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Adv 2.0 D&D Phase 12 E2d: Fortified Camp branch + overnight rest effects
§5.1 fortified camp unlocked in !camp, gated on exp.BossDefeated for
now (cache-site waypoints land in E3+). +2 SU cost was already in the
E1e cost table; this commit just stops rejecting the type.
§3 / §5.1 / §8.1 overnight rest applied at briefing rollover via
processOvernightCamp:
- rough: HP floor of HPMax/2 (no spell refresh)
- standard: full HP, exhaustion -1, refreshAllResources +
refreshSpellSlots
- fortified / base: standard rest + 1d6 HP bonus on wake +
threat-clock -5 (§8.1 modifier)
The camp auto-breaks once the rest applies — staying camped multi-day
isn't a thing in the spec; the player can re-pitch on the next night
if they want to. Briefing body now includes a 💤 line summarizing the
HP/threat delta from the night's rest.
Combat-driven side of fortified ('+1d6 HP on wake' as a rare flavor
event) currently surfaces as the rest summary; a peaceful-night TwinBee
narration variant could come later if we add a dedicated pool — for
now reusing the existing CampEstablished ambience suffices.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -2,10 +2,12 @@ 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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"time"
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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// Phase 12 E1e — basic camp system (rough + standard).
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@@ -77,8 +79,13 @@ func (p *AdventurePlugin) handleCampCmd(ctx MessageContext, args string) error {
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case "rough", "standard":
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// allowed in E1e
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case "fortified":
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return p.SendDM(ctx.Sender,
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"Fortified camps require a boss-cleared room or cache site. (Wires up in a later phase — for now, `rough` or `standard`.)")
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// E2d: §5.1 — boss-cleared room or cache site. Cache sites
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// are zone-specific waypoints (E3+), so for now we require the
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// expedition's boss to have been defeated.
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if !exp.BossDefeated {
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return p.SendDM(ctx.Sender,
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"Fortified camps require a boss-cleared room or cache site. Defeat the zone boss (or find a cache) first.")
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}
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case "base":
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return p.SendDM(ctx.Sender,
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"Base camps unlock in Tier 4–5 zones from Day 3+. (Wires up in a later phase.)")
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@@ -96,6 +103,7 @@ func campHelpText(exp *Expedition) string {
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b.WriteString("**!camp <type>** — establish camp during an expedition.\n\n")
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b.WriteString("`!camp rough` — partial rest (any location, +0.5 SU, high night risk)\n")
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b.WriteString("`!camp standard` — full long rest (cleared room, +1 SU, medium risk)\n")
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b.WriteString("`!camp fortified` — long rest + bonus (boss-cleared room, +2 SU, low risk)\n")
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b.WriteString("`!camp break` — break camp\n\n")
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if exp.Camp != nil && exp.Camp.Active {
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b.WriteString(fmt.Sprintf("_Currently camped: **%s** (room %d)._",
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@@ -160,14 +168,99 @@ func (p *AdventurePlugin) campPitch(ctx MessageContext, exp *Expedition, kind st
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if line != "" {
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b.WriteString("\n" + line + "\n")
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}
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if kind == CampTypeRough {
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switch kind {
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case CampTypeRough:
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b.WriteString("\n_Rough camp — partial rest. HP recovers to 50%, no spell slots restored._")
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} else {
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case CampTypeFortified:
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b.WriteString("\n_Fortified camp — long rest + 1d6 HP bonus on wake; threat clock −5; wandering rolls −4._")
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default:
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b.WriteString("\n_Standard camp — full long rest at the next morning briefing._")
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// processOvernightCamp applies the overnight long-rest effects of an
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// active camp at briefing time (§3, §5.1, §8.1). Auto-breaks the camp
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// after the rest. Returns a one-line summary for the briefing body.
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//
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// Effects:
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// - rough: HP recovered to at least 50% of max.
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// - standard: HP fully restored, spell slots refreshed, exhaustion -1.
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// - fortified: standard + 1d6 HP bonus on top, threat -5.
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// - base: same as fortified for the rest itself; persistent waypoint
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// mechanics land in E4.
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//
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// Returns "" if the expedition wasn't camped overnight.
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func processOvernightCamp(e *Expedition) string {
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if e.Camp == nil || !e.Camp.Active {
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return ""
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}
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uid := id.UserID(e.UserID)
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c, _ := LoadDnDCharacter(uid)
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if c == nil {
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// No character to apply HP/spells to; just break the camp.
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_ = updateCamp(e.ID, nil)
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return ""
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}
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kind := e.Camp.Type
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prevHP := c.HPCurrent
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bonusHP := 0
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switch kind {
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case CampTypeRough:
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half := c.HPMax / 2
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if c.HPCurrent < half {
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c.HPCurrent = half
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}
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case CampTypeStandard:
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c.HPCurrent = c.HPMax
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c.TempHP = 0
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if c.Exhaustion > 0 {
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c.Exhaustion--
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}
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case CampTypeFortified, CampTypeBase:
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c.HPCurrent = c.HPMax
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c.TempHP = 0
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if c.Exhaustion > 0 {
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c.Exhaustion--
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}
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bonusHP = 1 + rand.IntN(6)
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c.HPCurrent += bonusHP
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if c.HPCurrent > c.HPMax {
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c.HPCurrent = c.HPMax
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}
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}
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_ = SaveDnDCharacter(c)
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if kind == CampTypeStandard || kind == CampTypeFortified || kind == CampTypeBase {
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_ = refreshAllResources(uid)
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_ = refreshSpellSlots(uid)
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}
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// Threat reduction (§8.1: -5 for fortified long rest).
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if kind == CampTypeFortified || kind == CampTypeBase {
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_ = applyThreatDelta(e.ID, -5, "long rest in fortified camp")
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}
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// Auto-break the camp now that the rest has been applied.
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_ = updateCamp(e.ID, nil)
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e.Camp = nil
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// Pretty summary for the briefing body.
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switch kind {
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case CampTypeRough:
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if c.HPCurrent > prevHP {
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return fmt.Sprintf("Rough rest: HP %d → %d.", prevHP, c.HPCurrent)
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}
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return "Rough rest: no HP gain (already above the half-HP floor)."
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case CampTypeStandard:
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return fmt.Sprintf("Long rest: HP %d → %d, spell slots & resources refreshed.", prevHP, c.HPCurrent)
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case CampTypeFortified, CampTypeBase:
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return fmt.Sprintf("Fortified rest: HP %d → %d (+1d6 = %d bonus); threat clock −5; resources refreshed.",
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prevHP, c.HPCurrent, bonusHP)
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}
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return ""
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}
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func (p *AdventurePlugin) campBreak(ctx MessageContext, exp *Expedition) error {
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if exp.Camp == nil || !exp.Camp.Active {
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return p.SendDM(ctx.Sender, "No camp to break.")
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