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

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@@ -340,6 +340,13 @@ This is also the right shape because zone-boss plumbing (bestiary, mood events,
- `adventure_render.go`: morning DM reads from DnDCharacter + `player_meta`. Coop teaser gating moves to DnDCharacter.Level. - `adventure_render.go`: morning DM reads from DnDCharacter + `player_meta`. Coop teaser gating moves to DnDCharacter.Level.
- `adventure_twinbee.go`: simulator already addressed in L1. Remaining usage is read-only stat display — port to DnDCharacter. - `adventure_twinbee.go`: simulator already addressed in L1. Remaining usage is read-only stat display — port to DnDCharacter.
**Status (2026-05-09):** SHIPPED on `adv-2.0` (full reader-port).
- New helper `dndLevelForUser(userID)` in `dnd.go`: returns DnDCharacter.Level when present; falls back to `dndLevelFromCombatLevel(adventure_characters.combat_level)` via direct SQL so render code never names the AdventureCharacter type.
- `adventure_render.go`: every render fn dropped its `*AdventureCharacter` param. Callers pass `userID id.UserID`; the renderer loads AdvCharacter internally (type-inferred local) when it needs skill/streak/babysit/crafts fields. CombatLevel display reads route through `dndLevelForUser`. Death-status DM cost now goes through `hospitalCostsForUser` directly. `renderAdvLeaderboard` switched to a new view-model `AdvLeaderboardEntry`. `AdvPlayerDaySummary.CombatLevel` renamed to `Level`. Crafting-teaser logic extracted into `craftingTeaserText` so the existing bracket-boundary test runs without a DB.
- `adventure_twinbee.go`: `twinBeeMaxTier` and the gold-share weight loop now read D&D level via `dndLevelForUser` instead of `c.CombatLevel`.
- Call sites updated in `adventure.go` (8), `adventure_scheduler.go` (5 — including `AdvPlayerDaySummary` populator), `adventure_arena.go` (2). `adventure_followups_test.go` ported to call `craftingTeaserText` directly.
- `go vet ./... && go test ./...` clean. Grep-empty exit criterion below now holds for `adventure_render.go` and `adventure_twinbee.go`.
**Steps (per sub-phase):** column add → backfill → swap reads → swap writes → port tests → grep check. **Steps (per sub-phase):** column add → backfill → swap reads → swap writes → port tests → grep check.
**Exit criteria L4 overall:** `grep -l 'AdventureCharacter\|CombatLevel' internal/plugin/adventure_{hospital,rival,masterwork,pets,housing,mortgage,render,twinbee}.go` empty. **Exit criteria L4 overall:** `grep -l 'AdventureCharacter\|CombatLevel' internal/plugin/adventure_{hospital,rival,masterwork,pets,housing,mortgage,render,twinbee}.go` empty.

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@@ -272,7 +272,7 @@ func (p *AdventurePlugin) catchUpRespawns(chars []AdventureCharacter) {
continue continue
} }
slog.Info("adventure: catch-up revived player", "user", char.UserID) slog.Info("adventure: catch-up revived player", "user", char.UserID)
text := renderAdvRespawnDM(&char) text := renderAdvRespawnDM(char.UserID)
if err := p.SendDM(char.UserID, text); err != nil { if err := p.SendDM(char.UserID, text); err != nil {
slog.Error("adventure: catch-up respawn DM failed", "user", char.UserID, "err", err) slog.Error("adventure: catch-up respawn DM failed", "user", char.UserID, "err", err)
} }
@@ -538,13 +538,13 @@ func (p *AdventurePlugin) handleMenu(ctx MessageContext) error {
if err := saveAdvCharacter(char); err != nil { if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err) slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err)
} else { } else {
text := renderAdvRespawnDM(char) text := renderAdvRespawnDM(char.UserID)
p.SendDM(ctx.Sender, text) p.SendDM(ctx.Sender, text)
// Fall through to show menu // Fall through to show menu
} }
} }
if !char.Alive { if !char.Alive {
text := renderAdvDeathStatusDM(char) text := renderAdvDeathStatusDM(char.UserID)
return p.SendDM(ctx.Sender, text) return p.SendDM(ctx.Sender, text)
} }
} }
@@ -569,7 +569,7 @@ func (p *AdventurePlugin) handleMenu(ctx MessageContext) error {
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false) bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false)
balance := p.euro.GetBalance(char.UserID) balance := p.euro.GetBalance(char.UserID)
text := renderAdvMorningDM(char, equip, balance, bonuses, holName) text := renderAdvMorningDM(char.UserID, equip, balance, bonuses, holName)
p.advMarkMenuSent(ctx.Sender) p.advMarkMenuSent(ctx.Sender)
return p.SendDM(ctx.Sender, text) return p.SendDM(ctx.Sender, text)
} }
@@ -587,7 +587,7 @@ func (p *AdventurePlugin) handleStatus(ctx MessageContext) error {
if err := saveAdvCharacter(char); err != nil { if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err) slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err)
} else { } else {
p.SendDM(ctx.Sender, renderAdvRespawnDM(char)) p.SendDM(ctx.Sender, renderAdvRespawnDM(char.UserID))
} }
} }
@@ -605,7 +605,7 @@ func (p *AdventurePlugin) handleStatus(ctx MessageContext) error {
} }
balance := p.euro.GetBalance(ctx.Sender) balance := p.euro.GetBalance(ctx.Sender)
text := renderAdvCharacterSheet(char, equip, items, treasures, balance) text := renderAdvCharacterSheet(char.UserID, equip, items, treasures, balance)
return p.SendDM(ctx.Sender, text) return p.SendDM(ctx.Sender, text)
} }
@@ -705,7 +705,18 @@ func (p *AdventurePlugin) handleLeaderboard(ctx MessageContext) error {
if err != nil { if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load leaderboard.") return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load leaderboard.")
} }
text := renderAdvLeaderboard(chars) entries := make([]AdvLeaderboardEntry, 0, len(chars))
for _, c := range chars {
entries = append(entries, AdvLeaderboardEntry{
UserID: c.UserID,
Level: dndLevelForUser(c.UserID),
MiningSkill: c.MiningSkill,
ForagingSkill: c.ForagingSkill,
FishingSkill: c.FishingSkill,
CurrentStreak: c.CurrentStreak,
})
}
text := renderAdvLeaderboard(entries)
return p.SendReply(ctx.RoomID, ctx.EventID, text) return p.SendReply(ctx.RoomID, ctx.EventID, text)
} }
@@ -736,7 +747,7 @@ func (p *AdventurePlugin) handleAdminRevive(ctx MessageContext, target string) e
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to revive.") return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to revive.")
} }
p.SendDM(targetID, renderAdvRespawnDM(char)) p.SendDM(targetID, renderAdvRespawnDM(targetID))
if p.achievements != nil { if p.achievements != nil {
p.achievements.GrantAchievement(targetID, "adv_revived") p.achievements.GrantAchievement(targetID, "adv_revived")
} }
@@ -890,11 +901,11 @@ func (p *AdventurePlugin) parseAndResolveChoice(ctx MessageContext, body string)
if err := saveAdvCharacter(char); err != nil { if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err) slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err)
} else { } else {
p.SendDM(ctx.Sender, renderAdvRespawnDM(char)) p.SendDM(ctx.Sender, renderAdvRespawnDM(char.UserID))
} }
} }
if !char.Alive { if !char.Alive {
return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char)) return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char.UserID))
} }
} }
@@ -1397,7 +1408,7 @@ func (p *AdventurePlugin) ensureCharacter(userID id.UserID) (*AdventureCharacter
p.registerDMRoom(userID) p.registerDMRoom(userID)
// Send onboarding // Send onboarding
text := renderAdvOnboardingDM(char) text := renderAdvOnboardingDM(userID)
p.SendDM(userID, text) p.SendDM(userID, text)
} }

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@@ -80,7 +80,7 @@ func (p *AdventurePlugin) handleArenaMenu(ctx MessageContext) error {
} }
if !char.Alive { if !char.Alive {
return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char)) return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char.UserID))
} }
// Clear any pending entry when viewing menu // Clear any pending entry when viewing menu
@@ -156,7 +156,7 @@ func (p *AdventurePlugin) confirmAndStartArenaRun(ctx MessageContext) error {
} }
if !char.Alive { if !char.Alive {
return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char)) return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char.UserID))
} }
// Re-check active run (could have changed since entry prompt) // Re-check active run (could have changed since entry prompt)

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@@ -254,11 +254,7 @@ func TestRenderCraftingTeaser_BracketBoundaries(t *testing.T) {
} }
for _, tc := range cases { for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) { t.Run(tc.name, func(t *testing.T) {
char := &AdventureCharacter{ got := craftingTeaserText(tc.foraging, tc.craftsSucceeded, "")
ForagingSkill: tc.foraging,
CraftsSucceeded: tc.craftsSucceeded,
}
got := renderCraftingTeaser(char)
if tc.wantEmpty { if tc.wantEmpty {
if got != "" { if got != "" {
t.Errorf("expected empty, got %q", got) t.Errorf("expected empty, got %q", got)

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@@ -89,15 +89,21 @@ func advSubstituteFlavor(template string, vars map[string]string) string {
// ── Character Sheet ────────────────────────────────────────────────────────── // ── 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 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)) 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("📊 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(" 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(" 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))) 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). // Rival status — read from player_meta (Adv 2.0 Phase L4b).
rivalPoolFlag, _, _ := loadRivalState(char.UserID) rivalPoolFlag, _, _ := loadRivalState(userID)
if rivalPoolFlag == 1 { if rivalPoolFlag == 1 {
records, _ := loadAllRivalRecords(char.UserID) records, _ := loadAllRivalRecords(userID)
sb.WriteString("\n⚔ Rivals: Unlocked") sb.WriteString("\n⚔ Rivals: Unlocked")
if len(records) > 0 { if len(records) > 0 {
totalW, totalL := 0, 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 // 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 // never type !adventure recipes. Returns "" when the teaser shouldn't fire
// today (out of pre-unlock window, or already deep into post-unlock). // today (out of pre-unlock window, or already deep into post-unlock).
func renderCraftingTeaser(char *AdventureCharacter) string { func renderCraftingTeaser(userID id.UserID) string {
const unlock = 10 char, err := loadAdvCharacter(userID)
if char.ForagingSkill < unlock { if err != nil || char == nil {
// Pre-unlock teaser: only when within 3 levels.
if char.ForagingSkill < unlock-3 {
return "" return ""
} }
levelsToGo := unlock - char.ForagingSkill 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 foragingSkill < unlock {
// Pre-unlock teaser: only when within 3 levels.
if foragingSkill < unlock-3 {
return ""
}
levelsToGo := unlock - foragingSkill
return fmt.Sprintf("🧪 **Crafting unlocks in %d Foraging level%s** — auto-craft consumables from gathered ingredients (Berry Poultice, Herb Salve, etc.).", return fmt.Sprintf("🧪 **Crafting unlocks in %d Foraging level%s** — auto-craft consumables from gathered ingredients (Berry Poultice, Herb Salve, etc.).",
levelsToGo, plural(levelsToGo)) levelsToGo, plural(levelsToGo))
} }
// Post-unlock: nudge when no successful crafts yet (gentle), or once a // Post-unlock: nudge when no successful crafts yet (gentle), or once a
// week (loose periodicity via day-of-year %). // 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." 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 if int(time.Now().UTC().Weekday()) == craftingReminderWeekday(userID, time.Now().UTC()) {
// weekday for this player. Spreads the cohort across the week instead return "🧪 *Crafting reminder* — `!adventure recipes` shows what's available at Foraging Lv." + fmt.Sprintf("%d.", foragingSkill)
// 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)
} }
return "" return ""
} }
@@ -267,8 +280,8 @@ func plural(n int) string {
// players who missed or ignored the dramatic challenge DM see a reminder // players who missed or ignored the dramatic challenge DM see a reminder
// before it expires. Returns "" if there's no pending challenge against // before it expires. Returns "" if there's no pending challenge against
// this player. // this player.
func renderRivalNudge(char *AdventureCharacter) string { func renderRivalNudge(userID id.UserID) string {
c := pendingRivalChallengeForChallenged(char.UserID) c := pendingRivalChallengeForChallenged(userID)
if c == nil { if c == nil {
return "" return ""
} }
@@ -284,9 +297,14 @@ func renderRivalNudge(char *AdventureCharacter) string {
rivalName, c.Round, c.Stake, hours) 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 var sb strings.Builder
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return ""
}
// Holiday notice (before greeting). Today's perks: TwinBee starts new // Holiday notice (before greeting). Today's perks: TwinBee starts new
// runs in a slightly better mood (+5), expedition outfitting includes a // runs in a slightly better mood (+5), expedition outfitting includes a
// complimentary standard pack, and every harvest yields one extra unit. // 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 // Pick a morning greeting
greeting, _ := advPickFlavor(MorningDM, char.UserID, "morning_dm") greeting, _ := advPickFlavor(MorningDM, userID, "morning_dm")
displayName, _ := loadDisplayName(char.UserID) displayName, _ := loadDisplayName(userID)
dndLevel := dndLevelForUser(userID)
vars := map[string]string{ vars := map[string]string{
"{name}": displayName, "{name}": displayName,
"{character_sheet}": fmt.Sprintf( "{character_sheet}": fmt.Sprintf(
" ⚔️ Combat Lv.%d ⛏️ Mining Lv.%d 🌿 Foraging Lv.%d 🎣 Fishing Lv.%d\n 💰 €%.0f", " ⚔️ 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(advSubstituteFlavor(greeting, vars))
sb.WriteString("\n\n") sb.WriteString("\n\n")
// Active buffs // Active buffs
buffs, _ := loadAdvActiveBuffs(char.UserID) buffs, _ := loadAdvActiveBuffs(userID)
if len(buffs) > 0 { if len(buffs) > 0 {
sb.WriteString("✨ **Active buffs:**\n") sb.WriteString("✨ **Active buffs:**\n")
for _, b := range buffs { 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") 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. // Rival nudge — a pending challenge waits for action.
if line := renderRivalNudge(char); line != "" { if line := renderRivalNudge(userID); line != "" {
sb.WriteString(line) sb.WriteString(line)
sb.WriteString("\n") sb.WriteString("\n")
} }
// Crafting teaser — surface the system when it's near unlock or post-unlock. // 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(line)
sb.WriteString("\n") sb.WriteString("\n")
} }
@@ -373,7 +392,7 @@ func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEq
// ── Resolution DM ──────────────────────────────────────────────────────────── // ── Resolution DM ────────────────────────────────────────────────────────────
func renderAdvResolutionDM(result *AdvActionResult, char *AdventureCharacter) string { func renderAdvResolutionDM(result *AdvActionResult, userID id.UserID) string {
var sb strings.Builder var sb strings.Builder
sb.WriteString(result.FlavorText) sb.WriteString(result.FlavorText)
@@ -384,7 +403,7 @@ func renderAdvResolutionDM(result *AdvActionResult, char *AdventureCharacter) st
if result.Outcome == AdvOutcomeDeath { if result.Outcome == AdvOutcomeDeath {
sb.WriteString("💀 **You died.**\n") 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"))) 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 ────────────────────────────────────────────────────────── // ── Death Status DM ──────────────────────────────────────────────────────────
func renderAdvDeathStatusDM(char *AdventureCharacter) string { func renderAdvDeathStatusDM(userID id.UserID) string {
cost := int64(char.CombatLevel) * 25_000 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" remaining := "unknown"
if char.DeadUntil != nil { if char.DeadUntil != nil {
remaining = char.DeadUntil.Format("15:04") remaining = char.DeadUntil.Format("15:04")
@@ -504,9 +528,9 @@ func renderAdvDeathStatusDM(char *AdventureCharacter) string {
// ── Respawn DM ─────────────────────────────────────────────────────────────── // ── Respawn DM ───────────────────────────────────────────────────────────────
func renderAdvRespawnDM(char *AdventureCharacter) string { func renderAdvRespawnDM(userID id.UserID) string {
text, _ := advPickFlavor(RespawnDM, char.UserID, "respawn_dm") text, _ := advPickFlavor(RespawnDM, userID, "respawn_dm")
displayName, _ := loadDisplayName(char.UserID) displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{ return advSubstituteFlavor(text, map[string]string{
"{name}": displayName, "{name}": displayName,
}) })
@@ -666,9 +690,9 @@ func masteryBar(value, total int) string {
// ── Idle Shame DM ──────────────────────────────────────────────────────────── // ── Idle Shame DM ────────────────────────────────────────────────────────────
func renderAdvIdleShameDM(char *AdventureCharacter) string { func renderAdvIdleShameDM(userID id.UserID) string {
text, _ := advPickFlavor(IdleShameDM, char.UserID, "idle_shame") text, _ := advPickFlavor(IdleShameDM, userID, "idle_shame")
displayName, _ := loadDisplayName(char.UserID) displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{ return advSubstituteFlavor(text, map[string]string{
"{name}": displayName, "{name}": displayName,
}) })
@@ -676,9 +700,9 @@ func renderAdvIdleShameDM(char *AdventureCharacter) string {
// ── Onboarding DM ──────────────────────────────────────────────────────────── // ── Onboarding DM ────────────────────────────────────────────────────────────
func renderAdvOnboardingDM(char *AdventureCharacter) string { func renderAdvOnboardingDM(userID id.UserID) string {
text, _ := advPickFlavor(OnboardingDM, char.UserID, "onboarding") text, _ := advPickFlavor(OnboardingDM, userID, "onboarding")
displayName, _ := loadDisplayName(char.UserID) displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{ return advSubstituteFlavor(text, map[string]string{
"{name}": displayName, "{name}": displayName,
}) })
@@ -688,7 +712,7 @@ func renderAdvOnboardingDM(char *AdventureCharacter) string {
type AdvPlayerDaySummary struct { type AdvPlayerDaySummary struct {
DisplayName string DisplayName string
CombatLevel int Level int
MiningSkill int MiningSkill int
ForagingSkill int ForagingSkill int
FishingSkill int FishingSkill int
@@ -786,7 +810,7 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
icon = "⚔️" icon = "⚔️"
} }
sb.WriteString(fmt.Sprintf("%s **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d\n", 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(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n", p.SummaryLine)) sb.WriteString(fmt.Sprintf(" Outcome: %s\n", p.SummaryLine))
if !diedOnAdventure { 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", 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 != "" { if p.Location != "" {
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location)) sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine)) sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine))
@@ -881,7 +905,19 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
// ── Leaderboard ────────────────────────────────────────────────────────────── // ── 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 { if len(chars) == 0 {
return "No adventurers registered yet. Type `!adventure` to begin." return "No adventurers registered yet. Type `!adventure` to begin."
} }
@@ -895,12 +931,12 @@ func renderAdvLeaderboard(chars []AdventureCharacter) string {
} }
var entries []entry var entries []entry
for _, c := range chars { 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) name, _ := loadDisplayName(c.UserID)
entries = append(entries, entry{ entries = append(entries, entry{
Name: name, Name: name,
Score: score, 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, Streak: c.CurrentStreak,
}) })
} }

View File

@@ -78,7 +78,7 @@ func (p *AdventurePlugin) sendMorningDMs() {
} }
// Send respawn DM // Send respawn DM
text := renderAdvRespawnDM(&char) text := renderAdvRespawnDM(char.UserID)
if err := p.SendDM(char.UserID, text); err != nil { if err := p.SendDM(char.UserID, text); err != nil {
slog.Error("adventure: failed to send respawn DM", "user", char.UserID, "err", err) slog.Error("adventure: failed to send respawn DM", "user", char.UserID, "err", err)
} }
@@ -101,7 +101,7 @@ func (p *AdventurePlugin) sendMorningDMs() {
// If still dead, send death status // If still dead, send death status
if !char.Alive { if !char.Alive {
text := renderAdvDeathStatusDM(&char) text := renderAdvDeathStatusDM(char.UserID)
if err := p.SendDM(char.UserID, text); err != nil { if err := p.SendDM(char.UserID, text); err != nil {
slog.Error("adventure: failed to send death status DM", "user", char.UserID, "err", err) slog.Error("adventure: failed to send death status DM", "user", char.UserID, "err", err)
} }
@@ -144,7 +144,7 @@ func (p *AdventurePlugin) sendMorningDMs() {
if isHol { if isHol {
holidayLabel = holName holidayLabel = holName
} }
text := renderAdvMorningDM(&char, equip, balance, bonuses, holidayLabel) text := renderAdvMorningDM(char.UserID, equip, balance, bonuses, holidayLabel)
if petEvent != "" { if petEvent != "" {
text = fmt.Sprintf("🐾 *%s*\n\n%s", petEvent, text) text = fmt.Sprintf("🐾 *%s*\n\n%s", petEvent, text)
} }
@@ -237,7 +237,7 @@ func (p *AdventurePlugin) postDailySummary() {
dispName, _ := loadDisplayName(c.UserID) dispName, _ := loadDisplayName(c.UserID)
ps := AdvPlayerDaySummary{ ps := AdvPlayerDaySummary{
DisplayName: dispName, DisplayName: dispName,
CombatLevel: c.CombatLevel, Level: dndLevelForUser(c.UserID),
MiningSkill: c.MiningSkill, MiningSkill: c.MiningSkill,
ForagingSkill: c.ForagingSkill, ForagingSkill: c.ForagingSkill,
FishingSkill: c.FishingSkill, FishingSkill: c.FishingSkill,
@@ -376,7 +376,7 @@ func (p *AdventurePlugin) midnightReset() error {
dmsSent++ dmsSent++
// Idle shame DM // Idle shame DM
text := renderAdvIdleShameDM(&char) text := renderAdvIdleShameDM(char.UserID)
if char.CurrentStreak > 0 { if char.CurrentStreak > 0 {
oldStreak := char.CurrentStreak oldStreak := char.CurrentStreak
char.CurrentStreak /= 2 char.CurrentStreak /= 2

View File

@@ -28,7 +28,8 @@ var twinBeeWeights = []twinBeeActionWeight{
} }
// twinBeeMaxTier returns the highest tier TwinBee should visit, // twinBeeMaxTier returns the highest tier TwinBee should visit,
// based on the best player's combined adventure level. // based on the best player's combined adventure level. Combat component
// reads from D&D level (post-L4f) instead of legacy combat level.
func twinBeeMaxTier() int { func twinBeeMaxTier() int {
chars, err := loadAllAdvCharacters() chars, err := loadAllAdvCharacters()
if err != nil || len(chars) == 0 { if err != nil || len(chars) == 0 {
@@ -39,7 +40,7 @@ func twinBeeMaxTier() int {
if !c.Alive { if !c.Alive {
continue continue
} }
combined := c.CombatLevel + c.MiningSkill + c.ForagingSkill + c.FishingSkill combined := dndLevelForUser(c.UserID) + c.MiningSkill + c.ForagingSkill + c.FishingSkill
if combined > bestLevel { if combined > bestLevel {
bestLevel = combined bestLevel = combined
} }
@@ -282,7 +283,7 @@ func (p *AdventurePlugin) distributeTwinBeeRewards(result *TwinBeeResult) TwinBe
weight := 4 // minimum (level 1 in all 4 skills) weight := 4 // minimum (level 1 in all 4 skills)
for _, c := range chars { for _, c := range chars {
if c.UserID == uid { if c.UserID == uid {
weight = c.CombatLevel + c.MiningSkill + c.ForagingSkill + c.FishingSkill weight = dndLevelForUser(c.UserID) + c.MiningSkill + c.ForagingSkill + c.FishingSkill
if weight < 4 { if weight < 4 {
weight = 4 weight = 4
} }

View File

@@ -340,6 +340,24 @@ func dndLevelFromCombatLevel(combatLevel int) int {
return lvl return lvl
} }
// dndLevelForUser returns the player's display-facing D&D level: the
// DnDCharacter row's Level when present, else the converted legacy
// adventure_characters.combat_level as a soak-period fallback. Used by
// render/twinbee/scheduler after L4f to keep "Combat Lv.X" in player-
// facing surfaces in sync with the D&D level system without leaking the
// AdventureCharacter type into render code.
func dndLevelForUser(userID id.UserID) int {
if c, err := LoadDnDCharacter(userID); err == nil && c != nil && c.Level > 0 {
return c.Level
}
row := db.Get().QueryRow(`SELECT combat_level FROM adventure_characters WHERE user_id = ?`, string(userID))
var legacy int
if err := row.Scan(&legacy); err != nil {
return 1
}
return dndLevelFromCombatLevel(legacy)
}
// applyRaceMods adds the race's ability modifiers to a base score block. // applyRaceMods adds the race's ability modifiers to a base score block.
func applyRaceMods(race DnDRace, scores [6]int) [6]int { func applyRaceMods(race DnDRace, scores [6]int) [6]int {
ri, ok := raceInfo(race) ri, ok := raceInfo(race)