All ten helpers in adventure_pets.go now take PetState (or *PetState
for petGrantXP) instead of *AdventureCharacter. mistyHousingHint takes
raw NPC counters since Misty fields stay on AdvCharacter for a later
phase. mistyReactivatePet returns bool; caller flips both stores.
DeathTransitionParams gained Pet PetState so combat_bridge no longer
touches the DB; arena caller loads PetState. PetState.HasPet() mirrors
AdvCharacter's. petMidnightCheck loads PetState per char.
L4 grep-empty exit criterion now holds for adventure_pets.go.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Swap all char.DisplayName / c.DisplayName reader sites in
internal/plugin/ to loadDisplayName(userID). Touches 12 files
across combat (combat_bridge, dnd_zone_combat, dnd_zone_cmd,
dnd_expedition_combat), arena, hospital, events, render,
masterwork, robbie, scheduler, and adventure.go.
Only intentional char.DisplayName references remaining are in
adventure_character.go (scan + save + dual-write) and the
player_meta.go doc comment. go vet + go test ./internal/plugin/...
clean.
Unblocks deferred L2 step 9 (arena AdvCharacter import drop)
once L4 hospital/pets/render also lands.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Cancels the planned ARENA_BOSS_FLOW soak. The boss flow is shipped
unconditionally with no legacy fallback — boss-flow errors now surface
to the player and abort the round rather than silently falling back to
the old CombatPower path.
Deleted:
- runArenaCombat (combat_bridge.go) — legacy CombatPower-vs-Lethality
arena combat driver.
- RenderCombatLogArena, renderArenaOutcome (combat_narrative.go) — legacy
arena renderers. RenderCombatLogArena was a thin alias for
RenderCombatLog; renderArenaOutcome was already dead.
- renderArenaCombatFinalMessage (combat_bridge.go) — legacy "rewards +
closer" trailing text.
- arenaWinCloser, arenaLoseCloser (adventure_arena_combat.go) — flavor
helpers that only fed the deleted renderers. File now just holds
arenaParticipationXP.
- arenaBossFlowEnabled + the ARENA_BOSS_FLOW env var (adventure_arena.go,
.env.example). The env gate served only the now-removed fallback.
- sendArenaCombatMessages (adventure_arena.go) — wrapper that switched
pacing between boss flow and legacy. Replaced with direct
sendZoneCombatMessages calls at the three call sites.
- TestArenaBossFlowEnabled (bossflow test) and
TestRenderCombatLogArena_ProducesPhaseMessages (narrative test).
Simplified resolveArenaRound / resolveArenaSurvival / resolveArenaDeath:
the bossNarr-vs-nil branches collapsed since narration is now always
produced by resolveArenaBoss. Equipment degradation and the death-save
reprieve hook are unchanged — both already worked off the boss-flow
CombatResult.
Migration doc (§4) updated to record the cancellation and the
remaining tuning approach (playtest-driven, no flag soak window).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Rebracket arenaTiers MinLevel to D&D scale (1/4/8/13/18) so arena
tiers gate on DnDCharacter.Level instead of legacy CombatLevel.
- Auto-advance level gate + reward skill bonus now read Level via a
new arenaDnDLevelOrZero(userID) helper.
- Delete dead arenaDeathChance (combat engine owns death now) and its
six tests; drop the math import from the test file.
- Update streak-entry / level-gate tests to use D&D-scale levels.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
renderArenaStreakEntry now takes *DnDCharacter and reads c.Level
instead of AdventureCharacter.CombatLevel. renderArenaStatus drops
its unused *AdventureCharacter arg. Callers in handleArenaMenu /
handleArenaStatus updated; menu path uses ensureCharForDnDCmd to
fetch (or auto-migrate) the sheet. Tests switched accordingly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Creates the player_meta table (gogobee_legacy_migration.md §2.1) with the
three columns L2 needs: arena_wins, arena_losses, invasion_score. Future
phases ALTER in their own columns. Naming follows the §2.0 callout — no
dnd_ prefix on new tables.
Helpers in internal/plugin/player_meta.go: loadPlayerMeta,
upsertPlayerMetaArena, backfillPlayerMetaArena (INSERT OR IGNORE,
idempotent, logs row count per Phase R1 precedent). Plugin Init runs
the backfill once on startup.
Dual-write per §11: every char.ArenaWins++/ArenaLosses++ in
adventure_arena.go also calls upsertPlayerMetaArena. AdvCharacter
columns stay in place — reads will switch back to AdvCharacter trivially
if a rollback is needed before L5 teardown.
Read swap: handleArenaStats and renderDnDSheet now load player_meta and
prefer its values (falling back to AdvCharacter if the row is missing,
which only matters during the deploy window before backfill runs).
renderArenaPersonalStats's signature changed from (char, stats) to
(displayName, wins, losses, stats) so the render is DB-free.
Tests: TestPlayerMetaArenaBackfill_Idempotent verifies double-run
backfill is a no-op and doesn't clobber post-backfill dual-writes;
TestUpsertPlayerMetaArena_RoundTrip covers insert/update/missing-user
paths.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
runZoneCombat already calls npcRepairMostDamaged internally when the
Misty buff is active and the 20% chance hits — boss flow inherits that
behavior automatically. The comment in resolveArenaRound previously
implied the boss flow skipped Misty repairs, which was wrong.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
resolveArenaRound now branches on arenaBossFlowEnabled(): when set, the
round runs through resolveArenaBoss (zone-boss combat + staged narration)
and the resulting intro/phases/outcome are threaded into resolveArenaSurvival
and resolveArenaDeath via a new arenaBossNarration carrier. Both handlers
swap their RenderCombatLogArena + dnd opening/closing/roll-summary stack
for the pre-rendered boss-flow narration; arena economic glue (rewards,
tier-clear, helmet drops, hospital ad) is preserved untouched.
A new sendArenaCombatMessages helper picks 2–3s zone pacing under boss
flow and 5–8s arena pacing under the legacy path. bossFlowPhaseMessages
prepends the intro line ahead of phases, mirroring streamOrSend's
intro+phases pattern from dnd_zone_cmd.go.
Tests: TestArenaBossFlowEnabled covers the env-gate parsing;
TestBossFlowPhaseMessages asserts the staged-narration assembly. Full
suite green with the flag both off (default, legacy path) and on.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds resolveArenaBoss(userID, ArenaBossEncounter) — a single-round
combat path that routes through runZoneCombat + renderBossOutcome so
arena fights surface the same staged narration zone bosses use:
intro line, RenderCombatLog phases, Nat20/Nat1 mood lines, phase-two
barb on T3+ (ZoneArena routing), BossDeath/PlayerDeath flavor, dice
summary, arena-styled headline.
Behind ARENA_BOSS_FLOW env var (arenaBossFlowEnabled). Side-effect
free — no ArenaRun mutation, no payout, no history rows. The dispatch
into resolveArenaRound lands in step 4b once the surrounding economic
glue (rewards, achievements, helmet drops, death flag) is plumbed for
the new combat result shape.
Smoke tests cover (a) end-to-end arena round produces non-empty
intro/phases/outcome with the right headline, (b) bad tier/round
returns an error, (c) phase-two thresholds match the design doc,
(d) every tier×round arenaBosses entry has positive stats.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Adventure characters now record DeathSource ("adventure"|"arena") and
DeathLocation when killed. Threaded through Kill() and transitionDeath.
Daily report uses the recorded death location instead of misattributing
arena deaths to the day's adventure log: when DeathSource != "adventure",
the adventure block shows the alive icon and a separate "Later fell in
{location}." line. Standout-loss flavor uses DeathLocation. Empty
DeathSource (legacy rows) falls back to current behavior.
- calcDamage applies a ±15% per-hit jitter, so successive hits in a phase
no longer produce identical numbers. Previously every hit in a phase was
flat (e.g. 17, 17, 17, 17) and mirror-symmetric between player/enemy,
reading as scripted.
- assessThreat rewritten to use the engine's actual penetration formula:
damage-per-round each direction, then rounds-to-kill ratio. The old
additive HP+Attack*3 model ignored Defense, so even fights could be
rated trivial — players died after consumables were skipped with the
"threat assessed as manageable" message.
- SelectConsumables never skips on trivial when arenaRound > 0. Arena
losses cost real money and equipment, so the cost of a wrong assessment
is too high to gamble on; adventure-side fights still skip trivial
threats to avoid wasting items on chump enemies.
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>
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>
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>
- 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>
- 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>
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>
- Rotate WOTD between Portuguese, French, and English daily with cognate filtering
- Replace LLM-based fancy word detection with DreamDict frequency data (batch API + cache)
- Track fancy word usage per user and add Wordsmith archetype
- Restore full arena combat flavor text and add player miss actions
- Consolidate death logic into Kill() method with 2-hour lockout
- Fix arena death XP grant missing level-up check
- Fix LLM wotd_used classification by injecting actual WOTD into prompt
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WOTD: Require both English and French translations, validate before
display, fall back to English word if pt-PT search exhausts 100 attempts.
LLM passive: Inject actual WOTD into classification prompt instead of
letting LLM guess at "unusual words". Add DreamDict-based fancy word
detection using frequency data — react with 🎓 for rare vocabulary.
Arena: Reduce death lockout from next-midnight-UTC to 2 hours.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adventure — Masterwork Rework:
- Expand from 3 generic items to 15 tiered masterwork items across
mining (weapon), fishing (armor), and foraging (boots) with per-tier
drop rates (5%/4%/3%/2%/1.5%) and location gating
- Skill-specific cross-skill bonuses replace flat masterwork check
- Auto-equip if better, silent discard for duplicates, inventory for rest
- Add !adventure equip command for manual masterwork equipping
- Tiered room announcements: T1-2 DM only, T3 quiet, T4-5 full
- First-drop detection with special message
- Character sheet shows ⭐/⚔️ markers for masterwork/arena gear
- Sell protection for special gear in shop
Adventure — Arena Combat Log:
- Turn-based Dragon Quest style narrative for arena fights
- Outcome-first design: roll determines win/loss, log assembled backward
- No-repeat flavor text via actionPicker with per-pool tracking
- 60 participation XP on arena loss
Adventure — Death's Reprieve Fix:
- All equipment set to 1 condition instead of death-level degradation
Wordle:
- Refactored word sourcing and expanded fallback word list
- Simplified Wordnik integration
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Market plugin (#49): daily index snapshots (Yahoo Finance + Finnhub fallback),
Ollama-generated summaries, !howsthemarket, !marketstatus, !marketreport commands,
exchange hours with DST support, 30-min room cooldown
- Adventure arena: 5-tier combat gauntlet with 20 monsters, risk-reward cashout,
death lockout changed from 24h to midnight UTC across all code and flavor text
- Adventure holidays: double daily actions on holidays
- Adventure DM fix: 15-minute response window prevents bare numbers from triggering
adventure during UNO games
- Adventure scheduler: jitter between morning DMs to avoid Matrix rate limits
- Adventure revive: wire up adv_revived achievement on admin revive
- Column migration system for existing databases (holiday_action_taken)
- Fix italic markdown rendering after newlines
- Fix holdem DMs broken by space groups including DM rooms
- UNO No Mercy: remove stacking escalation rule (any draw card stacks on any other)
- UNO multiplayer: add turn announcements after stack absorption and turn passes,
jitter between rapid-fire messages with safe mutex handling
- Birthday: add €1,000 gift and 10 XP + €100 community celebration bonus
- Market: guard against division by zero, nil pointer, and timezone errors
- README updates: plugin count 48→49, all new commands, feature flags, architecture
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>