An Established (Tier-4) home can draw a second companion. Both pets show up on
the sheet and the town showcase, level via babysitting, and wear their own
barding (!thom pet2buy <tier>).
Combat: both pets contribute their attack/deflect/whiff procs at half weight —
DerivePlayerStats now averages over the active pets, so a pair reads as roughly
one full pet (flavor-forward, not a stat spike; difficulty-neutral). The average
reduces to identity over a single pet (x/1==x, 0.0+x==x, 3+(2L+1)/2==3+L), and
the engines still roll one proc per channel per round, so the single-pet path
and TestCombatCharacterization golden stay byte-identical. Pinned by
TestDerivePlayerStats_OnePetIsByteIdentical + the golden.
Scope kept deliberately flavor-forward: pet 2 carries identity/level/barding and
the three combat procs only. The morning-defense buff, death/ditch-recovery
save, and the level-10 supply-shop unlock stay pet-1 mechanics — no second
defensive multiplier stacks, and the one-pet path is untouched by construction.
Storage: parallel pet2_* columns on player_meta + Pet2* mirror on
AdventureCharacter (absent == no second pet, DEFAULT '' correct for every
pre-existing row, no backfill — the N2-temper / P4-party precedent). Pet-1 code
paths are untouched. Arrival reuses the chase/feed/type/name DM flow, slot-aware,
gated HouseTier>=4 with an established first pet.
Review fixes folded in (high-effort /code-review, 3 angles): pet-2 barding block
no longer hidden when pet-1 is chased away; showcase tie-break restored
(level desc, then name); petGrantXP collapsed onto the shared level-up helper;
dead-param armor-buy wrappers inlined; pet-2 barding tagged with its own euro
ledger reason.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
Mechanical `gofmt -w ./internal ./cmd`. Mostly struct-field realignment that
had drifted, plus a few trailing-newline fixes. No behaviour change — gofmt is
semantics-preserving, and build/vet/test are green either side.
Split out from the code-review fixes that follow so those stay reviewable
instead of hiding inside a wall of realignment.
Camp rest rules:
• Standard camp now rejects an uncleared room with a clear message
instead of silently downgrading to rough — let the player make the
call rather than spending supplies on a worse rest they didn't pick.
• campLocationCheck treats a room with a resolved (non-active) combat
session as cleared, so the natural "just killed, not yet advanced"
pause still qualifies for a standard camp.
• Reword fortified-camp gating + babysit help to "zone boss defeated"
(cache sites aren't a thing yet) so the requirement isn't misleading.
Map: renderVisitedPath adds a 1-indexed breadcrumb of visited rooms to
!expedition map, so players can reference rooms by index (e.g. !revisit 2).
(cherry picked from commit a38fc77eed888e9790c7a7cff24369b98910b43e)
Reconcile the migration plan with what actually shipped, and clear the
three remaining CombatLevel reader sites so the §7 grep gates hold.
Plan reconciliation (gogobee_legacy_migration.md §7.4):
The original deletion list was wrong on two counts. (1) AdventureCharacter
struct survives as the loaded-view shape post-L5h overlay; only the
backing table drops at purge. (2) combat_engine.go / combat_bridge.go /
combat_stats.go are not legacy — they're the live combat engine the D&D
system layers on top of (applyDnDPlayerLayer/EquipmentLayer/etc. mutate
CombatStats before SimulateCombat). Verified via grep: 21+ files reference
these symbols across arena/dungeon/zone/expedition. §7.4 rewritten to
reflect this; no L6 combat-engine migration needed.
Reader fixes:
- babysitDailyCost reframed for D&D-level scale. Formula 100 + level*100
preserves the curve at every old-CL boundary given the 5:1 compression
in dndLevelFromCombatLevel (Level 4 ≈ old CL 20 = €500/day, Level 10 ≈
old CL 50 = €1100/day). Caller switched to dndLevelForUser.
- dnd_sheet.go drops the vestigial "Combat (legacy) %d" stat-block line.
- D&D onboarding retired. Post-L5g the welcome DM never fires (every
legacy player already has a D&D row), so dnd_onboarding.go +
dnd_onboarding_test.go are deleted, the 3 production caller invocations
(dnd_zone_combat, combat_bridge, dnd_combat::ensureCharForDnDCmd) and
the dnd_setup.go stub-creation branch removed. OnboardingSent column
kept for a separate cleanup pass. dnd_audit_fixes_test.go ported.
go vet ./... && go test ./... clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five player_meta columns (babysit_active, babysit_expires_at,
babysit_skill_focus, auto_babysit, auto_babysit_focus). BabysitState
struct with IsActive() marker mirrors SkillState/HouseState shape.
loadBabysitState / upsertPlayerMetaBabysitState /
backfillPlayerMetaBabysitState / babysitStateFromAdvChar helpers.
Dual-writes wired at handleBabysitStart, handleBabysitCancel,
checkBabysitExpiry. Backfill is idempotent — only fills inactive rows
whose legacy counterpart is active.
AutoBabysit / AutoBabysitFocus / BabysitSkillFocus are dormant in
current code but preserved for the schema migration.
Tests: TestPlayerMetaBabysitStateBackfill_Idempotent,
TestLoadBabysitState_FallsBackToAdvCharacter,
TestUpsertPlayerMetaBabysitState_RoundTrip.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Babysit pivots from harvest service to pet-care + safe-rest perk:
- runBabysitDaily/runAutoBabysitDay/runBabysitAction deleted; replaced
by runBabysitDailyTrickle (3 pet XP/day while subscribed).
- BabysitSafeRest predicate promotes Standard camps to Fortified-tier
rest (HP+1d6, threat -5, resources refresh) and reduces wandering
monster check campMod from 0 to -4. Hooks live in
dnd_expedition_camp.go and dnd_expedition_night.go.
- !adventure babysit auto/focus subcommands removed; status/purchase
DMs reflect the new perks.
Scheduler drops the auto-babysit fallback block (no more silent
debits + harvest-day for missed logins). Babysit subscribers still
skip the morning DM; trickle runs in the background.
TwinBee daily simulator self-contained: simulateTwinBeeOutcome +
simulateTwinBeeLoot replace the resolveAdvAction call against a
fake CombatLevel=35 character. Outcome distribution and reward
shape preserved; gold-share to active players unchanged.
Legacy activity resolver retired: resolveAdvAction,
advEligibleLocations, AdvEligibleLocation, resolveAdvEmptyOutcome
deleted from adventure_activities.go (zero production callers
post-babysit/twinbee). AdvActionResult kept — combat_bridge still
produces it for arena/dungeon flows; dies in L2/L3.
Migration plan doc gogobee_legacy_migration.md added: five-phase
L1-L5 plan covering arena (Adv 2.0 boss flow rebuild), co-op
deletion, perk-gate sweep, and final teardown of AdventureCharacter
+ CombatLevel + combat_engine.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- runAutoBabysitDay now logs daily totals (was silently skipping logBabysitActivity)
- Stop wiping babysit_log on expiry/cancel; clear at next purchase instead so history persists between services
- Fix achievement query referencing wrong table name (babysit_log -> adventure_babysit_log)
- Tune blacksmith baseRates ([1,3,8,20,55,150] -> [1,2,5,12,30,80]) and soften the convexity (damage/100 -> damage/200) so mid-game repair drag isn't punitive
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Version system: per-plugin versions via Versioned interface, crash_log and
version_history DB tables, !version command, crash stats in !botinfo
- Tax tracking: tax_ledger table, trackTaxPaid across all communityTax and
communityPotAdd sites, tax paid display in !stats and !superstatsexplusalpha
- Lottery: DM winners with winning ticket details and matched numbers bolded
- fmtEuro: generic currency formatter with thousand separators across all
economy display paths
- Audit fixes: streak_decayed column for Streak Survivor achievement,
combat_narrative empty-phase guard, crafting success rate integer division,
RecordCrash nil-DB guard
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Part 3 (Housing, Thom Krooke & Pets):
- Housing system with tiered upgrades, mortgage loans, FRED API rates
- Thom Krooke realtor NPC with !thom commands and !thom pay extra principal
- Pet system with arrival, naming, leveling, combat, morning defense
- Pet ditch recovery scales with level, name validation
Wordle overhaul:
- Remove daily expiration — puzzles persist until solved/failed
- Auto-start new puzzle after solve, fail, or skip
- Sequential puzzle IDs instead of date-based
- Auto-create puzzle on first guess if none active
Adventure fixes:
- Double XP/money boost toggle (!adv boost, admin only)
- Fix ensureCharacter wiping existing data on query errors
- Fix rival RPS format string bug
- Fix daily summary empty data (load today+yesterday logs)
- Fix holdem DM-to-room reply routing
- Fix Robbie payout to 25% of item value
- Add fishing to leaderboard and TwinBee calculations
- Add Thom to morning menu
- Persist mortgage rate across restarts via db.CacheGet/Set
Infrastructure:
- Daily database backup via VACUUM INTO with 7-day retention
- Admin DM notification on backup failure (async)
- Daily NPC house balance reset for holdem
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Misty & Arina: random encounter NPCs triggered by chat message counting
(5-10 msg threshold, 7-day cooldown, 7.5% roll). Misty asks for €100 —
accept gives 7-day arena buff (20% gourmet food heals gear + 5 enemy dmg),
decline gives 7-day debuff (20% crowd revenge damage). Arina asks for €5000 —
accept gives 7-day sniper buff (8% instant kill in arena). Effects integrate
into arena round resolution after combat roll; sniper overrides death.
Other fixes:
- Tier gating now uses base skill only — buffs improve success, not access
- Babysitter uses all harvest actions (3/day, 4 on holidays) instead of 1
- Robbie collects all non-equipped items, not just slotted gear
- Robbie timing: fire on first tick >= target hour, not exact minute match
- Streak: dead players who acted still get streak credit
- Streak: dead players skip shame DM (use LastDeathDate, not Alive flag)
- Midnight ticker: in-memory date cache prevents 1439 wasted DB checks/day
- T1 loot values ~3x across all activities to close T1/T2 gap
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Character sheet now checks isHolidayToday() for correct remaining
action counts on holidays
- Remove renderAdvHolidaySecondPrompt (dead code after economy split)
and its test
- Babysit harvest counter clamped to max to prevent exceeding budget
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Action economy: replace single daily action with 1 combat + 3 harvest
actions per day. Holidays grant +1 to each bucket. Rest consumes all
remaining actions. Arena remains outside both buckets.
- Add CombatActionsUsed/HarvestActionsUsed counters to AdventureCharacter
- Add CanDoCombat/CanDoHarvest/AllActionsUsed/HasActedToday helpers
- Update all 14 ActionTakenToday check sites across adventure, scheduler,
babysit, twinbee, events, and render
- Morning DM shows action budget and grays out exhausted categories
- Activity resolution checks per-bucket availability before proceeding
- Midnight reset zeros both counters
- Post-action nudge shows remaining actions instead of holiday prompt
Cross-plugin lookup: export XPPlugin.GetLevel(), wire into AdventurePlugin
via p.chatLevel(userID) for upcoming chat level perks.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Rival System:
- RPS-based duels between combat level 5+ players (best of 3, ties re-prompt)
- Stakes scale with level, split 50/50 between winner and community pot
- 3-4 day randomized challenge interval, 7-day same-pair cooldown
- 24h response window with auto-forfeit
- Full flavor text pools, character sheet integration, !adventure rivals
Babysitting Service:
- Weekly/monthly auto-play service targeting weakest skill
- Babysitter rerolls death, claims items, credits gold and XP
- Rivals automatically declined during service
- End-of-service summary with diaper report
Revive fixes:
- On-demand revive in handleMenu, parseAndResolveChoice, handleStatus
- Morning DM respawn check now runs before babysit interception
- Players no longer stuck dead after DeadUntil expires mid-day
Other changes:
- Multilingual !define searches all DreamDict languages by default
- TwinBee empty haul now shows "jackshit" instead of blank
- Wordle solve payouts increased (e.g. 1-guess: €100 -> €500)
- Per-message euro payouts doubled across all tiers
- Audit fixes: user locks on RPS/babysit handlers, TOCTOU on gold
transfers, dead code removal, deprecated strings.Title replaced,
error logging on silent failures
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>