mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 00:32:40 +00:00
Add adventure plugin, holdem CFR fixes, and wordle plugin
Adventure: Complete v1 daily idle RPG with DM-driven gameplay, equipment shop, treasure system, TwinBee NPC, streak/grudge/party mechanics, flavor text, and scheduled morning/evening/midnight tickers. Holdem CFR: Fix three critical training bugs (fold not forfeiting pot, free calls after raises, training/runtime key mismatch). Add performance optimizations (preflop lookup table, zero-alloc equity, integer keys, raise cap, regret pruning). Enrich abstraction with 12 equity buckets, board texture dimension, and 6-char action history. Replace validation with proper multi-street simulation. Also includes wordle plugin, holdem seed tooling, and schema additions. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
644
internal/plugin/adventure_render.go
Normal file
644
internal/plugin/adventure_render.go
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@@ -0,0 +1,644 @@
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package plugin
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import (
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"fmt"
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"math/rand/v2"
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"strings"
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"sync"
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"time"
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"maunium.net/go/mautrix/id"
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)
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// ── Flavor Text Selection ────────────────────────────────────────────────────
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// flavorHistory tracks last N used indices per player per category to avoid repetition.
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var flavorHistory sync.Map // key: "userID:category" -> []int
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const flavorHistorySize = 5
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func advPickFlavor(pool []string, userID id.UserID, category string) (string, int) {
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if len(pool) == 0 {
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return "", 0
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}
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if len(pool) == 1 {
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return pool[0], 0
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}
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key := string(userID) + ":" + category
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// Load history
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var history []int
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if val, ok := flavorHistory.Load(key); ok {
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history = val.([]int)
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}
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// Try to pick an index not in recent history
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var idx int
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for attempts := 0; attempts < 20; attempts++ {
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idx = rand.IntN(len(pool))
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if !intSliceContains(history, idx) {
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break
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}
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}
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// Update history
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history = append(history, idx)
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if len(history) > flavorHistorySize {
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history = history[len(history)-flavorHistorySize:]
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}
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flavorHistory.Store(key, history)
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return pool[idx], idx
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}
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func intSliceContains(s []int, v int) bool {
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for _, x := range s {
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if x == v {
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return true
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}
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}
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return false
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}
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// advClearFlavorHistory resets the dedup tracker. Called at midnight reset.
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func advClearFlavorHistory() {
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flavorHistory.Range(func(key, _ any) bool {
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flavorHistory.Delete(key)
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return true
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})
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}
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// advSubstituteFlavor replaces {var} placeholders in a flavor text string.
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func advSubstituteFlavor(template string, vars map[string]string) string {
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pairs := make([]string, 0, len(vars)*2)
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for k, v := range vars {
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pairs = append(pairs, k, v)
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}
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return strings.NewReplacer(pairs...).Replace(template)
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}
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// ── Character Sheet ──────────────────────────────────────────────────────────
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func renderAdvCharacterSheet(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, items []AdvItem, treasures []AdvTreasureBonus, balance float64) string {
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var sb strings.Builder
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sb.WriteString(fmt.Sprintf("⚔️ **%s's Adventurer**\n\n", char.DisplayName))
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// Stats
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sb.WriteString("📊 Stats:\n")
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sb.WriteString(fmt.Sprintf(" Combat: Lv.%d (%d/%d XP)\n", char.CombatLevel, char.CombatXP, xpToNextLevel(char.CombatLevel)))
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sb.WriteString(fmt.Sprintf(" Mining: Lv.%d (%d/%d XP)\n", char.MiningSkill, char.MiningXP, xpToNextLevel(char.MiningSkill)))
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sb.WriteString(fmt.Sprintf(" Forage: Lv.%d (%d/%d XP)\n", char.ForagingSkill, char.ForagingXP, xpToNextLevel(char.ForagingSkill)))
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// Status
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if char.Alive {
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sb.WriteString(" Status: Alive\n")
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} else if char.DeadUntil != nil {
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sb.WriteString(fmt.Sprintf(" Status: 💀 Dead — revives %s UTC\n", char.DeadUntil.Format("15:04")))
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}
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// Streak
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if char.CurrentStreak > 0 {
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sb.WriteString(fmt.Sprintf(" 🔥 Streak: %d days", char.CurrentStreak))
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if char.CurrentStreak >= 30 {
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sb.WriteString(" 🏆")
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} else if char.CurrentStreak >= 14 {
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sb.WriteString(" ⭐")
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} else if char.CurrentStreak >= 7 {
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sb.WriteString(" 🔥")
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}
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sb.WriteString(fmt.Sprintf(" (best: %d)\n", char.BestStreak))
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}
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// Equipment
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sb.WriteString("\n🛡️ Equipment:\n")
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eqScore := advEquipmentScore(equip)
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slotEmoji := map[EquipmentSlot]string{
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SlotWeapon: "⚔️", SlotArmor: "🛡️", SlotHelmet: "🪖", SlotBoots: "👢", SlotTool: "⛏️",
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}
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for _, slot := range allSlots {
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eq := equip[slot]
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mastery := ""
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if eq != nil && eq.ActionsUsed >= 20 {
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mastery = " ✦"
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}
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if eq != nil {
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sb.WriteString(fmt.Sprintf(" %s %s: %s (Tier %d | %d%% condition%s)\n",
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slotEmoji[slot], strings.Title(string(slot)), eq.Name, eq.Tier, eq.Condition, mastery))
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}
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}
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sb.WriteString(fmt.Sprintf(" Equipment Score: %d\n", eqScore))
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// Treasures
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if len(treasures) > 0 {
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seen := make(map[string]bool)
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sb.WriteString("\n💎 Treasures:\n")
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for _, t := range treasures {
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if seen[t.TreasureKey] {
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continue
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}
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seen[t.TreasureKey] = true
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// Find def for inventory desc
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for tier, defs := range advAllTreasures {
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_ = tier
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for _, def := range defs {
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if def.Key == t.TreasureKey {
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sb.WriteString(fmt.Sprintf(" %s\n", def.InventoryDesc))
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break
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}
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}
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}
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}
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}
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// Inventory summary
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var invValue int64
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for _, item := range items {
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invValue += item.Value
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}
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sb.WriteString(fmt.Sprintf("\n🎒 Inventory: %d items (total value ~€%d)\n", len(items), invValue))
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sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n", balance))
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// Today's action
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if char.ActionTakenToday {
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sb.WriteString("\n📅 Today: Action taken")
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} else {
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sb.WriteString("\n📅 Today: No action yet — reply to morning DM or type `!adventure`")
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}
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return sb.String()
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}
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// ── Morning DM ───────────────────────────────────────────────────────────────
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func renderAdvMorningDM(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, balance float64, bonuses *AdvBonusSummary) string {
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var sb strings.Builder
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// Pick a morning greeting
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greeting, _ := advPickFlavor(MorningDM, char.UserID, "morning_dm")
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vars := map[string]string{
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"{name}": char.DisplayName,
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"{character_sheet}": fmt.Sprintf(
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" ⚔️ Combat Lv.%d ⛏️ Mining Lv.%d 🌿 Foraging Lv.%d\n 💰 €%.0f",
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char.CombatLevel, char.MiningSkill, char.ForagingSkill, balance),
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}
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sb.WriteString(advSubstituteFlavor(greeting, vars))
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sb.WriteString("\n\n")
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// Active buffs
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buffs, _ := loadAdvActiveBuffs(char.UserID)
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if len(buffs) > 0 {
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sb.WriteString("✨ **Active buffs:**\n")
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for _, b := range buffs {
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remaining := time.Until(b.ExpiresAt).Truncate(time.Hour)
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sb.WriteString(fmt.Sprintf(" %s (%.0fh remaining)\n", b.BuffName, remaining.Hours()))
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}
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sb.WriteString("\n")
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}
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// Streak info
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if char.CurrentStreak >= 3 {
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sb.WriteString(fmt.Sprintf("🔥 **Streak: %d days** — ", char.CurrentStreak))
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switch {
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case char.CurrentStreak >= 30:
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sb.WriteString("+20% XP, +15% loot, -5% death")
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case char.CurrentStreak >= 14:
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sb.WriteString("+15% XP, +10% loot, -3% death")
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case char.CurrentStreak >= 7:
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sb.WriteString("+10% XP, +5% loot")
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case char.CurrentStreak >= 3:
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sb.WriteString("+5% XP")
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}
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sb.WriteString("\n\n")
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}
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// Location choices
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sb.WriteString("**1️⃣ Dungeon:**\n")
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for _, el := range advEligibleLocations(char, equip, AdvActivityDungeon, bonuses) {
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warn := ""
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if el.InPenaltyZone {
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warn = " ⚠️"
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}
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sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
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}
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sb.WriteString("**2️⃣ Mine:**\n")
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for _, el := range advEligibleLocations(char, equip, AdvActivityMining, bonuses) {
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warn := ""
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if el.InPenaltyZone {
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warn = " ⚠️"
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}
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sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
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}
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sb.WriteString("**3️⃣ Forage:**\n")
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for _, el := range advEligibleLocations(char, equip, AdvActivityForaging, bonuses) {
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warn := ""
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if el.InPenaltyZone {
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warn = " ⚠️"
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}
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sb.WriteString(fmt.Sprintf(" • %s (Tier %d, ~%.0f%% death%s)\n", el.Location.Name, el.Location.Tier, el.DeathPct, warn))
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}
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sb.WriteString("**4️⃣ Shop** — buy/sell gear and loot\n")
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sb.WriteString("**5️⃣ Rest** — skip today, bank your luck\n\n")
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sb.WriteString("Reply with the number and location, e.g: `1 Soggy Cellar`\n")
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sb.WriteString("You have until midnight UTC to choose.")
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return sb.String()
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}
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// ── Resolution DM ────────────────────────────────────────────────────────────
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func renderAdvResolutionDM(result *AdvActionResult, char *AdventureCharacter) string {
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var sb strings.Builder
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sb.WriteString(result.FlavorText)
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sb.WriteString("\n\n")
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// Summary line
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sb.WriteString("───────────────────\n")
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if result.Outcome == AdvOutcomeDeath {
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sb.WriteString("💀 **You died.**\n")
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if char.DeadUntil != nil {
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sb.WriteString(fmt.Sprintf("Expected return: %s UTC\n", char.DeadUntil.Format("2006-01-02 15:04")))
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}
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}
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if result.NearDeath && result.Outcome != AdvOutcomeDeath {
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sb.WriteString("😰 **Near death!** You survived by the thinnest margin. +15% XP bonus.\n")
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}
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if len(result.LootItems) > 0 {
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sb.WriteString(fmt.Sprintf("💰 Loot: €%d total\n", result.TotalLootValue))
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for _, item := range result.LootItems {
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sb.WriteString(fmt.Sprintf(" • %s — €%d\n", item.Name, item.Value))
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}
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}
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sb.WriteString(fmt.Sprintf("✨ +%d %s XP", result.XPGained, result.XPSkill))
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if result.LeveledUp {
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sb.WriteString(fmt.Sprintf(" — **LEVEL UP! %s Lv.%d!** 🎉", strings.Title(result.XPSkill), result.NewLevel))
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}
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sb.WriteString("\n")
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// Equipment damage
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if len(result.EquipDamage) > 0 {
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sb.WriteString("🔧 Equipment damage:\n")
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for slot, dmg := range result.EquipDamage {
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if dmg > 0 {
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sb.WriteString(fmt.Sprintf(" • %s: -%d condition\n", strings.Title(string(slot)), dmg))
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}
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}
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}
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// Equipment broken
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if len(result.EquipBroken) > 0 {
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for _, slot := range result.EquipBroken {
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breakPool, ok := EquipmentBreaking[string(slot)]
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if ok && len(breakPool) > 0 {
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text := breakPool[rand.IntN(len(breakPool))]
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replacement := tier0Equipment(slot)
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text = advSubstituteFlavor(text, map[string]string{
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"{item}": string(slot),
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"{replacement}": replacement,
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})
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sb.WriteString("\n" + text + "\n")
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}
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}
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}
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// Streak
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if result.StreakBonus > 0 {
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sb.WriteString(fmt.Sprintf("\n🔥 Streak: %d days\n", result.StreakBonus))
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}
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return sb.String()
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}
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// ── Death Status DM ──────────────────────────────────────────────────────────
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func renderAdvDeathStatusDM(char *AdventureCharacter) string {
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text, _ := advPickFlavor(DeathDM, char.UserID, "death_dm")
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remaining := ""
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if char.DeadUntil != nil {
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remaining = char.DeadUntil.Format("15:04")
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}
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return advSubstituteFlavor(text, map[string]string{
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"{name}": char.DisplayName,
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"{time}": remaining,
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})
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}
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// ── Respawn DM ───────────────────────────────────────────────────────────────
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func renderAdvRespawnDM(char *AdventureCharacter) string {
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text, _ := advPickFlavor(RespawnDM, char.UserID, "respawn_dm")
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return advSubstituteFlavor(text, map[string]string{
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"{name}": char.DisplayName,
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})
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}
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// ── Idle Shame DM ────────────────────────────────────────────────────────────
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func renderAdvIdleShameDM(char *AdventureCharacter) string {
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text, _ := advPickFlavor(IdleShameDM, char.UserID, "idle_shame")
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return advSubstituteFlavor(text, map[string]string{
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"{name}": char.DisplayName,
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})
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}
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// ── Onboarding DM ────────────────────────────────────────────────────────────
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func renderAdvOnboardingDM(char *AdventureCharacter) string {
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text, _ := advPickFlavor(OnboardingDM, char.UserID, "onboarding")
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return advSubstituteFlavor(text, map[string]string{
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"{name}": char.DisplayName,
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})
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}
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// ── Daily Summary ────────────────────────────────────────────────────────────
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type AdvPlayerDaySummary struct {
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DisplayName string
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CombatLevel int
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MiningSkill int
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ForagingSkill int
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Activity string
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Location string
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Outcome string
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LootValue int64
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IsDead bool
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DeadUntil string
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IsResting bool
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SummaryLine string
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}
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func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewardSummary, players []AdvPlayerDaySummary) string {
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var sb strings.Builder
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sb.WriteString(fmt.Sprintf("📜 **ADVENTURER DAILY REPORT**\n%s\n\n", date))
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// TwinBee section
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if tb != nil {
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sb.WriteString("🐝 **TwinBee's Daily Report**\n")
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sb.WriteString(fmt.Sprintf("Went to: %s (Tier %d)\n", tb.Location.Name, tb.Location.Tier))
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// One-liner for TwinBee
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var tbSummaryPool []string
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switch tb.Outcome {
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case AdvOutcomeSuccess, AdvOutcomeExceptional:
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tbSummaryPool = TwinBeeSummarySuccess
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case AdvOutcomeEmpty, AdvOutcomeHornets, AdvOutcomeCaveIn, AdvOutcomeBear, AdvOutcomeRiver:
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tbSummaryPool = TwinBeeSummaryWithdrawal
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default:
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tbSummaryPool = TwinBeeSummaryEmpty
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}
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if len(tbSummaryPool) > 0 {
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line := tbSummaryPool[rand.IntN(len(tbSummaryPool))]
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line = advSubstituteFlavor(line, map[string]string{
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"{location}": tb.Location.Name,
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"{loot}": tb.LootDesc,
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"{value}": fmt.Sprintf("%d", tb.LootValue),
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})
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sb.WriteString(fmt.Sprintf("Outcome: %s\n", line))
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}
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if tb.LootValue > 0 {
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sb.WriteString(fmt.Sprintf("Haul: €%d in %s\n", tb.LootValue, tb.LootDesc))
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} else {
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sb.WriteString("Haul: Strategic withdrawal. No haul.\n")
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}
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sb.WriteString("\n")
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if tbRewards.Eligible > 0 {
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sb.WriteString(fmt.Sprintf("Rewards distributed to %d participating adventurers:\n", tbRewards.Eligible))
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if tbRewards.GoldShare > 0 {
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sb.WriteString(fmt.Sprintf(" 💰 €%d each\n", tbRewards.GoldShare))
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}
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if tbRewards.GiftCount > 0 {
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sb.WriteString(fmt.Sprintf(" ⭐ %d players received a gift item\n", tbRewards.GiftCount))
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}
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}
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sb.WriteString("\n(Players who rested today received nothing. TwinBee noticed.)\n\n")
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sb.WriteString("───────────────────\n\n")
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}
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// Player summaries
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var dead []AdvPlayerDaySummary
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var resting []AdvPlayerDaySummary
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var bestPlayer *AdvPlayerDaySummary
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var worstPlayer *AdvPlayerDaySummary
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for i := range players {
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p := &players[i]
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if p.IsDead {
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dead = append(dead, *p)
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if worstPlayer == nil {
|
||||
worstPlayer = p
|
||||
}
|
||||
continue
|
||||
}
|
||||
if p.IsResting {
|
||||
resting = append(resting, *p)
|
||||
continue
|
||||
}
|
||||
|
||||
sb.WriteString(fmt.Sprintf("⚔️ **%s** — Combat Lv.%d | Mining Lv.%d | Forage Lv.%d\n",
|
||||
p.DisplayName, p.CombatLevel, p.MiningSkill, p.ForagingSkill))
|
||||
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
|
||||
sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine))
|
||||
|
||||
if bestPlayer == nil || p.LootValue > bestPlayer.LootValue {
|
||||
bestPlayer = p
|
||||
}
|
||||
}
|
||||
|
||||
// Dead list
|
||||
if len(dead) > 0 {
|
||||
sb.WriteString("💀 **Currently Dead:**\n")
|
||||
for _, d := range dead {
|
||||
sb.WriteString(fmt.Sprintf(" %s — returns %s\n", d.DisplayName, d.DeadUntil))
|
||||
}
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
|
||||
// Resting list
|
||||
if len(resting) > 0 {
|
||||
sb.WriteString("😴 **Resting/Idle:**\n")
|
||||
for _, r := range resting {
|
||||
sb.WriteString(fmt.Sprintf(" %s\n", r.DisplayName))
|
||||
}
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
|
||||
// Standout
|
||||
if bestPlayer != nil && bestPlayer.LootValue > 0 {
|
||||
pool := SummaryStandoutGood
|
||||
if len(pool) > 0 {
|
||||
line := pool[rand.IntN(len(pool))]
|
||||
line = advSubstituteFlavor(line, map[string]string{
|
||||
"{name}": bestPlayer.DisplayName,
|
||||
"{item}": "",
|
||||
"{value}": fmt.Sprintf("%d", bestPlayer.LootValue),
|
||||
"{location}": bestPlayer.Location,
|
||||
})
|
||||
sb.WriteString(fmt.Sprintf("🏆 **Today's standout:** %s\n", line))
|
||||
}
|
||||
} else if worstPlayer != nil {
|
||||
pool := SummaryStandoutDeath
|
||||
if len(pool) > 0 {
|
||||
line := pool[rand.IntN(len(pool))]
|
||||
line = advSubstituteFlavor(line, map[string]string{
|
||||
"{name}": worstPlayer.DisplayName,
|
||||
"{location}": worstPlayer.Location,
|
||||
})
|
||||
sb.WriteString(fmt.Sprintf("🏆 **Today's standout:** %s\n", line))
|
||||
}
|
||||
}
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// ── Leaderboard ──────────────────────────────────────────────────────────────
|
||||
|
||||
func renderAdvLeaderboard(chars []AdventureCharacter) string {
|
||||
if len(chars) == 0 {
|
||||
return "No adventurers registered yet. Type `!adventure` to begin."
|
||||
}
|
||||
|
||||
// Sort by score
|
||||
type entry struct {
|
||||
Name string
|
||||
Score int
|
||||
Levels string
|
||||
Streak int
|
||||
}
|
||||
var entries []entry
|
||||
for _, c := range chars {
|
||||
score := (c.CombatLevel + c.MiningSkill + c.ForagingSkill) * 10
|
||||
entries = append(entries, entry{
|
||||
Name: c.DisplayName,
|
||||
Score: score,
|
||||
Levels: fmt.Sprintf("⚔️%d ⛏️%d 🌿%d", c.CombatLevel, c.MiningSkill, c.ForagingSkill),
|
||||
Streak: c.CurrentStreak,
|
||||
})
|
||||
}
|
||||
|
||||
// Simple sort (small list)
|
||||
for i := range entries {
|
||||
for j := i + 1; j < len(entries); j++ {
|
||||
if entries[j].Score > entries[i].Score {
|
||||
entries[i], entries[j] = entries[j], entries[i]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var sb strings.Builder
|
||||
sb.WriteString("🏆 **Adventure Leaderboard**\n\n")
|
||||
|
||||
limit := 10
|
||||
if len(entries) < limit {
|
||||
limit = len(entries)
|
||||
}
|
||||
|
||||
medals := []string{"🥇", "🥈", "🥉"}
|
||||
for i := 0; i < limit; i++ {
|
||||
e := entries[i]
|
||||
prefix := fmt.Sprintf("%2d.", i+1)
|
||||
if i < len(medals) {
|
||||
prefix = medals[i]
|
||||
}
|
||||
streak := ""
|
||||
if e.Streak >= 7 {
|
||||
streak = fmt.Sprintf(" 🔥%d", e.Streak)
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("%s **%s** — %s (score: %d%s)\n", prefix, e.Name, e.Levels, e.Score, streak))
|
||||
}
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// ── Treasure Discard Prompt ──────────────────────────────────────────────────
|
||||
|
||||
func renderAdvTreasureDiscardPrompt(newTreasure *AdvTreasureDef, existing []AdvTreasureDef) string {
|
||||
// Pick from treasure inventory cap pool
|
||||
var sb strings.Builder
|
||||
|
||||
if len(TreasureInventoryCap) > 0 {
|
||||
text := TreasureInventoryCap[rand.IntN(len(TreasureInventoryCap))]
|
||||
text = advSubstituteFlavor(text, map[string]string{
|
||||
"{treasure_name}": newTreasure.Name,
|
||||
})
|
||||
sb.WriteString(text)
|
||||
sb.WriteString("\n\n")
|
||||
}
|
||||
|
||||
sb.WriteString("Current treasures:\n")
|
||||
for i, t := range existing {
|
||||
sb.WriteString(fmt.Sprintf(" %d. %s\n", i+1, t.InventoryDesc))
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("\nNew: %s\n", newTreasure.InventoryDesc))
|
||||
sb.WriteString("\nReply with 1, 2, or 3 to discard, or `keep` to leave the new treasure behind.")
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// ── Summary One-Liners ───────────────────────────────────────────────────────
|
||||
|
||||
func advSummaryOneLiner(userID id.UserID, activity AdvActivityType, outcome AdvOutcomeType, lootValue int64, location string) string {
|
||||
var pool []string
|
||||
|
||||
switch activity {
|
||||
case AdvActivityDungeon:
|
||||
switch outcome {
|
||||
case AdvOutcomeDeath:
|
||||
pool = SummaryDungeonDeath
|
||||
case AdvOutcomeEmpty:
|
||||
pool = SummaryDungeonEmpty
|
||||
case AdvOutcomeSuccess:
|
||||
pool = SummaryDungeonSuccess
|
||||
case AdvOutcomeExceptional:
|
||||
pool = SummaryDungeonExceptional
|
||||
}
|
||||
case AdvActivityMining:
|
||||
switch outcome {
|
||||
case AdvOutcomeDeath:
|
||||
pool = SummaryMiningDeath
|
||||
case AdvOutcomeEmpty, AdvOutcomeCaveIn:
|
||||
pool = SummaryMiningEmpty
|
||||
case AdvOutcomeSuccess, AdvOutcomeExceptional:
|
||||
pool = SummaryMiningSuccess
|
||||
}
|
||||
case AdvActivityForaging:
|
||||
switch outcome {
|
||||
case AdvOutcomeDeath:
|
||||
pool = SummaryForagingDeath
|
||||
case AdvOutcomeHornets:
|
||||
pool = SummaryForagingHornets
|
||||
case AdvOutcomeBear:
|
||||
pool = SummaryForagingBear
|
||||
case AdvOutcomeRiver:
|
||||
pool = SummaryForagingRiver
|
||||
case AdvOutcomeEmpty:
|
||||
pool = SummaryForagingSuccess // no specific empty pool for foraging
|
||||
case AdvOutcomeSuccess, AdvOutcomeExceptional:
|
||||
pool = SummaryForagingSuccess
|
||||
}
|
||||
}
|
||||
|
||||
if len(pool) == 0 {
|
||||
return fmt.Sprintf("Went to %s. Things happened.", location)
|
||||
}
|
||||
|
||||
text, _ := advPickFlavor(pool, userID, fmt.Sprintf("summary_%s_%s", activity, outcome))
|
||||
return advSubstituteFlavor(text, map[string]string{
|
||||
"{name}": "",
|
||||
"{item}": "",
|
||||
"{value}": fmt.Sprintf("%d", lootValue),
|
||||
"{location}": location,
|
||||
})
|
||||
}
|
||||
Reference in New Issue
Block a user