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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:
@@ -273,6 +273,39 @@ func applyMagicItemEffects(stats *CombatStats, mods *CombatModifiers, userID id.
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}
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}
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// activeMagicItemsLine renders a one-shot combat-start line listing the
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// player's currently-contributing magic items (attunement items only count
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// while bonded). Returns "" when nothing is active so callers can no-op.
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//
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// Mirrors the "you fight better because of X" surfacing pattern players
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// already get for class passives — the system is invisible otherwise, and
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// invisible magic items are functionally indistinguishable from no magic
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// items at all.
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func activeMagicItemsLine(userID id.UserID) string {
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equipped, err := loadEquippedMagicItems(userID)
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if err != nil || len(equipped) == 0 {
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return ""
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}
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var names []string
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for _, ds := range dndSlotOrder {
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e, ok := equipped[ds]
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if !ok || e.Item.ID == "" {
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continue
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}
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if e.Item.Attunement && !e.Attuned {
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continue // worn but inert — contributes nothing
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}
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names = append(names, e.Item.Name)
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}
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if len(names) == 0 {
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return ""
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}
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if len(names) == 1 {
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return fmt.Sprintf("✨ _%s hums into the fight._", names[0])
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}
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return fmt.Sprintf("✨ _Your curios stir: %s._", strings.Join(names, ", "))
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}
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// ── Consumable bridge (potions / scrolls) ───────────────────────────────────
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// magicItemConsumableDef classifies a potion/scroll magic item onto the
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@@ -419,8 +452,7 @@ func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
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}
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if len(magic) == 0 {
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return p.SendDM(ctx.Sender,
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"You have no equippable magic items. Slotted curios drop from zones and Luigi's Curios shelf; "+
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"potions and scrolls auto-use in combat instead.")
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"No curios to equip yet — they drop from zones or Luigi's 🔮 shelf.")
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}
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equipped, _ := loadEquippedMagicItems(ctx.Sender)
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@@ -434,12 +466,12 @@ func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
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}
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att := ""
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if mi.Attunement {
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att = " _(needs attunement)_"
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att = " _(needs bonding)_"
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}
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sb.WriteString(fmt.Sprintf("%d. **%s** (%s, %s) → %s slot — currently: %s%s\n %s\n",
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i+1, mi.Name, mi.Kind, mi.Rarity, mi.Slot, curDesc, att, magicItemEffectSummary(mi)))
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sb.WriteString(fmt.Sprintf("%d. **%s** _(%s)_ → %s slot — currently: %s%s\n %s\n",
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i+1, mi.Name, magicItemRarityLabel(rarityLootTierNum(mi.Rarity)), mi.Slot, curDesc, att, magicItemEffectSummary(mi)))
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}
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sb.WriteString(fmt.Sprintf("\nAttunements in use: %d/%d\n",
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sb.WriteString(fmt.Sprintf("\nBonds in use: %d/%d\n",
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countAttunedMagicItems(equipped), dndMagicItemAttuneLimit))
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sb.WriteString("Reply with a number to equip, or \"cancel\".")
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@@ -485,6 +517,19 @@ func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction
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return p.SendDM(ctx.Sender, "Failed to load your equipped magic items.")
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}
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// Return whatever currently occupies that slot to inventory at full
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// value — swapping a curio shouldn't tax it. Evict from the local map
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// too, so the attunement count below reflects the post-swap state and
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// can re-open a slot the prior occupant was holding.
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if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
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back := magicItemSell(prev.Item)
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back.SkillSource = "magic_item:" + prev.Item.ID
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if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
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return p.SendDM(ctx.Sender, "Failed to return your currently-equipped item to inventory.")
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}
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delete(equipped, mi.Slot)
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}
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// Auto-attune when the item needs it and an attunement slot is free.
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// Otherwise it equips inert until the player frees a slot.
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attune := false
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@@ -496,16 +541,6 @@ func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction
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attune = true
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}
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}
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// Return whatever currently occupies that slot to inventory.
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if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
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back := magicItemSell(prev.Item)
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back.Value = int64(prev.Item.Value) / 2
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back.SkillSource = "magic_item:" + prev.Item.ID
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if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
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return p.SendDM(ctx.Sender, "Failed to return your currently-equipped item to inventory.")
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}
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}
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if err := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune); err != nil {
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return p.SendDM(ctx.Sender, "Failed to equip that item.")
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}
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