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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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@@ -841,7 +841,9 @@ func (p *HoldemPlugin) doShowdown(game *HoldemGame) {
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// Post end announcement to room and DM each player.
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endAnn := renderEndAnnouncement(results, game)
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p.SendMessage(game.RoomID, endAnn)
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if gameHasPublicRoom(game) {
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p.SendMessage(game.RoomID, endAnn)
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}
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p.broadcastDM(game, endAnn)
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// Settle balances.
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@@ -874,7 +876,9 @@ func (p *HoldemPlugin) finishHand(game *HoldemGame) {
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// Award pot to last remaining player.
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ann, winnerID := awardPotToLastPlayer(game)
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if ann != "" {
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p.SendMessage(game.RoomID, ann)
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if gameHasPublicRoom(game) {
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p.SendMessage(game.RoomID, ann)
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}
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p.broadcastDM(game, ann)
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}
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@@ -980,18 +984,22 @@ func (p *HoldemPlugin) sendTurnNotifications(game *HoldemGame) {
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}
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}
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// broadcastDM delivers msg to each player's channel — their DM room in
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// multiplayer, or game.RoomID directly in solo-vs-bot (where the room IS
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// the player's DM). Deduplicated by room so callers that also post to
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// game.RoomID for spectators (see gameHasPublicRoom) don't cause the solo
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// player to see the message twice.
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func (p *HoldemPlugin) broadcastDM(game *HoldemGame, msg string) {
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sent := map[id.RoomID]bool{}
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first := true
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for _, pl := range game.Players {
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if pl.IsNPC || pl.State == PlayerSatOut {
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continue
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}
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// Skip players whose DM room IS the game room — they already saw
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// the message via the public-room post (solo-vs-bot case, where
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// game.RoomID == player's DM).
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if pl.DMRoomID == game.RoomID {
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if sent[pl.DMRoomID] {
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continue
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}
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sent[pl.DMRoomID] = true
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if !first {
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// Jitter 150–400ms between sends to avoid bursts on the Matrix server.
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time.Sleep(150*time.Millisecond + time.Duration(rand.IntN(250))*time.Millisecond)
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@@ -1001,6 +1009,17 @@ func (p *HoldemPlugin) broadcastDM(game *HoldemGame, msg string) {
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}
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}
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// gameHasPublicRoom reports whether game.RoomID is a separate public room
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// (multiplayer) rather than a player's own DM (solo-vs-bot).
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func gameHasPublicRoom(g *HoldemGame) bool {
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for _, pl := range g.Players {
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if !pl.IsNPC && pl.DMRoomID == g.RoomID {
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return false
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}
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}
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return true
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}
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// --- NPC ---
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func (p *HoldemPlugin) npcAct(game *HoldemGame) {
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