Crafting was a downstream consumer of Foraging skill but never gave any
XP back, so the feedback loop was one-directional — only gathering
contributed to the level that gates better recipes.
Now: each auto-craft attempt grants Foraging XP (success > failure).
Per-tier values:
tier 1: +12 / +3
tier 2: +25 / +5
tier 3: +40 / +8
tier 4: +60 / +12
tier 5: +90 / +18
Successful T1 ≈ 30% of a Foraging Success haul; T5 ≈ 40%. Failures get a
small consolation grant — the attempt still produced practical knowledge
(and lost ingredients).
Schema: adventure_characters.crafts_succeeded INT for lifetime tracking.
Migration entry included.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Consumables (auto-crafted from foraged ingredients or dropped from T2+
activities) are a curated stockpile — selling them should be an explicit
choice, not a side effect.
Two surfaces tightened:
- Robbie's qualifying-items filter now skips Type == "consumable" the
same way it skips Arena gear and cards.
- !adventure sell all leaves consumables in inventory and reports them
in the kept-items tally. The merchant message points players at
!adventure sell <name> for explicit consumable sales.
!adventure sell <name> still works fine on consumables — that path is
already explicit by definition.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two changes that were running in prod but hadn't been committed:
1. Sender-private DM routing. When a player invokes a holdem command from
their DM, the dispatcher rewrites ctx.RoomID to the game room so
actions affect the right table. But sender-private replies (errors,
help, status, "unknown command") would then post to the public games
room instead of back to the DM that asked. Now: the dispatcher saves
ctx.OriginRoomID = the DM, and a new reply() helper routes sender-
private messages to OriginRoomID when set, falling back to in-thread
reply otherwise. (OriginRoomID was added to MessageContext earlier.)
2. broadcastDM jitter. 150-400ms sleep between sends to avoid Matrix
rate-limit bursts when a game has 4+ players each in their own DM.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Random event gold ranges (€20-250) were authored against an earlier
economy and have been near-trivial against current per-action haul values
(thousands at higher tiers). Scaled the GoldMin/GoldMax across all event
entries by 100× so the rewards feel like real moments instead of
rounding errors.
Pure flavor-table numeric rebalance — no logic changes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Previous scheduler built one fixed roll-minute per player per UTC day in
the 10:00-16:00 window, regardless of when (or whether) the player
actually played. Players who acted late in the day might miss their roll
entirely; players who acted early still had to wait for an arbitrary
mid-day window.
New scheduler:
- Each ticker minute, scan for players who have acted today but don't
yet have a scheduled roll. Assign each a one-shot roll-minute 60-180
minutes in the future (capped to 23:50 UTC).
- At the assigned minute, fire the 0.5% trigger roll. Mark advEventRolled
so it won't fire again that day.
- New day rebuilds both maps fresh.
Result: events trigger relative to the player's actual activity, not
clock time. Late-day actors get their chance; players who skip a day
don't get a roll.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
NPC encounter pending interactions were using advDMResponseWindow
(the short DM-reply window), so a player who didn't get to their DMs
quickly would lose the encounter prompt. Bumped to "until midnight UTC"
so the encounter is available throughout the day the NPC arrived.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Previously, advOverlevelMultiplier penalized every action where the
player's effective level exceeded the location's MinLevel by 4+, with
no escape valve. That punished players grinding at their max-available
tier (e.g., a level 50 character at the highest mining location they
qualify for, with nothing higher unlocked).
Now: the multiplier short-circuits to 1.0 when no accessible higher-tier
location of the same activity exists for that player. Signature changed
from (effectiveLevel, minLevel) to (effectiveLevel, *AdvLocation) so the
helper can scan the activity's location list. combat_bridge.go updated
to match.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Multiple baskets (or multiple mimics) sent during the same day now share
one game-room post, one vote, one resolution. First-in becomes the stack
"lead"; subsequent same-type sends become followers that inherit the
lead's deadline and votes.
Behavior:
- Send a basket → new lead, new post, 6h timer starts
- Send another basket within the window → silently joins the stack,
edits lead's post to bump count
- At stack size 2, TwinBee adds a "this gift looks REALLY special" line
(one of 5 variants picked deterministically by lead id). No further
escalation as the stack grows
- One !coop giftvote on the lead's id covers the whole stack
- Resolution applies the same outcome to every gift in the stack;
modifier is N × ±6
- End-of-run gift log groups by stack with all senders attributed
Schema: coop_dungeon_gifts.stack_lead_id INTEGER (NULL for lead/standalone,
otherwise points at lead's id). Migration entry included.
Why first-in deadline (vs extending on each follower): exploitability.
Saboteurs could spam-extend a stack to delay resolution. Locked deadline
keeps senders honest about timing.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Players in a co-op were getting their combat action back every midnight
reset and offered the dungeon option in the morning DM. Per spec they
should be "off in the Co-op" and unable to also solo-grind dungeons.
Fix at the DB layer (so all CanDoCombat() paths agree):
- New helper lockCoopCombatActions() sets combat_actions_used=99 for any
user in an active coop run. Called immediately after every
resetAllAdvDailyActions() — at startup and at midnight.
- Render layer: morning DM now shows "combat locked (in Co-op #N, day
X/Y)" and replaces the dungeon section with an explanatory line
pointing them at !coop status.
Combat returns to normal automatically once the run completes/wipes —
the next midnight reset finds status != 'active' and skips the lock.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Each gift now has its own 6h voting window, but the only places the
remaining time was visible were the original arrival post and any
edit-triggered re-render after a vote. Mid-window the displayed
countdown was stale.
!coop status now lists pending gifts (anything with vote_result still
NULL on this run) with current open/leave tally and a fresh per-gift
countdown derived from expires_at. The party can poll this any time to
see what's about to close.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The TwinBeeGiftArrival pool entries each end with a templated footer
authored to the spec format ("Open: {count} · Leave it: {count}\nMajority
rules. Ties go to {leader}."), but the placeholders were never being
substituted — players saw the literal "{count}" and "{leader}" strings.
Substitute in renderCoopGiftPost: ordered Replace for the two {count}
positions (opens, then leaves), ReplaceAll for {leader}. Also dropped
the redundant "Current votes:" line my code was appending — the flavor's
own tally line covers it after substitution.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replace the single daily-tick gift resolution with independent per-gift
expiries. Each gift now has its own 6h voting window; once that elapses,
the votes are tallied, the sender gets DM feedback, and the live game-room
post is edited to reveal the type and resolved modifier. The modifier
sits on the run waiting for the next floor resolution to merge it in.
Effect:
- Gifts fire continuously throughout the day rather than all at once at
08:00 UTC, surfacing sender activity in real time.
- Senders get fast feedback (~6h instead of waiting for the next daily
tick).
- Floor resolution becomes purely "sum pending modifiers from already-
resolved gifts" — cleaner separation of concerns.
- Atomic per-gift apply via markCoopGiftApplied (UPDATE...WHERE applied_at
IS NULL) prevents double-application on retry.
Schema additions:
- coop_dungeon_gifts.expires_at (when voting closes)
- coop_dungeon_gifts.applied_at (when modifier merged into a floor)
- Migration entries provided.
Defensive backstop: floor resolution still force-resolves any gifts whose
expiry was missed (e.g., bot down during the timer window).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Previous guard skipped resolution if lock_date == today_date, pushing
first-day windows to 24-32h regardless of when in the UTC day the lock
fired. With per-minute lock checks, the original same-tick race no longer
exists, so the date guard was just adding latency.
New guard: at least 12h since lock. Late-night locks still get >12h
funding/voting windows; early-morning locks get 24h+ as before. No effect
on the existing run #1.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Admin-only command that creates a gift without the party-member or
harvest-action checks. Lets a solo tester exercise the basket/mimic
mechanic without recruiting a non-party spectator.
Usage: !coop admgift <run_id> <basket|mimic> [sender_user_id]
(sender defaults to the caller)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Locks were gated behind the same once-per-day 08:00 UTC tick as floor
resolution. A run created after morningHour would wait until next day's
tick to be eligible — meaning actual lock latency could be 24-48h, not the
24h advertised. Worse, a run created late on Day N missed the Day N+1 tick
(too early) AND the Day N+2 tick happens 48h after creation.
Fix: lock checks fire on every ticker minute (cheap timestamp scan over
typically 0-5 open runs). Resolution stays daily, gated by JobCompleted.
Real symptom that prompted this: Run #1 created 17:17 UTC, locked never
fired because the morning tick at 08:00 UTC the next day saw the run as
not-yet-eligible (only 15h elapsed), then marked the daily job complete
before the actual 24h elapsed at 17:17 UTC.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Win/end announcements were sent twice in solo-vs-bot: once via
SendMessage(game.RoomID, ...) for the public room, once via broadcastDM
which iterated the human player's DMRoomID — but in solo-vs-bot the
game.RoomID IS the player's DM. Skip players whose DMRoomID matches
game.RoomID in broadcastDM so the room post isn't echoed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Old values (open ±7, leave ±4) had matching EV but asymmetric variance;
risk-averse parties had a strict preference to always leave gifts, which
collapsed the dilemma. New values (all ±6) keep EV=0 for both strategies
AND equalize variance. Choice now depends entirely on inferring sender
intent.
Adds TestCoopGiftVarianceSymmetric — fails loud if anyone reintroduces
asymmetric magnitudes. EV test was already in place but only checked the
mean; missed this on first pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- New Co-op Dungeons subsection covering tier table, all !coop commands,
funding mechanics, floor events, party strength factors, newbie liability,
spectator betting, gift system, loot/masterwork rules, wipe semantics, and
pinning behavior
- Refresh the Adventure feature bullet to mention co-op
- Update Blacksmith section with the post-tuning base rates (T0-T5: 1, 2,
5, 12, 30, 80) and the softened convexity formula
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds Base.PinEvent / Base.UnpinEvent helpers (m.room.pinned_events state)
that read-modify-write the existing pin list — idempotent on both sides.
The bot needs power level for state events; failures are logged but not
fatal.
Schema: add coop_dungeon_runs.invite_post_id to remember which event to
unpin. Migration entry included.
Wired:
- !coop start: pin the invite post in the games room
- !coop cancel: unpin before posting cancellation
- coopProcessLocks (auto-lock or auto-cancel): unpin before lock/expiry post
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replace flat 'LLM might be offline' error strings in vibe and howami with
the deadpan 'Thanks, Ollama.' callback. Skipped tarot — its 'union-mandated
vacation' line was already the right register and shouldn't be displaced.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Combat actions are only deducted at lock, never at start or join, so
there's nothing to refund when an unjoined invite expires. Just say so.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Aggregates that surface community-level patterns:
- Per-tier outcomes table (open/active/won/wiped/cancelled, win%, avg party size)
- Gold flow: rewards distributed vs funding forfeited to wipes
- Betting: bets placed, distinct bettors, total wagered, paid to winners,
estimated house cut
- Gift activity: basket/mimic sent, open rates by type
- TwinBee helpfulness: last 30 events vs lifetime
Public command (no admin gate) so the community can debate strategy with
shared context.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Audit pass addressed concurrency races, crash-recovery double-pay risks, and
non-determinism in tie tallying.
CRITICAL — concurrency
- coopResolveFloor now acquires advUserLock for every party member (sorted by
UserID) before mutating state, so concurrent !coop fund / vote / giftvote
commands serialize against the scheduler.
CRITICAL — crash idempotency
- Add coop_dungeon_runs.last_resolved_day and coop_dungeon_members.member_payout
columns (with migration entries) for crash-resume tracking.
- Skip resolution only if last_resolved_day >= day AND status is terminal;
otherwise re-enter and finish via idempotent operations.
- On resume detection (event already has outcome), reuse the saved roll
instead of re-rolling — prevents different outcomes on retry.
- claimCoopMemberPayout / claimCoopBetPayout: atomic UPDATE...WHERE col IS NULL
pattern. Each member/bet can only be paid once; retries are silent no-ops.
- createCoopEvent now INSERT OR IGNORE — idempotent on retry.
- last_resolved_day is set as the FINAL write per floor.
HIGH — bugs
- Lazy-create floor event in resolver if missing — covers crash window
between lockCoopRun and the original createCoopEvent.
- coopTallyVote sorts tied winners alphabetically before fallback (was
non-deterministic via Go map iteration).
- Removed dead day-1 wipe combat-action refund block — refund check was
always false because midnight reset clears state before resolution.
LOW
- Log slog.Error on malformed JSON in parseCoopVotes / parseCoopFundingMap
instead of silently dropping data.
Tests
- Tally test extended to assert determinism across 50 runs (catches map-iteration
leaks).
- Added coverage for new tie-with-leader-vote-outside-winners case.
- Idempotency-guard sanity check on LastResolvedDay vs CurrentDay.
Race detector: clean. Full suite: green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Multi-day party runs with funding decisions, TwinBee-narrated floor events,
spectator parimutuel betting, basket/mimic gift system, and weighted-roll
item distribution including masterwork drops at T4-T5.
Schema (5 tables, 2 fewer than spec by computing helpfulness on-the-fly and
skipping the loot-pending state):
- coop_dungeon_runs / _members (daily funding as JSON column)
- coop_dungeon_events (votes as JSON, used to derive TwinBee helpfulness)
- coop_dungeon_bets / _gifts
Mechanics:
- 2-4 player parties, 24h invite window, locks consume one combat action
- Per-floor success roll: base + sum(funding) + level/pet bonuses + event
vote modifier + active gift modifiers, clamped to 5..95
- Funding tiers (none/min/std/agg/all_in) with liability cap at +8% for
under-leveled players
- TwinBee narrates events from existing flavor pool; 20 authored events with
per-option modifiers and embedded recommendation
- Parimutuel betting with 10% rake; odds line shown on lock/daily/status posts
- Gift modifiers symmetric at 50/50 sender mix so no dominant strategy
- Item drops on success via weight-by-contribution roll; T4 25% / T5 100%
masterwork chance (random pick from existing T4/T5 defs)
Balance via Monte Carlo (coop_dungeon_balance_test.go):
- All tiers exceed 1.5x solo daily income at average party profile
- Optimal funding strategy walks up tiers correctly (Min/Std/Std/Mixed/Agg)
- All-In stays -EV at every tier (boost lever, not optimal play)
Tests: parsing, liability cap, JSON roundtrips, vote tally with leader
tiebreak, event meta consistency, parimutuel payouts, gift EV symmetry,
weighted-roll distribution (Monte Carlo), masterwork tier gates.
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>
Arena helmet auto-equip now preserves the existing helmet to inventory
(or stashes the new drop if the existing piece is strictly higher tier),
and arena gear can be re-equipped via !adventure equip. Shop only blocks
swaps that aren't an upgrade over current arena tier. DM response window
bumped from 15m to 3h so NPC/treasure/shop prompts don't expire while
players are AFK. MiningSuccess flavor pools no longer name specific ores
in prose — uses {ore}/{location}/{tool} placeholders so the narration
matches the actual loot.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Messages, links, and images each have independent combo streaks
that multiply passive euro earning. Combo grows 3x per step
(+200%), resets after 10 min idle, with daily caps (50 msg,
10 links, 15 images). !combo command shows current streaks.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three confidence features for the poker tip system:
- Tip audit table (holdem_tip_audit) logs every tip with full context
for bulk review after real sessions
- CFR alignment test validates all 32 scenarios against the trained
5M-iteration policy — rules engine never contradicts the bot's AI
- 8 new multiway test scenarios covering all streets and key decisions
Co-Authored-By: Claude Opus 4.6 <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>
Replaces hardcoded tip scenarios with solver-frequency-backed decisions, adds
equity range display, fixes bet-size matching tolerance (25% threshold), and
adds comprehensive test coverage for scenario validation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replaces the single-roll probability system for dungeon and arena combat with
a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful
mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops),
monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with
phased message delivery.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Gather up to 5 candidate words from DreamDict RandomWord, then use
FrequencyBatch to pick the most commonly used one. Players get
recognizable everyday words instead of obscure ones that just clear
the min_freq floor.
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>
Concurrency:
- npcTrackMessage now acquires advUserLock to prevent lost updates
on message count and double encounter triggers from rapid messages
- Lock released before spawning encounter goroutine (avoids deadlock)
- Only one NPC encounter fires per message
Security:
- Debit() return value checked for both Misty and Arina payments
- Buff only applied on successful debit; failed debit falls through
to decline/debuff path
- NPC encounter won't overwrite existing pending interactions (shop,
treasure discard, etc.)
Arena sniper rework:
- Sniper checked independently before combat roll, not after
- If sniper fires, combat roll is skipped entirely (not a death save)
- Sniper kill renders as standalone narrative with no combat log
- Sniper flavor text rewritten: reads as random arena chaos with no
hint of Arina's involvement
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>
The nudge message after an action was computing harvest remaining
inline with maxHarvestActions + 1 for holidays instead of using the
harvestMax++ pattern used everywhere else. Functionally equivalent
but inconsistent — would break if the holiday bonus ever changed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- XP bonus: +5% per 10 chat levels (cap +25% at 50+), applies to all
adventure and arena XP
- Shop flavor: shopkeeper greeting changes at chat levels 10/30/50,
replacing random flavor for recognized players
- Rare drop nudge: +0.5% per 10 chat levels (cap +2.5%) applied
additively to treasure and masterwork drop rates
- Death pardon: chat level 20+ gets 33% chance to survive death once
per 7 days (converts to bad-failure, quiet DM). Does not apply in
arena. Fires before Sovereign Death's Reprieve check.
- New adventure_chat_perks.go with perk calculation helpers
- LastPardonUsed field + migration on adventure_characters
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>
- Streak grace now checks LastDeathDate instead of LastActionDate (was
suppressing streak updates for all active players)
- UNO single-player earnings use net payout (minus wager) not gross
- Hospital sends error message on save failure instead of silent no-op
- Wordle total_earned update moved into stats transaction
- Lottery ticket inserts + community pot add wrapped in single transaction
with euro refund on failure
- Lottery fixed-tier ticket prize updated with actual prorated amount
- Added last_death_date column to adventure_characters
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add !adv shorthand for !adventure commands and DM replies
- Hospital bill now shows insurance deduction and amount due
- Refactor hospital nudge from per-goroutine sleep to shared ticker
- Dead players' streaks are frozen; grace period on revival day
- Track wordle earnings in wordle_stats, show in !stats and superstats
- Show UNO net earnings and trivia accuracy % in superstats
- Disable sentiment/profanity emoji reactions (classification still logs)
- Add URL_PREVIEW_IGNORE_USERS env var to skip bot users
- Add DISABLE_WOTD_POST env var, remove unused wotd.Prefetch()
- README updates for all of the above
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- St. Guildmore's Memorial Hospital: !hospital command with Nurse Joy,
procedural itemized billing, same-day revival, 6-hour dead timer,
hospital ad after death, 2-hour nudge follow-up
- Robbie the Friendly Bandit: automated inventory cleaner, random daily
visits (8-21 UTC, 40% chance), collects sub-tier gear at €50/item,
donates to community pot, drops Get Out of Medical Debt Free card
- Fix MW auto-equip: T1 MW no longer replaces better equipped gear
- Fix shop MW block: allow purchasing upgrades over lower-tier MW
- Float64 equipment scoring: advEffectiveTier and advEquipmentScore
return float64, no mid-calculation truncation (MW 1.25x, Arena 1.5x)
- Fix markdown rendering: convert *asterisk* to _underscore_ italics
across all flavor text files (shop, blacksmith, rival, hospital)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Blacksmith: equipment repair with tier-based pricing, DM confirmation flow,
masterwork/arena surcharges, full flavor text pools. Added to main adventure
menu as option 6 (rest bumped to 7).
Lottery: weekly draw (Friday 23:59 UTC), ticket purchases with 100/week cap,
Fisher-Yates number generation, fixed+jackpot prize tiers, community pot
funding, Thursday reminders, draw history.
Audit fixes: TOCTOU in blacksmith repair costs (recompute from fresh equipment),
user lock in DM slot selection, partial repair refund tracking, error logging
on save failures, Fisher-Yates bias correction, communityPotDebit return value
checks in draw execution.
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>