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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>
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@@ -192,6 +192,31 @@ func unlockCoopCombatActionsForRun(runID int) error {
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return err
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}
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// activeCoopMemberSet returns the set of user IDs currently locked into an
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// active co-op run. The midnight reset uses this to skip the streak/babysit
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// logic for those players — their co-op participation auto-resolves daily,
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// so they should not be treated as idle even though they take no manual
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// actions.
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func activeCoopMemberSet() (map[string]bool, error) {
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d := db.Get()
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rows, err := d.Query(`SELECT m.user_id FROM coop_dungeon_members m
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JOIN coop_dungeon_runs r ON r.id = m.run_id
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WHERE r.status = 'active'`)
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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out := map[string]bool{}
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for rows.Next() {
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var u string
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if err := rows.Scan(&u); err != nil {
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return nil, err
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}
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out[u] = true
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}
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return out, rows.Err()
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}
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func lockCoopCombatActions() error {
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d := db.Get()
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_, err := d.Exec(`UPDATE adventure_characters
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