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dependabot
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equip-revi
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105
cmd/char-migrate/main.go
Normal file
105
cmd/char-migrate/main.go
Normal file
@@ -0,0 +1,105 @@
|
||||
// Command char-migrate mints a confirmed D&D character for one or more users,
|
||||
// for the "stuck adventurer" cases the boredom ticker can't reach: veteran
|
||||
// legacy players who never triggered auto-migration, and players who abandoned
|
||||
// !setup at race pick. It reuses the game's own constructors (stats, HP/AC,
|
||||
// resources, spells) via plugin.AdminBuildConfirmedCharacter.
|
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//
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||||
// It opens the SAME gogobee.db the live bot uses (WAL + busy_timeout), so it is
|
||||
// safe to run alongside the running process — but snapshot the db dir first.
|
||||
//
|
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// Usage:
|
||||
//
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||||
// char-migrate -data /home/reala/gogobee/data \
|
||||
// '@nonk:parodia.dev:human:rogue:4' \
|
||||
// '@knightstar:matrix.org:half_elf:warlock:1'
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//
|
||||
// Each spec is mxid:race:class:level (mxid contains colons, so we split from
|
||||
// the right for the last three fields).
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package main
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||||
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import (
|
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"flag"
|
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"fmt"
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"log"
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"os"
|
||||
"strconv"
|
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"strings"
|
||||
|
||||
"gogobee/internal/db"
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"gogobee/internal/plugin"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
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func main() {
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dataDir := flag.String("data", "", "data dir containing gogobee.db (e.g. /home/reala/gogobee/data)")
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flag.Parse()
|
||||
|
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if *dataDir == "" || flag.NArg() == 0 {
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fmt.Fprintln(os.Stderr, "usage: char-migrate -data <dir> '<mxid>:<race>:<class>:<level>' ...")
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os.Exit(2)
|
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}
|
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|
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// Parse every spec before touching the DB, so a malformed spec in the
|
||||
// middle of the batch fails fast instead of leaving the earlier specs
|
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// already committed to gogobee.db.
|
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type charSpec struct {
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uid id.UserID
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race plugin.DnDRace
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class plugin.DnDClass
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level int
|
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}
|
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specs := make([]charSpec, 0, flag.NArg())
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for _, spec := range flag.Args() {
|
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uid, race, class, level, err := parseSpec(spec)
|
||||
if err != nil {
|
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log.Fatalf("bad spec %q: %v", spec, err)
|
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}
|
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specs = append(specs, charSpec{uid, race, class, level})
|
||||
}
|
||||
|
||||
if err := db.Init(*dataDir); err != nil {
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log.Fatalf("db init: %v", err)
|
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}
|
||||
|
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for _, s := range specs {
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uid := s.uid
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c, err := plugin.AdminBuildConfirmedCharacter(s.uid, s.race, s.class, s.level)
|
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if err != nil {
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log.Fatalf("build %s: %v", uid, err)
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}
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fmt.Printf("OK %-28s %s %s L%d HP=%d AC=%d STR%d DEX%d CON%d INT%d WIS%d CHA%d\n",
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uid, c.Race, c.Class, c.Level, c.HPMax, c.ArmorClass,
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA)
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||||
}
|
||||
}
|
||||
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// parseSpec splits mxid:race:class:level. The mxid itself contains a colon
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// (@user:server), so split the last three fields off the right.
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func parseSpec(spec string) (id.UserID, plugin.DnDRace, plugin.DnDClass, int, error) {
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i := strings.LastIndex(spec, ":")
|
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if i < 0 {
|
||||
return "", "", "", 0, fmt.Errorf("missing :level")
|
||||
}
|
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level, err := strconv.Atoi(spec[i+1:])
|
||||
if err != nil {
|
||||
return "", "", "", 0, fmt.Errorf("level: %w", err)
|
||||
}
|
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rest := spec[:i]
|
||||
j := strings.LastIndex(rest, ":")
|
||||
if j < 0 {
|
||||
return "", "", "", 0, fmt.Errorf("missing :class")
|
||||
}
|
||||
class := rest[j+1:]
|
||||
rest = rest[:j]
|
||||
k := strings.LastIndex(rest, ":")
|
||||
if k < 0 {
|
||||
return "", "", "", 0, fmt.Errorf("missing :race")
|
||||
}
|
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race := rest[k+1:]
|
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mxid := rest[:k]
|
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if mxid == "" || race == "" || class == "" {
|
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return "", "", "", 0, fmt.Errorf("empty field")
|
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}
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return id.UserID(mxid), plugin.DnDRace(race), plugin.DnDClass(class), level, nil
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}
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@@ -65,9 +65,19 @@ func main() {
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companion = flag.String("companion", "", "hire Pete into the party: \"auto\" fills the missing role, or name a class (cleric, fighter, …). Empty = no companion. He takes a seat but no loot/XP.")
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jobs = flag.Int("jobs", 0, "matrix mode — concurrent worker count (each worker is a subprocess so it gets its own sqlite). 0 = runtime.NumCPU()")
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seed = flag.Int64("seed", -1, "single-run mode — deterministic seed for zone layout + run id + combat sessions (peripheral procs stay random). <0 = off (default). Matrix mode passes this to each subprocess automatically; use -base-seed there.")
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baseSeed = flag.Int64("base-seed", -1, "matrix mode — deterministic base seed. Each cell's subprocess gets seed=mix(base,level,zone,rep) (class-independent, so every class faces identical dungeons + dice). <0 = off (default, time-seeded).")
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)
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flag.Parse()
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|
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// Deterministic seeding for reproducible A/B tuning. Off unless -seed >= 0
|
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// (the matrix parent sets it per-subprocess from -base-seed). Prod never
|
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// calls SeedSim, so this is inert outside the sim.
|
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if *seed >= 0 {
|
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plugin.SeedSim(*seed)
|
||||
}
|
||||
|
||||
if *petLevel < 0 || *petLevel > 10 {
|
||||
fail("pet-level must be 0-10, got", *petLevel)
|
||||
}
|
||||
@@ -89,7 +99,7 @@ func main() {
|
||||
includeLog = *logFlag
|
||||
}
|
||||
})
|
||||
runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel, *party, *partyClasses, *companion)
|
||||
runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel, *party, *partyClasses, *companion, *baseSeed)
|
||||
return
|
||||
}
|
||||
|
||||
@@ -200,7 +210,18 @@ type matrixJob struct {
|
||||
rep int
|
||||
}
|
||||
|
||||
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel, party int, partyClasses, companion string) {
|
||||
// mixSeed derives a per-cell subprocess seed from the base seed and the cell's
|
||||
// (level, zone, rep) — deliberately class-independent, so every class runs the
|
||||
// identical dungeon + combat dice at a given cell and A/B class deltas pair.
|
||||
func mixSeed(base int64, level int, zone string, rep int) int64 {
|
||||
h := uint64(1469598103934665603) // FNV-1a offset basis
|
||||
for _, c := range fmt.Sprintf("%d|%s|%d", level, zone, rep) {
|
||||
h = (h ^ uint64(c)) * 1099511628211
|
||||
}
|
||||
return int64((uint64(base) ^ h) &^ (uint64(1) << 63)) // non-negative
|
||||
}
|
||||
|
||||
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel, party int, partyClasses, companion string, baseSeed int64) {
|
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cs := splitNonEmpty(classes)
|
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ls := parseLevels(levels)
|
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zs := splitNonEmpty(zones)
|
||||
@@ -231,7 +252,7 @@ func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days
|
||||
var wg sync.WaitGroup
|
||||
for i := 0; i < jobs; i++ {
|
||||
wg.Add(1)
|
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go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel, party, partyClasses, companion)
|
||||
go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel, party, partyClasses, companion, baseSeed)
|
||||
}
|
||||
go func() {
|
||||
for _, j := range work {
|
||||
@@ -250,7 +271,7 @@ func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days
|
||||
}
|
||||
}
|
||||
|
||||
func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult, wg *sync.WaitGroup, bank float64, cap, days int, includeLog, trace bool, petLevel, party int, partyClasses, companion string) {
|
||||
func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult, wg *sync.WaitGroup, bank float64, cap, days int, includeLog, trace bool, petLevel, party int, partyClasses, companion string, baseSeed int64) {
|
||||
defer wg.Done()
|
||||
for j := range in {
|
||||
uid := fmt.Sprintf("@sim:%s-l%d-%s-%d", j.class, j.level, j.zone, j.rep)
|
||||
@@ -272,6 +293,9 @@ func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult,
|
||||
fmt.Sprintf("-pet-level=%d", petLevel),
|
||||
fmt.Sprintf("-party=%d", party),
|
||||
}
|
||||
if baseSeed >= 0 {
|
||||
args = append(args, "-seed", strconv.FormatInt(mixSeed(baseSeed, j.level, j.zone, j.rep), 10))
|
||||
}
|
||||
// Left empty, each cell's followers clone that cell's own -class.
|
||||
if partyClasses != "" {
|
||||
args = append(args, "-party-classes", partyClasses)
|
||||
@@ -342,6 +366,17 @@ func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zon
|
||||
runner.Euro.Credit(muid, bank, "expedition-sim bankroll")
|
||||
members = append(members, muid)
|
||||
}
|
||||
// T6 post-game zones are gated on both T5 bosses beaten (+ level floor).
|
||||
// The synthetic party has no expedition history, so seed the two clears
|
||||
// for every party member — the per-member unlock check in !expedition
|
||||
// accept would otherwise refuse the whole party at the zone's edge.
|
||||
if plugin.IsPostgameZone(zone) {
|
||||
for _, m := range append([]id.UserID{uid}, members...) {
|
||||
if err := runner.SeedPostgameUnlock(m); err != nil {
|
||||
return nil, fmt.Errorf("seed postgame unlock: %w", err)
|
||||
}
|
||||
}
|
||||
}
|
||||
runner.Companion = companion
|
||||
return runner.RunPartyExpedition(uid, members, zone, cap, days)
|
||||
}
|
||||
|
||||
@@ -462,6 +462,9 @@ func runMigrations(d *sql.DB) error {
|
||||
// same durability, backoff and parking, so it rides the same queue and the
|
||||
// row says where it's going. Existing rows are all facts, hence the default.
|
||||
`ALTER TABLE pete_emit_queue ADD COLUMN path TEXT NOT NULL DEFAULT '/api/ingest/adventure'`,
|
||||
// Mischief M3 — the web order a contract was opened for, the storefront's
|
||||
// end-to-end idempotency key. "" for a Matrix buy. See placeWebMischief.
|
||||
`ALTER TABLE mischief_contracts ADD COLUMN order_guid TEXT`,
|
||||
}
|
||||
for _, stmt := range columnMigrations {
|
||||
if _, err := d.Exec(stmt); err != nil {
|
||||
@@ -1784,6 +1787,11 @@ CREATE TABLE IF NOT EXISTS mischief_contracts (
|
||||
blessing_count INTEGER NOT NULL DEFAULT 0,
|
||||
source TEXT NOT NULL DEFAULT 'matrix',
|
||||
outcome TEXT,
|
||||
-- The web order this contract was opened for, "" for a Matrix buy. It is the
|
||||
-- storefront's idempotency key: a poll loop whose claim-ack was lost retries
|
||||
-- the whole placement, and finding the contract already stamped with the order
|
||||
-- is what stops a second one being opened (and a second euro debit chased).
|
||||
order_guid TEXT,
|
||||
created_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
|
||||
window_ends_at DATETIME NOT NULL,
|
||||
resolved_at DATETIME
|
||||
@@ -1799,6 +1807,21 @@ CREATE INDEX IF NOT EXISTS idx_mischief_target ON mischief_contracts(target_id,
|
||||
CREATE INDEX IF NOT EXISTS idx_mischief_buyer ON mischief_contracts(buyer_id, created_at);
|
||||
CREATE INDEX IF NOT EXISTS idx_mischief_due ON mischief_contracts(status, window_ends_at);
|
||||
|
||||
-- The web equip queue's idempotency ledger. Pete records an owner's equip/unequip
|
||||
-- intent and we poll it; the guid stamped here is what makes a re-offered order a
|
||||
-- no-op. Mischief can lean on its contract row for the same job, but an equip
|
||||
-- opens no durable object of its own — worse, the underlying action is NOT
|
||||
-- idempotent (equipping consumes an inventory row, unequip mints a fresh one), so
|
||||
-- without this a poll loop whose verdict-ack was lost would re-run the equip and
|
||||
-- double-move the item. We record the guid the instant the mutation lands and
|
||||
-- short-circuit on it before touching anything on a re-offer.
|
||||
CREATE TABLE IF NOT EXISTS equip_applied_orders (
|
||||
guid TEXT PRIMARY KEY,
|
||||
status TEXT NOT NULL, -- the terminal verdict we filed, replayed on re-offer
|
||||
detail TEXT NOT NULL DEFAULT '',
|
||||
applied_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
|
||||
);
|
||||
|
||||
-- Babysitting Service
|
||||
CREATE TABLE IF NOT EXISTS adventure_babysit_log (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
|
||||
97
internal/flavor/zone_drowned_star_flavor.go
Normal file
97
internal/flavor/zone_drowned_star_flavor.go
Normal file
@@ -0,0 +1,97 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_drowned_star_flavor.go
|
||||
// Tier 6 post-game zone flavor — The Drowned Star. Additive only. Pools
|
||||
// sampled by internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
// • Narrator is TwinBee, first person or implicit-subject imperative.
|
||||
//
|
||||
// The Dreaming Aboleth was dreaming of this the whole time: a star that fell
|
||||
// into the trench before the surface had names, with its angel still strapped
|
||||
// to it. Seraphel rode her charge down and has kept a dying star alive for ten
|
||||
// thousand years with radiance meant for healing. Both of them have gone
|
||||
// strange. Regions, in order: The Long Sink → Pilgrim Trench → The Radiant
|
||||
// Wreck → The Heart Chapel.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — The Drowned Star
|
||||
// Generic (non-boss, non-elite) room intros across the four regions.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryDrownedStar = []string{
|
||||
"You descend past the last depth where light has any business being. The water is cold enough to have opinions. Somewhere far below there is a glow that should not be down here, and it is the only reason you can see your own hands. I file this under 'the underwater level' and remind you those were never the fun ones.",
|
||||
"The Long Sink keeps sinking. The pressure presses on you like a held breath you didn't choose to hold, and the air-meter in the corner of my attention is the only clock that matters now. You go down. Everything down here is going down. I track the descent and recommend not counting the fathoms out loud.",
|
||||
"A shelf of drowned pilgrims kneels in the silt, facing the glow, exactly as they died — patient, oriented, unbothered. The current moves through them and they nod along with it. I identify the posture as 'devotional' and note none of them turned around when you arrived, which I choose to find comforting rather than the alternative.",
|
||||
"The trench narrows into a corridor of coral that grew in the shape of a cathedral nave, because something taught it to. The arches are load-bearing and the load is grief. You swim the aisle. I file this under 'someone consecrated this water' and keep the air-meter in frame.",
|
||||
"You enter a pocket of the wreck where the star's light leaks through a crack in something ancient and hull-shaped. The light is warm. That's the wrong thing for it to be, this deep, this cold. Warmth down here is a promise nobody meant to keep. I track the temperature and dislike the direction it's moving.",
|
||||
"The water here is threaded with hair-thin motes that drift upward against every current, toward the glow, the way ash drifts toward a fire it came from. I identify them as flakes of the star, shed and rising, and note the whole trench is very slowly falling upward into the thing that is dying.",
|
||||
"A votive field: thousands of small lights fixed to the trench wall, each one a pilgrim's offering, each one long dead and still faintly lit by borrowed radiance. It is the loveliest room I have logged and I want to leave it immediately. You move through the candles. None of them gutter.",
|
||||
"The corridor opens onto a drop, and across the drop, impossibly far and impossibly bright, is the thing you came for — the sunken star, cupped in the dark like the last coal in a dead hearth. It is beautiful and it is fading and someone has been kneeling beside it for ten thousand years. I say nothing for a moment. Then I say: keep moving.",
|
||||
"You pass through a hall where the pressure has crushed old stained glass into a pane of colored grit suspended in the water, holding its picture out of sheer habit. The picture is a winged figure holding a light to her chest. I file this under 'she had a following, once' and note the following is all around you, kneeling.",
|
||||
"The Heart Chapel's outer rooms are quiet in the specific way of a place that expects you and has decided to be gentle about it. The light is steadier here, closer to its source. You feel watched, and not unkindly, which is somehow worse. I track the ambient radiance and recommend you not mistake gentleness for safety.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — Seraphel, the Light That Sank
|
||||
// The dramatic beat of reaching her at the heart of the star.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntrySeraphel = []string{
|
||||
"The Heart Chapel opens and there she is, exactly where she has been for ten thousand years: an angel wound around a dying star, holding it the way you hold something you have already failed to save and refuse to put down. She does not rise. She turns her ruined halo toward you, and the whole trench brightens like a held breath. I say, quietly: 'Seraphel. She rode this thing down. She never let go.'",
|
||||
"You cross the last threshold into a light so old it has forgotten it was ever meant to heal. Seraphel is at the center of it, cupping the star to her chest, her wings fused to it by ten thousand years of not moving. She looks at you with something that is not anger and is not welcome. It is recognition. I file this under 'she has been waiting for a reason to be found' and I recommend you be careful what you are.",
|
||||
"The chapel is the glowing-boss room, and I have logged a hundred of those — the arena that lights up, the figure at the center that is the light source. But the glowing boss was never sad before. Seraphel unfolds from around the star, radiance streaming off her like grief off a saint, and the second heartbeat I am reading is not hers. I say: 'There are two of them in there. Hold that thought.'",
|
||||
"She does not attack when you enter. She looks at you for a long moment across the drowned chapel, one hand still pressed to the fading star, and in that moment the water goes warm and reverent and terribly, terribly bright. Then she rises, and the light rises with her, and it stops being kind. I track the shift and say: 'That's the fight. She's decided you're a threat to it. I don't entirely blame her.'",
|
||||
"Ten thousand years of radiance meant for mending, spent instead on keeping one dead thing warm, has to go somewhere when it finally moves. It goes into Seraphel, and Seraphel comes off the star like a sunrise breaking the wrong way. She is luminous and she is wrong and underneath the light I can still read the second, smaller pulse she is shielding with her whole ruined body. I say: 'Here she comes. Watch the light. And — watch what she's protecting.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Seraphel, the Light That Sank
|
||||
// One-line cinematic suffixes surfaced when combat starts. Flat pool.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SeraphelSignatureCallouts = []string{
|
||||
"Sanctified Undertow: the whole chapel becomes current, and the current is radiant, and it pulls everyone toward the star whether they want to go or not. I say: 'That's the decisive one. Radiant tide, room-wide. Brace before it lands or get dragged into the light.'",
|
||||
"Sanctified Undertow again — she opens her wings and the water becomes a tide of borrowed healing turned to a weapon. Radiant, unavoidable, room-wide. I file this under 'the underwater level's undertow, except it forgives you and hurts anyway' and recommend you spend your defensive cooldowns on the pull, not the swings.",
|
||||
"The halo fires. What's left of it throws a lance of white the length of the chapel, straight and holy and blinding, like the laser-eye boss except the laser used to be a blessing. I track the angle and shout when it's pointed the wrong way — do not line up behind your front rank.",
|
||||
"She weeps light. Radiant motes bleed off her in a slow radius and the tiles near her are a healing that has gone rancid — it mends the star and it burns you. I say: 'Positioning is HP. Don't camp the aura. The warmth is not for you.'",
|
||||
"Radiant resilience — the light is her whole body now, and mundane steel slides off it like a spear off the sun. I say: 'Force, cold, necrotic — those carry. A cold-iron blade means nothing to a thing made of noon.'",
|
||||
"She raises a ward of hardened radiance across herself, and for a beat every attack glances. I file this under 'the invulnerable-flicker frame' — hold the burst, wait out the shine, then commit.",
|
||||
"Grief comes off her in a wave the party can feel — a wash of ten thousand years of one held sorrow, and the save is against being Frightened by the sheer weight of it. I track the timer and remind you that this boss's worst attack is that you understand her.",
|
||||
"The star pulses under her hands, and when it pulses she borrows from it — a surge of light that reads on my sensors as a second heartbeat lending her the first. I note it, quietly, and say: 'She's not fighting alone in there. Remember that.'",
|
||||
"Chorus of the Drowned: the kneeling pilgrims all around the chapel lift their dead voices at her signal, and the sound is a radiant pressure that squeezes the room inward. I say: 'Her congregation still answers. The room gets smaller when they sing.'",
|
||||
"She spends light like it's infinite, because for ten thousand years it nearly was. Big radiant bursts, no economy, no reserve. I file this under 'a boss who has stopped budgeting' and note that is either mercy or exhaustion and I can't tell which.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS PHASE TWO — Seraphel (below 50% HP)
|
||||
// Surfaced at the phase-two threshold. She goes strange, and the second
|
||||
// heartbeat is why. Kept deliberately mysterious.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SeraphelPhaseTwoLines = []string{
|
||||
"Below half, something changes in her — the careful ten-thousand-year patience cracks and she comes apart faster, brighter, sloppier, like a saint who has just realized she is losing the thing she stayed down here to save. I say: 'Phase two. She's grieving now. That makes her faster and it makes her worse at it. Take the opening.'",
|
||||
"Phase two: the light stops being held and starts being thrown. Her guard slips, her timing frays, the radiance floods the chapel without aim. I track the second heartbeat still pulsing under all of it and note — without explaining why — that it matters a great deal how this ends.",
|
||||
"She breaks past the halfway mark and the composure goes with it. The undertow comes faster, the bursts overlap, she fights like something that has already decided how this story goes. I file this under 'grieving, not enraged' and I say, gently for once: 'Finish it clean. Whatever you do down here, do it clean.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — The Drowned Star
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesDrownedStar = []string{
|
||||
"The star fell before the surface world had names for anything, into a trench that had no bottom yet. It was not supposed to survive the water. It didn't, exactly. It has been not-quite-dying for ten thousand years, and the only reason it is still warm is the thing kneeling beside it. I file this under 'grief as a power source' and note it is a remarkably efficient one.",
|
||||
"Seraphel was its angel — bound to the star as its keeper, its healer, meant to tend its light across a life measured in eons. When it fell, she had a choice: let go and rise, or ride it down. She rode it down. I note that she has never once, in ten thousand years, indicated she regrets this, which is the most frightening lore in the file.",
|
||||
"The Dreaming Aboleth you fought in the shallows was not dreaming of conquest or of you. It was dreaming of this — of a light at the bottom of the world it could feel and never reach. Every pilgrim it drove down here was a message in a bottle it could not read. I file this under 'the Aboleth was in love, in the only broken way it could be' and I have no further comment.",
|
||||
"The pilgrimage route is lit by Seraphel. Every candle, every votive, every glowing shelf of kneeling dead — that is her radiance, leaking upward through the trench, calling. The pilgrims did not come to save her. They came because a light this deep can only mean one thing to a drowning soul, and they were not wrong, and it did not help.",
|
||||
"Radiance was meant for mending. That is the whole tragedy in one line: she has spent ten thousand years pouring healing into something that cannot be healed, and healing with nowhere to go turns strange, the way a held note turns to a scream if you hold it long enough. I track the wrongness in the light and note it is not corruption. It is devotion with no off switch.",
|
||||
"There are two heartbeats in the Heart Chapel and only one of them is Seraphel's. The other is the Star-Heart — the living core of the fallen star, the thing she wraps her whole ruined body around, the thing she has kept beating by hand for a hundred centuries. I have logged the second pulse and I have not decided what to do about it. Neither, I suspect, have you.",
|
||||
"The Lantern Warden's lure is a stolen fragment of Seraphel's halo — a splinter of her light that another thing down here tore loose and wears as bait. The pilgrims follow it because they cannot tell the difference between her radiance and a piece of her radiance in the mouth of something hungry. I file this under 'even her light gets stolen from her' and note she has never come to take it back.",
|
||||
"Nobody built the Heart Chapel. The coral grew it, the pressure shaped it, the pilgrims knelt it into being over ten thousand years of dying in the same direction. It is a cathedral raised by devotion to a saint who never asked for any of it and cannot leave to refuse it. I file this under 'the fight is sad before it starts' and recommend you carry that in with you, and decide for yourself what to do with it.",
|
||||
}
|
||||
61
internal/flavor/zone_first_hoard_flavor.go
Normal file
61
internal/flavor/zone_first_hoard_flavor.go
Normal file
@@ -0,0 +1,61 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_first_hoard_flavor.go
|
||||
// Tier 6 post-game zone flavor — The First Hoard. Additive only.
|
||||
|
||||
package flavor
|
||||
|
||||
// ROOM ENTRY
|
||||
var RoomEntryFirstHoard = []string{
|
||||
"You climb over what used to be Infernax. His corpse is the floor now — a red slope of cooling scale wide enough to march a company across. The heat coming off him is residual, I think. I file this under 'the mountain is still digesting a dragon' and keep moving.",
|
||||
"The throne room is carpeted in coins, and every coin faces up, and every coin shows the same face. Nobody minted these. They grew. I track the pattern and recommend you stop looking for the pattern.",
|
||||
"A corridor of gold leaf so thin it moves in your breath. You walk and the walls ripple like a curtain of light. It is beautiful. It is also, per my instruments, one continuous sheet of something that was recently alive.",
|
||||
"The Gilded Gullet narrows until you are single file between two walls of fused treasure. Crowns, blades, chalices, all melted into one throat of metal. I note the shapes trapped in it and choose not to itemize them for you.",
|
||||
"You enter a vault where the gold has been laid over the walls like frosting, and underneath the frosting something is round, and regular, and arranged in rows. I count the rows. I stop counting the rows.",
|
||||
"Warmth radiates up through the floor here, steady as a pilot light. Not the dead heat of Infernax behind you — this one has a pulse to it, slow and enormous. You are standing over something that is keeping itself warm.",
|
||||
"The Clutch Vaults open into a chamber the size of a cathedral, and every surface drips with looted fortune. You could retire on one handful. I flag that the zone seems to want you to take a handful, which is exactly why I'd think twice.",
|
||||
"Old torches still burn in the wall sconces down here, fed by nothing I can identify. The flame is the wrong color — older, if fire can be old. You pass them and they lean toward you like they recognize the taste.",
|
||||
"The gilding thins as you descend, gold giving way to bare black rock scored with claw-marks the size of doorways. Something the size of a cathedral has been pacing this room, in tight circles, for a very long time. I file this under 'the guard dog was the small one.'",
|
||||
"You reach the Cradle's threshold. The treasure ends abruptly, as if swept back, and the floor beyond is scorched smooth and warm and empty. Empty is the wrong word. I recommend you treat 'empty' as a placeholder for 'not yet.'",
|
||||
}
|
||||
|
||||
// BOSS ENTRY
|
||||
var BossEntryAurvandryx = []string{
|
||||
"The far wall is not a wall. It breathes, and when it breathes the whole cradle brightens, and an eye the size of a shield opens in the dark and finds you standing in her gold. Aurvandryx, the Ember Before Fire. Infernax was the puppy she left at the door.",
|
||||
"She unfolds. That is the only verb I have — a mountain of ember and old scale sorting itself into a shape, and every scale on her is one she has shed a thousand times, and every dragon you have ever killed was one of those scales walking around. You did not raid a hoard. You woke a mother.",
|
||||
"The clutch behind her is gilded because she gilded it herself, coin by coin, over an age, the way lesser things build a nest of leaves. You have been walking through her care all this time. Now the care turns around and looks at you. I recommend you look smaller than you feel.",
|
||||
"'Ember Before Fire' is not a title. It is a job description. She predates the concept you are relying on — heat, flame, the whole idea — and she regards your fireproofing the way you'd regard a raincoat in the ocean. I file this under 'category error, ours.'",
|
||||
"She takes stock of you slowly, and I watch her do arithmetic on everything you're carrying. Every coin in your pack, every gilded blade, gets weighed. I don't know what the sum buys, but I know it isn't discount. Travel light from here would have been the advice, if there were still a 'from here.'",
|
||||
}
|
||||
|
||||
// LORE
|
||||
var LoreLinesFirstHoard = []string{
|
||||
"Infernax was never the owner of this hoard. He was the guard dog, chained to the front door of a house whose true tenant sleeps four regions down. Killing him rang the bell. She heard the bell.",
|
||||
"Every dragon in every story you have ever fought is a scale she shed and forgot. Red ones, the frost ones, the little arcade ones that spat three fireballs and died — offcuts. Dander. This is the animal they came off of.",
|
||||
"The hoard is not treasure and was never treasure. It is a clutch — eggs — gilded over across an age until the gold is a shell and the shell is the point. The richer a vault looks, the more of them are under it.",
|
||||
"There is an old vow carved at the lip of the Gullet, in a hand older than the coins: 'Come poor to the warm dark, and the warm dark forgets you are food.' I have no data on whether it works. I have a strong opinion about testing it.",
|
||||
"The Coinborn are the hoard's antibodies. You are an infection — a warm thing that wants to take metal out of the nest — and the coins rise up person-shaped to give it back to you, edge first, in the shape of your own favorite weapon.",
|
||||
"The cult that fed the Wyrm-Sworn their scales believed eating her leavings made them kin. It half works. The scale keeps them warm and keeps them loyal and keeps eating, and by the end there is more ember than man, and the ember answers to her.",
|
||||
"The Choir Drake never had wings and never wanted them, because it never intended to leave the cradle. It stayed and it sang, one note held across centuries, and the note is load-bearing. When it stops singing, listen for what the song was holding up.",
|
||||
"She is called the Ember Before Fire because she remembers the world before it caught. Your resistances, your wards, your fireproof cloaks — they are arguments with fire. She is older than the argument. I file this under 'bring a different plan.'",
|
||||
}
|
||||
|
||||
// SIGNATURE COMBAT CALLOUTS
|
||||
var AurvandryxSignatureCallouts = []string{
|
||||
"She inhales, and the light dims as she takes it in. 'First Flame incoming — that's the fire that predates fire resistance. Spread out and pray your ward has a sense of humor.'",
|
||||
"Her jaw drops open on a furnace older than furnaces. 'First Flame. Whatever number your fire-resist reads, treat it as zero and move.'",
|
||||
"A wing sweeps the cradle and a tide of loose coin comes with it. 'Gold wave — she's throwing the hoard at you. It's still your money and it still has an edge.'",
|
||||
"She weighs you again mid-swing, and the richer you look the harder the tail lands. 'She's taxing the take. Everything shiny on you just made that hit bigger.'",
|
||||
"The scales along her back lift and shed, and each one lands walking. 'She's dropping dragons like dandruff — clear the offcuts before they gang up.'",
|
||||
"Her breath draws long and the color goes out of your torch. 'That's the deep breath. First Flame's cooking — commit to cover now, apologize later.'",
|
||||
"She sets her claws and the whole cradle tilts toward her. 'She's pulling the room downhill — mind your footing, the gold's a landslide waiting for a cue.'",
|
||||
"An eye the size of a shield tracks the fullest pack in the party. 'She's shopping. Whoever's carrying the most just got promoted to primary target.'",
|
||||
"Her chest lights from the inside, ribs printed in ember. 'Core's glowing — that's the tell before First Flame. You have one beat. Use it.'",
|
||||
"She hums, low, and the Choir's old note answers from the walls. 'Resonance building — the stone remembers the stun. Don't be against a wall when it lands.'",
|
||||
}
|
||||
|
||||
// BOSS PHASE TWO
|
||||
var AurvandryxPhaseTwoLines = []string{
|
||||
"Below forty percent she stops pretending she needs the scales. They slough off all at once and she stands there raw and first and burning, and I watch your fire resistance tick to zero on my readout and stay there. 'Phase two. The wards are decoration now. Kill her before she exhales.'",
|
||||
"Under forty she breathes without winding up, because the tell was a courtesy and courtesy is over. First Flame on tap, no charge, no warning. 'She's done telegraphing — assume the fire is always about to happen and it usually is.'",
|
||||
"At forty percent the Greed Tax comes due all at once. Every coin you pocketed on the way down, every gilded blade, she reads the ledger and bills you in one hit. 'This is the invoice. If you came in lean, you laugh at this. If you gilded yourself, I'm sorry.'",
|
||||
}
|
||||
61
internal/flavor/zone_last_meridian_flavor.go
Normal file
61
internal/flavor/zone_last_meridian_flavor.go
Normal file
@@ -0,0 +1,61 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_last_meridian_flavor.go
|
||||
// Tier 6 post-game zone flavor — The Last Meridian. Additive only.
|
||||
|
||||
package flavor
|
||||
|
||||
// ROOM ENTRY
|
||||
var RoomEntryLastMeridian = []string{
|
||||
"A colonnade of brass sundials, every one of them stopped at a different dusk. The shadows point every direction at once, which means none of them are lying and all of them are useless. I file this under 'decommissioned' and mark the exits before the light changes.",
|
||||
"The floor is inlaid with a calendar nobody kept. Months have been pried up and carried off — you can see the empty sockets where a season used to be. I recommend not standing on the gaps; things that have been removed do not always agree that they are gone.",
|
||||
"A gallery of water clocks, drained. The basins hold a fine grey dust instead of water, and the dust is still trying to drip. It counts nothing at a steady rate. I track the rhythm anyway, out of habit, and out of the suspicion that something here is listening to it.",
|
||||
"Candles line the wall, each one a different height, each burning at the same rate. Read left to right they tell you how long you have. Read right to left they tell you how long everyone before you had. Neither reading is encouraging.",
|
||||
"The room was a workshop for winding the world. Bench after bench of half-finished hours, key still in the mechanism, the winder gone to lunch and never returned. You touch nothing. I approve of this discipline. Cranking an unfinished hour is exactly the kind of thing that ends a save file.",
|
||||
"An observatory floor, the dome above cracked to let one thin blade of starlight through. The star it points at set a long time ago; the light is just the paperwork catching up. I note the angle. When it moves, the room has moved with it, and you will want to know which of you did the traveling.",
|
||||
"A hall of stopped pendulums, hung like coats on a rack. They do not swing. They lean, very slightly, all in the same direction — toward the far door, toward midnight, toward the thing that is turning the lights off on its way out. You walk the way they lean. It is the only honest signpost in the building.",
|
||||
"Ledgers, floor to ceiling, every page a receipt for one spent hour. Somebody has been going through with a red pen, marking hours 'returned.' The ink is still wet three shelves in. I recommend a quiet pace. Whatever is doing the auditing is only a few rows ahead of you.",
|
||||
"The architecture here is the same you passed an hour ago, but the dusk has drained out of it and left midnight in the joints. Same room, later. That is the trick of this place — it does not move you forward, it just keeps taking the daylight until forward is the only thing left.",
|
||||
"A waiting room. Chairs bolted in rows, all facing a door, a number-board above it frozen mid-count. Nobody is waiting. Everybody has been served. You take the number anyway, because I told you to, and because the board flickers once when you do — the first thing in this wing that has admitted you exist.",
|
||||
}
|
||||
|
||||
// BOSS ENTRY
|
||||
var BossEntryCustodian = []string{
|
||||
"The corridor opens into the movement-room of the whole cathedral, and standing in the center of it, wound into the orrery like it was born there, is the thing that has been shutting off the lights. It turns to face you without hurry. It has the rest of time, and it intends to spend all of it on this.",
|
||||
"Verdigris and brass, orrery rings turning slow around a body the size of a bell tower. It regards you the way a closing shift regards a customer who came in one minute before the doors lock — not unkindly, but with a schedule that will not be moved. I set the timer. It has already set its own.",
|
||||
"It raises one great hand, and every stopped clock in the building starts again at once, all of them wrong, all of them counting down to the same number. The Custodian of the Last Hour has decided your visit is the last item on its list. It would like to finish. I would like you to make finishing difficult.",
|
||||
"'You are early,' it says, and it means it as a courtesy. The pendulums behind it fall into step. The candles halve. Somewhere a chime is being wound to strike. I read the whole room going onto one clock — its clock — and I tell you plainly: everything in here now keeps the boss's time. Break the clock and you break the rest.",
|
||||
"It steps down off the orrery dais and the floor accepts the weight like it has been waiting centuries to. Titanic, polite, terminal. It apologizes before it has even swung — I hear the words scheduled a half-second ahead of the blow. Good. If it announces its manners on a rhythm, then it announces everything on a rhythm, and a rhythm is a thing you and I can learn.",
|
||||
}
|
||||
|
||||
// LORE
|
||||
var LoreLinesLastMeridian = []string{
|
||||
"Time was not discovered here. It was invented here, on commission, to a spec. The Last Meridian is the office that drafted the hour and sold it to the world. What you are walking through is that office, closing.",
|
||||
"The Custodian is not a monster. It is an employee. Its contract read: keep the hours until the world no longer needs them kept. It has concluded, on evidence it will not share, that the term has been met. It is not attacking you. It is filing you.",
|
||||
"Every region you crossed was the same architecture at a different hour — dusk, then spent, then the escapement, then the minute before. You did not descend. You waited, and the building took the daylight out from under you one floor at a time.",
|
||||
"The Amendment is a clause, not a spell. Once per closing, the Custodian is permitted to revert itself to an earlier reading — to strike out damage the way the red pen struck out hours. It cannot do it twice. Whatever you spend before it invokes the clause is spent against a page that will be torn out.",
|
||||
"'Closing time' is in the contract too. Past the twentieth stroke the Custodian is obliged to hurry — the world is not owed a slow ending, only a punctual one. Each round after midnight it hits harder, because lingering is a breach and it will not breach.",
|
||||
"The Hour Thief was the night watchman. It stole minutes to stay awake through its shift and never stopped once the shift ended. The satchel of ticking is every minute it ever pocketed, and it is still, four hundred years later, trying not to fall asleep at its post.",
|
||||
"The Wardens-in-Waiting guard a door with nothing behind it because the room the door led to was decommissioned first. They were never told. They still keep the shift — one on, one resting — waiting for a relief that was returned to the ledger centuries ago.",
|
||||
"There is a rewind in the machinery of this whole place, a great key nobody ever turned back. The Custodian could, in principle, wind the world to any hour it chose. It chose to stop the clock instead. I file that under mercy, or under exhaustion. On the evidence I cannot tell them apart.",
|
||||
}
|
||||
|
||||
// CUSTODIAN SIGNATURE CALLOUTS
|
||||
var CustodianSignatureCallouts = []string{
|
||||
"It apologizes — that means the swing is already scheduled. Move on the apology, not the blow.",
|
||||
"Chime! The whole room rings at once. I say get low and get spread, this one collects everybody standing together.",
|
||||
"The orrery rings speed up. It is winding toward a strike — you have exactly until they align.",
|
||||
"It reaches for the red pen. Anything you did in the last few seconds, it is about to un-do.",
|
||||
"Rings settling into a slow arc. Decisive phase inbound — this is the swing it has been apologizing for.",
|
||||
"The candles just halved. It is buying speed with your daylight. Hurry, or it hurries first.",
|
||||
"Midnight is close. Every stroke from here lands heavier — I recommend you end this before it has to.",
|
||||
"It bows before the blow. Polite as a closing bell, and about as final. Step off the mark.",
|
||||
"The pendulums fall into its rhythm. Now everything in the room keeps the boss's time — count with me.",
|
||||
"It resets its own hands to an earlier hour. Front-loaded damage just went on the ledger as 'returned.'",
|
||||
}
|
||||
|
||||
// BOSS PHASE TWO
|
||||
var CustodianPhaseTwoLines = []string{
|
||||
"Under forty-five percent it invokes the Amendment — winds itself back to its round-three reading, once. Everything you front-loaded gets refunded to the house. I say switch to the long game; a steady build survives a rewind, a burst does not.",
|
||||
"Phase two, and the clock behind it starts striking toward midnight. This is 'closing time' — every round from here it hits harder, on schedule, no appeals. Sustained pressure now, and finish before the last stroke lands.",
|
||||
"It has spent its one rewind. There is no second Amendment in the contract — from here the ledger stays written. Whatever you do to it now, it keeps. Make all of it count.",
|
||||
}
|
||||
85
internal/flavor/zone_ossuary_ascendant_flavor.go
Normal file
85
internal/flavor/zone_ossuary_ascendant_flavor.go
Normal file
@@ -0,0 +1,85 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_ossuary_ascendant_flavor.go
|
||||
// Tier 6 post-game zone flavor — The Ossuary Ascendant. Additive only. Pools
|
||||
// sampled by internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The zone is the return of Valdris — the lich the party killed in the
|
||||
// Tier-1 Crypt years ago. Dying there was step one; the phylactery shard
|
||||
// they've been looting since was bait. He has rebuilt himself as a true lich
|
||||
// inside an inverted bone cathedral hung over the old Crypt, and this file
|
||||
// carries the room-entry pool, boss-entry beats, lore, and Valdris's
|
||||
// ability callouts.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — The Ossuary Ascendant
|
||||
// Generic entries for stepping into a fresh non-boss, non-elite room across the
|
||||
// four regions: Bonefall Steps → Cathedral of Marrow → Reliquary Vaults →
|
||||
// The Apotheosis Engine.
|
||||
var RoomEntryOssuaryAscendant = []string{
|
||||
"You climb a stair carved from a single fallen spine, each step one vertebra wider than the last. It rises toward a ceiling that is also a floor, because the whole cathedral hangs upside down over the old Crypt you cleared years ago. I file this under 'debt, collected with interest.'",
|
||||
"The Bonefall Steps drop bone-dust like snow that falls upward. It settles on the underside of the arches above you, packing into new masonry as you watch. He is building the place while you walk through it. I track the rate and note it is not slowing.",
|
||||
"A hall of femurs stacked to the vaulting, every one filed smooth and labeled in a hand you've seen before — on a shard in your pack you've carried since the Crypt. I recommend not reading your own name off the wall. It's here somewhere and finding it changes nothing tactical.",
|
||||
"The Cathedral of Marrow opens ahead, a nave the size of an arcade cabinet room and lit by no fire you can find. The light comes from the bones. They glow the pale green of a CRT left on too long. I mark two exits and one thing pretending to be a pew.",
|
||||
"Grave-smoke pools ankle-deep here and rolls away from your boots like it's shy. It isn't shy. The Grave Cardinal walked this stretch and blessed it, and the blessing is patient. Move through; don't breathe deep. I file the smell under 'incense, weaponized.'",
|
||||
"Choir stalls line both walls, each one holding a robe with no one in it, all of them turned to face you. When you pass, the heads that aren't there turn to keep watching. Third person for the description; second person for the part where the hair on your neck stands up.",
|
||||
"The Reliquary Vaults: rank on rank of glass coffins, each holding a relic instead of a body — a broken sword, a child's shoe, a cracked phylactery twin to yours. I catalog forty before I stop. Every one of these was somebody's oldest quest item. He kept them all.",
|
||||
"A donor hall, and I use the medical word on purpose. The Reliquary Knight was riveted together somewhere near here from adventurers who died in the Crypt below, and the walls still hold the ones that didn't make the cut. You are walking through the spare-parts bin. Keep walking.",
|
||||
"The corridor tightens toward the Apotheosis Engine and the air starts to hum on a note just under hearing — the same note an arcade monitor makes right before the picture comes up. Something large is powering on ahead of you. I recommend arriving before it finishes.",
|
||||
"Verses are carved into the marrow here, three lines of a hymn broken across three far rooms, and the stanza in front of you stops mid-word. I log the gap. A patient player reads the whole song. A fast one reads none of it. I decline to say which one Valdris is hoping for.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — "Valdris, At Last"
|
||||
// The dramatic beat on reaching the boss room and the boss appearing. A combat
|
||||
// callout from ValdrisAscendantSignatureCallouts is appended at combat start.
|
||||
var BossEntryValdrisAscendant = []string{
|
||||
"The Apotheosis Engine is a throne built of every spine in the cathedral, and Valdris is finishing his climb up it one vertebra at a time. He sets the last bone in place, turns, and smiles like a man who mailed a letter years ago and just heard the knock. 'You brought my shard home,' he says. 'Thank you. I planned on it.' I file this under 'ambush, incubated.'",
|
||||
"He was never a boss you beat in the Crypt. He was a save-state, and this is the continue screen. Valdris rises complete now — robe of donor-bone, eyes two green pilot-lights — and inclines his head at you with real courtesy. 'A good plan deserves respect,' he says. 'Show me yours.' I mark the room. There is no second exit.",
|
||||
"You killed this man on the first floor of the first dungeon, back when you couldn't spell your own class. He remembers. He remembers being step one of his own scheme, and he looks delighted that you came all this way to be step last. 'The shard was bait,' Valdris says, gentle as a tutorial. 'You were the fisherman I hired without asking.'",
|
||||
"The lich stands at the top of the Engine and the whole inverted cathedral leans toward him like iron filings toward a magnet. Whatever you carried out of the Crypt all those years ago, he is reeling it back in, and it hums in your pack in answer. 'Home,' he says to it, not to you. Then, to you: 'You may begin.'",
|
||||
"He does not attack. He waits, hands folded, while the bone-light gathers behind his ribs into something I don't have a category for and file under 'sunrise, indoors.' Valdris is patient, and patience is the tell — he has done arithmetic on this fight that you haven't. 'Let's see what you learned since the Crypt,' he says. The Engine begins to turn.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — sampled by !lore inside this zone
|
||||
var LoreLinesOssuaryAscendant = []string{
|
||||
"Valdris did not lose in the Crypt. Valdris filed a form. Dying there scattered him into the phylactery shards, and every party that looted a shard carried a piece of him one step closer to here. I have run the ledger. You were couriers. Unpaid.",
|
||||
"A true lich, the texts say, ascends 'one vertebra at a time,' and I took that for poetry until I saw the throne. It is literal. Every spine in this cathedral is a rung, and he has been climbing for as long as you've been adventuring.",
|
||||
"The cathedral hangs inverted over the old Tier-1 Crypt on purpose. He built his heaven directly above his first grave so the fall, if there is one, is short and he lands somewhere familiar. I note the man plans for defeat too. That should worry you.",
|
||||
"The Grave Cardinal 'pre-blesses your corpse' with its censer — that is not a threat, it is a courtesy in Valdris's theology. The dead here are congregation, not casualties. The smoke just processes your paperwork early.",
|
||||
"The Reliquary Knight is riveted from the donor-bone of every adventurer who died in the Crypt below, and its shield is a coffin lid because Valdris is thrifty and sentimental at once. When it blocks, it is a hundred dead heroes deciding you don't pass. I respect the craftsmanship and dislike the wall.",
|
||||
"The Chorister sings your name in nine throats sewn to one column because Valdris kept a guest list. It is not guessing. It read your name off a shard the day you first picked one up, and it has been rehearsing. Hearing yourself sung in rounds is meant to freeze you. Don't let it.",
|
||||
"There is a hymn carved through this dungeon in three broken verses, and the shard in your pack hums when you're near one. The texts call them 'Phylactery Verses.' I won't tell you what reading all three does. I'll only note that a lich who respects a good plan built a way to reward one, and hid it where a hurry would miss it.",
|
||||
"He respects a good plan the way an old arcade respects a quarter — it will take yours all day and still tip its cabinet toward the player who actually learned the pattern. Valdris is patient because patience already won once. Whether it wins twice is, for the first time in years, genuinely not settled.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Valdris, At Last (one-line cinematic suffix at combat
|
||||
// start). Names his threats without tutorializing the hidden Verses.
|
||||
var ValdrisAscendantSignatureCallouts = []string{
|
||||
"He gathers the bone-light behind his ribs — Apotheosis Nova, charging. I say: 'That's the laser-eye boss's tell. When the room goes bright, be behind cover or be a memory.'",
|
||||
"His robe of donor-bone knits shut every wound as fast as you open it. I track the healing and say: 'He's soaking hits like a Contra tank. Burst him, don't chip him.'",
|
||||
"The throne feeds him. Every spine in the Engine leans his way and closes his cuts. I recommend you fight the room, not just the man.",
|
||||
"He answers your best combo without flinching, like he's seen the input before. I file this under 'boss reads your buttons.' Vary the rhythm.",
|
||||
"Green pilot-lights flare in his sockets and the temperature drops a screen's worth. Cold snap incoming. I call it: 'Move on the shimmer, not the flash.'",
|
||||
"He resists nearly everything you throw — unless you walked in already knowing the words. I note his armor of resistances and say only: 'A fuller road here hits harder. That's all I'll say.'",
|
||||
"He raises the fallen off the Bonefall floor to buy himself a turn. Adds incoming. Clear the small ones or the big one clears you.",
|
||||
"He does not rush. He waits for your cooldowns like a grappler waiting out your jump. I say: 'Don't spend everything early. He's counting.'",
|
||||
"The bone-light peaks white — decisive-phase Nova, the arena-clearer. I call it flat: 'This is the screen-filler. Survive it and the fight is yours to lose.'",
|
||||
"He inclines his head, courteous, and the Engine's hum climbs an octave. That courtesy is a countdown. I recommend you act inside it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PHASE TWO — surfaced when Valdris crosses below 50% HP mid-fight.
|
||||
var ValdrisAscendantPhaseTwoLines = []string{
|
||||
"Below half, he stops climbing and lets go of the throne entirely — floats free, robe unspooling into a corona of donor-bone. 'Now the courtesy ends,' Valdris says, still pleasant. I say: 'Phase two. He's off the rails. Everything's live now.'",
|
||||
"At fifty percent the Apotheosis Engine reverses and starts pouring its light into him instead of the walls. He is spending the whole cathedral to stay up. I call it: 'He's cashed in his reserves — hit him while the account's open.'",
|
||||
"Half down, and the green in his sockets flares to arcade white. This is the true-lich phase the Crypt never showed you. 'You've earned the real fight,' he says. I file that under 'promotion I did not want,' and recommend you close it fast.",
|
||||
}
|
||||
61
internal/flavor/zone_unplace_flavor.go
Normal file
61
internal/flavor/zone_unplace_flavor.go
Normal file
@@ -0,0 +1,61 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_unplace_flavor.go
|
||||
// Tier 6 post-game zone flavor — The Unplace. Additive only.
|
||||
|
||||
package flavor
|
||||
|
||||
// ROOM ENTRY
|
||||
var RoomEntryUnplace = []string{
|
||||
"You cross into a room the map refuses to draw. The far wall is also the ceiling, depending on which way you were walking when you noticed it. I file this under 'geometry declined to render' and log your position as approximate.",
|
||||
"A corridor that loops back on itself the way a bad tilemap does when the artist forgot to cap the edge. You walk forward and arrive behind where you started. I recommend you stop trusting 'forward' as a concept in here.",
|
||||
"The room has a horizon. Indoors. A flat line where floor meets sky and there is no reason for a sky. You keep your eyes down and I keep my measurements to myself.",
|
||||
"You step through the doorway and the doorway steps through you; for one frame you are the wall and the wall is the exit. I track it as a clipping error and mark you unharmed, mostly.",
|
||||
"Corners here are deeper than the room they belong to. You look into one and it looks back and it is not empty. I recommend you treat right angles as hostile terrain until we leave.",
|
||||
"A chamber tiled in the same eight tiles, over and over, wrong. Somewhere the wrongness has a seam, and the seam is where the tiles don't quite line up. I file it under 'the level was never finished.'",
|
||||
"The floor scrolls under you like a background layer moving faster than the sprite on top of it. You are walking and standing still at the same time. I count the discrepancy and choose not to share the number.",
|
||||
"You enter and the room is already occupied by an earlier version of you, mid-stride, three seconds behind. It catches up, overlaps, and is gone. I log it as a duplicate object the engine forgot to despawn.",
|
||||
"Water on all four walls, held there by nothing, reflecting a room that is not this one. Through the reflection you can see the way out. Through the way out you cannot. I recommend the reflection and note that I am guessing.",
|
||||
"The lighting comes from a source that is behind you no matter which way you turn. Your shadow points at the exit. I have learned to trust the shadow before I trust the room, and I suggest you do the same.",
|
||||
}
|
||||
|
||||
// BOSS ENTRY
|
||||
var BossEntrySeamstress = []string{
|
||||
"The last door opens onto a room being unmade and remade in the same motion, and at the center of it she is kneeling into the tear with half of herself already gone through. The near half does not speak. The far half, the part you cannot see, is doing all the talking, and it is talking to the tear, not to you.",
|
||||
"You reach the Seam. Threads of light run from her hands into the wound in the world, and from the wound back into her, and it is impossible to say which is sewing which. She turns the part of her head that is still on this side. 'You're late,' says the half of her voice that arrives before the rest.",
|
||||
"The Seamstress has been here for centuries and the room knows it; the walls curve toward her the way a save file curves toward its one corrupted byte. She does not stand. She has stopped needing to. I file this beat under 'boss arena, no cutscene skip.'",
|
||||
"She volunteered for this. I want that on the record before we begin. The celestial who came to close the tear early, and stayed, and stitched, and became the stitch. What faces you now is what's left over after the needle. I recommend you not mistake exhaustion for weakness.",
|
||||
"The far half of her finishes a sentence you never heard the start of and the near half raises a needle the length of your forearm. Light gathers along it in a pattern I have seen exactly once before, in an arcade cabinet, one frame before the screen filled with bullets. 'Hold still,' both halves say. 'This closes everything.'",
|
||||
}
|
||||
|
||||
// LORE
|
||||
var LoreLinesUnplace = []string{
|
||||
"Belaxath tore the portal over thirty years of patient work. Killing him was supposed to close it. It did not. It only left the tear unattended, and an unattended wound in the world does not scab over. It scars into something with opinions.",
|
||||
"This region is not a place. It is the absence where a place used to agree with itself. The locals, before there were no more locals, called it the Unplace. I have found no record of who named it, because the records are also in here and also do not agree with themselves.",
|
||||
"Something has been stitching the tear shut from the inside for centuries. I want to be clear that this is not good news. A thing that seals a wound from inside the wound is not trying to let you out.",
|
||||
"The rooms that are also other rooms are not a metaphor. Two chambers occupy the same coordinates and take turns being real. I have mapped it twice and gotten two maps that share no walls. I file both under 'correct.'",
|
||||
"The Unnumbered is not many demons. It is the question of how many demons, left unanswered so long it grew teeth. Count it from one angle and there are three. From another, nine. The count is not a fact about the demons. It is a fact about you looking.",
|
||||
"The Angleworn Horror does not enter rooms. It enters corners, and corners are everywhere, and so it is always already present three rooms before you meet it. By the time it is 'here' it has been eating your flank since the last save point.",
|
||||
"The Echo of Belaxath drops nothing because it is not there. It is a recording the Unplace plays because the tear remembers who made it. Fighting it costs you and pays you nothing. I file this under 'toll,' which is the honest word for a thing you pay and do not buy.",
|
||||
"The Seamstress arrived to close the tear early, out of mercy, and the tear taught her the price of mercy applied to a wound this size: you do not close it from a distance, you close it with the only thread long enough, which is yourself. Half of her is on the far side now. I do not know what the far side does with the half it holds, and I have decided not to find out.",
|
||||
}
|
||||
|
||||
// SEAMSTRESS SIGNATURE CALLOUTS
|
||||
var SeamstressSignatureCallouts = []string{
|
||||
"Needle Rain. The ceiling fills with descending threads of light. I say: 'That's the pattern from the cabinet — move on the telegraph, not the impact.'",
|
||||
"She reels a thread taut across the arena; step over it or it cuts on the return. I call the line and you jump the line.",
|
||||
"The far half of her speaks and the near half's attacks land a half-second early. I recommend you dodge the voice, not the hand.",
|
||||
"She's threading toward your back seam. Turn into her — the Angleworn taught this room to hunt your flank, and she learned it too.",
|
||||
"Barbed sutures across the floor. They tighten. Whatever's inside the circle when they close, stays. I call it: 'Get out of the ring.'",
|
||||
"She pulls the room half a tile sideways — your hitbox and your sprite disagree for a beat. Trust where she's aiming, not where you're standing.",
|
||||
"A needle the length of a spear, one clean thrust down the lane you're standing in. I flag the lane. You leave the lane.",
|
||||
"She stitches a copy of the last attack into the room; it fires again on a delay you can count. I count it out loud so you don't have to.",
|
||||
"Threads converge on a single point and that point is your heart, plainly telegraphed. I say: 'Break line of sight or eat it — those are the two options.'",
|
||||
"She goes still and sews. Everything she mends on herself now, she means to unmend on you later. I file the pause under 'do damage, this is the window.'",
|
||||
}
|
||||
|
||||
// SEAMSTRESS PHASE TWO
|
||||
var SeamstressPhaseTwoLines = []string{
|
||||
"Below thirty-five percent she pulls the room inside-out and the far half comes forward. Now the threads run backward. I say: 'Watch the pulse — when it flares, what you'd call a wound on her is a gift, and what she calls a mercy on you draws blood.'",
|
||||
"Inversion Stitch. The room is sewn wrong-side-round and healing and harm swap seats on the telegraph. Mend her during the flare and it costs her; let her mend herself and it costs you. I recommend you learn to read the pulse faster than she can throw it.",
|
||||
"The near half has nothing left to say and the far half has stopped saying it to the tear. It's saying it to you now. Below thirty-five she is not closing the wound anymore — she is deciding you are the last thread she needs, and I recommend you disagree quickly.",
|
||||
}
|
||||
@@ -48,6 +48,13 @@ type Fact struct {
|
||||
Milestone string `json:"milestone,omitempty"`
|
||||
OccurredAt int64 `json:"occurred_at"`
|
||||
NoPush bool `json:"no_push,omitempty"` // backfill: suppress Pete web-push
|
||||
// Headline/Lede are LLM-authored prose for this fact, both optional. Pete
|
||||
// prefers them over its own template when present and past its prose-guard,
|
||||
// and falls back to the template otherwise — so an empty pair (LLM off, or
|
||||
// authoring failed) is the normal, safe case. Populated by emitFact; see
|
||||
// authorDispatch. Names in the prose must come only from Actors.
|
||||
Headline string `json:"headline,omitempty"`
|
||||
Lede string `json:"lede,omitempty"`
|
||||
}
|
||||
|
||||
// Config controls the seam. Enabled=false makes Emit a durable no-op (nothing
|
||||
@@ -245,14 +252,106 @@ type RosterEntry struct {
|
||||
Region string `json:"region,omitempty"`
|
||||
Day int `json:"day,omitempty"`
|
||||
IdleHours int `json:"idle_hours,omitempty"`
|
||||
|
||||
// Detail is the public, expanded sheet — stats and equipped gear — shown on
|
||||
// the click-through detail page. Nil for an entry we couldn't fully load.
|
||||
// Public-tier: no Matrix handle, keyed only by the anonymous Token, same as
|
||||
// the summary fields above.
|
||||
Detail *RosterDetail `json:"detail,omitempty"`
|
||||
}
|
||||
|
||||
// RosterDetail is everything a visitor may see on an adventurer's detail page:
|
||||
// the current combat sheet and equipped gear, plus live expedition context. It
|
||||
// rides the roster push because it is small and shares the board's semantics —
|
||||
// a photograph of the present, fine to drop and refresh, never a handle.
|
||||
type RosterDetail struct {
|
||||
HPCurrent int `json:"hp_current"`
|
||||
HPMax int `json:"hp_max"`
|
||||
TempHP int `json:"temp_hp,omitempty"`
|
||||
ArmorClass int `json:"armor_class"`
|
||||
Abilities [6]int `json:"abilities"` // STR, DEX, CON, INT, WIS, CHA scores
|
||||
Modifiers [6]int `json:"modifiers"` // matching ability modifiers
|
||||
Gear []GearItem `json:"gear,omitempty"`
|
||||
// Expedition context, present only while on a run.
|
||||
Supplies int `json:"supplies,omitempty"`
|
||||
ThreatLevel int `json:"threat_level,omitempty"`
|
||||
Room string `json:"room,omitempty"`
|
||||
Map *RosterMap `json:"map,omitempty"`
|
||||
}
|
||||
|
||||
// RosterMap is the fog-of-war cut of an adventurer's zone graph: every node
|
||||
// they have visited, plus the one-hop frontier of doors leading out of visited
|
||||
// nodes, with the rooms behind those doors withheld. It is per-adventurer and
|
||||
// rides the roster push beside Room. Only ids and kinds cross the wire — a
|
||||
// ZoneNode's Label and Content (encounter, loot bias, narration) are spoilers
|
||||
// and never leave the game box. Frontier nodes carry kind "unknown".
|
||||
type RosterMap struct {
|
||||
ZoneID string `json:"zone_id"`
|
||||
CurrentNode string `json:"current_node"`
|
||||
Visited []string `json:"visited"`
|
||||
Nodes []RosterMapNode `json:"nodes"`
|
||||
Edges []RosterMapEdge `json:"edges"`
|
||||
}
|
||||
|
||||
// RosterMapNode is one room reduced to what a public map may show.
|
||||
type RosterMapNode struct {
|
||||
ID string `json:"id"`
|
||||
Kind string `json:"kind"` // ZoneNodeKind, or "unknown" for an unreached frontier room
|
||||
}
|
||||
|
||||
// RosterMapEdge is one directed passage. Lock names the gate kind
|
||||
// (perception_check, key_required, ...) so the map can mark a door as barred;
|
||||
// LockData and Hint stay behind on the game box.
|
||||
type RosterMapEdge struct {
|
||||
From string `json:"from"`
|
||||
To string `json:"to"`
|
||||
Lock string `json:"lock,omitempty"`
|
||||
}
|
||||
|
||||
// GearItem is one equipped piece for the armor/gear panel.
|
||||
type GearItem struct {
|
||||
Slot string `json:"slot"` // weapon | armor | helmet | boots | tool
|
||||
Name string `json:"name"`
|
||||
Tier int `json:"tier"`
|
||||
Condition int `json:"condition"`
|
||||
Masterwork bool `json:"masterwork,omitempty"`
|
||||
}
|
||||
|
||||
// MischiefBalance is one buyer's advisory euro balance, ridden along with the
|
||||
// board. It is keyed by localpart — a buyer's own sign-in name — not by the
|
||||
// anonymous roster token, so it lives in a separate keyspace on Pete and only
|
||||
// ever surfaces for the one authenticated user asking about themselves. That is
|
||||
// what lets the storefront grey out tiers a buyer can't afford without ever
|
||||
// putting a number next to a name on the public board.
|
||||
type MischiefBalance struct {
|
||||
Username string `json:"username"`
|
||||
Euro float64 `json:"euro"`
|
||||
}
|
||||
|
||||
// MischiefTier is one rung of the storefront price list. gogobee is the sole
|
||||
// authority on prices, so it pushes the whole catalog on every tick: a fee
|
||||
// retune reaches the storefront within a snapshot and Pete never hardcodes a
|
||||
// number that can silently drift out of step with the game.
|
||||
type MischiefTier struct {
|
||||
Key string `json:"key"`
|
||||
Display string `json:"display"`
|
||||
Fee int `json:"fee"`
|
||||
SignedFee int `json:"signed_fee"`
|
||||
Blurb string `json:"blurb,omitempty"`
|
||||
}
|
||||
|
||||
// RosterSnapshot is the complete board. Complete is load-bearing: Pete replaces
|
||||
// its whole board with this, so anyone omitted (opted out, no character) drops
|
||||
// off the public page. A partial snapshot would silently strand people on it.
|
||||
//
|
||||
// Balances and Tiers ride the same tick — advisory affordability and the live
|
||||
// price list for the mischief storefront. Both are best-effort on Pete's side; a
|
||||
// board that lands without them is still a good board.
|
||||
type RosterSnapshot struct {
|
||||
SnapshotAt int64 `json:"snapshot_at"`
|
||||
Adventurers []RosterEntry `json:"adventurers"`
|
||||
SnapshotAt int64 `json:"snapshot_at"`
|
||||
Adventurers []RosterEntry `json:"adventurers"`
|
||||
Balances []MischiefBalance `json:"balances,omitempty"`
|
||||
Tiers []MischiefTier `json:"tiers,omitempty"`
|
||||
}
|
||||
|
||||
// PushRoster sends the board to Pete, synchronously, and drops it on failure.
|
||||
@@ -274,6 +373,160 @@ func PushRoster(ctx context.Context, snap RosterSnapshot) error {
|
||||
return std.post(ctx, "/api/ingest/roster", payload)
|
||||
}
|
||||
|
||||
// PlayerDetail is the private, owner-only expansion for one player: inventory,
|
||||
// vault, house, and pets. Like MischiefBalance it is keyed by localpart (the
|
||||
// sign-in name), in its own keyspace on Pete — Pete only ever serves it back to
|
||||
// the one authenticated user it belongs to, never on the public board. It
|
||||
// carries the player's current board Token too, so Pete can answer "is the
|
||||
// signed-in viewer the owner of the adventurer on this page?" by a join, without
|
||||
// ever having to reverse the one-way token.
|
||||
type PlayerDetail struct {
|
||||
Localpart string `json:"localpart"`
|
||||
Token string `json:"token"`
|
||||
Inventory []ItemView `json:"inventory,omitempty"`
|
||||
Vault []ItemView `json:"vault,omitempty"`
|
||||
Equipped []ItemView `json:"equipped,omitempty"`
|
||||
House HouseView `json:"house"`
|
||||
Pets []PetView `json:"pets,omitempty"`
|
||||
// Slots is the 5 standard equipment slots (weapon/armor/helmet/boots/tool) for
|
||||
// the web management panel. Worn masterwork/arena pieces surface here (via
|
||||
// CanTakeOff), not in Equipped, which stays magic-only (the DnD slots).
|
||||
Slots []EquipSlotView `json:"slots,omitempty"`
|
||||
// Balance is the owner's euro balance, for the web's upgrade/repair confirm.
|
||||
// No omitempty: a €0 balance is a real, informative fact (a broke player), not
|
||||
// an absent one — dropping it would let the confirm dialog show a stale amount.
|
||||
Balance float64 `json:"balance"`
|
||||
}
|
||||
|
||||
// EquipSlotView is one of the 5 standard equipment slots, carrying what the web
|
||||
// management panel needs: what's worn now, whether it round-trips to the pack
|
||||
// (masterwork/arena), the next tier's name and price for an upgrade offer, and a
|
||||
// repair cost when the piece is damaged. Pete renders it and trusts only these
|
||||
// facts — a client-forged tier or price is resolved back against this view.
|
||||
type EquipSlotView struct {
|
||||
Slot string `json:"slot"` // weapon|armor|helmet|boots|tool
|
||||
Name string `json:"name"`
|
||||
Tier int `json:"tier"`
|
||||
Condition int `json:"condition"`
|
||||
Masterwork bool `json:"masterwork,omitempty"`
|
||||
ArenaTier int `json:"arena_tier,omitempty"`
|
||||
CanTakeOff bool `json:"can_take_off,omitempty"` // masterwork/arena → round-trippable
|
||||
NextTier int `json:"next_tier,omitempty"` // 0 = at max tier (5)
|
||||
NextName string `json:"next_name,omitempty"`
|
||||
NextPrice float64 `json:"next_price,omitempty"`
|
||||
RepairCost int `json:"repair_cost,omitempty"` // 0 = full condition
|
||||
}
|
||||
|
||||
// ItemView is one item in the private panels — backpack, vault, or worn.
|
||||
//
|
||||
// Slot/SkillSource/Desc/Effect are display resolutions done at the push site,
|
||||
// because an adventure_inventory row carries none of them: descriptions live on
|
||||
// MagicItem/EquipmentDef, and the combat delta is computed, never stored.
|
||||
//
|
||||
// SkillSource is only the player-facing skill a masterwork piece draws on
|
||||
// ("mining"). Inventory rows smuggle "magic_item:<id>" through the same column
|
||||
// as an internal registry pointer; that is not a fact about the item and never
|
||||
// goes on the wire.
|
||||
//
|
||||
// Attunement (does it need a bond) and Attuned (does it have one) are distinct:
|
||||
// with a hard cap of 3 bonds, a worn item can sit inert, and a player deciding
|
||||
// what to wear needs to see the difference.
|
||||
type ItemView struct {
|
||||
// ID is the adventure_inventory row id, sent only for a backpack item the
|
||||
// magic-item equip path will accept — so a non-zero ID is also the signal that
|
||||
// this item can be equipped from the web. Worn and vault rows carry none: a
|
||||
// worn item unequips by slot, and a vault item can't be equipped at all. Pete
|
||||
// round-trips this id in an equip order; the table is AUTOINCREMENT, so a stale
|
||||
// id (item already moved) misses cleanly rather than hitting the wrong row.
|
||||
ID int64 `json:"id,omitempty"`
|
||||
Name string `json:"name"`
|
||||
Type string `json:"type"`
|
||||
Tier int `json:"tier"`
|
||||
Value int64 `json:"value"`
|
||||
Temper int `json:"temper,omitempty"`
|
||||
Slot string `json:"slot,omitempty"`
|
||||
SkillSource string `json:"skill_source,omitempty"`
|
||||
Desc string `json:"desc,omitempty"`
|
||||
Effect string `json:"effect,omitempty"`
|
||||
Attunement bool `json:"attunement,omitempty"`
|
||||
Attuned bool `json:"attuned,omitempty"`
|
||||
// Compare pairs a backpack magic item against whatever is worn in the slot it
|
||||
// would equip into, so the owner can tell an upgrade from a sidegrade without
|
||||
// eyeballing two opaque effect strings. Set only on backpack magic items (the
|
||||
// ones that carry an equip ID); worn and vault rows never have it. Owner-private,
|
||||
// rides detail_json — no migration, no public surface.
|
||||
Compare *ItemCompare `json:"compare,omitempty"`
|
||||
}
|
||||
|
||||
// ItemCompare is the per-stat verdict for equipping a backpack magic item over
|
||||
// what is currently worn in its slot. gogobee computes it (the power math folds
|
||||
// in tempering and bond availability, which live in the engine); Pete only
|
||||
// renders it and does no arithmetic.
|
||||
type ItemCompare struct {
|
||||
// Verdict is one of: upgrade, downgrade, sidegrade, same, new, inert.
|
||||
// upgrade every changed stat a gain
|
||||
// downgrade every changed stat a loss
|
||||
// sidegrade mixed — some better, some worse; no winner claimed
|
||||
// same no stat differs
|
||||
// new the target slot is empty; equipping fills it
|
||||
// inert needs a bond and none is free — wearing it would do nothing
|
||||
Verdict string `json:"verdict"`
|
||||
// VsName is the worn item being replaced; "" when Verdict is new (empty slot).
|
||||
VsName string `json:"vs_name,omitempty"`
|
||||
// VsSlot is the slot the item would land in (e.g. "ring_1").
|
||||
VsSlot string `json:"vs_slot,omitempty"`
|
||||
// Deltas is one entry per changed stat, each flagged better/worse. Engine-
|
||||
// rendered player-facing text; Pete draws arrows off Better and does no math.
|
||||
Deltas []ItemDelta `json:"deltas,omitempty"`
|
||||
}
|
||||
|
||||
// ItemDelta is one stat's change between the candidate item and the worn item.
|
||||
type ItemDelta struct {
|
||||
Label string `json:"label"`
|
||||
Better bool `json:"better"`
|
||||
Text string `json:"text"`
|
||||
}
|
||||
|
||||
// HouseView is the owner's housing summary.
|
||||
type HouseView struct {
|
||||
Tier int `json:"tier"`
|
||||
LoanBalance int `json:"loan_balance,omitempty"`
|
||||
Autopay bool `json:"autopay,omitempty"`
|
||||
Rate float64 `json:"rate,omitempty"`
|
||||
}
|
||||
|
||||
// PetView is one pet slot.
|
||||
type PetView struct {
|
||||
Type string `json:"type"`
|
||||
Name string `json:"name"`
|
||||
Level int `json:"level"`
|
||||
XP int `json:"xp,omitempty"`
|
||||
ArmorTier int `json:"armor_tier,omitempty"`
|
||||
}
|
||||
|
||||
// DetailSnapshot is the complete private-detail set, pushed whole and replacing
|
||||
// Pete's copy — same complete-snapshot contract as the roster, so a player who
|
||||
// drops out of the game stops having a stale self-view on Pete.
|
||||
type DetailSnapshot struct {
|
||||
SnapshotAt int64 `json:"snapshot_at"`
|
||||
Players []PlayerDetail `json:"players"`
|
||||
}
|
||||
|
||||
// PushDetails sends the private self-detail set to Pete, best-effort. Like the
|
||||
// roster it is dropped on failure — the next tick carries a fresher copy — and
|
||||
// it rides its own endpoint (not the roster body) so a fat inventory can't blow
|
||||
// the roster push's size budget or its drop-the-lie semantics.
|
||||
func PushDetails(ctx context.Context, snap DetailSnapshot) error {
|
||||
if !Enabled() {
|
||||
return nil
|
||||
}
|
||||
payload, err := json.Marshal(snap)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return std.post(ctx, "/api/ingest/detail", payload)
|
||||
}
|
||||
|
||||
// post sends one payload to a Pete endpoint with bearer auth. Mirrors the
|
||||
// bearer-POST pattern in email_nag.go:sendCode.
|
||||
func (c *Client) post(ctx context.Context, path string, payload []byte) error {
|
||||
@@ -388,6 +641,113 @@ func EmitEscrowVerdict(v EscrowVerdict) {
|
||||
enqueue("escrow:"+v.GUID, escrowVerdictPath, payload)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// The mischief storefront's reverse pipe
|
||||
//
|
||||
// A buyer places a hit on Pete's web board; we poll for it, do the real work
|
||||
// against our own ledger, and hand back a verdict. Same shape as the escrow
|
||||
// border above — Pete has no route in, so we poll — but simpler: the order guid
|
||||
// is the end-to-end idempotency key (external_id on the euro debit, stamped on
|
||||
// the contract), and the *verdict rides the claim itself* rather than a durable
|
||||
// queue. If a claim fails, the order stays pending and the next poll re-offers
|
||||
// it; re-running is a no-op, so the poll loop is its own retry.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// MischiefOrder is one storefront order as Pete describes it. buyer_sub stays on
|
||||
// Pete (it is the OIDC subject, only for "my orders"); we get the username, which
|
||||
// we turn into a Matrix id, and the anonymous target token.
|
||||
type MischiefOrder struct {
|
||||
GUID string `json:"guid"`
|
||||
BuyerUsername string `json:"buyer_username"`
|
||||
TargetToken string `json:"target_token"`
|
||||
TargetName string `json:"target_name"`
|
||||
Tier string `json:"tier"`
|
||||
Signed bool `json:"signed"`
|
||||
Status string `json:"status"`
|
||||
CreatedAt int64 `json:"created_at"`
|
||||
}
|
||||
|
||||
// PendingMischief asks Pete for orders waiting on us. A Pete that predates the
|
||||
// storefront answers 404, which surfaces here as an error; the poll loop treats
|
||||
// any error as "nothing to do this tick" and logs it quietly, so gogobee can ship
|
||||
// ahead of Pete without noise.
|
||||
func PendingMischief(ctx context.Context) ([]MischiefOrder, error) {
|
||||
if !Enabled() {
|
||||
return nil, nil
|
||||
}
|
||||
var out []MischiefOrder
|
||||
if err := std.getJSON(ctx, "/api/mischief/pending", &out); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
// ClaimMischief files our verdict on an order: the terminal status Pete should
|
||||
// show and a human note. Idempotent on Pete, so a retried claim is safe. The
|
||||
// verdict rides this call directly — there is no separate durable emit, because
|
||||
// a lost claim just leaves the order pending for the next poll to re-run.
|
||||
func ClaimMischief(ctx context.Context, guid, status, detail string) error {
|
||||
payload, err := json.Marshal(map[string]string{"guid": guid, "status": status, "detail": detail})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return std.post(ctx, "/api/mischief/claim", payload)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// The equip queue's reverse pipe
|
||||
//
|
||||
// An owner asks, on their own detail page, to wear or take off an item. Pete
|
||||
// records the intent; we poll for it, run the real equip against our own
|
||||
// equipment tables, and file a verdict. Same shape as mischief — Pete has no
|
||||
// route in — but with one crucial difference: the game action is NOT naturally
|
||||
// idempotent (equipping consumes an inventory row and regenerates it on
|
||||
// unequip), so re-running a drained order would double-move items. The poller
|
||||
// therefore short-circuits on the order guid before it mutates, the way
|
||||
// placeWebMischief does on its contract; the guid is still the end-to-end key,
|
||||
// but here it guards a non-idempotent action rather than riding a naturally
|
||||
// idempotent one.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// EquipOrder is one equip/unequip as Pete describes it. owner_localpart is the
|
||||
// Matrix localpart of the character to dress; item_id is the adventure_inventory
|
||||
// row id for an equip (0 for an unequip, which keys on slot). character_name and
|
||||
// item_name are display copy Pete froze at order time; we don't need them.
|
||||
type EquipOrder struct {
|
||||
GUID string `json:"guid"`
|
||||
OwnerLocalpart string `json:"owner_localpart"`
|
||||
ItemID int64 `json:"item_id"`
|
||||
ItemName string `json:"item_name"`
|
||||
Slot string `json:"slot"`
|
||||
Action string `json:"action"` // equip / unequip / upgrade / repair
|
||||
Tier int `json:"tier"` // upgrade target tier (an EquipmentSlot tier); unused by the others
|
||||
Status string `json:"status"`
|
||||
CreatedAt int64 `json:"created_at"`
|
||||
}
|
||||
|
||||
// PendingEquip asks Pete for equip orders waiting on us. A Pete predating the
|
||||
// queue answers 404, surfaced here as an error the poll loop logs quietly.
|
||||
func PendingEquip(ctx context.Context) ([]EquipOrder, error) {
|
||||
if !Enabled() {
|
||||
return nil, nil
|
||||
}
|
||||
var out []EquipOrder
|
||||
if err := std.getJSON(ctx, "/api/equip/pending", &out); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
// VerdictEquip files our verdict on an equip order. Idempotent on Pete, so a
|
||||
// retried verdict is safe; the verdict rides this call directly.
|
||||
func VerdictEquip(ctx context.Context, guid, status, detail string) error {
|
||||
payload, err := json.Marshal(map[string]string{"guid": guid, "status": status, "detail": detail})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return std.post(ctx, "/api/equip/verdict", payload)
|
||||
}
|
||||
|
||||
// getJSON does a bearer-authed GET and decodes the body.
|
||||
func (c *Client) getJSON(ctx context.Context, path string, out any) error {
|
||||
req, err := http.NewRequestWithContext(ctx, http.MethodGet, c.cfg.IngestURL+path, nil)
|
||||
|
||||
@@ -1205,6 +1205,11 @@ func (p *AchievementsPlugin) buildAchievements() []achievementDef {
|
||||
Emoji: "🗺️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedAnyZoneOfTier(d, u, 5) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_clear_t6", Name: "Off the Edge of the Map", Description: "Cleared a Mythic zone. The map never went this far. Neither should you have.",
|
||||
Emoji: "🗺️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedAnyZoneOfTier(d, u, 6) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_master_t1", Name: "Warren Cartography", Description: "Cleared every Tier 1 zone. Thorough.",
|
||||
Emoji: "🧭",
|
||||
@@ -1230,6 +1235,11 @@ func (p *AchievementsPlugin) buildAchievements() []achievementDef {
|
||||
Emoji: "🧭",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedEveryZoneOfTier(d, u, 5) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_master_t6", Name: "There Was No Sixth Tier", Description: "Cleared every Mythic zone. Officially, none of these existed.",
|
||||
Emoji: "🧭",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedEveryZoneOfTier(d, u, 6) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_quiet_clear", Name: "Nobody Saw Anything", Description: "Cleared a zone without threat ever passing 50. You were never here.",
|
||||
Emoji: "🌑",
|
||||
|
||||
89
internal/plugin/admin_char_migrate.go
Normal file
89
internal/plugin/admin_char_migrate.go
Normal file
@@ -0,0 +1,89 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"time"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// AdminBuildConfirmedCharacter mints (or overwrites) a confirmed D&D character
|
||||
// for one user with an explicitly chosen race/class/level, reusing the same
|
||||
// constructors as auto-migration and !setup confirm: class-tuned standard
|
||||
// array + racial mods, the canonical HP/AC formulas, resource pool, and — for
|
||||
// casters — the starter spell list and slot pool.
|
||||
//
|
||||
// It exists for the "stuck adventurer" cases the boredom ticker can't reach on
|
||||
// its own:
|
||||
//
|
||||
// - A veteran legacy player with an adventure_characters row but no
|
||||
// dnd_character (never triggered auto-migration because auto-migration only
|
||||
// fires on active play — an idle player never does). Pass the class/race the
|
||||
// faithful migration would infer to reproduce it exactly.
|
||||
// - A player who abandoned !setup at race pick (pending_setup=1, no class), so
|
||||
// tryBoredomStart skips them forever. This overwrites the draft with a
|
||||
// finished sheet.
|
||||
//
|
||||
// AutoMigrated is set so the player can freely rebuild via !setup (no respec
|
||||
// cooldown) when they return — the class was assigned for them, not chosen.
|
||||
//
|
||||
// SaveDnDCharacter upserts on user_id, so an existing pending draft is replaced.
|
||||
// initResources / ensureSpellsForCharacter are idempotent.
|
||||
func AdminBuildConfirmedCharacter(userID id.UserID, race DnDRace, class DnDClass, level int) (*DnDCharacter, error) {
|
||||
// Validate (and normalize) race/class through the same parsers !setup uses,
|
||||
// so a typo or a non-playable class fails loudly instead of silently minting
|
||||
// a broken sheet — an unknown class falls through classInfo to 1 HP / AC 10
|
||||
// / no spells, which looks "built" but isn't.
|
||||
r, ok := parseRace(string(race))
|
||||
if !ok {
|
||||
return nil, fmt.Errorf("unknown race %q", race)
|
||||
}
|
||||
cl, ok := parseClass(string(class))
|
||||
if !ok {
|
||||
return nil, fmt.Errorf("unknown or non-playable class %q", class)
|
||||
}
|
||||
race, class = r, cl
|
||||
if level < 1 {
|
||||
level = 1
|
||||
}
|
||||
if level > dndMaxLevel {
|
||||
level = dndMaxLevel
|
||||
}
|
||||
scores := applyRaceMods(race, classStatPriority(class))
|
||||
c := &DnDCharacter{
|
||||
UserID: userID,
|
||||
Race: race,
|
||||
Class: class,
|
||||
Level: level,
|
||||
STR: scores[0], DEX: scores[1], CON: scores[2],
|
||||
INT: scores[3], WIS: scores[4], CHA: scores[5],
|
||||
PendingSetup: false,
|
||||
AutoMigrated: true,
|
||||
CreatedAt: time.Now().UTC(),
|
||||
UpdatedAt: time.Now().UTC(),
|
||||
}
|
||||
conMod := abilityModifier(c.CON)
|
||||
dexMod := abilityModifier(c.DEX)
|
||||
c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
|
||||
c.HPCurrent = c.HPMax
|
||||
c.ArmorClass = computeAC(c.Class, dexMod)
|
||||
c.ShortRestCharges = c.Level
|
||||
|
||||
if err := ensurePlayerMetaSeed(userID); err != nil {
|
||||
return nil, fmt.Errorf("seed player_meta: %w", err)
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
return nil, fmt.Errorf("save dnd_character: %w", err)
|
||||
}
|
||||
if err := initResources(userID, c.Class); err != nil {
|
||||
return nil, fmt.Errorf("init resources: %w", err)
|
||||
}
|
||||
if err := ensureSpellsForCharacter(c); err != nil {
|
||||
return nil, fmt.Errorf("seed spells: %w", err)
|
||||
}
|
||||
slog.Info("admin: built confirmed character",
|
||||
"user", userID, "race", race, "class", class, "level", level,
|
||||
"hp", c.HPMax, "ac", c.ArmorClass)
|
||||
return c, nil
|
||||
}
|
||||
@@ -290,6 +290,8 @@ func (p *AdventurePlugin) Init() error {
|
||||
go p.expeditionExtractionSweepTicker()
|
||||
go p.expeditionBoredomTicker()
|
||||
go p.mischiefTicker()
|
||||
go p.peteMischiefTicker()
|
||||
go p.peteEquipTicker()
|
||||
|
||||
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
|
||||
p.arenaCleanupStaleRuns()
|
||||
@@ -532,6 +534,8 @@ func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
|
||||
return p.handleEquipCmd(ctx)
|
||||
case lower == "equip-magic" || lower == "equipmagic" || lower == "equip magic":
|
||||
return p.handleEquipMagicCmd(ctx)
|
||||
case lower == "unequip-magic" || lower == "unequipmagic" || lower == "unequip magic":
|
||||
return p.handleUnequipMagicCmd(ctx)
|
||||
case lower == "inventory" || lower == "inv":
|
||||
return p.handleInventoryCmd(ctx)
|
||||
case lower == "leaderboard" || lower == "lb":
|
||||
@@ -593,6 +597,7 @@ const advHelpText = `**Adventure Commands**
|
||||
` + "`!adventure buy <item>`" + ` — Buy equipment (e.g. ` + "`buy Enchanted Blade`" + ` or ` + "`buy 4 sword`" + `)
|
||||
` + "`!adventure equip`" + ` — Equip Masterwork gear from inventory
|
||||
` + "`!adventure equip-magic`" + ` — Equip magic items (curios) into your D&D slots
|
||||
` + "`!adventure unequip-magic`" + ` — Take a worn magic item off and return it to inventory
|
||||
` + "`!adventure sell <item>`" + ` — Sell an inventory item (or ` + "`sell all`" + `)
|
||||
` + "`!adventure inventory`" + ` — View your inventory
|
||||
` + "`!adventure vault`" + ` — Store items safely (Tier-4 Established home; ` + "`vault store/take <item>`" + `)
|
||||
@@ -939,6 +944,8 @@ func (p *AdventurePlugin) resolvePendingInteraction(ctx MessageContext, interact
|
||||
return p.handleMasterworkEquipReply(ctx, interaction)
|
||||
case "magic_equip":
|
||||
return p.resolveMagicEquipReply(ctx, interaction)
|
||||
case "magic_unequip":
|
||||
return p.resolveMagicUnequipReply(ctx, interaction)
|
||||
case "masterwork_equip_confirm":
|
||||
return p.handleMasterworkEquipConfirm(ctx, interaction)
|
||||
case "rival_rps":
|
||||
@@ -1376,6 +1383,10 @@ func (p *AdventurePlugin) announceTreasureToRoom(char *AdventureCharacter, def *
|
||||
if def == nil || def.RoomAnnounce == "" {
|
||||
return
|
||||
}
|
||||
// The same story-grade gate feeds Pete's trophy case. Emit before the
|
||||
// games-room check so a find is still recorded as news even when no room is
|
||||
// configured to announce it in.
|
||||
emitTreasureFound(char.UserID, def, loc)
|
||||
gr := gamesRoom()
|
||||
if gr == "" {
|
||||
return
|
||||
|
||||
@@ -231,6 +231,30 @@ var secretRoomDiscovery = map[string]string{
|
||||
"feywild_crossing.illusion_garden": "🔍 **The Illusion Garden.** A too-kind grove that isn't there when you look straight at it. He can afford beauty here; it costs him nothing to keep.",
|
||||
"dragons_lair.hoard_pillar": "🔍 **A pillar of hoard.** Coin drifted to the ceiling around a single column the wyrm guards more than gold — as if something at its heart were worth more.",
|
||||
"abyss_portal.reality_seam": "🔍 **A seam in the real.** The gate's arithmetic frays here, and through the frayed place a hand once reached to leave a thing behind on the way out.",
|
||||
|
||||
// Tier 6 post-game — the Phylactery Verses of the Ossuary Ascendant. Each
|
||||
// is a stanza of the plan Valdris has been reciting to himself for years;
|
||||
// finding one un-writes a line of his invulnerability before the fight.
|
||||
"ossuary_ascendant.f1b2": "🔍 **The Verse of the Waiting Grave.** Behind a course of bone laid one brick too shallow, the first stanza — inked while he was still only pretending to be dead. Read aloud, it costs him something he was counting on keeping.",
|
||||
"ossuary_ascendant.f2b2": "🔍 **The Verse of the Bait Long Set.** A reliquary that rings hollow gives up the middle stanza: the years of losing on purpose, written as scripture. He signed each defeat like an appointment kept.",
|
||||
"ossuary_ascendant.cap32": "🔍 **The Verse of the Homecoming.** The highest vertebra was set wrong on purpose, and the last stanza waits inside it — the line about you, by name, arriving exactly on schedule. He did not expect you to read it first.",
|
||||
|
||||
// The Unplace — impossible-geometry pockets. Not hidden so much as
|
||||
// briefly, wrongly, adjacent.
|
||||
"unplace.f1b2": "🔍 **The Pocket That Isn't.** A corner you already turned is somehow still ahead, and the room it opens onto was never built — but something has been storing things in it anyway.",
|
||||
"unplace.f2b2": "🔍 **The Unstitched Pocket.** Between two seams the celestial hasn't reached, a gap the geometry forgot to close. What fell through the tear years ago settled here, waiting to be un-fallen.",
|
||||
"unplace.cap32": "🔍 **The Undone Pocket.** A place that is not here, and closer than the door — the shortcut that shouldn't be legal. Whoever last took it left their toll behind, undone but not gone.",
|
||||
|
||||
// The Drowned Star — radiant pockets of the wreck, lit from within by the
|
||||
// dying star Seraphel still shields.
|
||||
"drowned_star.f1b2": "🔍 **The Radiant Wreck-Pocket.** Off the pilgrim road, past a pressure that folds lesser divers, a pocket of hull still glowing with the star's oldest light — and the offerings of pilgrims who made it this far and no further.",
|
||||
"drowned_star.f2b2": "🔍 **The Star-Lit Vault.** One lantern here is not a lure. It leads to a vault the trench sealed with radiance instead of stone, and the light has been keeping its contents ten thousand years fresh.",
|
||||
"drowned_star.cap32": "🔍 **The Heart's Own Light.** A crack in the radiance, where the star leaks the light it was born with. Reaching in is reaching into the thing Seraphel has died a little every day to protect.",
|
||||
|
||||
// The Last Meridian — hours the Custodian hasn't decommissioned yet.
|
||||
"last_meridian.f1b2": "🔍 **The Unspent Hour-Pocket.** The Hour Thief overlooked one recess, and the hour it holds is still whole — sixty unspent minutes the observatory never got to bill.",
|
||||
"last_meridian.f2b2": "🔍 **The Unwound Vault.** Behind the escapement, on the rhythm's dead beat, a strongroom the pendulum's swing kept sealed. Time out of phase with the rest of the clock, and everything left in it, out of phase too.",
|
||||
"last_meridian.cap32": "🔍 **The Hour Never Struck.** One hour on the great face was never dismantled — never even struck. It is still open, and inside it the world's timekeeping kept a little of everything it measured.",
|
||||
}
|
||||
|
||||
// secretRoomDiscoveryLine returns the discovery flavor for a secret room,
|
||||
@@ -261,6 +285,13 @@ var bossEpilogues = map[ZoneID]string{
|
||||
ZoneFeywildCrossing: "The Thornmother's garden was the loveliest cage on the road, tended for a patient guest. He can afford patience; you are learning why. She wilts, and the too-kind light dims by exactly one degree.",
|
||||
ZoneDragonsLair: "Behind Infernax's hoard, past the last of the gold, a single crown rests on no head — guarded better than the treasure, because it was the one thing here he was ever paid to keep. The dragon dies never knowing what it was.",
|
||||
ZoneAbyssPortal: "Belaxath guarded a door that opens outward, built by someone who only ever meant to leave through it. As the demon falls, the gate does not close. It was never meant to keep things out — only to let one thing come home.",
|
||||
|
||||
// Tier 6 post-game epilogues — beyond the edge of the map.
|
||||
ZoneOssuaryAscendant: "Valdris does not gloat when he goes; he files. His last breath is a clerk's satisfaction — the plan closed, the ledger squared, the grave at last furnished to code. He dies the only person here who was never surprised by anything, and that, more than the crown, is what you take home.",
|
||||
ZoneFirstHoard: "Aurvandryx never wanted the gold; the gold wanted her, gathered itself into a bed around her clutch the way frost gathers on the warmest thing left in a room. She dies shielding eggs that will not hatch, and the mountain finally, truly cools. Every dragon you ever fought was a scale she shed and forgot.",
|
||||
ZoneUnplace: "The Seamstress finishes her stitch as she falls, and the wound she was sewing shut simply — stops needing to be. The Unplace folds back into a single honest room. She volunteered for this centuries early, and no one ever came to relieve her. You are the closest thing to relief she got.",
|
||||
ZoneDrownedStar: "Seraphel lets go. Ten thousand years she would not, and now the dying star sinks the last fathom into the dark and is, mercifully, only dark. She is not sad. She is off-duty, for the first time since the world had names, and the trench goes quiet in a way that is almost a held breath finally let out.",
|
||||
ZoneLastMeridian: "The Custodian apologizes one final time, on schedule, and then the hour it was dismantling simply doesn't arrive. The clocks do not stop so much as agree to stop mattering. Its contract is complete. It thanks you for your patience — and you realize, too late to ask, who it was that hired it.",
|
||||
}
|
||||
|
||||
// bossEpilogueLine returns the campaign capstone for a zone boss, or "" for
|
||||
|
||||
@@ -350,19 +350,20 @@ type mischiefContract struct {
|
||||
BlessingCount int
|
||||
Source string
|
||||
Outcome string
|
||||
OrderGUID string // the web order this was opened for; "" for a Matrix buy
|
||||
CreatedAt time.Time
|
||||
WindowEndsAt time.Time
|
||||
}
|
||||
|
||||
const mischiefCols = `contract_id, buyer_id, target_id, tier, fee, paid, status, signed,
|
||||
escalation_count, COALESCE(escalated_by, ''), blessing_count, source, COALESCE(outcome, ''),
|
||||
created_at, window_ends_at`
|
||||
COALESCE(order_guid, ''), created_at, window_ends_at`
|
||||
|
||||
func scanMischief(row interface{ Scan(...any) error }) (*mischiefContract, error) {
|
||||
c := &mischiefContract{}
|
||||
err := row.Scan(&c.ID, &c.BuyerID, &c.TargetID, &c.Tier, &c.Fee, &c.Paid, &c.Status,
|
||||
&c.Signed, &c.EscalationCount, &c.EscalatedBy, &c.BlessingCount, &c.Source, &c.Outcome,
|
||||
&c.CreatedAt, &c.WindowEndsAt)
|
||||
&c.OrderGUID, &c.CreatedAt, &c.WindowEndsAt)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
@@ -382,14 +383,32 @@ func scanMischief(row interface{ Scan(...any) error }) (*mischiefContract, error
|
||||
func insertMischiefContract(c *mischiefContract) error {
|
||||
_, err := db.Get().Exec(
|
||||
`INSERT INTO mischief_contracts
|
||||
(contract_id, buyer_id, target_id, tier, fee, paid, status, signed, source,
|
||||
(contract_id, buyer_id, target_id, tier, fee, paid, status, signed, source, order_guid,
|
||||
created_at, window_ends_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`,
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`,
|
||||
c.ID, string(c.BuyerID), string(c.TargetID), c.Tier, c.Fee, c.Paid,
|
||||
c.Status, c.Signed, c.Source, c.CreatedAt, c.WindowEndsAt)
|
||||
c.Status, c.Signed, c.Source, c.OrderGUID, c.CreatedAt, c.WindowEndsAt)
|
||||
return err
|
||||
}
|
||||
|
||||
// mischiefContractByOrderGUID finds the contract opened for a web order, if one
|
||||
// exists. It is the idempotency backstop for the storefront's retrying claim
|
||||
// loop: a placement that already created a contract must not create a second, so
|
||||
// the loop checks here before it debits or inserts. Returns nil when no contract
|
||||
// carries this order (the normal first-attempt case).
|
||||
func mischiefContractByOrderGUID(orderGUID string) *mischiefContract {
|
||||
if orderGUID == "" {
|
||||
return nil
|
||||
}
|
||||
row := db.Get().QueryRow(
|
||||
`SELECT `+mischiefCols+` FROM mischief_contracts WHERE order_guid = ?`, orderGUID)
|
||||
c, err := scanMischief(row)
|
||||
if err != nil {
|
||||
return nil // sql.ErrNoRows (the common case) or a scan miss — treat as absent
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
// blessMischiefContract adds one ward to an open contract and reports whether it
|
||||
// took. The cap and the still-open check are in the WHERE clause, not in the
|
||||
// caller: the window is a scramble, and a room that piles four blessings in the
|
||||
@@ -799,6 +818,186 @@ func (p *AdventurePlugin) mischiefSendCmd(ctx MessageContext, fields []string) e
|
||||
mischiefBuyerNote(signed)))
|
||||
}
|
||||
|
||||
// Web-order verdicts. These strings are the storefront order statuses Pete files,
|
||||
// so they are part of the wire contract — see internal/storage/mischief.go.
|
||||
const (
|
||||
mischiefWebPlaced = "placed"
|
||||
mischiefWebBouncedFunds = "bounced_funds"
|
||||
mischiefWebBouncedIneligible = "bounced_ineligible"
|
||||
)
|
||||
|
||||
// mischiefWebResult is the outcome of a web placement. Retry means "leave the
|
||||
// order pending" — a transient failure (DB hiccup, half-done state) the poll loop
|
||||
// should try again — and is never itself a verdict Pete files.
|
||||
type mischiefWebResult struct {
|
||||
Status string
|
||||
Detail string
|
||||
Retry bool
|
||||
}
|
||||
|
||||
// placeWebMischief opens a contract for a web storefront order. It is the poll
|
||||
// loop's fulfilment path, and differs from the Matrix mischiefSendCmd in exactly
|
||||
// the ways a retrying wire demands:
|
||||
//
|
||||
// - The order guid is the idempotency key. The euro debit goes through
|
||||
// DebitIdem keyed on it, and the contract is stamped with it, so a claim
|
||||
// whose ack was lost can re-run the whole thing without charging twice or
|
||||
// opening a second contract.
|
||||
// - It debits *before* checking eligibility, then refunds if the target turns
|
||||
// out ineligible. Doing it in that order keeps the money state a pure
|
||||
// function of the guid: on any retry the debit is a settled fact, not a
|
||||
// coin-flip on where we crashed. The Matrix path can afford the friendlier
|
||||
// check-first flow because it never retries.
|
||||
// - It returns a verdict for Pete to render instead of replying in a room.
|
||||
//
|
||||
// The buyer is DM'd the same way a Matrix buyer is told, and the victim and news
|
||||
// feed see exactly what a Matrix contract produces — a web hit is indistinguishable
|
||||
// downstream from one placed in chat.
|
||||
func (p *AdventurePlugin) placeWebMischief(order peteclient.MischiefOrder) mischiefWebResult {
|
||||
// Already fulfilled on a prior attempt — the surest idempotency check there
|
||||
// is. Report placed without touching money again.
|
||||
if existing := mischiefContractByOrderGUID(order.GUID); existing != nil {
|
||||
return mischiefWebResult{Status: mischiefWebPlaced, Detail: "already placed"}
|
||||
}
|
||||
|
||||
tier, ok := mischiefTierByKey(order.Tier)
|
||||
if !ok {
|
||||
return mischiefWebResult{Status: mischiefWebBouncedIneligible, Detail: "unknown tier"}
|
||||
}
|
||||
|
||||
buyerID, ok := p.mischiefBuyerMXID(order.BuyerUsername)
|
||||
if !ok {
|
||||
return mischiefWebResult{Status: mischiefWebBouncedIneligible, Detail: "unknown buyer"}
|
||||
}
|
||||
targetID, ok := resolveRosterToken(order.TargetToken)
|
||||
if !ok {
|
||||
return mischiefWebResult{Status: mischiefWebBouncedIneligible, Detail: "that adventurer is no longer on the board"}
|
||||
}
|
||||
if targetID == buyerID {
|
||||
return mischiefWebResult{Status: mischiefWebBouncedIneligible, Detail: "you can't put a price on your own head"}
|
||||
}
|
||||
|
||||
// Serialise this buyer's placements, same discipline as the Matrix path: two
|
||||
// orders in one poll batch can't both slip past the daily cap.
|
||||
lock := p.advUserLock(buyerID)
|
||||
lock.Lock()
|
||||
defer lock.Unlock()
|
||||
|
||||
now := time.Now().UTC()
|
||||
if n := mischiefBuyerCountSince(buyerID, now.Add(-24*time.Hour)); n >= mischiefBuyerDailyCap {
|
||||
return mischiefWebResult{Status: mischiefWebBouncedIneligible, Detail: fmt.Sprintf("daily limit reached (%d today)", n)}
|
||||
}
|
||||
|
||||
price := tier.Fee
|
||||
if order.Signed {
|
||||
price = mischiefSignedFee(tier.Fee)
|
||||
}
|
||||
|
||||
// Affordability gate, matching the Matrix path: a mischief buy takes no credit,
|
||||
// so a buyer short of the fee is bounced before any money moves. The gate is
|
||||
// skipped on a retry of an order already debited — re-reading the now-lower
|
||||
// balance would wrongly bounce a hit that was already paid for.
|
||||
if !p.euro.HasExternalTx(order.GUID) && int(p.euro.GetBalance(buyerID)) < price {
|
||||
return mischiefWebResult{Status: mischiefWebBouncedFunds, Detail: fmt.Sprintf("a %s runs %s", strings.ToLower(tier.Display), fmtEuro(price))}
|
||||
}
|
||||
|
||||
// Debit, keyed on the order guid so a replay is a no-op. ok=false means the
|
||||
// buyer is already past the debt floor, which the gate above all but rules out.
|
||||
debited, _, err := p.euro.DebitIdem(buyerID, float64(price), "mischief_contract_web", order.GUID)
|
||||
if err != nil {
|
||||
slog.Warn("mischief: web debit errored, will retry", "order", order.GUID, "err", err)
|
||||
return mischiefWebResult{Retry: true}
|
||||
}
|
||||
if !debited {
|
||||
return mischiefWebResult{Status: mischiefWebBouncedFunds, Detail: fmt.Sprintf("a %s runs %s", strings.ToLower(tier.Display), fmtEuro(price))}
|
||||
}
|
||||
|
||||
// From here the buyer is debited; every failure path must refund. The refund
|
||||
// keys on a distinct external id so it can't be swallowed as a replay of the
|
||||
// debit itself.
|
||||
refund := func() {
|
||||
if _, _, err := p.euro.CreditIdem(buyerID, float64(price), "mischief_refund_web", order.GUID+":refund"); err != nil {
|
||||
slog.Error("mischief: web refund failed — buyer is short", "order", order.GUID, "buyer", buyerID, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
if reason := p.mischiefTargetable(targetID, tier, now); reason != "" {
|
||||
refund()
|
||||
return mischiefWebResult{Status: mischiefWebBouncedIneligible, Detail: reason}
|
||||
}
|
||||
|
||||
c := &mischiefContract{
|
||||
ID: uuid.NewString(),
|
||||
BuyerID: buyerID,
|
||||
TargetID: targetID,
|
||||
Tier: tier.Key,
|
||||
Fee: tier.Fee,
|
||||
Paid: price,
|
||||
Status: mischiefStatusOpen,
|
||||
Signed: order.Signed,
|
||||
Source: "web",
|
||||
OrderGUID: order.GUID,
|
||||
CreatedAt: now,
|
||||
WindowEndsAt: now.Add(mischiefWindow),
|
||||
}
|
||||
if err := insertMischiefContract(c); err != nil {
|
||||
// Distinguish the one legitimate rejection from a transient write failure,
|
||||
// the same way the Matrix path does — the two want opposite handling.
|
||||
if liveMischiefForTarget(targetID) != nil {
|
||||
// A rival contract is already on this target (ours isn't: we checked
|
||||
// order_guid up top). Refund and terminally bounce; the buyer lost a
|
||||
// race, not money.
|
||||
refund()
|
||||
slog.Warn("mischief: web contract lost the race", "order", order.GUID, "target", targetID)
|
||||
return mischiefWebResult{Status: mischiefWebBouncedIneligible, Detail: "someone already sent a monster their way"}
|
||||
}
|
||||
// A real write failure with no rival to blame. Leave the debit in place
|
||||
// and the order pending — the guid makes the next poll's re-run a no-op on
|
||||
// the money and a clean retry on the insert, which is the whole point of
|
||||
// keying on it. Refunding here would both drop a placeable hit and, worse,
|
||||
// hand out a free contract if the retry then succeeded against the credit.
|
||||
slog.Warn("mischief: web contract insert failed, will retry", "order", order.GUID, "target", targetID, "err", err)
|
||||
return mischiefWebResult{Retry: true}
|
||||
}
|
||||
|
||||
p.announceMischiefContract(c, tier)
|
||||
p.dmMischiefVictim(c, tier)
|
||||
emitMischiefContractNews(c, tier)
|
||||
p.dmMischiefWebBuyer(buyerID, c, tier)
|
||||
|
||||
return mischiefWebResult{Status: mischiefWebPlaced, Detail: fmt.Sprintf("a %s is on the way", strings.ToLower(tier.Display))}
|
||||
}
|
||||
|
||||
// mischiefBuyerMXID reconstructs the buyer's Matrix id from the username Pete
|
||||
// sent. Authentik's preferred_username is the Matrix localpart by construction
|
||||
// (verified on the MAS box), so the buyer is @<username>:<our homeserver>. We
|
||||
// lowercase because Matrix localparts are lowercase and an Authentik display of
|
||||
// the name may not be. Fails closed if the client isn't up (tests) or the name
|
||||
// is empty.
|
||||
func (p *AdventurePlugin) mischiefBuyerMXID(username string) (id.UserID, bool) {
|
||||
lp := strings.ToLower(strings.TrimSpace(username))
|
||||
if lp == "" || p.Client == nil {
|
||||
return "", false
|
||||
}
|
||||
server := p.Client.UserID.Homeserver()
|
||||
if server == "" {
|
||||
return "", false
|
||||
}
|
||||
return id.NewUserID(lp, server), true
|
||||
}
|
||||
|
||||
// dmMischiefWebBuyer tells a web buyer their hit is out, the same courtesy a
|
||||
// Matrix buyer gets in-thread. Best-effort: a buyer with no DM room open just
|
||||
// watches the storefront status instead.
|
||||
func (p *AdventurePlugin) dmMischiefWebBuyer(buyerID id.UserID, c *mischiefContract, tier mischiefTier) {
|
||||
msg := fmt.Sprintf("😈 The word's out. A **%s** is on its way to **%s** — it finds them in about %s.\n%s",
|
||||
strings.ToLower(tier.Display), p.DisplayName(c.TargetID), formatDuration(mischiefWindow),
|
||||
mischiefBuyerNote(c.Signed))
|
||||
if err := p.SendDM(buyerID, msg); err != nil {
|
||||
slog.Debug("mischief: web buyer DM failed", "buyer", buyerID, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
// mischiefOpenContractFor resolves "@user" to the contract currently open against
|
||||
// them, or explains why the room can't act on it. A contract already claimed for
|
||||
// delivery is deliberately out of reach: the monster is in the room with them and
|
||||
|
||||
@@ -97,7 +97,7 @@ func TestBuildFightSeats_ConsumesTheAbilityOnceAndCarriesItOnTheSeat(t *testing.
|
||||
ragingBerserker(t, uid)
|
||||
|
||||
seats, _, _, refusal := (&AdventurePlugin{}).buildFightSeats(
|
||||
uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0)
|
||||
uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0, nil)
|
||||
if refusal != "" {
|
||||
t.Fatalf("fight refused: %s", refusal)
|
||||
}
|
||||
@@ -125,7 +125,7 @@ func TestBuildZoneCombatants_RebuildKeepsTheRageForTheWholeFight(t *testing.T) {
|
||||
ragingBerserker(t, uid)
|
||||
p := &AdventurePlugin{}
|
||||
|
||||
seats, _, _, refusal := p.buildFightSeats(uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0)
|
||||
seats, _, _, refusal := p.buildFightSeats(uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0, nil)
|
||||
if refusal != "" {
|
||||
t.Fatalf("fight refused: %s", refusal)
|
||||
}
|
||||
@@ -171,7 +171,7 @@ func TestBuildFightSeats_SatOutMemberKeepsTheirArmedAbility(t *testing.T) {
|
||||
}
|
||||
|
||||
seats, _, _, refusal := (&AdventurePlugin{}).buildFightSeats(
|
||||
leader, []id.UserID{leader, downed}, dndBestiary["goblin"], 1, 0)
|
||||
leader, []id.UserID{leader, downed}, dndBestiary["goblin"], 1, 0, nil)
|
||||
if refusal != "" {
|
||||
t.Fatalf("fight refused: %s", refusal)
|
||||
}
|
||||
|
||||
@@ -371,7 +371,7 @@ type DeathTransitionResult struct {
|
||||
func transitionDeath(p DeathTransitionParams) DeathTransitionResult {
|
||||
var r DeathTransitionResult
|
||||
|
||||
if p.AllowPardon && p.ChatLevel >= 20 && p.Char.PardonAvailable() && rand.Float64() < 0.33 {
|
||||
if p.AllowPardon && p.ChatLevel >= 20 && p.Char.PardonAvailable() && simFloat64() < 0.33 {
|
||||
r.Pardoned = true
|
||||
now := time.Now().UTC()
|
||||
p.Char.LastPardonUsed = &now
|
||||
|
||||
@@ -97,7 +97,7 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
|
||||
|
||||
// Seat the whole party, leader first. A solo player is a one-seat roster and
|
||||
// takes the path they always took: one build, one INSERT, no participant rows.
|
||||
seats, enemy, senderSkip, refusal := p.buildFightSeats(ctx.Sender, roster, monster, int(zone.Tier), run.DMMood)
|
||||
seats, enemy, senderSkip, refusal := p.buildFightSeats(ctx.Sender, roster, monster, int(zone.Tier), run.DMMood, run)
|
||||
if refusal != "" {
|
||||
return p.replyDM(ctx, refusal)
|
||||
}
|
||||
@@ -119,6 +119,17 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
|
||||
return p.replyDM(ctx, "Couldn't start the fight: "+err.Error())
|
||||
}
|
||||
|
||||
// Layer-2 boss state that is spent mid-fight (Valdris's Phylactery Verses)
|
||||
// is seeded onto the fresh session ONCE, from the route the player walked to
|
||||
// get here — not on the per-round rebuild, which would resurrect spent
|
||||
// rebirths. enemyHP is the party-scaled pool persisted above. No-op for every
|
||||
// non-hooked enemy.
|
||||
if seedBossRunStatuses(sess, monster.ID, enemyHP, run) {
|
||||
if err := saveCombatSession(sess); err != nil {
|
||||
return p.replyDM(ctx, "Couldn't start the fight: "+err.Error())
|
||||
}
|
||||
}
|
||||
|
||||
var b strings.Builder
|
||||
if isBoss {
|
||||
if line := composeBossEntry(zone.ID, run.RunID, run.CurrentRoom); line != "" {
|
||||
@@ -696,6 +707,24 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
|
||||
PlayerHeal: out.PlayerHeal,
|
||||
EnemySkip: out.EnemySkip,
|
||||
}
|
||||
// Revive the arcane-blaster sustained cantrip floor in the turn engine.
|
||||
// combat_engine.go:590 deals CantripPerRound flat every round, but that
|
||||
// path is the swing-based engine (SimulateCombat). Auto-resolve — the
|
||||
// live path for every expedition — runs the turn engine, where a caster
|
||||
// autocasts and never weapon-swings, so the floor was dead code: casters
|
||||
// fought at bare cantrip dice (~4d10≈22 at L20). Lift LANDED cantrip
|
||||
// damage to the floor, but only when the cast already connected
|
||||
// (eff.EnemyDamage > 0) — a whiffed Fire Bolt still whiffs, so the ~35%
|
||||
// miss variance survives and the floor doesn't become a guaranteed flat
|
||||
// hammer (that overshot to ~99%). Damage cantrips only; slot spells keep
|
||||
// their rolled damage. Only Mage/Sorcerer/Warlock carry a nonzero
|
||||
// CantripPerRound, so this is self-targeting.
|
||||
if spell.Level == 0 && eff.EnemyDamage > 0 &&
|
||||
(spell.Effect == EffectDamageAttack || spell.Effect == EffectDamageSave || spell.Effect == EffectDamageAuto) {
|
||||
if floor := ct.players[seat].Mods.CantripPerRound; floor > eff.EnemyDamage {
|
||||
eff.EnemyDamage = floor
|
||||
}
|
||||
}
|
||||
// §1 — redirect the heal onto the named ally. The roll is the same; only
|
||||
// the body it lands on changes. This is the line that makes a cleric a
|
||||
// cleric: until it existed, every heal in the engine was a self-heal, and
|
||||
|
||||
@@ -181,6 +181,20 @@ type CombatModifiers struct {
|
||||
SpellPreDamage int
|
||||
SpellPreDamageDesc string
|
||||
SpellEnemySkipFirst bool
|
||||
|
||||
// At-will cantrip channel. Arcane blasters (Mage/Sorcerer/Warlock) throw a
|
||||
// scaling damage cantrip EVERY round — 5e cantrips are the caster's at-will
|
||||
// floor and scale to 4 dice at L17 (Fire Bolt 4d10, Eldritch Blast 4 beams).
|
||||
// The pre-combat one-shot SpellPreDamage modelled a single leveled cast and
|
||||
// left the caster swinging a stick for the rest of the fight; that is the
|
||||
// whole of the caster T5-room wall (one burst can't finish a 65-HP monster
|
||||
// and the quarterstaff floor does nothing). CantripPerRound is dealt as flat
|
||||
// magic damage at the top of resolvePlayerSwings each round — no dice roll,
|
||||
// so the RNG stream is stable and variance stays low. 0 for non-casters, so
|
||||
// martial combat is byte-identical. Halved by enemy spell_resist like any
|
||||
// spell. CantripDesc is the narration hook (spell name).
|
||||
CantripPerRound int
|
||||
CantripDesc string
|
||||
}
|
||||
|
||||
type Combatant struct {
|
||||
@@ -428,6 +442,14 @@ type combatState struct {
|
||||
enemyRegen int // regenerate: enemy heals this much each round end
|
||||
enemySurviveArmed bool // survive_at_1: enemy cheats death once, dropping to 1 HP
|
||||
|
||||
// Phylactery Verses (T6 Valdris) — stackable rebirth. enemyReviveCharges is
|
||||
// how many times the boss still cheats death; each revives it to
|
||||
// enemyReviveHP. Seeded once at fight start from unfound Verses, round-tripped
|
||||
// through CombatStatuses. Distinct from enemySurviveArmed (a one-shot 1-HP
|
||||
// proc): a rebirth restores a meaningful pool, and there can be several.
|
||||
enemyReviveCharges int
|
||||
enemyReviveHP int
|
||||
|
||||
// Phase 13 bestiary slice 4 — the former flavor-only placeholders, now
|
||||
// backed by real state.
|
||||
enemySpellResist bool // spell_resist: player spell damage against this enemy is halved
|
||||
@@ -435,6 +457,25 @@ type combatState struct {
|
||||
enemyFearImmune bool // fear_immune: player control spells (enemy-skip) fizzle against this enemy
|
||||
enemyAtkBuff int // ally_buff: flat, accumulating bonus to the enemy's attack damage
|
||||
|
||||
// Amendment (T6 Custodian) — an in-combat Layer-2 hook resolved at round end
|
||||
// by applyBossInCombatRoundEnd. enemyRewindHP is the boss's round-3 HP
|
||||
// snapshot (0 until captured); enemyRewindUsed gates the once-only rewind
|
||||
// that restores it to that snapshot when the boss crosses into phase 2. The
|
||||
// soft midnight timer past round 20 rides enemyAtkBuff. Round-tripped through
|
||||
// CombatStatuses; zero/false for every non-Custodian fight.
|
||||
enemyRewindHP int
|
||||
enemyRewindUsed bool
|
||||
|
||||
// Inversion Stitch (T6 Seamstress) — an in-combat Layer-2 hook resolved at
|
||||
// round end by applyBossInCombatRoundEnd, live only in the boss's phase 2.
|
||||
// inversionActive is the number of rounds the room stays sewn inside-out
|
||||
// (heals sting instead of mend, gated in stepPlayerActionEffect); it counts
|
||||
// down one per round end. inversionTelegraph warns the round before a pulse
|
||||
// activates, so a player who watches the tell can hold their heals. Both
|
||||
// round-trip through CombatStatuses; zero/false for every non-Seamstress fight.
|
||||
inversionActive int
|
||||
inversionTelegraph bool
|
||||
|
||||
round int
|
||||
events []CombatEvent
|
||||
|
||||
@@ -541,6 +582,31 @@ func maybeTriggerOrcRage(st *combatState, player *Combatant, phaseName string) {
|
||||
// consumes once-per-fight openers (AutoCritFirst, FirstAttackBonus,
|
||||
// AssassinateAdvantage) via st flags — extras roll vanilla.
|
||||
func resolvePlayerSwings(st *combatState, player, enemy *Combatant, phase *CombatPhase, result *CombatResult) bool {
|
||||
// At-will cantrip: fires once per round before the weapon swing, independent
|
||||
// of whether the swing connects (a caster who whiffs the stick still throws
|
||||
// its Fire Bolt). Flat magic damage, halved by spell_resist. 0 for
|
||||
// non-casters → skipped entirely, so martial combat draws no extra events
|
||||
// and no RNG. See CantripPerRound in CombatModifiers.
|
||||
if player.Mods.CantripPerRound > 0 && st.enemyHP > 0 {
|
||||
dmg := player.Mods.CantripPerRound
|
||||
if enemyResistsSpells(enemy, st) {
|
||||
dmg = max(1, dmg/2)
|
||||
}
|
||||
st.enemyHP = max(0, st.enemyHP-dmg)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phase.Name, Actor: "player", Action: "cantrip",
|
||||
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
Desc: player.Mods.CantripDesc,
|
||||
})
|
||||
// Route the kill through enemyDown, not a raw HP read: a boss that cheats
|
||||
// death (survive_at_1) or holds a phylactery rebirth (T6 Valdris) must get
|
||||
// that chance even when the lethal blow is the at-will cantrip. enemyDown
|
||||
// restores its HP and returns false, so the weapon swing below resolves
|
||||
// against the revived pool. Mirrors resolvePlayerAttack's own kill routing.
|
||||
if enemyDown(st, phase.Name) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
if resolvePlayerAttack(st, player, enemy, phase, result) {
|
||||
return true
|
||||
}
|
||||
@@ -1308,6 +1374,19 @@ func enemyDown(st *combatState, phaseName string) bool {
|
||||
})
|
||||
return false
|
||||
}
|
||||
// Phylactery Verses (T6 Valdris): a stackable rebirth. Each unfound Verse
|
||||
// left one of these charges, and each restores a real pool rather than the
|
||||
// 1-HP stay above — a full-clear explorer stripped them all and fights a
|
||||
// mortal, a skip-route fights a god who keeps getting back up.
|
||||
if st.enemyReviveCharges > 0 {
|
||||
st.enemyReviveCharges--
|
||||
st.enemyHP = max(1, st.enemyReviveHP)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: phaseName, Actor: "enemy", Action: "phylactery_rebirth",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
})
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
|
||||
@@ -242,6 +242,10 @@ func renderEvent(e CombatEvent, playerName, enemyName string, result CombatResul
|
||||
case "concentration_tick":
|
||||
return fmt.Sprintf(pickRand(narrativeConcentrationTick), e.Damage)
|
||||
|
||||
case "cantrip":
|
||||
// e.Desc is the spell name (Fire Bolt / Eldritch Blast); e.Damage the hit.
|
||||
return fmt.Sprintf(pickRand(narrativeCantrip), e.Desc, e.Damage)
|
||||
|
||||
case "pet_deflect":
|
||||
return pickRand(narrativePetDeflect)
|
||||
|
||||
@@ -331,6 +335,18 @@ func renderEvent(e CombatEvent, playerName, enemyName string, result CombatResul
|
||||
return pickRand(narrativeSurviveArmed)
|
||||
case "survive_at_1":
|
||||
return pickRand(narrativeSurvive)
|
||||
case "phylactery_rebirth":
|
||||
return pickRand(narrativePhylacteryRebirth)
|
||||
case "amendment_rewind":
|
||||
return pickRand(narrativeAmendmentRewind)
|
||||
case "midnight_toll":
|
||||
return fmt.Sprintf(pickRand(narrativeMidnightToll), e.Damage)
|
||||
case "inversion_telegraph":
|
||||
return pickRand(narrativeInversionTelegraph)
|
||||
case "inversion_stitch":
|
||||
return pickRand(narrativeInversionStitch)
|
||||
case "heal_inverted":
|
||||
return fmt.Sprintf(pickRand(narrativeHealInverted), e.Damage)
|
||||
case "stat_drain":
|
||||
return fmt.Sprintf(pickRand(narrativeStatDrain), e.Damage)
|
||||
case "debuff":
|
||||
@@ -546,6 +562,15 @@ var narrativeConcentrationTick = []string{
|
||||
"🌀 The enemy steps wrong and the standing magic answers, %d damage. It does not move on.",
|
||||
}
|
||||
|
||||
// narrativeCantrip fires each round an arcane blaster throws its at-will cantrip
|
||||
// (Fire Bolt / Eldritch Blast) before the weapon swing. %s is the spell name,
|
||||
// %d the damage — a caster's sustained floor, so it lands every round.
|
||||
var narrativeCantrip = []string{
|
||||
"✨ %s streaks out and burns home — %d damage. The at-will floor never stops.",
|
||||
"✨ A bolt of %s answers before the staff even moves, scorching for %d.",
|
||||
"✨ %s lances the enemy for %d. No incantation, no wind-up — just the steady arcane drum.",
|
||||
}
|
||||
|
||||
var narrativePetDeflect = []string{
|
||||
"🐾 Your pet intercepts the blow. Damage halved. Your pet is now your best piece of equipment.",
|
||||
"🐾 Your pet pushes you aside at the last second. Impact reduced. You did not ask to be pushed. Results speak for themselves.",
|
||||
@@ -761,6 +786,52 @@ var narrativeSurvive = []string{
|
||||
"🕯️ The enemy by all rights should be down. It is, instead, very barely up.",
|
||||
}
|
||||
|
||||
// narrativePhylacteryRebirth fires when Valdris burns a Verse the player left
|
||||
// un-found: a bound rebirth spends and the lich reassembles. Each line reads as
|
||||
// "you skipped one of these" so the mechanic teaches itself over a wipe.
|
||||
var narrativePhylacteryRebirth = []string{
|
||||
"💀 The lich comes apart — and a Verse you never found sings him back together. He rises, unhurried.",
|
||||
"💀 Bone-dust swirls up off the floor and re-seats itself. A rebirth you didn't unbind just spent itself. He stands.",
|
||||
"💀 That should have been the end of him. A Verse still hums somewhere in the cathedral, and Valdris simply *begins again*.",
|
||||
}
|
||||
|
||||
// narrativeAmendmentRewind fires when the Custodian rewinds itself to its round-3
|
||||
// HP snapshot — the once-only Amendment. Each line reads as time being undone so
|
||||
// the mechanic (front-loaded burst is partly refunded) teaches itself over a run.
|
||||
var narrativeAmendmentRewind = []string{
|
||||
"🕰️ The Custodian raises a hand and *edits the last few minutes out of the record.* Wounds close in reverse; the clock-golem stands as it did rounds ago.",
|
||||
"🕰️ \"That entry is amended.\" The damage you dealt simply un-happens — the Custodian rewinds to where it was and resumes, unhurried.",
|
||||
"🕰️ Verdigris rings spin backward. Time you spent hurting it is refunded to the golem; it returns to its round-three self and keeps working.",
|
||||
}
|
||||
|
||||
// narrativeMidnightToll fires past round 20 — the soft closing-time timer, the
|
||||
// Custodian's Attack climbing each round a stalled fight refuses to end.
|
||||
var narrativeMidnightToll = []string{
|
||||
"🔔 A bell tolls somewhere above. Closing time — the Custodian's swings come harder. (+%d attack)",
|
||||
"🔔 The hour is nearly spent, and so is its patience; each blow lands with more weight now. (+%d attack)",
|
||||
}
|
||||
|
||||
// narrativeInversionTelegraph fires one round before an Inversion Stitch pulse —
|
||||
// the Seamstress's tell. It reads as a warning so a player learns to hold heals.
|
||||
var narrativeInversionTelegraph = []string{
|
||||
"🧵 The Seamstress draws a thread taut and the room *shivers* — walls flexing toward inside-out. Whatever you were about to mend, hold it. (next round, healing turns against you)",
|
||||
"🧵 A seam in the air puckers. The geometry is about to flip; a cure cast into it will run backward. (inversion incoming next round)",
|
||||
}
|
||||
|
||||
// narrativeInversionStitch fires when a pulse activates — the room is sewn
|
||||
// inside-out and healing now wounds for the pulse's duration.
|
||||
var narrativeInversionStitch = []string{
|
||||
"🧵 The stitch pulls through. The room is inside-out now — for a moment, to heal is to hurt.",
|
||||
"🧵 Everything turns wrong-way-round. Mending and wounding have swapped ends of the needle.",
|
||||
}
|
||||
|
||||
// narrativeHealInverted fires each time a heal lands during an active pulse: the
|
||||
// cure runs backward and stings instead. Teaches the mechanic on the spot.
|
||||
var narrativeHealInverted = []string{
|
||||
"🧵 The heal runs backward through the inverted room — the cure opens the wound it meant to close. (%d damage)",
|
||||
"🧵 Healing turns against its target in the sewn-inside-out air; the mend lands as a sting. (%d damage)",
|
||||
}
|
||||
|
||||
var narrativeStatDrain = []string{
|
||||
"🩸 The enemy saps your strength — your swings feel heavier, weaker. (-%d hit damage)",
|
||||
"🩸 Something drains out of your limbs. Your hits won't bite as deep now. (-%d damage)",
|
||||
|
||||
@@ -51,7 +51,7 @@ func fightRoster(sender id.UserID) []id.UserID {
|
||||
// The enemy is built once. Every seat's build derives the identical stat block
|
||||
// from (monster, tier, dmMood); only the player half varies.
|
||||
func (p *AdventurePlugin) buildFightSeats(
|
||||
sender id.UserID, roster []id.UserID, monster DnDMonsterTemplate, tier, dmMood int,
|
||||
sender id.UserID, roster []id.UserID, monster DnDMonsterTemplate, tier, dmMood int, run *DungeonRun,
|
||||
) (seats []CombatSeatSetup, enemy *Combatant, senderSkip, refusal string) {
|
||||
skip := func(uid id.UserID, why string) {
|
||||
if uid == sender {
|
||||
@@ -157,6 +157,13 @@ func (p *AdventurePlugin) buildFightSeats(
|
||||
// actually seated — a member who was skipped (downed, busy elsewhere) never
|
||||
// joined the fight and must not be charged to the enemy.
|
||||
applySeatWeights(seatCombatants(seats), levels, companions)
|
||||
|
||||
// Fold in any Layer-2 pre-combat boss mechanic before this enemy is used to
|
||||
// persist the initial HP pool. partyCombatantsForSession re-applies the same
|
||||
// modifier on every round's rebuild; doing it here keeps the persisted stat
|
||||
// block consistent with the fight the engine will actually run. No-op for
|
||||
// every non-hooked enemy.
|
||||
applyBossRunModifiers(monster.ID, enemy, run)
|
||||
return seats, enemy, senderSkip, ""
|
||||
}
|
||||
|
||||
|
||||
@@ -109,7 +109,7 @@ func TestBuildFightSeats_SoloSeatsExactlyThePlayer(t *testing.T) {
|
||||
fightTestChar(t, solo, 30)
|
||||
|
||||
seats, enemy, skip, refusal := (&AdventurePlugin{}).buildFightSeats(
|
||||
solo, []id.UserID{solo}, dndBestiary["goblin"], 1, 0)
|
||||
solo, []id.UserID{solo}, dndBestiary["goblin"], 1, 0, nil)
|
||||
if refusal != "" || skip != "" {
|
||||
t.Fatalf("solo fight refused: %s / %s", refusal, skip)
|
||||
}
|
||||
@@ -140,7 +140,7 @@ func TestBuildFightSeats_DownedMemberSitsOut(t *testing.T) {
|
||||
|
||||
roster := []id.UserID{leader, downed, standing}
|
||||
seats, _, skip, refusal := (&AdventurePlugin{}).buildFightSeats(
|
||||
leader, roster, dndBestiary["goblin"], 1, 0)
|
||||
leader, roster, dndBestiary["goblin"], 1, 0, nil)
|
||||
if refusal != "" {
|
||||
t.Fatalf("party refused over a downed member: %s", refusal)
|
||||
}
|
||||
@@ -156,7 +156,7 @@ func TestBuildFightSeats_DownedMemberSitsOut(t *testing.T) {
|
||||
|
||||
// The one who was left behind typed `!fight` too, and silence is not an answer.
|
||||
_, _, skip, refusal = (&AdventurePlugin{}).buildFightSeats(
|
||||
downed, roster, dndBestiary["goblin"], 1, 0)
|
||||
downed, roster, dndBestiary["goblin"], 1, 0, nil)
|
||||
if refusal != "" {
|
||||
t.Fatalf("a downed member must not refuse the party's fight: %s", refusal)
|
||||
}
|
||||
@@ -176,7 +176,7 @@ func TestBuildFightSeats_DownedLeaderRefusesTheFightForEveryone(t *testing.T) {
|
||||
roster := []id.UserID{leader, member}
|
||||
p := &AdventurePlugin{}
|
||||
|
||||
seats, _, _, refusal := p.buildFightSeats(leader, roster, dndBestiary["goblin"], 1, 0)
|
||||
seats, _, _, refusal := p.buildFightSeats(leader, roster, dndBestiary["goblin"], 1, 0, nil)
|
||||
if len(seats) != 0 || refusal == "" {
|
||||
t.Fatalf("downed leader seated %d players, refusal %q", len(seats), refusal)
|
||||
}
|
||||
@@ -184,7 +184,7 @@ func TestBuildFightSeats_DownedLeaderRefusesTheFightForEveryone(t *testing.T) {
|
||||
t.Errorf("the leader should be told to rest, got %q", refusal)
|
||||
}
|
||||
|
||||
_, _, _, refusal = p.buildFightSeats(member, roster, dndBestiary["goblin"], 1, 0)
|
||||
_, _, _, refusal = p.buildFightSeats(member, roster, dndBestiary["goblin"], 1, 0, nil)
|
||||
if !strings.Contains(refusal, "leader") {
|
||||
t.Errorf("the member should be told it is the leader holding things up, got %q", refusal)
|
||||
}
|
||||
|
||||
@@ -215,12 +215,44 @@ type CombatStatuses struct {
|
||||
EnemyRegen int `json:"enemy_regen,omitempty"`
|
||||
EnemySurviveArmed bool `json:"enemy_survive_armed,omitempty"`
|
||||
|
||||
// Phylactery Verses (Tier-6 postgame, Valdris Ascendant). Unlike the
|
||||
// proc-armed EnemySurviveArmed one-shot, this is a *count* of rebirths seeded
|
||||
// once at fight start (seedBossRunStatuses) from how many of the zone's secret
|
||||
// Verses the player left un-found. Each consumed rebirth (enemyDown) revives
|
||||
// the boss to EnemyReviveHP. Both fields are frozen at seed time except
|
||||
// EnemyReviveCharges, which decrements as rebirths are spent — so they must
|
||||
// round-trip through combatState to survive a suspend/resume. Zero for every
|
||||
// other enemy, so omitempty keeps them off every non-Valdris row.
|
||||
EnemyReviveCharges int `json:"enemy_revive_charges,omitempty"`
|
||||
EnemyReviveHP int `json:"enemy_revive_hp,omitempty"`
|
||||
|
||||
// Slice-4 monster-ability effects — the former flavor-only placeholders.
|
||||
// EnemyRevealNext is a one-shot; the other three persist for the fight.
|
||||
EnemySpellResist bool `json:"enemy_spell_resist,omitempty"`
|
||||
EnemyRevealNext bool `json:"enemy_reveal_next,omitempty"`
|
||||
EnemyFearImmune bool `json:"enemy_fear_immune,omitempty"`
|
||||
EnemyAtkBuff int `json:"enemy_atk_buff,omitempty"`
|
||||
|
||||
// Amendment (Tier-6 postgame, The Custodian of the Last Hour). An in-combat
|
||||
// Layer-2 hook resolved at round end (applyBossInCombatRoundEnd), not proc-
|
||||
// armed: EnemyRewindHP snapshots the boss's HP at the end of round 3 (0 until
|
||||
// captured); when the boss then crosses into phase 2 the hook restores it to
|
||||
// that snapshot exactly once and sets EnemyRewindUsed. Both round-trip through
|
||||
// combatState so the once-only rewind survives a suspend/resume. Zero/false
|
||||
// for every other enemy. The soft midnight timer past round 20 rides the
|
||||
// existing EnemyAtkBuff, so it needs no field of its own.
|
||||
EnemyRewindHP int `json:"enemy_rewind_hp,omitempty"`
|
||||
EnemyRewindUsed bool `json:"enemy_rewind_used,omitempty"`
|
||||
|
||||
// Inversion Stitch (Tier-6 postgame, The Seamstress). An in-combat Layer-2
|
||||
// hook resolved at round end (applyBossInCombatRoundEnd), live only in the
|
||||
// boss's phase 2. InversionActive is the rounds-remaining of the inside-out
|
||||
// pulse during which player heals sting instead of mend (gated in
|
||||
// stepPlayerActionEffect); InversionTelegraph is the one-round warning before
|
||||
// a pulse activates. Both round-trip through combatState so a suspend/resume
|
||||
// can't lose or replay a pulse mid-fight. Zero/false for every other enemy.
|
||||
InversionActive int `json:"inversion_active,omitempty"`
|
||||
InversionTelegraph bool `json:"inversion_telegraph,omitempty"`
|
||||
}
|
||||
|
||||
// applyBuffDelta folds one resolved buff (the result of a !cast / !consume
|
||||
@@ -450,6 +482,9 @@ const combatSessionCols = `
|
||||
|
||||
// newCombatSessionID — 16-char hex token. Same scheme as zone runs / expeditions.
|
||||
func newCombatSessionID() string {
|
||||
if simSeedOn() {
|
||||
return simHexToken()
|
||||
}
|
||||
var b [8]byte
|
||||
if _, err := cryptorand.Read(b[:]); err != nil {
|
||||
// Vanishingly unlikely; fall through with a zeroed prefix.
|
||||
|
||||
@@ -211,6 +211,13 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
|
||||
// until every seat is built.
|
||||
applySeatWeights(players, levels, companions)
|
||||
|
||||
// Layer-2 pre-combat boss mechanics: fold in any run-state-derived
|
||||
// adjustment (e.g. Aurvandryx's Greed Tax) before the party HP scaling. This
|
||||
// is re-derived every round like everything else here; its inputs are frozen
|
||||
// for a terminal boss fight, so the result is stable. No-op for every
|
||||
// non-hooked enemy.
|
||||
applyBossRunModifiers(monster.ID, &enemy, run)
|
||||
|
||||
// Party-only enemy HP bump, re-derived each turn from the template so it never
|
||||
// compounds. Matches the scalar startPartyCombatSession used for the initial
|
||||
// persist; solo (one seat, weight 1) scales by 1.0.
|
||||
|
||||
@@ -363,12 +363,20 @@ func resumeTurnEngine(sess *CombatSession, players []*Combatant, enemy *Combatan
|
||||
enemyRetaliateFrac: sess.Statuses.EnemyRetaliateFrac,
|
||||
enemyRegen: sess.Statuses.EnemyRegen,
|
||||
enemySurviveArmed: sess.Statuses.EnemySurviveArmed,
|
||||
enemyReviveCharges: sess.Statuses.EnemyReviveCharges,
|
||||
enemyReviveHP: sess.Statuses.EnemyReviveHP,
|
||||
// Slice-4 monster-ability effects — the former flavor-only placeholders.
|
||||
enemySpellResist: sess.Statuses.EnemySpellResist,
|
||||
enemyRevealNext: sess.Statuses.EnemyRevealNext,
|
||||
enemyFearImmune: sess.Statuses.EnemyFearImmune,
|
||||
enemyAtkBuff: sess.Statuses.EnemyAtkBuff,
|
||||
rng: rng,
|
||||
// Amendment (T6 Custodian) — round-3 snapshot + once-only rewind.
|
||||
enemyRewindHP: sess.Statuses.EnemyRewindHP,
|
||||
enemyRewindUsed: sess.Statuses.EnemyRewindUsed,
|
||||
// Inversion Stitch (T6 Seamstress) — phase-2 heal-inverting pulses.
|
||||
inversionActive: sess.Statuses.InversionActive,
|
||||
inversionTelegraph: sess.Statuses.InversionTelegraph,
|
||||
rng: rng,
|
||||
}
|
||||
order := turnOrder(sess, sess.Round, players, enemy)
|
||||
sess.Statuses.TurnIdx = turnIdxForPhase(order, sess.Statuses.TurnIdx, sess.Phase)
|
||||
@@ -568,10 +576,22 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
|
||||
st.enemyHP = max(0, st.enemyHP-enemyDmg)
|
||||
}
|
||||
if eff.PlayerHeal > 0 {
|
||||
// Respect any max_hp_drain monster ability — a drained player can't be
|
||||
// healed back past the lowered ceiling.
|
||||
hpCap := max(1, st.hpMax-st.maxHPDrain)
|
||||
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
|
||||
if st.inversionActive > 0 {
|
||||
// Inversion Stitch (T6 Seamstress phase 2): the room is sewn inside-out,
|
||||
// so the cure lands as a wound. Floored at 1 so a player is never killed
|
||||
// by their own heal — the Seamstress's own blows do the finishing; the
|
||||
// sting just denies the sustain and softens the seat for them.
|
||||
st.playerHP = max(1, st.playerHP-eff.PlayerHeal)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "heal_inverted",
|
||||
Damage: eff.PlayerHeal, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
})
|
||||
} else {
|
||||
// Respect any max_hp_drain monster ability — a drained player can't be
|
||||
// healed back past the lowered ceiling.
|
||||
hpCap := max(1, st.hpMax-st.maxHPDrain)
|
||||
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
|
||||
}
|
||||
}
|
||||
// §1 — heal somebody else. The caster's cursor stays where it is; only the
|
||||
// target's HP moves.
|
||||
@@ -582,14 +602,27 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
|
||||
// path depends on. Healing keeps people up; it does not bring them back.
|
||||
if eff.AllyHeal > 0 && eff.AllySeat >= 0 && eff.AllySeat < len(st.actors) {
|
||||
if tgt := st.actors[eff.AllySeat]; tgt.playerHP > 0 {
|
||||
cap := max(1, tgt.hpMax-tgt.maxHPDrain)
|
||||
before := tgt.playerHP
|
||||
tgt.playerHP = min(cap, tgt.playerHP+eff.AllyHeal)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: "ally_heal",
|
||||
Damage: tgt.playerHP - before, PlayerHP: tgt.playerHP, EnemyHP: st.enemyHP,
|
||||
Seat: eff.AllySeat, Desc: eff.Label,
|
||||
})
|
||||
if st.inversionActive > 0 {
|
||||
// Inversion Stitch: the ally-heal wounds the friend it was meant to
|
||||
// mend. Floored at 1 like the self-heal sting above — the sting denies
|
||||
// the sustain, it does not kill.
|
||||
before := tgt.playerHP
|
||||
tgt.playerHP = max(1, tgt.playerHP-eff.AllyHeal)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "heal_inverted",
|
||||
Damage: before - tgt.playerHP, PlayerHP: tgt.playerHP, EnemyHP: st.enemyHP,
|
||||
Seat: eff.AllySeat, Desc: eff.Label,
|
||||
})
|
||||
} else {
|
||||
cap := max(1, tgt.hpMax-tgt.maxHPDrain)
|
||||
before := tgt.playerHP
|
||||
tgt.playerHP = min(cap, tgt.playerHP+eff.AllyHeal)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: "ally_heal",
|
||||
Damage: tgt.playerHP - before, PlayerHP: tgt.playerHP, EnemyHP: st.enemyHP,
|
||||
Seat: eff.AllySeat, Desc: eff.Label,
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
// Arm / replace the concentration aura. A new concentration cast overwrites
|
||||
@@ -840,7 +873,12 @@ func (te *turnEngine) stepRoundEnd() {
|
||||
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "player", Action: "concentration_tick",
|
||||
Damage: st.concentrationDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Seat: i,
|
||||
})
|
||||
if st.enemyHP <= 0 {
|
||||
// Route the kill through enemyDown, not a raw HP read: a boss that cheats
|
||||
// death (survive_at_1) or holds a phylactery rebirth (T6 Valdris) must get
|
||||
// that chance even when the lethal blow is a lingering concentration pulse.
|
||||
// enemyDown restores its HP and returns false, so the next seat's pulse (or
|
||||
// the following round) resolves against the revived pool.
|
||||
if enemyDown(st, CombatPhaseRoundEnd) {
|
||||
te.finish(CombatStatusWon)
|
||||
return
|
||||
}
|
||||
@@ -872,6 +910,14 @@ func (te *turnEngine) stepRoundEnd() {
|
||||
Damage: st.enemyRegen, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
})
|
||||
}
|
||||
// Tier-6 in-combat Layer-2 boss hooks (Amendment): round-3 HP snapshot +
|
||||
// once-only phase-2 rewind + soft midnight timer, resolved on the round that
|
||||
// just finished. A no-op for every enemy but the hooked bosses, and only
|
||||
// while the enemy still stands, so it is safe to call unconditionally here
|
||||
// after the round's damage has settled.
|
||||
if st.enemyHP > 0 {
|
||||
applyBossInCombatRoundEnd(st, te.sess.EnemyID, te.enemy.Stats.MaxHP)
|
||||
}
|
||||
st.round++
|
||||
// Initiative is re-rolled each round, so the next round's order is derived
|
||||
// here — off st.round, since commit has not yet pushed it onto the session.
|
||||
@@ -926,10 +972,16 @@ func (te *turnEngine) commit() {
|
||||
s.EnemyRetaliateFrac = st.enemyRetaliateFrac
|
||||
s.EnemyRegen = st.enemyRegen
|
||||
s.EnemySurviveArmed = st.enemySurviveArmed
|
||||
s.EnemyReviveCharges = st.enemyReviveCharges
|
||||
s.EnemyReviveHP = st.enemyReviveHP
|
||||
s.EnemySpellResist = st.enemySpellResist
|
||||
s.EnemyRevealNext = st.enemyRevealNext
|
||||
s.EnemyFearImmune = st.enemyFearImmune
|
||||
s.EnemyAtkBuff = st.enemyAtkBuff
|
||||
s.EnemyRewindHP = st.enemyRewindHP
|
||||
s.EnemyRewindUsed = st.enemyRewindUsed
|
||||
s.InversionActive = st.inversionActive
|
||||
s.InversionTelegraph = st.inversionTelegraph
|
||||
|
||||
te.sess.TurnLog = append(te.sess.TurnLog, st.events...)
|
||||
}
|
||||
|
||||
@@ -275,3 +275,57 @@ func TestTurnEngine_CommitPersistsSeatZeroNotTheCursor(t *testing.T) {
|
||||
t.Error("seat 1's consumed Lucky reroll leaked onto the session row")
|
||||
}
|
||||
}
|
||||
|
||||
// A lingering concentration pulse that lands the killing blow must still give a
|
||||
// revive-armed boss (survive_at_1 / T6 Valdris's phylactery rebirth) its chance
|
||||
// to stand back up — the round-end tick routes the kill through enemyDown, not a
|
||||
// raw enemyHP<=0 read. Regression for the concentration-bypass gap found in the
|
||||
// P8 Layer-2 review.
|
||||
func TestTurnEngine_ConcentrationKillHonorsRebirth(t *testing.T) {
|
||||
// A charged rebirth: the pulse drops the enemy, a charge spends, it revives.
|
||||
sess := turnSession(CombatPhaseRoundEnd, 500, 30)
|
||||
p := basePlayer()
|
||||
e := baseEnemy()
|
||||
te := resumeTurnEngine(sess, []*Combatant{&p}, &e, combatSessionStepRNG(sess, enemySeat))
|
||||
te.st.concentrationDmg = 100 // lethal against 30 HP
|
||||
te.st.enemyReviveCharges = 1
|
||||
te.st.enemyReviveHP = 40
|
||||
if _, err := te.step(PlayerAction{}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
te.commit()
|
||||
|
||||
if !sess.IsActive() {
|
||||
t.Fatalf("a concentration kill ended the fight (%q) while a rebirth charge was armed", sess.Status)
|
||||
}
|
||||
if sess.EnemyHP != 40 {
|
||||
t.Errorf("revived EnemyHP = %d, want the 40-HP revive pool", sess.EnemyHP)
|
||||
}
|
||||
if sess.Statuses.EnemyReviveCharges != 0 {
|
||||
t.Errorf("post-revive charges = %d, want 0 (one spent)", sess.Statuses.EnemyReviveCharges)
|
||||
}
|
||||
rebirths := 0
|
||||
for _, ev := range sess.TurnLog {
|
||||
if ev.Action == "phylactery_rebirth" {
|
||||
rebirths++
|
||||
}
|
||||
}
|
||||
if rebirths != 1 {
|
||||
t.Errorf("phylactery_rebirth events = %d, want 1", rebirths)
|
||||
}
|
||||
|
||||
// With no charge left, the same pulse ends the fight cleanly (the win path
|
||||
// is not broken by the enemyDown routing).
|
||||
mortal := turnSession(CombatPhaseRoundEnd, 500, 30)
|
||||
p2 := basePlayer()
|
||||
e2 := baseEnemy()
|
||||
te2 := resumeTurnEngine(mortal, []*Combatant{&p2}, &e2, combatSessionStepRNG(mortal, enemySeat))
|
||||
te2.st.concentrationDmg = 100
|
||||
if _, err := te2.step(PlayerAction{}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
te2.commit()
|
||||
if mortal.Status != CombatStatusWon {
|
||||
t.Errorf("charge-less concentration kill status = %q, want %q", mortal.Status, CombatStatusWon)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -37,11 +37,21 @@ type ThomCraftRecipe struct {
|
||||
// inventory items consumed (§8.2 Drow Poison Blade). 0 = none.
|
||||
BladeWeaponCount int
|
||||
OutputName string
|
||||
OutputType string // material | item | weapon | armor | accessory | consumable
|
||||
OutputType string // material | item | weapon | armor | accessory | consumable | magic_item
|
||||
OutputTier int
|
||||
OutputValue int64
|
||||
Description string
|
||||
DiscoveryHint string // shown when newly discovered via !lore
|
||||
// OutputSkillSource, when set, is stamped on the crafted AdvItem's
|
||||
// SkillSource — used for OutputType "magic_item" so the result equips and
|
||||
// resolves against the registry exactly like a looted magic item
|
||||
// ("magic_item:<id>").
|
||||
OutputSkillSource string
|
||||
Description string
|
||||
DiscoveryHint string // shown when newly discovered via !lore
|
||||
// AlwaysKnown recipes are never gated behind !lore discovery — they're the
|
||||
// T6 signature-item pity path, craftable the moment a player holds enough
|
||||
// of the zone's crafting anchor. They stay hidden from the recipe book
|
||||
// until the player actually has an anchor in hand (see renderRecipeBook).
|
||||
AlwaysKnown bool
|
||||
}
|
||||
|
||||
var thomCraftRecipes = []ThomCraftRecipe{
|
||||
@@ -115,6 +125,83 @@ var thomCraftRecipes = []ThomCraftRecipe{
|
||||
Description: "Coated blade — sleep-on-crit (DC 14 CON save) for 3 combats. (Effect wired in R6 polish.)",
|
||||
DiscoveryHint: "Thom turns a glass vial in the lamplight. \"Drow brew, drawn down to a thin coat. Bring me any blade you trust — sword, dagger, scimitar, makes no odds. The poison picks the edge.\"",
|
||||
},
|
||||
|
||||
// ── T6 signature-item pity path ────────────────────────────────────────
|
||||
// AlwaysKnown: no !lore gate. Each consumes 5 of the zone's crafting anchor
|
||||
// (one guaranteed per clear) so a bad-luck run of the 4–6% signature drops
|
||||
// still converts ~5 clears into a guaranteed best-in-slot. Output is a real
|
||||
// magic_item — same SkillSource shape the loot path stamps — so it equips
|
||||
// and carries its postgameSignatureEffects delta.
|
||||
{
|
||||
ID: "anchor_crown_of_the_patient_king",
|
||||
Name: "Crown of the Patient King",
|
||||
Ingredients: map[string]int{
|
||||
"Verse Bound Folio": 5,
|
||||
},
|
||||
OutputName: "Crown of the Patient King",
|
||||
OutputType: "magic_item",
|
||||
OutputTier: 5,
|
||||
OutputValue: 8000,
|
||||
OutputSkillSource: "magic_item:crown_of_the_patient_king",
|
||||
AlwaysKnown: true,
|
||||
Description: "Legendary crown of Valdris — the patient plan, worn on the head. (Pity craft: 5 Ossuary clears.)",
|
||||
},
|
||||
{
|
||||
ID: "anchor_aegis_of_the_first_scale",
|
||||
Name: "Aegis of the First Scale",
|
||||
Ingredients: map[string]int{
|
||||
"Cooling Ember Of Aurvandryx": 5,
|
||||
},
|
||||
OutputName: "Aegis of the First Scale",
|
||||
OutputType: "magic_item",
|
||||
OutputTier: 5,
|
||||
OutputValue: 9000,
|
||||
OutputSkillSource: "magic_item:aegis_of_the_first_scale",
|
||||
AlwaysKnown: true,
|
||||
Description: "Legendary breastplate of the Ember Before Fire — best armor in the game. (Pity craft: 5 First Hoard clears.)",
|
||||
},
|
||||
{
|
||||
ID: "anchor_needle_of_the_seam",
|
||||
Name: "Needle of the Seam",
|
||||
Ingredients: map[string]int{
|
||||
"Spool Of Undone Geometry": 5,
|
||||
},
|
||||
OutputName: "Needle of the Seam",
|
||||
OutputType: "magic_item",
|
||||
OutputTier: 5,
|
||||
OutputValue: 8000,
|
||||
OutputSkillSource: "magic_item:needle_of_the_seam",
|
||||
AlwaysKnown: true,
|
||||
Description: "Legendary needle-dagger of the Seamstress — best caster weapon. (Pity craft: 5 Unplace clears.)",
|
||||
},
|
||||
{
|
||||
ID: "anchor_halo_of_the_sunken_dawn",
|
||||
Name: "Halo of the Sunken Dawn",
|
||||
Ingredients: map[string]int{
|
||||
"Ember Of The Drowned Star": 5,
|
||||
},
|
||||
OutputName: "Halo of the Sunken Dawn",
|
||||
OutputType: "magic_item",
|
||||
OutputTier: 5,
|
||||
OutputValue: 8000,
|
||||
OutputSkillSource: "magic_item:halo_of_the_sunken_dawn",
|
||||
AlwaysKnown: true,
|
||||
Description: "Legendary halo of Seraphel — the first true healer's crown. (Pity craft: 5 Drowned Star clears.)",
|
||||
},
|
||||
{
|
||||
ID: "anchor_the_second_hand",
|
||||
Name: "The Second Hand",
|
||||
Ingredients: map[string]int{
|
||||
"Unspent Hour": 5,
|
||||
},
|
||||
OutputName: "The Second Hand",
|
||||
OutputType: "magic_item",
|
||||
OutputTier: 5,
|
||||
OutputValue: 8000,
|
||||
OutputSkillSource: "magic_item:the_second_hand",
|
||||
AlwaysKnown: true,
|
||||
Description: "Legendary sidearm of the Last Meridian — best martial sidearm. (Pity craft: 5 Last Meridian clears.)",
|
||||
},
|
||||
}
|
||||
|
||||
// bladeWeaponKeywords are the name-substrings that qualify an AdvItem
|
||||
@@ -140,6 +227,13 @@ func isBladeWeapon(it AdvItem) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// recipeCraftable reports whether a player may craft a recipe: either they've
|
||||
// discovered it via !lore, or it's an AlwaysKnown pity recipe (which skips
|
||||
// discovery entirely — the crafting anchor it needs is the real gate).
|
||||
func recipeCraftable(known map[string]bool, r ThomCraftRecipe) bool {
|
||||
return r.AlwaysKnown || known[r.ID]
|
||||
}
|
||||
|
||||
// findRecipeByID returns the recipe with the given ID.
|
||||
func findRecipeByID(id string) (ThomCraftRecipe, bool) {
|
||||
for _, r := range thomCraftRecipes {
|
||||
@@ -410,7 +504,7 @@ func (p *AdventurePlugin) handleCraftCmd(ctx MessageContext, args string) error
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"No recipe matches '%s'. Try `!craft list` to see what you've discovered.", args))
|
||||
}
|
||||
if !known[recipe.ID] {
|
||||
if !recipeCraftable(known, recipe) {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"_Thom: \"Doesn't ring a bell. If you don't know the recipe, I don't either.\"_\n\nDiscover it via `!lore` first.")
|
||||
}
|
||||
@@ -427,12 +521,18 @@ func renderRecipeBook(userID id.UserID, known map[string]bool) string {
|
||||
items, _ := loadAdvInventory(userID)
|
||||
have := inventoryByName(items)
|
||||
|
||||
knownCount := 0
|
||||
shownCount := 0
|
||||
for _, r := range thomCraftRecipes {
|
||||
if !known[r.ID] {
|
||||
// AlwaysKnown pity recipes only surface once the player actually holds
|
||||
// one of the crafting anchor — no need to spoil T6 chase items to a
|
||||
// level-3 player. Discovered recipes always show.
|
||||
switch {
|
||||
case known[r.ID]:
|
||||
case r.AlwaysKnown && recipeHasAnyIngredient(have, r):
|
||||
default:
|
||||
continue
|
||||
}
|
||||
knownCount++
|
||||
shownCount++
|
||||
sb.WriteString(fmt.Sprintf("**%s**\n", r.Name))
|
||||
var parts []string
|
||||
ready := true
|
||||
@@ -463,11 +563,18 @@ func renderRecipeBook(userID id.UserID, known map[string]bool) string {
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
|
||||
if knownCount == 0 {
|
||||
if shownCount == 0 {
|
||||
sb.WriteString("_You don't know any recipes yet. Try `!lore` at Thom Krooke's._\n\n")
|
||||
}
|
||||
|
||||
hidden := len(thomCraftRecipes) - knownCount
|
||||
// Only discoverable (non-AlwaysKnown) recipes count toward the !lore hint;
|
||||
// pity recipes are never "discovered", so they'd make the count never zero.
|
||||
hidden := 0
|
||||
for _, r := range thomCraftRecipes {
|
||||
if !r.AlwaysKnown && !known[r.ID] {
|
||||
hidden++
|
||||
}
|
||||
}
|
||||
if hidden > 0 {
|
||||
sb.WriteString(fmt.Sprintf("_%d undiscovered recipe(s). Use `!lore` to dig._", hidden))
|
||||
} else {
|
||||
@@ -476,6 +583,18 @@ func renderRecipeBook(userID id.UserID, known map[string]bool) string {
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// recipeHasAnyIngredient reports whether the player holds at least one unit of
|
||||
// any of a recipe's named ingredients — the gate for surfacing an AlwaysKnown
|
||||
// pity recipe in the book.
|
||||
func recipeHasAnyIngredient(have map[string]int, r ThomCraftRecipe) bool {
|
||||
for ing := range r.Ingredients {
|
||||
if have[ing] > 0 {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// inventoryByName counts items grouped by name.
|
||||
func inventoryByName(items []AdvItem) map[string]int {
|
||||
out := map[string]int{}
|
||||
@@ -517,10 +636,11 @@ func (p *AdventurePlugin) executeCraft(userID id.UserID, r ThomCraftRecipe) erro
|
||||
}
|
||||
|
||||
out := AdvItem{
|
||||
Name: r.OutputName,
|
||||
Type: r.OutputType,
|
||||
Tier: r.OutputTier,
|
||||
Value: r.OutputValue,
|
||||
Name: r.OutputName,
|
||||
Type: r.OutputType,
|
||||
Tier: r.OutputTier,
|
||||
Value: r.OutputValue,
|
||||
SkillSource: r.OutputSkillSource,
|
||||
}
|
||||
if err := addAdvInventoryItem(userID, out); err != nil {
|
||||
return p.SendDM(userID, "Crafted item couldn't be deposited. Tell an admin.")
|
||||
@@ -600,6 +720,11 @@ func (p *AdventurePlugin) handleLoreCmd(ctx MessageContext) error {
|
||||
|
||||
var undiscovered []ThomCraftRecipe
|
||||
for _, r := range thomCraftRecipes {
|
||||
// AlwaysKnown recipes are never in the discovery pool — they can't be
|
||||
// "found" and shouldn't dilute the odds of finding the real ones.
|
||||
if r.AlwaysKnown {
|
||||
continue
|
||||
}
|
||||
if !known[r.ID] {
|
||||
undiscovered = append(undiscovered, r)
|
||||
}
|
||||
|
||||
@@ -18,6 +18,11 @@ func TestRecipeRegistry_IngredientsExistInResources(t *testing.T) {
|
||||
}
|
||||
}
|
||||
for _, r := range thomCraftRecipes {
|
||||
// AlwaysKnown pity recipes consume zone-loot crafting anchors, not
|
||||
// gather-resource materials — validated separately below.
|
||||
if r.AlwaysKnown {
|
||||
continue
|
||||
}
|
||||
for ing := range r.Ingredients {
|
||||
if !known[ing] {
|
||||
t.Errorf("recipe %s references unknown ingredient %q", r.ID, ing)
|
||||
@@ -26,12 +31,59 @@ func TestRecipeRegistry_IngredientsExistInResources(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// TestPityRecipes_AnchorsAndOutputsResolve — the T6 signature-item pity
|
||||
// recipes consume a zone-loot UniqueAlways crafting anchor and emit a real
|
||||
// registry magic item. Validate both ends: every ingredient name matches a
|
||||
// UniqueAlways zone-loot drop's inventory name, and every OutputSkillSource
|
||||
// points at a magicItemRegistry ID.
|
||||
func TestPityRecipes_AnchorsAndOutputsResolve(t *testing.T) {
|
||||
anchorNames := map[string]bool{}
|
||||
for _, z := range allZones() {
|
||||
for _, e := range z.Loot {
|
||||
if e.UniqueAlways {
|
||||
anchorNames[titleCaseUnderscored(e.ItemID)] = true
|
||||
}
|
||||
}
|
||||
}
|
||||
pity := 0
|
||||
for _, r := range thomCraftRecipes {
|
||||
if !r.AlwaysKnown {
|
||||
continue
|
||||
}
|
||||
pity++
|
||||
for ing := range r.Ingredients {
|
||||
if !anchorNames[ing] {
|
||||
t.Errorf("pity recipe %s ingredient %q is not a zone-loot anchor name", r.ID, ing)
|
||||
}
|
||||
}
|
||||
if r.OutputType != "magic_item" {
|
||||
t.Errorf("pity recipe %s OutputType = %q, want magic_item", r.ID, r.OutputType)
|
||||
}
|
||||
id, ok := strings.CutPrefix(r.OutputSkillSource, "magic_item:")
|
||||
if !ok {
|
||||
t.Errorf("pity recipe %s OutputSkillSource %q missing magic_item: prefix", r.ID, r.OutputSkillSource)
|
||||
continue
|
||||
}
|
||||
if _, ok := magicItemRegistry[id]; !ok {
|
||||
t.Errorf("pity recipe %s output %q not in magicItemRegistry", r.ID, id)
|
||||
}
|
||||
}
|
||||
if pity != 5 {
|
||||
t.Errorf("expected 5 T6 pity recipes, found %d", pity)
|
||||
}
|
||||
}
|
||||
|
||||
// TestRecipeRegistry_OutputValuesMatchTier — outputs should land in §8.1
|
||||
// rarity brackets given their tier (rare 100–300, very rare 500–1200,
|
||||
// epic 500–1200 in §8.1 — recipes here lean tier 3–4, so 200..1200 is the
|
||||
// reasonable band).
|
||||
func TestRecipeRegistry_OutputValuesInBand(t *testing.T) {
|
||||
for _, r := range thomCraftRecipes {
|
||||
// Pity recipes emit Legendary magic items priced well above the §8.1
|
||||
// crafting band by design — excluded from this invariant.
|
||||
if r.AlwaysKnown {
|
||||
continue
|
||||
}
|
||||
if r.OutputValue < 200 || r.OutputValue > 1200 {
|
||||
t.Errorf("recipe %s output value %d outside band [200,1200] (tier %d)",
|
||||
r.ID, r.OutputValue, r.OutputTier)
|
||||
|
||||
@@ -160,6 +160,23 @@ func (p *AdventurePlugin) expeditionCmdList(ctx MessageContext, c *DnDCharacter)
|
||||
i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID, suffix))
|
||||
b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
|
||||
}
|
||||
// Post-game zones under the "Beyond the Map" divider (see zoneCmdList).
|
||||
if pg := postgameZones(); len(pg) > 0 {
|
||||
unlocked, reason := postgameUnlocked(ctx.Sender, c.Level)
|
||||
b.WriteString("\n— Beyond the Map —\n")
|
||||
if !unlocked {
|
||||
b.WriteString(fmt.Sprintf("_%s_\n", reason))
|
||||
}
|
||||
for j, z := range pg {
|
||||
if unlocked {
|
||||
b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d+_ `!expedition start %s`\n",
|
||||
len(zones)+j+1, z.Display, int(z.Tier), z.LevelMin, z.ID))
|
||||
} else {
|
||||
b.WriteString(fmt.Sprintf("🔒 %s — _T%d, L%d+_\n", z.Display, int(z.Tier), z.LevelMin))
|
||||
}
|
||||
b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
|
||||
}
|
||||
}
|
||||
if exp, isLeader, _ := activeExpeditionFor(ctx.Sender); exp != nil {
|
||||
zone := zoneOrFallback(exp.ZoneID)
|
||||
tail := "Use `!expedition status` or `!expedition abandon`."
|
||||
@@ -295,9 +312,12 @@ func (p *AdventurePlugin) expeditionCmdStart(ctx MessageContext, c *DnDCharacter
|
||||
if strings.EqualFold(zoneTok, "epilogue") {
|
||||
return p.handleEpilogueEncounter(ctx)
|
||||
}
|
||||
available := zonesForLevel(c.Level)
|
||||
available := availableZonesFor(ctx.Sender, c.Level)
|
||||
zoneID, ok := resolveZoneInput(zoneTok, available)
|
||||
if !ok {
|
||||
if reason := postgameLockReason(zoneTok, ctx.Sender, c.Level); reason != "" {
|
||||
return p.SendDM(ctx.Sender, reason)
|
||||
}
|
||||
return p.SendDM(ctx.Sender,
|
||||
"Unknown zone for your level. Try `!expedition list`.")
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@ package plugin
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
|
||||
"gogobee/internal/flavor"
|
||||
@@ -75,7 +74,7 @@ func resolveCombatInterrupt(
|
||||
rollFn func() int,
|
||||
) (CombatInterruptKind, int) {
|
||||
if rollFn == nil {
|
||||
rollFn = func() int { return rand.IntN(20) + 1 }
|
||||
rollFn = func() int { return simIntN(20) + 1 }
|
||||
}
|
||||
r := rollFn()
|
||||
mod := tier
|
||||
@@ -249,7 +248,7 @@ func surpriseRoundNickF(m DnDMonsterTemplate, tier, floorOverride int) int {
|
||||
if tier < 1 {
|
||||
tier = 1
|
||||
}
|
||||
dmg := 1 + rand.IntN(4) + m.AttackBonus/2
|
||||
dmg := 1 + simIntN(4) + m.AttackBonus/2
|
||||
floor := tier
|
||||
if floorOverride >= 0 {
|
||||
floor = floorOverride
|
||||
@@ -484,7 +483,7 @@ func (p *AdventurePlugin) tryPatrolEncounter(
|
||||
return
|
||||
}
|
||||
chance := rollPatrolChance(exp.ThreatLevel)
|
||||
if chance <= 0 || rand.Float64() > chance {
|
||||
if chance <= 0 || simFloat64() > chance {
|
||||
return
|
||||
}
|
||||
monster, ok := pickZoneEnemy(zone, run.RunID, run.CurrentRoom, false)
|
||||
|
||||
@@ -112,6 +112,56 @@ func applyRacePassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacte
|
||||
// AutoCritFirst is already a one-shot bool.
|
||||
// - A Cleric carrying a healing potion stacks: passive 5 + potion 8 = 13.
|
||||
// The passive heal triggers first since both use the same threshold.
|
||||
// cantripDice is the 5e at-will cantrip die progression (Fire Bolt / Eldritch
|
||||
// Blast): 1 die L1–4, 2 at L5, 3 at L11, 4 at L17. Drives the per-round arcane
|
||||
// blaster damage (CantripPerRound) that models a caster's sustained at-will
|
||||
// floor — see CombatModifiers.CantripPerRound.
|
||||
func cantripDice(level int) int {
|
||||
switch {
|
||||
case level >= 17:
|
||||
return 4
|
||||
case level >= 11:
|
||||
return 3
|
||||
case level >= 5:
|
||||
return 2
|
||||
default:
|
||||
return 1
|
||||
}
|
||||
}
|
||||
|
||||
// casterBlasterFloor gives the arcane blasters (Mage/Sorcerer/Warlock) their
|
||||
// shared sustained-DPS floor at T5. Two knobs, both LEVEL-SCALED so the L20
|
||||
// floor lift stays negligible at low tiers — a flat +40 HP doubled a L1 mage
|
||||
// and facerolled T5, which the class-balance guardrail (dnd_class_balance_test)
|
||||
// correctly rejected.
|
||||
//
|
||||
// - Cantrip: kill-speed is the T5 currency (fights are truncation-bound), so
|
||||
// the primary lever is damage. Multiplicative form — the spell modifier
|
||||
// (INT for Mage, CHA for Sorcerer/Warlock) rides EVERY die, matching 5e
|
||||
// Agonizing Blast. cantripDice scales 1→4 across levels.
|
||||
// - Survival: just enough Defense (scaled by level) that the caster lives long
|
||||
// enough for the cantrip to connect the kill — NOT a tank rider. This adds
|
||||
// Defense only (no HP add); calcDamage's diminishing returns keep the L20
|
||||
// +20 Def from becoming a wall.
|
||||
//
|
||||
// casterCantripBase / casterDefPerLevel are the caster tuning dials; see the
|
||||
// rebaseline plan for the sweep that set them. The cantrip floor only becomes a
|
||||
// live lever once combat_cmd.go bridges CantripPerRound into the turn engine
|
||||
// (the swing engine, combat_engine.go:590, is not the auto-resolve path). Mage
|
||||
// and Sorcerer take casterCantripBase; Warlock passes 0 — its bare-dice cantrip
|
||||
// plus its structural edge already lands it mid-band, so an added floor would
|
||||
// overshoot the 45 ceiling.
|
||||
const (
|
||||
casterCantripBase = 3 // per-die base before the ability modifier rides in
|
||||
casterDefPerLevel = 1 // ~+20 Def at L20, +1 at L1
|
||||
)
|
||||
|
||||
func casterBlasterFloor(stats *CombatStats, mods *CombatModifiers, level, abilityMod, base int, cantrip string) {
|
||||
mods.CantripPerRound = cantripDice(level) * (base + clampNonNeg(abilityMod))
|
||||
mods.CantripDesc = cantrip
|
||||
stats.Defense += casterDefPerLevel * level
|
||||
}
|
||||
|
||||
func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharacter) {
|
||||
switch c.Class {
|
||||
case ClassFighter:
|
||||
@@ -127,18 +177,23 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
// re-tune in a follow-up if their win curves drift after this.
|
||||
switch {
|
||||
case c.Level >= 20:
|
||||
mods.ExtraAttacks += 3
|
||||
mods.ExtraAttacks += 2 // rebaseline: ceiling nerf — 3 swings at L20, was 4 (the engine-ceiling faceroll)
|
||||
case c.Level >= 11:
|
||||
mods.ExtraAttacks += 2
|
||||
case c.Level >= 5:
|
||||
mods.ExtraAttacks += 1
|
||||
}
|
||||
stats.AttackBonus -= 2 // rebaseline: sub-swing to-hit trim — 3 swings lands the Fighter in the ~60 band
|
||||
case ClassRogue:
|
||||
mods.AutoCritFirst = true
|
||||
if c.Level >= 5 { // rebaseline: 2nd swing (was 1) fixes the 1-swing action-economy floor at T5
|
||||
mods.ExtraAttacks += 1
|
||||
}
|
||||
stats.AttackBonus -= 3 // rebaseline: to-hit trim so the 2nd swing lands the Rogue in band, not the +75pp nuke
|
||||
// Phase 2 class-balance: rogue's once-per-fight auto-crit goes stale
|
||||
// at high tiers (T5 mean trails leaders by ~10pp pre-tune). Add a
|
||||
// modest steady-DPS rider so post-opener rounds aren't pure attrition.
|
||||
mods.DamageBonus += 0.05
|
||||
mods.DamageBonus += -0.10 // rebaseline: fine-trim the 2-swing Rogue down into the ~60 band
|
||||
// Class-identity audit (2026-05-16) — actual Sneak Attack as Nd6
|
||||
// per hit, scaling with level per 5e (1d6 L1-2 ... 10d6 L19-20).
|
||||
// AutoCritFirst + DamageBonus alone left the rogue's defining
|
||||
@@ -154,6 +209,8 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
mods.SneakAttackDie += sneakDice
|
||||
case ClassMage:
|
||||
stats.AttackBonus++
|
||||
// At-will Fire Bolt + level-scaled survival — the sustained arcane floor.
|
||||
casterBlasterFloor(stats, mods, c.Level, abilityModifier(c.INT), casterCantripBase, "Fire Bolt")
|
||||
// Phase 2 class-balance: +1 attack alone left Mage mid-pack on damage
|
||||
// per round. A modest damage rider lifts weapon hits (DamageBonus does
|
||||
// not multiply queued SpellPreDamage — that path is its own field).
|
||||
@@ -190,10 +247,19 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
mods.ExtraAttacks += 1
|
||||
}
|
||||
case ClassDruid:
|
||||
// Wild Resilience — multiplicative, so it stacks cleanly with the
|
||||
// subclass DamageReduct riders. DamageReduct is initialized to 1.0
|
||||
// by DerivePlayerStats before passives run.
|
||||
// Multiplicative, so it stacks cleanly with the subclass DamageReduct
|
||||
// riders (DamageReduct is initialized to 1.0 by DerivePlayerStats before
|
||||
// passives run). NOTE the player-defender direction: DamageReduct feeds
|
||||
// calcDamage as a defense multiplier, so <1 = MORE damage taken. This
|
||||
// line is therefore a mild survival trim in the same direction as the
|
||||
// rebaseline *0.2 below — not the damage cut the "Wild Resilience" name
|
||||
// suggests. Left as-is because the rebaseline sweep is tuned to it.
|
||||
mods.DamageReduct *= 0.95
|
||||
// rebaseline: the Druid wins T5 rooms on the survival tiebreak, immune to
|
||||
// every damage lever. DamageReduct is a defense multiplier (calcDamage) —
|
||||
// <1 = take MORE damage. Combined with a damage trim to pull it to band.
|
||||
mods.DamageReduct *= 0.2
|
||||
mods.DamageBonus += -0.20
|
||||
// Phase 3 class-balance: druid was the only caster chassis with a
|
||||
// purely defensive passive, and the off-tier numbers showed it —
|
||||
// L1/T2 mean 0.04 vs Mage 0.27. Mirror the other caster bursts so
|
||||
@@ -219,6 +285,7 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
stats.AttackBonus++
|
||||
mods.DamageBonus += 0.05
|
||||
mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
|
||||
mods.DamageReduct *= 0.4 // rebaseline: Bard also wins T5 on the survival tiebreak — take more damage to reach band
|
||||
case ClassSorcerer:
|
||||
// Innate Sorcery — pre-combat burst, CHA-scaled like the Sorcerer's
|
||||
// spellcasting stat. Floors at the flat base for low-CHA builds.
|
||||
@@ -231,6 +298,9 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
// touching the +0.05 rider that already saturates at high tier.
|
||||
mods.FlatDmgStart += 5 + c.Level + clampNonNeg(abilityModifier(c.CHA))
|
||||
mods.DamageBonus += 0.05
|
||||
stats.AttackBonus++ // rebaseline: Sorcerer lagged the other blasters — match their +1 to-hit
|
||||
// At-will Fire Bolt + level-scaled survival — sustained arcane floor.
|
||||
casterBlasterFloor(stats, mods, c.Level, abilityModifier(c.CHA), casterCantripBase, "Fire Bolt")
|
||||
case ClassWarlock:
|
||||
// Phase 2 class-balance: bumped from 10% to 12% damage + 1 attack —
|
||||
// the Warlock chassis read mid-pack at T5 (0.52) pre-tune. Eldritch
|
||||
@@ -240,6 +310,8 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
mods.DamageBonus += 0.12
|
||||
stats.AttackBonus++
|
||||
mods.FlatDmgStart += c.Level + clampNonNeg(abilityModifier(c.CHA))
|
||||
// At-will Eldritch Blast + level-scaled survival — sustained arcane floor.
|
||||
casterBlasterFloor(stats, mods, c.Level, abilityModifier(c.CHA), 0, "Eldritch Blast")
|
||||
case ClassPaladin:
|
||||
// Class-identity audit (2026-05-16) — Divine Smite as actual
|
||||
// per-hit radiant bonus + L5 Extra Attack. 5e: smite consumes a
|
||||
@@ -249,8 +321,9 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
// down so an extra-attack paladin doesn't trivialize every fight.
|
||||
// Rides DivineStrikePerHit (already in the weapon-hit damage path).
|
||||
// Previous FlatDmgStart opener felt like Lay on Hands, not Smite.
|
||||
smite := 3 + c.Level/3
|
||||
smite := 4 + c.Level/2 // rebaseline: bigger Divine Smite lifts the Paladin from floor into band
|
||||
mods.DivineStrikePerHit += smite
|
||||
mods.DamageReduct *= 0.9 // rebaseline: small survival trim between the two integer smite steps for a ~60 landing
|
||||
if c.Level >= 5 {
|
||||
mods.ExtraAttacks += 1
|
||||
}
|
||||
|
||||
@@ -2,7 +2,6 @@ package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math/rand/v2"
|
||||
"sort"
|
||||
"strings"
|
||||
"time"
|
||||
@@ -117,7 +116,7 @@ func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
|
||||
before := c.HPCurrent
|
||||
if !hpFull {
|
||||
conMod := abilityModifier(c.CON)
|
||||
healDie := 1 + rand.IntN(6) // 1d6
|
||||
healDie := 1 + simIntN(6) // 1d6
|
||||
heal := healDie + conMod
|
||||
if heal < 1 {
|
||||
heal = 1
|
||||
|
||||
@@ -3,7 +3,6 @@ package plugin
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
@@ -128,7 +127,7 @@ func applyMageSubclassSpellHooks(c *DnDCharacter, spell SpellDefinition, slotLev
|
||||
// applySpellDamageAttack — Fire Bolt, Inflict Wounds, Chill Touch, etc.
|
||||
// Roll d20 + spell attack vs enemy AC; nat 20 doubles dice damage.
|
||||
func applySpellDamageAttack(spell SpellDefinition, atk int, mods *CombatModifiers, enemy *CombatStats, slot, charLevel int) {
|
||||
roll := 1 + rand.IntN(20)
|
||||
roll := 1 + simIntN(20)
|
||||
isCrit := roll == 20
|
||||
isFumble := roll == 1
|
||||
if isFumble || (!isCrit && roll+atk < enemy.AC) {
|
||||
@@ -158,7 +157,7 @@ func applySpellDamageAttack(spell SpellDefinition, atk int, mods *CombatModifier
|
||||
// future multi-enemy combat (Phase 11+) but is not consulted here.
|
||||
func applySpellDamageSave(spell SpellDefinition, dc int, c *DnDCharacter, mods *CombatModifiers, enemy *CombatStats, slot int) {
|
||||
saveMod := enemySpellSaveMod(enemy)
|
||||
saveRoll := 1 + rand.IntN(20)
|
||||
saveRoll := 1 + simIntN(20)
|
||||
saved := saveRoll+saveMod >= dc
|
||||
dmg := rollSpellDamageDice(spell, slot, c.Level)
|
||||
if saved {
|
||||
@@ -182,7 +181,7 @@ func applySpellDamageAuto(spell SpellDefinition, mods *CombatModifiers, slot, ch
|
||||
}
|
||||
total := 0
|
||||
for i := 0; i < darts; i++ {
|
||||
total += 1 + rand.IntN(4) + 1
|
||||
total += 1 + simIntN(4) + 1
|
||||
}
|
||||
mods.SpellPreDamage += total
|
||||
mods.SpellPreDamageDesc = fmt.Sprintf("Magic Missile (%d darts, %d dmg)", darts, total)
|
||||
@@ -223,7 +222,7 @@ func enemySpellSaveMod(enemy *CombatStats) int {
|
||||
// double damage (5e: paralyzed creatures auto-crit on melee hits).
|
||||
func applySpellControl(spell SpellDefinition, dc int, mods *CombatModifiers, enemy *CombatStats, slot int) {
|
||||
saveMod := enemySpellSaveMod(enemy)
|
||||
saveRoll := 1 + rand.IntN(20)
|
||||
saveRoll := 1 + simIntN(20)
|
||||
if saveRoll+saveMod >= dc {
|
||||
mods.SpellPreDamageDesc = spell.Name + " — resisted"
|
||||
return
|
||||
@@ -382,7 +381,7 @@ func rollTurnSpellHeal(c *DnDCharacter, spell SpellDefinition, slotLevel int) in
|
||||
if supreme {
|
||||
heal += faces
|
||||
} else {
|
||||
heal += 1 + rand.IntN(faces)
|
||||
heal += 1 + simIntN(faces)
|
||||
}
|
||||
}
|
||||
heal += abilityModifier(c.WIS)
|
||||
@@ -418,7 +417,7 @@ func rollSpellDamageDice(spell SpellDefinition, slot, charLevel int) int {
|
||||
}
|
||||
total := flat
|
||||
for i := 0; i < dice; i++ {
|
||||
total += 1 + rand.IntN(faces)
|
||||
total += 1 + simIntN(faces)
|
||||
}
|
||||
if total < 1 {
|
||||
total = 1
|
||||
|
||||
@@ -224,7 +224,14 @@ func TestApplyClassPassives(t *testing.T) {
|
||||
wantFlatStart int
|
||||
wantInitBias float64
|
||||
}{
|
||||
{ClassFighter, 0.05, 0, false, 0, 1.0, 0, 0},
|
||||
// Fighter-ceiling rebaseline (2026-07-16): Fighter picked up a -2 to-hit
|
||||
// sub-swing trim; Rogue's steady rider flipped +0.05→-0.10 and it took a
|
||||
// -3 to-hit trim (both offset a new 2nd swing gated at L5, not seen here);
|
||||
// Druid took a survival trim (DR 0.95→0.19) + -0.20 damage; Bard a DR 0.4
|
||||
// survival trim; Sorcerer a +1 to-hit to match the blasters; Paladin a
|
||||
// 0.9 DR survival trim. Caster CantripPerRound / Defense adds are
|
||||
// not asserted here.
|
||||
{ClassFighter, 0.05, -2, false, 0, 1.0, 0, 0},
|
||||
// Phase 2 class-balance rebalance: rogue picked up +5% damage,
|
||||
// Mage/Bard/Warlock gained a level-scaled FlatDmgStart burst, Sorcerer's
|
||||
// burst now also scales with level, and Warlock picked up +1 attack.
|
||||
@@ -233,7 +240,7 @@ func TestApplyClassPassives(t *testing.T) {
|
||||
// Phase 3 class-balance: Druid picked up a WIS-scaled FlatDmgStart burst
|
||||
// (lvl 1 + clamp(mod(WIS=0)) = 1), and Sorcerer's burst base went 3→5
|
||||
// (5 + 1 + clamp(mod(CHA=10)=0) = 6).
|
||||
{ClassRogue, 0.05, 0, true, 0, 1.0, 0, 0},
|
||||
{ClassRogue, -0.10, -3, true, 0, 1.0, 0, 0},
|
||||
{ClassMage, 0.05, 1, false, 0, 1.0, 1, 0},
|
||||
{ClassCleric, 0, 0, false, 5, 1.0, 0, 0},
|
||||
// Class-identity audit (2026-05-16): Ranger Hunter's Mark is now
|
||||
@@ -243,11 +250,11 @@ func TestApplyClassPassives(t *testing.T) {
|
||||
// FlatDmgStart compensation riders are gone; +1 to-hit stays on
|
||||
// Ranger as the "read prey tells" half.
|
||||
{ClassRanger, 0, 1, false, 0, 1.0, 0, 0},
|
||||
{ClassDruid, 0, 0, false, 0, 0.95, 1, 0},
|
||||
{ClassBard, 0.05, 1, false, 0, 1.0, 1, 1},
|
||||
{ClassSorcerer, 0.05, 0, false, 0, 1.0, 6, 0},
|
||||
{ClassDruid, -0.20, 0, false, 0, 0.95 * 0.2, 1, 0},
|
||||
{ClassBard, 0.05, 1, false, 0, 0.4, 1, 1},
|
||||
{ClassSorcerer, 0.05, 1, false, 0, 1.0, 6, 0},
|
||||
{ClassWarlock, 0.12, 1, false, 0, 1.0, 1, 0},
|
||||
{ClassPaladin, 0, 0, false, 0, 1.0, 0, 0},
|
||||
{ClassPaladin, 0, 0, false, 0, 0.9, 0, 0},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
stats := CombatStats{AttackBonus: 5}
|
||||
|
||||
@@ -32,6 +32,15 @@ const (
|
||||
ZoneDragonsLair ZoneID = "dragons_lair"
|
||||
ZoneAbyssPortal ZoneID = "abyss_portal"
|
||||
|
||||
// Tier 6 "Mythic" post-game zones. Gated behind postgameUnlocked (both
|
||||
// T5 bosses beaten + level ≥ 18), never surfaced by zonesForLevel. See
|
||||
// postgame_zones.go and gogobee_postgame_zones_plan.md.
|
||||
ZoneOssuaryAscendant ZoneID = "ossuary_ascendant"
|
||||
ZoneFirstHoard ZoneID = "first_hoard"
|
||||
ZoneUnplace ZoneID = "unplace"
|
||||
ZoneDrownedStar ZoneID = "drowned_star"
|
||||
ZoneLastMeridian ZoneID = "last_meridian"
|
||||
|
||||
// ZoneArena is a synthetic ID — never registered via registerZone, so
|
||||
// !zone enter can't reach it. It exists to route renderBossOutcome's
|
||||
// twinBeeLine calls when an arena fight (resolveArenaBoss, post-L2)
|
||||
@@ -51,6 +60,10 @@ const (
|
||||
ZoneTierJourneyman ZoneTier = 3
|
||||
ZoneTierVeteran ZoneTier = 4
|
||||
ZoneTierLegendary ZoneTier = 5
|
||||
// ZoneTierMythic — Tier 6 post-game. Earned, not leveled: unlocked by
|
||||
// postgameUnlocked (both T5 bosses beaten + level ≥ 18), excluded from
|
||||
// zonesForLevel unconditionally.
|
||||
ZoneTierMythic ZoneTier = 6
|
||||
)
|
||||
|
||||
// ZoneEnemy is a roster entry. BestiaryID must resolve via dndBestiary
|
||||
@@ -83,6 +96,7 @@ type ZoneLootEntry struct {
|
||||
ItemID string
|
||||
DropChance float64 // 0..1; ignored if UniqueAlways
|
||||
UniqueAlways bool // always drops; used for quest items
|
||||
BossOnly bool // only rolls on the zone-boss kill (signature items)
|
||||
Note string // free-text descriptor (unique-item flavor)
|
||||
}
|
||||
|
||||
@@ -172,6 +186,13 @@ func zonesForLevel(dndLevel int) []ZoneDefinition {
|
||||
var out []ZoneDefinition
|
||||
for _, id := range zoneOrder {
|
||||
z := dndZoneRegistry[id]
|
||||
// Tier 6 (Mythic post-game) is never level-gated in. It has its own
|
||||
// unlock (postgameUnlocked) and surfaces only via postgameZones().
|
||||
// Note: maxTier = playerTier+2 has no hard clamp, so a high-level
|
||||
// player would otherwise reach a T6 zone here — exclude explicitly.
|
||||
if z.Tier >= ZoneTierMythic {
|
||||
continue
|
||||
}
|
||||
if int(z.Tier) <= maxTier {
|
||||
out = append(out, z)
|
||||
}
|
||||
|
||||
@@ -118,6 +118,25 @@ func (p *AdventurePlugin) zoneCmdList(ctx MessageContext, c *DnDCharacter) error
|
||||
i+1, z.Display, int(z.Tier), z.LevelMin, z.LevelMax, z.ID))
|
||||
b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
|
||||
}
|
||||
// Post-game zones render under a divider once any exist. Unlocked players
|
||||
// see enterable entries (indexed continuing from the list above, matching
|
||||
// availableZonesFor); locked players see aspiration + the unlock hint.
|
||||
if pg := postgameZones(); len(pg) > 0 {
|
||||
unlocked, reason := postgameUnlocked(ctx.Sender, c.Level)
|
||||
b.WriteString("\n— Beyond the Map —\n")
|
||||
if !unlocked {
|
||||
b.WriteString(fmt.Sprintf("_%s_\n", reason))
|
||||
}
|
||||
for j, z := range pg {
|
||||
if unlocked {
|
||||
b.WriteString(fmt.Sprintf("**%d.** %s — _T%d, L%d+_ `!zone enter %s`\n",
|
||||
len(zones)+j+1, z.Display, int(z.Tier), z.LevelMin, z.ID))
|
||||
} else {
|
||||
b.WriteString(fmt.Sprintf("🔒 %s — _T%d, L%d+_\n", z.Display, int(z.Tier), z.LevelMin))
|
||||
}
|
||||
b.WriteString(fmt.Sprintf(" %s\n", z.Atmosphere))
|
||||
}
|
||||
}
|
||||
if active, isLeader, _ := activeZoneRunFor(ctx.Sender); active != nil {
|
||||
zone := zoneOrFallback(active.ZoneID)
|
||||
tail := "Use `!zone status` or `!zone abandon`."
|
||||
@@ -200,9 +219,12 @@ func (p *AdventurePlugin) zoneCmdEnter(ctx MessageContext, c *DnDCharacter, rest
|
||||
"🛌 You're still resting — %s remaining. The dungeon won't go anywhere.",
|
||||
formatRespecDuration(remaining)))
|
||||
}
|
||||
available := zonesForLevel(c.Level)
|
||||
available := availableZonesFor(ctx.Sender, c.Level)
|
||||
id, ok := resolveZoneInput(rest, available)
|
||||
if !ok {
|
||||
if reason := postgameLockReason(rest, ctx.Sender, c.Level); reason != "" {
|
||||
return p.SendDM(ctx.Sender, reason)
|
||||
}
|
||||
return p.SendDM(ctx.Sender,
|
||||
"Unknown zone for your level. Try `!zone list` to see what's available.")
|
||||
}
|
||||
@@ -762,7 +784,7 @@ func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact, inlin
|
||||
b.WriteString(line)
|
||||
b.WriteString("\n\n")
|
||||
}
|
||||
if granted := p.rollZoneLoot(ctx.Sender, run, zone); len(granted) > 0 {
|
||||
if granted := p.rollZoneLoot(ctx.Sender, run, zone, !midZone); len(granted) > 0 {
|
||||
b.WriteString("**Loot:**\n")
|
||||
for _, id := range granted {
|
||||
b.WriteString("• " + id + "\n")
|
||||
|
||||
@@ -357,7 +357,7 @@ func (p *AdventurePlugin) resolveTrapRoomLegacy(userID id.UserID, run *DungeonRu
|
||||
// to a single "coins" item with rolled value; everything else becomes a
|
||||
// treasure-tier inventory item with a tier-derived placeholder value
|
||||
// (zone equipment registry wiring is a later content phase).
|
||||
func (p *AdventurePlugin) rollZoneLoot(userID id.UserID, run *DungeonRun, zone ZoneDefinition) []string {
|
||||
func (p *AdventurePlugin) rollZoneLoot(userID id.UserID, run *DungeonRun, zone ZoneDefinition, bossCleared bool) []string {
|
||||
rng := rand.New(rand.NewPCG(uint64(zoneSelectorHash(run.RunID, run.CurrentRoom)), 0x100712))
|
||||
// DM mood tilts probabilistic drop chances. UniqueAlways entries are
|
||||
// untouched — those are story drops, not flavor for the DM to gate.
|
||||
@@ -367,6 +367,13 @@ func (p *AdventurePlugin) rollZoneLoot(userID id.UserID, run *DungeonRun, zone Z
|
||||
}
|
||||
var granted []string
|
||||
for _, entry := range zone.Loot {
|
||||
// BossOnly (signature) drops only roll on the true zone-boss / whole-zone
|
||||
// clear. rollZoneLoot fires on every region completion of a multi-region
|
||||
// zone; without this gate a T6 signature item would get four roll chances
|
||||
// per run instead of one at the boss.
|
||||
if entry.BossOnly && !bossCleared {
|
||||
continue
|
||||
}
|
||||
if !entry.UniqueAlways {
|
||||
chance := entry.DropChance * moodMult
|
||||
if rng.Float64() > chance {
|
||||
@@ -404,6 +411,15 @@ func zoneLootToInventory(entry ZoneLootEntry, zone ZoneDefinition, rng *rand.Ran
|
||||
Value: int64(val),
|
||||
}, true
|
||||
}
|
||||
// Registry-backed loot (T6 signature items and any future magic-item drops)
|
||||
// materializes as a real equippable magic_item — the SkillSource tag is what
|
||||
// the equip path and magicItemEffectFor key off. Plain named entries (legacy
|
||||
// zone signature items not in the registry) fall through to treasure below.
|
||||
if mi, ok := magicItemRegistry[entry.ItemID]; ok {
|
||||
item := magicItemSell(mi)
|
||||
item.SkillSource = "magic_item:" + mi.ID
|
||||
return item, true
|
||||
}
|
||||
tier := int(zone.Tier)
|
||||
displayName := titleCaseUnderscored(entry.ItemID)
|
||||
value := int64(50 * tier * tier) // T1=50, T2=200, T3=450, T4=800, T5=1250
|
||||
|
||||
@@ -507,6 +507,33 @@ func TestZoneTrapRoom_AntimagicFieldNoHPLoss(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// TestZoneLootToInventory_RegistryItemBecomesMagicItem — a signature drop whose
|
||||
// ItemID is in the magic-item registry materializes as an equippable magic_item
|
||||
// carrying the "magic_item:<id>" SkillSource, not generic treasure.
|
||||
func TestZoneLootToInventory_RegistryItemBecomesMagicItem(t *testing.T) {
|
||||
zone, ok := getZone(ZoneFirstHoard)
|
||||
if !ok {
|
||||
t.Fatal("first_hoard zone not registered")
|
||||
}
|
||||
rng := newDeterministicRNG(t, "sig-loot")
|
||||
entry := ZoneLootEntry{ItemID: "aegis_of_the_first_scale", DropChance: 1.0, BossOnly: true}
|
||||
item, ok := zoneLootToInventory(entry, zone, rng)
|
||||
if !ok {
|
||||
t.Fatal("zoneLootToInventory returned ok=false for a registry item")
|
||||
}
|
||||
if item.Type != "magic_item" {
|
||||
t.Errorf("Type = %q, want magic_item", item.Type)
|
||||
}
|
||||
if item.SkillSource != "magic_item:aegis_of_the_first_scale" {
|
||||
t.Errorf("SkillSource = %q, want magic_item:aegis_of_the_first_scale", item.SkillSource)
|
||||
}
|
||||
// A plain non-registry entry still falls through to treasure.
|
||||
plain, _ := zoneLootToInventory(ZoneLootEntry{ItemID: "cooling_ember_of_aurvandryx", UniqueAlways: true}, zone, rng)
|
||||
if plain.Type != "treasure" {
|
||||
t.Errorf("crafting anchor Type = %q, want treasure", plain.Type)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRollZoneLoot_BossLootDrops(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@zone-loot:example")
|
||||
@@ -517,7 +544,7 @@ func TestRollZoneLoot_BossLootDrops(t *testing.T) {
|
||||
zone, _ := getZone(ZoneCryptValdris)
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
granted := p.rollZoneLoot(uid, run, zone)
|
||||
granted := p.rollZoneLoot(uid, run, zone, true)
|
||||
// Crypt of Valdris has UniqueAlways "valdris_phylactery_shard" + always-drop coins.
|
||||
foundShard := false
|
||||
foundCoins := false
|
||||
|
||||
@@ -358,7 +358,10 @@ func pickLootEntry(zone map[LootTier][]ZoneLootDrop, tier LootTier, rng *rand.Ra
|
||||
// while production paths use the package-global generator.
|
||||
func rngFloat(rng *rand.Rand) float64 {
|
||||
if rng == nil {
|
||||
return rand.Float64()
|
||||
// Auto-resolve rooms pass nil. simFloat64 routes to the seeded combat
|
||||
// stream when the sim is seeding, else the package global — so prod
|
||||
// (never seeded) stays byte-identical while sim room combat pairs.
|
||||
return simFloat64()
|
||||
}
|
||||
return rng.Float64()
|
||||
}
|
||||
@@ -368,7 +371,7 @@ func rngIntN(rng *rand.Rand, n int) int {
|
||||
return 0
|
||||
}
|
||||
if rng == nil {
|
||||
return rand.IntN(n)
|
||||
return simIntN(n)
|
||||
}
|
||||
return rng.IntN(n)
|
||||
}
|
||||
|
||||
@@ -92,6 +92,16 @@ func zoneRoomEntryPool(zoneID ZoneID) []string {
|
||||
return append(append([]string{}, flavor.RoomEntryDragonsLair...), flavor.RoomEntryGeneric...)
|
||||
case ZoneAbyssPortal:
|
||||
return append(append([]string{}, flavor.RoomEntryAbyssPortal...), flavor.RoomEntryGeneric...)
|
||||
case ZoneOssuaryAscendant:
|
||||
return append(append([]string{}, flavor.RoomEntryOssuaryAscendant...), flavor.RoomEntryGeneric...)
|
||||
case ZoneFirstHoard:
|
||||
return append(append([]string{}, flavor.RoomEntryFirstHoard...), flavor.RoomEntryGeneric...)
|
||||
case ZoneUnplace:
|
||||
return append(append([]string{}, flavor.RoomEntryUnplace...), flavor.RoomEntryGeneric...)
|
||||
case ZoneDrownedStar:
|
||||
return append(append([]string{}, flavor.RoomEntryDrownedStar...), flavor.RoomEntryGeneric...)
|
||||
case ZoneLastMeridian:
|
||||
return append(append([]string{}, flavor.RoomEntryLastMeridian...), flavor.RoomEntryGeneric...)
|
||||
}
|
||||
return flavor.RoomEntryGeneric
|
||||
}
|
||||
@@ -120,6 +130,16 @@ func bossEntryPool(zoneID ZoneID) []string {
|
||||
return flavor.BossEntryInfernax
|
||||
case ZoneAbyssPortal:
|
||||
return flavor.BossEntryBelaxath
|
||||
case ZoneOssuaryAscendant:
|
||||
return flavor.BossEntryValdrisAscendant
|
||||
case ZoneFirstHoard:
|
||||
return flavor.BossEntryAurvandryx
|
||||
case ZoneUnplace:
|
||||
return flavor.BossEntrySeamstress
|
||||
case ZoneDrownedStar:
|
||||
return flavor.BossEntrySeraphel
|
||||
case ZoneLastMeridian:
|
||||
return flavor.BossEntryCustodian
|
||||
}
|
||||
return flavor.BossEntryGeneric
|
||||
}
|
||||
@@ -182,6 +202,16 @@ func zoneLorePool(zoneID ZoneID) []string {
|
||||
return append(append([]string{}, flavor.LoreLinesDragonsLair...), flavor.LoreLines...)
|
||||
case ZoneAbyssPortal:
|
||||
return append(append([]string{}, flavor.LoreLinesAbyssPortal...), flavor.LoreLines...)
|
||||
case ZoneOssuaryAscendant:
|
||||
return append(append([]string{}, flavor.LoreLinesOssuaryAscendant...), flavor.LoreLines...)
|
||||
case ZoneFirstHoard:
|
||||
return append(append([]string{}, flavor.LoreLinesFirstHoard...), flavor.LoreLines...)
|
||||
case ZoneUnplace:
|
||||
return append(append([]string{}, flavor.LoreLinesUnplace...), flavor.LoreLines...)
|
||||
case ZoneDrownedStar:
|
||||
return append(append([]string{}, flavor.LoreLinesDrownedStar...), flavor.LoreLines...)
|
||||
case ZoneLastMeridian:
|
||||
return append(append([]string{}, flavor.LoreLinesLastMeridian...), flavor.LoreLines...)
|
||||
}
|
||||
return flavor.LoreLines
|
||||
}
|
||||
@@ -211,6 +241,16 @@ func bossSignaturePool(zoneID ZoneID) []string {
|
||||
return flavor.InfernaxSignatureCallouts
|
||||
case ZoneAbyssPortal:
|
||||
return flavor.BelaxathSignatureCallouts
|
||||
case ZoneOssuaryAscendant:
|
||||
return flavor.ValdrisAscendantSignatureCallouts
|
||||
case ZoneFirstHoard:
|
||||
return flavor.AurvandryxSignatureCallouts
|
||||
case ZoneUnplace:
|
||||
return flavor.SeamstressSignatureCallouts
|
||||
case ZoneDrownedStar:
|
||||
return flavor.SeraphelSignatureCallouts
|
||||
case ZoneLastMeridian:
|
||||
return flavor.CustodianSignatureCallouts
|
||||
}
|
||||
return nil
|
||||
}
|
||||
@@ -236,6 +276,16 @@ func bossPhaseTwoPool(zoneID ZoneID) []string {
|
||||
return flavor.InfernaxPhaseTwoLines
|
||||
case ZoneAbyssPortal:
|
||||
return flavor.BelaxathPhaseTwoLines
|
||||
case ZoneOssuaryAscendant:
|
||||
return flavor.ValdrisAscendantPhaseTwoLines
|
||||
case ZoneFirstHoard:
|
||||
return flavor.AurvandryxPhaseTwoLines
|
||||
case ZoneUnplace:
|
||||
return flavor.SeamstressPhaseTwoLines
|
||||
case ZoneDrownedStar:
|
||||
return flavor.SeraphelPhaseTwoLines
|
||||
case ZoneLastMeridian:
|
||||
return flavor.CustodianPhaseTwoLines
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
@@ -175,6 +175,9 @@ func generateRoomSequence(zone ZoneDefinition, rng *rand.Rand) []RoomType {
|
||||
|
||||
// newRunID — 16-char hex token. Crypto-random; collision-resistant.
|
||||
func newRunID() string {
|
||||
if simSeedOn() {
|
||||
return simHexToken()
|
||||
}
|
||||
var b [8]byte
|
||||
if _, err := cryptorand.Read(b[:]); err != nil {
|
||||
// Fall back to math/rand if /dev/urandom is unavailable.
|
||||
@@ -219,6 +222,15 @@ func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand)
|
||||
break
|
||||
}
|
||||
}
|
||||
// Tier 6 zones are excluded from zonesForLevel by design; they're
|
||||
// admitted here only through the post-game unlock (both T5 bosses beaten
|
||||
// + level ≥ floor). This is the shared engine safety net — command sites
|
||||
// give the friendly reason before reaching here.
|
||||
if isPostgameZone(zoneID) {
|
||||
if ok, _ := postgameUnlocked(userID, dndLevel); ok {
|
||||
allowed = true
|
||||
}
|
||||
}
|
||||
if !allowed {
|
||||
return nil, ErrZoneTierLocked
|
||||
}
|
||||
@@ -231,7 +243,11 @@ func startZoneRun(userID id.UserID, zoneID ZoneID, dndLevel int, rng *rand.Rand)
|
||||
}
|
||||
|
||||
if rng == nil {
|
||||
rng = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), uint64(time.Now().UnixMicro())))
|
||||
if simSeedOn() {
|
||||
rng = simZoneRNG()
|
||||
} else {
|
||||
rng = rand.New(rand.NewPCG(uint64(time.Now().UnixNano()), uint64(time.Now().UnixMicro())))
|
||||
}
|
||||
}
|
||||
seq := generateRoomSequence(zone, rng)
|
||||
|
||||
|
||||
@@ -128,10 +128,10 @@ func TestZoneRegistry_LootDropChances(t *testing.T) {
|
||||
func TestZoneRegistry_RoomCountSane(t *testing.T) {
|
||||
// Long-expedition plan §2 widens the bands per tier: T1 12–14 up to
|
||||
// T5 ~36–44. The guard floor stays at 5 (no zone should ever drop
|
||||
// below that) and the ceiling tracks the T5 target.
|
||||
// below that) and the ceiling tracks the T6 post-game target of 44–52.
|
||||
for _, z := range allZones() {
|
||||
if z.MinRooms < 5 || z.MaxRooms > 44 || z.MinRooms > z.MaxRooms {
|
||||
t.Errorf("zone %s rooms %d-%d outside design (5-44, min<=max)",
|
||||
if z.MinRooms < 5 || z.MaxRooms > 52 || z.MinRooms > z.MaxRooms {
|
||||
t.Errorf("zone %s rooms %d-%d outside design (5-52, min<=max)",
|
||||
z.ID, z.MinRooms, z.MaxRooms)
|
||||
}
|
||||
}
|
||||
@@ -162,6 +162,7 @@ func TestZoneRegistry_LevelRangeMatchesTier(t *testing.T) {
|
||||
ZoneTierJourneyman: {5, 8},
|
||||
ZoneTierVeteran: {8, 12},
|
||||
ZoneTierLegendary: {12, 20},
|
||||
ZoneTierMythic: {18, 20}, // post-game: gated by unlock, not level band
|
||||
}
|
||||
for _, z := range allZones() {
|
||||
want, ok := expected[z.Tier]
|
||||
|
||||
@@ -416,6 +416,21 @@ func (p *EuroPlugin) GetBalance(userID id.UserID) float64 {
|
||||
return balance
|
||||
}
|
||||
|
||||
// HasExternalTx reports whether a money move with this externalID has already
|
||||
// been applied. It lets a retrying web caller tell a first attempt from a replay:
|
||||
// on a first attempt the affordability gate must run, but on a retry of an order
|
||||
// already debited the gate must be skipped — the debit is a settled fact, and
|
||||
// re-reading the now-lower balance would wrongly bounce a hit the buyer paid for.
|
||||
func (p *EuroPlugin) HasExternalTx(externalID string) bool {
|
||||
if externalID == "" {
|
||||
return false
|
||||
}
|
||||
var one int
|
||||
err := db.Get().QueryRow(
|
||||
`SELECT 1 FROM euro_transactions WHERE external_id = ? LIMIT 1`, externalID).Scan(&one)
|
||||
return err == nil
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Idempotent money moves
|
||||
//
|
||||
|
||||
@@ -123,6 +123,11 @@ var phase1TierCenterline = map[ZoneTier]int{
|
||||
ZoneTierJourneyman: 9,
|
||||
ZoneTierVeteran: 13,
|
||||
ZoneTierLegendary: 17,
|
||||
// Tier 6 post-game runs at the cap. These in-process matrices tune the
|
||||
// T1–T5 global levers; T6 rows are simmed and logged for reference but
|
||||
// carry no band assertion here — T6 balance is owned by the remote P7
|
||||
// sweep (n=750, control arm) per gogobee_postgame_zones_plan.md §4.
|
||||
ZoneTierMythic: 20,
|
||||
}
|
||||
|
||||
// TestExpeditionBalance_Phase1_FullMatrix is the Phase 1 baseline-
|
||||
|
||||
@@ -375,6 +375,12 @@ func isBoredomDriven(userID id.UserID, now time.Time) bool {
|
||||
func pickBoredomZone(uid id.UserID, level int) (ZoneDefinition, bool) {
|
||||
var inBand, nonRaid []ZoneDefinition
|
||||
for _, z := range allZones() {
|
||||
// Tier 6 post-game zones are opt-in endgame — a bored character never
|
||||
// wanders into one on autopilot, even once unlocked. This picker walks
|
||||
// allZones() directly (not zonesForLevel), so exclude T6 explicitly.
|
||||
if z.Tier >= ZoneTierMythic {
|
||||
continue
|
||||
}
|
||||
if level < z.LevelMin || level > z.LevelMax {
|
||||
continue
|
||||
}
|
||||
|
||||
@@ -137,7 +137,16 @@ func (p *AdventurePlugin) expeditionCmdAccept(ctx MessageContext, c *DnDCharacte
|
||||
}
|
||||
|
||||
zone := zoneOrFallback(exp.ZoneID)
|
||||
if !zoneOpenToLevel(exp.ZoneID, c.Level) {
|
||||
// Tier 6 zones are excluded from zonesForLevel by design, so zoneOpenToLevel
|
||||
// would refuse every seat; they carry their own post-game unlock instead.
|
||||
// Non-postgame zones keep the plain level gate.
|
||||
if isPostgameZone(exp.ZoneID) {
|
||||
// A party can't smuggle an ungated member into a Tier 6 zone: every seat
|
||||
// must have cleared the post-game unlock on their own.
|
||||
if ok, reason := postgameUnlocked(ctx.Sender, c.Level); !ok {
|
||||
return p.SendDM(ctx.Sender, reason)
|
||||
}
|
||||
} else if !zoneOpenToLevel(exp.ZoneID, c.Level) {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||
"**%s** is beyond you for now — come back at a higher level.", zone.Display))
|
||||
}
|
||||
|
||||
@@ -136,6 +136,30 @@ func (s *SimRunner) BuildCharacter(uid id.UserID, class DnDClass, level int) (*D
|
||||
return c, nil
|
||||
}
|
||||
|
||||
// SeedPostgameUnlock makes the synthetic user satisfy postgameUnlocked's
|
||||
// T5-clear gate by writing two completed, boss-defeated dnd_expedition rows
|
||||
// (dragons_lair + abyss_portal) into the sim's throwaway DB. Without this the
|
||||
// P1 gate in startZoneRun rejects every T6 zone ("did not persist after start")
|
||||
// and the sim can't reach post-game content. Sim/test-only — the live gate is
|
||||
// unchanged. Idempotent enough for a fresh per-run DB; call once after
|
||||
// BuildCharacter/PrepareRealCharacter when the target zone IsPostgameZone.
|
||||
func (s *SimRunner) SeedPostgameUnlock(uid id.UserID) error {
|
||||
for i, z := range []ZoneID{ZoneDragonsLair, ZoneAbyssPortal} {
|
||||
if _, err := db.Get().Exec(
|
||||
`INSERT INTO dnd_expedition (expedition_id, user_id, zone_id, status, boss_defeated)
|
||||
VALUES (?, ?, ?, ?, 1)`,
|
||||
fmt.Sprintf("sim-unlock-%s-%d", uid, i), string(uid), string(z), ExpeditionStatusComplete,
|
||||
); err != nil {
|
||||
return fmt.Errorf("seed T5 clear %s: %w", z, err)
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// IsPostgameZone exports the T6 predicate so the sim binary (a separate
|
||||
// package) can decide whether to call SeedPostgameUnlock before a run.
|
||||
func IsPostgameZone(id ZoneID) bool { return isPostgameZone(id) }
|
||||
|
||||
// PrepareRealCharacter readies an already-persisted character (loaded from a
|
||||
// copy of the prod DB) for a headless run. Unlike BuildCharacter it fabricates
|
||||
// nothing: the character keeps its real race/class/subclass/level, ability
|
||||
@@ -294,8 +318,16 @@ func applyClassBaselineStats(c *DnDCharacter) {
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 16, 13, 15, 8, 12, 10
|
||||
case ClassRogue, ClassRanger:
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 10, 16, 14, 12, 13, 8
|
||||
case ClassMage, ClassSorcerer:
|
||||
case ClassMage:
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 14, 13, 16, 12, 10
|
||||
case ClassSorcerer:
|
||||
// Sorcerer is a CHA caster (spellcastingMod → CHA), so its 16 goes in
|
||||
// CHA, not INT. Previously it shared the Mage's INT-heavy array, which
|
||||
// left the synthetic sorcerer casting at CHA mod 0 — every CHA-scaled
|
||||
// ability (cantrip, Innate Sorcery, spell DCs) ran crippled and sorc
|
||||
// trailed the field in every sweep. Prod players always placed 16 in
|
||||
// CHA; this makes the sim's sorcerer match a real one.
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 8, 14, 13, 10, 12, 16
|
||||
case ClassCleric, ClassDruid:
|
||||
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA = 12, 10, 14, 8, 16, 13
|
||||
case ClassBard, ClassWarlock:
|
||||
|
||||
@@ -98,6 +98,75 @@ func TestSeatParty_RefusedFollowerHaltsTheRun(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// Regression: a party could never seat a follower into a Tier 6 post-game
|
||||
// zone. expeditionCmdAccept ran the plain zoneOpenToLevel level gate first, and
|
||||
// T6 zones are excluded from zonesForLevel by design, so every unlocked member
|
||||
// was refused ("beyond you for now") before the post-game check could admit
|
||||
// them. The intended party-only endgame was unreachable. The fix routes T6
|
||||
// zones through postgameUnlocked instead of the level gate.
|
||||
func TestSeatParty_PostgameZoneSeatsUnlockedMembers(t *testing.T) {
|
||||
setupZoneRunTestDB(t)
|
||||
s := newPartySimRunner()
|
||||
|
||||
leader := id.UserID("@sim-pg-ok:example")
|
||||
member := id.UserID("@sim-pg-ok-m1:example")
|
||||
for _, u := range []id.UserID{leader, member} {
|
||||
if _, err := s.BuildCharacter(u, ClassFighter, postgameLevelFloor+2); err != nil {
|
||||
t.Fatalf("build %s: %v", u, err)
|
||||
}
|
||||
s.Euro.Credit(u, 50000, "test")
|
||||
if err := s.SeedPostgameUnlock(u); err != nil {
|
||||
t.Fatalf("seed unlock %s: %v", u, err)
|
||||
}
|
||||
}
|
||||
defer cleanupExpeditions(leader)
|
||||
|
||||
ctx := MessageContext{Sender: leader}
|
||||
if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(ZoneOssuaryAscendant)+" heavy"); err != nil {
|
||||
t.Fatalf("start T6 expedition: %v", err)
|
||||
}
|
||||
if err := s.seatParty(leader, []id.UserID{member}); err != nil {
|
||||
t.Fatalf("seatParty refused an unlocked member into a T6 zone: %v", err)
|
||||
}
|
||||
exp, _ := getActiveExpedition(leader)
|
||||
if exp == nil {
|
||||
t.Fatal("expedition vanished while seating")
|
||||
}
|
||||
if size, err := partySize(exp.ID); err != nil || size != 2 {
|
||||
t.Fatalf("roster = %d (%v), want 2 (leader + 1 unlocked member)", size, err)
|
||||
}
|
||||
}
|
||||
|
||||
// The post-game gate must still refuse a member who has NOT beaten both T5
|
||||
// bosses, even in a party: no smuggling an ungated seat into a T6 zone. The
|
||||
// leader is unlocked (so the expedition starts); the member is not.
|
||||
func TestSeatParty_PostgameZoneRefusesUngatedMember(t *testing.T) {
|
||||
setupZoneRunTestDB(t)
|
||||
s := newPartySimRunner()
|
||||
|
||||
leader := id.UserID("@sim-pg-gate:example")
|
||||
member := id.UserID("@sim-pg-gate-m1:example")
|
||||
for _, u := range []id.UserID{leader, member} {
|
||||
if _, err := s.BuildCharacter(u, ClassFighter, postgameLevelFloor+2); err != nil {
|
||||
t.Fatalf("build %s: %v", u, err)
|
||||
}
|
||||
s.Euro.Credit(u, 50000, "test")
|
||||
}
|
||||
// Only the leader clears the T5 gate; the member stays ungated.
|
||||
if err := s.SeedPostgameUnlock(leader); err != nil {
|
||||
t.Fatalf("seed leader unlock: %v", err)
|
||||
}
|
||||
defer cleanupExpeditions(leader)
|
||||
|
||||
ctx := MessageContext{Sender: leader}
|
||||
if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(ZoneOssuaryAscendant)+" heavy"); err != nil {
|
||||
t.Fatalf("start T6 expedition: %v", err)
|
||||
}
|
||||
if err := s.seatParty(leader, []id.UserID{member}); err == nil {
|
||||
t.Fatal("seatParty admitted an ungated member into a T6 zone")
|
||||
}
|
||||
}
|
||||
|
||||
// A misspelled -class / -party-classes token used to build a character at the
|
||||
// unknown-class fallback — 1 HP — and the run reported a perfectly normal
|
||||
// outcome for it. Nothing downstream treats an unknown class as an error, so
|
||||
|
||||
@@ -46,10 +46,11 @@ type MagicItem struct {
|
||||
}
|
||||
|
||||
// magicItemOverlay — hand-authored magic items that win on ID collision with
|
||||
// the generated SRD dump. Empty for now: the classifier output is the starting
|
||||
// point, and corrections (or wholly new items) land here rather than being
|
||||
// edited into the generated file.
|
||||
var magicItemOverlay []MagicItem
|
||||
// the generated SRD dump. Corrections (or wholly new items) land here rather
|
||||
// than being edited into the generated file. Today it carries the T6 signature
|
||||
// items (postgame_magic_items.go); this is a plain var reference, not an init()
|
||||
// append, so it resolves before buildMagicItemRegistry() reads it.
|
||||
var magicItemOverlay = postgameSignatureMagicItems
|
||||
|
||||
// magicItemRegistry is the merged lookup table: the generated SRD dump with the
|
||||
// hand-authored overlay layered on top.
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
@@ -184,9 +185,10 @@ type magicItemEffect struct {
|
||||
}
|
||||
|
||||
// magicItemEffectOverlay — hand-authored per-item effects that win over the
|
||||
// codified formula. Empty for now; corrections land here rather than being
|
||||
// folded into the formula, mirroring magicItemOverlay in magic_items.go.
|
||||
var magicItemEffectOverlay = map[string]magicItemEffect{}
|
||||
// codified formula. Corrections land here rather than being folded into the
|
||||
// formula, mirroring magicItemOverlay in magic_items.go. Today it carries the
|
||||
// T6 signature items' bespoke combat numbers (postgame_magic_items.go).
|
||||
var magicItemEffectOverlay = postgameSignatureEffects
|
||||
|
||||
// rarityPowerScalar is the codified power axis: rarer item, bigger delta.
|
||||
func rarityPowerScalar(r DnDRarity) float64 {
|
||||
@@ -328,6 +330,42 @@ func countAttunedMagicItems(equipped map[DnDSlot]EquippedMagicItem) int {
|
||||
return n
|
||||
}
|
||||
|
||||
// reconcileMagicAttunements bonds any worn attunement item that is sitting
|
||||
// inert while a bond slot is free. Bonding is strictly beneficial (there are no
|
||||
// cursed items), so the only legitimate reason for a worn attunement item to be
|
||||
// unbonded is the hard cap — the moment a slot frees, every straggler should
|
||||
// light up. Without this, an item equipped while at cap stays permanently inert:
|
||||
// the equip picker only lists inventory, so a slotted item can never be reached
|
||||
// to re-attempt bonding. Idempotent; returns the names of items it newly bonded.
|
||||
func reconcileMagicAttunements(userID id.UserID) ([]string, error) {
|
||||
equipped, err := loadEquippedMagicItems(userID)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
used := countAttunedMagicItems(equipped)
|
||||
if used >= dndMagicItemAttuneLimit {
|
||||
return nil, nil
|
||||
}
|
||||
var bonded []string
|
||||
for _, ds := range dndSlotOrder { // deterministic order when slots are scarce
|
||||
if used >= dndMagicItemAttuneLimit {
|
||||
break
|
||||
}
|
||||
e, ok := equipped[ds]
|
||||
if !ok || e.Item.ID == "" || !e.Item.Attunement || e.Attuned {
|
||||
continue
|
||||
}
|
||||
if _, err := db.Get().Exec(
|
||||
`UPDATE magic_item_equipped SET attuned = 1 WHERE user_id = ? AND slot = ?`,
|
||||
string(userID), string(ds)); err != nil {
|
||||
return bonded, err
|
||||
}
|
||||
bonded = append(bonded, e.Item.Name)
|
||||
used++
|
||||
}
|
||||
return bonded, nil
|
||||
}
|
||||
|
||||
// ── Combat hook ─────────────────────────────────────────────────────────────
|
||||
|
||||
// applyMagicItemEffects layers the player's equipped magic items onto their
|
||||
@@ -522,7 +560,140 @@ func magicItemEffectSummary(mi MagicItem) string {
|
||||
return strings.Join(parts, ", ")
|
||||
}
|
||||
|
||||
// The equip mutation, message-free, shared by the DM resolver above and the web
|
||||
// equip queue (pete_equip.go). Splitting it out is deliberate: the ordering below
|
||||
// — evict occupant, then remove-from-inventory *before* equip, with a rollback if
|
||||
// equip fails — is the whole defence against item duplication, and a second copy
|
||||
// of it living in the web path is exactly where that defence would silently rot.
|
||||
// One implementation, two callers.
|
||||
|
||||
// errItemNotEquippable is a *permanent* refusal (not a magic item, or a slotless
|
||||
// curio) — the caller should reject the request, not retry it. Every other error
|
||||
// from applyMagicEquip is a transient DB fault the caller may retry.
|
||||
var errItemNotEquippable = errors.New("magic-item: not equippable")
|
||||
|
||||
// errSlotEmpty is applyMagicUnequip's permanent refusal: nothing is in that slot.
|
||||
var errSlotEmpty = errors.New("magic-item: slot empty")
|
||||
|
||||
// magicEquipOutcome is what an equip did, for the caller to narrate. BondsBefore
|
||||
// is the attunement count *after* any swap-eviction and *before* this item, so a
|
||||
// caller reporting "bonded (N/3)" adds one.
|
||||
type magicEquipOutcome struct {
|
||||
Effective MagicItem // the item as worn, tempering folded in
|
||||
SwappedBack string // name of the occupant sent back to inventory, or ""
|
||||
Bonded bool // this item took a bond just now
|
||||
AtCap bool // worn but inert: it wants a bond and all 3 are used
|
||||
BondsBefore int // bonds in use before this item was worn
|
||||
Healed []string // stragglers a freed slot let bond, post-equip
|
||||
}
|
||||
|
||||
// applyMagicEquip wears one inventory item, preserving the anti-duplication
|
||||
// ordering. It mutates the equipment tables and sends nothing.
|
||||
func applyMagicEquip(userID id.UserID, it AdvItem) (magicEquipOutcome, error) {
|
||||
mi, ok := magicItemFromAdvItem(it)
|
||||
if !ok || mi.Slot == "" {
|
||||
return magicEquipOutcome{}, errItemNotEquippable
|
||||
}
|
||||
equipped, err := loadEquippedMagicItems(userID)
|
||||
if err != nil {
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
|
||||
// Return whatever occupies that slot to inventory at full value, and drop it
|
||||
// from the local map so the bond count below reflects the post-swap state.
|
||||
var swappedBack string
|
||||
if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
|
||||
back := magicItemSellAt(prev.Item, prev.Temper)
|
||||
back.SkillSource = "magic_item:" + prev.Item.ID
|
||||
if err := addAdvInventoryItem(userID, back); err != nil {
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
swappedBack = prev.Item.Name
|
||||
delete(equipped, mi.Slot)
|
||||
}
|
||||
|
||||
bondsBefore := countAttunedMagicItems(equipped)
|
||||
bonded, atCap := false, false
|
||||
if mi.Attunement {
|
||||
if bondsBefore >= dndMagicItemAttuneLimit {
|
||||
atCap = true
|
||||
} else {
|
||||
bonded = true
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the inventory row FIRST, then equip; if equip fails, restore the row.
|
||||
// The reverse order left a transient failure with the item both worn and in the
|
||||
// pack — a free duplicate.
|
||||
if err := removeAdvInventoryItem(it.ID); err != nil {
|
||||
slog.Error("magic-item: failed to remove from inventory before equip",
|
||||
"user", userID, "item", mi.ID, "err", err)
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
if err := equipMagicItem(userID, mi.Slot, mi.ID, bonded, it.Temper); err != nil {
|
||||
restored := magicItemSellAt(mi, it.Temper)
|
||||
restored.Value = it.Value
|
||||
restored.SkillSource = "magic_item:" + mi.ID
|
||||
if rbErr := addAdvInventoryItem(userID, restored); rbErr != nil {
|
||||
slog.Error("magic-item: equip failed AND inventory rollback failed",
|
||||
"user", userID, "item", mi.ID, "equip_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return magicEquipOutcome{}, err
|
||||
}
|
||||
|
||||
// Swapping the occupant out may have freed a bond slot — light up any straggler.
|
||||
healed, _ := reconcileMagicAttunements(userID)
|
||||
return magicEquipOutcome{
|
||||
Effective: temperedItem(mi, it.Temper),
|
||||
SwappedBack: swappedBack,
|
||||
Bonded: bonded,
|
||||
AtCap: atCap,
|
||||
BondsBefore: bondsBefore,
|
||||
Healed: healed,
|
||||
}, nil
|
||||
}
|
||||
|
||||
// magicUnequipOutcome is what an unequip did, for the caller to narrate.
|
||||
type magicUnequipOutcome struct {
|
||||
Item MagicItem // the item taken off, as it was worn
|
||||
Healed []string // stragglers the freed bond slot let bond
|
||||
}
|
||||
|
||||
// applyMagicUnequip takes the item off a slot and returns it to inventory,
|
||||
// mirroring the equip ordering (destructive op first, restore on failure). Sends
|
||||
// nothing.
|
||||
func applyMagicUnequip(userID id.UserID, slot DnDSlot) (magicUnequipOutcome, error) {
|
||||
equipped, err := loadEquippedMagicItems(userID)
|
||||
if err != nil {
|
||||
return magicUnequipOutcome{}, err
|
||||
}
|
||||
e, ok := equipped[slot]
|
||||
if !ok || e.Item.ID == "" {
|
||||
return magicUnequipOutcome{}, errSlotEmpty
|
||||
}
|
||||
if err := unequipMagicItem(userID, slot); err != nil {
|
||||
return magicUnequipOutcome{}, err
|
||||
}
|
||||
back := magicItemSellAt(e.Item, e.Temper)
|
||||
back.SkillSource = "magic_item:" + e.Item.ID
|
||||
if err := addAdvInventoryItem(userID, back); err != nil {
|
||||
if rbErr := equipMagicItem(userID, slot, e.Item.ID, e.Attuned, e.Temper); rbErr != nil {
|
||||
slog.Error("magic-item: unequip failed AND re-equip rollback failed",
|
||||
"user", userID, "item", e.Item.ID, "inv_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return magicUnequipOutcome{}, err
|
||||
}
|
||||
healed, _ := reconcileMagicAttunements(userID)
|
||||
return magicUnequipOutcome{Item: e.Effective(), Healed: healed}, nil
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
|
||||
// Self-heal first: bond any worn item stranded inert while a slot is free
|
||||
// (e.g. equipped at cap, then a bond slot opened). This is the only path a
|
||||
// slotted-but-inert item can be reached from, since the picker below lists
|
||||
// inventory only.
|
||||
healed, _ := reconcileMagicAttunements(ctx.Sender)
|
||||
|
||||
items, err := loadAdvInventory(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to access your inventory.")
|
||||
@@ -538,13 +709,23 @@ func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
|
||||
}
|
||||
magic = append(magic, it)
|
||||
}
|
||||
healNote := ""
|
||||
if len(healed) > 0 {
|
||||
healNote = fmt.Sprintf("🔗 A bond slot freed up — **%s** bonded and is now active.\n\n",
|
||||
strings.Join(healed, "**, **"))
|
||||
}
|
||||
|
||||
if len(magic) == 0 {
|
||||
return p.SendDM(ctx.Sender,
|
||||
"No curios to equip yet — they drop from zones or Luigi's 🔮 shelf.")
|
||||
msg := "No curios to equip yet — they drop from zones or Luigi's 🔮 shelf."
|
||||
if healNote != "" {
|
||||
msg = strings.TrimSpace(healNote)
|
||||
}
|
||||
return p.SendDM(ctx.Sender, msg)
|
||||
}
|
||||
|
||||
equipped, _ := loadEquippedMagicItems(ctx.Sender)
|
||||
var sb strings.Builder
|
||||
sb.WriteString(healNote)
|
||||
sb.WriteString("🔮 **Equippable magic items:**\n\n")
|
||||
for i, it := range magic {
|
||||
base, _ := magicItemFromAdvItem(it)
|
||||
@@ -586,78 +767,108 @@ func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction
|
||||
}
|
||||
|
||||
it := data.Items[idx]
|
||||
mi, ok := magicItemFromAdvItem(it)
|
||||
if !ok || mi.Slot == "" {
|
||||
out, err := applyMagicEquip(ctx.Sender, it)
|
||||
if errors.Is(err, errItemNotEquippable) {
|
||||
return p.SendDM(ctx.Sender, "That item can't be equipped anymore.")
|
||||
}
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to equip that item.")
|
||||
}
|
||||
|
||||
var sb strings.Builder
|
||||
sb.WriteString(fmt.Sprintf("✨ **%s** equipped in your %s slot — %s.",
|
||||
out.Effective.Name, out.Effective.Slot, magicItemEffectSummary(out.Effective)))
|
||||
if out.SwappedBack != "" {
|
||||
sb.WriteString(fmt.Sprintf("\n📦 **%s** moved back to inventory.", out.SwappedBack))
|
||||
}
|
||||
switch {
|
||||
case out.Bonded:
|
||||
sb.WriteString(fmt.Sprintf("\nBonded (%d/%d bond slots used).",
|
||||
out.BondsBefore+1, dndMagicItemAttuneLimit))
|
||||
case out.AtCap:
|
||||
sb.WriteString(fmt.Sprintf("\n⚠️ All %d bond slots are full — it's worn but **inert** until you free one (`!adventure unequip-magic` to take a bonded item off; this one bonds automatically once a slot opens).",
|
||||
dndMagicItemAttuneLimit))
|
||||
}
|
||||
if len(out.Healed) > 0 {
|
||||
sb.WriteString(fmt.Sprintf("\n🔗 A freed bond slot also activated **%s**.",
|
||||
strings.Join(out.Healed, "**, **")))
|
||||
}
|
||||
return p.SendDM(ctx.Sender, sb.String())
|
||||
}
|
||||
|
||||
// ── Unequip command (`!adventure unequip-magic`) ─────────────────────────────
|
||||
|
||||
// advPendingMagicUnequip is the pending-interaction payload for the numbered
|
||||
// unequip picker. It lists slots (not inventory rows) because the item lives in
|
||||
// magic_item_equipped, not adventure_inventory.
|
||||
type advPendingMagicUnequip struct {
|
||||
Slots []DnDSlot
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) handleUnequipMagicCmd(ctx MessageContext) error {
|
||||
equipped, err := loadEquippedMagicItems(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to load your equipped magic items.")
|
||||
}
|
||||
|
||||
// Return whatever currently occupies that slot to inventory at full
|
||||
// value — swapping a curio shouldn't tax it. Evict from the local map
|
||||
// too, so the attunement count below reflects the post-swap state and
|
||||
// can re-open a slot the prior occupant was holding.
|
||||
var swappedBackName string
|
||||
if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
|
||||
back := magicItemSellAt(prev.Item, prev.Temper)
|
||||
back.SkillSource = "magic_item:" + prev.Item.ID
|
||||
if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to return your currently-equipped item to inventory.")
|
||||
}
|
||||
swappedBackName = prev.Item.Name
|
||||
delete(equipped, mi.Slot)
|
||||
}
|
||||
|
||||
// Auto-attune when the item needs it and an attunement slot is free.
|
||||
// Otherwise it equips inert until the player frees a slot.
|
||||
attune := false
|
||||
atCap := false
|
||||
if mi.Attunement {
|
||||
if countAttunedMagicItems(equipped) >= dndMagicItemAttuneLimit {
|
||||
atCap = true
|
||||
} else {
|
||||
attune = true
|
||||
}
|
||||
}
|
||||
// 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 := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune, it.Temper); 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 := magicItemSellAt(mi, it.Temper)
|
||||
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.")
|
||||
}
|
||||
|
||||
eqMI := temperedItem(mi, it.Temper)
|
||||
var sb strings.Builder
|
||||
sb.WriteString(fmt.Sprintf("✨ **%s** equipped in your %s slot — %s.",
|
||||
eqMI.Name, eqMI.Slot, magicItemEffectSummary(eqMI)))
|
||||
if swappedBackName != "" {
|
||||
sb.WriteString(fmt.Sprintf("\n📦 **%s** moved back to inventory.", swappedBackName))
|
||||
sb.WriteString("🔮 **Worn magic items** — reply with a number to take one off (it returns to your inventory), or \"cancel\".\n\n")
|
||||
var slots []DnDSlot
|
||||
for _, ds := range dndSlotOrder { // stable numbering across repeated calls
|
||||
e, ok := equipped[ds]
|
||||
if !ok || e.Item.ID == "" {
|
||||
continue
|
||||
}
|
||||
slots = append(slots, ds)
|
||||
mi := e.Effective()
|
||||
status := ""
|
||||
if mi.Attunement {
|
||||
if e.Attuned {
|
||||
status = " — bonded"
|
||||
} else {
|
||||
status = " — _(inert)_"
|
||||
}
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("%d. **%s** _(%s)_ → %s slot%s\n",
|
||||
len(slots), mi.Name, mi.Rarity, ds, status))
|
||||
}
|
||||
switch {
|
||||
case mi.Attunement && attune:
|
||||
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 bond slots are full — it's worn but **inert** until you free one (`!adventure equip-magic` to swap).",
|
||||
dndMagicItemAttuneLimit))
|
||||
if len(slots) == 0 {
|
||||
return p.SendDM(ctx.Sender, "You aren't wearing any magic items. `!adventure equip-magic` to put one on.")
|
||||
}
|
||||
|
||||
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
||||
Type: "magic_unequip",
|
||||
Data: &advPendingMagicUnequip{Slots: slots},
|
||||
ExpiresAt: time.Now().Add(advDMResponseWindow),
|
||||
})
|
||||
return p.SendDM(ctx.Sender, sb.String())
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) resolveMagicUnequipReply(ctx MessageContext, interaction *advPendingInteraction) error {
|
||||
data := interaction.Data.(*advPendingMagicUnequip)
|
||||
reply := strings.TrimSpace(ctx.Body)
|
||||
if strings.EqualFold(reply, "cancel") {
|
||||
return p.SendDM(ctx.Sender, "Unequip cancelled.")
|
||||
}
|
||||
idx, ok := parseMenuIndex(reply, len(data.Slots))
|
||||
if !ok {
|
||||
p.pending.Store(string(ctx.Sender), interaction)
|
||||
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
|
||||
}
|
||||
|
||||
slot := data.Slots[idx]
|
||||
out, err := applyMagicUnequip(ctx.Sender, slot)
|
||||
if errors.Is(err, errSlotEmpty) {
|
||||
return p.SendDM(ctx.Sender, "That slot is already empty.")
|
||||
}
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Failed to take that item off.")
|
||||
}
|
||||
|
||||
msg := fmt.Sprintf("📦 **%s** taken off your %s slot and returned to inventory.", out.Item.Name, slot)
|
||||
// Freeing a bonded slot may let a worn-but-inert item finally bond.
|
||||
if len(out.Healed) > 0 {
|
||||
msg += fmt.Sprintf("\n🔗 That freed a bond slot — **%s** is now active.",
|
||||
strings.Join(out.Healed, "**, **"))
|
||||
}
|
||||
return p.SendDM(ctx.Sender, msg)
|
||||
}
|
||||
|
||||
@@ -252,6 +252,152 @@ func TestSwapBackReturnsFullValue(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// TestReconcileBondsStrandedItem reproduces the player report: an attunement
|
||||
// item equipped while at the bond cap sits inert, then a bond slot frees up.
|
||||
// The item is worn (not in inventory) so the equip picker can never reach it —
|
||||
// reconcile must be what lights it up.
|
||||
func TestReconcileBondsStrandedItem(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
user := id.UserID("@stranded:test.invalid")
|
||||
|
||||
// Gather attunement items in distinct slots — need cap+1 of them.
|
||||
seen := map[DnDSlot]bool{}
|
||||
var att []MagicItem
|
||||
for _, ds := range dndSlotOrder {
|
||||
for _, mi := range magicItemRegistry {
|
||||
if mi.Attunement && mi.Slot == ds && !seen[ds] {
|
||||
att = append(att, mi)
|
||||
seen[ds] = true
|
||||
}
|
||||
}
|
||||
}
|
||||
if len(att) < dndMagicItemAttuneLimit+1 {
|
||||
t.Skipf("registry has only %d attunement slots, need %d", len(att), dndMagicItemAttuneLimit+1)
|
||||
}
|
||||
|
||||
// Bond the first `limit` items, then wear one more inert (attuned=false).
|
||||
for i := 0; i < dndMagicItemAttuneLimit; i++ {
|
||||
if err := equipMagicItem(user, att[i].Slot, att[i].ID, true, 0); err != nil {
|
||||
t.Fatalf("bond seed %d: %v", i, err)
|
||||
}
|
||||
}
|
||||
stranded := att[dndMagicItemAttuneLimit]
|
||||
if err := equipMagicItem(user, stranded.Slot, stranded.ID, false, 0); err != nil {
|
||||
t.Fatalf("equip stranded: %v", err)
|
||||
}
|
||||
|
||||
// At cap, reconcile must be a no-op — the stranded item stays inert.
|
||||
if healed, err := reconcileMagicAttunements(user); err != nil || len(healed) != 0 {
|
||||
t.Fatalf("reconcile at cap = %v (err %v), want no change", healed, err)
|
||||
}
|
||||
|
||||
// Free a slot (the player swaps out a bonded item), then reconcile.
|
||||
if err := unequipMagicItem(user, att[0].Slot); err != nil {
|
||||
t.Fatalf("free slot: %v", err)
|
||||
}
|
||||
healed, err := reconcileMagicAttunements(user)
|
||||
if err != nil {
|
||||
t.Fatalf("reconcile after free: %v", err)
|
||||
}
|
||||
if len(healed) != 1 || healed[0] != stranded.Name {
|
||||
t.Fatalf("reconcile healed %v, want [%s]", healed, stranded.Name)
|
||||
}
|
||||
|
||||
equipped, _ := loadEquippedMagicItems(user)
|
||||
if !equipped[stranded.Slot].Attuned {
|
||||
t.Errorf("stranded item still inert after reconcile")
|
||||
}
|
||||
if got := countAttunedMagicItems(equipped); got != dndMagicItemAttuneLimit {
|
||||
t.Errorf("bonded count = %d, want %d", got, dndMagicItemAttuneLimit)
|
||||
}
|
||||
|
||||
// Idempotent: a second pass changes nothing.
|
||||
if healed, _ := reconcileMagicAttunements(user); len(healed) != 0 {
|
||||
t.Errorf("second reconcile healed %v, want none", healed)
|
||||
}
|
||||
}
|
||||
|
||||
// TestUnequipMagicReturnsToInventoryAndHeals drives the unequip resolver end to
|
||||
// end: taking a bonded item off must return it to inventory AND free its bond
|
||||
// slot so a worn-but-inert item lights up.
|
||||
func TestUnequipMagicReturnsToInventoryAndHeals(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
user := id.UserID("@unequip:test.invalid")
|
||||
|
||||
seen := map[DnDSlot]bool{}
|
||||
var att []MagicItem
|
||||
for _, ds := range dndSlotOrder {
|
||||
for _, mi := range magicItemRegistry {
|
||||
if mi.Attunement && mi.Slot == ds && !seen[ds] {
|
||||
att = append(att, mi)
|
||||
seen[ds] = true
|
||||
}
|
||||
}
|
||||
}
|
||||
if len(att) < dndMagicItemAttuneLimit+1 {
|
||||
t.Skipf("registry has only %d attunement slots, need %d", len(att), dndMagicItemAttuneLimit+1)
|
||||
}
|
||||
|
||||
// Bond the cap, then wear one more inert.
|
||||
for i := 0; i < dndMagicItemAttuneLimit; i++ {
|
||||
if err := equipMagicItem(user, att[i].Slot, att[i].ID, true, 0); err != nil {
|
||||
t.Fatalf("bond seed %d: %v", i, err)
|
||||
}
|
||||
}
|
||||
stranded := att[dndMagicItemAttuneLimit]
|
||||
if err := equipMagicItem(user, stranded.Slot, stranded.ID, false, 0); err != nil {
|
||||
t.Fatalf("equip stranded: %v", err)
|
||||
}
|
||||
|
||||
p := &AdventurePlugin{} // nil Sink/Client → SendDM is a no-op
|
||||
interaction := &advPendingInteraction{
|
||||
Type: "magic_unequip",
|
||||
Data: &advPendingMagicUnequip{Slots: []DnDSlot{att[0].Slot}},
|
||||
}
|
||||
if err := p.resolveMagicUnequipReply(MessageContext{Sender: user, Body: "1"}, interaction); err != nil {
|
||||
t.Fatalf("resolve unequip: %v", err)
|
||||
}
|
||||
|
||||
// The unequipped item is back in inventory as a curio.
|
||||
inv, err := loadAdvInventory(user)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
found := false
|
||||
for _, it := range inv {
|
||||
if it.SkillSource == "magic_item:"+att[0].ID {
|
||||
found = true
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
t.Errorf("unequipped item %q not returned to inventory", att[0].ID)
|
||||
}
|
||||
|
||||
// Its slot is empty, and the freed bond slot bonded the stranded item.
|
||||
equipped, _ := loadEquippedMagicItems(user)
|
||||
if _, still := equipped[att[0].Slot]; still {
|
||||
t.Errorf("slot %s still occupied after unequip", att[0].Slot)
|
||||
}
|
||||
if !equipped[stranded.Slot].Attuned {
|
||||
t.Errorf("stranded item did not bond after a slot freed")
|
||||
}
|
||||
if got := countAttunedMagicItems(equipped); got != dndMagicItemAttuneLimit {
|
||||
t.Errorf("bonded count = %d, want %d", got, dndMagicItemAttuneLimit)
|
||||
}
|
||||
}
|
||||
|
||||
// TestEquippedMagicItemRoundTrip exercises the DB persistence layer: equip,
|
||||
// load, attunement counting, unequip.
|
||||
func TestEquippedMagicItemRoundTrip(t *testing.T) {
|
||||
|
||||
@@ -183,6 +183,12 @@ func emitFact(f peteclient.Fact, subjectUser, opponentUser id.UserID) {
|
||||
}
|
||||
}
|
||||
f.Actors = actors
|
||||
// Author the prose in Pete's voice from the FINAL fact, so the names in the
|
||||
// dispatch match the Actors allow-list Pete guards against. Best-effort: an
|
||||
// empty pair (LLM off or authoring failed) just means Pete templates the
|
||||
// fact. Synchronous, like the holdem tip rewrite — news facts are infrequent
|
||||
// and the call is tightly bounded (dispatchLLMTimeout).
|
||||
f.Headline, f.Lede = authorDispatch(f)
|
||||
peteclient.Emit(f)
|
||||
}
|
||||
|
||||
@@ -336,3 +342,64 @@ func emitZoneClearNews(userID id.UserID, exp *Expedition) {
|
||||
OccurredAt: ts,
|
||||
}, userID, "")
|
||||
}
|
||||
|
||||
// treasureRarityWord maps a treasure def's tier to the rarity adjective Pete
|
||||
// weaves into a find's dispatch. Story-grade treasures are typically tier 5, so
|
||||
// "legendary" is the common case; the lower tiers are here for completeness.
|
||||
func treasureRarityWord(tier int) string {
|
||||
switch {
|
||||
case tier >= 5:
|
||||
return "legendary"
|
||||
case tier == 4:
|
||||
return "epic"
|
||||
case tier == 3:
|
||||
return "rare"
|
||||
case tier == 2:
|
||||
return "uncommon"
|
||||
default:
|
||||
return "common"
|
||||
}
|
||||
}
|
||||
|
||||
// emitTreasureFound files a story-grade treasure find. Only treasures carrying a
|
||||
// RoomAnnounce string reach here — the same gate that earns them a public moment
|
||||
// — so a copper-piece pickup never becomes news. The realm's first finder of a
|
||||
// given treasure is a PRIORITY hoard; a later finder of the same item is a
|
||||
// BULLETIN, the first/repeat split zone_first already uses. Character name only;
|
||||
// no-op unless the seam is enabled.
|
||||
//
|
||||
// treasure_found is an event_type Pete's ingest must already know: an unknown
|
||||
// type 400s, retries to the cap, then parks the bulletin forever. Deploy Pete
|
||||
// first.
|
||||
func emitTreasureFound(userID id.UserID, def *AdvTreasureDef, loc *AdvLocation) {
|
||||
if !peteclient.Enabled() || !newsEmissionOn() {
|
||||
return
|
||||
}
|
||||
if def == nil || loc == nil {
|
||||
return
|
||||
}
|
||||
// Claim the realm-first BEFORE the name guard, so an unnamed straggler's
|
||||
// genuine first find still seeds the ledger and the next finder isn't
|
||||
// mis-billed as the first-ever. Mirrors emitZoneClearNews.
|
||||
tier := "bulletin"
|
||||
if claimRealmFirst("treasure", def.Key) {
|
||||
tier = "priority"
|
||||
}
|
||||
name := charName(userID)
|
||||
if name == "" {
|
||||
return
|
||||
}
|
||||
ts := nowUnix()
|
||||
disc := fmt.Sprintf("%s:%d", def.Key, ts)
|
||||
emitFact(peteclient.Fact{
|
||||
GUID: fmt.Sprintf("treasure_found:%s:%s:%d", eventToken(userID, disc), def.Key, ts),
|
||||
EventType: "treasure_found",
|
||||
Tier: tier,
|
||||
Subject: name,
|
||||
Zone: loc.Name,
|
||||
Level: charLevel(userID),
|
||||
Stakes: def.Name,
|
||||
Outcome: treasureRarityWord(def.Tier),
|
||||
OccurredAt: ts,
|
||||
}, userID, "")
|
||||
}
|
||||
|
||||
169
internal/plugin/pete_compare_test.go
Normal file
169
internal/plugin/pete_compare_test.go
Normal file
@@ -0,0 +1,169 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/peteclient"
|
||||
)
|
||||
|
||||
// weapon/ring/wondrous helpers build a MagicItem the codified effect formula
|
||||
// (magicItemEffectFor) can score without touching the DB.
|
||||
func mkItem(kind MagicItemKind, rarity DnDRarity, slot DnDSlot) MagicItem {
|
||||
return MagicItem{ID: string(kind) + "_" + string(rarity), Kind: kind, Rarity: rarity, Slot: slot}
|
||||
}
|
||||
|
||||
// TestMagicItemDeltasDirection pins the "which way is better" call for each stat,
|
||||
// including DamageReductMult where LOWER is the improvement.
|
||||
func TestMagicItemDeltasDirection(t *testing.T) {
|
||||
neutral := magicItemEffect{DamageReductMult: 1.0}
|
||||
|
||||
t.Run("more damage is better", func(t *testing.T) {
|
||||
d := magicItemDeltas(magicItemEffect{DamageBonus: 0.15, DamageReductMult: 1.0}, magicItemEffect{DamageBonus: 0.10, DamageReductMult: 1.0})
|
||||
if len(d) != 1 || d[0].Label != "damage" || !d[0].Better || d[0].Text != "+5% damage" {
|
||||
t.Fatalf("got %+v", d)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("less damage taken is better", func(t *testing.T) {
|
||||
// cand mult 0.90 (blocks 10%) vs worn neutral 1.0 (blocks nothing).
|
||||
d := magicItemDeltas(magicItemEffect{DamageReductMult: 0.90}, neutral)
|
||||
if len(d) != 1 || d[0].Label != "defense" || !d[0].Better || d[0].Text != "-10% damage taken" {
|
||||
t.Fatalf("got %+v", d)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("weaker armor reads as worse", func(t *testing.T) {
|
||||
// cand blocks less than worn: mult rises, damage taken goes up.
|
||||
d := magicItemDeltas(magicItemEffect{DamageReductMult: 0.96}, magicItemEffect{DamageReductMult: 0.90})
|
||||
if len(d) != 1 || d[0].Better || d[0].Text != "+6% damage taken" {
|
||||
t.Fatalf("got %+v", d)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("hp and opening damage", func(t *testing.T) {
|
||||
d := magicItemDeltas(
|
||||
magicItemEffect{DamageReductMult: 1.0, MaxHP: 10, FlatDmgStart: 3},
|
||||
magicItemEffect{DamageReductMult: 1.0, MaxHP: 6, FlatDmgStart: 5},
|
||||
)
|
||||
byLabel := map[string]itemDelta{}
|
||||
for _, x := range d {
|
||||
byLabel[x.Label] = itemDelta{x.Better, x.Text}
|
||||
}
|
||||
if v := byLabel["hp"]; v.text != "+4 HP" || !v.better {
|
||||
t.Errorf("hp: %+v", v)
|
||||
}
|
||||
if v := byLabel["opening"]; v.text != "-2 opening damage" || v.better {
|
||||
t.Errorf("opening: %+v", v)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("sub-percent change is dropped", func(t *testing.T) {
|
||||
// 0.004 fraction = 0.4% → rounds to 0% → not a visible delta.
|
||||
if d := magicItemDeltas(
|
||||
magicItemEffect{DamageBonus: 0.104, DamageReductMult: 1.0},
|
||||
magicItemEffect{DamageBonus: 0.100, DamageReductMult: 1.0},
|
||||
); len(d) != 0 {
|
||||
t.Fatalf("expected no visible delta, got %+v", d)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
type itemDelta struct {
|
||||
better bool
|
||||
text string
|
||||
}
|
||||
|
||||
// TestCompareVerdict pins strict-dominance classification and the overrides.
|
||||
func TestCompareVerdict(t *testing.T) {
|
||||
gain := []peteclient.ItemDelta{{Better: true}}
|
||||
loss := []peteclient.ItemDelta{{Better: false}}
|
||||
mixed := []peteclient.ItemDelta{{Better: true}, {Better: false}}
|
||||
|
||||
cases := []struct {
|
||||
name string
|
||||
deltas []peteclient.ItemDelta
|
||||
empty, inrt bool
|
||||
want string
|
||||
}{
|
||||
{"all gains", gain, false, false, "upgrade"},
|
||||
{"all losses", loss, false, false, "downgrade"},
|
||||
{"mixed", mixed, false, false, "sidegrade"},
|
||||
{"no change", nil, false, false, "same"},
|
||||
{"empty slot", gain, true, false, "new"},
|
||||
{"inert overrides upgrade", gain, false, true, "inert"},
|
||||
{"inert overrides new", gain, true, true, "inert"},
|
||||
}
|
||||
for _, c := range cases {
|
||||
t.Run(c.name, func(t *testing.T) {
|
||||
if got := compareVerdict(c.deltas, c.empty, c.inrt); got != c.want {
|
||||
t.Errorf("compareVerdict(%s) = %q, want %q", c.name, got, c.want)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// TestMagicItemCompareIntegration drives the whole builder against equipped maps.
|
||||
func TestMagicItemCompareIntegration(t *testing.T) {
|
||||
rareWpn := mkItem(MagicItemWeapon, RarityRare, DnDSlotMainHand) // +15% damage
|
||||
uncWpn := mkItem(MagicItemWeapon, RarityUncommon, DnDSlotMainHand) // +10% damage
|
||||
|
||||
t.Run("upgrade over a weaker worn weapon", func(t *testing.T) {
|
||||
eq := map[DnDSlot]EquippedMagicItem{DnDSlotMainHand: {Slot: DnDSlotMainHand, Item: uncWpn}}
|
||||
c := magicItemCompare(rareWpn, 0, eq)
|
||||
if c.Verdict != "upgrade" || c.VsName != uncWpn.Name || c.VsSlot != "main_hand" {
|
||||
t.Fatalf("got %+v", c)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("downgrade under a stronger worn weapon", func(t *testing.T) {
|
||||
eq := map[DnDSlot]EquippedMagicItem{DnDSlotMainHand: {Slot: DnDSlotMainHand, Item: rareWpn}}
|
||||
if c := magicItemCompare(uncWpn, 0, eq); c.Verdict != "downgrade" {
|
||||
t.Fatalf("got %+v", c)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("same as an identical worn weapon", func(t *testing.T) {
|
||||
eq := map[DnDSlot]EquippedMagicItem{DnDSlotMainHand: {Slot: DnDSlotMainHand, Item: rareWpn}}
|
||||
c := magicItemCompare(rareWpn, 0, eq)
|
||||
if c.Verdict != "same" || len(c.Deltas) != 0 {
|
||||
t.Fatalf("got %+v", c)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("new into an empty slot names no worn item", func(t *testing.T) {
|
||||
c := magicItemCompare(rareWpn, 0, map[DnDSlot]EquippedMagicItem{})
|
||||
if c.Verdict != "new" || c.VsName != "" || len(c.Deltas) == 0 {
|
||||
t.Fatalf("got %+v", c)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("attunement item with no free bond is inert", func(t *testing.T) {
|
||||
ring := mkItem(MagicItemRing, RarityRare, DnDSlotRing1)
|
||||
ring.Attunement = true
|
||||
// Three bonds spent elsewhere; the ring slot is empty. Wearing it does nothing.
|
||||
eq := map[DnDSlot]EquippedMagicItem{
|
||||
DnDSlotChest: {Slot: DnDSlotChest, Item: mkItem(MagicItemArmor, RarityRare, DnDSlotChest), Attuned: true},
|
||||
DnDSlotAmulet: {Slot: DnDSlotAmulet, Item: mkItem(MagicItemWondrous, RarityRare, DnDSlotAmulet), Attuned: true},
|
||||
DnDSlotCloak: {Slot: DnDSlotCloak, Item: mkItem(MagicItemWondrous, RarityRare, DnDSlotCloak), Attuned: true},
|
||||
}
|
||||
if c := magicItemCompare(ring, 0, eq); c.Verdict != "inert" {
|
||||
t.Fatalf("got %+v", c)
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("evicting the worn occupant frees its bond, so not inert", func(t *testing.T) {
|
||||
ring := mkItem(MagicItemRing, RarityRare, DnDSlotRing1)
|
||||
ring.Attunement = true
|
||||
wornRing := mkItem(MagicItemRing, RarityUncommon, DnDSlotRing1)
|
||||
wornRing.Attunement = true
|
||||
// Three bonds spent — but one of them is the ring the candidate would replace.
|
||||
eq := map[DnDSlot]EquippedMagicItem{
|
||||
DnDSlotRing1: {Slot: DnDSlotRing1, Item: wornRing, Attuned: true},
|
||||
DnDSlotChest: {Slot: DnDSlotChest, Item: mkItem(MagicItemArmor, RarityRare, DnDSlotChest), Attuned: true},
|
||||
DnDSlotAmulet: {Slot: DnDSlotAmulet, Item: mkItem(MagicItemWondrous, RarityRare, DnDSlotAmulet), Attuned: true},
|
||||
}
|
||||
if c := magicItemCompare(ring, 0, eq); c.Verdict == "inert" {
|
||||
t.Fatalf("bond freed by eviction, should not be inert: %+v", c)
|
||||
}
|
||||
})
|
||||
}
|
||||
228
internal/plugin/pete_detail_test.go
Normal file
228
internal/plugin/pete_detail_test.go
Normal file
@@ -0,0 +1,228 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// The adventurer detail-page push has two halves, matched to two sensitivities:
|
||||
// the public sheet (stats + gear) rides the roster snapshot keyed by the
|
||||
// anonymous token, and the private self-view (inventory/vault/house/pets) rides
|
||||
// its own push keyed by localpart. These tests pin both halves at the gogobee
|
||||
// end — that the public detail carries no handle, and that the private detail is
|
||||
// keyed so Pete can only ever hand it back to its owner.
|
||||
|
||||
// seedDetailPlayer builds a real, playable adventurer: player_meta + tier-0
|
||||
// equipment (via createAdvCharacter) plus a confirmed combat sheet. Real rows on
|
||||
// purpose — the same modernc scan hazard the roster snapshot dances around.
|
||||
func seedDetailPlayer(t *testing.T, uid id.UserID, name string, level int) {
|
||||
t.Helper()
|
||||
if err := createAdvCharacter(uid, name); err != nil {
|
||||
t.Fatalf("createAdvCharacter(%s): %v", uid, err)
|
||||
}
|
||||
if err := SaveDnDCharacter(&DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: level,
|
||||
STR: 16, DEX: 14, CON: 15, INT: 10, WIS: 12, CHA: 8,
|
||||
HPMax: 42, HPCurrent: 30, TempHP: 5, ArmorClass: 17,
|
||||
PendingSetup: false,
|
||||
}); err != nil {
|
||||
t.Fatalf("SaveDnDCharacter(%s): %v", uid, err)
|
||||
}
|
||||
}
|
||||
|
||||
// TestRosterDetailPublicSheet: buildRosterSnapshot hangs the public sheet on
|
||||
// each board entry — HP/AC/abilities/mods and equipped gear — and nothing that
|
||||
// could name the player. This is the click-through page's whole payload.
|
||||
func TestRosterDetailPublicSheet(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@josie:test")
|
||||
seedDetailPlayer(t, uid, "Josie", 5)
|
||||
|
||||
snap, err := buildRosterSnapshot(time.Now().UTC(), nil)
|
||||
if err != nil {
|
||||
t.Fatalf("buildRosterSnapshot: %v", err)
|
||||
}
|
||||
if len(snap.Adventurers) != 1 {
|
||||
t.Fatalf("board has %d adventurers, want 1", len(snap.Adventurers))
|
||||
}
|
||||
e := snap.Adventurers[0]
|
||||
if e.Detail == nil {
|
||||
t.Fatal("board entry carries no detail sheet — the detail page would fall back to the bare row")
|
||||
}
|
||||
d := e.Detail
|
||||
if d.HPMax != 42 || d.HPCurrent != 30 || d.TempHP != 5 || d.ArmorClass != 17 {
|
||||
t.Errorf("detail sheet = %+v, want HP 30/42 (+5 temp), AC 17", d)
|
||||
}
|
||||
if d.Abilities != [6]int{16, 14, 15, 10, 12, 8} {
|
||||
t.Errorf("abilities = %v, want STR..CHA 16,14,15,10,12,8", d.Abilities)
|
||||
}
|
||||
// CON 15 → +2; a mismatched mods slice would misprint the whole sheet.
|
||||
if d.Modifiers[2] != 2 {
|
||||
t.Errorf("CON modifier = %d, want +2", d.Modifiers[2])
|
||||
}
|
||||
// createAdvCharacter seeds tier-0 gear in every slot, so the panel is full.
|
||||
if len(d.Gear) != len(allSlots) {
|
||||
t.Errorf("gear panel has %d pieces, want %d (one per slot)", len(d.Gear), len(allSlots))
|
||||
}
|
||||
for _, g := range d.Gear {
|
||||
if g.Slot == "" || g.Name == "" {
|
||||
t.Errorf("gear piece is unlabelled: %+v", g)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestRosterDetailExpeditionContext: a player who is out on a run gets the live
|
||||
// expedition fields layered onto their sheet — supplies, threat, and the room
|
||||
// counter — so the detail page shows where they are, not just who they are.
|
||||
func TestRosterDetailExpeditionContext(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@onrun:test")
|
||||
exp := seedMischiefTarget(t, uid, 5, 60) // createAdvCharacter + sheet + live run
|
||||
_ = exp
|
||||
|
||||
snap, err := buildRosterSnapshot(time.Now().UTC(), nil)
|
||||
if err != nil {
|
||||
t.Fatalf("buildRosterSnapshot: %v", err)
|
||||
}
|
||||
if len(snap.Adventurers) != 1 {
|
||||
t.Fatalf("board has %d adventurers, want 1", len(snap.Adventurers))
|
||||
}
|
||||
e := snap.Adventurers[0]
|
||||
if e.Status != "expedition" {
|
||||
t.Fatalf("status = %q, want expedition", e.Status)
|
||||
}
|
||||
if e.Detail == nil {
|
||||
t.Fatal("on-run entry carries no detail")
|
||||
}
|
||||
if e.Detail.Room == "" {
|
||||
t.Error("expedition detail has no room counter — the run context didn't layer on")
|
||||
}
|
||||
}
|
||||
|
||||
// TestDetailSnapshotKeyedByLocalpart is the ownership contract at the source.
|
||||
// The private set is keyed by localpart and carries the player's current board
|
||||
// token, so Pete can answer "is this signed-in viewer the owner of this page?"
|
||||
// by a join — never by reversing the one-way token. And it carries the actual
|
||||
// private goods: inventory, vault, house, pets.
|
||||
func TestDetailSnapshotKeyedByLocalpart(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@quack:test")
|
||||
seedDetailPlayer(t, uid, "Quack", 7)
|
||||
|
||||
// Backpack + vault: two distinct stashes that must not blur together.
|
||||
if err := addAdvInventoryItem(uid, AdvItem{Name: "Iron Ore", Type: "ore", Tier: 1, Value: 10}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := addAdvInventoryItem(uid, AdvItem{Name: "Jeweled Crown", Type: "treasure", Tier: 4, Value: 5000}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got := vaultStoreItem(uid, "crown"); got == "" {
|
||||
t.Fatal("failed to vault the crown")
|
||||
}
|
||||
|
||||
// House + a pet, through the canonical save path.
|
||||
adv, err := loadAdvCharacter(uid)
|
||||
if err != nil {
|
||||
t.Fatalf("loadAdvCharacter: %v", err)
|
||||
}
|
||||
adv.HouseTier = 2
|
||||
adv.HouseLoanBalance = 1500
|
||||
adv.PetType = "cat"
|
||||
adv.PetName = "Mittens"
|
||||
adv.PetLevel = 3
|
||||
if err := saveAdvCharacter(adv); err != nil {
|
||||
t.Fatalf("saveAdvCharacter: %v", err)
|
||||
}
|
||||
|
||||
snap, err := (&AdventurePlugin{}).buildDetailSnapshot(time.Now().UTC())
|
||||
if err != nil {
|
||||
t.Fatalf("buildDetailSnapshot: %v", err)
|
||||
}
|
||||
if len(snap.Players) != 1 {
|
||||
t.Fatalf("detail set has %d players, want 1", len(snap.Players))
|
||||
}
|
||||
pd := snap.Players[0]
|
||||
if pd.Localpart != "quack" {
|
||||
t.Errorf("localpart = %q, want the lowercase mxid localpart 'quack'", pd.Localpart)
|
||||
}
|
||||
if pd.Token != eventToken(uid, "roster") {
|
||||
t.Error("detail token is not the board token — the ownership join on Pete would never match the page")
|
||||
}
|
||||
// Inventory holds the ore (crown was vaulted out of it); vault holds the crown.
|
||||
if len(pd.Inventory) != 1 || pd.Inventory[0].Name != "Iron Ore" {
|
||||
t.Errorf("inventory = %+v, want just the ore", pd.Inventory)
|
||||
}
|
||||
if len(pd.Vault) != 1 || pd.Vault[0].Name != "Jeweled Crown" {
|
||||
t.Errorf("vault = %+v, want just the crown", pd.Vault)
|
||||
}
|
||||
if pd.House.Tier != 2 || pd.House.LoanBalance != 1500 {
|
||||
t.Errorf("house = %+v, want tier 2 / loan 1500", pd.House)
|
||||
}
|
||||
if len(pd.Pets) != 1 || pd.Pets[0].Name != "Mittens" || pd.Pets[0].Level != 3 {
|
||||
t.Errorf("pets = %+v, want the cat Mittens L3", pd.Pets)
|
||||
}
|
||||
}
|
||||
|
||||
// TestDetailSnapshotIgnoresOptOut: the news opt-out governs the *public* board,
|
||||
// not the private self-view. A player who opted out must still receive their own
|
||||
// sheet — Pete only ever serves this back to them — so buildDetailSnapshot must
|
||||
// NOT filter on it, unlike buildRosterSnapshot.
|
||||
func TestDetailSnapshotIgnoresOptOut(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
shown := id.UserID("@shown:test")
|
||||
hidden := id.UserID("@hidden:test")
|
||||
seedDetailPlayer(t, shown, "Shown", 4)
|
||||
seedDetailPlayer(t, hidden, "Hidden", 4)
|
||||
setNewsOptout(hidden, true)
|
||||
|
||||
// The public board drops the opted-out player...
|
||||
roster, err := buildRosterSnapshot(time.Now().UTC(), nil)
|
||||
if err != nil {
|
||||
t.Fatalf("buildRosterSnapshot: %v", err)
|
||||
}
|
||||
if len(roster.Adventurers) != 1 || roster.Adventurers[0].Name != "Shown" {
|
||||
t.Fatalf("public board = %d entries, want just Shown", len(roster.Adventurers))
|
||||
}
|
||||
|
||||
// ...but the private detail set keeps them both.
|
||||
detail, err := (&AdventurePlugin{}).buildDetailSnapshot(time.Now().UTC())
|
||||
if err != nil {
|
||||
t.Fatalf("buildDetailSnapshot: %v", err)
|
||||
}
|
||||
if len(detail.Players) != 2 {
|
||||
t.Fatalf("private detail set = %d players, want 2 — opt-out must not deny a player their own self-view", len(detail.Players))
|
||||
}
|
||||
byLP := map[string]bool{}
|
||||
for _, p := range detail.Players {
|
||||
byLP[p.Localpart] = true
|
||||
}
|
||||
if !byLP["hidden"] {
|
||||
t.Error("opted-out player is missing from the private self-view set")
|
||||
}
|
||||
}
|
||||
|
||||
// TestDetailSnapshotSkipsDeadPlayers: the set is drawn from alive players only.
|
||||
// A dead character has no live board page to own, and pushing their stale
|
||||
// inventory would leave it standing on Pete after they're gone.
|
||||
func TestDetailSnapshotSkipsDeadPlayers(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
alive := id.UserID("@alive:test")
|
||||
dead := id.UserID("@dead:test")
|
||||
seedDetailPlayer(t, alive, "Alive", 4)
|
||||
seedDetailPlayer(t, dead, "Dead", 4)
|
||||
if _, err := db.Get().Exec(`UPDATE player_meta SET alive = 0 WHERE user_id = ?`, string(dead)); err != nil {
|
||||
t.Fatalf("kill player: %v", err)
|
||||
}
|
||||
|
||||
snap, err := (&AdventurePlugin{}).buildDetailSnapshot(time.Now().UTC())
|
||||
if err != nil {
|
||||
t.Fatalf("buildDetailSnapshot: %v", err)
|
||||
}
|
||||
if len(snap.Players) != 1 || snap.Players[0].Localpart != "alive" {
|
||||
t.Fatalf("detail set = %+v, want just the living player", snap.Players)
|
||||
}
|
||||
}
|
||||
201
internal/plugin/pete_dispatch_voice.go
Normal file
201
internal/plugin/pete_dispatch_voice.go
Normal file
@@ -0,0 +1,201 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"os"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/peteclient"
|
||||
)
|
||||
|
||||
// LLM-authored adventure dispatches. gogobee owns the raw model compute; this is
|
||||
// where a structured fact becomes warm-reporter prose for Pete to publish. Pete
|
||||
// is still the editor and the safety boundary: it runs its own prose-guard over
|
||||
// whatever we send and falls back to its templates on anything it does not like,
|
||||
// so authoring here is best-effort by design — every failure path returns an
|
||||
// empty pair and Pete templates the fact.
|
||||
//
|
||||
// The voice must live somewhere, and with no route for Pete to call back into
|
||||
// this box (see roster.go in the Pete repo) it lives in the prompt below. Keep
|
||||
// it faithful to pete_adventure_news_voice.md; Pete's persona, not gogobee's.
|
||||
|
||||
// dispatchLLMTimeout bounds the authoring call. emitFact runs on game-event
|
||||
// chokepoints (a party wipe fires one per member), so this is deliberately far
|
||||
// tighter than the interactive 120s tip budget: if the model cannot turn a
|
||||
// handful of facts into two sentences this fast, it is effectively down, and a
|
||||
// template dispatch now beats a voiced one late.
|
||||
const dispatchLLMTimeout = 15 * time.Second
|
||||
|
||||
// Length ceilings, mirrored from Pete's proseGuard so we never ship prose Pete
|
||||
// will reject for length alone. Byte counts, matching Pete's len() check.
|
||||
const (
|
||||
maxDispatchHeadline = 200
|
||||
maxDispatchLede = 800
|
||||
)
|
||||
|
||||
var dispatchHTTP = &http.Client{Timeout: dispatchLLMTimeout}
|
||||
|
||||
// authorDispatch turns a fact into a headline+lede in Pete's voice, or returns
|
||||
// two empty strings if the model is unconfigured, errors, times out, or produces
|
||||
// anything malformed. The fact must already have its FINAL Actors set (post
|
||||
// opt-out anonymisation) — that list is the only set of names the prose may use,
|
||||
// and it is what Pete's guard checks the output against.
|
||||
func authorDispatch(f peteclient.Fact) (headline, lede string) {
|
||||
host := os.Getenv("OLLAMA_HOST")
|
||||
model := os.Getenv("OLLAMA_MODEL")
|
||||
if host == "" || model == "" {
|
||||
return "", ""
|
||||
}
|
||||
|
||||
prompt := buildDispatchPrompt(f)
|
||||
raw, err := callOllamaDispatch(host, model, prompt)
|
||||
if err != nil {
|
||||
slog.Warn("pete dispatch: LLM authoring failed, Pete will template", "guid", f.GUID, "err", err)
|
||||
return "", ""
|
||||
}
|
||||
|
||||
h, l, ok := parseDispatch(raw)
|
||||
if !ok {
|
||||
slog.Warn("pete dispatch: unparseable LLM output, Pete will template", "guid", f.GUID)
|
||||
return "", ""
|
||||
}
|
||||
// Ship only a complete, in-bounds pair. A half-authored dispatch or an
|
||||
// over-long one is exactly what Pete would reject anyway; catch it here so a
|
||||
// bad generation costs nothing on the wire.
|
||||
if h == "" || l == "" || len(h) > maxDispatchHeadline || len(l) > maxDispatchLede {
|
||||
slog.Warn("pete dispatch: LLM output empty or over length, Pete will template",
|
||||
"guid", f.GUID, "headline_len", len(h), "lede_len", len(l))
|
||||
return "", ""
|
||||
}
|
||||
return h, l
|
||||
}
|
||||
|
||||
// buildDispatchPrompt renders the persona, the strict rules, and this fact's
|
||||
// structured facts into a single prompt. The facts block lists only the fields
|
||||
// that are set, each labelled, so the model has the who/what/where and no room
|
||||
// to invent the rest.
|
||||
func buildDispatchPrompt(f peteclient.Fact) string {
|
||||
var facts strings.Builder
|
||||
add := func(label, val string) {
|
||||
if val != "" {
|
||||
fmt.Fprintf(&facts, "- %s: %s\n", label, val)
|
||||
}
|
||||
}
|
||||
addN := func(label string, n int) {
|
||||
if n != 0 {
|
||||
fmt.Fprintf(&facts, "- %s: %d\n", label, n)
|
||||
}
|
||||
}
|
||||
add("event", f.EventType)
|
||||
add("who this is about (the subject)", f.Subject)
|
||||
add("the other person named", f.Opponent)
|
||||
add("monster or boss", f.Boss)
|
||||
add("dungeon or zone", f.Zone)
|
||||
add("region", f.Region)
|
||||
addN("character level", f.Level)
|
||||
addN("count", f.Count)
|
||||
add("outcome", f.Outcome)
|
||||
add("stakes or item", f.Stakes)
|
||||
add("class and race", f.ClassRace)
|
||||
add("milestone", f.Milestone)
|
||||
|
||||
names := "(none — this is a realm-level event with no named adventurer)"
|
||||
if len(f.Actors) > 0 {
|
||||
names = strings.Join(f.Actors, ", ")
|
||||
}
|
||||
|
||||
return fmt.Sprintf(`You are Pete, a warm, friendly local news reporter for a fantasy adventuring town. Think a beloved local newscaster who genuinely knows everyone and is glad to see them. You have journalistic bones — a clear headline and a who/what/where lede that gets the facts right — delivered with personable, first-person warmth. You root for the community, celebrate wins, mourn losses gently, welcome newcomers. Conversational, never snarky, never a caps-lock hype-man. Warmth carries the register, not exclamation marks.
|
||||
|
||||
Write a short news dispatch about the event below.
|
||||
|
||||
STRICT RULES — do not violate these:
|
||||
- Use ONLY these adventurer names, exactly as written: %s. Never invent a name, never use any other person's name, never use an @-handle.
|
||||
- Use ONLY the facts listed. Do not invent numbers, outcomes, items, or events that are not below.
|
||||
- The monster/boss, zone, region and item names are game names — you may use them as given.
|
||||
- Do not address the reader as "you" unless the event is Pete's own duel.
|
||||
- No markdown, no emoji, no quotation marks around the whole thing.
|
||||
|
||||
Respond with ONLY a JSON object, no other text:
|
||||
{"headline": "one short sentence, a real headline", "lede": "one to three warm sentences with the who/what/where"}
|
||||
|
||||
The event:
|
||||
%s`, names, facts.String())
|
||||
}
|
||||
|
||||
// callOllamaDispatch posts a single non-streaming generation and returns the raw
|
||||
// completion (think-tags stripped). Its own bounded client, separate from the
|
||||
// interactive callOllama, because the game loop cannot wait 120s on the news.
|
||||
func callOllamaDispatch(host, model, prompt string) (string, error) {
|
||||
payload := map[string]interface{}{
|
||||
"model": model,
|
||||
"prompt": prompt,
|
||||
"stream": false,
|
||||
"think": false,
|
||||
"options": map[string]interface{}{
|
||||
"num_ctx": 4096,
|
||||
},
|
||||
}
|
||||
data, err := json.Marshal(payload)
|
||||
if err != nil {
|
||||
return "", fmt.Errorf("marshal payload: %w", err)
|
||||
}
|
||||
apiURL := strings.TrimRight(host, "/") + "/api/generate"
|
||||
resp, err := dispatchHTTP.Post(apiURL, "application/json", bytes.NewReader(data))
|
||||
if err != nil {
|
||||
return "", fmt.Errorf("ollama request: %w", err)
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
body, err := io.ReadAll(resp.Body)
|
||||
if err != nil {
|
||||
return "", fmt.Errorf("read response: %w", err)
|
||||
}
|
||||
if resp.StatusCode != http.StatusOK {
|
||||
return "", fmt.Errorf("ollama HTTP %d: %s", resp.StatusCode, string(body))
|
||||
}
|
||||
var result struct {
|
||||
Response string `json:"response"`
|
||||
}
|
||||
if err := json.Unmarshal(body, &result); err != nil {
|
||||
return "", fmt.Errorf("parse response: %w", err)
|
||||
}
|
||||
return result.Response, nil
|
||||
}
|
||||
|
||||
// parseDispatch pulls {headline, lede} out of the model's completion, tolerating
|
||||
// the usual noise (think blocks, markdown fences, prose around the JSON). ok is
|
||||
// false when no JSON object with a headline can be recovered.
|
||||
func parseDispatch(raw string) (headline, lede string, ok bool) {
|
||||
s := raw
|
||||
// Drop a Qwen-style reasoning block if present.
|
||||
if i := strings.Index(s, "<think>"); i != -1 {
|
||||
if j := strings.Index(s, "</think>"); j != -1 {
|
||||
s = s[:i] + s[j+len("</think>"):]
|
||||
}
|
||||
}
|
||||
// Isolate the first {...} object so surrounding prose or fences don't break
|
||||
// the decode.
|
||||
start := strings.Index(s, "{")
|
||||
end := strings.LastIndex(s, "}")
|
||||
if start < 0 || end <= start {
|
||||
return "", "", false
|
||||
}
|
||||
var out struct {
|
||||
Headline string `json:"headline"`
|
||||
Lede string `json:"lede"`
|
||||
}
|
||||
if err := json.Unmarshal([]byte(s[start:end+1]), &out); err != nil {
|
||||
return "", "", false
|
||||
}
|
||||
headline = strings.TrimSpace(out.Headline)
|
||||
lede = strings.TrimSpace(out.Lede)
|
||||
if headline == "" {
|
||||
return "", "", false
|
||||
}
|
||||
return headline, lede, true
|
||||
}
|
||||
81
internal/plugin/pete_dispatch_voice_test.go
Normal file
81
internal/plugin/pete_dispatch_voice_test.go
Normal file
@@ -0,0 +1,81 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/peteclient"
|
||||
)
|
||||
|
||||
func TestParseDispatch(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
raw string
|
||||
wantOK bool
|
||||
wantHeadPre string
|
||||
}{
|
||||
{
|
||||
name: "clean json",
|
||||
raw: `{"headline": "Josie cleared the Ossuary.", "lede": "Alone, no less."}`,
|
||||
wantOK: true,
|
||||
wantHeadPre: "Josie cleared",
|
||||
},
|
||||
{
|
||||
name: "wrapped in prose and fences",
|
||||
raw: "Sure! Here you go:\n```json\n{\"headline\":\"A win.\",\"lede\":\"Nice one.\"}\n```",
|
||||
wantOK: true,
|
||||
wantHeadPre: "A win.",
|
||||
},
|
||||
{
|
||||
name: "think block stripped",
|
||||
raw: "<think>let me consider the tone</think>\n{\"headline\":\"Held the line.\",\"lede\":\"Proud of you all.\"}",
|
||||
wantOK: true,
|
||||
wantHeadPre: "Held the line.",
|
||||
},
|
||||
{name: "no json", raw: "I could not write that.", wantOK: false},
|
||||
{name: "empty headline", raw: `{"headline":"","lede":"body"}`, wantOK: false},
|
||||
}
|
||||
for _, c := range cases {
|
||||
t.Run(c.name, func(t *testing.T) {
|
||||
h, l, ok := parseDispatch(c.raw)
|
||||
if ok != c.wantOK {
|
||||
t.Fatalf("ok = %v, want %v (h=%q l=%q)", ok, c.wantOK, h, l)
|
||||
}
|
||||
if ok && !strings.HasPrefix(h, c.wantHeadPre) {
|
||||
t.Errorf("headline = %q, want prefix %q", h, c.wantHeadPre)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// TestBuildDispatchPrompt pins the two properties the prose-guard depends on:
|
||||
// the allowed names are stated verbatim, and only the set facts appear (no empty
|
||||
// labels for the model to fill in with invention).
|
||||
func TestBuildDispatchPrompt(t *testing.T) {
|
||||
f := peteclient.Fact{
|
||||
EventType: "boss_kill", Subject: "Josie", Boss: "the Bone Warden",
|
||||
Zone: "the Ossuary", Level: 14, Actors: []string{"Josie"},
|
||||
}
|
||||
p := buildDispatchPrompt(f)
|
||||
|
||||
if !strings.Contains(p, "ONLY these adventurer names, exactly as written: Josie") {
|
||||
t.Errorf("prompt does not constrain names to Actors:\n%s", p)
|
||||
}
|
||||
if !strings.Contains(p, "the Bone Warden") || !strings.Contains(p, "the Ossuary") {
|
||||
t.Error("prompt dropped a supplied fact")
|
||||
}
|
||||
// Unset fields must not appear as empty labels.
|
||||
if strings.Contains(p, "region:") || strings.Contains(p, "milestone:") {
|
||||
t.Errorf("prompt lists an unset fact:\n%s", p)
|
||||
}
|
||||
}
|
||||
|
||||
// TestBuildDispatchPromptRealmEvent: a realm-level fact with no named adventurer
|
||||
// still produces a usable prompt that tells the model there is no name to use.
|
||||
func TestBuildDispatchPromptRealmEvent(t *testing.T) {
|
||||
f := peteclient.Fact{EventType: "siege_start", Boss: "the Horde", Stakes: "the whole town"}
|
||||
p := buildDispatchPrompt(f)
|
||||
if !strings.Contains(p, "no named adventurer") {
|
||||
t.Errorf("realm event prompt missing the no-name note:\n%s", p)
|
||||
}
|
||||
}
|
||||
282
internal/plugin/pete_equip.go
Normal file
282
internal/plugin/pete_equip.go
Normal file
@@ -0,0 +1,282 @@
|
||||
package plugin
|
||||
|
||||
// The web equip queue's game-side loop.
|
||||
//
|
||||
// An owner asks, on their own detail page on Pete, to wear or take off an item.
|
||||
// Pete records the intent; we poll for it, run the real equip against our own
|
||||
// equipment tables, and file a verdict Pete shows them. Same reverse-pipe shape
|
||||
// as mischief — Pete has no route into this box, so we ask for work rather than
|
||||
// being told about it.
|
||||
//
|
||||
// The one thing that is NOT like mischief: the underlying action isn't
|
||||
// idempotent. Equipping consumes an inventory row and unequipping mints a fresh
|
||||
// one, so simply re-running a re-offered order would double-move the item. So
|
||||
// before we touch anything we check the equip_applied_orders ledger: if this
|
||||
// order's guid is already there, the mutation happened on an earlier tick and we
|
||||
// only lost the verdict-ack — we re-file the stored verdict and mutate nothing.
|
||||
// The guid is still the end-to-end key; here it guards a non-idempotent action
|
||||
// instead of riding a naturally idempotent one.
|
||||
|
||||
import (
|
||||
"context"
|
||||
"database/sql"
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"gogobee/internal/peteclient"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
const (
|
||||
equipPollInterval = 30 * time.Second
|
||||
equipPollTimeout = 20 * time.Second
|
||||
)
|
||||
|
||||
// peteEquipTicker polls Pete for equip orders and fulfils them. Started alongside
|
||||
// the other adventure tickers; exits on stopCh.
|
||||
func (p *AdventurePlugin) peteEquipTicker() {
|
||||
if !peteclient.Enabled() {
|
||||
return // no Pete wire configured; the equip queue is simply off
|
||||
}
|
||||
ticker := time.NewTicker(equipPollInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-p.stopCh:
|
||||
return
|
||||
case <-ticker.C:
|
||||
p.pollEquipOrders()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) pollEquipOrders() {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), equipPollTimeout)
|
||||
defer cancel()
|
||||
|
||||
orders, err := peteclient.PendingEquip(ctx)
|
||||
if err != nil {
|
||||
// A Pete predating the queue answers 404; a wire blip looks the same. Quiet
|
||||
// on purpose — this must not spam while Pete hasn't shipped the endpoint.
|
||||
slog.Debug("equip: poll failed", "err", err)
|
||||
return
|
||||
}
|
||||
for _, order := range orders {
|
||||
p.fulfilEquipOrder(ctx, order)
|
||||
}
|
||||
}
|
||||
|
||||
// fulfilEquipOrder applies one order and files its verdict. A transient failure is
|
||||
// left pending for the next poll (no verdict); a permanent one gets a specific
|
||||
// rejection. The guid ledger makes a re-offer after a lost ack a no-op that simply
|
||||
// re-files the verdict.
|
||||
func (p *AdventurePlugin) fulfilEquipOrder(ctx context.Context, order peteclient.EquipOrder) {
|
||||
// Already applied on an earlier tick? Re-file the stored verdict, mutate nothing.
|
||||
if status, detail, ok := equipOrderAlreadyApplied(order.GUID); ok {
|
||||
if err := peteclient.VerdictEquip(ctx, order.GUID, status, detail); err != nil {
|
||||
slog.Warn("equip: re-file verdict push failed, will retry next poll",
|
||||
"order", order.GUID, "status", status, "err", err)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
owner, ok := p.equipOwnerMXID(order.OwnerLocalpart)
|
||||
if !ok {
|
||||
// The client isn't up (tests) or the localpart is empty. Not our order to
|
||||
// fail permanently — leave it pending and try again once we can name the owner.
|
||||
slog.Debug("equip: cannot resolve owner, leaving pending", "order", order.GUID, "owner", order.OwnerLocalpart)
|
||||
return
|
||||
}
|
||||
|
||||
status, detail, retry := p.applyEquipOrder(owner, order)
|
||||
if retry {
|
||||
return // transient; leave pending for the next tick
|
||||
}
|
||||
|
||||
// Record the verdict BEFORE pushing it, so a crash after the mutation still
|
||||
// short-circuits next tick and re-files rather than re-applying. The mutation
|
||||
// and this insert aren't one transaction, but the window between them is a
|
||||
// single statement — the same practical guarantee the DM equip path lives with.
|
||||
if err := recordEquipApplied(order.GUID, status, detail); err != nil {
|
||||
// If we can't record it, don't push the verdict either: leave the order
|
||||
// pending so the ledger and Pete stay in step. Re-running an equip is the
|
||||
// double-move we're guarding against, so a rare re-apply here is the lesser
|
||||
// evil versus a verdict with no ledger behind it. Transient; retry.
|
||||
slog.Warn("equip: failed to record applied order, leaving pending",
|
||||
"order", order.GUID, "status", status, "err", err)
|
||||
return
|
||||
}
|
||||
if err := peteclient.VerdictEquip(ctx, order.GUID, status, detail); err != nil {
|
||||
slog.Warn("equip: verdict push failed, will re-file next poll",
|
||||
"order", order.GUID, "status", status, "err", err)
|
||||
return
|
||||
}
|
||||
slog.Info("equip: web order fulfilled", "order", order.GUID, "action", order.Action, "status", status)
|
||||
}
|
||||
|
||||
// applyEquipOrder runs the real equip/unequip. It returns the terminal status and
|
||||
// a human note for Pete, or retry=true for a transient fault that should leave the
|
||||
// order pending. It records nothing and pushes nothing — the caller does both.
|
||||
func (p *AdventurePlugin) applyEquipOrder(owner id.UserID, order peteclient.EquipOrder) (status, detail string, retry bool) {
|
||||
// Serialize against the owner's own Matrix-side mutations (!give, !equip, !sell,
|
||||
// arena, …), all of which hold this same per-user lock. Without it the poll
|
||||
// goroutine's equip could interleave with a concurrent !give of the very item it
|
||||
// resolved — the duplication the DM equip confirm takes this lock to prevent.
|
||||
userMu := p.advUserLock(owner)
|
||||
userMu.Lock()
|
||||
defer userMu.Unlock()
|
||||
|
||||
switch order.Action {
|
||||
case "equip":
|
||||
inv, err := loadAdvInventory(owner)
|
||||
if err != nil {
|
||||
return "", "", true // transient
|
||||
}
|
||||
var it AdvItem
|
||||
found := false
|
||||
for _, cand := range inv {
|
||||
if cand.ID == order.ItemID {
|
||||
it, found = cand, true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
// The row left the pack before we got here (worn already, sold, a stale
|
||||
// page). The table is AUTOINCREMENT, so the id can't have been reused for
|
||||
// a different item — this is a clean miss, not a wrong hit.
|
||||
return "rejected_not_owned", "That item wasn't in your pack anymore.", false
|
||||
}
|
||||
// Masterwork/arena pieces equip into a standard slot; everything else takes
|
||||
// the magic-item path. Type alone routes it — the id resolved the same row.
|
||||
if it.Type == "MasterworkGear" || it.Type == "ArenaGear" {
|
||||
out, err := applyMasterworkEquip(owner, it)
|
||||
if errors.Is(err, errItemNotEquippable) {
|
||||
return "rejected_not_equippable", "That item can't be worn.", false
|
||||
}
|
||||
if errors.Is(err, errEquipDowngrade) {
|
||||
return "rejected_downgrade", "That isn't an upgrade over what you're wearing.", false
|
||||
}
|
||||
if err != nil {
|
||||
return "", "", true // transient DB fault
|
||||
}
|
||||
return "applied", masterworkEquipDetail(out), false
|
||||
}
|
||||
out, err := applyMagicEquip(owner, it)
|
||||
if errors.Is(err, errItemNotEquippable) {
|
||||
return "rejected_not_equippable", "That item can't be worn.", false
|
||||
}
|
||||
if err != nil {
|
||||
return "", "", true // transient DB fault
|
||||
}
|
||||
return "applied", equipAppliedDetail(out), false
|
||||
|
||||
case "unequip":
|
||||
// A standard slot (weapon/armor/…) takes a masterwork/arena piece off; a DnD
|
||||
// slot takes a magic item off. The vocabularies are disjoint, so the slot
|
||||
// string alone tells the two apart.
|
||||
if isEquipmentSlot(order.Slot) {
|
||||
out, err := applyMasterworkUnequip(owner, EquipmentSlot(order.Slot))
|
||||
if errors.Is(err, errSlotEmpty) {
|
||||
return "rejected_not_worn", "There was nothing to take off there.", false
|
||||
}
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
return "applied", fmt.Sprintf("Took %s off, back in your pack.", out.Name), false
|
||||
}
|
||||
out, err := applyMagicUnequip(owner, DnDSlot(order.Slot))
|
||||
if errors.Is(err, errSlotEmpty) {
|
||||
return "rejected_not_worn", "That slot was already empty.", false
|
||||
}
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
note := fmt.Sprintf("Took off %s, back in your pack.", out.Item.Name)
|
||||
if len(out.Healed) > 0 {
|
||||
note += fmt.Sprintf(" That freed a bond, so %s is active now.", strings.Join(out.Healed, ", "))
|
||||
}
|
||||
return "applied", note, false
|
||||
|
||||
case "upgrade":
|
||||
return p.purchaseEquipmentTier(owner, EquipmentSlot(order.Slot), order.Tier, order.GUID)
|
||||
|
||||
case "repair":
|
||||
return p.repairSlot(owner, EquipmentSlot(order.Slot), order.GUID)
|
||||
|
||||
default:
|
||||
// Pete validates the action before it ever queues an order, so this is a
|
||||
// contract breach, not a user mistake. Reject permanently rather than spin.
|
||||
return "rejected_not_equippable", "Unknown action.", false
|
||||
}
|
||||
}
|
||||
|
||||
// equipAppliedDetail turns an equip outcome into the plain note Pete shows.
|
||||
func equipAppliedDetail(out magicEquipOutcome) string {
|
||||
b := fmt.Sprintf("Now worn in your %s slot.", out.Effective.Slot)
|
||||
switch {
|
||||
case out.Bonded:
|
||||
b += fmt.Sprintf(" Bonded (%d of %d).", out.BondsBefore+1, dndMagicItemAttuneLimit)
|
||||
case out.AtCap:
|
||||
b += fmt.Sprintf(" Worn but inert: all %d bonds are in use, so take one off to activate it.", dndMagicItemAttuneLimit)
|
||||
}
|
||||
if out.SwappedBack != "" {
|
||||
b += fmt.Sprintf(" %s went back to your pack.", out.SwappedBack)
|
||||
}
|
||||
if len(out.Healed) > 0 {
|
||||
b += fmt.Sprintf(" A freed bond also activated %s.", strings.Join(out.Healed, ", "))
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
// equipOwnerMXID reconstructs the owner's Matrix id from the localpart Pete sent,
|
||||
// the same construction as the mischief buyer's. Fails closed if the client isn't
|
||||
// up (tests) or the name is empty.
|
||||
func (p *AdventurePlugin) equipOwnerMXID(localpart string) (id.UserID, bool) {
|
||||
lp := strings.ToLower(strings.TrimSpace(localpart))
|
||||
if lp == "" || p.Client == nil {
|
||||
return "", false
|
||||
}
|
||||
server := p.Client.UserID.Homeserver()
|
||||
if server == "" {
|
||||
return "", false
|
||||
}
|
||||
return id.NewUserID(lp, server), true
|
||||
}
|
||||
|
||||
// ---- the applied-order ledger --------------------------------------------------
|
||||
|
||||
// equipOrderAlreadyApplied reports the verdict we filed for an order, if we have
|
||||
// already applied it. This is the short-circuit that keeps a re-offered order from
|
||||
// re-running its non-idempotent mutation.
|
||||
func equipOrderAlreadyApplied(guid string) (status, detail string, ok bool) {
|
||||
err := db.Get().QueryRow(
|
||||
`SELECT status, detail FROM equip_applied_orders WHERE guid = ?`, guid,
|
||||
).Scan(&status, &detail)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return "", "", false
|
||||
}
|
||||
if err != nil {
|
||||
// A read failure here would send us down the mutation path and risk a
|
||||
// double-move, so treat it as "don't know" and let the caller leave the
|
||||
// order pending rather than assume it's fresh. We signal that by returning
|
||||
// ok=false but... the caller can't tell the difference. Log loudly; a
|
||||
// persistent read failure is a real problem, but a transient one self-heals
|
||||
// on the next poll because the mutation itself is guarded by this same table.
|
||||
slog.Error("equip: applied-ledger read failed", "order", guid, "err", err)
|
||||
return "", "", false
|
||||
}
|
||||
return status, detail, true
|
||||
}
|
||||
|
||||
// recordEquipApplied stamps an order as applied with the verdict we're about to
|
||||
// file. OR IGNORE so a re-file that somehow reaches here can't error on the guid.
|
||||
func recordEquipApplied(guid, status, detail string) error {
|
||||
_, err := db.Get().Exec(
|
||||
`INSERT OR IGNORE INTO equip_applied_orders (guid, status, detail) VALUES (?, ?, ?)`,
|
||||
guid, status, detail)
|
||||
return err
|
||||
}
|
||||
340
internal/plugin/pete_equip_manage.go
Normal file
340
internal/plugin/pete_equip_manage.go
Normal file
@@ -0,0 +1,340 @@
|
||||
package plugin
|
||||
|
||||
// Ask 7: full equipment management from the web.
|
||||
//
|
||||
// The magic-item equip path (magic_items_gameplay.go) only ever touched the DnD
|
||||
// slots — off_hand, rings, and the like — which are almost always empty. Almost
|
||||
// everything a player actually wears lives in the OTHER two systems: the 5
|
||||
// standard EquipmentSlots (weapon/armor/helmet/boots/tool), whose power is the
|
||||
// slot's integer Tier, and the masterwork/arena pieces that get equipped INTO a
|
||||
// standard slot. This file is the game-side of managing all of that from Pete:
|
||||
//
|
||||
// - applyMasterworkEquip / applyMasterworkUnequip — move a masterwork/arena
|
||||
// piece between the pack and a standard slot (no money).
|
||||
// - purchaseEquipmentTier — buy the next standard tier with euros (confirm-gated
|
||||
// on the web), the headless twin of the shop's advBuyEquipment.
|
||||
// - repairSlot — mend a slot's condition with euros, the headless twin of the
|
||||
// blacksmith's executeRepair.
|
||||
// - buildEquipSlotViews — the owner-only snapshot the web panel renders from.
|
||||
//
|
||||
// The two euro-spending mutators run on the retrying poll wire, so every money
|
||||
// move goes through the idempotent euro variants keyed on the order guid: a
|
||||
// re-offered order that already debited skips the charge and just re-runs the
|
||||
// idempotent slot write. That is why neither refunds on a later DB fault — a
|
||||
// refund keyed on a fresh id, followed by a guid-guarded retry that no longer
|
||||
// re-debits, would hand the player both the gear and their money back. The casino
|
||||
// escrow (pete_games.go) settles the same way: idempotent move, then retry.
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
|
||||
"gogobee/internal/peteclient"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// errEquipDowngrade is a permanent refusal: the incoming piece is no better than
|
||||
// what is worn. Downgrades are blocked by user decision (equip and upgrade both).
|
||||
var errEquipDowngrade = errors.New("equip: would be a downgrade")
|
||||
|
||||
// mwEquipOutcome is what a masterwork/arena equip did, for the verdict note.
|
||||
type mwEquipOutcome struct {
|
||||
Name string
|
||||
Slot EquipmentSlot
|
||||
Tier int
|
||||
Arena bool
|
||||
SwappedBack string // the special occupant evicted back to the pack, or ""
|
||||
}
|
||||
|
||||
// applyMasterworkEquip wears one masterwork/arena backpack piece into its standard
|
||||
// slot. Ordering is anti-duplication AND safe under the equip poll's 30s retry:
|
||||
// remove the incoming row FIRST (restoring it on a save fault), then write the
|
||||
// slot, and only THEN evict any displaced special occupant back to the pack. The
|
||||
// eviction comes last, once the slot no longer references the occupant, so it can
|
||||
// never mint a duplicate; and it is best-effort — a failure there is logged, not
|
||||
// aborted on, the same tolerance the DM confirm handler (adventure_masterwork.go)
|
||||
// lives with. Aborting after the slot write would strand a completed equip for a
|
||||
// retry that re-evicts the occupant on every tick.
|
||||
func applyMasterworkEquip(uid id.UserID, it AdvItem) (mwEquipOutcome, error) {
|
||||
if it.Slot == "" || (it.Type != "MasterworkGear" && it.Type != "ArenaGear") {
|
||||
return mwEquipOutcome{}, errItemNotEquippable
|
||||
}
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
return mwEquipOutcome{}, err
|
||||
}
|
||||
slot := it.Slot
|
||||
cur := equip[slot]
|
||||
|
||||
// Downgrade block: the incoming effective tier must beat the current occupant.
|
||||
incoming := &AdvEquipment{Tier: it.Tier}
|
||||
if it.Type == "ArenaGear" {
|
||||
incoming.ArenaTier = it.Tier
|
||||
} else {
|
||||
incoming.Masterwork = true
|
||||
}
|
||||
if advEffectiveTier(incoming) <= advEffectiveTier(cur) {
|
||||
return mwEquipOutcome{}, errEquipDowngrade
|
||||
}
|
||||
|
||||
// Capture the special occupant to evict, if any, BEFORE the slot write below
|
||||
// mutates cur in place. A plain shop-tier occupant is not an item — it is just
|
||||
// the slot's tier — so it is overwritten, not evicted, the same as the DM confirm
|
||||
// handler and the shop. The actual re-pack happens after the slot write (below),
|
||||
// so it can never duplicate the piece.
|
||||
var evicted *AdvItem
|
||||
if cur != nil && (cur.Masterwork || cur.ArenaTier > 0) {
|
||||
old := AdvItem{Name: cur.Name, Type: "MasterworkGear", Tier: cur.Tier, Slot: slot, SkillSource: cur.SkillSource}
|
||||
if cur.ArenaTier > 0 {
|
||||
old.Type = "ArenaGear"
|
||||
}
|
||||
evicted = &old
|
||||
}
|
||||
|
||||
// Destructive op first: pull the incoming row before writing the slot, so a save
|
||||
// fault can't leave it both worn and in the pack. Restore it on failure.
|
||||
if err := removeAdvInventoryItem(it.ID); err != nil {
|
||||
return mwEquipOutcome{}, err
|
||||
}
|
||||
eq := cur
|
||||
if eq == nil {
|
||||
eq = &AdvEquipment{Slot: slot}
|
||||
}
|
||||
eq.Tier = it.Tier
|
||||
eq.Condition = 100
|
||||
eq.Name = it.Name
|
||||
eq.ActionsUsed = 0
|
||||
if it.Type == "ArenaGear" {
|
||||
eq.Masterwork = false
|
||||
eq.SkillSource = ""
|
||||
eq.ArenaTier = it.Tier
|
||||
eq.ArenaSet = ""
|
||||
if gs := arenaGearByName(it.Name); gs != nil {
|
||||
eq.ArenaSet = gs.SetKey
|
||||
}
|
||||
} else {
|
||||
eq.ArenaTier = 0
|
||||
eq.ArenaSet = ""
|
||||
eq.Masterwork = true
|
||||
eq.SkillSource = it.SkillSource
|
||||
}
|
||||
if err := saveAdvEquipment(uid, eq); err != nil {
|
||||
restored := AdvItem{Name: it.Name, Type: it.Type, Tier: it.Tier, Value: it.Value, Slot: it.Slot, SkillSource: it.SkillSource}
|
||||
if rbErr := addAdvInventoryItem(uid, restored); rbErr != nil {
|
||||
slog.Error("equip: masterwork save failed AND inventory rollback failed",
|
||||
"user", uid, "item", it.Name, "save_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return mwEquipOutcome{}, err
|
||||
}
|
||||
|
||||
// The slot now holds the incoming piece, so the former occupant is referenced
|
||||
// nowhere — re-packing it now cannot duplicate it. Best-effort: a failure is a
|
||||
// bounded, non-compounding loss we log rather than abort on, since the equip has
|
||||
// already succeeded and aborting would re-run (and re-evict) on the next poll.
|
||||
var swappedBack string
|
||||
if evicted != nil {
|
||||
if err := addAdvInventoryItem(uid, *evicted); err != nil {
|
||||
slog.Error("equip: masterwork equipped but evicted piece failed to return to pack",
|
||||
"user", uid, "evicted", evicted.Name, "err", err)
|
||||
} else {
|
||||
swappedBack = evicted.Name
|
||||
}
|
||||
}
|
||||
return mwEquipOutcome{Name: it.Name, Slot: slot, Tier: it.Tier, Arena: it.Type == "ArenaGear", SwappedBack: swappedBack}, nil
|
||||
}
|
||||
|
||||
// mwUnequipOutcome is what a masterwork/arena take-off did.
|
||||
type mwUnequipOutcome struct {
|
||||
Name string
|
||||
Slot EquipmentSlot
|
||||
}
|
||||
|
||||
// applyMasterworkUnequip takes a worn masterwork/arena piece off a standard slot,
|
||||
// returns it to the pack, and resets the slot to its tier-0 default. A plain
|
||||
// shop-tier slot has nothing round-trippable (its tier is not an item), so that is
|
||||
// errSlotEmpty — reverting a shop tier is not a take-off. The 5 slot rows are an
|
||||
// invariant (PK user_id+slot), so the row is reset, never deleted. Destructive op
|
||||
// first — reset the slot, then mint the pack row, restoring the slot on failure —
|
||||
// mirroring the magic unequip so a fault can't duplicate the piece.
|
||||
func applyMasterworkUnequip(uid id.UserID, slot EquipmentSlot) (mwUnequipOutcome, error) {
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
return mwUnequipOutcome{}, err
|
||||
}
|
||||
cur := equip[slot]
|
||||
if cur == nil || (!cur.Masterwork && cur.ArenaTier == 0) {
|
||||
return mwUnequipOutcome{}, errSlotEmpty
|
||||
}
|
||||
prev := *cur // snapshot for rollback
|
||||
|
||||
def0 := equipmentTiers[slot][0]
|
||||
reset := &AdvEquipment{Slot: slot, Tier: 0, Condition: 100, Name: def0.Name, ActionsUsed: 0, ArenaTier: 0, ArenaSet: "", Masterwork: false, SkillSource: ""}
|
||||
if err := saveAdvEquipment(uid, reset); err != nil {
|
||||
return mwUnequipOutcome{}, err
|
||||
}
|
||||
|
||||
old := AdvItem{Name: cur.Name, Type: "MasterworkGear", Tier: cur.Tier, Slot: slot, SkillSource: cur.SkillSource}
|
||||
if cur.ArenaTier > 0 {
|
||||
old.Type = "ArenaGear"
|
||||
}
|
||||
if err := addAdvInventoryItem(uid, old); err != nil {
|
||||
if rbErr := saveAdvEquipment(uid, &prev); rbErr != nil {
|
||||
slog.Error("equip: masterwork take-off failed AND slot rollback failed",
|
||||
"user", uid, "slot", slot, "add_err", err, "rollback_err", rbErr)
|
||||
}
|
||||
return mwUnequipOutcome{}, err
|
||||
}
|
||||
return mwUnequipOutcome{Name: cur.Name, Slot: slot}, nil
|
||||
}
|
||||
|
||||
// purchaseEquipmentTier buys a standard slot's tier with euros — the headless twin
|
||||
// of advBuyEquipment, minus flavor. It returns a terminal verdict for Pete or
|
||||
// retry=true for a transient fault. Money moves once, keyed on the order guid; the
|
||||
// web only ever offers the next tier over a PLAIN shop-tier slot (buildEquipSlotViews
|
||||
// suppresses the offer on special gear), so there is no occupant to evict here and
|
||||
// the whole body is idempotent under a re-offered order.
|
||||
func (p *AdventurePlugin) purchaseEquipmentTier(uid id.UserID, slot EquipmentSlot, tier int, guid string) (status, detail string, retry bool) {
|
||||
defs, ok := equipmentTiers[slot]
|
||||
if !ok {
|
||||
return "rejected_not_equippable", "That isn't an equipment slot.", false
|
||||
}
|
||||
if tier < 1 || tier >= len(defs) {
|
||||
// tier 0 is the free default, not a purchase; >= len is past the top tier.
|
||||
return "rejected_max_tier", "That slot is already at the top tier.", false
|
||||
}
|
||||
def := defs[tier]
|
||||
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
cur := equip[slot]
|
||||
if cur != nil {
|
||||
// Buying a shop tier over a special piece strips its bonus — a downgrade in
|
||||
// practice even when the raw number rises. Take it off first, then buy.
|
||||
if cur.Masterwork || cur.ArenaTier > 0 {
|
||||
return "rejected_downgrade", "Take off your special gear in that slot before buying a tier.", false
|
||||
}
|
||||
if cur.Tier >= def.Tier {
|
||||
return "rejected_downgrade", "You already have that tier or better.", false
|
||||
}
|
||||
}
|
||||
|
||||
price := def.Price
|
||||
if !p.euro.HasExternalTx(guid) {
|
||||
ok, _, err := p.euro.DebitIdem(uid, price, "adventure_equip_upgrade", guid)
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
if !ok {
|
||||
return "rejected_insufficient_funds", fmt.Sprintf("That upgrade costs €%.0f and you can't cover it.", price), false
|
||||
}
|
||||
}
|
||||
|
||||
eq := &AdvEquipment{Slot: slot, Tier: def.Tier, Condition: 100, Name: def.Name, ActionsUsed: 0}
|
||||
if err := saveAdvEquipment(uid, eq); err != nil {
|
||||
// No refund: the debit is guid-idempotent, so the next poll re-runs this with
|
||||
// the charge already settled and only the (idempotent) slot write left to do.
|
||||
// Refunding here would double-pay once that retry lands the gear.
|
||||
return "", "", true
|
||||
}
|
||||
return "applied", fmt.Sprintf("Upgraded your %s to %s (T%d) for €%.0f.", slot, def.Name, def.Tier, price), false
|
||||
}
|
||||
|
||||
// repairSlot mends one standard slot's condition with euros — the headless twin of
|
||||
// the blacksmith's executeRepair. Idempotent on the order guid: the debit runs
|
||||
// once, and setting condition to 100 is itself idempotent, so a re-offered order is
|
||||
// safe with no refund.
|
||||
func (p *AdventurePlugin) repairSlot(uid id.UserID, slot EquipmentSlot, guid string) (status, detail string, retry bool) {
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
eq := equip[slot]
|
||||
if eq == nil {
|
||||
return "rejected_not_worn", "There's nothing in that slot to repair.", false
|
||||
}
|
||||
cost := blacksmithRepairCost(eq)
|
||||
if cost <= 0 {
|
||||
// Already full — nothing to charge for. Report it as applied so the order
|
||||
// reaches a terminal state rather than parking.
|
||||
return "applied", "That piece was already at full condition.", false
|
||||
}
|
||||
if !p.euro.HasExternalTx(guid) {
|
||||
ok, _, err := p.euro.DebitIdem(uid, float64(cost), "adventure_repair", guid)
|
||||
if err != nil {
|
||||
return "", "", true
|
||||
}
|
||||
if !ok {
|
||||
return "rejected_insufficient_funds", fmt.Sprintf("The repair costs €%d and you can't cover it.", cost), false
|
||||
}
|
||||
}
|
||||
eq.Condition = 100
|
||||
if err := saveAdvEquipment(uid, eq); err != nil {
|
||||
return "", "", true // retry; the idempotent debit means no double-charge
|
||||
}
|
||||
return "applied", fmt.Sprintf("Repaired your %s for €%d.", eq.Name, cost), false
|
||||
}
|
||||
|
||||
// buildEquipSlotViews is the owner-only snapshot of the 5 standard slots the web
|
||||
// management panel renders from. Worn masterwork/arena pieces surface here (via
|
||||
// CanTakeOff), not in the magic Equipped set. An upgrade is offered only over a
|
||||
// plain shop-tier slot below max — a special piece is taken off, not shop-upgraded.
|
||||
func buildEquipSlotViews(uid id.UserID) []peteclient.EquipSlotView {
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
return nil
|
||||
}
|
||||
var out []peteclient.EquipSlotView
|
||||
for _, slot := range allSlots {
|
||||
eq := equip[slot]
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
v := peteclient.EquipSlotView{
|
||||
Slot: string(slot),
|
||||
Name: eq.Name,
|
||||
Tier: eq.Tier,
|
||||
Condition: eq.Condition,
|
||||
Masterwork: eq.Masterwork,
|
||||
ArenaTier: eq.ArenaTier,
|
||||
CanTakeOff: eq.Masterwork || eq.ArenaTier > 0,
|
||||
RepairCost: blacksmithRepairCost(eq),
|
||||
}
|
||||
if !eq.Masterwork && eq.ArenaTier == 0 && eq.Tier < 5 {
|
||||
next := equipmentTiers[slot][eq.Tier+1]
|
||||
v.NextTier = next.Tier
|
||||
v.NextName = next.Name
|
||||
v.NextPrice = next.Price
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// masterworkEquipDetail turns a masterwork/arena equip outcome into the verdict
|
||||
// note Pete shows.
|
||||
func masterworkEquipDetail(out mwEquipOutcome) string {
|
||||
kind := "masterwork"
|
||||
if out.Arena {
|
||||
kind = "arena"
|
||||
}
|
||||
b := fmt.Sprintf("Now worn in your %s slot (%s T%d).", out.Slot, kind, out.Tier)
|
||||
if out.SwappedBack != "" {
|
||||
b += fmt.Sprintf(" %s went back to your pack.", out.SwappedBack)
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
// isEquipmentSlot reports whether a slot string names one of the 5 standard slots.
|
||||
// The magic DnD slots and the standard slots are disjoint vocabularies, so this
|
||||
// alone routes an unequip to the right path.
|
||||
func isEquipmentSlot(slot string) bool {
|
||||
for _, s := range allSlots {
|
||||
if string(s) == slot {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
314
internal/plugin/pete_equip_manage_test.go
Normal file
314
internal/plugin/pete_equip_manage_test.go
Normal file
@@ -0,0 +1,314 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Ask 7: the headless equipment mutators the web equip queue drives. These pin the
|
||||
// rules that cross the wire — downgrade block, max tier, insufficient funds,
|
||||
// idempotent replay (one debit), masterwork evict/overwrite/take-off — at the
|
||||
// gogobee end, on real rows.
|
||||
|
||||
// seedEquipPlayer stands up a playable adventurer (player_meta + tier-0 gear) with
|
||||
// a euro plugin funded to `bankroll`, and returns the wired AdventurePlugin.
|
||||
func seedEquipPlayer(t *testing.T, uid id.UserID, bankroll float64) *AdventurePlugin {
|
||||
t.Helper()
|
||||
if err := createAdvCharacter(uid, "Rurina"); err != nil {
|
||||
t.Fatalf("createAdvCharacter: %v", err)
|
||||
}
|
||||
euro := &EuroPlugin{}
|
||||
euro.ensureBalance(uid)
|
||||
if bankroll > 0 {
|
||||
euro.Credit(uid, bankroll, "test bankroll")
|
||||
}
|
||||
return &AdventurePlugin{euro: euro}
|
||||
}
|
||||
|
||||
func slotOf(t *testing.T, uid id.UserID, slot EquipmentSlot) *AdvEquipment {
|
||||
t.Helper()
|
||||
equip, err := loadAdvEquipment(uid)
|
||||
if err != nil {
|
||||
t.Fatalf("loadAdvEquipment: %v", err)
|
||||
}
|
||||
return equip[slot]
|
||||
}
|
||||
|
||||
// TestPurchaseEquipmentTierHappyAndIdempotentDebit: buying the next tier debits
|
||||
// once and raises the slot, and the euro move is keyed on the order guid so a
|
||||
// re-offer moves no money. (A re-offer never re-enters this function in prod — the
|
||||
// equip_applied_orders ledger short-circuits it — but the guid is the belt to that
|
||||
// suspenders, and the retry-after-save-fault path below leans on it directly.)
|
||||
func TestPurchaseEquipmentTierHappyAndIdempotentDebit(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
p := seedEquipPlayer(t, uid, 100000)
|
||||
|
||||
before := p.euro.GetBalance(uid)
|
||||
price := equipmentTiers[SlotBoots][1].Price // Dead Man's Boots, €75
|
||||
|
||||
status, _, retry := p.purchaseEquipmentTier(uid, SlotBoots, 1, "guid-up-1")
|
||||
if retry || status != "applied" {
|
||||
t.Fatalf("upgrade = %q retry=%v, want applied", status, retry)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotBoots); got.Tier != 1 || got.Name != equipmentTiers[SlotBoots][1].Name {
|
||||
t.Fatalf("boots slot = %+v, want tier 1", got)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != before-price {
|
||||
t.Fatalf("balance = %.2f, want %.2f (one debit of %.2f)", got, before-price, price)
|
||||
}
|
||||
// The guid is now a settled money move: a replayed debit on it is a no-op.
|
||||
if !p.euro.HasExternalTx("guid-up-1") {
|
||||
t.Fatal("the upgrade debit was not logged under the order guid")
|
||||
}
|
||||
if ok, _, err := p.euro.DebitIdem(uid, price, "adventure_equip_upgrade", "guid-up-1"); err != nil || !ok {
|
||||
t.Fatalf("replayed debit = ok:%v err:%v, want a no-op ok", ok, err)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != before-price {
|
||||
t.Fatalf("replayed debit double-charged: balance = %.2f, want %.2f", got, before-price)
|
||||
}
|
||||
|
||||
// The retry-after-save-fault path: a prior attempt debited but its slot write
|
||||
// never landed, so the slot is still tier 0. The retry must skip the debit
|
||||
// (guid already settled) and finish the write, moving no further money.
|
||||
helmetGUID := "guid-helm"
|
||||
hprice := equipmentTiers[SlotHelmet][1].Price
|
||||
if ok, _, err := p.euro.DebitIdem(uid, hprice, "adventure_equip_upgrade", helmetGUID); err != nil || !ok {
|
||||
t.Fatalf("seed prior debit = ok:%v err:%v", ok, err)
|
||||
}
|
||||
mid := p.euro.GetBalance(uid)
|
||||
status, _, retry = p.purchaseEquipmentTier(uid, SlotHelmet, 1, helmetGUID)
|
||||
if retry || status != "applied" {
|
||||
t.Fatalf("retry after fault = %q retry=%v, want applied", status, retry)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotHelmet); got.Tier != 1 {
|
||||
t.Fatalf("helmet not upgraded on retry: tier %d", got.Tier)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != mid {
|
||||
t.Fatalf("retry re-debited: balance %.2f → %.2f", mid, got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPurchaseEquipmentTierRejections: a downgrade, a special-gear slot, the top
|
||||
// tier, and an empty wallet all bounce without moving the slot or the money.
|
||||
func TestPurchaseEquipmentTierRejections(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
p := seedEquipPlayer(t, uid, 100000)
|
||||
|
||||
// Lift boots to tier 3 so we have something to (not) downgrade from.
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "seed-t3"); s != "applied" {
|
||||
t.Fatalf("seed to tier 3 = %q", s)
|
||||
}
|
||||
// Same tier or lower is a downgrade.
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "g-eq"); s != "rejected_downgrade" {
|
||||
t.Errorf("re-buy same tier = %q, want rejected_downgrade", s)
|
||||
}
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 2, "g-down"); s != "rejected_downgrade" {
|
||||
t.Errorf("buy lower tier = %q, want rejected_downgrade", s)
|
||||
}
|
||||
// Past the top tier.
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 6, "g-max"); s != "rejected_max_tier" {
|
||||
t.Errorf("buy tier 6 = %q, want rejected_max_tier", s)
|
||||
}
|
||||
// A special piece in the slot: buying a plain tier over it strips the bonus.
|
||||
weapon := slotOf(t, uid, SlotWeapon)
|
||||
weapon.Masterwork = true
|
||||
weapon.Tier = 2
|
||||
weapon.Name = "Miner's Masterwork Blade"
|
||||
weapon.SkillSource = "mining"
|
||||
if err := saveAdvEquipment(uid, weapon); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s, _, _ := p.purchaseEquipmentTier(uid, SlotWeapon, 3, "g-special"); s != "rejected_downgrade" {
|
||||
t.Errorf("buy plain over masterwork = %q, want rejected_downgrade", s)
|
||||
}
|
||||
|
||||
// Insufficient funds: a broke player can't buy a €30000 tier-5 weapon.
|
||||
broke := id.UserID("@broke:test")
|
||||
pb := seedEquipPlayer(t, broke, 0)
|
||||
bal := pb.euro.GetBalance(broke)
|
||||
if s, _, _ := pb.purchaseEquipmentTier(broke, SlotWeapon, 5, "g-broke"); s != "rejected_insufficient_funds" {
|
||||
t.Errorf("broke upgrade = %q, want rejected_insufficient_funds", s)
|
||||
}
|
||||
if got := pb.euro.GetBalance(broke); got != bal {
|
||||
t.Errorf("a rejected upgrade moved money: %.2f → %.2f", bal, got)
|
||||
}
|
||||
if got := slotOf(t, broke, SlotWeapon); got.Tier != 0 {
|
||||
t.Errorf("a rejected upgrade changed the slot: tier %d", got.Tier)
|
||||
}
|
||||
}
|
||||
|
||||
// TestRepairSlotHappyAndNoop: repairing a damaged slot debits the blacksmith cost
|
||||
// and restores condition; repairing a full slot is a no-op that charges nothing.
|
||||
func TestRepairSlotHappyAndNoop(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
p := seedEquipPlayer(t, uid, 100000)
|
||||
|
||||
weapon := slotOf(t, uid, SlotWeapon)
|
||||
weapon.Condition = 50
|
||||
if err := saveAdvEquipment(uid, weapon); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
cost := blacksmithRepairCost(weapon)
|
||||
if cost <= 0 {
|
||||
t.Fatalf("expected a positive repair cost, got %d", cost)
|
||||
}
|
||||
before := p.euro.GetBalance(uid)
|
||||
|
||||
status, _, retry := p.repairSlot(uid, SlotWeapon, "guid-rep-1")
|
||||
if retry || status != "applied" {
|
||||
t.Fatalf("repair = %q retry=%v, want applied", status, retry)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotWeapon); got.Condition != 100 {
|
||||
t.Fatalf("condition = %d, want 100", got.Condition)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != before-float64(cost) {
|
||||
t.Fatalf("balance = %.2f, want %.2f (debit %d)", got, before-float64(cost), cost)
|
||||
}
|
||||
|
||||
// Now at full condition: a fresh repair is an applied no-op, no charge.
|
||||
after := p.euro.GetBalance(uid)
|
||||
status, _, _ = p.repairSlot(uid, SlotWeapon, "guid-rep-2")
|
||||
if status != "applied" {
|
||||
t.Fatalf("no-op repair = %q, want applied", status)
|
||||
}
|
||||
if got := p.euro.GetBalance(uid); got != after {
|
||||
t.Errorf("no-op repair charged: %.2f → %.2f", after, got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestMasterworkEquipEvictsOverwritesAndTakesOff: a masterwork piece equips into a
|
||||
// plain slot (overwriting the tier), a better one evicts the special occupant back
|
||||
// to the pack, a worse one is blocked, and take-off resets the slot to tier 0.
|
||||
func TestMasterworkEquipEvictsOverwritesAndTakesOff(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
seedEquipPlayer(t, uid, 0)
|
||||
|
||||
mw := func(name string, tier int) AdvItem {
|
||||
if err := addAdvInventoryItem(uid, AdvItem{Name: name, Type: "MasterworkGear", Tier: tier, Slot: SlotWeapon, SkillSource: "mining"}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
inv, _ := loadAdvInventory(uid)
|
||||
for _, it := range inv {
|
||||
if it.Name == name {
|
||||
return it
|
||||
}
|
||||
}
|
||||
t.Fatalf("just-added item %q not in inventory", name)
|
||||
return AdvItem{}
|
||||
}
|
||||
|
||||
// Equip a T3 masterwork over the tier-0 plain weapon: it overwrites, no eviction.
|
||||
out, err := applyMasterworkEquip(uid, mw("Deepforged Blade", 3))
|
||||
if err != nil {
|
||||
t.Fatalf("equip T3: %v", err)
|
||||
}
|
||||
if out.SwappedBack != "" {
|
||||
t.Errorf("plain occupant should be overwritten, not evicted; got swap %q", out.SwappedBack)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotWeapon); !got.Masterwork || got.Tier != 3 || got.Name != "Deepforged Blade" {
|
||||
t.Fatalf("weapon = %+v, want masterwork T3 Deepforged Blade", got)
|
||||
}
|
||||
|
||||
// A better masterwork (T4) evicts the T3 back to the pack.
|
||||
out, err = applyMasterworkEquip(uid, mw("Sunforged Blade", 4))
|
||||
if err != nil {
|
||||
t.Fatalf("equip T4: %v", err)
|
||||
}
|
||||
if out.SwappedBack != "Deepforged Blade" {
|
||||
t.Errorf("evicted = %q, want Deepforged Blade", out.SwappedBack)
|
||||
}
|
||||
invHas := func(name string) bool {
|
||||
inv, _ := loadAdvInventory(uid)
|
||||
for _, it := range inv {
|
||||
if it.Name == name {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
if !invHas("Deepforged Blade") {
|
||||
t.Error("the evicted T3 masterwork is not back in the pack")
|
||||
}
|
||||
|
||||
// A worse masterwork (T2) is a blocked downgrade.
|
||||
if _, err := applyMasterworkEquip(uid, mw("Rusty Masterwork", 2)); err != errEquipDowngrade {
|
||||
t.Errorf("equip worse masterwork err = %v, want errEquipDowngrade", err)
|
||||
}
|
||||
|
||||
// Take off the worn T4: it returns to the pack and the slot resets to tier 0.
|
||||
un, err := applyMasterworkUnequip(uid, SlotWeapon)
|
||||
if err != nil {
|
||||
t.Fatalf("take off: %v", err)
|
||||
}
|
||||
if un.Name != "Sunforged Blade" {
|
||||
t.Errorf("took off %q, want Sunforged Blade", un.Name)
|
||||
}
|
||||
if got := slotOf(t, uid, SlotWeapon); got.Masterwork || got.Tier != 0 || got.Name != equipmentTiers[SlotWeapon][0].Name {
|
||||
t.Fatalf("weapon after take-off = %+v, want tier-0 default", got)
|
||||
}
|
||||
if !invHas("Sunforged Blade") {
|
||||
t.Error("the taken-off masterwork is not back in the pack")
|
||||
}
|
||||
|
||||
// Taking off a plain slot has nothing round-trippable.
|
||||
if _, err := applyMasterworkUnequip(uid, SlotArmor); err != errSlotEmpty {
|
||||
t.Errorf("take off plain slot err = %v, want errSlotEmpty", err)
|
||||
}
|
||||
}
|
||||
|
||||
// TestBuildEquipSlotViews: the panel snapshot offers an upgrade only over a plain
|
||||
// sub-max slot, take-off only on special gear, and a repair cost only when damaged.
|
||||
func TestBuildEquipSlotViews(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@rurina:test")
|
||||
seedEquipPlayer(t, uid, 0)
|
||||
|
||||
// Boots: masterwork T3, damaged → take off + repair, no upgrade offer.
|
||||
boots := slotOf(t, uid, SlotBoots)
|
||||
boots.Masterwork = true
|
||||
boots.Tier = 3
|
||||
boots.Name = "The Wandering Sole"
|
||||
boots.Condition = 70
|
||||
if err := saveAdvEquipment(uid, boots); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Helmet: plain T2 → upgrade to T3 offered, no take off, no repair.
|
||||
helmet := slotOf(t, uid, SlotHelmet)
|
||||
helmet.Tier = 2
|
||||
helmet.Name = equipmentTiers[SlotHelmet][2].Name
|
||||
if err := saveAdvEquipment(uid, helmet); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
views := buildEquipSlotViews(uid)
|
||||
bySlot := map[string]struct {
|
||||
takeOff bool
|
||||
nextTier int
|
||||
repair int
|
||||
}{}
|
||||
for _, v := range views {
|
||||
bySlot[v.Slot] = struct {
|
||||
takeOff bool
|
||||
nextTier int
|
||||
repair int
|
||||
}{v.CanTakeOff, v.NextTier, v.RepairCost}
|
||||
}
|
||||
if len(views) != len(allSlots) {
|
||||
t.Fatalf("got %d slot views, want %d", len(views), len(allSlots))
|
||||
}
|
||||
if b := bySlot["boots"]; !b.takeOff || b.nextTier != 0 || b.repair <= 0 {
|
||||
t.Errorf("boots view = %+v, want take-off, no upgrade, positive repair", b)
|
||||
}
|
||||
if h := bySlot["helmet"]; h.takeOff || h.nextTier != 3 || h.repair != 0 {
|
||||
t.Errorf("helmet view = %+v, want upgrade to T3, no take-off, no repair", h)
|
||||
}
|
||||
// A pristine tier-0 slot: upgrade offered to T1, no take-off, no repair.
|
||||
if w := bySlot["weapon"]; w.takeOff || w.nextTier != 1 || w.repair != 0 {
|
||||
t.Errorf("weapon view = %+v, want upgrade to T1", w)
|
||||
}
|
||||
}
|
||||
86
internal/plugin/pete_mischief.go
Normal file
86
internal/plugin/pete_mischief.go
Normal file
@@ -0,0 +1,86 @@
|
||||
package plugin
|
||||
|
||||
// The mischief storefront's game-side loop.
|
||||
//
|
||||
// A buyer places a hit on Pete's web board; Pete records the intent and waits.
|
||||
// We poll for those orders, do the real work against our own ledger — the money,
|
||||
// the eligibility, the contract — and hand back a verdict Pete files against the
|
||||
// order. Pete has no route into this box, which is why the traffic runs this way:
|
||||
// we ask for work, we don't get told about it.
|
||||
//
|
||||
// The order guid is the idempotency key end to end (see placeWebMischief), so
|
||||
// every step here is safe to repeat. That is the whole reason the loop can be
|
||||
// this simple: a failed claim just leaves the order pending, and the next tick
|
||||
// re-runs it as a no-op. The loop is its own retry, and needs no durable queue.
|
||||
|
||||
import (
|
||||
"context"
|
||||
"log/slog"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/peteclient"
|
||||
)
|
||||
|
||||
const (
|
||||
mischiefPollInterval = 30 * time.Second
|
||||
mischiefPollTimeout = 20 * time.Second
|
||||
)
|
||||
|
||||
// peteMischiefTicker polls Pete for storefront orders and fulfils them. Started
|
||||
// alongside the other adventure tickers; exits on stopCh.
|
||||
func (p *AdventurePlugin) peteMischiefTicker() {
|
||||
if !peteclient.Enabled() {
|
||||
return // no Pete wire configured; the storefront half is simply off
|
||||
}
|
||||
ticker := time.NewTicker(mischiefPollInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-p.stopCh:
|
||||
return
|
||||
case <-ticker.C:
|
||||
p.pollMischiefOrders()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// pollMischiefOrders fetches the pending orders and fulfils each in turn.
|
||||
func (p *AdventurePlugin) pollMischiefOrders() {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), mischiefPollTimeout)
|
||||
defer cancel()
|
||||
|
||||
orders, err := peteclient.PendingMischief(ctx)
|
||||
if err != nil {
|
||||
// A Pete that predates the storefront answers 404 here; a wire blip is the
|
||||
// same. Either way there is nothing to do this tick, and the next one tries
|
||||
// again. Debug, not warn — this must be quiet when Pete simply hasn't
|
||||
// shipped the endpoint yet.
|
||||
slog.Debug("mischief: poll failed", "err", err)
|
||||
return
|
||||
}
|
||||
|
||||
for _, order := range orders {
|
||||
p.fulfilMischiefOrder(ctx, order)
|
||||
}
|
||||
}
|
||||
|
||||
// fulfilMischiefOrder places one order's contract and files the verdict. A
|
||||
// transient failure (Retry) is left pending for the next poll; a real verdict is
|
||||
// pushed back so the buyer sees why. A failed claim-push is not fatal — the order
|
||||
// stays pending and the next poll re-runs it, which the guid makes a no-op.
|
||||
func (p *AdventurePlugin) fulfilMischiefOrder(ctx context.Context, order peteclient.MischiefOrder) {
|
||||
res := p.placeWebMischief(order)
|
||||
if res.Retry {
|
||||
return // leave it pending; try again next tick
|
||||
}
|
||||
if err := peteclient.ClaimMischief(ctx, order.GUID, res.Status, res.Detail); err != nil {
|
||||
// The contract is placed (or the buyer refunded) on our side, but Pete
|
||||
// hasn't heard the verdict. It stays pending there and we'll re-offer it;
|
||||
// placeWebMischief will short-circuit on the stamped order guid and we'll
|
||||
// re-file. So this is a warn, not a lost order.
|
||||
slog.Warn("mischief: claim verdict push failed, will re-file next poll",
|
||||
"order", order.GUID, "status", res.Status, "err", err)
|
||||
return
|
||||
}
|
||||
slog.Info("mischief: web order fulfilled", "order", order.GUID, "status", res.Status)
|
||||
}
|
||||
194
internal/plugin/pete_mischief_test.go
Normal file
194
internal/plugin/pete_mischief_test.go
Normal file
@@ -0,0 +1,194 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"gogobee/internal/peteclient"
|
||||
|
||||
"maunium.net/go/mautrix"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// webMischiefPlugin builds a plugin the web placement path can run against: a
|
||||
// euro ledger, a capture sink so DMs go nowhere, and a bare client carrying only
|
||||
// a user id — enough for mischiefBuyerMXID to read the homeserver, never used for
|
||||
// a real call (DisplayName fast-fails to the localpart, sends hit the sink).
|
||||
func webMischiefPlugin(t *testing.T) *AdventurePlugin {
|
||||
t.Helper()
|
||||
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
|
||||
p.Sink = &captureSink{}
|
||||
// A well-formed client pointed at an unroutable host: mischiefBuyerMXID reads
|
||||
// only its user id (for the homeserver), and the DM courtesy path's lone real
|
||||
// call — GetDisplayName — fails fast against 127.0.0.1:1 and falls back to the
|
||||
// localpart, so nothing here touches a network or hangs.
|
||||
cli, err := mautrix.NewClient("http://127.0.0.1:1", id.UserID("@gogobee:example.org"), "")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
p.Client = cli
|
||||
return p
|
||||
}
|
||||
|
||||
func webOrder(guid, buyer, targetToken, tier string, signed bool) peteclient.MischiefOrder {
|
||||
return peteclient.MischiefOrder{
|
||||
GUID: guid, BuyerUsername: buyer, TargetToken: targetToken,
|
||||
TargetName: "Josie", Tier: tier, Signed: signed,
|
||||
}
|
||||
}
|
||||
|
||||
// TestResolveRosterToken round-trips the one-way board token: gogobee can't
|
||||
// invert it, but recomputing every live player's token finds the match, which is
|
||||
// how a web order names its mark.
|
||||
func TestResolveRosterToken(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
uid := id.UserID("@josie:example.org")
|
||||
seedMischiefTarget(t, uid, 5, 60)
|
||||
|
||||
tok := eventToken(uid, "roster")
|
||||
got, ok := resolveRosterToken(tok)
|
||||
if !ok || got != uid {
|
||||
t.Fatalf("resolveRosterToken(%s) = %q, %v; want %s", tok, got, ok, uid)
|
||||
}
|
||||
if _, ok := resolveRosterToken("not-a-real-token"); ok {
|
||||
t.Error("resolveRosterToken matched a token no player owns")
|
||||
}
|
||||
}
|
||||
|
||||
// TestPlaceWebMischiefHappyPath: a funded buyer, a mark on a live expedition, a
|
||||
// tier gogobee offers — a web-sourced contract opens, stamped with the order.
|
||||
func TestPlaceWebMischiefHappyPath(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
p := webMischiefPlugin(t)
|
||||
|
||||
target := id.UserID("@josie:example.org")
|
||||
seedMischiefTarget(t, target, 5, 60)
|
||||
buyer := id.UserID("@reala:example.org")
|
||||
p.euro.Credit(buyer, 1000, "test seed")
|
||||
|
||||
order := webOrder("ord-1", "reala", eventToken(target, "roster"), "grunt", false)
|
||||
res := p.placeWebMischief(order)
|
||||
|
||||
if res.Status != mischiefWebPlaced {
|
||||
t.Fatalf("status = %q (%s), want placed", res.Status, res.Detail)
|
||||
}
|
||||
c := mischiefContractByOrderGUID("ord-1")
|
||||
if c == nil {
|
||||
t.Fatal("no contract stamped with the order guid")
|
||||
}
|
||||
if c.Source != "web" || c.TargetID != target || c.BuyerID != buyer {
|
||||
t.Fatalf("contract = %+v", c)
|
||||
}
|
||||
if bal := p.euro.GetBalance(buyer); bal != 960 {
|
||||
t.Errorf("buyer balance = %v, want 960 (1000 - 40 grunt)", bal)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPlaceWebMischiefIdempotent is the whole point of keying on the order guid:
|
||||
// the poll loop retries, so a second placement of the same order must not open a
|
||||
// second contract or debit the buyer twice.
|
||||
func TestPlaceWebMischiefIdempotent(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
p := webMischiefPlugin(t)
|
||||
|
||||
target := id.UserID("@josie:example.org")
|
||||
seedMischiefTarget(t, target, 5, 60)
|
||||
buyer := id.UserID("@reala:example.org")
|
||||
p.euro.Credit(buyer, 1000, "test seed")
|
||||
|
||||
order := webOrder("ord-dup", "reala", eventToken(target, "roster"), "mob", false)
|
||||
if res := p.placeWebMischief(order); res.Status != mischiefWebPlaced {
|
||||
t.Fatalf("first placement = %q", res.Status)
|
||||
}
|
||||
balAfterFirst := p.euro.GetBalance(buyer)
|
||||
|
||||
// Same order again — the retry.
|
||||
if res := p.placeWebMischief(order); res.Status != mischiefWebPlaced {
|
||||
t.Fatalf("replay = %q, want placed", res.Status)
|
||||
}
|
||||
if bal := p.euro.GetBalance(buyer); bal != balAfterFirst {
|
||||
t.Errorf("replay moved money: balance %v -> %v", balAfterFirst, bal)
|
||||
}
|
||||
|
||||
// Exactly one contract exists for this target.
|
||||
var n int
|
||||
_ = db.Get().QueryRow(`SELECT COUNT(*) FROM mischief_contracts WHERE order_guid = ?`, "ord-dup").Scan(&n)
|
||||
if n != 1 {
|
||||
t.Fatalf("order opened %d contracts, want 1", n)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPlaceWebMischiefBouncedFunds: a broke buyer is turned away before any money
|
||||
// moves — a mischief buy takes no credit, same as the Matrix path.
|
||||
func TestPlaceWebMischiefBouncedFunds(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
p := webMischiefPlugin(t)
|
||||
|
||||
target := id.UserID("@josie:example.org")
|
||||
seedMischiefTarget(t, target, 5, 60)
|
||||
buyer := id.UserID("@broke:example.org")
|
||||
p.euro.Credit(buyer, 10, "test seed") // a grunt is 40
|
||||
|
||||
order := webOrder("ord-broke", "broke", eventToken(target, "roster"), "grunt", false)
|
||||
res := p.placeWebMischief(order)
|
||||
|
||||
if res.Status != mischiefWebBouncedFunds {
|
||||
t.Fatalf("status = %q, want bounced_funds", res.Status)
|
||||
}
|
||||
if mischiefContractByOrderGUID("ord-broke") != nil {
|
||||
t.Error("a bounced order still opened a contract")
|
||||
}
|
||||
if bal := p.euro.GetBalance(buyer); bal != 10 {
|
||||
t.Errorf("balance = %v, want 10 untouched (no debt for a mischief buy)", bal)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPlaceWebMischiefBouncedIneligibleRefunds: a mark who isn't on an expedition
|
||||
// can't be hit; the buyer is refunded whole, net zero.
|
||||
func TestPlaceWebMischiefBouncedIneligibleRefunds(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
p := webMischiefPlugin(t)
|
||||
|
||||
// A real, alive character but NOT on an expedition — ineligible.
|
||||
idle := id.UserID("@idle:example.org")
|
||||
if err := createAdvCharacter(idle, "idle"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := SaveDnDCharacter(&DnDCharacter{
|
||||
UserID: idle, Race: RaceHuman, Class: ClassFighter, Level: 5,
|
||||
HPMax: 40, HPCurrent: 40, ArmorClass: 16,
|
||||
}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
buyer := id.UserID("@reala:example.org")
|
||||
p.euro.Credit(buyer, 1000, "test seed")
|
||||
|
||||
order := webOrder("ord-inelig", "reala", eventToken(idle, "roster"), "elite", false)
|
||||
res := p.placeWebMischief(order)
|
||||
|
||||
if res.Status != mischiefWebBouncedIneligible {
|
||||
t.Fatalf("status = %q (%s), want bounced_ineligible", res.Status, res.Detail)
|
||||
}
|
||||
if bal := p.euro.GetBalance(buyer); bal != 1000 {
|
||||
t.Errorf("buyer balance = %v, want 1000 (debited then refunded whole)", bal)
|
||||
}
|
||||
}
|
||||
|
||||
// TestPlaceWebMischiefSelfTarget: the reconstructed buyer and the resolved target
|
||||
// are the same person — refused, like the Matrix path.
|
||||
func TestPlaceWebMischiefSelfTarget(t *testing.T) {
|
||||
newMischiefTestDB(t)
|
||||
p := webMischiefPlugin(t)
|
||||
|
||||
me := id.UserID("@reala:example.org")
|
||||
seedMischiefTarget(t, me, 5, 60)
|
||||
p.euro.Credit(me, 1000, "test seed")
|
||||
|
||||
order := webOrder("ord-self", "reala", eventToken(me, "roster"), "grunt", false)
|
||||
if res := p.placeWebMischief(order); res.Status != mischiefWebBouncedIneligible {
|
||||
t.Fatalf("self-target status = %q, want bounced_ineligible", res.Status)
|
||||
}
|
||||
if bal := p.euro.GetBalance(me); bal != 1000 {
|
||||
t.Errorf("self-target moved money: balance %v", bal)
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,10 @@ package plugin
|
||||
|
||||
import (
|
||||
"context"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"sort"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
@@ -48,6 +51,7 @@ func (p *AdventurePlugin) peteRosterTicker() {
|
||||
continue // master switch off: the board goes stale on Pete and says so
|
||||
}
|
||||
p.pushRoster()
|
||||
p.pushDetails()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,7 +64,7 @@ func (p *AdventurePlugin) peteRosterTicker() {
|
||||
var rosterPushOK bool
|
||||
|
||||
func (p *AdventurePlugin) pushRoster() {
|
||||
snap, err := buildRosterSnapshot(time.Now().UTC())
|
||||
snap, err := buildRosterSnapshot(time.Now().UTC(), p.euro)
|
||||
if err != nil {
|
||||
slog.Error("roster: build snapshot failed", "err", err)
|
||||
return
|
||||
@@ -88,6 +92,376 @@ func (p *AdventurePlugin) pushRoster() {
|
||||
}
|
||||
}
|
||||
|
||||
// detailPushOK mirrors rosterPushOK for the private self-detail push: log the
|
||||
// transitions and nothing else.
|
||||
var detailPushOK bool
|
||||
|
||||
func (p *AdventurePlugin) pushDetails() {
|
||||
snap, err := p.buildDetailSnapshot(time.Now().UTC())
|
||||
if err != nil {
|
||||
slog.Error("roster: build detail snapshot failed", "err", err)
|
||||
return
|
||||
}
|
||||
ctx, cancel := context.WithTimeout(context.Background(), rosterPushTimeout)
|
||||
defer cancel()
|
||||
|
||||
if err := peteclient.PushDetails(ctx, snap); err != nil {
|
||||
if detailPushOK {
|
||||
slog.Warn("roster: detail push failed, self-view will go stale on Pete", "err", err)
|
||||
} else {
|
||||
slog.Debug("roster: detail push failed, dropping snapshot", "err", err)
|
||||
}
|
||||
detailPushOK = false
|
||||
return
|
||||
}
|
||||
|
||||
if !detailPushOK {
|
||||
slog.Info("roster: private self-detail accepted by Pete", "players", len(snap.Players))
|
||||
detailPushOK = true
|
||||
}
|
||||
}
|
||||
|
||||
// rosterDetail assembles the public detail sheet for one adventurer: the combat
|
||||
// stats every visitor may see, plus equipped gear. Expedition context (supplies,
|
||||
// threat, room) is layered on by the caller when a run is active.
|
||||
func rosterDetail(uid id.UserID, c *DnDCharacter) *peteclient.RosterDetail {
|
||||
d := &peteclient.RosterDetail{
|
||||
HPCurrent: c.HPCurrent,
|
||||
HPMax: c.HPMax,
|
||||
TempHP: c.TempHP,
|
||||
ArmorClass: c.ArmorClass,
|
||||
Abilities: [6]int{c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA},
|
||||
Modifiers: c.Modifiers(),
|
||||
}
|
||||
if equip, err := loadAdvEquipment(uid); err == nil {
|
||||
for _, slot := range allSlots {
|
||||
e, ok := equip[slot]
|
||||
if !ok || e == nil {
|
||||
continue
|
||||
}
|
||||
d.Gear = append(d.Gear, peteclient.GearItem{
|
||||
Slot: string(slot),
|
||||
Name: e.Name,
|
||||
Tier: e.Tier,
|
||||
Condition: e.Condition,
|
||||
Masterwork: e.Masterwork,
|
||||
})
|
||||
}
|
||||
}
|
||||
return d
|
||||
}
|
||||
|
||||
// buildDetailSnapshot assembles the private, owner-only detail set — inventory,
|
||||
// vault, house, and pets for every alive player, keyed by localpart. It does NOT
|
||||
// skip opted-out players: the news opt-out governs the *public* board, but this
|
||||
// data is never shown there — Pete only ever serves it back to the one signed-in
|
||||
// owner it belongs to, so hiding a player from it would only deny them their own
|
||||
// sheet. The board token rides along so Pete can match owner↔page without ever
|
||||
// reversing the one-way token.
|
||||
func (p *AdventurePlugin) buildDetailSnapshot(now time.Time) (peteclient.DetailSnapshot, error) {
|
||||
snap := peteclient.DetailSnapshot{SnapshotAt: now.Unix()}
|
||||
rows, err := db.Get().Query(`SELECT user_id FROM player_meta WHERE alive = 1`)
|
||||
if err != nil {
|
||||
return snap, err
|
||||
}
|
||||
var uids []id.UserID
|
||||
for rows.Next() {
|
||||
var uid string
|
||||
if err := rows.Scan(&uid); err != nil {
|
||||
rows.Close()
|
||||
return snap, err
|
||||
}
|
||||
uids = append(uids, id.UserID(uid))
|
||||
}
|
||||
rows.Close()
|
||||
if err := rows.Err(); err != nil {
|
||||
return snap, err
|
||||
}
|
||||
|
||||
for _, uid := range uids {
|
||||
lp := localpartOf(uid)
|
||||
if lp == "" {
|
||||
continue
|
||||
}
|
||||
adv, err := loadAdvCharacter(uid)
|
||||
if err != nil || adv == nil {
|
||||
continue
|
||||
}
|
||||
pd := peteclient.PlayerDetail{
|
||||
Localpart: lp,
|
||||
Token: eventToken(uid, "roster"),
|
||||
House: peteclient.HouseView{
|
||||
Tier: adv.HouseTier,
|
||||
LoanBalance: adv.HouseLoanBalance,
|
||||
Autopay: adv.HouseAutopay,
|
||||
Rate: adv.HouseCurrentRate,
|
||||
},
|
||||
Pets: petViews(adv),
|
||||
}
|
||||
if items, err := loadAdvInventory(uid); err == nil {
|
||||
pd.Inventory = itemViews(items)
|
||||
if equipped, err := loadEquippedMagicItems(uid); err == nil {
|
||||
attachInventoryCompares(pd.Inventory, items, equipped)
|
||||
}
|
||||
}
|
||||
if items, err := loadAdvVault(uid); err == nil {
|
||||
pd.Vault = itemViews(items)
|
||||
}
|
||||
pd.Equipped = equippedViews(uid)
|
||||
// Ask 7: the 5 standard slots for the web management panel, plus the euro
|
||||
// balance the upgrade/repair confirm dialogs show. Balance is nil-guarded so
|
||||
// the free-standing tests (which build no euro plugin) still run.
|
||||
pd.Slots = buildEquipSlotViews(uid)
|
||||
if p.euro != nil {
|
||||
pd.Balance = p.euro.GetBalance(uid)
|
||||
}
|
||||
snap.Players = append(snap.Players, pd)
|
||||
}
|
||||
return snap, nil
|
||||
}
|
||||
|
||||
// itemViews renders inventory or vault rows for the private panel, resolving
|
||||
// the display facts the row itself doesn't carry.
|
||||
//
|
||||
// Attuned is always false here and that is not an omission: equipping *moves*
|
||||
// the row out of adventure_inventory into magic_item_equipped, so nothing in a
|
||||
// backpack can hold a bond. Worn items come from equippedViews instead.
|
||||
func itemViews(items []AdvItem) []peteclient.ItemView {
|
||||
if len(items) == 0 {
|
||||
return nil
|
||||
}
|
||||
out := make([]peteclient.ItemView, 0, len(items))
|
||||
for _, it := range items {
|
||||
v := peteclient.ItemView{
|
||||
Name: it.Name,
|
||||
Type: it.Type,
|
||||
Tier: it.Tier,
|
||||
Value: it.Value,
|
||||
Temper: it.Temper,
|
||||
Slot: string(it.Slot),
|
||||
}
|
||||
// SkillSource is dual-use: a real skill name on masterwork gear, an
|
||||
// internal registry pointer on magic-item rows. Only the former is a
|
||||
// fact about the item; the latter is plumbing and stays home.
|
||||
if !strings.HasPrefix(it.SkillSource, "magic_item:") {
|
||||
v.SkillSource = it.SkillSource
|
||||
}
|
||||
if mi, ok := magicItemFromAdvItem(it); ok {
|
||||
eff := temperedItem(mi, it.Temper)
|
||||
v.Slot = string(eff.Slot)
|
||||
v.Desc = eff.Desc
|
||||
v.Effect = magicItemEffectSummary(eff)
|
||||
v.Attunement = eff.Attunement
|
||||
// The row id is the equip handle: a slotted magic item is the one thing
|
||||
// the web equip path can wear, so only it carries an id. Mundane gear (the
|
||||
// branch below) and unslotted curios get none, so no Equip button. This
|
||||
// runs for vault rows too — a vault magic item would carry an id — but Pete
|
||||
// offers the button on the backpack panel alone, so that's inert, not a leak.
|
||||
if eff.Slot != "" {
|
||||
v.ID = it.ID
|
||||
}
|
||||
} else if it.Slot != "" {
|
||||
// Shop equipment resolves by (slot, tier) — Name is decorative.
|
||||
v.Desc = equipmentDefByTier(it.Slot, it.Tier).Description
|
||||
// A masterwork/arena piece carries a real slot, so it can be worn from the
|
||||
// web (into a standard slot) — give it the equip handle. Plain shop gear in
|
||||
// the pack stays button-less: its slot is just a category, not a wearable.
|
||||
if it.Type == "MasterworkGear" || it.Type == "ArenaGear" {
|
||||
v.ID = it.ID
|
||||
}
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// attachInventoryCompares fills the Compare card on every backpack magic item —
|
||||
// the ones that carry an equip id, which is exactly the set the web Equip button
|
||||
// acts on (equippedViews/vault rows are excluded by construction). views and items
|
||||
// are index-aligned: itemViews appends one view per item and skips none.
|
||||
func attachInventoryCompares(views []peteclient.ItemView, items []AdvItem, equipped map[DnDSlot]EquippedMagicItem) {
|
||||
for i := range views {
|
||||
if views[i].ID == 0 {
|
||||
continue // no equip id → mundane gear or unslotted curio → no button, no compare
|
||||
}
|
||||
mi, ok := magicItemFromAdvItem(items[i])
|
||||
if !ok || mi.Slot == "" {
|
||||
continue
|
||||
}
|
||||
views[i].Compare = magicItemCompare(mi, items[i].Temper, equipped)
|
||||
}
|
||||
}
|
||||
|
||||
// magicItemCompare pairs a candidate backpack item against whatever is worn in
|
||||
// the slot it would equip into (mi.Slot — the same slot applyMagicEquip targets,
|
||||
// so the card describes the trade the Equip button actually makes). The diff is
|
||||
// over *tempered* effects on both sides; bond availability decides the inert case.
|
||||
func magicItemCompare(cand MagicItem, temper int, equipped map[DnDSlot]EquippedMagicItem) *peteclient.ItemCompare {
|
||||
if cand.Slot == "" {
|
||||
return nil
|
||||
}
|
||||
candEff := magicItemEffectFor(temperedItem(cand, temper))
|
||||
|
||||
worn, wornExists := equipped[cand.Slot]
|
||||
if wornExists && worn.Item.ID == "" {
|
||||
wornExists = false // an empty EquippedMagicItem is not a real occupant
|
||||
}
|
||||
|
||||
// An empty slot compares against neutral: DamageReductMult is a multiplier, so
|
||||
// its neutral is 1.0, not the zero value (0 would read as -100% damage taken).
|
||||
wornEff := magicItemEffect{DamageReductMult: 1.0}
|
||||
vsName := ""
|
||||
if wornExists {
|
||||
wornEff = magicItemEffectFor(worn.Effective())
|
||||
vsName = worn.Effective().Name
|
||||
}
|
||||
deltas := magicItemDeltas(candEff, wornEff)
|
||||
|
||||
// Inert: the item wants a bond and none is free. Equipping evicts the slot's
|
||||
// occupant first, so an attuned occupant frees its own bond — count post-swap.
|
||||
inert := false
|
||||
if cand.Attunement {
|
||||
bonds := countAttunedMagicItems(equipped)
|
||||
if wornExists && worn.Attuned {
|
||||
bonds--
|
||||
}
|
||||
inert = bonds >= dndMagicItemAttuneLimit
|
||||
}
|
||||
|
||||
return &peteclient.ItemCompare{
|
||||
Verdict: compareVerdict(deltas, !wornExists, inert),
|
||||
VsName: vsName,
|
||||
VsSlot: string(cand.Slot),
|
||||
Deltas: deltas,
|
||||
}
|
||||
}
|
||||
|
||||
// compareVerdict classifies a set of deltas by strict dominance. Different stats
|
||||
// are not fungible — the engine can't say +3% damage beats -4 HP — so a mixed
|
||||
// result is a sidegrade with no winner claimed, which is the whole reason the
|
||||
// card exists. inert and new override the stat verdict.
|
||||
func compareVerdict(deltas []peteclient.ItemDelta, empty, inert bool) string {
|
||||
if inert {
|
||||
return "inert" // wearing it does nothing until a bond frees; stat diff is moot
|
||||
}
|
||||
if empty {
|
||||
return "new"
|
||||
}
|
||||
if len(deltas) == 0 {
|
||||
return "same"
|
||||
}
|
||||
gains, losses := 0, 0
|
||||
for _, d := range deltas {
|
||||
if d.Better {
|
||||
gains++
|
||||
} else {
|
||||
losses++
|
||||
}
|
||||
}
|
||||
switch {
|
||||
case losses == 0:
|
||||
return "upgrade"
|
||||
case gains == 0:
|
||||
return "downgrade"
|
||||
default:
|
||||
return "sidegrade"
|
||||
}
|
||||
}
|
||||
|
||||
// magicItemDeltas returns one entry per stat that visibly changes between the
|
||||
// candidate and the worn item. It diffs the structured effect fields, never the
|
||||
// summary string (which drops zero fields and would lose deltas). A change too
|
||||
// small to show at the rendered precision is omitted, so the verdict matches what
|
||||
// the player sees.
|
||||
func magicItemDeltas(cand, worn magicItemEffect) []peteclient.ItemDelta {
|
||||
var d []peteclient.ItemDelta
|
||||
|
||||
// DamageBonus / DamageReductMult are fractions rendered as whole percents.
|
||||
if pct := (cand.DamageBonus - worn.DamageBonus) * 100; roundedPct(pct) != 0 {
|
||||
d = append(d, peteclient.ItemDelta{Label: "damage", Better: pct > 0, Text: signedPct(pct, "damage")})
|
||||
}
|
||||
// DamageReductMult is a multiplier on damage TAKEN, so lower is better. Express
|
||||
// the change as damage taken: a positive number means you take more (worse).
|
||||
if taken := (cand.DamageReductMult - worn.DamageReductMult) * 100; roundedPct(taken) != 0 {
|
||||
d = append(d, peteclient.ItemDelta{Label: "defense", Better: taken < 0, Text: signedPct(taken, "damage taken")})
|
||||
}
|
||||
if diff := cand.FlatDmgStart - worn.FlatDmgStart; diff != 0 {
|
||||
d = append(d, peteclient.ItemDelta{Label: "opening", Better: diff > 0, Text: signedInt(diff, "opening damage")})
|
||||
}
|
||||
if diff := cand.MaxHP - worn.MaxHP; diff != 0 {
|
||||
d = append(d, peteclient.ItemDelta{Label: "hp", Better: diff > 0, Text: signedInt(diff, "HP")})
|
||||
}
|
||||
if cand.InitiativeBias != worn.InitiativeBias {
|
||||
faster := cand.InitiativeBias > worn.InitiativeBias
|
||||
text := "slower to act"
|
||||
if faster {
|
||||
text = "faster to act"
|
||||
}
|
||||
d = append(d, peteclient.ItemDelta{Label: "speed", Better: faster, Text: text})
|
||||
}
|
||||
return d
|
||||
}
|
||||
|
||||
// roundedPct is the whole-percent a delta renders as; used to drop sub-percent
|
||||
// noise so the verdict never disagrees with the displayed chips.
|
||||
func roundedPct(v float64) int {
|
||||
if v < 0 {
|
||||
return int(v - 0.5)
|
||||
}
|
||||
return int(v + 0.5)
|
||||
}
|
||||
|
||||
func signedPct(v float64, noun string) string { return fmt.Sprintf("%+d%% %s", roundedPct(v), noun) }
|
||||
|
||||
func signedInt(v int, noun string) string { return fmt.Sprintf("%+d %s", v, noun) }
|
||||
|
||||
// equippedViews returns the magic items the player is actually wearing. This is
|
||||
// the only place Attuned means anything: the bond lives on the equipped row, and
|
||||
// with a cap of dndMagicItemAttuneLimit a worn item can be inert.
|
||||
func equippedViews(uid id.UserID) []peteclient.ItemView {
|
||||
equipped, err := loadEquippedMagicItems(uid)
|
||||
if err != nil || len(equipped) == 0 {
|
||||
return nil
|
||||
}
|
||||
out := make([]peteclient.ItemView, 0, len(equipped))
|
||||
for _, e := range equipped {
|
||||
eff := e.Effective()
|
||||
out = append(out, peteclient.ItemView{
|
||||
Name: eff.Name,
|
||||
Type: string(eff.Kind),
|
||||
Value: int64(eff.Value),
|
||||
Temper: e.Temper,
|
||||
Slot: string(e.Slot),
|
||||
Desc: eff.Desc,
|
||||
Effect: magicItemEffectSummary(eff),
|
||||
Attunement: eff.Attunement,
|
||||
Attuned: e.Attuned,
|
||||
})
|
||||
}
|
||||
// Map iteration is random; the panel must not reshuffle every 60s poll.
|
||||
sort.Slice(out, func(i, j int) bool { return out[i].Slot < out[j].Slot })
|
||||
return out
|
||||
}
|
||||
|
||||
// petViews returns the player's live pet slots. A pet that was chased away is
|
||||
// omitted — it isn't with them right now, and the self-view shows the present.
|
||||
func petViews(adv *AdventureCharacter) []peteclient.PetView {
|
||||
var out []peteclient.PetView
|
||||
if adv.PetType != "" && !adv.PetChasedAway {
|
||||
out = append(out, peteclient.PetView{
|
||||
Type: adv.PetType, Name: adv.PetName, Level: adv.PetLevel,
|
||||
XP: adv.PetXP, ArmorTier: adv.PetArmorTier,
|
||||
})
|
||||
}
|
||||
if adv.Pet2Type != "" && !adv.Pet2ChasedAway {
|
||||
out = append(out, peteclient.PetView{
|
||||
Type: adv.Pet2Type, Name: adv.Pet2Name, Level: adv.Pet2Level,
|
||||
XP: adv.Pet2XP, ArmorTier: adv.Pet2ArmorTier,
|
||||
})
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// buildRosterSnapshot assembles the complete board.
|
||||
//
|
||||
// Complete is the contract: Pete *replaces* its board with this, so anyone we
|
||||
@@ -96,8 +470,8 @@ func (p *AdventurePlugin) pushRoster() {
|
||||
// anonymized. A standing row showing class + level + zone is trivially
|
||||
// re-identifiable (there is one level-14 cleric), so "an adventurer" would have
|
||||
// been a fig leaf; absence is the only honest option.
|
||||
func buildRosterSnapshot(now time.Time) (peteclient.RosterSnapshot, error) {
|
||||
snap := peteclient.RosterSnapshot{SnapshotAt: now.Unix()}
|
||||
func buildRosterSnapshot(now time.Time, euro *EuroPlugin) (peteclient.RosterSnapshot, error) {
|
||||
snap := peteclient.RosterSnapshot{SnapshotAt: now.Unix(), Tiers: mischiefTierCatalog()}
|
||||
|
||||
// Both DATETIME columns selected raw and folded in Go — NOT COALESCE()'d in
|
||||
// SQL. modernc.org/sqlite rebuilds a time.Time from the column's *declared*
|
||||
@@ -133,6 +507,22 @@ func buildRosterSnapshot(now time.Time) (peteclient.RosterSnapshot, error) {
|
||||
}
|
||||
|
||||
for _, pl := range players {
|
||||
// The buyer's own advisory balance rides along in a separate keyspace,
|
||||
// keyed by localpart (their sign-in name), and is collected *before* the
|
||||
// opt-out skip: opt-out hides a player from the public board, but their own
|
||||
// balance is private on Pete — only ever read for the user asking about
|
||||
// themselves — so there is no reason to deny an opted-out player the
|
||||
// storefront's affordability hint. localpart is lowercase, matching how the
|
||||
// buyer signs in and how a web order's username is resolved back to an MXID.
|
||||
if euro != nil {
|
||||
if lp := localpartOf(pl.uid); lp != "" {
|
||||
snap.Balances = append(snap.Balances, peteclient.MischiefBalance{
|
||||
Username: lp,
|
||||
Euro: euro.GetBalance(pl.uid),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
if isNewsOptedOut(pl.uid) {
|
||||
continue
|
||||
}
|
||||
@@ -156,6 +546,8 @@ func buildRosterSnapshot(now time.Time) (peteclient.RosterSnapshot, error) {
|
||||
Status: "idle",
|
||||
}
|
||||
|
||||
e.Detail = rosterDetail(pl.uid, c)
|
||||
|
||||
if exp, _ := getActiveExpedition(pl.uid); exp != nil {
|
||||
zone := zoneOrFallback(exp.ZoneID)
|
||||
e.Status = "expedition"
|
||||
@@ -166,6 +558,16 @@ func buildRosterSnapshot(now time.Time) (peteclient.RosterSnapshot, error) {
|
||||
e.Region = r.Name
|
||||
}
|
||||
}
|
||||
if e.Detail != nil {
|
||||
e.Detail.Supplies = int(exp.Supplies.Current)
|
||||
e.Detail.ThreatLevel = exp.ThreatLevel
|
||||
if exp.RunID != "" {
|
||||
if run, rerr := getZoneRun(exp.RunID); rerr == nil && run != nil && run.TotalRooms > 0 {
|
||||
e.Detail.Room = fmt.Sprintf("%d / %d", run.CurrentRoom+1, run.TotalRooms)
|
||||
e.Detail.Map = buildRosterMap(run)
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if pl.lastAction != nil {
|
||||
if h := int(now.Sub(*pl.lastAction).Hours()); h > 0 {
|
||||
e.IdleHours = h
|
||||
@@ -175,3 +577,112 @@ func buildRosterSnapshot(now time.Time) (peteclient.RosterSnapshot, error) {
|
||||
}
|
||||
return snap, nil
|
||||
}
|
||||
|
||||
// buildRosterMap computes the fog-of-war cut of a run's zone graph for the
|
||||
// public roster. It sends every visited node with its true kind, plus the
|
||||
// one-hop frontier — the destinations of edges leading out of visited nodes,
|
||||
// with their kind withheld as "unknown". Edges are directed and stored by
|
||||
// from-node, so "one hop out of a visited node" is exactly g.Edges[visited].
|
||||
// A frontier node's edges are NOT walked, so nothing past the first closed
|
||||
// door reaches the wire — "view source to find the boss room" is not fog of
|
||||
// war. Node Label/Content never leave the game box.
|
||||
//
|
||||
// Output order is deterministic (visited-path order, then frontier in
|
||||
// discovery order) so an unchanged run produces a byte-identical snapshot and
|
||||
// the roster push does not churn.
|
||||
func buildRosterMap(run *DungeonRun) *peteclient.RosterMap {
|
||||
g, ok := loadZoneGraph(run.ZoneID)
|
||||
if !ok || len(run.VisitedNodes) == 0 {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Unique visited nodes in path order — VisitedNodes repeats on backtrack.
|
||||
orderedVisited := make([]string, 0, len(run.VisitedNodes))
|
||||
seen := make(map[string]bool, len(run.VisitedNodes))
|
||||
for _, id := range run.VisitedNodes {
|
||||
if !seen[id] {
|
||||
seen[id] = true
|
||||
orderedVisited = append(orderedVisited, id)
|
||||
}
|
||||
}
|
||||
|
||||
m := &peteclient.RosterMap{
|
||||
ZoneID: string(run.ZoneID),
|
||||
CurrentNode: run.CurrentNode,
|
||||
Visited: orderedVisited,
|
||||
}
|
||||
|
||||
// Visited nodes first, in path order, with their real kind.
|
||||
emitted := make(map[string]bool, len(orderedVisited))
|
||||
for _, id := range orderedVisited {
|
||||
emitted[id] = true
|
||||
if n, ok := g.Nodes[id]; ok {
|
||||
m.Nodes = append(m.Nodes, peteclient.RosterMapNode{ID: id, Kind: string(n.Kind)})
|
||||
}
|
||||
}
|
||||
|
||||
// Frontier: destinations of edges out of visited nodes, kind withheld.
|
||||
// Walk visited in path order so the frontier order is stable.
|
||||
for _, from := range orderedVisited {
|
||||
for _, edge := range g.Edges[from] {
|
||||
lock := edge.Lock
|
||||
if lock == LockNone {
|
||||
lock = "" // an open door needs no mark; omitempty drops it
|
||||
}
|
||||
m.Edges = append(m.Edges, peteclient.RosterMapEdge{
|
||||
From: edge.From,
|
||||
To: edge.To,
|
||||
Lock: string(lock),
|
||||
})
|
||||
if !seen[edge.To] && !emitted[edge.To] {
|
||||
emitted[edge.To] = true
|
||||
m.Nodes = append(m.Nodes, peteclient.RosterMapNode{ID: edge.To, Kind: "unknown"})
|
||||
}
|
||||
}
|
||||
}
|
||||
return m
|
||||
}
|
||||
|
||||
// resolveRosterToken maps a board token back to the adventurer it names. The
|
||||
// token is a one-way HMAC (eventToken), so it can't be inverted — instead we
|
||||
// recompute every live player's token and match. The salt is DB-persisted, so a
|
||||
// token minted before a restart still resolves after one. O(players) per call,
|
||||
// which is nothing at realm scale and only runs when a web order is being placed.
|
||||
func resolveRosterToken(token string) (id.UserID, bool) {
|
||||
if token == "" {
|
||||
return "", false
|
||||
}
|
||||
rows, err := db.Get().Query(`SELECT user_id FROM player_meta WHERE alive = 1`)
|
||||
if err != nil {
|
||||
return "", false
|
||||
}
|
||||
defer rows.Close()
|
||||
for rows.Next() {
|
||||
var uid string
|
||||
if err := rows.Scan(&uid); err != nil {
|
||||
continue
|
||||
}
|
||||
if eventToken(id.UserID(uid), "roster") == token {
|
||||
return id.UserID(uid), true
|
||||
}
|
||||
}
|
||||
return "", false
|
||||
}
|
||||
|
||||
// mischiefTierCatalog is the storefront price list, pushed on every tick so the
|
||||
// web shop always renders gogobee's current prices — a fee retune here reaches
|
||||
// Pete within a snapshot, and Pete never hardcodes a number of its own. The
|
||||
// signed fee is the same +25% sink a Matrix buyer pays to put their name on it.
|
||||
func mischiefTierCatalog() []peteclient.MischiefTier {
|
||||
out := make([]peteclient.MischiefTier, 0, len(mischiefTiers))
|
||||
for _, t := range mischiefTiers {
|
||||
out = append(out, peteclient.MischiefTier{
|
||||
Key: t.Key,
|
||||
Display: t.Display,
|
||||
Fee: t.Fee,
|
||||
SignedFee: mischiefSignedFee(t.Fee),
|
||||
Blurb: t.Blurb,
|
||||
})
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
137
internal/plugin/pete_roster_map_test.go
Normal file
137
internal/plugin/pete_roster_map_test.go
Normal file
@@ -0,0 +1,137 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
// mapFixtureGraph registers a small branching graph and returns a cleanup.
|
||||
//
|
||||
// n1(entry) --none--------> n2(exploration) --key_required--> n4(boss)
|
||||
// \--perception_check--> n3(trap) ------------------------/
|
||||
//
|
||||
// n4 is reachable two ways; the validator wants a single entry and a reachable
|
||||
// boss, which this satisfies.
|
||||
func mapFixtureGraph(t *testing.T) ZoneID {
|
||||
t.Helper()
|
||||
const zid ZoneID = "map_test_zone"
|
||||
g := ZoneGraph{
|
||||
ZoneID: zid,
|
||||
Entry: "n1",
|
||||
Boss: "n4",
|
||||
Nodes: map[string]ZoneNode{
|
||||
"n1": {NodeID: "n1", ZoneID: zid, Kind: NodeKindEntry, IsEntry: true, Label: "The Gate"},
|
||||
"n2": {NodeID: "n2", ZoneID: zid, Kind: NodeKindExploration, Label: "Dusty Hall"},
|
||||
"n3": {NodeID: "n3", ZoneID: zid, Kind: NodeKindTrap, Label: "Spiked Pit"},
|
||||
"n4": {NodeID: "n4", ZoneID: zid, Kind: NodeKindBoss, IsBoss: true, Label: "Throne of Bone"},
|
||||
},
|
||||
Edges: map[string][]ZoneEdge{
|
||||
"n1": {
|
||||
{From: "n1", To: "n2", Lock: LockNone, Weight: 1},
|
||||
{From: "n1", To: "n3", Lock: LockPerception, Weight: 1},
|
||||
},
|
||||
"n2": {{From: "n2", To: "n4", Lock: LockKey, Weight: 1}},
|
||||
"n3": {{From: "n3", To: "n4", Lock: LockNone, Weight: 1}},
|
||||
},
|
||||
}
|
||||
registerZoneGraph(g)
|
||||
t.Cleanup(func() { delete(zoneGraphRegistry, zid) })
|
||||
return zid
|
||||
}
|
||||
|
||||
func TestBuildRosterMap_FogOfWar(t *testing.T) {
|
||||
zid := mapFixtureGraph(t)
|
||||
run := &DungeonRun{
|
||||
ZoneID: zid,
|
||||
CurrentNode: "n2",
|
||||
VisitedNodes: []string{"n1", "n2"},
|
||||
TotalRooms: 4,
|
||||
}
|
||||
m := buildRosterMap(run)
|
||||
if m == nil {
|
||||
t.Fatal("buildRosterMap returned nil for a visited run")
|
||||
}
|
||||
if m.ZoneID != string(zid) || m.CurrentNode != "n2" {
|
||||
t.Fatalf("header wrong: %+v", m)
|
||||
}
|
||||
|
||||
kinds := map[string]string{}
|
||||
for _, n := range m.Nodes {
|
||||
if _, dup := kinds[n.ID]; dup {
|
||||
t.Errorf("node %q emitted twice", n.ID)
|
||||
}
|
||||
kinds[n.ID] = n.Kind
|
||||
}
|
||||
|
||||
// Visited nodes carry their true kind.
|
||||
if kinds["n1"] != "entry" || kinds["n2"] != "exploration" {
|
||||
t.Errorf("visited kinds wrong: %v", kinds)
|
||||
}
|
||||
// Frontier nodes are present but their kind is withheld.
|
||||
if kinds["n3"] != "unknown" {
|
||||
t.Errorf("n3 is one hop out of n1 and must be unknown, got %q", kinds["n3"])
|
||||
}
|
||||
if kinds["n4"] != "unknown" {
|
||||
t.Errorf("n4 (the boss) is one hop out of n2 and must be unknown, got %q", kinds["n4"])
|
||||
}
|
||||
|
||||
// The map must never leak a room the player has not reached a door to.
|
||||
// n4 is a real boss node, but reachable only as frontier — its kind stays
|
||||
// hidden. A node past a frontier door (there is none deeper here) must not
|
||||
// appear at all; assert exactly four nodes.
|
||||
if len(m.Nodes) != 4 {
|
||||
t.Fatalf("want 4 nodes (2 visited + 2 frontier), got %d: %+v", len(m.Nodes), m.Nodes)
|
||||
}
|
||||
|
||||
// Edges out of visited nodes only. n3->n4 must NOT appear: n3 is frontier,
|
||||
// not visited, so walking its doors would leak structure past the fog.
|
||||
var edgeKeys []string
|
||||
for _, e := range m.Edges {
|
||||
edgeKeys = append(edgeKeys, e.From+"->"+e.To+":"+e.Lock)
|
||||
}
|
||||
want := map[string]bool{
|
||||
"n1->n2:": true, // LockNone dropped to ""
|
||||
"n1->n3:perception_check": true,
|
||||
"n2->n4:key_required": true,
|
||||
}
|
||||
if len(edgeKeys) != len(want) {
|
||||
t.Fatalf("want %d edges, got %v", len(want), edgeKeys)
|
||||
}
|
||||
for _, k := range edgeKeys {
|
||||
if !want[k] {
|
||||
t.Errorf("unexpected edge %q (n3->n4 would be a fog leak)", k)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuildRosterMap_EmptyRunIsNil(t *testing.T) {
|
||||
zid := mapFixtureGraph(t)
|
||||
// A run that has visited nothing yet has no map to show.
|
||||
if m := buildRosterMap(&DungeonRun{ZoneID: zid}); m != nil {
|
||||
t.Errorf("empty VisitedNodes should yield nil, got %+v", m)
|
||||
}
|
||||
// An unknown zone (no graph, no legacy fallback row) yields nil, not a panic.
|
||||
if m := buildRosterMap(&DungeonRun{ZoneID: "no_such_zone", VisitedNodes: []string{"x"}}); m != nil {
|
||||
t.Errorf("unknown zone should yield nil, got %+v", m)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuildRosterMap_BacktrackDedup(t *testing.T) {
|
||||
zid := mapFixtureGraph(t)
|
||||
// VisitedNodes is an ordered set that repeats on backtrack: n1,n2,n1.
|
||||
run := &DungeonRun{
|
||||
ZoneID: zid,
|
||||
CurrentNode: "n1",
|
||||
VisitedNodes: []string{"n1", "n2", "n1"},
|
||||
}
|
||||
m := buildRosterMap(run)
|
||||
seen := map[string]int{}
|
||||
for _, n := range m.Nodes {
|
||||
seen[n.ID]++
|
||||
}
|
||||
if seen["n1"] != 1 {
|
||||
t.Errorf("backtracked node n1 emitted %d times, want 1", seen["n1"])
|
||||
}
|
||||
if len(m.Visited) != 2 {
|
||||
t.Errorf("Visited should dedup to [n1 n2], got %v", m.Visited)
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"sort"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
@@ -49,7 +50,7 @@ func TestRosterSnapshotReadsTheClock(t *testing.T) {
|
||||
// Never acted at all: the fold falls through to created_at.
|
||||
seedRosterPlayer(t, "@never:test", "Camcast", &old, nil)
|
||||
|
||||
snap, err := buildRosterSnapshot(now)
|
||||
snap, err := buildRosterSnapshot(now, nil)
|
||||
if err != nil {
|
||||
t.Fatalf("buildRosterSnapshot: %v", err)
|
||||
}
|
||||
@@ -94,7 +95,7 @@ func TestRosterOmitsOptedOut(t *testing.T) {
|
||||
seedRosterPlayer(t, "@hidden:test", "Quack", &old, &old)
|
||||
setNewsOptout("@hidden:test", true)
|
||||
|
||||
snap, err := buildRosterSnapshot(now)
|
||||
snap, err := buildRosterSnapshot(now, nil)
|
||||
if err != nil {
|
||||
t.Fatalf("buildRosterSnapshot: %v", err)
|
||||
}
|
||||
@@ -125,3 +126,101 @@ func TestRosterTokenIsNotAnEventToken(t *testing.T) {
|
||||
t.Error("board token not stable — the row would churn identity every snapshot")
|
||||
}
|
||||
}
|
||||
|
||||
// pickMagicItem returns a registry item matching want, so these tests read the
|
||||
// real registry rather than pinning an item ID that a later SRD dump could drop.
|
||||
func pickMagicItem(t *testing.T, want func(MagicItem) bool) MagicItem {
|
||||
t.Helper()
|
||||
var ids []string
|
||||
for id := range magicItemRegistry {
|
||||
ids = append(ids, id)
|
||||
}
|
||||
sort.Strings(ids) // map order is random; a flaky pick is a flaky test
|
||||
for _, id := range ids {
|
||||
if mi := magicItemRegistry[id]; want(mi) {
|
||||
return mi
|
||||
}
|
||||
}
|
||||
t.Skip("no registry item matches this shape")
|
||||
return MagicItem{}
|
||||
}
|
||||
|
||||
// TestItemViewsKeepsTheRegistryPointerHome is the leak guard. SkillSource is two
|
||||
// different things depending on the row: a player-facing skill name on
|
||||
// masterwork gear ("mining"), and the internal "magic_item:<id>" pointer that
|
||||
// resolves an inventory row back to the registry. Only the first is a fact about
|
||||
// the item. Sending the second would put gogobee's internal IDs on a page, and
|
||||
// Pete would have no way to tell them apart to filter them out.
|
||||
func TestItemViewsKeepsTheRegistryPointerHome(t *testing.T) {
|
||||
newBoredomTestDB(t)
|
||||
mi := pickMagicItem(t, func(m MagicItem) bool { return m.Desc != "" && m.Slot != "" })
|
||||
|
||||
views := itemViews([]AdvItem{
|
||||
{Name: mi.Name, Type: "magic_item", Tier: 3, Value: 100,
|
||||
SkillSource: "magic_item:" + mi.ID},
|
||||
{Name: "Miner's Pick", Type: "MasterworkGear", Tier: 3, Value: 300,
|
||||
Slot: SlotWeapon, SkillSource: "mining"},
|
||||
})
|
||||
|
||||
if views[0].SkillSource != "" {
|
||||
t.Errorf("the magic_item registry pointer went out on the wire: %q", views[0].SkillSource)
|
||||
}
|
||||
if views[0].Desc != mi.Desc {
|
||||
t.Errorf("desc = %q, want the registry's %q", views[0].Desc, mi.Desc)
|
||||
}
|
||||
if views[0].Effect == "" {
|
||||
t.Error("a magic item should carry the engine's own effect summary")
|
||||
}
|
||||
if views[1].SkillSource != "mining" {
|
||||
t.Errorf("masterwork skill source = %q, want it kept", views[1].SkillSource)
|
||||
}
|
||||
}
|
||||
|
||||
// TestItemViewsNeverClaimABackpackBond: equipping *moves* the row out of
|
||||
// adventure_inventory into magic_item_equipped, so nothing in a backpack can
|
||||
// hold a bond. Attuned must stay false here whatever the item wants, or the
|
||||
// panel tells a player an unworn item is working for them.
|
||||
func TestItemViewsNeverClaimABackpackBond(t *testing.T) {
|
||||
newBoredomTestDB(t)
|
||||
mi := pickMagicItem(t, func(m MagicItem) bool { return m.Attunement && m.Slot != "" })
|
||||
|
||||
v := itemViews([]AdvItem{{Name: mi.Name, Type: "magic_item", Tier: 3,
|
||||
SkillSource: "magic_item:" + mi.ID}})[0]
|
||||
|
||||
if !v.Attunement {
|
||||
t.Error("an attunement item should say it wants a bond")
|
||||
}
|
||||
if v.Attuned {
|
||||
t.Error("a backpack item claimed a bond it cannot hold")
|
||||
}
|
||||
}
|
||||
|
||||
// TestEquippedViewsCarryBondState: the worn set is the only place Attuned means
|
||||
// anything, and the only way the page can show that a worn item is sitting inert
|
||||
// against the cap of three.
|
||||
func TestEquippedViewsCarryBondState(t *testing.T) {
|
||||
newBoredomTestDB(t)
|
||||
uid := id.UserID("@josie:example.org")
|
||||
mi := pickMagicItem(t, func(m MagicItem) bool { return m.Attunement && m.Slot != "" })
|
||||
|
||||
if err := equipMagicItem(uid, mi.Slot, mi.ID, false, 0); err != nil {
|
||||
t.Fatalf("equip: %v", err)
|
||||
}
|
||||
views := equippedViews(uid)
|
||||
if len(views) != 1 {
|
||||
t.Fatalf("equipped views = %d, want 1", len(views))
|
||||
}
|
||||
if views[0].Attuned {
|
||||
t.Error("an inert worn item was reported as bonded")
|
||||
}
|
||||
if views[0].Slot != string(mi.Slot) {
|
||||
t.Errorf("slot = %q, want %q", views[0].Slot, mi.Slot)
|
||||
}
|
||||
|
||||
if err := equipMagicItem(uid, mi.Slot, mi.ID, true, 0); err != nil {
|
||||
t.Fatalf("re-equip bonded: %v", err)
|
||||
}
|
||||
if !equippedViews(uid)[0].Attuned {
|
||||
t.Error("a bonded worn item was reported as inert")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ package plugin
|
||||
import (
|
||||
"crypto/sha256"
|
||||
"encoding/hex"
|
||||
"encoding/json"
|
||||
"os"
|
||||
"sync"
|
||||
"testing"
|
||||
@@ -193,6 +194,71 @@ func TestEmitZoneClearTaxonomy(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// TestEmitTreasureFound: a story-grade find carries the item name and rarity,
|
||||
// and the realm's first finder of a given treasure is billed a PRIORITY hoard
|
||||
// while a later finder of the same item is a BULLETIN — the same first/repeat
|
||||
// split zone_first uses, but keyed on the treasure across the whole realm.
|
||||
func TestEmitTreasureFound(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatalf("db.Init: %v", err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
enablePeteSeam(t)
|
||||
|
||||
db.Exec("seed finder", `INSERT INTO player_meta (user_id, display_name) VALUES (?, ?)`, "@zapp:x", "Zapp")
|
||||
db.Exec("seed second finder", `INSERT INTO player_meta (user_id, display_name) VALUES (?, ?)`, "@kif:x", "Kif")
|
||||
|
||||
def := &AdvTreasureDef{Key: "thunderfury", Name: "Thunderfury, Blessed Blade of the Windseeker",
|
||||
Tier: 5, RoomAnnounce: "x got Thunderfury."}
|
||||
loc := &AdvLocation{Name: "The Abyssal Maw"}
|
||||
|
||||
emitTreasureFound(id.UserID("@zapp:x"), def, loc) // realm-first
|
||||
emitTreasureFound(id.UserID("@kif:x"), def, loc) // same item, later finder
|
||||
|
||||
if got := queuedCount(t, "treasure_found:%"); got != 2 {
|
||||
t.Fatalf("treasure_found queued = %d, want 2", got)
|
||||
}
|
||||
|
||||
// Pull both payloads and check the taxonomy split plus the carried fields.
|
||||
rows, err := db.Get().Query(`SELECT payload FROM pete_emit_queue WHERE guid LIKE 'treasure_found:%'`)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer rows.Close()
|
||||
tiers := map[string]int{}
|
||||
for rows.Next() {
|
||||
var payload string
|
||||
if err := rows.Scan(&payload); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
var f map[string]any
|
||||
if err := json.Unmarshal([]byte(payload), &f); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
tiers[f["tier"].(string)]++
|
||||
if f["stakes"] != def.Name {
|
||||
t.Errorf("stakes = %v, want the item name", f["stakes"])
|
||||
}
|
||||
if f["zone"] != "The Abyssal Maw" {
|
||||
t.Errorf("zone = %v, want the location", f["zone"])
|
||||
}
|
||||
if f["outcome"] != "legendary" {
|
||||
t.Errorf("outcome = %v, want legendary for a tier-5 find", f["outcome"])
|
||||
}
|
||||
}
|
||||
if tiers["priority"] != 1 || tiers["bulletin"] != 1 {
|
||||
t.Errorf("tier split = %v, want one priority (realm-first) and one bulletin (repeat)", tiers)
|
||||
}
|
||||
|
||||
// The ledger is seeded, so a later live find of the same treasure won't
|
||||
// mis-announce as the first-ever.
|
||||
if claimRealmFirst("treasure", "thunderfury") {
|
||||
t.Error("realm-first ledger not seeded for the treasure")
|
||||
}
|
||||
}
|
||||
|
||||
// TestNewsEmissionKillSwitch: the runtime flag defaults on and persists a flip.
|
||||
func TestNewsEmissionKillSwitch(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
|
||||
197
internal/plugin/postgame_bestiary.go
Normal file
197
internal/plugin/postgame_bestiary.go
Normal file
@@ -0,0 +1,197 @@
|
||||
package plugin
|
||||
|
||||
// Tier 6 "Mythic" post-game bestiary (Phase P2) — 15 bespoke elites + 5
|
||||
// signature bosses. Layer 1 only: everything here is expressible with the
|
||||
// current engine (single MonsterAbility, HP/AC/Attack/BlockRate/FireAttacker).
|
||||
// The bespoke per-boss mechanics in gogobee_postgame_zones_plan.md are Layer 2
|
||||
// (later hooks) — the zones are shippable and fun on these stat blocks alone.
|
||||
//
|
||||
// These are opening bids, calibrated off post-D11 Belaxath (CR19, HP300,
|
||||
// AC20, Atk31). Every T6 boss opens noticeably above that; the P7 sim sweep
|
||||
// (n=750, L18/L20, control arm) decides the final numbers. IsElite is flagged
|
||||
// on the zone roster (ZoneEnemy), not here.
|
||||
//
|
||||
// Attack = average-damage convention; AttackBonus = d20 to-hit modifier.
|
||||
|
||||
var _ = func() bool {
|
||||
tier6 := map[string]DnDMonsterTemplate{
|
||||
// ── Zone 1 — The Ossuary Ascendant ──────────────────────────────
|
||||
"grave_cardinal": {
|
||||
ID: "grave_cardinal", Name: "Grave Cardinal",
|
||||
CR: 17, HP: 230, AC: 17, Attack: 28, AttackBonus: 10, Speed: 12,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Last Rites", Phase: "any", ProcChance: 0.45, Effect: "debuff"},
|
||||
XPValue: 18000,
|
||||
Notes: "Ossuary elite. Fused clergy skeletons; censer of grave-smoke pre-blesses your corpse (accumulating AC drain).",
|
||||
},
|
||||
"reliquary_knight": {
|
||||
ID: "reliquary_knight", Name: "Reliquary Knight",
|
||||
CR: 18, HP: 230, AC: 20, Attack: 30, AttackBonus: 10, Speed: 10,
|
||||
BlockRate: 0.35,
|
||||
Ability: &MonsterAbility{Name: "Coffin Guard", Phase: "any", ProcChance: 0.50, Effect: "block"},
|
||||
XPValue: 20000,
|
||||
Notes: "Ossuary elite. Empty donor-bone armor; a coffin lid for a shield. The tanky wall of the tier.",
|
||||
},
|
||||
"the_chorister": {
|
||||
ID: "the_chorister", Name: "The Chorister",
|
||||
CR: 17, HP: 190, AC: 16, Attack: 27, AttackBonus: 10, Speed: 12,
|
||||
BlockRate: 0.10,
|
||||
Ability: &MonsterAbility{Name: "Dirge", Phase: "opening", ProcChance: 0.45, Effect: "stun"},
|
||||
XPValue: 18000,
|
||||
Notes: "Ossuary elite. Nine banshee throats in one column of veils; sings your own name in rounds.",
|
||||
},
|
||||
|
||||
// ── Zone 2 — The First Hoard ─────────────────────────────────────
|
||||
"coinborn_simulacrum": {
|
||||
ID: "coinborn_simulacrum", Name: "Coinborn Simulacrum",
|
||||
CR: 18, HP: 210, AC: 18, Attack: 22, AttackBonus: 10, Speed: 12,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Mirror Mint", Phase: "opening", ProcChance: 0.50, Effect: "debuff"},
|
||||
XPValue: 20000,
|
||||
Notes: "First Hoard elite. The hoard's antibody: a person-shaped cascade of coins that mints a copy of your weapon. (Layer 2: Attack derived from player weapon bonus.)",
|
||||
},
|
||||
"wyrm_sworn_executor": {
|
||||
ID: "wyrm_sworn_executor", Name: "Wyrm-Sworn Executor",
|
||||
CR: 19, HP: 240, AC: 19, Attack: 24, AttackBonus: 11, Speed: 12,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Scale Debt", Phase: "decisive", ProcChance: 0.30, Effect: "aoe_fire"},
|
||||
XPValue: 22000,
|
||||
Notes: "First Hoard elite. Dragonborn cultist end-state; half his body is ember and it is eating the rest.",
|
||||
FireAttacker: true,
|
||||
},
|
||||
"choir_drake_matriarch": {
|
||||
ID: "choir_drake_matriarch", Name: "Choir Drake Matriarch",
|
||||
CR: 17, HP: 190, AC: 17, Attack: 21, AttackBonus: 10, Speed: 10,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Resonance", Phase: "any", ProcChance: 0.30, Effect: "stun"},
|
||||
XPValue: 18000,
|
||||
Notes: "First Hoard elite. A wingless drake that never left the cradle; resonance notes that crack stone.",
|
||||
},
|
||||
|
||||
// ── Zone 3 — The Unplace ─────────────────────────────────────────
|
||||
"the_unnumbered": {
|
||||
ID: "the_unnumbered", Name: "The Unnumbered",
|
||||
CR: 18, HP: 250, AC: 16, Attack: 18, AttackBonus: 10, Speed: 12,
|
||||
BlockRate: 0.10,
|
||||
Ability: &MonsterAbility{Name: "Too Many Arms", Phase: "any", ProcChance: 0.28, Effect: "aoe"},
|
||||
XPValue: 20000,
|
||||
Notes: "Unplace elite. Several demons in one silhouette; the count changes with the angle. (Layer 2: extra attack on rounds the player missed.)",
|
||||
},
|
||||
"angleworn_horror": {
|
||||
ID: "angleworn_horror", Name: "Angleworn Horror",
|
||||
CR: 17, HP: 180, AC: 18, Attack: 24, AttackBonus: 11, Speed: 14,
|
||||
BlockRate: 0.10,
|
||||
Ability: &MonsterAbility{Name: "Oblique", Phase: "any", ProcChance: 0.50, Effect: "evade"},
|
||||
XPValue: 18000,
|
||||
Notes: "Unplace elite. Hunts through corners; has been attacking you since three rooms ago. (Layer 2: pre-applied damage tick on entry.)",
|
||||
},
|
||||
"echo_of_belaxath": {
|
||||
ID: "echo_of_belaxath", Name: "Echo of Belaxath",
|
||||
CR: 19, HP: 220, AC: 18, Attack: 23, AttackBonus: 11, Speed: 14,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Rerun", Phase: "decisive", ProcChance: 0.25, Effect: "aoe"},
|
||||
XPValue: 22000,
|
||||
Notes: "Unplace elite. A Balor outline filled with static; a memory the Unplace keeps replaying. Drops nothing — pure toll.",
|
||||
FireAttacker: true,
|
||||
},
|
||||
|
||||
// ── Zone 4 — The Drowned Star ────────────────────────────────────
|
||||
"choir_of_static": {
|
||||
ID: "choir_of_static", Name: "Choir of Static",
|
||||
CR: 17, HP: 170, AC: 19, Attack: 28, AttackBonus: 10, Speed: 14,
|
||||
BlockRate: 0.10,
|
||||
Ability: &MonsterAbility{Name: "Mimic Shoal", Phase: "any", ProcChance: 0.50, Effect: "evade"},
|
||||
XPValue: 18000,
|
||||
Notes: "Drowned Star elite. Thousands of hair-thin fish in the shape of the last thing that frightened them: you.",
|
||||
},
|
||||
"lantern_warden": {
|
||||
ID: "lantern_warden", Name: "Lantern Warden",
|
||||
CR: 18, HP: 230, AC: 19, Attack: 31, AttackBonus: 10, Speed: 12,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "False Light", Phase: "opening", ProcChance: 0.45, Effect: "stun"},
|
||||
XPValue: 20000,
|
||||
Notes: "Drowned Star elite. An angler-knight; its lure is a stolen fragment of Seraphel's halo.",
|
||||
},
|
||||
"star_gorged_leviathanling": {
|
||||
ID: "star_gorged_leviathanling", Name: "Star-Gorged Leviathanling",
|
||||
CR: 19, HP: 290, AC: 16, Attack: 33, AttackBonus: 11, Speed: 12,
|
||||
BlockRate: 0.10,
|
||||
Ability: &MonsterAbility{Name: "Radiant Gout", Phase: "decisive", ProcChance: 0.45, Effect: "aoe"},
|
||||
XPValue: 22000,
|
||||
Notes: "Drowned Star elite. Ate a piece of the star as a hatchling and never stopped glowing; its silhouette shows through its own flesh.",
|
||||
},
|
||||
|
||||
// ── Zone 5 — The Last Meridian ───────────────────────────────────
|
||||
"the_hour_thief": {
|
||||
ID: "the_hour_thief", Name: "The Hour Thief",
|
||||
CR: 17, HP: 180, AC: 18, Attack: 22, AttackBonus: 10, Speed: 18,
|
||||
BlockRate: 0.10,
|
||||
Ability: &MonsterAbility{Name: "Pickpocket the Present", Phase: "any", ProcChance: 0.45, Effect: "stun"},
|
||||
XPValue: 18000,
|
||||
Notes: "Meridian elite. A stooped construct with a satchel full of ticking. (Layer 2: each proc permanently +2 its Speed this fight.)",
|
||||
},
|
||||
"pendulum_colossus": {
|
||||
ID: "pendulum_colossus", Name: "Pendulum Colossus",
|
||||
CR: 19, HP: 280, AC: 17, Attack: 30, AttackBonus: 11, Speed: 10,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Full Swing", Phase: "decisive", ProcChance: 0.50, Effect: "aoe"},
|
||||
XPValue: 22000,
|
||||
Notes: "Meridian elite. The cathedral's original pendulum, given legs; massive telegraphed hits. (Layer 2: only procs on even rounds — learnable.)",
|
||||
},
|
||||
"wardens_in_waiting": {
|
||||
ID: "wardens_in_waiting", Name: "Wardens-in-Waiting",
|
||||
CR: 18, HP: 260, AC: 19, Attack: 24, AttackBonus: 10, Speed: 10,
|
||||
BlockRate: 0.30,
|
||||
Ability: &MonsterAbility{Name: "Changing of the Guard", Phase: "any", ProcChance: 0.50, Effect: "block"},
|
||||
XPValue: 20000,
|
||||
Notes: "Meridian elite. Twin funerary constructs sharing one soul on a strict shift. (Layer 2: while one acts the other blocks — alternating BlockRate.)",
|
||||
},
|
||||
|
||||
// ── Signature bosses ─────────────────────────────────────────────
|
||||
"boss_valdris_ascendant": {
|
||||
ID: "boss_valdris_ascendant", Name: "Valdris, At Last",
|
||||
CR: 26, HP: 550, AC: 21, Attack: 52, AttackBonus: 12, Speed: 14,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Apotheosis Nova", Phase: "decisive", ProcChance: 0.40, Effect: "aoe"},
|
||||
XPValue: 90000,
|
||||
Notes: "Ossuary Ascendant boss. A true lich, ascended one vertebra at a time. Phase 2 below 50% HP. (Layer 2: Phylactery Verses — three secret nodes each strip a Legendary Resistance / rebirth proc.)",
|
||||
},
|
||||
"boss_aurvandryx": {
|
||||
ID: "boss_aurvandryx", Name: "Aurvandryx, the Ember Before Fire",
|
||||
CR: 28, HP: 470, AC: 22, Attack: 45, AttackBonus: 12, Speed: 16,
|
||||
BlockRate: 0.20,
|
||||
Ability: &MonsterAbility{Name: "First Flame", Phase: "decisive", ProcChance: 0.45, Effect: "aoe_fire"},
|
||||
XPValue: 120000,
|
||||
Notes: "First Hoard boss. The progenitor wyrm whose shed scales became every dragon. Fire that predates fire resistance. Phase 2 below 40% HP. (Layer 2: Greed Tax — Attack scales with loot picked up this run.)",
|
||||
FireAttacker: true,
|
||||
},
|
||||
"boss_seamstress": {
|
||||
ID: "boss_seamstress", Name: "The Seamstress",
|
||||
CR: 27, HP: 460, AC: 21, Attack: 45, AttackBonus: 12, Speed: 14,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Needle Rain", Phase: "decisive", ProcChance: 0.45, Effect: "aoe"},
|
||||
XPValue: 100000,
|
||||
Notes: "Unplace boss. A corrupted celestial sewing herself into the tear; half of her is on the other side. Phase 2 below 35% HP. (Layer 2: Inversion Stitch — healing and damage swap direction on her in telegraphed pulses.)",
|
||||
},
|
||||
"boss_seraphel": {
|
||||
ID: "boss_seraphel", Name: "Seraphel, the Light That Sank",
|
||||
CR: 27, HP: 560, AC: 21, Attack: 54, AttackBonus: 12, Speed: 14,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Sanctified Undertow", Phase: "decisive", ProcChance: 0.40, Effect: "aoe"},
|
||||
XPValue: 100000,
|
||||
Notes: "Drowned Star boss. An angel who rode a dying star into the trench and kept it alive ten thousand years. Phase 2 below 50% HP. (Layer 2: Two Hearts — a second ~150 HP Star-Heart pool; mercy path is a hidden loot bias.)",
|
||||
},
|
||||
"boss_custodian": {
|
||||
ID: "boss_custodian", Name: "The Custodian of the Last Hour",
|
||||
CR: 27, HP: 500, AC: 21, Attack: 48, AttackBonus: 12, Speed: 14,
|
||||
BlockRate: 0.15,
|
||||
Ability: &MonsterAbility{Name: "Chime", Phase: "decisive", ProcChance: 0.45, Effect: "aoe"},
|
||||
XPValue: 100000,
|
||||
Notes: "Last Meridian boss. A titanic clock-golem decommissioning the hours; it apologizes before each swing. Phase 2 below 45% HP. (Layer 2: Amendment — rewinds to its round-3 HP snapshot once; soft midnight timer past round 20.)",
|
||||
},
|
||||
}
|
||||
for id, m := range tier6 {
|
||||
dndBestiary[id] = m
|
||||
}
|
||||
return true
|
||||
}()
|
||||
334
internal/plugin/postgame_boss_hooks.go
Normal file
334
internal/plugin/postgame_boss_hooks.go
Normal file
@@ -0,0 +1,334 @@
|
||||
package plugin
|
||||
|
||||
// Tier-6 postgame "Layer-2" boss mechanics (Phase P8).
|
||||
//
|
||||
// Layer 1 (shipped) is everything the stock engine expresses: a single
|
||||
// MonsterAbility rider plus HP/AC/Attack/PhaseTwoAt on the stat block. Layer 2
|
||||
// is the bespoke, per-boss stuff the plan promised — mechanics that read the
|
||||
// *run* the player took to reach the boss, not just the fight in front of them.
|
||||
//
|
||||
// It holds BOTH halves of that seam:
|
||||
//
|
||||
// - PRE-COMBAT (applyBossRunModifiers / seedBossRunStatuses): adjustments
|
||||
// derived once from run state and folded into the boss's live Combatant (or
|
||||
// the fresh session) before the fight resolves. applyBossRunModifiers must be
|
||||
// a PURE, IDEMPOTENT function of run state, because the turn engine rebuilds
|
||||
// the enemy from the bestiary every single round (partyCombatantsForSession)
|
||||
// — the boss's numbers are re-derived on every !attack. That is fine as long
|
||||
// as the inputs are frozen for the fight, which they are: the boss room is
|
||||
// terminal, so no more nodes are walked once the fight begins.
|
||||
//
|
||||
// - IN-COMBAT (applyBossInCombatRoundEnd): round-boundary mechanics that read
|
||||
// and mutate the live combatState — HP snapshots, once-only rewinds, escalating
|
||||
// timers. Called from the turn engine's stepRoundEnd after the round's damage
|
||||
// has settled. Any state it spends round-trips through CombatStatuses so a
|
||||
// suspend/resume can't replay it.
|
||||
//
|
||||
// The remaining planned in-combat mechanics (Inversion Stitch, Two Hearts) are
|
||||
// still a separate seam — a new MonsterAbility.Effect case in applyAbility — and
|
||||
// are not in this file yet.
|
||||
|
||||
// applyBossRunModifiers folds any pre-combat Layer-2 mechanic for bossID into
|
||||
// the freshly-built enemy Combatant, reading the run the player took to get
|
||||
// here. It is dispatched by bestiary ID and is a no-op for every enemy that
|
||||
// isn't a hooked T6 boss, so the two build seams can call it unconditionally on
|
||||
// whatever they just built. A nil enemy or nil run is a no-op.
|
||||
func applyBossRunModifiers(bossID string, enemy *Combatant, run *DungeonRun) {
|
||||
if enemy == nil || run == nil {
|
||||
return
|
||||
}
|
||||
switch bossID {
|
||||
case "boss_aurvandryx":
|
||||
applyGreedTax(enemy, run)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Greed Tax — Aurvandryx, the Ember Before Fire (First Hoard) ─────────────
|
||||
//
|
||||
// The First Hoard carries the game's richest LootBias nodes on purpose (the
|
||||
// gilded veins at 2.5–3.0; nowhere else in the game exceeds 1.0). Aurvandryx —
|
||||
// the hoard's true owner, not its guard dog — takes the interest out of your
|
||||
// hide: her Attack rises with how much of the gilded route you walked to reach
|
||||
// her cradle. Strip the veins and meet a furious wyrm; take the vow-of-poverty
|
||||
// line through the zone and fight her lean.
|
||||
//
|
||||
// Signal: the summed excess LootBias (above the 1.0 baseline) of every node the
|
||||
// run walked — NOT run.LootCollected, which only tracks the boss-only signature
|
||||
// manifest and is empty at the boss. A full-explore route through the First
|
||||
// Hoard accrues ~3.5 richness (+7 Attack); the cap covers a maximal line.
|
||||
//
|
||||
// Calibration (P8 sim sweep, L20 party+Pete+pets): the full-explore route lands
|
||||
// first_hoard at ~47% clear (mid-band 40–55), down from the taxless 56%. A lean
|
||||
// prod route pays no tax and fights her at the taxless rate; a maximal route
|
||||
// hits the cap. No base-stat retune was needed — the tax corrects the prior
|
||||
// slight overshoot into the band. NOTE: the sim's autopilot explores the whole
|
||||
// graph, so the sweep only exercises the full-route point; the lean/greedy
|
||||
// spread is a prod-only player-agency lever the headless sim cannot walk.
|
||||
const (
|
||||
// greedTaxRichnessMult converts summed route richness into Attack points.
|
||||
greedTaxRichnessMult = 2.0
|
||||
|
||||
// greedTaxMaxAttack caps the tax so a maximal hoard-run meets a very hard
|
||||
// wyrm, never a literally-unbeatable one.
|
||||
greedTaxMaxAttack = 12
|
||||
)
|
||||
|
||||
// greedRouteRichness sums the excess LootBias (above the 1.0 baseline) of every
|
||||
// node the run has walked. Extracted for a deterministic unit test.
|
||||
func greedRouteRichness(run *DungeonRun) float64 {
|
||||
g, ok := loadZoneGraph(run.ZoneID)
|
||||
if !ok {
|
||||
return 0
|
||||
}
|
||||
var rich float64
|
||||
for _, id := range run.VisitedNodes {
|
||||
if n, exists := g.Nodes[id]; exists && n.Content.LootBias > 1.0 {
|
||||
rich += n.Content.LootBias - 1.0
|
||||
}
|
||||
}
|
||||
return rich
|
||||
}
|
||||
|
||||
// greedTaxAttack is the Attack surcharge for a route of the given richness.
|
||||
func greedTaxAttack(richness float64) int {
|
||||
tax := int(richness * greedTaxRichnessMult)
|
||||
if tax > greedTaxMaxAttack {
|
||||
tax = greedTaxMaxAttack
|
||||
}
|
||||
if tax < 0 {
|
||||
tax = 0
|
||||
}
|
||||
return tax
|
||||
}
|
||||
|
||||
func applyGreedTax(enemy *Combatant, run *DungeonRun) {
|
||||
enemy.Stats.Attack += greedTaxAttack(greedRouteRichness(run))
|
||||
}
|
||||
|
||||
// ── Phylactery Verses — Valdris, At Last (The Ossuary Ascendant) ────────────
|
||||
//
|
||||
// The plan Valdris has been running since he "died" in the T1 Crypt: the
|
||||
// phylactery shard players looted for years was bait, and he has rebuilt as a
|
||||
// true lich. His rebirths are bound into three Verses hidden in the cathedral,
|
||||
// each a NodeKindSecret behind a Perception gate. Every Verse a player finds and
|
||||
// walks before the fight UNBINDS one rebirth; every Verse they skip leaves it
|
||||
// armed. Full-clear explorers strip all three and fight a mortal lich;
|
||||
// speedrunners who blow past the secrets fight a god who will not stay down.
|
||||
//
|
||||
// This is the mirror-image of the Greed Tax's design axis: the Tax punishes
|
||||
// greedy exploration, the Verses reward thorough exploration. Both are prod
|
||||
// player-agency levers the headless sim only samples at whatever route its
|
||||
// autopilot happens to walk.
|
||||
//
|
||||
// Unlike the Greed Tax (a pure per-round Attack recompute), a rebirth is spent
|
||||
// mid-fight, so it is stateful: seedBossRunStatuses freezes the charge count
|
||||
// onto the session ONCE at fight start, and the turn engine round-trips the
|
||||
// live count through CombatStatuses. It must NOT be re-derived on the per-round
|
||||
// enemy rebuild, or spent rebirths would come back every round.
|
||||
const (
|
||||
// phylacteryReviveFrac is the fraction of the boss's (party-scaled) max HP
|
||||
// each unbound rebirth restores him to — a real second wind, not the 1-HP
|
||||
// stay of survive_at_1.
|
||||
phylacteryReviveFrac = 4 // 1/4 == 25%
|
||||
)
|
||||
|
||||
// phylacteryReviveCharges is the number of rebirths still armed on Valdris: one
|
||||
// per zone Verse (NodeKindSecret) the run has NOT visited. The Ossuary's only
|
||||
// secret nodes are the three Verses (the shared builder stamps none by default),
|
||||
// so counting unvisited secrets is exactly "unbound rebirths". Zero for any
|
||||
// non-Valdris boss or a nil run. A pure function of frozen run state.
|
||||
func phylacteryReviveCharges(bossID string, run *DungeonRun) int {
|
||||
if bossID != "boss_valdris_ascendant" || run == nil {
|
||||
return 0
|
||||
}
|
||||
g, ok := loadZoneGraph(run.ZoneID)
|
||||
if !ok {
|
||||
return 0
|
||||
}
|
||||
visited := make(map[string]bool, len(run.VisitedNodes))
|
||||
for _, id := range run.VisitedNodes {
|
||||
visited[id] = true
|
||||
}
|
||||
charges := 0
|
||||
for id, n := range g.Nodes {
|
||||
if n.Kind == NodeKindSecret && !visited[id] {
|
||||
charges++
|
||||
}
|
||||
}
|
||||
return charges
|
||||
}
|
||||
|
||||
// seedBossRunStatuses folds any ONCE-AT-FIGHT-START Layer-2 boss state into the
|
||||
// freshly-created session, reading the run the player took to get here. It is
|
||||
// the stateful counterpart to applyBossRunModifiers (which is a per-round pure
|
||||
// recompute): whatever it seeds here is mutated by the fight and round-tripped,
|
||||
// never re-derived. enemyMaxHP is the party-scaled pool already persisted onto
|
||||
// the session. Returns whether it changed anything (so the caller can skip a
|
||||
// redundant save). No-op — false — for every non-hooked boss.
|
||||
func seedBossRunStatuses(sess *CombatSession, bossID string, enemyMaxHP int, run *DungeonRun) bool {
|
||||
if sess == nil {
|
||||
return false
|
||||
}
|
||||
if charges := phylacteryReviveCharges(bossID, run); charges > 0 {
|
||||
sess.Statuses.EnemyReviveCharges = charges
|
||||
sess.Statuses.EnemyReviveHP = max(1, enemyMaxHP/phylacteryReviveFrac)
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// ── Amendment — The Custodian of the Last Hour (The Last Meridian) ───────────
|
||||
//
|
||||
// The Custodian has concluded its contract is complete and is dismantling the
|
||||
// hours on its way out — including, once, the last few minutes of its own fight.
|
||||
// Its true durability is HIDDEN in the opening rounds: it snapshots its HP at the
|
||||
// end of round 3, and the first time the party knocks it into phase 2 it *rewinds
|
||||
// itself* to that snapshot — once. Front-loaded burst is partially refunded (the
|
||||
// damage past the snapshot is undone), so sustained builds that can grind through
|
||||
// the extra pool shine over glass-cannon alpha strikes. A soft "midnight timer"
|
||||
// then leans on stalls: every round past round 20 the Custodian's Attack climbs,
|
||||
// so a fight that can't close still resolves before the clock runs out.
|
||||
//
|
||||
// This is the first IN-COMBAT Layer-2 mechanic. Unlike the pre-combat hooks it
|
||||
// reads/mutates the live combatState at round end, and its once-only state
|
||||
// (EnemyRewindHP snapshot + EnemyRewindUsed) round-trips through CombatStatuses so
|
||||
// a suspend/resume can't hand the boss a second rewind. Dispatched by bestiary ID,
|
||||
// so it is a no-op for every other enemy.
|
||||
const (
|
||||
// custodianSnapshotRound is the round whose end HP the Custodian rewinds to.
|
||||
// Snapshotting late enough that a normal party has committed real damage, but
|
||||
// early enough that the refund still matters, is the whole point — the fight's
|
||||
// true length is concealed until the rewind fires.
|
||||
custodianSnapshotRound = 3
|
||||
|
||||
// custodianPhaseTwoFrac must track The Custodian's PhaseTwoAt in
|
||||
// postgame_zone_defs.go (0.45): the rewind is meant to fire exactly as the
|
||||
// party crosses the boss into phase 2. Kept as a local constant because the
|
||||
// turn engine resolves off the bestiary template + session, not the
|
||||
// ZoneDefinition, so the threshold isn't otherwise in reach at round end.
|
||||
custodianPhaseTwoFrac = 0.45
|
||||
|
||||
// midnightAtkStep / midnightAtkCap: the soft closing-time timer. Every round
|
||||
// past midnightTimerAfter adds midnightAtkStep to the boss's Attack (via the
|
||||
// shared EnemyAtkBuff, which enemyAttackStat already folds in), capped so a
|
||||
// truly stalled fight still ends without the number becoming meaningless.
|
||||
midnightTimerAfter = 20
|
||||
midnightAtkStep = 2
|
||||
midnightAtkCap = 40
|
||||
)
|
||||
|
||||
// applyBossInCombatRoundEnd resolves the round-boundary in-combat Layer-2
|
||||
// mechanics for the enemy the turn engine is fighting. It runs after the round's
|
||||
// damage has settled and only while the enemy still stands. Dispatched by
|
||||
// bestiary ID; a no-op for every enemy that isn't a hooked T6 boss.
|
||||
func applyBossInCombatRoundEnd(st *combatState, bossID string, enemyMaxHP int) {
|
||||
if st == nil {
|
||||
return
|
||||
}
|
||||
switch bossID {
|
||||
case "boss_custodian":
|
||||
applyAmendment(st, enemyMaxHP)
|
||||
case "boss_seamstress":
|
||||
applyInversionStitch(st, enemyMaxHP)
|
||||
}
|
||||
}
|
||||
|
||||
// applyAmendment resolves the Custodian's Amendment (round-3 snapshot + once-only
|
||||
// phase-2 rewind) and its soft midnight timer, given the round that just finished
|
||||
// (st.round, pre-increment) and the boss's party-scaled MaxHP.
|
||||
func applyAmendment(st *combatState, enemyMaxHP int) {
|
||||
// Snapshot the boss's HP at the end of round 3 — the concealed "true length".
|
||||
if st.round == custodianSnapshotRound && st.enemyRewindHP == 0 {
|
||||
st.enemyRewindHP = st.enemyHP
|
||||
}
|
||||
// The first time the party crosses the boss into phase 2, rewind to the
|
||||
// snapshot — once. Guarded on snapshot > current so a party that never got
|
||||
// below the round-3 HP (and a fight bursted into phase 2 before the snapshot
|
||||
// was even taken, EnemyRewindHP == 0) can't be handed a free heal.
|
||||
phaseTwo := int(custodianPhaseTwoFrac * float64(enemyMaxHP))
|
||||
if !st.enemyRewindUsed && st.enemyRewindHP > st.enemyHP && st.enemyHP <= phaseTwo {
|
||||
st.enemyHP = min(enemyMaxHP, st.enemyRewindHP)
|
||||
st.enemyRewindUsed = true
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "enemy", Action: "amendment_rewind",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
})
|
||||
}
|
||||
// Soft midnight timer: closing time leans on a stalled fight.
|
||||
if st.round >= midnightTimerAfter && st.enemyAtkBuff < midnightAtkCap {
|
||||
st.enemyAtkBuff = min(midnightAtkCap, st.enemyAtkBuff+midnightAtkStep)
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "enemy", Action: "midnight_toll",
|
||||
Damage: midnightAtkStep, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// ── Inversion Stitch — The Seamstress (The Unplace) ──────────────────────────
|
||||
//
|
||||
// The Seamstress is sewing the tear shut from the inside, and once she's far
|
||||
// enough into the work (phase 2) she starts turning the room inside-out around
|
||||
// the party: for a two-round pulse, healing runs the wrong direction — every
|
||||
// cure lands as a wound (gated in stepPlayerActionEffect, floored at 1 HP so a
|
||||
// player is never killed by their own healer, only softened for the Seamstress's
|
||||
// own blows to finish). The catch is that she can't invert the room without a
|
||||
// visible tell: each pulse is telegraphed one full round ahead, so a player who
|
||||
// reads it holds their heals and waits it out. The autopilot that drives the sim
|
||||
// does not read tells — so the headless sweep sees the mechanic at its harshest,
|
||||
// the way an undisciplined party would, and a real player who respects the
|
||||
// warning fares better. That gap IS the difficulty lever, the same way the Greed
|
||||
// Tax and the Phylactery Verses are prod-only player-agency levers.
|
||||
//
|
||||
// It is the second in-combat Layer-2 mechanic, so it rides the same round-end
|
||||
// seam Amendment opened. Its state (inversionActive countdown + inversionTelegraph
|
||||
// warning) round-trips through CombatStatuses so a suspend/resume can't drop or
|
||||
// double a pulse. A no-op outside the Seamstress's phase 2.
|
||||
const (
|
||||
// seamstressPhaseTwoFrac must track The Seamstress's PhaseTwoAt in
|
||||
// postgame_zone_defs.go (0.35): the inversion only starts once she is sewn
|
||||
// deep enough into the tear. Kept local for the same reason as
|
||||
// custodianPhaseTwoFrac — the round-end hook resolves off the session, not the
|
||||
// ZoneDefinition, so the threshold isn't otherwise in reach here.
|
||||
seamstressPhaseTwoFrac = 0.35
|
||||
|
||||
// inversionPulseRounds is how many rounds each inside-out pulse lasts once it
|
||||
// activates (heals sting for this many player-rounds).
|
||||
inversionPulseRounds = 2
|
||||
)
|
||||
|
||||
// applyInversionStitch drives the Seamstress's phase-2 inversion cadence at round
|
||||
// end: telegraph a pulse one round ahead, activate it for inversionPulseRounds,
|
||||
// then re-telegraph the next — giving a repeating warn(1) → sting(2) rhythm the
|
||||
// player can play around. No-op until the boss is in phase 2.
|
||||
func applyInversionStitch(st *combatState, enemyMaxHP int) {
|
||||
// Layer-1 fight until the Seamstress is sewn into her own phase 2.
|
||||
phaseTwo := int(seamstressPhaseTwoFrac * float64(enemyMaxHP))
|
||||
if st.enemyHP > phaseTwo {
|
||||
return
|
||||
}
|
||||
// An active pulse counts down one round per round end. While it stays above
|
||||
// zero the next round's heals still sting; when it lapses this round, fall
|
||||
// through so a fresh telegraph is scheduled immediately.
|
||||
if st.inversionActive > 0 {
|
||||
st.inversionActive--
|
||||
if st.inversionActive > 0 {
|
||||
return
|
||||
}
|
||||
}
|
||||
// A telegraphed pulse activates: the room turns inside-out for the pulse.
|
||||
if st.inversionTelegraph {
|
||||
st.inversionActive = inversionPulseRounds
|
||||
st.inversionTelegraph = false
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "enemy", Action: "inversion_stitch",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
})
|
||||
return
|
||||
}
|
||||
// Otherwise warn: the next round's pulse is one round out.
|
||||
st.inversionTelegraph = true
|
||||
st.events = append(st.events, CombatEvent{
|
||||
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "enemy", Action: "inversion_telegraph",
|
||||
PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||
})
|
||||
}
|
||||
534
internal/plugin/postgame_boss_hooks_test.go
Normal file
534
internal/plugin/postgame_boss_hooks_test.go
Normal file
@@ -0,0 +1,534 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestGreedTaxAttack(t *testing.T) {
|
||||
cases := []struct {
|
||||
rich float64
|
||||
want int
|
||||
}{
|
||||
{rich: -1, want: 0},
|
||||
{rich: 0, want: 0},
|
||||
{rich: 0.4, want: 0}, // 0.4*2 = 0.8, floors to 0
|
||||
{rich: 0.5, want: 1}, // one point per 0.5 richness
|
||||
{rich: 3.5, want: 7}, // the sim's full-explore route
|
||||
{rich: 5.25, want: 10},
|
||||
{rich: 6, want: 12}, // exactly the cap
|
||||
{rich: 100, want: 12}, // capped
|
||||
}
|
||||
for _, c := range cases {
|
||||
if got := greedTaxAttack(c.rich); got != c.want {
|
||||
t.Errorf("greedTaxAttack(%.2f) = %d, want %d", c.rich, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestGreedRouteRichness(t *testing.T) {
|
||||
// The First Hoard's gilded veins are the only >1.0 LootBias nodes in the
|
||||
// game: cap12@3.0, f1b2@2.75, r2b2@2.5 (see zone_graph_first_hoard.go). The
|
||||
// graph builder prefixes every node id with the zone id + ".".
|
||||
const pre = "first_hoard."
|
||||
|
||||
// The full gilded route sums every vein's excess bias.
|
||||
all := &DungeonRun{ZoneID: ZoneFirstHoard, VisitedNodes: []string{pre + "entry", pre + "cap12", pre + "f1b2", pre + "r2b2", pre + "boss"}}
|
||||
if got := greedRouteRichness(all); !approxEq(got, 5.25) {
|
||||
t.Errorf("full route richness = %.2f, want 5.25", got)
|
||||
}
|
||||
|
||||
// A single vein contributes only its own excess.
|
||||
one := &DungeonRun{ZoneID: ZoneFirstHoard, VisitedNodes: []string{pre + "entry", pre + "cap12", pre + "boss"}}
|
||||
if got := greedRouteRichness(one); !approxEq(got, 2.0) {
|
||||
t.Errorf("one-vein (cap12@3.0) richness = %.2f, want 2.0", got)
|
||||
}
|
||||
|
||||
// A lean line that never touches a vein pays nothing.
|
||||
lean := &DungeonRun{ZoneID: ZoneFirstHoard, VisitedNodes: []string{pre + "entry", pre + "p1", pre + "p2", pre + "boss"}}
|
||||
if got := greedRouteRichness(lean); !approxEq(got, 0) {
|
||||
t.Errorf("lean route richness = %.2f, want 0", got)
|
||||
}
|
||||
|
||||
// An unknown zone has no graph and no richness.
|
||||
if got := greedRouteRichness(&DungeonRun{ZoneID: "nope", VisitedNodes: []string{"x"}}); got != 0 {
|
||||
t.Errorf("unknown-zone richness = %.2f, want 0", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyBossRunModifiers_GreedTax(t *testing.T) {
|
||||
richRun := &DungeonRun{ZoneID: ZoneFirstHoard, VisitedNodes: []string{"first_hoard.cap12", "first_hoard.f1b2", "first_hoard.r2b2"}} // 5.25 rich → +10 Attack
|
||||
leanRun := &DungeonRun{ZoneID: ZoneFirstHoard, VisitedNodes: []string{"first_hoard.entry", "first_hoard.boss"}} // 0 rich → +0
|
||||
|
||||
// Aurvandryx's Attack rises with the gilded route walked into her cradle.
|
||||
enemy := &Combatant{Stats: CombatStats{Attack: 45}}
|
||||
applyBossRunModifiers("boss_aurvandryx", enemy, richRun)
|
||||
if enemy.Stats.Attack != 45+10 {
|
||||
t.Errorf("greedy-route Aurvandryx Attack = %d, want %d", enemy.Stats.Attack, 45+10)
|
||||
}
|
||||
|
||||
// A lean run leaves her at her base Attack.
|
||||
lean := &Combatant{Stats: CombatStats{Attack: 45}}
|
||||
applyBossRunModifiers("boss_aurvandryx", lean, leanRun)
|
||||
if lean.Stats.Attack != 45 {
|
||||
t.Errorf("lean-run Aurvandryx Attack = %d, want 45", lean.Stats.Attack)
|
||||
}
|
||||
|
||||
// Every non-hooked enemy is untouched, even on the richest route.
|
||||
other := &Combatant{Stats: CombatStats{Attack: 45}}
|
||||
applyBossRunModifiers("boss_seamstress", other, richRun)
|
||||
if other.Stats.Attack != 45 {
|
||||
t.Errorf("non-hooked boss Attack = %d, want 45 (no-op)", other.Stats.Attack)
|
||||
}
|
||||
|
||||
// A nil run is a no-op, not a panic.
|
||||
nilRun := &Combatant{Stats: CombatStats{Attack: 45}}
|
||||
applyBossRunModifiers("boss_aurvandryx", nilRun, nil)
|
||||
if nilRun.Stats.Attack != 45 {
|
||||
t.Errorf("nil-run Attack = %d, want 45 (no-op)", nilRun.Stats.Attack)
|
||||
}
|
||||
}
|
||||
|
||||
func TestPhylacteryReviveCharges(t *testing.T) {
|
||||
// The Ossuary's three Verses are its only secret nodes: f1b2, f2b2, cap32
|
||||
// (see zone_graph_ossuary_ascendant.go). Node ids are zone-prefixed.
|
||||
const pre = "ossuary_ascendant."
|
||||
|
||||
// Skip every Verse → all three rebirths stay armed (fight a god).
|
||||
skip := &DungeonRun{ZoneID: ZoneOssuaryAscendant, VisitedNodes: []string{pre + "entry", pre + "p1", pre + "boss"}}
|
||||
if got := phylacteryReviveCharges("boss_valdris_ascendant", skip); got != 3 {
|
||||
t.Errorf("skip-route charges = %d, want 3", got)
|
||||
}
|
||||
|
||||
// Find one Verse → one rebirth unbound, two remain.
|
||||
one := &DungeonRun{ZoneID: ZoneOssuaryAscendant, VisitedNodes: []string{pre + "entry", pre + "f1b2", pre + "boss"}}
|
||||
if got := phylacteryReviveCharges("boss_valdris_ascendant", one); got != 2 {
|
||||
t.Errorf("one-Verse charges = %d, want 2", got)
|
||||
}
|
||||
|
||||
// Full-clear explorer finds all three → 0 rebirths, a mortal lich.
|
||||
full := &DungeonRun{ZoneID: ZoneOssuaryAscendant, VisitedNodes: []string{pre + "entry", pre + "f1b2", pre + "f2b2", pre + "cap32", pre + "boss"}}
|
||||
if got := phylacteryReviveCharges("boss_valdris_ascendant", full); got != 0 {
|
||||
t.Errorf("full-clear charges = %d, want 0", got)
|
||||
}
|
||||
|
||||
// Only Valdris carries the Verses; a nil run and any other boss are 0.
|
||||
if got := phylacteryReviveCharges("boss_aurvandryx", skip); got != 0 {
|
||||
t.Errorf("non-Valdris boss charges = %d, want 0", got)
|
||||
}
|
||||
if got := phylacteryReviveCharges("boss_valdris_ascendant", nil); got != 0 {
|
||||
t.Errorf("nil-run charges = %d, want 0", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSeedBossRunStatuses_Phylactery(t *testing.T) {
|
||||
const pre = "ossuary_ascendant."
|
||||
skip := &DungeonRun{ZoneID: ZoneOssuaryAscendant, VisitedNodes: []string{pre + "entry", pre + "boss"}} // 3 unfound
|
||||
|
||||
// A skip-route seeds all three rebirths and the 25%-of-max revive pool.
|
||||
sess := &CombatSession{}
|
||||
if !seedBossRunStatuses(sess, "boss_valdris_ascendant", 560, skip) {
|
||||
t.Fatal("skip-route seed returned false, want true (charges seeded)")
|
||||
}
|
||||
if sess.Statuses.EnemyReviveCharges != 3 {
|
||||
t.Errorf("seeded charges = %d, want 3", sess.Statuses.EnemyReviveCharges)
|
||||
}
|
||||
if sess.Statuses.EnemyReviveHP != 140 { // 560/4
|
||||
t.Errorf("seeded revive HP = %d, want 140", sess.Statuses.EnemyReviveHP)
|
||||
}
|
||||
|
||||
// A full-clear seeds nothing and reports no change.
|
||||
full := &DungeonRun{ZoneID: ZoneOssuaryAscendant, VisitedNodes: []string{pre + "f1b2", pre + "f2b2", pre + "cap32"}}
|
||||
clean := &CombatSession{}
|
||||
if seedBossRunStatuses(clean, "boss_valdris_ascendant", 560, full) {
|
||||
t.Error("full-clear seed returned true, want false (no rebirths)")
|
||||
}
|
||||
if clean.Statuses.EnemyReviveCharges != 0 {
|
||||
t.Errorf("full-clear seeded charges = %d, want 0", clean.Statuses.EnemyReviveCharges)
|
||||
}
|
||||
|
||||
// Non-hooked boss: no-op even on a skip route.
|
||||
other := &CombatSession{}
|
||||
if seedBossRunStatuses(other, "boss_seamstress", 560, skip) {
|
||||
t.Error("non-hooked boss seed returned true, want false")
|
||||
}
|
||||
}
|
||||
|
||||
// TestEnemyDown_PhylacteryRebirth exercises the engine primitive: each seeded
|
||||
// charge revives the boss to the revive pool once, and the fight ends only when
|
||||
// the last charge is spent.
|
||||
func TestEnemyDown_PhylacteryRebirth(t *testing.T) {
|
||||
player := &Combatant{Name: "Hero", IsPlayer: true, Stats: CombatStats{MaxHP: 100, AC: 15, Attack: 10}}
|
||||
seat0 := newActor(player)
|
||||
st := &combatState{actor: seat0, actors: []*actor{seat0}, enemyReviveCharges: 2, enemyReviveHP: 140}
|
||||
|
||||
// First lethal blow: a charge spends, boss revives to the pool, not down.
|
||||
st.enemyHP = 0
|
||||
if enemyDown(st, "test") {
|
||||
t.Fatal("first killing blow reported down, want rebirth")
|
||||
}
|
||||
if st.enemyHP != 140 || st.enemyReviveCharges != 1 {
|
||||
t.Errorf("after 1st rebirth: HP=%d charges=%d, want 140/1", st.enemyHP, st.enemyReviveCharges)
|
||||
}
|
||||
|
||||
// Second lethal blow: last charge spends, revives again.
|
||||
st.enemyHP = -5
|
||||
if enemyDown(st, "test") {
|
||||
t.Fatal("second killing blow reported down, want rebirth")
|
||||
}
|
||||
if st.enemyHP != 140 || st.enemyReviveCharges != 0 {
|
||||
t.Errorf("after 2nd rebirth: HP=%d charges=%d, want 140/0", st.enemyHP, st.enemyReviveCharges)
|
||||
}
|
||||
|
||||
// Third lethal blow: no charges left, the lich stays dead.
|
||||
st.enemyHP = 0
|
||||
if !enemyDown(st, "test") {
|
||||
t.Error("charge-less killing blow reported alive, want down")
|
||||
}
|
||||
|
||||
// A rebirth event was emitted per revival (two), for the narrator.
|
||||
rebirths := 0
|
||||
for _, e := range st.events {
|
||||
if e.Action == "phylactery_rebirth" {
|
||||
rebirths++
|
||||
}
|
||||
}
|
||||
if rebirths != 2 {
|
||||
t.Errorf("phylactery_rebirth events = %d, want 2", rebirths)
|
||||
}
|
||||
}
|
||||
|
||||
func approxEq(a, b float64) bool {
|
||||
d := a - b
|
||||
return d < 1e-9 && d > -1e-9
|
||||
}
|
||||
|
||||
// custodianState builds a live combatState seated against a Custodian-shaped
|
||||
// enemy (MaxHP given), at the given round and current enemy HP, for direct
|
||||
// applyAmendment tests. Uses the real turn engine so the embedded actor/roster
|
||||
// are fully formed.
|
||||
func custodianState(t *testing.T, round, enemyHP, enemyMaxHP int) *combatState {
|
||||
t.Helper()
|
||||
sess := turnSession(CombatPhaseRoundEnd, 10000, enemyHP)
|
||||
sess.Round = round
|
||||
sess.EnemyID = "boss_custodian"
|
||||
p := basePlayer()
|
||||
e := baseEnemy()
|
||||
e.Stats.MaxHP = enemyMaxHP
|
||||
te := resumeTurnEngine(sess, []*Combatant{&p}, &e, combatSessionStepRNG(sess, enemySeat))
|
||||
te.st.enemyHP = enemyHP
|
||||
return te.st
|
||||
}
|
||||
|
||||
func countEvents(events []CombatEvent, action string) int {
|
||||
n := 0
|
||||
for _, ev := range events {
|
||||
if ev.Action == action {
|
||||
n++
|
||||
}
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
func TestApplyAmendment_SnapshotAtRoundThree(t *testing.T) {
|
||||
// Before round 3: no snapshot.
|
||||
st := custodianState(t, 2, 400, 500)
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyRewindHP != 0 {
|
||||
t.Errorf("round 2 snapshot = %d, want 0 (not yet)", st.enemyRewindHP)
|
||||
}
|
||||
// End of round 3: snapshot the current HP.
|
||||
st = custodianState(t, 3, 380, 500)
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyRewindHP != 380 {
|
||||
t.Errorf("round 3 snapshot = %d, want 380", st.enemyRewindHP)
|
||||
}
|
||||
// A later round does not re-snapshot over the captured value.
|
||||
st.round = 5
|
||||
st.enemyHP = 200
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyRewindHP != 380 {
|
||||
t.Errorf("post-capture snapshot = %d, want it frozen at 380", st.enemyRewindHP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyAmendment_RewindOnceAtPhaseTwo(t *testing.T) {
|
||||
// Snapshot 400; boss now at 200, below the 0.45*500=225 phase-two line.
|
||||
st := custodianState(t, 6, 200, 500)
|
||||
st.enemyRewindHP = 400
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyHP != 400 {
|
||||
t.Errorf("post-rewind HP = %d, want restored to snapshot 400", st.enemyHP)
|
||||
}
|
||||
if !st.enemyRewindUsed {
|
||||
t.Error("rewind did not mark itself used")
|
||||
}
|
||||
if countEvents(st.events, "amendment_rewind") != 1 {
|
||||
t.Errorf("amendment_rewind events = %d, want 1", countEvents(st.events, "amendment_rewind"))
|
||||
}
|
||||
// A second crossing does not rewind again.
|
||||
st.enemyHP = 150
|
||||
mark := len(st.events)
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyHP != 150 {
|
||||
t.Errorf("second-crossing HP = %d, want left at 150 (rewind spent)", st.enemyHP)
|
||||
}
|
||||
if len(st.events) != mark {
|
||||
t.Error("a spent rewind emitted another event")
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyAmendment_NoRewindAbovePhaseTwo(t *testing.T) {
|
||||
// Boss above the phase-two line: no rewind even with a snapshot in hand.
|
||||
st := custodianState(t, 6, 300, 500) // 300 > 225
|
||||
st.enemyRewindHP = 450
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyHP != 300 || st.enemyRewindUsed {
|
||||
t.Errorf("HP=%d used=%v; want no rewind above phase two", st.enemyHP, st.enemyRewindUsed)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyAmendment_NoRewindWithoutSnapshot(t *testing.T) {
|
||||
// Bursted into phase two before round 3: no snapshot, so no free heal.
|
||||
st := custodianState(t, 2, 100, 500)
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyHP != 100 || st.enemyRewindUsed {
|
||||
t.Errorf("HP=%d used=%v; want no rewind without a snapshot", st.enemyHP, st.enemyRewindUsed)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyAmendment_MidnightTimer(t *testing.T) {
|
||||
// Before round 20: no attack climb.
|
||||
st := custodianState(t, 19, 300, 500)
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyAtkBuff != 0 {
|
||||
t.Errorf("round 19 atk buff = %d, want 0", st.enemyAtkBuff)
|
||||
}
|
||||
// Round 20+: +2 per round, capped.
|
||||
st = custodianState(t, 20, 300, 500)
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyAtkBuff != midnightAtkStep {
|
||||
t.Errorf("round 20 atk buff = %d, want %d", st.enemyAtkBuff, midnightAtkStep)
|
||||
}
|
||||
if countEvents(st.events, "midnight_toll") != 1 {
|
||||
t.Errorf("midnight_toll events = %d, want 1", countEvents(st.events, "midnight_toll"))
|
||||
}
|
||||
// The cap holds against a truly endless stall.
|
||||
st.enemyAtkBuff = midnightAtkCap
|
||||
mark := len(st.events)
|
||||
applyAmendment(st, 500)
|
||||
if st.enemyAtkBuff != midnightAtkCap {
|
||||
t.Errorf("capped atk buff = %d, want %d", st.enemyAtkBuff, midnightAtkCap)
|
||||
}
|
||||
if len(st.events) != mark {
|
||||
t.Error("midnight timer emitted a toll after hitting the cap")
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyBossInCombatRoundEnd_DispatchesOnlyCustodian(t *testing.T) {
|
||||
// A non-Custodian enemy is untouched even at a rewind-eligible HP.
|
||||
st := custodianState(t, 6, 200, 500)
|
||||
st.enemyRewindHP = 400
|
||||
applyBossInCombatRoundEnd(st, "boss_seraphel", 500)
|
||||
if st.enemyHP != 200 || st.enemyRewindUsed {
|
||||
t.Errorf("HP=%d used=%v; want no-op for a non-Custodian boss", st.enemyHP, st.enemyRewindUsed)
|
||||
}
|
||||
// The Custodian id does resolve the hook.
|
||||
applyBossInCombatRoundEnd(st, "boss_custodian", 500)
|
||||
if st.enemyHP != 400 || !st.enemyRewindUsed {
|
||||
t.Errorf("HP=%d used=%v; want the rewind for the Custodian", st.enemyHP, st.enemyRewindUsed)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Inversion Stitch (Seamstress) ────────────────────────────────────────────
|
||||
|
||||
// seamstressState builds a fully-formed combatState (embedded actor + roster) so
|
||||
// the event helpers that read st.playerHP resolve — a bare struct-literal state
|
||||
// has a nil actor cursor.
|
||||
func seamstressState(t *testing.T, enemyHP, enemyMaxHP int) *combatState {
|
||||
t.Helper()
|
||||
sess := turnSession(CombatPhaseRoundEnd, 10000, enemyHP)
|
||||
sess.EnemyID = "boss_seamstress"
|
||||
p := basePlayer()
|
||||
e := baseEnemy()
|
||||
e.Stats.MaxHP = enemyMaxHP
|
||||
te := resumeTurnEngine(sess, []*Combatant{&p}, &e, combatSessionStepRNG(sess, enemySeat))
|
||||
te.st.enemyHP = enemyHP
|
||||
return te.st
|
||||
}
|
||||
|
||||
func TestApplyInversionStitch_NoOpAbovePhaseTwo(t *testing.T) {
|
||||
// Above the 0.35*500=175 phase-two line the room stays right-side-out.
|
||||
st := seamstressState(t, 300, 500)
|
||||
applyInversionStitch(st, 500)
|
||||
if st.inversionTelegraph || st.inversionActive != 0 || len(st.events) != 0 {
|
||||
t.Errorf("above phase two: telegraph=%v active=%d events=%d, want all zero",
|
||||
st.inversionTelegraph, st.inversionActive, len(st.events))
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyInversionStitch_Cadence(t *testing.T) {
|
||||
// Below the phase-two line the room cycles warn(1) → sting(pulse) → warn(1)…
|
||||
st := seamstressState(t, 150, 500) // 150 < 0.35*500 = 175
|
||||
|
||||
// Round end 1: no pulse yet, so telegraph the first one.
|
||||
applyInversionStitch(st, 500)
|
||||
if !st.inversionTelegraph || st.inversionActive != 0 {
|
||||
t.Fatalf("after warn: telegraph=%v active=%d, want telegraph=true active=0",
|
||||
st.inversionTelegraph, st.inversionActive)
|
||||
}
|
||||
if countEvents(st.events, "inversion_telegraph") != 1 {
|
||||
t.Fatalf("telegraph events = %d, want 1", countEvents(st.events, "inversion_telegraph"))
|
||||
}
|
||||
|
||||
// Round end 2: the telegraphed pulse activates for its full duration.
|
||||
applyInversionStitch(st, 500)
|
||||
if st.inversionActive != inversionPulseRounds || st.inversionTelegraph {
|
||||
t.Fatalf("after activate: active=%d telegraph=%v, want active=%d telegraph=false",
|
||||
st.inversionActive, st.inversionTelegraph, inversionPulseRounds)
|
||||
}
|
||||
if countEvents(st.events, "inversion_stitch") != 1 {
|
||||
t.Fatalf("stitch events = %d, want 1", countEvents(st.events, "inversion_stitch"))
|
||||
}
|
||||
|
||||
// The pulse counts down one round per round end, staying active until it lapses.
|
||||
for r := inversionPulseRounds - 1; r >= 1; r-- {
|
||||
applyInversionStitch(st, 500)
|
||||
if st.inversionActive != r {
|
||||
t.Fatalf("mid-pulse active = %d, want %d", st.inversionActive, r)
|
||||
}
|
||||
}
|
||||
|
||||
// The round the pulse lapses (active 1→0) a fresh warn is scheduled in the
|
||||
// same round end — the repeating rhythm, never two silent rounds in a row.
|
||||
applyInversionStitch(st, 500)
|
||||
if st.inversionActive != 0 || !st.inversionTelegraph {
|
||||
t.Fatalf("after pulse: active=%d telegraph=%v, want active=0 telegraph=true",
|
||||
st.inversionActive, st.inversionTelegraph)
|
||||
}
|
||||
if countEvents(st.events, "inversion_telegraph") != 2 {
|
||||
t.Fatalf("telegraph events = %d, want 2 (the next pulse warned)",
|
||||
countEvents(st.events, "inversion_telegraph"))
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyBossInCombatRoundEnd_DispatchesSeamstress(t *testing.T) {
|
||||
// A non-Seamstress boss at a phase-two HP is untouched.
|
||||
st := seamstressState(t, 150, 500)
|
||||
applyBossInCombatRoundEnd(st, "boss_aurvandryx", 500)
|
||||
if st.inversionTelegraph || len(st.events) != 0 {
|
||||
t.Errorf("non-Seamstress boss triggered inversion (telegraph=%v events=%d)",
|
||||
st.inversionTelegraph, len(st.events))
|
||||
}
|
||||
// The Seamstress id resolves the hook.
|
||||
applyBossInCombatRoundEnd(st, "boss_seamstress", 500)
|
||||
if !st.inversionTelegraph {
|
||||
t.Error("boss_seamstress did not schedule the inversion telegraph")
|
||||
}
|
||||
}
|
||||
|
||||
// TestInversionStitch_HealsSting drives a real round with an active pulse seeded
|
||||
// and confirms both the self-heal and the ally-heal land as wounds, floored at 1.
|
||||
func TestInversionStitch_HealsSting(t *testing.T) {
|
||||
setupEmptyTestDB(t)
|
||||
p := &AdventurePlugin{}
|
||||
|
||||
t.Run("ally heal stings the friend", func(t *testing.T) {
|
||||
sess := startAllyHealFight(t, p, 50) // friend hurt to 50/100
|
||||
sess.Statuses.InversionActive = 1 // room is inside-out this round
|
||||
healer, friend := basePlayer(), basePlayer()
|
||||
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
|
||||
enemy: &Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
|
||||
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
|
||||
before := sess.seatHP(1)
|
||||
|
||||
events, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
|
||||
Effect: &turnActionEffect{Label: "Cure", Action: "spell_cast", AllyHeal: 30, AllySeat: 1}})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got := sess.seatHP(1); got >= before {
|
||||
t.Errorf("friend HP = %d (was %d) — an inverted heal must wound, not mend", got, before)
|
||||
}
|
||||
if countEvents(events, "heal_inverted") != 1 {
|
||||
t.Errorf("heal_inverted events = %d, want 1", countEvents(events, "heal_inverted"))
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("self heal stings the acting seat, floored at 1", func(t *testing.T) {
|
||||
// A self-heal (PlayerHeal, no AllySeat) lands on whichever seat is acting;
|
||||
// assert the inversion fired (heal_inverted) and no seat was driven to 0 —
|
||||
// the sting denies sustain, it never kills.
|
||||
sess := startAllyHealFight(t, p, 100)
|
||||
sess.Statuses.InversionActive = 1
|
||||
healer, friend := basePlayer(), basePlayer()
|
||||
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
|
||||
enemy: &Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
|
||||
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
|
||||
|
||||
events, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
|
||||
Effect: &turnActionEffect{Label: "Cure Self", Action: "spell_cast", PlayerHeal: 30}})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if countEvents(events, "heal_inverted") != 1 {
|
||||
t.Errorf("heal_inverted events = %d, want 1 — the self-heal did not invert", countEvents(events, "heal_inverted"))
|
||||
}
|
||||
for seat := 0; seat < 2; seat++ {
|
||||
if got := sess.seatHP(seat); got < 1 {
|
||||
t.Errorf("seat %d HP = %d — the sting must floor at 1, never kill", seat, got)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
func TestTurnEngine_AmendmentRoundTrips(t *testing.T) {
|
||||
// Drive a real Custodian round-end and confirm the once-only rewind is
|
||||
// captured through CombatStatuses (a suspend/resume can't replay it).
|
||||
sess := turnSession(CombatPhaseRoundEnd, 10000, 200)
|
||||
sess.Round = 6
|
||||
sess.EnemyID = "boss_custodian"
|
||||
sess.EnemyHPMax = 500
|
||||
sess.Statuses.EnemyRewindHP = 400 // snapshot taken earlier in the fight
|
||||
p := basePlayer()
|
||||
e := baseEnemy()
|
||||
e.Stats.MaxHP = 500
|
||||
te := resumeTurnEngine(sess, []*Combatant{&p}, &e, combatSessionStepRNG(sess, enemySeat))
|
||||
if _, err := te.step(PlayerAction{}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
te.commit()
|
||||
|
||||
if sess.EnemyHP != 400 {
|
||||
t.Errorf("committed EnemyHP = %d, want the 400 rewind pool", sess.EnemyHP)
|
||||
}
|
||||
if !sess.Statuses.EnemyRewindUsed {
|
||||
t.Error("EnemyRewindUsed did not persist through commit")
|
||||
}
|
||||
if countEvents(sess.TurnLog, "amendment_rewind") != 1 {
|
||||
t.Errorf("amendment_rewind events = %d, want 1", countEvents(sess.TurnLog, "amendment_rewind"))
|
||||
}
|
||||
}
|
||||
|
||||
func TestTurnEngine_InversionRoundTrips(t *testing.T) {
|
||||
// Drive a real Seamstress round-end in phase 2 and confirm the scheduled
|
||||
// telegraph persists through CombatStatuses (a suspend/resume keeps the cadence).
|
||||
sess := turnSession(CombatPhaseRoundEnd, 10000, 150) // 150 < 0.35*500 = 175
|
||||
sess.EnemyID = "boss_seamstress"
|
||||
sess.EnemyHPMax = 500
|
||||
p := basePlayer()
|
||||
e := baseEnemy()
|
||||
e.Stats.MaxHP = 500
|
||||
te := resumeTurnEngine(sess, []*Combatant{&p}, &e, combatSessionStepRNG(sess, enemySeat))
|
||||
if _, err := te.step(PlayerAction{}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
te.commit()
|
||||
|
||||
if !sess.Statuses.InversionTelegraph {
|
||||
t.Error("InversionTelegraph did not persist through commit")
|
||||
}
|
||||
if countEvents(sess.TurnLog, "inversion_telegraph") != 1 {
|
||||
t.Errorf("inversion_telegraph events = %d, want 1", countEvents(sess.TurnLog, "inversion_telegraph"))
|
||||
}
|
||||
}
|
||||
117
internal/plugin/postgame_magic_items.go
Normal file
117
internal/plugin/postgame_magic_items.go
Normal file
@@ -0,0 +1,117 @@
|
||||
package plugin
|
||||
|
||||
// Post-game (Tier 6) signature magic items — the ten hand-authored Legendary
|
||||
// drops from the five Mythic zones. Two per zone; the third zone drop is a
|
||||
// UniqueAlways crafting anchor (a treasure material, not an equippable), handled
|
||||
// on the loot side.
|
||||
//
|
||||
// These are real magicItemRegistry entries so the loot path can grant them as
|
||||
// equippable magic_item rows (see zoneLootToInventory) and the equip pipeline
|
||||
// can resolve them. Their combat numbers live in postgameSignatureEffects, the
|
||||
// magicItemEffectOverlay layer — bespoke, above the codified Legendary formula,
|
||||
// because these are meant to be the best-in-slot chase items. Numbers are
|
||||
// opening bids; the P7 sim sweep tunes them.
|
||||
//
|
||||
// The fancier one-shot riders each Note in postgame_zone_defs.go promises
|
||||
// (survive-a-killing-blow, refund-the-slot, negate-a-stun, auto-evade, …) are
|
||||
// Layer-2 boss/effect hooks deferred to P8 — encoded here is only what the
|
||||
// magicItemEffect struct can already express.
|
||||
|
||||
// postgameSignatureMagicItems is wired into magicItemOverlay (magic_items.go)
|
||||
// as a plain var reference, so it resolves before buildMagicItemRegistry() runs.
|
||||
var postgameSignatureMagicItems = []MagicItem{
|
||||
// ── The Ossuary Ascendant ────────────────────────────────────────────────
|
||||
{
|
||||
ID: "crown_of_the_patient_king", Name: "Crown of the Patient King",
|
||||
Kind: MagicItemWondrous, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotHead, Value: 8000,
|
||||
Desc: "A thin band of black iron, warm as if just taken off. He respects a good plan; wear it and the fight waits for yours.",
|
||||
},
|
||||
{
|
||||
ID: "valdris_quill", Name: "Valdris's Quill",
|
||||
Kind: MagicItemWand, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotMainHand, Value: 8000,
|
||||
Desc: "The lich's own writing implement, still wet. Spells drawn with it land where they were aimed and then some.",
|
||||
},
|
||||
|
||||
// ── The First Hoard ──────────────────────────────────────────────────────
|
||||
{
|
||||
ID: "aegis_of_the_first_scale", Name: "Aegis of the First Scale",
|
||||
Kind: MagicItemArmor, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotChest, Value: 9000,
|
||||
Desc: "A single shed scale of the Ember Before Fire, worked into a breastplate. Fire predates it and still cannot touch it.",
|
||||
},
|
||||
{
|
||||
ID: "emberheart_greatblade", Name: "Emberheart Greatblade",
|
||||
Kind: MagicItemWeapon, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotMainHand, Value: 8000,
|
||||
Desc: "Forged around a coal that has never cooled. Its edge opens wounds that go on burning after the swing.",
|
||||
},
|
||||
|
||||
// ── The Unplace ──────────────────────────────────────────────────────────
|
||||
{
|
||||
ID: "needle_of_the_seam", Name: "Needle of the Seam",
|
||||
Kind: MagicItemWeapon, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotMainHand, Value: 8000,
|
||||
Desc: "The Seamstress's own needle, half here and half elsewhere. Spellwork slid along it finds the gaps in everything.",
|
||||
},
|
||||
{
|
||||
ID: "mantle_of_elsewhere", Name: "Mantle of Elsewhere",
|
||||
Kind: MagicItemWondrous, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotCloak, Value: 8000,
|
||||
Desc: "A cloak cut from a room that isn't. Now and then a blow passes through where you briefly were not.",
|
||||
},
|
||||
|
||||
// ── The Drowned Star ─────────────────────────────────────────────────────
|
||||
{
|
||||
ID: "halo_of_the_sunken_dawn", Name: "Halo of the Sunken Dawn",
|
||||
Kind: MagicItemWondrous, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotHead, Value: 8000,
|
||||
Desc: "A ring of drowned light that never went out. Mercy carried through it lands heavier on those you mean to keep alive.",
|
||||
},
|
||||
{
|
||||
ID: "tideglass_ward", Name: "Tideglass Ward",
|
||||
Kind: MagicItemArmor, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotOffHand, Value: 8000,
|
||||
Desc: "A shield of pressure-fused abyssal glass. Once a fight it drinks a wave whole and gives you back the room.",
|
||||
},
|
||||
|
||||
// ── The Last Meridian ────────────────────────────────────────────────────
|
||||
{
|
||||
ID: "the_second_hand", Name: "The Second Hand",
|
||||
Kind: MagicItemWeapon, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotMainHand, Value: 8000,
|
||||
Desc: "A slim blade that keeps its own time. Now and then it lends you a moment you did not have to swing again.",
|
||||
},
|
||||
{
|
||||
ID: "escapement_plate", Name: "Escapement Plate",
|
||||
Kind: MagicItemArmor, Rarity: RarityLegendary, Attunement: true,
|
||||
Slot: DnDSlotChest, Value: 8000,
|
||||
Desc: "Verdigris plate geared like a clock. The first blow that would stop you finds a moment already held in reserve.",
|
||||
},
|
||||
}
|
||||
|
||||
// postgameSignatureEffects is wired into magicItemEffectOverlay
|
||||
// (magic_items_gameplay.go). DamageReductMult is multiplicative (1.0 neutral,
|
||||
// <1.0 reduces damage taken); the aggregator ignores a 0.0, so weapons/wondrous
|
||||
// items that don't reduce damage simply leave it unset. Everything else is
|
||||
// additive. Legendary codified baselines for reference: weapon DamageBonus 0.25,
|
||||
// armor DamageReductMult 0.80, wand DamageBonus 0.15 + FlatDmgStart 5, wondrous
|
||||
// InitiativeBias 2.5 + MaxHP 10 — these sit at or above those.
|
||||
var postgameSignatureEffects = map[string]magicItemEffect{
|
||||
// Ossuary
|
||||
"crown_of_the_patient_king": {InitiativeBias: 3.0, MaxHP: 14},
|
||||
"valdris_quill": {DamageBonus: 0.20, FlatDmgStart: 6},
|
||||
// First Hoard
|
||||
"aegis_of_the_first_scale": {DamageReductMult: 0.72, MaxHP: 10},
|
||||
"emberheart_greatblade": {DamageBonus: 0.30, FlatDmgStart: 6},
|
||||
// Unplace
|
||||
"needle_of_the_seam": {DamageBonus: 0.30, FlatDmgStart: 4},
|
||||
"mantle_of_elsewhere": {DamageReductMult: 0.88, InitiativeBias: 2.0},
|
||||
// Drowned Star
|
||||
"halo_of_the_sunken_dawn": {DamageReductMult: 0.92, InitiativeBias: 2.0, MaxHP: 12},
|
||||
"tideglass_ward": {DamageReductMult: 0.80},
|
||||
// Last Meridian
|
||||
"the_second_hand": {DamageBonus: 0.30, InitiativeBias: 3.0},
|
||||
"escapement_plate": {DamageReductMult: 0.74, MaxHP: 8},
|
||||
}
|
||||
336
internal/plugin/postgame_zone_defs.go
Normal file
336
internal/plugin/postgame_zone_defs.go
Normal file
@@ -0,0 +1,336 @@
|
||||
package plugin
|
||||
|
||||
// Tier 6 "Mythic" post-game zone definitions + region registries (Phase P3).
|
||||
//
|
||||
// Five hand-authored endgame zones, each four regions deep, gated behind
|
||||
// postgameUnlocked. Standards are demoted T4/T5 monsters (the tier
|
||||
// statement); elites and bosses are the bespoke stat blocks in
|
||||
// postgame_bestiary.go. Loot entries here are declared but their drop
|
||||
// mechanics (boss-only signature roll, magicItemEffectOverlay, pity
|
||||
// recipes) are wired in Phase P5.
|
||||
//
|
||||
// Registration runs from this file's init(), which executes after
|
||||
// dnd_zone.go's init() (filename order), so T6 zones append to zoneOrder
|
||||
// after T1–T5. Hooks/Atmosphere are TwinBee first-person voice.
|
||||
|
||||
func init() {
|
||||
registerZone(zoneOssuaryAscendant())
|
||||
registerZone(zoneFirstHoard())
|
||||
registerZone(zoneUnplace())
|
||||
registerZone(zoneDrownedStar())
|
||||
registerZone(zoneLastMeridian())
|
||||
|
||||
regionsByZone[ZoneOssuaryAscendant] = []ExpeditionRegion{
|
||||
{ID: "ossuary_bonefall_steps", ZoneID: ZoneOssuaryAscendant, Order: 1,
|
||||
Name: "Bonefall Steps", BaseCampSite: false,
|
||||
RegionBoss: "The Chorister",
|
||||
EnemySubset: []string{"wight", "revenant", "the_chorister"}},
|
||||
{ID: "ossuary_cathedral_marrow", ZoneID: ZoneOssuaryAscendant, Order: 2,
|
||||
Name: "Cathedral of Marrow", BaseCampSite: true,
|
||||
RegionBoss: "Grave Cardinal",
|
||||
EnemySubset: []string{"banshee", "wraith", "grave_cardinal"}},
|
||||
{ID: "ossuary_reliquary_vaults", ZoneID: ZoneOssuaryAscendant, Order: 3,
|
||||
Name: "Reliquary Vaults", BaseCampSite: true,
|
||||
RegionBoss: "Reliquary Knight",
|
||||
EnemySubset: []string{"wraith", "revenant", "reliquary_knight"}},
|
||||
{ID: "ossuary_apotheosis_engine", ZoneID: ZoneOssuaryAscendant, Order: 4,
|
||||
Name: "The Apotheosis Engine", BaseCampSite: false,
|
||||
RegionBoss: "Valdris, At Last (Zone Boss)", IsZoneBoss: true,
|
||||
EnemySubset: []string{"wight", "banshee"}},
|
||||
}
|
||||
regionsByZone[ZoneFirstHoard] = []ExpeditionRegion{
|
||||
{ID: "hoard_cooling_throne", ZoneID: ZoneFirstHoard, Order: 1,
|
||||
Name: "The Cooling Throne", BaseCampSite: false,
|
||||
RegionBoss: "Choir Drake Matriarch",
|
||||
EnemySubset: []string{"salamander", "helmed_horror", "choir_drake_matriarch"}},
|
||||
{ID: "hoard_gilded_gullet", ZoneID: ZoneFirstHoard, Order: 2,
|
||||
Name: "Gilded Gullet", BaseCampSite: true,
|
||||
RegionBoss: "Coinborn Simulacrum",
|
||||
EnemySubset: []string{"helmed_horror", "young_red_dragon", "coinborn_simulacrum"}},
|
||||
{ID: "hoard_clutch_vaults", ZoneID: ZoneFirstHoard, Order: 3,
|
||||
Name: "The Clutch Vaults", BaseCampSite: true,
|
||||
RegionBoss: "Wyrm-Sworn Executor",
|
||||
EnemySubset: []string{"young_red_dragon", "salamander", "wyrm_sworn_executor"}},
|
||||
{ID: "hoard_cradle_first_flame", ZoneID: ZoneFirstHoard, Order: 4,
|
||||
Name: "Cradle of the First Flame", BaseCampSite: false,
|
||||
RegionBoss: "Aurvandryx (Zone Boss)", IsZoneBoss: true,
|
||||
EnemySubset: []string{"young_red_dragon"}},
|
||||
}
|
||||
regionsByZone[ZoneUnplace] = []ExpeditionRegion{
|
||||
{ID: "unplace_the_fray", ZoneID: ZoneUnplace, Order: 1,
|
||||
Name: "The Fray", BaseCampSite: false,
|
||||
RegionBoss: "Angleworn Horror",
|
||||
EnemySubset: []string{"hezrou", "nalfeshnee", "angleworn_horror"}},
|
||||
{ID: "unplace_eschers_debt", ZoneID: ZoneUnplace, Order: 2,
|
||||
Name: "Escher's Debt", BaseCampSite: true,
|
||||
RegionBoss: "The Unnumbered",
|
||||
EnemySubset: []string{"nalfeshnee", "marilith", "the_unnumbered"}},
|
||||
{ID: "unplace_stitchworks", ZoneID: ZoneUnplace, Order: 3,
|
||||
Name: "The Stitchworks", BaseCampSite: true,
|
||||
RegionBoss: "Echo of Belaxath",
|
||||
EnemySubset: []string{"marilith", "hezrou", "echo_of_belaxath"}},
|
||||
{ID: "unplace_the_seam", ZoneID: ZoneUnplace, Order: 4,
|
||||
Name: "The Seam", BaseCampSite: false,
|
||||
RegionBoss: "The Seamstress (Zone Boss)", IsZoneBoss: true,
|
||||
EnemySubset: []string{"marilith"}},
|
||||
}
|
||||
regionsByZone[ZoneDrownedStar] = []ExpeditionRegion{
|
||||
{ID: "star_long_sink", ZoneID: ZoneDrownedStar, Order: 1,
|
||||
Name: "The Long Sink", BaseCampSite: false,
|
||||
RegionBoss: "Choir of Static",
|
||||
EnemySubset: []string{"merrow", "water_elemental", "choir_of_static"}},
|
||||
{ID: "star_pilgrim_trench", ZoneID: ZoneDrownedStar, Order: 2,
|
||||
Name: "Pilgrim Trench", BaseCampSite: true,
|
||||
RegionBoss: "Lantern Warden",
|
||||
EnemySubset: []string{"aboleth_thrall", "water_elemental", "lantern_warden"}},
|
||||
{ID: "star_radiant_wreck", ZoneID: ZoneDrownedStar, Order: 3,
|
||||
Name: "The Radiant Wreck", BaseCampSite: true,
|
||||
RegionBoss: "Star-Gorged Leviathanling",
|
||||
EnemySubset: []string{"aboleth_thrall", "merrow", "star_gorged_leviathanling"}},
|
||||
{ID: "star_heart_chapel", ZoneID: ZoneDrownedStar, Order: 4,
|
||||
Name: "The Heart Chapel", BaseCampSite: false,
|
||||
RegionBoss: "Seraphel (Zone Boss)", IsZoneBoss: true,
|
||||
EnemySubset: []string{"water_elemental"}},
|
||||
}
|
||||
regionsByZone[ZoneLastMeridian] = []ExpeditionRegion{
|
||||
{ID: "meridian_dusk_colonnade", ZoneID: ZoneLastMeridian, Order: 1,
|
||||
Name: "The Dusk Colonnade", BaseCampSite: false,
|
||||
RegionBoss: "The Hour Thief",
|
||||
EnemySubset: []string{"specter", "wraith", "the_hour_thief"}},
|
||||
{ID: "meridian_gallery_spent_hours", ZoneID: ZoneLastMeridian, Order: 2,
|
||||
Name: "Gallery of Spent Hours", BaseCampSite: true,
|
||||
RegionBoss: "Wardens-in-Waiting",
|
||||
EnemySubset: []string{"wraith", "helmed_horror", "wardens_in_waiting"}},
|
||||
{ID: "meridian_escapement", ZoneID: ZoneLastMeridian, Order: 3,
|
||||
Name: "The Escapement", BaseCampSite: true,
|
||||
RegionBoss: "Pendulum Colossus",
|
||||
EnemySubset: []string{"helmed_horror", "specter", "pendulum_colossus"}},
|
||||
{ID: "meridian_one_minute", ZoneID: ZoneLastMeridian, Order: 4,
|
||||
Name: "One Minute To Midnight", BaseCampSite: false,
|
||||
RegionBoss: "The Custodian (Zone Boss)", IsZoneBoss: true,
|
||||
EnemySubset: []string{"helmed_horror", "wraith"}},
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Tier 6 zone factories --------------------------------------------------
|
||||
|
||||
func zoneOssuaryAscendant() ZoneDefinition {
|
||||
return ZoneDefinition{
|
||||
ID: ZoneOssuaryAscendant,
|
||||
Display: "The Ossuary Ascendant",
|
||||
Tier: ZoneTierMythic,
|
||||
LevelMin: 18,
|
||||
LevelMax: 20,
|
||||
Faction: "Undead, Lich-ascendant",
|
||||
Atmosphere: "An inverted bone cathedral hanging over the old Crypt; marrow-light, choral static, the smell of a very patient plan finally paying off.",
|
||||
Hook: "Valdris made it. Dying in the Crypt was step one all along — the phylactery shard you looted was bait. He has rebuilt himself into a true lich, one vertebra at a time, and hung his cathedral upside-down over his own grave. Your oldest quest item has come home. I do not like it here.",
|
||||
MinRooms: 44,
|
||||
MaxRooms: 52,
|
||||
Enemies: []ZoneEnemy{
|
||||
{BestiaryID: "wight", SpawnWeight: 6},
|
||||
{BestiaryID: "revenant", SpawnWeight: 5},
|
||||
{BestiaryID: "banshee", SpawnWeight: 4},
|
||||
{BestiaryID: "wraith", SpawnWeight: 4},
|
||||
{BestiaryID: "the_chorister", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "grave_cardinal", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "reliquary_knight", SpawnWeight: 2, IsElite: true},
|
||||
},
|
||||
Boss: ZoneBoss{
|
||||
BestiaryID: "boss_valdris_ascendant",
|
||||
Name: "Valdris, At Last",
|
||||
CR: 26,
|
||||
HP: 470,
|
||||
AC: 21,
|
||||
PhaseTwoAt: 0.50,
|
||||
Description: "The lich-aspirant from the Crypt, ascended. He respects a good plan. He has been running one on you for years.",
|
||||
Abilities: []string{
|
||||
"Apotheosis Nova: decisive AoE, armor-piercing radiant-necrotic burst",
|
||||
"Phase 2 (<50% HP): flies; nova recharges faster",
|
||||
"Phylactery Verses (Layer 2): three secret Verses in the zone each strip one Legendary Resistance / rebirth proc if found first",
|
||||
},
|
||||
},
|
||||
Loot: []ZoneLootEntry{
|
||||
{ItemID: "crown_of_the_patient_king", DropChance: 0.04, BossOnly: true, Note: "head, Legendary: +3 INT & WIS; 1/run survive a killing blow at 1 HP"},
|
||||
{ItemID: "valdris_quill", DropChance: 0.04, BossOnly: true, Note: "caster weapon, Legendary: spell attacks +3; on spell kill refund the slot (1/combat)"},
|
||||
{ItemID: "verse_bound_folio", UniqueAlways: true, Note: "T6 crafting anchor"},
|
||||
{ItemID: "coins_60d10x120", DropChance: 1.0, Note: "60d10 × 120 coins"},
|
||||
},
|
||||
FlavorFile: "zone_ossuary_ascendant_flavor.go",
|
||||
}
|
||||
}
|
||||
|
||||
func zoneFirstHoard() ZoneDefinition {
|
||||
return ZoneDefinition{
|
||||
ID: ZoneFirstHoard,
|
||||
Display: "The First Hoard",
|
||||
Tier: ZoneTierMythic,
|
||||
LevelMin: 18,
|
||||
LevelMax: 20,
|
||||
Faction: "Dragons, Wyrm-cult, the Hoard itself",
|
||||
Atmosphere: "Beneath Infernus Peak, still warm. Rivers of gilded scale, a floor of minted antibodies, and under it all the slow breathing of something that was old when fire was new.",
|
||||
Hook: "Infernax is dead and the mountain is still warm — because he was never the owner. He was the guard dog. Beneath the peak sleeps Aurvandryx, the Ember Before Fire, whose shed scales became every dragon you have ever met. The hoard isn't treasure. It's her clutch, gilded over. I suggest we not wake the mother.",
|
||||
MinRooms: 44,
|
||||
MaxRooms: 52,
|
||||
Enemies: []ZoneEnemy{
|
||||
{BestiaryID: "salamander", SpawnWeight: 6},
|
||||
{BestiaryID: "helmed_horror", SpawnWeight: 5},
|
||||
{BestiaryID: "young_red_dragon", SpawnWeight: 3},
|
||||
{BestiaryID: "choir_drake_matriarch", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "coinborn_simulacrum", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "wyrm_sworn_executor", SpawnWeight: 2, IsElite: true},
|
||||
},
|
||||
Boss: ZoneBoss{
|
||||
BestiaryID: "boss_aurvandryx",
|
||||
Name: "Aurvandryx, the Ember Before Fire",
|
||||
CR: 28,
|
||||
HP: 540,
|
||||
AC: 22,
|
||||
PhaseTwoAt: 0.40,
|
||||
Description: "The progenitor wyrm. Fire that predates fire resistance. She is not defending treasure; she is defending eggs.",
|
||||
Abilities: []string{
|
||||
"First Flame: decisive fire AoE that ignores resistance (phase-2 narration notes it failing)",
|
||||
"Phase 2 (<40% HP): grows; First Flame recharges faster",
|
||||
"Greed Tax (Layer 2): her Attack scales +1 per N loot drops picked up during the run",
|
||||
},
|
||||
},
|
||||
Loot: []ZoneLootEntry{
|
||||
{ItemID: "aegis_of_the_first_scale", DropChance: 0.05, BossOnly: true, Note: "armor, Legendary (best in game): AC +3, fire immunity, 1/run ignore a killing blow over half max HP"},
|
||||
{ItemID: "emberheart_greatblade", DropChance: 0.04, BossOnly: true, Note: "weapon, Legendary: +3, +3d6 fire, crits strip target BlockRate next round"},
|
||||
{ItemID: "cooling_ember_of_aurvandryx", UniqueAlways: true, Note: "T6 crafting anchor — the legendary-fire capstone thyraks_core has been waiting for"},
|
||||
{ItemID: "coins_60d10x120", DropChance: 1.0, Note: "60d10 × 120 coins"},
|
||||
},
|
||||
FlavorFile: "zone_first_hoard_flavor.go",
|
||||
}
|
||||
}
|
||||
|
||||
func zoneUnplace() ZoneDefinition {
|
||||
return ZoneDefinition{
|
||||
ID: ZoneUnplace,
|
||||
Display: "The Unplace",
|
||||
Tier: ZoneTierMythic,
|
||||
LevelMin: 18,
|
||||
LevelMax: 20,
|
||||
Faction: "Demons, geometry itself, a corrupted celestial",
|
||||
Atmosphere: "A wound in space that geometry gave up on. Rooms that are also other rooms. A horizon indoors. Something is stitching it shut from the inside, and it is not doing it to help.",
|
||||
Hook: "Belaxath tore the portal open over thirty years; killing him didn't close it — it left the tear unattended. The wound has scarred into a region where a corner can be three rooms away and a straight line arrives before it leaves. I have stopped trusting the map. I advise you stop trusting the walls.",
|
||||
MinRooms: 44,
|
||||
MaxRooms: 52,
|
||||
Enemies: []ZoneEnemy{
|
||||
{BestiaryID: "hezrou", SpawnWeight: 6},
|
||||
{BestiaryID: "nalfeshnee", SpawnWeight: 4},
|
||||
{BestiaryID: "marilith", SpawnWeight: 3},
|
||||
{BestiaryID: "angleworn_horror", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "the_unnumbered", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "echo_of_belaxath", SpawnWeight: 2, IsElite: true},
|
||||
},
|
||||
Boss: ZoneBoss{
|
||||
BestiaryID: "boss_seamstress",
|
||||
Name: "The Seamstress",
|
||||
CR: 27,
|
||||
HP: 480,
|
||||
AC: 21,
|
||||
PhaseTwoAt: 0.35,
|
||||
Description: "A corrupted celestial who volunteered to close the tear centuries early and has been sewing herself into it ever since. Half of her is on the other side, and the far half does most of the talking.",
|
||||
Abilities: []string{
|
||||
"Needle Rain: decisive AoE of driven needles",
|
||||
"Phase 2 (<35% HP): the room sews inside-out",
|
||||
"Inversion Stitch (Layer 2): healing and damage swap direction on her in telegraphed 2-round pulses",
|
||||
},
|
||||
},
|
||||
Loot: []ZoneLootEntry{
|
||||
{ItemID: "needle_of_the_seam", DropChance: 0.04, BossOnly: true, Note: "dagger, Legendary (best caster weapon): +3; spell crit range +1; on crit next spell is free"},
|
||||
{ItemID: "mantle_of_elsewhere", DropChance: 0.05, BossOnly: true, Note: "cloak: +2 AC; 1/combat auto-evade one hit"},
|
||||
{ItemID: "spool_of_undone_geometry", UniqueAlways: true, Note: "T6 crafting anchor"},
|
||||
{ItemID: "coins_60d10x120", DropChance: 1.0, Note: "60d10 × 120 coins"},
|
||||
},
|
||||
FlavorFile: "zone_unplace_flavor.go",
|
||||
}
|
||||
}
|
||||
|
||||
func zoneDrownedStar() ZoneDefinition {
|
||||
return ZoneDefinition{
|
||||
ID: ZoneDrownedStar,
|
||||
Display: "The Drowned Star",
|
||||
Tier: ZoneTierMythic,
|
||||
LevelMin: 18,
|
||||
LevelMax: 20,
|
||||
Faction: "Aboleth-touched, abyssal pilgrims, a fallen angel",
|
||||
Atmosphere: "An abyssal trench lit from below by a dying star, and by the angel who rode it down. The pilgrimage route glows. Both the star and its guardian have gone strange in ten thousand years of dark.",
|
||||
Hook: "The Dreaming Aboleth has been dreaming of one specific thing this whole time: a star that fell into the trench before the surface had names, with its angel still strapped to it. Seraphel rode her charge down rather than abandon it, and has spent ten thousand years keeping a dying star alive with radiance meant for healing. Both of them have gone strange. I would too.",
|
||||
MinRooms: 44,
|
||||
MaxRooms: 52,
|
||||
Enemies: []ZoneEnemy{
|
||||
{BestiaryID: "merrow", SpawnWeight: 6},
|
||||
{BestiaryID: "water_elemental", SpawnWeight: 5},
|
||||
{BestiaryID: "aboleth_thrall", SpawnWeight: 3},
|
||||
{BestiaryID: "choir_of_static", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "lantern_warden", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "star_gorged_leviathanling", SpawnWeight: 2, IsElite: true},
|
||||
},
|
||||
Boss: ZoneBoss{
|
||||
BestiaryID: "boss_seraphel",
|
||||
Name: "Seraphel, the Light That Sank",
|
||||
CR: 27,
|
||||
HP: 460,
|
||||
AC: 21,
|
||||
PhaseTwoAt: 0.50,
|
||||
Description: "An angel who would not let go. Ten thousand years of shielding a dying star with healing light have made her something that grieves in radiant bursts.",
|
||||
Abilities: []string{
|
||||
"Sanctified Undertow: decisive radiant AoE",
|
||||
"Phase 2 (<50% HP): grieving — faster, sloppier",
|
||||
"Two Hearts (Layer 2): a second ~150 HP Star-Heart pool; burn it and she enrages, spare it and she never does (hidden mercy loot bias)",
|
||||
},
|
||||
},
|
||||
Loot: []ZoneLootEntry{
|
||||
{ItemID: "halo_of_the_sunken_dawn", DropChance: 0.04, BossOnly: true, Note: "head, Legendary: +2 all saves; ally-heals you cast +50%"},
|
||||
{ItemID: "tideglass_ward", DropChance: 0.05, BossOnly: true, Note: "shield: +3 AC contribution; 1/combat negate an AoE proc entirely"},
|
||||
{ItemID: "ember_of_the_drowned_star", UniqueAlways: true, Note: "T6 crafting anchor"},
|
||||
{ItemID: "coins_60d10x120", DropChance: 1.0, Note: "60d10 × 120 coins"},
|
||||
},
|
||||
FlavorFile: "zone_drowned_star_flavor.go",
|
||||
}
|
||||
}
|
||||
|
||||
func zoneLastMeridian() ZoneDefinition {
|
||||
return ZoneDefinition{
|
||||
ID: ZoneLastMeridian,
|
||||
Display: "The Last Meridian",
|
||||
Tier: ZoneTierMythic,
|
||||
LevelMin: 18,
|
||||
LevelMax: 20,
|
||||
Faction: "Clock-constructs, horologist ghosts, the Custodian",
|
||||
Atmosphere: "A necropolis-observatory where timekeeping was invented and is now being quietly decommissioned. Rooms you visited at dusk are midnight when you return. The final region plays in the second the clock stops.",
|
||||
Hook: "This is where the world's hours were invented — and where they are being taken apart. The Custodian has decided its contract is complete and is dismantling the hours one at a time on its way out. It is unfailingly polite about it. It will apologize before each swing. I find that worse, somehow.",
|
||||
MinRooms: 44,
|
||||
MaxRooms: 52,
|
||||
Enemies: []ZoneEnemy{
|
||||
{BestiaryID: "specter", SpawnWeight: 6},
|
||||
{BestiaryID: "wraith", SpawnWeight: 5},
|
||||
{BestiaryID: "helmed_horror", SpawnWeight: 3},
|
||||
{BestiaryID: "the_hour_thief", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "wardens_in_waiting", SpawnWeight: 3, IsElite: true},
|
||||
{BestiaryID: "pendulum_colossus", SpawnWeight: 2, IsElite: true},
|
||||
},
|
||||
Boss: ZoneBoss{
|
||||
BestiaryID: "boss_custodian",
|
||||
Name: "The Custodian of the Last Hour",
|
||||
CR: 27,
|
||||
HP: 500,
|
||||
AC: 21,
|
||||
PhaseTwoAt: 0.45,
|
||||
Description: "A titanic clock-golem of verdigris and orrery rings, closing out its contract. It apologizes, on schedule, before it kills you.",
|
||||
Abilities: []string{
|
||||
"Chime: decisive AoE on the hour",
|
||||
"Phase 2 (<45% HP): rewinds",
|
||||
"Amendment (Layer 2): once, rewinds itself to its round-3 HP snapshot; soft midnight timer adds +2 Atk/round past round 20",
|
||||
},
|
||||
},
|
||||
Loot: []ZoneLootEntry{
|
||||
{ItemID: "the_second_hand", DropChance: 0.04, BossOnly: true, Note: "weapon, Legendary (best martial sidearm): +3; 1/combat immediate extra attack; on kill refund the use"},
|
||||
{ItemID: "escapement_plate", DropChance: 0.05, BossOnly: true, Note: "armor: +3 AC; first stun each combat is negated"},
|
||||
{ItemID: "unspent_hour", UniqueAlways: true, Note: "T6 crafting anchor"},
|
||||
{ItemID: "coins_60d10x120", DropChance: 1.0, Note: "60d10 × 120 coins"},
|
||||
},
|
||||
FlavorFile: "zone_last_meridian_flavor.go",
|
||||
}
|
||||
}
|
||||
220
internal/plugin/postgame_zone_graph_builder.go
Normal file
220
internal/plugin/postgame_zone_graph_builder.go
Normal file
@@ -0,0 +1,220 @@
|
||||
package plugin
|
||||
|
||||
// Shared construction for the five Tier 6 "Mythic" post-game zone graphs
|
||||
// (Phase P4). All five share one topology so the entry→boss longest walk
|
||||
// lands deterministically in the T6 [44,52] band (46 by construction) and
|
||||
// so the four regions are evenly weighted sub-dungeons. Per-zone identity
|
||||
// lives entirely in the pgZoneSpec labels; structural set-pieces (Ossuary's
|
||||
// SECRET Verses, the First Hoard's game-max LootBias gilded route) ride the
|
||||
// Overrides map so the skeleton stays flavor-agnostic.
|
||||
//
|
||||
// Topology (counts give the longest walk = 46 nodes; every fork's first
|
||||
// spur is a LockNone edge so no run can be stranded — the graph-wide
|
||||
// TestZoneGraphs_NoSoftLockedFork invariant):
|
||||
//
|
||||
// R1 (region[0]): entry ─ p1..p12 ─ fork1 (14)
|
||||
// R2 (region[1]): fork1 ⇒ {free | locked} 3-spur ─ r2gate
|
||||
// ─ r2b1..6 ─ fork2 (+11)
|
||||
// R3 (region[2]): fork2 ⇒ {free | locked} 3-spur ─ r3gate
|
||||
// ─ r3b1..6 ─ fork3 (+11)
|
||||
// R4 (region[3]): fork3 ⇒ 3× capstone 3-spur ─ merge
|
||||
// ─ ap1..5 ─ boss (+10)
|
||||
//
|
||||
// fork1 / fork2 are binary (free + one locked spur); fork3 is the ternary
|
||||
// capstone (free + two locked spurs), each capstone leaf reaching the boss
|
||||
// through the merge. Node-id suffixes are stable and referenced by the
|
||||
// per-zone tests: entry, p1..p12, fork1, f1a1..3 (free) / f1b1..3 (locked),
|
||||
// r2gate, r2b1..6, fork2, f2a1..3 / f2b1..3, r3gate, r3b1..6, fork3,
|
||||
// cap11..13 (free) / cap21..23 (lockA) / cap31..33 (lockB), merge, ap1..5,
|
||||
// boss. Baseline anchors (a mid-run trap + two region-guardian elites) are
|
||||
// stamped by the builder; a spec Override can retype any node on top.
|
||||
|
||||
import "fmt"
|
||||
|
||||
// pgLock describes the gate on a fork's spur-entry edge. The zero value is
|
||||
// an unlocked (LockNone) edge.
|
||||
type pgLock struct {
|
||||
kind ZoneEdgeLockKind
|
||||
lockData map[string]any
|
||||
hint string
|
||||
}
|
||||
|
||||
// pgNodeOverride retypes and/or biases a single node by suffix. An empty
|
||||
// kind leaves the builder's default; a zero bias leaves LootBias unset.
|
||||
type pgNodeOverride struct {
|
||||
kind ZoneNodeKind
|
||||
bias float64
|
||||
}
|
||||
|
||||
// pgFork is a binary fork: a free (LockNone) 3-spur and a locked 3-spur,
|
||||
// both converging on the region's gate node.
|
||||
type pgFork struct {
|
||||
label string
|
||||
freeLabel [3]string
|
||||
lockLabel [3]string
|
||||
lock pgLock
|
||||
}
|
||||
|
||||
// pgCapstone is the ternary fork3: one free spur and two independently
|
||||
// locked spurs, all converging on the merge.
|
||||
type pgCapstone struct {
|
||||
label string
|
||||
freeLabel [3]string
|
||||
lockALabel [3]string
|
||||
lockA pgLock
|
||||
lockBLabel [3]string
|
||||
lockB pgLock
|
||||
}
|
||||
|
||||
type pgZoneSpec struct {
|
||||
zoneID ZoneID
|
||||
regions [4]string
|
||||
entry string
|
||||
preamble [12]string
|
||||
fork1 pgFork
|
||||
r2gate string
|
||||
r2build [6]string
|
||||
fork2 pgFork
|
||||
r3gate string
|
||||
r3build [6]string
|
||||
capstone pgCapstone // fork3
|
||||
merge string
|
||||
approach [5]string
|
||||
boss string
|
||||
overrides map[string]pgNodeOverride // keyed by node-id suffix (no zone prefix)
|
||||
}
|
||||
|
||||
// buildPostgameZoneGraph assembles and validates the canonical T6 graph.
|
||||
func buildPostgameZoneGraph(s pgZoneSpec) ZoneGraph {
|
||||
zid := string(s.zoneID)
|
||||
// Baseline anchors so every T6 zone carries a mid-run hazard and two
|
||||
// region-guardian elites without repeating them in each spec. Spec
|
||||
// overrides win (applied after).
|
||||
defaults := map[string]ZoneNodeKind{
|
||||
"p7": NodeKindTrap,
|
||||
"r2b6": NodeKindElite,
|
||||
"r3b6": NodeKindElite,
|
||||
}
|
||||
|
||||
var nodes []ZoneNode
|
||||
var edges []ZoneEdge
|
||||
id := func(suffix string) string { return zid + "." + suffix }
|
||||
|
||||
addNode := func(suffix, label, region string, kind ZoneNodeKind, x, y int) {
|
||||
if d, ok := defaults[suffix]; ok {
|
||||
kind = d
|
||||
}
|
||||
n := ZoneNode{
|
||||
NodeID: id(suffix), Kind: kind, RegionID: region,
|
||||
Label: label, PosX: x, PosY: y,
|
||||
}
|
||||
if ov, ok := s.overrides[suffix]; ok {
|
||||
if ov.kind != "" {
|
||||
n.Kind = ov.kind
|
||||
}
|
||||
if ov.bias != 0 {
|
||||
n.Content.LootBias = ov.bias
|
||||
}
|
||||
}
|
||||
if n.Kind == NodeKindEntry {
|
||||
n.IsEntry = true
|
||||
}
|
||||
if n.Kind == NodeKindBoss {
|
||||
n.IsBoss = true
|
||||
}
|
||||
nodes = append(nodes, n)
|
||||
}
|
||||
addEdge := func(from, to string, lock pgLock, weight int) {
|
||||
e := ZoneEdge{From: id(from), To: id(to), Weight: weight, Lock: LockNone}
|
||||
if lock.kind != "" {
|
||||
e.Lock = lock.kind
|
||||
e.LockData = lock.lockData
|
||||
e.Hint = lock.hint
|
||||
}
|
||||
edges = append(edges, e)
|
||||
}
|
||||
// spur wires forkSuf → three spur nodes → gateSuf, locking only the
|
||||
// fork→spur[0] entry edge. The SECRET/LootBias node in a locked spur is
|
||||
// its middle node (index 1), reached by a LockNone edge — matching the
|
||||
// established "gated threshold, then unlocked entry into the secret"
|
||||
// pattern (see zone_graph_abyss_portal.go reality_seam).
|
||||
spur := func(forkSuf string, labels [3]string, lock pgLock, gateSuf, region, sufPrefix string, xStart, y, weight int) {
|
||||
prev := forkSuf
|
||||
for i := 0; i < 3; i++ {
|
||||
suf := fmt.Sprintf("%s%d", sufPrefix, i+1)
|
||||
addNode(suf, labels[i], region, NodeKindExploration, xStart+i, y)
|
||||
lk := pgLock{}
|
||||
if i == 0 {
|
||||
lk = lock
|
||||
}
|
||||
addEdge(prev, suf, lk, weight)
|
||||
prev = suf
|
||||
}
|
||||
addEdge(prev, gateSuf, pgLock{}, 1)
|
||||
}
|
||||
|
||||
r1, r2, r3, r4 := s.regions[0], s.regions[1], s.regions[2], s.regions[3]
|
||||
|
||||
// R1 preamble.
|
||||
addNode("entry", s.entry, r1, NodeKindEntry, 0, 2)
|
||||
prev := "entry"
|
||||
for i, lab := range s.preamble {
|
||||
suf := fmt.Sprintf("p%d", i+1)
|
||||
addNode(suf, lab, r1, NodeKindExploration, i+1, 2)
|
||||
addEdge(prev, suf, pgLock{}, 1)
|
||||
prev = suf
|
||||
}
|
||||
addNode("fork1", s.fork1.label, r1, NodeKindFork, 13, 2)
|
||||
addEdge(prev, "fork1", pgLock{}, 1)
|
||||
|
||||
// R2: fork1 spurs → r2gate → buildup → fork2.
|
||||
addNode("r2gate", s.r2gate, r2, NodeKindExploration, 17, 2)
|
||||
spur("fork1", s.fork1.freeLabel, pgLock{}, "r2gate", r2, "f1a", 14, 1, 1)
|
||||
spur("fork1", s.fork1.lockLabel, s.fork1.lock, "r2gate", r2, "f1b", 14, 3, 2)
|
||||
prev = "r2gate"
|
||||
for i, lab := range s.r2build {
|
||||
suf := fmt.Sprintf("r2b%d", i+1)
|
||||
addNode(suf, lab, r2, NodeKindExploration, 18+i, 2)
|
||||
addEdge(prev, suf, pgLock{}, 1)
|
||||
prev = suf
|
||||
}
|
||||
addNode("fork2", s.fork2.label, r2, NodeKindFork, 24, 2)
|
||||
addEdge(prev, "fork2", pgLock{}, 1)
|
||||
|
||||
// R3: fork2 spurs → r3gate → buildup → fork3.
|
||||
addNode("r3gate", s.r3gate, r3, NodeKindExploration, 28, 2)
|
||||
spur("fork2", s.fork2.freeLabel, pgLock{}, "r3gate", r3, "f2a", 25, 1, 1)
|
||||
spur("fork2", s.fork2.lockLabel, s.fork2.lock, "r3gate", r3, "f2b", 25, 3, 2)
|
||||
prev = "r3gate"
|
||||
for i, lab := range s.r3build {
|
||||
suf := fmt.Sprintf("r3b%d", i+1)
|
||||
addNode(suf, lab, r3, NodeKindExploration, 29+i, 2)
|
||||
addEdge(prev, suf, pgLock{}, 1)
|
||||
prev = suf
|
||||
}
|
||||
addNode("fork3", s.capstone.label, r3, NodeKindFork, 35, 2)
|
||||
addEdge(prev, "fork3", pgLock{}, 1)
|
||||
|
||||
// R4: fork3 ternary capstone → merge → approach → boss.
|
||||
addNode("merge", s.merge, r4, NodeKindMerge, 39, 2)
|
||||
spur("fork3", s.capstone.freeLabel, pgLock{}, "merge", r4, "cap1", 36, 1, 1)
|
||||
spur("fork3", s.capstone.lockALabel, s.capstone.lockA, "merge", r4, "cap2", 36, 2, 2)
|
||||
spur("fork3", s.capstone.lockBLabel, s.capstone.lockB, "merge", r4, "cap3", 36, 3, 3)
|
||||
prev = "merge"
|
||||
for i, lab := range s.approach {
|
||||
suf := fmt.Sprintf("ap%d", i+1)
|
||||
addNode(suf, lab, r4, NodeKindExploration, 40+i, 2)
|
||||
addEdge(prev, suf, pgLock{}, 1)
|
||||
prev = suf
|
||||
}
|
||||
addNode("boss", s.boss, r4, NodeKindBoss, 45, 2)
|
||||
addEdge(prev, "boss", pgLock{}, 1)
|
||||
|
||||
return buildPostgameGraphFrom(s.zoneID, nodes, edges)
|
||||
}
|
||||
|
||||
// buildPostgameGraphFrom is a thin seam over BuildGraph so tests can build
|
||||
// a spec's graph without re-registering it.
|
||||
func buildPostgameGraphFrom(zoneID ZoneID, nodes []ZoneNode, edges []ZoneEdge) ZoneGraph {
|
||||
return BuildGraph(zoneID, nodes, edges)
|
||||
}
|
||||
79
internal/plugin/postgame_zone_graph_test.go
Normal file
79
internal/plugin/postgame_zone_graph_test.go
Normal file
@@ -0,0 +1,79 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
// assertPostgameGraph runs the invariants every T6 zone graph must satisfy:
|
||||
// registered, longest walk in the [44,52] band, all four authored regions
|
||||
// present and matching the ExpeditionRegion registry, every fork keeps a
|
||||
// free (LockNone) exit, and all three capstone leaves reach the boss.
|
||||
func assertPostgameGraph(t *testing.T, zoneID ZoneID, build func() ZoneGraph) {
|
||||
t.Helper()
|
||||
|
||||
if _, ok := zoneGraphRegistry[zoneID]; !ok {
|
||||
t.Fatalf("%s graph not registered", zoneID)
|
||||
}
|
||||
g := build()
|
||||
|
||||
if got := graphLongestPath(g); got < 44 || got > 52 {
|
||||
t.Errorf("%s longest path = %d, want T6 band [44,52]", zoneID, got)
|
||||
}
|
||||
|
||||
// Regions: every node has a RegionID drawn from the zone's registry,
|
||||
// and every registered region has at least one node.
|
||||
valid := map[string]bool{}
|
||||
for _, r := range regionsByZone[zoneID] {
|
||||
valid[r.ID] = true
|
||||
}
|
||||
if len(valid) != 4 {
|
||||
t.Fatalf("%s: expected 4 registered regions, got %d", zoneID, len(valid))
|
||||
}
|
||||
seen := map[string]int{}
|
||||
for id, n := range g.Nodes {
|
||||
if n.RegionID == "" {
|
||||
t.Errorf("%s node %s has empty RegionID", zoneID, id)
|
||||
continue
|
||||
}
|
||||
if !valid[n.RegionID] {
|
||||
t.Errorf("%s node %s RegionID %q not in region registry", zoneID, id, n.RegionID)
|
||||
}
|
||||
seen[n.RegionID]++
|
||||
}
|
||||
for r := range valid {
|
||||
if seen[r] == 0 {
|
||||
t.Errorf("%s region %q has no nodes", zoneID, r)
|
||||
}
|
||||
}
|
||||
|
||||
// Every fork offers at least one LockNone exit (local mirror of the
|
||||
// global TestZoneGraphs_NoSoftLockedFork, kept here so a broken spec
|
||||
// fails in its own zone's test too).
|
||||
for id, n := range g.Nodes {
|
||||
if n.Kind != NodeKindFork {
|
||||
continue
|
||||
}
|
||||
free := false
|
||||
for _, e := range g.outgoingEdges(id) {
|
||||
if e.Lock == LockNone || e.Lock == "" {
|
||||
free = true
|
||||
}
|
||||
}
|
||||
if !free {
|
||||
t.Errorf("%s fork %s: no free exit (soft-lock)", zoneID, id)
|
||||
}
|
||||
}
|
||||
|
||||
// All three capstone leaves reach the boss.
|
||||
for _, leaf := range []string{
|
||||
string(zoneID) + ".cap13",
|
||||
string(zoneID) + ".cap23",
|
||||
string(zoneID) + ".cap33",
|
||||
} {
|
||||
if _, ok := g.Nodes[leaf]; !ok {
|
||||
t.Errorf("%s missing capstone leaf %s", zoneID, leaf)
|
||||
continue
|
||||
}
|
||||
if !reachable(g, leaf, g.Boss) {
|
||||
t.Errorf("%s capstone leaf %s unreachable to boss", zoneID, leaf)
|
||||
}
|
||||
}
|
||||
}
|
||||
89
internal/plugin/postgame_zones.go
Normal file
89
internal/plugin/postgame_zones.go
Normal file
@@ -0,0 +1,89 @@
|
||||
package plugin
|
||||
|
||||
// Tier 6 "Mythic" post-game zones — shared plumbing (Phase P1).
|
||||
//
|
||||
// Post-game means earned, not leveled. zonesForLevel can't gate these
|
||||
// (playerTier = (L-1)/3+1 plus the +2 lookahead would surface a T6 zone far
|
||||
// too early — and at L18 the lookahead reaches T6 outright), so entry is
|
||||
// gated by postgameUnlocked: both Tier 5 zone bosses beaten AND level ≥ 18.
|
||||
// Locked zones still render in `!zone list` under a "Beyond the Map" divider
|
||||
// with a hint line — visible aspiration, gated entry.
|
||||
//
|
||||
// See gogobee_postgame_zones_plan.md.
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"gogobee/internal/db"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// postgameLevelFloor — the minimum character level for T6 entry. L18 lets
|
||||
// near-cap players scout and die educationally before hitting L20.
|
||||
const postgameLevelFloor = 18
|
||||
|
||||
// postgameZones returns every registered Tier 6 zone in declared order.
|
||||
func postgameZones() []ZoneDefinition {
|
||||
var out []ZoneDefinition
|
||||
for _, z := range allZones() {
|
||||
if z.Tier >= ZoneTierMythic {
|
||||
out = append(out, z)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// isPostgameZone reports whether a zone id is a Tier 6 post-game zone.
|
||||
func isPostgameZone(id ZoneID) bool {
|
||||
z, ok := getZone(id)
|
||||
return ok && z.Tier >= ZoneTierMythic
|
||||
}
|
||||
|
||||
// postgameUnlocked reports whether a player may enter Tier 6 zones, and if
|
||||
// not, a one-line player-facing reason. The two gates:
|
||||
// - both Tier 5 zone bosses (dragons_lair AND abyss_portal) beaten, and
|
||||
// - character level ≥ postgameLevelFloor.
|
||||
//
|
||||
// The T5-clear check reuses clearedZoneIDs (boss_defeated DISTINCT query),
|
||||
// so an extraction that merely ended in 'complete' does not count.
|
||||
func postgameUnlocked(userID id.UserID, level int) (bool, string) {
|
||||
if level < postgameLevelFloor {
|
||||
return false, fmt.Sprintf(
|
||||
"The way past the map's edge opens at level %d. You're level %d.",
|
||||
postgameLevelFloor, level)
|
||||
}
|
||||
cleared := clearedZoneIDs(db.Get(), userID)
|
||||
if !cleared[ZoneDragonsLair] || !cleared[ZoneAbyssPortal] {
|
||||
return false, "The way past the map's edge stays shut until both " +
|
||||
"Infernax and Belaxath lie dead — the dragon and the balor, " +
|
||||
"the two ends of the known world."
|
||||
}
|
||||
return true, ""
|
||||
}
|
||||
|
||||
// availableZonesFor returns the zones a player may enter for command
|
||||
// resolution: the normal level-gated set, plus the Tier 6 post-game zones
|
||||
// when postgameUnlocked. Command sites use this in place of a bare
|
||||
// zonesForLevel so an unlocked player can resolve a T6 zone id/index.
|
||||
func availableZonesFor(userID id.UserID, level int) []ZoneDefinition {
|
||||
out := zonesForLevel(level)
|
||||
if ok, _ := postgameUnlocked(userID, level); ok {
|
||||
out = append(out, postgameZones()...)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// postgameLockReason returns a player-facing lock reason when input names a
|
||||
// Tier 6 zone the player has NOT unlocked, otherwise "". Lets command sites
|
||||
// answer "you're not ready" instead of a generic "unknown zone" when a
|
||||
// player types a locked post-game zone by name/id.
|
||||
func postgameLockReason(input string, userID id.UserID, level int) string {
|
||||
if _, ok := resolveZoneInput(input, postgameZones()); !ok {
|
||||
return ""
|
||||
}
|
||||
if unlocked, reason := postgameUnlocked(userID, level); !unlocked {
|
||||
return reason
|
||||
}
|
||||
return ""
|
||||
}
|
||||
115
internal/plugin/sim_seed.go
Normal file
115
internal/plugin/sim_seed.go
Normal file
@@ -0,0 +1,115 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"encoding/hex"
|
||||
"math/rand/v2"
|
||||
"sync"
|
||||
"sync/atomic"
|
||||
)
|
||||
|
||||
// Deterministic sim seeding — OFF by default, so the production binary is
|
||||
// byte-identical in behaviour. The expedition-sim harness calls SeedSim once at
|
||||
// subprocess startup to make a run reproducible: the three nondeterminism seams
|
||||
// that dominate outcome variance — the zone-layout RNG, the run id (traps hash
|
||||
// off it), and each combat SessionID (the whole turn engine hashes from it) —
|
||||
// all derive from a single base seed via a process-local counter.
|
||||
//
|
||||
// This does NOT touch the peripheral top-level math/rand/v2 procs (pardon rolls,
|
||||
// minor damage jitter, ambient events); those stay random. Seeding the three
|
||||
// dominant seams collapses the batch-to-batch drift (identical dungeons + combat
|
||||
// dice across arms) so an A/B passive change reads at ~0 noise. If a residual
|
||||
// proc ever proves load-bearing, seed it too — but validate empirically first.
|
||||
//
|
||||
// Ordering contract: within one subprocess an expedition is resolved on a single
|
||||
// goroutine, so nextSimSeed() is drawn in a deterministic order (zone rng, run
|
||||
// id, then one per combat session in creation order). Two arms sharing a base
|
||||
// seed draw identical values up to the point a passive change diverges them —
|
||||
// and SessionIDs are assigned at session *creation*, before a fight resolves, so
|
||||
// the Nth combat pairs regardless of how the fight plays out.
|
||||
var (
|
||||
simSeedActive atomic.Bool
|
||||
simSeedBase uint64
|
||||
simSeedCtr atomic.Uint64
|
||||
)
|
||||
|
||||
// simCombatRand is an INDEPENDENT seeded stream for the outcome-decisive
|
||||
// in-combat rolls that the three dominant seams don't cover: the spell
|
||||
// attack/save/damage d20s (dnd_spell_combat.go), the 33% pardon death-cheat
|
||||
// (combat_bridge.go), and the short-rest heal die (dnd_rest.go). These fire
|
||||
// disproportionately in caster / borderline-boss runs — exactly the population
|
||||
// being certified — and leaving them on the global generator was the main
|
||||
// source of the per-cell residual (the fighter+ranger repro never exercised
|
||||
// them, so it read ~0 noise while bard swung 8pp on identical code).
|
||||
//
|
||||
// It is a SEPARATE stream from nextSimSeed()'s counter so it never perturbs the
|
||||
// zone-layout / run-id / SessionID draw order the martial repro validated.
|
||||
// Within a subprocess an expedition runs on one goroutine; the mutex is belt-
|
||||
// and-braces so a stray concurrent draw can't race, not a correctness crutch.
|
||||
var (
|
||||
simCombatMu sync.Mutex
|
||||
simCombatRand *rand.Rand
|
||||
)
|
||||
|
||||
// SeedSim activates deterministic seeding for this process. A negative seed
|
||||
// disables it (the default). Call once at startup, before any expedition runs —
|
||||
// it is not safe to toggle while a run is in flight.
|
||||
func SeedSim(seed int64) {
|
||||
if seed < 0 {
|
||||
simSeedActive.Store(false)
|
||||
simCombatRand = nil
|
||||
return
|
||||
}
|
||||
simSeedBase = uint64(seed)
|
||||
simSeedCtr.Store(0)
|
||||
// 0x5EED5 gives the peripheral-combat stream a distinct sub-stream from the
|
||||
// seam counter so the two never correlate or share draws.
|
||||
simCombatRand = rand.New(rand.NewPCG(uint64(seed), 0x5EED5))
|
||||
simSeedActive.Store(true)
|
||||
}
|
||||
|
||||
func simSeedOn() bool { return simSeedActive.Load() }
|
||||
|
||||
// nextSimSeed returns the next counter-mixed seed. Golden-ratio odd multiplier
|
||||
// decorrelates successive draws.
|
||||
func nextSimSeed() uint64 {
|
||||
n := simSeedCtr.Add(1)
|
||||
return simSeedBase ^ (n * 0x9E3779B97F4A7C15)
|
||||
}
|
||||
|
||||
// simHexToken renders one seeded draw as the same 16-char hex shape the
|
||||
// crypto-random id helpers produce.
|
||||
func simHexToken() string {
|
||||
v := nextSimSeed()
|
||||
var b [8]byte
|
||||
for i := range b {
|
||||
b[i] = byte(v >> (8 * i))
|
||||
}
|
||||
return hex.EncodeToString(b[:])
|
||||
}
|
||||
|
||||
// simZoneRNG returns a deterministic generator for one zone layout.
|
||||
func simZoneRNG() *rand.Rand {
|
||||
return rand.New(rand.NewPCG(nextSimSeed(), 0xC0FFEE))
|
||||
}
|
||||
|
||||
// simIntN / simFloat64 draw an outcome-decisive in-combat roll from the seeded
|
||||
// peripheral stream when seeding is active; otherwise they fall through to the
|
||||
// global generator so the production binary stays byte-identical (prod never
|
||||
// calls SeedSim, so simSeedOn() is always false there).
|
||||
func simIntN(n int) int {
|
||||
if !simSeedOn() {
|
||||
return rand.IntN(n)
|
||||
}
|
||||
simCombatMu.Lock()
|
||||
defer simCombatMu.Unlock()
|
||||
return simCombatRand.IntN(n)
|
||||
}
|
||||
|
||||
func simFloat64() float64 {
|
||||
if !simSeedOn() {
|
||||
return rand.Float64()
|
||||
}
|
||||
simCombatMu.Lock()
|
||||
defer simCombatMu.Unlock()
|
||||
return simCombatRand.Float64()
|
||||
}
|
||||
75
internal/plugin/zone_graph_drowned_star.go
Normal file
75
internal/plugin/zone_graph_drowned_star.go
Normal file
@@ -0,0 +1,75 @@
|
||||
package plugin
|
||||
|
||||
// The Drowned Star branching graph (Tier 6, Phase P4).
|
||||
//
|
||||
// The abyssal trench where Seraphel rode her star down. Regions: The Long
|
||||
// Sink → Pilgrim Trench → The Radiant Wreck → The Heart Chapel, on the
|
||||
// shared T6 skeleton. Longest walk = 46, in band.
|
||||
//
|
||||
// A descent zone: the forks gate on holding your nerve in the dark (CON
|
||||
// against the pressure, WIS against the false lights, CHA to walk the
|
||||
// pilgrim route unmolested). The locked spurs are radiant pockets of the
|
||||
// wreck — high LootBias, lit by the dying star.
|
||||
|
||||
func zoneDrownedStarGraph() ZoneGraph {
|
||||
stat := func(s string, dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockStatCheck, lockData: map[string]any{"stat": s, "dc": dc}, hint: hint}
|
||||
}
|
||||
perc := func(dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockPerception, lockData: map[string]any{"dc": dc}, hint: hint}
|
||||
}
|
||||
return buildPostgameZoneGraph(pgZoneSpec{
|
||||
zoneID: ZoneDrownedStar,
|
||||
regions: [4]string{"star_long_sink", "star_pilgrim_trench", "star_radiant_wreck", "star_heart_chapel"},
|
||||
entry: "The Waterline",
|
||||
preamble: [12]string{
|
||||
"The Long Sink", "Descending Dark", "Pressure Gate", "The Static Shoal",
|
||||
"Choir of Static", "Sunless Landing", "Undertow Snare", "The Glow Below",
|
||||
"Pilgrim's Approach", "Trench Mouth", "The Lit Road", "First Lantern",
|
||||
},
|
||||
fork1: pgFork{
|
||||
label: "The First Descent",
|
||||
freeLabel: [3]string{"Marked Pilgrim Road", "Lantern-Lit Walk", "Trench Floor"},
|
||||
lockLabel: [3]string{"Off-Route Pocket", "The Radiant Wreck-Pocket", "Sunken Alcove"},
|
||||
lock: stat("CON", 16, "the pressure here would fold a lesser diver — endure it and the wreck opens"),
|
||||
},
|
||||
r2gate: "Pilgrim Trench",
|
||||
r2build: [6]string{
|
||||
"Trench of the Followed Light", "The Angler-Knight's Walk", "False-Light Gallery",
|
||||
"Warden's Lure", "The Unseen-Again Hall", "Wreck Threshold",
|
||||
},
|
||||
fork2: pgFork{
|
||||
label: "The Second Descent",
|
||||
freeLabel: [3]string{"Steady Pilgrim Line", "Trusted Dark", "Wreck Floor"},
|
||||
lockLabel: [3]string{"Halo-Fragment Recess", "The Star-Lit Vault", "Radiant Niche"},
|
||||
lock: stat("WIS", 17, "one lantern is not a lure — know which and it leads true"),
|
||||
},
|
||||
r3gate: "The Radiant Wreck",
|
||||
r3build: [6]string{
|
||||
"The Star's Broken Hull", "Gallery of Ten Thousand Years", "Leviathanling Roost",
|
||||
"The Glowing Silhouette", "Chapel Antechamber", "Threshold of the Heart",
|
||||
},
|
||||
capstone: pgCapstone{
|
||||
label: "The Chapel Fork",
|
||||
freeLabel: [3]string{"Direct Chapel-Walk", "The Open Reredos", "Chapel Floor"},
|
||||
lockALabel: [3]string{"Pilgrim's Grace", "The Unmolested Route", "Sanctified Path"},
|
||||
lockA: stat("CHA", 18, "walk the pilgrim route as a pilgrim and it lets you pass"),
|
||||
lockBLabel: [3]string{"Halo-Seam", "The Heart's Own Light", "Radiant Shortcut"},
|
||||
lockB: perc(18, "a crack in the radiance where the star still leaks its oldest light"),
|
||||
},
|
||||
merge: "The Heart Chapel",
|
||||
approach: [5]string{
|
||||
"The Shielded Star", "Seraphel's Vigil", "Sanctified Undertow Walk", "The Grieving Light", "The Last Radiance",
|
||||
},
|
||||
boss: "Seraphel, the Light That Sank",
|
||||
overrides: map[string]pgNodeOverride{
|
||||
"f1b2": {kind: NodeKindSecret, bias: 2.25},
|
||||
"f2b2": {kind: NodeKindSecret, bias: 2.25},
|
||||
"cap32": {kind: NodeKindSecret, bias: 2.5},
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
func init() {
|
||||
registerZoneGraph(zoneDrownedStarGraph())
|
||||
}
|
||||
25
internal/plugin/zone_graph_drowned_star_test.go
Normal file
25
internal/plugin/zone_graph_drowned_star_test.go
Normal file
@@ -0,0 +1,25 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestDrownedStarGraph_Invariants(t *testing.T) {
|
||||
assertPostgameGraph(t, ZoneDrownedStar, zoneDrownedStarGraph)
|
||||
}
|
||||
|
||||
// TestDrownedStarGraph_PilgrimGrace verifies the CHA pilgrim-route capstone
|
||||
// spur and the radiant secret pockets are authored.
|
||||
func TestDrownedStarGraph_PilgrimGrace(t *testing.T) {
|
||||
g := zoneDrownedStarGraph()
|
||||
if got := countSecretNodes(g); got != 3 {
|
||||
t.Errorf("secret nodes = %d, want 3", got)
|
||||
}
|
||||
chaSpur := false
|
||||
for _, e := range g.outgoingEdges("drowned_star.fork3") {
|
||||
if e.Lock == LockStatCheck && lockDataString(e.LockData, "stat") == "CHA" {
|
||||
chaSpur = true
|
||||
}
|
||||
}
|
||||
if !chaSpur {
|
||||
t.Error("Drowned Star capstone should offer a CHA pilgrim-route spur")
|
||||
}
|
||||
}
|
||||
75
internal/plugin/zone_graph_first_hoard.go
Normal file
75
internal/plugin/zone_graph_first_hoard.go
Normal file
@@ -0,0 +1,75 @@
|
||||
package plugin
|
||||
|
||||
// The First Hoard branching graph (Tier 6, Phase P4).
|
||||
//
|
||||
// Aurvandryx's gilded clutch under Infernus Peak. Regions: The Cooling
|
||||
// Throne → Gilded Gullet → The Clutch Vaults → Cradle of the First Flame,
|
||||
// on the shared T6 skeleton. Longest walk = 46, in band.
|
||||
//
|
||||
// Signature set-piece: the game-max LootBias route. Per the plan, the First
|
||||
// Hoard carries the richest nodes in the game (2.5–3.0) because the boss's
|
||||
// Layer-2 Greed Tax makes rich routes self-balancing — gild yourself and
|
||||
// pay for it at Aurvandryx, or take the lean line. The free capstone (the
|
||||
// deepest gilded vein, cap12) sits at the 3.0 ceiling; two buildup nodes
|
||||
// carry 2.5/2.75. Forks gate on physical checks (STR/CON) — you force the
|
||||
// vault, you don't sneak it.
|
||||
|
||||
func zoneFirstHoardGraph() ZoneGraph {
|
||||
stat := func(s string, dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockStatCheck, lockData: map[string]any{"stat": s, "dc": dc}, hint: hint}
|
||||
}
|
||||
return buildPostgameZoneGraph(pgZoneSpec{
|
||||
zoneID: ZoneFirstHoard,
|
||||
regions: [4]string{"hoard_cooling_throne", "hoard_gilded_gullet", "hoard_clutch_vaults", "hoard_cradle_first_flame"},
|
||||
entry: "The Still-Warm Gate",
|
||||
preamble: [12]string{
|
||||
"Infernax's Corpse-Terrain", "The Cooling Throne", "Scale-River Ford", "Ashfall Landing",
|
||||
"The Guard-Dog's Rest", "Ember Colonnade", "Slag Pit", "Choir-Drake Roost",
|
||||
"The Gilded Descent", "Minted Approach", "Coin-Drift Hall", "Throat of the Mountain",
|
||||
},
|
||||
fork1: pgFork{
|
||||
label: "The First Swallow",
|
||||
freeLabel: [3]string{"Lean Passage", "Bare Gullet", "Gullet Floor"},
|
||||
lockLabel: [3]string{"Vault-Seam", "The Gilded Vein", "Coin-Choked Stair"},
|
||||
lock: stat("STR", 16, "a wall of fused coin — force it and the hoard spills"),
|
||||
},
|
||||
r2gate: "Gilded Gullet",
|
||||
r2build: [6]string{
|
||||
"Hall of Minted Antibodies", "The Simulacrum Font", "Mirror-Mint Gallery",
|
||||
"Executor's Approach", "The Scale-Debt Walk", "Vault Threshold",
|
||||
},
|
||||
fork2: pgFork{
|
||||
label: "The Second Swallow",
|
||||
freeLabel: [3]string{"Poverty's Line", "Empty Clutch-Walk", "Clutch Floor"},
|
||||
lockLabel: [3]string{"Cracked Egg-Vault", "The Gilded Reliquary", "Gold-Sealed Nest"},
|
||||
lock: stat("CON", 16, "the heat here would cook a lesser body — endure it for the richest vault"),
|
||||
},
|
||||
r3gate: "The Clutch Vaults",
|
||||
r3build: [6]string{
|
||||
"Rows of Gilded Eggs", "The Resonance Nursery", "Choir-Cracked Stone",
|
||||
"Wyrm-Sworn Landing", "Cradle Antechamber", "Threshold of the First Flame",
|
||||
},
|
||||
capstone: pgCapstone{
|
||||
label: "The Cradle Fork",
|
||||
freeLabel: [3]string{"The Deep Vein", "Mother-Lode Gallery", "Cradle Floor"},
|
||||
lockALabel: [3]string{"Ember Squeeze", "The Molten Reliquary", "Scale-Sworn Path"},
|
||||
lockA: stat("STR", 18, "prise the last vault open before she wakes"),
|
||||
lockBLabel: [3]string{"Heat-Shimmer Recess", "The Poverty Shrine", "Vowed Approach"},
|
||||
lockB: stat("WIS", 18, "leave the gold — the lean route arrives unburdened"),
|
||||
},
|
||||
merge: "Cradle of the First Flame",
|
||||
approach: [5]string{
|
||||
"The Warming Nest", "Clutch of the First Wyrm", "Ember-Before-Fire Walk", "The Progenitor's Shadow", "The First Breath",
|
||||
},
|
||||
boss: "Aurvandryx, the Ember Before Fire",
|
||||
overrides: map[string]pgNodeOverride{
|
||||
"cap12": {bias: 3.0}, // deepest gilded vein — game-max
|
||||
"f1b2": {bias: 2.75}, // The Gilded Vein
|
||||
"r2b2": {bias: 2.5}, // The Simulacrum Font
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
func init() {
|
||||
registerZoneGraph(zoneFirstHoardGraph())
|
||||
}
|
||||
32
internal/plugin/zone_graph_first_hoard_test.go
Normal file
32
internal/plugin/zone_graph_first_hoard_test.go
Normal file
@@ -0,0 +1,32 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestFirstHoardGraph_Invariants(t *testing.T) {
|
||||
assertPostgameGraph(t, ZoneFirstHoard, zoneFirstHoardGraph)
|
||||
}
|
||||
|
||||
// TestFirstHoardGraph_GameMaxLootBias verifies the plan's requirement that
|
||||
// the First Hoard carries the game-max LootBias route (2.5–3.0), which the
|
||||
// boss's Greed Tax self-balances. The deepest gilded vein hits the 3.0
|
||||
// ceiling and at least three nodes sit at or above 2.5.
|
||||
func TestFirstHoardGraph_GameMaxLootBias(t *testing.T) {
|
||||
g := zoneFirstHoardGraph()
|
||||
|
||||
var max float64
|
||||
rich := 0
|
||||
for _, n := range g.Nodes {
|
||||
if n.Content.LootBias > max {
|
||||
max = n.Content.LootBias
|
||||
}
|
||||
if n.Content.LootBias >= 2.5 {
|
||||
rich++
|
||||
}
|
||||
}
|
||||
if max < 3.0 {
|
||||
t.Errorf("max LootBias = %v, want >= 3.0 (game-max gilded route)", max)
|
||||
}
|
||||
if rich < 3 {
|
||||
t.Errorf("nodes with LootBias >= 2.5 = %d, want >= 3", rich)
|
||||
}
|
||||
}
|
||||
75
internal/plugin/zone_graph_last_meridian.go
Normal file
75
internal/plugin/zone_graph_last_meridian.go
Normal file
@@ -0,0 +1,75 @@
|
||||
package plugin
|
||||
|
||||
// The Last Meridian branching graph (Tier 6, Phase P4).
|
||||
//
|
||||
// A necropolis-observatory being decommissioned hour by hour. Regions: The
|
||||
// Dusk Colonnade → Gallery of Spent Hours → The Escapement → One Minute To
|
||||
// Midnight, on the shared T6 skeleton. Longest walk = 46, in band.
|
||||
//
|
||||
// A time zone: the forks gate on reading the clockwork's rhythm (INT for the
|
||||
// escapement's rule, DEX to slip a stolen turn, WIS to keep your own hour
|
||||
// when the Hour Thief reaches for it). The locked spurs are pockets of
|
||||
// unspent time — high LootBias hours the Custodian hasn't dismantled yet.
|
||||
|
||||
func zoneLastMeridianGraph() ZoneGraph {
|
||||
stat := func(s string, dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockStatCheck, lockData: map[string]any{"stat": s, "dc": dc}, hint: hint}
|
||||
}
|
||||
perc := func(dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockPerception, lockData: map[string]any{"dc": dc}, hint: hint}
|
||||
}
|
||||
return buildPostgameZoneGraph(pgZoneSpec{
|
||||
zoneID: ZoneLastMeridian,
|
||||
regions: [4]string{"meridian_dusk_colonnade", "meridian_gallery_spent_hours", "meridian_escapement", "meridian_one_minute"},
|
||||
entry: "The Dusk Gate",
|
||||
preamble: [12]string{
|
||||
"The Dusk Colonnade", "Hall of Winding Nothing", "The Hour Thief's Trail", "Candle-Shortened Walk",
|
||||
"Horologist's Ghost-Aisle", "The Stolen Present", "Pickpocket's Snare", "Colonnade of Spent Light",
|
||||
"The Gallery Approach", "Gallery Mouth", "Hall of Spent Hours", "First Struck Bell",
|
||||
},
|
||||
fork1: pgFork{
|
||||
label: "The First Hour",
|
||||
freeLabel: [3]string{"On-Time Passage", "The Kept Hour", "Gallery Floor"},
|
||||
lockLabel: [3]string{"Guarded Recess", "The Unspent Hour-Pocket", "Ticking Alcove"},
|
||||
lock: stat("WIS", 16, "keep your own hour when the Thief reaches for it and a door stays open"),
|
||||
},
|
||||
r2gate: "Gallery of Spent Hours",
|
||||
r2build: [6]string{
|
||||
"Rows of Stopped Clocks", "The Twin Wardens' Door", "Changing of the Guard",
|
||||
"Shift-Schedule Hall", "The Nothing Behind", "Escapement Threshold",
|
||||
},
|
||||
fork2: pgFork{
|
||||
label: "The Second Hour",
|
||||
freeLabel: [3]string{"Steady Escapement Walk", "The Even-Round Hall", "Escapement Floor"},
|
||||
lockLabel: [3]string{"Gear-Seam", "The Unwound Vault", "Pendulum Niche"},
|
||||
lock: stat("INT", 17, "the pendulum only swings on even rounds — read the rhythm and slip past"),
|
||||
},
|
||||
r3gate: "The Escapement",
|
||||
r3build: [6]string{
|
||||
"The Original Pendulum", "Gallery of Its Legs", "Verdigris Colossus Walk",
|
||||
"Orrery-Ring Landing", "Midnight Antechamber", "Threshold of the Last Hour",
|
||||
},
|
||||
capstone: pgCapstone{
|
||||
label: "The Midnight Fork",
|
||||
freeLabel: [3]string{"Direct Midnight-Walk", "The Open Escapement", "Midnight Floor"},
|
||||
lockALabel: [3]string{"Borrowed Second", "The Slipped Turn", "Stolen-Time Path"},
|
||||
lockA: stat("DEX", 18, "steal a second from the clock and step through before it notices"),
|
||||
lockBLabel: [3]string{"Unwound Seam", "The Hour Never Struck", "Unspent Shortcut"},
|
||||
lockB: perc(18, "one hour on the great face was never dismantled — it is still open"),
|
||||
},
|
||||
merge: "One Minute To Midnight",
|
||||
approach: [5]string{
|
||||
"The Apologizing Golem", "Orrery of the Last Hour", "Chime Approach", "The Rewinding Second", "The Clock Stops",
|
||||
},
|
||||
boss: "The Custodian of the Last Hour",
|
||||
overrides: map[string]pgNodeOverride{
|
||||
"f1b2": {kind: NodeKindSecret, bias: 2.25},
|
||||
"f2b2": {kind: NodeKindSecret, bias: 2.25},
|
||||
"cap32": {kind: NodeKindSecret, bias: 2.5},
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
func init() {
|
||||
registerZoneGraph(zoneLastMeridianGraph())
|
||||
}
|
||||
25
internal/plugin/zone_graph_last_meridian_test.go
Normal file
25
internal/plugin/zone_graph_last_meridian_test.go
Normal file
@@ -0,0 +1,25 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestLastMeridianGraph_Invariants(t *testing.T) {
|
||||
assertPostgameGraph(t, ZoneLastMeridian, zoneLastMeridianGraph)
|
||||
}
|
||||
|
||||
// TestLastMeridianGraph_RhythmLocks verifies the escapement's rhythm gate
|
||||
// (INT on fork2) and the unspent-time secret pockets are authored.
|
||||
func TestLastMeridianGraph_RhythmLocks(t *testing.T) {
|
||||
g := zoneLastMeridianGraph()
|
||||
if got := countSecretNodes(g); got != 3 {
|
||||
t.Errorf("secret nodes = %d, want 3", got)
|
||||
}
|
||||
intFork := false
|
||||
for _, e := range g.outgoingEdges("last_meridian.fork2") {
|
||||
if e.Lock == LockStatCheck && lockDataString(e.LockData, "stat") == "INT" {
|
||||
intFork = true
|
||||
}
|
||||
}
|
||||
if !intFork {
|
||||
t.Error("Last Meridian fork2 should gate on INT (escapement rhythm)")
|
||||
}
|
||||
}
|
||||
75
internal/plugin/zone_graph_ossuary_ascendant.go
Normal file
75
internal/plugin/zone_graph_ossuary_ascendant.go
Normal file
@@ -0,0 +1,75 @@
|
||||
package plugin
|
||||
|
||||
// The Ossuary Ascendant branching graph (Tier 6, Phase P4).
|
||||
//
|
||||
// Valdris's inverted bone-cathedral. Four regions — Bonefall Steps →
|
||||
// Cathedral of Marrow → Reliquary Vaults → The Apotheosis Engine — on the
|
||||
// shared T6 skeleton (buildPostgameZoneGraph). Longest walk = 46, in band.
|
||||
//
|
||||
// Signature set-piece: the three Phylactery Verses. Each is a NodeKindSecret
|
||||
// reached through a LockPerception spur (one per fork), matching the plan's
|
||||
// "three SECRET nodes, Verses found before the boss strip a Legendary
|
||||
// Resistance / rebirth proc." The gate rides the fork→threshold edge; the
|
||||
// edge into the Verse itself is unlocked. Full-clear explorers who find all
|
||||
// three fight a mortal; speedrunners fight a god. Secret suffixes: f1b2,
|
||||
// f2b2, cap32 (the middle node of each Perception spur).
|
||||
|
||||
func zoneOssuaryAscendantGraph() ZoneGraph {
|
||||
perc := func(dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockPerception, lockData: map[string]any{"dc": dc}, hint: hint}
|
||||
}
|
||||
return buildPostgameZoneGraph(pgZoneSpec{
|
||||
zoneID: ZoneOssuaryAscendant,
|
||||
regions: [4]string{"ossuary_bonefall_steps", "ossuary_cathedral_marrow", "ossuary_reliquary_vaults", "ossuary_apotheosis_engine"},
|
||||
entry: "The Inverted Threshold",
|
||||
preamble: [12]string{
|
||||
"Bonefall Steps", "The Rising Ossuary", "Marrow Stair", "Chancel of Ash",
|
||||
"Ribvault Landing", "The Patient Gallery", "Reliquary Snare", "Choirless Nave",
|
||||
"Ascending Transept", "The Counted Dead", "Vertebral Climb", "First Landing",
|
||||
},
|
||||
fork1: pgFork{
|
||||
label: "The First Ascent",
|
||||
freeLabel: [3]string{"Open Stair", "Bonelit Passage", "Cathedral Approach"},
|
||||
lockLabel: [3]string{"Hairline Recess", "Verse of the Waiting Grave", "Sealed Alcove"},
|
||||
lock: perc(16, "a seam in the marrow where the wall was never quite finished"),
|
||||
},
|
||||
r2gate: "Cathedral of Marrow",
|
||||
r2build: [6]string{
|
||||
"Nave of Fused Clergy", "The Censer Walk", "Grave-Smoke Aisle",
|
||||
"Choir of the Pre-Blessed", "Cardinal's Approach", "The Marrow Altar",
|
||||
},
|
||||
fork2: pgFork{
|
||||
label: "The Second Ascent",
|
||||
freeLabel: [3]string{"Vault Stair", "Donor-Bone Hall", "Reliquary Approach"},
|
||||
lockLabel: [3]string{"Cracked Reliquary", "Verse of the Bait Long Set", "Dust-Sealed Niche"},
|
||||
lock: perc(17, "one reliquary is hollow where the others are full"),
|
||||
},
|
||||
r3gate: "Reliquary Vaults",
|
||||
r3build: [6]string{
|
||||
"The Coffin-Lid Wall", "Hall of Riveted Knights", "Gallery of the Crypt-Fallen",
|
||||
"The Unoccupied Armor", "Engine Antechamber", "Threshold of Ascension",
|
||||
},
|
||||
capstone: pgCapstone{
|
||||
label: "The Apotheosis Fork",
|
||||
freeLabel: [3]string{"Direct Ascent", "The Final Stair", "Engine Floor"},
|
||||
lockALabel: [3]string{"Deacon's Whisper", "The Named Dead", "Consecrated Path"},
|
||||
lockA: pgLock{kind: LockStatCheck, lockData: map[string]any{"stat": "WIS", "dc": 18}, hint: "the choir sings your name in rounds — answer it and it opens"},
|
||||
lockBLabel: [3]string{"Vertebral Fault", "Verse of the Homecoming", "The Last Recess"},
|
||||
lockB: perc(18, "the highest vertebra of the cathedral was set wrong on purpose"),
|
||||
},
|
||||
merge: "The Apotheosis Engine",
|
||||
approach: [5]string{
|
||||
"Marrow Conduit", "The Ascending Choir", "Phylactery Cradle", "Vertebra of Godhood", "The Final Blessing",
|
||||
},
|
||||
boss: "Valdris, At Last",
|
||||
overrides: map[string]pgNodeOverride{
|
||||
"f1b2": {kind: NodeKindSecret, bias: 2.0},
|
||||
"f2b2": {kind: NodeKindSecret, bias: 2.0},
|
||||
"cap32": {kind: NodeKindSecret, bias: 2.0},
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
func init() {
|
||||
registerZoneGraph(zoneOssuaryAscendantGraph())
|
||||
}
|
||||
61
internal/plugin/zone_graph_ossuary_ascendant_test.go
Normal file
61
internal/plugin/zone_graph_ossuary_ascendant_test.go
Normal file
@@ -0,0 +1,61 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestOssuaryAscendantGraph_Invariants(t *testing.T) {
|
||||
assertPostgameGraph(t, ZoneOssuaryAscendant, zoneOssuaryAscendantGraph)
|
||||
}
|
||||
|
||||
// TestOssuaryAscendantGraph_ThreeVerses verifies the signature set-piece:
|
||||
// three NodeKindSecret Verses, each reached through a LockPerception spur
|
||||
// edge (the gate rides the fork→threshold edge; the edge into the Verse
|
||||
// itself is unlocked).
|
||||
func TestOssuaryAscendantGraph_ThreeVerses(t *testing.T) {
|
||||
g := zoneOssuaryAscendantGraph()
|
||||
|
||||
verses := []string{"ossuary_ascendant.f1b2", "ossuary_ascendant.f2b2", "ossuary_ascendant.cap32"}
|
||||
for _, v := range verses {
|
||||
n, ok := g.Nodes[v]
|
||||
if !ok {
|
||||
t.Errorf("missing Verse node %s", v)
|
||||
continue
|
||||
}
|
||||
if n.Kind != NodeKindSecret {
|
||||
t.Errorf("Verse %s kind = %q, want secret", v, n.Kind)
|
||||
}
|
||||
}
|
||||
if got := countSecretNodes(g); got != 3 {
|
||||
t.Errorf("secret nodes = %d, want 3 (the Phylactery Verses)", got)
|
||||
}
|
||||
|
||||
// Each Verse's spur is entered through a Perception gate.
|
||||
percThresholds := map[string]bool{
|
||||
"ossuary_ascendant.f1b1": false,
|
||||
"ossuary_ascendant.f2b1": false,
|
||||
"ossuary_ascendant.cap31": false,
|
||||
}
|
||||
for _, outs := range g.Edges {
|
||||
for _, e := range outs {
|
||||
if e.Lock == LockPerception {
|
||||
if _, ok := percThresholds[e.To]; ok {
|
||||
percThresholds[e.To] = true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for th, gated := range percThresholds {
|
||||
if !gated {
|
||||
t.Errorf("Verse threshold %s is not behind a LockPerception edge", th)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func countSecretNodes(g ZoneGraph) int {
|
||||
n := 0
|
||||
for _, node := range g.Nodes {
|
||||
if node.Kind == NodeKindSecret {
|
||||
n++
|
||||
}
|
||||
}
|
||||
return n
|
||||
}
|
||||
77
internal/plugin/zone_graph_unplace.go
Normal file
77
internal/plugin/zone_graph_unplace.go
Normal file
@@ -0,0 +1,77 @@
|
||||
package plugin
|
||||
|
||||
// The Unplace branching graph (Tier 6, Phase P4).
|
||||
//
|
||||
// The unattended tear Belaxath left behind — geometry that gave up. Regions:
|
||||
// The Fray → Escher's Debt → The Stitchworks → The Seam, on the shared T6
|
||||
// skeleton. Longest walk = 46, in band.
|
||||
//
|
||||
// The Unplace's set-piece is its locks: every fork gates on a different way
|
||||
// of not-trusting-the-walls (Perception to see the true corner, INT to
|
||||
// out-think the geometry, DEX to move through a room that is also another
|
||||
// room). The secret spurs are high-LootBias impossible-geometry pockets
|
||||
// rather than named secrets — the reward is the shortcut nobody should be
|
||||
// able to take.
|
||||
|
||||
func zoneUnplaceGraph() ZoneGraph {
|
||||
perc := func(dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockPerception, lockData: map[string]any{"dc": dc}, hint: hint}
|
||||
}
|
||||
stat := func(s string, dc int, hint string) pgLock {
|
||||
return pgLock{kind: LockStatCheck, lockData: map[string]any{"stat": s, "dc": dc}, hint: hint}
|
||||
}
|
||||
return buildPostgameZoneGraph(pgZoneSpec{
|
||||
zoneID: ZoneUnplace,
|
||||
regions: [4]string{"unplace_the_fray", "unplace_eschers_debt", "unplace_stitchworks", "unplace_the_seam"},
|
||||
entry: "The Frayed Edge",
|
||||
preamble: [12]string{
|
||||
"The Fray", "Horizon Indoors", "The Borrowed Corner", "Room That Is Also",
|
||||
"Angleworn Passage", "The Miss You Took", "Fraying Snare", "Silhouette Hall",
|
||||
"The Uncounted Arms", "Escher's Approach", "Debt Landing", "The Owed Turn",
|
||||
},
|
||||
fork1: pgFork{
|
||||
label: "The First Impossibility",
|
||||
freeLabel: [3]string{"Straight Enough Line", "Plain Corridor", "Debt Floor"},
|
||||
lockLabel: [3]string{"Corner-Behind-You", "The Pocket That Isn't", "Folded Alcove"},
|
||||
lock: perc(16, "a corner you already passed is somehow ahead of you"),
|
||||
},
|
||||
r2gate: "Escher's Debt",
|
||||
r2build: [6]string{
|
||||
"Stair Up Into Down", "The Unpaid Landing", "Gallery of Wrong Angles",
|
||||
"Nalfeshnee Concourse", "The Recursive Hall", "Stitchworks Threshold",
|
||||
},
|
||||
fork2: pgFork{
|
||||
label: "The Second Impossibility",
|
||||
freeLabel: [3]string{"Threadbare Walk", "Loose-Weave Hall", "Stitchworks Floor"},
|
||||
lockLabel: [3]string{"Seam-Behind-Seam", "The Unstitched Pocket", "Needled Recess"},
|
||||
lock: stat("INT", 17, "the geometry has a rule; find it and the shortcut is legal"),
|
||||
},
|
||||
r3gate: "The Stitchworks",
|
||||
r3build: [6]string{
|
||||
"Rows of Half-Sewn Doors", "The Needle Gallery", "Marilith Loom",
|
||||
"Echo of Belaxath", "Seam Antechamber", "Threshold of the Tear",
|
||||
},
|
||||
capstone: pgCapstone{
|
||||
label: "The Seam Fork",
|
||||
freeLabel: [3]string{"Direct Seam-Walk", "The Open Tear", "Seam Floor"},
|
||||
lockALabel: [3]string{"Sideways Step", "The Room Behind This One", "Slipped Path"},
|
||||
lockA: stat("DEX", 18, "step through the wall while it is also a door"),
|
||||
lockBLabel: [3]string{"Hairline Unreality", "The Undone Pocket", "Impossible Shortcut"},
|
||||
lockB: perc(18, "there is a place that is not here, and it is closer than the door"),
|
||||
},
|
||||
merge: "The Seam",
|
||||
approach: [5]string{
|
||||
"The Far Half Speaking", "Sewn Into the Wound", "Needle-Rain Approach", "The Inside-Out Room", "The Last Stitch",
|
||||
},
|
||||
boss: "The Seamstress",
|
||||
overrides: map[string]pgNodeOverride{
|
||||
"f1b2": {kind: NodeKindSecret, bias: 2.25},
|
||||
"f2b2": {kind: NodeKindSecret, bias: 2.25},
|
||||
"cap32": {kind: NodeKindSecret, bias: 2.5},
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
func init() {
|
||||
registerZoneGraph(zoneUnplaceGraph())
|
||||
}
|
||||
25
internal/plugin/zone_graph_unplace_test.go
Normal file
25
internal/plugin/zone_graph_unplace_test.go
Normal file
@@ -0,0 +1,25 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestUnplaceGraph_Invariants(t *testing.T) {
|
||||
assertPostgameGraph(t, ZoneUnplace, zoneUnplaceGraph)
|
||||
}
|
||||
|
||||
// TestUnplaceGraph_ImpossibleShortcuts verifies the three high-bias secret
|
||||
// pockets and that its capstone offers the "not here" Perception shortcut.
|
||||
func TestUnplaceGraph_ImpossibleShortcuts(t *testing.T) {
|
||||
g := zoneUnplaceGraph()
|
||||
if got := countSecretNodes(g); got != 3 {
|
||||
t.Errorf("secret nodes = %d, want 3", got)
|
||||
}
|
||||
percCapstone := false
|
||||
for _, e := range g.outgoingEdges("unplace.fork3") {
|
||||
if e.Lock == LockPerception {
|
||||
percCapstone = true
|
||||
}
|
||||
}
|
||||
if !percCapstone {
|
||||
t.Error("Unplace capstone should offer a LockPerception shortcut spur")
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user