mirror of
https://github.com/prosolis/gogobee.git
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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:
489
internal/plugin/dnd_combat.go
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489
internal/plugin/dnd_combat.go
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@@ -0,0 +1,489 @@
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package plugin
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import (
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"log/slog"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// Phase 2 — D&D combat layer hookup.
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//
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// Phase 2 strategy: keep legacy HP/damage/dodge-rate scaling intact. The D&D
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// layer adds AC + d20-vs-AC hit resolution on top. This preserves the
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// existing balance while making combat read as D&D for opted-in players.
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//
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// HP rescaling and condition-system overhaul are deferred to later phases.
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// ── Tunable constants ────────────────────────────────────────────────────────
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// Class-derived "weapon proficiency" bonus baked into AttackBonus.
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// Fighter is a martial class; Mage uses spell-attack baseline.
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var dndClassWeaponBonus = map[DnDClass]int{
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ClassFighter: 2,
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ClassRanger: 1,
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ClassRogue: 1,
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ClassCleric: 0,
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ClassMage: 0,
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}
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// Monster AC formulas. Tuned so a typical L1 player (+5 attack bonus) hits
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// roughly 70-80% at low tiers and 50-60% at high tiers. Adjust after live
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// data lands.
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const (
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dndArenaACBase = 10
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dndArenaACPerThreat = 0.25 // ThreatLevel 0..30 → AC bump 0..7
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dndDungeonACBase = 9
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// Dungeon AC scales linearly with tier: T1=10, T5=14
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)
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// Monster attack bonus. Counters player AC growth. T1 monster +5, T5 +9.
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const (
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dndArenaAtkBase = 4
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dndArenaAtkPerThreat = 0.30
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dndDungeonAtkBase = 4
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// T1 dungeon +5, T5 +9
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)
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// ── Player layer ─────────────────────────────────────────────────────────────
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// proficiencyBonus implements ceil(level/4) + 1, matching D&D5e (L1-4 = +2,
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// L5-8 = +3, L9-12 = +4, ...).
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func proficiencyBonus(level int) int {
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if level < 1 {
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level = 1
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}
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return (level-1)/4 + 2
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}
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// classAttackStatMod returns the ability modifier the class uses for its
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// primary attack roll. Fighters use STR (melee), Rogue/Ranger use DEX, Mage
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// uses INT (spell attack), Cleric uses WIS.
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func classAttackStatMod(c *DnDCharacter) int {
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switch c.Class {
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case ClassFighter:
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return abilityModifier(c.STR)
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case ClassRogue, ClassRanger:
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return abilityModifier(c.DEX)
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case ClassMage:
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return abilityModifier(c.INT)
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case ClassCleric:
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return abilityModifier(c.WIS)
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}
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return abilityModifier(c.STR)
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}
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// dndPlayerAttackBonus = primary stat mod + proficiency + class weapon bonus.
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func dndPlayerAttackBonus(c *DnDCharacter) int {
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return classAttackStatMod(c) + proficiencyBonus(c.Level) + dndClassWeaponBonus[c.Class]
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}
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// applyDnDPlayerLayer sets AC and AttackBonus on a stat block from the
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// player's D&D character. Called after DerivePlayerStats has populated
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// HP/Attack/Defense/etc. Phase 8: also wires equipped weapon/armor profiles
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// into CombatStats so the d20 attack path uses real weapon dice and AC
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// computation per gogobee_equipment_appendix.md.
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func applyDnDPlayerLayer(stats *CombatStats, c *DnDCharacter) {
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stats.AC = c.ArmorClass
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stats.AttackBonus = dndPlayerAttackBonus(c)
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}
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// applyDnDEquipmentLayer populates the Phase 8 equipment-driven fields on
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// CombatStats from synthesized profiles of the player's legacy gear. Also
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// overrides stats.AC with the equipment-derived computation when an armor
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// or shield is equipped.
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//
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// `equip` is the legacy adventure_equipment map; the synthesizer infers a
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// D&D weapon/armor profile from slot+tier+name without requiring a loot
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// migration. Helmets, boots, and non-shield tools have no D&D profile yet
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// and don't affect this layer.
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func applyDnDEquipmentLayer(stats *CombatStats, c *DnDCharacter, equip map[EquipmentSlot]*AdvEquipment) {
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if c == nil {
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return
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}
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// Weapon synthesis.
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weapon := synthesizeWeaponProfile(equip[SlotWeapon])
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if weapon != nil {
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stats.Weapon = weapon
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// Pick STR vs DEX modifier per finesse rule and class default.
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stats.AbilityModForDamage = pickWeaponAbilityMod(weapon, c)
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stats.WeaponProficient = dndClassWeaponProficiency(c.Class, weapon)
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// Magic bonus on the weapon also stacks onto AttackBonus.
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stats.AttackBonus += weapon.MagicBonus
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// Two-handed when the weapon has the property AND no shield is held.
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hasShield := synthesizeShield(equip[SlotTool]) != nil
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if weapon.HasProperty(PropTwoHanded) || (weapon.HasProperty(PropVersatile) && !hasShield) {
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stats.TwoHandedMode = true
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}
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}
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// Armor + shield → AC override per appendix.
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armor := synthesizeArmorProfile(equip[SlotArmor])
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shield := synthesizeShield(equip[SlotTool])
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// Two-handed weapons forbid shields per appendix §5.4.
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if weapon != nil && weapon.HasProperty(PropTwoHanded) {
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shield = nil
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}
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dexMod := abilityModifier(c.DEX)
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// Heavy armor STR-requirement penalty: -2 to DEX-based rolls if STR < req.
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// In our model, AC is the prominent DEX-derived value; honoring this
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// strictly would penalize attack rolls (DEX-attacking finesse/ranged) too.
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// For the AC computation we just clamp the dex bonus to 0 anyway when
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// armor is heavy (MaxDEXBonus=0), so the STR check has no AC effect —
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// it would only matter to attack rolls. Skip the penalty for now;
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// document it as a future refinement.
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if armor != nil || shield != nil {
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stats.AC = computeArmorAC(armor, shield, dexMod)
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}
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}
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// pickWeaponAbilityMod returns the ability modifier added to weapon damage:
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// STR for melee unless the weapon is finesse/ranged and DEX is higher (then DEX).
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func pickWeaponAbilityMod(w *WeaponProfile, c *DnDCharacter) int {
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str, dex := abilityModifier(c.STR), abilityModifier(c.DEX)
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switch w.Category {
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case WeaponCatSimpleRanged, WeaponCatMartialRanged:
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return dex
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}
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// Melee: finesse picks the better of STR/DEX.
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if w.HasProperty(PropFinesse) {
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if dex > str {
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return dex
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}
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}
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return str
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}
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// ── Monster layer ────────────────────────────────────────────────────────────
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func applyDnDArenaMonsterLayer(stats *CombatStats, threatLevel int) {
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stats.AC = dndArenaACBase + int(float64(threatLevel)*dndArenaACPerThreat)
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stats.AttackBonus = dndArenaAtkBase + int(float64(threatLevel)*dndArenaAtkPerThreat)
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}
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func applyDnDDungeonMonsterLayer(stats *CombatStats, tier int) {
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stats.AC = dndDungeonACBase + tier
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stats.AttackBonus = dndDungeonAtkBase + tier
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}
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// ── Auto-migration on first combat ───────────────────────────────────────────
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// classStatPriority returns the standard-array values {15,14,13,12,10,8}
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// assigned to STR/DEX/CON/INT/WIS/CHA in the order the class cares about.
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// Used by ensureDnDCharacterForCombat — players can rebuild later via !setup
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// (which is allowed without respec cooldown when auto_migrated=1).
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func classStatPriority(class DnDClass) [6]int {
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// Returned array is in STR, DEX, CON, INT, WIS, CHA order.
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switch class {
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case ClassFighter:
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return [6]int{15, 13, 14, 8, 12, 10} // STR, CON, DEX prioritized
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case ClassRogue:
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return [6]int{8, 15, 13, 14, 10, 12} // DEX, INT, CON
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case ClassMage:
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return [6]int{8, 12, 13, 15, 14, 10} // INT, WIS, CON
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case ClassCleric:
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return [6]int{12, 10, 13, 8, 15, 14} // WIS, CHA, CON
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case ClassRanger:
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return [6]int{12, 15, 13, 10, 14, 8} // DEX, WIS, CON
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}
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return [6]int{15, 14, 13, 12, 10, 8} // fallback: martial-ish
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}
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// ensureCharForDnDCmd is the helper non-combat D&D command handlers should
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// use when they want auto-migration semantics PLUS the legacy-player
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// onboarding DM. Combat paths in combat_bridge.go use ensureDnDCharacterForCombat
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// directly because they already control the freshMigrate hook.
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func (p *AdventurePlugin) ensureCharForDnDCmd(userID id.UserID, char *AdventureCharacter) (*DnDCharacter, error) {
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c, fresh, err := ensureDnDCharacterForCombat(userID, char)
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if err != nil {
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return nil, err
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}
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if fresh {
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p.maybeSendDnDOnboarding(userID, char, c)
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}
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return c, nil
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}
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// ensureDnDCharacterForCombat returns a usable D&D character for combat. If
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// the player already has a confirmed sheet, it's returned. Otherwise an
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// auto-migrated character is created using:
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//
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// - Race/class inferred from archetypes (Human Fighter fallback)
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// - Class-tuned standard array assignment
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// - Racial modifiers applied
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// - dnd_level seeded from the legacy combat_level
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// - HP/AC computed from class + ability scores + level
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//
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// auto_migrated=1 is set on the row so !setup can freely overwrite it
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// without consuming the !respec cooldown.
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//
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// Returns (character, freshlyMigrated, err). freshlyMigrated is true only
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// on the first call that creates the row — used by callers to fire the
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// one-shot onboarding DM for legacy players.
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func ensureDnDCharacterForCombat(userID id.UserID, char *AdventureCharacter) (*DnDCharacter, bool, error) {
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existing, err := LoadDnDCharacter(userID)
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if err != nil {
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return nil, false, err
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}
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if existing != nil && !existing.PendingSetup {
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return existing, false, nil
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}
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// existing == nil OR pending_setup=1. In the pending case we leave the
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// player's draft alone and overlay a temporary auto-migrated working
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// character — the draft survives untouched in the DB, but the fight
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// they're trying to start gets a usable sheet *for this fight only*.
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// (We don't write — pending_setup=1 stays so they can finish !setup.)
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if existing != nil && existing.PendingSetup {
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return autoBuildCharacter(userID, char), false, nil
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}
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// Fresh auto-migration. Build, save, return.
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c := autoBuildCharacter(userID, char)
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c.AutoMigrated = true
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c.PendingSetup = false
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if err := SaveDnDCharacter(c); err != nil {
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return nil, false, err
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}
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_ = initResources(userID, c.Class)
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// Phase 9: caster auto-migrants get a starter spell list + slot pool so
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// !cast/!spells work the moment they land. Idempotent.
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_ = ensureSpellsForCharacter(c)
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slog.Info("dnd: auto-migrated character", "user", userID,
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"race", c.Race, "class", c.Class, "level", c.Level)
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return c, true, nil
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}
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// autoBuildCharacter constructs a complete DnDCharacter from archetype
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// inference + the player's adventure state. Does not save.
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func autoBuildCharacter(userID id.UserID, char *AdventureCharacter) *DnDCharacter {
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sug := inferDnDFromArchetypes(userID)
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scores := classStatPriority(sug.Class)
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scores = applyRaceMods(sug.Race, scores)
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level := 1
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if char != nil {
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level = dndLevelFromCombatLevel(char.CombatLevel)
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}
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c := &DnDCharacter{
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UserID: userID,
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Race: sug.Race,
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Class: sug.Class,
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Level: level,
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STR: scores[0], DEX: scores[1], CON: scores[2],
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INT: scores[3], WIS: scores[4], CHA: scores[5],
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PendingSetup: false,
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AutoMigrated: true,
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CreatedAt: time.Now().UTC(),
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UpdatedAt: time.Now().UTC(),
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}
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conMod := abilityModifier(c.CON)
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dexMod := abilityModifier(c.DEX)
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c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
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c.HPCurrent = c.HPMax
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c.ArmorClass = computeAC(c.Class, dexMod)
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return c
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}
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// ── Roll summary line ────────────────────────────────────────────────────────
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// dndRollSummaryLine scans a CombatResult's events for d20 rolls and returns
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// a one-liner summarizing the player's accuracy. Returns "" if no D&D rolls
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// are present (legacy combat, or a fight that resolved on consumables alone).
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//
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// Format: "🎲 d20 — 5/8 hit (2 crits, 1 fumble). Best: nat 20."
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//
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// Surfaced post-combat by arena and dungeon callers; keeps the d20 system
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// visible without modifying combat_narrative.go's flavor pools.
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func dndRollSummaryLine(result CombatResult) string {
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hits, misses, crits, fumbles := 0, 0, 0, 0
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bestRoll, bestSeen := 0, false
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for _, ev := range result.Events {
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if ev.Actor != "player" || ev.Roll == 0 {
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continue
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}
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switch ev.Action {
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case "hit", "block":
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hits++
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case "crit":
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hits++
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crits++
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case "miss":
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misses++
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if ev.Desc == "fumble" {
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fumbles++
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}
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default:
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continue
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}
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if !bestSeen || ev.Roll > bestRoll {
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bestRoll = ev.Roll
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bestSeen = true
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}
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}
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total := hits + misses
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if total == 0 {
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return ""
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}
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var b []byte
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b = append(b, []byte("🎲 d20 — ")...)
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b = appendInt(b, hits)
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b = append(b, '/')
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b = appendInt(b, total)
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b = append(b, []byte(" hit")...)
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notes := []string{}
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if crits > 0 {
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notes = append(notes, formatN(crits, "crit"))
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}
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if fumbles > 0 {
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notes = append(notes, formatN(fumbles, "fumble"))
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}
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if len(notes) > 0 {
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b = append(b, []byte(" (")...)
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for i, n := range notes {
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if i > 0 {
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b = append(b, []byte(", ")...)
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}
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b = append(b, []byte(n)...)
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}
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b = append(b, ')')
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}
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if bestSeen {
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b = append(b, []byte(". Best: ")...)
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if bestRoll == 20 {
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b = append(b, []byte("nat 20!")...)
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} else {
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b = appendInt(b, bestRoll)
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b = append(b, '.')
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}
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} else {
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b = append(b, '.')
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}
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// Append narrative for nat 20 / nat 1 occurrences. One line per fight
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// regardless of how many rolled — avoids spam.
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sawNat20, sawNat1 := bestRoll == 20, fumbles > 0
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if sawNat20 {
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if line := dndNat20Line(); line != "" {
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b = append(b, []byte("\n_")...)
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b = append(b, []byte(line)...)
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b = append(b, '_')
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}
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}
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if sawNat1 && !sawNat20 {
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if line := dndNat1Line(); line != "" {
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b = append(b, []byte("\n_")...)
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b = append(b, []byte(line)...)
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b = append(b, '_')
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}
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}
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return string(b)
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}
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func appendInt(b []byte, n int) []byte {
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if n == 0 {
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return append(b, '0')
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}
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if n < 0 {
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b = append(b, '-')
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n = -n
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}
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digits := []byte{}
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for n > 0 {
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digits = append([]byte{byte('0' + n%10)}, digits...)
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n /= 10
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}
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return append(b, digits...)
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}
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func formatN(n int, word string) string {
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if n == 1 {
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return "1 " + word
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}
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out := []byte{}
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out = appendInt(out, n)
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out = append(out, ' ')
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out = append(out, []byte(word+"s")...)
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return string(out)
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}
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// ── Combat HP scaling (rest teeth) ───────────────────────────────────────────
|
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// dndWoundFloor — when scaling combat MaxHP from sheet HP%, never reduce
|
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// 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)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user