Adv 2.0 L4f: render/twinbee reader-port off AdvCharacter to dndLevelForUser

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-09 10:36:44 -07:00
parent d638f62fd4
commit c719b30fd7
8 changed files with 139 additions and 70 deletions

View File

@@ -89,15 +89,21 @@ func advSubstituteFlavor(template string, vars map[string]string) string {
// ── Character Sheet ──────────────────────────────────────────────────────────
func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, items []AdvItem, treasures []AdvTreasureBonus, balance float64) string {
func renderAdvCharacterSheet(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment, items []AdvItem, treasures []AdvTreasureBonus, balance float64) string {
var sb strings.Builder
displayName, _ := loadDisplayName(char.UserID)
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return "No adventurer found. Type `!adventure` to begin."
}
displayName, _ := loadDisplayName(userID)
sb.WriteString(fmt.Sprintf("⚔️ **%s's Adventurer**\n\n", displayName))
// Stats
// Stats — Combat line shows D&D Level (CombatXP display retired in L4f).
dndLevel := dndLevelForUser(userID)
sb.WriteString("📊 Stats:\n")
sb.WriteString(fmt.Sprintf(" Combat: Lv.%d (%d/%d XP)\n", char.CombatLevel, char.CombatXP, xpToNextLevel(char.CombatLevel)))
sb.WriteString(fmt.Sprintf(" Combat: Lv.%d\n", dndLevel))
sb.WriteString(fmt.Sprintf(" Mining: Lv.%d (%d/%d XP)\n", char.MiningSkill, char.MiningXP, xpToNextLevel(char.MiningSkill)))
sb.WriteString(fmt.Sprintf(" Forage: Lv.%d (%d/%d XP)\n", char.ForagingSkill, char.ForagingXP, xpToNextLevel(char.ForagingSkill)))
sb.WriteString(fmt.Sprintf(" Fishing: Lv.%d (%d/%d XP)\n", char.FishingSkill, char.FishingXP, xpToNextLevel(char.FishingSkill)))
@@ -195,9 +201,9 @@ func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*
}
// Rival status — read from player_meta (Adv 2.0 Phase L4b).
rivalPoolFlag, _, _ := loadRivalState(char.UserID)
rivalPoolFlag, _, _ := loadRivalState(userID)
if rivalPoolFlag == 1 {
records, _ := loadAllRivalRecords(char.UserID)
records, _ := loadAllRivalRecords(userID)
sb.WriteString("\n⚔ Rivals: Unlocked")
if len(records) > 0 {
totalW, totalL := 0, 0
@@ -219,28 +225,35 @@ func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*
// the Foraging-10 auto-unlock, so it doesn't stay invisible to players who
// never type !adventure recipes. Returns "" when the teaser shouldn't fire
// today (out of pre-unlock window, or already deep into post-unlock).
func renderCraftingTeaser(char *AdventureCharacter) string {
func renderCraftingTeaser(userID id.UserID) string {
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return ""
}
return craftingTeaserText(char.ForagingSkill, char.CraftsSucceeded, userID)
}
// craftingTeaserText is the pure-logic core of renderCraftingTeaser, split
// out so unit tests can exercise the bracket boundaries without a DB.
func craftingTeaserText(foragingSkill, craftsSucceeded int, userID id.UserID) string {
const unlock = 10
if char.ForagingSkill < unlock {
if foragingSkill < unlock {
// Pre-unlock teaser: only when within 3 levels.
if char.ForagingSkill < unlock-3 {
if foragingSkill < unlock-3 {
return ""
}
levelsToGo := unlock - char.ForagingSkill
levelsToGo := unlock - foragingSkill
return fmt.Sprintf("🧪 **Crafting unlocks in %d Foraging level%s** — auto-craft consumables from gathered ingredients (Berry Poultice, Herb Salve, etc.).",
levelsToGo, plural(levelsToGo))
}
// Post-unlock: nudge when no successful crafts yet (gentle), or once a
// week (loose periodicity via day-of-year %).
if char.CraftsSucceeded == 0 {
if craftsSucceeded == 0 {
return "🧪 **Crafting is unlocked.** Gather a couple of matching ingredients and TwinBee will auto-craft consumables — try `!adventure recipes` to see what your level supports."
}
// Per-player weekly reminder: hash UserID + ISO week to pick a stable
// weekday for this player. Spreads the cohort across the week instead
// of all firing on the same global day.
if int(time.Now().UTC().Weekday()) == craftingReminderWeekday(char.UserID, time.Now().UTC()) {
return "🧪 *Crafting reminder* — `!adventure recipes` shows what's available at Foraging Lv." + fmt.Sprintf("%d.", char.ForagingSkill)
if int(time.Now().UTC().Weekday()) == craftingReminderWeekday(userID, time.Now().UTC()) {
return "🧪 *Crafting reminder* — `!adventure recipes` shows what's available at Foraging Lv." + fmt.Sprintf("%d.", foragingSkill)
}
return ""
}
@@ -267,8 +280,8 @@ func plural(n int) string {
// players who missed or ignored the dramatic challenge DM see a reminder
// before it expires. Returns "" if there's no pending challenge against
// this player.
func renderRivalNudge(char *AdventureCharacter) string {
c := pendingRivalChallengeForChallenged(char.UserID)
func renderRivalNudge(userID id.UserID) string {
c := pendingRivalChallengeForChallenged(userID)
if c == nil {
return ""
}
@@ -284,9 +297,14 @@ func renderRivalNudge(char *AdventureCharacter) string {
rivalName, c.Round, c.Stake, hours)
}
func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, balance float64, bonuses *AdvBonusSummary, holidayName string) string {
func renderAdvMorningDM(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment, balance float64, bonuses *AdvBonusSummary, holidayName string) string {
var sb strings.Builder
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return ""
}
// Holiday notice (before greeting). Today's perks: TwinBee starts new
// runs in a slightly better mood (+5), expedition outfitting includes a
// complimentary standard pack, and every harvest yields one extra unit.
@@ -295,19 +313,20 @@ func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEq
}
// Pick a morning greeting
greeting, _ := advPickFlavor(MorningDM, char.UserID, "morning_dm")
displayName, _ := loadDisplayName(char.UserID)
greeting, _ := advPickFlavor(MorningDM, userID, "morning_dm")
displayName, _ := loadDisplayName(userID)
dndLevel := dndLevelForUser(userID)
vars := map[string]string{
"{name}": displayName,
"{character_sheet}": fmt.Sprintf(
" ⚔️ Combat Lv.%d ⛏️ Mining Lv.%d 🌿 Foraging Lv.%d 🎣 Fishing Lv.%d\n 💰 €%.0f",
char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill, balance),
dndLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill, balance),
}
sb.WriteString(advSubstituteFlavor(greeting, vars))
sb.WriteString("\n\n")
// Active buffs
buffs, _ := loadAdvActiveBuffs(char.UserID)
buffs, _ := loadAdvActiveBuffs(userID)
if len(buffs) > 0 {
sb.WriteString("✨ **Active buffs:**\n")
for _, b := range buffs {
@@ -339,13 +358,13 @@ func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEq
sb.WriteString("📋 **Co-op dungeons closed for now** — `!expedition` is the way forward; a better co-op design is on the way.\n\n")
// Rival nudge — a pending challenge waits for action.
if line := renderRivalNudge(char); line != "" {
if line := renderRivalNudge(userID); line != "" {
sb.WriteString(line)
sb.WriteString("\n")
}
// Crafting teaser — surface the system when it's near unlock or post-unlock.
if line := renderCraftingTeaser(char); line != "" {
if line := renderCraftingTeaser(userID); line != "" {
sb.WriteString(line)
sb.WriteString("\n")
}
@@ -373,7 +392,7 @@ func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEq
// ── Resolution DM ────────────────────────────────────────────────────────────
func renderAdvResolutionDM(result *AdvActionResult, char *AdventureCharacter) string {
func renderAdvResolutionDM(result *AdvActionResult, userID id.UserID) string {
var sb strings.Builder
sb.WriteString(result.FlavorText)
@@ -384,7 +403,7 @@ func renderAdvResolutionDM(result *AdvActionResult, char *AdventureCharacter) st
if result.Outcome == AdvOutcomeDeath {
sb.WriteString("💀 **You died.**\n")
if char.DeadUntil != nil {
if char, err := loadAdvCharacter(userID); err == nil && char != nil && char.DeadUntil != nil {
sb.WriteString(fmt.Sprintf("Expected return: %s UTC\n", char.DeadUntil.Format("2006-01-02 15:04")))
}
}
@@ -490,8 +509,13 @@ func advClosingBlock(outcome AdvOutcomeType, userID id.UserID, location string,
// ── Death Status DM ──────────────────────────────────────────────────────────
func renderAdvDeathStatusDM(char *AdventureCharacter) string {
cost := int64(char.CombatLevel) * 25_000
func renderAdvDeathStatusDM(userID id.UserID) string {
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return "💀 You're still dead."
}
// Cost mirrors hospitalCostsForUser (post-L4a): D&D Level × 50k after insurance.
_, cost := hospitalCostsForUser(char)
remaining := "unknown"
if char.DeadUntil != nil {
remaining = char.DeadUntil.Format("15:04")
@@ -504,9 +528,9 @@ func renderAdvDeathStatusDM(char *AdventureCharacter) string {
// ── Respawn DM ───────────────────────────────────────────────────────────────
func renderAdvRespawnDM(char *AdventureCharacter) string {
text, _ := advPickFlavor(RespawnDM, char.UserID, "respawn_dm")
displayName, _ := loadDisplayName(char.UserID)
func renderAdvRespawnDM(userID id.UserID) string {
text, _ := advPickFlavor(RespawnDM, userID, "respawn_dm")
displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{
"{name}": displayName,
})
@@ -666,9 +690,9 @@ func masteryBar(value, total int) string {
// ── Idle Shame DM ────────────────────────────────────────────────────────────
func renderAdvIdleShameDM(char *AdventureCharacter) string {
text, _ := advPickFlavor(IdleShameDM, char.UserID, "idle_shame")
displayName, _ := loadDisplayName(char.UserID)
func renderAdvIdleShameDM(userID id.UserID) string {
text, _ := advPickFlavor(IdleShameDM, userID, "idle_shame")
displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{
"{name}": displayName,
})
@@ -676,9 +700,9 @@ func renderAdvIdleShameDM(char *AdventureCharacter) string {
// ── Onboarding DM ────────────────────────────────────────────────────────────
func renderAdvOnboardingDM(char *AdventureCharacter) string {
text, _ := advPickFlavor(OnboardingDM, char.UserID, "onboarding")
displayName, _ := loadDisplayName(char.UserID)
func renderAdvOnboardingDM(userID id.UserID) string {
text, _ := advPickFlavor(OnboardingDM, userID, "onboarding")
displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{
"{name}": displayName,
})
@@ -688,7 +712,7 @@ func renderAdvOnboardingDM(char *AdventureCharacter) string {
type AdvPlayerDaySummary struct {
DisplayName string
CombatLevel int
Level int
MiningSkill int
ForagingSkill int
FishingSkill int
@@ -786,7 +810,7 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
icon = "⚔️"
}
sb.WriteString(fmt.Sprintf("%s **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n",
icon, p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
icon, p.DisplayName, p.Level, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n", p.SummaryLine))
if !diedOnAdventure {
@@ -809,7 +833,7 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
}
sb.WriteString(fmt.Sprintf("⚔️ **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n",
p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
p.DisplayName, p.Level, p.MiningSkill, p.ForagingSkill, p.FishingSkill))
if p.Location != "" {
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine))
@@ -881,7 +905,19 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
// ── Leaderboard ──────────────────────────────────────────────────────────────
func renderAdvLeaderboard(chars []AdventureCharacter) string {
// AdvLeaderboardEntry is the view-model the leaderboard renderer consumes.
// Callers populate it from AdvCharacter rows + a D&D level lookup so the
// renderer doesn't depend on the legacy character type.
type AdvLeaderboardEntry struct {
UserID id.UserID
Level int
MiningSkill int
ForagingSkill int
FishingSkill int
CurrentStreak int
}
func renderAdvLeaderboard(chars []AdvLeaderboardEntry) string {
if len(chars) == 0 {
return "No adventurers registered yet. Type `!adventure` to begin."
}
@@ -895,12 +931,12 @@ func renderAdvLeaderboard(chars []AdventureCharacter) string {
}
var entries []entry
for _, c := range chars {
score := (c.CombatLevel + c.MiningSkill + c.ForagingSkill + c.FishingSkill) * 10
score := (c.Level + c.MiningSkill + c.ForagingSkill + c.FishingSkill) * 10
name, _ := loadDisplayName(c.UserID)
entries = append(entries, entry{
Name: name,
Score: score,
Levels: fmt.Sprintf("⚔️%d ⛏️%d 🌿%d 🎣%d", c.CombatLevel, c.MiningSkill, c.ForagingSkill, c.FishingSkill),
Levels: fmt.Sprintf("⚔️%d ⛏️%d 🌿%d 🎣%d", c.Level, c.MiningSkill, c.ForagingSkill, c.FishingSkill),
Streak: c.CurrentStreak,
})
}