synth name match
|
||||
// (greatsword name routes through "axe" branch? No, "greatsword" doesn't
|
||||
// contain "axe". Let me check: tier 5 default else branch → wpn_greatsword (2d6).
|
||||
// Adjust test if synthesis differs.
|
||||
if !(stats.Weapon.DamageCount == 2 && stats.Weapon.DamageSides == 6) {
|
||||
t.Errorf("greatsword tier 5 weapon = %dd%d, expected 2d6 or 1d12",
|
||||
stats.Weapon.DamageCount, stats.Weapon.DamageSides)
|
||||
}
|
||||
}
|
||||
if !stats.WeaponProficient {
|
||||
t.Error("Fighter should be proficient with synthesized weapon")
|
||||
}
|
||||
// Plate (tier 6) → +1 plate, AC = 18+1 = 19, no DEX, no shield
|
||||
if stats.AC != 19 {
|
||||
t.Errorf("Fighter+plate+1 AC = %d, want 19", stats.AC)
|
||||
}
|
||||
// Two-handed mode: greatsword has TwoHanded property (no shield).
|
||||
// Greatsword's properties include Heavy + TwoHanded — TwoHandedMode set.
|
||||
if !stats.TwoHandedMode {
|
||||
t.Error("expected TwoHandedMode for greatsword without shield")
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDEquipmentLayer_MageWithMartialWeapon(t *testing.T) {
|
||||
// Mage equips a longsword → not proficient, -4 attack penalty path.
|
||||
c := &DnDCharacter{
|
||||
Class: ClassMage, Level: 1, STR: 8, DEX: 14, CON: 12, INT: 16, WIS: 13, CHA: 10,
|
||||
ArmorClass: 10,
|
||||
}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Slot: SlotWeapon, Tier: 3, Name: "Longsword"},
|
||||
}
|
||||
stats := CombatStats{}
|
||||
applyDnDPlayerLayer(&stats, c)
|
||||
applyDnDEquipmentLayer(&stats, c, equip)
|
||||
if stats.Weapon == nil {
|
||||
t.Fatal("weapon nil")
|
||||
}
|
||||
if stats.WeaponProficient {
|
||||
t.Error("Mage should NOT be proficient with longsword")
|
||||
}
|
||||
}
|
||||
90
internal/plugin/dnd_equipment_test.go
Normal file
90
internal/plugin/dnd_equipment_test.go
Normal file
@@ -0,0 +1,90 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestMapLegacySlot(t *testing.T) {
|
||||
cases := []struct {
|
||||
legacy EquipmentSlot
|
||||
want DnDSlot
|
||||
}{
|
||||
{SlotWeapon, DnDSlotMainHand},
|
||||
{SlotArmor, DnDSlotChest},
|
||||
{SlotHelmet, DnDSlotHead},
|
||||
{SlotBoots, DnDSlotFeet},
|
||||
{SlotTool, DnDSlotOffHand},
|
||||
}
|
||||
for _, c := range cases {
|
||||
if got := mapLegacySlot(c.legacy); got != c.want {
|
||||
t.Errorf("mapLegacySlot(%s) = %s, want %s", c.legacy, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestInferRarity(t *testing.T) {
|
||||
cases := []struct {
|
||||
tier int
|
||||
masterwork bool
|
||||
arenaTier int
|
||||
want DnDRarity
|
||||
}{
|
||||
{1, false, 0, RarityCommon},
|
||||
{2, false, 0, RarityCommon},
|
||||
{3, false, 0, RarityUncommon},
|
||||
{4, false, 0, RarityUncommon},
|
||||
{5, false, 0, RarityRare},
|
||||
{6, false, 0, RarityRare},
|
||||
{7, false, 0, RarityEpic},
|
||||
{9, false, 0, RarityLegendary},
|
||||
// Masterwork bumps to Rare/Epic
|
||||
{2, true, 0, RarityRare},
|
||||
{6, true, 0, RarityEpic},
|
||||
// Arena set
|
||||
{3, false, 1, RarityUncommon},
|
||||
{3, false, 3, RarityRare},
|
||||
{3, false, 4, RarityEpic},
|
||||
{3, false, 5, RarityLegendary},
|
||||
}
|
||||
for _, c := range cases {
|
||||
got := inferRarity(c.tier, c.masterwork, c.arenaTier)
|
||||
if got != c.want {
|
||||
t.Errorf("inferRarity(t=%d mw=%v arena=%d) = %s, want %s",
|
||||
c.tier, c.masterwork, c.arenaTier, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestRarityIcon(t *testing.T) {
|
||||
for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary} {
|
||||
if rarityIcon(r) == "" {
|
||||
t.Errorf("rarityIcon(%s) returned empty string", r)
|
||||
}
|
||||
}
|
||||
if rarityIcon("Bogus") != "" {
|
||||
t.Error("rarityIcon for unknown rarity should be empty")
|
||||
}
|
||||
}
|
||||
|
||||
func TestEquipmentRarity_NilSafety(t *testing.T) {
|
||||
if got := equipmentRarity(nil); got != RarityCommon {
|
||||
t.Errorf("equipmentRarity(nil) = %s, want Common", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestDnDSlotOrderComplete(t *testing.T) {
|
||||
// Every D&D slot is in the order list exactly once.
|
||||
seen := map[DnDSlot]bool{}
|
||||
for _, s := range dndSlotOrder {
|
||||
if seen[s] {
|
||||
t.Errorf("dndSlotOrder has duplicate %s", s)
|
||||
}
|
||||
seen[s] = true
|
||||
}
|
||||
expected := []DnDSlot{
|
||||
DnDSlotHead, DnDSlotChest, DnDSlotLegs, DnDSlotHands, DnDSlotFeet,
|
||||
DnDSlotMainHand, DnDSlotOffHand,
|
||||
DnDSlotRing1, DnDSlotRing2, DnDSlotAmulet,
|
||||
}
|
||||
if len(seen) != len(expected) {
|
||||
t.Errorf("dndSlotOrder size = %d, want %d", len(seen), len(expected))
|
||||
}
|
||||
}
|
||||
117
internal/plugin/dnd_flavor.go
Normal file
117
internal/plugin/dnd_flavor.go
Normal file
@@ -0,0 +1,117 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"strings"
|
||||
|
||||
"gogobee/internal/flavor"
|
||||
)
|
||||
|
||||
// D&D-layer flavor wire-in. Helpers here pull from the protected pools in
|
||||
// internal/flavor and are called at the relevant integration points
|
||||
// (combat outputs, level-up DM, rest commands, NPC encounters, loot drops).
|
||||
//
|
||||
// Each helper returns "" when the corresponding pool is empty so callers can
|
||||
// safely embed the result without conditional-noise everywhere.
|
||||
|
||||
// ── Combat narrative ─────────────────────────────────────────────────────────
|
||||
|
||||
// dndCombatOpeningLine returns a single CombatStart pool line for use at
|
||||
// the top of a fight's combat-log render. Caller decides where to inject it
|
||||
// (typically prepended to the first phase message).
|
||||
func dndCombatOpeningLine() string {
|
||||
return flavor.Pick(flavor.CombatStart)
|
||||
}
|
||||
|
||||
// dndCombatClosingLine returns a single line appropriate for the fight's
|
||||
// end state: CombatVictory on a non-boss win, BossDeath on a boss kill,
|
||||
// PlayerDeath on a loss.
|
||||
func dndCombatClosingLine(playerWon, isBoss bool) string {
|
||||
switch {
|
||||
case playerWon && isBoss:
|
||||
return flavor.Pick(flavor.BossDeath)
|
||||
case playerWon:
|
||||
return flavor.Pick(flavor.CombatVictory)
|
||||
default:
|
||||
return flavor.Pick(flavor.PlayerDeath)
|
||||
}
|
||||
}
|
||||
|
||||
// dndZoneCompleteLine fires on dungeon completion (only on victorious clear).
|
||||
func dndZoneCompleteLine() string {
|
||||
return flavor.Pick(flavor.ZoneComplete)
|
||||
}
|
||||
|
||||
// dndNat20Line / dndNat1Line — appended to the fight's roll summary when
|
||||
// at least one nat 20 / nat 1 was rolled by the player. A single line per
|
||||
// fight (not per roll) to avoid spam.
|
||||
func dndNat20Line() string {
|
||||
return flavor.Pick(flavor.Nat20)
|
||||
}
|
||||
|
||||
func dndNat1Line() string {
|
||||
return flavor.Pick(flavor.Nat1)
|
||||
}
|
||||
|
||||
// ── Level-up + items ────────────────────────────────────────────────────────
|
||||
|
||||
// dndLevelUpFlavorLine — random LevelUp pool entry for the level-up DM.
|
||||
func dndLevelUpFlavorLine() string {
|
||||
return flavor.Pick(flavor.LevelUp)
|
||||
}
|
||||
|
||||
// dndItemFoundLine — used when loot drops in dungeon resolution.
|
||||
func dndItemFoundLine() string {
|
||||
return flavor.Pick(flavor.ItemFound)
|
||||
}
|
||||
|
||||
// ── Rest ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
// dndRestShortFlavorLine — for !rest short.
|
||||
func dndRestShortFlavorLine() string {
|
||||
return flavor.Pick(flavor.RestShort)
|
||||
}
|
||||
|
||||
// dndRestLongFlavorLine — for !rest long. The HomeLongRest pool is
|
||||
// preferred when the player is at home; falls back to generic RestLong.
|
||||
func dndRestLongFlavorLine(atHome bool) string {
|
||||
if atHome {
|
||||
if line := flavor.Pick(flavor.HomeLongRest); line != "" {
|
||||
return line
|
||||
}
|
||||
}
|
||||
return flavor.Pick(flavor.RestLong)
|
||||
}
|
||||
|
||||
// ── NPC greetings ───────────────────────────────────────────────────────────
|
||||
//
|
||||
// The NPC encounter system already has legacy `mistyOpenings` and
|
||||
// `arinaOpenings` slices used for prompt openings. We don't replace those —
|
||||
// we union them with the new D&D-flavored greetings so players see ~2x
|
||||
// variety in the openings. Helpers below return the combined pool.
|
||||
|
||||
// dndMistyGreetingPool returns the union of legacy and D&D pools for Misty.
|
||||
// Used by the encounter-fire path to vary opening lines.
|
||||
func dndMistyGreetingPool() []string {
|
||||
combined := make([]string, 0, len(flavor.MistyGreeting)+len(mistyOpenings))
|
||||
combined = append(combined, flavor.MistyGreeting...)
|
||||
combined = append(combined, mistyOpenings...)
|
||||
return combined
|
||||
}
|
||||
|
||||
func dndArinaGreetingPool() []string {
|
||||
combined := make([]string, 0, len(flavor.ArinaGreeting)+len(arinaOpenings))
|
||||
combined = append(combined, flavor.ArinaGreeting...)
|
||||
combined = append(combined, arinaOpenings...)
|
||||
return combined
|
||||
}
|
||||
|
||||
// ── Helpers ──────────────────────────────────────────────────────────────────
|
||||
|
||||
// dndItalicize wraps a non-empty line in markdown italics with leading
|
||||
// blank line so callers can append narrative cleanly.
|
||||
func dndItalicize(line string) string {
|
||||
if strings.TrimSpace(line) == "" {
|
||||
return ""
|
||||
}
|
||||
return "\n\n_" + line + "_"
|
||||
}
|
||||
103
internal/plugin/dnd_flavor_test.go
Normal file
103
internal/plugin/dnd_flavor_test.go
Normal file
@@ -0,0 +1,103 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/flavor"
|
||||
)
|
||||
|
||||
// TestDnDFlavorPoolsNonEmpty: every pool we wired into the D&D layer must
|
||||
// have at least one entry. Catches accidental deletions in the protected
|
||||
// flavor files that would silently produce empty narrative.
|
||||
func TestDnDFlavorPoolsNonEmpty(t *testing.T) {
|
||||
pools := map[string][]string{
|
||||
"CombatStart": flavor.CombatStart,
|
||||
"CombatVictory": flavor.CombatVictory,
|
||||
"BossDeath": flavor.BossDeath,
|
||||
"PlayerDeath": flavor.PlayerDeath,
|
||||
"ZoneComplete": flavor.ZoneComplete,
|
||||
"Nat20": flavor.Nat20,
|
||||
"Nat1": flavor.Nat1,
|
||||
"LevelUp": flavor.LevelUp,
|
||||
"ItemFound": flavor.ItemFound,
|
||||
"RestShort": flavor.RestShort,
|
||||
"RestLong": flavor.RestLong,
|
||||
"HomeLongRest": flavor.HomeLongRest,
|
||||
"MistyGreeting": flavor.MistyGreeting,
|
||||
"MistyInsightSuccess": flavor.MistyInsightSuccess,
|
||||
"MistySkillFail": flavor.MistySkillFail,
|
||||
"ArinaGreeting": flavor.ArinaGreeting,
|
||||
"ArinaArcanaSuccess": flavor.ArinaArcanaSuccess,
|
||||
"ArinaSkillFail": flavor.ArinaSkillFail,
|
||||
"ExpeditionStart": flavor.ExpeditionStart,
|
||||
}
|
||||
for name, pool := range pools {
|
||||
if len(pool) == 0 {
|
||||
t.Errorf("flavor pool %s is empty — protected file deletion?", name)
|
||||
}
|
||||
for i, s := range pool {
|
||||
if s == "" {
|
||||
t.Errorf("flavor.%s[%d] is empty string", name, i)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestDnDFlavorHelpersReturnNonEmpty: every helper must produce a non-empty
|
||||
// string when its underlying pool has entries.
|
||||
func TestDnDFlavorHelpersReturnNonEmpty(t *testing.T) {
|
||||
cases := map[string]func() string{
|
||||
"dndCombatOpeningLine": dndCombatOpeningLine,
|
||||
"dndZoneCompleteLine": dndZoneCompleteLine,
|
||||
"dndNat20Line": dndNat20Line,
|
||||
"dndNat1Line": dndNat1Line,
|
||||
"dndLevelUpFlavorLine": dndLevelUpFlavorLine,
|
||||
"dndItemFoundLine": dndItemFoundLine,
|
||||
"dndRestShortFlavorLine": dndRestShortFlavorLine,
|
||||
"dndCombatClosingLine_Win": func() string { return dndCombatClosingLine(true, false) },
|
||||
"dndCombatClosingLine_Boss": func() string { return dndCombatClosingLine(true, true) },
|
||||
"dndCombatClosingLine_Death": func() string { return dndCombatClosingLine(false, false) },
|
||||
"dndRestLongFlavorLine_Home": func() string { return dndRestLongFlavorLine(true) },
|
||||
"dndRestLongFlavorLine_Inn": func() string { return dndRestLongFlavorLine(false) },
|
||||
}
|
||||
for name, fn := range cases {
|
||||
// Run several times — flavor pulls a random pool member, so a single
|
||||
// call can flake if the pool happens to have an empty string. The
|
||||
// pool-non-empty test above guards against that, but be belt-and-suspenders.
|
||||
for i := 0; i < 10; i++ {
|
||||
if got := fn(); got == "" {
|
||||
t.Errorf("%s returned empty (call #%d)", name, i)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestDnDGreetingPoolUnion: combined Misty/Arina greeting pools include both
|
||||
// legacy openings and the D&D-flavored entries.
|
||||
func TestDnDGreetingPoolUnion(t *testing.T) {
|
||||
mistyPool := dndMistyGreetingPool()
|
||||
if len(mistyPool) != len(flavor.MistyGreeting)+len(mistyOpenings) {
|
||||
t.Errorf("Misty pool union size = %d; expected %d (flavor %d + legacy %d)",
|
||||
len(mistyPool), len(flavor.MistyGreeting)+len(mistyOpenings),
|
||||
len(flavor.MistyGreeting), len(mistyOpenings))
|
||||
}
|
||||
arinaPool := dndArinaGreetingPool()
|
||||
if len(arinaPool) != len(flavor.ArinaGreeting)+len(arinaOpenings) {
|
||||
t.Errorf("Arina pool union size = %d; expected %d", len(arinaPool),
|
||||
len(flavor.ArinaGreeting)+len(arinaOpenings))
|
||||
}
|
||||
}
|
||||
|
||||
func TestDnDItalicize(t *testing.T) {
|
||||
if got := dndItalicize(""); got != "" {
|
||||
t.Errorf("italicize(empty) = %q, want empty", got)
|
||||
}
|
||||
if got := dndItalicize(" "); got != "" {
|
||||
t.Errorf("italicize(whitespace) = %q, want empty", got)
|
||||
}
|
||||
got := dndItalicize("hello")
|
||||
if got != "\n\n_hello_" {
|
||||
t.Errorf("italicize = %q, want \\n\\n_hello_", got)
|
||||
}
|
||||
}
|
||||
170
internal/plugin/dnd_misc_cmds.go
Normal file
170
internal/plugin/dnd_misc_cmds.go
Normal file
@@ -0,0 +1,170 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math/rand/v2"
|
||||
"regexp"
|
||||
"strconv"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// Tabletop conveniences — !roll, !stats, !level. None of these mutate
|
||||
// state; they're pure display/RNG commands.
|
||||
|
||||
// ── !roll <dice> ─────────────────────────────────────────────────────────────
|
||||
|
||||
var diceNotation = regexp.MustCompile(`^(\d*)d(\d+)([+-]\d+)?$`)
|
||||
|
||||
const (
|
||||
dndRollMaxCount = 100
|
||||
dndRollMaxSides = 1000
|
||||
)
|
||||
|
||||
// parseDice parses standard tabletop notation: "2d6+3", "d20", "4d6-1".
|
||||
// Returns (count, sides, modifier, ok).
|
||||
func parseDice(s string) (int, int, int, bool) {
|
||||
s = strings.ToLower(strings.TrimSpace(s))
|
||||
m := diceNotation.FindStringSubmatch(s)
|
||||
if m == nil {
|
||||
return 0, 0, 0, false
|
||||
}
|
||||
count := 1
|
||||
if m[1] != "" {
|
||||
n, err := strconv.Atoi(m[1])
|
||||
if err != nil {
|
||||
return 0, 0, 0, false
|
||||
}
|
||||
count = n
|
||||
}
|
||||
sides, err := strconv.Atoi(m[2])
|
||||
if err != nil || sides < 2 {
|
||||
return 0, 0, 0, false
|
||||
}
|
||||
mod := 0
|
||||
if m[3] != "" {
|
||||
n, err := strconv.Atoi(m[3])
|
||||
if err != nil {
|
||||
return 0, 0, 0, false
|
||||
}
|
||||
mod = n
|
||||
}
|
||||
if count < 1 || count > dndRollMaxCount || sides > dndRollMaxSides {
|
||||
return 0, 0, 0, false
|
||||
}
|
||||
return count, sides, mod, true
|
||||
}
|
||||
|
||||
// rollDice returns the individual rolls and the total.
|
||||
func rollDice(count, sides, mod int) ([]int, int) {
|
||||
rolls := make([]int, count)
|
||||
total := mod
|
||||
for i := 0; i < count; i++ {
|
||||
r := 1 + rand.IntN(sides)
|
||||
rolls[i] = r
|
||||
total += r
|
||||
}
|
||||
return rolls, total
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleDnDRollCmd(ctx MessageContext, args string) error {
|
||||
args = strings.TrimSpace(args)
|
||||
if args == "" {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"`!roll <dice>` — example: `!roll 2d6+3`, `!roll d20`, `!roll 4d6-1`. Max 100 dice, max 1000 sides.")
|
||||
}
|
||||
count, sides, mod, ok := parseDice(args)
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"Couldn't parse dice. Use NdN+M format (e.g. `2d6+3`, `d20`, `4d6-1`).")
|
||||
}
|
||||
rolls, total := rollDice(count, sides, mod)
|
||||
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("🎲 **%dd%d", count, sides))
|
||||
if mod > 0 {
|
||||
b.WriteString(fmt.Sprintf("+%d", mod))
|
||||
} else if mod < 0 {
|
||||
b.WriteString(fmt.Sprintf("%d", mod))
|
||||
}
|
||||
b.WriteString("**\n")
|
||||
|
||||
if count <= 20 {
|
||||
strs := make([]string, len(rolls))
|
||||
for i, r := range rolls {
|
||||
strs[i] = strconv.Itoa(r)
|
||||
}
|
||||
b.WriteString("Rolls: " + strings.Join(strs, ", "))
|
||||
if mod != 0 {
|
||||
if mod > 0 {
|
||||
b.WriteString(fmt.Sprintf(" (+%d)", mod))
|
||||
} else {
|
||||
b.WriteString(fmt.Sprintf(" (%d)", mod))
|
||||
}
|
||||
}
|
||||
b.WriteString("\n")
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("**Total: %d**", total))
|
||||
|
||||
// Highlight nat-20 / nat-1 on a single d20
|
||||
if count == 1 && sides == 20 {
|
||||
switch rolls[0] {
|
||||
case 20:
|
||||
b.WriteString(" ✨ _critical!_")
|
||||
case 1:
|
||||
b.WriteString(" 💀 _fumble!_")
|
||||
}
|
||||
}
|
||||
|
||||
return p.SendDM(ctx.Sender, b.String())
|
||||
}
|
||||
|
||||
// ── !stats ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDStatsCmd(ctx MessageContext) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character.")
|
||||
}
|
||||
mods := c.Modifiers()
|
||||
ri, _ := raceInfo(c.Race)
|
||||
ci, _ := classInfo(c.Class)
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("**%s %s — Ability Scores**\n", ri.Display, ci.Display))
|
||||
b.WriteString(fmt.Sprintf("STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\n",
|
||||
c.STR, mods[0], c.DEX, mods[1], c.CON, mods[2]))
|
||||
b.WriteString(fmt.Sprintf("INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\n",
|
||||
c.INT, mods[3], c.WIS, mods[4], c.CHA, mods[5]))
|
||||
b.WriteString(fmt.Sprintf("\nProficiency: +%d AC: %d", proficiencyBonus(c.Level), c.ArmorClass))
|
||||
return p.SendDM(ctx.Sender, b.String())
|
||||
}
|
||||
|
||||
// ── !level ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDLevelCmd(ctx MessageContext) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character.")
|
||||
}
|
||||
ri, _ := raceInfo(c.Race)
|
||||
ci, _ := classInfo(c.Class)
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("⚔️ Level **%d** %s %s\n", c.Level, ri.Display, ci.Display))
|
||||
if c.Level >= dndMaxLevel {
|
||||
b.WriteString("XP: capped at L20.")
|
||||
} else {
|
||||
next := dndXPToNextLevel(c.Level)
|
||||
pct := int(100.0 * float64(c.XP) / float64(next))
|
||||
b.WriteString(fmt.Sprintf("XP: %d / %d (%d%% to L%d)", c.XP, next, pct, c.Level+1))
|
||||
}
|
||||
return p.SendDM(ctx.Sender, b.String())
|
||||
}
|
||||
73
internal/plugin/dnd_onboarding.go
Normal file
73
internal/plugin/dnd_onboarding.go
Normal file
@@ -0,0 +1,73 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
|
||||
"gogobee/internal/flavor"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// One-shot onboarding DM fired the first time a legacy player encounters
|
||||
// the new D&D layer. Triggered from ensureDnDCharacterForCombat at the
|
||||
// moment of fresh auto-migration; suppressed for genuinely new players
|
||||
// (combat_level <= 1) since the message frames around "previous players".
|
||||
|
||||
// dndLegacyMinLevel — players with combat_level at or above this are
|
||||
// considered "legacy players" who deserve the onboarding spiel. Anyone
|
||||
// at L1 is brand new and gets the standard !setup nudge instead.
|
||||
const dndLegacyMinLevel = 2
|
||||
|
||||
// maybeSendDnDOnboarding sends the welcome DM iff the player has visible
|
||||
// legacy adventure progress AND hasn't been onboarded before. The
|
||||
// OnboardingSent flag survives draft cancellation, !respec, and any other
|
||||
// state mutation — once a player has seen the welcome, they never see it
|
||||
// again. Logs and continues on send failure (DM is best-effort, never blocks combat).
|
||||
func (p *AdventurePlugin) maybeSendDnDOnboarding(userID id.UserID, advChar *AdventureCharacter, dnd *DnDCharacter) {
|
||||
if advChar == nil || advChar.CombatLevel < dndLegacyMinLevel {
|
||||
return
|
||||
}
|
||||
if dnd == nil || dnd.OnboardingSent {
|
||||
return
|
||||
}
|
||||
// Skip entirely if there's no Matrix client — tests construct empty
|
||||
// AdventurePlugin{} and we shouldn't write to the DB on a nil-send.
|
||||
if p == nil || p.Client == nil {
|
||||
return
|
||||
}
|
||||
msg := dndOnboardingText(advChar.CombatLevel, dnd.Level)
|
||||
if err := p.SendDM(userID, msg); err != nil {
|
||||
slog.Error("dnd: onboarding DM failed", "user", userID, "err", err)
|
||||
// Don't mark as sent if delivery failed — they should get a chance
|
||||
// on their next combat. Send failures here are typically transient.
|
||||
return
|
||||
}
|
||||
dnd.OnboardingSent = true
|
||||
if err := SaveDnDCharacter(dnd); err != nil {
|
||||
slog.Error("dnd: persist onboarding flag", "user", userID, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
func dndOnboardingText(oldLevel, newLevel int) string {
|
||||
prelude := ""
|
||||
if line := flavor.Pick(flavor.ExpeditionStart); line != "" {
|
||||
prelude = "_" + line + "_\n\n"
|
||||
}
|
||||
return prelude + fmt.Sprintf(`Hi there! Welcome to the new Adventure game!
|
||||
|
||||
We shamelessly cribbed.. aimed for feature parity with our competitors.
|
||||
And the result is this..! and adventure game with most of the best Dungeons & Drag-
|
||||
|
||||
"AHEM!" *TwinBee glances at the Pinkerton agent in the corner of the room.
|
||||
|
||||
..d20 System mechanics ready for you to explore!
|
||||
|
||||
As a result of these amazing and entirely necessary changes that weren't done at the whim of a bored engineer.. the level system has changed. But no worries! We spent hours coming up with an algorithm that would ensure each player arrives at a level that is fully representative of their level under the previous system (..by dividing your previous level by five).
|
||||
|
||||
Your previous level **%d** is now Adv 2.0 level **%d**.
|
||||
|
||||
Enjoy!
|
||||
|
||||
Type !setup to get your character situated under this hot new and legally distinct system.`,
|
||||
oldLevel, newLevel)
|
||||
}
|
||||
52
internal/plugin/dnd_onboarding_test.go
Normal file
52
internal/plugin/dnd_onboarding_test.go
Normal file
@@ -0,0 +1,52 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestDnDOnboardingText_ContainsLevelMapping(t *testing.T) {
|
||||
msg := dndOnboardingText(49, 9)
|
||||
if !strings.Contains(msg, "**49**") {
|
||||
t.Error("onboarding text doesn't include old level")
|
||||
}
|
||||
if !strings.Contains(msg, "**9**") {
|
||||
t.Error("onboarding text doesn't include new level")
|
||||
}
|
||||
// Spot-check signature lines from the user's brief.
|
||||
for _, snippet := range []string{
|
||||
"Welcome to the new Adventure game",
|
||||
"Pinkerton agent",
|
||||
"dividing your previous level by five",
|
||||
"!setup",
|
||||
"legally distinct",
|
||||
} {
|
||||
if !strings.Contains(msg, snippet) {
|
||||
t.Errorf("onboarding missing expected snippet: %q", snippet)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestMaybeSendDnDOnboarding_LegacyThreshold: only fires for combat_level >= 2.
|
||||
// The DM call itself is no-op in tests (Base.Client is nil and SendDM guards),
|
||||
// so we can't assert on send — but we can assert the function doesn't panic
|
||||
// or error for either branch.
|
||||
func TestMaybeSendDnDOnboarding_DoesNotPanic(t *testing.T) {
|
||||
p := &AdventurePlugin{}
|
||||
dnd := &DnDCharacter{Level: 4}
|
||||
|
||||
// Brand-new player (combat_level=1): should be a no-op.
|
||||
p.maybeSendDnDOnboarding("@new:x", &AdventureCharacter{CombatLevel: 1}, dnd)
|
||||
|
||||
// Legacy player (combat_level=20): should attempt to send (no-op'd by nil Client).
|
||||
p.maybeSendDnDOnboarding("@legacy:x", &AdventureCharacter{CombatLevel: 20}, dnd)
|
||||
|
||||
// nil advChar: should be a no-op.
|
||||
p.maybeSendDnDOnboarding("@nil:x", nil, dnd)
|
||||
}
|
||||
|
||||
func TestDnDLegacyMinLevel(t *testing.T) {
|
||||
if dndLegacyMinLevel < 1 {
|
||||
t.Errorf("dndLegacyMinLevel = %d, must be ≥ 1", dndLegacyMinLevel)
|
||||
}
|
||||
}
|
||||
89
internal/plugin/dnd_passives.go
Normal file
89
internal/plugin/dnd_passives.go
Normal file
@@ -0,0 +1,89 @@
|
||||
package plugin
|
||||
|
||||
// Phase 3 — class passives applied via CombatModifiers.
|
||||
//
|
||||
// Phase 3 keeps abilities passive-only: they auto-trigger via the existing
|
||||
// CombatModifiers machinery rather than being player-activated mid-fight
|
||||
// (the combat engine is one-shot, no turn-based UI). Active/reactive
|
||||
// abilities arrive once we have a model for them — likely tied to !arena
|
||||
// pre-arming or to a turn-based PvP variant.
|
||||
|
||||
// ── Class passive definitions ────────────────────────────────────────────────
|
||||
|
||||
// DnDClassAbility is the lore/UI representation of a class's signature
|
||||
// passive. Used by !abilities and !sheet for display; mechanics live in
|
||||
// applyClassPassives below.
|
||||
type DnDClassAbility struct {
|
||||
Name string
|
||||
Description string
|
||||
}
|
||||
|
||||
var dndClassAbilities = map[DnDClass]DnDClassAbility{
|
||||
ClassFighter: {
|
||||
Name: "Battle Trained",
|
||||
Description: "Years of weapon drill add +5% to all damage you deal.",
|
||||
},
|
||||
ClassRogue: {
|
||||
Name: "Sneak Attack",
|
||||
Description: "Your first strike each combat lands as a critical hit, doubling its damage.",
|
||||
},
|
||||
ClassMage: {
|
||||
Name: "Arcane Focus",
|
||||
Description: "Practiced channeling adds +1 to your attack rolls.",
|
||||
},
|
||||
ClassCleric: {
|
||||
Name: "Divine Favor",
|
||||
Description: "When you fall below half HP, divine intervention restores 5 HP. Once per combat.",
|
||||
},
|
||||
ClassRanger: {
|
||||
Name: "Hunter's Mark",
|
||||
Description: "You read your prey's weak points: +5% damage and +1 to attack rolls.",
|
||||
},
|
||||
}
|
||||
|
||||
// applyRacePassives sets the combat-impacting flags from the player's race.
|
||||
// Races whose passives apply to skill checks or non-combat scenarios
|
||||
// (Tiefling fire resist, Elf sleep immunity, Half-Elf bonus profs, Human
|
||||
// floating +1) are handled in their respective phases and have no combat
|
||||
// hook in Phase 3.
|
||||
func applyRacePassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
|
||||
switch c.Race {
|
||||
case RaceHalfling:
|
||||
mods.LuckyReroll = true
|
||||
case RaceOrc:
|
||||
mods.RageReady = true
|
||||
case RaceDwarf:
|
||||
mods.PoisonResist = true
|
||||
}
|
||||
}
|
||||
|
||||
// applyClassPassives mutates a player's CombatModifiers to apply their
|
||||
// class passive. Called after applyDnDPlayerLayer + DerivePlayerStats but
|
||||
// BEFORE consumable application (so consumables can stack on top).
|
||||
//
|
||||
// Some passives ride on existing CombatModifiers fields:
|
||||
// Rogue's Sneak Attack reuses AutoCritFirst (the consumable Crystal Berry
|
||||
// field) — the engine already implements first-hit-auto-crit semantics.
|
||||
// Cleric's Divine Favor reuses HealItem, the under-50%-HP heal trigger.
|
||||
//
|
||||
// This means:
|
||||
// - A Rogue carrying a Crystal Berry doesn't get *two* auto-crits;
|
||||
// AutoCritFirst is already a one-shot bool.
|
||||
// - A Cleric carrying a healing potion stacks: passive 5 + potion 8 = 13.
|
||||
// The passive heal triggers first since both use the same threshold.
|
||||
func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
|
||||
switch c.Class {
|
||||
case ClassFighter:
|
||||
mods.DamageBonus += 0.05
|
||||
case ClassRogue:
|
||||
mods.AutoCritFirst = true
|
||||
case ClassMage:
|
||||
stats.AttackBonus++
|
||||
case ClassCleric:
|
||||
// Passive heal at <50% HP. Stacks additively with consumable HealItem.
|
||||
mods.HealItem += 5
|
||||
case ClassRanger:
|
||||
mods.DamageBonus += 0.05
|
||||
stats.AttackBonus++
|
||||
}
|
||||
}
|
||||
139
internal/plugin/dnd_plugs_test.go
Normal file
139
internal/plugin/dnd_plugs_test.go
Normal file
@@ -0,0 +1,139 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// ── Plug 1: HP scaling ──────────────────────────────────────────────────────
|
||||
|
||||
func TestApplyDnDHPScaling_FullHP(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 100}
|
||||
c := &DnDCharacter{HPMax: 50, HPCurrent: 50}
|
||||
applyDnDHPScaling(&stats, c)
|
||||
if stats.MaxHP != 100 {
|
||||
t.Errorf("full HP: MaxHP scaled to %d, want unchanged 100", stats.MaxHP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDHPScaling_HalfHP(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 100}
|
||||
c := &DnDCharacter{HPMax: 50, HPCurrent: 25}
|
||||
applyDnDHPScaling(&stats, c)
|
||||
if stats.MaxHP != 50 {
|
||||
t.Errorf("50%% HP: MaxHP = %d, want 50", stats.MaxHP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDHPScaling_FloorAt25Pct(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 100}
|
||||
c := &DnDCharacter{HPMax: 50, HPCurrent: 0}
|
||||
applyDnDHPScaling(&stats, c)
|
||||
if stats.MaxHP != 25 {
|
||||
t.Errorf("0%% HP: MaxHP = %d, want 25 (floor)", stats.MaxHP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyDnDHPScaling_NoOpIfNilOrZero(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 100}
|
||||
applyDnDHPScaling(&stats, nil)
|
||||
if stats.MaxHP != 100 {
|
||||
t.Errorf("nil char: scaled to %d, want unchanged", stats.MaxHP)
|
||||
}
|
||||
c := &DnDCharacter{HPMax: 0}
|
||||
applyDnDHPScaling(&stats, c)
|
||||
if stats.MaxHP != 100 {
|
||||
t.Errorf("zero HPMax: scaled to %d, want unchanged", stats.MaxHP)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Plug 2: roll summary ────────────────────────────────────────────────────
|
||||
|
||||
func TestDnDRollSummaryLine_Empty(t *testing.T) {
|
||||
r := CombatResult{Events: []CombatEvent{
|
||||
{Actor: "player", Action: "hit", Roll: 0}, // no Roll → not D&D
|
||||
}}
|
||||
if got := dndRollSummaryLine(r); got != "" {
|
||||
t.Errorf("expected empty summary; got %q", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestDnDRollSummaryLine_Basic(t *testing.T) {
|
||||
r := CombatResult{Events: []CombatEvent{
|
||||
{Actor: "player", Action: "hit", Roll: 14, RollAgainst: 12},
|
||||
{Actor: "player", Action: "miss", Roll: 5, RollAgainst: 12},
|
||||
{Actor: "player", Action: "crit", Roll: 20, RollAgainst: 12},
|
||||
{Actor: "player", Action: "miss", Roll: 1, RollAgainst: 12, Desc: "fumble"},
|
||||
{Actor: "enemy", Action: "hit", Roll: 18}, // enemy ignored
|
||||
}}
|
||||
got := dndRollSummaryLine(r)
|
||||
for _, want := range []string{"d20", "2/4 hit", "1 crit", "1 fumble", "nat 20"} {
|
||||
if !strings.Contains(got, want) {
|
||||
t.Errorf("summary missing %q: %s", want, got)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestDnDRollSummaryLine_HighestNonNat20(t *testing.T) {
|
||||
r := CombatResult{Events: []CombatEvent{
|
||||
{Actor: "player", Action: "hit", Roll: 17, RollAgainst: 14},
|
||||
{Actor: "player", Action: "miss", Roll: 8, RollAgainst: 14},
|
||||
}}
|
||||
got := dndRollSummaryLine(r)
|
||||
if !strings.Contains(got, "Best: 17") {
|
||||
t.Errorf("expected 'Best: 17' in summary: %s", got)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Plug 3: !roll dice parser ──────────────────────────────────────────────
|
||||
|
||||
func TestParseDice(t *testing.T) {
|
||||
cases := []struct {
|
||||
in string
|
||||
count, sides, mod int
|
||||
ok bool
|
||||
}{
|
||||
{"d20", 1, 20, 0, true},
|
||||
{"1d20", 1, 20, 0, true},
|
||||
{"2d6+3", 2, 6, 3, true},
|
||||
{"4d6-1", 4, 6, -1, true},
|
||||
{"3D8", 3, 8, 0, true}, // case-insensitive
|
||||
{" 2d6+3 ", 2, 6, 3, true}, // whitespace
|
||||
{"d1", 0, 0, 0, false}, // sides too few
|
||||
{"100d6", 100, 6, 0, true}, // max count
|
||||
{"101d6", 0, 0, 0, false}, // over max
|
||||
{"banana", 0, 0, 0, false},
|
||||
{"d6+", 0, 0, 0, false},
|
||||
{"", 0, 0, 0, false},
|
||||
{"2d6+", 0, 0, 0, false},
|
||||
}
|
||||
for _, c := range cases {
|
||||
ct, sd, mod, ok := parseDice(c.in)
|
||||
if ok != c.ok || ct != c.count || sd != c.sides || mod != c.mod {
|
||||
t.Errorf("parseDice(%q) = (%d,%d,%d,%v); want (%d,%d,%d,%v)",
|
||||
c.in, ct, sd, mod, ok, c.count, c.sides, c.mod, c.ok)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestRollDice_Bounds(t *testing.T) {
|
||||
// 1000 trials: every roll must be in [1, sides].
|
||||
for i := 0; i < 1000; i++ {
|
||||
rolls, total := rollDice(4, 6, 2)
|
||||
sum := 2
|
||||
for _, r := range rolls {
|
||||
if r < 1 || r > 6 {
|
||||
t.Fatalf("roll out of range: %d", r)
|
||||
}
|
||||
sum += r
|
||||
}
|
||||
if sum != total {
|
||||
t.Fatalf("total mismatch: rolls sum=%d, total=%d", sum, total)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Plug 4: !stats / !level format ─────────────────────────────────────────
|
||||
// (No DB integration here — just smoke-test that the helpers don't panic
|
||||
// against a constructed character. Full DB-integrated tests would be
|
||||
// duplicative with existing prod-DB tests.)
|
||||
212
internal/plugin/dnd_proddb_integration_test.go
Normal file
212
internal/plugin/dnd_proddb_integration_test.go
Normal file
@@ -0,0 +1,212 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"io"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// TestProdDB_DnDLayer exercises the D&D layer against a copy of the real
|
||||
// prod database. Verifies that:
|
||||
// - Existing AdventureCharacter rows load cleanly
|
||||
// - ensureDnDCharacterForCombat creates a sensible auto-migrated sheet
|
||||
// - The auto-migrated row is well-formed (HP > 0, AC ≥ 10, level ≥ 1)
|
||||
// - !setup overwrite path works on auto-migrated chars
|
||||
// - HP persistence after combat doesn't corrupt the sheet
|
||||
//
|
||||
// Skips silently if the prod DB isn't present.
|
||||
func TestProdDB_DnDLayer(t *testing.T) {
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present at " + src)
|
||||
}
|
||||
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
copyTestFile(t, src, dst)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatalf("Init: %v", err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
// 1. Load every adventure character. They must scan without error.
|
||||
chars, err := loadAllAdvCharacters()
|
||||
if err != nil {
|
||||
t.Fatalf("loadAllAdvCharacters: %v", err)
|
||||
}
|
||||
if len(chars) == 0 {
|
||||
t.Fatal("no adventure characters in prod DB")
|
||||
}
|
||||
t.Logf("loaded %d real adventure characters", len(chars))
|
||||
|
||||
// 2. For each, verify they have NO dnd_character row yet, then auto-migrate
|
||||
// and verify the resulting row is sensible.
|
||||
for i := range chars {
|
||||
char := &chars[i]
|
||||
uid := char.UserID
|
||||
|
||||
existing, err := LoadDnDCharacter(uid)
|
||||
if err != nil {
|
||||
t.Errorf("user=%s: LoadDnDCharacter pre-migrate failed: %v", uid, err)
|
||||
continue
|
||||
}
|
||||
if existing != nil {
|
||||
t.Errorf("user=%s: had dnd_character row pre-migrate (should be empty)", uid)
|
||||
continue
|
||||
}
|
||||
|
||||
// Auto-migrate via the production code path.
|
||||
dnd, fresh, err := ensureDnDCharacterForCombat(uid, char)
|
||||
if err != nil {
|
||||
t.Errorf("user=%s: ensureDnDCharacterForCombat failed: %v", uid, err)
|
||||
continue
|
||||
}
|
||||
if dnd == nil {
|
||||
t.Errorf("user=%s: ensureDnDCharacterForCombat returned nil", uid)
|
||||
continue
|
||||
}
|
||||
if !fresh {
|
||||
t.Errorf("user=%s: expected fresh=true on first auto-migrate", uid)
|
||||
}
|
||||
|
||||
// Sanity invariants on the auto-migrated sheet.
|
||||
if dnd.UserID != uid {
|
||||
t.Errorf("user=%s: dnd.UserID=%s mismatch", uid, dnd.UserID)
|
||||
}
|
||||
if !dnd.AutoMigrated {
|
||||
t.Errorf("user=%s: AutoMigrated=false on fresh auto-migration", uid)
|
||||
}
|
||||
if dnd.PendingSetup {
|
||||
t.Errorf("user=%s: PendingSetup=true on fresh auto-migration", uid)
|
||||
}
|
||||
if dnd.Race == "" || dnd.Class == "" {
|
||||
t.Errorf("user=%s: race/class empty: race=%q class=%q", uid, dnd.Race, dnd.Class)
|
||||
}
|
||||
if dnd.Level < 1 {
|
||||
t.Errorf("user=%s: level %d < 1", uid, dnd.Level)
|
||||
}
|
||||
// Migrated level = combat_level/5 clamped to [1, 20].
|
||||
expectLevel := dndLevelFromCombatLevel(char.CombatLevel)
|
||||
if dnd.Level != expectLevel {
|
||||
t.Errorf("user=%s: dnd.Level=%d, want %d (from combat_level=%d)",
|
||||
uid, dnd.Level, expectLevel, char.CombatLevel)
|
||||
}
|
||||
if dnd.HPMax < 1 || dnd.HPCurrent != dnd.HPMax {
|
||||
t.Errorf("user=%s: HP invariant: max=%d cur=%d", uid, dnd.HPMax, dnd.HPCurrent)
|
||||
}
|
||||
if dnd.ArmorClass < 10 {
|
||||
t.Errorf("user=%s: AC %d < 10 floor", uid, dnd.ArmorClass)
|
||||
}
|
||||
// Stat scores after racial mods should still be in legal range (1..20).
|
||||
for j, score := range []int{dnd.STR, dnd.DEX, dnd.CON, dnd.INT, dnd.WIS, dnd.CHA} {
|
||||
if score < 1 || score > 20 {
|
||||
t.Errorf("user=%s: stat[%d]=%d out of range", uid, j, score)
|
||||
}
|
||||
}
|
||||
|
||||
t.Logf("auto-migrated user=%s → L%d %s %s HP=%d AC=%d STR/DEX/CON/INT/WIS/CHA=%d/%d/%d/%d/%d/%d",
|
||||
uid, dnd.Level, dnd.Race, dnd.Class, dnd.HPMax, dnd.ArmorClass,
|
||||
dnd.STR, dnd.DEX, dnd.CON, dnd.INT, dnd.WIS, dnd.CHA)
|
||||
}
|
||||
|
||||
// 3. Re-load each auto-migrated char — round-trip integrity.
|
||||
for i := range chars {
|
||||
uid := chars[i].UserID
|
||||
dnd, err := LoadDnDCharacter(uid)
|
||||
if err != nil {
|
||||
t.Errorf("user=%s: re-load failed: %v", uid, err)
|
||||
continue
|
||||
}
|
||||
if dnd == nil {
|
||||
t.Errorf("user=%s: re-load returned nil (auto-migrate didn't persist)", uid)
|
||||
continue
|
||||
}
|
||||
if !dnd.AutoMigrated || dnd.PendingSetup {
|
||||
t.Errorf("user=%s: post-reload flags wrong: auto=%v pending=%v",
|
||||
uid, dnd.AutoMigrated, dnd.PendingSetup)
|
||||
}
|
||||
}
|
||||
|
||||
// 4. ensureDnDCharacterForCombat is idempotent — second call returns the
|
||||
// same row, doesn't create a duplicate.
|
||||
uid := chars[0].UserID
|
||||
first, _ := LoadDnDCharacter(uid)
|
||||
second, freshAgain, err := ensureDnDCharacterForCombat(uid, &chars[0])
|
||||
if err != nil {
|
||||
t.Errorf("idempotent ensure failed: %v", err)
|
||||
}
|
||||
if freshAgain {
|
||||
t.Error("second ensure call returned fresh=true; should be false (already migrated)")
|
||||
}
|
||||
if first != nil && second != nil {
|
||||
if first.Race != second.Race || first.Class != second.Class {
|
||||
t.Errorf("ensure returned different sheet on second call: %v vs %v",
|
||||
first, second)
|
||||
}
|
||||
}
|
||||
|
||||
// 5. HP persistence smoke test — simulate a combat that left the player
|
||||
// at 50% HP. Verify dnd_character.hp_current shifts proportionally.
|
||||
persistDnDHPAfterCombat(uid, 100, 50)
|
||||
after, err := LoadDnDCharacter(uid)
|
||||
if err != nil || after == nil {
|
||||
t.Fatalf("post-persist load: %v", err)
|
||||
}
|
||||
want := after.HPMax / 2
|
||||
if after.HPCurrent < want-1 || after.HPCurrent > want+1 {
|
||||
t.Errorf("hp_current=%d after 50%% loss; want ~%d (hp_max=%d)",
|
||||
after.HPCurrent, want, after.HPMax)
|
||||
}
|
||||
t.Logf("HP persistence verified: %d/%d after 50%% combat damage", after.HPCurrent, after.HPMax)
|
||||
|
||||
// 6. !setup overwrite path: an auto-migrated char should be wipeable via
|
||||
// loadOrInitDraft → DELETE → fresh draft.
|
||||
draft, err := loadOrInitDraft(uid)
|
||||
if err != nil {
|
||||
t.Fatalf("loadOrInitDraft on auto-migrated: %v", err)
|
||||
}
|
||||
if !draft.PendingSetup {
|
||||
t.Error("draft should have PendingSetup=true")
|
||||
}
|
||||
// The auto-migrated row should now be deleted.
|
||||
cleared, _ := LoadDnDCharacter(uid)
|
||||
if cleared != nil {
|
||||
t.Errorf("auto-migrated row not cleared by loadOrInitDraft: %+v", cleared)
|
||||
}
|
||||
|
||||
// 7. Adventure characters list should still be loadable without
|
||||
// interference from D&D-layer joins.
|
||||
chars2, err := loadAllAdvCharacters()
|
||||
if err != nil {
|
||||
t.Fatalf("post-test reload failed: %v", err)
|
||||
}
|
||||
if len(chars2) != len(chars) {
|
||||
t.Errorf("char count drift: pre=%d post=%d", len(chars), len(chars2))
|
||||
}
|
||||
}
|
||||
|
||||
func copyTestFile(t *testing.T, src, dst string) {
|
||||
t.Helper()
|
||||
in, err := os.Open(src)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer in.Close()
|
||||
out, err := os.Create(dst)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer out.Close()
|
||||
if _, err := io.Copy(out, in); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
// silence unused warning if id pkg drifts
|
||||
var _ = id.UserID("")
|
||||
173
internal/plugin/dnd_rest.go
Normal file
173
internal/plugin/dnd_rest.go
Normal file
@@ -0,0 +1,173 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
"time"
|
||||
)
|
||||
|
||||
// Phase 6 — !rest short / !rest long.
|
||||
//
|
||||
// Short rest: 1h cooldown, no daily-action cost. Recovers 1d6+CON HP at L1-4
|
||||
// and 2*(1d6+CON) at L5+ (matching v1.0 §10.1's "x2 at level 5+" line).
|
||||
//
|
||||
// Long rest: 24h cooldown. Requires housing (HouseTier > 0) OR pays the
|
||||
// Thom Krooke inn (200 euros). Full HP recovery; resources reset (none yet
|
||||
// in Phase 6, but the wiring is in place for Phase 7+).
|
||||
//
|
||||
// These commands operate on the D&D layer only. The legacy `!adventure` menu
|
||||
// "rest" choice is unchanged — it remains the daily-action narrative day-skip.
|
||||
|
||||
const (
|
||||
dndShortRestCooldown = 1 * time.Hour
|
||||
dndLongRestCooldown = 24 * time.Hour
|
||||
dndInnCost = 200
|
||||
)
|
||||
|
||||
func (p *AdventurePlugin) handleDnDRestCmd(ctx MessageContext, args string) error {
|
||||
args = strings.TrimSpace(strings.ToLower(args))
|
||||
switch args {
|
||||
case "short":
|
||||
return p.handleDnDShortRest(ctx)
|
||||
case "long":
|
||||
return p.handleDnDLongRest(ctx)
|
||||
case "":
|
||||
return p.SendDM(ctx.Sender, dndRestHelpText())
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "Unknown rest type. Use `!rest short` or `!rest long`.")
|
||||
}
|
||||
|
||||
func dndRestHelpText() string {
|
||||
return "🛌 **Adv 2.0 Rest**\n\n" +
|
||||
"`!rest short` — 1h cooldown. Recovers 1d6 + CON HP. No action cost.\n" +
|
||||
"`!rest long` — 24h cooldown. Full HP recovery. Requires housing or pays the inn (€200)."
|
||||
}
|
||||
|
||||
// ── Short rest ───────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character.")
|
||||
}
|
||||
|
||||
if c.LastShortRestAt != nil {
|
||||
elapsed := time.Since(*c.LastShortRestAt)
|
||||
if elapsed < dndShortRestCooldown {
|
||||
remaining := dndShortRestCooldown - elapsed
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"Short rest on cooldown — %s remaining.", formatRespecDuration(remaining)))
|
||||
}
|
||||
}
|
||||
|
||||
if c.HPCurrent >= c.HPMax {
|
||||
return p.SendDM(ctx.Sender, "You're already at full HP. Save the rest for when you need it.")
|
||||
}
|
||||
|
||||
conMod := abilityModifier(c.CON)
|
||||
healDie := 1 + rand.IntN(6) // 1d6
|
||||
heal := healDie + conMod
|
||||
if heal < 1 {
|
||||
heal = 1
|
||||
}
|
||||
if c.Level >= 5 {
|
||||
heal *= 2 // v1.0 §10.1: "x2 at levels 5+"
|
||||
}
|
||||
|
||||
before := c.HPCurrent
|
||||
c.HPCurrent += heal
|
||||
if c.HPCurrent > c.HPMax {
|
||||
c.HPCurrent = c.HPMax
|
||||
}
|
||||
now := time.Now().UTC()
|
||||
c.LastShortRestAt = &now
|
||||
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
|
||||
}
|
||||
|
||||
msg := fmt.Sprintf(
|
||||
"🛌 **Short rest.** You recover **%d HP** (%d→%d / %d).\n_Next short rest available in 1 hour._",
|
||||
c.HPCurrent-before, before, c.HPCurrent, c.HPMax)
|
||||
if line := dndRestShortFlavorLine(); line != "" {
|
||||
msg += "\n\n_" + line + "_"
|
||||
}
|
||||
return p.SendDM(ctx.Sender, msg)
|
||||
}
|
||||
|
||||
// ── Long rest ────────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
advChar, err := loadAdvCharacter(ctx.Sender)
|
||||
if err != nil || advChar == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character.")
|
||||
}
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
|
||||
}
|
||||
|
||||
if c.LastLongRestAt != nil {
|
||||
elapsed := time.Since(*c.LastLongRestAt)
|
||||
if elapsed < dndLongRestCooldown {
|
||||
remaining := dndLongRestCooldown - elapsed
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"Long rest on cooldown — %s remaining.", formatRespecDuration(remaining)))
|
||||
}
|
||||
}
|
||||
|
||||
// Eligibility: housing OR pay inn fee.
|
||||
hasHousing := advChar.HouseTier > 0
|
||||
innPaid := false
|
||||
if !hasHousing {
|
||||
if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(dndInnCost), "dnd_inn_long_rest") {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"You need housing or €%d for the inn at Thom Krooke's. Run `!thom` to see housing options.",
|
||||
dndInnCost))
|
||||
}
|
||||
innPaid = true
|
||||
}
|
||||
|
||||
c.HPCurrent = c.HPMax
|
||||
c.TempHP = 0
|
||||
now := time.Now().UTC()
|
||||
c.LastLongRestAt = &now
|
||||
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
|
||||
}
|
||||
_ = refreshAllResources(ctx.Sender)
|
||||
// Phase 9: spell slots refresh on long rest.
|
||||
_ = refreshSpellSlots(ctx.Sender)
|
||||
// Phase 9: Cleric prep flags reset (SP4) — until SP4 ships, default
|
||||
// Cleric grants are already prepared=1 so this is a no-op for them.
|
||||
// Voluntary concentration ends at long rest (mage_armor's 8h is exactly
|
||||
// the rest interval; resetting here keeps state clean).
|
||||
c.ConcentrationSpell = ""
|
||||
c.ConcentrationExpiresAt = nil
|
||||
c.PendingCast = ""
|
||||
_ = SaveDnDCharacter(c)
|
||||
|
||||
loc := "your home"
|
||||
if innPaid {
|
||||
loc = fmt.Sprintf("the inn (€%d spent)", dndInnCost)
|
||||
}
|
||||
msg := fmt.Sprintf(
|
||||
"🌙 **Long rest** at %s. Full HP recovered (%d/%d).\n_Next long rest available in 24 hours._",
|
||||
loc, c.HPCurrent, c.HPMax)
|
||||
// HomeLongRest pool when at home; generic RestLong otherwise.
|
||||
if line := dndRestLongFlavorLine(hasHousing); line != "" {
|
||||
msg += "\n\n_" + line + "_"
|
||||
}
|
||||
return p.SendDM(ctx.Sender, msg)
|
||||
}
|
||||
206
internal/plugin/dnd_rest_test.go
Normal file
206
internal/plugin/dnd_rest_test.go
Normal file
@@ -0,0 +1,206 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"io"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
func setupRestTestDB(t *testing.T) {
|
||||
t.Helper()
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present")
|
||||
}
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
in, _ := os.Open(src)
|
||||
defer in.Close()
|
||||
out, _ := os.Create(dst)
|
||||
defer out.Close()
|
||||
io.Copy(out, in)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
}
|
||||
|
||||
func makeRestTestChar(t *testing.T, uid id.UserID, level int) *DnDCharacter {
|
||||
t.Helper()
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: level,
|
||||
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
}
|
||||
conMod := abilityModifier(c.CON)
|
||||
c.HPMax = computeMaxHP(c.Class, conMod, level)
|
||||
c.HPCurrent = 1 // wounded
|
||||
c.ArmorClass = computeAC(c.Class, abilityModifier(c.DEX))
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Also need an adventure_characters row so loadAdvCharacter doesn't fail.
|
||||
if err := createAdvCharacter(uid, "rest_test"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
func TestShortRest_HealsWithinExpectedRange(t *testing.T) {
|
||||
setupRestTestDB(t)
|
||||
uid := id.UserID("@short_rest:example")
|
||||
c := makeRestTestChar(t, uid, 3) // L3 → 1d6+CON, no x2
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.handleDnDShortRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, err := LoadDnDCharacter(uid)
|
||||
if err != nil || got == nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
conMod := abilityModifier(c.CON) // +2
|
||||
// Heal range L1-4: 1d6 + 2 = 3..8
|
||||
healed := got.HPCurrent - 1
|
||||
if healed < 1+conMod || healed > 6+conMod {
|
||||
t.Errorf("healed %d HP, want %d..%d (1d6+%d)", healed, 1+conMod, 6+conMod, conMod)
|
||||
}
|
||||
if got.LastShortRestAt == nil {
|
||||
t.Error("LastShortRestAt not set")
|
||||
}
|
||||
}
|
||||
|
||||
func TestShortRest_DoublesAtL5(t *testing.T) {
|
||||
setupRestTestDB(t)
|
||||
uid := id.UserID("@short_rest_l5:example")
|
||||
c := makeRestTestChar(t, uid, 5) // L5 → 2*(1d6+CON)
|
||||
conMod := abilityModifier(c.CON)
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.handleDnDShortRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
healed := got.HPCurrent - 1
|
||||
// Range: 2*(1+2)..2*(6+2) = 6..16
|
||||
low, high := 2*(1+conMod), 2*(6+conMod)
|
||||
if healed < low || healed > high {
|
||||
t.Errorf("L5 healed %d HP, want %d..%d", healed, low, high)
|
||||
}
|
||||
}
|
||||
|
||||
func TestShortRest_CooldownEnforced(t *testing.T) {
|
||||
setupRestTestDB(t)
|
||||
uid := id.UserID("@short_cd:example")
|
||||
makeRestTestChar(t, uid, 3)
|
||||
p := &AdventurePlugin{}
|
||||
|
||||
// First rest succeeds
|
||||
if err := p.handleDnDShortRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got1, _ := LoadDnDCharacter(uid)
|
||||
hpAfterFirst := got1.HPCurrent
|
||||
|
||||
// Second immediate rest should NOT heal further (cooldown blocks).
|
||||
if err := p.handleDnDShortRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got2, _ := LoadDnDCharacter(uid)
|
||||
if got2.HPCurrent != hpAfterFirst {
|
||||
t.Errorf("cooldown not enforced: HP changed from %d → %d on second rest",
|
||||
hpAfterFirst, got2.HPCurrent)
|
||||
}
|
||||
}
|
||||
|
||||
func TestShortRest_AlreadyFullHP(t *testing.T) {
|
||||
setupRestTestDB(t)
|
||||
uid := id.UserID("@short_full:example")
|
||||
c := makeRestTestChar(t, uid, 3)
|
||||
c.HPCurrent = c.HPMax
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.handleDnDShortRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.LastShortRestAt != nil {
|
||||
t.Error("rest at full HP shouldn't consume cooldown")
|
||||
}
|
||||
}
|
||||
|
||||
func TestLongRest_RequiresHousingOrInn(t *testing.T) {
|
||||
setupRestTestDB(t)
|
||||
uid := id.UserID("@long_no_house:example")
|
||||
makeRestTestChar(t, uid, 3)
|
||||
// AdventureCharacter has HouseTier=0; player has no euros either by default.
|
||||
|
||||
p := &AdventurePlugin{euro: nil} // no euro plugin → can't pay inn
|
||||
if err := p.handleDnDLongRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.HPCurrent == got.HPMax {
|
||||
t.Error("long rest succeeded without housing or inn payment")
|
||||
}
|
||||
if got.LastLongRestAt != nil {
|
||||
t.Error("LastLongRestAt set despite failed rest")
|
||||
}
|
||||
}
|
||||
|
||||
func TestLongRest_WithHousing(t *testing.T) {
|
||||
setupRestTestDB(t)
|
||||
uid := id.UserID("@long_house:example")
|
||||
makeRestTestChar(t, uid, 3)
|
||||
// Upgrade to housing.
|
||||
advChar, _ := loadAdvCharacter(uid)
|
||||
advChar.HouseTier = 2
|
||||
if err := saveAdvCharacter(advChar); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.handleDnDLongRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.HPCurrent != got.HPMax {
|
||||
t.Errorf("long rest with housing didn't fully heal: %d/%d", got.HPCurrent, got.HPMax)
|
||||
}
|
||||
if got.LastLongRestAt == nil {
|
||||
t.Error("LastLongRestAt not set after successful long rest")
|
||||
}
|
||||
}
|
||||
|
||||
func TestLongRest_CooldownEnforced(t *testing.T) {
|
||||
setupRestTestDB(t)
|
||||
uid := id.UserID("@long_cd:example")
|
||||
c := makeRestTestChar(t, uid, 3)
|
||||
advChar, _ := loadAdvCharacter(uid)
|
||||
advChar.HouseTier = 1
|
||||
saveAdvCharacter(advChar)
|
||||
|
||||
now := time.Now().UTC().Add(-1 * time.Hour) // recent rest
|
||||
c.LastLongRestAt = &now
|
||||
c.HPCurrent = 1
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if err := p.handleDnDLongRest(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.HPCurrent != 1 {
|
||||
t.Errorf("long rest cooldown not enforced; HP went from 1 → %d", got.HPCurrent)
|
||||
}
|
||||
}
|
||||
247
internal/plugin/dnd_round1_test.go
Normal file
247
internal/plugin/dnd_round1_test.go
Normal file
@@ -0,0 +1,247 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"io"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// ── Race passives ────────────────────────────────────────────────────────────
|
||||
|
||||
func TestApplyRacePassives(t *testing.T) {
|
||||
cases := []struct {
|
||||
race DnDRace
|
||||
wantLucky, wantRage, wantPoisonOK bool
|
||||
}{
|
||||
{RaceHalfling, true, false, false},
|
||||
{RaceOrc, false, true, false},
|
||||
{RaceDwarf, false, false, true},
|
||||
{RaceHuman, false, false, false},
|
||||
{RaceElf, false, false, false},
|
||||
{RaceTiefling, false, false, false},
|
||||
{RaceHalfElf, false, false, false},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
mods := CombatModifiers{}
|
||||
stats := CombatStats{}
|
||||
applyRacePassives(&stats, &mods, &DnDCharacter{Race: tc.race})
|
||||
if mods.LuckyReroll != tc.wantLucky {
|
||||
t.Errorf("%s LuckyReroll = %v, want %v", tc.race, mods.LuckyReroll, tc.wantLucky)
|
||||
}
|
||||
if mods.RageReady != tc.wantRage {
|
||||
t.Errorf("%s RageReady = %v, want %v", tc.race, mods.RageReady, tc.wantRage)
|
||||
}
|
||||
if mods.PoisonResist != tc.wantPoisonOK {
|
||||
t.Errorf("%s PoisonResist = %v, want %v", tc.race, mods.PoisonResist, tc.wantPoisonOK)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestHalflingLuckyEmitsReroll: a Halfling fighter rolling many d20s should
|
||||
// emit at least one lucky_reroll event over a long fight, and never more than
|
||||
// one (single-use per combat).
|
||||
func TestHalflingLuckyEmitsReroll(t *testing.T) {
|
||||
player := Combatant{
|
||||
IsPlayer: true,
|
||||
Stats: CombatStats{MaxHP: 100000, Attack: 5, Defense: 0, Speed: 50, AC: 10, AttackBonus: 5},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0, LuckyReroll: true},
|
||||
}
|
||||
enemy := Combatant{
|
||||
Stats: CombatStats{MaxHP: 100000, Attack: 1, Defense: 0, Speed: 50, AC: 13, AttackBonus: 0},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
phases := []CombatPhase{{Name: "Long", Rounds: 200, AttackWeight: 1.0, DefenseWeight: 1.0, SpeedWeight: 1.0}}
|
||||
|
||||
saw := 0
|
||||
for trial := 0; trial < 5; trial++ {
|
||||
result := SimulateCombat(player, enemy, phases)
|
||||
rerolls := 0
|
||||
for _, ev := range result.Events {
|
||||
if ev.Action == "lucky_reroll" {
|
||||
rerolls++
|
||||
}
|
||||
}
|
||||
if rerolls > 1 {
|
||||
t.Errorf("trial %d: %d lucky_reroll events in one fight (should be ≤1)", trial, rerolls)
|
||||
}
|
||||
if rerolls == 1 {
|
||||
saw++
|
||||
}
|
||||
}
|
||||
if saw == 0 {
|
||||
t.Error("never observed a Halfling Lucky reroll over 5 long fights — extremely unlikely (~5%^5)")
|
||||
}
|
||||
}
|
||||
|
||||
// TestOrcRageFiresOnLowHP: an Orc whose HP gets driven below 50% should emit
|
||||
// a "rage" event and have higher damage on the following attack.
|
||||
func TestOrcRageFiresOnLowHP(t *testing.T) {
|
||||
// Player starts with 50 max HP, low attack. Enemy is a tank that hits
|
||||
// back hard so the player crosses the 50% threshold.
|
||||
player := Combatant{
|
||||
IsPlayer: true,
|
||||
Stats: CombatStats{MaxHP: 50, Attack: 10, Defense: 5, Speed: 5, AC: 10, AttackBonus: 5},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0, RageReady: true},
|
||||
}
|
||||
enemy := Combatant{
|
||||
Stats: CombatStats{MaxHP: 100000, Attack: 30, Defense: 5, Speed: 5, AC: 10, AttackBonus: 8},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
}
|
||||
phases := []CombatPhase{{Name: "Brawl", Rounds: 40, AttackWeight: 1.0, DefenseWeight: 1.0, SpeedWeight: 1.0}}
|
||||
|
||||
rageFiredEver := false
|
||||
for trial := 0; trial < 5; trial++ {
|
||||
result := SimulateCombat(player, enemy, phases)
|
||||
rageCount := 0
|
||||
for _, ev := range result.Events {
|
||||
if ev.Action == "rage" {
|
||||
rageCount++
|
||||
}
|
||||
}
|
||||
if rageCount > 1 {
|
||||
t.Errorf("trial %d: %d rage events (should be ≤1)", trial, rageCount)
|
||||
}
|
||||
if rageCount == 1 {
|
||||
rageFiredEver = true
|
||||
}
|
||||
}
|
||||
if !rageFiredEver {
|
||||
t.Error("Orc Rage never fired over 5 brutal fights — should always trigger when player crosses 50%")
|
||||
}
|
||||
}
|
||||
|
||||
// TestDwarfPoisonResistance: poison_tick damage applied to a Dwarf should be
|
||||
// roughly half of the unprotected baseline. We measure by summing the actual
|
||||
// poison_tick events rather than HP delta, since the engine's exhaustion
|
||||
// tiebreaker can zero HP independently of poison damage.
|
||||
func TestDwarfPoisonResistance(t *testing.T) {
|
||||
enemy := Combatant{
|
||||
Stats: CombatStats{MaxHP: 1000, Attack: 5, Defense: 0, Speed: 5, AC: 10, AttackBonus: 0},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0},
|
||||
Ability: &MonsterAbility{Name: "Spit", Phase: "any", ProcChance: 1.0, Effect: "poison"},
|
||||
}
|
||||
phases := []CombatPhase{{Name: "Tick", Rounds: 5, AttackWeight: 0.1, DefenseWeight: 1.0, SpeedWeight: 0.1}}
|
||||
|
||||
makePlayer := func(resist bool) Combatant {
|
||||
return Combatant{
|
||||
IsPlayer: true,
|
||||
Stats: CombatStats{MaxHP: 200, Attack: 1, Defense: 100, Speed: 100, AC: 99, AttackBonus: 0},
|
||||
Mods: CombatModifiers{DamageReduct: 1.0, PoisonResist: resist},
|
||||
}
|
||||
}
|
||||
sumPoison := func(r CombatResult) int {
|
||||
s := 0
|
||||
for _, ev := range r.Events {
|
||||
if ev.Action == "poison_tick" {
|
||||
s += ev.Damage
|
||||
}
|
||||
}
|
||||
return s
|
||||
}
|
||||
totalUnprot, totalProt := 0, 0
|
||||
const trials = 300
|
||||
for i := 0; i < trials; i++ {
|
||||
totalUnprot += sumPoison(SimulateCombat(makePlayer(false), enemy, phases))
|
||||
totalProt += sumPoison(SimulateCombat(makePlayer(true), enemy, phases))
|
||||
}
|
||||
if totalUnprot == 0 {
|
||||
t.Fatal("no unprotected poison damage observed; test setup broken")
|
||||
}
|
||||
avgU := float64(totalUnprot) / float64(trials)
|
||||
avgP := float64(totalProt) / float64(trials)
|
||||
ratio := avgP / avgU
|
||||
if ratio < 0.35 || ratio > 0.65 {
|
||||
t.Errorf("dwarf poison ratio = %.3f (avg unprot=%.1f, prot=%.1f); want ~0.5",
|
||||
ratio, avgU, avgP)
|
||||
}
|
||||
}
|
||||
|
||||
// ── combat_level freeze ──────────────────────────────────────────────────────
|
||||
|
||||
func TestCheckAdvLevelUp_FrozenForDnDChars(t *testing.T) {
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present")
|
||||
}
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
in, _ := os.Open(src)
|
||||
defer in.Close()
|
||||
out, _ := os.Create(dst)
|
||||
defer out.Close()
|
||||
io.Copy(out, in)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
uid := id.UserID("@freeze_test:example")
|
||||
|
||||
// Case 1: no dnd_character → combat XP advances combat_level normally.
|
||||
char := &AdventureCharacter{
|
||||
UserID: uid,
|
||||
DisplayName: "freeze_test",
|
||||
CombatLevel: 5,
|
||||
CombatXP: 1000, // far over the threshold for L6
|
||||
}
|
||||
leveled, newLvl := checkAdvLevelUp(char, "combat")
|
||||
if !leveled || newLvl <= 5 {
|
||||
t.Errorf("non-DnD player: leveled=%v newLvl=%d, want leveled=true, newLvl>5", leveled, newLvl)
|
||||
}
|
||||
|
||||
// Case 2: confirmed dnd_character → frozen.
|
||||
dnd := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 1,
|
||||
STR: 15, DEX: 14, CON: 13, INT: 12, WIS: 10, CHA: 8,
|
||||
HPMax: 12, HPCurrent: 12, ArmorClass: 16,
|
||||
PendingSetup: false, AutoMigrated: false,
|
||||
}
|
||||
if err := SaveDnDCharacter(dnd); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
char2 := &AdventureCharacter{
|
||||
UserID: uid,
|
||||
DisplayName: "freeze_test",
|
||||
CombatLevel: 5,
|
||||
CombatXP: 1000,
|
||||
}
|
||||
leveled, newLvl = checkAdvLevelUp(char2, "combat")
|
||||
if leveled || newLvl != 5 {
|
||||
t.Errorf("DnD player: leveled=%v newLvl=%d, want leveled=false, newLvl=5", leveled, newLvl)
|
||||
}
|
||||
|
||||
// Case 3: skill levels still advance for the same player.
|
||||
char2.MiningSkill = 5
|
||||
char2.MiningXP = 1000
|
||||
leveled, newLvl = checkAdvLevelUp(char2, "mining")
|
||||
if !leveled || newLvl <= 5 {
|
||||
t.Errorf("DnD player mining: leveled=%v newLvl=%d, want leveled=true", leveled, newLvl)
|
||||
}
|
||||
}
|
||||
|
||||
// ── !respec cooldown logic ──────────────────────────────────────────────────
|
||||
|
||||
func TestRespecCooldownFormat(t *testing.T) {
|
||||
cases := []struct {
|
||||
d time.Duration
|
||||
want string
|
||||
}{
|
||||
{7 * 24 * time.Hour, "7d"},
|
||||
{6*24*time.Hour + 5*time.Hour, "6d 5h"},
|
||||
{3 * time.Hour, "3h"},
|
||||
{45 * time.Minute, "45m"},
|
||||
}
|
||||
for _, c := range cases {
|
||||
got := formatRespecDuration(c.d)
|
||||
if got != c.want {
|
||||
t.Errorf("formatRespecDuration(%v) = %q, want %q", c.d, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
619
internal/plugin/dnd_setup.go
Normal file
619
internal/plugin/dnd_setup.go
Normal file
@@ -0,0 +1,619 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"sort"
|
||||
"strconv"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// !setup flow. Player runs subcommands; draft persists in dnd_character with
|
||||
// pending_setup=1 until !setup confirm finalizes.
|
||||
//
|
||||
// !setup — show current draft + next step
|
||||
// !setup race <name> — pick race
|
||||
// !setup class <name> — pick class
|
||||
// !setup stats <s> <d> <c> <i> <w> <h> — assign standard array
|
||||
// !setup confirm — finalize, compute HP/AC, clear pending_setup
|
||||
// !setup cancel — wipe the draft
|
||||
|
||||
// ── Archetype → Race/Class inference ─────────────────────────────────────────
|
||||
|
||||
type dndSuggestion struct {
|
||||
Race DnDRace
|
||||
Class DnDClass
|
||||
Why string // archetype name that drove the suggestion
|
||||
}
|
||||
|
||||
// inferDnDFromArchetypes returns a (race, class) suggestion based on the
|
||||
// player's highest-signal archetype, or the Human Fighter fallback if no
|
||||
// archetype gives a clear signal.
|
||||
//
|
||||
// Map keyed to the *real* archetype names in archetype.go (v1.1 §3.2).
|
||||
func inferDnDFromArchetypes(userID id.UserID) dndSuggestion {
|
||||
results := GetUserArchetypes(string(userID))
|
||||
|
||||
// archetype name → (class, race). First match wins; results are already
|
||||
// sorted by signal_score desc.
|
||||
mapping := map[string]struct {
|
||||
Class DnDClass
|
||||
Race DnDRace
|
||||
}{
|
||||
"Arena Champion": {ClassFighter, RaceOrc},
|
||||
"Dungeon Crawler": {ClassFighter, RaceHuman},
|
||||
"The Adventurer": {ClassRanger, RaceHuman},
|
||||
"The Angler": {ClassRanger, RaceElf},
|
||||
"The Forager": {ClassRanger, RaceHalfling},
|
||||
"The Miner": {ClassFighter, RaceDwarf},
|
||||
"The Merchant": {ClassRogue, RaceHalfling},
|
||||
"Whale": {ClassRogue, RaceHuman},
|
||||
"Degenerate": {ClassRogue, RaceTiefling},
|
||||
"Novelist": {ClassMage, RaceElf},
|
||||
"Philosopher": {ClassMage, RaceTiefling},
|
||||
"Wordsmith": {ClassMage, RaceElf},
|
||||
"Linkmaster": {ClassMage, RaceHuman},
|
||||
"Inquisitor": {ClassMage, RaceTiefling},
|
||||
"Cheerleader": {ClassCleric, RaceHalfElf},
|
||||
"Hype Machine": {ClassCleric, RaceHalfElf},
|
||||
"Patron": {ClassCleric, RaceDwarf},
|
||||
"Reactor": {ClassCleric, RaceHalfling},
|
||||
"Gearhead": {ClassFighter, RaceDwarf},
|
||||
"Shark": {ClassRogue, RaceHalfElf},
|
||||
"Trivia Nerd": {ClassMage, RaceHalfElf},
|
||||
}
|
||||
|
||||
for _, r := range results {
|
||||
if m, ok := mapping[r.Name]; ok {
|
||||
return dndSuggestion{Race: m.Race, Class: m.Class, Why: r.Name}
|
||||
}
|
||||
}
|
||||
return dndSuggestion{Race: RaceHuman, Class: ClassFighter, Why: "default"}
|
||||
}
|
||||
|
||||
// ── Command handler ──────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDSetupCmd(ctx MessageContext, args string) error {
|
||||
// Audit fix A: serialize per-user state mutations. Reuses the existing
|
||||
// adventure lock so !setup also serializes against !arena, !adventure
|
||||
// dungeon, etc. — all of which can write to dnd_character via auto-migration.
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
args = strings.TrimSpace(args)
|
||||
lower := strings.ToLower(args)
|
||||
|
||||
// Bare !setup → show status / instructions.
|
||||
if args == "" {
|
||||
return p.dndSetupStatus(ctx)
|
||||
}
|
||||
|
||||
switch {
|
||||
case strings.HasPrefix(lower, "race "):
|
||||
return p.dndSetupRace(ctx, strings.TrimSpace(args[5:]))
|
||||
case strings.HasPrefix(lower, "class "):
|
||||
return p.dndSetupClass(ctx, strings.TrimSpace(args[6:]))
|
||||
case strings.HasPrefix(lower, "stats "):
|
||||
return p.dndSetupStats(ctx, strings.TrimSpace(args[6:]))
|
||||
case lower == "confirm":
|
||||
return p.dndSetupConfirm(ctx)
|
||||
case lower == "cancel":
|
||||
return p.dndSetupCancel(ctx)
|
||||
}
|
||||
return p.SendDM(ctx.Sender,"Unknown !setup subcommand. Try !setup with no args for instructions.")
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) dndSetupStatus(ctx MessageContext) error {
|
||||
c, err := LoadDnDCharacter(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't load your Adv 2.0 draft: "+err.Error())
|
||||
}
|
||||
|
||||
// No row yet → fresh setup. Show suggestion + race menu.
|
||||
if c == nil {
|
||||
// Legacy-player welcome: if they're meeting D&D for the first time
|
||||
// via `!setup` (rather than via combat auto-migration), they still
|
||||
// deserve the onboarding DM. We persist a stub draft row so the
|
||||
// OnboardingSent flag carries forward — neither this nor any later
|
||||
// auto-migration will re-send the welcome.
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
if advChar != nil && advChar.CombatLevel >= dndLegacyMinLevel {
|
||||
now := time.Now().UTC()
|
||||
// Seed the stub's Level with the computed mapping so the welcome DM
|
||||
// reports the right number ("your level X is now Adv 2.0 level Y").
|
||||
// On !setup confirm the level is recomputed from the same formula,
|
||||
// so the value here matches what the player will actually end up with.
|
||||
stub := &DnDCharacter{
|
||||
UserID: ctx.Sender,
|
||||
Level: dndLevelFromCombatLevel(advChar.CombatLevel),
|
||||
ArmorClass: 10,
|
||||
PendingSetup: true,
|
||||
OnboardingSent: false, // maybeSendDnDOnboarding will flip this on success
|
||||
CreatedAt: now,
|
||||
UpdatedAt: now,
|
||||
}
|
||||
if err := SaveDnDCharacter(stub); err != nil {
|
||||
slog.Error("dnd: setup stub save failed", "user", ctx.Sender, "err", err)
|
||||
} else {
|
||||
p.maybeSendDnDOnboarding(ctx.Sender, advChar, stub)
|
||||
}
|
||||
}
|
||||
|
||||
sug := inferDnDFromArchetypes(ctx.Sender)
|
||||
var b strings.Builder
|
||||
b.WriteString("⚔️ **Adv 2.0 Setup** — let's build your character.\n\n")
|
||||
b.WriteString(fmt.Sprintf("Based on your play style we'd suggest a **%s %s** "+
|
||||
"_(driven by your %s archetype)_.\n\n",
|
||||
titleRace(sug.Race), titleClass(sug.Class), sug.Why))
|
||||
b.WriteString("**Step 1 — Race.** Pick one of:\n")
|
||||
b.WriteString(renderRaceMenu())
|
||||
b.WriteString("\nReply: `!setup race <name>` (e.g. `!setup race elf`)\n")
|
||||
return p.SendDM(ctx.Sender,b.String())
|
||||
}
|
||||
|
||||
// Confirmed already → reroute to !sheet, unless this is an auto-migrated
|
||||
// character, in which case we let the player rebuild freely.
|
||||
if !c.PendingSetup {
|
||||
if c.AutoMigrated {
|
||||
ri, _ := raceInfo(c.Race)
|
||||
ci, _ := classInfo(c.Class)
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("⚔️ **Adv 2.0 Setup**\n\nWe auto-built you a **%s %s** based on your play style when you first fought, "+
|
||||
"so you'd never miss a battle. You can rebuild freely — no cooldown.\n\n", ri.Display, ci.Display))
|
||||
b.WriteString("**Step 1 — Race.** Pick one of:\n")
|
||||
b.WriteString(renderRaceMenu())
|
||||
b.WriteString("\nReply: `!setup race <name>` (or `!sheet` to keep what you have).\n")
|
||||
return p.SendDM(ctx.Sender, b.String())
|
||||
}
|
||||
return p.SendDM(ctx.Sender, "You've already set up your character. Use `!sheet` to view it, or `!respec` to start over (cooldown applies).")
|
||||
}
|
||||
|
||||
// Draft in progress — show what's set and what's next.
|
||||
var b strings.Builder
|
||||
b.WriteString("⚔️ **Adv 2.0 Setup** — draft in progress.\n\n")
|
||||
if c.Race == "" {
|
||||
b.WriteString("**Next: Step 1 — Race.**\n")
|
||||
b.WriteString(renderRaceMenu())
|
||||
b.WriteString("\nReply: `!setup race <name>`\n")
|
||||
return p.SendDM(ctx.Sender,b.String())
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("Race: **%s** ✓\n", titleRace(c.Race)))
|
||||
if c.Class == "" {
|
||||
b.WriteString("\n**Next: Step 2 — Class.**\n")
|
||||
b.WriteString(renderClassMenu())
|
||||
b.WriteString("\nReply: `!setup class <name>`\n")
|
||||
return p.SendDM(ctx.Sender,b.String())
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("Class: **%s** ✓\n", titleClass(c.Class)))
|
||||
if !statsAssigned(c) {
|
||||
b.WriteString("\n**Next: Step 3 — Ability Scores.**\n")
|
||||
b.WriteString("Assign these six values — **15 14 13 12 10 8** — to STR, DEX, CON, INT, WIS, CHA. Each value used exactly once.\n\n")
|
||||
b.WriteString("Reply: `!setup stats 15 14 13 12 10 8` (rearrange to taste).\n")
|
||||
return p.SendDM(ctx.Sender,b.String())
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("Stats (pre-racial): STR %d DEX %d CON %d INT %d WIS %d CHA %d ✓\n",
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA))
|
||||
b.WriteString("\n**Step 4 — Confirm.** Reply `!setup confirm` to finalize, or `!setup cancel` to scrap and start over.\n")
|
||||
b.WriteString(renderConfirmPreview(c))
|
||||
return p.SendDM(ctx.Sender,b.String())
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) dndSetupRace(ctx MessageContext, raceArg string) error {
|
||||
r, ok := parseRace(raceArg)
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender,"Unknown race. Options: human, elf, dwarf, halfling, orc, tiefling, half-elf")
|
||||
}
|
||||
c, err := loadOrInitDraft(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't open your draft: "+err.Error())
|
||||
}
|
||||
c.Race = r
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't save: "+err.Error())
|
||||
}
|
||||
ri, _ := raceInfo(r)
|
||||
return p.SendDM(ctx.Sender,fmt.Sprintf("Race set: **%s**. _%s_\n\nNext: `!setup class <name>` — see options with `!setup`.",
|
||||
ri.Display, ri.Passive))
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) dndSetupClass(ctx MessageContext, classArg string) error {
|
||||
cl, ok := parseClass(classArg)
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender,"Unknown class. Options: fighter, rogue, mage, cleric, ranger")
|
||||
}
|
||||
c, err := loadOrInitDraft(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't open your draft: "+err.Error())
|
||||
}
|
||||
c.Class = cl
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't save: "+err.Error())
|
||||
}
|
||||
ci, _ := classInfo(cl)
|
||||
return p.SendDM(ctx.Sender,fmt.Sprintf("Class set: **%s** (HP die d%d, primary %s/%s).\n\n"+
|
||||
"Next: assign your stats. The standard array is **15 14 13 12 10 8** — six numbers, each used once.\n"+
|
||||
"Order: STR DEX CON INT WIS CHA.\n\n"+
|
||||
"Example: `!setup stats 15 14 13 12 10 8` (all rolled into STR-first; rearrange to taste).",
|
||||
ci.Display, ci.HPDie, ci.PrimaryA, ci.PrimaryB))
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) dndSetupStats(ctx MessageContext, statsArg string) error {
|
||||
scores, err := parseStatsArg(statsArg)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, err.Error()+
|
||||
"\n\nFormat: `!setup stats 15 14 13 12 10 8` (in STR DEX CON INT WIS CHA order)."+
|
||||
"\nCommas and parentheses are fine too — `!setup stats 15, 14, 13, 12, 10, 8` works.")
|
||||
}
|
||||
if !isStandardArray(scores) {
|
||||
return p.SendDM(ctx.Sender, "Stats must be a permutation of the standard array {15, 14, 13, 12, 10, 8} — each value used exactly once.\n\n"+
|
||||
"Try: `!setup stats 15 14 13 12 10 8` and rearrange to taste.")
|
||||
}
|
||||
c, err := loadOrInitDraft(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't open your draft: "+err.Error())
|
||||
}
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = scores[0], scores[1], scores[2], scores[3], scores[4], scores[5]
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't save: "+err.Error())
|
||||
}
|
||||
var b strings.Builder
|
||||
b.WriteString("Stats saved (pre-racial bonuses).\n")
|
||||
b.WriteString(renderConfirmPreview(c))
|
||||
b.WriteString("\nReply `!setup confirm` to finalize.")
|
||||
return p.SendDM(ctx.Sender,b.String())
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) dndSetupConfirm(ctx MessageContext) error {
|
||||
c, err := LoadDnDCharacter(ctx.Sender)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender,"No setup draft found. Run `!setup` to start.")
|
||||
}
|
||||
if !c.PendingSetup {
|
||||
return p.SendDM(ctx.Sender,"Already confirmed. Use `!sheet` to view your character.")
|
||||
}
|
||||
if c.Race == "" || c.Class == "" || !statsAssigned(c) {
|
||||
return p.SendDM(ctx.Sender,"Draft incomplete. Run `!setup` to see what's missing.")
|
||||
}
|
||||
|
||||
// Apply racial modifiers to the assigned scores.
|
||||
final := applyRaceMods(c.Race, [6]int{c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA})
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = final[0], final[1], final[2], final[3], final[4], final[5]
|
||||
|
||||
// Initial D&D level seeded from existing combat_level (v1.1 §4.1).
|
||||
// combat_level "freezes" thereafter — dnd_level is canonical.
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
startLevel := 1
|
||||
if advChar != nil {
|
||||
startLevel = dndLevelFromCombatLevel(advChar.CombatLevel)
|
||||
}
|
||||
c.Level = startLevel
|
||||
|
||||
conMod := abilityModifier(c.CON)
|
||||
dexMod := abilityModifier(c.DEX)
|
||||
c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
|
||||
c.HPCurrent = c.HPMax
|
||||
c.TempHP = 0
|
||||
c.ArmorClass = computeAC(c.Class, dexMod)
|
||||
c.PendingSetup = false
|
||||
c.AutoMigrated = false // manually confirmed — no longer an auto-migration
|
||||
c.UpdatedAt = time.Now().UTC()
|
||||
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't save: "+err.Error())
|
||||
}
|
||||
_ = initResources(ctx.Sender, c.Class)
|
||||
// Phase 9: caster classes get a default known-spell list and slot pool.
|
||||
// Idempotent — !setup confirm after a respec wipe will repopulate.
|
||||
_ = ensureSpellsForCharacter(c)
|
||||
|
||||
return p.SendDM(ctx.Sender,renderSetupComplete(c))
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) dndSetupCancel(ctx MessageContext) error {
|
||||
c, err := LoadDnDCharacter(ctx.Sender)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender,"No draft to cancel.")
|
||||
}
|
||||
if !c.PendingSetup {
|
||||
return p.SendDM(ctx.Sender,"Your character is already finalized — use `!respec` instead.")
|
||||
}
|
||||
if _, err := dbExecCancel(ctx.Sender); err != nil {
|
||||
return p.SendDM(ctx.Sender,"Couldn't cancel: "+err.Error())
|
||||
}
|
||||
return p.SendDM(ctx.Sender,"Draft scrapped. Run `!setup` to start over.")
|
||||
}
|
||||
|
||||
// ── !respec ──────────────────────────────────────────────────────────────────
|
||||
|
||||
const (
|
||||
dndRespecCost = 5000
|
||||
dndRespecCooldown = 7 * 24 * time.Hour
|
||||
)
|
||||
|
||||
func (p *AdventurePlugin) handleDnDRespecCmd(ctx MessageContext) error {
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
c, err := LoadDnDCharacter(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
|
||||
}
|
||||
if c == nil {
|
||||
return p.SendDM(ctx.Sender, "You don't have a character yet — run `!setup` instead.")
|
||||
}
|
||||
if c.PendingSetup {
|
||||
return p.SendDM(ctx.Sender, "You already have a setup draft in progress. Run `!setup` to continue or `!setup cancel` to scrap it.")
|
||||
}
|
||||
if c.AutoMigrated {
|
||||
return p.SendDM(ctx.Sender, "Your character was auto-built — `!setup` lets you rebuild for free, no respec needed.")
|
||||
}
|
||||
|
||||
if c.LastRespecAt != nil {
|
||||
elapsed := time.Since(*c.LastRespecAt)
|
||||
if elapsed < dndRespecCooldown {
|
||||
remaining := dndRespecCooldown - elapsed
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"`!respec` is on cooldown — %s remaining.", formatRespecDuration(remaining)))
|
||||
}
|
||||
}
|
||||
|
||||
// Pre-check balance so insufficient-funds players get the right error
|
||||
// without any state mutation.
|
||||
if p.euro == nil || p.euro.GetBalance(ctx.Sender) < float64(dndRespecCost) {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("`!respec` costs %d euros — you don't have enough.", dndRespecCost))
|
||||
}
|
||||
|
||||
now := time.Now().UTC()
|
||||
c.Race = ""
|
||||
c.Class = ""
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 8, 8, 8, 8, 8
|
||||
c.HPMax = 0
|
||||
c.HPCurrent = 0
|
||||
c.TempHP = 0
|
||||
c.ArmorClass = 10
|
||||
c.Level = 1
|
||||
c.XP = 0
|
||||
c.ArmedAbility = ""
|
||||
c.PendingSetup = true
|
||||
c.AutoMigrated = false
|
||||
c.LastRespecAt = &now
|
||||
// Save the wipe BEFORE debiting euros (audit fix B). If save fails, the
|
||||
// player's old state survives and they keep their euros — better than
|
||||
// a destructive debit-without-wipe.
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't save respec state: "+err.Error())
|
||||
}
|
||||
// Wipe old class's resource pool so respec'd Mages don't carry Fighter
|
||||
// stamina rows etc. (audit fix E).
|
||||
if _, err := db.Get().Exec(
|
||||
`DELETE FROM dnd_resources WHERE user_id = ?`, string(ctx.Sender),
|
||||
); err != nil {
|
||||
slog.Error("dnd: respec resource wipe", "user", ctx.Sender, "err", err)
|
||||
}
|
||||
// Phase 9: also wipe known spells + slot pool so respec from caster →
|
||||
// non-caster (or caster → caster of another class) starts clean.
|
||||
if err := wipeSpellsForUser(ctx.Sender); err != nil {
|
||||
slog.Error("dnd: respec spell wipe", "user", ctx.Sender, "err", err)
|
||||
}
|
||||
// Debit last. If this fails (rare race — euros spent elsewhere between
|
||||
// the pre-check and now), the player got a free respec. Strictly better
|
||||
// than the alternative of euros-lost-with-wipe-not-applied.
|
||||
if !p.euro.Debit(ctx.Sender, float64(dndRespecCost), "dnd respec") {
|
||||
slog.Warn("dnd: respec wipe completed but debit failed (race vs. balance change)",
|
||||
"user", ctx.Sender)
|
||||
}
|
||||
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"💸 %d euros spent. Your character is wiped. Run `!setup` to build a new one.\n\n"+
|
||||
"Cooldown: %s before next respec.",
|
||||
dndRespecCost, formatRespecDuration(dndRespecCooldown)))
|
||||
}
|
||||
|
||||
func formatRespecDuration(d time.Duration) string {
|
||||
hours := int(d.Hours())
|
||||
if hours >= 24 {
|
||||
days := hours / 24
|
||||
hours = hours % 24
|
||||
if hours == 0 {
|
||||
return fmt.Sprintf("%dd", days)
|
||||
}
|
||||
return fmt.Sprintf("%dd %dh", days, hours)
|
||||
}
|
||||
if hours > 0 {
|
||||
return fmt.Sprintf("%dh", hours)
|
||||
}
|
||||
mins := int(d.Minutes())
|
||||
return fmt.Sprintf("%dm", mins)
|
||||
}
|
||||
|
||||
// ── Helpers ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func loadOrInitDraft(userID id.UserID) (*DnDCharacter, error) {
|
||||
c, err := LoadDnDCharacter(userID)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if c != nil {
|
||||
// Auto-migrated chars can be freely rebuilt — wipe and start fresh.
|
||||
// If the player cancels, their next combat will auto-migrate again.
|
||||
if c.AutoMigrated && !c.PendingSetup {
|
||||
if _, err := db.Get().Exec(
|
||||
`DELETE FROM dnd_character WHERE user_id = ?`, string(userID),
|
||||
); err != nil {
|
||||
return nil, fmt.Errorf("clear auto-migrated row: %w", err)
|
||||
}
|
||||
// fall through to fresh draft
|
||||
} else if !c.PendingSetup {
|
||||
return nil, fmt.Errorf("character already finalized — use !respec")
|
||||
} else {
|
||||
return c, nil
|
||||
}
|
||||
}
|
||||
// Fresh draft.
|
||||
now := time.Now().UTC()
|
||||
return &DnDCharacter{
|
||||
UserID: userID,
|
||||
Level: 1,
|
||||
PendingSetup: true,
|
||||
ArmorClass: 10,
|
||||
CreatedAt: now,
|
||||
UpdatedAt: now,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func dbExecCancel(userID id.UserID) (int64, error) {
|
||||
res, err := db.Get().Exec(`DELETE FROM dnd_character WHERE user_id = ? AND pending_setup = 1`, string(userID))
|
||||
if err != nil {
|
||||
return 0, err
|
||||
}
|
||||
n, _ := res.RowsAffected()
|
||||
return n, nil
|
||||
}
|
||||
|
||||
// parseStatsArg accepts the six standard-array values in any of several
|
||||
// natural forms. All of these work:
|
||||
//
|
||||
// 15 14 13 12 10 8
|
||||
// 15, 14, 13, 12, 10, 8
|
||||
// (15, 14, 13, 12, 10, 8)
|
||||
// {15 14 13 12 10 8}
|
||||
// [15,14,13,12,10,8]
|
||||
//
|
||||
// Returns the scores in input order. Validation that they're a permutation
|
||||
// of the standard array happens in the caller via isStandardArray.
|
||||
func parseStatsArg(s string) ([6]int, error) {
|
||||
var out [6]int
|
||||
// Normalize separators: turn commas and bracket-pair characters into
|
||||
// spaces, then split on whitespace.
|
||||
cleaned := s
|
||||
for _, ch := range []string{",", "(", ")", "[", "]", "{", "}"} {
|
||||
cleaned = strings.ReplaceAll(cleaned, ch, " ")
|
||||
}
|
||||
parts := strings.Fields(cleaned)
|
||||
if len(parts) != 6 {
|
||||
return out, fmt.Errorf("Need exactly 6 numbers, got %d.", len(parts))
|
||||
}
|
||||
for i, tok := range parts {
|
||||
n, err := strconv.Atoi(tok)
|
||||
if err != nil {
|
||||
return out, fmt.Errorf("Stat %d isn't a number: %q.", i+1, tok)
|
||||
}
|
||||
out[i] = n
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
func parseRace(s string) (DnDRace, bool) {
|
||||
s = strings.ToLower(strings.TrimSpace(s))
|
||||
s = strings.ReplaceAll(s, "-", "_")
|
||||
for _, ri := range dndRaces {
|
||||
if string(ri.Key) == s || strings.EqualFold(ri.Display, s) {
|
||||
return ri.Key, true
|
||||
}
|
||||
}
|
||||
return "", false
|
||||
}
|
||||
|
||||
func parseClass(s string) (DnDClass, bool) {
|
||||
s = strings.ToLower(strings.TrimSpace(s))
|
||||
for _, ci := range dndClasses {
|
||||
if string(ci.Key) == s || strings.EqualFold(ci.Display, s) {
|
||||
return ci.Key, true
|
||||
}
|
||||
}
|
||||
return "", false
|
||||
}
|
||||
|
||||
func isStandardArray(scores [6]int) bool {
|
||||
a := scores
|
||||
sort.Sort(sort.Reverse(sort.IntSlice(a[:])))
|
||||
want := standardArray
|
||||
return a == want
|
||||
}
|
||||
|
||||
func statsAssigned(c *DnDCharacter) bool {
|
||||
// All-8 means default-init; treat as not yet assigned.
|
||||
if c.STR == 8 && c.DEX == 8 && c.CON == 8 && c.INT == 8 && c.WIS == 8 && c.CHA == 8 {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func titleRace(r DnDRace) string {
|
||||
if ri, ok := raceInfo(r); ok {
|
||||
return ri.Display
|
||||
}
|
||||
return string(r)
|
||||
}
|
||||
|
||||
func titleClass(c DnDClass) string {
|
||||
if ci, ok := classInfo(c); ok {
|
||||
return ci.Display
|
||||
}
|
||||
return string(c)
|
||||
}
|
||||
|
||||
func renderRaceMenu() string {
|
||||
var b strings.Builder
|
||||
for _, ri := range dndRaces {
|
||||
b.WriteString(fmt.Sprintf(" • **%s** — %s\n", ri.Display, ri.Passive))
|
||||
}
|
||||
return b.String()
|
||||
}
|
||||
|
||||
func renderClassMenu() string {
|
||||
var b strings.Builder
|
||||
for _, ci := range dndClasses {
|
||||
b.WriteString(fmt.Sprintf(" • **%s** (d%d, %s/%s)\n", ci.Display, ci.HPDie, ci.PrimaryA, ci.PrimaryB))
|
||||
}
|
||||
return b.String()
|
||||
}
|
||||
|
||||
func renderConfirmPreview(c *DnDCharacter) string {
|
||||
final := applyRaceMods(c.Race, [6]int{c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA})
|
||||
mods := [6]int{
|
||||
abilityModifier(final[0]), abilityModifier(final[1]), abilityModifier(final[2]),
|
||||
abilityModifier(final[3]), abilityModifier(final[4]), abilityModifier(final[5]),
|
||||
}
|
||||
conMod := mods[2]
|
||||
dexMod := mods[1]
|
||||
advChar, _ := loadAdvCharacter(c.UserID)
|
||||
lvl := 1
|
||||
if advChar != nil {
|
||||
lvl = dndLevelFromCombatLevel(advChar.CombatLevel)
|
||||
}
|
||||
hp := computeMaxHP(c.Class, conMod, lvl)
|
||||
ac := computeAC(c.Class, dexMod)
|
||||
return fmt.Sprintf(
|
||||
"\n**Preview** (post-racial):\n"+
|
||||
" STR %d (%+d) DEX %d (%+d) CON %d (%+d)\n"+
|
||||
" INT %d (%+d) WIS %d (%+d) CHA %d (%+d)\n"+
|
||||
" HP %d AC %d Level %d\n",
|
||||
final[0], mods[0], final[1], mods[1], final[2], mods[2],
|
||||
final[3], mods[3], final[4], mods[4], final[5], mods[5],
|
||||
hp, ac, lvl,
|
||||
)
|
||||
}
|
||||
|
||||
func renderSetupComplete(c *DnDCharacter) string {
|
||||
ri, _ := raceInfo(c.Race)
|
||||
ci, _ := classInfo(c.Class)
|
||||
return fmt.Sprintf(
|
||||
"⚔️ **Character Sheet Forged**\n\n"+
|
||||
"You are a **Level %d %s %s**.\n"+
|
||||
" HP %d/%d AC %d\n"+
|
||||
" STR %d DEX %d CON %d INT %d WIS %d CHA %d\n\n"+
|
||||
"_%s_\n\n"+
|
||||
"Use `!sheet` anytime to review. Combat, abilities, and rest mechanics arrive in the next phases.",
|
||||
c.Level, ri.Display, ci.Display,
|
||||
c.HPCurrent, c.HPMax, c.ArmorClass,
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA,
|
||||
ri.Passive,
|
||||
)
|
||||
}
|
||||
172
internal/plugin/dnd_sheet.go
Normal file
172
internal/plugin/dnd_sheet.go
Normal file
@@ -0,0 +1,172 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sort"
|
||||
"strings"
|
||||
)
|
||||
|
||||
func (p *AdventurePlugin) handleDnDAbilitiesCmd(ctx MessageContext) error {
|
||||
c, err := LoadDnDCharacter(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
|
||||
}
|
||||
if c == nil || c.PendingSetup {
|
||||
return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
|
||||
}
|
||||
ri, _ := raceInfo(c.Race)
|
||||
ci, _ := classInfo(c.Class)
|
||||
ab := dndClassAbilities[c.Class]
|
||||
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("**%s %s — Abilities**\n\n", ri.Display, ci.Display))
|
||||
b.WriteString(fmt.Sprintf("**Class passive — %s**\n %s\n\n", ab.Name, ab.Description))
|
||||
b.WriteString(fmt.Sprintf("**Race trait**\n %s\n", ri.Passive))
|
||||
|
||||
// Active abilities (Phase 6)
|
||||
actives := classActiveAbilities(c.Class)
|
||||
if len(actives) > 0 {
|
||||
resType, _ := classResourceMax(c.Class)
|
||||
cur, max, _ := getResource(c.UserID, resType)
|
||||
b.WriteString(fmt.Sprintf("\n**Active abilities** (%s %d/%d)\n", resType, cur, max))
|
||||
for _, a := range actives {
|
||||
b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
|
||||
}
|
||||
b.WriteString("\nUse `!arm <ability>` to ready one for your next combat. Refreshes on long rest.\n")
|
||||
if c.ArmedAbility != "" {
|
||||
b.WriteString(fmt.Sprintf("\n_Currently armed: **%s**_\n", displayAbility(c.ArmedAbility)))
|
||||
}
|
||||
}
|
||||
return p.SendDM(ctx.Sender, b.String())
|
||||
}
|
||||
|
||||
// !sheet — read-only D&D character sheet renderer.
|
||||
//
|
||||
// Joins:
|
||||
// dnd_character (D&D layer)
|
||||
// adventure_characters (legacy skills, pet, housing — for at-a-glance context)
|
||||
// adventure_equipment (current gear; renders with legacy fields until Phase 4)
|
||||
// adventure_treasures (= attunement substrate per v1.1 §7.4)
|
||||
|
||||
func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
|
||||
c, err := LoadDnDCharacter(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your sheet: "+err.Error())
|
||||
}
|
||||
if c == nil || c.PendingSetup {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"You don't have an Adv 2.0 character yet.\n\nRun `!setup` to begin character creation. "+
|
||||
"Your existing adventure progress (skills, pets, coins, arena streak) will be preserved.")
|
||||
}
|
||||
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
equip, _ := loadAdvEquipment(ctx.Sender)
|
||||
treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
|
||||
|
||||
return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, equip, treasures))
|
||||
}
|
||||
|
||||
func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus) string {
|
||||
ri, _ := raceInfo(c.Race)
|
||||
ci, _ := classInfo(c.Class)
|
||||
mods := c.Modifiers()
|
||||
|
||||
var b strings.Builder
|
||||
name := string(c.UserID)
|
||||
if adv != nil && adv.DisplayName != "" {
|
||||
name = adv.DisplayName
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
|
||||
b.WriteString(strings.Repeat("─", 36) + "\n")
|
||||
|
||||
// Vitals
|
||||
b.WriteString(fmt.Sprintf("**HP** %d/%d", c.HPCurrent, c.HPMax))
|
||||
if c.TempHP > 0 {
|
||||
b.WriteString(fmt.Sprintf(" (+%d temp)", c.TempHP))
|
||||
}
|
||||
b.WriteString(fmt.Sprintf(" **AC** %d", c.ArmorClass))
|
||||
if c.Level >= dndMaxLevel {
|
||||
b.WriteString(" **XP** capped (L20)\n")
|
||||
} else {
|
||||
b.WriteString(fmt.Sprintf(" **XP** %d / %d (next L%d)\n",
|
||||
c.XP, dndXPToNextLevel(c.Level), c.Level+1))
|
||||
}
|
||||
|
||||
// Ability scores with modifiers
|
||||
b.WriteString(fmt.Sprintf("STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\n",
|
||||
c.STR, mods[0], c.DEX, mods[1], c.CON, mods[2]))
|
||||
b.WriteString(fmt.Sprintf("INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\n",
|
||||
c.INT, mods[3], c.WIS, mods[4], c.CHA, mods[5]))
|
||||
b.WriteString(fmt.Sprintf("\n_%s_\n", ri.Passive))
|
||||
|
||||
// Equipment — D&D 10-slot view, with rarity inferred from legacy fields.
|
||||
b.WriteString("\n**Equipment**\n")
|
||||
dndEquip := map[DnDSlot]*AdvEquipment{}
|
||||
for _, slot := range allSlots {
|
||||
eq, ok := equip[slot]
|
||||
if !ok || eq == nil {
|
||||
continue
|
||||
}
|
||||
dndEquip[mapLegacySlot(slot)] = eq
|
||||
}
|
||||
anyEquipped := false
|
||||
for _, ds := range dndSlotOrder {
|
||||
eq := dndEquip[ds]
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
anyEquipped = true
|
||||
rarity := equipmentRarity(eq)
|
||||
tag := ""
|
||||
if eq.Masterwork {
|
||||
tag = " ★"
|
||||
}
|
||||
b.WriteString(fmt.Sprintf(" %s %-9s T%d %d%%%s %s _(%s)_\n",
|
||||
rarityIcon(rarity), string(ds), eq.Tier, eq.Condition, tag, eq.Name, rarity))
|
||||
}
|
||||
if !anyEquipped {
|
||||
b.WriteString(" _(none equipped)_\n")
|
||||
}
|
||||
|
||||
// Attunements (re-using adventure_treasures per v1.1 §7.4)
|
||||
if len(treasures) > 0 {
|
||||
b.WriteString("\n**Attunements** (treasures)\n")
|
||||
// Group by treasure_key — one treasure can have multiple bonuses.
|
||||
byKey := map[string][]AdvTreasureBonus{}
|
||||
var keys []string
|
||||
for _, t := range treasures {
|
||||
if _, seen := byKey[t.TreasureKey]; !seen {
|
||||
keys = append(keys, t.TreasureKey)
|
||||
}
|
||||
byKey[t.TreasureKey] = append(byKey[t.TreasureKey], t)
|
||||
}
|
||||
sort.Strings(keys)
|
||||
for _, k := range keys {
|
||||
bonuses := byKey[k]
|
||||
name := bonuses[0].Name
|
||||
parts := make([]string, 0, len(bonuses))
|
||||
for _, bn := range bonuses {
|
||||
parts = append(parts, fmt.Sprintf("%s %+.1f", bn.BonusType, bn.BonusValue))
|
||||
}
|
||||
b.WriteString(fmt.Sprintf(" • %s — %s\n", name, strings.Join(parts, ", ")))
|
||||
}
|
||||
}
|
||||
|
||||
// Legacy adventure context — preserved progress at a glance
|
||||
if adv != nil {
|
||||
b.WriteString("\n**Adventure progress** _(preserved)_\n")
|
||||
b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d Combat (legacy) %d\n",
|
||||
adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill, adv.CombatLevel))
|
||||
b.WriteString(fmt.Sprintf(" Arena %dW/%dL Streak %d (best %d)\n",
|
||||
adv.ArenaWins, adv.ArenaLosses, adv.CurrentStreak, adv.BestStreak))
|
||||
if adv.PetName != "" {
|
||||
b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.PetName, adv.PetType, adv.PetLevel))
|
||||
}
|
||||
if adv.HouseTier > 0 {
|
||||
b.WriteString(fmt.Sprintf(" Housing: tier %d\n", adv.HouseTier))
|
||||
}
|
||||
}
|
||||
|
||||
b.WriteString("\n_Combat, abilities, and rest mechanics arrive in upcoming phases._")
|
||||
return b.String()
|
||||
}
|
||||
301
internal/plugin/dnd_skills.go
Normal file
301
internal/plugin/dnd_skills.go
Normal file
@@ -0,0 +1,301 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math/rand/v2"
|
||||
"strconv"
|
||||
"strings"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 5 — D&D skill check resolver and !check command.
|
||||
//
|
||||
// Skill checks are d20 + ability modifier + race bonus vs. a target DC.
|
||||
// Nat 20 auto-succeeds, nat 1 auto-fails (matches D&D 5e). Used by !check
|
||||
// for ad-hoc rolls and by NPC handlers (Thom Krooke / Misty / Arina) for
|
||||
// gated bonuses.
|
||||
|
||||
// ── Skill table ──────────────────────────────────────────────────────────────
|
||||
|
||||
type DnDSkill string
|
||||
|
||||
const (
|
||||
SkillAthletics DnDSkill = "athletics"
|
||||
SkillAcrobatics DnDSkill = "acrobatics"
|
||||
SkillStealth DnDSkill = "stealth"
|
||||
SkillArcana DnDSkill = "arcana"
|
||||
SkillInvestigation DnDSkill = "investigation"
|
||||
SkillPerception DnDSkill = "perception"
|
||||
SkillInsight DnDSkill = "insight"
|
||||
SkillPersuasion DnDSkill = "persuasion"
|
||||
SkillIntimidation DnDSkill = "intimidation"
|
||||
SkillDeception DnDSkill = "deception"
|
||||
)
|
||||
|
||||
type dndSkillInfo struct {
|
||||
Key DnDSkill
|
||||
Display string
|
||||
Stat string // "str", "dex", "con", "int", "wis", "cha"
|
||||
}
|
||||
|
||||
var dndSkillTable = []dndSkillInfo{
|
||||
{SkillAthletics, "Athletics", "str"},
|
||||
{SkillAcrobatics, "Acrobatics", "dex"},
|
||||
{SkillStealth, "Stealth", "dex"},
|
||||
{SkillArcana, "Arcana", "int"},
|
||||
{SkillInvestigation, "Investigation", "int"},
|
||||
{SkillPerception, "Perception", "wis"},
|
||||
{SkillInsight, "Insight", "wis"},
|
||||
{SkillPersuasion, "Persuasion", "cha"},
|
||||
{SkillIntimidation, "Intimidation", "cha"},
|
||||
{SkillDeception, "Deception", "cha"},
|
||||
}
|
||||
|
||||
func skillInfo(s DnDSkill) (dndSkillInfo, bool) {
|
||||
for _, si := range dndSkillTable {
|
||||
if si.Key == s {
|
||||
return si, true
|
||||
}
|
||||
}
|
||||
return dndSkillInfo{}, false
|
||||
}
|
||||
|
||||
func parseSkill(s string) (DnDSkill, bool) {
|
||||
s = strings.ToLower(strings.TrimSpace(s))
|
||||
for _, si := range dndSkillTable {
|
||||
if string(si.Key) == s || strings.EqualFold(si.Display, s) {
|
||||
return si.Key, true
|
||||
}
|
||||
}
|
||||
return "", false
|
||||
}
|
||||
|
||||
// ── DC table ─────────────────────────────────────────────────────────────────
|
||||
|
||||
const (
|
||||
DCTrivial = 5
|
||||
DCEasy = 10
|
||||
DCMedium = 15
|
||||
DCHard = 20
|
||||
DCVeryHard = 25
|
||||
DCImpossible = 30
|
||||
)
|
||||
|
||||
func parseDC(s string) (int, bool) {
|
||||
s = strings.ToLower(strings.TrimSpace(s))
|
||||
switch s {
|
||||
case "trivial":
|
||||
return DCTrivial, true
|
||||
case "easy":
|
||||
return DCEasy, true
|
||||
case "medium", "med":
|
||||
return DCMedium, true
|
||||
case "hard":
|
||||
return DCHard, true
|
||||
case "veryhard", "very_hard", "very-hard":
|
||||
return DCVeryHard, true
|
||||
case "impossible":
|
||||
return DCImpossible, true
|
||||
}
|
||||
if n, err := strconv.Atoi(s); err == nil && n > 0 {
|
||||
return n, true
|
||||
}
|
||||
return 0, false
|
||||
}
|
||||
|
||||
// ── Resolver ─────────────────────────────────────────────────────────────────
|
||||
|
||||
// SkillCheckResult is the outcome of a single d20 check.
|
||||
type SkillCheckResult struct {
|
||||
Skill DnDSkill
|
||||
DC int
|
||||
Roll int // raw d20 [1, 20]
|
||||
Mod int // stat mod + race bonus
|
||||
Total int // roll + mod (or auto-{success,fail} flag)
|
||||
Success bool
|
||||
Auto bool // true if nat 20 / nat 1 short-circuited
|
||||
}
|
||||
|
||||
// statValue extracts the named ability score from a DnDCharacter.
|
||||
func statValue(c *DnDCharacter, stat string) int {
|
||||
switch stat {
|
||||
case "str":
|
||||
return c.STR
|
||||
case "dex":
|
||||
return c.DEX
|
||||
case "con":
|
||||
return c.CON
|
||||
case "int":
|
||||
return c.INT
|
||||
case "wis":
|
||||
return c.WIS
|
||||
case "cha":
|
||||
return c.CHA
|
||||
}
|
||||
return 10
|
||||
}
|
||||
|
||||
// raceSkillBonus returns the per-skill bonus from a player's race.
|
||||
// Half-Elf gets +1 to every skill (rough mapping of "two bonus skill profs").
|
||||
// Tiefling gets +2 to CHA-based skills (matches the doc's "+bonus on CHA checks").
|
||||
func raceSkillBonus(c *DnDCharacter, info dndSkillInfo) int {
|
||||
switch c.Race {
|
||||
case RaceHalfElf:
|
||||
return 1
|
||||
case RaceTiefling:
|
||||
if info.Stat == "cha" {
|
||||
return 2
|
||||
}
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
// performSkillCheck rolls the d20 and computes the result.
|
||||
func performSkillCheck(c *DnDCharacter, skill DnDSkill, dc int) SkillCheckResult {
|
||||
info, _ := skillInfo(skill)
|
||||
mod := abilityModifier(statValue(c, info.Stat)) + raceSkillBonus(c, info)
|
||||
roll := 1 + rand.IntN(20)
|
||||
res := SkillCheckResult{Skill: skill, DC: dc, Roll: roll, Mod: mod}
|
||||
|
||||
switch roll {
|
||||
case 20:
|
||||
res.Success = true
|
||||
res.Auto = true
|
||||
res.Total = roll + mod
|
||||
case 1:
|
||||
res.Success = false
|
||||
res.Auto = true
|
||||
res.Total = roll + mod
|
||||
default:
|
||||
res.Total = roll + mod
|
||||
res.Success = res.Total >= dc
|
||||
}
|
||||
return res
|
||||
}
|
||||
|
||||
// ── !check command ──────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) handleDnDCheckCmd(ctx MessageContext, args string) error {
|
||||
// !check can trigger auto-migration which writes to dnd_character.
|
||||
userMu := p.advUserLock(ctx.Sender)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
args = strings.TrimSpace(args)
|
||||
if args == "" {
|
||||
return p.SendDM(ctx.Sender, dndCheckHelpText())
|
||||
}
|
||||
|
||||
fields := strings.Fields(args)
|
||||
skill, ok := parseSkill(fields[0])
|
||||
if !ok {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"Unknown skill. Try: "+strings.Join(dndSkillNames(), ", "))
|
||||
}
|
||||
|
||||
dc := DCMedium
|
||||
if len(fields) >= 2 {
|
||||
if parsed, ok := parseDC(fields[1]); ok {
|
||||
dc = parsed
|
||||
} else {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"DC must be a number or one of: trivial, easy, medium, hard, veryhard, impossible")
|
||||
}
|
||||
}
|
||||
|
||||
advChar, _ := loadAdvCharacter(ctx.Sender)
|
||||
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
|
||||
if err != nil || c == nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't load your character.")
|
||||
}
|
||||
|
||||
res := performSkillCheck(c, skill, dc)
|
||||
return p.SendDM(ctx.Sender, renderSkillCheck(res))
|
||||
}
|
||||
|
||||
func renderSkillCheck(res SkillCheckResult) string {
|
||||
info, _ := skillInfo(res.Skill)
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("🎲 **%s** check (DC %d)\n", info.Display, res.DC))
|
||||
b.WriteString(fmt.Sprintf(" d20 = %d + %s mod %+d = **%d**\n",
|
||||
res.Roll, strings.ToUpper(info.Stat), res.Mod, res.Total))
|
||||
if res.Auto && res.Roll == 20 {
|
||||
b.WriteString(" ✅ **Critical success** (nat 20)\n")
|
||||
} else if res.Auto && res.Roll == 1 {
|
||||
b.WriteString(" ❌ **Critical failure** (nat 1)\n")
|
||||
} else if res.Success {
|
||||
b.WriteString(" ✅ Success\n")
|
||||
} else {
|
||||
b.WriteString(fmt.Sprintf(" ❌ Failed (needed %d)\n", res.DC))
|
||||
}
|
||||
return b.String()
|
||||
}
|
||||
|
||||
func dndCheckHelpText() string {
|
||||
var b strings.Builder
|
||||
b.WriteString("**Skill Check** — `!check <skill> [dc]`\n\n")
|
||||
b.WriteString("Skills: " + strings.Join(dndSkillNames(), ", ") + "\n\n")
|
||||
b.WriteString("DC: a number, or `trivial` (5), `easy` (10), `medium` (15, default), ")
|
||||
b.WriteString("`hard` (20), `veryhard` (25), `impossible` (30)\n\n")
|
||||
b.WriteString("Example: `!check athletics hard`")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── NPC skill-check hooks ────────────────────────────────────────────────────
|
||||
//
|
||||
// These are silent upside helpers: if the player has a confirmed D&D
|
||||
// character and rolls well on the relevant skill, the NPC interaction's
|
||||
// cost is refunded. Legacy (no D&D character) players see no change.
|
||||
//
|
||||
// The result type distinguishes "no check attempted" (no D&D char) from
|
||||
// "checked, failed" — so callers can surface different flavor for each.
|
||||
|
||||
// NPCSkillCheckResult tells the caller whether a D&D skill check was
|
||||
// even applicable (Attempted=false → no D&D char) and, if so, whether it
|
||||
// succeeded.
|
||||
type NPCSkillCheckResult struct {
|
||||
Attempted bool
|
||||
Succeeded bool
|
||||
}
|
||||
|
||||
func dndNPCInsightRefund(userID id.UserID, euro *EuroPlugin, cost int) NPCSkillCheckResult {
|
||||
return dndNPCRefundCheck(userID, euro, SkillInsight, 12, cost, "misty_insight_refund")
|
||||
}
|
||||
|
||||
func dndNPCArcanaRefund(userID id.UserID, euro *EuroPlugin, cost int) NPCSkillCheckResult {
|
||||
return dndNPCRefundCheck(userID, euro, SkillArcana, 14, cost, "arina_arcana_refund")
|
||||
}
|
||||
|
||||
// dndNPCPersuasionDiscount: returns true if the player passed a Persuasion
|
||||
// check (DC 15). Caller applies the 10% discount. No euro side effect here.
|
||||
func dndNPCPersuasionDiscount(userID id.UserID) bool {
|
||||
c, err := LoadDnDCharacter(userID)
|
||||
if err != nil || c == nil || c.PendingSetup {
|
||||
return false
|
||||
}
|
||||
return performSkillCheck(c, SkillPersuasion, 15).Success
|
||||
}
|
||||
|
||||
func dndNPCRefundCheck(userID id.UserID, euro *EuroPlugin, skill DnDSkill, dc int, cost int, reason string) NPCSkillCheckResult {
|
||||
c, err := LoadDnDCharacter(userID)
|
||||
if err != nil || c == nil || c.PendingSetup {
|
||||
return NPCSkillCheckResult{}
|
||||
}
|
||||
res := performSkillCheck(c, skill, dc)
|
||||
if !res.Success {
|
||||
return NPCSkillCheckResult{Attempted: true, Succeeded: false}
|
||||
}
|
||||
if euro != nil {
|
||||
euro.Credit(userID, float64(cost), reason)
|
||||
}
|
||||
return NPCSkillCheckResult{Attempted: true, Succeeded: true}
|
||||
}
|
||||
|
||||
func dndSkillNames() []string {
|
||||
out := make([]string, 0, len(dndSkillTable))
|
||||
for _, si := range dndSkillTable {
|
||||
out = append(out, string(si.Key))
|
||||
}
|
||||
return out
|
||||
}
|
||||
176
internal/plugin/dnd_skills_test.go
Normal file
176
internal/plugin/dnd_skills_test.go
Normal file
@@ -0,0 +1,176 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestSkillTableComplete(t *testing.T) {
|
||||
expectedStats := map[DnDSkill]string{
|
||||
SkillAthletics: "str", SkillAcrobatics: "dex", SkillStealth: "dex",
|
||||
SkillArcana: "int", SkillInvestigation: "int",
|
||||
SkillPerception: "wis", SkillInsight: "wis",
|
||||
SkillPersuasion: "cha", SkillIntimidation: "cha", SkillDeception: "cha",
|
||||
}
|
||||
if len(dndSkillTable) != len(expectedStats) {
|
||||
t.Errorf("dndSkillTable size = %d, want %d", len(dndSkillTable), len(expectedStats))
|
||||
}
|
||||
for _, si := range dndSkillTable {
|
||||
want, ok := expectedStats[si.Key]
|
||||
if !ok {
|
||||
t.Errorf("unexpected skill %s", si.Key)
|
||||
continue
|
||||
}
|
||||
if si.Stat != want {
|
||||
t.Errorf("%s stat = %s, want %s", si.Key, si.Stat, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestParseSkill(t *testing.T) {
|
||||
for _, s := range dndSkillTable {
|
||||
got, ok := parseSkill(s.Display)
|
||||
if !ok || got != s.Key {
|
||||
t.Errorf("parseSkill(%q) = %v, %v; want %v, true", s.Display, got, ok, s.Key)
|
||||
}
|
||||
}
|
||||
if _, ok := parseSkill("acrobatics"); !ok {
|
||||
t.Errorf("parseSkill lowercase failed")
|
||||
}
|
||||
if _, ok := parseSkill("flying"); ok {
|
||||
t.Errorf("parseSkill bogus skill returned ok")
|
||||
}
|
||||
}
|
||||
|
||||
func TestParseDC(t *testing.T) {
|
||||
cases := []struct {
|
||||
s string
|
||||
want int
|
||||
ok bool
|
||||
}{
|
||||
{"trivial", 5, true},
|
||||
{"easy", 10, true},
|
||||
{"medium", 15, true},
|
||||
{"med", 15, true},
|
||||
{"hard", 20, true},
|
||||
{"veryhard", 25, true},
|
||||
{"very_hard", 25, true},
|
||||
{"impossible", 30, true},
|
||||
{"17", 17, true},
|
||||
{"99", 99, true},
|
||||
{"-5", 0, false},
|
||||
{"banana", 0, false},
|
||||
}
|
||||
for _, c := range cases {
|
||||
got, ok := parseDC(c.s)
|
||||
if got != c.want || ok != c.ok {
|
||||
t.Errorf("parseDC(%q) = (%d, %v), want (%d, %v)", c.s, got, ok, c.want, c.ok)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestStatValue(t *testing.T) {
|
||||
c := &DnDCharacter{STR: 14, DEX: 16, CON: 12, INT: 10, WIS: 8, CHA: 18}
|
||||
cases := []struct {
|
||||
stat string
|
||||
want int
|
||||
}{
|
||||
{"str", 14}, {"dex", 16}, {"con", 12},
|
||||
{"int", 10}, {"wis", 8}, {"cha", 18},
|
||||
{"unknown", 10}, // default
|
||||
}
|
||||
for _, tc := range cases {
|
||||
if got := statValue(c, tc.stat); got != tc.want {
|
||||
t.Errorf("statValue(%s) = %d, want %d", tc.stat, got, tc.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestRaceSkillBonus(t *testing.T) {
|
||||
athletics, _ := skillInfo(SkillAthletics)
|
||||
persuasion, _ := skillInfo(SkillPersuasion)
|
||||
|
||||
// Half-Elf: +1 to all skills
|
||||
he := &DnDCharacter{Race: RaceHalfElf}
|
||||
if got := raceSkillBonus(he, athletics); got != 1 {
|
||||
t.Errorf("HalfElf athletics = %d, want 1", got)
|
||||
}
|
||||
if got := raceSkillBonus(he, persuasion); got != 1 {
|
||||
t.Errorf("HalfElf persuasion = %d, want 1", got)
|
||||
}
|
||||
|
||||
// Tiefling: +2 only on CHA
|
||||
tf := &DnDCharacter{Race: RaceTiefling}
|
||||
if got := raceSkillBonus(tf, athletics); got != 0 {
|
||||
t.Errorf("Tiefling athletics = %d, want 0", got)
|
||||
}
|
||||
if got := raceSkillBonus(tf, persuasion); got != 2 {
|
||||
t.Errorf("Tiefling persuasion = %d, want 2", got)
|
||||
}
|
||||
|
||||
// Other races: 0
|
||||
hu := &DnDCharacter{Race: RaceHuman}
|
||||
if got := raceSkillBonus(hu, persuasion); got != 0 {
|
||||
t.Errorf("Human persuasion = %d, want 0", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPerformSkillCheck_HitRate: a +5 mod vs DC 15 should pass on roll 10+.
|
||||
// That's 11/20 outcomes (10..20) plus auto-success on nat 20 = 11/20 = 55%.
|
||||
// Run many trials and check the rate is in band.
|
||||
func TestPerformSkillCheck_HitRate(t *testing.T) {
|
||||
// Fighter STR 16 (+3 mod) → vs DC 15, hits on roll 12+ = 9/20 = 45%.
|
||||
c := &DnDCharacter{Class: ClassFighter, Race: RaceHuman, STR: 16}
|
||||
hits, trials := 0, 5000
|
||||
for i := 0; i < trials; i++ {
|
||||
if performSkillCheck(c, SkillAthletics, 15).Success {
|
||||
hits++
|
||||
}
|
||||
}
|
||||
rate := float64(hits) / float64(trials)
|
||||
// 45% expected, allow 41-49%.
|
||||
if rate < 0.41 || rate > 0.49 {
|
||||
t.Errorf("hit rate = %.3f, want ~0.45", rate)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPerformSkillCheck_AutoSuccess: nat 20 auto-succeeds even when total < DC.
|
||||
// nat 1 auto-fails even when total >= DC.
|
||||
func TestPerformSkillCheck_NatExtremes(t *testing.T) {
|
||||
c := &DnDCharacter{Class: ClassMage, Race: RaceHuman, INT: 1}
|
||||
// INT 1 → mod -5. Vs DC 30 (impossible), only nat 20 wins.
|
||||
saw20, sawNon20 := 0, 0
|
||||
for i := 0; i < 500; i++ {
|
||||
r := performSkillCheck(c, SkillArcana, 30)
|
||||
if r.Success {
|
||||
if r.Roll == 20 {
|
||||
saw20++
|
||||
} else {
|
||||
sawNon20++
|
||||
}
|
||||
}
|
||||
}
|
||||
if saw20 == 0 {
|
||||
t.Error("never saw a nat-20 success at impossible DC over 500 rolls")
|
||||
}
|
||||
if sawNon20 > 0 {
|
||||
t.Errorf("got %d non-nat-20 successes at DC 30 with -5 mod (impossible)", sawNon20)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSkillCheckResult_Auto(t *testing.T) {
|
||||
c := &DnDCharacter{Class: ClassFighter, STR: 18}
|
||||
// Force run until we see at least one auto-result and verify shape.
|
||||
for i := 0; i < 200; i++ {
|
||||
r := performSkillCheck(c, SkillAthletics, 15)
|
||||
if r.Roll == 20 {
|
||||
if !r.Auto || !r.Success {
|
||||
t.Errorf("nat 20 should be auto-success: %+v", r)
|
||||
}
|
||||
}
|
||||
if r.Roll == 1 {
|
||||
if !r.Auto || r.Success {
|
||||
t.Errorf("nat 1 should be auto-fail: %+v", r)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
609
internal/plugin/dnd_spells.go
Normal file
609
internal/plugin/dnd_spells.go
Normal file
@@ -0,0 +1,609 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"errors"
|
||||
"fmt"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 9 — spell system.
|
||||
//
|
||||
// Implements the registry side of gogobee_spell_system.md: 76 in-scope spells
|
||||
// (3 reaction spells deferred to Phase 11), three casters (Mage/Cleric/Ranger),
|
||||
// spell slots, spell save DC, spell attack bonus, and the migration helper
|
||||
// that auto-grants a sensible known list to existing players.
|
||||
//
|
||||
// SP2/SP3 (in dnd_spells_cast.go and dnd_combat.go) handle !cast and the
|
||||
// pending-cast resolution at combat time.
|
||||
|
||||
// ── Effect categories ────────────────────────────────────────────────────────
|
||||
|
||||
type SpellEffectKind string
|
||||
|
||||
const (
|
||||
// In-combat / pre-combat (queued via pending_cast)
|
||||
EffectDamageAttack SpellEffectKind = "damage_attack" // spell attack roll vs AC
|
||||
EffectDamageSave SpellEffectKind = "damage_save" // target saves; half on success
|
||||
EffectDamageAuto SpellEffectKind = "damage_auto" // no save, no attack (Magic Missile)
|
||||
EffectControl SpellEffectKind = "control" // save vs DC; failure → condition
|
||||
EffectBuffSelf SpellEffectKind = "buff_self" // AC/attack/HP self-buff for next fight
|
||||
EffectBuffAlly SpellEffectKind = "buff_ally" // same, on a target player
|
||||
// Out-of-combat / immediate-resolution
|
||||
EffectSpellHeal SpellEffectKind = "spell_heal"
|
||||
EffectUtility SpellEffectKind = "utility"
|
||||
// Deferred to Phase 11 (turn-based bosses)
|
||||
EffectReaction SpellEffectKind = "reaction"
|
||||
)
|
||||
|
||||
// ── Spell timing & damage type ───────────────────────────────────────────────
|
||||
|
||||
type SpellCastTime string
|
||||
|
||||
const (
|
||||
CastAction SpellCastTime = "action"
|
||||
CastBonusAction SpellCastTime = "bonus_action"
|
||||
CastReaction SpellCastTime = "reaction"
|
||||
CastRitual SpellCastTime = "ritual" // 10 min, no slot
|
||||
)
|
||||
|
||||
// SpellDefinition is the static description of a spell. Not stored per-player;
|
||||
// known spells are tracked in dnd_known_spells, slot pool in dnd_spell_slots,
|
||||
// and the queued cast lives in dnd_character.pending_cast as a JSON blob.
|
||||
type SpellDefinition struct {
|
||||
ID string
|
||||
Name string
|
||||
Level int // 0 = cantrip
|
||||
School string
|
||||
Classes []DnDClass
|
||||
Effect SpellEffectKind
|
||||
CastTime SpellCastTime
|
||||
Concentration bool
|
||||
// SaveStat — empty for attack-roll or auto-effect spells.
|
||||
SaveStat string // "STR" | "DEX" | "CON" | "INT" | "WIS" | "CHA"
|
||||
// AttackRoll — true for spell attack rolls (Fire Bolt, Inflict Wounds).
|
||||
AttackRoll bool
|
||||
// DamageDice — descriptive only ("3d6", "1d10"). Roll bounds tested in
|
||||
// dnd_spells_test.go via simple regex on this field.
|
||||
DamageDice string
|
||||
DamageType string
|
||||
Description string
|
||||
// Upcast describes scaling at higher slots ("+1d6 per slot above 3rd").
|
||||
Upcast string
|
||||
// MaterialCost is in coins; non-zero spells (Revivify, Raise Dead) debit
|
||||
// at cast time and refuse if balance is short.
|
||||
MaterialCost int
|
||||
// AOE — true when the spell hits all enemies in the encounter.
|
||||
AOE bool
|
||||
}
|
||||
|
||||
// ── Registry ─────────────────────────────────────────────────────────────────
|
||||
|
||||
var dndSpellRegistry = func() map[string]SpellDefinition {
|
||||
out := make(map[string]SpellDefinition, 80)
|
||||
for _, s := range buildSpellList() {
|
||||
out[s.ID] = s
|
||||
}
|
||||
return out
|
||||
}()
|
||||
|
||||
func lookupSpell(id string) (SpellDefinition, bool) {
|
||||
s, ok := dndSpellRegistry[strings.ToLower(strings.TrimSpace(id))]
|
||||
return s, ok
|
||||
}
|
||||
|
||||
// parseSpell accepts loose user input ("Fire Bolt", "fire-bolt", "fire_bolt").
|
||||
func parseSpell(s string) (SpellDefinition, bool) {
|
||||
key := strings.ToLower(strings.TrimSpace(s))
|
||||
key = strings.ReplaceAll(key, " ", "_")
|
||||
key = strings.ReplaceAll(key, "-", "_")
|
||||
if def, ok := dndSpellRegistry[key]; ok {
|
||||
return def, true
|
||||
}
|
||||
for _, def := range dndSpellRegistry {
|
||||
if strings.EqualFold(def.Name, s) {
|
||||
return def, true
|
||||
}
|
||||
}
|
||||
return SpellDefinition{}, false
|
||||
}
|
||||
|
||||
func spellsForClass(class DnDClass, levelMax int) []SpellDefinition {
|
||||
var out []SpellDefinition
|
||||
for _, s := range dndSpellRegistry {
|
||||
if s.Level > levelMax {
|
||||
continue
|
||||
}
|
||||
for _, c := range s.Classes {
|
||||
if c == class {
|
||||
out = append(out, s)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// ── Slot tables ──────────────────────────────────────────────────────────────
|
||||
|
||||
// slotsForClassLevel returns the spell slot pool a caster of this class+level
|
||||
// should have at full rest. Returned map is slot_level → total. Non-casters
|
||||
// return an empty map.
|
||||
func slotsForClassLevel(class DnDClass, level int) map[int]int {
|
||||
if level < 1 {
|
||||
return nil
|
||||
}
|
||||
switch class {
|
||||
case ClassMage:
|
||||
return mageSlots(level)
|
||||
case ClassCleric:
|
||||
return clericSlots(level)
|
||||
case ClassRanger:
|
||||
return rangerSlots(level)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// Tables transcribed from gogobee_spell_system.md §1. We interpolate
|
||||
// between the doc's milestone rows so every level 1..20 has a defined pool.
|
||||
func mageSlots(level int) map[int]int {
|
||||
// Standard 5e full caster table (mage = wizard).
|
||||
rows := [][6]int{
|
||||
// L1, L2, L3, L4, L5
|
||||
{2, 0, 0, 0, 0}, // 1
|
||||
{3, 0, 0, 0, 0}, // 2
|
||||
{4, 2, 0, 0, 0}, // 3
|
||||
{4, 3, 0, 0, 0}, // 4
|
||||
{4, 3, 2, 0, 0}, // 5
|
||||
{4, 3, 3, 0, 0}, // 6
|
||||
{4, 3, 3, 1, 0}, // 7
|
||||
{4, 3, 3, 2, 0}, // 8
|
||||
{4, 3, 3, 3, 1}, // 9
|
||||
{4, 3, 3, 3, 2}, // 10
|
||||
{4, 3, 3, 3, 2}, // 11
|
||||
{4, 3, 3, 3, 2}, // 12
|
||||
{4, 3, 3, 3, 2}, // 13
|
||||
{4, 3, 3, 3, 2}, // 14
|
||||
{4, 3, 3, 3, 2}, // 15
|
||||
{4, 3, 3, 3, 2}, // 16
|
||||
{4, 3, 3, 3, 2}, // 17
|
||||
{4, 3, 3, 3, 3}, // 18
|
||||
{4, 3, 3, 3, 3}, // 19
|
||||
{4, 3, 3, 3, 3}, // 20
|
||||
}
|
||||
if level > len(rows) {
|
||||
level = len(rows)
|
||||
}
|
||||
r := rows[level-1]
|
||||
return packSlots(r[0], r[1], r[2], r[3], r[4])
|
||||
}
|
||||
|
||||
func clericSlots(level int) map[int]int {
|
||||
rows := [][6]int{
|
||||
{2, 0, 0, 0, 0}, // 1
|
||||
{3, 0, 0, 0, 0}, // 2
|
||||
{4, 2, 0, 0, 0}, // 3
|
||||
{4, 3, 0, 0, 0}, // 4
|
||||
{4, 3, 2, 0, 0}, // 5
|
||||
{4, 3, 3, 0, 0}, // 6
|
||||
{4, 3, 3, 1, 0}, // 7
|
||||
{4, 3, 3, 2, 0}, // 8
|
||||
{4, 3, 3, 3, 1}, // 9
|
||||
{4, 3, 3, 3, 2}, // 10
|
||||
{4, 3, 3, 3, 2}, // 11
|
||||
{4, 3, 3, 3, 2}, // 12
|
||||
{4, 3, 3, 3, 2}, // 13
|
||||
{4, 3, 3, 3, 2}, // 14
|
||||
{4, 3, 3, 3, 2}, // 15
|
||||
{4, 3, 3, 3, 2}, // 16
|
||||
{4, 3, 3, 3, 3}, // 17
|
||||
{4, 3, 3, 3, 3}, // 18
|
||||
{4, 3, 3, 3, 3}, // 19
|
||||
{4, 3, 3, 3, 3}, // 20
|
||||
}
|
||||
if level > len(rows) {
|
||||
level = len(rows)
|
||||
}
|
||||
r := rows[level-1]
|
||||
return packSlots(r[0], r[1], r[2], r[3], r[4])
|
||||
}
|
||||
|
||||
func rangerSlots(level int) map[int]int {
|
||||
// Half-caster — no slots until L2, max 3rd-level.
|
||||
rows := [][6]int{
|
||||
{0, 0, 0, 0, 0}, // 1
|
||||
{2, 0, 0, 0, 0}, // 2
|
||||
{3, 0, 0, 0, 0}, // 3
|
||||
{3, 0, 0, 0, 0}, // 4
|
||||
{3, 0, 0, 0, 0}, // 5
|
||||
{3, 0, 0, 0, 0}, // 6
|
||||
{3, 1, 0, 0, 0}, // 7 (doc table)
|
||||
{3, 2, 0, 0, 0}, // 8
|
||||
{3, 2, 0, 0, 0}, // 9 (doc has 3/2 known; slots step at 9 too)
|
||||
{3, 2, 0, 0, 0}, // 10
|
||||
{3, 2, 0, 0, 0}, // 11
|
||||
{3, 2, 0, 0, 0}, // 12
|
||||
{3, 2, 1, 0, 0}, // 13
|
||||
{3, 2, 1, 0, 0}, // 14
|
||||
{3, 2, 1, 0, 0}, // 15
|
||||
{3, 2, 1, 0, 0}, // 16
|
||||
{3, 2, 2, 0, 0}, // 17
|
||||
{3, 2, 2, 0, 0}, // 18
|
||||
{3, 3, 2, 0, 0}, // 19
|
||||
{3, 3, 2, 0, 0}, // 20
|
||||
}
|
||||
if level > len(rows) {
|
||||
level = len(rows)
|
||||
}
|
||||
r := rows[level-1]
|
||||
return packSlots(r[0], r[1], r[2], r[3], r[4])
|
||||
}
|
||||
|
||||
func packSlots(l1, l2, l3, l4, l5 int) map[int]int {
|
||||
out := map[int]int{}
|
||||
for i, n := range []int{l1, l2, l3, l4, l5} {
|
||||
if n > 0 {
|
||||
out[i+1] = n
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// ── DC math ──────────────────────────────────────────────────────────────────
|
||||
|
||||
// spellcastingMod returns the ability modifier used for spell DCs and attacks.
|
||||
func spellcastingMod(c *DnDCharacter) int {
|
||||
if c == nil {
|
||||
return 0
|
||||
}
|
||||
switch c.Class {
|
||||
case ClassMage:
|
||||
return abilityModifier(c.INT)
|
||||
case ClassCleric, ClassRanger:
|
||||
return abilityModifier(c.WIS)
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
// spellSaveDC = 8 + proficiency bonus + spellcasting modifier.
|
||||
func spellSaveDC(c *DnDCharacter) int {
|
||||
return 8 + proficiencyBonus(c.Level) + spellcastingMod(c)
|
||||
}
|
||||
|
||||
// spellAttackBonus = proficiency bonus + spellcasting modifier.
|
||||
func spellAttackBonus(c *DnDCharacter) int {
|
||||
return proficiencyBonus(c.Level) + spellcastingMod(c)
|
||||
}
|
||||
|
||||
// classIsCaster returns true for the three caster classes Phase 9 covers.
|
||||
func classIsCaster(class DnDClass) bool {
|
||||
switch class {
|
||||
case ClassMage, ClassCleric, ClassRanger:
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// ── Slot persistence ─────────────────────────────────────────────────────────
|
||||
|
||||
// setSpellSlotsForLevel writes the slot pool for a class+level, fully
|
||||
// resetting any prior pool. Used by setup/migration/respec.
|
||||
func setSpellSlotsForLevel(userID id.UserID, class DnDClass, level int) error {
|
||||
pool := slotsForClassLevel(class, level)
|
||||
tx, err := db.Get().Begin()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer tx.Rollback()
|
||||
if _, err := tx.Exec(`DELETE FROM dnd_spell_slots WHERE user_id = ?`, string(userID)); err != nil {
|
||||
return err
|
||||
}
|
||||
for lvl, total := range pool {
|
||||
if _, err := tx.Exec(`
|
||||
INSERT INTO dnd_spell_slots (user_id, slot_level, total, used)
|
||||
VALUES (?, ?, ?, 0)`,
|
||||
string(userID), lvl, total); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return tx.Commit()
|
||||
}
|
||||
|
||||
// getSpellSlots returns slot_level → (total, used) for a player.
|
||||
func getSpellSlots(userID id.UserID) (map[int][2]int, error) {
|
||||
rows, err := db.Get().Query(
|
||||
`SELECT slot_level, total, used FROM dnd_spell_slots WHERE user_id = ? ORDER BY slot_level`,
|
||||
string(userID))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer rows.Close()
|
||||
out := map[int][2]int{}
|
||||
for rows.Next() {
|
||||
var lvl, total, used int
|
||||
if err := rows.Scan(&lvl, &total, &used); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
out[lvl] = [2]int{total, used}
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
// consumeSpellSlot decrements used+1 if a slot is available at slotLevel.
|
||||
// Returns true on success.
|
||||
func consumeSpellSlot(userID id.UserID, slotLevel int) (bool, error) {
|
||||
res, err := db.Get().Exec(`
|
||||
UPDATE dnd_spell_slots
|
||||
SET used = used + 1
|
||||
WHERE user_id = ? AND slot_level = ? AND used < total`,
|
||||
string(userID), slotLevel)
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
n, _ := res.RowsAffected()
|
||||
return n > 0, nil
|
||||
}
|
||||
|
||||
// refundSpellSlot re-credits one slot at slotLevel (used in audit-style
|
||||
// rollback paths and voluntary `!cast --drop`).
|
||||
func refundSpellSlot(userID id.UserID, slotLevel int) error {
|
||||
_, err := db.Get().Exec(`
|
||||
UPDATE dnd_spell_slots
|
||||
SET used = MAX(0, used - 1)
|
||||
WHERE user_id = ? AND slot_level = ?`,
|
||||
string(userID), slotLevel)
|
||||
return err
|
||||
}
|
||||
|
||||
// refreshSpellSlots resets used=0 across all of a player's slots. Called
|
||||
// on long rest.
|
||||
func refreshSpellSlots(userID id.UserID) error {
|
||||
_, err := db.Get().Exec(
|
||||
`UPDATE dnd_spell_slots SET used = 0 WHERE user_id = ?`,
|
||||
string(userID))
|
||||
return err
|
||||
}
|
||||
|
||||
// ── Known spells ─────────────────────────────────────────────────────────────
|
||||
|
||||
func addKnownSpell(userID id.UserID, spellID string, source string, prepared bool) error {
|
||||
prep := 1
|
||||
if !prepared {
|
||||
prep = 0
|
||||
}
|
||||
_, err := db.Get().Exec(`
|
||||
INSERT INTO dnd_known_spells (user_id, spell_id, source, prepared)
|
||||
VALUES (?, ?, ?, ?)
|
||||
ON CONFLICT(user_id, spell_id) DO UPDATE SET source=excluded.source`,
|
||||
string(userID), spellID, source, prep)
|
||||
return err
|
||||
}
|
||||
|
||||
func setSpellPrepared(userID id.UserID, spellID string, prepared bool) error {
|
||||
prep := 0
|
||||
if prepared {
|
||||
prep = 1
|
||||
}
|
||||
_, err := db.Get().Exec(`
|
||||
UPDATE dnd_known_spells SET prepared = ?
|
||||
WHERE user_id = ? AND spell_id = ?`,
|
||||
prep, string(userID), spellID)
|
||||
return err
|
||||
}
|
||||
|
||||
type knownSpellRow struct {
|
||||
SpellID string
|
||||
Source string
|
||||
Prepared bool
|
||||
}
|
||||
|
||||
func listKnownSpells(userID id.UserID) ([]knownSpellRow, error) {
|
||||
rows, err := db.Get().Query(
|
||||
`SELECT spell_id, source, prepared FROM dnd_known_spells
|
||||
WHERE user_id = ? ORDER BY spell_id`,
|
||||
string(userID))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer rows.Close()
|
||||
var out []knownSpellRow
|
||||
for rows.Next() {
|
||||
var r knownSpellRow
|
||||
var prep int
|
||||
if err := rows.Scan(&r.SpellID, &r.Source, &prep); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
r.Prepared = prep == 1
|
||||
out = append(out, r)
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
func playerKnowsSpell(userID id.UserID, spellID string) (bool, bool, error) {
|
||||
var prep int
|
||||
err := db.Get().QueryRow(
|
||||
`SELECT prepared FROM dnd_known_spells WHERE user_id = ? AND spell_id = ?`,
|
||||
string(userID), spellID).Scan(&prep)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return false, false, nil
|
||||
}
|
||||
if err != nil {
|
||||
return false, false, err
|
||||
}
|
||||
return true, prep == 1, nil
|
||||
}
|
||||
|
||||
// wipeSpellsForUser clears known + slot rows. Used by !respec.
|
||||
func wipeSpellsForUser(userID id.UserID) error {
|
||||
if _, err := db.Get().Exec(`DELETE FROM dnd_known_spells WHERE user_id = ?`, string(userID)); err != nil {
|
||||
return err
|
||||
}
|
||||
if _, err := db.Get().Exec(`DELETE FROM dnd_spell_slots WHERE user_id = ?`, string(userID)); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Concentration ────────────────────────────────────────────────────────────
|
||||
|
||||
// setConcentration stamps a new concentration spell on the character. Returns
|
||||
// the previous spell id (empty if none) so the caller can narrate the
|
||||
// supersession. Caller is responsible for SaveDnDCharacter.
|
||||
func setConcentration(c *DnDCharacter, spellID string, duration time.Duration) string {
|
||||
prev := c.ConcentrationSpell
|
||||
c.ConcentrationSpell = spellID
|
||||
if duration > 0 {
|
||||
exp := time.Now().Add(duration)
|
||||
c.ConcentrationExpiresAt = &exp
|
||||
} else {
|
||||
c.ConcentrationExpiresAt = nil
|
||||
}
|
||||
return prev
|
||||
}
|
||||
|
||||
// concentrationActive returns the active concentration spell id, or "" if
|
||||
// none / expired. Mutates the caller's DnDCharacter copy when expiry is hit
|
||||
// (caller should Save afterwards if it cares).
|
||||
func concentrationActive(c *DnDCharacter) string {
|
||||
if c == nil || c.ConcentrationSpell == "" {
|
||||
return ""
|
||||
}
|
||||
if c.ConcentrationExpiresAt != nil && time.Now().After(*c.ConcentrationExpiresAt) {
|
||||
c.ConcentrationSpell = ""
|
||||
c.ConcentrationExpiresAt = nil
|
||||
return ""
|
||||
}
|
||||
return c.ConcentrationSpell
|
||||
}
|
||||
|
||||
// ── Migration / auto-grant ───────────────────────────────────────────────────
|
||||
|
||||
// ensureSpellsForCharacter populates a sensible known-spell list and slot
|
||||
// pool for a caster who has none. Idempotent: skips if any spells are
|
||||
// already known for the user. Called from !setup confirm and from
|
||||
// ensureDnDCharacterForCombat (auto-migration path).
|
||||
//
|
||||
// Defaults are conservative — a caster always has at least cantrips and
|
||||
// enough leveled options to be functional. Players can swap via
|
||||
// !spells learn (Mage) or !prepare (Cleric) once SP4 lands.
|
||||
func ensureSpellsForCharacter(c *DnDCharacter) error {
|
||||
if c == nil || !classIsCaster(c.Class) {
|
||||
return nil
|
||||
}
|
||||
existing, err := listKnownSpells(c.UserID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if len(existing) > 0 {
|
||||
// Refresh the slot pool in case level has changed since the prior
|
||||
// grant (covers level-up between sessions).
|
||||
return setSpellSlotsForLevel(c.UserID, c.Class, c.Level)
|
||||
}
|
||||
defaults := defaultKnownSpells(c.Class, c.Level)
|
||||
for _, sid := range defaults {
|
||||
// Cleric "prepares" daily — but prep system is SP4. Until then,
|
||||
// every default cleric spell is auto-prepared so !cast works.
|
||||
if err := addKnownSpell(c.UserID, sid, "class", true); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return setSpellSlotsForLevel(c.UserID, c.Class, c.Level)
|
||||
}
|
||||
|
||||
// defaultKnownSpells returns a sensible starter list for class+level. Tuned
|
||||
// to give each caster at least a damage option, a buff/utility, and a heal
|
||||
// where applicable. Cantrips first, then leveled spells up to the player's
|
||||
// max slot level. Picks are deterministic so tests can lock them down.
|
||||
func defaultKnownSpells(class DnDClass, level int) []string {
|
||||
maxSlot := highestAvailableSlot(class, level)
|
||||
switch class {
|
||||
case ClassMage:
|
||||
out := []string{"fire_bolt", "minor_illusion", "mending"}
|
||||
if level >= 1 {
|
||||
out = append(out, "magic_missile", "mage_armor", "shield", "burning_hands", "detect_magic")
|
||||
}
|
||||
if maxSlot >= 2 {
|
||||
out = append(out, "scorching_ray", "misty_step", "mirror_image")
|
||||
}
|
||||
if maxSlot >= 3 {
|
||||
out = append(out, "fireball", "counterspell")
|
||||
}
|
||||
if maxSlot >= 4 {
|
||||
out = append(out, "ice_storm", "greater_invisibility")
|
||||
}
|
||||
if maxSlot >= 5 {
|
||||
out = append(out, "cone_of_cold", "wall_of_force")
|
||||
}
|
||||
return out
|
||||
case ClassCleric:
|
||||
out := []string{"sacred_flame", "guidance", "mending"}
|
||||
if level >= 1 {
|
||||
out = append(out, "cure_wounds", "healing_word_spell", "bless", "guiding_bolt", "shield_of_faith")
|
||||
}
|
||||
if maxSlot >= 2 {
|
||||
out = append(out, "spiritual_weapon", "lesser_restoration", "aid")
|
||||
}
|
||||
if maxSlot >= 3 {
|
||||
out = append(out, "spirit_guardians", "revivify", "mass_healing_word")
|
||||
}
|
||||
if maxSlot >= 4 {
|
||||
out = append(out, "guardian_of_faith", "death_ward")
|
||||
}
|
||||
if maxSlot >= 5 {
|
||||
out = append(out, "mass_cure_wounds", "flame_strike")
|
||||
}
|
||||
return out
|
||||
case ClassRanger:
|
||||
// Rangers have no spells until level 2.
|
||||
if level < 2 {
|
||||
return []string{"guidance", "thorn_whip"}
|
||||
}
|
||||
out := []string{"guidance", "thorn_whip"}
|
||||
out = append(out, "hunters_mark", "cure_wounds")
|
||||
if maxSlot >= 2 {
|
||||
out = append(out, "pass_without_trace", "spike_growth")
|
||||
}
|
||||
if maxSlot >= 3 {
|
||||
out = append(out, "lightning_arrow", "conjure_barrage")
|
||||
}
|
||||
return out
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func highestAvailableSlot(class DnDClass, level int) int {
|
||||
pool := slotsForClassLevel(class, level)
|
||||
high := 0
|
||||
for lvl := range pool {
|
||||
if lvl > high {
|
||||
high = lvl
|
||||
}
|
||||
}
|
||||
return high
|
||||
}
|
||||
|
||||
// ── Display helpers ──────────────────────────────────────────────────────────
|
||||
|
||||
func displaySpellName(spellID string) string {
|
||||
if s, ok := lookupSpell(spellID); ok {
|
||||
return s.Name
|
||||
}
|
||||
return spellID
|
||||
}
|
||||
|
||||
func renderSlotLine(slots map[int][2]int) string {
|
||||
if len(slots) == 0 {
|
||||
return "_(no spell slots)_"
|
||||
}
|
||||
var parts []string
|
||||
for lvl := 1; lvl <= 5; lvl++ {
|
||||
if pair, ok := slots[lvl]; ok {
|
||||
parts = append(parts, fmt.Sprintf("L%d %d/%d", lvl, pair[0]-pair[1], pair[0]))
|
||||
}
|
||||
}
|
||||
return strings.Join(parts, " · ")
|
||||
}
|
||||
391
internal/plugin/dnd_spells_data.go
Normal file
391
internal/plugin/dnd_spells_data.go
Normal file
@@ -0,0 +1,391 @@
|
||||
package plugin
|
||||
|
||||
// Phase 9 spell registry data. All 76 in-scope spells from
|
||||
// gogobee_spell_system.md. Reaction spells (Shield, Counterspell,
|
||||
// Absorb Elements) are included with EffectReaction so the registry is
|
||||
// complete; SP2's !cast refuses them with a "Phase 11" note.
|
||||
|
||||
func buildSpellList() []SpellDefinition {
|
||||
mage := []DnDClass{ClassMage}
|
||||
cleric := []DnDClass{ClassCleric}
|
||||
ranger := []DnDClass{ClassRanger}
|
||||
mageCleric := []DnDClass{ClassMage, ClassCleric}
|
||||
clericRanger := []DnDClass{ClassCleric, ClassRanger}
|
||||
rangerCleric := []DnDClass{ClassRanger, ClassCleric}
|
||||
allCasters := []DnDClass{ClassMage, ClassCleric, ClassRanger}
|
||||
|
||||
return []SpellDefinition{
|
||||
// ── Cantrips (level 0) ────────────────────────────────────────────────
|
||||
{ID: "fire_bolt", Name: "Fire Bolt", Level: 0, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageAttack, CastTime: CastAction,
|
||||
AttackRoll: true, DamageDice: "1d10", DamageType: "fire",
|
||||
Description: "Hurl a mote of fire at a target.",
|
||||
Upcast: "2d10 at L5, 3d10 at L11"},
|
||||
{ID: "toll_the_dead", Name: "Toll the Dead", Level: 0, School: "necromancy",
|
||||
Classes: mageCleric, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "WIS", DamageDice: "1d8", DamageType: "necrotic",
|
||||
Description: "1d8 necrotic; 1d12 if target is missing HP."},
|
||||
{ID: "chill_touch", Name: "Chill Touch", Level: 0, School: "necromancy",
|
||||
Classes: mageCleric, Effect: EffectDamageAttack, CastTime: CastAction,
|
||||
AttackRoll: true, DamageDice: "1d8", DamageType: "necrotic",
|
||||
Description: "Spectral hand — target can't heal until next turn."},
|
||||
{ID: "poison_spray", Name: "Poison Spray", Level: 0, School: "conjuration",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "CON", DamageDice: "1d12", DamageType: "poison",
|
||||
Description: "Puff of noxious gas; CON save or full damage."},
|
||||
{ID: "shocking_grasp", Name: "Shocking Grasp", Level: 0, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageAttack, CastTime: CastAction,
|
||||
AttackRoll: true, DamageDice: "1d8", DamageType: "lightning",
|
||||
Description: "Lightning leaps from your touch; target loses Reaction."},
|
||||
{ID: "sacred_flame", Name: "Sacred Flame", Level: 0, School: "evocation",
|
||||
Classes: cleric, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "DEX", DamageDice: "1d8", DamageType: "radiant",
|
||||
Description: "Flame-like radiance descends; ignores cover."},
|
||||
{ID: "guidance", Name: "Guidance", Level: 0, School: "divination",
|
||||
Classes: clericRanger, Effect: EffectUtility, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "+1d4 to one ability check (self or ally)."},
|
||||
{ID: "shillelagh", Name: "Shillelagh", Level: 0, School: "transmutation",
|
||||
Classes: rangerCleric, Effect: EffectBuffSelf, CastTime: CastBonusAction,
|
||||
Concentration: true,
|
||||
Description: "Club/staff uses WIS for attack+damage; 1d8."},
|
||||
{ID: "thorn_whip", Name: "Thorn Whip", Level: 0, School: "transmutation",
|
||||
Classes: ranger, Effect: EffectDamageAttack, CastTime: CastAction,
|
||||
AttackRoll: true, DamageDice: "1d6", DamageType: "piercing",
|
||||
Description: "Vine of thorns; pull target 10 ft."},
|
||||
{ID: "mending", Name: "Mending", Level: 0, School: "transmutation",
|
||||
Classes: allCasters, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Repair one non-magical item. Out of combat only."},
|
||||
{ID: "message", Name: "Message", Level: 0, School: "transmutation",
|
||||
Classes: mage, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Whisper to target up to 120 ft."},
|
||||
{ID: "minor_illusion", Name: "Minor Illusion", Level: 0, School: "illusion",
|
||||
Classes: mage, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Create a sound or image."},
|
||||
|
||||
// ── 1st level — Mage ──────────────────────────────────────────────────
|
||||
{ID: "magic_missile", Name: "Magic Missile", Level: 1, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageAuto, CastTime: CastAction,
|
||||
DamageDice: "3d4+3", DamageType: "force",
|
||||
Description: "Three darts × 1d4+1 force; auto-hit.",
|
||||
Upcast: "+1 dart per slot above 1st"},
|
||||
{ID: "thunderwave", Name: "Thunderwave", Level: 1, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "CON", DamageDice: "2d8", DamageType: "thunder", AOE: true,
|
||||
Description: "Wave of force in 15 ft cube; push 10 ft.",
|
||||
Upcast: "+1d8 per slot above 1st"},
|
||||
{ID: "mage_armor", Name: "Mage Armor", Level: 1, School: "abjuration",
|
||||
Classes: mage, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Description: "AC = 13 + DEX mod (no armor required) for 8 hours."},
|
||||
{ID: "burning_hands", Name: "Burning Hands", Level: 1, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "DEX", DamageDice: "3d6", DamageType: "fire", AOE: true,
|
||||
Description: "Cone of fire; DEX save half.",
|
||||
Upcast: "+1d6 per slot above 1st"},
|
||||
{ID: "detect_magic", Name: "Detect Magic", Level: 1, School: "divination",
|
||||
Classes: mage, Effect: EffectUtility, CastTime: CastRitual,
|
||||
Concentration: true,
|
||||
Description: "Sense magic within 30 ft. Ritual castable (no slot)."},
|
||||
{ID: "fog_cloud", Name: "Fog Cloud", Level: 1, School: "conjuration",
|
||||
Classes: []DnDClass{ClassMage, ClassRanger}, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "20 ft heavily obscured radius. Attacks inside have disadvantage."},
|
||||
{ID: "grease", Name: "Grease", Level: 1, School: "conjuration",
|
||||
Classes: mage, Effect: EffectControl, CastTime: CastAction,
|
||||
SaveStat: "DEX", AOE: true,
|
||||
Description: "10 ft square; DEX save or Prone. Difficult terrain."},
|
||||
{ID: "shield", Name: "Shield", Level: 1, School: "abjuration",
|
||||
Classes: mage, Effect: EffectReaction, CastTime: CastReaction,
|
||||
Description: "+5 AC as Reaction until next turn. (Phase 11)"},
|
||||
{ID: "sleep", Name: "Sleep", Level: 1, School: "enchantment",
|
||||
Classes: mage, Effect: EffectControl, CastTime: CastAction,
|
||||
AOE: true,
|
||||
Description: "Incapacitate creatures totaling 5d8 HP (weakest first).",
|
||||
Upcast: "+2d8 per slot above 1st"},
|
||||
{ID: "chromatic_orb", Name: "Chromatic Orb", Level: 1, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageAttack, CastTime: CastAction,
|
||||
AttackRoll: true, DamageDice: "3d8", DamageType: "varies",
|
||||
Description: "3d8 of chosen damage type.",
|
||||
Upcast: "+1d8 per slot above 1st"},
|
||||
|
||||
// ── 1st level — Cleric ────────────────────────────────────────────────
|
||||
{ID: "cure_wounds", Name: "Cure Wounds", Level: 1, School: "evocation",
|
||||
Classes: clericRanger, Effect: EffectSpellHeal, CastTime: CastAction,
|
||||
DamageDice: "1d8",
|
||||
Description: "Heal 1d8 + WIS mod HP. Touch.",
|
||||
Upcast: "+1d8 per slot above 1st"},
|
||||
{ID: "bless", Name: "Bless", Level: 1, School: "enchantment",
|
||||
Classes: cleric, Effect: EffectBuffAlly, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "Up to 3 targets: +1d4 to attack rolls and saves. 1 min."},
|
||||
{ID: "inflict_wounds", Name: "Inflict Wounds", Level: 1, School: "necromancy",
|
||||
Classes: cleric, Effect: EffectDamageAttack, CastTime: CastAction,
|
||||
AttackRoll: true, DamageDice: "3d10", DamageType: "necrotic",
|
||||
Description: "3d10 necrotic. Melee spell attack.",
|
||||
Upcast: "+1d10 per slot above 1st"},
|
||||
{ID: "guiding_bolt", Name: "Guiding Bolt", Level: 1, School: "evocation",
|
||||
Classes: cleric, Effect: EffectDamageAttack, CastTime: CastAction,
|
||||
AttackRoll: true, DamageDice: "4d6", DamageType: "radiant",
|
||||
Description: "Next attack on target has advantage.",
|
||||
Upcast: "+1d6 per slot above 1st"},
|
||||
{ID: "shield_of_faith", Name: "Shield of Faith", Level: 1, School: "abjuration",
|
||||
Classes: cleric, Effect: EffectBuffAlly, CastTime: CastBonusAction,
|
||||
Concentration: true,
|
||||
Description: "+2 AC to one target. 10 min."},
|
||||
{ID: "healing_word_spell", Name: "Healing Word", Level: 1, School: "evocation",
|
||||
Classes: cleric, Effect: EffectSpellHeal, CastTime: CastBonusAction,
|
||||
DamageDice: "1d4",
|
||||
Description: "1d4 + WIS mod HP. Range 60 ft.",
|
||||
Upcast: "+1d4 per slot above 1st"},
|
||||
{ID: "command", Name: "Command", Level: 1, School: "enchantment",
|
||||
Classes: cleric, Effect: EffectControl, CastTime: CastAction,
|
||||
SaveStat: "WIS",
|
||||
Description: "One-word command (Flee/Grovel/Halt). 1 turn.",
|
||||
Upcast: "+1 target per slot above 1st"},
|
||||
{ID: "protection_from_evil", Name: "Protection from Evil and Good", Level: 1, School: "abjuration",
|
||||
Classes: cleric, Effect: EffectBuffAlly, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "Aberrations/fiends/undead have disadvantage vs. target."},
|
||||
|
||||
// ── 1st level — Ranger ────────────────────────────────────────────────
|
||||
{ID: "hunters_mark", Name: "Hunter's Mark", Level: 1, School: "divination",
|
||||
Classes: ranger, Effect: EffectBuffSelf, CastTime: CastBonusAction,
|
||||
Concentration: true,
|
||||
Description: "+1d6 damage to marked target; track as bonus action. 1 hr."},
|
||||
{ID: "ensnaring_strike", Name: "Ensnaring Strike", Level: 1, School: "conjuration",
|
||||
Classes: ranger, Effect: EffectControl, CastTime: CastBonusAction,
|
||||
Concentration: true, SaveStat: "STR",
|
||||
Description: "On hit: STR save or Restrained; 1d6/turn."},
|
||||
{ID: "speak_with_animals", Name: "Speak with Animals", Level: 1, School: "divination",
|
||||
Classes: ranger, Effect: EffectUtility, CastTime: CastRitual,
|
||||
Description: "Communicate with beasts. 10 min."},
|
||||
{ID: "absorb_elements", Name: "Absorb Elements", Level: 1, School: "abjuration",
|
||||
Classes: ranger, Effect: EffectReaction, CastTime: CastReaction,
|
||||
Description: "Reaction: resistance to incoming elemental damage. (Phase 11)"},
|
||||
|
||||
// ── 2nd level — Mage ──────────────────────────────────────────────────
|
||||
{ID: "scorching_ray", Name: "Scorching Ray", Level: 2, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageAuto, CastTime: CastAction,
|
||||
DamageDice: "6d6", DamageType: "fire",
|
||||
Description: "3 rays × 2d6 fire; each is a separate auto-hit.",
|
||||
Upcast: "+1 ray per slot above 2nd"},
|
||||
{ID: "mirror_image", Name: "Mirror Image", Level: 2, School: "illusion",
|
||||
Classes: mage, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Description: "3 duplicates absorb hits."},
|
||||
{ID: "misty_step", Name: "Misty Step", Level: 2, School: "conjuration",
|
||||
Classes: mage, Effect: EffectBuffSelf, CastTime: CastBonusAction,
|
||||
Description: "Bonus-action teleport up to 30 ft."},
|
||||
{ID: "hold_person", Name: "Hold Person", Level: 2, School: "enchantment",
|
||||
Classes: mageCleric, Effect: EffectControl, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "WIS",
|
||||
Description: "Paralyzed; auto-crit melee while held.",
|
||||
Upcast: "+1 target per slot above 2nd"},
|
||||
{ID: "shatter", Name: "Shatter", Level: 2, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "CON", DamageDice: "3d8", DamageType: "thunder", AOE: true,
|
||||
Description: "3d8 thunder in 10 ft sphere.",
|
||||
Upcast: "+1d8 per slot above 2nd"},
|
||||
{ID: "blur", Name: "Blur", Level: 2, School: "illusion",
|
||||
Classes: mage, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "All attacks vs. you have disadvantage."},
|
||||
{ID: "web", Name: "Web", Level: 2, School: "conjuration",
|
||||
Classes: mage, Effect: EffectControl, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "STR", AOE: true,
|
||||
Description: "20 ft cube; Restrained (STR DC to escape)."},
|
||||
{ID: "levitate", Name: "Levitate", Level: 2, School: "transmutation",
|
||||
Classes: mage, Effect: EffectUtility, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "CON",
|
||||
Description: "Float up to 20 ft; immune to ground-based effects."},
|
||||
{ID: "knock", Name: "Knock", Level: 2, School: "transmutation",
|
||||
Classes: mage, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Open any mundane lock or magically sealed door."},
|
||||
|
||||
// ── 2nd level — Cleric ────────────────────────────────────────────────
|
||||
{ID: "spiritual_weapon", Name: "Spiritual Weapon", Level: 2, School: "evocation",
|
||||
Classes: cleric, Effect: EffectBuffSelf, CastTime: CastBonusAction,
|
||||
DamageDice: "1d8",
|
||||
Description: "Bonus-action spectral weapon attacks 1d8+WIS each turn. 1 min.",
|
||||
Upcast: "+1d8 per 2 slots above 2nd"},
|
||||
{ID: "lesser_restoration", Name: "Lesser Restoration", Level: 2, School: "abjuration",
|
||||
Classes: clericRanger, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Remove one condition (Blinded/Deafened/Paralyzed/Poisoned)."},
|
||||
{ID: "prayer_of_healing", Name: "Prayer of Healing", Level: 2, School: "evocation",
|
||||
Classes: cleric, Effect: EffectSpellHeal, CastTime: CastAction,
|
||||
DamageDice: "2d8",
|
||||
Description: "Up to 6 targets: 2d8 + WIS mod HP. Out of combat only."},
|
||||
{ID: "silence", Name: "Silence", Level: 2, School: "illusion",
|
||||
Classes: clericRanger, Effect: EffectUtility, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "No sound in 20 ft sphere; no verbal spells."},
|
||||
{ID: "aid", Name: "Aid", Level: 2, School: "abjuration",
|
||||
Classes: cleric, Effect: EffectBuffAlly, CastTime: CastAction,
|
||||
Description: "3 targets: +5 max HP and current HP. 8 hr.",
|
||||
Upcast: "+5 HP per slot above 2nd"},
|
||||
{ID: "augury", Name: "Augury", Level: 2, School: "divination",
|
||||
Classes: cleric, Effect: EffectUtility, CastTime: CastRitual,
|
||||
Description: "Omen about action in next 30 min. TwinBee delivers."},
|
||||
|
||||
// ── 2nd level — Ranger ────────────────────────────────────────────────
|
||||
{ID: "pass_without_trace", Name: "Pass Without Trace", Level: 2, School: "abjuration",
|
||||
Classes: ranger, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "+10 to Stealth; can't be tracked magically."},
|
||||
{ID: "spike_growth", Name: "Spike Growth", Level: 2, School: "transmutation",
|
||||
Classes: ranger, Effect: EffectDamageAuto, CastTime: CastAction,
|
||||
Concentration: true, DamageDice: "2d4", DamageType: "piercing", AOE: true,
|
||||
Description: "20 ft radius; 2d4 per 5 ft moved through. Difficult terrain."},
|
||||
{ID: "beast_sense", Name: "Beast Sense", Level: 2, School: "divination",
|
||||
Classes: ranger, Effect: EffectUtility, CastTime: CastRitual,
|
||||
Concentration: true,
|
||||
Description: "See/hear through a beast's senses."},
|
||||
{ID: "cordon_of_arrows", Name: "Cordon of Arrows", Level: 2, School: "transmutation",
|
||||
Classes: ranger, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Description: "4 arrows guard area; fire on intruders (1d6+DEX). 8 hr."},
|
||||
{ID: "find_traps", Name: "Find Traps", Level: 2, School: "divination",
|
||||
Classes: ranger, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Detect presence of traps within 120 ft."},
|
||||
|
||||
// ── 3rd level — Mage ──────────────────────────────────────────────────
|
||||
{ID: "fireball", Name: "Fireball", Level: 3, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "DEX", DamageDice: "8d6", DamageType: "fire", AOE: true,
|
||||
Description: "8d6 fire in 20 ft radius. DEX save half.",
|
||||
Upcast: "+1d6 per slot above 3rd"},
|
||||
{ID: "lightning_bolt", Name: "Lightning Bolt", Level: 3, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "DEX", DamageDice: "8d6", DamageType: "lightning", AOE: true,
|
||||
Description: "8d6 lightning in 100 ft line. DEX save half.",
|
||||
Upcast: "+1d6 per slot above 3rd"},
|
||||
{ID: "counterspell", Name: "Counterspell", Level: 3, School: "abjuration",
|
||||
Classes: mage, Effect: EffectReaction, CastTime: CastReaction,
|
||||
Description: "Reaction: cancel a spell of 3rd level or lower. (Phase 11)"},
|
||||
{ID: "fly", Name: "Fly", Level: 3, School: "transmutation",
|
||||
Classes: mage, Effect: EffectBuffAlly, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "Target gains 60 ft fly speed. 10 min."},
|
||||
{ID: "hypnotic_pattern", Name: "Hypnotic Pattern", Level: 3, School: "illusion",
|
||||
Classes: mage, Effect: EffectControl, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "WIS", AOE: true,
|
||||
Description: "Creatures in 30 ft cube: Incapacitated, speed 0."},
|
||||
{ID: "dispel_magic", Name: "Dispel Magic", Level: 3, School: "abjuration",
|
||||
Classes: mageCleric, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "End one magical effect on target."},
|
||||
{ID: "slow", Name: "Slow", Level: 3, School: "transmutation",
|
||||
Classes: mage, Effect: EffectControl, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "WIS", AOE: true,
|
||||
Description: "Up to 6 targets: halve speed, -2 AC, no reactions."},
|
||||
{ID: "animate_dead", Name: "Animate Dead", Level: 3, School: "necromancy",
|
||||
Classes: mageCleric, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Animate up to 3 corpses as skeletons/zombies. 24 hr."},
|
||||
|
||||
// ── 3rd level — Cleric ────────────────────────────────────────────────
|
||||
{ID: "spirit_guardians", Name: "Spirit Guardians", Level: 3, School: "conjuration",
|
||||
Classes: cleric, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "WIS", DamageDice: "3d8",
|
||||
DamageType: "radiant", AOE: true,
|
||||
Description: "15 ft aura: 3d8/turn to enemies. WIS save half.",
|
||||
Upcast: "+1d8 per slot above 3rd"},
|
||||
{ID: "revivify", Name: "Revivify", Level: 3, School: "necromancy",
|
||||
Classes: cleric, Effect: EffectUtility, CastTime: CastAction,
|
||||
MaterialCost: 300,
|
||||
Description: "Restore a creature dead <1 min to 1 HP. 300-coin diamond."},
|
||||
{ID: "mass_healing_word", Name: "Mass Healing Word", Level: 3, School: "evocation",
|
||||
Classes: cleric, Effect: EffectSpellHeal, CastTime: CastBonusAction,
|
||||
DamageDice: "1d4",
|
||||
Description: "Up to 6 targets: 1d4 + WIS mod HP."},
|
||||
{ID: "beacon_of_hope", Name: "Beacon of Hope", Level: 3, School: "abjuration",
|
||||
Classes: cleric, Effect: EffectBuffAlly, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "Targets have advantage on WIS saves and death saves; max healing."},
|
||||
{ID: "remove_curse", Name: "Remove Curse", Level: 3, School: "abjuration",
|
||||
Classes: cleric, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "End one curse on target or object."},
|
||||
|
||||
// ── 3rd level — Ranger ────────────────────────────────────────────────
|
||||
{ID: "lightning_arrow", Name: "Lightning Arrow", Level: 3, School: "transmutation",
|
||||
Classes: ranger, Effect: EffectDamageSave, CastTime: CastBonusAction,
|
||||
SaveStat: "DEX", DamageDice: "4d8", DamageType: "lightning", AOE: true,
|
||||
Description: "Ranged: 4d8 lightning on hit; 2d8 to creatures within 10 ft."},
|
||||
{ID: "conjure_barrage", Name: "Conjure Barrage", Level: 3, School: "conjuration",
|
||||
Classes: ranger, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "DEX", DamageDice: "3d8", DamageType: "varies", AOE: true,
|
||||
Description: "3d8 of weapon type in 60 ft cone. DEX save half."},
|
||||
{ID: "water_walk", Name: "Water Walk", Level: 3, School: "transmutation",
|
||||
Classes: ranger, Effect: EffectUtility, CastTime: CastRitual,
|
||||
Description: "Up to 10 targets walk on liquid surfaces. 1 hr."},
|
||||
{ID: "plant_growth", Name: "Plant Growth", Level: 3, School: "transmutation",
|
||||
Classes: ranger, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "100 ft difficult terrain; or enhance crops."},
|
||||
{ID: "nondetection", Name: "Nondetection", Level: 3, School: "abjuration",
|
||||
Classes: ranger, Effect: EffectUtility, CastTime: CastAction,
|
||||
Description: "Target undetectable by divination magic. 8 hr."},
|
||||
|
||||
// ── 4th level (Mage / Cleric) ─────────────────────────────────────────
|
||||
{ID: "banishment", Name: "Banishment", Level: 4, School: "abjuration",
|
||||
Classes: cleric, Effect: EffectControl, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "CHA",
|
||||
Description: "Send extraplanar creature to home plane temporarily."},
|
||||
{ID: "polymorph", Name: "Polymorph", Level: 4, School: "transmutation",
|
||||
Classes: mage, Effect: EffectControl, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "WIS",
|
||||
Description: "Transform target into beast. Max CR = target's level."},
|
||||
{ID: "ice_storm", Name: "Ice Storm", Level: 4, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "DEX", DamageDice: "6d6", DamageType: "cold", AOE: true,
|
||||
Description: "2d8 bludgeoning + 4d6 cold in 20 ft cylinder."},
|
||||
{ID: "wall_of_fire", Name: "Wall of Fire", Level: 4, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "DEX", DamageDice: "5d8",
|
||||
DamageType: "fire", AOE: true,
|
||||
Description: "60 ft wall; 5d8 fire to those passing through."},
|
||||
{ID: "greater_invisibility", Name: "Greater Invisibility", Level: 4, School: "illusion",
|
||||
Classes: mage, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "Target invisible; attacks have advantage; can't be targeted. 1 min."},
|
||||
{ID: "guardian_of_faith", Name: "Guardian of Faith", Level: 4, School: "conjuration",
|
||||
Classes: cleric, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Description: "Spectral guardian deals 20 radiant to approaching enemies."},
|
||||
{ID: "death_ward", Name: "Death Ward", Level: 4, School: "abjuration",
|
||||
Classes: cleric, Effect: EffectBuffAlly, CastTime: CastAction,
|
||||
Description: "Next time target would drop to 0 HP: drops to 1 instead. 8 hr."},
|
||||
{ID: "freedom_of_movement", Name: "Freedom of Movement", Level: 4, School: "abjuration",
|
||||
Classes: clericRanger, Effect: EffectBuffAlly, CastTime: CastAction,
|
||||
Description: "Target ignores Difficult terrain, paralysis, restraint. 1 hr."},
|
||||
|
||||
// ── 5th level (Mage / Cleric) ─────────────────────────────────────────
|
||||
{ID: "cone_of_cold", Name: "Cone of Cold", Level: 5, School: "evocation",
|
||||
Classes: mage, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "CON", DamageDice: "8d8", DamageType: "cold", AOE: true,
|
||||
Description: "8d8 cold in 60 ft cone. CON save half.",
|
||||
Upcast: "+1d8 per slot above 5th"},
|
||||
{ID: "hold_monster", Name: "Hold Monster", Level: 5, School: "enchantment",
|
||||
Classes: mage, Effect: EffectControl, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "WIS",
|
||||
Description: "Paralyze any creature type."},
|
||||
{ID: "wall_of_force", Name: "Wall of Force", Level: 5, School: "evocation",
|
||||
Classes: mage, Effect: EffectBuffSelf, CastTime: CastAction,
|
||||
Concentration: true,
|
||||
Description: "Invisible impenetrable wall."},
|
||||
{ID: "scrying", Name: "Scrying", Level: 5, School: "divination",
|
||||
Classes: mageCleric, Effect: EffectUtility, CastTime: CastAction,
|
||||
Concentration: true, SaveStat: "WIS",
|
||||
Description: "Observe target at any distance."},
|
||||
{ID: "mass_cure_wounds", Name: "Mass Cure Wounds", Level: 5, School: "evocation",
|
||||
Classes: cleric, Effect: EffectSpellHeal, CastTime: CastAction,
|
||||
DamageDice: "3d8",
|
||||
Description: "Up to 6 targets: 3d8 + WIS mod HP."},
|
||||
{ID: "flame_strike", Name: "Flame Strike", Level: 5, School: "evocation",
|
||||
Classes: cleric, Effect: EffectDamageSave, CastTime: CastAction,
|
||||
SaveStat: "DEX", DamageDice: "8d6", DamageType: "fire", AOE: true,
|
||||
Description: "4d6 fire + 4d6 radiant in 10 ft cylinder."},
|
||||
{ID: "divine_word", Name: "Divine Word", Level: 5, School: "evocation",
|
||||
Classes: cleric, Effect: EffectControl, CastTime: CastBonusAction,
|
||||
SaveStat: "WIS",
|
||||
Description: "Targets suffer effects based on HP. Kills below 20 HP."},
|
||||
{ID: "raise_dead", Name: "Raise Dead", Level: 5, School: "necromancy",
|
||||
Classes: cleric, Effect: EffectUtility, CastTime: CastAction,
|
||||
MaterialCost: 500,
|
||||
Description: "Restore a creature dead up to 10 days. 500-coin diamond."},
|
||||
}
|
||||
}
|
||||
231
internal/plugin/dnd_spells_test.go
Normal file
231
internal/plugin/dnd_spells_test.go
Normal file
@@ -0,0 +1,231 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// ── Registry coverage ────────────────────────────────────────────────────────
|
||||
|
||||
func TestSpellRegistryCoverage(t *testing.T) {
|
||||
// Phase 9 ships 76 in-scope spells + 3 reaction spells in the registry.
|
||||
// 79 total. Hard-bound so accidental drops surface in CI.
|
||||
if got := len(dndSpellRegistry); got < 76 {
|
||||
t.Errorf("spell registry has %d entries, want ≥76", got)
|
||||
}
|
||||
|
||||
// Every spell must declare at least one class, a name, and a level 0..5.
|
||||
for id, s := range dndSpellRegistry {
|
||||
if s.Name == "" {
|
||||
t.Errorf("spell %q has empty Name", id)
|
||||
}
|
||||
if len(s.Classes) == 0 {
|
||||
t.Errorf("spell %q has no classes", id)
|
||||
}
|
||||
if s.Level < 0 || s.Level > 5 {
|
||||
t.Errorf("spell %q level %d out of [0,5]", id, s.Level)
|
||||
}
|
||||
if s.Effect == "" {
|
||||
t.Errorf("spell %q has empty Effect", id)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestEachClassHasSpellsAtEachAvailableLevel(t *testing.T) {
|
||||
// Mage at L9: should have at least one spell at every level 0..5.
|
||||
for _, lvl := range []int{0, 1, 2, 3, 4, 5} {
|
||||
if !classHasSpellAtLevel(ClassMage, lvl) {
|
||||
t.Errorf("Mage missing any L%d spell", lvl)
|
||||
}
|
||||
}
|
||||
// Cleric at L9: 0..5.
|
||||
for _, lvl := range []int{0, 1, 2, 3, 4, 5} {
|
||||
if !classHasSpellAtLevel(ClassCleric, lvl) {
|
||||
t.Errorf("Cleric missing any L%d spell", lvl)
|
||||
}
|
||||
}
|
||||
// Ranger at L13: 0..3.
|
||||
for _, lvl := range []int{0, 1, 2, 3} {
|
||||
if !classHasSpellAtLevel(ClassRanger, lvl) {
|
||||
t.Errorf("Ranger missing any L%d spell", lvl)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func classHasSpellAtLevel(class DnDClass, level int) bool {
|
||||
for _, s := range dndSpellRegistry {
|
||||
if s.Level != level {
|
||||
continue
|
||||
}
|
||||
for _, c := range s.Classes {
|
||||
if c == class {
|
||||
return true
|
||||
}
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func TestParseSpellLooseInput(t *testing.T) {
|
||||
cases := []struct{ input, wantID string }{
|
||||
{"fire_bolt", "fire_bolt"},
|
||||
{"Fire Bolt", "fire_bolt"},
|
||||
{"fire-bolt", "fire_bolt"},
|
||||
{" Magic Missile ", "magic_missile"},
|
||||
{"hunters_mark", "hunters_mark"},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
got, ok := parseSpell(tc.input)
|
||||
if !ok {
|
||||
t.Errorf("parseSpell(%q): not found", tc.input)
|
||||
continue
|
||||
}
|
||||
if got.ID != tc.wantID {
|
||||
t.Errorf("parseSpell(%q): id=%q, want %q", tc.input, got.ID, tc.wantID)
|
||||
}
|
||||
}
|
||||
if _, ok := parseSpell("totally not a spell"); ok {
|
||||
t.Errorf("parseSpell on garbage should miss")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Slot tables ──────────────────────────────────────────────────────────────
|
||||
|
||||
func TestSlotsForClassLevel(t *testing.T) {
|
||||
cases := []struct {
|
||||
class DnDClass
|
||||
level int
|
||||
want map[int]int
|
||||
}{
|
||||
// Mage spec rows (gogobee_spell_system.md §1)
|
||||
{ClassMage, 1, map[int]int{1: 2}},
|
||||
{ClassMage, 5, map[int]int{1: 4, 2: 3, 3: 2}},
|
||||
{ClassMage, 9, map[int]int{1: 4, 2: 3, 3: 3, 4: 3, 5: 1}},
|
||||
// Cleric rows
|
||||
{ClassCleric, 1, map[int]int{1: 2}},
|
||||
{ClassCleric, 5, map[int]int{1: 4, 2: 3, 3: 2}},
|
||||
// Ranger half-caster
|
||||
{ClassRanger, 1, map[int]int{}},
|
||||
{ClassRanger, 5, map[int]int{1: 3}},
|
||||
{ClassRanger, 13, map[int]int{1: 3, 2: 2, 3: 1}},
|
||||
// Non-caster
|
||||
{ClassFighter, 5, nil},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
got := slotsForClassLevel(tc.class, tc.level)
|
||||
if !mapEq(got, tc.want) {
|
||||
t.Errorf("slotsForClassLevel(%s, %d) = %v, want %v",
|
||||
tc.class, tc.level, got, tc.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func mapEq(a, b map[int]int) bool {
|
||||
if (a == nil) != (b == nil) && (len(a)+len(b)) != 0 {
|
||||
return false
|
||||
}
|
||||
if len(a) != len(b) {
|
||||
return false
|
||||
}
|
||||
for k, v := range a {
|
||||
if b[k] != v {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// ── DC math ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func TestSpellSaveDC(t *testing.T) {
|
||||
// Mage L5, INT 18 (mod +4). Prof L5 = +3. DC = 8 + 3 + 4 = 15.
|
||||
c := &DnDCharacter{Class: ClassMage, Level: 5, INT: 18}
|
||||
if got := spellSaveDC(c); got != 15 {
|
||||
t.Errorf("Mage L5 INT18 DC = %d, want 15", got)
|
||||
}
|
||||
// Cleric L9, WIS 16 (mod +3). Prof L9 = +4. DC = 8 + 4 + 3 = 15.
|
||||
c = &DnDCharacter{Class: ClassCleric, Level: 9, WIS: 16}
|
||||
if got := spellSaveDC(c); got != 15 {
|
||||
t.Errorf("Cleric L9 WIS16 DC = %d, want 15", got)
|
||||
}
|
||||
// Ranger L4, WIS 14 (mod +2). Prof L4 = +2. DC = 8 + 2 + 2 = 12.
|
||||
c = &DnDCharacter{Class: ClassRanger, Level: 4, WIS: 14}
|
||||
if got := spellSaveDC(c); got != 12 {
|
||||
t.Errorf("Ranger L4 WIS14 DC = %d, want 12", got)
|
||||
}
|
||||
// Non-caster falls back to 8 + prof + 0.
|
||||
c = &DnDCharacter{Class: ClassFighter, Level: 5, INT: 18}
|
||||
if got := spellSaveDC(c); got != 11 {
|
||||
t.Errorf("Fighter L5 fallback DC = %d, want 11", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSpellAttackBonus(t *testing.T) {
|
||||
c := &DnDCharacter{Class: ClassMage, Level: 5, INT: 18}
|
||||
if got := spellAttackBonus(c); got != 7 {
|
||||
t.Errorf("Mage L5 INT18 atk = %d, want 7", got)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Default known list ──────────────────────────────────────────────────────
|
||||
|
||||
func TestDefaultKnownSpellsExistInRegistry(t *testing.T) {
|
||||
for _, class := range []DnDClass{ClassMage, ClassCleric, ClassRanger} {
|
||||
for _, lvl := range []int{1, 3, 5, 9, 13, 20} {
|
||||
for _, sid := range defaultKnownSpells(class, lvl) {
|
||||
if _, ok := lookupSpell(sid); !ok {
|
||||
t.Errorf("default for %s L%d references unknown spell %q",
|
||||
class, lvl, sid)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestDefaultKnownSpellsScaleWithLevel(t *testing.T) {
|
||||
// Higher-level Mage knows strictly more spells than L1.
|
||||
low := len(defaultKnownSpells(ClassMage, 1))
|
||||
hi := len(defaultKnownSpells(ClassMage, 9))
|
||||
if hi <= low {
|
||||
t.Errorf("Mage L9 known (%d) should exceed L1 (%d)", hi, low)
|
||||
}
|
||||
// Ranger L1 knows almost nothing (no spells until L2).
|
||||
if got := len(defaultKnownSpells(ClassRanger, 1)); got > 2 {
|
||||
t.Errorf("Ranger L1 default %d spells, want ≤2 cantrips", got)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Concentration helper ────────────────────────────────────────────────────
|
||||
|
||||
func TestSetConcentrationSupersedes(t *testing.T) {
|
||||
c := &DnDCharacter{}
|
||||
prev := setConcentration(c, "bless", 0)
|
||||
if prev != "" {
|
||||
t.Errorf("first concentration: prev=%q, want empty", prev)
|
||||
}
|
||||
prev = setConcentration(c, "hunters_mark", 0)
|
||||
if prev != "bless" {
|
||||
t.Errorf("second concentration: prev=%q, want bless", prev)
|
||||
}
|
||||
if c.ConcentrationSpell != "hunters_mark" {
|
||||
t.Errorf("after super: active=%q, want hunters_mark", c.ConcentrationSpell)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Migration safety ────────────────────────────────────────────────────────
|
||||
|
||||
func TestEnsureSpellsForCharacterNonCasterIsNoOp(t *testing.T) {
|
||||
c := &DnDCharacter{UserID: id.UserID("@test:fighter"), Class: ClassFighter, Level: 5}
|
||||
if err := ensureSpellsForCharacter(c); err != nil {
|
||||
// Note: this hits the DB; in env without DB, function should still
|
||||
// return nil for non-caster before any DB call. Verify that early exit.
|
||||
t.Errorf("ensureSpellsForCharacter on Fighter: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRangerNoSpellsBeforeLevel2(t *testing.T) {
|
||||
if got := len(slotsForClassLevel(ClassRanger, 1)); got != 0 {
|
||||
t.Errorf("Ranger L1 slot count = %d, want 0", got)
|
||||
}
|
||||
}
|
||||
235
internal/plugin/dnd_test.go
Normal file
235
internal/plugin/dnd_test.go
Normal file
@@ -0,0 +1,235 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestAbilityModifier(t *testing.T) {
|
||||
cases := []struct {
|
||||
score, want int
|
||||
}{
|
||||
{1, -5},
|
||||
{8, -1},
|
||||
{9, -1},
|
||||
{10, 0},
|
||||
{11, 0},
|
||||
{12, 1},
|
||||
{13, 1},
|
||||
{14, 2},
|
||||
{15, 2},
|
||||
{16, 3},
|
||||
{18, 4},
|
||||
{20, 5},
|
||||
}
|
||||
for _, c := range cases {
|
||||
got := abilityModifier(c.score)
|
||||
if got != c.want {
|
||||
t.Errorf("abilityModifier(%d) = %d, want %d", c.score, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestIsStandardArray(t *testing.T) {
|
||||
good := [][]int{
|
||||
{15, 14, 13, 12, 10, 8},
|
||||
{8, 10, 12, 13, 14, 15},
|
||||
{14, 8, 15, 10, 13, 12},
|
||||
}
|
||||
for _, g := range good {
|
||||
var arr [6]int
|
||||
copy(arr[:], g)
|
||||
if !isStandardArray(arr) {
|
||||
t.Errorf("isStandardArray(%v) = false, want true", g)
|
||||
}
|
||||
}
|
||||
bad := [][]int{
|
||||
{15, 15, 13, 12, 10, 8}, // duplicate 15
|
||||
{16, 14, 13, 12, 10, 8}, // out-of-range
|
||||
{15, 14, 13, 12, 10, 9}, // 9 instead of 8
|
||||
{15, 14, 13, 12, 11, 8}, // 11 instead of 10
|
||||
}
|
||||
for _, ba := range bad {
|
||||
var arr [6]int
|
||||
copy(arr[:], ba)
|
||||
if isStandardArray(arr) {
|
||||
t.Errorf("isStandardArray(%v) = true, want false", ba)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeMaxHP_FighterLevel1(t *testing.T) {
|
||||
// Fighter d10, CON +2 → L1 HP = 10 + 2 = 12
|
||||
got := computeMaxHP(ClassFighter, 2, 1)
|
||||
if got != 12 {
|
||||
t.Errorf("Fighter L1 (CON+2) = %d, want 12", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeMaxHP_MageLevel5(t *testing.T) {
|
||||
// Mage d6, CON +1
|
||||
// L1: 6 + 1 = 7
|
||||
// L2-5: 4 levels × (avg 4 + 1) = 4 × 5 = 20
|
||||
// Total: 27
|
||||
got := computeMaxHP(ClassMage, 1, 5)
|
||||
if got != 27 {
|
||||
t.Errorf("Mage L5 (CON+1) = %d, want 27", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeMaxHP_FloorAt1(t *testing.T) {
|
||||
// Pathological: very negative CON, low level → still ≥1 per level
|
||||
got := computeMaxHP(ClassMage, -5, 1)
|
||||
if got < 1 {
|
||||
t.Errorf("HP floor violated: got %d", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestComputeAC(t *testing.T) {
|
||||
cases := []struct {
|
||||
class DnDClass
|
||||
dexMod int
|
||||
want int
|
||||
}{
|
||||
{ClassFighter, 0, 16}, // 10 + 0 + 6
|
||||
{ClassFighter, 2, 18}, // 10 + 2 + 6
|
||||
{ClassRogue, 3, 14}, // 10 + 3 + 1
|
||||
{ClassMage, 0, 10}, // 10 + 0 + 0
|
||||
{ClassCleric, 1, 14}, // 10 + 1 + 3
|
||||
{ClassRanger, 2, 15}, // 10 + 2 + 3
|
||||
}
|
||||
for _, c := range cases {
|
||||
got := computeAC(c.class, c.dexMod)
|
||||
if got != c.want {
|
||||
t.Errorf("computeAC(%s, dex%+d) = %d, want %d", c.class, c.dexMod, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyRaceMods(t *testing.T) {
|
||||
// Elf: STR +0, DEX +2, CON -1, INT +1, WIS +1, CHA +0
|
||||
base := [6]int{10, 10, 10, 10, 10, 10}
|
||||
got := applyRaceMods(RaceElf, base)
|
||||
want := [6]int{10, 12, 9, 11, 11, 10}
|
||||
if got != want {
|
||||
t.Errorf("applyRaceMods(Elf) = %v, want %v", got, want)
|
||||
}
|
||||
// Orc: STR +3, DEX -1, CON +2, INT -1, WIS -1, CHA -1
|
||||
got = applyRaceMods(RaceOrc, base)
|
||||
want = [6]int{13, 9, 12, 9, 9, 9}
|
||||
if got != want {
|
||||
t.Errorf("applyRaceMods(Orc) = %v, want %v", got, want)
|
||||
}
|
||||
}
|
||||
|
||||
func TestParseRaceClass(t *testing.T) {
|
||||
if r, ok := parseRace("Elf"); !ok || r != RaceElf {
|
||||
t.Errorf("parseRace(Elf) = %v, %v", r, ok)
|
||||
}
|
||||
if r, ok := parseRace("half-elf"); !ok || r != RaceHalfElf {
|
||||
t.Errorf("parseRace(half-elf) = %v, %v", r, ok)
|
||||
}
|
||||
if _, ok := parseRace("dragonborn"); ok {
|
||||
t.Errorf("parseRace(dragonborn) = ok, want false")
|
||||
}
|
||||
if c, ok := parseClass("Fighter"); !ok || c != ClassFighter {
|
||||
t.Errorf("parseClass(Fighter) = %v, %v", c, ok)
|
||||
}
|
||||
if _, ok := parseClass("monk"); ok {
|
||||
t.Errorf("parseClass(monk) = ok, want false")
|
||||
}
|
||||
}
|
||||
|
||||
func TestStatsAssigned(t *testing.T) {
|
||||
defaultC := &DnDCharacter{STR: 8, DEX: 8, CON: 8, INT: 8, WIS: 8, CHA: 8}
|
||||
if statsAssigned(defaultC) {
|
||||
t.Error("statsAssigned(all-8s) = true, want false")
|
||||
}
|
||||
withStats := &DnDCharacter{STR: 15, DEX: 14, CON: 13, INT: 12, WIS: 10, CHA: 8}
|
||||
if !statsAssigned(withStats) {
|
||||
t.Error("statsAssigned(real stats) = false, want true")
|
||||
}
|
||||
}
|
||||
|
||||
func TestParseStatsArg(t *testing.T) {
|
||||
want := [6]int{15, 14, 13, 12, 10, 8}
|
||||
cases := []string{
|
||||
"15 14 13 12 10 8",
|
||||
"15, 14, 13, 12, 10, 8",
|
||||
"(15, 14, 13, 12, 10, 8)",
|
||||
"[15,14,13,12,10,8]",
|
||||
"{15 14 13 12 10 8}",
|
||||
" 15,14 ,13, 12 ,10, 8 ",
|
||||
}
|
||||
for _, in := range cases {
|
||||
got, err := parseStatsArg(in)
|
||||
if err != nil {
|
||||
t.Errorf("parseStatsArg(%q) returned error: %v", in, err)
|
||||
continue
|
||||
}
|
||||
if got != want {
|
||||
t.Errorf("parseStatsArg(%q) = %v, want %v", in, got, want)
|
||||
}
|
||||
}
|
||||
|
||||
bad := []string{
|
||||
"", // empty
|
||||
"15 14 13 12 10", // 5 numbers
|
||||
"15 14 13 12 10 8 7", // 7 numbers
|
||||
"15 14 13 12 10 abc", // non-number
|
||||
"banana", // garbage
|
||||
}
|
||||
for _, in := range bad {
|
||||
if _, err := parseStatsArg(in); err == nil {
|
||||
t.Errorf("parseStatsArg(%q) should have errored", in)
|
||||
}
|
||||
}
|
||||
|
||||
// A different permutation should still parse and just return the
|
||||
// numbers in order — validation against the standard array is
|
||||
// a separate concern (isStandardArray).
|
||||
got, err := parseStatsArg("8, 10, 12, 13, 14, 15")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got != [6]int{8, 10, 12, 13, 14, 15} {
|
||||
t.Errorf("permutation order not preserved: %v", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestDnDLevelFromCombatLevel(t *testing.T) {
|
||||
cases := []struct{ combat, want int }{
|
||||
{0, 1}, // floor
|
||||
{1, 1},
|
||||
{4, 1},
|
||||
{5, 1},
|
||||
{9, 1},
|
||||
{10, 2},
|
||||
{15, 3},
|
||||
{20, 4}, // nonk
|
||||
{24, 4}, // quack
|
||||
{25, 5},
|
||||
{28, 5}, // prosolis
|
||||
{30, 6},
|
||||
{45, 9},
|
||||
{49, 9}, // holymachina
|
||||
{50, 10},
|
||||
{99, 19},
|
||||
{100, 20}, // clamp
|
||||
{500, 20}, // clamp
|
||||
}
|
||||
for _, c := range cases {
|
||||
got := dndLevelFromCombatLevel(c.combat)
|
||||
if got != c.want {
|
||||
t.Errorf("dndLevelFromCombatLevel(%d) = %d, want %d", c.combat, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestModifiersOnCharacter(t *testing.T) {
|
||||
c := &DnDCharacter{STR: 16, DEX: 12, CON: 14, INT: 10, WIS: 8, CHA: 18}
|
||||
mods := c.Modifiers()
|
||||
want := [6]int{3, 1, 2, 0, -1, 4}
|
||||
if mods != want {
|
||||
t.Errorf("Modifiers() = %v, want %v", mods, want)
|
||||
}
|
||||
}
|
||||
232
internal/plugin/dnd_xp.go
Normal file
232
internal/plugin/dnd_xp.go
Normal file
@@ -0,0 +1,232 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 3 — XP, level-up, and progression.
|
||||
//
|
||||
// XP curve anchors come from the design doc (v1.0 §4.1). Intermediate levels
|
||||
// are interpolated to give a smooth ramp. Cumulative XP — the value stored
|
||||
// in dnd_character.dnd_xp resets to 0 on level-up (carrying over surplus).
|
||||
//
|
||||
// Two design choices worth flagging:
|
||||
// 1. XP is *segment-based*. dnd_xp tracks XP toward the next level, not
|
||||
// total XP earned across all levels. This keeps the math simple and
|
||||
// means a player who migrated in at L8 starts with 0/[L9-cost], no
|
||||
// adjustment needed for the levels they "didn't earn."
|
||||
// 2. Combat XP only — no XP from gathering activities. Mining/foraging/
|
||||
// fishing keep their own legacy skill XP tracks.
|
||||
|
||||
// dndXPTable[L] = cumulative XP needed to reach level L from level 1.
|
||||
// L=0 is unused (D&D characters start at L1).
|
||||
var dndXPTable = [...]int{
|
||||
0, // L1 (start)
|
||||
300, // L2
|
||||
900, // L3
|
||||
1700, // L4
|
||||
2700, // L5 (anchor: doc)
|
||||
4300, // L6
|
||||
6500, // L7 (anchor: doc)
|
||||
9000, // L8
|
||||
11500, // L9
|
||||
14000, // L10 (anchor: doc)
|
||||
18000, // L11
|
||||
22000, // L12
|
||||
26000, // L13
|
||||
30000, // L14
|
||||
34000, // L15 (anchor: doc)
|
||||
44000, // L16
|
||||
54000, // L17
|
||||
64000, // L18
|
||||
74000, // L19
|
||||
85000, // L20 (anchor: doc)
|
||||
}
|
||||
|
||||
const dndMaxLevel = 20
|
||||
|
||||
// dndXPToNextLevel returns the segment cost to advance from currentLevel to
|
||||
// currentLevel+1. Returns 0 at L20 (already capped).
|
||||
func dndXPToNextLevel(currentLevel int) int {
|
||||
if currentLevel < 1 {
|
||||
currentLevel = 1
|
||||
}
|
||||
if currentLevel >= dndMaxLevel {
|
||||
return 0
|
||||
}
|
||||
return dndXPTable[currentLevel] - dndXPTable[currentLevel-1]
|
||||
}
|
||||
|
||||
// LevelUpEvent describes one level threshold crossed. A single grantDnDXP
|
||||
// call can produce multiple events (cascading level-ups).
|
||||
type LevelUpEvent struct {
|
||||
NewLevel int
|
||||
HPGain int // hp_max delta
|
||||
}
|
||||
|
||||
// grantDnDXP adds XP to the player's D&D character and processes any
|
||||
// level-ups that result. Returns the level-up events (empty if none).
|
||||
//
|
||||
// Side effects:
|
||||
// - dnd_xp incremented (with carry-over on level-up)
|
||||
// - dnd_level incremented for each level threshold crossed
|
||||
// - hp_max recomputed and hp_current bumped by the gain
|
||||
// - DM sent for each level-up
|
||||
// - dnd_character row persisted
|
||||
//
|
||||
// No-op if the player has no D&D character (auto-migration normally
|
||||
// guarantees one before any combat, so this is paranoia).
|
||||
func (p *AdventurePlugin) grantDnDXP(userID id.UserID, amount int) ([]LevelUpEvent, error) {
|
||||
if amount <= 0 {
|
||||
return nil, nil
|
||||
}
|
||||
c, err := LoadDnDCharacter(userID)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if c == nil || c.PendingSetup {
|
||||
return nil, nil
|
||||
}
|
||||
|
||||
c.XP += amount
|
||||
|
||||
var events []LevelUpEvent
|
||||
for c.Level < dndMaxLevel {
|
||||
cost := dndXPToNextLevel(c.Level)
|
||||
if c.XP < cost {
|
||||
break
|
||||
}
|
||||
c.XP -= cost
|
||||
|
||||
// Recompute HP max for the new level. HPCurrent gains the same delta.
|
||||
conMod := abilityModifier(c.CON)
|
||||
oldMax := c.HPMax
|
||||
c.Level++
|
||||
c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
|
||||
gain := c.HPMax - oldMax
|
||||
if gain < 1 {
|
||||
gain = 1 // floor — even with very negative CON, give at least 1
|
||||
c.HPMax = oldMax + 1
|
||||
}
|
||||
c.HPCurrent += gain
|
||||
if c.HPCurrent > c.HPMax {
|
||||
c.HPCurrent = c.HPMax
|
||||
}
|
||||
// AC may change too if DEX-derived (unlikely without item changes).
|
||||
c.ArmorClass = computeAC(c.Class, abilityModifier(c.DEX))
|
||||
|
||||
events = append(events, LevelUpEvent{NewLevel: c.Level, HPGain: gain})
|
||||
}
|
||||
|
||||
// Cap at L20 — overflow XP is silently dropped.
|
||||
if c.Level >= dndMaxLevel {
|
||||
c.XP = 0
|
||||
}
|
||||
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return events, err
|
||||
}
|
||||
|
||||
if len(events) > 0 {
|
||||
p.sendLevelUpDM(userID, c, events, amount)
|
||||
}
|
||||
|
||||
return events, nil
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) sendLevelUpDM(userID id.UserID, c *DnDCharacter, events []LevelUpEvent, xpThisGrant int) {
|
||||
if p == nil || p.Client == nil {
|
||||
return // tests construct AdventurePlugin{} without a Matrix client
|
||||
}
|
||||
ri, _ := raceInfo(c.Race)
|
||||
ci, _ := classInfo(c.Class)
|
||||
var b strings.Builder
|
||||
b.WriteString("✨ **LEVEL UP** ✨\n\n")
|
||||
if line := dndLevelUpFlavorLine(); line != "" {
|
||||
b.WriteString("_" + line + "_\n\n")
|
||||
}
|
||||
|
||||
if len(events) == 1 {
|
||||
ev := events[0]
|
||||
b.WriteString(fmt.Sprintf("You are now a **Level %d %s %s**.\n", ev.NewLevel, ri.Display, ci.Display))
|
||||
b.WriteString(fmt.Sprintf(" HP: %d → %d (+%d)\n", c.HPMax-ev.HPGain, c.HPMax, ev.HPGain))
|
||||
} else {
|
||||
b.WriteString(fmt.Sprintf("You crossed **%d** levels in one go!\n", len(events)))
|
||||
for _, ev := range events {
|
||||
b.WriteString(fmt.Sprintf(" → Level %d (+%d HP)\n", ev.NewLevel, ev.HPGain))
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("\nFinal: **Level %d %s %s** with %d HP.\n",
|
||||
c.Level, ri.Display, ci.Display, c.HPMax))
|
||||
}
|
||||
|
||||
if c.Level >= dndMaxLevel {
|
||||
b.WriteString("\n_You've reached the level cap._")
|
||||
} else {
|
||||
next := dndXPToNextLevel(c.Level)
|
||||
b.WriteString(fmt.Sprintf("\nNext level: %d / %d XP.\n", c.XP, next))
|
||||
}
|
||||
|
||||
// Subclass selection cue: design doc specs a prompt at L5. Mechanics
|
||||
// arrive in a future phase; for now the level-up DM mentions it so the
|
||||
// player isn't surprised when it lands.
|
||||
for _, ev := range events {
|
||||
if ev.NewLevel == 5 {
|
||||
b.WriteString("\n🎯 _Subclass selection unlocks at L5 — coming in a future update._")
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if err := p.SendDM(userID, b.String()); err != nil {
|
||||
slog.Error("dnd: level-up DM failed", "user", userID, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
// ── XP grant amounts ─────────────────────────────────────────────────────────
|
||||
|
||||
// Combat XP formulas. Tuned so a L1 player needs ~3 wins per level early
|
||||
// and many more at high levels.
|
||||
const (
|
||||
dndArenaXPPerThreat = 12 // arena win XP = threat * this
|
||||
dndArenaXPMin = 30 // arena win XP floor (low-threat fights still pay)
|
||||
dndDungeonXPPerTier = 60 // dungeon win XP = tier^1.4 * this, roughly
|
||||
dndLossXPFraction = 0.25
|
||||
dndNearDeathXPBonus = 1.25 // multiplier for clutch wins
|
||||
)
|
||||
|
||||
// arenaCombatXP returns the D&D XP to grant for an arena combat outcome.
|
||||
func arenaCombatXP(result CombatResult, threatLevel int) int {
|
||||
base := dndArenaXPPerThreat * threatLevel
|
||||
if base < dndArenaXPMin {
|
||||
base = dndArenaXPMin
|
||||
}
|
||||
if result.PlayerWon {
|
||||
if result.NearDeath {
|
||||
return int(float64(base) * dndNearDeathXPBonus)
|
||||
}
|
||||
return base
|
||||
}
|
||||
return int(float64(base) * dndLossXPFraction)
|
||||
}
|
||||
|
||||
// dungeonCombatXP returns the D&D XP to grant for a dungeon combat outcome.
|
||||
// Quadratic-ish scaling so high-tier dungeons feel meaningfully more rewarding.
|
||||
func dungeonCombatXP(result CombatResult, tier int) int {
|
||||
if tier < 1 {
|
||||
tier = 1
|
||||
}
|
||||
base := dndDungeonXPPerTier * tier * tier / 2 // T1=30, T3=270, T5=750
|
||||
if base < dndArenaXPMin {
|
||||
base = dndArenaXPMin
|
||||
}
|
||||
if result.PlayerWon {
|
||||
if result.NearDeath {
|
||||
return int(float64(base) * dndNearDeathXPBonus)
|
||||
}
|
||||
return base
|
||||
}
|
||||
return int(float64(base) * dndLossXPFraction)
|
||||
}
|
||||
246
internal/plugin/dnd_xp_test.go
Normal file
246
internal/plugin/dnd_xp_test.go
Normal file
@@ -0,0 +1,246 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"io"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
func TestDnDXPToNextLevel(t *testing.T) {
|
||||
cases := []struct{ level, want int }{
|
||||
{1, 300}, // L1→L2: 300
|
||||
{2, 600}, // L2→L3: 900-300
|
||||
{4, 1000}, // L4→L5: 2700-1700
|
||||
{6, 2200}, // L6→L7: 6500-4300
|
||||
{19, 11000}, // L19→L20: 85000-74000
|
||||
{20, 0}, // capped
|
||||
{0, 300}, // clamp to 1
|
||||
}
|
||||
for _, c := range cases {
|
||||
if got := dndXPToNextLevel(c.level); got != c.want {
|
||||
t.Errorf("dndXPToNextLevel(%d) = %d, want %d", c.level, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestDnDXPTableMonotonic(t *testing.T) {
|
||||
// Each level threshold must strictly exceed the previous.
|
||||
for i := 1; i < len(dndXPTable); i++ {
|
||||
if dndXPTable[i] <= dndXPTable[i-1] {
|
||||
t.Errorf("dndXPTable[%d]=%d not > dndXPTable[%d]=%d",
|
||||
i, dndXPTable[i], i-1, dndXPTable[i-1])
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaCombatXP(t *testing.T) {
|
||||
winLow := arenaCombatXP(CombatResult{PlayerWon: true}, 1)
|
||||
if winLow < 30 {
|
||||
t.Errorf("low-threat win XP = %d, want ≥ 30 (floor)", winLow)
|
||||
}
|
||||
winHigh := arenaCombatXP(CombatResult{PlayerWon: true}, 20)
|
||||
if winHigh != 240 {
|
||||
t.Errorf("threat-20 win XP = %d, want 240", winHigh)
|
||||
}
|
||||
winND := arenaCombatXP(CombatResult{PlayerWon: true, NearDeath: true}, 20)
|
||||
if winND != 300 { // 240 * 1.25
|
||||
t.Errorf("threat-20 near-death win XP = %d, want 300", winND)
|
||||
}
|
||||
loss := arenaCombatXP(CombatResult{PlayerWon: false}, 20)
|
||||
if loss != 60 { // 240 * 0.25
|
||||
t.Errorf("threat-20 loss XP = %d, want 60", loss)
|
||||
}
|
||||
}
|
||||
|
||||
func TestDungeonCombatXP(t *testing.T) {
|
||||
if got := dungeonCombatXP(CombatResult{PlayerWon: true}, 1); got != 30 {
|
||||
t.Errorf("T1 win XP = %d, want 30 (floor)", got)
|
||||
}
|
||||
if got := dungeonCombatXP(CombatResult{PlayerWon: true}, 5); got != 750 {
|
||||
t.Errorf("T5 win XP = %d, want 750", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestGrantDnDXP_NoOpOnMissingChar — the function should silently no-op
|
||||
// when the player has no D&D character.
|
||||
func TestGrantDnDXP_NoOpOnMissingChar(t *testing.T) {
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present")
|
||||
}
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
in, _ := os.Open(src)
|
||||
defer in.Close()
|
||||
out, _ := os.Create(dst)
|
||||
defer out.Close()
|
||||
io.Copy(out, in)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
events, err := p.grantDnDXP(id.UserID("@nobody:nowhere.invalid"), 1000)
|
||||
if err != nil {
|
||||
t.Fatalf("grantDnDXP on missing char: %v", err)
|
||||
}
|
||||
if len(events) != 0 {
|
||||
t.Errorf("got %d events on missing char, want 0", len(events))
|
||||
}
|
||||
}
|
||||
|
||||
// TestGrantDnDXP_LevelUpCascade — grant a huge XP amount and verify that
|
||||
// multiple level-ups happen and HP/level/AC update consistently.
|
||||
func TestGrantDnDXP_LevelUpCascade(t *testing.T) {
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present")
|
||||
}
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
in, _ := os.Open(src)
|
||||
defer in.Close()
|
||||
out, _ := os.Create(dst)
|
||||
defer out.Close()
|
||||
io.Copy(out, in)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
// Build a fresh L1 D&D char in the test DB.
|
||||
uid := id.UserID("@xp_test:example")
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 1,
|
||||
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
ArmorClass: 16,
|
||||
}
|
||||
conMod := abilityModifier(c.CON)
|
||||
c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
|
||||
c.HPCurrent = c.HPMax
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Grant 3000 XP — should push from L1 to L4 (300+600+900=1800 < 3000 < 2700+900=3600).
|
||||
// L1→L2: 300, total used 300, remaining 2700
|
||||
// L2→L3: 600, total used 900, remaining 2100
|
||||
// L3→L4: 800 (1700-900), total used 1700, remaining 1300
|
||||
// L4→L5: 1000 (2700-1700), total used 2700, remaining 300
|
||||
// Should land at L5 with 300 XP carryover.
|
||||
p := &AdventurePlugin{}
|
||||
events, err := p.grantDnDXP(uid, 3000)
|
||||
if err != nil {
|
||||
t.Fatalf("grantDnDXP: %v", err)
|
||||
}
|
||||
if len(events) != 4 {
|
||||
t.Errorf("got %d level-ups, want 4 (L2,L3,L4,L5)", len(events))
|
||||
}
|
||||
|
||||
got, err := LoadDnDCharacter(uid)
|
||||
if err != nil || got == nil {
|
||||
t.Fatalf("load post-grant: %v", err)
|
||||
}
|
||||
if got.Level != 5 {
|
||||
t.Errorf("level = %d, want 5", got.Level)
|
||||
}
|
||||
if got.XP != 300 {
|
||||
t.Errorf("xp carryover = %d, want 300", got.XP)
|
||||
}
|
||||
// Fighter d10 + CON+2 at L1 = 12. Per-level after: 6+2 = 8. L5 = 12 + 4*8 = 44.
|
||||
if got.HPMax != 44 {
|
||||
t.Errorf("L5 HPMax = %d, want 44", got.HPMax)
|
||||
}
|
||||
// Each level-up bumps HPCurrent by the gain. Started at full (12), gained
|
||||
// 8 four times = 12+32 = 44. So HPCurrent = HPMax = 44.
|
||||
if got.HPCurrent != got.HPMax {
|
||||
t.Errorf("HPCurrent = %d, want HPMax = %d", got.HPCurrent, got.HPMax)
|
||||
}
|
||||
}
|
||||
|
||||
// TestGrantDnDXP_CapsAtL20 — XP overflow at level 20 is clamped.
|
||||
func TestGrantDnDXP_CapsAtL20(t *testing.T) {
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present")
|
||||
}
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
in, _ := os.Open(src)
|
||||
defer in.Close()
|
||||
out, _ := os.Create(dst)
|
||||
defer out.Close()
|
||||
io.Copy(out, in)
|
||||
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
uid := id.UserID("@cap_test:example")
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 19,
|
||||
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
|
||||
ArmorClass: 16,
|
||||
}
|
||||
c.HPMax = 100
|
||||
c.HPCurrent = 100
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
if _, err := p.grantDnDXP(uid, 999999); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, _ := LoadDnDCharacter(uid)
|
||||
if got.Level != dndMaxLevel {
|
||||
t.Errorf("level = %d, want %d", got.Level, dndMaxLevel)
|
||||
}
|
||||
if got.XP != 0 {
|
||||
t.Errorf("XP at cap = %d, want 0 (overflow dropped)", got.XP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyClassPassives(t *testing.T) {
|
||||
cases := []struct {
|
||||
class DnDClass
|
||||
wantDmgBonus float64
|
||||
wantAtkBonusAdd int
|
||||
wantAutoCrit bool
|
||||
wantHealItem int
|
||||
}{
|
||||
{ClassFighter, 0.05, 0, false, 0},
|
||||
{ClassRogue, 0, 0, true, 0},
|
||||
{ClassMage, 0, 1, false, 0},
|
||||
{ClassCleric, 0, 0, false, 5},
|
||||
{ClassRanger, 0.05, 1, false, 0},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
stats := CombatStats{AttackBonus: 5}
|
||||
mods := CombatModifiers{}
|
||||
applyClassPassives(&stats, &mods, &DnDCharacter{Class: tc.class})
|
||||
if mods.DamageBonus != tc.wantDmgBonus {
|
||||
t.Errorf("%s: DamageBonus=%v, want %v", tc.class, mods.DamageBonus, tc.wantDmgBonus)
|
||||
}
|
||||
if stats.AttackBonus-5 != tc.wantAtkBonusAdd {
|
||||
t.Errorf("%s: AttackBonus add=%d, want %d", tc.class, stats.AttackBonus-5, tc.wantAtkBonusAdd)
|
||||
}
|
||||
if mods.AutoCritFirst != tc.wantAutoCrit {
|
||||
t.Errorf("%s: AutoCritFirst=%v, want %v", tc.class, mods.AutoCritFirst, tc.wantAutoCrit)
|
||||
}
|
||||
if mods.HealItem != tc.wantHealItem {
|
||||
t.Errorf("%s: HealItem=%d, want %d", tc.class, mods.HealItem, tc.wantHealItem)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -841,7 +841,9 @@ func (p *HoldemPlugin) doShowdown(game *HoldemGame) {
|
||||
|
||||
// Post end announcement to room and DM each player.
|
||||
endAnn := renderEndAnnouncement(results, game)
|
||||
p.SendMessage(game.RoomID, endAnn)
|
||||
if gameHasPublicRoom(game) {
|
||||
p.SendMessage(game.RoomID, endAnn)
|
||||
}
|
||||
p.broadcastDM(game, endAnn)
|
||||
|
||||
// Settle balances.
|
||||
@@ -874,7 +876,9 @@ func (p *HoldemPlugin) finishHand(game *HoldemGame) {
|
||||
// Award pot to last remaining player.
|
||||
ann, winnerID := awardPotToLastPlayer(game)
|
||||
if ann != "" {
|
||||
p.SendMessage(game.RoomID, ann)
|
||||
if gameHasPublicRoom(game) {
|
||||
p.SendMessage(game.RoomID, ann)
|
||||
}
|
||||
p.broadcastDM(game, ann)
|
||||
}
|
||||
|
||||
@@ -980,18 +984,22 @@ func (p *HoldemPlugin) sendTurnNotifications(game *HoldemGame) {
|
||||
}
|
||||
}
|
||||
|
||||
// broadcastDM delivers msg to each player's channel — their DM room in
|
||||
// multiplayer, or game.RoomID directly in solo-vs-bot (where the room IS
|
||||
// the player's DM). Deduplicated by room so callers that also post to
|
||||
// game.RoomID for spectators (see gameHasPublicRoom) don't cause the solo
|
||||
// player to see the message twice.
|
||||
func (p *HoldemPlugin) broadcastDM(game *HoldemGame, msg string) {
|
||||
sent := map[id.RoomID]bool{}
|
||||
first := true
|
||||
for _, pl := range game.Players {
|
||||
if pl.IsNPC || pl.State == PlayerSatOut {
|
||||
continue
|
||||
}
|
||||
// Skip players whose DM room IS the game room — they already saw
|
||||
// the message via the public-room post (solo-vs-bot case, where
|
||||
// game.RoomID == player's DM).
|
||||
if pl.DMRoomID == game.RoomID {
|
||||
if sent[pl.DMRoomID] {
|
||||
continue
|
||||
}
|
||||
sent[pl.DMRoomID] = true
|
||||
if !first {
|
||||
// Jitter 150–400ms between sends to avoid bursts on the Matrix server.
|
||||
time.Sleep(150*time.Millisecond + time.Duration(rand.IntN(250))*time.Millisecond)
|
||||
@@ -1001,6 +1009,17 @@ func (p *HoldemPlugin) broadcastDM(game *HoldemGame, msg string) {
|
||||
}
|
||||
}
|
||||
|
||||
// gameHasPublicRoom reports whether game.RoomID is a separate public room
|
||||
// (multiplayer) rather than a player's own DM (solo-vs-bot).
|
||||
func gameHasPublicRoom(g *HoldemGame) bool {
|
||||
for _, pl := range g.Players {
|
||||
if !pl.IsNPC && pl.DMRoomID == g.RoomID {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// --- NPC ---
|
||||
|
||||
func (p *HoldemPlugin) npcAct(game *HoldemGame) {
|
||||
|
||||
@@ -69,7 +69,8 @@ func runShowdown(g *HoldemGame) ([]showdownResult, map[id.UserID]int64) {
|
||||
for _, e := range evaluated {
|
||||
p := g.Players[e.seatIdx]
|
||||
won := winnings[p.UserID]
|
||||
line := renderShowdownLine(p.DisplayName, p.Hole, e.name, won)
|
||||
desc := describeMadeHand(e.name, p.Hole, g.Community)
|
||||
line := renderShowdownLine(p.DisplayName, p.Hole, desc, won)
|
||||
showdownLines = append(showdownLines, showdownResult{line: line})
|
||||
}
|
||||
|
||||
|
||||
@@ -664,9 +664,15 @@ func rewriteTipWithLLM(host, model string, ctx holdemTipContext, base string) (s
|
||||
return "", fmt.Errorf("empty response")
|
||||
}
|
||||
if !rewriteKeepsAction(base, tip) {
|
||||
slog.Warn("holdem: tip rewrite rejected (vocabulary)",
|
||||
"base", base, "rewrite", tip,
|
||||
"street", ctx.Street.String(), "to_call", ctx.ToCall)
|
||||
return "", fmt.Errorf("rewrite changed action vocabulary")
|
||||
}
|
||||
if reason := rewriteSemanticProblem(ctx, tip); reason != "" {
|
||||
slog.Warn("holdem: tip rewrite rejected (semantic)",
|
||||
"reason", reason, "base", base, "rewrite", tip,
|
||||
"street", ctx.Street.String(), "to_call", ctx.ToCall)
|
||||
return "", fmt.Errorf("rewrite semantic drift: %s", reason)
|
||||
}
|
||||
return tip, nil
|
||||
|
||||
@@ -690,7 +690,12 @@ func IsDMRoom(roomID id.RoomID, userID id.UserID) bool {
|
||||
}
|
||||
|
||||
// SendDM sends a direct message to a user. Reuses existing DM room if available.
|
||||
// No-op when the Matrix client is nil (which happens in unit tests that
|
||||
// construct plugins without a real client).
|
||||
func (b *Base) SendDM(userID id.UserID, text string) error {
|
||||
if b == nil || b.Client == nil {
|
||||
return nil
|
||||
}
|
||||
roomID, err := b.GetDMRoom(userID)
|
||||
if err != nil {
|
||||
return err
|
||||
|
||||
Reference in New Issue
Block a user