UX S4: magic-item polish — slot fixes, swap-back, shop & sheet truth-up

B4: Slot classifier no longer treats "Springing" / "Snaring" / "Devouring"
as ring matches; tokenises by word boundary instead of raw substring.
Adds DnDSlotCloak so cloaks/capes/mantles/wings stop evicting body armor
from the chest slot. Regenerated magic_items_srd_data.go: boots_of_*,
gloves_of_missile_snaring, bag_of_devouring, talismans, and 6 cloaks all
land in the right slot.

R4: equipMagicItem swap-back returns the prior occupant at full Value
instead of half — swapping a curio shouldn't tax it.

R5: Attunement count is recomputed *after* the swap-back so freeing the
prior occupant's bond opens the slot for the incoming item.

R1: Inventory tags magic_item rows with 🔮 + rarity label and prints a
single equip-magic footer when any are present.

R6: Sheet's Magic Items block marks unbonded items as **(inactive)**
with the reason (cap full vs unbonded), so over-cap items aren't silent.

R7: New activeMagicItemsLine surfaces a one-shot "your curios stir: …"
at combat-start in both the dungeon path and !fight, mirroring the way
class passives are surfaced.

R8/R9: dropMagicItemLoot pretty-prints rarity, drops "wondrous", calls
attunement "needs bonding", appends "auto-uses in combat" for
potions/scrolls, and routes persistence errors to slog instead of
leaking %v into chat.

R2/R3: Curios shelf now shows "Very Rare" not "very_rare", drops the
bare "wondrous" word (the effect line carries it), renders the codified
magicItemEffectSummary above the SRD desc, and ends with a one-line
plain-language "what is bonding" footnote.

R10: Curios stock day flips at 06:00 UTC instead of midnight so EU
players don't see a fresh shelf at 1 a.m. mid-session.

R11: Curios buy resolver disambiguates fuzzy matches — typing "ring"
when several rings are on the shelf lists candidates instead of
silently selling the first.

P1: Greeting grid pairs Curios with an Exit chip so the 2-column
emoji layout doesn't dangle.

P2: Equip-magic empty state trimmed to one line.

P4 (back-from-curios reprompt) deferred — the existing back-flow is
correct, just verbose; not worth the surface-area expansion this
session.

Tests: word-boundary classifier, cloak/chest coexistence, full-value
swap-back. go test ./... + go vet clean.
This commit is contained in:
prosolis
2026-05-14 22:37:38 -07:00
committed by prosolis
parent 8ee170bb9b
commit c2fdc63b51
11 changed files with 349 additions and 70 deletions

View File

@@ -194,10 +194,12 @@ func luigiShopGreeting(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment,
sb.WriteString(fmt.Sprintf("🛒 **Luigi's**\n💰 Balance: €%.0f\n\n", balance))
sb.WriteString(fmt.Sprintf("*%s*\n\n", greet))
// Two-column grid; the Exit chip squares the layout so Curios doesn't
// dangle on its own row and players have a one-word out from here.
sb.WriteString("⚔️ Weapons 🛡️ Armor\n")
sb.WriteString("🪖 Helmets 👢 Boots\n")
sb.WriteString("⛏️ Tools 🧪 Supplies\n")
sb.WriteString("🔮 Curios\n\n")
sb.WriteString("🔮 Curios 🚪 Exit\n\n")
if showAll {
flavor, _ := advPickFlavor(luigiShowAllComment, userID, "luigi_showall")
@@ -951,14 +953,22 @@ func advInventoryDisplay(userID id.UserID) string {
sb.WriteString("🎒 **Inventory**\n\n")
var total int64
hasMagic := false
for _, item := range items {
if item.Type == "MasterworkGear" {
switch item.Type {
case "MasterworkGear":
sb.WriteString(fmt.Sprintf(" ⭐ %s (T%d Masterwork %s)\n", item.Name, item.Tier, slotTitle(item.Slot)))
} else if item.Type == "ArenaGear" {
case "ArenaGear":
sb.WriteString(fmt.Sprintf(" ⚔️ %s (T%d Arena %s)\n", item.Name, item.Tier, slotTitle(item.Slot)))
} else if item.Type == "card" {
case "card":
sb.WriteString(fmt.Sprintf(" 🃏 %s\n", item.Name))
} else {
case "magic_item":
// Tag magic items so they read as a separate class — they don't
// behave like sellable loot, and the equip-magic footer below
// only fires when the player actually has one.
hasMagic = true
sb.WriteString(fmt.Sprintf(" 🔮 %s (%s)\n", item.Name, magicItemRarityLabel(item.Tier)))
default:
sb.WriteString(fmt.Sprintf(" %s (T%d %s) — €%d\n", item.Name, item.Tier, item.Type, item.Value))
total += item.Value
}
@@ -966,9 +976,31 @@ func advInventoryDisplay(userID id.UserID) string {
sb.WriteString(fmt.Sprintf("\n%d items — sellable value ~€%d", len(items), total))
sb.WriteString("\n\nTo sell: `!adventure sell all` or `!adventure sell <item>`")
sb.WriteString("\nTo equip Masterwork gear: `!adventure equip`")
if hasMagic {
sb.WriteString("\nTo wear a 🔮 curio: `!adventure equip-magic`")
}
return sb.String()
}
// magicItemRarityLabel pretty-prints the tier number magic items use as a
// rarity stand-in. Inventory is the only surface that sees the bare tier;
// the shop builds its rarity string from the registry directly.
func magicItemRarityLabel(tier int) string {
switch tier {
case 1:
return "Common"
case 2:
return "Uncommon"
case 3:
return "Rare"
case 4:
return "Very Rare"
case 5:
return "Legendary"
}
return fmt.Sprintf("T%d", tier)
}
// ── Supplies (Consumables) ──────────────────────────────────────────────────
func luigiSuppliesView(_ id.UserID, balance float64) string {
@@ -1093,6 +1125,10 @@ const curiosStockSize = 8
// day and identical for every player. 237 registry items is far too many to
// list, so a rotating shelf keeps the menu legible and gives players a reason
// to check back.
//
// The day flips at 06:00 UTC instead of midnight so EU-evening players see
// "yesterday's stock" through the night and a fresh shelf with their morning
// coffee, not at 1 a.m. mid-session.
func dailyCuriosStock() []MagicItem {
ids := make([]string, 0, len(magicItemRegistry))
for id := range magicItemRegistry {
@@ -1100,8 +1136,8 @@ func dailyCuriosStock() []MagicItem {
}
sort.Strings(ids)
// FNV-1a over the UTC date string → PCG seed.
day := time.Now().UTC().Format("2006-01-02")
// FNV-1a over the offset-UTC date string → PCG seed.
day := time.Now().UTC().Add(-6 * time.Hour).Format("2006-01-02")
var seed uint64 = 1469598103934665603
for _, b := range []byte(day) {
seed ^= uint64(b)
@@ -1131,31 +1167,70 @@ func dailyCuriosStock() []MagicItem {
func (p *AdventurePlugin) luigiCuriosView(userID id.UserID, balance float64) string {
var sb strings.Builder
sb.WriteString("🔮 **Curios** — Open5e magic items, daily rotating stock\n")
sb.WriteString("🔮 **Curios** — fresh stock daily at dawn\n")
sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n\n", balance))
factor := p.shopSessionPriceFactor(userID)
for _, mi := range dailyCuriosStock() {
price := float64(mi.Value) * factor
tag := string(mi.Rarity)
// Pretty rarity ("Very Rare" not "very_rare"), drop the bare "wondrous"
// (the effect line already tells the player what it does), and call
// attunement what it actually means.
tag := magicItemRarityLabel(rarityLootTierNum(mi.Rarity))
if mi.Kind != MagicItemWondrous {
tag = string(prettyMagicItemKind(mi.Kind)) + " · " + tag
}
if mi.Attunement {
tag += ", attunement"
tag += " · needs bonding"
}
if mi.Kind == MagicItemPotion || mi.Kind == MagicItemScroll {
tag += " · auto-uses"
}
afford := "✅"
if balance < price {
afford = "💸"
}
sb.WriteString(fmt.Sprintf("**%s** (%s %s) — €%.0f %s\n", mi.Name, mi.Kind, tag, price, afford))
sb.WriteString(fmt.Sprintf("**%s** _(%s)_ — €%.0f %s\n", mi.Name, tag, price, afford))
// The codified effect is what actually fires in combat; the SRD desc
// is flavour. Lead with the effect, then the flavour line.
if eff := magicItemEffectSummary(mi); eff != "" && eff != "no combat effect" {
sb.WriteString(fmt.Sprintf(" → %s\n", eff))
}
if mi.Desc != "" {
sb.WriteString(fmt.Sprintf(" _%s_\n", mi.Desc))
}
}
sb.WriteString("\nReply with an item name to buy, or `back` to return.\n")
sb.WriteString("Equippable items go to your inventory — wear them with `!adventure equip-magic`. Potions & scrolls auto-use in combat.")
sb.WriteString("_Bonding_ = at most 3 magic items can be \"on\" at once. Worn-but-unbonded curios are inert until you free a slot. Potions & scrolls fire automatically in combat.")
return sb.String()
}
// prettyMagicItemKind renders the registry's machine kind in a way a player
// would actually use ("staff" not "MagicItemStaff", "scroll" not the raw
// const).
func prettyMagicItemKind(k MagicItemKind) string {
switch k {
case MagicItemWeapon:
return "weapon"
case MagicItemArmor:
return "armor"
case MagicItemRing:
return "ring"
case MagicItemWand:
return "wand"
case MagicItemRod:
return "rod"
case MagicItemStaff:
return "staff"
case MagicItemPotion:
return "potion"
case MagicItemScroll:
return "scroll"
}
return string(k)
}
func (p *AdventurePlugin) resolveShopCurioChoice(ctx MessageContext, interaction *advPendingInteraction) error {
reply := strings.TrimSpace(ctx.Body)
lower := strings.ToLower(reply)
@@ -1180,18 +1255,43 @@ func (p *AdventurePlugin) resolveShopCurioChoice(ctx MessageContext, interaction
return p.SendDM(ctx.Sender, "*Luigi nods and gestures toward the main counter.*")
}
// Match against today's stock.
var match *MagicItem
for _, mi := range dailyCuriosStock() {
if strings.EqualFold(mi.Name, reply) || containsFold(mi.Name, reply) {
// Match against today's stock. Exact (case-fold) name wins outright;
// otherwise we accumulate substring hits and require a unique candidate
// so "ring" doesn't silently sell whichever ring came first in the slate.
var (
match *MagicItem
candidates []MagicItem
)
stock := dailyCuriosStock()
for _, mi := range stock {
if strings.EqualFold(mi.Name, reply) {
m := mi
match = &m
candidates = nil
break
}
if containsFold(mi.Name, reply) {
candidates = append(candidates, mi)
}
}
if match == nil {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "That's not on the shelf today. Reply with an item name from the list, or `back` to return.")
switch len(candidates) {
case 0:
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "That's not on the shelf today. Reply with an item name from the list, or `back` to return.")
case 1:
m := candidates[0]
match = &m
default:
p.pending.Store(string(ctx.Sender), interaction)
var sb strings.Builder
sb.WriteString(fmt.Sprintf("Several curios match \"%s\":\n", reply))
for _, c := range candidates {
sb.WriteString(fmt.Sprintf(" • %s\n", c.Name))
}
sb.WriteString("Reply with the full name (or enough to be unique), or `back` to return.")
return p.SendDM(ctx.Sender, sb.String())
}
}
price := float64(match.Value) * p.shopSessionPriceFactor(ctx.Sender)