Ship-audit P0/P1 sweep on open5e: prose, combat math, UX hygiene

P0 — actual bugs:
- eldritch_blast: SRD-imported "Whatever" placeholder leaked to players;
  overlay added in dnd_spells_data.go.
- Battle Master disarming_attack + parry: math.Max on multiplicative
  DamageReduct was a no-op vs the 1.0 default. Switched to *= and added
  regression tests covering the stacking case too.
- Extended TestSpellDescriptionsAreJargonFree to catch "Whatever",
  trailing ellipses, mid-word truncation, and empty-size phrases. This
  surfaced 4 more genuinely-broken SRD descriptions (find_familiar,
  clairvoyance, glyph_of_warding, teleportation_circle); all now
  overlayed in dnd_spells_data.go.

P1 — UX hygiene:
- Setup completion now nudges new casters toward !spells/!cast.
- Magic-item attunement vocab unified to "bond" everywhere user-facing;
  renamed the Treasures sheet section to avoid clashing with the bond
  vocab.
- Ambient DM footers stripped of "Threat +N" / "Supplies −N SU" hidden-
  meter leakage; verb-form footers instead.
- !expedition status defaults to a days-left + threat-label summary;
  raw SU / threat-out-of-100 / zone-stack / roll-modifier moved behind
  `!expedition status --debug`.
- !zone taunt/compliment help text dropped the "(mood −10)" / "(mood +5)"
  numerics that turned the hidden TwinBee-mood mechanic into a min/max
  knob.
- TwinBee pronoun pass: switched she/her to singular they on the two
  surfaces I touched plus achievements.bj_beat_twinbee.

P1 — correctness/scale:
- adventure_shop curio purchase now guards the euro.Debit bool return
  before inventory grant + pot cut; the GetBalance preflight isn't
  enough since a concurrent blackjack/lottery debit can slip the balance
  across BLACKJACK_DEBT_LIMIT between read and write.
- equipMagicItem reordered: remove inventory item BEFORE equip, with a
  best-effort rollback if equip fails. The prior order left a dup
  window if the inventory delete tripped on a transient DB error.
- magicItemsByRarityCache promoted to sync.Once — concurrent cold-start
  loot rolls otherwise raced on the lazy assignment.

Stale-audit verifications (no code change needed):
- light / druidcraft / water_walk overlays already exist and win the
  SRD merge — the broken raw text never reaches players.
- bootstrapPhase5BHPRefresh is already wired at adventure.go:228.

Deferred:
- combatantsForSession per-turn 6-load DB chatter (perf P1-A): touches
  the hot combat path; needs its own test pass before shipping. Tracked
  in memory at project_combat_session_cache_deferred.

go vet clean; go test -race ./... green (229s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-15 14:43:11 -07:00
parent ba84d38979
commit f424300d87
12 changed files with 190 additions and 50 deletions

View File

@@ -6,6 +6,7 @@ import (
"math/rand/v2"
"sort"
"strings"
"sync"
"time"
"gogobee/internal/db"
@@ -28,25 +29,29 @@ import (
// ── Rarity / loot indexing ──────────────────────────────────────────────────
// magicItemsByRarity buckets the registry by rarity. Built once, lazily.
var magicItemsByRarityCache map[DnDRarity][]MagicItem
// magicItemsByRarity buckets the registry by rarity. Built once via
// sync.Once — concurrent loot rolls on cold start would otherwise race
// on the cache assignment below.
var (
magicItemsByRarityOnce sync.Once
magicItemsByRarityCache map[DnDRarity][]MagicItem
)
func magicItemsByRarity() map[DnDRarity][]MagicItem {
if magicItemsByRarityCache != nil {
return magicItemsByRarityCache
}
idx := make(map[DnDRarity][]MagicItem)
ids := make([]string, 0, len(magicItemRegistry))
for id := range magicItemRegistry {
ids = append(ids, id)
}
sort.Strings(ids) // deterministic bucket order
for _, id := range ids {
mi := magicItemRegistry[id]
idx[mi.Rarity] = append(idx[mi.Rarity], mi)
}
magicItemsByRarityCache = idx
return idx
magicItemsByRarityOnce.Do(func() {
idx := make(map[DnDRarity][]MagicItem)
ids := make([]string, 0, len(magicItemRegistry))
for id := range magicItemRegistry {
ids = append(ids, id)
}
sort.Strings(ids) // deterministic bucket order
for _, id := range ids {
mi := magicItemRegistry[id]
idx[mi.Rarity] = append(idx[mi.Rarity], mi)
}
magicItemsByRarityCache = idx
})
return magicItemsByRarityCache
}
// pickMagicItemForRarity returns a uniform-random registry item of the given
@@ -541,12 +546,26 @@ func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction
attune = true
}
}
if err := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune); err != nil {
// Remove the inventory row FIRST, then equip. If equip fails after the
// remove succeeded, restore inventory. Doing it in the other order
// meant a transient DB error on remove left the item both equipped
// *and* still in inventory — a free duplication.
if err := removeAdvInventoryItem(it.ID); err != nil {
slog.Error("magic-item: failed to remove from inventory before equip",
"user", ctx.Sender, "item", mi.ID, "err", err)
return p.SendDM(ctx.Sender, "Failed to equip that item.")
}
if err := removeAdvInventoryItem(it.ID); err != nil {
slog.Error("magic-item: failed to remove equipped item from inventory",
"user", ctx.Sender, "item", mi.ID, "err", err)
if err := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune); err != nil {
// Roll back: try to put the item back in inventory so the player
// doesn't lose it. Best-effort; log if the rollback also fails.
restored := magicItemSell(mi)
restored.Value = it.Value
restored.SkillSource = "magic_item:" + mi.ID
if rbErr := addAdvInventoryItem(ctx.Sender, restored); rbErr != nil {
slog.Error("magic-item: equip failed AND inventory rollback failed",
"user", ctx.Sender, "item", mi.ID, "equip_err", err, "rollback_err", rbErr)
}
return p.SendDM(ctx.Sender, "Failed to equip that item.")
}
var sb strings.Builder
@@ -554,10 +573,10 @@ func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction
mi.Name, mi.Slot, magicItemEffectSummary(mi)))
switch {
case mi.Attunement && attune:
sb.WriteString(fmt.Sprintf("\nAttuned (%d/%d attunement slots used).",
sb.WriteString(fmt.Sprintf("\nBonded (%d/%d bond slots used).",
countAttunedMagicItems(equipped)+1, dndMagicItemAttuneLimit))
case mi.Attunement && atCap:
sb.WriteString(fmt.Sprintf("\n⚠ All %d attunement slots are full — it's worn but **inert** until you free one (`!adventure equip-magic` to swap).",
sb.WriteString(fmt.Sprintf("\n⚠ All %d bond slots are full — it's worn but **inert** until you free one (`!adventure equip-magic` to swap).",
dndMagicItemAttuneLimit))
}
return p.SendDM(ctx.Sender, sb.String())