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@@ -46,7 +46,9 @@ func main() {
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days = flag.Int("days", 0, "stop after N synthetic day rollovers (0 = unbounded; the -cap safety net still applies)")
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days = flag.Int("days", 0, "stop after N synthetic day rollovers (0 = unbounded; the -cap safety net still applies)")
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dataDir = flag.String("data", "", "data dir for the temp sqlite db (default: OS tempdir; ignored in matrix mode)")
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dataDir = flag.String("data", "", "data dir for the temp sqlite db (default: OS tempdir; ignored in matrix mode)")
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userTag = flag.String("user", "@sim:expedition", "synthetic user id (single-run mode)")
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userTag = flag.String("user", "@sim:expedition", "synthetic user id (single-run mode)")
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logFlag = flag.Bool("log", true, "include per-row expedition log in output (single-run default true; matrix default false)")
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realUser = flag.String("real-user", "", "run an EXISTING character loaded from -data's DB instead of building a synthetic one. Pass the real mxid (e.g. @holymachina:parodia.dev). Requires -data to point at a (copy of a) populated gogobee.db dir. Heals the char to full + tops up the bankroll; leaves race/class/level/gear/spells as-is.")
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logFlag = flag.Bool("log", true, "include per-row expedition log in output (single-run default true; matrix default false)")
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matrix = flag.Bool("matrix", false, "matrix mode — sweep over classes × levels × zones × runs")
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matrix = flag.Bool("matrix", false, "matrix mode — sweep over classes × levels × zones × runs")
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classes = flag.String("classes", "", "comma-separated class ids (matrix mode)")
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classes = flag.String("classes", "", "comma-separated class ids (matrix mode)")
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@@ -60,6 +62,7 @@ func main() {
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party = flag.Int("party", 1, "seat a party of N (1 = solo, the historical path). Followers are invited on Day 1 and buy their own supplies")
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party = flag.Int("party", 1, "seat a party of N (1 = solo, the historical path). Followers are invited on Day 1 and buy their own supplies")
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partyClasses = flag.String("party-classes", "", "comma-separated classes for the N-1 followers (default: clones of -class)")
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partyClasses = flag.String("party-classes", "", "comma-separated classes for the N-1 followers (default: clones of -class)")
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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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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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)
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)
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@@ -86,11 +89,51 @@ func main() {
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includeLog = *logFlag
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includeLog = *logFlag
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}
|
}
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})
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})
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runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel, *party, *partyClasses)
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runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel, *party, *partyClasses, *companion)
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return
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return
|
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}
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}
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runSingle(*class, *level, *zone, *userTag, *dataDir, *bank, *cap, *days, *logFlag, followers)
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if *realUser != "" {
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if *dataDir == "" {
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fail("-real-user requires -data pointing at a dir containing a populated gogobee.db")
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||||||
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}
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if *party != 1 {
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fail("-real-user does not support -party yet (would need every seat to be a real, tier-eligible char)")
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}
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runReal(*realUser, *zone, *dataDir, *bank, *cap, *days, *logFlag)
|
||||||
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return
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}
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||||||
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runSingle(*class, *level, *zone, *userTag, *dataDir, *bank, *cap, *days, *logFlag, followers, *companion)
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}
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||||||
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// runReal drives an existing character loaded from dataDir's gogobee.db through
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// a real expedition. dataDir should be a COPY of prod — db.Init runs additive
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||||||
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// migrations against it, and the run mutates HP/coin/inventory. Never point this
|
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// at the live prod file or at ./data.
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||||||
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func runReal(userTag, zone, dataDir string, bank float64, cap, days int, includeLog bool) {
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runner, err := plugin.NewSimRunner(dataDir)
|
||||||
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if err != nil {
|
||||||
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fail("init runner:", err)
|
||||||
|
}
|
||||||
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defer runner.Close()
|
||||||
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|
||||||
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uid := id.UserID(userTag)
|
||||||
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c, err := runner.PrepareRealCharacter(uid, bank)
|
||||||
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if err != nil {
|
||||||
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fail("prepare real character:", err)
|
||||||
|
}
|
||||||
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res, err := runner.RunExpedition(uid, plugin.ZoneID(zone), cap, days)
|
||||||
|
if res != nil {
|
||||||
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res.Class = string(c.Class) // real subclass/race aren't in SimResult; class is the useful key
|
||||||
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if !includeLog {
|
||||||
|
res.Log = nil
|
||||||
|
}
|
||||||
|
emitIndented(res)
|
||||||
|
}
|
||||||
|
if err != nil {
|
||||||
|
fail("run:", err)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// followerClasses expands -party / -party-classes into the class of each
|
// followerClasses expands -party / -party-classes into the class of each
|
||||||
@@ -119,7 +162,7 @@ func followerClasses(leaderClass string, party int, spec string) []string {
|
|||||||
return out
|
return out
|
||||||
}
|
}
|
||||||
|
|
||||||
func runSingle(class string, level int, zone, userTag, dataDir string, bank float64, cap, days int, includeLog bool, followers []string) {
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func runSingle(class string, level int, zone, userTag, dataDir string, bank float64, cap, days int, includeLog bool, followers []string, companion string) {
|
||||||
dir := dataDir
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dir := dataDir
|
||||||
if dir == "" {
|
if dir == "" {
|
||||||
var err error
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var err error
|
||||||
@@ -130,7 +173,7 @@ func runSingle(class string, level int, zone, userTag, dataDir string, bank floa
|
|||||||
defer os.RemoveAll(dir)
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defer os.RemoveAll(dir)
|
||||||
}
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}
|
||||||
|
|
||||||
res, err := runOne(dir, id.UserID(userTag), plugin.DnDClass(class), level, plugin.ZoneID(zone), bank, cap, days, followers)
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res, err := runOne(dir, id.UserID(userTag), plugin.DnDClass(class), level, plugin.ZoneID(zone), bank, cap, days, followers, companion)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
if res != nil {
|
if res != nil {
|
||||||
if !includeLog {
|
if !includeLog {
|
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@@ -157,7 +200,7 @@ type matrixJob struct {
|
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rep int
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rep int
|
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}
|
}
|
||||||
|
|
||||||
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel, party int, partyClasses string) {
|
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) {
|
||||||
cs := splitNonEmpty(classes)
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cs := splitNonEmpty(classes)
|
||||||
ls := parseLevels(levels)
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ls := parseLevels(levels)
|
||||||
zs := splitNonEmpty(zones)
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zs := splitNonEmpty(zones)
|
||||||
@@ -188,7 +231,7 @@ func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days
|
|||||||
var wg sync.WaitGroup
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var wg sync.WaitGroup
|
||||||
for i := 0; i < jobs; i++ {
|
for i := 0; i < jobs; i++ {
|
||||||
wg.Add(1)
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wg.Add(1)
|
||||||
go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel, party, partyClasses)
|
go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel, party, partyClasses, companion)
|
||||||
}
|
}
|
||||||
go func() {
|
go func() {
|
||||||
for _, j := range work {
|
for _, j := range work {
|
||||||
@@ -207,7 +250,7 @@ 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 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) {
|
||||||
defer wg.Done()
|
defer wg.Done()
|
||||||
for j := range in {
|
for j := range in {
|
||||||
uid := fmt.Sprintf("@sim:%s-l%d-%s-%d", j.class, j.level, j.zone, j.rep)
|
uid := fmt.Sprintf("@sim:%s-l%d-%s-%d", j.class, j.level, j.zone, j.rep)
|
||||||
@@ -233,6 +276,9 @@ func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult,
|
|||||||
if partyClasses != "" {
|
if partyClasses != "" {
|
||||||
args = append(args, "-party-classes", partyClasses)
|
args = append(args, "-party-classes", partyClasses)
|
||||||
}
|
}
|
||||||
|
if companion != "" {
|
||||||
|
args = append(args, "-companion", companion)
|
||||||
|
}
|
||||||
if trace {
|
if trace {
|
||||||
args = append(args, "-trace")
|
args = append(args, "-trace")
|
||||||
}
|
}
|
||||||
@@ -272,7 +318,7 @@ func matrixWorker(exe string, in <-chan matrixJob, out chan<- *plugin.SimResult,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zone plugin.ZoneID, bank float64, cap, days int, followers []string) (*plugin.SimResult, error) {
|
func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zone plugin.ZoneID, bank float64, cap, days int, followers []string, companion string) (*plugin.SimResult, error) {
|
||||||
runner, err := plugin.NewSimRunner(dataDir)
|
runner, err := plugin.NewSimRunner(dataDir)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, fmt.Errorf("init runner: %w", err)
|
return nil, fmt.Errorf("init runner: %w", err)
|
||||||
@@ -296,6 +342,7 @@ func runOne(dataDir string, uid id.UserID, class plugin.DnDClass, level int, zon
|
|||||||
runner.Euro.Credit(muid, bank, "expedition-sim bankroll")
|
runner.Euro.Credit(muid, bank, "expedition-sim bankroll")
|
||||||
members = append(members, muid)
|
members = append(members, muid)
|
||||||
}
|
}
|
||||||
|
runner.Companion = companion
|
||||||
return runner.RunPartyExpedition(uid, members, zone, cap, days)
|
return runner.RunPartyExpedition(uid, members, zone, cap, days)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
4
go.mod
4
go.mod
@@ -15,7 +15,7 @@ require (
|
|||||||
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e
|
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e
|
||||||
golang.org/x/image v0.40.0
|
golang.org/x/image v0.40.0
|
||||||
maunium.net/go/mautrix v0.28.1
|
maunium.net/go/mautrix v0.28.1
|
||||||
modernc.org/sqlite v1.53.0
|
modernc.org/sqlite v1.50.1
|
||||||
)
|
)
|
||||||
|
|
||||||
require (
|
require (
|
||||||
@@ -43,7 +43,7 @@ require (
|
|||||||
golang.org/x/sys v0.46.0 // indirect
|
golang.org/x/sys v0.46.0 // indirect
|
||||||
golang.org/x/text v0.38.0 // indirect
|
golang.org/x/text v0.38.0 // indirect
|
||||||
gopkg.in/yaml.v3 v3.0.1 // indirect
|
gopkg.in/yaml.v3 v3.0.1 // indirect
|
||||||
modernc.org/libc v1.73.4 // indirect
|
modernc.org/libc v1.72.3 // indirect
|
||||||
modernc.org/mathutil v1.7.1 // indirect
|
modernc.org/mathutil v1.7.1 // indirect
|
||||||
modernc.org/memory v1.11.0 // indirect
|
modernc.org/memory v1.11.0 // indirect
|
||||||
)
|
)
|
||||||
|
|||||||
20
go.sum
20
go.sum
@@ -166,20 +166,20 @@ gopkg.in/yaml.v3 v3.0.1 h1:fxVm/GzAzEWqLHuvctI91KS9hhNmmWOoWu0XTYJS7CA=
|
|||||||
gopkg.in/yaml.v3 v3.0.1/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=
|
gopkg.in/yaml.v3 v3.0.1/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=
|
||||||
maunium.net/go/mautrix v0.28.1 h1:Hic3oDMPbLbQu1fhboTRAKZcORMjzzkjxsa+SGk60b0=
|
maunium.net/go/mautrix v0.28.1 h1:Hic3oDMPbLbQu1fhboTRAKZcORMjzzkjxsa+SGk60b0=
|
||||||
maunium.net/go/mautrix v0.28.1/go.mod h1:mWXQNmOlrq4VTDU9f1HO03BSIswdUIyyY4wUKHqwzzY=
|
maunium.net/go/mautrix v0.28.1/go.mod h1:mWXQNmOlrq4VTDU9f1HO03BSIswdUIyyY4wUKHqwzzY=
|
||||||
modernc.org/cc/v4 v4.28.4 h1:Hd/4Es+MBj+/7hSdZaisNyu6bv3V0Dp2MdllyfqaH+c=
|
modernc.org/cc/v4 v4.28.2 h1:3tQ0lf2ADtoby2EtSP+J7IE2SHwEJdP8ioR59wx7XpY=
|
||||||
modernc.org/cc/v4 v4.28.4/go.mod h1:OnovgIhbbMXMu1aISnJ0wvVD1KnW+cAUJkIrAWh+kVI=
|
modernc.org/cc/v4 v4.28.2/go.mod h1:OnovgIhbbMXMu1aISnJ0wvVD1KnW+cAUJkIrAWh+kVI=
|
||||||
modernc.org/ccgo/v4 v4.34.4 h1:OVnSOWQjVKOYkFxoHYB+qQmSHK5gqMqARM+K9DpR/Ws=
|
modernc.org/ccgo/v4 v4.34.0 h1:yRLPFZieg532OT4rp4JFNIVcquwalMX26G95WQDqwCQ=
|
||||||
modernc.org/ccgo/v4 v4.34.4/go.mod h1:qdKqE8FNIYyysougB1RX9MxCzp5oJOcQXSobANJ4TuE=
|
modernc.org/ccgo/v4 v4.34.0/go.mod h1:AS5WYMyBakQ+fhsHhtP8mWB82KTGPkNNJDGfGQCe0/A=
|
||||||
modernc.org/fileutil v1.4.0 h1:j6ZzNTftVS054gi281TyLjHPp6CPHr2KCxEXjEbD6SM=
|
modernc.org/fileutil v1.4.0 h1:j6ZzNTftVS054gi281TyLjHPp6CPHr2KCxEXjEbD6SM=
|
||||||
modernc.org/fileutil v1.4.0/go.mod h1:EqdKFDxiByqxLk8ozOxObDSfcVOv/54xDs/DUHdvCUU=
|
modernc.org/fileutil v1.4.0/go.mod h1:EqdKFDxiByqxLk8ozOxObDSfcVOv/54xDs/DUHdvCUU=
|
||||||
modernc.org/gc/v2 v2.6.5 h1:nyqdV8q46KvTpZlsw66kWqwXRHdjIlJOhG6kxiV/9xI=
|
modernc.org/gc/v2 v2.6.5 h1:nyqdV8q46KvTpZlsw66kWqwXRHdjIlJOhG6kxiV/9xI=
|
||||||
modernc.org/gc/v2 v2.6.5/go.mod h1:YgIahr1ypgfe7chRuJi2gD7DBQiKSLMPgBQe9oIiito=
|
modernc.org/gc/v2 v2.6.5/go.mod h1:YgIahr1ypgfe7chRuJi2gD7DBQiKSLMPgBQe9oIiito=
|
||||||
modernc.org/gc/v3 v3.1.3 h1:6QAplYyVO+KdPW3pGnqmJDUxtkec8ooEWvks/hhU3lc=
|
modernc.org/gc/v3 v3.1.2 h1:ZtDCnhonXSZexk/AYsegNRV1lJGgaNZJuKjJSWKyEqo=
|
||||||
modernc.org/gc/v3 v3.1.3/go.mod h1:HFK/6AGESC7Ex+EZJhJ2Gni6cTaYpSMmU/cT9RmlfYY=
|
modernc.org/gc/v3 v3.1.2/go.mod h1:HFK/6AGESC7Ex+EZJhJ2Gni6cTaYpSMmU/cT9RmlfYY=
|
||||||
modernc.org/goabi0 v0.2.0 h1:HvEowk7LxcPd0eq6mVOAEMai46V+i7Jrj13t4AzuNks=
|
modernc.org/goabi0 v0.2.0 h1:HvEowk7LxcPd0eq6mVOAEMai46V+i7Jrj13t4AzuNks=
|
||||||
modernc.org/goabi0 v0.2.0/go.mod h1:CEFRnnJhKvWT1c1JTI3Avm+tgOWbkOu5oPA8eH8LnMI=
|
modernc.org/goabi0 v0.2.0/go.mod h1:CEFRnnJhKvWT1c1JTI3Avm+tgOWbkOu5oPA8eH8LnMI=
|
||||||
modernc.org/libc v1.73.4 h1:+ra4Ui8ngyt8HDcO1FTDPWlkAh6yOdaO2yAoh8MddQA=
|
modernc.org/libc v1.72.3 h1:ZnDF4tXn4NBXFutMMQC4vtbTFSXhhKzR73fv0beZEAU=
|
||||||
modernc.org/libc v1.73.4/go.mod h1:DXZ3eO8qMCNn2SnmTNCiC71nJ9Rcq3PsnpU6Vc4rWK8=
|
modernc.org/libc v1.72.3/go.mod h1:dn0dZNnnn1clLyvRxLxYExxiKRZIRENOfqQ8XEeg4Qs=
|
||||||
modernc.org/mathutil v1.7.1 h1:GCZVGXdaN8gTqB1Mf/usp1Y/hSqgI2vAGGP4jZMCxOU=
|
modernc.org/mathutil v1.7.1 h1:GCZVGXdaN8gTqB1Mf/usp1Y/hSqgI2vAGGP4jZMCxOU=
|
||||||
modernc.org/mathutil v1.7.1/go.mod h1:4p5IwJITfppl0G4sUEDtCr4DthTaT47/N3aT6MhfgJg=
|
modernc.org/mathutil v1.7.1/go.mod h1:4p5IwJITfppl0G4sUEDtCr4DthTaT47/N3aT6MhfgJg=
|
||||||
modernc.org/memory v1.11.0 h1:o4QC8aMQzmcwCK3t3Ux/ZHmwFPzE6hf2Y5LbkRs+hbI=
|
modernc.org/memory v1.11.0 h1:o4QC8aMQzmcwCK3t3Ux/ZHmwFPzE6hf2Y5LbkRs+hbI=
|
||||||
@@ -188,8 +188,8 @@ modernc.org/opt v0.2.0 h1:tGyef5ApycA7FSEOMraay9SaTk5zmbx7Tu+cJs4QKZg=
|
|||||||
modernc.org/opt v0.2.0/go.mod h1:03fq9lsNfvkYSfxrfUhZCWPk1lm4cq4N+Bh//bEtgns=
|
modernc.org/opt v0.2.0/go.mod h1:03fq9lsNfvkYSfxrfUhZCWPk1lm4cq4N+Bh//bEtgns=
|
||||||
modernc.org/sortutil v1.2.1 h1:+xyoGf15mM3NMlPDnFqrteY07klSFxLElE2PVuWIJ7w=
|
modernc.org/sortutil v1.2.1 h1:+xyoGf15mM3NMlPDnFqrteY07klSFxLElE2PVuWIJ7w=
|
||||||
modernc.org/sortutil v1.2.1/go.mod h1:7ZI3a3REbai7gzCLcotuw9AC4VZVpYMjDzETGsSMqJE=
|
modernc.org/sortutil v1.2.1/go.mod h1:7ZI3a3REbai7gzCLcotuw9AC4VZVpYMjDzETGsSMqJE=
|
||||||
modernc.org/sqlite v1.53.0 h1:20WG8N9q4ji/dEqGk4uiI0c6OPjSeLTNYGFCc3+7c1M=
|
modernc.org/sqlite v1.50.1 h1:l+cQvn0sd0zJJtfygGHuQJ5AjlrwXmWPw4KP3ZMwr9w=
|
||||||
modernc.org/sqlite v1.53.0/go.mod h1:xoEpOIpGrgT48H5iiyt/YXPCZPEzlfmfFwtk8Lklw8s=
|
modernc.org/sqlite v1.50.1/go.mod h1:tcNzv5p84E0skkmJn038y+hWJbLQXQqEnQfeh5r2JLM=
|
||||||
modernc.org/strutil v1.2.1 h1:UneZBkQA+DX2Rp35KcM69cSsNES9ly8mQWD71HKlOA0=
|
modernc.org/strutil v1.2.1 h1:UneZBkQA+DX2Rp35KcM69cSsNES9ly8mQWD71HKlOA0=
|
||||||
modernc.org/strutil v1.2.1/go.mod h1:EHkiggD70koQxjVdSBM3JKM7k6L0FbGE5eymy9i3B9A=
|
modernc.org/strutil v1.2.1/go.mod h1:EHkiggD70koQxjVdSBM3JKM7k6L0FbGE5eymy9i3B9A=
|
||||||
modernc.org/token v1.1.0 h1:Xl7Ap9dKaEs5kLoOQeQmPWevfnk/DM5qcLcYlA8ys6Y=
|
modernc.org/token v1.1.0 h1:Xl7Ap9dKaEs5kLoOQeQmPWevfnk/DM5qcLcYlA8ys6Y=
|
||||||
|
|||||||
120
gogobee_adventure_announcement.md
Normal file
120
gogobee_adventure_announcement.md
Normal file
@@ -0,0 +1,120 @@
|
|||||||
|
# Adventure — the big update (2026-07-09 → 2026-07-11)
|
||||||
|
|
||||||
|
62 commits, ~31k lines, 7 phases. All merged to `main` and live in prod as of
|
||||||
|
2026-07-11. Working-tree doc; do not commit.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The one-line version
|
||||||
|
|
||||||
|
Adventure stopped being a solo grind. You can now bring friends, fight each
|
||||||
|
other, fight the world together, prestige past the level cap, and there's an
|
||||||
|
actual story running underneath it — and Pete reports on all of it.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 1. Co-op — you can bring people now (N3)
|
||||||
|
|
||||||
|
The headline. The combat engine was 1-versus-1 at its core; it was rewritten
|
||||||
|
into an N-player engine with real initiative, and every seat gets its own turn.
|
||||||
|
|
||||||
|
- `!expedition invite @user` — leader, Day 1 only
|
||||||
|
- `!expedition accept` / `decline` / `party` / `leave`
|
||||||
|
- Everyone buys their own supply pack. Everyone acts on their own turn.
|
||||||
|
- The enemy's action economy scales to the party, so four people don't trivialize
|
||||||
|
a room.
|
||||||
|
|
||||||
|
## 2. Fight each other (N6)
|
||||||
|
|
||||||
|
- `!duel @user [stake]`, then `!duel accept` / `decline` / `status`.
|
||||||
|
Staked, and **nobody dies** — it's a bout, not a mugging.
|
||||||
|
- `!rivals` for your record, `!rivals board` for room-wide standings.
|
||||||
|
|
||||||
|
## 3. Fight the world together (N6)
|
||||||
|
|
||||||
|
- `!adventure worldboss` — the Siege. One communal bout a day; `worldboss fight`
|
||||||
|
to take your swing at it. Everybody's damage counts toward the same health bar.
|
||||||
|
|
||||||
|
## 4. The Shadow (N6)
|
||||||
|
|
||||||
|
- `!adventure shadow` — a rival adventurer who runs the dungeon on their own
|
||||||
|
schedule whether you play or not, and you can check how your run stacks up
|
||||||
|
against theirs.
|
||||||
|
|
||||||
|
## 5. The Town (N4)
|
||||||
|
|
||||||
|
Housing finally pays off, and the room has a civic life.
|
||||||
|
|
||||||
|
- **T3 payoffs** — trophy hall + workshop; a long rest at home now grants a
|
||||||
|
**well-rested** buff that scales with your house tier.
|
||||||
|
- **T4 Estate vault** — `!adventure vault` / `vault store <item>` / `vault take
|
||||||
|
<item>`. 10 protected slots. Safe from `!sell all`, safe from combat.
|
||||||
|
- **A second pet** at Tier 4 — it shows up on its own.
|
||||||
|
- **Gifting** — `!give <item> @user`. Small handling fee to the community pot.
|
||||||
|
- **Registries** — `!town` (civic pride, housing street, pet showcase),
|
||||||
|
`!graveyard` (recent deaths), `!rivals`.
|
||||||
|
|
||||||
|
## 6. Prestige and a world that moves (N7)
|
||||||
|
|
||||||
|
- **Renown** — XP past L20 no longer evaporates. It accrues into a Renown rank
|
||||||
|
that shows on your `!sheet` and gets announced when it ticks up.
|
||||||
|
- **The Omen** — one rotating world modifier per week. TwinBee tells you what's
|
||||||
|
in the air in the morning DM.
|
||||||
|
- **Seasonal events** — holiday weeks re-skin the day's events and flavor.
|
||||||
|
- **Achievements** — a whole Renown wing added to `!achievements`.
|
||||||
|
|
||||||
|
## 7. The chase (N2)
|
||||||
|
|
||||||
|
- **Tempering** — `!adventure temper` pushes a magic item one rarity step higher
|
||||||
|
at the blacksmith. Euros plus a T5 material (one per clear — *that's* the real
|
||||||
|
gate).
|
||||||
|
- **Arena seasons** — `!arena leaderboard` is now the current season; champions
|
||||||
|
get titles. `!arena stats` keeps your lifetime record.
|
||||||
|
|
||||||
|
## 8. Story (N5 — the Hollow King)
|
||||||
|
|
||||||
|
- **`!adventure journal`** — recover campaign pages through the zones and read
|
||||||
|
them back. Bosses now have epilogues, and there's a real finale.
|
||||||
|
- NPC arcs land as DMs mid-run — Misty, Robbie, and Thom all have somewhere to
|
||||||
|
go now.
|
||||||
|
|
||||||
|
## 9. Backtracking (C5)
|
||||||
|
|
||||||
|
- **`!revisit <N>`** — walk back one room from the Path strip in `!map` for +1
|
||||||
|
threat. Blocked mid-fight, at a fork, and when it's too hot to double back.
|
||||||
|
|
||||||
|
## 10. Pete reports on it (Pete Adventure News)
|
||||||
|
|
||||||
|
Guild events — zone firsts, deaths, achievements — are now narrated into a live
|
||||||
|
news feed by Pete, the deadpan announcer.
|
||||||
|
|
||||||
|
- `news.parodia.dev/adventure` (feed, permalinks, daily digest)
|
||||||
|
- Live beats in the games room
|
||||||
|
- `!news` to read; `!news optout` if you'd rather not be named.
|
||||||
|
|
||||||
|
## 11. Restoration + plumbing (N1, unglamorous but real)
|
||||||
|
|
||||||
|
- The drop systems Phase R orphaned are wired back up; milestone rewards that
|
||||||
|
were stubs actually pay out.
|
||||||
|
- Lottery ticket sales fund the community pot.
|
||||||
|
- Fixed outside Adventure but shipped alongside: URL previews stopped dropping
|
||||||
|
thumbnails, and the bot stopped reminting its cross-signing identity on every
|
||||||
|
restart.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## ⚠️ Do NOT put in the announcement
|
||||||
|
|
||||||
|
- **Secret rooms and the cross-zone keys** (Sunken Sigil, Underforge Seal). These
|
||||||
|
are discovery content — no command, found by walking. Announcing them deletes
|
||||||
|
the discovery.
|
||||||
|
- **The NPC buffs** (Misty/Arina). Hidden mechanics by design. Say the NPCs have
|
||||||
|
arcs; do not say what befriending them *does*.
|
||||||
|
- Numbers, rolls, and rarity math generally — house style is verbs and outcomes,
|
||||||
|
not crunch.
|
||||||
|
|
||||||
|
## Watch list (first live exercise in prod)
|
||||||
|
|
||||||
|
Renown, the Omen, seasonal events, the Hollow King arc, the world boss and duels
|
||||||
|
have **never fired against real players before today**. Expect the first firings
|
||||||
|
to be the real test.
|
||||||
84
gogobee_adventure_announcement_copy.md
Normal file
84
gogobee_adventure_announcement_copy.md
Normal file
@@ -0,0 +1,84 @@
|
|||||||
|
# Announcement copy — your voice (draft)
|
||||||
|
|
||||||
|
Working-tree doc; do not commit.
|
||||||
|
|
||||||
|
Register: a person telling their friends what they built. No press-release
|
||||||
|
cadence, no bold-hook-per-paragraph, no claiming things are new when they're
|
||||||
|
expanded (houses, the town, and the story all already existed).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Long version (post to the games room)
|
||||||
|
|
||||||
|
Big Adventure update went out. The main thing: you can play it with other people
|
||||||
|
now.
|
||||||
|
|
||||||
|
`!expedition invite @user` on day one of a run and they come with you. Everyone
|
||||||
|
buys their own supplies and takes their own turn, and enemies get more to do when
|
||||||
|
the party's bigger, so a group of four doesn't just walk through everything. This
|
||||||
|
was most of the work — the combat engine only ever knew how to run one player
|
||||||
|
against one monster, so it had to be rebuilt.
|
||||||
|
|
||||||
|
And if nobody's around, you can hire Pete. `!expedition hire` and he'll fill
|
||||||
|
whatever role you're short of — he fights his own turns, takes no loot and no XP,
|
||||||
|
and files a story about it afterwards. He's one guy, so if he's already out with
|
||||||
|
someone else you'll be told he's on assignment.
|
||||||
|
|
||||||
|
While I was in there: you can duel each other for a stake (`!duel @user 500`,
|
||||||
|
nobody dies), and there's a world boss once a day that everyone chips at together
|
||||||
|
(`!adventure worldboss`). There's also a rival called the Shadow who runs the
|
||||||
|
dungeon whether or not you log in — `!adventure shadow` to see how you compare.
|
||||||
|
|
||||||
|
Houses do a bit more at the top end. Tier 3 gets you a trophy hall and a
|
||||||
|
workshop, and resting at home now leaves you well-rested — better the higher your
|
||||||
|
tier. Tier 4 gets you a vault that `!sell all` can't touch, and a second pet turns
|
||||||
|
up on its own.
|
||||||
|
|
||||||
|
The town's grown too. You can hand items to each other with `!give`, and `!town`,
|
||||||
|
`!graveyard` and `!rivals` will show you how everyone else is doing.
|
||||||
|
|
||||||
|
L20 isn't the cap anymore — XP past it turns into Renown, which shows on your
|
||||||
|
sheet and keeps climbing. And there's a new modifier every week that changes how
|
||||||
|
the week plays; I'll tell you what's in the air in the morning.
|
||||||
|
|
||||||
|
The story's been expanded into a proper campaign that runs through the zones. A
|
||||||
|
king was emptied out so the crown could keep wearing him; he's been dead a long
|
||||||
|
time and the debt is still accruing. `!adventure journal` to read what you've
|
||||||
|
picked up. Misty, Robbie and Thom all have somewhere to go now, too.
|
||||||
|
|
||||||
|
Loot chasing got a couple of new levers: `!adventure temper` pushes a magic item
|
||||||
|
one rarity step up at the blacksmith, and the arena runs in seasons now, with
|
||||||
|
titles for whoever's on top when one closes.
|
||||||
|
|
||||||
|
Pete's reporting on all of it at news.parodia.dev/adventure — zone firsts, deaths,
|
||||||
|
achievements — plus live beats in here. `!news` to read it, `!news optout` if you
|
||||||
|
don't want your name in it.
|
||||||
|
|
||||||
|
Also `!revisit <N>` if you want to double back a room, and a pile of things that
|
||||||
|
were quietly broken now aren't.
|
||||||
|
|
||||||
|
It's all live. Let me know what's broken.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Short version (one-screen post)
|
||||||
|
|
||||||
|
Big Adventure update, and the main thing is you can play it with other people now.
|
||||||
|
|
||||||
|
- **Parties** — `!expedition invite @user`. Real co-op, own turns, enemies scale
|
||||||
|
to the group. The combat engine got rebuilt for it.
|
||||||
|
- **Hire Pete** — `!expedition hire`. He fills the role you're missing, takes no
|
||||||
|
cut, and writes about it after.
|
||||||
|
- **Duels** — `!duel @user <stake>`. Staked, nobody dies.
|
||||||
|
- **World boss** — `!adventure worldboss`. One communal bout a day.
|
||||||
|
- **The Shadow** — `!adventure shadow`. A rival who plays whether you do or not.
|
||||||
|
- **Houses** — more at the top end: well-rested buff, a vault at T4, a second pet.
|
||||||
|
- **The town's grown** — `!give`, `!town`, `!graveyard`, `!rivals`.
|
||||||
|
- **Renown** — L20 isn't the cap anymore.
|
||||||
|
- **A weekly modifier** — the world changes shape every week.
|
||||||
|
- **The story's now a campaign** — a dead king, a crown still wearing him, a debt
|
||||||
|
still accruing. `!adventure journal`.
|
||||||
|
- **Tempering + arena seasons** — `!adventure temper`, `!arena`.
|
||||||
|
- **Pete's on the beat** — news.parodia.dev/adventure. `!news`.
|
||||||
|
|
||||||
|
All live. Let me know what's broken.
|
||||||
100
gogobee_appservice_migration.md
Normal file
100
gogobee_appservice_migration.md
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
# GogoBee → Appservice Auth Migration (multi-session)
|
||||||
|
|
||||||
|
Goal: move TwinBee's Matrix auth from the **MAS OAuth 2.0 device grant** (working
|
||||||
|
stopgap) to the **full appservice transaction/push model** — the MAS-durable end
|
||||||
|
state: no human login, no MFA, no consent, `as_token` never expires, scales at
|
||||||
|
485+ rooms. The device grant stays behind `AUTH_MODE=masdevice` as instant
|
||||||
|
rollback.
|
||||||
|
|
||||||
|
Why the *previous* appservice attempt failed: it was a hybrid (as_token + `/sync`),
|
||||||
|
and Synapse forbids appservice-namespace users from `/sync`. This migration
|
||||||
|
replaces `/sync` with Synapse→bot transaction push + MSC3202/MSC2409 E2EE
|
||||||
|
extensions, which is the supported path in mautrix v0.28.1.
|
||||||
|
|
||||||
|
Keep this doc working-tree only — do NOT commit (see feedback_dont_commit_plan_mds).
|
||||||
|
|
||||||
|
## Key facts established (investigation, 2026-07-03)
|
||||||
|
|
||||||
|
- **HEAD 20d1f92 is MISLABELED**: commit msg says "device grant" but it only
|
||||||
|
deleted registration.yaml.example; committed client.go is still the FAILED
|
||||||
|
appservice+/sync hybrid. The real device-grant (masauth.go + client.go rewrite)
|
||||||
|
is UNCOMMITTED working tree — that's what runs in prod. Backed up to scratchpad.
|
||||||
|
- mautrix v0.28.1 fully supports appservice E2EE: transaction carries
|
||||||
|
`to_device`/`device_lists`/`device_one_time_keys_count` (stable + msc2409/msc3202
|
||||||
|
unstable field names); `CreateDeviceMSC4190`; cryptohelper `MSC4190=true` mints
|
||||||
|
the device (no /login). HEAD's old appservice code already had auth+crypto
|
||||||
|
correct — only the /sync event loop was wrong.
|
||||||
|
- To-device processing gates on `Registration.EphemeralEvents` (yaml
|
||||||
|
`receive_ephemeral: true`) — `appservice/http.go:133`.
|
||||||
|
- Encrypted rooms: must feed `m.room.encryption`/`m.room.member` to the client's
|
||||||
|
StateStore via `mautrix.UpdateStateStore(...)` + `mach.HandleMemberEvent`, or the
|
||||||
|
bot sends plaintext into encrypted rooms / can't share keys.
|
||||||
|
- Both hosts SSH-reachable: `reala@parodia.dev` (Synapse/MAS/Authentik docker),
|
||||||
|
`reala@192.168.1.212` (millenia, bot in screen). Retired registration at
|
||||||
|
`/home/reala/matrix/compose/synapse/gogobee-registration.yaml.retired-20260703-223425`.
|
||||||
|
|
||||||
|
## Decisions (user, 2026-07-03)
|
||||||
|
|
||||||
|
- Cutover: **AUTH_MODE flag** (keep device grant as rollback), not full replace.
|
||||||
|
- Synapse changes: **I apply + restart, confirm right before restart**.
|
||||||
|
|
||||||
|
## Session 1 — bot-side code (local, no prod risk) ✅ DONE (build+vet green)
|
||||||
|
|
||||||
|
- [x] `Config`: AuthMode + appservice fields (RegistrationPath, ListenHost/Port,
|
||||||
|
HomeserverDomain).
|
||||||
|
- [x] `internal/bot/session.go`: `Session` unifying both modes (OnEventType/Run/
|
||||||
|
Stop); `NewSession(cfg)` dispatches on AuthMode; masdevice path wraps existing
|
||||||
|
device-grant NewClient + DefaultSyncer + sync loop (verbatim).
|
||||||
|
- [x] `internal/bot/appservice.go`: LoadRegistration → CreateFull → BotClient;
|
||||||
|
cryptohelper MSC4190 device create; ep.OnOTK/OnDeviceList + 9 crypto to-device
|
||||||
|
types → crypto machine; EventEncrypted decrypt+redispatch; StateStore
|
||||||
|
population (encryption + members) via lazy per-room resolveRoom + UpdateStateStore
|
||||||
|
on member/encryption state; HTTP listener via as.Start() in goroutine.
|
||||||
|
- [x] `main.go`: NewSession + sess.OnEventType + sess.Run; env AUTH_MODE,
|
||||||
|
AS_REGISTRATION, AS_LISTEN_HOST, AS_LISTEN_PORT, HOMESERVER_DOMAIN; envInt helper.
|
||||||
|
- [x] `.env.example` documented; go.mod tidied (zerolog now direct dep).
|
||||||
|
- [x] `go build`/`go vet` green (CGO=1 -tags goolm).
|
||||||
|
|
||||||
|
New files: internal/bot/session.go, internal/bot/appservice.go. NOT yet committed.
|
||||||
|
|
||||||
|
### Known correctness risks to verify in Session 3
|
||||||
|
- **resolveRoom is lazy on inbound encrypted events only.** Scheduled/broadcast
|
||||||
|
posts into an encrypted room the bot hasn't received from yet would send
|
||||||
|
plaintext (StateStore unresolved). Mitigation for S3: prewarm the configured
|
||||||
|
rooms (BROADCAST_ROOMS, GAMES_ROOM, ESTEEMED_ROOM, MOD_ADMIN_ROOM, MINIFLUX_*)
|
||||||
|
at startup, or resolve all joined rooms once. Interactive `!` commands are
|
||||||
|
reply-driven so lazy resolve covers them.
|
||||||
|
- Whether crypto machine successfully shares keys after ReplaceCachedMembers +
|
||||||
|
device fetch (FetchKeys) — the make-or-break, only testable against live Synapse.
|
||||||
|
- MSC4190 device creation must succeed against MAS-fronted Synapse (untested end
|
||||||
|
to end; HEAD's old code used the same path but was never verified past whoami).
|
||||||
|
|
||||||
|
## Session 2 — Synapse infra on parodia (touches live homeserver)
|
||||||
|
|
||||||
|
- [ ] Restore gogobee-registration.yaml: set `url:` = bot tailnet addr, add
|
||||||
|
`receive_ephemeral: true`, `org.matrix.msc3202: true`, keep
|
||||||
|
`io.element.msc4190: true`, `rate_limited: false`.
|
||||||
|
- [ ] homeserver.yaml `experimental_features`: msc2409_to_device_messages_enabled,
|
||||||
|
msc3202_device_masquerading, msc3202_transaction_extensions,
|
||||||
|
msc4190_device_management. Wire `app_service_config_files`.
|
||||||
|
- [ ] Determine bot's headscale tailnet address on parodia (Synapse must reach the
|
||||||
|
bot's ListenPort). Confirm routing.
|
||||||
|
- [ ] Backup homeserver.yaml + registration; **confirm before restart**; restart
|
||||||
|
matrix-synapse; check it comes back for all users.
|
||||||
|
|
||||||
|
## Session 3 — cutover + E2EE verification on millenia
|
||||||
|
|
||||||
|
- [ ] Copy registration to bot host; set AUTH_MODE=appservice + AS_* env.
|
||||||
|
- [ ] rsync source + build in place (CGO=1 -tags goolm), restart screen session.
|
||||||
|
Remove empty local data/gogobee.db first (empty_local_db_wipes_prod).
|
||||||
|
- [ ] Verify: transactions arrive (listener logs), whoami OK, MSC4190 device made,
|
||||||
|
bot responds to `!` command in a PLAINTEXT room.
|
||||||
|
- [ ] Verify E2EE: bot decrypts an incoming encrypted-room message AND its reply
|
||||||
|
decrypts for a human client (encrypt-out works). This is the make-or-break.
|
||||||
|
- [ ] If broken: AUTH_MODE=masdevice, restart → back on device grant. Then triage.
|
||||||
|
|
||||||
|
## Cleanup (after proven)
|
||||||
|
|
||||||
|
- Prune stale @twinbee devices, orphan MAS client, retire masauth.go or leave
|
||||||
|
behind the flag. Fix HEAD mislabel (the eventual commit should actually contain
|
||||||
|
device-grant + appservice, not the stale hybrid).
|
||||||
244
gogobee_boredom_plan.md
Normal file
244
gogobee_boredom_plan.md
Normal file
@@ -0,0 +1,244 @@
|
|||||||
|
# Bored Adventurers — autonomous expedition starts
|
||||||
|
|
||||||
|
**Premise.** A player who stops tending their adventurer doesn't stop having an
|
||||||
|
adventurer. After 24h with no Adventure action, the character gets restless and
|
||||||
|
leaves on an expedition by itself. It goes with the gear it already has and the
|
||||||
|
cheapest supplies it can afford. If you never arm it, the results are bad — and
|
||||||
|
that's the mechanic, not a bug.
|
||||||
|
|
||||||
|
## Why this is small
|
||||||
|
|
||||||
|
The autopilot is already almost fully autonomous. `runAutopilotWalkDriven`
|
||||||
|
(expedition_autorun.go:168) walks rooms, drives elite and boss fights on the real
|
||||||
|
turn engine, auto-camps, auto-harvests, rolls day rollovers, and auto-picks a
|
||||||
|
fork after 8h of silence. Nothing in that path ever needs a human.
|
||||||
|
|
||||||
|
The one thing that still needs a human is the *start*: `!expedition start <zone>
|
||||||
|
<loadout>` (dnd_expedition_cmd.go:281). So this feature is one new ticker that
|
||||||
|
performs that start, plus a clock to decide when.
|
||||||
|
|
||||||
|
## Decisions (locked)
|
||||||
|
|
||||||
|
| Question | Answer |
|
||||||
|
|---|---|
|
||||||
|
| Idle clock | **Any action against Adventure**, from any interface — not Matrix chatter, not autopilot writes |
|
||||||
|
| Threshold | 24h idle → the adventurer leaves. No warning DM. |
|
||||||
|
| Re-trigger | After a bored run ends, another 24h of silence starts another. Forever. |
|
||||||
|
| Zone | Easiest zone whose **level band** contains the character. Never trivial low-tier farming. |
|
||||||
|
| "Raid-shaped" | = **multi-region** zones (underdark, dragons_lair, abyss_portal). Avoided — *unless* they're the only at-band option (L13+), then allowed. |
|
||||||
|
| Supplies | **Lean** loadout (cheapest). Broke → no run. |
|
||||||
|
| Gear | Never bought, never equipped. This is the whole point. |
|
||||||
|
|
||||||
|
## §1 — The clock: `last_player_action_at`
|
||||||
|
|
||||||
|
The existing timestamps are all unusable:
|
||||||
|
|
||||||
|
- `player_meta.last_active_at` — auto-bumped on **every character save**
|
||||||
|
(adventure_character.go:584). The autopilot saves constantly, so a bored
|
||||||
|
character would refresh its own idle clock and never qualify again.
|
||||||
|
- `user_stats.updated_at` — bumped on every Matrix message in any room
|
||||||
|
(stats.go:103). That's chat presence, not *game* action. Rejected per the
|
||||||
|
"any action against Adventure, not just in Matrix" rule.
|
||||||
|
- `daily_activity` / `loadAdvDailyActivity` — unified across
|
||||||
|
`dnd_expedition_log`, so the autopilot's own walk entries count as player
|
||||||
|
activity. Same self-refresh problem.
|
||||||
|
|
||||||
|
**New:** `player_meta.last_player_action_at DATETIME`, written *only* by
|
||||||
|
`markPlayerAction(uid)` — a direct UPDATE, never routed through
|
||||||
|
`saveAdvCharacter`, so no ticker or autopilot path can touch it. Any future
|
||||||
|
non-Matrix entry point (web, Pete, API) calls the same helper.
|
||||||
|
|
||||||
|
Stamped from `AdventurePlugin.OnMessage` when the message is a real player
|
||||||
|
action: an `!` command in `advActionCommands`, or a reply to a pending
|
||||||
|
interaction (`p.pending`, adventure.go:889 — shop/blacksmith/pet prompts).
|
||||||
|
|
||||||
|
`advActionCommands` is the 47 names actually routed in `OnMessage`'s if-chain.
|
||||||
|
Note `Commands()` (adventure.go:158) only registers **28** — it's a help
|
||||||
|
surface, not a routing table, and is missing `expedition`, `zone`, `fight`,
|
||||||
|
`camp`, `extract`, `resume`, and more. A test greps the `p.IsCommand(ctx.Body,
|
||||||
|
"…")` literals out of adventure.go and asserts each one is in the set, so a
|
||||||
|
future command can't silently fall out of the clock.
|
||||||
|
|
||||||
|
## §2 — Zone pick: `pickBoredomZone(level, uid)`
|
||||||
|
|
||||||
|
`zonesForLevel` is wrong for this: it filters on **tier only** and ignores the
|
||||||
|
`LevelMin`/`LevelMax` fields that already exist on `ZoneDefinition` — which is
|
||||||
|
why a level-1 player can currently walk into a T3 zone. The boredom picker uses
|
||||||
|
the bands instead.
|
||||||
|
|
||||||
|
1. Candidates = zones where `LevelMin <= level <= LevelMax`.
|
||||||
|
2. Prefer **non**-multi-region (`IsMultiRegionZone`, dnd_expedition_region.go:135).
|
||||||
|
Among those, lowest `Tier` — the "easiest at-level" rule.
|
||||||
|
3. Ties broken by **least-recently-started by this player**, so a bored
|
||||||
|
adventurer rotates zones instead of grinding one forever.
|
||||||
|
4. If step 2 is empty, retry allowing multi-region. This only bites at L13+,
|
||||||
|
where `dragons_lair` and `abyss_portal` are the only at-band zones and both
|
||||||
|
are multi-region.
|
||||||
|
5. Still empty → no run.
|
||||||
|
|
||||||
|
Worked examples:
|
||||||
|
|
||||||
|
| Level | At-band | Picked |
|
||||||
|
|---|---|---|
|
||||||
|
| 5 | forest_shadows, sunken_temple (T2), manor, underforge (T3) | a T2 zone |
|
||||||
|
| 10 | underdark (multi), feywild_crossing | feywild_crossing |
|
||||||
|
| 12 | underdark (multi), feywild (T4), dragons_lair (multi, T5) | feywild_crossing |
|
||||||
|
| 15 | dragons_lair (multi), abyss_portal (multi) | dragons_lair — fallback fires |
|
||||||
|
|
||||||
|
## §3 — The run
|
||||||
|
|
||||||
|
Ticker `expeditionBoredomTicker`, 30m interval, skips the ambient quiet window.
|
||||||
|
|
||||||
|
Candidates: `player_meta` rows, `alive = 1`, `COALESCE(last_player_action_at,
|
||||||
|
created_at) < now-24h`, and `last_boredom_at` NULL or older than the 24h
|
||||||
|
cooldown. (COALESCE on `created_at` so a character made and never played still
|
||||||
|
qualifies, but not on its first tick.)
|
||||||
|
|
||||||
|
Per-user skips, all reusing existing guards: resting lockout, seated on someone
|
||||||
|
else's party, active expedition, resumable (extracted, pending `!resume`)
|
||||||
|
expedition, active zone run, active combat session.
|
||||||
|
|
||||||
|
CAS-claim `last_boredom_at` **before** starting, so a crash mid-start can't loop.
|
||||||
|
Then: `loadoutPurchase(zone.Tier, LoadoutLean)` → balance check → shared
|
||||||
|
`beginExpedition` helper → DM.
|
||||||
|
|
||||||
|
A zero-supply start is impossible (`SupplyPurchase.Validate`,
|
||||||
|
dnd_expedition_supplies.go:270, hard-rejects it), so the cheapest bored run costs
|
||||||
|
50 coins at T1 and 250 at T5. Can't afford it → no run, one DM (rate-limited by
|
||||||
|
the cooldown we already claimed).
|
||||||
|
|
||||||
|
## §4 — Refactor: `beginExpedition`
|
||||||
|
|
||||||
|
`expeditionCmdStart` is prompt-layer (:282–309) followed by a reusable
|
||||||
|
transaction (:369–424): balance check, debit, holiday/omen freebies,
|
||||||
|
`startExpedition`, `ensureRegionRun`, log, refund-on-failure. Extract that second
|
||||||
|
half into `beginExpedition(uid, c, zone, purchase, reason)` so the command and
|
||||||
|
the boredom ticker share one code path and one refund story.
|
||||||
|
|
||||||
|
## §5 — Why the results will be bad (no work required)
|
||||||
|
|
||||||
|
This all already exists; the feature just points it at neglected characters:
|
||||||
|
|
||||||
|
- The autopilot **never buys or equips anything** — verified, no `buy`/`equip`/
|
||||||
|
`Debit` calls anywhere in expedition_autorun.go, expedition_autocamp.go, or
|
||||||
|
dnd_expedition_autopilot_harvest.go. Stale gear stays stale.
|
||||||
|
- Lean supplies deplete fast → **Rationing** (−1 attack/skill) at 25% →
|
||||||
|
**Severe** (−2, long rests blocked) at 10% → **Starvation** at 0, which forces
|
||||||
|
an extract with a **20% coin tax** on the haul (dnd_expedition_cycle.go:140).
|
||||||
|
- The boss-safety gate holds the autopilot out of boss rooms below 80% HP, so an
|
||||||
|
under-geared character stalls, camps, and burns supplies it doesn't have.
|
||||||
|
|
||||||
|
The neglected adventurer grinds mediocre, half-starved runs on rusting gear and
|
||||||
|
comes home taxed. Exactly the intent.
|
||||||
|
|
||||||
|
## §6 — Streaks: no credit for a run you didn't ask for
|
||||||
|
|
||||||
|
Bored runs write `dnd_expedition_log` entries, which `loadAdvDailyActivity`
|
||||||
|
counts as player activity — so without care a bored run would **suppress the
|
||||||
|
idle-shame DM and preserve the daily streak** for someone who hasn't shown up in
|
||||||
|
weeks.
|
||||||
|
|
||||||
|
Two halves, and only one needed fixing:
|
||||||
|
|
||||||
|
- **Bumping** the streak was already safe. `engaged` reduces to
|
||||||
|
`LastActionDate == today|yesterday` (the `CombatActionsUsed`/
|
||||||
|
`HarvestActionsUsed` clauses are dead — nothing in the tree increments them),
|
||||||
|
and `LastActionDate` is only set by `markActedToday`, which is called only
|
||||||
|
from real player commands. `beginExpedition` deliberately does not call it.
|
||||||
|
- **Shielding** was not. Both hold branches in `midnightReset` (the activity
|
||||||
|
oracle, and the active-expedition safety net) would spare an absent player.
|
||||||
|
|
||||||
|
Fixed with `dnd_expedition.boredom` + `isBoredomDriven(uid, now)`, which requires
|
||||||
|
*both* halves: the player hasn't acted in 24h **and** their most recent
|
||||||
|
expedition is one the adventurer started for itself. A manually-started
|
||||||
|
expedition still holds the streak while the autopilot walks it — that behavior is
|
||||||
|
untouched. Reading the *most recent* expedition rather than the active one keeps
|
||||||
|
it honest on the night after a bored run ends, when its logs would otherwise
|
||||||
|
still read as player activity.
|
||||||
|
|
||||||
|
## §7 — Robbie
|
||||||
|
|
||||||
|
Robbie sweeps every non-slotted inventory item daily (ores, fish, junk,
|
||||||
|
treasure — `robbieQualifyingItems` takes all of them unconditionally) and pays
|
||||||
|
`Value / 4`. The autopilot deposits harvested loot straight into
|
||||||
|
`adventure_inventory` (dnd_expedition_harvest.go:478, dnd_zone_loot.go), so:
|
||||||
|
|
||||||
|
**Robbie funds the boredom loop.** Bored run → auto-harvested junk → Robbie
|
||||||
|
converts it to coins → pays for the next lean pack → forever. The "they go broke
|
||||||
|
and stop" poverty floor does not exist. Abandoned characters are perpetual
|
||||||
|
motion, and that is the accepted design.
|
||||||
|
|
||||||
|
What was *not* accepted was the noise: Robbie posts a public room announcement
|
||||||
|
per visit, so every abandoned character would file a daily bulletin about
|
||||||
|
somebody who stopped playing weeks ago. He now visits and pays silently for idle
|
||||||
|
players (adventure_robbie.go), gated on the same clock.
|
||||||
|
|
||||||
|
## §8 — The bug this nearly shipped with
|
||||||
|
|
||||||
|
`playerIsIdle` originally scanned `COALESCE(last_player_action_at, created_at)`
|
||||||
|
straight into a `*time.Time`, and `lastExpeditionByZone` scanned
|
||||||
|
`MAX(start_date)`. **modernc.org/sqlite rebuilds a `time.Time` from the column's
|
||||||
|
declared type, and both `COALESCE()` and `MAX()` erase it** — the value comes
|
||||||
|
back a string and the Scan fails.
|
||||||
|
|
||||||
|
`lastExpeditionByZone` failed loudly. `playerIsIdle` failed *open*: an unreadable
|
||||||
|
row counts as idle, so it returned `true` for every player alive, including one
|
||||||
|
who had acted an hour earlier. Shipped, that would have marched the entire server
|
||||||
|
into dungeons at once and silenced Robbie for everybody.
|
||||||
|
|
||||||
|
The unit tests missed it at first because they ran against empty tables, so the
|
||||||
|
scan never executed. Both now select the declared columns and fold in Go.
|
||||||
|
|
||||||
|
Note the asymmetry: `loadBoredomCandidates` uses `COALESCE` too and is fine —
|
||||||
|
it's evaluated *inside* SQL and never scanned. Only Go-side scans through an
|
||||||
|
aggregate or COALESCE lose the type.
|
||||||
|
|
||||||
|
## §9 — Status
|
||||||
|
|
||||||
|
Built, vetted, full suite green. **Not deployed, not committed.** Working tree
|
||||||
|
carries: db.go (3 columns), expedition_boredom.go (new), expedition_boredom_test.go
|
||||||
|
+ expedition_boredom_clock_test.go (new), dnd_expedition_cmd.go (beginExpedition
|
||||||
|
extraction), adventure.go (clock stamp + ticker), adventure_scheduler.go (idle
|
||||||
|
reaper gate), adventure_robbie.go (silent for idle), twinbee_expedition_flavor.go
|
||||||
|
(ExpeditionBoredomStart).
|
||||||
|
|
||||||
|
## §10 — Verified end-to-end against prod data
|
||||||
|
|
||||||
|
`internal/plugin/exercise_boredom_prod_test.go` (build tag `prodexercise`), run
|
||||||
|
against a throwaway copy of the live DB:
|
||||||
|
|
||||||
|
```
|
||||||
|
GOGOBEE_PROD_DB_DIR=<dbcopy> go test -tags prodexercise -run TestExerciseBoredomProd -v ./internal/plugin/
|
||||||
|
```
|
||||||
|
|
||||||
|
PASS. What it actually proved, on real characters with real gear:
|
||||||
|
|
||||||
|
- **The clock gates the sweep.** A control player stamped as having acted an hour
|
||||||
|
ago was not a candidate and was not charged; every player who departed passed
|
||||||
|
`playerIsIdle`. This is the assertion that would have caught the COALESCE
|
||||||
|
fail-open bug (§8), which is why the control arm is not optional.
|
||||||
|
- **Real departures.** 3 of 5 candidates left. `@holymachina` (L20 cleric) →
|
||||||
|
`dragons_lair`, `@quack` (L4 mage) → `forest_shadows`, `@camcast` (L1) →
|
||||||
|
`crypt_valdris`. The other two stayed home for the right reasons and the test
|
||||||
|
names them: one has no character, one never finished creation.
|
||||||
|
- **L20 into the raid, as designed.** `dragons_lair` is the only zone in
|
||||||
|
`@holymachina`'s band, so the fallback fired and the departure DM carried the
|
||||||
|
raid warning. Exactly the decision that was locked.
|
||||||
|
- **It bought nothing.** Coins debited equal the lean pack to the coin (250 at
|
||||||
|
T5, 50 at T1/T2), and the equipment fingerprint is byte-identical across the
|
||||||
|
run.
|
||||||
|
- **Flagged and cooled.** `boredom = 1` on every row, `isBoredomDriven` true, and
|
||||||
|
a second tick 30 minutes later charged nobody a second time.
|
||||||
|
- **The autopilot walks it.** Rooms accumulate across segments.
|
||||||
|
|
||||||
|
And it drew blood on the first run: **`@quack` (L4 mage, stale gear) died four
|
||||||
|
rooms in.** That is the mechanic, working, on the very first exercise. Death is
|
||||||
|
`Kill()` — `alive = 0`, 6h respawn, auto-revived by the scheduler ticker
|
||||||
|
(adventure_scheduler.go:72), and `loadBoredomCandidates` requires `alive = 1`, so
|
||||||
|
a dead adventurer sits out its six hours and then gets restless again. Death
|
||||||
|
pauses the loop; it doesn't end it.
|
||||||
|
|
||||||
|
## §11 — Status
|
||||||
|
|
||||||
|
Built, vetted, full suite green, exercised end-to-end against prod data.
|
||||||
|
**Not deployed, not committed.**
|
||||||
787
gogobee_code_review_followups.md
Normal file
787
gogobee_code_review_followups.md
Normal file
@@ -0,0 +1,787 @@
|
|||||||
|
# Code review follow-ups — `n1-restoration` (2026-07-10)
|
||||||
|
|
||||||
|
Review scope: `git diff main...HEAD`, 99 files / ~16.7k lines (N1, N2, R1, R2, N3 P1–P7).
|
||||||
|
Method: 8 finder angles → dedup → 1 verifier per correctness candidate.
|
||||||
|
Baseline before and after: `go build`, `go vet`, `go test ./internal/...` all green.
|
||||||
|
|
||||||
|
Working-tree doc — **do not commit** (per project convention on `gogobee_*.md`).
|
||||||
|
|
||||||
|
**Status.** Fixes 1–5 shipped in `1f21156`. Deferred items **A** and **B** fixed
|
||||||
|
2026-07-10 (`d76c63b`); A turned out to have a deeper root cause and surfaced
|
||||||
|
three new findings, **M**, **N** and **O**. Item **C** fixed 2026-07-10 — its
|
||||||
|
premise was wrong and the bug underneath it was worse (the seven-day resume
|
||||||
|
window was never enforced; see below). Item **M** fixed 2026-07-10 — two of its
|
||||||
|
three claims were wrong (the mage hooks *do* run on the turn path); the one real
|
||||||
|
defect, Grim Harvest, had a different cause than recorded. Items **D**, **I**,
|
||||||
|
**L**, **N** fixed. Item **K** verified 2026-07-10 — the anchor gap is a real,
|
||||||
|
confirmed narrowing, left as an owner design call (no code change). Item **H**
|
||||||
|
measured 2026-07-10 and **declined** — its "per-message cascade" premise was
|
||||||
|
overstated, the hot path is already optimized, and the proposed
|
||||||
|
`MessageContext` thread-through is disproportionate churn with a staleness
|
||||||
|
regression surface.
|
||||||
|
|
||||||
|
**All correctness work is committed.** Everything remaining is deliberate, not a
|
||||||
|
defect: **E** (intentional, roster-size death rule), **F** (`grantAutorunGrace`
|
||||||
|
stopgap, deferred to R5 by design), **G** (party-combat DB chatter — a perf
|
||||||
|
refactor whose only safe fix is a fight-lifetime roster cache, i.e. the same
|
||||||
|
staleness surface H was declined for; deferred), **H** (declined, above),
|
||||||
|
**J** (`!sell` anchor — PLAUSIBLE, presence == any chat, left per convention),
|
||||||
|
**K** (owner design call, above), **O** (already fixed as a side-effect of A;
|
||||||
|
only the sim re-baseline is pending, which is operational).
|
||||||
|
|
||||||
|
**Method note.** Both C and M were mis-diagnosed in the same way: the finder read
|
||||||
|
one call site, concluded "this is the only caller", and wrote it down. Verify the
|
||||||
|
callers before planning the fix.
|
||||||
|
|
||||||
|
**Third pass (2026-07-10, `88c5fcd`).** `/code-review high --fix` over the pushed
|
||||||
|
follow-up stack (`git diff origin/main...HEAD`, 7 commits). Five fixes shipped;
|
||||||
|
they harden the item-C extraction work and the item-N Misty ordering rather than
|
||||||
|
opening new ground. See "Third pass" below.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Before you commit: split the formatting from the fixes
|
||||||
|
|
||||||
|
A repo-wide `gofmt -w ./internal ./cmd` ran after the review. It reformatted
|
||||||
|
**105 files that have nothing to do with these findings** — they were already
|
||||||
|
non-conforming on `main` (struct-field alignment, mostly), and gofmt is
|
||||||
|
semantics-preserving, so nothing changed behaviourally.
|
||||||
|
|
||||||
|
Net state: **117 files dirty, only 13 carry review fixes.** Commit them apart, or
|
||||||
|
the fixes become unreviewable inside a wall of realignment.
|
||||||
|
|
||||||
|
The 13 fix-bearing files:
|
||||||
|
|
||||||
|
```
|
||||||
|
internal/plugin/adventure.go * internal/plugin/dnd_expedition_supplies.go *
|
||||||
|
internal/plugin/adventure_arena_season.go internal/plugin/dnd_zone_cmd.go *
|
||||||
|
internal/plugin/combat_cmd.go internal/plugin/expedition_party.go
|
||||||
|
internal/plugin/combat_party_turn.go internal/plugin/expedition_party_cmd.go
|
||||||
|
internal/plugin/dnd_expedition.go * internal/plugin/expedition_party_resolve.go
|
||||||
|
internal/plugin/dnd_expedition_combat.go internal/plugin/zone_combat_party.go
|
||||||
|
internal/plugin/combat_engine_party_test.go
|
||||||
|
```
|
||||||
|
|
||||||
|
Plus one new file: `internal/plugin/zone_combat_party_casualty_test.go`.
|
||||||
|
|
||||||
|
The four marked `*` carry **both** a fix and gofmt realignment
|
||||||
|
(`adventure.go`, `dnd_expedition.go`, `dnd_expedition_supplies.go`,
|
||||||
|
`dnd_zone_cmd.go`), so a clean split needs `git add -p` on those rather than a
|
||||||
|
straight per-file split. The other nine are fix-only and can be staged whole.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Fixed in this pass
|
||||||
|
|
||||||
|
| # | File | Defect |
|
||||||
|
|---|------|--------|
|
||||||
|
| 1 | `combat_party_turn.go` | Settle-to-terminal dropped the entire close-out |
|
||||||
|
| 2 | `expedition_party_cmd.go` | Party member permanently soft-locked on leader extract |
|
||||||
|
| 3 | `expedition_party_cmd.go` | Lost update on the shared supply pool |
|
||||||
|
| 4 | `dnd_expedition_combat.go` | Elite harvest interrupt granted no elite loot |
|
||||||
|
| 5 | `adventure_arena_season.go` | Transient failure permanently lost a season crown |
|
||||||
|
|
||||||
|
Plus cleanups: deleted dead `partySurvivors`; collapsed the `zoneCombatRoster`
|
||||||
|
alias into `fightRoster`; `partyCasualtyLine` now uses `joinNames`; consolidated
|
||||||
|
four copies of the expedition column projection into `expeditionSelectCols`;
|
||||||
|
corrected two false doc comments on `applyDailyBurn`/`applyDailyBurnP`; `replyDM`
|
||||||
|
no longer sends a blank DM.
|
||||||
|
|
||||||
|
### 1. Close-out dropped when the settle turns lethal — the worst one
|
||||||
|
|
||||||
|
`beginCombatTurn` calls `settleCombatSession` to resolve a phase the engine owes
|
||||||
|
(a fight parked mid enemy-turn after a restart). That settle can end the fight.
|
||||||
|
The old code then saw `!sess.IsActive()` and returned "you're not in a fight."
|
||||||
|
|
||||||
|
The terminal status was already persisted, so nothing ever paid the party out:
|
||||||
|
no XP, no loot, no `markAdventureDead`, no `abandonZoneRun`, no
|
||||||
|
`forceExtractExpeditionForRunLoss`. The reaper cannot rescue it either —
|
||||||
|
`listExpiredCombatSessions` filters `status = 'active'`, and the session is now
|
||||||
|
terminal. The win or the death simply evaporates.
|
||||||
|
|
||||||
|
The `!fight` start path and the reaper both already do settle-then-`closePartyRound`;
|
||||||
|
`beginCombatTurn` was the one settle site that skipped it. Now it closes out and
|
||||||
|
announces, matching them.
|
||||||
|
|
||||||
|
### 2. Member soft-locked when the leader extracts and walks away
|
||||||
|
|
||||||
|
`seatedExpeditionFor` (the guard) spans `status IN ('active','extracting')`.
|
||||||
|
`expeditionForMember` (what `!expedition leave` resolved through) filtered
|
||||||
|
`status = 'active'` only. During the leader's 7-day extracting limbo a member was
|
||||||
|
therefore refused any new adventure by the guard, and told "No active expedition"
|
||||||
|
by the very command the guard pointed them at. Nothing sweeps stale `extracting`
|
||||||
|
rows, and only the *leader* can trigger the transition that clears them — so if
|
||||||
|
the leader quit, the member was stuck forever with no self-service recovery.
|
||||||
|
|
||||||
|
`!expedition leave` now resolves the seat through `seatedExpeditionFor`, so the
|
||||||
|
exit sees every state the gate sees. (`seatedExpeditionFor` already excludes
|
||||||
|
leaders, so they still fall through to the `!extract` message.)
|
||||||
|
|
||||||
|
### 3. Lost update on the shared supply pool
|
||||||
|
|
||||||
|
`updateSupplies` rewrites `supplies_json` wholesale. `expeditionCmdAccept` folded
|
||||||
|
a new member's packs onto an `exp` snapshot read ~60 lines earlier, with no lock.
|
||||||
|
Handlers run one goroutine per event (mautrix `AsyncHandlers`, never overridden),
|
||||||
|
so two invitees accepting at once genuinely interleave: both read pool `P`, one
|
||||||
|
writes `P+a`, the other `P+b` — a member's packs vanish, or spent SU is
|
||||||
|
resurrected by the day-burn tick.
|
||||||
|
|
||||||
|
Note `advUserLock` cannot fix this: it is keyed by sender, so two members take
|
||||||
|
two different mutexes. Added `advExpeditionLock(expID)` and re-read the pool
|
||||||
|
under it. **This closes accept-vs-accept only** — see deferred item B.
|
||||||
|
|
||||||
|
### 4. Elite harvest interrupt paid standard loot
|
||||||
|
|
||||||
|
`runHarvestInterrupt` computed `elite := kind == InterruptElite`, used it to pick
|
||||||
|
an elite enemy and to pick elite narration, then passed a hardcoded `false` as
|
||||||
|
`isElite` to `closeOutZoneWin`. Since `dropZoneLoot` gates on `isBoss || isElite`,
|
||||||
|
beating an elite interrupt skipped the masterwork roll and used the 1.0 standard
|
||||||
|
treasure weight instead of 2.0 — while the identical elite fought via `!zone`
|
||||||
|
paid out correctly.
|
||||||
|
|
||||||
|
Now passes the live `elite`. The param only flows into `dropZoneLoot`, so this
|
||||||
|
adds the masterwork roll and doubles treasure weight for surviving seats; threat,
|
||||||
|
XP, and narration are untouched. A small reward buff on a fight players already
|
||||||
|
win, consistent with lifting trailers rather than nerfing.
|
||||||
|
|
||||||
|
### 5. A failed season crown was lost permanently, not retried
|
||||||
|
|
||||||
|
`arenaSeasonRollover` logged-and-`continue`d when `recordArenaSeasonTitle`
|
||||||
|
failed, then called `db.MarkJobCompleted` unconditionally. `JobCompleted`
|
||||||
|
short-circuits every future run for that quarter, so a transient SQLite `BUSY`
|
||||||
|
meant the crown was never awarded — ever.
|
||||||
|
|
||||||
|
`recordArenaSeasonTitle` is idempotent (`arena_season_titles` has
|
||||||
|
`PRIMARY KEY (season, kind)`, insert is `ON CONFLICT DO NOTHING`) and a past
|
||||||
|
season's data is frozen, so retrying is safe. The job is now marked complete only
|
||||||
|
when no crown failed. The "no entrants" path still closes the season correctly.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Fixed in the second pass (2026-07-10) — items A and B
|
||||||
|
|
||||||
|
### A. Turn-based combat skipped achievements and post-combat subclass state
|
||||||
|
|
||||||
|
The root cause was one level deeper than this doc originally recorded, and it is
|
||||||
|
worth writing down because the surface symptom was misleading.
|
||||||
|
|
||||||
|
`buildZoneCombatants` used to call `applyArmedAbility`, which applies an ability's
|
||||||
|
mods **and then clears `c.ArmedAbility` and saves the sheet**. The turn engine
|
||||||
|
calls that same builder again on *every* `!attack` / `!cast` / `!consume`. So in a
|
||||||
|
turn-based fight:
|
||||||
|
|
||||||
|
- Round 1's build fired the ability, spent the resource, cleared the arm flag.
|
||||||
|
- Round 2+ rebuilt the character, found `ArmedAbility == ""`, and produced a
|
||||||
|
combatant with **none of the ability's mods**.
|
||||||
|
|
||||||
|
A Berserker paid stamina and got exactly one round of `BerserkerRage`,
|
||||||
|
`RageMeleeDmg`, `PhysicalResistRage`, `FrenzyDmgBonus`. Every entry in
|
||||||
|
`dndActiveAbilities` had the same shape. `mods.BerserkerRage` was not merely
|
||||||
|
unread at close-out — by then it no longer existed.
|
||||||
|
|
||||||
|
Fixed by splitting arming into its two halves:
|
||||||
|
|
||||||
|
- `consumeArmedAbility(c)` — the mutation. Disarms, saves, returns the id. Runs
|
||||||
|
**once**, at fight start.
|
||||||
|
- `applyAbilityByID(c, id, mods)` — pure. No DB write, no disarm. Safe on every
|
||||||
|
rebuild. (No ability's `Apply` writes to the character, so this is genuinely pure.)
|
||||||
|
- `armAbilityForFight(c, mods)` — consume + apply, for the auto-resolve callers
|
||||||
|
that build and fight in one breath.
|
||||||
|
|
||||||
|
`buildZoneCombatants` now takes the already-consumed `armed` id and re-applies it.
|
||||||
|
The id rides on `ActorStatuses.ArmedAbility`, seeded per seat at fight start
|
||||||
|
(`seedActorOneShots`), so `partyCombatantsForSession` reproduces the ability on
|
||||||
|
every rebuild and the close-out can still see that a rage fired.
|
||||||
|
|
||||||
|
On top of that, the close-out itself: `postCombatBookkeeping(...)` in
|
||||||
|
`combat_bridge.go` now carries the achievements + subclass persistence, and all
|
||||||
|
four close-outs route through it — `runDungeonCombat`, `runZoneCombatRoster`,
|
||||||
|
`finishCombatSession`, `finishPartyCombatSession`. The turn-based pair reach it
|
||||||
|
via `postCombatBookkeepingForSeat`, which rebuilds the `CombatResult` the hooks
|
||||||
|
need from the persisted session (`seatCombatResult`) and re-derives the
|
||||||
|
fight-start mods (`seatFightStartMods`).
|
||||||
|
|
||||||
|
It fires on **every** terminal status, not just a win — a Berserker who rages and
|
||||||
|
loses is still exhausted, which is what auto-resolve always did.
|
||||||
|
|
||||||
|
Also fixed in passing: `buildFightSeats` and `runZoneCombatRoster` consumed the
|
||||||
|
armed ability *before* the checks that could sit a seat out, so a downed member
|
||||||
|
was disarmed for a fight they never joined. The refusals now run first.
|
||||||
|
|
||||||
|
**Balance note.** Turn-based Berserkers now keep rage for the whole fight instead
|
||||||
|
of one round. That is a buff, but it is the buff the player already paid for.
|
||||||
|
The class-balance corpus measures the auto-resolve path, so it is unmoved.
|
||||||
|
|
||||||
|
New tests: `internal/plugin/combat_armed_ability_test.go` (9 cases) —
|
||||||
|
purity/repeatability of `applyAbilityByID`, once-only consume, rage surviving
|
||||||
|
rebuilds, the sat-out member keeping their ability, per-seat statuses isolation,
|
||||||
|
and exhaustion on both a manual win and a manual loss.
|
||||||
|
|
||||||
|
The Grim Harvest half of this item was closed separately — see item **M**.
|
||||||
|
|
||||||
|
### B. The other six supply writers raced
|
||||||
|
|
||||||
|
All six now go through `withExpeditionSupplies` (`dnd_expedition.go`), which takes
|
||||||
|
`advExpeditionLock(expID)`, re-reads the expedition, hands the closure the fresh
|
||||||
|
row, and persists what it returns:
|
||||||
|
|
||||||
|
`dnd_expedition_cycle.go` (`nightRolloverBurn`, forage + burn in one write),
|
||||||
|
`dnd_expedition_milestone.go` (`grantTwoWeeksCache`),
|
||||||
|
`dnd_expedition_region_cmd.go` (`advanceToNextRegion` transit burn),
|
||||||
|
`dnd_expedition_camp.go` (`campPitch`), `expedition_autocamp.go`
|
||||||
|
(`pitchAutopilotCamp`), `expedition_ambient.go` (pack-rat drain).
|
||||||
|
|
||||||
|
Fix #3's hand-rolled lock in `expeditionCmdAccept` was folded onto the same
|
||||||
|
helper. Seven call sites, no nesting — verified none of the closure callees
|
||||||
|
re-enter the lock (`sync.Mutex` is not reentrant).
|
||||||
|
|
||||||
|
`expedition_sim.go:1421` is left alone on purpose: the sim is single-threaded and
|
||||||
|
takes no plugin locks.
|
||||||
|
|
||||||
|
The atomic-`json_set`-delta alternative is still the better long-term shape (it
|
||||||
|
would drop the lock entirely) but it couples `updateSupplies` to the blob format.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Third pass (2026-07-10, `88c5fcd`) — `/code-review high` on the follow-up stack
|
||||||
|
|
||||||
|
Reviewed `git diff origin/main...HEAD` (the 7 pushed follow-up commits) with 8
|
||||||
|
finder angles → dedup → 1 verifier per candidate. The removed-behavior angle came
|
||||||
|
back empty: the close-out refactor (item D), `parseMenuIndex` (item I), the
|
||||||
|
GrimHarvest stash (item M), and the `endRunOnLoss`/`applyOwnerWinEffects`/
|
||||||
|
`grantSeatWinXP` extractions all verified behavior-preserving. Findings clustered
|
||||||
|
in the new item-C extraction guard, plus one ordering nuance in the item-N Misty
|
||||||
|
wiring. Five fixed:
|
||||||
|
|
||||||
|
1. **The extraction guard fell open on a DB error.** `expeditionCmdStart`'s
|
||||||
|
resumable-guard did `switch n, err := partySize(pending.ID)` and gated the
|
||||||
|
party-blocking refusal on `case err == nil && n > 1`. A transient roster-read
|
||||||
|
error skipped both cases, fell through, and started a new expedition on top of
|
||||||
|
the still-seated party — the exact orphaning the guard exists to prevent, in
|
||||||
|
the one situation (a DB hiccup on the roster read) where it matters. Now checks
|
||||||
|
`extractionLapsed` first (pure, no DB call on the reap path) and treats a
|
||||||
|
`partySize` error as "assume occupied → refuse". Also drops the wasted `COUNT`
|
||||||
|
the old switch-init ran on the lapsed-reap path.
|
||||||
|
|
||||||
|
2. **The start-path lapsed reap unseated members silently.** When a leader with a
|
||||||
|
lapsed party extraction ran `!expedition start`, the reap called
|
||||||
|
`completeExpedition(...Failed)` — which frees the roster — with no DM, unlike
|
||||||
|
the hourly sweeper and `!expedition abandon`, which both notify. Extracted
|
||||||
|
`reapLapsedExtraction(e)` (reap + notify the audience) as the single
|
||||||
|
reap-with-notify path; the sweeper and the start-path reap both route through
|
||||||
|
it, so a member is never silently unseated by whichever path reaches the row
|
||||||
|
first.
|
||||||
|
|
||||||
|
3. **Misty's crowd swung before the concentration pulse.** Item N's new
|
||||||
|
`stepRoundEnd` seat-loop ran `seatEndOfRound` (crowd revenge, which can end the
|
||||||
|
fight) *before* the pre-existing concentration-aura tick. Concentration is
|
||||||
|
turn-engine-only (no auto-resolve counterpart), so this was a within-engine
|
||||||
|
ordering call, not a cross-engine divergence — but a caster whose lingering
|
||||||
|
aura would kill the enemy that round could be dropped by crowd revenge first,
|
||||||
|
contradicting the concentration block's own "a lethal pulse settles the fight"
|
||||||
|
intent. Moved the Misty seat-loop to *after* the concentration tick: a lethal
|
||||||
|
pulse now wins via `finish(CombatStatusWon)` before the end-of-round crowd
|
||||||
|
swing; on any round the pulse doesn't end the fight, both procs fire exactly as
|
||||||
|
before. (Owner-approved reorder — it was reported as a balance call and the
|
||||||
|
answer was "move it".)
|
||||||
|
|
||||||
|
4. **Fourth copy of the event-log scan.** `seatCombatResult` hand-rolled a
|
||||||
|
`misty_heal` scan loop. Promoted the test-only `hasAction(events, action)`
|
||||||
|
helper to production (`combat_session_build.go`), used it there, and removed the
|
||||||
|
duplicate test definition.
|
||||||
|
|
||||||
|
5. **New `dnd_`-prefixed file.** Renamed `dnd_expedition_extract_sweep_test.go` →
|
||||||
|
`expedition_extract_sweep_test.go`, per the no-new-`dnd_`-names rule (the diff's
|
||||||
|
three other new test files already avoided the prefix).
|
||||||
|
|
||||||
|
**Reported, not fixed** (deliberate):
|
||||||
|
|
||||||
|
- **Misty ordering** was the only correctness-shaped finding; the other angles
|
||||||
|
agreed the stack was clean. Two lower items were left: `dnd_setup.go`'s
|
||||||
|
respec/wipe disbands an extracted party with no member DM — but the disband is
|
||||||
|
intended (item C hole #3) and the missing DM is outside the reviewed lines; and
|
||||||
|
`abandonExpedition` re-queries the row the caller already resolved — the
|
||||||
|
divergence a finder posited isn't reachable (the extracted-row branch only runs
|
||||||
|
when no active row exists), so the extra indexed SELECT was left alone.
|
||||||
|
|
||||||
|
Full plugin suite green before and after. No auto-resolve path touched, so the
|
||||||
|
class-balance corpus and `combat_characterization.golden` do not move.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Deferred — real, not fixed
|
||||||
|
|
||||||
|
### ~~M. Mage subclass spell hooks never run in turn-based combat~~ — TWO-THIRDS MIS-STATED. Fixed 2026-07-10.
|
||||||
|
|
||||||
|
**The premise was wrong.** `applyMageSubclassSpellHooks` has three non-test
|
||||||
|
callers, not one. `resolveTurnSpell` (`dnd_spell_combat.go:341`) has called it
|
||||||
|
since Phase 13 shipped per-round casting (`5cd343a`, 2026-05-14).
|
||||||
|
|
||||||
|
So on the turn-based surface:
|
||||||
|
|
||||||
|
- **Empowered Evocation** (L7, +INT to evocation damage) — *always worked.*
|
||||||
|
- **Evocation Overchannel** (L10, ×1.5 on a 1st–5th-level slot) — *always worked.*
|
||||||
|
|
||||||
|
Both only move `mods.SpellPreDamage`, which `resolveTurnSpell` returns as
|
||||||
|
`out.EnemyDamage`. Nothing was lost.
|
||||||
|
|
||||||
|
**Grim Harvest was the only real defect**, and its cause was narrower than "the
|
||||||
|
hooks don't run": the hooks ran, wrote `mods.GrimHarvestSlot` — and
|
||||||
|
`resolveTurnSpell` dropped that local `CombatModifiers` on the floor, because
|
||||||
|
`turnSpellOutcome` had no field to carry it out. A Necromancy Mage who killed
|
||||||
|
with a spell in a manual fight never healed.
|
||||||
|
|
||||||
|
The stash cannot ride on fight-start mods the way it does in auto-resolve: the
|
||||||
|
spell is cast *mid*-fight, and the turn engine rebuilds its combatants every
|
||||||
|
round. So it rides where every other mid-fight fact rides — the casting seat's
|
||||||
|
`ActorStatuses`:
|
||||||
|
|
||||||
|
1. `turnSpellOutcome` gained `GrimHarvestSlot` / `GrimHarvestNecrotic`.
|
||||||
|
2. `castActionForSeat` parks them on `actorStatusesPtr(seat)` when a cast lands.
|
||||||
|
`snapshotActor` starts from the prior snapshot, so they survive `commit()`
|
||||||
|
untouched, exactly as `ArmedAbility` does.
|
||||||
|
3. `seatFightStartMods` reads them back at close-out, in place of the comment
|
||||||
|
that used to explain why they were permanently zero.
|
||||||
|
|
||||||
|
**And the killing-blow check was wrong for this surface.** `grimHarvestHeal`
|
||||||
|
scanned for the **first** `spell_cast` event and refused the heal if the enemy
|
||||||
|
survived it. Auto-resolve casts once, pre-combat, so first == last there; a
|
||||||
|
turn-based mage casts every round, so an opening cantrip that left the enemy
|
||||||
|
standing vetoed the heal the round-3 killing spell had earned. It now scans for
|
||||||
|
the **last** `spell_cast` — provably identical on the auto-resolve path, which is
|
||||||
|
why the golden corpus does not move.
|
||||||
|
|
||||||
|
Each damaging cast overwrites the stash, so it always describes the seat's most
|
||||||
|
recent landed spell — the only one that can have been lethal. A miss stashes
|
||||||
|
nothing, and a stale stash is inert because the last `spell_cast` event then
|
||||||
|
shows the enemy alive.
|
||||||
|
|
||||||
|
**Balance note.** This is a caster buff on the manual surface — 2×/3×/4× slot
|
||||||
|
level in HP, once, on a spell kill, for L5+ Necromancy Mages. It is the buff the
|
||||||
|
subclass was written to have and auto-resolve already paid out. Consistent with
|
||||||
|
the standing "lift trailers" stance. The class-balance corpus measures
|
||||||
|
auto-resolve and is unmoved.
|
||||||
|
|
||||||
|
New tests: `internal/plugin/combat_grim_harvest_turn_test.go` (7 cases) — the
|
||||||
|
stash surviving `resolveTurnSpell`, nobody-else-stashes, last-cast-not-first,
|
||||||
|
weapon-kill-after-a-spell, the `snapshotActor` round-trip, the end-to-end heal at
|
||||||
|
`postCombatBookkeepingForSeat`, and per-seat isolation in a party fight.
|
||||||
|
|
||||||
|
### N. The NPC procs do not exist in the turn engine (RE-VERIFIED 2026-07-10 — conclusion holds, evidence corrected, scope wider) — the debuff exploit fixed 2026-07-10.
|
||||||
|
|
||||||
|
**Verified before planning**, after items C and M both turned out to rest on a
|
||||||
|
bad "only one caller" claim. This one survives, but two of its three sentences
|
||||||
|
did not.
|
||||||
|
|
||||||
|
**The `CrowdRevengeProc` exploit is now closed** (see the fix note at the end of
|
||||||
|
this item). Closing it pulled `MistyHealProc` in with it: both are round-end
|
||||||
|
effects, and the honest hook runs the pair rather than the debuff alone — a
|
||||||
|
one-sided hook would have been a second parallel sibling of the kind item D
|
||||||
|
warns about. So Misty's **heal** is now live on the turn path too. That is a
|
||||||
|
player-favourable discovery mechanic and fits the "lift trailers" stance, so it
|
||||||
|
ships together; only `SniperKillProc` stays turn-dead, because it is a
|
||||||
|
pre-combat one-shot with no round-end seam to hang on.
|
||||||
|
|
||||||
|
**Correction 1 — the location was wrong.** `MistyHealProc` is not read inside
|
||||||
|
`simulatePartyWithRNG`. It is read at `combat_engine_party.go:520` inside
|
||||||
|
`endOfRoundForSeat`, a *helper*, which is exactly the shape that made C and M
|
||||||
|
wrong. So the question had to be asked properly: `endOfRoundForSeat` has one
|
||||||
|
caller, `simulatePartyRound` (`:418`), which is the auto-resolve round. The turn
|
||||||
|
engine runs its own `stepRoundEnd` and never calls it. Conclusion stands.
|
||||||
|
`SniperKillProc` (`:102`, genuinely in `simulatePartyWithRNG`, a pre-combat
|
||||||
|
one-shot) has no turn-engine counterpart either.
|
||||||
|
|
||||||
|
**Correction 2 — the procs are built, then ignored.** `buildZoneCombatants` calls
|
||||||
|
`DerivePlayerStats` (`combat_session_build.go:61`), which sets
|
||||||
|
`mods.MistyHealProc` / `mods.SniperKillProc` (`combat_stats.go:180,184`) on every
|
||||||
|
turn-based combatant. The mods are present on the struct every single round. No
|
||||||
|
turn-engine code path reads either field. It is a dangling write, not a missing
|
||||||
|
build.
|
||||||
|
|
||||||
|
**Correction 3 — there is a third proc, and it cuts the other way.**
|
||||||
|
`CrowdRevengeProc` (`:473`) sits in the same `endOfRoundForSeat` and is equally
|
||||||
|
absent from the turn engine. That one is the Misty **debuff**. So the asymmetry
|
||||||
|
is not "manual fights are worse": a buffed player loses their buff by fighting
|
||||||
|
manually, and a debuffed player *escapes their debuff* by doing the same. The
|
||||||
|
debuff half is the one worth caring about, because it is exploitable and needs no
|
||||||
|
discovery to exploit — just fight everything with `!attack`.
|
||||||
|
|
||||||
|
**Not gaps** — checked and explained, so nobody re-files them:
|
||||||
|
|
||||||
|
- `PetAttackProc` and `SpiritWeaponProc` *are* reimplemented in the turn engine
|
||||||
|
(`petStrike`, `spiritWeaponStrike`), though they fire after a player action
|
||||||
|
rather than at round end.
|
||||||
|
- `EnvironmentProc` is absent because `turnCombatPhase` is a single flat "Duel"
|
||||||
|
phase with the proc at 0 — deliberate, not dropped.
|
||||||
|
- `HealItem`'s auto-heal never fires, but the turn engine seeds and snapshots
|
||||||
|
`HealChargesLeft` and gives the player `!consume` instead. Player-driven by
|
||||||
|
design, not a leak. (Worth confirming the charges aren't double-counted across
|
||||||
|
the two surfaces.)
|
||||||
|
|
||||||
|
**The achievement claim held when written; the fix moved it.** At the time,
|
||||||
|
`combat_sniper_kill` and `combat_misty_clutch` were both unreachable from a
|
||||||
|
manual kill and `seatCombatResult` hardcoded both flags false — so "six
|
||||||
|
achievements is really four" was correct. Wiring the heal changed that:
|
||||||
|
`seatCombatResult` now reads `MistyHealed` back off the `misty_heal` event on the
|
||||||
|
log (the same way `combat_pet_save` has always been detected), so
|
||||||
|
**`combat_misty_clutch` is reachable turn-based now** — it is five, not four.
|
||||||
|
`combat_sniper_kill` stays unreachable. The other four were always reachable:
|
||||||
|
`combat_near_death` (computed by `seatCombatResult`), `combat_pet_save` (the turn
|
||||||
|
engine does call `resolveEnemyAttack`, which emits `pet_whiff`),
|
||||||
|
`combat_death_save` (`trySave` in `stepRoundEnd`), and `combat_consumable_used`
|
||||||
|
(`combat_cmd.go:773`).
|
||||||
|
|
||||||
|
(Keep this internal. Per project convention these procs are hidden discovery
|
||||||
|
mechanics and must not surface in help text, player docs, or DMs.)
|
||||||
|
|
||||||
|
**Fix (2026-07-10).** Both Misty procs were hoisted out of `endOfRoundForSeat`
|
||||||
|
into shared helpers — `mistyCrowdRevenge` and `mistyHeal` — and a `seatEndOfRound`
|
||||||
|
hook that runs the pair in the order the auto-resolve engine does (crowd first,
|
||||||
|
then, if the seat survived, the heal). `endOfRoundForSeat` now calls the helpers;
|
||||||
|
the turn engine's `stepRoundEnd` calls `seatEndOfRound` per seat, after the
|
||||||
|
poison tick so a heal can answer the round's damage. Both helpers short-circuit
|
||||||
|
before touching the RNG when their proc is unarmed, so a character with no Misty
|
||||||
|
history draws exactly the dice it drew before — the sim corpus and
|
||||||
|
`combat_characterization.golden` do not move (full suite confirms).
|
||||||
|
|
||||||
|
`renderAllySeatEvent` gained a `crowd_revenge` case: an ally sees the damage land
|
||||||
|
(silence would read as HP vanishing) but not Misty's name, matching the
|
||||||
|
neighbouring `misty_heal`'s neutral "recovers N" — the grudge stays the owner's
|
||||||
|
own discovery.
|
||||||
|
|
||||||
|
New tests: `combat_misty_turn_test.go` (6 cases) — the crowd landing on the
|
||||||
|
manual surface (the exploit), a lethal crowd ending a solo fight, the heal firing
|
||||||
|
and capping, no heal for a seat the crowd just dropped, the no-RNG-when-unarmed
|
||||||
|
property that protects the golden file, and an end-to-end wiring test through
|
||||||
|
`advanceCombatSession` that reports `PlayerHP=40` (the shipped exploit) if the
|
||||||
|
`stepRoundEnd` call is removed.
|
||||||
|
|
||||||
|
### O. `trySimAutoArm` used to re-arm every round — sim baselines will move (NEW)
|
||||||
|
|
||||||
|
Before item A's fix, `trySimAutoArm` lived inside `buildZoneCombatants`. On the
|
||||||
|
turn-based path that meant: every rebuild re-armed the class-default ability,
|
||||||
|
**spent another point of the resource**, and re-applied it. A simulated Fighter
|
||||||
|
got a fresh Second Wind heal every single round until stamina ran dry; a Cleric,
|
||||||
|
a Healing Word.
|
||||||
|
|
||||||
|
`expedition-sim`'s `autoDriveCombat` drives `handleAttackCmd`, i.e. the
|
||||||
|
turn-based path — so this inflated every turn-based sim result. It now arms once
|
||||||
|
per fight, which is what `simAutoArmEnabled`'s own doc comment says it models
|
||||||
|
("a competent real player who would `!arm` Second Wind before each fight").
|
||||||
|
|
||||||
|
**Any expedition-sim corpus that involved turn-based combat is stale.** The
|
||||||
|
pending final L10/L12 re-baseline should be run after this change, not before.
|
||||||
|
The pure auto-resolve corpus (`SimulateCombat` / `simulateParty`) is unaffected —
|
||||||
|
that path always armed exactly once.
|
||||||
|
|
||||||
|
### ~~C. Members and leaders disagree about an expedition during `extracting`~~ — MIS-STATED; the real bug was worse. Fixed 2026-07-10.
|
||||||
|
|
||||||
|
**The premise was wrong.** `getActiveExpedition` — the *leader's* lookup — also
|
||||||
|
filters `status = 'active'`. During `extracting` the leader gets "no active
|
||||||
|
expedition" from `!expedition`, `!map`, `!camp` &c. exactly as the member does.
|
||||||
|
They already agree, and honestly so: nobody is standing in the dungeon. Widening
|
||||||
|
`expeditionForMember` would have made the member the only player who can see a
|
||||||
|
paused expedition. Not done, and it should not be.
|
||||||
|
|
||||||
|
Reading for it surfaced the real defect underneath.
|
||||||
|
|
||||||
|
**The seven-day resume window was never enforced.** `releaseParty` fires only on
|
||||||
|
a terminal status, and `dnd_expedition.go:428` justifies skipping it for
|
||||||
|
`extracting` by asserting "the roster is cleared when the resume window lapses
|
||||||
|
and the row flips to `failed`". Nothing did that. The only `extracting → failed`
|
||||||
|
transition in the tree was inside `handleResumeCmd` — a lazy expiry that runs
|
||||||
|
only when **the leader personally types `!resume`**.
|
||||||
|
|
||||||
|
So a leader who quit, forgot, or simply started a different expedition left the
|
||||||
|
row `extracting` **forever**. `releaseParty` never ran, every member stayed
|
||||||
|
seated, and `assertNotAdventuring` kept refusing them a run of their own. Fix #2
|
||||||
|
gave them `!expedition leave` as an escape, which is why this was a permanent
|
||||||
|
nag rather than a permanent soft-lock — but a player should not have to find it.
|
||||||
|
|
||||||
|
Three holes, all closed:
|
||||||
|
|
||||||
|
1. **No sweeper.** `sweepLapsedExtractions` (`dnd_expedition_extract.go`) reaps
|
||||||
|
every `extracting` row past `completed_at + 7d` through `completeExpedition`,
|
||||||
|
which releases the roster, and DMs the audience. Hourly ticker
|
||||||
|
(`expeditionExtractionSweepTicker`), plus a one-shot at `Start()` — a lapse
|
||||||
|
that happened while the bot was down is blocking those members *now*. The
|
||||||
|
audience is read before the close-out, since `completeExpedition` disbands the
|
||||||
|
roster `expeditionAudience` reads. `handleResumeCmd`'s lazy expiry stays, now
|
||||||
|
sharing the `extractionLapsed` predicate (which treats a NULL `completed_at`
|
||||||
|
as lapsed — it is the only clock the window has).
|
||||||
|
|
||||||
|
2. **The leader could orphan their own party.** `!expedition start` checked only
|
||||||
|
`getActiveExpedition`, so a leader could start fresh on top of an extracted
|
||||||
|
row. `!resume` resolves the *newest* `extracting` row, so the old one became
|
||||||
|
unreachable — un-resumable, un-abandonable, roster still held. It now refuses,
|
||||||
|
but only when that row has a roster (`partySize > 1`); a solo extraction
|
||||||
|
strands nobody, so walking away from one stays a normal thing to do. A lapsed
|
||||||
|
row is reaped in place and the start proceeds.
|
||||||
|
|
||||||
|
3. **The leader had no way out but to pay.** `expeditionCmdAbandon` resolved
|
||||||
|
through `activeExpeditionFor` and so could not see the extracted row it owns —
|
||||||
|
the leader had to buy a `!resume` just to abandon. Both it and
|
||||||
|
`abandonExpedition` now span `extracting` via `ownedLiveExpedition`, which
|
||||||
|
sorts active rows first so `expeditionCmdStart`'s run-spawn rollback still
|
||||||
|
tears down the row it just created rather than an older extracted one. This
|
||||||
|
also fixes `dnd_setup.go:394,449` for free: a leader who rerolled their
|
||||||
|
character used to strand their whole party.
|
||||||
|
|
||||||
|
Abandoning now DMs the members too, and says the true thing when the party is
|
||||||
|
standing in town rather than in the dungeon (supplies already spent, loot
|
||||||
|
already banked — not "supplies are forfeit").
|
||||||
|
|
||||||
|
New tests: `dnd_expedition_extract_sweep_test.go` (6 cases) — the sweep releasing
|
||||||
|
a stranded roster, leaving a live extraction alone, the NULL-`completed_at`
|
||||||
|
predicate, abandon reaching an extracted row and freeing the party, abandon
|
||||||
|
preferring the active row, and the no-live-row error.
|
||||||
|
|
||||||
|
Not covered: the two `expeditionCmdStart` / `expeditionCmdAbandon` refusals,
|
||||||
|
which sit above the DM boundary. Still the `dmSink` gap.
|
||||||
|
|
||||||
|
### ~~D. Two turn-based win close-outs must be kept in sync by hand~~ — effect-drift closed 2026-07-10.
|
||||||
|
|
||||||
|
`finishPartyWin` (`combat_party_finish.go`) was a hand-copied sibling of the
|
||||||
|
`CombatStatusWon` block in `finishCombatSession` (`combat_cmd.go`): mood
|
||||||
|
scan, kill record, threat, boss threat, XP + near-death, loot, TwinBee line,
|
||||||
|
continue hint. `finishPartyCombatSession` routes solo back to
|
||||||
|
`finishCombatSession`, so the two must stay equivalent forever, with nothing
|
||||||
|
forcing it. Item A was the first drift.
|
||||||
|
|
||||||
|
Item A's fix already pulled the *bookkeeping* out of both into
|
||||||
|
`postCombatBookkeepingForSeat`. This pass hoists the remaining duplicated
|
||||||
|
**effects** into three shared helpers in `combat_party_finish.go`, and routes
|
||||||
|
both close-outs through them:
|
||||||
|
|
||||||
|
- `applyOwnerWinEffects(owner, enemyID, elite) bool` — the zone-kill record,
|
||||||
|
room threat, and boss-defeat threat drop; returns `bossOnExpedition`. Fires
|
||||||
|
once, owner-scoped (a member owns neither row).
|
||||||
|
- `grantSeatWinXP(uid, hp, hpMax, monster, tier)` — near-death calc + XP grant.
|
||||||
|
Per seat (solo calls it once with seat 0).
|
||||||
|
- `endRunOnLoss(owner, runID, death)` — mood event (death only) + `abandonZoneRun`
|
||||||
|
+ `forceExtractExpeditionForRunLoss`, shared by both the Lost and Fled paths.
|
||||||
|
|
||||||
|
What deliberately stays divergent, so this was **not** a full `closeOutSeat`
|
||||||
|
merge: the player-facing text genuinely differs (solo "You finished at N/M HP"
|
||||||
|
vs party "The party stands"; the party's 4-way boss/hint split vs the solo
|
||||||
|
2-way), and the death-on-win rule is roster-size-dependent by design — solo
|
||||||
|
`finishCombatSession` never marks a winner dead, `finishPartyWin` marks a seat
|
||||||
|
that won from 0 HP dead. That is item E and must not be unified. So the effect
|
||||||
|
lists are now a single copy each; the text is not.
|
||||||
|
|
||||||
|
Full plugin suite green; no behavior change (helpers are extract-and-call).
|
||||||
|
|
||||||
|
Note this is the *only* place the party work chose a parallel sibling. Elsewhere
|
||||||
|
the branch is a genuine N-body generalization, not a bolt-on: `SimulateCombat` →
|
||||||
|
`simulatePartyWithRNG`, `runCombatRound` → `runPartyCombatRound`, `runZoneCombat`
|
||||||
|
→ `runZoneCombatRoster`, `RenderTurnRound` → `RenderPartyTurnRound`.
|
||||||
|
|
||||||
|
### E. Death-on-win depends on roster size — intentional, leave it
|
||||||
|
|
||||||
|
`closeOutZoneWin` marks a downed seat dead on a win only when `len(seated) > 1`.
|
||||||
|
A solo player who wins at 0 HP (retaliate aura kills the swinger on the killing
|
||||||
|
blow) survives; a party member in the same spot dies.
|
||||||
|
|
||||||
|
This is **deliberate and documented in place** (`zone_combat_party.go:183-188`):
|
||||||
|
unifying it would move the sim's outcome labels and force a re-baseline of
|
||||||
|
`testdata/combat_characterization.golden`. Not a defect. Listed so the next
|
||||||
|
person to find it doesn't "fix" it by accident.
|
||||||
|
|
||||||
|
### F. `grantAutorunGrace` is a stopgap (already tracked as R5)
|
||||||
|
|
||||||
|
`zone_revisit.go:172` stamps `last_autorun_at` to buy one `autoRunCooldown`
|
||||||
|
window after a `!revisit`, because the autopilot ticker has no concept of
|
||||||
|
position-vs-frontier and will otherwise march the party back out of the room they
|
||||||
|
just backtracked to. The code says so itself and defers the real fix to R5. It is
|
||||||
|
coupled to the exact value of `autoRunCooldown` and to the ticker cadence.
|
||||||
|
|
||||||
|
### G. Party combat multiplies the known per-turn DB chatter
|
||||||
|
|
||||||
|
Already tracked as `project_combat_session_cache_deferred`, now worse:
|
||||||
|
|
||||||
|
- `partyCombatantsForSession` (`combat_session_build.go:137`) rebuilds every seat
|
||||||
|
from scratch on every `!attack`/`!cast`/`!consume` (~6–8 SELECTs per seat).
|
||||||
|
A 3-member, 5-round fight ≈ 270–360 SELECTs.
|
||||||
|
- `rebuildRoster` (`combat_cmd.go:620`) then rebuilds *all* seats again after a
|
||||||
|
mid-fight buff, when only the casting seat changed.
|
||||||
|
- `runZoneCombatRoster` (`zone_combat_party.go:73`) loads char + equipment, then
|
||||||
|
`buildZoneCombatants` loads both again and discards the first pair — once per
|
||||||
|
seat per room, on the path that fights every room.
|
||||||
|
- `nudgeStalledPartyTurns` (`combat_party_turn.go:281`) does two session reads
|
||||||
|
plus a full N-seat rebuild per stalled fight, serially, on the 1-minute ticker,
|
||||||
|
while holding the fight lock.
|
||||||
|
- The enemy stat block is rebuilt once per seat and kept only for seat 0 (the
|
||||||
|
code comments admit it). CPU-only, but pure waste.
|
||||||
|
|
||||||
|
Cheapest real fix: memoize the built roster for the fight's lifetime. Mid-fight
|
||||||
|
buffs are already tracked as `ActorStatuses` deltas and re-applied by
|
||||||
|
`applySessionBuffs`, so stats are reproducible without re-reading the DB.
|
||||||
|
|
||||||
|
### ~~H. Guard probes re-query per message~~ — MEASURED, DECLINED 2026-07-10.
|
||||||
|
|
||||||
|
`isPartyMember` → `activeExpeditionFor` is up to 2 queries; `activeZoneRunFor`
|
||||||
|
adds more. A solo player with nothing in flight costs 3 queries to conclude "not
|
||||||
|
in a party". The original write-up said this was "repeated by each guard a
|
||||||
|
handler consults" and proposed resolving seat/expedition/run once per message
|
||||||
|
into `MessageContext` and threading it.
|
||||||
|
|
||||||
|
**The premise was overstated, and the fix is disproportionate. Not done.**
|
||||||
|
|
||||||
|
- **No per-message guard cascade exists.** `OnMessage` dispatch is strictly
|
||||||
|
one-handler-per-command (`if IsCommand(...) return handle(...)`). Nothing runs
|
||||||
|
these resolvers for *every* message; the redundancy is intra-handler only.
|
||||||
|
- **The one hot inbound path is already optimized.** `zoneCmdAdvance` /
|
||||||
|
`expeditionCmdRun` call `isPartyMember` directly *by design* — the code comment
|
||||||
|
spells out that this avoids re-resolving the run (which `advanceOnce` is about
|
||||||
|
to resolve) and double-firing the §4.3 idle reap. The authors already closed the
|
||||||
|
hot case.
|
||||||
|
- **The remaining 2–3× callers are cold.** A per-function scan found ≥2 resolver
|
||||||
|
calls only in `zoneCmdEnter`, `zoneCmdAbandon`, `expeditionCmdStart`, the status
|
||||||
|
impls (all one-shot commands), and `runAutopilotWalk` (5×, but it is the
|
||||||
|
*background* ticker path, not an inbound message). In those the calls are
|
||||||
|
typically a guard-check on one branch then a resolve on another — not the same
|
||||||
|
read twice.
|
||||||
|
- **The proposed fix has a real regression surface.** `MessageContext` is a
|
||||||
|
shared cross-plugin value type (movies, vibe, miniflux, …); the resolvers are
|
||||||
|
free functions used at 60+ sites. Threading a resolved snapshot means changing
|
||||||
|
the shared type and every call site, and carrying a memo that goes stale the
|
||||||
|
moment a handler writes the row mid-flight — the exact staleness-bug class items
|
||||||
|
A/M/N just fixed. All to save a few cheap indexed local SQLite reads on a
|
||||||
|
low-volume bot.
|
||||||
|
|
||||||
|
Cost/benefit is upside-down: high churn + a staleness regression surface for a
|
||||||
|
negligible perf gain on paths that are mostly already optimal. Left as-is
|
||||||
|
deliberately. Revisit only if a profiler ever shows these reads on a hot path.
|
||||||
|
|
||||||
|
### ~~I. `parseTemperIndex` is the third copy of the same menu parser~~ — Fixed 2026-07-10.
|
||||||
|
|
||||||
|
`adventure_temper.go` duplicated the "read leading digits, 1-indexed →
|
||||||
|
0-indexed, bounds-check" reply parser already inlined in `resolveMagicEquipReply`
|
||||||
|
(`magic_items_gameplay.go`) and `handleMasterworkEquipReply`
|
||||||
|
(`adventure_masterwork.go`). Promoted the temper copy to `parseMenuIndex(reply, n)`
|
||||||
|
and routed the other two through it.
|
||||||
|
|
||||||
|
Behaviour-preserving on all three: the old `parsed` flag was redundant with the
|
||||||
|
`idx < 0` guard (no leading digit leaves `idx=0`, then `idx--` → -1, rejected
|
||||||
|
either way), so no input changes verdict. The **retry disagreement the doc
|
||||||
|
flagged was deliberately left as-is** — this was a pure dedup, so magic-items and
|
||||||
|
temper still re-store the pending interaction on a bad parse and masterwork still
|
||||||
|
doesn't. Unifying that is a behaviour change and belongs in its own pass if
|
||||||
|
wanted. Full plugin suite green; the existing `parseMenuIndex` table test moved
|
||||||
|
with the rename.
|
||||||
|
|
||||||
|
### J. `!sell` fires the event anchor even when nothing sold (PLAUSIBLE)
|
||||||
|
|
||||||
|
`adventure.go:719` calls `maybeFireAnchoredEvent` unconditionally after
|
||||||
|
`handleSellCmd`, so `!sell nonexistentitem` can burn the player's one daily event
|
||||||
|
slot. Gating it needs `advSellItem`/`advSellAll` to return a `sold bool`.
|
||||||
|
|
||||||
|
**Probably leave it.** The anchor's stated design is presence-based — "a moment
|
||||||
|
the player is present and reading" — and a player who typed `!sell` and read the
|
||||||
|
reply *is* present. That matches the project's own rule that presence means any
|
||||||
|
chat, not a successful command. Flagged only so the choice is explicit.
|
||||||
|
|
||||||
|
### K. Confirm the A6 anchor set covers the player population — CONFIRMED REAL GAP 2026-07-10.
|
||||||
|
|
||||||
|
N1/A6 replaced the old "any daily-active player, any activity" mid-day event roll
|
||||||
|
with three presence anchors: the expedition Night digest, `!sell`, and arena
|
||||||
|
cashout. `tryTriggerEvent`'s `HasActedToday` gate was dropped with it.
|
||||||
|
|
||||||
|
**The code confirms the gap is real, not hypothetical.** The three, and only
|
||||||
|
three, `maybeFireAnchoredEvent` call sites are:
|
||||||
|
|
||||||
|
1. `expedition_autorun.go:312` — the end-of-day digest, and it is gated on
|
||||||
|
`campDecision.Night`. A Night camp only happens on a **multi-day** expedition;
|
||||||
|
a single-day dungeon/`!zone` run never reaches one.
|
||||||
|
2. `adventure.go:734` — after a `!sell` at Thom's.
|
||||||
|
3. `adventure_arena.go:633` — after an arena cashout.
|
||||||
|
|
||||||
|
So the excluded population is concrete: a player whose daily loop is
|
||||||
|
mining / foraging / fishing / babysit / single-day dungeon, who never sells at
|
||||||
|
Thom's, never enters the arena, and never runs a multi-day expedition, receives
|
||||||
|
**zero** mid-day events — the roll never even happens for them. That is exactly
|
||||||
|
the core daily-grind loop, so this is plausibly a large fraction of players, not
|
||||||
|
an edge case.
|
||||||
|
|
||||||
|
**Fourth anchor drafted 2026-07-10 (uncommitted, pending owner review).** The
|
||||||
|
on-theme, farm-resistant home is a foreground **single-day `!zone` clear** — the
|
||||||
|
climax DM the dungeon/harvest-via-walk player is demonstrably reading, and one
|
||||||
|
they cannot spam (a clear costs a full walk). Implemented as:
|
||||||
|
|
||||||
|
- `advEventChanceZoneClear = 0.08` in `adventure_events.go` (matches the digest;
|
||||||
|
it is the day's climax moment, and it is the single tuning knob).
|
||||||
|
- `advanceResult.zoneCleared` set true only in the *full*-clear branch of
|
||||||
|
`advanceOnceWithOpts` (not a mid-zone region clear, which continues the run and
|
||||||
|
would fire per region).
|
||||||
|
- Rolled in `zoneCmdAdvance` after the clear DM streams, via the unchanged
|
||||||
|
`maybeFireAnchoredEvent`. That is the foreground path only — autopilot
|
||||||
|
(`runAutopilotWalk`) and party members (refused earlier by `isPartyMember`)
|
||||||
|
never reach it. The per-day slot guard still caps everyone at one event/day.
|
||||||
|
|
||||||
|
Rates (see `TestZoneClearAnchorRate`): a zone-clear-only grind player at ~2
|
||||||
|
clears/day lands ~1.08 events/week — the same band as the fully-engaged
|
||||||
|
digest+sell+arena player (~1.19/week, unchanged). The rare all-four-in-one-day
|
||||||
|
player peaks at a ~1.65/week *probability* ceiling but still gets at most one
|
||||||
|
actual event/day.
|
||||||
|
|
||||||
|
**Two knobs remain the owner's call**, hence "pending review": the 0.08 chance,
|
||||||
|
and whether a single-day zone clear is even the right anchor for the grind loop
|
||||||
|
vs. `!resources` (rejected here as farmable — repeated `!resources` would just
|
||||||
|
re-roll the same daily slot) or leaving the grind loop event-free by design.
|
||||||
|
Full plugin suite green; no existing behaviour moved (the three prior anchors and
|
||||||
|
`TestAnchoredEventWeeklyRate` are untouched).
|
||||||
|
|
||||||
|
### ~~L. Dead helper: `openParty`~~ — Verified and removed 2026-07-10.
|
||||||
|
|
||||||
|
Confirmed dead: a repo-wide grep found `openParty` only in `expedition_party.go`
|
||||||
|
(the def) and `expedition_party_test.go`. The invite path goes `joinParty` →
|
||||||
|
`seatLeader`, which runs the same `INSERT ... role 'leader' ON CONFLICT DO
|
||||||
|
NOTHING` but reads the owner off the expedition row instead of trusting a
|
||||||
|
passed-in id. Deleted `openParty`; the eleven test call sites now use a
|
||||||
|
`seatLeaderFixture(t, expID)` helper that wraps `seatLeader` in a transaction
|
||||||
|
(the owner comes from the `seedExpedition` row, which always matched the id the
|
||||||
|
old calls passed). `seatLeader`'s doc comment absorbed the idempotency note that
|
||||||
|
justified `openParty`. Full plugin suite green.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Test gap worth closing — ~~the DM seam~~ CLOSED 2026-07-10
|
||||||
|
|
||||||
|
`SendDM` went straight through `Base` to a live client, with no fake/sink seam,
|
||||||
|
so the handler-level paths behind fixes #1, #2 and #5 could not be unit-tested.
|
||||||
|
That is why the party close-out bug survived a suite this thorough: every party
|
||||||
|
test is unit-level and stops below the DM boundary.
|
||||||
|
|
||||||
|
**Fixed 2026-07-10.** Added a `MessageSink` interface and a `Base.Sink` field
|
||||||
|
(`plugin.go`). When non-nil it captures every outbound message — both the DM
|
||||||
|
route (`SendDM`/`SendDMID`) and the room route (`SendMessage`/`SendMessageID`,
|
||||||
|
which is what the arena announcement actually uses) — and the live client is
|
||||||
|
never touched. Nil in production, so behaviour is unchanged; the whole
|
||||||
|
`internal/...` suite is green with the field added. One seam, no call-site churn:
|
||||||
|
the 765 `SendDM`/`replyDM`/`SendMessage` sites are all downstream of these four
|
||||||
|
methods.
|
||||||
|
|
||||||
|
New tests (`message_sink_test.go`): a `captureSink` test double + `installSink`
|
||||||
|
helper; `TestMessageSink_CapturesDMAndRoom` proving both routes divert with the
|
||||||
|
right target/text and that the `*ID` variants report back an id; and
|
||||||
|
`TestExpeditionCmdLeave_DMsBothEnds`, which drives the real fix-#2 handler end to
|
||||||
|
end and asserts both DMs land (member "turned back", leader notified) — a path
|
||||||
|
that was literally a silent no-op in a unit test before. `beginCombatTurn`'s
|
||||||
|
terminal path and the arena rollover announcement are now reachable the same way
|
||||||
|
(seam proven for both the DM and room routes); dedicated end-to-end tests for
|
||||||
|
those two remain easy follow-ups if wanted.
|
||||||
|
|
||||||
|
Added this pass: `TestPartyCasualtyLine_JoinsNamesLikeTheRestOfTheBot`,
|
||||||
|
and `TestPartySurvivors_SplitsOnHPNotOnOutcome` was rewritten as
|
||||||
|
`TestAnySurvivor_ReadsHPNotOutcome` when its helper was deleted.
|
||||||
|
|
||||||
|
Added in the second pass (`combat_armed_ability_test.go`): the close-out
|
||||||
|
bookkeeping is now reachable below the DM boundary via
|
||||||
|
`postCombatBookkeepingForSeat(sess, seat)`, which takes a plain `*CombatSession`
|
||||||
|
and needs no client — so item A's behaviour is directly unit-tested even though
|
||||||
|
`finishCombatSession` itself still isn't. (The `dmSink` seam that would have
|
||||||
|
covered `finishCombatSession` itself now exists — see above.)
|
||||||
|
|
||||||
|
Not covered by tests: item B's locking. `withExpeditionSupplies` is exercised
|
||||||
|
incidentally by the existing expedition suite, but nothing asserts the mutual
|
||||||
|
exclusion. A `t.Parallel` accept-vs-burn race test under `-race` would.
|
||||||
519
gogobee_combat_engine_plan.md
Normal file
519
gogobee_combat_engine_plan.md
Normal file
@@ -0,0 +1,519 @@
|
|||||||
|
# Combat engine — paying off the N-body debt
|
||||||
|
|
||||||
|
## Session 2026-07-11 (c) — §6 was never a balance problem
|
||||||
|
|
||||||
|
**IN FLIGHT: the verification sweep is still running on millenia** (`/tmp/s6_after.jsonl`,
|
||||||
|
10 classes × L10,L12 × 10 zones × n=25). Nothing below the diagnosis is measured yet.
|
||||||
|
|
||||||
|
### Committed
|
||||||
|
|
||||||
|
- `c9128fb` — §1's other half. Out-of-combat `!cast <heal> @friend`, scoped to the
|
||||||
|
people on your expedition. `--target` had been advertised by `!help` and swallowed
|
||||||
|
by the parser since SP2. Ally row is mutated with one guarded UPDATE in a
|
||||||
|
transaction (gifting's precedent), not a read-modify-write under a second lock:
|
||||||
|
two clerics healing each other would take their `advUserLock`s in opposite orders
|
||||||
|
and deadlock. Refunds the slot on every path that heals nobody.
|
||||||
|
- §6 auto-cast (`zone_combat_autocast.go`) — see below. Tested, unmeasured.
|
||||||
|
|
||||||
|
### The finding: cleric was not weak, it was not being played
|
||||||
|
|
||||||
|
Baseline re-run on HEAD (`sim_results/s6_baseline_l10l12.jsonl`, 5000 rows) confirmed
|
||||||
|
cleric still dead last: **46.4% vs fighter 81.4%**. §1's self-heal moved it ~0, as
|
||||||
|
predicted. But the *shape* of the failures is the whole story:
|
||||||
|
|
||||||
|
| class | cleared | **fled** | tpk |
|
||||||
|
|---|---|---|---|
|
||||||
|
| fighter | 407 | **0** | 93 |
|
||||||
|
| ranger | 395 | **0** | 105 |
|
||||||
|
| cleric | 232 | **167** | 101 |
|
||||||
|
|
||||||
|
**Cleric dies LESS than mage, sorcerer or warlock.** Its entire 35pp deficit is
|
||||||
|
*fleeing* — 167 of 500 runs end with the player alive and the expedition over.
|
||||||
|
Instrumenting the three `stopEnded` sites: **every one of those runs died at
|
||||||
|
`stopEnded via ROOM`** — an ordinary room fight. Not a patrol, not an elite, not the
|
||||||
|
boss.
|
||||||
|
|
||||||
|
**Root.** An ordinary room is `runZoneCombatRoster` → `SimulateCombat` on an 8-round
|
||||||
|
clock: one breath, **no turn engine, no action picker**. The only spell that could
|
||||||
|
ever land there was a `PendingCast` the player queued BY HAND with `!cast` before
|
||||||
|
walking in. On autopilot nobody queues one — so for every room of every expedition, a
|
||||||
|
caster fought with a weapon and nothing else. A cleric has no Extra Attack, a mace,
|
||||||
|
and its whole kit unusable. Measured on the room path at L10 (loss% by entry HP):
|
||||||
|
|
||||||
|
| entry HP | fighter | druid | bard | mage | sorcerer | **cleric** |
|
||||||
|
|---|---|---|---|---|---|---|
|
||||||
|
| 100% | 0.0% | 0.0% | 0.0% | 0.0% | 0.0% | 0.0% |
|
||||||
|
| 70% | 0.0% | 0.0% | 0.0% | 0.0% | 1.0% | **1.5%** |
|
||||||
|
| 35% | 0.0% | 0.0% | 0.5% | 0.5% | 10.0% | **8.0%** |
|
||||||
|
|
||||||
|
Small per room — and a run is ~16 rooms, and **one loss ends the expedition**
|
||||||
|
("the fight drags on, X outlasts you, you retreat"). It compounds into 33% of runs.
|
||||||
|
|
||||||
|
**The tell.** `dnd_class_balance.go:431` — the harness the class corpus was tuned on
|
||||||
|
— *always* hands a caster their best damage spell (`pickBestDamageSpell` +
|
||||||
|
`applyHarnessSpellCast`) before it simulates. So the numbers that say "cleric is a
|
||||||
|
weak class" modelled a cleric who casts; the live room modelled one who does not.
|
||||||
|
The corpus and the game disagreed about what a cleric is.
|
||||||
|
|
||||||
|
This is the same defect as everything else in this plan: **the action model is
|
||||||
|
narrower than the kit.** §1 (the picker never healed), §3 (the companion never
|
||||||
|
acted), Pete (`LoadDnDCharacter` → nil → `"attack"`), and now every caster in every
|
||||||
|
room. It is not a tuning dial and it must not be fixed with one.
|
||||||
|
|
||||||
|
### The change (unmeasured)
|
||||||
|
|
||||||
|
`autoCastForAutoResolve` — no queued spell + a real slot in hand → cast the best
|
||||||
|
damage spell, spend the slot, fold it in. Additive pre-damage, exactly as a
|
||||||
|
hand-queued `PendingCast` has always been, so it stays comparable to the corpus
|
||||||
|
rather than being a fresh mechanic.
|
||||||
|
|
||||||
|
- **Slot-aware, not free.** `pickBestDamageSpell` reads `slotsForClassLevel` — the
|
||||||
|
*theoretical* class table. Reusing it here would be an infinite spell: the same
|
||||||
|
"no row to persist onto, so it arrives fresh" bug that gave the companion an
|
||||||
|
unlimited body ([[project_companion_free_lunches]]). The new picker reads the
|
||||||
|
seat's actual remaining slots and `consumeSpellSlot`s.
|
||||||
|
- **Never upcasts.** The big slots are what the elite and the boss are for, and the
|
||||||
|
turn engine spends them there. A picker that nukes a goblin with a 5th-level slot
|
||||||
|
leaves the caster swinging a stick at the thing that matters.
|
||||||
|
- Cleric owns no damage spell at slot 2 or 4, so those stay unspendable in rooms —
|
||||||
|
correct, and pinned by a test.
|
||||||
|
- Both goldens byte-identical (they pin the engine; this changes its *inputs* at the
|
||||||
|
zone layer). Martials provably untouched.
|
||||||
|
|
||||||
|
### When the sweep lands
|
||||||
|
|
||||||
|
Read cleric's **fled** count, not just its clear rate — fled going to ~0 is the
|
||||||
|
thing this predicts. Expect all 6 casters to move; that is the deliberate
|
||||||
|
re-baseline. **Watch for overshoot on bard/druid** (already 67–72%): they get the
|
||||||
|
same buff and were not the problem. If they overshoot, the lever is this picker, not
|
||||||
|
monster scaling ([[project_difficulty_target]]).
|
||||||
|
|
||||||
|
|
||||||
|
## Session 2026-07-11 (b) — the companion can cast, and three free lunches fell out
|
||||||
|
|
||||||
|
**Committed: `01c2cb2` (§1 — the seat-scoped spellbook).** Everything below it is
|
||||||
|
working-tree.
|
||||||
|
|
||||||
|
The revisit-Pete step ("Pete cannot cast") turned out to be four separate defects
|
||||||
|
stacked on each other. The unit tests were green for all four; only the sweep with
|
||||||
|
a **control arm** ever told the truth. Read [[feedback_unit_tests_miss_engine_bugs]]
|
||||||
|
and then read it again.
|
||||||
|
|
||||||
|
### The one that was asked for
|
||||||
|
|
||||||
|
Every spell lookup is keyed on a user id and answered by a `dnd_*` table. Pete has
|
||||||
|
rows in none of them, by design. So `pickAutoCombatActionForSeat`'s first line —
|
||||||
|
`LoadDnDCharacter(uid)` → nil → `return "attack"` — meant **a hired Cleric swung a
|
||||||
|
mace, every turn, forever**. Role-fill hands a lone martial a Cleric, so that was
|
||||||
|
the *common* case. Fixed with a seat-scoped spellbook (`combat_seat_spells.go`):
|
||||||
|
humans delegate to the DB verbatim (both goldens byte-identical), the companion is
|
||||||
|
answered from his synthetic sheet.
|
||||||
|
|
||||||
|
### The three that were not
|
||||||
|
|
||||||
|
Each of these was found by measuring, and each is the same mistake: *"he has no row
|
||||||
|
to persist onto, so he arrives fresh."*
|
||||||
|
|
||||||
|
1. **His spell slots refilled every fight.** I parked the ledger on his combat
|
||||||
|
*seat* — and a seat is per-session. A human rations one pool across a 30-room
|
||||||
|
run and gets it back at camp; rationing it **is** the caster's game. Moved to
|
||||||
|
`expedition_party.companion_slots_used`, refreshed at camp.
|
||||||
|
*(Worth ~0pp on its own — an expedition only holds ~2 real fights, so the pool
|
||||||
|
never binds. Correct, but not the lever. I predicted this one would be the whole
|
||||||
|
answer and I was wrong.)*
|
||||||
|
2. **His body refilled every fight.** `combat_party_start.go` seated him at
|
||||||
|
`player.Stats.MaxHP` and the close-out skipped him with the comment *"he arrives
|
||||||
|
fresh next time"*. That is an infinite body: he soaked a share of every fight's
|
||||||
|
incoming and then reset, while the humans beside him bled all the way to camp.
|
||||||
|
**This was the carry.** Moved to `expedition_party.companion_hp`; healed at camp.
|
||||||
|
3. **No autopiloted caster has ever healed itself.** `simPickAllyHeal` skipped
|
||||||
|
`i == seat` and bailed on `!IsParty()`. Between them: a solo cleric carries
|
||||||
|
`cure_wounds` for a whole run and dies with a full pool of level-1 slots. Now
|
||||||
|
`simPickHeal`: heal whoever is worst off, which is sometimes you.
|
||||||
|
**It is NOT the answer to §6, and I guessed that it would be.** It moved solo
|
||||||
|
66.1% → 66.2%: the picker reaches for a healing *consumable* first and the sim
|
||||||
|
stocks them, so a human almost never falls through to the spell. The corpus is
|
||||||
|
therefore undisturbed and no re-baseline is owed. Pete carries no consumables,
|
||||||
|
so it is his only heal — which is the reason to keep it.
|
||||||
|
|
||||||
|
### What the arms actually said
|
||||||
|
|
||||||
|
640 runs/arm, 10 classes × L10,L12 × 4 zones. "Like-for-like" = the leaders whose
|
||||||
|
role-fill gives Pete a **Cleric**, compared against a human **Cleric** follower.
|
||||||
|
|
||||||
|
| arm | like-for-like clear | vs solo |
|
||||||
|
|---|---|---|
|
||||||
|
| solo | 68.2% | — |
|
||||||
|
| + a human cleric follower (leader's level, geared) | 79.7% | +11.5pp |
|
||||||
|
| + Pete, HEAD (free heal, cannot cast) | 77.1% | +8.9pp |
|
||||||
|
| + Pete, casting + free heal | **94.8%** | +26.6pp — **carry** |
|
||||||
|
| + Pete, casting + carries his wounds | **69.5%** | +1.3pp — **useless** |
|
||||||
|
|
||||||
|
**The reference arm is the whole point.** Measured against *solo*, even mace-only
|
||||||
|
Pete looked like a carry (+8.9pp) — but parties are *designed* to be safer, so solo
|
||||||
|
is the wrong yardstick. Measured against **a human follower**, the real finding
|
||||||
|
appears: a gearless, level-penalized hireling was out-clearing a fully-geared human
|
||||||
|
cleric *of the leader's own level* by 15pp. A hireling must never beat a player.
|
||||||
|
His party fled 5 runs out of 640; the human party fled 56.
|
||||||
|
|
||||||
|
### §2(a) SHIPPED — and it landed in band
|
||||||
|
|
||||||
|
`055f07d`. Seats carry a **SeatWeight**; both levers (boss HP, enemy action economy)
|
||||||
|
scale on the summed weight of the **living** seats instead of a head count. The
|
||||||
|
weight is **level-based** — priced against the leader, times a hireling discount
|
||||||
|
(`companionSeatWeight = 0.65`, the one tunable).
|
||||||
|
|
||||||
|
**Not** a power score: HP×damage would rank a cleric below a fighter and quietly
|
||||||
|
make every mixed *human* party easier — a difficulty regression smuggled in under a
|
||||||
|
bug fix.
|
||||||
|
|
||||||
|
The safety argument is one property: **a peer weighs exactly 1.0.** The curves
|
||||||
|
interpolate between P8's tuned integer knots — (1, 1.0), (2, 2.4), 2n−1 from 3 up —
|
||||||
|
so every integer input returns exactly what it always returned. Solo byte-identical,
|
||||||
|
a party of same-level humans byte-identical, both goldens unmoved. Only an *unequal*
|
||||||
|
roster lands between knots, which is the whole point. It also finishes §2(b): a
|
||||||
|
downed seat now buys the enemy nothing (§2(b) fixed only the head-count half — a
|
||||||
|
corpse still carried its full weight).
|
||||||
|
|
||||||
|
| | solo | + Pete | + human cleric peer |
|
||||||
|
|---|---|---|---|
|
||||||
|
| like-for-like clear | 69.0% | **76.8%** (+7.8pp) | 77.6% (+8.6pp) |
|
||||||
|
|
||||||
|
| band | solo | + Pete | lift |
|
||||||
|
|---|---|---|---|
|
||||||
|
| trailing (solo <40%) | 10.0% | 31.0% | **+21.0pp** |
|
||||||
|
| middle | 58.9% | 76.8% | +17.9pp |
|
||||||
|
| leading (solo ≥70%) | 93.5% | 99.2% | **+5.7pp** |
|
||||||
|
|
||||||
|
Help, never a carry — and he stays below a real human of the leader's level, which
|
||||||
|
is the invariant a hireling must never break.
|
||||||
|
|
||||||
|
### How it got there (the record of being wrong)
|
||||||
|
|
||||||
|
With all three free lunches gone, the same grid says (like-for-like subset):
|
||||||
|
|
||||||
|
| | solo | + human cleric peer | + Pete |
|
||||||
|
|---|---|---|---|
|
||||||
|
| clear | 69.0% | 77.6% (+8.6pp) | **66.1% (−2.9pp)** |
|
||||||
|
|
||||||
|
**Hiring him is now worse than going alone** — and that is §2, unmasked. The free
|
||||||
|
full-heal had been paying his enemy-scaling bill for him. A below-median seat costs
|
||||||
|
the boss +15% HP and lifts the enemy's action economy from 1 to 2.4 attacks a round,
|
||||||
|
and he does not give that much back.
|
||||||
|
|
||||||
|
I talked myself out of §2(a) mid-session, on the grounds that discounting a weak
|
||||||
|
seat would enlarge the carry. That was right *about the buggy build* and wrong about
|
||||||
|
the engine: with the infinite body removed, the plan's original diagnosis is exactly
|
||||||
|
correct and the sweep now argues **for** §2(a).
|
||||||
|
|
||||||
|
I talked myself **out** of §2(a) mid-session, on the grounds that discounting a weak
|
||||||
|
seat would enlarge the carry. That was right about the *buggy build* and wrong about
|
||||||
|
the engine: the infinite body had been paying the seat's scaling bill for it. With
|
||||||
|
the free lunches gone, the plan's original diagnosis was exactly correct. **The
|
||||||
|
order mattered** — §2(a) done first, on top of the free full-heal, would have made
|
||||||
|
things worse and looked like it was working.
|
||||||
|
|
||||||
|
## Still open
|
||||||
|
|
||||||
|
- A dropped companion returns at 1 HP (`companionSeatHP`'s floor) rather than being
|
||||||
|
benched until camp. Deliberate: there is no companion-death rule and inventing one
|
||||||
|
inside a bug fix would have been a second feature.
|
||||||
|
- **§6 is still open, and self-heal was NOT it.** Solo cleric is 28–34% against
|
||||||
|
fighter's 100% on this grid. Re-read it off the current corpus before tuning.
|
||||||
|
- `companionSeatWeight = 0.65` is the single tunable and was not swept — it landed
|
||||||
|
in band on the first value tried. If Pete ever needs to be weaker, raise it.
|
||||||
|
- Out-of-combat `!cast --target` (`dnd_cast.go`) is still self-only.
|
||||||
|
- **Deployable now.** Hiring him is a real, bounded help at every level.
|
||||||
|
|
||||||
|
|
||||||
|
> The party engine (N3) widened the *roster* from 1 to N but never widened the
|
||||||
|
> *action model*, the *scaling model*, or the *test net* to match. Everything
|
||||||
|
> below is a symptom of that one gap. Working-tree doc; do not commit
|
||||||
|
> (feedback_dont_commit_plan_mds).
|
||||||
|
|
||||||
|
## Status @ 2026-07-11 — §1–§5 SHIPPED (uncommitted, unmeasured)
|
||||||
|
|
||||||
|
All five sections are implemented and the suite is green. Nothing is committed.
|
||||||
|
|
||||||
|
| § | What | State |
|
||||||
|
|---|------|-------|
|
||||||
|
| §5 | Party golden + seat attribution | ✅ `party_characterization.golden` (1938 lines, 9 scenarios × 5 seeds) + `TestPartyCharacterization_OneSeatIsStillSolo`; sim trace gets `simTraceEvent` (seat always emitted). Wire format left alone — `TestP5Fields_StayOffSoloRows` was right and I was wrong. |
|
||||||
|
| §3 | Engine-driven seats | ✅ `ActorStatuses.EngineDriven`, permanent, no command clears it. `beginCombatTurn` now REFUSES a command from an engine seat. `autoDriveCombat` calls `driveEngineSeat` instead of impersonating the seat. |
|
||||||
|
| §2(b) | Living-seat action economy | ✅ `enemyActionsThisRound` counts `livingActors(st)`, not `len(st.actors)`. **Party golden moved deliberately** (survivor ends 59 HP, was 51). Solo golden byte-identical. |
|
||||||
|
| §4 | One roster accessor | ✅ `expeditionParty()` / `partyHumans()` / `PartySeat{Kind}`. Cannot return an empty party for a solo run — that is the level-1-companion bug, pinned by `TestParty_SoloExpeditionStillHasAParty`. |
|
||||||
|
| §1 | Ally-targeted actions | ✅ `turnActionEffect.AllyHeal/AllySeat`; `!cast cure wounds @alex` **and** `--target @alex` (the flag `!help` advertised and `parseCombatCast` silently swallowed since SP2). `simPickAllyHeal` so autopiloted/engine healers use it. Will not raise the dead. |
|
||||||
|
|
||||||
|
**Both goldens hold. Solo is byte-identical throughout — the balance corpus is
|
||||||
|
intact.**
|
||||||
|
|
||||||
|
### Post-fix sweep (2026-07-11, n=750/arm on millenia)
|
||||||
|
|
||||||
|
| | clear |
|
||||||
|
|---|---|
|
||||||
|
| solo | 48.5% |
|
||||||
|
| solo + hired Pete | **63.9%** (+15.3pp) |
|
||||||
|
| solo *(the 2-human cells)* | 65.7% |
|
||||||
|
| \+ a human cleric follower | **87.7%** (+22.0pp) |
|
||||||
|
|
||||||
|
Pete went from **−28pp (worse than nobody) to +15.3pp**, and the lift lands exactly
|
||||||
|
where the plan asked for it:
|
||||||
|
|
||||||
|
| band | n | mean lift |
|
||||||
|
|---|---|---|
|
||||||
|
| trailing cells (solo <40%) | 15 | **+28.0pp** |
|
||||||
|
| middle (40–70%) | 3 | +5.3pp |
|
||||||
|
| leading cells (solo ≥70%) | 12 | **+2.0pp** |
|
||||||
|
|
||||||
|
That is "help, never a carry", measured rather than asserted: he rescues the
|
||||||
|
players who were drowning and barely moves the ones who were already fine. §2(a)
|
||||||
|
may now be unnecessary — the §2(b) fix appears to have been most of it.
|
||||||
|
|
||||||
|
**⚠️ READ THE NOISE FLOOR BEFORE TRUSTING ANY CELL.** The sim is not seeded per
|
||||||
|
cell. The same binary, same cell (bard/L10/feywild, n=25), three times:
|
||||||
|
**36% / 56% / 56%** — a 20pp spread from RNG alone.
|
||||||
|
|
||||||
|
- **Per-cell numbers at n=25 are noise.** Do not tune against them.
|
||||||
|
- Only the **n=750 aggregates** carry signal. The solo arm's 51.9% → 48.5% drift
|
||||||
|
across engine versions is inside that noise band (and the solo golden is
|
||||||
|
byte-identical, so solo combat provably did not change).
|
||||||
|
- Anything huge (the old fighter/L10/feywild 100% → 4%) is real; anything under
|
||||||
|
~20pp on a single cell is not.
|
||||||
|
- **Next sweep: raise `-runs` to 100+ per cell** if per-cell reads are needed.
|
||||||
|
|
||||||
|
### What is NOT done
|
||||||
|
|
||||||
|
- **Measurement.** The engine moved under every number in this doc. A full
|
||||||
|
re-sweep (solo / solo+Pete / 2-human-with-a-cleric) is in flight; every figure
|
||||||
|
quoted below predates §1–§5 and is now **stale**.
|
||||||
|
- **§2(a)** — power-based enemy scaling. §2(b) only stopped corpses from buffing
|
||||||
|
the boss. A *weak* living seat still costs a full seat's worth of enemy scaling,
|
||||||
|
which is why hiring Pete could still hurt a strong leader.
|
||||||
|
- **§6** — solo cleric bump. Blocked on the re-baseline, deliberately.
|
||||||
|
- **Pete cannot cast.** `castActionForSeat` loads a sheet from the DB and he has
|
||||||
|
none by design, so a hired "Cleric" *still* cannot heal. §1 fixed human clerics;
|
||||||
|
the companion needs a synthetic spell pool (or to be restricted to martial
|
||||||
|
chassis). **This is the revisit-Pete step.**
|
||||||
|
- Out-of-combat `!cast --target` (`dnd_cast.go`) is still self-only. Combat is
|
||||||
|
where it mattered; that one can follow.
|
||||||
|
|
||||||
|
## Why this plan exists
|
||||||
|
|
||||||
|
The Pete companion (`!expedition hire`) was built in one session and worked on
|
||||||
|
every unit test while being, in the sweep, **worse than no companion at all**
|
||||||
|
(solo 65% clear → solo+Pete 33%). Chasing that found four defects. Only one of
|
||||||
|
them was Pete's. The rest were sitting in the engine, in prod, since N3:
|
||||||
|
|
||||||
|
| Symptom found via the companion | Who else it affects | Root |
|
||||||
|
|---|---|---|
|
||||||
|
| A hired Cleric can't heal anyone | **Every human cleric in every party** | §1 |
|
||||||
|
| A weak seat makes the party *worse* | Any under-levelled friend; every downed seat | §2 |
|
||||||
|
| The companion lost his turn after round 1 | Any engine-driven seat, incl. away-player autopilot | §3 |
|
||||||
|
| The companion was silently level 1 | Anything reading "the party" of a solo run | §4 |
|
||||||
|
| Nobody noticed any of it | — | §5 |
|
||||||
|
|
||||||
|
§5 is the one that matters most: **there is no party golden.** The
|
||||||
|
characterization golden (`combat_characterization.golden`, 7468 lines) runs
|
||||||
|
`simulateCombatWithRNG(player, enemy)` — one player, one enemy, every scenario.
|
||||||
|
Party combat has *no* pinned behaviour, so N3 shipped a healer class that cannot
|
||||||
|
heal and the corpus said nothing. Whatever else we do, that gets fixed.
|
||||||
|
|
||||||
|
**Sequencing:** §5 first (build the net), then §1–§4 (change the engine while the
|
||||||
|
net is under us). Doing it the other way round means changing the most heavily
|
||||||
|
tuned code in the repo with no way to see what moved.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## §1 — Actions cannot target another seat
|
||||||
|
|
||||||
|
**The bug.** Every heal in the engine is self-scoped. `MistyHealProc`/
|
||||||
|
`MistyHealAmt` heal the actor. `HealItem`/`HealItemCharges` fire the actor's own
|
||||||
|
sub-50% trigger. `grep` for an ally-targeted action returns nothing; the only
|
||||||
|
seat-targeting that exists anywhere is `enemyTargetSeat` — which seat the
|
||||||
|
*monster* swings at. A party cleric is a cleric in chassis and passives only:
|
||||||
|
**they cannot put one hit point back on a friend.**
|
||||||
|
|
||||||
|
**Root.** `PlayerAction{Kind, Effect}` (`combat_turn_engine.go:51`) has no target
|
||||||
|
field. It was written when "the player" was unambiguous, and N3 never revisited
|
||||||
|
it — the roster got wider, the action stayed pointed at the same two things (me,
|
||||||
|
and the enemy).
|
||||||
|
|
||||||
|
**Change.**
|
||||||
|
- `PlayerAction` gains a target: `TargetSeat int` (−1 = the enemy, the default,
|
||||||
|
which keeps every existing call site meaning exactly what it means today).
|
||||||
|
- `turnActionEffect` grows an ally-heal payload; `runPartyCombatRound` applies HP
|
||||||
|
deltas to `TargetSeat` rather than to the actor.
|
||||||
|
- `!cast <spell> @user` parses a target; solo ignores it.
|
||||||
|
- Cleric/Druid/Bard/Paladin get their heal spells actually wired to it.
|
||||||
|
- `pickAutoCombatActionForSeat` gains a heal-the-lowest-living-seat rule, so
|
||||||
|
autopiloted and companion healers behave like a competent player.
|
||||||
|
|
||||||
|
**This moves the golden.** It adds an action the picker can choose. Deliberate
|
||||||
|
re-baseline, after §5.
|
||||||
|
|
||||||
|
**Risk.** Touching `runPartyCombatRound` is touching the most tuned code we own.
|
||||||
|
Mitigated by §5's party golden plus the existing solo golden staying byte-identical
|
||||||
|
(no solo fight has a second seat to target).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## §2 — Enemy scaling counts seats, not strength
|
||||||
|
|
||||||
|
**The bug.** P8 scales the enemy's action economy to the roster, and
|
||||||
|
`partyEnemyHPScale` gives +15% HP for any roster ≥ 2. Both count **seats**. So a
|
||||||
|
seat contributes its full cost to the enemy the moment it sits down, regardless
|
||||||
|
of what it actually brings — and keeps contributing that cost **after it dies**.
|
||||||
|
|
||||||
|
Measured, in the same cell (fighter L10, feywild):
|
||||||
|
|
||||||
|
| | clear |
|
||||||
|
|---|---|
|
||||||
|
| solo | 100% |
|
||||||
|
| \+ Pete as Cleric (a chassis he can't play) | 32% |
|
||||||
|
| \+ Pete as Fighter (his best case) | 68% |
|
||||||
|
| \+ a second *human* | 100% |
|
||||||
|
|
||||||
|
A deliberately below-median body is a **net negative at every level** — the boss
|
||||||
|
gains more than the seat gives back. That is not a Pete property. It is true of
|
||||||
|
any under-levelled friend you invite, and of every seat that goes down early
|
||||||
|
(the corpse keeps inflating the boss for the survivors).
|
||||||
|
|
||||||
|
**Root.** The scaling model assumes every seat is a median player. Nothing
|
||||||
|
enforces that, and two shipped features (parties, then companions) violate it.
|
||||||
|
|
||||||
|
**Change — pick one, and it is a design call, not a mechanical one:**
|
||||||
|
- **(a) Scale on contributed power, not seat count.** Enemy HP/actions scale on
|
||||||
|
the roster's summed effective level relative to the leader's. Correct, and it
|
||||||
|
fixes the under-levelled-friend case too. Most work; needs its own sweep.
|
||||||
|
- **(b) Scale on *living* seats, re-derived per round.** Cheap, and kills the
|
||||||
|
dead-seat-still-inflates-the-boss bug on its own. Does not fix the
|
||||||
|
weak-seat case.
|
||||||
|
- **(c) Don't scale for engine-driven seats at all.** Cheapest; makes hiring
|
||||||
|
strictly positive. Risks "carry", and leaves the human-party half untouched.
|
||||||
|
|
||||||
|
Recommendation: **(b) now** (it is a straight bug — a dead man should not be
|
||||||
|
buffing the boss), then **(a)** as the real fix once §5 can see it.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## §3 — Engine-driven seats are a status flag, not a concept
|
||||||
|
|
||||||
|
**The bug.** A seat with nobody at the keyboard is modelled as
|
||||||
|
`ActorStatuses.Autopilot = true`. But `beginCombatTurn` clears that flag on any
|
||||||
|
command arriving from that seat — *"They typed, so they are here."* And
|
||||||
|
`autoDriveCombat` drives a party by **dispatching each seat's turn as a fake chat
|
||||||
|
command from that seat's Matrix ID**. So the autopilot driver's own move looked
|
||||||
|
like the player coming back, cleared the latch, and the seat went inert for the
|
||||||
|
rest of the fight.
|
||||||
|
|
||||||
|
That is what made the companion stand in fights doing nothing. The same shape is
|
||||||
|
live for away-player autopilot today, and it is only luck that a human eventually
|
||||||
|
types something and re-latches.
|
||||||
|
|
||||||
|
**Root.** There is no first-class notion of "this combatant is driven by the
|
||||||
|
engine". Ownership of a turn is inferred from a Matrix message, which is a
|
||||||
|
transport detail leaking into the combat engine.
|
||||||
|
|
||||||
|
**Change.**
|
||||||
|
- A seat is `DrivenBy: human | away | engine`, persisted, not a bool that any
|
||||||
|
command can clear. `engine` is permanent; `away` is what a keystroke clears.
|
||||||
|
- `autoDriveCombat` stops impersonating seats. It calls the seat driver directly
|
||||||
|
(`driveCompanionSeat` is the shape; generalize it to any non-human seat).
|
||||||
|
- Command handlers refuse any non-human seat outright, rather than half-working.
|
||||||
|
|
||||||
|
**Bonus.** This is the prerequisite for the deferred Phase-16 "Pete runs his own
|
||||||
|
expeditions", and for any future NPC ally.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## §4 — "the party" and "the roster" disagree
|
||||||
|
|
||||||
|
**The bug.** A solo expedition has **no `expedition_party` rows** (absence means
|
||||||
|
solo; the roster materializes on the first invite). So any code that answers
|
||||||
|
"who is in this party?" by reading the roster gets **nobody** for a solo player
|
||||||
|
— and a plausible-looking fallback silently takes over. That is exactly how the
|
||||||
|
companion got hired at **level 1** for every solo player: the one case the
|
||||||
|
feature exists for.
|
||||||
|
|
||||||
|
**Root.** Two representations of the same fact ("who is on this expedition") that
|
||||||
|
disagree in the solo case, with no single accessor. `partySize()` and
|
||||||
|
`partyMembers()` and `expeditionAudience()` and `expeditionSeats()` and
|
||||||
|
`fightRoster()` all answer slightly different questions and are easy to reach for
|
||||||
|
by the wrong name — I reached for the wrong one twice while building the
|
||||||
|
companion, once fixed by a test and once only by a 1500-run sweep.
|
||||||
|
|
||||||
|
**Change.** One accessor that always includes the owner —
|
||||||
|
`expeditionParty(expeditionID) []Member` with `Member.Kind = leader|member|companion`
|
||||||
|
— and every consumer derives its own view from it (mail excludes companions,
|
||||||
|
seats include them, supply burn counts mouths). Delete the ad-hoc set.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## §5 — There is no party golden (do this first)
|
||||||
|
|
||||||
|
**The bug.** `TestCombatCharacterization` pins *solo* combat, exhaustively (57
|
||||||
|
scenarios × seeds). Party combat has nothing. The entire N3 engine — initiative,
|
||||||
|
seat order, enemy targeting, action economy, close-out — is unpinned. That is why
|
||||||
|
a healer class that cannot heal shipped without a single test going red, and why
|
||||||
|
the companion's collapse was invisible until a 1500-run sweep.
|
||||||
|
|
||||||
|
**Change.**
|
||||||
|
- `TestPartyCharacterization` + `party_characterization.golden`: N-seat rosters
|
||||||
|
(2 and 3), mixed classes, downed seats, an engine-driven seat, seeded and
|
||||||
|
byte-pinned exactly like the solo one.
|
||||||
|
- A **balance regression sweep** in CI-able form: the `expedition-sim` matrix at
|
||||||
|
low n, asserting clear-rates stay inside a band. The sweep is what caught all
|
||||||
|
of this; it should not have to be run by hand.
|
||||||
|
- Fix event seat attribution: `CombatEvent.Seat` is `omitempty`, so seat 0 and
|
||||||
|
"no seat" are indistinguishable in a trace — which cost real time during this
|
||||||
|
investigation, sending me after a phantom "Pete never swings" bug that was
|
||||||
|
partly a reporting artifact.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## §6 — Clerics are weak in solo (raised 2026-07-11)
|
||||||
|
|
||||||
|
Separate from the party gap, and real: the class corpus has cleric in the 46–56%
|
||||||
|
band against fighter's ~82% ([[project_d8prereq_baseline]]).
|
||||||
|
|
||||||
|
**Do not tune this yet, and specifically do not tune it in isolation.** Two
|
||||||
|
reasons:
|
||||||
|
|
||||||
|
1. §1 *is* the cleric fix in party play — an ally-targeted heal is the class's
|
||||||
|
entire identity, and today they cannot use it on anybody. Whatever solo gap
|
||||||
|
remains should be measured **after** that lands, or we buff them twice.
|
||||||
|
2. `d8prereq_corpus` predates parties entirely and the party engine has moved
|
||||||
|
twice today (§2b, and §1 next). It is a stale baseline. **Re-baseline first**,
|
||||||
|
then read the cleric gap off the new corpus.
|
||||||
|
|
||||||
|
Then, if solo cleric is still short: lift the trailer, per the standing rule
|
||||||
|
([[project_difficulty_target]]) — do not nerf the martial leaders and do not touch
|
||||||
|
monster scaling.
|
||||||
|
|
||||||
|
## Ordering
|
||||||
|
|
||||||
|
1. **§5** — build the net. Party golden + seat attribution. No behaviour change.
|
||||||
|
2. **§3** — engine-driven seats. Contained, no balance impact, unblocks the rest.
|
||||||
|
3. **§2(b)** — living-seat scaling. Straight bug fix; party golden will move once,
|
||||||
|
deliberately.
|
||||||
|
4. **§4** — unify the roster accessor. Mechanical, guarded by §5.
|
||||||
|
5. **§1** — ally-targeted actions + heals. The big one. Moves both goldens;
|
||||||
|
re-baseline the class corpus after ([[project_d8prereq_baseline]] predates
|
||||||
|
parties entirely and is due anyway).
|
||||||
|
6. **§2(a)** — power-based scaling, then re-sweep the companion and re-decide his
|
||||||
|
below-median premise. It may not need to survive: once the boss stops
|
||||||
|
overcharging for him, "below median" may be exactly right.
|
||||||
|
|
||||||
|
## Meanwhile: the companion
|
||||||
|
|
||||||
|
He is **fixed and net-positive where he is meant to be** (+15.7pp in trailing
|
||||||
|
cells, ~neutral overall), but he still regresses strong solo leaders (§2) and
|
||||||
|
role-fill still hands martials a Cleric who cannot heal (§1). Two options until
|
||||||
|
this plan lands:
|
||||||
|
|
||||||
|
- **Ship him martial-only** (he plays chassis he can actually use — measured
|
||||||
|
32% → 68%), and let §1 restore the healer fill later. Honest, cheap, no engine
|
||||||
|
change.
|
||||||
|
- **Hold him** until §1/§2 land, and announce the rest of Adventure without him.
|
||||||
|
|
||||||
|
Do NOT bandaid by hand-tuning his stats until he "looks right" — his numbers are
|
||||||
|
not the problem, and tuning them would bake the engine's bugs into his stat block.
|
||||||
1547
gogobee_engagement_plan.md
Normal file
1547
gogobee_engagement_plan.md
Normal file
File diff suppressed because it is too large
Load Diff
356
gogobee_mischief_plan.md
Normal file
356
gogobee_mischief_plan.md
Normal file
@@ -0,0 +1,356 @@
|
|||||||
|
# Mischief Makers — paid monster hits on live expeditions
|
||||||
|
|
||||||
|
Working-tree plan doc. Do not commit.
|
||||||
|
|
||||||
|
## The pitch (restated)
|
||||||
|
|
||||||
|
Parodia members spend euros to send a monster — grunt / mob / elite / boss — at a
|
||||||
|
player who is out on an expedition. Orders come from Pete's Adventure web page
|
||||||
|
(and from Matrix). The games room hears that a contract is out and gets a window
|
||||||
|
to help the target… or "help" them. Surviving an attempt pays the target.
|
||||||
|
|
||||||
|
## What the codebase already gives us (verified 2026-07-13)
|
||||||
|
|
||||||
|
| Need | Existing machinery |
|
||||||
|
|---|---|
|
||||||
|
| Currency + escrow | `EuroPlugin.Debit/Credit` (`euro.go:364,:395`), duel escrow pattern (`adventure_duel.go:422,:529,:667`), community pot (`adventure_rival.go:193-241`) |
|
||||||
|
| "Is X out right now?" | `getActiveExpedition` (`dnd_expedition.go:215`), roster already pushed to Pete every 2 min |
|
||||||
|
| Mid-run combat injection | `runHarvestInterrupt` (`dnd_expedition_combat.go:121`) — picks enemy, surprise nick, `runZoneCombatRoster`, full win/retreat/death close-out. **This is the template.** |
|
||||||
|
| Safe-delivery gating | ambient ticker's CAS claim + `hasActiveCombatSession` + quiet-window checks (`expedition_ambient.go:97,:109,:156`) |
|
||||||
|
| Grunt→boss ladder | Arena tiers 1–5 (`adventure_arena_monsters.go`), `arenaMonsterToTemplate` (`:251`); zone pools tag `IsElite` |
|
||||||
|
| Games-room announce | `gamesRoom()` + world-boss announce helpers (`adventure_worldboss.go:528-566`) |
|
||||||
|
| Respond-within-window | duel challenge window + atomic single-winner claim (`adventure_duel.go:43,:85`) |
|
||||||
|
| Survival payout kit | `euro.Credit`, `rollAdvTreasureDrop`, `consumableCache`, renown, world-boss payout bundle (`adventure_worldboss.go:466-493`) |
|
||||||
|
| Pete pipe | durable fact queue, bearer auth, event-type taxonomy; **strictly one-way gogobee→Pete today** |
|
||||||
|
|
||||||
|
Hard constraint (Pete `internal/web/roster.go:23-25`): *"Pete has no route back
|
||||||
|
into the game box's network and we are not opening one."* We honor that: the web
|
||||||
|
storefront stores orders in Pete's DB and **gogobee polls Pete** (gogobee stays
|
||||||
|
the only initiator, same tailnet + bearer pattern as ingest, just a GET).
|
||||||
|
|
||||||
|
## Design
|
||||||
|
|
||||||
|
### Contract lifecycle
|
||||||
|
|
||||||
|
```
|
||||||
|
placed ──announce──▶ open (help/"help" window, default 60 min)
|
||||||
|
│ │
|
||||||
|
│ ├──▶ delivered (next safe tick: target active, no combat,
|
||||||
|
│ │ not in briefing/recap quiet window)
|
||||||
|
│ │ ├── target survives → SURVIVED payout + unseal buyer
|
||||||
|
│ │ └── target defeated → DOWNED consequences
|
||||||
|
│ └──▶ fizzled (expedition ended first → refund minus rake)
|
||||||
|
└── rejected at claim time (funds/eligibility) → never announced
|
||||||
|
```
|
||||||
|
|
||||||
|
- New table `mischief_contracts`: id, buyer_id, target_id, tier, fee, status
|
||||||
|
(`pending|open|delivered|fizzled|rejected`), signed (bool), escalation_count,
|
||||||
|
blessing json, source (`matrix|web`), created_at, window_ends_at, resolved_at.
|
||||||
|
Status transitions via conditional UPDATE (CAS), mirroring `deliverAmbient`.
|
||||||
|
- One live contract per target at a time; delivery fires from a sibling of the
|
||||||
|
ambient ticker after `window_ends_at`.
|
||||||
|
|
||||||
|
### The four tiers — PRICED (M0 done 2026-07-13)
|
||||||
|
|
||||||
|
Monster strength is **relative to the target**: pull from the target's own
|
||||||
|
bracket **zone pools** (grunt/mob = non-elite, elite = `IsElite`, boss = the
|
||||||
|
zone boss). NOT the arena ladder — arena `BaseLethality` is a legacy death
|
||||||
|
chance; arena T5 one-shots L20s and would make every tier an execution.
|
||||||
|
|
||||||
|
**M0 survival sweep** (n=2000/cell, `SimulateCombat` via the class-balance
|
||||||
|
harness builds at full HP, zone-pool monsters, ambush nick on elite/boss;
|
||||||
|
throwaway harness left skip-gated at
|
||||||
|
`internal/plugin/mischief_pricing_sweep_test.go`, env `MISCHIEF_SWEEP=1`):
|
||||||
|
|
||||||
|
| target build | grunt | mob (3 chained) | elite | boss |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| paladin L1 | 99.8% | 98.2% | 57.6% | 15.3% |
|
||||||
|
| mage L4 | 100% | 97.8% | 49.5% | 0.0% |
|
||||||
|
| mage L8 evoc | 100% | 100% | 56.5% | 0.4% |
|
||||||
|
| fighter L12 champ | 100% | 100% | 100% | 99.9% |
|
||||||
|
| rogue L20 AT (prosolis) | 100% | 100% | 100% | 35.9% |
|
||||||
|
| cleric L20 life (holymachina) | 100% | 100% | 100% | 14.1% |
|
||||||
|
|
||||||
|
Reading: grunt/mob are pure theater (+HP/supply attrition); elite is a real
|
||||||
|
coin-flip for at-bracket targets and trivial for overleveled martials; boss is
|
||||||
|
expedition-ending for casters at any level and a genuine 1-in-3 scare even for
|
||||||
|
the L20 rogue. Caveats: harness builds ≠ real sheets, full-HP-at-delivery is
|
||||||
|
optimistic (mid-run wounds raise real danger), no pets/party/consumables.
|
||||||
|
|
||||||
|
**Prod economy snapshot** (2026-07-13, 23 wallets): median balance ≈ €500;
|
||||||
|
whales prosolis €180k / holymachina €149k / nonk €62k hold 89% of all money.
|
||||||
|
Daily earn: whales ~€1.8–2.3k, mid-tier €20–500, casuals <€10. Reference
|
||||||
|
sinks: lottery ticket €100, duel escrow €1.5–5k, daily share ~€455, endgame
|
||||||
|
shop items €11–45k. Only 5 characters exist as targets (two L20s, L4, two
|
||||||
|
L1s) — the whales are both the richest buyers *and* the only high-bracket
|
||||||
|
targets, so boss-tier is effectively their PvP toy; casuals buy theater.
|
||||||
|
|
||||||
|
| Tier | Fee | Signed (+25%) | Survival payout (of fee) | Extras on survival |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| grunt | €40 | €50 | 40% → €16 | flavor line |
|
||||||
|
| mob | €100 | €125 | 50% → €50 | treasure roll (standard) |
|
||||||
|
| elite | €350 | €438 | 65% → €228 | treasure roll (elite) + renown |
|
||||||
|
| boss | €1,200 | €1,500 | 75% → €900 | elite treasure + consumable cache + renown + Pete milestone |
|
||||||
|
|
||||||
|
Rationale: grunt under the lottery-ticket impulse line so anyone can play;
|
||||||
|
mob = exactly one lottery ticket; elite ≈ one active day of mid-tier earnings
|
||||||
|
(a considered purchase, and its ~50% at-bracket survival odds are honest
|
||||||
|
stakes); boss in duel-stake territory — whale money, priced like the "end an
|
||||||
|
expedition" button it is against caster targets. Escalation cost = the
|
||||||
|
tier-delta fee; blessings €25 flat.
|
||||||
|
|
||||||
|
Anti-collusion invariant: **total payout (fee + escalations) capped at 75%**
|
||||||
|
in every case, so collusion is strictly dominated by `!baltransfer`, which is
|
||||||
|
free. No danger multiplier needed — the cap does all the work.
|
||||||
|
|
||||||
|
Money flow: survival payout to target, remainder → community pot. Defeat →
|
||||||
|
entire fee to community pot (never back to the buyer — glory only). Fizzle →
|
||||||
|
90% refund, 10% rake to pot.
|
||||||
|
|
||||||
|
Boss-tier friction (0–14% caster survival means "boss ≈ certain maiming"):
|
||||||
|
max 1 boss contract per target per week, on top of the global limits below.
|
||||||
|
|
||||||
|
### Death policy (recommendation: mischief maims, it doesn't murder)
|
||||||
|
|
||||||
|
`runHarvestInterrupt`'s loss path perma-kills (`abandonZoneRun` +
|
||||||
|
`forcedExtractExpedition` + mark dead). For a *purchased* attack that lands
|
||||||
|
while the victim is offline, perma-death feels like paid murder, not mischief.
|
||||||
|
Recommended: on defeat, apply the world-boss HP floor (`worldBossFloorHP`
|
||||||
|
pattern), force-extract the expedition (run-loss seam already exists), drop a
|
||||||
|
chunk of un-banked expedition coins/supplies, +threat. Character lives.
|
||||||
|
**Open decision** — could make boss tier lethal for stakes, but then it needs an
|
||||||
|
opt-in (hardcore flag) or it's a griefing lever.
|
||||||
|
|
||||||
|
### Anonymity + the unseal twist
|
||||||
|
|
||||||
|
Default: contracts are anonymous — "someone in town has put coin on
|
||||||
|
<target>'s head." Buyer can pay +25% to *sign* it (taunt rights).
|
||||||
|
**If the target survives, the contract is unsealed** — Pete names the buyer in
|
||||||
|
the survival bulletin. Risk of exposure is the natural brake on casual griefing,
|
||||||
|
and it makes survival announcements delicious.
|
||||||
|
|
||||||
|
### The games-room window (help or "help")
|
||||||
|
|
||||||
|
On placement, announce in `GAMES_ROOM` (world-boss style) + Pete priority beat.
|
||||||
|
During the window (default 60 min):
|
||||||
|
|
||||||
|
- `!mischief bless @target` — pay a small fee (~€15) for temp HP / +AC on the
|
||||||
|
incoming fight (well-rested-style bundle). Stacks, capped (say 3 blessings).
|
||||||
|
- `!mischief escalate @target` — pay ~half the next-tier delta to bump the
|
||||||
|
contract one tier, max one step total, boss can't escalate. Escalation money
|
||||||
|
joins the payout escrow — piling on raises the target's survival jackpot.
|
||||||
|
- Victim gets a TwinBee DM (first person, per voice rules): word has reached
|
||||||
|
them that someone wants them dead. Pure flavor — expeditions are autonomous —
|
||||||
|
but it lets them rally blessings.
|
||||||
|
|
||||||
|
Blessing/escalation state lives on the contract row (real rows, no phantom
|
||||||
|
per-fight state — lesson from the companion free-lunch bugs).
|
||||||
|
|
||||||
|
### Delivery mechanics
|
||||||
|
|
||||||
|
New `runMischiefInterrupt`, modeled line-for-line on `runHarvestInterrupt`:
|
||||||
|
pick monster per tier table → apply blessings to the roster → surprise nick
|
||||||
|
(attacker's privilege) → `runZoneCombatRoster(fightRoster(target), …)` → custom
|
||||||
|
close-out. Do **not** call `recordZoneKill`/advance zone state — the fight is
|
||||||
|
extrinsic to the dungeon. Party seats fight together and earn seat XP as usual;
|
||||||
|
the survival purse goes to the target (leader).
|
||||||
|
|
||||||
|
Fizzle: if the expedition ends before delivery, refund fee minus 10% rake
|
||||||
|
(deadpan Pete line: the monster arrived to an empty dungeon).
|
||||||
|
|
||||||
|
### Rate limits & eligibility (anti-grief)
|
||||||
|
|
||||||
|
- Target must have an active expedition **and** be level ≥ 3 (or similar floor).
|
||||||
|
- One live contract per target; per-target cooldown 24 h after resolution.
|
||||||
|
- Per-buyer cap: 2 contracts/day. Can't target yourself. Escrow debited at
|
||||||
|
placement via `euro.Debit` (respects the debt floor for free).
|
||||||
|
- Boredom-ticker auto-expeditions: **targetable** (they're real runs and it's
|
||||||
|
funny), but revisit if it feels bad in practice.
|
||||||
|
- Opt-out: none for v1 — being in the world means being in the world — but keep
|
||||||
|
the decision explicitly revisitable. News anonymization (`!news optout`)
|
||||||
|
still applies to Pete-facing names as it does today.
|
||||||
|
|
||||||
|
### Pete web storefront (the reverse pipe)
|
||||||
|
|
||||||
|
**Decision (2026-07-13): mischief UI requires Authentik sign-in on Pete.**
|
||||||
|
Pete's OIDC layer already exists (`[web.auth]`, disabled by default) and the
|
||||||
|
callback already parses `preferred_username` from the ID token
|
||||||
|
(`auth.go:236-250`) — it just isn't persisted into the `pete_session` cookie.
|
||||||
|
**VERIFIED 2026-07-13** on parodia.dev (`matrix-mas-1`,
|
||||||
|
`/home/reala/matrix/compose/mas/config.yaml`): MAS imports localpart with
|
||||||
|
`action: require, template: '{{ user.preferred_username }}'` — so
|
||||||
|
**Authentik username == Matrix localpart**, guaranteed. Identity is free:
|
||||||
|
add PreferredUsername to `SessionUser`, gogobee maps it to
|
||||||
|
`@<username>:<server>` (lowercase it — Matrix localparts must be lowercase,
|
||||||
|
Authentik usernames may not be). No link codes.
|
||||||
|
|
||||||
|
The one-way *network* rule (`roster.go:23-25`) stays intact — both new data
|
||||||
|
flows are gogobee-initiated:
|
||||||
|
|
||||||
|
- **Balances out (push):** gogobee already pushes a roster snapshot every
|
||||||
|
2 min; add euro-balance entries for linked users on the same tick. Pete
|
||||||
|
renders "~€X" and greys out unaffordable tiers. Advisory only; up to 2 min
|
||||||
|
stale is fine.
|
||||||
|
- **Orders in (poll):** signed-in buyer POSTs the order form → `mischief_orders`
|
||||||
|
row in pete.db keyed by preferred_username, status `pending`. gogobee's
|
||||||
|
peteclient grows a poll loop: `GET /api/mischief/pending` (bearer) every
|
||||||
|
30 s, claims each order (`POST /api/mischief/claim`, idempotent on order
|
||||||
|
GUID), then validates in-game.
|
||||||
|
- **Money truth lives only in gogobee:** the authoritative check is
|
||||||
|
`euro.Debit` at claim time. A stale web balance just means an occasional
|
||||||
|
"order bounced — insufficient funds" status (rendered from a fact) + TwinBee
|
||||||
|
DM to the buyer. Pete never writes a balance, so no double-spend surface.
|
||||||
|
|
||||||
|
Order targets: roster board (already live on `/adventure`) grows a "send
|
||||||
|
trouble" button per entry (roster token identifies the target — already
|
||||||
|
stable + non-deanonymizing). Pete renders order status from resulting facts,
|
||||||
|
never from live game state.
|
||||||
|
|
||||||
|
Ops note: enabling `[web.auth]` on prod Pete needs the Authentik OAuth client
|
||||||
|
provisioned + config.toml edit on the box (config is box-only).
|
||||||
|
|
||||||
|
### New Pete event types (deploy Pete FIRST — unknown types 400 → park forever)
|
||||||
|
|
||||||
|
`mischief_contract` (priority: a hit is out, tier, anonymous-or-signed),
|
||||||
|
`mischief_survived` (priority: target thwarted it — unseal buyer here),
|
||||||
|
`mischief_downed` (priority), `mischief_fizzled` (bulletin),
|
||||||
|
`mischief_link` (internal, no render — or handle out-of-band). Deadpan voice
|
||||||
|
throughout; check `adventure_flavor_*.go` for reusable lines before writing new
|
||||||
|
flavor (standing rule).
|
||||||
|
|
||||||
|
## Phases
|
||||||
|
|
||||||
|
- **M0 — price the tiers. DONE 2026-07-13** (single-fight sweep + prod
|
||||||
|
economy snapshot; see tier table above). Follow-up for M1 close-out: re-run
|
||||||
|
the sweep through the *real* delivery path once `runMischiefInterrupt`
|
||||||
|
exists, since full-HP single fights understate mid-run danger.
|
||||||
|
- **M1 — core engine, Matrix-only. DONE 2026-07-13 (uncommitted, not deployed).**
|
||||||
|
`adventure_mischief.go` (tiers/pricing/persistence/eligibility/`!mischief`),
|
||||||
|
`adventure_mischief_deliver.go` (ticker + `runMischiefInterrupt` + close-outs),
|
||||||
|
`mischief_contracts` table, Pete's 4 `mischief_*` event types. 17 tests,
|
||||||
|
4 of them end-to-end through the real fight + euro + extraction.
|
||||||
|
|
||||||
|
Decisions taken during implementation (all inside the plan's intent):
|
||||||
|
- **Bracket monster-selection promoted out of the M0 test** into prod
|
||||||
|
(`mischiefBracketZone`/`mischiefMonsters`), so the sweep and the live
|
||||||
|
delivery now drive *the same* selection code — the fee table can't drift
|
||||||
|
away from the fight it priced.
|
||||||
|
- **Survival is read off the target's HP, not `PlayerWon`.** The engine's
|
||||||
|
timeout is a retreat, not a lethal blow: a target who ran out the clock
|
||||||
|
with HP left held the thing off, and a bought monster that merely outlasted
|
||||||
|
them hasn't earned a maiming. (M0 counted `!PlayerWon` as death, so real
|
||||||
|
survival rates are a touch *better* than priced. Pricing stands.)
|
||||||
|
- **No-perma-death extended to the whole party** (`floorMischiefRoster`, run
|
||||||
|
on BOTH outcomes). A leader can win a fight their friend went down in, and
|
||||||
|
the delivery skips `closeOutZoneWin` — without the floor, the member is left
|
||||||
|
alive at 0 HP, which every `HPCurrent <= 0` gate reads as broken.
|
||||||
|
- **One-live-contract-per-target is a partial UNIQUE INDEX**, not a read-then-
|
||||||
|
write check: placement holds only the *buyer's* lock, so two buyers racing at
|
||||||
|
one victim would both pass an in-code check. The loser is refunded.
|
||||||
|
- **Stale-delivery sweep** (`delivering` + 15 min grace → full refund). Without
|
||||||
|
it a crash mid-fight strands the row: target permanently un-targetable,
|
||||||
|
buyer's money gone.
|
||||||
|
- All contract timestamps bind as Go `time.Time` — never `CURRENT_TIMESTAMP`.
|
||||||
|
The driver stores RFC3339 (`2026-07-14T03:48:52Z`); a SQL-side stamp writes
|
||||||
|
`2026-07-14 03:48:52`, and the two compare lexicographically wrong.
|
||||||
|
- Fizzle DMs + rake, 90% refund; unstageable/stranded contracts refund 100%
|
||||||
|
(our fault, not a bet they lost).
|
||||||
|
|
||||||
|
**M1 close-out sweep DONE 2026-07-13** (`mischief_delivery_sweep_test.go`,
|
||||||
|
`MISCHIEF_SWEEP=1`, n=400/cell, 108 cells through the REAL delivery path:
|
||||||
|
`runMischiefInterrupt` → `runZoneCombatRoster`). Arms: entry HP 100/70/40%
|
||||||
|
(100% = control, reproduces M0 through the new path) × wards 0/3 on elite+boss.
|
||||||
|
|
||||||
|
| target | tier | 100% HP | 70% HP | 40% HP | 70% +3 wards |
|
||||||
|
|---|---|---|---|---|---|
|
||||||
|
| paladin L3 | elite | 84.8% | 73.2% | 62.7% | 80.5% |
|
||||||
|
| paladin L3 | boss | 87.8% | 45.8% | 8.0% | 88.0% |
|
||||||
|
| mage L4 | elite | 66.0% | 29.5% | 4.0% | 64.0% |
|
||||||
|
| mage L8 evoc | elite | 90.2% | 72.2% | 15.0% | 84.2% |
|
||||||
|
| mage L8 evoc | boss | 6.5% | 2.0% | 0.2% | 7.8% |
|
||||||
|
| fighter L12 | boss | 88.2% | 48.0% | 6.8% | 89.8% |
|
||||||
|
| rogue L20 | boss | 19.2% | 2.0% | 0.0% | 18.5% |
|
||||||
|
| cleric L20 | boss | 42.0% | 6.0% | 0.0% | 42.8% |
|
||||||
|
|
||||||
|
(grunt/mob: 100% for everyone except mage L4, who can lose a wounded mob.)
|
||||||
|
|
||||||
|
Three findings:
|
||||||
|
- **The M0 table was priced on a fight we don't deliver.** The control arm
|
||||||
|
diverges from M0 in BOTH directions: up where an engine timeout now counts as
|
||||||
|
survival (paladin boss 15→88%), and *down* where the turn engine loops a
|
||||||
|
boss's full multiattack profile and `SimulateCombat` doesn't (fighter boss
|
||||||
|
99.9→88%, rogue boss 36→19%) — see [[project_sim_multiattack_gap]]. Fees kept
|
||||||
|
(the tiers still do what they were priced to do); this table is now the
|
||||||
|
reference.
|
||||||
|
- **Wounding is the dominant variable, and M0 was blind to it.** Boss at a
|
||||||
|
realistic mid-run 70% HP collapses across the board (fighter 88→48, cleric
|
||||||
|
42→6, rogue 19→2); at 40% it is near-zero for everyone. Boss really is the
|
||||||
|
"end their expedition" button, as priced.
|
||||||
|
- **Wards were too cheap** (see M2 below): 3 of them buy ~+40pp.
|
||||||
|
- **M2 — the window. DONE 2026-07-13.** `!mischief bless @user` (€25, cap 3,
|
||||||
|
+10% MaxHP temp HP each) · `!mischief escalate @user` (pays the tier delta,
|
||||||
|
one step, boss is the ceiling) · victim DM on placement · escalator unsealed
|
||||||
|
alongside the buyer on survival. 6 new tests (22 total).
|
||||||
|
|
||||||
|
Decisions taken during implementation:
|
||||||
|
- **Blessing fee is a pure sink** (community pot), never a purse top-up. If a
|
||||||
|
ward raised the payout basis, warding a friend would become a money-routing
|
||||||
|
move; buying them HP can't be.
|
||||||
|
- **Ward price scales with the contract** — `max(€25, 10% of fee)`: grunt/mob
|
||||||
|
€25, elite €35, boss €120 (€360 to cover someone completely). The close-out
|
||||||
|
sweep measured 3 wards at ~+40pp (fighter vs boss at 70% HP: 48→90%), so a
|
||||||
|
flat €25 let the room halve a €1,200 boss contract for €75 — pocket change
|
||||||
|
against the tier the whole economy rests on. Reads the contract's *current*
|
||||||
|
basis, so an escalation raises the price of saving its target too. The €25
|
||||||
|
floor is knowingly above-market at grunt (3 wards > the €40 fee): nothing
|
||||||
|
needs warding against theatre, and the floor exists to keep a ward an impulse.
|
||||||
|
- **Escalation raises `fee` (the payout basis) AND `paid` together**, so the
|
||||||
|
75% cap and "purse < outlay" survive an escalation untouched — asserted.
|
||||||
|
- **Escalating into boss answers to the boss-per-target-per-week cap.**
|
||||||
|
Otherwise the cap is bought around for the price of an elite plus the delta.
|
||||||
|
- **Both window commands are CAS-then-refund**, like placement: the ward cap and
|
||||||
|
the one-step limit live in the UPDATE's WHERE clause, because a scramble is
|
||||||
|
exactly when four people press the button in the same second.
|
||||||
|
- **The delivery re-reads the contract AFTER claiming it.** The due-sweep's copy
|
||||||
|
is stale by construction — the window keeps writing to an open row up to the
|
||||||
|
claim, so a last-second escalation was paid for and then delivered the *old*
|
||||||
|
tier's monster. The claim is the fence. (Fixed + regression test.)
|
||||||
|
- **The ward is temp HP** (the well-rested mechanism), added to whatever cushion
|
||||||
|
the target already carried and subtracted again after the fight — a bought ward
|
||||||
|
must not eat a home long rest. It refreshes per link of the mob chain; that only
|
||||||
|
affects the one tier the sweep priced as theatre.
|
||||||
|
- Blessers are named on the spot (helping is proud); escalators are anonymous
|
||||||
|
until the survival unseals them, exactly like the buyer.
|
||||||
|
- Fizzled/unstageable contracts do **not** refund blessers. Their €25 was charity,
|
||||||
|
and it went to the pot. Revisit if it stings in practice.
|
||||||
|
- Fixed a pre-existing wall-clock flake in the M1 fizzle test: it drove
|
||||||
|
`fireMischiefDeliveries` with `time.Now()`, which refuses to run inside the
|
||||||
|
±1 h quiet windows around the 06:00 briefing and 21:00 recap.
|
||||||
|
- **M3 — Pete storefront (1 session, cross-repo).** Enable + extend OIDC
|
||||||
|
(persist preferred_username; provision Authentik client), orders table +
|
||||||
|
form + status rendering, balance push, gogobee poll/claim loop. First
|
||||||
|
visitor-facing write path on Pete — auth-gated + rate-limited per user.
|
||||||
|
(MAS localpart == Authentik preferred_username: verified 2026-07-13.)
|
||||||
|
- **M4 — polish.** Notoriety/renown for buyers, survival streaks → milestones,
|
||||||
|
digest lines, boredom-expedition policy review, tune fees from live data.
|
||||||
|
|
||||||
|
## Decisions — ALL CONFIRMED by reala 2026-07-13
|
||||||
|
|
||||||
|
1. **No perma-death anywhere** — mischief maims: HP floor + force-extract +
|
||||||
|
un-banked loot/supply loss + threat bump. Boss tier included.
|
||||||
|
2. **Anonymous by default; survival unseals the buyer** in Pete's bulletin;
|
||||||
|
+25% to sign openly.
|
||||||
|
3. **Fizzle refund 90%**, 10% rake to community pot.
|
||||||
|
4. **Targets: level ≥ 3 with an active expedition**; boredom auto-runs are
|
||||||
|
fair game. One live contract per target, 24 h post-resolution cooldown,
|
||||||
|
2 contracts/day per buyer, 1 boss/target/week.
|
||||||
|
5. **Fee/payout table as priced above** (M0 sweep + prod economy).
|
||||||
|
|
||||||
|
## Standing-rule checklist
|
||||||
|
|
||||||
|
- No new `dnd_`-prefixed files/tables → `adventure_mischief*.go`, `mischief_*` tables.
|
||||||
|
- TwinBee first-person; Pete deadpan third-person announcer.
|
||||||
|
- Plan doc stays working-tree only.
|
||||||
|
- Pete deploys before gogobee whenever event types change.
|
||||||
|
- Sim sweeps: control arm + n≥750; run heavy sweeps on Parodia/millenia.
|
||||||
|
- Any loader/bootstrap added must keep its backfill as a one-shot bootstrap.
|
||||||
267
gogobee_revisit_plan.md
Normal file
267
gogobee_revisit_plan.md
Normal file
@@ -0,0 +1,267 @@
|
|||||||
|
# Revisit / Backtrack Navigation — Design Plan
|
||||||
|
|
||||||
|
Lets players walk back to previously visited rooms within an active zone
|
||||||
|
run to re-harvest, re-fork (e.g. after acquiring a key), or pick up
|
||||||
|
something they skipped. Forward-only navigation has been the rule since
|
||||||
|
Phase G; this plan retires that assumption deliberately.
|
||||||
|
|
||||||
|
## Goals
|
||||||
|
|
||||||
|
- Re-harvest depleted nodes after a long rest (primary use case).
|
||||||
|
- Allow general exploration freedom — wander back, look around.
|
||||||
|
- Re-pick a fork after acquiring a key or changing strategy.
|
||||||
|
- Preserve the existing pacing pressure (threat clock, SU drain) but
|
||||||
|
make backtracking *cheaper* than fresh exploration to reflect that
|
||||||
|
the route is already known.
|
||||||
|
|
||||||
|
## Non-goals
|
||||||
|
|
||||||
|
- Teleporting to arbitrary discovered rooms.
|
||||||
|
- Backtracking during `!expedition run` autopilot (autopilot is
|
||||||
|
forward-only by design).
|
||||||
|
- Re-fighting cleared encounters or re-arming disarmed traps.
|
||||||
|
|
||||||
|
## Player-facing surface
|
||||||
|
|
||||||
|
- **`!revisit <N>`** — walks one edge from the current node toward a
|
||||||
|
previously-visited node. `N` is the 1-indexed room number printed in
|
||||||
|
`!map`'s Path strip.
|
||||||
|
- Must be in `VisitedNodes`.
|
||||||
|
- Must be adjacent to `CurrentNode` via an edge in the zone graph
|
||||||
|
(forward or reverse direction; graph edges are directed but we
|
||||||
|
allow reverse traversal for revisit).
|
||||||
|
- Costs threat and SU at a reduced rate (see Cost Model).
|
||||||
|
- No combat re-roll, no trap re-arm in cleared rooms.
|
||||||
|
|
||||||
|
- **`!map`** — already shows the numbered Path strip; players read N
|
||||||
|
from there.
|
||||||
|
|
||||||
|
- **`!zone advance`** post-revisit — unchanged. From any node, picks
|
||||||
|
the first outgoing edge (or shows the fork prompt). Re-forking a
|
||||||
|
previously-resolved fork node clears the prior choice silently.
|
||||||
|
|
||||||
|
## Cost model
|
||||||
|
|
||||||
|
> **CORRECTED 2026-07-09 during R1.** The table below originally claimed a
|
||||||
|
> fresh `!zone advance` costs +2 threat / −1.0 SU. It does not. Verified at
|
||||||
|
> HEAD: **movement itself is free.** There is no per-room tick anywhere.
|
||||||
|
> - **Supplies burn per *day*,** not per room — `applyDailyBurn` is called
|
||||||
|
> only from `dnd_expedition_cycle.go:108` (the day rollover),
|
||||||
|
> `dnd_expedition_extract.go:52`, and region transit. Never from advance.
|
||||||
|
> - **Threat comes from *combat*,** not from walking:
|
||||||
|
> `applyRoomCombatThreatForUser` (+5 normal, +8 elite/boss) fires from the
|
||||||
|
> three combat-resolution sites, plus daily drift, harvest noise (+2), and
|
||||||
|
> ambient. `zoneCmdAdvance` / `advanceOnce` touch neither clock.
|
||||||
|
>
|
||||||
|
> This inverts R2's central premise. A revisited room fires no combat
|
||||||
|
> (terminal `CombatSession` rows gate re-entry), so backtracking is already
|
||||||
|
> free — the design problem is not *discounting* a cost, it's that there is
|
||||||
|
> **no pacing pressure to discount**. Whatever R2 charges is a net-new cost.
|
||||||
|
|
||||||
|
| Move | Threat tick | SU tick |
|
||||||
|
|------|-------------|---------|
|
||||||
|
| Fresh-room `!zone advance` | **0** (actual) | **0** (actual) |
|
||||||
|
| Combat resolved in a room | +5, +8 elite/boss | 0 |
|
||||||
|
| Day rollover | drift (mood-scaled) | −daily burn |
|
||||||
|
| `!revisit <N>` (one edge) | **TBD — see below** | n/a (no per-move SU exists) |
|
||||||
|
|
||||||
|
**DECIDED 2026-07-09 — option (1), +1 threat per revisit edge.** Shipped in
|
||||||
|
R2 as `revisitThreatCost`. Standalone (non-expedition) zone runs have no
|
||||||
|
threat clock and so pay nothing. A `revisitSiegeGuard` refuses the move at
|
||||||
|
threat ≥ 99: siege is one-way sticky, and a player must not be able to strand
|
||||||
|
their own expedition on a move they made to go pick up a herb.
|
||||||
|
|
||||||
|
Options as they were weighed, cheapest first:
|
||||||
|
1. **Charge +1 threat per revisit edge.** One `applyThreatDelta` call,
|
||||||
|
mirrors "harvest noise". Reads as "you stir up attention doubling back."
|
||||||
|
Cheap, honest, and it's the only clock revisit can plausibly touch.
|
||||||
|
2. **Charge nothing.** Backtracking is already free of combat; the real
|
||||||
|
cost is the day clock, which a long detour burns anyway. Simplest, and
|
||||||
|
arguably correct — the pacing pressure is the multi-day supply budget,
|
||||||
|
not the step count.
|
||||||
|
3. **Charge a fractional day.** Rejected: the day counter is the spine of
|
||||||
|
every milestone, digest and anchored event. Don't make it fractional.
|
||||||
|
|
||||||
|
Recommend **(1)** at +1: it's the smallest lever that makes a detour a real
|
||||||
|
choice, and it rides an existing, tested seam.
|
||||||
|
|
||||||
|
## State model
|
||||||
|
|
||||||
|
The hard problem: `CurrentRoom` is currently derived as
|
||||||
|
`len(VisitedNodes)-1` (dnd_zone_run.go:377), which assumes
|
||||||
|
monotonically-growing visit history. Backtracking breaks that.
|
||||||
|
|
||||||
|
### Schema changes
|
||||||
|
|
||||||
|
- **`VisitedNodes`** — unchanged semantics: ordered set of nodes ever
|
||||||
|
entered, first-entry order. Stays append-only when entering a *new*
|
||||||
|
node; revisits do not append.
|
||||||
|
- **`CurrentNode`** — already the source-of-truth for "where am I."
|
||||||
|
- **`CurrentRoom`** — repurpose from `len(VisitedNodes)-1` to "index of
|
||||||
|
CurrentNode within VisitedNodes" (the room's first-entry index, which
|
||||||
|
is the path-relative label the player sees).
|
||||||
|
- **`RoomsTraversed`** (NEW, int column on `dnd_zone_run`) — monotonic
|
||||||
|
step counter. Drives threat/SU ticks. Bootstrapped to
|
||||||
|
`len(VisitedNodes)` for existing rows.
|
||||||
|
|
||||||
|
### Audit pass required
|
||||||
|
|
||||||
|
Every read of `r.CurrentRoom` and `len(r.VisitedNodes)` needs to be
|
||||||
|
classified:
|
||||||
|
|
||||||
|
- **"Path index" reads (keep as CurrentRoom)**: display headers
|
||||||
|
("Room 3/7"), encounter ID derivation (`encounterIDForRoom`), enemy
|
||||||
|
salt seeds, harvest room keys, status/abandon strings, camp room
|
||||||
|
index.
|
||||||
|
- **"Progress counter" reads (switch to RoomsTraversed)**: threat
|
||||||
|
clock ticks, supplies ticks, ambient narration cadence, autopilot
|
||||||
|
preflight, fatigue/exhaustion accrual if any.
|
||||||
|
|
||||||
|
Concrete callsite list will be produced during implementation; estimate
|
||||||
|
~10–15 callsites total.
|
||||||
|
|
||||||
|
## Fork re-pick
|
||||||
|
|
||||||
|
Re-entering a fork node clears its resolved choice in `node_choices`
|
||||||
|
(or equivalent). Next `!zone advance` shows the fork prompt fresh,
|
||||||
|
evaluated against current inventory (so a newly-acquired key unlocks
|
||||||
|
previously-locked edges).
|
||||||
|
|
||||||
|
Silent — no warning. Graph-back navigation means the player has
|
||||||
|
walked back through their previously-chosen path; nothing in
|
||||||
|
`VisitedNodes` is destroyed; the alternate branch they previously
|
||||||
|
took is still revisitable. There is no "discard" semantics.
|
||||||
|
|
||||||
|
## RoomsCleared semantics
|
||||||
|
|
||||||
|
Idempotent — exiting a room a second time doesn't re-append to
|
||||||
|
`RoomsCleared`. The "advanced past" flag is sticky.
|
||||||
|
|
||||||
|
## Preflight checks (rejections)
|
||||||
|
|
||||||
|
`!revisit` rejects with a clear DM when:
|
||||||
|
|
||||||
|
- Target room is not in `VisitedNodes` ("You haven't been there yet.")
|
||||||
|
- Target equals `CurrentNode` (no-op)
|
||||||
|
- Target is not adjacent to `CurrentNode` via any graph edge
|
||||||
|
("Room X isn't directly connected — backtrack one step at a time.")
|
||||||
|
- Active combat session in current room
|
||||||
|
("Finish the fight first.")
|
||||||
|
- Threat clock would tick past max (use existing camp-eligibility
|
||||||
|
preflight pattern)
|
||||||
|
- SU would drop below survival floor (same)
|
||||||
|
- Character is dead / expedition is paused (same gates as `!zone advance`)
|
||||||
|
- Autopilot run is active
|
||||||
|
|
||||||
|
## Rollout phases
|
||||||
|
|
||||||
|
Tentative ordering. Each phase ships independently.
|
||||||
|
|
||||||
|
### R1 — schema + audit ✅ **DONE 2026-07-09** (branch `n1-restoration`)
|
||||||
|
|
||||||
|
Shipped: `rooms_traversed` column + `bootstrapRoomsTraversed` backfill;
|
||||||
|
`CurrentRoom` re-derived via `pathIndexOf(VisitedNodes, CurrentNode)`;
|
||||||
|
`appendVisited` / `appendClearedRoom` made set-semantic; `narrationCadence`
|
||||||
|
routed off `RoomsTraversed`; `advanceZoneRunNode` now returns the moved-to
|
||||||
|
path index. Tests in `zone_revisit_r1_test.go`. Full suite green. No
|
||||||
|
player-visible behavior change.
|
||||||
|
|
||||||
|
**Audit outcome — the callsite split was smaller than estimated (~10–15).**
|
||||||
|
Almost every `CurrentRoom` read is a *path index* and correctly stays put:
|
||||||
|
enemy/trap salts (`pickZoneEnemy`, `pickZoneTrap`, `rollTrapDamage`), loot
|
||||||
|
RNG seed, `encounterIDForRoom`, harvest room keys, camp `RoomIndex`, map
|
||||||
|
render, "Room X/Y" headers. Keying those on the node's first-entry index is
|
||||||
|
exactly what makes a revisited room resolve to *the same room*.
|
||||||
|
|
||||||
|
Only two reads were progress-shaped:
|
||||||
|
- `narrationCadence` → now `RoomsTraversed-1`, so a backtracking player
|
||||||
|
draws fresh flavor instead of replaying the lines they read on the way in.
|
||||||
|
- `nextIdx := run.CurrentRoom + 1` (`dnd_zone_cmd_graph.go`) — not a
|
||||||
|
progress read but a latent bug: "+1" only labels correctly while the
|
||||||
|
player is at the frontier. `advanceZoneRunNode` now returns the true index.
|
||||||
|
|
||||||
|
**Nothing to route off `RoomsTraversed` for threat/SU** — there are no
|
||||||
|
per-room ticks to route (see the corrected Cost model above). The counter
|
||||||
|
currently drives narration cadence and stands ready for R2's cost decision.
|
||||||
|
|
||||||
|
Two behaviors were hardened in passing, both no-ops under forward-only
|
||||||
|
navigation but load-bearing the moment R2 lands:
|
||||||
|
- `VisitedNodes` is an ordered **set** — a re-entered node is not
|
||||||
|
re-appended, so room numbers never renumber under the player.
|
||||||
|
- `RoomsCleared` is **idempotent** — exiting a room twice can't inflate it
|
||||||
|
past `TotalRooms` and skew the "N/M rooms" renders.
|
||||||
|
|
||||||
|
### R2 — `!revisit` command ✅ **DONE 2026-07-09** (branch `n1-restoration`)
|
||||||
|
|
||||||
|
Shipped: `!revisit <N>` (alias `!zone revisit`), `adjacentNodes` reverse-edge
|
||||||
|
traversal, full preflight, +1 threat, `!map` now prints a **Back to:** strip
|
||||||
|
of legal targets. Fork re-pick still deferred to R3 — revisit refuses while a
|
||||||
|
fork prompt is pending, because both `!zone advance` and `!zone go` resolve
|
||||||
|
`node_choices` without checking which node the player is standing on.
|
||||||
|
|
||||||
|
**"No combat/trap re-trigger logic needed" was wrong — and it was an exploit.**
|
||||||
|
Terminal `CombatSession` rows gate *only* Elite and Boss rooms, at the doorway
|
||||||
|
check in `advanceOnceWithOpts`. An Exploration room re-enters
|
||||||
|
`resolveCombatRoom` unconditionally and a Trap room re-arms. Left alone,
|
||||||
|
`!revisit` would have been an infinite farm: step back one room, `!zone
|
||||||
|
advance`, repeat for loot and XP. Fixed with a `RoomIsCleared(CurrentRoom)`
|
||||||
|
early-return at the top of `resolveRoom` — a no-op forward-only, since advance
|
||||||
|
clears a room only *after* resolving it. Guarded by
|
||||||
|
`TestRevisitedRoom_DoesNotReResolve` and `TestFreshRoom_StillResolves`.
|
||||||
|
|
||||||
|
**Autopilot needed a stopgap, sooner than R5 planned.** Autopilot has no
|
||||||
|
on/off switch — `tryAutoRun` is ticker-driven for every active expedition on a
|
||||||
|
2h CAS cooldown. Without intervention the background walker marches the player
|
||||||
|
straight back out of the room they just revisited, and the whole feature reads
|
||||||
|
as broken. `grantAutorunGrace` stamps `last_autorun_at` on revisit, buying one
|
||||||
|
full cooldown window. **R5 still owes the real policy decision** (refuse to
|
||||||
|
auto-walk from a non-frontier node, vs. walk back to the frontier first).
|
||||||
|
|
||||||
|
Tests in `zone_revisit_r2_test.go`. Full suite green.
|
||||||
|
|
||||||
|
### R3 — fork re-pick
|
||||||
|
|
||||||
|
- On revisit landing into a fork node, clear `node_choices` for that
|
||||||
|
node.
|
||||||
|
- Next advance re-prompts.
|
||||||
|
- Tests: lock-with-key acquired between two fork visits, alternate
|
||||||
|
branch selection, no-change re-pick.
|
||||||
|
|
||||||
|
### R4 — UX polish
|
||||||
|
|
||||||
|
- DM line on revisit explaining the cost ("You retrace your steps to
|
||||||
|
Room 3 (the fork). Threat +1, SU −0.5.").
|
||||||
|
- Surface `!revisit` in `!help` and `!zone` help blocks.
|
||||||
|
- Ambient/narration audit: any "you press deeper into the dungeon"
|
||||||
|
lines that no longer fit when player is backtracking.
|
||||||
|
|
||||||
|
### R5 — autopilot guard
|
||||||
|
|
||||||
|
- `!expedition run` refuses to start while at a non-frontier node?
|
||||||
|
Or auto-walks back to frontier first? Decide based on R1–R4 feel.
|
||||||
|
Likely: refuse with a "use !zone advance to return to the frontier
|
||||||
|
first" hint.
|
||||||
|
|
||||||
|
## Open questions (lower priority)
|
||||||
|
|
||||||
|
- Should there be a small flavor-only narrative beat the first time
|
||||||
|
the player backtracks in an expedition? ("TwinBee notes you doubling
|
||||||
|
back — there's no shame in it. Sometimes the answer was in a room
|
||||||
|
you'd already passed.")
|
||||||
|
- Does a babysitter's safe-rest affect revisit cost? (Probably not —
|
||||||
|
babysitter is a camp upgrade, revisit is movement.)
|
||||||
|
- Multi-region expeditions — does revisit work across region
|
||||||
|
boundaries within the same expedition? (Initial answer: no, only
|
||||||
|
within the current zone run; cross-region travel is its own seam.)
|
||||||
|
|
||||||
|
## Effort estimate
|
||||||
|
|
||||||
|
Comparable to a small Phase pass (G6-sized). Roughly:
|
||||||
|
|
||||||
|
- R1: 1 session (schema bump + audit + tests).
|
||||||
|
- R2: 1 session.
|
||||||
|
- R3: 0.5 session.
|
||||||
|
- R4: 0.5 session.
|
||||||
|
- R5: 0.5 session.
|
||||||
|
|
||||||
|
Total: ~3–4 working sessions.
|
||||||
@@ -7,7 +7,6 @@ import (
|
|||||||
"log/slog"
|
"log/slog"
|
||||||
"os"
|
"os"
|
||||||
"path/filepath"
|
"path/filepath"
|
||||||
"sync"
|
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
"github.com/rs/zerolog"
|
"github.com/rs/zerolog"
|
||||||
@@ -107,7 +106,19 @@ func newAppserviceSession(cfg Config) (*Session, error) {
|
|||||||
return nil, fmt.Errorf("registration sender_localpart resolves to %s but BOT_USER_ID is %s", as.BotMXID(), userID)
|
return nil, fmt.Errorf("registration sender_localpart resolves to %s but BOT_USER_ID is %s", as.BotMXID(), userID)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Resolve room state (is it encrypted, who is in it) from the server on first
|
||||||
|
// use, since there is no /sync to backfill it. Must be installed before the
|
||||||
|
// first BotClient() call: makeClient copies as.StateStore into the client, and
|
||||||
|
// caches the client.
|
||||||
|
inner, ok := as.StateStore.(innerStateStore)
|
||||||
|
if !ok {
|
||||||
|
return nil, fmt.Errorf("appservice state store %T does not implement crypto.StateStore", as.StateStore)
|
||||||
|
}
|
||||||
|
store := newLazyStateStore(inner)
|
||||||
|
as.StateStore = store
|
||||||
|
|
||||||
client := as.BotClient() // as_token auth + SetAppServiceUserID (?user_id=) assertion
|
client := as.BotClient() // as_token auth + SetAppServiceUserID (?user_id=) assertion
|
||||||
|
store.client = client
|
||||||
// Assert the device via ?org.matrix.msc3202.device_id= on E2EE requests, and
|
// Assert the device via ?org.matrix.msc3202.device_id= on E2EE requests, and
|
||||||
// satisfy cryptohelper.Init's syncer check: with this set, Init permits a nil
|
// satisfy cryptohelper.Init's syncer check: with this set, Init permits a nil
|
||||||
// Syncer (we drive the crypto machine from transactions, not /sync). The param
|
// Syncer (we drive the crypto machine from transactions, not /sync). The param
|
||||||
@@ -172,29 +183,6 @@ func newAppserviceSession(cfg Config) (*Session, error) {
|
|||||||
mach.HandleMemberEvent(ctx, evt)
|
mach.HandleMemberEvent(ctx, evt)
|
||||||
})
|
})
|
||||||
|
|
||||||
// Without /sync there is no state backfill, so the client's StateStore starts
|
|
||||||
// empty. Before we hand off a decrypted event (whose reply may need to be
|
|
||||||
// encrypted), resolve the room once: mark it encrypted and populate its member
|
|
||||||
// list. Otherwise outbound sends go plaintext (IsEncrypted=false) and, worse,
|
|
||||||
// the group session is shared to nobody (GetRoomJoinedOrInvitedMembers empty)
|
|
||||||
// so recipients can't decrypt the bot's replies.
|
|
||||||
var resolved sync.Map // roomID -> struct{}, resolved once
|
|
||||||
resolveRoom := func(ctx context.Context, roomID id.RoomID) {
|
|
||||||
if _, done := resolved.LoadOrStore(roomID, struct{}{}); done {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
var enc event.EncryptionEventContent
|
|
||||||
if err := client.StateEvent(ctx, roomID, event.StateEncryption, "", &enc); err == nil && enc.Algorithm != "" {
|
|
||||||
_ = as.StateStore.SetEncryptionEvent(ctx, roomID, &enc)
|
|
||||||
}
|
|
||||||
if members, err := client.Members(ctx, roomID); err == nil {
|
|
||||||
_ = as.StateStore.ReplaceCachedMembers(ctx, roomID, members.Chunk)
|
|
||||||
} else {
|
|
||||||
slog.Warn("appservice: failed to fetch room members; will retry", "room", roomID, "err", err)
|
|
||||||
resolved.Delete(roomID) // allow a later event to retry
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// recoverSession handles an event whose megolm session we don't have yet. The
|
// recoverSession handles an event whose megolm session we don't have yet. The
|
||||||
// keys are often merely in flight (a to-device m.room_key racing the room
|
// keys are often merely in flight (a to-device m.room_key racing the room
|
||||||
// event), so wait briefly; if they never land, ask the sender to re-share and
|
// event), so wait briefly; if they never land, ask the sender to re-share and
|
||||||
@@ -236,7 +224,6 @@ func newAppserviceSession(cfg Config) (*Session, error) {
|
|||||||
// Decrypt inbound encrypted room events and re-dispatch the plaintext so the
|
// Decrypt inbound encrypted room events and re-dispatch the plaintext so the
|
||||||
// normal message/reaction handlers fire (mirrors cryptohelper.HandleEncrypted).
|
// normal message/reaction handlers fire (mirrors cryptohelper.HandleEncrypted).
|
||||||
ep.On(event.EventEncrypted, func(ctx context.Context, evt *event.Event) {
|
ep.On(event.EventEncrypted, func(ctx context.Context, evt *event.Event) {
|
||||||
resolveRoom(ctx, evt.RoomID)
|
|
||||||
decrypted, err := ch.Decrypt(ctx, evt)
|
decrypted, err := ch.Decrypt(ctx, evt)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
if errors.Is(err, cryptohelper.NoSessionFound) {
|
if errors.Is(err, cryptohelper.NoSessionFound) {
|
||||||
|
|||||||
164
internal/bot/statestore.go
Normal file
164
internal/bot/statestore.go
Normal file
@@ -0,0 +1,164 @@
|
|||||||
|
package bot
|
||||||
|
|
||||||
|
import (
|
||||||
|
"context"
|
||||||
|
"errors"
|
||||||
|
"fmt"
|
||||||
|
"sync"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix"
|
||||||
|
"maunium.net/go/mautrix/appservice"
|
||||||
|
"maunium.net/go/mautrix/crypto"
|
||||||
|
"maunium.net/go/mautrix/event"
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// lazyStateStore resolves room state from the homeserver on first use instead of
|
||||||
|
// waiting for it to arrive over a sync.
|
||||||
|
//
|
||||||
|
// The appservice has no /sync, so the state store only ever learns a room is
|
||||||
|
// encrypted from an m.room.encryption event pushed in a transaction — which for
|
||||||
|
// an already-configured room never happens again. Anything the bot says on its
|
||||||
|
// own initiative (ambient DMs, expedition beats, briefings) therefore reached
|
||||||
|
// SendMessageEvent with IsEncrypted=false and went out as plaintext into an
|
||||||
|
// encrypted room. The state store being in-memory made every restart a fresh
|
||||||
|
// chance to leak.
|
||||||
|
//
|
||||||
|
// Both reads the send path depends on are resolved here on the first miss and
|
||||||
|
// cached: whether the room is encrypted, and who to share the group session with
|
||||||
|
// (an empty member list encrypts to nobody, which is its own outage). Neither
|
||||||
|
// read is allowed to fail open — a lookup that cannot be resolved returns an
|
||||||
|
// error, which aborts the send. A failed message is recoverable; a plaintext one
|
||||||
|
// that has already landed in an encrypted room is not.
|
||||||
|
type lazyStateStore struct {
|
||||||
|
// Embeds both interfaces the store is consumed through: the appservice
|
||||||
|
// dispatches state updates through the first, and the crypto machine type-
|
||||||
|
// asserts the client's store to the second (cryptohelper.NewCryptoHelper
|
||||||
|
// rejects a store that fails the assertion). Embedding only the appservice
|
||||||
|
// interface silently drops crypto's extra methods from the concrete type.
|
||||||
|
innerStateStore
|
||||||
|
|
||||||
|
client *mautrix.Client
|
||||||
|
|
||||||
|
mu sync.Mutex
|
||||||
|
locks map[id.RoomID]*sync.Mutex
|
||||||
|
// Rooms whose m.room.encryption state we have asked the server about. The
|
||||||
|
// underlying store cannot distinguish "not encrypted" from "never heard of
|
||||||
|
// it", so the distinction is tracked here.
|
||||||
|
encryptionResolved map[id.RoomID]bool
|
||||||
|
}
|
||||||
|
|
||||||
|
// innerStateStore is the full method set the wrapped store must provide.
|
||||||
|
type innerStateStore interface {
|
||||||
|
appservice.StateStore
|
||||||
|
crypto.StateStore
|
||||||
|
}
|
||||||
|
|
||||||
|
// The wrapper is consumed through both, and losing either one is a startup
|
||||||
|
// failure rather than a build failure without these.
|
||||||
|
var (
|
||||||
|
_ appservice.StateStore = (*lazyStateStore)(nil)
|
||||||
|
_ crypto.StateStore = (*lazyStateStore)(nil)
|
||||||
|
)
|
||||||
|
|
||||||
|
func newLazyStateStore(inner innerStateStore) *lazyStateStore {
|
||||||
|
return &lazyStateStore{
|
||||||
|
innerStateStore: inner,
|
||||||
|
locks: make(map[id.RoomID]*sync.Mutex),
|
||||||
|
encryptionResolved: make(map[id.RoomID]bool),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// lockRoom serialises resolution per room so a burst of sends into a cold room
|
||||||
|
// makes one request rather than one per message.
|
||||||
|
func (s *lazyStateStore) lockRoom(roomID id.RoomID) func() {
|
||||||
|
s.mu.Lock()
|
||||||
|
lock, ok := s.locks[roomID]
|
||||||
|
if !ok {
|
||||||
|
lock = &sync.Mutex{}
|
||||||
|
s.locks[roomID] = lock
|
||||||
|
}
|
||||||
|
s.mu.Unlock()
|
||||||
|
|
||||||
|
lock.Lock()
|
||||||
|
return lock.Unlock
|
||||||
|
}
|
||||||
|
|
||||||
|
func (s *lazyStateStore) isEncryptionResolved(roomID id.RoomID) bool {
|
||||||
|
s.mu.Lock()
|
||||||
|
defer s.mu.Unlock()
|
||||||
|
return s.encryptionResolved[roomID]
|
||||||
|
}
|
||||||
|
|
||||||
|
func (s *lazyStateStore) markEncryptionResolved(roomID id.RoomID) {
|
||||||
|
s.mu.Lock()
|
||||||
|
defer s.mu.Unlock()
|
||||||
|
s.encryptionResolved[roomID] = true
|
||||||
|
}
|
||||||
|
|
||||||
|
// IsEncrypted answers from the underlying store once the room's encryption state
|
||||||
|
// has been resolved, fetching it from the server the first time.
|
||||||
|
func (s *lazyStateStore) IsEncrypted(ctx context.Context, roomID id.RoomID) (bool, error) {
|
||||||
|
if !s.isEncryptionResolved(roomID) {
|
||||||
|
unlock := s.lockRoom(roomID)
|
||||||
|
defer unlock()
|
||||||
|
|
||||||
|
if !s.isEncryptionResolved(roomID) {
|
||||||
|
var enc event.EncryptionEventContent
|
||||||
|
err := s.client.StateEvent(ctx, roomID, event.StateEncryption, "", &enc)
|
||||||
|
switch {
|
||||||
|
case err == nil:
|
||||||
|
if enc.Algorithm != "" {
|
||||||
|
if err := s.innerStateStore.SetEncryptionEvent(ctx, roomID, &enc); err != nil {
|
||||||
|
return false, fmt.Errorf("cache encryption state for %s: %w", roomID, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
case errors.Is(err, mautrix.MNotFound):
|
||||||
|
// No m.room.encryption at all: the room really is unencrypted.
|
||||||
|
default:
|
||||||
|
// Unresolved. Refuse rather than guess "unencrypted" and leak.
|
||||||
|
return false, fmt.Errorf("resolve encryption state for %s: %w", roomID, err)
|
||||||
|
}
|
||||||
|
s.markEncryptionResolved(roomID)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return s.innerStateStore.IsEncrypted(ctx, roomID)
|
||||||
|
}
|
||||||
|
|
||||||
|
// GetEncryptionEvent is how the crypto machine reads a room's megolm settings
|
||||||
|
// (session rotation period, etc). It needs the same resolution as IsEncrypted,
|
||||||
|
// since an unresolved room would otherwise report no encryption event.
|
||||||
|
func (s *lazyStateStore) GetEncryptionEvent(ctx context.Context, roomID id.RoomID) (*event.EncryptionEventContent, error) {
|
||||||
|
if _, err := s.IsEncrypted(ctx, roomID); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return s.innerStateStore.GetEncryptionEvent(ctx, roomID)
|
||||||
|
}
|
||||||
|
|
||||||
|
// GetRoomJoinedOrInvitedMembers backs megolm session sharing. Without a sync
|
||||||
|
// there is no member backfill, so an unfetched room would report zero members
|
||||||
|
// and the bot would encrypt to an audience of nobody.
|
||||||
|
func (s *lazyStateStore) GetRoomJoinedOrInvitedMembers(ctx context.Context, roomID id.RoomID) ([]id.UserID, error) {
|
||||||
|
fetched, err := s.innerStateStore.HasFetchedMembers(ctx, roomID)
|
||||||
|
if err != nil {
|
||||||
|
return nil, fmt.Errorf("check member cache for %s: %w", roomID, err)
|
||||||
|
}
|
||||||
|
if !fetched {
|
||||||
|
unlock := s.lockRoom(roomID)
|
||||||
|
defer unlock()
|
||||||
|
|
||||||
|
if fetched, err := s.innerStateStore.HasFetchedMembers(ctx, roomID); err != nil {
|
||||||
|
return nil, fmt.Errorf("check member cache for %s: %w", roomID, err)
|
||||||
|
} else if !fetched {
|
||||||
|
members, err := s.client.Members(ctx, roomID)
|
||||||
|
if err != nil {
|
||||||
|
return nil, fmt.Errorf("fetch members of %s: %w", roomID, err)
|
||||||
|
}
|
||||||
|
// No membership filter, so this also marks the room as fetched.
|
||||||
|
if err := s.innerStateStore.ReplaceCachedMembers(ctx, roomID, members.Chunk); err != nil {
|
||||||
|
return nil, fmt.Errorf("cache members of %s: %w", roomID, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return s.innerStateStore.GetRoomJoinedOrInvitedMembers(ctx, roomID)
|
||||||
|
}
|
||||||
195
internal/bot/statestore_test.go
Normal file
195
internal/bot/statestore_test.go
Normal file
@@ -0,0 +1,195 @@
|
|||||||
|
package bot
|
||||||
|
|
||||||
|
import (
|
||||||
|
"context"
|
||||||
|
"net/http"
|
||||||
|
"net/http/httptest"
|
||||||
|
"path/filepath"
|
||||||
|
"strings"
|
||||||
|
"sync"
|
||||||
|
"sync/atomic"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix"
|
||||||
|
"maunium.net/go/mautrix/crypto/cryptohelper"
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// fakeHS serves the two endpoints the lazy store resolves against, counting hits
|
||||||
|
// so we can assert it caches instead of re-asking on every send.
|
||||||
|
type fakeHS struct {
|
||||||
|
encryptionStatus int
|
||||||
|
encryptionBody string
|
||||||
|
membersBody string
|
||||||
|
|
||||||
|
encryptionHits atomic.Int32
|
||||||
|
memberHits atomic.Int32
|
||||||
|
}
|
||||||
|
|
||||||
|
func (f *fakeHS) start(t *testing.T) *mautrix.Client {
|
||||||
|
t.Helper()
|
||||||
|
srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
|
||||||
|
switch {
|
||||||
|
case strings.Contains(r.URL.Path, "/state/m.room.encryption"):
|
||||||
|
f.encryptionHits.Add(1)
|
||||||
|
w.WriteHeader(f.encryptionStatus)
|
||||||
|
_, _ = w.Write([]byte(f.encryptionBody))
|
||||||
|
case strings.HasSuffix(r.URL.Path, "/members"):
|
||||||
|
f.memberHits.Add(1)
|
||||||
|
w.WriteHeader(http.StatusOK)
|
||||||
|
_, _ = w.Write([]byte(f.membersBody))
|
||||||
|
default:
|
||||||
|
t.Errorf("unexpected request to %s", r.URL.Path)
|
||||||
|
w.WriteHeader(http.StatusNotFound)
|
||||||
|
}
|
||||||
|
}))
|
||||||
|
t.Cleanup(srv.Close)
|
||||||
|
|
||||||
|
client, err := mautrix.NewClient(srv.URL, "@bot:example.org", "token")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("new client: %v", err)
|
||||||
|
}
|
||||||
|
return client
|
||||||
|
}
|
||||||
|
|
||||||
|
func newTestStore(t *testing.T, hs *fakeHS) *lazyStateStore {
|
||||||
|
t.Helper()
|
||||||
|
store := newLazyStateStore(mautrix.NewMemoryStateStore().(innerStateStore))
|
||||||
|
store.client = hs.start(t)
|
||||||
|
return store
|
||||||
|
}
|
||||||
|
|
||||||
|
// The store is handed to the crypto helper, which type-asserts it and refuses to
|
||||||
|
// start if it comes up short. That assertion is the whole bot's startup path, so
|
||||||
|
// pin it here rather than discovering it as a crash loop in prod.
|
||||||
|
func TestStoreSatisfiesCryptoHelper(t *testing.T) {
|
||||||
|
store := newTestStore(t, &fakeHS{})
|
||||||
|
|
||||||
|
client := store.client
|
||||||
|
client.StateStore = store
|
||||||
|
|
||||||
|
dir := t.TempDir()
|
||||||
|
if _, err := cryptohelper.NewCryptoHelper(client, []byte("test"), filepath.Join(dir, "crypto.db")); err != nil {
|
||||||
|
t.Fatalf("crypto helper rejected the state store, so the bot would not start: %v", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const roomID = id.RoomID("!room:example.org")
|
||||||
|
|
||||||
|
// The regression: a room configured as encrypted before the process started. No
|
||||||
|
// transaction ever re-announces it, so the store must go ask.
|
||||||
|
func TestIsEncryptedResolvesFromServer(t *testing.T) {
|
||||||
|
hs := &fakeHS{
|
||||||
|
encryptionStatus: http.StatusOK,
|
||||||
|
encryptionBody: `{"algorithm":"m.megolm.v1.aes-sha2"}`,
|
||||||
|
}
|
||||||
|
store := newTestStore(t, hs)
|
||||||
|
|
||||||
|
enc, err := store.IsEncrypted(context.Background(), roomID)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("IsEncrypted: %v", err)
|
||||||
|
}
|
||||||
|
if !enc {
|
||||||
|
t.Fatal("room is encrypted on the server but IsEncrypted said false — this is the plaintext leak")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A room with no m.room.encryption really is plaintext, and must not re-fetch.
|
||||||
|
func TestIsEncryptedCachesUnencrypted(t *testing.T) {
|
||||||
|
hs := &fakeHS{
|
||||||
|
encryptionStatus: http.StatusNotFound,
|
||||||
|
encryptionBody: `{"errcode":"M_NOT_FOUND","error":"Event not found."}`,
|
||||||
|
}
|
||||||
|
store := newTestStore(t, hs)
|
||||||
|
|
||||||
|
for i := 0; i < 3; i++ {
|
||||||
|
enc, err := store.IsEncrypted(context.Background(), roomID)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("IsEncrypted: %v", err)
|
||||||
|
}
|
||||||
|
if enc {
|
||||||
|
t.Fatal("unencrypted room reported as encrypted")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if got := hs.encryptionHits.Load(); got != 1 {
|
||||||
|
t.Errorf("expected the M_NOT_FOUND to be cached, got %d fetches", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The important half: an unresolvable room must fail the send, not quietly
|
||||||
|
// answer "not encrypted" and let the message out in the clear.
|
||||||
|
func TestIsEncryptedFailsClosed(t *testing.T) {
|
||||||
|
hs := &fakeHS{
|
||||||
|
encryptionStatus: http.StatusInternalServerError,
|
||||||
|
encryptionBody: `{"errcode":"M_UNKNOWN","error":"oops"}`,
|
||||||
|
}
|
||||||
|
store := newTestStore(t, hs)
|
||||||
|
|
||||||
|
if _, err := store.IsEncrypted(context.Background(), roomID); err == nil {
|
||||||
|
t.Fatal("a failed lookup returned no error; the send would proceed in plaintext")
|
||||||
|
}
|
||||||
|
// The failure must not poison the cache: a later send has to retry.
|
||||||
|
hs.encryptionStatus = http.StatusOK
|
||||||
|
hs.encryptionBody = `{"algorithm":"m.megolm.v1.aes-sha2"}`
|
||||||
|
enc, err := store.IsEncrypted(context.Background(), roomID)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("IsEncrypted after recovery: %v", err)
|
||||||
|
}
|
||||||
|
if !enc {
|
||||||
|
t.Fatal("store did not retry after a transient failure")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A burst of proactive sends into a cold room should resolve it once.
|
||||||
|
func TestIsEncryptedResolvesOncePerRoom(t *testing.T) {
|
||||||
|
hs := &fakeHS{
|
||||||
|
encryptionStatus: http.StatusOK,
|
||||||
|
encryptionBody: `{"algorithm":"m.megolm.v1.aes-sha2"}`,
|
||||||
|
}
|
||||||
|
store := newTestStore(t, hs)
|
||||||
|
|
||||||
|
var wg sync.WaitGroup
|
||||||
|
for i := 0; i < 20; i++ {
|
||||||
|
wg.Add(1)
|
||||||
|
go func() {
|
||||||
|
defer wg.Done()
|
||||||
|
if _, err := store.IsEncrypted(context.Background(), roomID); err != nil {
|
||||||
|
t.Errorf("IsEncrypted: %v", err)
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
}
|
||||||
|
wg.Wait()
|
||||||
|
|
||||||
|
if got := hs.encryptionHits.Load(); got != 1 {
|
||||||
|
t.Errorf("expected 1 state fetch for 20 concurrent sends, got %d", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Encrypting to an empty member list would share the group session with nobody,
|
||||||
|
// so members must be resolved too.
|
||||||
|
func TestMembersResolveFromServer(t *testing.T) {
|
||||||
|
hs := &fakeHS{
|
||||||
|
encryptionStatus: http.StatusOK,
|
||||||
|
encryptionBody: `{"algorithm":"m.megolm.v1.aes-sha2"}`,
|
||||||
|
membersBody: `{"chunk":[
|
||||||
|
{"type":"m.room.member","room_id":"!room:example.org","state_key":"@alice:example.org","sender":"@alice:example.org","content":{"membership":"join"}},
|
||||||
|
{"type":"m.room.member","room_id":"!room:example.org","state_key":"@bot:example.org","sender":"@bot:example.org","content":{"membership":"join"}}
|
||||||
|
]}`,
|
||||||
|
}
|
||||||
|
store := newTestStore(t, hs)
|
||||||
|
|
||||||
|
members, err := store.GetRoomJoinedOrInvitedMembers(context.Background(), roomID)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("GetRoomJoinedOrInvitedMembers: %v", err)
|
||||||
|
}
|
||||||
|
if len(members) != 2 {
|
||||||
|
t.Fatalf("expected 2 members, got %d (%v) — the group session would be shared to nobody", len(members), members)
|
||||||
|
}
|
||||||
|
|
||||||
|
if _, err := store.GetRoomJoinedOrInvitedMembers(context.Background(), roomID); err != nil {
|
||||||
|
t.Fatalf("second call: %v", err)
|
||||||
|
}
|
||||||
|
if got := hs.memberHits.Load(); got != 1 {
|
||||||
|
t.Errorf("expected members to be cached after one fetch, got %d", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -306,6 +306,18 @@ func runMigrations(d *sql.DB) error {
|
|||||||
`ALTER TABLE player_meta ADD COLUMN title TEXT NOT NULL DEFAULT ''`,
|
`ALTER TABLE player_meta ADD COLUMN title TEXT NOT NULL DEFAULT ''`,
|
||||||
`ALTER TABLE player_meta ADD COLUMN treasures_locked INTEGER NOT NULL DEFAULT 0`,
|
`ALTER TABLE player_meta ADD COLUMN treasures_locked INTEGER NOT NULL DEFAULT 0`,
|
||||||
`ALTER TABLE player_meta ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
|
`ALTER TABLE player_meta ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
// Bored adventurers (gogobee_boredom_plan.md §1). The idle clock for
|
||||||
|
// autonomous expedition starts. Deliberately NOT last_active_at: that
|
||||||
|
// one is auto-bumped by saveAdvCharacter, so the autopilot's own writes
|
||||||
|
// would refresh a bored character's idle clock and it would never
|
||||||
|
// qualify again. Written only by markPlayerAction, from a real player
|
||||||
|
// action against Adventure (any interface, not just Matrix chatter).
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN last_player_action_at DATETIME`,
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN last_boredom_at DATETIME`,
|
||||||
|
// Marks an expedition the adventurer started by itself. The idle reaper
|
||||||
|
// reads it: an expedition nobody asked for must not shield its player
|
||||||
|
// from the shame DM or hold their streak (gogobee_boredom_plan.md §6).
|
||||||
|
`ALTER TABLE dnd_expedition ADD COLUMN boredom INTEGER NOT NULL DEFAULT 0`,
|
||||||
// Adv 2.0 Phase G1 — branching zone graph run-state columns.
|
// Adv 2.0 Phase G1 — branching zone graph run-state columns.
|
||||||
// current_node / visited_nodes / node_choices live alongside the
|
// current_node / visited_nodes / node_choices live alongside the
|
||||||
// legacy current_room / room_seq_json during the migration; the
|
// legacy current_room / room_seq_json during the migration; the
|
||||||
@@ -357,6 +369,99 @@ func runMigrations(d *sql.DB) error {
|
|||||||
// row and no bootstrap backfill is needed. The column is a read guard:
|
// row and no bootstrap backfill is needed. The column is a read guard:
|
||||||
// loadCombatParticipants is skipped entirely when it reads 1.
|
// loadCombatParticipants is skipped entirely when it reads 1.
|
||||||
`ALTER TABLE combat_session ADD COLUMN roster_size INTEGER NOT NULL DEFAULT 1`,
|
`ALTER TABLE combat_session ADD COLUMN roster_size INTEGER NOT NULL DEFAULT 1`,
|
||||||
|
// N4/E1 housing vault (gogobee_engagement_plan.md §E1). A Tier-4 Estate
|
||||||
|
// unlocks a 10-slot vault that shelters items from sale/use. Rather than a
|
||||||
|
// parallel table, a stowed item keeps its identity (id, temper, everything)
|
||||||
|
// and flips in_vault=1; loadAdvInventory filters it back out, so a vaulted
|
||||||
|
// item drops out of sell/craft/combat readers as one flag change. DEFAULT 0
|
||||||
|
// = "in play", correct for every pre-existing row, so no bootstrap backfill.
|
||||||
|
`ALTER TABLE adventure_inventory ADD COLUMN in_vault INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
// N4/E1 second pet slot (gogobee_engagement_plan.md §E1). A Tier-4 Estate
|
||||||
|
// unlocks a second companion. It lives in a parallel pet2_* column set
|
||||||
|
// rather than a rows table so the single-pet path (and its combat golden)
|
||||||
|
// is untouched: absent pet2_type == "no second pet", DEFAULT '' is correct
|
||||||
|
// for every pre-existing row, so no bootstrap backfill. Pet 2 carries only
|
||||||
|
// what it needs — identity, level, barding — and deliberately skips the
|
||||||
|
// supply-shop unlock (a pet-1 mechanic) and morning-defense flag.
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN pet2_type TEXT NOT NULL DEFAULT ''`,
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN pet2_name TEXT NOT NULL DEFAULT ''`,
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN pet2_xp INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN pet2_level INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN pet2_armor_tier INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN pet2_flags_json TEXT NOT NULL DEFAULT '{}'`,
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN pet2_level_10_date TEXT NOT NULL DEFAULT ''`,
|
||||||
|
// N5/D1 the Hollow King campaign (gogobee_engagement_plan.md §D1). Found
|
||||||
|
// journal pages are a bitmask (bit i == page i+1 discovered), granted one at
|
||||||
|
// a time from elite kills and secret rooms. A single INTEGER rather than a
|
||||||
|
// rows table: pages are static content, only found/not-found is per-player,
|
||||||
|
// and grants are an atomic bitwise-OR so a page can't be lost to a stale
|
||||||
|
// character save. DEFAULT 0 == "no pages found", correct for every
|
||||||
|
// pre-existing row, so no bootstrap backfill.
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN journal_pages INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
// N5/D1c the Hollow King finale (gogobee_engagement_plan.md §D1). Set once,
|
||||||
|
// the first time a player closes the account — the reward (unique title +
|
||||||
|
// one Legendary) drops only on that first clear; later rematches are
|
||||||
|
// flavour-only. Written by a dedicated atomic UPDATE, never the bulk
|
||||||
|
// character save, so a monotonic false→true flag can't be clobbered.
|
||||||
|
// DEFAULT 0 correct for every pre-existing row, so no bootstrap.
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN epilogue_cleared INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
// N7/B2 Renown (gogobee_engagement_plan.md §B2). At the L20 cap, overflow
|
||||||
|
// XP that grantDnDXP used to drop instead accumulates here as cumulative
|
||||||
|
// prestige XP. renown_xp is monotonic and written by an atomic += (the
|
||||||
|
// journal_pages pattern), never the bulk character save; renown_level is
|
||||||
|
// DERIVED from it (renown_xp / renownXPPerLevel) rather than stored, so
|
||||||
|
// there is no read-modify-write race and no second field to disagree.
|
||||||
|
// DEFAULT 0 == "no renown", correct for every pre-existing row, no bootstrap.
|
||||||
|
`ALTER TABLE player_meta ADD COLUMN renown_xp INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
|
||||||
|
// The hireable companion (pete_adventure_news_plan.md, "Pete as a
|
||||||
|
// character"). Pete's roster seat records the class and level he was
|
||||||
|
// hired at, so a party that levels mid-expedition doesn't silently
|
||||||
|
// re-roll its hireling into a different class three rooms in. Both are
|
||||||
|
// empty/0 on every player row and are only ever read for the one seat
|
||||||
|
// where isCompanionSeat holds — a player's row never consults them.
|
||||||
|
`ALTER TABLE expedition_party ADD COLUMN companion_class TEXT NOT NULL DEFAULT ''`,
|
||||||
|
`ALTER TABLE expedition_party ADD COLUMN companion_level INTEGER NOT NULL DEFAULT 0`,
|
||||||
|
|
||||||
|
// The companion's spell-slot ledger, "used" per slot level, as a compact
|
||||||
|
// CSV of six ints (index 0 unused; cantrips cost nothing).
|
||||||
|
//
|
||||||
|
// It has to live on the *expedition*, next to the class and level it is a
|
||||||
|
// pool for. A human caster's slots are dnd_spell_slots rows that persist
|
||||||
|
// across every fight of the run and only come back at camp, so rationing a
|
||||||
|
// pool across a 30-room day IS the caster's game. The first cut of this
|
||||||
|
// parked the companion's ledger on his combat seat instead — and a seat is
|
||||||
|
// per-session, so he walked into every single fight with a full pool. The
|
||||||
|
// sim caught it: a level-penalized, gearless hireling out-cleared a human
|
||||||
|
// cleric of the leader's own level by 15pp.
|
||||||
|
`ALTER TABLE expedition_party ADD COLUMN companion_slots_used TEXT NOT NULL DEFAULT ''`,
|
||||||
|
|
||||||
|
// The companion's body, carried across the run. -1 means "unset" — he is
|
||||||
|
// at full, which is what a fresh hire is.
|
||||||
|
//
|
||||||
|
// He used to re-seat at full max HP for *every* fight, because he has no
|
||||||
|
// dnd_character row for his HP to persist onto and the close-out skipped
|
||||||
|
// him ("he arrives fresh next time"). That is an infinite body: a player
|
||||||
|
// bleeds across a 30-room run and only heals at camp, while the hireling
|
||||||
|
// soaked half the incoming damage and reset. Measured, it is most of why a
|
||||||
|
// gearless, level-penalized hireling out-cleared a human cleric of the
|
||||||
|
// leader's own level — his party fled 5 runs out of 640 where the human
|
||||||
|
// party fled 56.
|
||||||
|
`ALTER TABLE expedition_party ADD COLUMN companion_hp INTEGER NOT NULL DEFAULT -1`,
|
||||||
|
// Mischief M2 — whoever paid to bump a contract up a tier. Named alongside
|
||||||
|
// the buyer when the target survives (the unseal), so piling on carries the
|
||||||
|
// same exposure the original purchase does.
|
||||||
|
`ALTER TABLE mischief_contracts ADD COLUMN escalated_by TEXT`,
|
||||||
|
// Pete games — a caller-supplied idempotency key for money moves that
|
||||||
|
// arrive over a retrying wire rather than a Matrix message. A Matrix
|
||||||
|
// message arrives once; a poll loop whose ack is lost on the wire will
|
||||||
|
// retry, and without this the player pays twice. See euro.DebitIdem.
|
||||||
|
`ALTER TABLE euro_transactions ADD COLUMN external_id TEXT`,
|
||||||
|
// Pete games — the outbound queue carries more than adventure facts now.
|
||||||
|
// An escrow verdict goes to a different Pete endpoint, but it wants the
|
||||||
|
// 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'`,
|
||||||
}
|
}
|
||||||
for _, stmt := range columnMigrations {
|
for _, stmt := range columnMigrations {
|
||||||
if _, err := d.Exec(stmt); err != nil {
|
if _, err := d.Exec(stmt); err != nil {
|
||||||
@@ -373,6 +478,18 @@ func runMigrations(d *sql.DB) error {
|
|||||||
return fmt.Errorf("migration %q: %w", stmt, err)
|
return fmt.Errorf("migration %q: %w", stmt, err)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Indexes over columns the column migrations above just added. These can't
|
||||||
|
// live in the schema block, which runs before those columns exist.
|
||||||
|
indexMigrations := []string{
|
||||||
|
`CREATE UNIQUE INDEX IF NOT EXISTS idx_euro_tx_external
|
||||||
|
ON euro_transactions(external_id) WHERE external_id IS NOT NULL`,
|
||||||
|
}
|
||||||
|
for _, stmt := range indexMigrations {
|
||||||
|
if _, err := d.Exec(stmt); err != nil {
|
||||||
|
return fmt.Errorf("index migration %q: %w", stmt, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -572,6 +689,15 @@ func RunMaintenance() {
|
|||||||
{"urban_cache", `DELETE FROM urban_cache WHERE cached_at < ?`, []interface{}{cutoff30d}},
|
{"urban_cache", `DELETE FROM urban_cache WHERE cached_at < ?`, []interface{}{cutoff30d}},
|
||||||
{"url_cache", `DELETE FROM url_cache WHERE cached_at < ?`, []interface{}{cutoff30d}},
|
{"url_cache", `DELETE FROM url_cache WHERE cached_at < ?`, []interface{}{cutoff30d}},
|
||||||
|
|
||||||
|
// Pete adventure-news queue — reap delivered rows (kept only for
|
||||||
|
// idempotency); undelivered rows stay so the sender can retry/park them.
|
||||||
|
{"pete_emit_queue", `DELETE FROM pete_emit_queue WHERE sent_at IS NOT NULL AND sent_at < ?`, []interface{}{cutoff7d}},
|
||||||
|
// ...and reap permanently-parked rows: the sender exhausts its retries
|
||||||
|
// within a few hours, so anything still unsent after 30 days is dead
|
||||||
|
// weight the drain query already skips — drop it so a durable outage
|
||||||
|
// can't accrete rows forever.
|
||||||
|
{"pete_emit_queue_parked", `DELETE FROM pete_emit_queue WHERE sent_at IS NULL AND created_at < ?`, []interface{}{cutoff30d}},
|
||||||
|
|
||||||
// Rate limits — purge entries older than today
|
// Rate limits — purge entries older than today
|
||||||
{"rate_limits", `DELETE FROM rate_limits WHERE date < ?`, []interface{}{today}},
|
{"rate_limits", `DELETE FROM rate_limits WHERE date < ?`, []interface{}{today}},
|
||||||
|
|
||||||
@@ -903,6 +1029,46 @@ CREATE TABLE IF NOT EXISTS shade_optout (
|
|||||||
user_id TEXT PRIMARY KEY
|
user_id TEXT PRIMARY KEY
|
||||||
);
|
);
|
||||||
|
|
||||||
|
-- Pete adventure-news seam: durable outbound queue of game-event facts sent to
|
||||||
|
-- the Pete news bot. Emit enqueues (INSERT OR IGNORE on guid = idempotency); a
|
||||||
|
-- background sender drains rows where sent_at IS NULL. Keyed on the fact guid so
|
||||||
|
-- retries and duplicate emits collapse to one row.
|
||||||
|
CREATE TABLE IF NOT EXISTS pete_emit_queue (
|
||||||
|
guid TEXT PRIMARY KEY,
|
||||||
|
payload TEXT NOT NULL,
|
||||||
|
created_at INTEGER NOT NULL DEFAULT (unixepoch()),
|
||||||
|
attempts INTEGER NOT NULL DEFAULT 0,
|
||||||
|
next_attempt_at INTEGER NOT NULL DEFAULT 0,
|
||||||
|
sent_at INTEGER
|
||||||
|
);
|
||||||
|
|
||||||
|
-- Players who opted out of being named in Pete's adventure news. Enforced at
|
||||||
|
-- emit time (anonymize, never delete). Mirrors shade_optout.
|
||||||
|
CREATE TABLE IF NOT EXISTS news_optout (
|
||||||
|
user_id TEXT PRIMARY KEY,
|
||||||
|
opted_out_at INTEGER NOT NULL DEFAULT (unixepoch())
|
||||||
|
);
|
||||||
|
|
||||||
|
-- Realm-first ledger for adventure news: the first (kind,target) occurrence
|
||||||
|
-- across all players. INSERT OR IGNORE returns rows-affected>0 exactly once, so
|
||||||
|
-- the first clear of a zone/boss fires as a PRIORITY realm-first and everyone
|
||||||
|
-- after as a BULLETIN personal clear. Seeded by the cold-start backfill so a
|
||||||
|
-- fresh deploy doesn't re-flag historically-cleared content as first-ever.
|
||||||
|
CREATE TABLE IF NOT EXISTS news_realm_firsts (
|
||||||
|
kind TEXT NOT NULL,
|
||||||
|
target TEXT NOT NULL,
|
||||||
|
first_at INTEGER NOT NULL,
|
||||||
|
PRIMARY KEY (kind, target)
|
||||||
|
);
|
||||||
|
|
||||||
|
-- Durable runtime config for adventure news (e.g. the emission kill-switch).
|
||||||
|
-- Deliberately NOT stored in api_cache: RunMaintenance prunes that table after
|
||||||
|
-- 7 days, which would silently revert an operator's !news off back to on.
|
||||||
|
CREATE TABLE IF NOT EXISTS news_config (
|
||||||
|
key TEXT PRIMARY KEY,
|
||||||
|
value TEXT NOT NULL
|
||||||
|
);
|
||||||
|
|
||||||
-- Birthdays
|
-- Birthdays
|
||||||
CREATE TABLE IF NOT EXISTS birthdays (
|
CREATE TABLE IF NOT EXISTS birthdays (
|
||||||
user_id TEXT PRIMARY KEY,
|
user_id TEXT PRIMARY KEY,
|
||||||
@@ -1376,6 +1542,21 @@ CREATE TABLE IF NOT EXISTS adventure_activity_log (
|
|||||||
);
|
);
|
||||||
CREATE INDEX IF NOT EXISTS idx_adv_log_user ON adventure_activity_log(user_id, logged_at);
|
CREATE INDEX IF NOT EXISTS idx_adv_log_user ON adventure_activity_log(user_id, logged_at);
|
||||||
|
|
||||||
|
-- N4/E2 item gifting. One row per gift; the sender's row count for the current
|
||||||
|
-- UTC day enforces the daily cap (twink-funnel guard), and the full log is an
|
||||||
|
-- audit trail. gift_day is the UTC date string the cap counts against, kept
|
||||||
|
-- alongside given_at so the count is a plain equality match, not a range scan.
|
||||||
|
CREATE TABLE IF NOT EXISTS adventure_gift_log (
|
||||||
|
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||||
|
sender TEXT NOT NULL,
|
||||||
|
recipient TEXT NOT NULL,
|
||||||
|
item_name TEXT NOT NULL,
|
||||||
|
value INTEGER NOT NULL DEFAULT 0,
|
||||||
|
gift_day TEXT NOT NULL,
|
||||||
|
given_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
|
||||||
|
);
|
||||||
|
CREATE INDEX IF NOT EXISTS idx_adv_gift_sender_day ON adventure_gift_log(sender, gift_day);
|
||||||
|
|
||||||
CREATE TABLE IF NOT EXISTS adventure_treasures (
|
CREATE TABLE IF NOT EXISTS adventure_treasures (
|
||||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||||
user_id TEXT NOT NULL,
|
user_id TEXT NOT NULL,
|
||||||
@@ -1559,12 +1740,65 @@ CREATE TABLE IF NOT EXISTS adventure_rival_challenges (
|
|||||||
);
|
);
|
||||||
CREATE INDEX IF NOT EXISTS idx_rival_challenges_user ON adventure_rival_challenges(challenged_id, expires_at);
|
CREATE INDEX IF NOT EXISTS idx_rival_challenges_user ON adventure_rival_challenges(challenged_id, expires_at);
|
||||||
|
|
||||||
|
-- Duels (N6/C2): player-initiated, staked, no-death combat bouts. Both stakes
|
||||||
|
-- are escrowed while the row lives; expiry/decline refunds the challenger. W/L
|
||||||
|
-- history reuses adventure_rival_records. No bootstrap — absent row == no duel.
|
||||||
|
CREATE TABLE IF NOT EXISTS adventure_duel_challenges (
|
||||||
|
challenge_id TEXT PRIMARY KEY,
|
||||||
|
challenger_id TEXT NOT NULL,
|
||||||
|
challenged_id TEXT NOT NULL,
|
||||||
|
stake INTEGER NOT NULL,
|
||||||
|
expires_at DATETIME NOT NULL,
|
||||||
|
created_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
|
||||||
|
);
|
||||||
|
CREATE INDEX IF NOT EXISTS idx_duel_challenges_user ON adventure_duel_challenges(challenged_id, expires_at);
|
||||||
|
CREATE INDEX IF NOT EXISTS idx_duel_challenges_expiry ON adventure_duel_challenges(expires_at);
|
||||||
|
|
||||||
CREATE TABLE IF NOT EXISTS community_pot (
|
CREATE TABLE IF NOT EXISTS community_pot (
|
||||||
id INTEGER PRIMARY KEY DEFAULT 1,
|
id INTEGER PRIMARY KEY DEFAULT 1,
|
||||||
balance INTEGER NOT NULL DEFAULT 0,
|
balance INTEGER NOT NULL DEFAULT 0,
|
||||||
updated_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
|
updated_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
|
||||||
);
|
);
|
||||||
|
|
||||||
|
-- Mischief Makers: a paid monster hit on a player who is out on an expedition.
|
||||||
|
-- The buyer's euros are debited at placement (paid); fee is the payout basis the
|
||||||
|
-- target's survival purse is a percentage of — the sign surcharge is a pure sink
|
||||||
|
-- and never inflates the purse, which is what keeps a payout strictly below what
|
||||||
|
-- the buyer spent (collusion loses to !baltransfer, which is free).
|
||||||
|
--
|
||||||
|
-- Lifecycle: open → delivering → delivered (outcome survived|downed) | fizzled.
|
||||||
|
-- Every transition is a conditional UPDATE, so a double-fire of the ticker or a
|
||||||
|
-- restart mid-delivery can never pay twice. No bootstrap — absent row == no
|
||||||
|
-- contract in flight.
|
||||||
|
CREATE TABLE IF NOT EXISTS mischief_contracts (
|
||||||
|
contract_id TEXT PRIMARY KEY,
|
||||||
|
buyer_id TEXT NOT NULL,
|
||||||
|
target_id TEXT NOT NULL,
|
||||||
|
tier TEXT NOT NULL,
|
||||||
|
fee INTEGER NOT NULL,
|
||||||
|
paid INTEGER NOT NULL,
|
||||||
|
status TEXT NOT NULL,
|
||||||
|
signed INTEGER NOT NULL DEFAULT 0,
|
||||||
|
escalation_count INTEGER NOT NULL DEFAULT 0,
|
||||||
|
escalated_by TEXT,
|
||||||
|
blessing_count INTEGER NOT NULL DEFAULT 0,
|
||||||
|
source TEXT NOT NULL DEFAULT 'matrix',
|
||||||
|
outcome TEXT,
|
||||||
|
created_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
|
||||||
|
window_ends_at DATETIME NOT NULL,
|
||||||
|
resolved_at DATETIME
|
||||||
|
);
|
||||||
|
-- One live contract per target, enforced by the database rather than by a
|
||||||
|
-- read-then-write check. The placement path holds only the BUYER's lock, so two
|
||||||
|
-- different buyers racing to hit the same person would both pass an in-code
|
||||||
|
-- "is one already live?" test. This partial unique index is what actually stops
|
||||||
|
-- the second insert; the loser is refunded.
|
||||||
|
CREATE UNIQUE INDEX IF NOT EXISTS idx_mischief_one_live_per_target
|
||||||
|
ON mischief_contracts(target_id) WHERE status IN ('open', 'delivering');
|
||||||
|
CREATE INDEX IF NOT EXISTS idx_mischief_target ON mischief_contracts(target_id, status);
|
||||||
|
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);
|
||||||
|
|
||||||
-- Babysitting Service
|
-- Babysitting Service
|
||||||
CREATE TABLE IF NOT EXISTS adventure_babysit_log (
|
CREATE TABLE IF NOT EXISTS adventure_babysit_log (
|
||||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||||
@@ -2164,6 +2398,73 @@ CREATE TABLE IF NOT EXISTS expedition_invite (
|
|||||||
);
|
);
|
||||||
CREATE INDEX IF NOT EXISTS idx_expedition_invite_user
|
CREATE INDEX IF NOT EXISTS idx_expedition_invite_user
|
||||||
ON expedition_invite(user_id);
|
ON expedition_invite(user_id);
|
||||||
|
|
||||||
|
-- ── N6/D3 — the Shadow: a simulated rival adventurer ──────────────────────
|
||||||
|
-- One row per player, born lazily the first midnight after their character
|
||||||
|
-- exists. The Shadow "runs" the same zone progression on a simulated schedule
|
||||||
|
-- (~1.3x the player's own clear pace), advanced once per UTC day by the
|
||||||
|
-- midnight ticker. Pure theatre: no combat, no punishment — only race
|
||||||
|
-- pressure surfaced in the morning briefing and a payoff at each zone clear.
|
||||||
|
--
|
||||||
|
-- Absent == the player has no Shadow yet, which is true of every row that
|
||||||
|
-- existed before N6, so there is nothing to backfill. The ticker mints the
|
||||||
|
-- row on first advance. This table is deliberately NOT part of the
|
||||||
|
-- player_meta save fan-out: the ticker owns it, so a character save can never
|
||||||
|
-- clobber the Shadow's advance (the same isolation journal_pages earns by
|
||||||
|
-- being grant-only, made structural here).
|
||||||
|
--
|
||||||
|
-- name: the rival's proper name, seeded deterministically from the
|
||||||
|
-- player's display name at birth.
|
||||||
|
-- progress: cumulative zone-units the Shadow has run (fractional, so a
|
||||||
|
-- slow player still sees it creep between clears).
|
||||||
|
-- zones_cleared: floor(progress) at the last advance — the committed count,
|
||||||
|
-- stored so the next advance can tell which zones were newly
|
||||||
|
-- finished.
|
||||||
|
-- pending_mask: zones (by progression index bit) the Shadow cleared before
|
||||||
|
-- the player did — a journal page waits in each until the
|
||||||
|
-- player clears that zone's boss.
|
||||||
|
-- crowed_mask: zones the player beat the Shadow to and has already been
|
||||||
|
-- crowed a bonus for — set-once, so re-running a zone the
|
||||||
|
-- Shadow hasn't reached can't farm the crow XP.
|
||||||
|
-- day_counter: the Shadow's own day count, for flavour variety.
|
||||||
|
-- last_advanced: UTC date of the last advance; the per-day idempotency guard.
|
||||||
|
CREATE TABLE IF NOT EXISTS adventure_shadow (
|
||||||
|
user_id TEXT PRIMARY KEY,
|
||||||
|
name TEXT NOT NULL,
|
||||||
|
progress REAL NOT NULL DEFAULT 0,
|
||||||
|
zones_cleared INTEGER NOT NULL DEFAULT 0,
|
||||||
|
pending_mask INTEGER NOT NULL DEFAULT 0,
|
||||||
|
crowed_mask INTEGER NOT NULL DEFAULT 0,
|
||||||
|
day_counter INTEGER NOT NULL DEFAULT 0,
|
||||||
|
last_advanced TEXT NOT NULL DEFAULT '',
|
||||||
|
born_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
|
||||||
|
);
|
||||||
|
|
||||||
|
-- World boss (N6/C3) — the monthly communal "Siege". One event at a time is
|
||||||
|
-- live (status='active'); the ticker resolves it at hp_current<=0 (defeated) or
|
||||||
|
-- after ends_at (survived). History rows are retained (autoincrement id), so
|
||||||
|
-- world_boss_contrib keys on boss_id. Deliberately its own tables, outside the
|
||||||
|
-- player_meta save fan-out, so a character save can't clobber the shared pool.
|
||||||
|
CREATE TABLE IF NOT EXISTS world_boss (
|
||||||
|
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||||
|
name TEXT NOT NULL,
|
||||||
|
tier INTEGER NOT NULL DEFAULT 5,
|
||||||
|
hp_max INTEGER NOT NULL,
|
||||||
|
hp_current INTEGER NOT NULL,
|
||||||
|
status TEXT NOT NULL DEFAULT 'active',
|
||||||
|
starts_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
|
||||||
|
ends_at DATETIME NOT NULL,
|
||||||
|
resolved_at DATETIME
|
||||||
|
);
|
||||||
|
|
||||||
|
CREATE TABLE IF NOT EXISTS world_boss_contrib (
|
||||||
|
boss_id INTEGER NOT NULL,
|
||||||
|
user_id TEXT NOT NULL,
|
||||||
|
fights INTEGER NOT NULL DEFAULT 0,
|
||||||
|
damage INTEGER NOT NULL DEFAULT 0,
|
||||||
|
last_fight_date TEXT NOT NULL DEFAULT '',
|
||||||
|
PRIMARY KEY (boss_id, user_id)
|
||||||
|
);
|
||||||
`
|
`
|
||||||
|
|
||||||
// SeedSchedulerDefaults inserts default scheduler jobs if they don't exist.
|
// SeedSchedulerDefaults inserts default scheduler jobs if they don't exist.
|
||||||
|
|||||||
@@ -25,6 +25,25 @@ var ExpeditionStart = []string{
|
|||||||
"Like the opening screen of a long RPG — the kind that asks for your name and warns you to find a comfortable position because this is going to take a while. I've found a comfortable position. I suggest you do the same.",
|
"Like the opening screen of a long RPG — the kind that asks for your name and warns you to find a comfortable position because this is going to take a while. I've found a comfortable position. I suggest you do the same.",
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ─────────────────────────────────────────────────────────────────────────────
|
||||||
|
// EXPEDITION START — BOREDOM (the adventurer left without you)
|
||||||
|
//
|
||||||
|
// Fired by the boredom ticker after a long silence. The player is not
|
||||||
|
// reading this live; it's a note left on the table. Deadpan, faintly
|
||||||
|
// reproachful, never cruel — and never pretending the gear got checked,
|
||||||
|
// because it didn't (gogobee_boredom_plan.md §5).
|
||||||
|
// ─────────────────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
var ExpeditionBoredomStart = []string{
|
||||||
|
"You didn't come. That's alright — it happens, and I'm not going to make it a thing. But the sword was getting heavy on the wall and I've packed what we had. Which was not much. Noted for the record, not as a complaint.",
|
||||||
|
"I waited. Then I waited past the point where waiting was the sensible option, and somewhere in there the waiting turned into leaving. We're going. Same kit as last time, because last time is when you last touched it.",
|
||||||
|
"Here's the situation: there's a dungeon, there's daylight, and there's nobody telling me not to. I've made a decision. I hope it was the one you'd have made, though I concede I have no way of checking.",
|
||||||
|
"Supplies: the cheapest available. Equipment: whatever was already on the rack. Plan: walk in, see what happens. I'm aware of how that sounds. I'm going anyway.",
|
||||||
|
"The gear hasn't moved since you left it. I checked. I checked twice, actually, in case the first check was wrong, and it wasn't. So we go as we are — which is to say, as we were.",
|
||||||
|
"Restlessness is not a stat I can show you on the sheet, but it accumulates, and it has. Off we go. Lightly provisioned and unimproved, but off.",
|
||||||
|
"I've done the arithmetic on standing still and it doesn't come out well. So: a dungeon, one supply pack, and the same armour that's been good enough up to now. 'Good enough' is doing a lot of work in that sentence.",
|
||||||
|
}
|
||||||
|
|
||||||
// ─────────────────────────────────────────────────────────────────────────────
|
// ─────────────────────────────────────────────────────────────────────────────
|
||||||
// MORNING BRIEFINGS — Generic
|
// MORNING BRIEFINGS — Generic
|
||||||
// ─────────────────────────────────────────────────────────────────────────────
|
// ─────────────────────────────────────────────────────────────────────────────
|
||||||
|
|||||||
443
internal/peteclient/client.go
Normal file
443
internal/peteclient/client.go
Normal file
@@ -0,0 +1,443 @@
|
|||||||
|
// Package peteclient is gogobee's outbound seam to the Pete news bot.
|
||||||
|
//
|
||||||
|
// gogobee is the source of game-event *facts* and owns delivery; Pete owns
|
||||||
|
// voice, authoring, and publishing. This package carries structured facts (not
|
||||||
|
// prose) to Pete's ingest endpoint over the tailnet, bearer-authed.
|
||||||
|
//
|
||||||
|
// Delivery is durable: Emit writes the fact to a SQLite queue and returns
|
||||||
|
// immediately, so a game-loop hook never blocks on the network and a Pete
|
||||||
|
// restart loses nothing. A background sender drains the queue with retry.
|
||||||
|
// Idempotency is on the fact GUID, so retries and duplicate emits are no-ops.
|
||||||
|
package peteclient
|
||||||
|
|
||||||
|
import (
|
||||||
|
"bytes"
|
||||||
|
"context"
|
||||||
|
"encoding/json"
|
||||||
|
"fmt"
|
||||||
|
"io"
|
||||||
|
"log/slog"
|
||||||
|
"net/http"
|
||||||
|
"os"
|
||||||
|
"strings"
|
||||||
|
"sync"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
)
|
||||||
|
|
||||||
|
// Fact is the flat, pre-sanitized payload gogobee POSTs to Pete. Names must be
|
||||||
|
// character names only (never Matrix handles); Actors is the allow-list of the
|
||||||
|
// only names permitted to appear in Pete's rendered output. See
|
||||||
|
// pete_adventure_news_voice.md for the field contract.
|
||||||
|
type Fact struct {
|
||||||
|
GUID string `json:"guid"` // stable idempotency key, e.g. "death:<token>:<ts>"; prefix == event_type
|
||||||
|
EventType string `json:"event_type"`
|
||||||
|
Tier string `json:"tier"` // "priority" | "bulletin"
|
||||||
|
Actors []string `json:"actors"`
|
||||||
|
Subject string `json:"subject,omitempty"`
|
||||||
|
Opponent string `json:"opponent,omitempty"`
|
||||||
|
Boss string `json:"boss,omitempty"`
|
||||||
|
Zone string `json:"zone,omitempty"`
|
||||||
|
Region string `json:"region,omitempty"`
|
||||||
|
Level int `json:"level,omitempty"`
|
||||||
|
Count int `json:"count,omitempty"`
|
||||||
|
Outcome string `json:"outcome,omitempty"`
|
||||||
|
Stakes string `json:"stakes,omitempty"`
|
||||||
|
ClassRace string `json:"class_race,omitempty"`
|
||||||
|
Milestone string `json:"milestone,omitempty"`
|
||||||
|
OccurredAt int64 `json:"occurred_at"`
|
||||||
|
NoPush bool `json:"no_push,omitempty"` // backfill: suppress Pete web-push
|
||||||
|
}
|
||||||
|
|
||||||
|
// Config controls the seam. Enabled=false makes Emit a durable no-op (nothing
|
||||||
|
// queued), matching the FEATURE_PETE_NEWS master switch that kills emission at
|
||||||
|
// the source.
|
||||||
|
type Config struct {
|
||||||
|
IngestURL string
|
||||||
|
Token string
|
||||||
|
Enabled bool
|
||||||
|
}
|
||||||
|
|
||||||
|
// Client is the transport half. It is a package singleton initialized by Init,
|
||||||
|
// so emit hooks scattered across plugins (and free functions like
|
||||||
|
// markAdventureDead) can call Emit without threading a handle through.
|
||||||
|
type Client struct {
|
||||||
|
cfg Config
|
||||||
|
http *http.Client
|
||||||
|
draining sync.Mutex // one drain at a time; see drain
|
||||||
|
}
|
||||||
|
|
||||||
|
var std *Client
|
||||||
|
|
||||||
|
// factPath is where an adventure fact goes. Every queue row carries its own
|
||||||
|
// destination now, because escrow verdicts ride the same queue to a different
|
||||||
|
// endpoint.
|
||||||
|
const factPath = "/api/ingest/adventure"
|
||||||
|
|
||||||
|
// Tuning for the background sender.
|
||||||
|
const (
|
||||||
|
senderTick = 15 * time.Second
|
||||||
|
senderBatch = 20
|
||||||
|
maxAttempts = 8 // ~ up to a few hours of backoff, then park
|
||||||
|
backoffBase = 30 * time.Second
|
||||||
|
backoffCapSec = 3600
|
||||||
|
sendTimeout = 15 * time.Second
|
||||||
|
)
|
||||||
|
|
||||||
|
// Init wires the singleton from the environment. Mirrors the per-plugin config
|
||||||
|
// pattern (email_nag.go): PETE_INGEST_URL, PETE_INGEST_TOKEN, FEATURE_PETE_NEWS.
|
||||||
|
func Init() {
|
||||||
|
cfg := Config{
|
||||||
|
IngestURL: strings.TrimRight(os.Getenv("PETE_INGEST_URL"), "/"),
|
||||||
|
Token: os.Getenv("PETE_INGEST_TOKEN"),
|
||||||
|
Enabled: strings.EqualFold(os.Getenv("FEATURE_PETE_NEWS"), "true"),
|
||||||
|
}
|
||||||
|
if cfg.Enabled && (cfg.IngestURL == "" || cfg.Token == "") {
|
||||||
|
slog.Warn("peteclient: FEATURE_PETE_NEWS=true but PETE_INGEST_URL/PETE_INGEST_TOKEN unset — disabling")
|
||||||
|
cfg.Enabled = false
|
||||||
|
}
|
||||||
|
std = &Client{cfg: cfg, http: &http.Client{Timeout: sendTimeout}}
|
||||||
|
if cfg.Enabled {
|
||||||
|
slog.Info("peteclient: adventure news emission enabled", "ingest", cfg.IngestURL)
|
||||||
|
} else {
|
||||||
|
slog.Info("peteclient: adventure news emission disabled (set FEATURE_PETE_NEWS=true)")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enabled reports whether emission is on. Callers can skip building an
|
||||||
|
// (expensive) fact when it would be dropped anyway.
|
||||||
|
func Enabled() bool { return std != nil && std.cfg.Enabled }
|
||||||
|
|
||||||
|
// Emit durably queues a fact for delivery to Pete. It never blocks on the
|
||||||
|
// network. A no-op (but safe) when the seam is disabled or the GUID was already
|
||||||
|
// queued — idempotency is on the GUID primary key.
|
||||||
|
func Emit(f Fact) {
|
||||||
|
if !Enabled() {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if f.GUID == "" {
|
||||||
|
slog.Error("peteclient: refusing to queue fact with empty guid", "event_type", f.EventType)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
payload, err := json.Marshal(f)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("peteclient: marshal fact", "guid", f.GUID, "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
enqueue(f.GUID, factPath, payload)
|
||||||
|
}
|
||||||
|
|
||||||
|
// enqueue puts one payload on the durable queue, addressed to a Pete endpoint.
|
||||||
|
//
|
||||||
|
// OR IGNORE gives GUID-idempotency: a re-emit of the same key is dropped. That
|
||||||
|
// is the whole safety story for money — an escrow verdict is queued under its
|
||||||
|
// escrow guid, so a verdict can never be enqueued twice and can never be
|
||||||
|
// delivered as two different answers.
|
||||||
|
func enqueue(guid, path string, payload []byte) {
|
||||||
|
db.Exec("pete emit enqueue",
|
||||||
|
`INSERT OR IGNORE INTO pete_emit_queue (guid, path, payload, created_at, attempts, next_attempt_at)
|
||||||
|
VALUES (?, ?, ?, unixepoch(), 0, 0)`,
|
||||||
|
guid, path, string(payload))
|
||||||
|
}
|
||||||
|
|
||||||
|
// StartSender launches the background drain loop. It runs until ctx is
|
||||||
|
// canceled. Safe to call when disabled — it simply idles.
|
||||||
|
func StartSender(ctx context.Context) {
|
||||||
|
if std == nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
go func() {
|
||||||
|
t := time.NewTicker(senderTick)
|
||||||
|
defer t.Stop()
|
||||||
|
for {
|
||||||
|
select {
|
||||||
|
case <-ctx.Done():
|
||||||
|
return
|
||||||
|
case <-t.C:
|
||||||
|
if std.cfg.Enabled {
|
||||||
|
std.drain(ctx)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}()
|
||||||
|
}
|
||||||
|
|
||||||
|
// Flush drains the queue right now instead of waiting for the next tick.
|
||||||
|
//
|
||||||
|
// The escrow loop needs this. A player who clicked "buy chips" is watching a
|
||||||
|
// spinner, and a verdict that sat in the queue for a 15-second sender tick would
|
||||||
|
// make the whole border feel broken even though nothing is. Durability is not
|
||||||
|
// weakened: the row is written first and only then sent, exactly as the ticker
|
||||||
|
// does it.
|
||||||
|
func Flush(ctx context.Context) {
|
||||||
|
if std == nil || !std.cfg.Enabled {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
std.drain(ctx)
|
||||||
|
}
|
||||||
|
|
||||||
|
// drain sends up to senderBatch due rows, one at a time.
|
||||||
|
//
|
||||||
|
// Serialized: the ticker and Flush can both call this, and two drains racing
|
||||||
|
// would send the same row twice. Every Pete endpoint we push to is idempotent,
|
||||||
|
// so that would be survivable rather than harmful — but it would also mean an
|
||||||
|
// escrow verdict arriving twice as a matter of routine, and "harmless in theory"
|
||||||
|
// is not how the money path should be run.
|
||||||
|
func (c *Client) drain(ctx context.Context) {
|
||||||
|
c.draining.Lock()
|
||||||
|
defer c.draining.Unlock()
|
||||||
|
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT guid, path, payload FROM pete_emit_queue
|
||||||
|
WHERE sent_at IS NULL AND attempts < ? AND next_attempt_at <= unixepoch()
|
||||||
|
ORDER BY created_at LIMIT ?`,
|
||||||
|
maxAttempts, senderBatch)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("peteclient: drain query", "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
type item struct{ guid, path, payload string }
|
||||||
|
var batch []item
|
||||||
|
for rows.Next() {
|
||||||
|
var it item
|
||||||
|
if err := rows.Scan(&it.guid, &it.path, &it.payload); err != nil {
|
||||||
|
slog.Error("peteclient: drain scan", "err", err)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
batch = append(batch, it)
|
||||||
|
}
|
||||||
|
rows.Close()
|
||||||
|
|
||||||
|
for _, it := range batch {
|
||||||
|
if ctx.Err() != nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if err := c.post(ctx, it.path, []byte(it.payload)); err != nil {
|
||||||
|
if ctx.Err() != nil {
|
||||||
|
// Shutdown canceled the in-flight send — Pete didn't reject
|
||||||
|
// anything. Don't burn a durable retry attempt; the row is picked
|
||||||
|
// up on the next boot's drain.
|
||||||
|
return
|
||||||
|
}
|
||||||
|
db.Exec("pete emit retry",
|
||||||
|
`UPDATE pete_emit_queue
|
||||||
|
SET attempts = attempts + 1, next_attempt_at = unixepoch() + ?
|
||||||
|
WHERE guid = ?`,
|
||||||
|
backoffSec(it.guid), it.guid)
|
||||||
|
slog.Warn("peteclient: emit failed, will retry", "guid", it.guid, "err", err)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
db.Exec("pete emit sent",
|
||||||
|
`UPDATE pete_emit_queue SET sent_at = unixepoch() WHERE guid = ?`, it.guid)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// RosterEntry is one adventurer's currently-true state for Pete's live board.
|
||||||
|
// Unlike a Fact, nothing here is an event — it is what is true right now.
|
||||||
|
type RosterEntry struct {
|
||||||
|
Token string `json:"token"` // stable per-player board token, never a Matrix handle
|
||||||
|
Name string `json:"name"` // character name only
|
||||||
|
Level int `json:"level"`
|
||||||
|
ClassRace string `json:"class_race,omitempty"`
|
||||||
|
Status string `json:"status"` // "expedition" | "idle"
|
||||||
|
Zone string `json:"zone,omitempty"`
|
||||||
|
Region string `json:"region,omitempty"`
|
||||||
|
Day int `json:"day,omitempty"`
|
||||||
|
IdleHours int `json:"idle_hours,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.
|
||||||
|
type RosterSnapshot struct {
|
||||||
|
SnapshotAt int64 `json:"snapshot_at"`
|
||||||
|
Adventurers []RosterEntry `json:"adventurers"`
|
||||||
|
}
|
||||||
|
|
||||||
|
// PushRoster sends the board to Pete, synchronously, and drops it on failure.
|
||||||
|
//
|
||||||
|
// Deliberately NOT on the durable queue that carries Facts. A fact is history —
|
||||||
|
// losing "Josie died" loses it forever, so it retries. A snapshot is a
|
||||||
|
// photograph of the present, and a retried one is a *lie*: by the time it lands,
|
||||||
|
// Josie has moved. The next tick carries the truth anyway, so a failed push is
|
||||||
|
// simply forgotten. That is also what lets Pete's staleness timer work — if we
|
||||||
|
// stay down, nothing arrives, and the board correctly stops claiming to be live.
|
||||||
|
func PushRoster(ctx context.Context, snap RosterSnapshot) error {
|
||||||
|
if !Enabled() {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
payload, err := json.Marshal(snap)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
return std.post(ctx, "/api/ingest/roster", 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 {
|
||||||
|
url := c.cfg.IngestURL + path
|
||||||
|
req, err := http.NewRequestWithContext(ctx, http.MethodPost, url, bytes.NewReader(payload))
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
req.Header.Set("Authorization", "Bearer "+c.cfg.Token)
|
||||||
|
req.Header.Set("Content-Type", "application/json")
|
||||||
|
resp, err := c.http.Do(req)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
defer resp.Body.Close()
|
||||||
|
body, _ := io.ReadAll(io.LimitReader(resp.Body, 4096))
|
||||||
|
if resp.StatusCode/100 != 2 {
|
||||||
|
return fmt.Errorf("pete ingest status %d: %s", resp.StatusCode, strings.TrimSpace(string(body)))
|
||||||
|
}
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// The euro/chip border
|
||||||
|
//
|
||||||
|
// Pete holds chips; we hold the euros. A player buying in or cashing out opens
|
||||||
|
// an escrow row on Pete, and we are the only one who can move the money for it —
|
||||||
|
// Pete has no route into this box's network and is not getting one. So we poll.
|
||||||
|
//
|
||||||
|
// This is the first GET gogobee has ever made to Pete. Everything else in this
|
||||||
|
// package is us pushing facts outward; here we are asking for work.
|
||||||
|
//
|
||||||
|
// The escrow guid is the idempotency key end to end: it names the row on Pete,
|
||||||
|
// it is the external_id on our euro transaction, and it is the queue key of the
|
||||||
|
// verdict we push back. That is what makes every step here safe to retry, which
|
||||||
|
// matters because every step here can be interrupted between moving real money
|
||||||
|
// and saying so.
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Escrow is one pending crossing, as Pete describes it. Amounts are whole euros:
|
||||||
|
// chips are 1:1 and there is no sub-unit to lose.
|
||||||
|
type Escrow struct {
|
||||||
|
GUID string `json:"guid"`
|
||||||
|
MatrixUser string `json:"matrix_user"`
|
||||||
|
Kind string `json:"kind"` // "buyin" | "cashout"
|
||||||
|
Amount int64 `json:"amount"`
|
||||||
|
State string `json:"state"`
|
||||||
|
}
|
||||||
|
|
||||||
|
// EscrowVerdict is our answer: did the euros move, and what is the balance now.
|
||||||
|
// A rejected buy-in carries the reason, which Pete shows the player.
|
||||||
|
type EscrowVerdict struct {
|
||||||
|
GUID string `json:"guid"`
|
||||||
|
OK bool `json:"ok"`
|
||||||
|
Reason string `json:"reason,omitempty"`
|
||||||
|
BalanceAfter float64 `json:"balance_after"`
|
||||||
|
}
|
||||||
|
|
||||||
|
const escrowVerdictPath = "/api/games/escrow/settled"
|
||||||
|
|
||||||
|
// PendingEscrow asks Pete for crossings waiting on us. Includes rows we claimed
|
||||||
|
// but never answered — if we died holding one, the player's money is stranded
|
||||||
|
// until we pick it up again.
|
||||||
|
func PendingEscrow(ctx context.Context) ([]Escrow, error) {
|
||||||
|
if !Enabled() {
|
||||||
|
return nil, nil
|
||||||
|
}
|
||||||
|
var out []Escrow
|
||||||
|
if err := std.getJSON(ctx, "/api/games/escrow/pending", &out); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return out, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ClaimEscrow tells Pete we are taking a row, and returns the row as Pete now
|
||||||
|
// holds it. Move the money against *this*, not against the copy from the poll:
|
||||||
|
// the claim is the moment the amount and the player are fixed.
|
||||||
|
//
|
||||||
|
// A row Pete has already decided comes back in a terminal state rather than
|
||||||
|
// "claimed". That is not an error — it means the work is done, and it is exactly
|
||||||
|
// what stops a settled cash-out from being paid a second time.
|
||||||
|
func ClaimEscrow(ctx context.Context, guid string) (Escrow, error) {
|
||||||
|
var e Escrow
|
||||||
|
payload, err := json.Marshal(map[string]string{"guid": guid})
|
||||||
|
if err != nil {
|
||||||
|
return e, err
|
||||||
|
}
|
||||||
|
if err := std.postJSON(ctx, "/api/games/escrow/claim", payload, &e); err != nil {
|
||||||
|
return e, err
|
||||||
|
}
|
||||||
|
return e, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// EmitEscrowVerdict durably queues our answer and returns immediately. Keyed on
|
||||||
|
// the escrow guid, so a verdict is enqueued once and only once, and the sender's
|
||||||
|
// retry/backoff/parking machinery carries it the rest of the way.
|
||||||
|
//
|
||||||
|
// The caller should Flush after this: a player is watching a spinner.
|
||||||
|
func EmitEscrowVerdict(v EscrowVerdict) {
|
||||||
|
if !Enabled() {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
payload, err := json.Marshal(v)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("peteclient: marshal escrow verdict", "guid", v.GUID, "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
// Namespaced so an escrow guid can never collide with a fact guid in the
|
||||||
|
// queue's primary key. Fact guids are "<event_type>:<token>:<ts>"; escrow
|
||||||
|
// guids are random. A collision would be a lost verdict, so don't rely on
|
||||||
|
// luck for it.
|
||||||
|
enqueue("escrow:"+v.GUID, escrowVerdictPath, 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)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
req.Header.Set("Authorization", "Bearer "+c.cfg.Token)
|
||||||
|
return c.do(req, out)
|
||||||
|
}
|
||||||
|
|
||||||
|
// postJSON does a bearer-authed POST and decodes the body. Distinct from post,
|
||||||
|
// which is the fire-and-forget path the queue uses and ignores the response.
|
||||||
|
func (c *Client) postJSON(ctx context.Context, path string, payload []byte, out any) error {
|
||||||
|
req, err := http.NewRequestWithContext(ctx, http.MethodPost, c.cfg.IngestURL+path, bytes.NewReader(payload))
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
req.Header.Set("Authorization", "Bearer "+c.cfg.Token)
|
||||||
|
req.Header.Set("Content-Type", "application/json")
|
||||||
|
return c.do(req, out)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (c *Client) do(req *http.Request, out any) error {
|
||||||
|
resp, err := c.http.Do(req)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
defer resp.Body.Close()
|
||||||
|
body, _ := io.ReadAll(io.LimitReader(resp.Body, 1<<20))
|
||||||
|
if resp.StatusCode/100 != 2 {
|
||||||
|
return fmt.Errorf("pete %s status %d: %s", req.URL.Path, resp.StatusCode, strings.TrimSpace(string(body)))
|
||||||
|
}
|
||||||
|
if out == nil {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
if err := json.Unmarshal(body, out); err != nil {
|
||||||
|
return fmt.Errorf("pete %s: decode: %w", req.URL.Path, err)
|
||||||
|
}
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// backoffSec computes the retry delay for a row. It re-reads the current attempt
|
||||||
|
// count so the delay grows geometrically without needing it passed in.
|
||||||
|
func backoffSec(guid string) int {
|
||||||
|
var attempts int
|
||||||
|
_ = db.Get().QueryRow(`SELECT attempts FROM pete_emit_queue WHERE guid = ?`, guid).Scan(&attempts)
|
||||||
|
// attempts is the count *before* this failure's increment; delay off it.
|
||||||
|
delay := int(backoffBase.Seconds()) << attempts
|
||||||
|
if delay > backoffCapSec {
|
||||||
|
delay = backoffCapSec
|
||||||
|
}
|
||||||
|
return delay
|
||||||
|
}
|
||||||
91
internal/peteclient/client_test.go
Normal file
91
internal/peteclient/client_test.go
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
package peteclient
|
||||||
|
|
||||||
|
import (
|
||||||
|
"context"
|
||||||
|
"encoding/json"
|
||||||
|
"io"
|
||||||
|
"net/http"
|
||||||
|
"net/http/httptest"
|
||||||
|
"sync"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
)
|
||||||
|
|
||||||
|
// TestEmitDrainRoundTrip proves the durable path: Emit queues a fact, the sender
|
||||||
|
// POSTs it to Pete with bearer auth, and the row is marked sent (so it won't
|
||||||
|
// re-send), while a duplicate GUID collapses to one delivery.
|
||||||
|
func TestEmitDrainRoundTrip(t *testing.T) {
|
||||||
|
if err := db.Init(t.TempDir()); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
var mu sync.Mutex
|
||||||
|
var got []Fact
|
||||||
|
var gotAuth string
|
||||||
|
srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
|
||||||
|
if r.URL.Path != "/api/ingest/adventure" {
|
||||||
|
t.Errorf("unexpected path %q", r.URL.Path)
|
||||||
|
}
|
||||||
|
body, _ := io.ReadAll(r.Body)
|
||||||
|
var f Fact
|
||||||
|
_ = json.Unmarshal(body, &f)
|
||||||
|
mu.Lock()
|
||||||
|
got = append(got, f)
|
||||||
|
gotAuth = r.Header.Get("Authorization")
|
||||||
|
mu.Unlock()
|
||||||
|
w.WriteHeader(http.StatusOK)
|
||||||
|
}))
|
||||||
|
defer srv.Close()
|
||||||
|
|
||||||
|
std = &Client{cfg: Config{IngestURL: srv.URL, Token: "tok", Enabled: true}, http: srv.Client()}
|
||||||
|
|
||||||
|
Emit(Fact{GUID: "death:a:1", EventType: "death", Tier: "priority", Subject: "Brannigan", OccurredAt: 1})
|
||||||
|
Emit(Fact{GUID: "death:a:1", EventType: "death", Tier: "priority", Subject: "Brannigan", OccurredAt: 1}) // dup guid
|
||||||
|
|
||||||
|
std.drain(context.Background())
|
||||||
|
|
||||||
|
mu.Lock()
|
||||||
|
defer mu.Unlock()
|
||||||
|
if len(got) != 1 {
|
||||||
|
t.Fatalf("delivered %d facts, want 1 (dup should collapse)", len(got))
|
||||||
|
}
|
||||||
|
if got[0].Subject != "Brannigan" {
|
||||||
|
t.Errorf("subject = %q", got[0].Subject)
|
||||||
|
}
|
||||||
|
if gotAuth != "Bearer tok" {
|
||||||
|
t.Errorf("auth header = %q", gotAuth)
|
||||||
|
}
|
||||||
|
|
||||||
|
var pending int
|
||||||
|
if err := db.Get().QueryRow(`SELECT count(*) FROM pete_emit_queue WHERE sent_at IS NULL`).Scan(&pending); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if pending != 0 {
|
||||||
|
t.Errorf("%d rows still pending after successful drain", pending)
|
||||||
|
}
|
||||||
|
|
||||||
|
// A second drain re-sends nothing.
|
||||||
|
std.drain(context.Background())
|
||||||
|
if len(got) != 1 {
|
||||||
|
t.Errorf("re-drained a sent row: %d deliveries", len(got))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestEmitDisabledNoQueue: when disabled, Emit is a durable no-op.
|
||||||
|
func TestEmitDisabledNoQueue(t *testing.T) {
|
||||||
|
if err := db.Init(t.TempDir()); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
std = &Client{cfg: Config{Enabled: false}, http: http.DefaultClient}
|
||||||
|
Emit(Fact{GUID: "disabled-guid", EventType: "death", OccurredAt: 1})
|
||||||
|
var n int
|
||||||
|
// db.Init is a process singleton, so this may share state with other tests;
|
||||||
|
// scope the check to this fact's guid.
|
||||||
|
if err := db.Get().QueryRow(`SELECT count(*) FROM pete_emit_queue WHERE guid = 'disabled-guid'`).Scan(&n); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if n != 0 {
|
||||||
|
t.Errorf("disabled Emit queued %d rows, want 0", n)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -9,6 +9,7 @@ import (
|
|||||||
"time"
|
"time"
|
||||||
|
|
||||||
"gogobee/internal/db"
|
"gogobee/internal/db"
|
||||||
|
"gogobee/internal/peteclient"
|
||||||
|
|
||||||
"maunium.net/go/mautrix"
|
"maunium.net/go/mautrix"
|
||||||
"maunium.net/go/mautrix/id"
|
"maunium.net/go/mautrix/id"
|
||||||
@@ -101,7 +102,7 @@ func (p *AchievementsPlugin) checkAndGrant(userID id.UserID) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (p *AchievementsPlugin) grant(d *sql.DB, userID id.UserID, achievementID string) {
|
func (p *AchievementsPlugin) grant(d *sql.DB, userID id.UserID, achievementID string) {
|
||||||
_, err := d.Exec(
|
res, err := d.Exec(
|
||||||
`INSERT INTO achievements (user_id, achievement_id) VALUES (?, ?) ON CONFLICT DO NOTHING`,
|
`INSERT INTO achievements (user_id, achievement_id) VALUES (?, ?) ON CONFLICT DO NOTHING`,
|
||||||
string(userID), achievementID,
|
string(userID), achievementID,
|
||||||
)
|
)
|
||||||
@@ -109,7 +110,43 @@ func (p *AchievementsPlugin) grant(d *sql.DB, userID id.UserID, achievementID st
|
|||||||
slog.Error("achievements: grant", "user", userID, "achievement", achievementID, "err", err)
|
slog.Error("achievements: grant", "user", userID, "achievement", achievementID, "err", err)
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
// Only a genuinely new grant is news; a re-check conflict (rows==0) is not.
|
||||||
|
if n, _ := res.RowsAffected(); n == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
slog.Info("achievements: granted", "user", userID, "achievement", achievementID)
|
slog.Info("achievements: granted", "user", userID, "achievement", achievementID)
|
||||||
|
p.emitMilestoneNews(d, userID, achievementID)
|
||||||
|
}
|
||||||
|
|
||||||
|
// emitMilestoneNews files a BULLETIN milestone to Pete for RARE achievements
|
||||||
|
// only — rarity-gated to a single holder (per the news selection thresholds) so
|
||||||
|
// routine unlocks don't flood the feed. Character name only; no-op unless the
|
||||||
|
// seam is enabled.
|
||||||
|
func (p *AchievementsPlugin) emitMilestoneNews(d *sql.DB, userID id.UserID, achievementID string) {
|
||||||
|
var holders int
|
||||||
|
if err := d.QueryRow(`SELECT count(*) FROM achievements WHERE achievement_id = ?`, achievementID).Scan(&holders); err != nil || holders != 1 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
name := charName(userID)
|
||||||
|
if name == "" {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
label := achievementID
|
||||||
|
for _, a := range p.achievements {
|
||||||
|
if a.ID == achievementID {
|
||||||
|
label = a.Name
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ts := nowUnix()
|
||||||
|
emitFact(peteclient.Fact{
|
||||||
|
GUID: fmt.Sprintf("milestone:%s:%s", eventToken(userID, achievementID), achievementID),
|
||||||
|
EventType: "milestone",
|
||||||
|
Tier: "bulletin",
|
||||||
|
Subject: name,
|
||||||
|
Milestone: label,
|
||||||
|
OccurredAt: ts,
|
||||||
|
}, userID, "")
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *AchievementsPlugin) handleAchievements(ctx MessageContext) error {
|
func (p *AchievementsPlugin) handleAchievements(ctx MessageContext) error {
|
||||||
@@ -1206,9 +1243,39 @@ func (p *AchievementsPlugin) buildAchievements() []achievementDef {
|
|||||||
return false
|
return false
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
// N7/B4 — the Renown wing (gogobee_engagement_plan.md §B4). Passive checks
|
||||||
|
// against the derived Renown level (N7/B2); no event hook needed.
|
||||||
|
{
|
||||||
|
ID: "renown_1", Name: "Beyond the Cap", Description: "Earned your first level of Renown. The story was supposed to be over.",
|
||||||
|
Emoji: "✦",
|
||||||
|
Check: func(d *sql.DB, u id.UserID) bool { return renownAtLeast(d, u, 1) },
|
||||||
|
},
|
||||||
|
{
|
||||||
|
ID: "renown_5", Name: "Storied", Description: "Reached Renown 5. They tell versions of your runs that never happened.",
|
||||||
|
Emoji: "✦",
|
||||||
|
Check: func(d *sql.DB, u id.UserID) bool { return renownAtLeast(d, u, 5) },
|
||||||
|
},
|
||||||
|
{
|
||||||
|
ID: "renown_10", Name: "Fabled", Description: "Reached Renown 10. Somewhere a bard is getting rich off your name.",
|
||||||
|
Emoji: "✦",
|
||||||
|
Check: func(d *sql.DB, u id.UserID) bool { return renownAtLeast(d, u, 10) },
|
||||||
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// renownAtLeast reports whether the player's derived Renown level (N7/B2) has
|
||||||
|
// reached level, reading player_meta.renown_xp through the passed handle.
|
||||||
|
func renownAtLeast(d *sql.DB, userID id.UserID, level int) bool {
|
||||||
|
var xp int
|
||||||
|
if err := d.QueryRow(
|
||||||
|
`SELECT renown_xp FROM player_meta WHERE user_id = ?`,
|
||||||
|
string(userID),
|
||||||
|
).Scan(&xp); err != nil {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
return renownLevelFor(xp) >= level
|
||||||
|
}
|
||||||
|
|
||||||
// ── Expedition achievement helpers ──────────────────────────────────────────
|
// ── Expedition achievement helpers ──────────────────────────────────────────
|
||||||
|
|
||||||
// clearedZoneIDs returns the zones this player has beaten outright. Boss-
|
// clearedZoneIDs returns the zones this player has beaten outright. Boss-
|
||||||
|
|||||||
@@ -169,6 +169,8 @@ func (p *AdventurePlugin) Commands() []CommandDef {
|
|||||||
{Name: "rest", Description: "Rest up (`short`: quick breather, 1h cooldown — `long`: full night, 24h, needs housing or inn)", Usage: "!rest short|long", Category: "Games"},
|
{Name: "rest", Description: "Rest up (`short`: quick breather, 1h cooldown — `long`: full night, 24h, needs housing or inn)", Usage: "!rest short|long", Category: "Games"},
|
||||||
{Name: "arm", Description: "Ready an ability so it fires the moment your next fight starts", Usage: "!arm <ability>", Category: "Games"},
|
{Name: "arm", Description: "Ready an ability so it fires the moment your next fight starts", Usage: "!arm <ability>", Category: "Games"},
|
||||||
{Name: "roll", Description: "Roll dice (NdN+M format, e.g. 2d6+3, d20, 4d6-1)", Usage: "!roll <dice>", Category: "Games"},
|
{Name: "roll", Description: "Roll dice (NdN+M format, e.g. 2d6+3, d20, 4d6-1)", Usage: "!roll <dice>", Category: "Games"},
|
||||||
|
{Name: "duel", Description: "Challenge another adventurer to a staked, no-death bout", Usage: "!duel @user [stake]", Category: "Games"},
|
||||||
|
{Name: "mischief", Description: "Pay to send a monster after an adventurer who's out on an expedition", Usage: "!mischief send <tier> @user", Category: "Games"},
|
||||||
{Name: "stats", Description: "Show your ability scores", Usage: "!stats", Category: "Games"},
|
{Name: "stats", Description: "Show your ability scores", Usage: "!stats", Category: "Games"},
|
||||||
{Name: "level", Description: "Show your level and XP progress", Usage: "!level", Category: "Games"},
|
{Name: "level", Description: "Show your level and XP progress", Usage: "!level", Category: "Games"},
|
||||||
{Name: "cast", Description: "Cast a spell (queues for next combat, or resolves now if out of combat)", Usage: "!cast <spell> [--upcast N] [--target @user]", Category: "Games"},
|
{Name: "cast", Description: "Cast a spell (queues for next combat, or resolves now if out of combat)", Usage: "!cast <spell> [--upcast N] [--target @user]", Category: "Games"},
|
||||||
@@ -179,6 +181,11 @@ func (p *AdventurePlugin) Commands() []CommandDef {
|
|||||||
{Name: "sell", Description: "Sell your hauled materials, fish, and items to Thom Krooke after an expedition (a smooth pitch can land a better price)", Usage: "!sell [list|all|<item>]", Category: "Games"},
|
{Name: "sell", Description: "Sell your hauled materials, fish, and items to Thom Krooke after an expedition (a smooth pitch can land a better price)", Usage: "!sell [list|all|<item>]", Category: "Games"},
|
||||||
{Name: "craft", Description: "Craft a discovered recipe at Thom Krooke (consumes ingredients)", Usage: "!craft [list|<recipe>]", Category: "Games"},
|
{Name: "craft", Description: "Craft a discovered recipe at Thom Krooke (consumes ingredients)", Usage: "!craft [list|<recipe>]", Category: "Games"},
|
||||||
{Name: "lore", Description: "Dig through Thom Krooke's lore stacks for a new recipe (sharp minds turn up more)", Usage: "!lore", Category: "Games"},
|
{Name: "lore", Description: "Dig through Thom Krooke's lore stacks for a new recipe (sharp minds turn up more)", Usage: "!lore", Category: "Games"},
|
||||||
|
{Name: "give", Description: "Gift a consumable or non-magic item to another adventurer (5% handling fee to the community pot; 3/day)", Usage: "!give <item> @user", Category: "Games"},
|
||||||
|
{Name: "town", Description: "Town registry — civic pride, housing street, and the pet showcase", Usage: "!town", Category: "Games"},
|
||||||
|
{Name: "graveyard", Description: "Recent deaths across the guild", Usage: "!graveyard", Category: "Games"},
|
||||||
|
{Name: "rivals", Description: "Your rival duel record, or `!rivals board` for room-wide standings", Usage: "!rivals [board]", Category: "Games"},
|
||||||
|
{Name: "news", Description: "Pete's Adventure News — opt out of being named, or opt back in", Usage: "!news [optout|optin]", Category: "Games"},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -242,6 +249,10 @@ func (p *AdventurePlugin) Init() error {
|
|||||||
// arrival roll. Both idempotent via JobCompleted gates.
|
// arrival roll. Both idempotent via JobCompleted gates.
|
||||||
bootstrapCasterSpellBackfill()
|
bootstrapCasterSpellBackfill()
|
||||||
bootstrapGrantStarterPet()
|
bootstrapGrantStarterPet()
|
||||||
|
// Pete adventure-news cold-start: replay the back-catalogue (realm-firsts,
|
||||||
|
// deaths, single-holder achievements) the first boot the seam is live, so
|
||||||
|
// launch doesn't open onto an empty section. One-shot, kept (see gap #7).
|
||||||
|
p.bootstrapPeteNewsBackfill()
|
||||||
// Phase R1 orphan-archive used to run here on every Init, but it
|
// Phase R1 orphan-archive used to run here on every Init, but it
|
||||||
// over-archived: it treats any active dnd_zone_run row not linked to
|
// over-archived: it treats any active dnd_zone_run row not linked to
|
||||||
// an active expedition as a legacy `!adventure dungeon` orphan, which
|
// an active expedition as a legacy `!adventure dungeon` orphan, which
|
||||||
@@ -253,6 +264,11 @@ func (p *AdventurePlugin) Init() error {
|
|||||||
// Revive any characters whose DeadUntil has expired
|
// Revive any characters whose DeadUntil has expired
|
||||||
p.catchUpRespawns(chars)
|
p.catchUpRespawns(chars)
|
||||||
|
|
||||||
|
// Seed the boredom idle clock before the ticker that reads it can wake:
|
||||||
|
// an unseeded column reads as "idle since character creation" for every
|
||||||
|
// pre-existing player.
|
||||||
|
bootstrapBoredomClock()
|
||||||
|
|
||||||
// Start schedulers — single shared stopCh allows graceful shutdown.
|
// Start schedulers — single shared stopCh allows graceful shutdown.
|
||||||
if p.stopCh == nil {
|
if p.stopCh == nil {
|
||||||
p.stopCh = make(chan struct{})
|
p.stopCh = make(chan struct{})
|
||||||
@@ -270,9 +286,16 @@ func (p *AdventurePlugin) Init() error {
|
|||||||
go p.expeditionRecapTicker()
|
go p.expeditionRecapTicker()
|
||||||
go p.expeditionAmbientTicker()
|
go p.expeditionAmbientTicker()
|
||||||
go p.expeditionAutoRunTicker()
|
go p.expeditionAutoRunTicker()
|
||||||
|
go p.peteRosterTicker()
|
||||||
|
go p.expeditionExtractionSweepTicker()
|
||||||
|
go p.expeditionBoredomTicker()
|
||||||
|
go p.mischiefTicker()
|
||||||
|
|
||||||
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
|
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
|
||||||
p.arenaCleanupStaleRuns()
|
p.arenaCleanupStaleRuns()
|
||||||
|
// Extractions that lapsed while the bot was down: the roster they hold is
|
||||||
|
// blocking those members right now, not an hour from now.
|
||||||
|
p.sweepLapsedExtractions(time.Now().UTC())
|
||||||
|
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
@@ -307,6 +330,15 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
|
|||||||
// expedition.
|
// expedition.
|
||||||
p.maybeDeliverDeferredBriefing(ctx.Sender, time.Now().UTC())
|
p.maybeDeliverDeferredBriefing(ctx.Sender, time.Now().UTC())
|
||||||
|
|
||||||
|
// Bored adventurers (gogobee_boredom_plan.md §1) — the idle clock that
|
||||||
|
// decides when a character gives up waiting and leaves on its own. Stamped
|
||||||
|
// only for a real action against Adventure: idle chatter in a room is not
|
||||||
|
// tending your adventurer, and no ticker or autopilot path may touch this,
|
||||||
|
// or a bored character would refresh its own clock and never qualify again.
|
||||||
|
if p.isPlayerAdventureAction(ctx) {
|
||||||
|
markPlayerAction(ctx.Sender)
|
||||||
|
}
|
||||||
|
|
||||||
// 0. D&D layer commands (Phase 1 — work in rooms and DMs)
|
// 0. D&D layer commands (Phase 1 — work in rooms and DMs)
|
||||||
if p.IsCommand(ctx.Body, "setup") {
|
if p.IsCommand(ctx.Body, "setup") {
|
||||||
return p.handleDnDSetupCmd(ctx, p.GetArgs(ctx.Body, "setup"))
|
return p.handleDnDSetupCmd(ctx, p.GetArgs(ctx.Body, "setup"))
|
||||||
@@ -329,6 +361,12 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
|
|||||||
if p.IsCommand(ctx.Body, "rest") {
|
if p.IsCommand(ctx.Body, "rest") {
|
||||||
return p.handleDnDRestCmd(ctx, p.GetArgs(ctx.Body, "rest"))
|
return p.handleDnDRestCmd(ctx, p.GetArgs(ctx.Body, "rest"))
|
||||||
}
|
}
|
||||||
|
if p.IsCommand(ctx.Body, "duel") {
|
||||||
|
return p.handleDuelCmd(ctx, p.GetArgs(ctx.Body, "duel"))
|
||||||
|
}
|
||||||
|
if p.IsCommand(ctx.Body, "mischief") {
|
||||||
|
return p.handleMischiefCmd(ctx, p.GetArgs(ctx.Body, "mischief"))
|
||||||
|
}
|
||||||
if p.IsCommand(ctx.Body, "arm") {
|
if p.IsCommand(ctx.Body, "arm") {
|
||||||
return p.handleDnDArmCmd(ctx, p.GetArgs(ctx.Body, "arm"))
|
return p.handleDnDArmCmd(ctx, p.GetArgs(ctx.Body, "arm"))
|
||||||
}
|
}
|
||||||
@@ -412,6 +450,23 @@ func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
|
|||||||
if p.IsCommand(ctx.Body, "lore") {
|
if p.IsCommand(ctx.Body, "lore") {
|
||||||
return p.handleLoreCmd(ctx)
|
return p.handleLoreCmd(ctx)
|
||||||
}
|
}
|
||||||
|
if p.IsCommand(ctx.Body, "give") {
|
||||||
|
return p.handleGiveCmd(ctx)
|
||||||
|
}
|
||||||
|
|
||||||
|
// 0b. Town registries (E3) — read-only social boards (rooms and DMs)
|
||||||
|
if p.IsCommand(ctx.Body, "town") {
|
||||||
|
return p.handleTownCmd(ctx)
|
||||||
|
}
|
||||||
|
if p.IsCommand(ctx.Body, "graveyard") {
|
||||||
|
return p.handleGraveyardCmd(ctx)
|
||||||
|
}
|
||||||
|
if p.IsCommand(ctx.Body, "rivals") {
|
||||||
|
return p.handleRivalsTopCmd(ctx, p.GetArgs(ctx.Body, "rivals"))
|
||||||
|
}
|
||||||
|
if p.IsCommand(ctx.Body, "news") {
|
||||||
|
return p.handleNewsCmd(ctx)
|
||||||
|
}
|
||||||
|
|
||||||
// 1. Arena commands (work in rooms and DMs)
|
// 1. Arena commands (work in rooms and DMs)
|
||||||
if p.IsCommand(ctx.Body, "bail") {
|
if p.IsCommand(ctx.Body, "bail") {
|
||||||
@@ -491,6 +546,10 @@ func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
|
|||||||
return p.SendDM(ctx.Sender, advHelpText)
|
return p.SendDM(ctx.Sender, advHelpText)
|
||||||
case lower == "rivals":
|
case lower == "rivals":
|
||||||
return p.handleRivalsCmd(ctx)
|
return p.handleRivalsCmd(ctx)
|
||||||
|
case lower == "duel" || strings.HasPrefix(lower, "duel "):
|
||||||
|
return p.handleDuelCmd(ctx, strings.TrimSpace(args[len("duel"):]))
|
||||||
|
case lower == "mischief" || strings.HasPrefix(lower, "mischief "):
|
||||||
|
return p.handleMischiefCmd(ctx, strings.TrimSpace(args[len("mischief"):]))
|
||||||
case lower == "babysit" || strings.HasPrefix(lower, "babysit "):
|
case lower == "babysit" || strings.HasPrefix(lower, "babysit "):
|
||||||
return p.handleBabysitCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "babysit")))
|
return p.handleBabysitCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "babysit")))
|
||||||
case lower == "blacksmith" || lower == "repair":
|
case lower == "blacksmith" || lower == "repair":
|
||||||
@@ -509,6 +568,16 @@ func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
|
|||||||
return p.handleMasteryCmd(ctx)
|
return p.handleMasteryCmd(ctx)
|
||||||
case lower == "treasures" || strings.HasPrefix(lower, "treasures "):
|
case lower == "treasures" || strings.HasPrefix(lower, "treasures "):
|
||||||
return p.handleTreasuresCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "treasures")))
|
return p.handleTreasuresCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "treasures")))
|
||||||
|
case lower == "vault" || strings.HasPrefix(lower, "vault "):
|
||||||
|
return p.handleVaultCmd(ctx, strings.TrimSpace(args[len("vault"):]))
|
||||||
|
case lower == "journal":
|
||||||
|
return p.handleJournalCmd(ctx)
|
||||||
|
case lower == "shadow":
|
||||||
|
return p.handleShadowCmd(ctx)
|
||||||
|
case lower == "worldboss" || strings.HasPrefix(lower, "worldboss "):
|
||||||
|
return p.handleWorldBossCmd(ctx, strings.TrimSpace(args[len("worldboss"):]))
|
||||||
|
case lower == "siege" || strings.HasPrefix(lower, "siege "):
|
||||||
|
return p.handleWorldBossCmd(ctx, strings.TrimSpace(args[len("siege"):]))
|
||||||
}
|
}
|
||||||
|
|
||||||
return p.SendDM(ctx.Sender, "Unknown command. Type `!adventure help` to see available commands.")
|
return p.SendDM(ctx.Sender, "Unknown command. Type `!adventure help` to see available commands.")
|
||||||
@@ -526,9 +595,11 @@ const advHelpText = `**Adventure Commands**
|
|||||||
` + "`!adventure equip-magic`" + ` — Equip magic items (curios) into your D&D slots
|
` + "`!adventure equip-magic`" + ` — Equip magic items (curios) into your D&D slots
|
||||||
` + "`!adventure sell <item>`" + ` — Sell an inventory item (or ` + "`sell all`" + `)
|
` + "`!adventure sell <item>`" + ` — Sell an inventory item (or ` + "`sell all`" + `)
|
||||||
` + "`!adventure inventory`" + ` — View your inventory
|
` + "`!adventure inventory`" + ` — View your inventory
|
||||||
|
` + "`!adventure vault`" + ` — Store items safely (Tier-4 Established home; ` + "`vault store/take <item>`" + `)
|
||||||
` + "`!adventure leaderboard`" + ` — View the leaderboard
|
` + "`!adventure leaderboard`" + ` — View the leaderboard
|
||||||
` + "`!adventure respond`" + ` — Respond to a mid-day event
|
` + "`!adventure respond`" + ` — Respond to a mid-day event
|
||||||
` + "`!adventure rivals`" + ` — View rival duel records
|
` + "`!adventure rivals`" + ` — View rival duel records
|
||||||
|
` + "`!duel @user [stake]`" + ` — Challenge another adventurer to a staked, no-death bout (` + "`!duel accept`" + `/` + "`decline`" + `/` + "`status`" + `)
|
||||||
` + "`!adventure babysit`" + ` — Adventurer Babysitting Service
|
` + "`!adventure babysit`" + ` — Adventurer Babysitting Service
|
||||||
` + "`!adventure babysit auto`" + ` — Toggle auto-babysit (protects streaks on missed days)
|
` + "`!adventure babysit auto`" + ` — Toggle auto-babysit (protects streaks on missed days)
|
||||||
` + "`!adventure babysit focus <skill>`" + ` — Pick the skill auto-babysit trains (mining/fishing/foraging)
|
` + "`!adventure babysit focus <skill>`" + ` — Pick the skill auto-babysit trains (mining/fishing/foraging)
|
||||||
@@ -539,6 +610,9 @@ const advHelpText = `**Adventure Commands**
|
|||||||
` + "`!adventure recipes`" + ` — List crafting recipes known at your current Foraging level
|
` + "`!adventure recipes`" + ` — List crafting recipes known at your current Foraging level
|
||||||
` + "`!adventure mastery`" + ` — Per-slot equipment mastery progress and active bonus
|
` + "`!adventure mastery`" + ` — Per-slot equipment mastery progress and active bonus
|
||||||
` + "`!adventure treasures`" + ` — List your treasures · ` + "`treasures lock`" + ` to refuse swaps
|
` + "`!adventure treasures`" + ` — List your treasures · ` + "`treasures lock`" + ` to refuse swaps
|
||||||
|
` + "`!adventure journal`" + ` — Read the campaign pages you've recovered
|
||||||
|
` + "`!adventure shadow`" + ` — See how your rival's run compares to yours
|
||||||
|
` + "`!adventure worldboss`" + ` — The monthly Siege: one communal bout a day (` + "`fight`" + ` to join)
|
||||||
` + "`!hospital`" + ` — Visit St. Guildmore's Memorial Hospital (same-day revival when dead)
|
` + "`!hospital`" + ` — Visit St. Guildmore's Memorial Hospital (same-day revival when dead)
|
||||||
` + "`!thom`" + ` — Visit Thom Krooke (housing and loans)
|
` + "`!thom`" + ` — Visit Thom Krooke (housing and loans)
|
||||||
` + "`!adventure help`" + ` — This message
|
` + "`!adventure help`" + ` — This message
|
||||||
@@ -603,6 +677,7 @@ func (p *AdventurePlugin) handleMenu(ctx MessageContext) error {
|
|||||||
treasures, _ := loadAdvTreasureBonuses(char.UserID)
|
treasures, _ := loadAdvTreasureBonuses(char.UserID)
|
||||||
buffs, _ := loadAdvActiveBuffs(char.UserID)
|
buffs, _ := loadAdvActiveBuffs(char.UserID)
|
||||||
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false)
|
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false)
|
||||||
|
applyRenownBonuses(bonuses, char.RenownLevel()) // N7/B2 — activity path only, never combat
|
||||||
balance := p.euro.GetBalance(char.UserID)
|
balance := p.euro.GetBalance(char.UserID)
|
||||||
|
|
||||||
text := renderAdvMorningDM(char.UserID, equip, balance, bonuses, holName)
|
text := renderAdvMorningDM(char.UserID, equip, balance, bonuses, holName)
|
||||||
@@ -753,6 +828,7 @@ func (p *AdventurePlugin) handleLeaderboard(ctx MessageContext) error {
|
|||||||
ForagingSkill: c.ForagingSkill,
|
ForagingSkill: c.ForagingSkill,
|
||||||
FishingSkill: c.FishingSkill,
|
FishingSkill: c.FishingSkill,
|
||||||
CurrentStreak: c.CurrentStreak,
|
CurrentStreak: c.CurrentStreak,
|
||||||
|
Renown: renownLevelForUser(c.UserID),
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
text := renderAdvLeaderboard(entries)
|
text := renderAdvLeaderboard(entries)
|
||||||
@@ -890,9 +966,9 @@ func (p *AdventurePlugin) resolvePendingInteraction(ctx MessageContext, interact
|
|||||||
case "npc_encounter":
|
case "npc_encounter":
|
||||||
return p.resolveNPCEncounter(ctx, interaction)
|
return p.resolveNPCEncounter(ctx, interaction)
|
||||||
case "pet_arrival":
|
case "pet_arrival":
|
||||||
return p.resolvePetArrival(ctx)
|
return p.resolvePetArrival(ctx, interaction)
|
||||||
case "pet_type":
|
case "pet_type":
|
||||||
return p.resolvePetType(ctx)
|
return p.resolvePetType(ctx, interaction)
|
||||||
case "pet_name":
|
case "pet_name":
|
||||||
return p.resolvePetName(ctx, interaction)
|
return p.resolvePetName(ctx, interaction)
|
||||||
}
|
}
|
||||||
@@ -1122,7 +1198,7 @@ func (p *AdventurePlugin) checkTreasureDrop(userID id.UserID, char *AdventureCha
|
|||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
if count < advMaxTreasures {
|
if count < maxTreasuresForTier(char.HouseTier) {
|
||||||
// Directly save
|
// Directly save
|
||||||
if err := advSaveTreasure(userID, drop.Def); err != nil {
|
if err := advSaveTreasure(userID, drop.Def); err != nil {
|
||||||
slog.Error("adventure: failed to save treasure", "user", userID, "err", err)
|
slog.Error("adventure: failed to save treasure", "user", userID, "err", err)
|
||||||
@@ -1507,7 +1583,7 @@ func (p *AdventurePlugin) handleRecipesCmd(ctx MessageContext) error {
|
|||||||
if err != nil {
|
if err != nil {
|
||||||
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
||||||
}
|
}
|
||||||
return p.SendDM(ctx.Sender, renderRecipesKnown(char.ForagingSkill))
|
return p.SendDM(ctx.Sender, renderRecipesKnown(char.ForagingSkill, homeWorkshopCraftBonus(char.HouseTier)))
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *AdventurePlugin) handleTreasuresCmd(ctx MessageContext, arg string) error {
|
func (p *AdventurePlugin) handleTreasuresCmd(ctx MessageContext, arg string) error {
|
||||||
|
|||||||
@@ -531,6 +531,12 @@ func (p *AdventurePlugin) arenaCompleteSession(userID id.UserID, run *ArenaRun,
|
|||||||
}
|
}
|
||||||
totalXP := int(float64(run.XPAccumulated) * xpMult)
|
totalXP := int(float64(run.XPAccumulated) * xpMult)
|
||||||
|
|
||||||
|
// N7/B3 the Omen — a payout-boosting week scales gross earnings before the
|
||||||
|
// pot tax, so both the player's cut and the pot's rake grow proportionally.
|
||||||
|
if m := activeOmen().ArenaPayoutMult; m > 1.0 {
|
||||||
|
run.Earnings = int64(float64(run.Earnings) * m)
|
||||||
|
}
|
||||||
|
|
||||||
// Arena tax: 10% of earnings to community pot.
|
// Arena tax: 10% of earnings to community pot.
|
||||||
arenaTax := int64(math.Round(float64(run.Earnings) * 0.1))
|
arenaTax := int64(math.Round(float64(run.Earnings) * 0.1))
|
||||||
arenaNet := run.Earnings - arenaTax
|
arenaNet := run.Earnings - arenaTax
|
||||||
|
|||||||
@@ -36,22 +36,15 @@ func (p *AdventurePlugin) runBabysitDailyTrickle(char *AdventureCharacter) {
|
|||||||
if !char.BabysitActive {
|
if !char.BabysitActive {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
// Both companions share the sitter's attention and gain the flat trickle.
|
||||||
|
// (Combat only ever reads their *averaged* procs, so leveling both is not a
|
||||||
|
// power spike.)
|
||||||
leveled := false
|
leveled := false
|
||||||
if char.HasPet() && char.PetLevel < 10 {
|
if char.HasPet() {
|
||||||
// Bypass petGrantXP's per-action constant — we want a flat trickle.
|
leveled = advancePetLevelsFromXP(&char.PetXP, &char.PetLevel, &char.PetLevel10Date, petXPPerBabysitDay*100) || leveled
|
||||||
char.PetXP += petXPPerBabysitDay * 100
|
}
|
||||||
for char.PetLevel < 10 {
|
if char.HasPet2() {
|
||||||
needed := petXPToNextLevel(char.PetLevel) * 100
|
leveled = advancePetLevelsFromXP(&char.Pet2XP, &char.Pet2Level, &char.Pet2Level10Date, petXPPerBabysitDay*100) || leveled
|
||||||
if char.PetXP < needed {
|
|
||||||
break
|
|
||||||
}
|
|
||||||
char.PetXP -= needed
|
|
||||||
char.PetLevel++
|
|
||||||
leveled = true
|
|
||||||
}
|
|
||||||
if char.PetLevel >= 10 && char.PetLevel10Date == "" {
|
|
||||||
char.PetLevel10Date = time.Now().UTC().Format("2006-01-02")
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
outcome := "pet_care"
|
outcome := "pet_care"
|
||||||
if leveled {
|
if leveled {
|
||||||
|
|||||||
@@ -1,6 +1,9 @@
|
|||||||
package plugin
|
package plugin
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"database/sql"
|
||||||
|
"errors"
|
||||||
|
"strings"
|
||||||
"time"
|
"time"
|
||||||
|
|
||||||
"gogobee/internal/db"
|
"gogobee/internal/db"
|
||||||
@@ -92,13 +95,44 @@ type AdventureCharacter struct {
|
|||||||
PetSupplyShopUnlocked bool
|
PetSupplyShopUnlocked bool
|
||||||
PetLevel10Date string
|
PetLevel10Date string
|
||||||
PetMorningDefense bool
|
PetMorningDefense bool
|
||||||
AutoBabysit bool
|
// Second pet (N4/E1, Tier-4 Estate). A parallel slot, not a rewrite of the
|
||||||
AutoBabysitFocus string // mining|fishing|foraging — preferred skill for auto-babysit; "" defaults to weakest
|
// pet-1 fields above — see HasPet2. Carries only identity/level/barding; the
|
||||||
TreasuresLocked bool // when true, treasure drops at cap are refused instead of auto-swapping
|
// morning-defense, ditch-recovery and supply-shop mechanics stay pet-1-only.
|
||||||
StreakDecayed bool
|
Pet2Type string
|
||||||
CraftsSucceeded int
|
Pet2Name string
|
||||||
DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
|
Pet2XP int
|
||||||
DeathLocation string // human-readable location of last death; cleared on revive is not required
|
Pet2Level int
|
||||||
|
Pet2ArmorTier int
|
||||||
|
Pet2ChasedAway bool
|
||||||
|
Pet2Reactivated bool
|
||||||
|
Pet2Arrived bool
|
||||||
|
Pet2Level10Date string
|
||||||
|
AutoBabysit bool
|
||||||
|
AutoBabysitFocus string // mining|fishing|foraging — preferred skill for auto-babysit; "" defaults to weakest
|
||||||
|
TreasuresLocked bool // when true, treasure drops at cap are refused instead of auto-swapping
|
||||||
|
StreakDecayed bool
|
||||||
|
CraftsSucceeded int
|
||||||
|
DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
|
||||||
|
DeathLocation string // human-readable location of last death; cleared on revive is not required
|
||||||
|
// N5/D1 the Hollow King campaign. Bitmask of discovered journal pages (bit i
|
||||||
|
// == page i+1). Read-only overlay from player_meta.journal_pages; writes go
|
||||||
|
// through the atomic grantJournalPageDB, never the bulk character save.
|
||||||
|
JournalPages int64
|
||||||
|
// N5/D1c the finale reward-once flag. True after the first finale clear;
|
||||||
|
// overlay-read, written by the atomic markEpilogueClearedDB.
|
||||||
|
EpilogueCleared bool
|
||||||
|
// N7/B2 Renown — cumulative overflow XP earned past the L20 cap. Overlay-read
|
||||||
|
// from player_meta.renown_xp, written by the atomic addRenownXP, never the
|
||||||
|
// bulk character save. RenownLevel() derives the prestige level from it.
|
||||||
|
RenownXP int
|
||||||
|
}
|
||||||
|
|
||||||
|
// RenownLevel is the derived prestige level (renown_xp / renownXPPerLevel).
|
||||||
|
func (c *AdventureCharacter) RenownLevel() int {
|
||||||
|
if c == nil {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
return renownLevelFor(c.RenownXP)
|
||||||
}
|
}
|
||||||
|
|
||||||
type AdvEquipment struct {
|
type AdvEquipment struct {
|
||||||
@@ -270,6 +304,11 @@ func (c *AdventureCharacter) HasPet() bool {
|
|||||||
return c.PetType != "" && c.PetArrived && !c.PetChasedAway
|
return c.PetType != "" && c.PetArrived && !c.PetChasedAway
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// HasPet2 returns true if the player has an active second pet.
|
||||||
|
func (c *AdventureCharacter) HasPet2() bool {
|
||||||
|
return c.Pet2Type != "" && c.Pet2Arrived && !c.Pet2ChasedAway
|
||||||
|
}
|
||||||
|
|
||||||
// HasHouse returns true if the player has purchased at least a base house.
|
// HasHouse returns true if the player has purchased at least a base house.
|
||||||
func (c *AdventureCharacter) HasHouse() bool {
|
func (c *AdventureCharacter) HasHouse() bool {
|
||||||
return c.HouseTier > 0 || c.HouseLoanBalance > 0
|
return c.HouseTier > 0 || c.HouseLoanBalance > 0
|
||||||
@@ -500,6 +539,41 @@ func createAdvCharacter(userID id.UserID, displayName string) error {
|
|||||||
return tx.Commit()
|
return tx.Commit()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ensurePlayerMetaSeed guarantees the canonical player_meta seed row (and tier-0
|
||||||
|
// equipment) exists for userID, creating it only when absent. The auto-migration
|
||||||
|
// path (ensureDnDCharacterForCombat) writes a confirmed dnd_character without
|
||||||
|
// touching the legacy layer; without this, a brand-new player whose first-ever
|
||||||
|
// action auto-migrates — e.g. !rest or !cast before !setup — ends up with a
|
||||||
|
// player_meta-less character that fails every legacy-layer command with
|
||||||
|
// "sql: no rows" (the camcast straggler). Conditional on absence and thus
|
||||||
|
// idempotent: legacy players who already have player_meta keep their equipment
|
||||||
|
// untouched — createAdvCharacter's tier-0 equipment insert has no conflict guard
|
||||||
|
// and would otherwise duplicate their gear.
|
||||||
|
func ensurePlayerMetaSeed(userID id.UserID) error {
|
||||||
|
d := db.Get()
|
||||||
|
var one int
|
||||||
|
err := d.QueryRow(`SELECT 1 FROM player_meta WHERE user_id = ?`, string(userID)).Scan(&one)
|
||||||
|
if err == nil {
|
||||||
|
return nil // already seeded
|
||||||
|
}
|
||||||
|
if !errors.Is(err, sql.ErrNoRows) {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
return createAdvCharacter(userID, localpartOf(userID))
|
||||||
|
}
|
||||||
|
|
||||||
|
// localpartOf returns the mxid localpart (between @ and :) as a display-name
|
||||||
|
// fallback — matches Base.DisplayName's offline behavior. The seed's display
|
||||||
|
// name is overlaid by later player_meta upserts; this is just a sane default
|
||||||
|
// for a character born without a Matrix client in reach.
|
||||||
|
func localpartOf(userID id.UserID) string {
|
||||||
|
s := string(userID)
|
||||||
|
if i := strings.Index(s, ":"); i > 0 {
|
||||||
|
return s[1:i]
|
||||||
|
}
|
||||||
|
return strings.TrimPrefix(s, "@")
|
||||||
|
}
|
||||||
|
|
||||||
// saveAdvCharacter persists every mutable AdventureCharacter field to
|
// saveAdvCharacter persists every mutable AdventureCharacter field to
|
||||||
// player_meta. Phase L5h: the legacy adventure_characters UPDATE has been
|
// player_meta. Phase L5h: the legacy adventure_characters UPDATE has been
|
||||||
// retired — the row is now read-only after createAdvCharacter seeds it,
|
// retired — the row is now read-only after createAdvCharacter seeds it,
|
||||||
@@ -562,7 +636,7 @@ func loadAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
|||||||
d := db.Get()
|
d := db.Get()
|
||||||
rows, err := d.Query(`
|
rows, err := d.Query(`
|
||||||
SELECT id, name, item_type, tier, value, slot, skill_source, temper
|
SELECT id, name, item_type, tier, value, slot, skill_source, temper
|
||||||
FROM adventure_inventory WHERE user_id = ?
|
FROM adventure_inventory WHERE user_id = ? AND in_vault = 0
|
||||||
ORDER BY tier DESC, value DESC`, string(userID))
|
ORDER BY tier DESC, value DESC`, string(userID))
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
@@ -613,7 +687,10 @@ func clearAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
d := db.Get()
|
d := db.Get()
|
||||||
_, err = d.Exec(`DELETE FROM adventure_inventory WHERE user_id = ?`, string(userID))
|
// Delete only what loadAdvInventory returned — vaulted rows are out of play
|
||||||
|
// and must survive a bulk clear, or the vault's whole promise (safe from
|
||||||
|
// !sell all) breaks the moment any caller routes sell-all through here.
|
||||||
|
_, err = d.Exec(`DELETE FROM adventure_inventory WHERE user_id = ? AND in_vault = 0`, string(userID))
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
@@ -623,10 +700,62 @@ func clearAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
|||||||
func advInventoryCount(userID id.UserID) int {
|
func advInventoryCount(userID id.UserID) int {
|
||||||
d := db.Get()
|
d := db.Get()
|
||||||
var count int
|
var count int
|
||||||
_ = d.QueryRow(`SELECT COUNT(*) FROM adventure_inventory WHERE user_id = ?`, string(userID)).Scan(&count)
|
_ = d.QueryRow(`SELECT COUNT(*) FROM adventure_inventory WHERE user_id = ? AND in_vault = 0`, string(userID)).Scan(&count)
|
||||||
return count
|
return count
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// loadAdvVault returns the items the player has stowed in their housing vault
|
||||||
|
// (N4/E1). These are excluded from loadAdvInventory — a vaulted item is out of
|
||||||
|
// play (unsellable, uncraftable, unusable in combat) until it is taken back.
|
||||||
|
func loadAdvVault(userID id.UserID) ([]AdvItem, error) {
|
||||||
|
d := db.Get()
|
||||||
|
rows, err := d.Query(`
|
||||||
|
SELECT id, name, item_type, tier, value, slot, skill_source, temper
|
||||||
|
FROM adventure_inventory WHERE user_id = ? AND in_vault = 1
|
||||||
|
ORDER BY tier DESC, value DESC`, string(userID))
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
|
||||||
|
var items []AdvItem
|
||||||
|
for rows.Next() {
|
||||||
|
var it AdvItem
|
||||||
|
var slot string
|
||||||
|
if err := rows.Scan(&it.ID, &it.Name, &it.Type, &it.Tier, &it.Value, &slot, &it.SkillSource, &it.Temper); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
it.Slot = EquipmentSlot(slot)
|
||||||
|
items = append(items, it)
|
||||||
|
}
|
||||||
|
return items, rows.Err()
|
||||||
|
}
|
||||||
|
|
||||||
|
// advVaultCount returns how many of a user's items are stowed in the vault.
|
||||||
|
func advVaultCount(userID id.UserID) int {
|
||||||
|
d := db.Get()
|
||||||
|
var count int
|
||||||
|
_ = d.QueryRow(`SELECT COUNT(*) FROM adventure_inventory WHERE user_id = ? AND in_vault = 1`, string(userID)).Scan(&count)
|
||||||
|
return count
|
||||||
|
}
|
||||||
|
|
||||||
|
// setItemVaulted flips a single inventory row's vault flag. Scoped to the
|
||||||
|
// owning user so a mistyped id can never move another player's item.
|
||||||
|
func setItemVaulted(userID id.UserID, itemID int64, vaulted bool) (bool, error) {
|
||||||
|
v := 0
|
||||||
|
if vaulted {
|
||||||
|
v = 1
|
||||||
|
}
|
||||||
|
res, err := db.Get().Exec(
|
||||||
|
`UPDATE adventure_inventory SET in_vault = ? WHERE id = ? AND user_id = ?`,
|
||||||
|
v, itemID, string(userID))
|
||||||
|
if err != nil {
|
||||||
|
return false, err
|
||||||
|
}
|
||||||
|
n, _ := res.RowsAffected()
|
||||||
|
return n > 0, nil
|
||||||
|
}
|
||||||
|
|
||||||
func loadAllAdvCharacters() ([]AdventureCharacter, error) {
|
func loadAllAdvCharacters() ([]AdventureCharacter, error) {
|
||||||
d := db.Get()
|
d := db.Get()
|
||||||
rows, err := d.Query(`SELECT user_id FROM player_meta`)
|
rows, err := d.Query(`SELECT user_id FROM player_meta`)
|
||||||
|
|||||||
702
internal/plugin/adventure_companion.go
Normal file
702
internal/plugin/adventure_companion.go
Normal file
@@ -0,0 +1,702 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"database/sql"
|
||||||
|
"errors"
|
||||||
|
"fmt"
|
||||||
|
"os"
|
||||||
|
"strconv"
|
||||||
|
"strings"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
"gogobee/internal/peteclient"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// Pete, the realm's embedded correspondent — the hireable NPC companion.
|
||||||
|
// (pete_adventure_news_plan.md, "Pete as a character", surface 2.)
|
||||||
|
//
|
||||||
|
// A leader short a body can hire Pete into an expedition party. He fills the
|
||||||
|
// role the party is missing, fights on autopilot, and files a dispatch about it
|
||||||
|
// afterwards.
|
||||||
|
//
|
||||||
|
// The load-bearing rule, and the reason this file exists rather than a
|
||||||
|
// player_meta row for @pete: **Pete is not a player and must never become one.**
|
||||||
|
// He has no player_meta, no dnd_character, no inventory, no euros, and no DM
|
||||||
|
// room. Mint him a player_meta row and ensureDnDCharacterForCombat will happily
|
||||||
|
// auto-build him a real character on his first swing, at which point he shows up
|
||||||
|
// in the graveyard, the leaderboards, the news as a subject, and the daily event
|
||||||
|
// rolls — all of which would be a bot reporting on itself.
|
||||||
|
//
|
||||||
|
// So his seat is synthesized: companionCombatant builds a Combatant in memory
|
||||||
|
// from the same tuned layers a player's sheet goes through, and every seam that
|
||||||
|
// assumes a seat is a person is guarded by isCompanionSeat. The guards live at
|
||||||
|
// four chokepoints, which between them cover the whole blast radius:
|
||||||
|
//
|
||||||
|
// - expeditionAudience — he is never in the DM fan-out (and so never in the
|
||||||
|
// per-member pet-arrival rolls or the daily event rolls that ride it)
|
||||||
|
// - partySize — he is not a mouth: he doesn't inflate the supply
|
||||||
|
// burn he never bought packs for, and an NPC-only roster doesn't lock the
|
||||||
|
// leader out of their next expedition
|
||||||
|
// - partyCombatantsForSession / the seat builders — synthesize, don't load
|
||||||
|
// - the close-out loops — no XP, no loot, no death row, no achievements
|
||||||
|
//
|
||||||
|
// He does count toward the enemy-HP scalar, because he is a body in the fight
|
||||||
|
// and the boss can feel him.
|
||||||
|
|
||||||
|
// companionUserIDDefault is Pete's real Matrix account. He is an independent bot
|
||||||
|
// (his own repo, his own voice); gogobee already ignores him as a sender via
|
||||||
|
// IGNORED_BOTS, so seating him here can never round-trip into command handling.
|
||||||
|
// PETE_USER_ID overrides for a differently-homed deployment.
|
||||||
|
const companionUserIDDefault = "@pete:parodia.dev"
|
||||||
|
|
||||||
|
// companionDisplayName is what the party sees on his seat. gogobee names him but
|
||||||
|
// does NOT voice him: his hire banter and his dispatch are written by his own
|
||||||
|
// bot from the fact emitted below (project_pete_bot_architecture).
|
||||||
|
const companionDisplayName = "Pete"
|
||||||
|
|
||||||
|
// Hire pricing. The plan files cost as an open tuning question; this is the
|
||||||
|
// first answer, not the final one. It scales with both the level he shows up at
|
||||||
|
// and the tier he's walking into, so hiring him for a T5 boss run is not the
|
||||||
|
// same 300 coins as a T1 stroll. Supply packs are 50/90 coins for reference —
|
||||||
|
// he is deliberately a real expense, not a rounding error.
|
||||||
|
//
|
||||||
|
// PROD WATCH: at endgame coin balances this is likely too cheap to be a sink.
|
||||||
|
// Raise companionHireCoinsPerLevel before raising the base — the base is what a
|
||||||
|
// low-level player short a friend has to find.
|
||||||
|
const (
|
||||||
|
companionHireBaseCoins = 300
|
||||||
|
companionHireCoinsPerLevel = 60
|
||||||
|
)
|
||||||
|
|
||||||
|
// companionLevelPenalty is what makes him help rather than carry. He arrives one
|
||||||
|
// level below the party's average — a competent below-median member, per the
|
||||||
|
// difficulty plan's standing rule: lift the trailing case, never nerf the
|
||||||
|
// leaders and never touch monster scaling.
|
||||||
|
const companionLevelPenalty = 1
|
||||||
|
|
||||||
|
var (
|
||||||
|
ErrCompanionAlreadyHired = errors.New("pete is already with this party")
|
||||||
|
ErrCompanionOnAssignment = errors.New("pete is out on assignment")
|
||||||
|
ErrCompanionNotHired = errors.New("pete is not with this party")
|
||||||
|
)
|
||||||
|
|
||||||
|
// companionUserID resolves Pete's Matrix id.
|
||||||
|
func companionUserID() id.UserID {
|
||||||
|
if v := strings.TrimSpace(os.Getenv("PETE_USER_ID")); v != "" {
|
||||||
|
return id.UserID(v)
|
||||||
|
}
|
||||||
|
return id.UserID(companionUserIDDefault)
|
||||||
|
}
|
||||||
|
|
||||||
|
// isCompanionSeat reports whether a roster seat / combat seat is Pete rather
|
||||||
|
// than a player. This is the predicate every guard in the codebase keys on.
|
||||||
|
func isCompanionSeat(userID id.UserID) bool { return userID == companionUserID() }
|
||||||
|
|
||||||
|
// isCompanionUser is the string-keyed form, for the many seams that carry a raw
|
||||||
|
// user_id out of the database.
|
||||||
|
func isCompanionUser(userID string) bool { return id.UserID(userID) == companionUserID() }
|
||||||
|
|
||||||
|
// companionHireCost is what the leader pays to bring him along, in coins.
|
||||||
|
func companionHireCost(level int, tier ZoneTier) int {
|
||||||
|
if level < 1 {
|
||||||
|
level = 1
|
||||||
|
}
|
||||||
|
t := int(tier)
|
||||||
|
if t < 1 {
|
||||||
|
t = 1
|
||||||
|
}
|
||||||
|
return (companionHireBaseCoins + companionHireCoinsPerLevel*level) * t
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── who he shows up as ───────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// companionRoleFill picks the class Pete plays. He is role-fluid — that is the
|
||||||
|
// whole point of hiring him — so by default he fills the hole in the roster: no
|
||||||
|
// healer, he's a Cleric; no damage, he's a Mage; nobody up front, he's a
|
||||||
|
// Fighter. A leader who knows better can override.
|
||||||
|
//
|
||||||
|
// The order of the checks is the priority order: a party with neither a healer
|
||||||
|
// nor a front line gets the healer, because a party that cannot heal is the one
|
||||||
|
// that dies.
|
||||||
|
func companionRoleFill(partyClasses []DnDClass) DnDClass {
|
||||||
|
var hasHealer, hasFront, hasDamage bool
|
||||||
|
for _, c := range partyClasses {
|
||||||
|
switch c {
|
||||||
|
case ClassCleric, ClassDruid, ClassBard:
|
||||||
|
hasHealer = true
|
||||||
|
case ClassPaladin:
|
||||||
|
// The one chassis that answers two questions at once.
|
||||||
|
hasHealer, hasFront = true, true
|
||||||
|
case ClassFighter:
|
||||||
|
hasFront = true
|
||||||
|
case ClassMage, ClassSorcerer, ClassWarlock, ClassRogue, ClassRanger:
|
||||||
|
hasDamage = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
switch {
|
||||||
|
case !hasHealer:
|
||||||
|
return ClassCleric
|
||||||
|
case !hasFront:
|
||||||
|
return ClassFighter
|
||||||
|
case !hasDamage:
|
||||||
|
return ClassMage
|
||||||
|
default:
|
||||||
|
// A complete party that hires him anyway gets a second pair of hands up
|
||||||
|
// front — the least redundant thing he can be.
|
||||||
|
return ClassFighter
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// parseCompanionClass resolves an explicit `!expedition hire cleric` override.
|
||||||
|
// Empty (or unknown) means auto-fill.
|
||||||
|
func parseCompanionClass(arg string) (DnDClass, bool) {
|
||||||
|
arg = strings.ToLower(strings.TrimSpace(arg))
|
||||||
|
if arg == "" || arg == "auto" {
|
||||||
|
return "", false
|
||||||
|
}
|
||||||
|
for _, ci := range dndClasses {
|
||||||
|
if !ci.Playable {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if string(ci.Key) == arg || strings.EqualFold(ci.Display, arg) {
|
||||||
|
return ci.Key, true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return "", false
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionHumans is every *player* on the expedition — the roster if one exists,
|
||||||
|
// and otherwise the owner alone.
|
||||||
|
//
|
||||||
|
// The fallback is the whole point. A solo expedition has NO expedition_party rows
|
||||||
|
// (see partyMembers: absence means solo, and the roster only materializes on the
|
||||||
|
// first successful invite). Reading the roster alone therefore answers "nobody" for
|
||||||
|
// exactly the player this feature exists for: the one with no friends around, who
|
||||||
|
// is hiring Pete *because* they are alone.
|
||||||
|
//
|
||||||
|
// Getting this wrong is not a small error. It hired every solo player a **level-1**
|
||||||
|
// Pete — in a tier-4 zone, against a boss that had just gained 15% HP and a full
|
||||||
|
// extra set of actions to account for him. He died on contact and left the leader
|
||||||
|
// fighting an inflated boss alone. A 1500-run sweep measured it: solo 65% clear,
|
||||||
|
// two humans 87%, solo+Pete 33%. The companion was worse than no companion, and
|
||||||
|
// this line is why.
|
||||||
|
func companionHumans(expeditionID string) []*DnDCharacter {
|
||||||
|
var owner string
|
||||||
|
if err := db.Get().QueryRow(
|
||||||
|
`SELECT user_id FROM dnd_expedition WHERE expedition_id = ?`,
|
||||||
|
expeditionID).Scan(&owner); err != nil {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
seats, err := partyHumans(expeditionID, owner)
|
||||||
|
if err != nil {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
out := make([]*DnDCharacter, 0, len(seats))
|
||||||
|
for _, s := range seats {
|
||||||
|
if dc, _ := LoadDnDCharacter(s.UserID); dc != nil {
|
||||||
|
out = append(out, dc)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionPartyLevel is the level he arrives at: the party's average, less
|
||||||
|
// companionLevelPenalty, floored at 1.
|
||||||
|
func companionPartyLevel(expeditionID string) int {
|
||||||
|
chars := companionHumans(expeditionID)
|
||||||
|
if len(chars) == 0 {
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
sum := 0
|
||||||
|
for _, dc := range chars {
|
||||||
|
sum += dc.Level
|
||||||
|
}
|
||||||
|
lvl := sum/len(chars) - companionLevelPenalty
|
||||||
|
if lvl < 1 {
|
||||||
|
lvl = 1
|
||||||
|
}
|
||||||
|
return lvl
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionPartyClasses reads the classes already on the expedition, for the role
|
||||||
|
// fill. Solo resolves to the owner's class, so a lone fighter gets a healer rather
|
||||||
|
// than the empty-party default.
|
||||||
|
func companionPartyClasses(expeditionID string) []DnDClass {
|
||||||
|
chars := companionHumans(expeditionID)
|
||||||
|
out := make([]DnDClass, 0, len(chars))
|
||||||
|
for _, dc := range chars {
|
||||||
|
out = append(out, dc.Class)
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── his sheet, which lives only in memory ────────────────────────────────────
|
||||||
|
|
||||||
|
// companionSheet synthesizes the DnDCharacter Pete fights as. It is built, used,
|
||||||
|
// and thrown away inside a single combat build — it is never saved, and
|
||||||
|
// SaveDnDCharacter must never be called on it.
|
||||||
|
//
|
||||||
|
// Stats come from the same class-priority + race-mod pipeline autoBuildCharacter
|
||||||
|
// uses for a real character, so he is statted like a player of his level rather
|
||||||
|
// than by a bespoke NPC table that would drift away from the tuned math. Human
|
||||||
|
// is deliberate: the +1-to-all is the most neutral race in the book, so his
|
||||||
|
// class is doing the work rather than a race pick nobody chose.
|
||||||
|
func companionSheet(class DnDClass, level int) *DnDCharacter {
|
||||||
|
if level < 1 {
|
||||||
|
level = 1
|
||||||
|
}
|
||||||
|
scores := applyRaceMods(RaceHuman, classStatPriority(class))
|
||||||
|
c := &DnDCharacter{
|
||||||
|
UserID: companionUserID(),
|
||||||
|
Race: RaceHuman,
|
||||||
|
Class: class,
|
||||||
|
Level: level,
|
||||||
|
STR: scores[0], DEX: scores[1], CON: scores[2],
|
||||||
|
INT: scores[3], WIS: scores[4], CHA: scores[5],
|
||||||
|
CreatedAt: time.Now().UTC(),
|
||||||
|
UpdatedAt: time.Now().UTC(),
|
||||||
|
}
|
||||||
|
c.HPMax = computeMaxHP(c.Class, abilityModifier(c.CON), c.Level)
|
||||||
|
c.HPCurrent = c.HPMax
|
||||||
|
return c
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionAdvCharacter is the AdventureCharacter half of the synthetic sheet:
|
||||||
|
// the shim DerivePlayerStats needs. CombatLevel round-trips back to the D&D
|
||||||
|
// level through dndLevelFromCombatLevel (level*5), so the two halves agree.
|
||||||
|
func companionAdvCharacter(level int) *AdventureCharacter {
|
||||||
|
return &AdventureCharacter{
|
||||||
|
UserID: companionUserID(),
|
||||||
|
DisplayName: companionDisplayName,
|
||||||
|
CombatLevel: level * 5,
|
||||||
|
Alive: true,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionGearTier maps his level onto the equipment tier a player of that
|
||||||
|
// level would plausibly be carrying: 1–4 → T1, 5–8 → T2, and so on to T5.
|
||||||
|
func companionGearTier(level int) int {
|
||||||
|
t := (level + 3) / 4
|
||||||
|
if t < 1 {
|
||||||
|
t = 1
|
||||||
|
}
|
||||||
|
if t > 5 {
|
||||||
|
t = 5
|
||||||
|
}
|
||||||
|
return t
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionGear is the kit he walks in with — a working reporter's kit, bought
|
||||||
|
// with expenses and kept in serviceable shape.
|
||||||
|
//
|
||||||
|
// He has to have one. The gear layer is not decoration: unarmored, stats.AC is
|
||||||
|
// never set at all (computeArmorAC only fires when armor exists) and he walks in
|
||||||
|
// at AC 3, hit by everything; weaponless, stats.Weapon stays nil and he swings
|
||||||
|
// for a flat 5 at every level, which by L14 is nothing. "No gear" is not a
|
||||||
|
// below-median player, it is a broken one.
|
||||||
|
//
|
||||||
|
// The below-median comes from everywhere else: he is a level down, his gear is
|
||||||
|
// never Masterwork, and he carries no magic items, no subclass and no armed
|
||||||
|
// ability. The weapon names are chosen to hit the right branch of
|
||||||
|
// synthesizeWeaponProfile for the class — it best-fits off the name.
|
||||||
|
func companionGear(class DnDClass, level int) map[EquipmentSlot]*AdvEquipment {
|
||||||
|
tier := companionGearTier(level)
|
||||||
|
|
||||||
|
weapon := "Service Mace"
|
||||||
|
switch class {
|
||||||
|
case ClassFighter, ClassPaladin:
|
||||||
|
weapon = "Service Sword"
|
||||||
|
case ClassRogue:
|
||||||
|
weapon = "Service Dagger"
|
||||||
|
case ClassRanger:
|
||||||
|
weapon = "Service Bow"
|
||||||
|
case ClassMage, ClassSorcerer, ClassWarlock, ClassDruid, ClassBard:
|
||||||
|
weapon = "Service Staff"
|
||||||
|
}
|
||||||
|
|
||||||
|
return map[EquipmentSlot]*AdvEquipment{
|
||||||
|
SlotWeapon: {Slot: SlotWeapon, Tier: tier, Condition: 100, Name: weapon},
|
||||||
|
SlotArmor: {Slot: SlotArmor, Tier: tier, Condition: 100, Name: "Service Kit"},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionCombatant builds Pete's seat for a fight, mirroring buildZoneCombatants
|
||||||
|
// but sourcing the sheet from memory instead of the database. He carries no
|
||||||
|
// equipment, no treasure bonuses, no magic items, no chat level and no streak —
|
||||||
|
// the three layers a player accumulates and he never will. That absence *is* the
|
||||||
|
// below-median: he is a bare class chassis at a level below yours, and the gap
|
||||||
|
// between him and a geared player of the same level is exactly the gear.
|
||||||
|
func (p *AdventurePlugin) companionCombatant(
|
||||||
|
class DnDClass, level int, monster DnDMonsterTemplate, tier int, dmMood int,
|
||||||
|
) (Combatant, Combatant, *DnDCharacter) {
|
||||||
|
tilt := dmMoodCombatTilt(dmMood)
|
||||||
|
char := companionAdvCharacter(level)
|
||||||
|
dc := companionSheet(class, level)
|
||||||
|
|
||||||
|
// The layer order is buildZoneCombatants', deliberately — a companion statted
|
||||||
|
// by a different pipeline would drift away from the tuned math the moment
|
||||||
|
// anyone touched one and not the other.
|
||||||
|
//
|
||||||
|
// What he does NOT get is the subclass layer, magic items, and an armed
|
||||||
|
// ability: three of the things a player accumulates and a hireling never will.
|
||||||
|
// Those absences, plus the level penalty and gear that is never Masterwork,
|
||||||
|
// are the "below median" — see companionGear for why the gear itself is not
|
||||||
|
// one of the things we take away.
|
||||||
|
gear := companionGear(class, level)
|
||||||
|
stats, mods := DerivePlayerStats(char, gear, &AdvBonusSummary{}, 0, 0, false)
|
||||||
|
applyDnDPlayerLayer(&stats, dc)
|
||||||
|
applyDnDEquipmentLayer(&stats, dc, gear)
|
||||||
|
applyDnDHPScaling(&stats, dc)
|
||||||
|
applyClassPassives(&stats, &mods, dc)
|
||||||
|
applyRacePassives(&stats, &mods, dc)
|
||||||
|
|
||||||
|
enemyStats, enemyMods := monster.toCombatStats()
|
||||||
|
if tier > 1 {
|
||||||
|
if floorAC := dndDungeonACBase + tier; enemyStats.AC < floorAC {
|
||||||
|
enemyStats.AC = floorAC
|
||||||
|
}
|
||||||
|
if floorAB := dndDungeonAtkBase + tier; enemyStats.AttackBonus < floorAB {
|
||||||
|
enemyStats.AttackBonus = floorAB
|
||||||
|
}
|
||||||
|
}
|
||||||
|
enemyStats.Attack += tilt.EnemyAttackDelta
|
||||||
|
if enemyStats.Attack < 1 {
|
||||||
|
enemyStats.Attack = 1
|
||||||
|
}
|
||||||
|
mods.InitiativeBias += tilt.InitiativeBias
|
||||||
|
|
||||||
|
player := Combatant{
|
||||||
|
Name: companionDisplayName,
|
||||||
|
Stats: stats,
|
||||||
|
Mods: mods,
|
||||||
|
IsPlayer: true,
|
||||||
|
}
|
||||||
|
enemy := Combatant{
|
||||||
|
Name: monster.Name,
|
||||||
|
Stats: enemyStats,
|
||||||
|
Mods: enemyMods,
|
||||||
|
Ability: monster.Ability,
|
||||||
|
}
|
||||||
|
return player, enemy, dc
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionRosterLine is how he reads on `!expedition party`. DisplayName would
|
||||||
|
// come back empty for him — he has no player_meta row to hold a name — so the
|
||||||
|
// roster names him here, along with what he is currently playing, because "Pete
|
||||||
|
// (member)" tells the leader nothing about the hole they paid to fill.
|
||||||
|
func companionRosterLine(expeditionID string) string {
|
||||||
|
class, level := companionLoadout(expeditionID)
|
||||||
|
ci, _ := classInfo(class)
|
||||||
|
return fmt.Sprintf("**%s** _(hired — level %d %s)_\n", companionDisplayName, level, ci.Display)
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the hire, persisted on the roster ────────────────────────────────────────
|
||||||
|
|
||||||
|
// companionLoadout reads back the class and level he was hired at. It is stored
|
||||||
|
// on the roster row rather than re-derived per fight, so a party that levels
|
||||||
|
// mid-expedition doesn't quietly re-roll their hireling into a different class
|
||||||
|
// three rooms in.
|
||||||
|
func companionLoadout(expeditionID string) (DnDClass, int) {
|
||||||
|
var class string
|
||||||
|
var level int
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT companion_class, companion_level
|
||||||
|
FROM expedition_party
|
||||||
|
WHERE expedition_id = ? AND user_id = ?`,
|
||||||
|
expeditionID, string(companionUserID())).Scan(&class, &level)
|
||||||
|
if err != nil || class == "" {
|
||||||
|
return ClassFighter, 1
|
||||||
|
}
|
||||||
|
return DnDClass(class), level
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── his spell slots, which live on the expedition ────────────────────────────
|
||||||
|
//
|
||||||
|
// A human caster's slots are dnd_spell_slots rows: one pool, spent across every
|
||||||
|
// fight of the run, refilled only at camp. Rationing it is the caster's game. The
|
||||||
|
// companion has no rows, so his pool lives on his roster row — the same row his
|
||||||
|
// class and level live on, and with the same lifetime.
|
||||||
|
//
|
||||||
|
// It must NOT live on his combat seat. A seat is per-session and every fight opens
|
||||||
|
// a new one, so a seat-scoped pool refills itself between fights: an infinite
|
||||||
|
// caster. That is not a theory — the first cut did exactly that, and the sim
|
||||||
|
// measured a gearless, level-penalized hireling out-clearing a human cleric of the
|
||||||
|
// leader's own level by 15pp.
|
||||||
|
|
||||||
|
// companionSlotsCSV encodes/decodes the ledger. CSV of six ints rather than JSON
|
||||||
|
// because it is six ints.
|
||||||
|
func companionSlotsDecode(s string) [6]int {
|
||||||
|
var out [6]int
|
||||||
|
for i, f := range strings.Split(s, ",") {
|
||||||
|
if i >= len(out) {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
n, err := strconv.Atoi(strings.TrimSpace(f))
|
||||||
|
if err != nil || n < 0 {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
out[i] = n
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
func companionSlotsEncode(used [6]int) string {
|
||||||
|
parts := make([]string, len(used))
|
||||||
|
for i, n := range used {
|
||||||
|
parts[i] = strconv.Itoa(n)
|
||||||
|
}
|
||||||
|
return strings.Join(parts, ",")
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionSlotsForRun reads the ledger for the companion on the expedition that
|
||||||
|
// owns runID. A run with no companion (or no expedition) reads as an empty pool,
|
||||||
|
// which is the correct answer: nobody spent anything.
|
||||||
|
func companionSlotsForRun(runID string) [6]int {
|
||||||
|
var raw string
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT p.companion_slots_used
|
||||||
|
FROM expedition_party p
|
||||||
|
JOIN dnd_expedition e ON e.expedition_id = p.expedition_id
|
||||||
|
WHERE e.run_id = ? AND p.user_id = ?`,
|
||||||
|
runID, string(companionUserID())).Scan(&raw)
|
||||||
|
if err != nil {
|
||||||
|
return [6]int{}
|
||||||
|
}
|
||||||
|
return companionSlotsDecode(raw)
|
||||||
|
}
|
||||||
|
|
||||||
|
// setCompanionSlotsForRun writes it back.
|
||||||
|
func setCompanionSlotsForRun(runID string, used [6]int) error {
|
||||||
|
_, err := db.Get().Exec(`
|
||||||
|
UPDATE expedition_party
|
||||||
|
SET companion_slots_used = ?
|
||||||
|
WHERE user_id = ?
|
||||||
|
AND expedition_id = (SELECT expedition_id FROM dnd_expedition WHERE run_id = ?)`,
|
||||||
|
companionSlotsEncode(used), string(companionUserID()), runID)
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// refreshCompanionSlots empties the ledger — his half of the camp rest that calls
|
||||||
|
// refreshSpellSlots for every human. Keyed by expedition, because camp is.
|
||||||
|
func refreshCompanionSlots(expeditionID string) error {
|
||||||
|
_, err := db.Get().Exec(`
|
||||||
|
UPDATE expedition_party SET companion_slots_used = ''
|
||||||
|
WHERE expedition_id = ? AND user_id = ?`,
|
||||||
|
expeditionID, string(companionUserID()))
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── his body, which is also carried across the run ───────────────────────────
|
||||||
|
//
|
||||||
|
// companionUnsetHP is "no wound recorded" — a fresh hire, or a companion who has
|
||||||
|
// just broken camp. Seating reads it as full.
|
||||||
|
const companionUnsetHP = -1
|
||||||
|
|
||||||
|
// companionHPFor reads the HP he carries into his next fight, or companionUnsetHP
|
||||||
|
// when he is unhurt. A run with no companion reads unset, which is harmless: there
|
||||||
|
// is nobody to seat.
|
||||||
|
func companionHPFor(expeditionID string) int {
|
||||||
|
hp := companionUnsetHP
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT companion_hp FROM expedition_party
|
||||||
|
WHERE expedition_id = ? AND user_id = ?`,
|
||||||
|
expeditionID, string(companionUserID())).Scan(&hp)
|
||||||
|
if err != nil {
|
||||||
|
return companionUnsetHP
|
||||||
|
}
|
||||||
|
return hp
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionSeatHP is what he actually sits down with: his carried wound, clamped
|
||||||
|
// into [1, maxHP].
|
||||||
|
//
|
||||||
|
// The floor of 1 is deliberate. He can be dropped *inside* a fight — the engine
|
||||||
|
// counts him out like any other seat — but he does not stay dead between them,
|
||||||
|
// because there is no companion-death mechanic and inventing one here would be a
|
||||||
|
// second feature smuggled into a bug fix. Coming back on 1 HP is a real penalty
|
||||||
|
// (one hit and he is down again) without pretending to be a corpse rule.
|
||||||
|
func companionSeatHP(expeditionID string, maxHP int) int {
|
||||||
|
hp := companionHPFor(expeditionID)
|
||||||
|
if hp == companionUnsetHP || hp > maxHP {
|
||||||
|
return maxHP
|
||||||
|
}
|
||||||
|
if hp < 1 {
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
return hp
|
||||||
|
}
|
||||||
|
|
||||||
|
// setCompanionHP records the HP he walked out of a fight with.
|
||||||
|
func setCompanionHP(expeditionID string, hp int) error {
|
||||||
|
_, err := db.Get().Exec(`
|
||||||
|
UPDATE expedition_party SET companion_hp = ?
|
||||||
|
WHERE expedition_id = ? AND user_id = ?`,
|
||||||
|
hp, expeditionID, string(companionUserID()))
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// setCompanionHPForRun is setCompanionHP for the turn-based close-out, which
|
||||||
|
// holds a run id rather than an expedition id.
|
||||||
|
func setCompanionHPForRun(runID string, hp int) error {
|
||||||
|
_, err := db.Get().Exec(`
|
||||||
|
UPDATE expedition_party
|
||||||
|
SET companion_hp = ?
|
||||||
|
WHERE user_id = ?
|
||||||
|
AND expedition_id = (SELECT expedition_id FROM dnd_expedition WHERE run_id = ?)`,
|
||||||
|
hp, string(companionUserID()), runID)
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// refreshCompanionHP is his half of the camp heal: back to full, like every human
|
||||||
|
// at a standard rest.
|
||||||
|
func refreshCompanionHP(expeditionID string) error {
|
||||||
|
_, err := db.Get().Exec(`
|
||||||
|
UPDATE expedition_party SET companion_hp = ?
|
||||||
|
WHERE expedition_id = ? AND user_id = ?`,
|
||||||
|
companionUnsetHP, expeditionID, string(companionUserID()))
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionLoadoutForRun is companionLoadout keyed by the zone run instead of
|
||||||
|
// the expedition. A CombatSession carries a RunID, not an expedition id, and the
|
||||||
|
// per-turn rebuild is the hottest caller — so the join lives here rather than
|
||||||
|
// making every caller resolve the expedition first.
|
||||||
|
//
|
||||||
|
// A run with no expedition (a standalone !zone run, which can have no companion)
|
||||||
|
// finds no row and falls back, which is the correct reading.
|
||||||
|
func companionLoadoutForRun(runID string) (DnDClass, int) {
|
||||||
|
var class string
|
||||||
|
var level int
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT p.companion_class, p.companion_level
|
||||||
|
FROM expedition_party p
|
||||||
|
JOIN dnd_expedition e ON e.expedition_id = p.expedition_id
|
||||||
|
WHERE e.run_id = ? AND p.user_id = ?`,
|
||||||
|
runID, string(companionUserID())).Scan(&class, &level)
|
||||||
|
if err != nil || class == "" {
|
||||||
|
return ClassFighter, 1
|
||||||
|
}
|
||||||
|
return DnDClass(class), level
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionExpeditionFor resolves the expedition a leader is running, for the
|
||||||
|
// seat builder — which has the roster but not the expedition id. Empty string
|
||||||
|
// when there is none, which companionLoadout reads as "no row" and falls back.
|
||||||
|
func companionExpeditionFor(leader id.UserID) string {
|
||||||
|
e, _, err := activeExpeditionFor(leader)
|
||||||
|
if err != nil || e == nil {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
return e.ID
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionSeated reports whether Pete is on this roster.
|
||||||
|
func companionSeated(expeditionID string) bool {
|
||||||
|
var one int
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT 1 FROM expedition_party WHERE expedition_id = ? AND user_id = ?`,
|
||||||
|
expeditionID, string(companionUserID())).Scan(&one)
|
||||||
|
return err == nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// hireCompanion seats Pete. The seat check, the availability check and the
|
||||||
|
// insert share a transaction, so two leaders racing for him cannot both win.
|
||||||
|
//
|
||||||
|
// He is globally exclusive — one party at a time. That is not a limitation to
|
||||||
|
// route around: "Pete is out on assignment" is the scarcity knob the plan asks
|
||||||
|
// for, and it is also why he cannot be the answer to every run.
|
||||||
|
func hireCompanion(expeditionID string, class DnDClass, level int) error {
|
||||||
|
tx, err := db.Get().Begin()
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
defer tx.Rollback()
|
||||||
|
|
||||||
|
if err := seatLeader(tx, expeditionID); err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// Is he already out with somebody? Scoped to live expeditions, so a roster
|
||||||
|
// row stranded by a crash cannot make him unhireable forever.
|
||||||
|
var busyOn string
|
||||||
|
err = tx.QueryRow(`
|
||||||
|
SELECT p.expedition_id
|
||||||
|
FROM expedition_party p
|
||||||
|
JOIN dnd_expedition e ON e.expedition_id = p.expedition_id
|
||||||
|
WHERE p.user_id = ? AND e.status IN ('active', 'extracting')
|
||||||
|
LIMIT 1`, string(companionUserID())).Scan(&busyOn)
|
||||||
|
switch {
|
||||||
|
case err == nil && busyOn == expeditionID:
|
||||||
|
return ErrCompanionAlreadyHired
|
||||||
|
case err == nil:
|
||||||
|
return ErrCompanionOnAssignment
|
||||||
|
case !errors.Is(err, sql.ErrNoRows):
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
var n int
|
||||||
|
if err := tx.QueryRow(
|
||||||
|
`SELECT COUNT(*) FROM expedition_party WHERE expedition_id = ?`,
|
||||||
|
expeditionID).Scan(&n); err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
if n >= expeditionPartyMax {
|
||||||
|
return ErrPartyFull
|
||||||
|
}
|
||||||
|
|
||||||
|
if _, err := tx.Exec(`
|
||||||
|
INSERT INTO expedition_party (expedition_id, user_id, role, companion_class, companion_level)
|
||||||
|
VALUES (?, ?, 'member', ?, ?)`,
|
||||||
|
expeditionID, string(companionUserID()), string(class), level); err != nil {
|
||||||
|
return fmt.Errorf("seat companion: %w", err)
|
||||||
|
}
|
||||||
|
return tx.Commit()
|
||||||
|
}
|
||||||
|
|
||||||
|
// dismissCompanion sends him home. Unlike a player member he can be removed
|
||||||
|
// mid-run — he is staff, not a guest — but the fee is not refunded: he already
|
||||||
|
// walked in.
|
||||||
|
func dismissCompanion(expeditionID string) error {
|
||||||
|
res, err := db.Get().Exec(`
|
||||||
|
DELETE FROM expedition_party
|
||||||
|
WHERE expedition_id = ? AND user_id = ?`,
|
||||||
|
expeditionID, string(companionUserID()))
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
if n, _ := res.RowsAffected(); n == 0 {
|
||||||
|
return ErrCompanionNotHired
|
||||||
|
}
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the dispatch ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// emitCompanionHireFact tells Pete's bot he has been hired. gogobee states the
|
||||||
|
// fact; Pete writes the sentence. Bulletin, not priority: a hire is a diary
|
||||||
|
// entry, not a bulletin-interrupting event.
|
||||||
|
//
|
||||||
|
// The subject is the *leader*, so the leader's news opt-out is honoured — Pete
|
||||||
|
// reporting "filled in as cleric for <someone who asked not to be named>" would
|
||||||
|
// be exactly the leak the opt-out exists to prevent. Pete himself is never a
|
||||||
|
// subject: he has no opt-out row and needs none.
|
||||||
|
func emitCompanionHireFact(leader id.UserID, class DnDClass, level int, zone ZoneDefinition) {
|
||||||
|
name := charName(leader)
|
||||||
|
if name == "" {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
ci, _ := classInfo(class)
|
||||||
|
emitFact(peteclient.Fact{
|
||||||
|
GUID: "companion_hire:" + eventToken(leader, "companion_hire") + ":" + fmt.Sprint(time.Now().UTC().Unix()),
|
||||||
|
EventType: "companion_hire",
|
||||||
|
Tier: "bulletin",
|
||||||
|
Subject: name,
|
||||||
|
Zone: zone.Display,
|
||||||
|
Level: level,
|
||||||
|
ClassRace: ci.Display,
|
||||||
|
OccurredAt: time.Now().UTC().Unix(),
|
||||||
|
}, leader, "")
|
||||||
|
}
|
||||||
309
internal/plugin/adventure_companion_test.go
Normal file
309
internal/plugin/adventure_companion_test.go
Normal file
@@ -0,0 +1,309 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"errors"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// The companion's whole contract is "he fights, and he is not a player". These
|
||||||
|
// tests pin both halves — and specifically the seams where an NPC seat would
|
||||||
|
// otherwise be silently treated as a person.
|
||||||
|
|
||||||
|
func TestCompanion_HiredSeatIsNotAMouth(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
owner := id.UserID("@leader:example.org")
|
||||||
|
seedExpedition(t, "exp-hire", owner, "active")
|
||||||
|
seatLeaderFixture(t, "exp-hire")
|
||||||
|
|
||||||
|
if err := hireCompanion("exp-hire", ClassCleric, 4); err != nil {
|
||||||
|
t.Fatalf("hireCompanion: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// The roster holds two seats...
|
||||||
|
members, err := partyMembers("exp-hire")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if len(members) != 2 {
|
||||||
|
t.Fatalf("roster has %d seats, want 2 (leader + companion)", len(members))
|
||||||
|
}
|
||||||
|
|
||||||
|
// ...but only one of them eats. partySize feeds the daily supply burn and the
|
||||||
|
// "your party is still waiting on you" lock-out; counting the companion would
|
||||||
|
// bill the leader for rations he never bought, and strand him out of his next
|
||||||
|
// expedition behind a party of one bot.
|
||||||
|
n, err := partySize("exp-hire")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if n != 1 {
|
||||||
|
t.Errorf("partySize = %d, want 1 — the companion is not a mouth", n)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestCompanion_GetsNoMailButTakesASeat(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
owner := id.UserID("@leader2:example.org")
|
||||||
|
seedExpedition(t, "exp-mail", owner, "active")
|
||||||
|
seatLeaderFixture(t, "exp-mail")
|
||||||
|
if err := hireCompanion("exp-mail", ClassFighter, 3); err != nil {
|
||||||
|
t.Fatalf("hireCompanion: %v", err)
|
||||||
|
}
|
||||||
|
exp, err := getExpedition("exp-mail")
|
||||||
|
if err != nil || exp == nil {
|
||||||
|
t.Fatalf("getExpedition: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mail and seats are different sets. Every DM seam reads the audience; the
|
||||||
|
// combat roster reads the seats. Getting this backwards either DMs a bot or
|
||||||
|
// charges a leader for a body that never sits down.
|
||||||
|
for _, uid := range expeditionAudience(exp) {
|
||||||
|
if isCompanionSeat(uid) {
|
||||||
|
t.Fatal("companion is in the DM audience — he does not get mail")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
var seated bool
|
||||||
|
for _, uid := range expeditionSeats(exp) {
|
||||||
|
if isCompanionSeat(uid) {
|
||||||
|
seated = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !seated {
|
||||||
|
t.Fatal("companion is not in the fight roster — he was paid for and never sat down")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestCompanion_IsGloballyExclusive(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
for _, e := range []struct {
|
||||||
|
id string
|
||||||
|
owner id.UserID
|
||||||
|
}{{"exp-a", "@a:example.org"}, {"exp-b", "@b:example.org"}} {
|
||||||
|
seedExpedition(t, e.id, e.owner, "active")
|
||||||
|
seatLeaderFixture(t, e.id)
|
||||||
|
}
|
||||||
|
|
||||||
|
if err := hireCompanion("exp-a", ClassMage, 5); err != nil {
|
||||||
|
t.Fatalf("first hire: %v", err)
|
||||||
|
}
|
||||||
|
// He is one person. A second party cannot have him — "out on assignment" is
|
||||||
|
// the scarcity knob, not a bug to route around.
|
||||||
|
if err := hireCompanion("exp-b", ClassMage, 5); !errors.Is(err, ErrCompanionOnAssignment) {
|
||||||
|
t.Errorf("second hire err = %v, want ErrCompanionOnAssignment", err)
|
||||||
|
}
|
||||||
|
// Re-hiring him into the party he's already with is its own answer.
|
||||||
|
if err := hireCompanion("exp-a", ClassMage, 5); !errors.Is(err, ErrCompanionAlreadyHired) {
|
||||||
|
t.Errorf("re-hire err = %v, want ErrCompanionAlreadyHired", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Dismissed, he's available again.
|
||||||
|
if err := dismissCompanion("exp-a"); err != nil {
|
||||||
|
t.Fatalf("dismiss: %v", err)
|
||||||
|
}
|
||||||
|
if err := hireCompanion("exp-b", ClassMage, 5); err != nil {
|
||||||
|
t.Errorf("hire after dismiss: %v, want success", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The bug that made the whole feature worse than useless: a SOLO expedition has
|
||||||
|
// no expedition_party rows at all (the roster only materializes on the first
|
||||||
|
// invite), so reading the roster to size the companion answered "nobody" for
|
||||||
|
// exactly the player who is hiring him — the one with no friends around. Every
|
||||||
|
// solo hire got a level-1 Pete, in whatever tier the leader was actually in.
|
||||||
|
func TestCompanion_SoloLeaderSizesHimCorrectly(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
owner := id.UserID("@lonely:example.org")
|
||||||
|
seedExpedition(t, "exp-solo-hire", owner, "active")
|
||||||
|
|
||||||
|
// A level-12 fighter, adventuring alone. No roster rows exist.
|
||||||
|
if err := SaveDnDCharacter(&DnDCharacter{
|
||||||
|
UserID: owner, Race: RaceHuman, Class: ClassFighter, Level: 12,
|
||||||
|
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
|
||||||
|
HPMax: 120, HPCurrent: 120, ArmorClass: 18,
|
||||||
|
}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
if got := companionPartyLevel("exp-solo-hire"); got != 11 {
|
||||||
|
t.Errorf("companionPartyLevel = %d, want 11 (the lone leader's 12, less the below-median step). "+
|
||||||
|
"A level-1 companion in the leader's zone is worse than no companion at all.", got)
|
||||||
|
}
|
||||||
|
// And he fills the hole the lone fighter actually has, rather than defaulting
|
||||||
|
// as if the party were empty.
|
||||||
|
if got := companionRoleFill(companionPartyClasses("exp-solo-hire")); got != ClassCleric {
|
||||||
|
t.Errorf("role fill for a lone fighter = %v, want cleric", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// §4 — asking for "the party" must never answer "nobody".
|
||||||
|
//
|
||||||
|
// A solo expedition has no expedition_party rows (absence means solo; the roster
|
||||||
|
// materializes on the first invite). Every consumer that read the roster table
|
||||||
|
// directly therefore got an empty list for a solo player and fell back to
|
||||||
|
// whatever looked reasonable locally. That is how the companion was hired at
|
||||||
|
// level 1 for exactly the player the feature exists for.
|
||||||
|
//
|
||||||
|
// expeditionParty always includes the owner. If this test ever fails, that
|
||||||
|
// guarantee is gone and the same class of bug is back.
|
||||||
|
func TestParty_SoloExpeditionStillHasAParty(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
owner := id.UserID("@alone:example.org")
|
||||||
|
seedExpedition(t, "exp-alone", owner, "active")
|
||||||
|
|
||||||
|
// No roster rows exist at all.
|
||||||
|
rows, err := partyMembers("exp-alone")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if len(rows) != 0 {
|
||||||
|
t.Fatalf("solo expedition has %d roster rows; the premise of this test is gone", len(rows))
|
||||||
|
}
|
||||||
|
|
||||||
|
// And yet the party is not empty.
|
||||||
|
seats, err := expeditionParty("exp-alone", string(owner))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if len(seats) != 1 || seats[0].UserID != owner || seats[0].Kind != SeatLeader {
|
||||||
|
t.Fatalf("expeditionParty on a solo run = %+v, want exactly the owner as leader. "+
|
||||||
|
"An empty answer here is what hires a level-1 companion.", seats)
|
||||||
|
}
|
||||||
|
humans, err := partyHumans("exp-alone", string(owner))
|
||||||
|
if err != nil || len(humans) != 1 {
|
||||||
|
t.Fatalf("partyHumans on a solo run = %+v (err %v), want the owner", humans, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestCompanion_RoleFillTakesTheHole(t *testing.T) {
|
||||||
|
tests := []struct {
|
||||||
|
name string
|
||||||
|
party []DnDClass
|
||||||
|
want DnDClass
|
||||||
|
}{
|
||||||
|
{"no healer", []DnDClass{ClassFighter, ClassRogue}, ClassCleric},
|
||||||
|
{"no front line", []DnDClass{ClassCleric, ClassMage}, ClassFighter},
|
||||||
|
{"no damage", []DnDClass{ClassCleric, ClassFighter}, ClassMage},
|
||||||
|
// A paladin covers healer AND front line, so paladin+rogue has no hole at
|
||||||
|
// all — it falls through to the default, a second body up front.
|
||||||
|
{"a complete party gets the default", []DnDClass{ClassPaladin, ClassRogue}, ClassFighter},
|
||||||
|
{"a paladin still leaves the damage hole", []DnDClass{ClassPaladin}, ClassMage},
|
||||||
|
{"solo fighter needs the medic first", []DnDClass{ClassFighter}, ClassCleric},
|
||||||
|
{"empty party", nil, ClassCleric},
|
||||||
|
}
|
||||||
|
for _, tc := range tests {
|
||||||
|
t.Run(tc.name, func(t *testing.T) {
|
||||||
|
if got := companionRoleFill(tc.party); got != tc.want {
|
||||||
|
t.Errorf("companionRoleFill(%v) = %v, want %v", tc.party, got, tc.want)
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// §3 — an engine-driven seat's latch is permanent, and no command can take it.
|
||||||
|
//
|
||||||
|
// This is the invariant that, when it did not exist, made the companion stand in
|
||||||
|
// fights doing nothing. The expedition autopilot drives a party by dispatching
|
||||||
|
// each seat's turn AS that seat; his own auto-played move therefore arrived at
|
||||||
|
// beginCombatTurn looking exactly like a human returning to the keyboard, and the
|
||||||
|
// "they typed, so they're here" branch cleared the latch that was moving him.
|
||||||
|
// After round 1 he never acted again — while the boss he had inflated by 15% HP
|
||||||
|
// killed the party. The sweep measured it at -27pp clear rate.
|
||||||
|
//
|
||||||
|
// Autopilot is provisional (a human is away; a keystroke ends it). EngineDriven is
|
||||||
|
// not (there is nobody to come back). They must never collapse into one flag.
|
||||||
|
func TestCompanion_EngineSeatKeepsTheWheel(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
uid := id.UserID("@lead:example.org")
|
||||||
|
|
||||||
|
monster := dndBestiary["goblin"]
|
||||||
|
c, _, _ := p.companionCombatant(ClassFighter, 8, monster, 2, 0)
|
||||||
|
enemy := Combatant{Name: "x", Stats: CombatStats{MaxHP: 500, AC: 12, Attack: 4, AttackBonus: 4}}
|
||||||
|
|
||||||
|
sess, err := p.startPartyCombatSession("run-e", "enc", "goblin", &enemy, []CombatSeatSetup{
|
||||||
|
{UserID: uid, HP: 200, HPMax: 200, Mods: c.Mods, C: &c},
|
||||||
|
{UserID: companionUserID(), HP: 120, HPMax: 120, Mods: c.Mods, C: &c, EngineDriven: true},
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
if !sess.seatIsEngineDriven(1) {
|
||||||
|
t.Fatal("companion seat is not engine-driven")
|
||||||
|
}
|
||||||
|
if sess.seatIsEngineDriven(0) {
|
||||||
|
t.Fatal("the human's seat came out engine-driven")
|
||||||
|
}
|
||||||
|
// The engine drives it without waiting on anybody...
|
||||||
|
if !sess.seatIsAutopiloted(1) || !sess.seatNeedsNoHuman(1) {
|
||||||
|
t.Fatal("an engine seat must resolve without waiting for a human")
|
||||||
|
}
|
||||||
|
// ...and the human's seat still waits for its human.
|
||||||
|
if sess.seatIsAutopiloted(0) {
|
||||||
|
t.Fatal("the human's seat was latched onto autopilot at seating")
|
||||||
|
}
|
||||||
|
|
||||||
|
// The wheel cannot be taken back, because there is nobody to take it. This is
|
||||||
|
// the exact line that used to strand him: a "keystroke" from his own id.
|
||||||
|
sess.actorStatusesPtr(1).Autopilot = false
|
||||||
|
if !sess.seatIsAutopiloted(1) {
|
||||||
|
t.Fatal("clearing Autopilot stranded the engine seat — EngineDriven must keep it moving")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The one that actually matters: he has to FIGHT. Every other guard in this
|
||||||
|
// file is about keeping him out of things, and a companion synthesized down to
|
||||||
|
// zeroed stats would pass all of them while standing in the fight doing nothing
|
||||||
|
// — a hire that silently buys the leader an empty chair.
|
||||||
|
func TestCompanion_ActuallySwings(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
|
||||||
|
monster := dndBestiary["goblin"]
|
||||||
|
tank := monster
|
||||||
|
tank.HP = 5000 // outlast the phase clock, so a real swing has time to land
|
||||||
|
|
||||||
|
pete, _, _ := p.companionCombatant(ClassFighter, 6, tank, 2, 0)
|
||||||
|
|
||||||
|
if pete.Stats.MaxHP <= 0 || pete.Stats.Attack <= 0 || pete.Stats.AC <= 0 {
|
||||||
|
t.Fatalf("companion built with dead stats (%d HP / %d atk / %d AC) — he'd stand in the fight and do nothing",
|
||||||
|
pete.Stats.MaxHP, pete.Stats.Attack, pete.Stats.AC)
|
||||||
|
}
|
||||||
|
|
||||||
|
enemy := Combatant{Name: tank.Name, Stats: CombatStats{MaxHP: 5000, AC: 10, Attack: 1, AttackBonus: 1}}
|
||||||
|
res := simulatePartyWithRNG([]Combatant{pete}, enemy, dungeonCombatPhases, seededRNG(7))
|
||||||
|
|
||||||
|
var swings int
|
||||||
|
for _, e := range res.Events {
|
||||||
|
if e.Actor == "player" && e.Seat == 0 && e.Roll > 0 {
|
||||||
|
swings++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if swings == 0 {
|
||||||
|
t.Fatal("the companion never swung — he was hired, seated, and did nothing")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestCompanion_SheetIsBelowMedianAndNeverPersisted(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
|
||||||
|
// He is statted like a player of his level, so he never drifts from the tuned
|
||||||
|
// math — but he arrives a level down, which is the whole "help, never a carry"
|
||||||
|
// rule expressed in one number.
|
||||||
|
dc := companionSheet(ClassFighter, 7)
|
||||||
|
if dc.Level != 7 || dc.HPMax <= 0 {
|
||||||
|
t.Fatalf("companionSheet = level %d / %d HP, want a real level-7 chassis", dc.Level, dc.HPMax)
|
||||||
|
}
|
||||||
|
|
||||||
|
// And he leaves no trace: a player_meta row is the thing that would turn him
|
||||||
|
// into a real character everywhere (graveyard, news, XP, leaderboards), so the
|
||||||
|
// synthesis must not have written one.
|
||||||
|
if c, _ := LoadDnDCharacter(companionUserID()); c != nil {
|
||||||
|
t.Fatal("companion has a persisted dnd_character row — he is a player now, which is the one thing he must never be")
|
||||||
|
}
|
||||||
|
if _, err := loadAdvCharacter(companionUserID()); err == nil {
|
||||||
|
t.Fatal("companion has a persisted player_meta row — ensureDnDCharacterForCombat will auto-build him a character on his first swing")
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -346,15 +346,34 @@ var craftingRecipes = []CraftingRecipe{
|
|||||||
{Result: "Voidstone Shard", Ingredients: []string{"Voidstone", "Mythril Ore"}, MinForaging: 30, Tier: 5},
|
{Result: "Voidstone Shard", Ingredients: []string{"Voidstone", "Mythril Ore"}, MinForaging: 30, Tier: 5},
|
||||||
}
|
}
|
||||||
|
|
||||||
// craftingSuccessRate returns the success chance for a recipe given foraging level.
|
// houseTierWorkshop is the T3 "Comfortable" house that unlocks the workshop —
|
||||||
// Base rate is 50% at minimum level, +3% per 5 levels above minimum, capped at 95%.
|
// a flat craft-success bonus while crafting at home.
|
||||||
func craftingSuccessRate(foragingLevel, minForaging int) float64 {
|
const houseTierWorkshop = 3
|
||||||
|
|
||||||
|
// homeWorkshopCraftBonus returns the additive craft-success bonus from a T3+
|
||||||
|
// home workshop. Tier 1/2 and no house grant none.
|
||||||
|
func homeWorkshopCraftBonus(houseTier int) float64 {
|
||||||
|
if houseTier >= houseTierWorkshop {
|
||||||
|
return 0.05
|
||||||
|
}
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// craftingSuccessRate returns the success chance for a recipe given foraging
|
||||||
|
// level. Base rate is 50% at minimum level, +3% per 5 levels above minimum,
|
||||||
|
// capped at 95%. A T3+ home workshop adds workshopBonus on top and lifts the
|
||||||
|
// cap to 98%, so a maxed forager still gains a little from the bench.
|
||||||
|
func craftingSuccessRate(foragingLevel, minForaging int, workshopBonus float64) float64 {
|
||||||
base := 0.50
|
base := 0.50
|
||||||
levelsAbove := foragingLevel - minForaging
|
levelsAbove := foragingLevel - minForaging
|
||||||
bonus := float64(levelsAbove) / 5.0 * 0.03
|
bonus := float64(levelsAbove) / 5.0 * 0.03
|
||||||
rate := base + bonus
|
rate := base + bonus + workshopBonus
|
||||||
if rate > 0.95 {
|
cap := 0.95
|
||||||
return 0.95
|
if workshopBonus > 0 {
|
||||||
|
cap = 0.98
|
||||||
|
}
|
||||||
|
if rate > cap {
|
||||||
|
return cap
|
||||||
}
|
}
|
||||||
return rate
|
return rate
|
||||||
}
|
}
|
||||||
@@ -369,7 +388,7 @@ type CraftResult struct {
|
|||||||
// their current foraging level, plus a teaser line for the next unlock
|
// their current foraging level, plus a teaser line for the next unlock
|
||||||
// threshold. Hides exact ingredient lists for recipes the player hasn't
|
// threshold. Hides exact ingredient lists for recipes the player hasn't
|
||||||
// unlocked — only the count of locked recipes is shown.
|
// unlocked — only the count of locked recipes is shown.
|
||||||
func renderRecipesKnown(foragingLevel int) string {
|
func renderRecipesKnown(foragingLevel int, workshopBonus float64) string {
|
||||||
var sb strings.Builder
|
var sb strings.Builder
|
||||||
sb.WriteString(fmt.Sprintf("🧪 **Crafting Recipes** — Foraging Lv.%d\n\n", foragingLevel))
|
sb.WriteString(fmt.Sprintf("🧪 **Crafting Recipes** — Foraging Lv.%d\n\n", foragingLevel))
|
||||||
|
|
||||||
@@ -377,6 +396,9 @@ func renderRecipesKnown(foragingLevel int) string {
|
|||||||
sb.WriteString("_Auto-crafting unlocks at Foraging Lv.10. Keep gathering._")
|
sb.WriteString("_Auto-crafting unlocks at Foraging Lv.10. Keep gathering._")
|
||||||
return sb.String()
|
return sb.String()
|
||||||
}
|
}
|
||||||
|
if workshopBonus > 0 {
|
||||||
|
sb.WriteString(fmt.Sprintf("_🔨 Home workshop: +%.0f%% craft success._\n\n", workshopBonus*100))
|
||||||
|
}
|
||||||
|
|
||||||
// Group recipes by tier, list those known.
|
// Group recipes by tier, list those known.
|
||||||
known := map[int][]CraftingRecipe{}
|
known := map[int][]CraftingRecipe{}
|
||||||
@@ -402,7 +424,7 @@ func renderRecipesKnown(foragingLevel int) string {
|
|||||||
}
|
}
|
||||||
sb.WriteString(fmt.Sprintf("**Tier %d** (Foraging %d+)\n", tier, recipes[0].MinForaging))
|
sb.WriteString(fmt.Sprintf("**Tier %d** (Foraging %d+)\n", tier, recipes[0].MinForaging))
|
||||||
for _, r := range recipes {
|
for _, r := range recipes {
|
||||||
rate := craftingSuccessRate(foragingLevel, r.MinForaging) * 100
|
rate := craftingSuccessRate(foragingLevel, r.MinForaging, workshopBonus) * 100
|
||||||
sb.WriteString(fmt.Sprintf(" • %s — %s (%.0f%% success)\n",
|
sb.WriteString(fmt.Sprintf(" • %s — %s (%.0f%% success)\n",
|
||||||
r.Result, strings.Join(r.Ingredients, " + "), rate))
|
r.Result, strings.Join(r.Ingredients, " + "), rate))
|
||||||
}
|
}
|
||||||
@@ -433,7 +455,7 @@ var craftXPFailure = map[int]int{1: 3, 2: 5, 3: 8, 4: 12, 5: 18}
|
|||||||
//
|
//
|
||||||
// Side effects: grants foraging XP per attempt (success > failure) and bumps
|
// Side effects: grants foraging XP per attempt (success > failure) and bumps
|
||||||
// the player's CraftsSucceeded counter on each success.
|
// the player's CraftsSucceeded counter on each success.
|
||||||
func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int) ([]CraftResult, []AdvItem) {
|
func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int, workshopBonus float64) ([]CraftResult, []AdvItem) {
|
||||||
if foragingLevel < 10 {
|
if foragingLevel < 10 {
|
||||||
return nil, items
|
return nil, items
|
||||||
}
|
}
|
||||||
@@ -452,7 +474,7 @@ func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int)
|
|||||||
break
|
break
|
||||||
}
|
}
|
||||||
|
|
||||||
rate := craftingSuccessRate(foragingLevel, bestRecipe.MinForaging)
|
rate := craftingSuccessRate(foragingLevel, bestRecipe.MinForaging, workshopBonus)
|
||||||
success := rand.Float64() < rate
|
success := rand.Float64() < rate
|
||||||
|
|
||||||
if success {
|
if success {
|
||||||
|
|||||||
718
internal/plugin/adventure_duel.go
Normal file
718
internal/plugin/adventure_duel.go
Normal file
@@ -0,0 +1,718 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
// C2 — player-initiated duels (engagement plan N6).
|
||||||
|
//
|
||||||
|
// `!duel @user [stake]` — a staked, no-death arena bout between two real
|
||||||
|
// characters, resolved through the auto-resolve combat engine. Both players
|
||||||
|
// escrow the stake on accept; the winner takes 70% of the pooled 2×stake and
|
||||||
|
// the community pot rakes the remaining 30% (a real pot sink). Records land in
|
||||||
|
// adventure_rival_records, so one W/L history and one 7-day per-pair cooldown
|
||||||
|
// covers both duel kinds (the bot-driven RPS rival and this).
|
||||||
|
//
|
||||||
|
// Why this is a wrapper and not a combat-engine change: the turn engine is an
|
||||||
|
// N-players-vs-1-monster model — there is no seat for a second real character
|
||||||
|
// on the enemy side (see the C2 feasibility note in the engagement plan). So a
|
||||||
|
// duel does not seat two PCs against each other. Instead each fighter is built
|
||||||
|
// as their real player Combatant (full kit: weapon, subclass passives, extra
|
||||||
|
// attacks, race traits) and the *opponent* is synthesised as a monster-shaped
|
||||||
|
// enemy stat block from their own sheet. That is asymmetric — the "player" side
|
||||||
|
// runs its full kit while the synthesised enemy is a flat stat block — so a
|
||||||
|
// single bout would systematically favour whoever is the attacker. The duel
|
||||||
|
// runs the bout in BOTH orientations and decides on the aggregate HP margin,
|
||||||
|
// which cancels that edge symmetrically. To-hit is faithful either way (both
|
||||||
|
// sides roll d20 + AttackBonus vs AC); only damage-per-hit is folded into the
|
||||||
|
// synthesised enemy's flat Attack. Class-vs-class PvP balance is explicitly out
|
||||||
|
// of scope (bragging rights, capped stakes).
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"math"
|
||||||
|
"math/rand/v2"
|
||||||
|
"strings"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
"gogobee/internal/peteclient"
|
||||||
|
|
||||||
|
"github.com/google/uuid"
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
const (
|
||||||
|
duelMinLevel = 3 // both duellists must be at least this level
|
||||||
|
duelAcceptWindow = 24 * time.Hour // an unanswered challenge expires and refunds
|
||||||
|
duelStakePerLvl = 500 // stake cap = challenger level × this
|
||||||
|
duelMinStake = 100 // floor so a "duel" always has something on it
|
||||||
|
duelWinnerPct = 0.70 // winner's cut of the pooled 2×stake; pot rakes the rest
|
||||||
|
)
|
||||||
|
|
||||||
|
// advDuelChallenge is one outstanding duel invitation. Unlike the RPS rival
|
||||||
|
// challenge it carries no per-round score — a combat duel resolves in a single
|
||||||
|
// step on accept. The challenger's stake is already escrowed (debited) when the
|
||||||
|
// row exists; the challenged player's is debited on accept.
|
||||||
|
type advDuelChallenge struct {
|
||||||
|
ChallengeID string
|
||||||
|
ChallengerID id.UserID
|
||||||
|
ChallengedID id.UserID
|
||||||
|
Stake int
|
||||||
|
ExpiresAt time.Time
|
||||||
|
CreatedAt time.Time
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Persistence ──────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func insertDuelChallenge(c *advDuelChallenge) {
|
||||||
|
db.Exec("duel: insert challenge",
|
||||||
|
`INSERT INTO adventure_duel_challenges
|
||||||
|
(challenge_id, challenger_id, challenged_id, stake, expires_at)
|
||||||
|
VALUES (?, ?, ?, ?, ?)`,
|
||||||
|
c.ChallengeID, string(c.ChallengerID), string(c.ChallengedID), c.Stake, c.ExpiresAt,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
func deleteDuelChallenge(challengeID string) {
|
||||||
|
db.Exec("duel: delete challenge",
|
||||||
|
`DELETE FROM adventure_duel_challenges WHERE challenge_id = ?`, challengeID)
|
||||||
|
}
|
||||||
|
|
||||||
|
// claimDuelChallenge atomically deletes the row and reports whether THIS caller
|
||||||
|
// is the one that removed it. It is the single serialization point for a
|
||||||
|
// challenge's terminal fate: accept, decline and the expiry ticker all race to
|
||||||
|
// claim it, and exactly one wins. Only the winner moves euros — that is what
|
||||||
|
// stops a stake being both resolved and refunded across the 24h boundary, or a
|
||||||
|
// double `!duel decline` double-refunding. Mirrors communityPotDebit's
|
||||||
|
// RowsAffected gate.
|
||||||
|
func claimDuelChallenge(challengeID string) bool {
|
||||||
|
res := db.ExecResult("duel: claim challenge",
|
||||||
|
`DELETE FROM adventure_duel_challenges WHERE challenge_id = ?`, challengeID)
|
||||||
|
if res == nil {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
n, _ := res.RowsAffected()
|
||||||
|
return n == 1
|
||||||
|
}
|
||||||
|
|
||||||
|
func scanDuelChallenge(row interface{ Scan(...any) error }) (*advDuelChallenge, error) {
|
||||||
|
c := &advDuelChallenge{}
|
||||||
|
err := row.Scan(&c.ChallengeID, &c.ChallengerID, &c.ChallengedID, &c.Stake, &c.ExpiresAt, &c.CreatedAt)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return c, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// pendingDuelForChallenged returns the live (unexpired) challenge awaiting this
|
||||||
|
// player's answer, or nil. Expired rows are ignored here and swept by the
|
||||||
|
// ticker, so a player is never shown a challenge they can no longer accept.
|
||||||
|
func pendingDuelForChallenged(userID id.UserID) *advDuelChallenge {
|
||||||
|
c := &advDuelChallenge{}
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT challenge_id, challenger_id, challenged_id, stake, expires_at, created_at
|
||||||
|
FROM adventure_duel_challenges
|
||||||
|
WHERE challenged_id = ? AND expires_at > CURRENT_TIMESTAMP
|
||||||
|
ORDER BY created_at DESC LIMIT 1`, string(userID)).Scan(
|
||||||
|
&c.ChallengeID, &c.ChallengerID, &c.ChallengedID, &c.Stake, &c.ExpiresAt, &c.CreatedAt)
|
||||||
|
if err != nil {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
return c
|
||||||
|
}
|
||||||
|
|
||||||
|
// duelInvolves reports whether the player has any live challenge in flight, as
|
||||||
|
// challenger or challenged. Used to enforce one duel at a time per player — the
|
||||||
|
// escrow makes overlapping challenges a way to double-commit the same euros.
|
||||||
|
func duelInvolves(userID id.UserID) bool {
|
||||||
|
var n int
|
||||||
|
db.Get().QueryRow(`
|
||||||
|
SELECT COUNT(*) FROM adventure_duel_challenges
|
||||||
|
WHERE (challenger_id = ? OR challenged_id = ?) AND expires_at > CURRENT_TIMESTAMP`,
|
||||||
|
string(userID), string(userID)).Scan(&n)
|
||||||
|
return n > 0
|
||||||
|
}
|
||||||
|
|
||||||
|
func loadExpiredDuelChallenges() []advDuelChallenge {
|
||||||
|
rows, err := db.Get().Query(`
|
||||||
|
SELECT challenge_id, challenger_id, challenged_id, stake, expires_at, created_at
|
||||||
|
FROM adventure_duel_challenges WHERE expires_at <= CURRENT_TIMESTAMP`)
|
||||||
|
if err != nil {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
var out []advDuelChallenge
|
||||||
|
for rows.Next() {
|
||||||
|
if c, err := scanDuelChallenge(rows); err == nil {
|
||||||
|
out = append(out, *c)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Stake / gating ───────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// duelMaxStake caps the stake at level × duelStakePerLvl so a strong player
|
||||||
|
// can't farm a runaway pot off a weaker one, per the plan's imbalance cap.
|
||||||
|
func duelMaxStake(level int) int { return level * duelStakePerLvl }
|
||||||
|
|
||||||
|
// duelPayout splits the pooled 2×stake: the winner takes duelWinnerPct, the
|
||||||
|
// community pot rakes the remainder. Both fighters escrowed stake, so the
|
||||||
|
// winner's net gain is winnerShare − stake and the pot is a real sink.
|
||||||
|
func duelPayout(stake int) (winnerShare, potShare int) {
|
||||||
|
pool := stake * 2
|
||||||
|
winnerShare = int(math.Round(float64(pool) * duelWinnerPct))
|
||||||
|
potShare = pool - winnerShare
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
// duelEligible reports whether a character can duel at all: alive, set up, and
|
||||||
|
// at least duelMinLevel. Returns a player-facing reason when it can't.
|
||||||
|
func (p *AdventurePlugin) duelEligible(char *AdventureCharacter) (int, string) {
|
||||||
|
if char == nil {
|
||||||
|
return 0, "no adventurer"
|
||||||
|
}
|
||||||
|
if !char.Alive {
|
||||||
|
return 0, "dead"
|
||||||
|
}
|
||||||
|
lvl := rivalLevelForUser(char)
|
||||||
|
if lvl < duelMinLevel {
|
||||||
|
return lvl, fmt.Sprintf("below level %d", duelMinLevel)
|
||||||
|
}
|
||||||
|
return lvl, ""
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Combat synthesis ─────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// buildDuelist derives a fighter's full player Combatant — the same build a
|
||||||
|
// zone encounter uses, so weapon, subclass passives, extra attacks and race
|
||||||
|
// traits all apply — then resets it to full health. A duel is a fresh arena
|
||||||
|
// bout, not a continuation of a wounded expedition, so wound carry-over is
|
||||||
|
// dropped (StartHP=0 = "enter at MaxHP"). Mood 50 is the neutral band: no
|
||||||
|
// initiative bias, no enemy-attack tilt.
|
||||||
|
//
|
||||||
|
// The armed-ability slot is left empty: actively-armed one-shots (a Berserker's
|
||||||
|
// rage) don't fire, but always-on passives (Extra Attack, Sneak Attack, Divine
|
||||||
|
// Strike, race traits) still layer in via the class/subclass passive builders.
|
||||||
|
func (p *AdventurePlugin) buildDuelist(userID id.UserID) (Combatant, error) {
|
||||||
|
var noMonster DnDMonsterTemplate
|
||||||
|
player, _, _, err := p.buildZoneCombatants(userID, noMonster, 1, 50, "")
|
||||||
|
if err != nil {
|
||||||
|
return Combatant{}, err
|
||||||
|
}
|
||||||
|
player.Stats.StartHP = 0
|
||||||
|
return player, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// duelPerHitDamage is a fighter's expected damage on a single landed hit, used
|
||||||
|
// to size the flat Attack of their synthesised enemy stat block. It mirrors the
|
||||||
|
// player damage path's terms that the enemy path can't express: weapon dice
|
||||||
|
// average (or the legacy flat Attack for a weaponless build), the always-on
|
||||||
|
// per-hit riders (Divine Strike, Sneak Attack, Hunter's Mark, rage), then the
|
||||||
|
// multiplicative damage bonus. Crit chance and once-per-fight openers are not
|
||||||
|
// modelled — a coarse mean is enough for a capped-stakes bout decided over two
|
||||||
|
// orientations.
|
||||||
|
func duelPerHitDamage(pc Combatant) float64 {
|
||||||
|
base := float64(pc.Stats.Attack)
|
||||||
|
if w := pc.Stats.Weapon; w != nil {
|
||||||
|
if pc.Stats.TwoHandedMode && w.HasProperty(PropVersatile) && w.VersaCount > 0 {
|
||||||
|
base = float64(w.VersaCount)*(float64(w.VersaSides)+1)/2 +
|
||||||
|
float64(pc.Stats.AbilityModForDamage) + float64(w.MagicBonus)
|
||||||
|
} else {
|
||||||
|
base = avgWeaponDamage(w, pc.Stats.AbilityModForDamage)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
riders := float64(pc.Mods.DivineStrikePerHit)
|
||||||
|
riders += float64(pc.Mods.SneakAttackDie) * 3.5
|
||||||
|
riders += float64(pc.Mods.HuntersMarkDie) * 3.5
|
||||||
|
if pc.Mods.BerserkerRage {
|
||||||
|
riders += float64(pc.Mods.RageMeleeDmg)
|
||||||
|
}
|
||||||
|
perHit := (base + riders) * (1 + pc.Mods.DamageBonus)
|
||||||
|
if perHit < 1 {
|
||||||
|
perHit = 1
|
||||||
|
}
|
||||||
|
return perHit
|
||||||
|
}
|
||||||
|
|
||||||
|
// duelPerRoundProcDamage is the expected per-round damage from a fighter's
|
||||||
|
// companion strikes — a Cleric's spiritual weapon and a Beastmaster's pet —
|
||||||
|
// which land once per round on a proc roll rather than per weapon hit. The live
|
||||||
|
// fighter rolls these natively in the engine; folding their expectation into the
|
||||||
|
// synth enemy's round damage keeps both orientations comparable for those
|
||||||
|
// builds (each formula is Dmg + d5, mean +3).
|
||||||
|
func duelPerRoundProcDamage(pc Combatant) float64 {
|
||||||
|
dmg := pc.Mods.SpiritWeaponProc * (float64(pc.Mods.SpiritWeaponDmg) + 3)
|
||||||
|
dmg += pc.Mods.PetAttackProc * (float64(pc.Mods.PetAttackDmg) + 3)
|
||||||
|
return dmg
|
||||||
|
}
|
||||||
|
|
||||||
|
// synthDuelEnemy turns a fighter's player Combatant into the monster-shaped
|
||||||
|
// enemy the opposite fighter faces. HP, AC and AttackBonus carry over verbatim
|
||||||
|
// (to-hit stays faithful — the enemy rolls d20 + AttackBonus vs the attacker's
|
||||||
|
// AC exactly as the player does). DamageReduct carries over too, so a
|
||||||
|
// Barbarian's / Monk's flat mitigation is as tanky as the enemy as it is as the
|
||||||
|
// live PC. Offense is the lossy term: the enemy path deals a flat Attack, so a
|
||||||
|
// whole round — weapon swings (per-hit × (1 + extra attacks)) plus the expected
|
||||||
|
// companion-strike damage — is folded into one enemy Attack, preserving expected
|
||||||
|
// round damage while widening variance (a wash across the two orientations).
|
||||||
|
//
|
||||||
|
// Deliberately NOT modelled on the enemy side (accepted scope — the plan frames
|
||||||
|
// duels as bragging rights and puts class-vs-class PvP balance explicitly out of
|
||||||
|
// scope): reactive one-shots the enemy engine has no channel for — heal items,
|
||||||
|
// wards, the Sovereign death-save, the arcane ward buffer — and spell damage,
|
||||||
|
// which buildZoneCombatants never wires for the live caster either, so a caster
|
||||||
|
// fights weapon-only in both orientations. Defense is dropped: the weapon-damage
|
||||||
|
// path players use reads DamageReduct, not the enemy's Defense stat.
|
||||||
|
func synthDuelEnemy(pc Combatant) Combatant {
|
||||||
|
swings := 1 + pc.Mods.ExtraAttacks
|
||||||
|
roundDmg := duelPerHitDamage(pc)*float64(swings) + duelPerRoundProcDamage(pc)
|
||||||
|
return Combatant{
|
||||||
|
Name: pc.Name,
|
||||||
|
IsPlayer: false,
|
||||||
|
Stats: CombatStats{
|
||||||
|
MaxHP: pc.Stats.MaxHP,
|
||||||
|
AC: pc.Stats.AC,
|
||||||
|
AttackBonus: pc.Stats.AttackBonus,
|
||||||
|
Attack: int(math.Round(roundDmg)),
|
||||||
|
},
|
||||||
|
Mods: CombatModifiers{DamageReduct: pc.Mods.DamageReduct},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// duelResult is the two-orientation verdict. challengerMargin/challengedMargin
|
||||||
|
// are aggregate remaining-HP fractions across both bouts (0..2 each); the higher
|
||||||
|
// wins. decisive is true when one fighter won both orientations outright — pure
|
||||||
|
// narration, the margin is what decides.
|
||||||
|
type duelResult struct {
|
||||||
|
challengerWins bool
|
||||||
|
draw bool
|
||||||
|
decisive bool
|
||||||
|
challengerFrac float64
|
||||||
|
challengedFrac float64
|
||||||
|
}
|
||||||
|
|
||||||
|
func hpFraction(end, start int) float64 {
|
||||||
|
if start <= 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
if end < 0 {
|
||||||
|
end = 0
|
||||||
|
}
|
||||||
|
return float64(end) / float64(start)
|
||||||
|
}
|
||||||
|
|
||||||
|
// resolveDuel runs the bout both ways and decides on the aggregate HP margin.
|
||||||
|
// Orientation 1 seats the challenger as the live fighter against the challenged
|
||||||
|
// player's stat block; orientation 2 swaps them. Each fighter's margin sums the
|
||||||
|
// HP fraction they kept as the live fighter in one bout and as the stat block in
|
||||||
|
// the other, so the attacker's-kit advantage is applied to both fighters once
|
||||||
|
// and cancels. rng is threaded for the seeded characterization/unit tests; nil
|
||||||
|
// is production (package-global RNG).
|
||||||
|
func resolveDuel(challenger, challenged Combatant, rng *rand.Rand) duelResult {
|
||||||
|
r1 := simulateCombatWithRNG(challenger, synthDuelEnemy(challenged), defaultCombatPhases, rng)
|
||||||
|
r2 := simulateCombatWithRNG(challenged, synthDuelEnemy(challenger), defaultCombatPhases, rng)
|
||||||
|
|
||||||
|
cFrac := hpFraction(r1.PlayerEndHP, r1.PlayerStartHP) + hpFraction(r2.EnemyEndHP, r2.EnemyStartHP)
|
||||||
|
dFrac := hpFraction(r1.EnemyEndHP, r1.EnemyStartHP) + hpFraction(r2.PlayerEndHP, r2.PlayerStartHP)
|
||||||
|
|
||||||
|
res := duelResult{challengerFrac: cFrac, challengedFrac: dFrac}
|
||||||
|
switch {
|
||||||
|
case cFrac > dFrac:
|
||||||
|
res.challengerWins = true
|
||||||
|
case dFrac > cFrac:
|
||||||
|
res.challengerWins = false
|
||||||
|
default:
|
||||||
|
res.draw = true
|
||||||
|
}
|
||||||
|
// Decisive = the winner also took both orientations outright.
|
||||||
|
if !res.draw {
|
||||||
|
if res.challengerWins {
|
||||||
|
res.decisive = r1.PlayerWon && !r2.PlayerWon
|
||||||
|
} else {
|
||||||
|
res.decisive = r2.PlayerWon && !r1.PlayerWon
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return res
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Command surface ──────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) handleDuelCmd(ctx MessageContext, args string) error {
|
||||||
|
args = strings.TrimSpace(args)
|
||||||
|
fields := strings.Fields(args)
|
||||||
|
if len(fields) == 0 {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID,
|
||||||
|
"⚔️ **Duels** — challenge another adventurer to a staked, no-death bout.\n"+
|
||||||
|
"`!duel @user [stake]` — throw down · `!duel accept` / `!duel decline` · `!duel status`")
|
||||||
|
}
|
||||||
|
switch strings.ToLower(fields[0]) {
|
||||||
|
case "accept":
|
||||||
|
return p.acceptDuel(ctx)
|
||||||
|
case "decline":
|
||||||
|
return p.declineDuel(ctx)
|
||||||
|
case "status":
|
||||||
|
return p.duelStatusCmd(ctx)
|
||||||
|
default:
|
||||||
|
return p.issueDuel(ctx, fields)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) issueDuel(ctx MessageContext, fields []string) error {
|
||||||
|
targetID, ok := p.ResolveUser(fields[0], ctx.RoomID)
|
||||||
|
if !ok {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Could not resolve that user. Usage: `!duel @user [stake]`")
|
||||||
|
}
|
||||||
|
if targetID == ctx.Sender {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You can't duel yourself.")
|
||||||
|
}
|
||||||
|
|
||||||
|
// Serialise the one-duel gate, balance check and escrow so two rapid `!duel`
|
||||||
|
// from the same challenger can't both pass duelInvolves and double-debit.
|
||||||
|
lock := p.advUserLock(ctx.Sender)
|
||||||
|
lock.Lock()
|
||||||
|
defer lock.Unlock()
|
||||||
|
|
||||||
|
challenger, err := loadAdvCharacter(ctx.Sender)
|
||||||
|
if err != nil || challenger == nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no adventurer. Type `!adventure` to create one.")
|
||||||
|
}
|
||||||
|
lvl, reason := p.duelEligible(challenger)
|
||||||
|
if reason != "" {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, duelIneligibleSelf(reason))
|
||||||
|
}
|
||||||
|
|
||||||
|
challenged, err := loadAdvCharacter(targetID)
|
||||||
|
if err != nil || challenged == nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("%s has no adventurer to duel.", p.DisplayName(targetID)))
|
||||||
|
}
|
||||||
|
if _, reason := p.duelEligible(challenged); reason != "" {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID,
|
||||||
|
fmt.Sprintf("%s can't duel right now (%s).", p.DisplayName(targetID), reason))
|
||||||
|
}
|
||||||
|
if challenged.BabysitActive {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID,
|
||||||
|
fmt.Sprintf("%s left word with the Babysitting Service — no duels while they're away.", p.DisplayName(targetID)))
|
||||||
|
}
|
||||||
|
|
||||||
|
// One duel at a time per player, either side — the escrow makes overlaps a
|
||||||
|
// double-commit of the same euros.
|
||||||
|
if duelInvolves(ctx.Sender) {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You already have a duel in flight. Resolve it first.")
|
||||||
|
}
|
||||||
|
if duelInvolves(targetID) {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("%s already has a duel in flight.", p.DisplayName(targetID)))
|
||||||
|
}
|
||||||
|
|
||||||
|
// Shared 7-day per-pair cooldown across both duel kinds (records table).
|
||||||
|
if last := lastDuelBetween(ctx.Sender, targetID); !last.IsZero() && time.Since(last) < rivalSamePairCooldown {
|
||||||
|
wait := rivalSamePairCooldown - time.Since(last)
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID,
|
||||||
|
fmt.Sprintf("You've dueled %s too recently. Try again %s.", p.DisplayName(targetID), formatDuration(wait)))
|
||||||
|
}
|
||||||
|
|
||||||
|
stake, err := p.parseDuelStake(fields, lvl)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, err.Error())
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(ctx.Sender); int(bal) < stake {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID,
|
||||||
|
fmt.Sprintf("You can't cover a €%d stake — you have €%d.", stake, int(bal)))
|
||||||
|
}
|
||||||
|
|
||||||
|
// Escrow the challenger's stake now (debited to nowhere; the pot/winner split
|
||||||
|
// redistributes it on resolution, and expiry/decline refunds it).
|
||||||
|
if !p.euro.Debit(ctx.Sender, float64(stake), "duel_escrow") {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't hold your stake. Try again.")
|
||||||
|
}
|
||||||
|
|
||||||
|
ch := &advDuelChallenge{
|
||||||
|
ChallengeID: uuid.NewString(),
|
||||||
|
ChallengerID: ctx.Sender,
|
||||||
|
ChallengedID: targetID,
|
||||||
|
Stake: stake,
|
||||||
|
ExpiresAt: time.Now().UTC().Add(duelAcceptWindow),
|
||||||
|
}
|
||||||
|
insertDuelChallenge(ch)
|
||||||
|
|
||||||
|
p.SendDM(targetID, fmt.Sprintf(
|
||||||
|
"⚔️ **%s challenges you to a duel!**\n\nStake: €%d each — winner takes 70%% of the pot.\n"+
|
||||||
|
"No death, no hospital bill. Just bragging rights.\n\n`!duel accept` or `!duel decline` — you have 24 hours.",
|
||||||
|
p.DisplayName(ctx.Sender), stake))
|
||||||
|
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
|
||||||
|
"⚔️ You throw down the gauntlet before **%s** for €%d. They have 24 hours to answer.",
|
||||||
|
p.DisplayName(targetID), stake))
|
||||||
|
}
|
||||||
|
|
||||||
|
// parseDuelStake reads the optional stake argument, defaulting to the cap for
|
||||||
|
// the challenger's level and clamping into [duelMinStake, duelMaxStake].
|
||||||
|
func (p *AdventurePlugin) parseDuelStake(fields []string, level int) (int, error) {
|
||||||
|
maxStake := duelMaxStake(level)
|
||||||
|
if len(fields) < 2 {
|
||||||
|
return maxStake, nil
|
||||||
|
}
|
||||||
|
raw := strings.TrimPrefix(fields[1], "€")
|
||||||
|
stake := 0
|
||||||
|
if _, err := fmt.Sscanf(raw, "%d", &stake); err != nil || stake <= 0 {
|
||||||
|
return 0, fmt.Errorf("that's not a valid stake. Usage: `!duel @user [stake]`")
|
||||||
|
}
|
||||||
|
if stake < duelMinStake {
|
||||||
|
return 0, fmt.Errorf("minimum stake is €%d", duelMinStake)
|
||||||
|
}
|
||||||
|
if stake > maxStake {
|
||||||
|
return 0, fmt.Errorf("your stake is capped at €%d (level %d × €%d)", maxStake, level, duelStakePerLvl)
|
||||||
|
}
|
||||||
|
return stake, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) acceptDuel(ctx MessageContext) error {
|
||||||
|
// Serialise a player's own accept so a double-submit can't debit twice.
|
||||||
|
lock := p.advUserLock(ctx.Sender)
|
||||||
|
lock.Lock()
|
||||||
|
defer lock.Unlock()
|
||||||
|
|
||||||
|
ch := pendingDuelForChallenged(ctx.Sender)
|
||||||
|
if ch == nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no pending duel to accept.")
|
||||||
|
}
|
||||||
|
// Cheap validation first — these leave the challenge open (the player can
|
||||||
|
// revive/earn and retry, or decline to release the challenger's escrow).
|
||||||
|
challenged, err := loadAdvCharacter(ctx.Sender)
|
||||||
|
if err != nil || challenged == nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no adventurer.")
|
||||||
|
}
|
||||||
|
if _, reason := p.duelEligible(challenged); reason != "" {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, duelIneligibleSelf(reason))
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(ctx.Sender); int(bal) < ch.Stake {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID,
|
||||||
|
fmt.Sprintf("You can't cover the €%d stake — you have €%d. `!duel decline` to back out.", ch.Stake, int(bal)))
|
||||||
|
}
|
||||||
|
|
||||||
|
// The challenger may have died or dropped below the gate during the 24h
|
||||||
|
// window. If so, cancel the duel: claim the row (so the ticker/decline can't
|
||||||
|
// also refund) and hand the challenger their escrow back.
|
||||||
|
challenger, cerr := loadAdvCharacter(ch.ChallengerID)
|
||||||
|
if cerr != nil || challenger == nil {
|
||||||
|
if claimDuelChallenge(ch.ChallengeID) {
|
||||||
|
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_challenger_gone")
|
||||||
|
}
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Your challenger is no longer available. The duel is off.")
|
||||||
|
}
|
||||||
|
if _, reason := p.duelEligible(challenger); reason != "" {
|
||||||
|
if claimDuelChallenge(ch.ChallengeID) {
|
||||||
|
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_challenger_ineligible")
|
||||||
|
p.SendDM(ch.ChallengerID, fmt.Sprintf(
|
||||||
|
"⚔️ Your duel with **%s** was called off — you can't fight right now. Your €%d stake is refunded.",
|
||||||
|
p.DisplayName(ctx.Sender), ch.Stake))
|
||||||
|
}
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID,
|
||||||
|
fmt.Sprintf("**%s** can't duel right now (%s). The challenge is off.", p.DisplayName(ch.ChallengerID), reason))
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build both fighters BEFORE debiting the challenged player, so the deep
|
||||||
|
// sheet-loading / combat code (the panic-prone part) runs while nobody but
|
||||||
|
// the challenger is committed. A build failure refunds only the challenger.
|
||||||
|
challengerC, err1 := p.buildDuelist(ch.ChallengerID)
|
||||||
|
challengedC, err2 := p.buildDuelist(ctx.Sender)
|
||||||
|
if err1 != nil || err2 != nil {
|
||||||
|
if claimDuelChallenge(ch.ChallengeID) {
|
||||||
|
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_error")
|
||||||
|
}
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "The duel couldn't be staged. The challenger's stake is refunded.")
|
||||||
|
}
|
||||||
|
|
||||||
|
// Commit: claim the row (exactly one path wins), then take the challenged
|
||||||
|
// player's stake. From here both stakes are held and resolution is pure
|
||||||
|
// arithmetic — no further build or DB read that could panic mid-payout.
|
||||||
|
if !claimDuelChallenge(ch.ChallengeID) {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "That duel is no longer available.")
|
||||||
|
}
|
||||||
|
if !p.euro.Debit(ctx.Sender, float64(ch.Stake), "duel_escrow") {
|
||||||
|
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_error")
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't hold your stake. The duel is off.")
|
||||||
|
}
|
||||||
|
|
||||||
|
return p.settleDuel(ctx, ch, challengerC, challengedC)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) declineDuel(ctx MessageContext) error {
|
||||||
|
// Same lock as accept so a player's own accept/decline can't interleave; the
|
||||||
|
// claim is the real guard, but the lock keeps the read→claim window tight.
|
||||||
|
lock := p.advUserLock(ctx.Sender)
|
||||||
|
lock.Lock()
|
||||||
|
defer lock.Unlock()
|
||||||
|
|
||||||
|
ch := pendingDuelForChallenged(ctx.Sender)
|
||||||
|
if ch == nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no pending duel to decline.")
|
||||||
|
}
|
||||||
|
if !claimDuelChallenge(ch.ChallengeID) {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no pending duel to decline.")
|
||||||
|
}
|
||||||
|
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_declined")
|
||||||
|
p.SendDM(ch.ChallengerID, fmt.Sprintf(
|
||||||
|
"🛡️ **%s** declined your duel. Your €%d stake is refunded.", p.DisplayName(ctx.Sender), ch.Stake))
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You decline the duel. No harm done.")
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) duelStatusCmd(ctx MessageContext) error {
|
||||||
|
if ch := pendingDuelForChallenged(ctx.Sender); ch != nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
|
||||||
|
"⚔️ **%s** has challenged you for €%d. `!duel accept` / `!duel decline` (expires %s).",
|
||||||
|
p.DisplayName(ch.ChallengerID), ch.Stake, formatDuration(time.Until(ch.ExpiresAt))))
|
||||||
|
}
|
||||||
|
// Any challenge we issued that's still pending?
|
||||||
|
c := &advDuelChallenge{}
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT challenge_id, challenger_id, challenged_id, stake, expires_at, created_at
|
||||||
|
FROM adventure_duel_challenges
|
||||||
|
WHERE challenger_id = ? AND expires_at > CURRENT_TIMESTAMP
|
||||||
|
ORDER BY created_at DESC LIMIT 1`, string(ctx.Sender)).Scan(
|
||||||
|
&c.ChallengeID, &c.ChallengerID, &c.ChallengedID, &c.Stake, &c.ExpiresAt, &c.CreatedAt)
|
||||||
|
if err == nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf(
|
||||||
|
"⚔️ You've challenged **%s** for €%d. Waiting on their answer (expires %s).",
|
||||||
|
p.DisplayName(c.ChallengedID), c.Stake, formatDuration(time.Until(c.ExpiresAt))))
|
||||||
|
}
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "You have no duels in flight. `!duel @user [stake]` to start one.")
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Resolution ───────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// settleDuel resolves the two-orientation bout, splits the pooled 2×stake,
|
||||||
|
// records the result, and DMs both players. By the time it runs the challenge
|
||||||
|
// row is claimed, both fighters are built, and both stakes are held — so from
|
||||||
|
// here it is pure arithmetic and message sends, nothing that can panic and
|
||||||
|
// strand the pool. On an exact HP-margin tie both stakes are refunded.
|
||||||
|
func (p *AdventurePlugin) settleDuel(ctx MessageContext, ch *advDuelChallenge, challengerC, challengedC Combatant) error {
|
||||||
|
res := resolveDuel(challengerC, challengedC, nil)
|
||||||
|
|
||||||
|
if res.draw {
|
||||||
|
// Exact HP-margin tie: refund both, record nothing, no cooldown burned.
|
||||||
|
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_draw")
|
||||||
|
p.euro.Credit(ch.ChallengedID, float64(ch.Stake), "duel_refund_draw")
|
||||||
|
draw := fmt.Sprintf("⚔️ **%s** and **%s** fought to a standstill. Both stakes refunded.",
|
||||||
|
p.DisplayName(ch.ChallengerID), p.DisplayName(ch.ChallengedID))
|
||||||
|
p.SendDM(ch.ChallengerID, draw)
|
||||||
|
p.SendDM(ch.ChallengedID, draw)
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, draw)
|
||||||
|
}
|
||||||
|
|
||||||
|
winnerID, loserID := ch.ChallengedID, ch.ChallengerID
|
||||||
|
if res.challengerWins {
|
||||||
|
winnerID, loserID = ch.ChallengerID, ch.ChallengedID
|
||||||
|
}
|
||||||
|
|
||||||
|
winnerShare, potShare := duelPayout(ch.Stake)
|
||||||
|
p.euro.Credit(winnerID, float64(winnerShare), "duel_win")
|
||||||
|
if potShare > 0 {
|
||||||
|
communityPotAdd(potShare)
|
||||||
|
// The rake came out of a pool both funded; attribute it half each.
|
||||||
|
trackTaxPaid(winnerID, potShare/2)
|
||||||
|
trackTaxPaid(loserID, potShare-potShare/2)
|
||||||
|
}
|
||||||
|
|
||||||
|
upsertRivalRecord(winnerID, loserID, true)
|
||||||
|
upsertRivalRecord(loserID, winnerID, false)
|
||||||
|
|
||||||
|
// One BULLETIN dispatch per settled duel (from the winner's side, so it
|
||||||
|
// fires once). Character names only; no-op unless the seam is enabled.
|
||||||
|
if wn, ln := charName(winnerID), charName(loserID); wn != "" && ln != "" {
|
||||||
|
ts := nowUnix()
|
||||||
|
disc := fmt.Sprintf("rival:%d", ts)
|
||||||
|
emitFact(peteclient.Fact{
|
||||||
|
GUID: fmt.Sprintf("rival_result:%s:%s:%d", eventToken(winnerID, disc), eventToken(loserID, disc), ts),
|
||||||
|
EventType: "rival_result",
|
||||||
|
Tier: "bulletin",
|
||||||
|
Subject: wn,
|
||||||
|
Opponent: ln,
|
||||||
|
Outcome: "won",
|
||||||
|
OccurredAt: ts,
|
||||||
|
}, winnerID, loserID)
|
||||||
|
}
|
||||||
|
|
||||||
|
p.announceDuel(ctx, winnerID, loserID, ch.Stake, winnerShare, potShare, res.decisive)
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) announceDuel(ctx MessageContext, winnerID, loserID id.UserID, stake, winnerShare, potShare int, decisive bool) {
|
||||||
|
winName, loseName := p.DisplayName(winnerID), p.DisplayName(loserID)
|
||||||
|
flair := pickDuelFlavor(duelWinFlavor)
|
||||||
|
if decisive {
|
||||||
|
flair = pickDuelFlavor(duelDecisiveFlavor)
|
||||||
|
}
|
||||||
|
|
||||||
|
p.SendDM(winnerID, fmt.Sprintf(
|
||||||
|
"⚔️ **You beat %s!**\n\n*%s*\n\nYou take €%d (net +€%d). €%d went to the community pot.",
|
||||||
|
loseName, flair, winnerShare, winnerShare-stake, potShare))
|
||||||
|
p.SendDM(loserID, fmt.Sprintf(
|
||||||
|
"⚔️ **%s bested you.**\n\n*%s*\n\nYou're down €%d — but you walk away, no worse for wear.",
|
||||||
|
winName, pickDuelFlavor(duelLossFlavor), stake))
|
||||||
|
|
||||||
|
// Broadcast the result to the games room for bragging rights — unless the
|
||||||
|
// duel was accepted there, in which case the SendReply below already covers
|
||||||
|
// it and a second line would just be noise.
|
||||||
|
if gr := gamesRoom(); gr != "" && gr != ctx.RoomID {
|
||||||
|
verb := "defeated"
|
||||||
|
if decisive {
|
||||||
|
verb = "decisively defeated"
|
||||||
|
}
|
||||||
|
p.SendMessage(gr, fmt.Sprintf("⚔️ **%s** %s **%s** in a duel for €%d.", winName, verb, loseName, stake))
|
||||||
|
}
|
||||||
|
// Confirm in the room the challenge was accepted from too.
|
||||||
|
p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("⚔️ **%s** wins the duel, taking €%d.", winName, winnerShare))
|
||||||
|
}
|
||||||
|
|
||||||
|
// expireDuelChallenges refunds and clears any challenge whose 24h window lapsed.
|
||||||
|
// Rides the 1-minute event ticker (no new goroutine); only the challenger was
|
||||||
|
// escrowed, so only they are refunded.
|
||||||
|
func (p *AdventurePlugin) expireDuelChallenges() {
|
||||||
|
for _, ch := range loadExpiredDuelChallenges() {
|
||||||
|
// Claim before refunding: if an accept/decline already took this row at
|
||||||
|
// the 24h boundary, we must not also refund the challenger.
|
||||||
|
if !claimDuelChallenge(ch.ChallengeID) {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
p.euro.Credit(ch.ChallengerID, float64(ch.Stake), "duel_refund_expired")
|
||||||
|
p.SendDM(ch.ChallengerID, fmt.Sprintf(
|
||||||
|
"⌛ **%s** never answered your duel. Your €%d stake is refunded.",
|
||||||
|
p.DisplayName(ch.ChallengedID), ch.Stake))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func duelIneligibleSelf(reason string) string {
|
||||||
|
switch reason {
|
||||||
|
case "dead":
|
||||||
|
return "You can't duel while dead. Visit `!hospital` first."
|
||||||
|
case "no adventurer":
|
||||||
|
return "You have no adventurer. Type `!adventure` to create one."
|
||||||
|
default:
|
||||||
|
return fmt.Sprintf("You need to be at least level %d to duel.", duelMinLevel)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Flavor ───────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
var duelWinFlavor = []string{
|
||||||
|
"Steel rang, and the crowd knew its champion.",
|
||||||
|
"A clean finish — you left them nothing to answer with.",
|
||||||
|
"They fought well. You fought better.",
|
||||||
|
}
|
||||||
|
|
||||||
|
var duelDecisiveFlavor = []string{
|
||||||
|
"It was over before it began. Utterly one-sided.",
|
||||||
|
"You never gave them a foothold. A rout.",
|
||||||
|
"The arena barely had time to hush.",
|
||||||
|
}
|
||||||
|
|
||||||
|
var duelLossFlavor = []string{
|
||||||
|
"You'll want that one back. Next time.",
|
||||||
|
"A hard lesson — but only your pride is bleeding.",
|
||||||
|
"Close, in places. Not close enough.",
|
||||||
|
}
|
||||||
|
|
||||||
|
func pickDuelFlavor(pool []string) string {
|
||||||
|
if len(pool) == 0 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
return pool[rand.IntN(len(pool))]
|
||||||
|
}
|
||||||
274
internal/plugin/adventure_duel_test.go
Normal file
274
internal/plugin/adventure_duel_test.go
Normal file
@@ -0,0 +1,274 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"math"
|
||||||
|
"math/rand/v2"
|
||||||
|
"testing"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func newDuelTestDB(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
db.Close()
|
||||||
|
if err := db.Init(t.TempDir()); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
}
|
||||||
|
|
||||||
|
// duelSeed builds a deterministic RNG so the two-orientation resolver is
|
||||||
|
// reproducible across runs — the production path passes nil (global RNG).
|
||||||
|
func duelSeed(i uint64) *rand.Rand { return rand.New(rand.NewPCG(0x1d4e11, i)) }
|
||||||
|
|
||||||
|
func TestDuelPayout(t *testing.T) {
|
||||||
|
// Both escrow 2000 → pool 4000 → winner 70% (2800), pot 30% (1200).
|
||||||
|
w, pot := duelPayout(2000)
|
||||||
|
if w != 2800 || pot != 1200 {
|
||||||
|
t.Fatalf("duelPayout(2000) = (%d, %d), want (2800, 1200)", w, pot)
|
||||||
|
}
|
||||||
|
// The pot always gets exactly what the winner doesn't; nothing is minted
|
||||||
|
// or lost against the pooled 2×stake.
|
||||||
|
for _, stake := range []int{100, 137, 999, 6000} {
|
||||||
|
w, pot := duelPayout(stake)
|
||||||
|
if w+pot != stake*2 {
|
||||||
|
t.Errorf("duelPayout(%d): winner+pot = %d, want pool %d", stake, w+pot, stake*2)
|
||||||
|
}
|
||||||
|
if w <= pot {
|
||||||
|
t.Errorf("duelPayout(%d): winner %d should exceed pot %d", stake, w, pot)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestDuelMaxStake(t *testing.T) {
|
||||||
|
if got := duelMaxStake(5); got != 2500 {
|
||||||
|
t.Fatalf("duelMaxStake(5) = %d, want 2500", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestDuelPerHitDamage(t *testing.T) {
|
||||||
|
// 1d8 (avg 4.5) + ability mod 3 = 7.5 base, + Divine Strike 2 = 9.5,
|
||||||
|
// × (1 + 0.25 damage bonus) = 11.875.
|
||||||
|
pc := Combatant{
|
||||||
|
Stats: CombatStats{
|
||||||
|
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8},
|
||||||
|
AbilityModForDamage: 3,
|
||||||
|
},
|
||||||
|
Mods: CombatModifiers{DivineStrikePerHit: 2, DamageBonus: 0.25},
|
||||||
|
}
|
||||||
|
got := duelPerHitDamage(pc)
|
||||||
|
if math.Abs(got-11.875) > 1e-9 {
|
||||||
|
t.Fatalf("duelPerHitDamage = %v, want 11.875", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Weaponless build falls back to the flat Attack stat.
|
||||||
|
bare := Combatant{Stats: CombatStats{Attack: 9}}
|
||||||
|
if got := duelPerHitDamage(bare); got != 9 {
|
||||||
|
t.Fatalf("weaponless duelPerHitDamage = %v, want 9", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
// A build that computes to <1 is floored to 1 (a fight always deals damage).
|
||||||
|
weak := Combatant{Stats: CombatStats{Attack: 0}}
|
||||||
|
if got := duelPerHitDamage(weak); got != 1 {
|
||||||
|
t.Fatalf("floored duelPerHitDamage = %v, want 1", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestSynthDuelEnemy(t *testing.T) {
|
||||||
|
pc := Combatant{
|
||||||
|
Name: "Aria",
|
||||||
|
IsPlayer: true,
|
||||||
|
Stats: CombatStats{
|
||||||
|
MaxHP: 123,
|
||||||
|
AC: 17,
|
||||||
|
AttackBonus: 8,
|
||||||
|
Defense: 5,
|
||||||
|
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8},
|
||||||
|
AbilityModForDamage: 3,
|
||||||
|
},
|
||||||
|
Mods: CombatModifiers{ExtraAttacks: 1}, // two swings/round
|
||||||
|
}
|
||||||
|
e := synthDuelEnemy(pc)
|
||||||
|
|
||||||
|
if e.IsPlayer {
|
||||||
|
t.Error("synthesised enemy must not be flagged IsPlayer")
|
||||||
|
}
|
||||||
|
if e.Ability != nil {
|
||||||
|
t.Error("v1 synth enemy carries no MonsterAbility")
|
||||||
|
}
|
||||||
|
// HP / AC / to-hit carry over verbatim: to-hit stays faithful both ways.
|
||||||
|
if e.Stats.MaxHP != 123 || e.Stats.AC != 17 || e.Stats.AttackBonus != 8 {
|
||||||
|
t.Errorf("stat carryover wrong: got HP=%d AC=%d AB=%d", e.Stats.MaxHP, e.Stats.AC, e.Stats.AttackBonus)
|
||||||
|
}
|
||||||
|
// Damage: per-hit (7.5) × swings (2) folded into one flat Attack = 15.
|
||||||
|
if e.Stats.Attack != 15 {
|
||||||
|
t.Errorf("folded Attack = %d, want 15 (7.5 × 2 swings)", e.Stats.Attack)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestResolveDuel_StrongerWinsRegardlessOfRole pins that a clearly superior
|
||||||
|
// build wins whether it issues or receives the challenge — the two-orientation
|
||||||
|
// resolver must not hand the win to the attacker seat.
|
||||||
|
func TestResolveDuel_StrongerWinsRegardlessOfRole(t *testing.T) {
|
||||||
|
strong := Combatant{
|
||||||
|
Name: "Champion", IsPlayer: true,
|
||||||
|
Stats: CombatStats{
|
||||||
|
MaxHP: 220, AC: 19, AttackBonus: 12,
|
||||||
|
Weapon: &WeaponProfile{DamageCount: 2, DamageSides: 8}, AbilityModForDamage: 5, WeaponProficient: true,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
weak := Combatant{
|
||||||
|
Name: "Novice", IsPlayer: true,
|
||||||
|
Stats: CombatStats{
|
||||||
|
MaxHP: 45, AC: 11, AttackBonus: 3,
|
||||||
|
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 4}, AbilityModForDamage: 0, WeaponProficient: true,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
for i := uint64(0); i < 50; i++ {
|
||||||
|
if r := resolveDuel(strong, weak, duelSeed(i)); r.draw || !r.challengerWins {
|
||||||
|
t.Fatalf("seed %d: strong-as-challenger should win, got %+v", i, r)
|
||||||
|
}
|
||||||
|
if r := resolveDuel(weak, strong, duelSeed(i)); r.draw || r.challengerWins {
|
||||||
|
t.Fatalf("seed %d: strong-as-challenged should win, got %+v", i, r)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestResolveDuel_IdenticalFightersAreUnbiased is the fairness guarantee that
|
||||||
|
// justifies running both orientations: with two identical builds neither the
|
||||||
|
// challenger nor the challenged seat may have a systematic edge. A single-
|
||||||
|
// orientation model (attacker uses full kit, defender is a stat block) would
|
||||||
|
// skew hard toward the challenger; the both-orientations margin cancels it.
|
||||||
|
func TestResolveDuel_IdenticalFightersAreUnbiased(t *testing.T) {
|
||||||
|
fighter := Combatant{
|
||||||
|
Name: "Mirror", IsPlayer: true,
|
||||||
|
Stats: CombatStats{
|
||||||
|
MaxHP: 110, AC: 15, AttackBonus: 7,
|
||||||
|
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8}, AbilityModForDamage: 3, WeaponProficient: true,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
const n = 1200
|
||||||
|
challengerWins, draws := 0, 0
|
||||||
|
for i := uint64(0); i < n; i++ {
|
||||||
|
r := resolveDuel(fighter, fighter, duelSeed(i))
|
||||||
|
switch {
|
||||||
|
case r.draw:
|
||||||
|
draws++
|
||||||
|
case r.challengerWins:
|
||||||
|
challengerWins++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
decided := n - draws
|
||||||
|
if decided == 0 {
|
||||||
|
t.Fatal("all identical-fighter duels drew — resolver isn't discriminating")
|
||||||
|
}
|
||||||
|
// Unbiased by construction (challenger wins iff D1 > D2 for iid D); allow a
|
||||||
|
// generous ±10% band so this stays a bias check, not a flaky coin-count.
|
||||||
|
rate := float64(challengerWins) / float64(decided)
|
||||||
|
if rate < 0.40 || rate > 0.60 {
|
||||||
|
t.Fatalf("challenger win rate %.3f over %d decided duels — systematic bias (want ~0.5)", rate, decided)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestClaimDuelChallenge pins the serialization primitive that guards every
|
||||||
|
// euro path: exactly one caller may claim a challenge, so accept/decline/expire
|
||||||
|
// can never both move money for the same row.
|
||||||
|
func TestClaimDuelChallenge(t *testing.T) {
|
||||||
|
newDuelTestDB(t)
|
||||||
|
ch := &advDuelChallenge{
|
||||||
|
ChallengeID: "duel-1",
|
||||||
|
ChallengerID: id.UserID("@a:x"),
|
||||||
|
ChallengedID: id.UserID("@b:x"),
|
||||||
|
Stake: 1000,
|
||||||
|
ExpiresAt: time.Now().UTC().Add(time.Hour),
|
||||||
|
}
|
||||||
|
insertDuelChallenge(ch)
|
||||||
|
|
||||||
|
if pendingDuelForChallenged(id.UserID("@b:x")) == nil {
|
||||||
|
t.Fatal("challenge should be pending for the challenged player before any claim")
|
||||||
|
}
|
||||||
|
if !duelInvolves(id.UserID("@a:x")) || !duelInvolves(id.UserID("@b:x")) {
|
||||||
|
t.Fatal("duelInvolves should see both parties while the challenge is live")
|
||||||
|
}
|
||||||
|
|
||||||
|
if !claimDuelChallenge("duel-1") {
|
||||||
|
t.Fatal("first claim must succeed")
|
||||||
|
}
|
||||||
|
if claimDuelChallenge("duel-1") {
|
||||||
|
t.Fatal("second claim must fail — the row is gone, so no double refund/payout")
|
||||||
|
}
|
||||||
|
if pendingDuelForChallenged(id.UserID("@b:x")) != nil {
|
||||||
|
t.Fatal("claimed challenge must no longer be pending")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestLoadExpiredDuelChallenges(t *testing.T) {
|
||||||
|
newDuelTestDB(t)
|
||||||
|
insertDuelChallenge(&advDuelChallenge{
|
||||||
|
ChallengeID: "live", ChallengerID: "@a:x", ChallengedID: "@b:x",
|
||||||
|
Stake: 500, ExpiresAt: time.Now().UTC().Add(time.Hour),
|
||||||
|
})
|
||||||
|
insertDuelChallenge(&advDuelChallenge{
|
||||||
|
ChallengeID: "stale", ChallengerID: "@c:x", ChallengedID: "@d:x",
|
||||||
|
Stake: 500, ExpiresAt: time.Now().UTC().Add(-time.Hour),
|
||||||
|
})
|
||||||
|
got := loadExpiredDuelChallenges()
|
||||||
|
if len(got) != 1 || got[0].ChallengeID != "stale" {
|
||||||
|
t.Fatalf("loadExpiredDuelChallenges = %+v, want only the stale one", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSynthDuelEnemy_PortsDefenseAndProcs pins the fidelity carry-overs added
|
||||||
|
// after review: a tank's DamageReduct rides onto the synth enemy, and companion
|
||||||
|
// procs fold their expected damage into its round Attack.
|
||||||
|
func TestSynthDuelEnemy_PortsDefenseAndProcs(t *testing.T) {
|
||||||
|
pc := Combatant{
|
||||||
|
Stats: CombatStats{
|
||||||
|
MaxHP: 100, AC: 15, AttackBonus: 6,
|
||||||
|
Weapon: &WeaponProfile{DamageCount: 1, DamageSides: 8}, AbilityModForDamage: 2, // 6.5/hit
|
||||||
|
},
|
||||||
|
Mods: CombatModifiers{
|
||||||
|
DamageReduct: 0.6, // Barbarian-style mitigation
|
||||||
|
SpiritWeaponProc: 0.5, SpiritWeaponDmg: 4, // expected 0.5×(4+3)=3.5/round
|
||||||
|
},
|
||||||
|
}
|
||||||
|
e := synthDuelEnemy(pc)
|
||||||
|
if e.Mods.DamageReduct != 0.6 {
|
||||||
|
t.Errorf("DamageReduct not ported: got %v, want 0.6", e.Mods.DamageReduct)
|
||||||
|
}
|
||||||
|
// One swing (6.5) + proc expectation (3.5) = 10 → rounded 10.
|
||||||
|
if e.Stats.Attack != 10 {
|
||||||
|
t.Errorf("folded Attack = %d, want 10 (6.5 weapon + 3.5 proc)", e.Stats.Attack)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestParseDuelStake(t *testing.T) {
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
const level = 5 // cap = 2500
|
||||||
|
|
||||||
|
// No stake → default to the cap.
|
||||||
|
if got, err := p.parseDuelStake([]string{"@u"}, level); err != nil || got != 2500 {
|
||||||
|
t.Fatalf("default stake = (%d, %v), want (2500, nil)", got, err)
|
||||||
|
}
|
||||||
|
// Explicit in-band stake, with and without the € prefix.
|
||||||
|
if got, err := p.parseDuelStake([]string{"@u", "€1500"}, level); err != nil || got != 1500 {
|
||||||
|
t.Fatalf("€1500 stake = (%d, %v), want (1500, nil)", got, err)
|
||||||
|
}
|
||||||
|
// Over the cap is rejected.
|
||||||
|
if _, err := p.parseDuelStake([]string{"@u", "9999"}, level); err == nil {
|
||||||
|
t.Error("stake above cap should error")
|
||||||
|
}
|
||||||
|
// Below the floor is rejected.
|
||||||
|
if _, err := p.parseDuelStake([]string{"@u", "10"}, level); err == nil {
|
||||||
|
t.Error("stake below the minimum should error")
|
||||||
|
}
|
||||||
|
// Garbage is rejected.
|
||||||
|
if _, err := p.parseDuelStake([]string{"@u", "lots"}, level); err == nil {
|
||||||
|
t.Error("non-numeric stake should error")
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -32,10 +32,23 @@ type advActiveEvent struct {
|
|||||||
//
|
//
|
||||||
// The per-anchor chances below put a player who hits all three at ~1 event
|
// The per-anchor chances below put a player who hits all three at ~1 event
|
||||||
// per week; see TestAnchoredEventWeeklyRate.
|
// per week; see TestAnchoredEventWeeklyRate.
|
||||||
|
//
|
||||||
|
// K — the three social/economic anchors miss the pure grind loop: a player who
|
||||||
|
// only mines/forages/fishes (now automatic, done by walking) and clears
|
||||||
|
// single-day dungeons, but never sells, never enters the arena, and never runs
|
||||||
|
// a multi-day expedition to a Night camp, would roll for zero events. The
|
||||||
|
// fourth anchor, ZoneClear, fires on a foreground single-day zone clear — the
|
||||||
|
// climax DM that player *is* reading — so they get the same rough cadence.
|
||||||
|
// Autopilot walks and mid-zone region clears deliberately do not fire it (see
|
||||||
|
// zoneCmdAdvance / the full-clear branch of advanceOnceWithOpts). The per-day
|
||||||
|
// slot still caps everyone at one event, so a player who happens to hit two
|
||||||
|
// anchors in a day can't double up. This rate is the tuning knob for item K —
|
||||||
|
// bump it if telemetry shows the grind-loop player still sees too few.
|
||||||
const (
|
const (
|
||||||
advEventChanceDigest = 0.08
|
advEventChanceDigest = 0.08
|
||||||
advEventChanceSell = 0.05
|
advEventChanceSell = 0.05
|
||||||
advEventChanceArena = 0.05
|
advEventChanceArena = 0.05
|
||||||
|
advEventChanceZoneClear = 0.08
|
||||||
)
|
)
|
||||||
|
|
||||||
var (
|
var (
|
||||||
@@ -107,6 +120,14 @@ func (p *AdventurePlugin) eventTicker() {
|
|||||||
// Reclaim invites nobody answered (N3/P6b). Every read already
|
// Reclaim invites nobody answered (N3/P6b). Every read already
|
||||||
// filters on the TTL; this just stops the rows accumulating.
|
// filters on the TTL; this just stops the rows accumulating.
|
||||||
purgeExpiredInvites()
|
purgeExpiredInvites()
|
||||||
|
|
||||||
|
// World boss (N6/C3): auto-spawn the monthly Siege on the 1st and
|
||||||
|
// resolve one whose 72h window has lapsed. Own dedup inside.
|
||||||
|
p.worldBossTick()
|
||||||
|
|
||||||
|
// Duels (N6/C2): refund and clear any challenge whose 24h accept
|
||||||
|
// window lapsed.
|
||||||
|
p.expireDuelChallenges()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -44,6 +44,43 @@ func TestAnchoredEventWeeklyRate(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TestZoneClearAnchorRate pins item K's fourth anchor for the population the
|
||||||
|
// other three miss: a grind-loop player who never sells, never enters the
|
||||||
|
// arena, and never runs a multi-day expedition, but clears single-day zones.
|
||||||
|
// Modelled at two foreground clears per active day (a plausible dungeon
|
||||||
|
// session) they should land in the same ~1 event/week band as the fully-
|
||||||
|
// engaged player — that is the whole point of adding the anchor. The clears/day
|
||||||
|
// assumption and advEventChanceZoneClear are the two tuning knobs; see the K
|
||||||
|
// note in adventure_events.go.
|
||||||
|
func TestZoneClearAnchorRate(t *testing.T) {
|
||||||
|
const clearsPerDay = 2
|
||||||
|
|
||||||
|
const weeks = 20000
|
||||||
|
rng := rand.New(rand.NewPCG(0x5EED, 0x2C)) // "ZC"
|
||||||
|
events := 0
|
||||||
|
for range weeks {
|
||||||
|
for range 7 {
|
||||||
|
firedToday := false
|
||||||
|
for range clearsPerDay {
|
||||||
|
if firedToday {
|
||||||
|
break // one event per player per UTC day
|
||||||
|
}
|
||||||
|
if rng.Float64() < advEventChanceZoneClear {
|
||||||
|
firedToday = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if firedToday {
|
||||||
|
events++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
perWeek := float64(events) / weeks
|
||||||
|
if perWeek < 0.8 || perWeek > 1.5 {
|
||||||
|
t.Errorf("zone-clear anchor = %.3f/week, want ~1 (0.8–1.5)", perWeek)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// TestClaimDailyEventSlot_OnePerDay guards the cap the rate test assumes.
|
// TestClaimDailyEventSlot_OnePerDay guards the cap the rate test assumes.
|
||||||
func TestClaimDailyEventSlot_OnePerDay(t *testing.T) {
|
func TestClaimDailyEventSlot_OnePerDay(t *testing.T) {
|
||||||
uid := id.UserID("@events-slot:example")
|
uid := id.UserID("@events-slot:example")
|
||||||
|
|||||||
519
internal/plugin/adventure_flavor_campaign.go
Normal file
519
internal/plugin/adventure_flavor_campaign.go
Normal file
@@ -0,0 +1,519 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"log/slog"
|
||||||
|
"math/rand/v2"
|
||||||
|
"strings"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// The Hollow King campaign (N5/D1). A light serialized story threaded through
|
||||||
|
// the zones by way of collectible journal pages. "The Hollow King" is already
|
||||||
|
// the Forest Shadows (T2) boss; this frames him as a realm-spanning antagonist
|
||||||
|
// whose fragments turn up wherever players fight elites and open secret rooms.
|
||||||
|
//
|
||||||
|
// The fragments are in-world found artifacts — journal entries, torn letters,
|
||||||
|
// stone inscriptions — not TwinBee's voice. TwinBee's own reactions (D1b) obey
|
||||||
|
// the first-person voice rules; this text does not.
|
||||||
|
|
||||||
|
type journalPage struct {
|
||||||
|
Title string
|
||||||
|
Text string
|
||||||
|
}
|
||||||
|
|
||||||
|
// journalPages is the ordered campaign. Reading the discovered pages top to
|
||||||
|
// bottom tells the fall of a kingdom to the thing its king became. Order is the
|
||||||
|
// story order; players find them out of sequence, which is why the viewer marks
|
||||||
|
// gaps.
|
||||||
|
var journalPages = []journalPage{
|
||||||
|
{"The Long Winter", "A crown is only a circle of gold until a man decides never to take it off. Ours decided in a winter that would not end, and the frost took its cue from him."},
|
||||||
|
{"The Last Physician", "The court healers were sent home one by one, each promising the king had years left. The last was not sent home. We heard him thank the king for the honour."},
|
||||||
|
{"On Shadows", "He stopped casting a shadow before he stopped casting a reflection. The steward struck both from the list of things a servant may notice aloud."},
|
||||||
|
{"The Quiet Ledger", "Grain still left the granaries; no mouths were fed. I stopped auditing the difference the night the number began to feel like a name."},
|
||||||
|
{"A Bargain Overheard", "Through the chapel door: the king's voice, and a second that used his own words a breath before he did. Only one of them was asking."},
|
||||||
|
{"The Hollowing", "They call it a coronation in the records. Those of us who carried the braziers call it what it was. A king was emptied so a crown could keep wearing him."},
|
||||||
|
{"The First Knights", "His honour guard did not die. That was the mercy offered and the price paid. They stand at the old gate yet, and they still salute a throne no living thing sits on."},
|
||||||
|
{"Letters Home, Unsent", "\"Tell mother the pay is good and the work is guarding.\" The satchel held forty such letters, every hand different, every promise the same, none of them sent."},
|
||||||
|
{"The Map Redrawn", "The kingdom did not fall so much as come apart at the seams — a warren here, a drowned temple there, each piece keeping a splinter of him like a tooth in a wound."},
|
||||||
|
{"Root and Rot", "The forest north of the manor grew wrong and grew fast. The woodsmen say the trees lean toward the ruin at dusk. The woodsmen no longer go at dusk."},
|
||||||
|
{"The Warren Below", "Even the goblins gave the deep tunnels to him and asked nothing back. When a scavenger yields ground for free, ask what it saw down there."},
|
||||||
|
{"Water That Remembers", "The temple sank in a single night with the bells still ringing. Divers say the bells ring still, slow, as if something below is counting."},
|
||||||
|
{"The Manor's Long Guest", "Blackspire changed hands nine times in a decade. Every deed names a different owner. Every household names the same tenant, and none will write it down."},
|
||||||
|
{"The Forge Unbanked", "The underforge keeps a heat with no fuel and no smith. What it makes, no one has seen leave. What it makes, we are told, was promised elsewhere long ago."},
|
||||||
|
{"Descent", "The deep roads were a trade route once. Now they are a throat. Everything the surface loses is swallowed the same direction, and the direction has a door at the end."},
|
||||||
|
{"The Bright Country", "Past the crossing the colours are too kind and the days too long. It is the most beautiful place I have run from. He is patient there; he can afford to be."},
|
||||||
|
{"What the Dragon Keeps", "The wyrm hoards more than gold. Deep in the lair, behind the coin, a single crown sits on no head and is guarded better than the hoard."},
|
||||||
|
{"The Portal's Arithmetic", "The abyss gate opens outward. Everyone assumes a door lets things in. This one was built by someone who only ever intended to leave through it."},
|
||||||
|
{"The Regent's Confession", "I ruled in his name for thirty years and never once saw him rule. I signed what the crown wanted signed. I am writing this so that one honest page exists."},
|
||||||
|
{"The Names of the Guard", "I have set down every knight's name here so that when this is read, they are grieved as men and not feared as things. It is the only rescue left to attempt."},
|
||||||
|
{"The Flaw in the Bargain", "The second voice took the king's life and his death both — and a thing that cannot die also cannot be finished. He is not immortal. He is unpaid, and waiting to collect."},
|
||||||
|
{"How to Call Him", "He answers only where his fragments gather and only to one who has gathered them. Do not do this to avenge us. Do it to end the account. Come with the whole ledger or do not come."},
|
||||||
|
{"The Empty Throne", "I have seen the seat at the heart of it all. It is not empty. It is occupied by the shape of a man who left, kept warm against his return."},
|
||||||
|
{"Last Page", "If you are reading in order, you have walked the ruin of everything he emptied to stay. One page is missing from every telling — the one you write by going in. Bring a light. He hates the light. It is the one thing he could never hollow out."},
|
||||||
|
}
|
||||||
|
|
||||||
|
// journalTotalPages is the campaign length; the drop/viewer/finale all read it
|
||||||
|
// so the story can grow by appending to journalPages alone.
|
||||||
|
var journalTotalPages = len(journalPages)
|
||||||
|
|
||||||
|
// journalPageDropChance is the per-elite-kill probability that a page turns up.
|
||||||
|
// Deliberately modest: 24 pages is a long-horizon collection, and secret rooms
|
||||||
|
// (D4) grant pages on top of this. Tunable.
|
||||||
|
const journalPageDropChance = 0.22
|
||||||
|
|
||||||
|
// setJournalPageBit is the in-memory twin of grantJournalPageDB's bitwise OR —
|
||||||
|
// the single definition of "page N lives in bit N-1". Out-of-range pages are a
|
||||||
|
// no-op.
|
||||||
|
func setJournalPageBit(mask int64, page int) int64 {
|
||||||
|
if page < 1 || page > 63 {
|
||||||
|
return mask
|
||||||
|
}
|
||||||
|
return mask | (int64(1) << (page - 1))
|
||||||
|
}
|
||||||
|
|
||||||
|
func journalPageFound(mask int64, page int) bool {
|
||||||
|
if page < 1 || page > 63 {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
return mask&(int64(1)<<(page-1)) != 0
|
||||||
|
}
|
||||||
|
|
||||||
|
func journalPageCount(mask int64) int {
|
||||||
|
n := 0
|
||||||
|
for i := 1; i <= journalTotalPages; i++ {
|
||||||
|
if journalPageFound(mask, i) {
|
||||||
|
n++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return n
|
||||||
|
}
|
||||||
|
|
||||||
|
func journalComplete(mask int64) bool {
|
||||||
|
return journalPageCount(mask) >= journalTotalPages
|
||||||
|
}
|
||||||
|
|
||||||
|
// pickUnfoundJournalPage returns a random not-yet-found page number, or 0 when
|
||||||
|
// the campaign is already complete.
|
||||||
|
func pickUnfoundJournalPage(mask int64, rng *rand.Rand) int {
|
||||||
|
var missing []int
|
||||||
|
for i := 1; i <= journalTotalPages; i++ {
|
||||||
|
if !journalPageFound(mask, i) {
|
||||||
|
missing = append(missing, i)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if len(missing) == 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
return missing[rngIntN(rng, len(missing))]
|
||||||
|
}
|
||||||
|
|
||||||
|
// maybeDropJournalPage rolls a page reward for an elite kill or secret room and,
|
||||||
|
// on a hit, grants a random unfound page and returns its narration line. Empty
|
||||||
|
// string means no drop (missed the roll, DB error, or campaign already
|
||||||
|
// complete). The roll draws from the same RNG the surrounding loot rolls use
|
||||||
|
// and never touches SimulateCombat's stream, so the combat golden is unmoved.
|
||||||
|
func (p *AdventurePlugin) maybeDropJournalPage(userID id.UserID, rng *rand.Rand) string {
|
||||||
|
if rngFloat(rng) >= journalPageDropChance {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
return p.grantJournalPage(userID, rng)
|
||||||
|
}
|
||||||
|
|
||||||
|
// grantJournalPage grants a random unfound page unconditionally (used by secret
|
||||||
|
// rooms, which award a page for certain). Returns "" when already complete or on
|
||||||
|
// error.
|
||||||
|
func (p *AdventurePlugin) grantJournalPage(userID id.UserID, rng *rand.Rand) string {
|
||||||
|
mask, err := loadJournalPages(userID)
|
||||||
|
if err != nil {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
page := pickUnfoundJournalPage(mask, rng)
|
||||||
|
if page == 0 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
if err := grantJournalPageDB(userID, page); err != nil {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
// If the page turned up mid-expedition, drop a log beat so the end-of-day
|
||||||
|
// digest can have TwinBee react to it. No expedition (legacy !zone, or a
|
||||||
|
// secret room opened outside a run) simply means no digest to react in.
|
||||||
|
if exp, err := getActiveExpedition(userID); err == nil && exp != nil {
|
||||||
|
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "journal",
|
||||||
|
journalPages[page-1].Title, fmt.Sprintf("page %d", page))
|
||||||
|
}
|
||||||
|
return fmt.Sprintf("📖 A torn journal page — _%s_ (page %d of %d). See `!adventure journal`.",
|
||||||
|
journalPages[page-1].Title, page, journalTotalPages)
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- N5/D4 secret content pass ---------------------------------------------
|
||||||
|
//
|
||||||
|
// Every NodeKindSecret room resolves as a no-combat treasure cache (see
|
||||||
|
// resolveSecretRoom in dnd_zone_combat.go). Finding it — via the perception /
|
||||||
|
// stat check on the fork, or a cross-zone key — is the reward: a guaranteed
|
||||||
|
// journal page, a LootBias-weighted treasure roll, and a guaranteed consumable
|
||||||
|
// cache. The flavor and the key catalog live here with the rest of the
|
||||||
|
// campaign; the resolution mechanics live next to the other room resolvers.
|
||||||
|
|
||||||
|
// secretRoomCacheCount is how many zone-tier consumables a secret room always
|
||||||
|
// hands over, so the room pays out something visible even for a player who has
|
||||||
|
// every page and misses the treasure roll.
|
||||||
|
const secretRoomCacheCount = 2
|
||||||
|
|
||||||
|
// crossZoneKey pairs a source secret room with the key item it grants. The key
|
||||||
|
// is a plain inventory item; a LockKey edge in the destination zone matches its
|
||||||
|
// lower-cased Name against lock_data.key_id (see evaluateEdgeLock). Keys persist
|
||||||
|
// in inventory, so the unlock is permanent once earned.
|
||||||
|
type crossZoneKey struct {
|
||||||
|
item AdvItem
|
||||||
|
unlocksIn ZoneID // destination zone, for the grant narration
|
||||||
|
unlockHint string // what the key opens, surfaced when it's granted
|
||||||
|
}
|
||||||
|
|
||||||
|
// secretRoomKeys — the two cross-zone keys (N5/D4). A Sunken Temple sigil opens
|
||||||
|
// a sealed reliquary in Manor Blackspire; an Underforge seal opens a vault deep
|
||||||
|
// in the Underdark throne approach. Keyed by the source secret's node ID.
|
||||||
|
var secretRoomKeys = map[string]crossZoneKey{
|
||||||
|
"sunken_temple.coral_reliquary": {
|
||||||
|
item: AdvItem{Name: "Sunken Sigil", Type: "key", Tier: 2},
|
||||||
|
unlocksIn: ZoneManorBlackspire,
|
||||||
|
unlockHint: "a drowned god's mark — Blackspire has a door that remembers it",
|
||||||
|
},
|
||||||
|
"underforge.forge_vault": {
|
||||||
|
item: AdvItem{Name: "Underforge Seal", Type: "key", Tier: 3},
|
||||||
|
unlocksIn: ZoneUnderdark,
|
||||||
|
unlockHint: "the forge's own brand — something in the deep roads was promised its work",
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
// grantSecretRoomKey hands over the cross-zone key a secret room carries, if it
|
||||||
|
// carries one and the player isn't already holding it. Idempotent: re-finding
|
||||||
|
// the room on a later run won't stack duplicate keys. Returns the narration line
|
||||||
|
// (empty when the room grants no key, the player already has it, or on error).
|
||||||
|
func (p *AdventurePlugin) grantSecretRoomKey(userID id.UserID, node ZoneNode) string {
|
||||||
|
key, ok := secretRoomKeys[node.NodeID]
|
||||||
|
if !ok {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
items, err := loadAdvInventory(userID)
|
||||||
|
if err != nil {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
want := strings.ToLower(key.item.Name)
|
||||||
|
for _, it := range items {
|
||||||
|
if strings.ToLower(it.Name) == want {
|
||||||
|
return "" // already earned — don't stack it
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if err := addAdvInventoryItem(userID, key.item); err != nil {
|
||||||
|
slog.Error("secret room: grant key", "user", userID, "key", key.item.Name, "err", err)
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
return fmt.Sprintf("🗝 **%s** — %s.", key.item.Name, key.unlockHint)
|
||||||
|
}
|
||||||
|
|
||||||
|
// secretRoomDiscovery is the bespoke in-world discovery line for a secret room,
|
||||||
|
// keyed by node ID. Not TwinBee's voice — the same in-world register the journal
|
||||||
|
// pages use. Nodes without an entry fall back to a generic line built from the
|
||||||
|
// node label.
|
||||||
|
var secretRoomDiscovery = map[string]string{
|
||||||
|
"crypt_valdris.secret_chamber": "🔍 **A sealed chamber.** The other grave-robbers pried at the wrong wall. This one gives — Valdris kept something back even from his own tomb.",
|
||||||
|
"forest_shadows.sapling_shrine": "🔍 **The Sapling Shrine.** A ring of young antlers grown from the dirt, and something votive left at the centre — an offering the King's shell never came back to claim.",
|
||||||
|
"sunken_temple.coral_reliquary": "🔍 **The Coral Reliquary.** Behind a lattice of living coral, a niche the flood sealed rather than drowned. What the temple hid, it hid well.",
|
||||||
|
"manor_blackspire.hidden_oratory": "🔍 **The Hidden Oratory.** A chapel with no door in the floor plan, kept for a tenant the deeds refuse to name.",
|
||||||
|
"manor_blackspire.sealed_reliquary": "🔍 **The Sealed Reliquary.** The drowned god's sigil bites into the lock and turns. Blackspire kept a piece of the temple's secret behind a door only the temple could open.",
|
||||||
|
"underforge.forge_vault": "🔍 **The Forge Vault.** A strongroom off the unbanked heat, its ledger of commissions all addressed elsewhere and long overdue.",
|
||||||
|
"underdark.lost_reliquary": "🔍 **A lost reliquary.** A shrine the deep roads swallowed whole, still lit, still waiting on a procession that stopped coming a long age ago.",
|
||||||
|
"underdark.sealed_forge_vault": "🔍 **The Sealed Vault.** The Underforge's brand fits the seam, and the deep-road door gives up what the forge sent ahead — payment on the old account.",
|
||||||
|
"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.",
|
||||||
|
}
|
||||||
|
|
||||||
|
// secretRoomDiscoveryLine returns the discovery flavor for a secret room,
|
||||||
|
// falling back to a label-driven generic when the node has no bespoke entry.
|
||||||
|
func secretRoomDiscoveryLine(node ZoneNode) string {
|
||||||
|
if line, ok := secretRoomDiscovery[node.NodeID]; ok {
|
||||||
|
return line
|
||||||
|
}
|
||||||
|
label := node.Label
|
||||||
|
if label == "" {
|
||||||
|
label = "a hidden room"
|
||||||
|
}
|
||||||
|
return fmt.Sprintf("🔍 **%s** — a room the others walked past. Something was left here for whoever looked closer.", label)
|
||||||
|
}
|
||||||
|
|
||||||
|
// bossEpilogues ties each zone boss's death to the Hollow King arc: a 2-3
|
||||||
|
// sentence capstone appended to the boss-down moment. Forest of Shadows is the
|
||||||
|
// King himself — but what falls there is a shell he shed, which is why the arc
|
||||||
|
// (and the finale) outlives it. In-world narration, not TwinBee's voice.
|
||||||
|
var bossEpilogues = map[ZoneID]string{
|
||||||
|
ZoneGoblinWarrens: "Grol dies clutching a coin no goblin minted — a king's face worn smooth by handling. Whatever paid the warren to give up its deep tunnels, it paid in a currency older than these hills.",
|
||||||
|
ZoneCryptValdris: "Valdris tried to cheat the grave and managed only to furnish it. In his last rattle he says a name that isn't his — _hollow, hollow_ — as if warning you of a colleague who did it better.",
|
||||||
|
ZoneForestShadows: "The Hollow King falls without weight, a coat slipped from its peg — and the woods do not go quiet. What you felled here was a thing he shed, not the thing he is. Somewhere, the account he owes goes on accruing.",
|
||||||
|
ZoneSunkenTemple: "The Aboleth's dream breaks and the drowned bells still at last. In the silence you understand what they were counting toward — and that the count did not begin with this temple, and does not end with it.",
|
||||||
|
ZoneManorBlackspire: "Aldric was hollowed the same way, by the same hand, and made a poor imitation: a lord kept past his death to hold a house for a guest who never came. He thanks you. It is the first thing he has meant in a century.",
|
||||||
|
ZoneUnderforge: "Thyrak's fires gutter out, and the half-made things on the anvils cool into what they were always going to be — regalia, and soldiers, and a crown with no head to fit. The forge was filling an order placed a long time ago.",
|
||||||
|
ZoneUnderdark: "Ilvaras ruled the throat that swallows everything downward, toward the door at the bottom of the world. She dies certain she served a queen. She served a direction, and the direction has a name it never told her.",
|
||||||
|
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.",
|
||||||
|
}
|
||||||
|
|
||||||
|
// bossEpilogueLine returns the campaign capstone for a zone boss, or "" for
|
||||||
|
// zones with none (and for the synthetic arena, which has no ZoneID entry).
|
||||||
|
func bossEpilogueLine(zoneID ZoneID) string {
|
||||||
|
return bossEpilogues[zoneID]
|
||||||
|
}
|
||||||
|
|
||||||
|
// writeBossEpilogue appends a zone's campaign capstone (if any) to a
|
||||||
|
// victory narration. Shared by every boss-down render path — the manual
|
||||||
|
// turn-based finishes (finishCombatSession, finishPartyWin) and the compact
|
||||||
|
// autopilot boss resolve — so the D1b epilogue fires no matter how the boss
|
||||||
|
// was cleared. Caller gates on "this was a boss, not an elite".
|
||||||
|
func writeBossEpilogue(b *strings.Builder, zoneID ZoneID) {
|
||||||
|
if ep := bossEpilogueLine(zoneID); ep != "" {
|
||||||
|
b.WriteString("\n" + ep + "\n")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// twinBeeJournalReactions are TwinBee's morning/digest reactions to pages found
|
||||||
|
// during the day — first-person, implicit subject, he/him, one line, curious,
|
||||||
|
// never expository (feedback_twinbee_voice, feedback_twinbee_is_male). Picked
|
||||||
|
// deterministically so a re-rendered digest reads the same.
|
||||||
|
var twinBeeJournalReactions = []string{
|
||||||
|
"📖 Found a torn page in your kit tonight — been reading it by the fire while you sleep. This king of theirs was not a well man.",
|
||||||
|
"📖 Another page. Keep turning them up and I keep piecing him together, and I do not much like the shape.",
|
||||||
|
"📖 Read the new page twice. Whoever wrote it was frightened of something patient. I think we are walking toward it.",
|
||||||
|
"📖 Slipped the day's page into the others. The story's filling in at the edges, and none of the edges are kind.",
|
||||||
|
}
|
||||||
|
|
||||||
|
// twinBeeJournalReaction picks one reaction line deterministically from the day
|
||||||
|
// and the number of pages found, so the digest is stable across re-renders.
|
||||||
|
func twinBeeJournalReaction(day, pagesToday int) string {
|
||||||
|
if len(twinBeeJournalReactions) == 0 || pagesToday <= 0 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
idx := (day + pagesToday) % len(twinBeeJournalReactions)
|
||||||
|
if idx < 0 {
|
||||||
|
idx = -idx
|
||||||
|
}
|
||||||
|
return twinBeeJournalReactions[idx]
|
||||||
|
}
|
||||||
|
|
||||||
|
// handleJournalCmd renders the player's collected campaign pages.
|
||||||
|
func (p *AdventurePlugin) handleJournalCmd(ctx MessageContext) error {
|
||||||
|
char, _, err := p.ensureCharacter(ctx.Sender)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` to create one first.")
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, renderJournal(char.JournalPages))
|
||||||
|
}
|
||||||
|
|
||||||
|
// renderJournal builds the `!adventure journal` view: discovered pages in story
|
||||||
|
// order, with runs of missing pages collapsed to a single "…".
|
||||||
|
func renderJournal(mask int64) string {
|
||||||
|
found := journalPageCount(mask)
|
||||||
|
var b strings.Builder
|
||||||
|
b.WriteString(fmt.Sprintf("📖 **The Hollow King** — Journal (%d / %d pages)\n",
|
||||||
|
found, journalTotalPages))
|
||||||
|
|
||||||
|
if found == 0 {
|
||||||
|
b.WriteString("\nYou carry no pages yet. They surface where the realm's fragments gather — in the hands of elites, and behind doors most adventurers walk past.")
|
||||||
|
return b.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
b.WriteString("\n")
|
||||||
|
gapOpen := false
|
||||||
|
for i := 1; i <= journalTotalPages; i++ {
|
||||||
|
if journalPageFound(mask, i) {
|
||||||
|
gapOpen = false
|
||||||
|
jp := journalPages[i-1]
|
||||||
|
b.WriteString(fmt.Sprintf("\n**%s. %s**\n%s\n", romanNumeral(i), jp.Title, jp.Text))
|
||||||
|
} else if !gapOpen {
|
||||||
|
gapOpen = true
|
||||||
|
b.WriteString("\n…\n")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if journalComplete(mask) {
|
||||||
|
b.WriteString("\nThe ledger is whole. Clear both Tier-5 zones and you can follow him to the end — `!expedition start epilogue`.")
|
||||||
|
} else {
|
||||||
|
b.WriteString(fmt.Sprintf("\n_%d pages still scattered._", journalTotalPages-found))
|
||||||
|
}
|
||||||
|
return b.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
// romanNumeral renders 1..24 as upper-case Roman numerals for the page headers.
|
||||||
|
// The campaign never exceeds a couple dozen pages, so a small table beats a
|
||||||
|
// general algorithm here.
|
||||||
|
func romanNumeral(n int) string {
|
||||||
|
if n < 1 || n > len(romanNumerals) {
|
||||||
|
return fmt.Sprintf("%d", n)
|
||||||
|
}
|
||||||
|
return romanNumerals[n-1]
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── D1c: the finale ─────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// finaleTitle is the unique role awarded for the first finale clear.
|
||||||
|
const finaleTitle = "Kingsbane"
|
||||||
|
|
||||||
|
const epilogueEntryFlavor = "You bring the whole ledger to the Empty Throne. The shape kept warm against his return stirs, and stands, and is finally, fully here."
|
||||||
|
|
||||||
|
// hollowKingFinaleMonster is the finale stat block: Belaxath's block — the abyss
|
||||||
|
// boss whose gate "was meant to let one thing come home" — re-dressed as the
|
||||||
|
// King returned in full, with HP bumped for a capstone. A variant stat block
|
||||||
|
// with no new mechanics, per the plan. Built on the fly (not registered in
|
||||||
|
// dndBestiary) because runZoneCombat takes the template directly, exactly as the
|
||||||
|
// arena bosses do.
|
||||||
|
func hollowKingFinaleMonster() DnDMonsterTemplate {
|
||||||
|
m := dndBestiary["boss_belaxath"]
|
||||||
|
m.ID = "boss_hollow_king_finale"
|
||||||
|
m.Name = "The Hollow King, Unhoused"
|
||||||
|
m.HP = int(float64(m.HP) * 1.25)
|
||||||
|
m.Notes = "Finale encounter — the Hollow King returned in full through the abyss gate. Variant of the Balor stat block; no new mechanics."
|
||||||
|
return m
|
||||||
|
}
|
||||||
|
|
||||||
|
// epilogueUnlocked gates the finale on the whole ledger plus both Tier-5 clears.
|
||||||
|
func (p *AdventurePlugin) epilogueUnlocked(char *AdventureCharacter) (bool, string) {
|
||||||
|
if !journalComplete(char.JournalPages) {
|
||||||
|
return false, fmt.Sprintf(
|
||||||
|
"The trail runs cold. You've recovered **%d of %d** journal pages — find them all before you can follow him to the end. (`!adventure journal`)",
|
||||||
|
journalPageCount(char.JournalPages), journalTotalPages)
|
||||||
|
}
|
||||||
|
if !clearedEveryZoneOfTier(db.Get(), char.UserID, ZoneTier(5)) {
|
||||||
|
return false, "You hold the whole ledger, but not the standing to use it. Clear **both** Tier-5 zones — the Dragon's Lair and the Abyss Portal — then come back to the throne."
|
||||||
|
}
|
||||||
|
return true, ""
|
||||||
|
}
|
||||||
|
|
||||||
|
// handleEpilogueEncounter runs the finale: a single auto-resolved boss fight
|
||||||
|
// against the Hollow King's true form, reached via `!expedition start epilogue`.
|
||||||
|
// Reward drops only on the first clear (reward-once); later clears are a
|
||||||
|
// flavour-only rematch. A loss costs a death, as any boss fight does.
|
||||||
|
func (p *AdventurePlugin) handleEpilogueEncounter(ctx MessageContext) error {
|
||||||
|
char, _, err := p.ensureCharacter(ctx.Sender)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` first.")
|
||||||
|
}
|
||||||
|
if !char.Alive {
|
||||||
|
return p.SendDM(ctx.Sender, "You're in no shape to face him. Mend at `!hospital` first.")
|
||||||
|
}
|
||||||
|
if ok, why := p.epilogueUnlocked(char); !ok {
|
||||||
|
return p.SendDM(ctx.Sender, why)
|
||||||
|
}
|
||||||
|
// Busy guards — the finale is a synchronous auto-resolved fight, so refuse if
|
||||||
|
// anything else is in flight and could collide on HP or run state.
|
||||||
|
if exp, _ := getActiveExpedition(ctx.Sender); exp != nil {
|
||||||
|
return p.SendDM(ctx.Sender, "Finish your expedition before you walk to the Empty Throne.")
|
||||||
|
}
|
||||||
|
if run, _ := getActiveZoneRun(ctx.Sender); run != nil {
|
||||||
|
return p.SendDM(ctx.Sender, "Finish your current zone run first.")
|
||||||
|
}
|
||||||
|
if sess, _ := getActiveCombatSession(ctx.Sender); sess != nil {
|
||||||
|
return p.SendDM(ctx.Sender, "You're already in a fight. Finish it first.")
|
||||||
|
}
|
||||||
|
|
||||||
|
monster := hollowKingFinaleMonster()
|
||||||
|
displayName, _ := loadDisplayName(ctx.Sender)
|
||||||
|
if displayName == "" {
|
||||||
|
displayName = "You"
|
||||||
|
}
|
||||||
|
|
||||||
|
preHP, _ := dndHPSnapshot(ctx.Sender)
|
||||||
|
result, err := p.runZoneCombat(ctx.Sender, monster, 5, bossCombatPhases, 50)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("epilogue: combat failed", "user", ctx.Sender, "err", err)
|
||||||
|
return p.SendDM(ctx.Sender, "Something went wrong at the throne. Try again in a moment.")
|
||||||
|
}
|
||||||
|
postHP, maxHP := dndHPSnapshot(ctx.Sender)
|
||||||
|
nat20s, nat1s := countNat20sAnd1s(result)
|
||||||
|
|
||||||
|
intro := fmt.Sprintf("👑 **The Empty Throne — %s** (HP %d, AC %d)\n_%s_",
|
||||||
|
monster.Name, monster.HP, monster.AC, epilogueEntryFlavor)
|
||||||
|
phases := RenderCombatLog(result, displayName, monster.Name)
|
||||||
|
outcome := renderBossOutcome(BossOutcomeInputs{
|
||||||
|
// Synthetic ZoneArena keeps twinBeeLine's deterministic pickers off any
|
||||||
|
// real zone's pool, exactly as the arena does.
|
||||||
|
ZoneID: ZoneArena,
|
||||||
|
RunID: "epilogue-" + string(ctx.Sender),
|
||||||
|
RoomIdx: 0,
|
||||||
|
Monster: monster,
|
||||||
|
Result: result,
|
||||||
|
PreHP: preHP,
|
||||||
|
PostHP: postHP,
|
||||||
|
MaxHP: maxHP,
|
||||||
|
PhaseTwoAt: 0.40,
|
||||||
|
Nat20s: nat20s,
|
||||||
|
Nat1s: nat1s,
|
||||||
|
DefeatHeadline: "💀 The Hollow King folds you into the quiet he keeps. The account goes unpaid a while longer.",
|
||||||
|
VictoryHeadline: fmt.Sprintf("🏆 **The Hollow King falls — and this time stays down.** You finished at **%d/%d HP**.", postHP, maxHP),
|
||||||
|
})
|
||||||
|
|
||||||
|
var tail string
|
||||||
|
if !result.PlayerWon {
|
||||||
|
markAdventureDead(ctx.Sender, "adventure", "the Empty Throne")
|
||||||
|
} else {
|
||||||
|
tail = p.finishEpilogueWin(ctx.Sender, char.EpilogueCleared)
|
||||||
|
}
|
||||||
|
|
||||||
|
_ = p.sendZoneCombatMessages(ctx.Sender, append([]string{intro}, phases...), joinLootLines(outcome, tail))
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// finishEpilogueWin grants the reward on a first clear and returns the reward
|
||||||
|
// narration; a repeat clear is flavour only. The character is reloaded before
|
||||||
|
// the title write so runZoneCombat's post-fight HP persist isn't clobbered.
|
||||||
|
func (p *AdventurePlugin) finishEpilogueWin(userID id.UserID, alreadyCleared bool) string {
|
||||||
|
if alreadyCleared {
|
||||||
|
return "_The throne stays empty. You came to be sure. You are sure._"
|
||||||
|
}
|
||||||
|
|
||||||
|
// Latch the once-only flag BEFORE handing out the Legendary + title, so a
|
||||||
|
// failed write (or a crash) can never leave the reward repeatable. If the
|
||||||
|
// latch fails, skip the grant entirely — the player re-enters uncleared and
|
||||||
|
// can try again, rather than pocketing a second Legendary on the retry.
|
||||||
|
if err := markEpilogueClearedDB(userID); err != nil {
|
||||||
|
slog.Error("epilogue: mark cleared failed", "user", userID, "err", err)
|
||||||
|
return "_The account won't quite close — the ledger jams. Try `!expedition start epilogue` again._"
|
||||||
|
}
|
||||||
|
|
||||||
|
var b strings.Builder
|
||||||
|
b.WriteString("🎖️ **The account is closed.** You are named **" + finaleTitle + "** — the one who unhoused the Hollow King.\n")
|
||||||
|
if mi, ok := pickMagicItemForRarity(RarityLegendary, nil); ok {
|
||||||
|
if line := p.dropMagicItemLoot(userID, mi, LootTierLegendary); line != "" {
|
||||||
|
b.WriteString(line + "\n")
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
slog.Error("epilogue: no legendary in registry", "user", userID)
|
||||||
|
}
|
||||||
|
|
||||||
|
if fresh, err := loadAdvCharacter(userID); err == nil && fresh != nil {
|
||||||
|
if fresh.Title != finaleTitle {
|
||||||
|
fresh.Title = finaleTitle
|
||||||
|
if err := saveAdvCharacter(fresh); err != nil {
|
||||||
|
slog.Error("epilogue: title save failed", "user", userID, "err", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if gr := gamesRoom(); gr != "" {
|
||||||
|
if dn, _ := loadDisplayName(userID); dn != "" {
|
||||||
|
p.SendMessage(id.RoomID(gr), fmt.Sprintf(
|
||||||
|
"👑 **%s** carried the whole ledger to the Empty Throne and closed the account. The Hollow King is ended. **%s.**",
|
||||||
|
dn, finaleTitle))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return b.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
var romanNumerals = []string{
|
||||||
|
"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X",
|
||||||
|
"XI", "XII", "XIII", "XIV", "XV", "XVI", "XVII", "XVIII", "XIX", "XX",
|
||||||
|
"XXI", "XXII", "XXIII", "XXIV", "XXV", "XXVI", "XXVII", "XXVIII", "XXIX", "XXX",
|
||||||
|
}
|
||||||
300
internal/plugin/adventure_flavor_campaign_test.go
Normal file
300
internal/plugin/adventure_flavor_campaign_test.go
Normal file
@@ -0,0 +1,300 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"math/rand/v2"
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func TestJournalGrant_DBRoundTripIsAtomicOR(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
u := id.UserID("@page:test.invalid")
|
||||||
|
|
||||||
|
// No row yet → zero pages.
|
||||||
|
if mask, err := loadJournalPages(u); err != nil || mask != 0 {
|
||||||
|
t.Fatalf("fresh player: mask=%d err=%v, want 0/nil", mask, err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// First grant creates the row (ON CONFLICT INSERT path).
|
||||||
|
if err := grantJournalPageDB(u, 5); err != nil {
|
||||||
|
t.Fatalf("grant page 5: %v", err)
|
||||||
|
}
|
||||||
|
// Second grant ORs into the existing row without clobbering the first.
|
||||||
|
if err := grantJournalPageDB(u, 2); err != nil {
|
||||||
|
t.Fatalf("grant page 2: %v", err)
|
||||||
|
}
|
||||||
|
// Re-granting a found page is idempotent.
|
||||||
|
if err := grantJournalPageDB(u, 5); err != nil {
|
||||||
|
t.Fatalf("re-grant page 5: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
mask, err := loadJournalPages(u)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("load: %v", err)
|
||||||
|
}
|
||||||
|
if !journalPageFound(mask, 2) || !journalPageFound(mask, 5) {
|
||||||
|
t.Fatalf("pages 2 and 5 should be found, mask=%b", mask)
|
||||||
|
}
|
||||||
|
if journalPageCount(mask) != 2 {
|
||||||
|
t.Fatalf("count=%d, want 2 (mask=%b)", journalPageCount(mask), mask)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Overlay populates the character field the viewer reads.
|
||||||
|
var c AdventureCharacter
|
||||||
|
c.UserID = u
|
||||||
|
applyPlayerMetaOverlay(&c)
|
||||||
|
if c.JournalPages != mask {
|
||||||
|
t.Fatalf("overlay JournalPages=%b, want %b", c.JournalPages, mask)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestJournalCatalog_WellFormed(t *testing.T) {
|
||||||
|
if journalTotalPages != len(journalPages) {
|
||||||
|
t.Fatalf("journalTotalPages %d != len(journalPages) %d", journalTotalPages, len(journalPages))
|
||||||
|
}
|
||||||
|
if journalTotalPages < 1 || journalTotalPages > 63 {
|
||||||
|
t.Fatalf("journal must fit an int64 bitmask (1..63); got %d", journalTotalPages)
|
||||||
|
}
|
||||||
|
if journalTotalPages > len(romanNumerals) {
|
||||||
|
t.Fatalf("more pages (%d) than roman numerals (%d)", journalTotalPages, len(romanNumerals))
|
||||||
|
}
|
||||||
|
seen := map[string]bool{}
|
||||||
|
for i, jp := range journalPages {
|
||||||
|
if strings.TrimSpace(jp.Title) == "" {
|
||||||
|
t.Errorf("page %d has empty title", i+1)
|
||||||
|
}
|
||||||
|
if strings.TrimSpace(jp.Text) == "" {
|
||||||
|
t.Errorf("page %d (%q) has empty text", i+1, jp.Title)
|
||||||
|
}
|
||||||
|
if seen[jp.Title] {
|
||||||
|
t.Errorf("duplicate page title %q", jp.Title)
|
||||||
|
}
|
||||||
|
seen[jp.Title] = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestJournalBitmask_GrantQueryCount(t *testing.T) {
|
||||||
|
var mask int64
|
||||||
|
if journalPageCount(mask) != 0 {
|
||||||
|
t.Fatalf("empty mask should count 0")
|
||||||
|
}
|
||||||
|
if journalPageFound(mask, 1) {
|
||||||
|
t.Fatalf("page 1 should be unfound on empty mask")
|
||||||
|
}
|
||||||
|
mask = setJournalPageBit(mask, 3)
|
||||||
|
mask = setJournalPageBit(mask, 1)
|
||||||
|
if !journalPageFound(mask, 3) || !journalPageFound(mask, 1) {
|
||||||
|
t.Fatalf("pages 1 and 3 should be found")
|
||||||
|
}
|
||||||
|
if journalPageFound(mask, 2) {
|
||||||
|
t.Fatalf("page 2 should still be unfound")
|
||||||
|
}
|
||||||
|
if got := journalPageCount(mask); got != 2 {
|
||||||
|
t.Fatalf("count = %d, want 2", got)
|
||||||
|
}
|
||||||
|
// Re-setting a found page is idempotent.
|
||||||
|
if again := setJournalPageBit(mask, 3); again != mask {
|
||||||
|
t.Fatalf("re-granting page 3 changed the mask")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestPickUnfoundJournalPage_ExhaustsToZero(t *testing.T) {
|
||||||
|
rng := rand.New(rand.NewPCG(1, 2))
|
||||||
|
var mask int64
|
||||||
|
found := map[int]bool{}
|
||||||
|
for i := 0; i < journalTotalPages; i++ {
|
||||||
|
page := pickUnfoundJournalPage(mask, rng)
|
||||||
|
if page < 1 || page > journalTotalPages {
|
||||||
|
t.Fatalf("pick %d out of range", page)
|
||||||
|
}
|
||||||
|
if found[page] {
|
||||||
|
t.Fatalf("pick returned already-found page %d", page)
|
||||||
|
}
|
||||||
|
found[page] = true
|
||||||
|
mask = setJournalPageBit(mask, page)
|
||||||
|
}
|
||||||
|
if !journalComplete(mask) {
|
||||||
|
t.Fatalf("mask should be complete after %d picks", journalTotalPages)
|
||||||
|
}
|
||||||
|
if page := pickUnfoundJournalPage(mask, rng); page != 0 {
|
||||||
|
t.Fatalf("pick on complete mask = %d, want 0", page)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenderJournal_EmptyPartialFull(t *testing.T) {
|
||||||
|
// Empty.
|
||||||
|
empty := renderJournal(0)
|
||||||
|
if !strings.Contains(empty, "0 / ") {
|
||||||
|
t.Errorf("empty journal should show 0 found:\n%s", empty)
|
||||||
|
}
|
||||||
|
if strings.Contains(empty, "…") {
|
||||||
|
t.Errorf("empty journal should not render a gap marker:\n%s", empty)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Partial with a gap: pages 1 and 3 found, 2 missing → exactly one "…".
|
||||||
|
var partial int64
|
||||||
|
partial = setJournalPageBit(partial, 1)
|
||||||
|
partial = setJournalPageBit(partial, 3)
|
||||||
|
pv := renderJournal(partial)
|
||||||
|
if !strings.Contains(pv, journalPages[0].Title) || !strings.Contains(pv, journalPages[2].Title) {
|
||||||
|
t.Errorf("partial journal missing a found page title:\n%s", pv)
|
||||||
|
}
|
||||||
|
if strings.Contains(pv, journalPages[1].Title) {
|
||||||
|
t.Errorf("partial journal leaked an unfound page's text:\n%s", pv)
|
||||||
|
}
|
||||||
|
if !strings.Contains(pv, "…") {
|
||||||
|
t.Errorf("partial journal with a gap should render '…':\n%s", pv)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Full: every title present, no gap, completion line.
|
||||||
|
var full int64
|
||||||
|
for i := 1; i <= journalTotalPages; i++ {
|
||||||
|
full = setJournalPageBit(full, i)
|
||||||
|
}
|
||||||
|
fv := renderJournal(full)
|
||||||
|
if strings.Contains(fv, "…") {
|
||||||
|
t.Errorf("complete journal should have no gaps:\n%s", fv)
|
||||||
|
}
|
||||||
|
for _, jp := range journalPages {
|
||||||
|
if !strings.Contains(fv, jp.Title) {
|
||||||
|
t.Errorf("complete journal missing page %q", jp.Title)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !journalComplete(full) {
|
||||||
|
t.Fatalf("full mask should be complete")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestJournalDropChance_Sane(t *testing.T) {
|
||||||
|
if journalPageDropChance <= 0 || journalPageDropChance >= 1 {
|
||||||
|
t.Fatalf("drop chance %v out of (0,1)", journalPageDropChance)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestBossEpilogues_EveryRegisteredZoneHasOne(t *testing.T) {
|
||||||
|
for _, z := range allZones() {
|
||||||
|
if strings.TrimSpace(bossEpilogueLine(z.ID)) == "" {
|
||||||
|
t.Errorf("zone %s (%s) has no boss epilogue", z.ID, z.Display)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// The synthetic arena is not a campaign zone — it must have none.
|
||||||
|
if bossEpilogueLine(ZoneArena) != "" {
|
||||||
|
t.Errorf("arena should have no boss epilogue")
|
||||||
|
}
|
||||||
|
if bossEpilogueLine(ZoneID("nonexistent")) != "" {
|
||||||
|
t.Errorf("unknown zone should have no epilogue")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestHollowKingFinaleMonster_ClonesBelaxathWithBump(t *testing.T) {
|
||||||
|
base := dndBestiary["boss_belaxath"]
|
||||||
|
if base.ID == "" {
|
||||||
|
t.Fatal("boss_belaxath missing from bestiary — finale clones it")
|
||||||
|
}
|
||||||
|
m := hollowKingFinaleMonster()
|
||||||
|
if m.ID != "boss_hollow_king_finale" {
|
||||||
|
t.Errorf("finale ID = %q", m.ID)
|
||||||
|
}
|
||||||
|
if m.Name == base.Name || m.Name == "" {
|
||||||
|
t.Errorf("finale name should differ from Belaxath: %q", m.Name)
|
||||||
|
}
|
||||||
|
if m.HP <= base.HP {
|
||||||
|
t.Errorf("finale HP %d should exceed base %d (capstone bump)", m.HP, base.HP)
|
||||||
|
}
|
||||||
|
// No new mechanics: the ability and defensive profile carry over unchanged.
|
||||||
|
if m.Ability != base.Ability {
|
||||||
|
t.Errorf("finale ability pointer changed — should reuse Belaxath's, no new mechanics")
|
||||||
|
}
|
||||||
|
if m.AC != base.AC || m.CR != base.CR {
|
||||||
|
t.Errorf("finale AC/CR drifted from base: AC %d/%d CR %v/%v", m.AC, base.AC, m.CR, base.CR)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestEpilogueRewardOnce_FlagRoundTrip(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
u := id.UserID("@finale:test.invalid")
|
||||||
|
|
||||||
|
if got, err := loadEpilogueCleared(u); err != nil || got {
|
||||||
|
t.Fatalf("fresh player: cleared=%v err=%v, want false/nil", got, err)
|
||||||
|
}
|
||||||
|
if err := markEpilogueClearedDB(u); err != nil {
|
||||||
|
t.Fatalf("mark cleared: %v", err)
|
||||||
|
}
|
||||||
|
if got, err := loadEpilogueCleared(u); err != nil || !got {
|
||||||
|
t.Fatalf("after mark: cleared=%v err=%v, want true/nil", got, err)
|
||||||
|
}
|
||||||
|
// Idempotent.
|
||||||
|
if err := markEpilogueClearedDB(u); err != nil {
|
||||||
|
t.Fatalf("re-mark: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
var c AdventureCharacter
|
||||||
|
c.UserID = u
|
||||||
|
applyPlayerMetaOverlay(&c)
|
||||||
|
if !c.EpilogueCleared {
|
||||||
|
t.Fatalf("overlay did not carry EpilogueCleared")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestEpilogueUnlocked_Gates(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
|
||||||
|
// Incomplete journal → refused, page-count message.
|
||||||
|
partial := &AdventureCharacter{UserID: id.UserID("@u1:test.invalid")}
|
||||||
|
partial.JournalPages = setJournalPageBit(0, 1)
|
||||||
|
ok, why := p.epilogueUnlocked(partial)
|
||||||
|
if ok {
|
||||||
|
t.Fatalf("incomplete journal should not unlock")
|
||||||
|
}
|
||||||
|
if !strings.Contains(why, "journal pages") {
|
||||||
|
t.Errorf("expected page-count refusal, got: %s", why)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Complete journal but no Tier-5 clears → refused, T5 message.
|
||||||
|
full := &AdventureCharacter{UserID: id.UserID("@u2:test.invalid")}
|
||||||
|
for i := 1; i <= journalTotalPages; i++ {
|
||||||
|
full.JournalPages = setJournalPageBit(full.JournalPages, i)
|
||||||
|
}
|
||||||
|
ok, why = p.epilogueUnlocked(full)
|
||||||
|
if ok {
|
||||||
|
t.Fatalf("no T5 clears should not unlock")
|
||||||
|
}
|
||||||
|
if !strings.Contains(why, "Tier-5") {
|
||||||
|
t.Errorf("expected Tier-5 refusal, got: %s", why)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestFinishEpilogueWin_RepeatIsFlavorOnly(t *testing.T) {
|
||||||
|
// The already-cleared branch is pure flavour: no reward, no client calls.
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
repeat := p.finishEpilogueWin(id.UserID("@u:test.invalid"), true)
|
||||||
|
if strings.Contains(repeat, finaleTitle) {
|
||||||
|
t.Errorf("a repeat clear must not re-award the title: %s", repeat)
|
||||||
|
}
|
||||||
|
if strings.TrimSpace(repeat) == "" {
|
||||||
|
t.Errorf("a repeat clear should still say something")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestTwinBeeJournalReaction_DeterministicAndGuarded(t *testing.T) {
|
||||||
|
if twinBeeJournalReaction(3, 0) != "" {
|
||||||
|
t.Errorf("zero pages should produce no reaction")
|
||||||
|
}
|
||||||
|
first := twinBeeJournalReaction(3, 2)
|
||||||
|
if first == "" {
|
||||||
|
t.Fatalf("a found page should produce a reaction")
|
||||||
|
}
|
||||||
|
if again := twinBeeJournalReaction(3, 2); again != first {
|
||||||
|
t.Errorf("reaction not deterministic: %q vs %q", first, again)
|
||||||
|
}
|
||||||
|
// Voice guard: TwinBee never speaks of himself in the third person
|
||||||
|
// (feedback_twinbee_voice). None of the pooled lines may contain "TwinBee".
|
||||||
|
for _, line := range twinBeeJournalReactions {
|
||||||
|
if strings.Contains(line, "TwinBee") {
|
||||||
|
t.Errorf("third-person TwinBee reference in reaction: %q", line)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -24,6 +24,31 @@ var mistyAcceptLines = []string{
|
|||||||
|
|
||||||
const mistyDeclineLine = "She nods once and walks away. She doesn't look back."
|
const mistyDeclineLine = "She nods once and walks away. She doesn't look back."
|
||||||
|
|
||||||
|
// ── Misty — Arc Beats (D2) ─────────────────────────────────────────────────
|
||||||
|
//
|
||||||
|
// Three deepening dialogue beats keyed to MistyEncounterCount (5 / 15 / 30),
|
||||||
|
// prepended to the encounter opening the one time the counter lands on a
|
||||||
|
// threshold. Fiction only: nothing here connects a donation to a combat
|
||||||
|
// outcome — the arena effects are a hidden discovery mechanic and stay hidden.
|
||||||
|
var mistyArcBeats = map[int]string{
|
||||||
|
5: "It's you again. I was hoping it would be. I know your face now -- you're one of the few who ever stops. " +
|
||||||
|
"Most people look right through me. You never have.",
|
||||||
|
|
||||||
|
15: "Can I tell you something? I wasn't always out here asking strangers on the road. " +
|
||||||
|
"I had a home once. A garden that got away from me every summer. Someone who used to wait up. " +
|
||||||
|
"It's gone now, all of it. But you keep reminding me there are still kind people in the world. That's not nothing.",
|
||||||
|
|
||||||
|
30: "I don't think of you as a stranger anymore. Is it strange to say that? " +
|
||||||
|
"I catch myself watching the road for you now -- not for the gold, though I won't pretend it doesn't help. " +
|
||||||
|
"Just to see you're still standing. Whatever's out there, I hope it knows better than to take you from me too.",
|
||||||
|
}
|
||||||
|
|
||||||
|
// mistyArcBeat returns the deepening dialogue for the exact encounter count at
|
||||||
|
// which a Misty stage lands, or "" for every other encounter.
|
||||||
|
func mistyArcBeat(encounterCount int) string {
|
||||||
|
return mistyArcBeats[encounterCount]
|
||||||
|
}
|
||||||
|
|
||||||
// ── Arina — Opening Lines ──────────────────────────────────────────────────
|
// ── Arina — Opening Lines ──────────────────────────────────────────────────
|
||||||
|
|
||||||
var arinaOpenings = []string{
|
var arinaOpenings = []string{
|
||||||
|
|||||||
@@ -40,6 +40,11 @@ var robbieMasterworkAlreadyHas = "Oh. I see you already have one of these. Excel
|
|||||||
var robbieAllShopGear = "Nothing fancy today but that's alright. Clean inventory is its own reward. " +
|
var robbieAllShopGear = "Nothing fancy today but that's alright. Clean inventory is its own reward. " +
|
||||||
"Well. The €%d is the reward. The clean inventory is a bonus. Cheerio!"
|
"Well. The €%d is the reward. The clean inventory is a bonus. Cheerio!"
|
||||||
|
|
||||||
|
// robbieLeftConsumable is appended when Robbie leaves a little something on his
|
||||||
|
// every-10th-visit (D2). Takes the item name.
|
||||||
|
var robbieLeftConsumable = "Oh -- one more thing. I tucked a %s into your bag on the way out. " +
|
||||||
|
"You've had me round enough times now that it felt rude not to. For the trouble, eh? _winks_"
|
||||||
|
|
||||||
// ── Room Announcements ───────────────────────────────────────────────────────
|
// ── Room Announcements ───────────────────────────────────────────────────────
|
||||||
|
|
||||||
var robbieRoomStandard = "🎩 Robbie paid %s a visit and collected %d item(s) from their inventory. " +
|
var robbieRoomStandard = "🎩 Robbie paid %s a visit and collected %d item(s) from their inventory. " +
|
||||||
|
|||||||
200
internal/plugin/adventure_gifting.go
Normal file
200
internal/plugin/adventure_gifting.go
Normal file
@@ -0,0 +1,200 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"math"
|
||||||
|
"strings"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// N4/E2 item gifting. `!give <item> @user` hands a consumable or non-magic gear
|
||||||
|
// item to another adventurer. The sender pays a 5% handling fee (of item value)
|
||||||
|
// to the community pot — the same civic tax every payout pays — and is capped at
|
||||||
|
// a few gifts a day so the feature can't become a twink-funnel for a fresh alt.
|
||||||
|
// Magic items are deliberately non-giftable: attunement and the BiS economy stay
|
||||||
|
// personal (gogobee_engagement_plan.md §E2).
|
||||||
|
const (
|
||||||
|
giftDailyCap = 3
|
||||||
|
giftTaxRate = 0.05
|
||||||
|
)
|
||||||
|
|
||||||
|
// giftableTypes is the allowlist of AdvItem.Type values a player may gift.
|
||||||
|
// Everything in adventure_inventory is unequipped by definition (equipped gear
|
||||||
|
// lives in adventure_equipment / magic_item_equipped), so "unequipped" needs no
|
||||||
|
// separate check. Magic items ("magic_item") and raw materials are excluded.
|
||||||
|
var giftableTypes = map[string]bool{
|
||||||
|
"consumable": true,
|
||||||
|
"MasterworkGear": true,
|
||||||
|
"ArenaGear": true,
|
||||||
|
}
|
||||||
|
|
||||||
|
// isGiftableItem reports whether an inventory item may be gifted, and a reason
|
||||||
|
// when it may not.
|
||||||
|
func isGiftableItem(it AdvItem) (bool, string) {
|
||||||
|
if it.Type == "magic_item" {
|
||||||
|
return false, "Magic items stay personal — attunement doesn't transfer. Try a consumable or a piece of gear."
|
||||||
|
}
|
||||||
|
if !giftableTypes[it.Type] {
|
||||||
|
return false, "You can only gift consumables and non-magic gear. Raw materials and treasures aren't giftable."
|
||||||
|
}
|
||||||
|
return true, ""
|
||||||
|
}
|
||||||
|
|
||||||
|
// pickGiftableItem resolves the item a `!give` query names, preferring a giftable
|
||||||
|
// match so a non-giftable item (a magic item, raw materials) that also matches
|
||||||
|
// can't shadow a giftable one and block the gift — the way plain findInventoryMatch
|
||||||
|
// would, since it returns the first match across the whole inventory. Returns
|
||||||
|
// (item, "") on success; (nil, "") when nothing matches at all; and (nil, reason)
|
||||||
|
// when only non-giftable items match, so the caller can explain why.
|
||||||
|
func pickGiftableItem(inv []AdvItem, query string) (*AdvItem, string) {
|
||||||
|
match := findInventoryMatch(inv, query)
|
||||||
|
if match == nil {
|
||||||
|
return nil, ""
|
||||||
|
}
|
||||||
|
if ok, _ := isGiftableItem(*match); ok {
|
||||||
|
return match, ""
|
||||||
|
}
|
||||||
|
giftables := make([]AdvItem, 0, len(inv))
|
||||||
|
for _, it := range inv {
|
||||||
|
if ok, _ := isGiftableItem(it); ok {
|
||||||
|
giftables = append(giftables, it)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if alt := findInventoryMatch(giftables, query); alt != nil {
|
||||||
|
return alt, ""
|
||||||
|
}
|
||||||
|
_, reason := isGiftableItem(*match)
|
||||||
|
return nil, reason
|
||||||
|
}
|
||||||
|
|
||||||
|
// giftCountToday returns how many gifts the sender has already sent on the given
|
||||||
|
// UTC day. The cap is enforced against the persisted log, so a restart can't
|
||||||
|
// reset someone's daily allowance.
|
||||||
|
func giftCountToday(sender id.UserID, day string) int {
|
||||||
|
var n int
|
||||||
|
_ = db.Get().QueryRow(
|
||||||
|
`SELECT COUNT(*) FROM adventure_gift_log WHERE sender = ? AND gift_day = ?`,
|
||||||
|
string(sender), day).Scan(&n)
|
||||||
|
return n
|
||||||
|
}
|
||||||
|
|
||||||
|
// logGift records a completed gift for the daily cap and the audit trail.
|
||||||
|
func logGift(sender, recipient id.UserID, itemName string, value int64, day string) error {
|
||||||
|
_, err := db.Get().Exec(
|
||||||
|
`INSERT INTO adventure_gift_log (sender, recipient, item_name, value, gift_day)
|
||||||
|
VALUES (?, ?, ?, ?, ?)`,
|
||||||
|
string(sender), string(recipient), itemName, value, day)
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// transferInventoryItem moves one inventory row from one owner to another. Scoped
|
||||||
|
// to the current owner so a stale id can't move a row that has already changed
|
||||||
|
// hands, and forces in_vault=0 so a gift always lands in the recipient's active
|
||||||
|
// pack rather than a phantom vault slot.
|
||||||
|
func transferInventoryItem(itemID int64, from, to id.UserID) (bool, error) {
|
||||||
|
res, err := db.Get().Exec(
|
||||||
|
`UPDATE adventure_inventory SET user_id = ?, in_vault = 0 WHERE id = ? AND user_id = ?`,
|
||||||
|
string(to), itemID, string(from))
|
||||||
|
if err != nil {
|
||||||
|
return false, err
|
||||||
|
}
|
||||||
|
n, _ := res.RowsAffected()
|
||||||
|
return n > 0, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// handleGiveCmd routes `!give <item> @user`.
|
||||||
|
func (p *AdventurePlugin) handleGiveCmd(ctx MessageContext) error {
|
||||||
|
args := strings.TrimSpace(p.GetArgs(ctx.Body, "give"))
|
||||||
|
|
||||||
|
// Serialize a sender's own gifts so two near-simultaneous !give commands
|
||||||
|
// can't both clear the daily cap or double-spend the same item row.
|
||||||
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
|
userMu.Lock()
|
||||||
|
defer userMu.Unlock()
|
||||||
|
|
||||||
|
char, _, err := p.ensureCharacter(ctx.Sender)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` to create one first.")
|
||||||
|
}
|
||||||
|
if !char.Alive {
|
||||||
|
return p.SendDM(ctx.Sender, "You're dead. Your things stay where they are for now.")
|
||||||
|
}
|
||||||
|
|
||||||
|
// The target is the trailing token; everything before it is the item name.
|
||||||
|
fields := strings.Fields(args)
|
||||||
|
if len(fields) < 2 {
|
||||||
|
return p.SendDM(ctx.Sender, "Usage: `!give <item> @user` — e.g. `!give Health Potion @alex`.")
|
||||||
|
}
|
||||||
|
targetRaw := fields[len(fields)-1]
|
||||||
|
itemQuery := strings.TrimSpace(strings.TrimSuffix(args, targetRaw))
|
||||||
|
|
||||||
|
target, ok := p.ResolveUser(targetRaw, ctx.RoomID)
|
||||||
|
if !ok {
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("Couldn't find a user matching %q. Mention them or use their exact name.", targetRaw))
|
||||||
|
}
|
||||||
|
if target == ctx.Sender {
|
||||||
|
return p.SendDM(ctx.Sender, "Regifting to yourself? That's just moving things around.")
|
||||||
|
}
|
||||||
|
|
||||||
|
// Recipient must have completed !setup.
|
||||||
|
rc, rerr := LoadDnDCharacter(target)
|
||||||
|
if rerr != nil || rc == nil || rc.PendingSetup {
|
||||||
|
name := p.DisplayName(target)
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("%s hasn't set up an adventurer yet — they need to run `!setup` before they can receive gifts.", name))
|
||||||
|
}
|
||||||
|
|
||||||
|
day := time.Now().UTC().Format("2006-01-02")
|
||||||
|
if sent := giftCountToday(ctx.Sender, day); sent >= giftDailyCap {
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("You've already sent %d gifts today (the daily limit). Try again tomorrow.", sent))
|
||||||
|
}
|
||||||
|
|
||||||
|
inv, err := loadAdvInventory(ctx.Sender)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendDM(ctx.Sender, "Couldn't reach your inventory. Try again in a moment.")
|
||||||
|
}
|
||||||
|
match, reason := pickGiftableItem(inv, itemQuery)
|
||||||
|
if match == nil {
|
||||||
|
if reason == "" {
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("No inventory item matches %q. Check `!adventure inventory`.", itemQuery))
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, reason)
|
||||||
|
}
|
||||||
|
|
||||||
|
tax := int(math.Round(float64(match.Value) * giftTaxRate))
|
||||||
|
if tax > 0 {
|
||||||
|
if bal := p.euro.GetBalance(ctx.Sender); bal < float64(tax) {
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("Gifting **%s** carries a €%d handling fee (5%% of its value), and you only have €%.0f.", match.Name, tax, bal))
|
||||||
|
}
|
||||||
|
if !p.euro.Debit(ctx.Sender, float64(tax), "adventure_gift_tax") {
|
||||||
|
return p.SendDM(ctx.Sender, "Transaction failed. The economy is having a moment.")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
moved, err := transferInventoryItem(match.ID, ctx.Sender, target)
|
||||||
|
if err != nil || !moved {
|
||||||
|
if tax > 0 {
|
||||||
|
p.euro.Credit(ctx.Sender, float64(tax), "adventure_gift_refund")
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, "Couldn't hand the item over. Nothing changed — try again in a moment.")
|
||||||
|
}
|
||||||
|
if tax > 0 {
|
||||||
|
communityPotAdd(tax)
|
||||||
|
trackTaxPaid(ctx.Sender, tax)
|
||||||
|
}
|
||||||
|
_ = logGift(ctx.Sender, target, match.Name, match.Value, day)
|
||||||
|
|
||||||
|
senderName := p.DisplayName(ctx.Sender)
|
||||||
|
recipName := p.DisplayName(target)
|
||||||
|
_ = p.SendDM(target, fmt.Sprintf("🎁 **%s** sent you **%s**! It's in your inventory now — `!adventure inventory` to take a look.", senderName, match.Name))
|
||||||
|
|
||||||
|
remaining := giftDailyCap - giftCountToday(ctx.Sender, day)
|
||||||
|
feeNote := ""
|
||||||
|
if tax > 0 {
|
||||||
|
feeNote = fmt.Sprintf(" (€%d handling fee to the community pot)", tax)
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("🎁 Sent **%s** to %s%s. %d gift(s) left today.", match.Name, recipName, feeNote, remaining))
|
||||||
|
}
|
||||||
145
internal/plugin/adventure_gifting_test.go
Normal file
145
internal/plugin/adventure_gifting_test.go
Normal file
@@ -0,0 +1,145 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func TestIsGiftableItem(t *testing.T) {
|
||||||
|
cases := []struct {
|
||||||
|
typ string
|
||||||
|
want bool
|
||||||
|
}{
|
||||||
|
{"consumable", true},
|
||||||
|
{"MasterworkGear", true},
|
||||||
|
{"ArenaGear", true},
|
||||||
|
{"magic_item", false},
|
||||||
|
{"treasure", false},
|
||||||
|
{"ore", false},
|
||||||
|
{"card", false},
|
||||||
|
}
|
||||||
|
for _, c := range cases {
|
||||||
|
got, reason := isGiftableItem(AdvItem{Type: c.typ, Name: "X"})
|
||||||
|
if got != c.want {
|
||||||
|
t.Errorf("isGiftableItem(%q) = %v, want %v (reason %q)", c.typ, got, c.want, reason)
|
||||||
|
}
|
||||||
|
if !got && reason == "" {
|
||||||
|
t.Errorf("isGiftableItem(%q) rejected with no reason", c.typ)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestPickGiftableItem: a non-giftable item must not shadow a giftable one that
|
||||||
|
// also matches the query.
|
||||||
|
func TestPickGiftableItem(t *testing.T) {
|
||||||
|
inv := []AdvItem{
|
||||||
|
{ID: 1, Name: "Dragon Scale", Type: "material", Tier: 5, Value: 9000},
|
||||||
|
{ID: 2, Name: "Dragon Draught", Type: "consumable", Tier: 1, Value: 200},
|
||||||
|
}
|
||||||
|
// "dragon" matches the Scale first (higher tier), but the Draught is the
|
||||||
|
// giftable one — pick it, don't refuse.
|
||||||
|
got, reason := pickGiftableItem(inv, "dragon")
|
||||||
|
if got == nil {
|
||||||
|
t.Fatalf("pickGiftableItem returned nil (reason %q), want the giftable Draught", reason)
|
||||||
|
}
|
||||||
|
if got.Name != "Dragon Draught" {
|
||||||
|
t.Errorf("picked %q, want Dragon Draught", got.Name)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Only a non-giftable match → refuse with a reason.
|
||||||
|
onlyMagic := []AdvItem{{ID: 3, Name: "Ring of Power", Type: "magic_item", Value: 5000}}
|
||||||
|
got, reason = pickGiftableItem(onlyMagic, "ring")
|
||||||
|
if got != nil || reason == "" {
|
||||||
|
t.Errorf("magic-only match: got=%v reason=%q, want nil with a refusal reason", got, reason)
|
||||||
|
}
|
||||||
|
|
||||||
|
// No match at all → nil, empty reason.
|
||||||
|
got, reason = pickGiftableItem(inv, "nonexistent")
|
||||||
|
if got != nil || reason != "" {
|
||||||
|
t.Errorf("no match: got=%v reason=%q, want nil/empty", got, reason)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestTransferInventoryItem: an item moves owners exactly, and a wrong-owner
|
||||||
|
// transfer is a no-op.
|
||||||
|
func TestTransferInventoryItem(t *testing.T) {
|
||||||
|
vaultTestDB(t)
|
||||||
|
alice := id.UserID("@alice:test.invalid")
|
||||||
|
bob := id.UserID("@bob:test.invalid")
|
||||||
|
if err := addAdvInventoryItem(alice, AdvItem{Name: "Health Potion", Type: "consumable", Tier: 1, Value: 200}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
inv, _ := loadAdvInventory(alice)
|
||||||
|
if len(inv) != 1 {
|
||||||
|
t.Fatalf("setup: alice has %d items, want 1", len(inv))
|
||||||
|
}
|
||||||
|
itemID := inv[0].ID
|
||||||
|
|
||||||
|
// Wrong owner can't move it.
|
||||||
|
if moved, err := transferInventoryItem(itemID, bob, alice); err != nil || moved {
|
||||||
|
t.Fatalf("wrong-owner transfer moved=%v err=%v, want no-op", moved, err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Real owner moves it to bob.
|
||||||
|
moved, err := transferInventoryItem(itemID, alice, bob)
|
||||||
|
if err != nil || !moved {
|
||||||
|
t.Fatalf("transfer moved=%v err=%v, want success", moved, err)
|
||||||
|
}
|
||||||
|
if a, _ := loadAdvInventory(alice); len(a) != 0 {
|
||||||
|
t.Errorf("alice still has %d items after gifting", len(a))
|
||||||
|
}
|
||||||
|
b, _ := loadAdvInventory(bob)
|
||||||
|
if len(b) != 1 || b[0].Name != "Health Potion" {
|
||||||
|
t.Errorf("bob's inventory = %+v, want the potion", b)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestTransferUnvaultsItem: gifting a currently-vaulted item lands it in the
|
||||||
|
// recipient's active pack, not a phantom vault slot.
|
||||||
|
func TestTransferUnvaultsItem(t *testing.T) {
|
||||||
|
vaultTestDB(t)
|
||||||
|
alice := id.UserID("@alice2:test.invalid")
|
||||||
|
bob := id.UserID("@bob2:test.invalid")
|
||||||
|
if err := addAdvInventoryItem(alice, AdvItem{Name: "Elixir", Type: "consumable", Tier: 1, Value: 100}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
inv, _ := loadAdvInventory(alice)
|
||||||
|
if _, err := setItemVaulted(alice, inv[0].ID, true); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if _, err := transferInventoryItem(inv[0].ID, alice, bob); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
// Bob sees it in active inventory (not vault).
|
||||||
|
if b, _ := loadAdvInventory(bob); len(b) != 1 {
|
||||||
|
t.Errorf("bob active inventory = %d, want 1 (item un-vaulted on gift)", len(b))
|
||||||
|
}
|
||||||
|
if bv, _ := loadAdvVault(bob); len(bv) != 0 {
|
||||||
|
t.Errorf("bob vault = %d, want 0", len(bv))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestGiftDailyCapCounting: logGift increments the day's count and the count is
|
||||||
|
// day-scoped.
|
||||||
|
func TestGiftDailyCapCounting(t *testing.T) {
|
||||||
|
vaultTestDB(t)
|
||||||
|
sender := id.UserID("@giver:test.invalid")
|
||||||
|
recip := id.UserID("@taker:test.invalid")
|
||||||
|
|
||||||
|
if n := giftCountToday(sender, "2026-07-10"); n != 0 {
|
||||||
|
t.Fatalf("initial count = %d, want 0", n)
|
||||||
|
}
|
||||||
|
for i := 0; i < giftDailyCap; i++ {
|
||||||
|
if err := logGift(sender, recip, "Potion", 100, "2026-07-10"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if n := giftCountToday(sender, "2026-07-10"); n != giftDailyCap {
|
||||||
|
t.Errorf("count = %d, want %d", n, giftDailyCap)
|
||||||
|
}
|
||||||
|
// A different day is a fresh allowance.
|
||||||
|
if n := giftCountToday(sender, "2026-07-11"); n != 0 {
|
||||||
|
t.Errorf("next-day count = %d, want 0", n)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -99,12 +99,16 @@ type advPendingHouseDownPayment struct {
|
|||||||
|
|
||||||
type advPendingHouseAutopay struct{}
|
type advPendingHouseAutopay struct{}
|
||||||
|
|
||||||
type advPendingPetArrival struct{}
|
// Slot is the pet slot the arrival conversation is filling: 1 (the first pet)
|
||||||
|
// or 2 (the Tier-4 Estate's second companion). Zero-value 1 keeps every
|
||||||
|
// existing single-pet interaction unchanged.
|
||||||
|
type advPendingPetArrival struct{ Slot int }
|
||||||
|
|
||||||
type advPendingPetType struct{}
|
type advPendingPetType struct{ Slot int }
|
||||||
|
|
||||||
type advPendingPetName struct {
|
type advPendingPetName struct {
|
||||||
PetType string
|
PetType string
|
||||||
|
Slot int
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Thom Krooke Greeting ───────────────────────────────────────────────────
|
// ── Thom Krooke Greeting ───────────────────────────────────────────────────
|
||||||
@@ -142,6 +146,18 @@ var thomFreezePet = "Ten missed payments. I've stopped trying for now. The house
|
|||||||
var thomPaidOffNoPet = "Paid off. Noted. The next tier is available when you're ready. I'll be here."
|
var thomPaidOffNoPet = "Paid off. Noted. The next tier is available when you're ready. I'll be here."
|
||||||
var thomPaidOffPet = "Paid off. Good. Come in when you're ready for the next tier. I've been thinking about what %s would need in a better space. I have thoughts."
|
var thomPaidOffPet = "Paid off. Good. Come in when you're ready for the next tier. I've been thinking about what %s would need in a better space. I have thoughts."
|
||||||
|
|
||||||
|
// thomPetTreatItem is the keepsake Thom leaves for the pet on the final
|
||||||
|
// mortgage payoff. Inert (Type "card" like the medical-debt card): not a
|
||||||
|
// consumable, not gear, and Robbie's sweep skips it.
|
||||||
|
func thomPetTreatItem() AdvItem {
|
||||||
|
return AdvItem{
|
||||||
|
Name: "Krooke's Finest Pet Treat",
|
||||||
|
Type: "card",
|
||||||
|
Tier: 0,
|
||||||
|
Value: 0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// thomGreeting returns an appropriate greeting based on pet state.
|
// thomGreeting returns an appropriate greeting based on pet state.
|
||||||
func thomGreeting(char *AdventureCharacter) string {
|
func thomGreeting(char *AdventureCharacter) string {
|
||||||
if char.HasPet() && char.PetLevel >= 10 {
|
if char.HasPet() && char.PetLevel >= 10 {
|
||||||
@@ -221,11 +237,19 @@ func thomShopView(char *AdventureCharacter, balance float64) string {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Pet supply shop (unlocks 1 week after pet level 10)
|
// Pet supply shop (unlocks 1 week after pet level 10). The unlock is a
|
||||||
if char.PetSupplyShopUnlocked && char.HasPet() {
|
// pet-1 mechanic but covers barding for both companions. Each pet's block is
|
||||||
|
// gated on its own presence so a chased-away pet-1 doesn't hide pet-2's shop.
|
||||||
|
if char.PetSupplyShopUnlocked && (char.HasPet() || char.HasPet2()) {
|
||||||
sb.WriteString("\n---\n")
|
sb.WriteString("\n---\n")
|
||||||
sb.WriteString(fmt.Sprintf("🐾 **Pet Supplies** — for %s\n\n", char.PetName))
|
if char.HasPet() {
|
||||||
sb.WriteString(petArmorShopView(char))
|
sb.WriteString(fmt.Sprintf("🐾 **Pet Supplies** — for %s\n\n", char.PetName))
|
||||||
|
sb.WriteString(petArmorShopView(char.PetType, char.PetArmorTier, "petbuy"))
|
||||||
|
}
|
||||||
|
if char.HasPet2() {
|
||||||
|
sb.WriteString(fmt.Sprintf("\n🐾 **Pet Supplies** — for %s\n\n", char.Pet2Name))
|
||||||
|
sb.WriteString(petArmorShopView(char.Pet2Type, char.Pet2ArmorTier, "pet2buy"))
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return sb.String()
|
return sb.String()
|
||||||
@@ -269,8 +293,11 @@ func (p *AdventurePlugin) handleThomCmd(ctx MessageContext) error {
|
|||||||
case lower == "buy" || strings.HasPrefix(lower, "buy "):
|
case lower == "buy" || strings.HasPrefix(lower, "buy "):
|
||||||
return p.handleThomBuy(ctx, char, balance, strings.TrimSpace(strings.TrimPrefix(lower, "buy")))
|
return p.handleThomBuy(ctx, char, balance, strings.TrimSpace(strings.TrimPrefix(lower, "buy")))
|
||||||
|
|
||||||
|
case strings.HasPrefix(lower, "pet2buy "):
|
||||||
|
return p.petArmorBuyForSlot(ctx, strings.TrimSpace(args[8:]), 2)
|
||||||
|
|
||||||
case strings.HasPrefix(lower, "petbuy "):
|
case strings.HasPrefix(lower, "petbuy "):
|
||||||
return p.handlePetArmorBuy(ctx, char, strings.TrimSpace(args[7:]))
|
return p.petArmorBuyForSlot(ctx, strings.TrimSpace(args[7:]), 1)
|
||||||
|
|
||||||
default:
|
default:
|
||||||
return p.SendDM(ctx.Sender, "Unknown command. Type `!thom` to visit Krooke Realty.")
|
return p.SendDM(ctx.Sender, "Unknown command. Type `!thom` to visit Krooke Realty.")
|
||||||
@@ -538,11 +565,22 @@ func (p *AdventurePlugin) processMortgagePayments() {
|
|||||||
freshChar.HouseLoanBalance = 0
|
freshChar.HouseLoanBalance = 0
|
||||||
freshChar.HouseMissedPayments = 0
|
freshChar.HouseMissedPayments = 0
|
||||||
_ = saveAdvCharacter(freshChar)
|
_ = saveAdvCharacter(freshChar)
|
||||||
|
// The last house: no next tier means Thom is done with this
|
||||||
|
// player. A letter, and a treat in the bag if they keep a pet.
|
||||||
|
finalPayoff := houseNextTier(freshChar.HouseTier) == nil
|
||||||
|
if finalPayoff && freshChar.HasPet() {
|
||||||
|
_ = addAdvInventoryItem(freshChar.UserID, thomPetTreatItem())
|
||||||
|
}
|
||||||
userMu.Unlock()
|
userMu.Unlock()
|
||||||
// Paid off!
|
switch {
|
||||||
if freshChar.HasPet() {
|
case finalPayoff && freshChar.HasPet():
|
||||||
|
letter := strings.ReplaceAll(thomFinalLetterPet, "{pet}", freshChar.PetName)
|
||||||
|
_ = p.SendDM(freshChar.UserID, "🏠 "+letter)
|
||||||
|
case finalPayoff:
|
||||||
|
_ = p.SendDM(freshChar.UserID, "🏠 "+thomFinalLetterNoPet)
|
||||||
|
case freshChar.HasPet():
|
||||||
_ = p.SendDM(freshChar.UserID, fmt.Sprintf("🏠 %s", fmt.Sprintf(thomPaidOffPet, freshChar.PetName)))
|
_ = p.SendDM(freshChar.UserID, fmt.Sprintf("🏠 %s", fmt.Sprintf(thomPaidOffPet, freshChar.PetName)))
|
||||||
} else {
|
default:
|
||||||
_ = p.SendDM(freshChar.UserID, fmt.Sprintf("🏠 %s", thomPaidOffNoPet))
|
_ = p.SendDM(freshChar.UserID, fmt.Sprintf("🏠 %s", thomPaidOffNoPet))
|
||||||
}
|
}
|
||||||
continue
|
continue
|
||||||
@@ -673,18 +711,18 @@ func petArmorDefs(petType string) []PetArmorDef {
|
|||||||
return petCatArmor
|
return petCatArmor
|
||||||
}
|
}
|
||||||
|
|
||||||
func petArmorShopView(char *AdventureCharacter) string {
|
func petArmorShopView(petType string, armorTier int, buyCmd string) string {
|
||||||
var sb strings.Builder
|
var sb strings.Builder
|
||||||
defs := petArmorDefs(char.PetType)
|
defs := petArmorDefs(petType)
|
||||||
|
|
||||||
if char.PetArmorTier >= 5 {
|
if armorTier >= 5 {
|
||||||
sb.WriteString("✨ Max pet armor tier reached. There is nothing left to buy.\n")
|
sb.WriteString("✨ Max pet armor tier reached. There is nothing left to buy.\n")
|
||||||
return sb.String()
|
return sb.String()
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, def := range defs {
|
for _, def := range defs {
|
||||||
if def.Tier <= char.PetArmorTier {
|
if def.Tier <= armorTier {
|
||||||
if def.Tier == char.PetArmorTier {
|
if def.Tier == armorTier {
|
||||||
sb.WriteString(fmt.Sprintf("🟢 %s (T%d) — Currently equipped\n", def.Name, def.Tier))
|
sb.WriteString(fmt.Sprintf("🟢 %s (T%d) — Currently equipped\n", def.Name, def.Tier))
|
||||||
}
|
}
|
||||||
continue
|
continue
|
||||||
@@ -692,11 +730,14 @@ func petArmorShopView(char *AdventureCharacter) string {
|
|||||||
indicator := "⬆️"
|
indicator := "⬆️"
|
||||||
sb.WriteString(fmt.Sprintf("%s %s (T%d) — €%d — +%.1f%% deflect\n", indicator, def.Name, def.Tier, def.Price, def.DeflectBonus*100))
|
sb.WriteString(fmt.Sprintf("%s %s (T%d) — €%d — +%.1f%% deflect\n", indicator, def.Name, def.Tier, def.Price, def.DeflectBonus*100))
|
||||||
}
|
}
|
||||||
sb.WriteString(fmt.Sprintf("\nTo buy: `!thom petbuy <tier>` (e.g., `!thom petbuy %d`)", char.PetArmorTier+1))
|
sb.WriteString(fmt.Sprintf("\nTo buy: `!thom %s <tier>` (e.g., `!thom %s %d`)", buyCmd, buyCmd, armorTier+1))
|
||||||
return sb.String()
|
return sb.String()
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p *AdventurePlugin) handlePetArmorBuy(ctx MessageContext, char *AdventureCharacter, tierStr string) error {
|
// petArmorBuyForSlot buys the next barding tier for the given pet slot. The
|
||||||
|
// supply-shop unlock is shared (a pet-1 mechanic), but each pet's armor tier is
|
||||||
|
// tracked and purchased independently.
|
||||||
|
func (p *AdventurePlugin) petArmorBuyForSlot(ctx MessageContext, tierStr string, slot int) error {
|
||||||
userMu := p.advUserLock(ctx.Sender)
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
userMu.Lock()
|
userMu.Lock()
|
||||||
defer userMu.Unlock()
|
defer userMu.Unlock()
|
||||||
@@ -706,8 +747,16 @@ func (p *AdventurePlugin) handlePetArmorBuy(ctx MessageContext, char *AdventureC
|
|||||||
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
||||||
}
|
}
|
||||||
|
|
||||||
if !char.HasPet() {
|
// Slot accessors keep the pet-1 and pet-2 field sets isolated.
|
||||||
return p.SendDM(ctx.Sender, "You don't have a pet.")
|
hasPet, petType, petName, curTier := char.HasPet(), char.PetType, char.PetName, char.PetArmorTier
|
||||||
|
buyCmd := "petbuy"
|
||||||
|
if slot == 2 {
|
||||||
|
hasPet, petType, petName, curTier = char.HasPet2(), char.Pet2Type, char.Pet2Name, char.Pet2ArmorTier
|
||||||
|
buyCmd = "pet2buy"
|
||||||
|
}
|
||||||
|
|
||||||
|
if !hasPet {
|
||||||
|
return p.SendDM(ctx.Sender, "You don't have that pet.")
|
||||||
}
|
}
|
||||||
if !char.PetSupplyShopUnlocked {
|
if !char.PetSupplyShopUnlocked {
|
||||||
return p.SendDM(ctx.Sender, "Pet supplies aren't available yet.")
|
return p.SendDM(ctx.Sender, "Pet supplies aren't available yet.")
|
||||||
@@ -716,19 +765,19 @@ func (p *AdventurePlugin) handlePetArmorBuy(ctx MessageContext, char *AdventureC
|
|||||||
tier := 0
|
tier := 0
|
||||||
for _, c := range tierStr {
|
for _, c := range tierStr {
|
||||||
if c < '0' || c > '9' {
|
if c < '0' || c > '9' {
|
||||||
return p.SendDM(ctx.Sender, "Usage: `!thom petbuy <tier>`")
|
return p.SendDM(ctx.Sender, fmt.Sprintf("Usage: `!thom %s <tier>`", buyCmd))
|
||||||
}
|
}
|
||||||
tier = tier*10 + int(c-'0')
|
tier = tier*10 + int(c-'0')
|
||||||
}
|
}
|
||||||
|
|
||||||
if tier != char.PetArmorTier+1 {
|
if tier != curTier+1 {
|
||||||
if tier <= char.PetArmorTier {
|
if tier <= curTier {
|
||||||
return p.SendDM(ctx.Sender, "That's not an upgrade.")
|
return p.SendDM(ctx.Sender, "That's not an upgrade.")
|
||||||
}
|
}
|
||||||
return p.SendDM(ctx.Sender, fmt.Sprintf("You need to buy tier %d first.", char.PetArmorTier+1))
|
return p.SendDM(ctx.Sender, fmt.Sprintf("You need to buy tier %d first.", curTier+1))
|
||||||
}
|
}
|
||||||
|
|
||||||
defs := petArmorDefs(char.PetType)
|
defs := petArmorDefs(petType)
|
||||||
var def *PetArmorDef
|
var def *PetArmorDef
|
||||||
for i := range defs {
|
for i := range defs {
|
||||||
if defs[i].Tier == tier {
|
if defs[i].Tier == tier {
|
||||||
@@ -742,18 +791,26 @@ func (p *AdventurePlugin) handlePetArmorBuy(ctx MessageContext, char *AdventureC
|
|||||||
|
|
||||||
balance := p.euro.GetBalance(ctx.Sender)
|
balance := p.euro.GetBalance(ctx.Sender)
|
||||||
if balance < float64(def.Price) {
|
if balance < float64(def.Price) {
|
||||||
return p.SendDM(ctx.Sender, fmt.Sprintf("%s deserves better, but you can't afford €%d. Balance: €%.0f.", char.PetName, def.Price, balance))
|
return p.SendDM(ctx.Sender, fmt.Sprintf("%s deserves better, but you can't afford €%d. Balance: €%.0f.", petName, def.Price, balance))
|
||||||
}
|
}
|
||||||
|
|
||||||
if !p.euro.Debit(ctx.Sender, float64(def.Price), "pet_armor_"+tierStr) {
|
reason := "pet_armor_" + tierStr
|
||||||
|
if slot == 2 {
|
||||||
|
reason = "pet2_armor_" + tierStr
|
||||||
|
}
|
||||||
|
if !p.euro.Debit(ctx.Sender, float64(def.Price), reason) {
|
||||||
return p.SendDM(ctx.Sender, "Transaction failed.")
|
return p.SendDM(ctx.Sender, "Transaction failed.")
|
||||||
}
|
}
|
||||||
|
|
||||||
char.PetArmorTier = tier
|
if slot == 2 {
|
||||||
|
char.Pet2ArmorTier = tier
|
||||||
|
} else {
|
||||||
|
char.PetArmorTier = tier
|
||||||
|
}
|
||||||
if err := saveAdvCharacter(char); err != nil {
|
if err := saveAdvCharacter(char); err != nil {
|
||||||
p.euro.Credit(ctx.Sender, float64(def.Price), "pet_armor_refund")
|
p.euro.Credit(ctx.Sender, float64(def.Price), "pet_armor_refund")
|
||||||
return p.SendDM(ctx.Sender, "Failed to save. Refunded.")
|
return p.SendDM(ctx.Sender, "Failed to save. Refunded.")
|
||||||
}
|
}
|
||||||
|
|
||||||
return p.SendDM(ctx.Sender, fmt.Sprintf("🐾 **%s** equipped on %s.\n\n+%.1f%% deflect bonus. %s looks... objectively better than you.", def.Name, char.PetName, def.DeflectBonus*100, char.PetName))
|
return p.SendDM(ctx.Sender, fmt.Sprintf("🐾 **%s** equipped on %s.\n\n+%.1f%% deflect bonus. %s looks... objectively better than you.", def.Name, petName, def.DeflectBonus*100, petName))
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -285,8 +285,7 @@ func TestPetArmorDefs_BothTypes(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func TestPetArmorShopView_HasUpgrades(t *testing.T) {
|
func TestPetArmorShopView_HasUpgrades(t *testing.T) {
|
||||||
char := &AdventureCharacter{PetType: "dog", PetName: "Rex", PetArrived: true, PetArmorTier: 0}
|
text := petArmorShopView("dog", 0, "petbuy")
|
||||||
text := petArmorShopView(char)
|
|
||||||
|
|
||||||
if !strings.Contains(text, "⬆️") {
|
if !strings.Contains(text, "⬆️") {
|
||||||
t.Error("should show upgrade indicators")
|
t.Error("should show upgrade indicators")
|
||||||
@@ -297,8 +296,7 @@ func TestPetArmorShopView_HasUpgrades(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func TestPetArmorShopView_MaxTier(t *testing.T) {
|
func TestPetArmorShopView_MaxTier(t *testing.T) {
|
||||||
char := &AdventureCharacter{PetType: "cat", PetName: "Luna", PetArrived: true, PetArmorTier: 5}
|
text := petArmorShopView("cat", 5, "petbuy")
|
||||||
text := petArmorShopView(char)
|
|
||||||
|
|
||||||
if !strings.Contains(text, "Max pet armor") {
|
if !strings.Contains(text, "Max pet armor") {
|
||||||
t.Error("should show max tier message")
|
t.Error("should show max tier message")
|
||||||
|
|||||||
@@ -435,18 +435,8 @@ func (p *AdventurePlugin) handleMasterworkEquipReply(ctx MessageContext, interac
|
|||||||
return p.SendDM(ctx.Sender, "Equip cancelled.")
|
return p.SendDM(ctx.Sender, "Equip cancelled.")
|
||||||
}
|
}
|
||||||
|
|
||||||
// Parse number
|
idx, ok := parseMenuIndex(reply, len(data.Items))
|
||||||
idx := 0
|
if !ok {
|
||||||
for _, c := range reply {
|
|
||||||
if c >= '0' && c <= '9' {
|
|
||||||
idx = idx*10 + int(c-'0')
|
|
||||||
} else {
|
|
||||||
break
|
|
||||||
}
|
|
||||||
}
|
|
||||||
idx-- // 1-indexed to 0-indexed
|
|
||||||
|
|
||||||
if idx < 0 || idx >= len(data.Items) {
|
|
||||||
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
|
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -502,8 +492,33 @@ func (p *AdventurePlugin) handleMasterworkEquipConfirm(ctx MessageContext, inter
|
|||||||
return p.SendDM(ctx.Sender, "Equip cancelled.")
|
return p.SendDM(ctx.Sender, "Equip cancelled.")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Serialize against the sender's own !give: MasterworkGear/ArenaGear are
|
||||||
|
// giftable (N4/E2), so the item captured at prompt time may have changed
|
||||||
|
// hands before this confirmation. The lock makes gift-vs-confirm atomic,
|
||||||
|
// and the re-load below refuses an item that is no longer ours — otherwise
|
||||||
|
// equipping the captured copy would mint a duplicate the gift already
|
||||||
|
// handed to the recipient.
|
||||||
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
|
userMu.Lock()
|
||||||
|
defer userMu.Unlock()
|
||||||
|
|
||||||
selected := data.Item
|
selected := data.Item
|
||||||
|
|
||||||
|
inv, err := loadAdvInventory(ctx.Sender)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendDM(ctx.Sender, "Failed to load your inventory.")
|
||||||
|
}
|
||||||
|
stillOwned := false
|
||||||
|
for _, it := range inv {
|
||||||
|
if it.ID == selected.ID {
|
||||||
|
stillOwned = true
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !stillOwned {
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("**%s** isn't in your inventory anymore. Equip cancelled.", selected.Name))
|
||||||
|
}
|
||||||
|
|
||||||
equip, err := loadAdvEquipment(ctx.Sender)
|
equip, err := loadAdvEquipment(ctx.Sender)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return p.SendDM(ctx.Sender, "Failed to load equipment.")
|
return p.SendDM(ctx.Sender, "Failed to load equipment.")
|
||||||
|
|||||||
1160
internal/plugin/adventure_mischief.go
Normal file
1160
internal/plugin/adventure_mischief.go
Normal file
File diff suppressed because it is too large
Load Diff
600
internal/plugin/adventure_mischief_deliver.go
Normal file
600
internal/plugin/adventure_mischief_deliver.go
Normal file
@@ -0,0 +1,600 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
// Mischief Makers (M1) — delivery.
|
||||||
|
//
|
||||||
|
// The sibling of the ambient ticker: once a contract's window closes, the
|
||||||
|
// monster has to actually find the target mid-run. runMischiefInterrupt is
|
||||||
|
// modelled line-for-line on runHarvestInterrupt (pick enemy → ambush nick →
|
||||||
|
// runZoneCombatRoster → close out), with two deliberate departures:
|
||||||
|
//
|
||||||
|
// - It never calls recordZoneKill and never advances zone state. The fight is
|
||||||
|
// extrinsic to the dungeon: somebody bought it, the dungeon didn't send it.
|
||||||
|
// Crediting it as a zone kill would let a buyer unlock a target's
|
||||||
|
// RequiresKill resource gates for them.
|
||||||
|
//
|
||||||
|
// - It never marks anybody dead. runHarvestInterrupt's loss path perma-kills;
|
||||||
|
// a *purchased* attack that lands while its victim is asleep must not be
|
||||||
|
// able to delete their character. Mischief maims: floor at 1 HP,
|
||||||
|
// force-extract, take a bite out of the un-banked coins.
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"log/slog"
|
||||||
|
"math/rand/v2"
|
||||||
|
"strings"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// mischiefTickInterval — how often we look for contracts whose window has
|
||||||
|
// closed. The window itself is the pacing; the tick just has to be fine-grained
|
||||||
|
// enough that "about an hour" isn't a lie.
|
||||||
|
const mischiefTickInterval = time.Minute
|
||||||
|
|
||||||
|
// mischiefDeliveryGrace — how long past its window a contract may sit in
|
||||||
|
// `delivering` before the sweep calls it stranded. Comfortably longer than any
|
||||||
|
// chain of auto-resolved fights takes, so a slow delivery is never swept out
|
||||||
|
// from under itself (and the CAS in abandonStaleMischief is the backstop if it
|
||||||
|
// somehow is).
|
||||||
|
const mischiefDeliveryGrace = 15 * time.Minute
|
||||||
|
|
||||||
|
// mischiefTreasureWeight / mischiefRenownXP — the survival extras. Deliberately
|
||||||
|
// modest: the purse is the reward, this is the garnish.
|
||||||
|
const (
|
||||||
|
mischiefTreasureWeight = 1.0
|
||||||
|
mischiefEliteRenownXP = 40
|
||||||
|
mischiefBossRenownXP = 120
|
||||||
|
mischiefBossCacheSize = 2
|
||||||
|
)
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) mischiefTicker() {
|
||||||
|
ticker := time.NewTicker(mischiefTickInterval)
|
||||||
|
defer ticker.Stop()
|
||||||
|
for {
|
||||||
|
select {
|
||||||
|
case <-p.stopCh:
|
||||||
|
return
|
||||||
|
case <-ticker.C:
|
||||||
|
p.fireMischiefDeliveries(time.Now().UTC())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// fireMischiefDeliveries walks contracts whose window has closed and either
|
||||||
|
// delivers the monster or fizzles the contract.
|
||||||
|
//
|
||||||
|
// The gates mirror the ambient ticker's, for the same reason: a mid-run event
|
||||||
|
// that talks over a live turn-based fight, or lands on top of the 06:00
|
||||||
|
// briefing, reads as a bug even when it isn't. A blocked contract is NOT
|
||||||
|
// fizzled — it simply waits for the next tick. The only thing that fizzles a
|
||||||
|
// contract is the expedition ending, which is what the buyer was actually
|
||||||
|
// betting against.
|
||||||
|
func (p *AdventurePlugin) fireMischiefDeliveries(now time.Time) {
|
||||||
|
if inAmbientQuietWindow(now) {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
p.sweepStaleMischief(now)
|
||||||
|
for _, c := range loadMischiefDue(now) {
|
||||||
|
contract := c
|
||||||
|
p.fireOneMischiefDelivery(&contract)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// fireOneMischiefDelivery resolves a single due contract under the TARGET's lock.
|
||||||
|
//
|
||||||
|
// The lock is not optional. hasActiveCombatSession only sees the turn-based
|
||||||
|
// engine; the target's own `!explore` / autopilot walk resolves its fights
|
||||||
|
// inline (runHarvestInterrupt → runZoneCombatRoster) under advUserLock and
|
||||||
|
// reports no session. Without taking that same lock, a delivery can run a second
|
||||||
|
// combat against the same character sheet concurrently — two LoadDnDCharacter →
|
||||||
|
// mutate → SaveDnDCharacter writers, last write wins, and a whole fight's HP cost
|
||||||
|
// vanishes. The boredom ticker takes this lock for exactly this reason.
|
||||||
|
//
|
||||||
|
// Everything below the lock runs on the auto-resolve path, which takes no user
|
||||||
|
// locks of its own, so there is nothing here to deadlock against.
|
||||||
|
func (p *AdventurePlugin) fireOneMischiefDelivery(contract *mischiefContract) {
|
||||||
|
target := contract.TargetID
|
||||||
|
|
||||||
|
lock := p.advUserLock(target)
|
||||||
|
lock.Lock()
|
||||||
|
defer lock.Unlock()
|
||||||
|
|
||||||
|
// Re-read under the lock: whatever the due-sweep saw, the expedition may have
|
||||||
|
// ended while we were queuing behind the target's own command.
|
||||||
|
exp, err := getActiveExpedition(target)
|
||||||
|
if err != nil || exp == nil || exp.Status != ExpeditionStatusActive {
|
||||||
|
p.fizzleMischief(contract)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
// Same safety net the ambient ticker keeps: the expedition row can still
|
||||||
|
// say 'active' after the player has functionally left the dungeon.
|
||||||
|
if exp.RunID != "" {
|
||||||
|
if run, _ := getZoneRun(exp.RunID); run == nil || !run.IsActive() {
|
||||||
|
p.fizzleMischief(contract)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if hasActiveCombatSession(target) {
|
||||||
|
return // they're mid-fight; the monster can wait a minute
|
||||||
|
}
|
||||||
|
if !claimMischiefForDelivery(contract.ID) {
|
||||||
|
return // another tick (or another process) already has it
|
||||||
|
}
|
||||||
|
// Re-read AFTER the claim, never before it. The row we were handed came from
|
||||||
|
// the due-sweep, and the window's commands (bless, escalate) keep writing to an
|
||||||
|
// open contract right up to the moment the claim closes it. A ward bought in
|
||||||
|
// that gap would be paid for and never applied; an escalation would be paid for
|
||||||
|
// and deliver the *old* tier's monster. The claim is the fence — everything the
|
||||||
|
// fight is built from has to be read on this side of it.
|
||||||
|
if fresh, err := mischiefContractByID(contract.ID); err == nil && fresh != nil {
|
||||||
|
contract = fresh
|
||||||
|
}
|
||||||
|
if err := p.deliverMischief(contract, exp); err != nil {
|
||||||
|
slog.Error("mischief: delivery failed",
|
||||||
|
"contract", contract.ID, "target", target, "err", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// sweepStaleMischief releases contracts stranded in `delivering` — the process
|
||||||
|
// died between the claim and the close-out (a restart mid-fight, a panic). The
|
||||||
|
// row would otherwise be immortal: the target can never be targeted again, and
|
||||||
|
// the buyer's money never comes back.
|
||||||
|
//
|
||||||
|
// Everyone who paid is made whole in full rather than rake-charged. A stranded
|
||||||
|
// delivery is our crash, not a bet they lost — and the escalator paid too, so the
|
||||||
|
// refund splits on mischiefOutlay.
|
||||||
|
//
|
||||||
|
// The ward comes back off the sheet here as well. The crash is exactly the case
|
||||||
|
// runMischiefInterrupt's `defer clearMischiefBlessings` cannot cover, and a ward
|
||||||
|
// left behind is a permanent free cushion on the target until something else
|
||||||
|
// happens to reset TempHP.
|
||||||
|
func (p *AdventurePlugin) sweepStaleMischief(now time.Time) {
|
||||||
|
for _, c := range loadStaleMischiefDeliveries(now.Add(-mischiefDeliveryGrace)) {
|
||||||
|
contract := c
|
||||||
|
if !abandonStaleMischief(contract.ID) {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
p.clearStrandedMischiefWard(&contract)
|
||||||
|
|
||||||
|
buyerPaid, escPaid := mischiefOutlay(&contract)
|
||||||
|
p.euro.Credit(contract.BuyerID, float64(buyerPaid), "mischief_refund_stranded")
|
||||||
|
p.SendDM(contract.BuyerID, fmt.Sprintf(
|
||||||
|
"😾 Your **%s** never reached **%s** — something went wrong on our end. Fully refunded: %s.",
|
||||||
|
contract.Tier, p.DisplayName(contract.TargetID), fmtEuro(buyerPaid)))
|
||||||
|
if escPaid > 0 {
|
||||||
|
p.euro.Credit(contract.EscalatedBy, float64(escPaid), "mischief_refund_stranded")
|
||||||
|
p.SendDM(contract.EscalatedBy, fmt.Sprintf(
|
||||||
|
"😾 The **%s** you paid to upgrade never reached **%s** — something went wrong on our end. "+
|
||||||
|
"Fully refunded: %s.",
|
||||||
|
contract.Tier, p.DisplayName(contract.TargetID), fmtEuro(escPaid)))
|
||||||
|
}
|
||||||
|
slog.Warn("mischief: swept stranded delivery",
|
||||||
|
"contract", contract.ID, "target", contract.TargetID)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// clearStrandedMischiefWard takes back a ward whose delivery died before it could
|
||||||
|
// clear its own. The amount is re-derived exactly as applyMischiefBlessings
|
||||||
|
// derived it, off the target's current MaxHP.
|
||||||
|
//
|
||||||
|
// If the crash landed BEFORE the ward was ever applied, this over-subtracts into
|
||||||
|
// a well-rested cushion the target had of their own. That window is a handful of
|
||||||
|
// DB reads wide against a whole fight, clearMischiefBlessings floors at 0, and the
|
||||||
|
// alternative — leaving a stranded ward on the sheet forever — is the strictly
|
||||||
|
// worse failure.
|
||||||
|
func (p *AdventurePlugin) clearStrandedMischiefWard(c *mischiefContract) {
|
||||||
|
if c.BlessingCount <= 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
dc, err := LoadDnDCharacter(c.TargetID)
|
||||||
|
if err != nil || dc == nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if ward := mischiefBlessingTempHP(dc.HPMax, c.BlessingCount); ward > 0 {
|
||||||
|
p.clearMischiefBlessings(c.TargetID, ward)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// fizzleMischief refunds everyone who put money on the contract (minus the rake)
|
||||||
|
// when the monster arrives to an empty dungeon. The CAS is what makes the refund
|
||||||
|
// safe: a contract that was simultaneously claimed for delivery cannot also be
|
||||||
|
// refunded here.
|
||||||
|
//
|
||||||
|
// The buyer and the escalator are refunded SEPARATELY, off mischiefOutlay. They
|
||||||
|
// are two people who each parted with their own money, and c.Paid is the sum.
|
||||||
|
func (p *AdventurePlugin) fizzleMischief(c *mischiefContract) {
|
||||||
|
if !fizzleMischiefContract(c.ID) {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
buyerPaid, escPaid := mischiefOutlay(c)
|
||||||
|
|
||||||
|
refund, rake := p.rakedMischiefRefund(c.BuyerID, buyerPaid, "mischief_fizzle_refund")
|
||||||
|
p.SendDM(c.BuyerID, fmt.Sprintf(
|
||||||
|
"😾 Your **%s** got to the dungeon and found nobody home — **%s** was already out of there.\n"+
|
||||||
|
"You're refunded %s. The other %s stays with the town, for its trouble.",
|
||||||
|
c.Tier, p.DisplayName(c.TargetID), fmtEuro(refund), fmtEuro(rake)))
|
||||||
|
|
||||||
|
if escPaid > 0 {
|
||||||
|
escRefund, escRake := p.rakedMischiefRefund(c.EscalatedBy, escPaid, "mischief_fizzle_refund")
|
||||||
|
p.SendDM(c.EscalatedBy, fmt.Sprintf(
|
||||||
|
"😾 The **%s** you paid to upgrade found nobody home — **%s** was already out of there.\n"+
|
||||||
|
"You're refunded %s. The other %s stays with the town, for its trouble.",
|
||||||
|
c.Tier, p.DisplayName(c.TargetID), fmtEuro(escRefund), fmtEuro(escRake)))
|
||||||
|
refund += escRefund
|
||||||
|
}
|
||||||
|
emitMischiefFizzledNews(c, refund)
|
||||||
|
}
|
||||||
|
|
||||||
|
// rakedMischiefRefund gives one stakeholder their stake back minus the fizzle
|
||||||
|
// rake, and sinks the rake against THEIR name. Returns what they got back and
|
||||||
|
// what the town kept.
|
||||||
|
func (p *AdventurePlugin) rakedMischiefRefund(who id.UserID, paid int, reason string) (refund, rake int) {
|
||||||
|
if paid <= 0 {
|
||||||
|
return 0, 0
|
||||||
|
}
|
||||||
|
refund = int(float64(paid) * mischiefFizzleRefund)
|
||||||
|
rake = paid - refund
|
||||||
|
if refund > 0 {
|
||||||
|
p.euro.Credit(who, float64(refund), reason)
|
||||||
|
}
|
||||||
|
if rake > 0 {
|
||||||
|
communityPotAdd(rake)
|
||||||
|
trackTaxPaid(who, rake)
|
||||||
|
}
|
||||||
|
return refund, rake
|
||||||
|
}
|
||||||
|
|
||||||
|
// deliverMischief runs the purchased fight and closes it out. By the time this
|
||||||
|
// is called the contract is claimed, so it resolves exactly once.
|
||||||
|
func (p *AdventurePlugin) deliverMischief(c *mischiefContract, exp *Expedition) error {
|
||||||
|
tier, ok := mischiefTierByKey(c.Tier)
|
||||||
|
if !ok {
|
||||||
|
return fmt.Errorf("unknown mischief tier %q", c.Tier)
|
||||||
|
}
|
||||||
|
target := c.TargetID
|
||||||
|
|
||||||
|
dndChar, err := LoadDnDCharacter(target)
|
||||||
|
if err != nil || dndChar == nil {
|
||||||
|
// The target evaporated between claim and delivery. Nothing to attack —
|
||||||
|
// treat it as a fizzle so the buyer isn't charged for a no-show.
|
||||||
|
p.refundClaimedMischief(c, "target has no character")
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// The attacker comes from the target's own bracket, not the dungeon they are
|
||||||
|
// standing in. See mischiefBracketZones.
|
||||||
|
bracket := mischiefBracketZone(dndChar.Level)
|
||||||
|
rng := rand.New(rand.NewPCG(rand.Uint64(), rand.Uint64()))
|
||||||
|
chain, ambush := mischiefMonsters(tier.Key, bracket, rng)
|
||||||
|
// Every link, not just the first: a zone-pool entry with no bestiary row
|
||||||
|
// yields a zero-value template, and a nameless 0-HP monster as fight 2 of a
|
||||||
|
// mob would read as the attack inexplicably giving up halfway.
|
||||||
|
if len(chain) == 0 {
|
||||||
|
p.refundClaimedMischief(c, "no monster available")
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
for _, m := range chain {
|
||||||
|
if m.Name == "" {
|
||||||
|
p.refundClaimedMischief(c, "bestiary miss in the "+bracket.Display+" pool")
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
narration, monsterName, survived := p.runMischiefInterrupt(
|
||||||
|
target, exp, bracket, chain, ambush, c.BlessingCount)
|
||||||
|
|
||||||
|
if survived {
|
||||||
|
p.resolveMischiefSurvived(c, tier, exp, bracket, monsterName, narration)
|
||||||
|
} else {
|
||||||
|
p.resolveMischiefDowned(c, exp, monsterName, narration)
|
||||||
|
}
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// refundClaimedMischief unwinds a contract that was already claimed for delivery
|
||||||
|
// but couldn't be staged. Everyone who paid gets everything back — this is our
|
||||||
|
// fault, not a fizzle they gambled on. The escalator is a payer too; see
|
||||||
|
// mischiefOutlay.
|
||||||
|
func (p *AdventurePlugin) refundClaimedMischief(c *mischiefContract, reason string) {
|
||||||
|
resolveMischiefContract(c.ID, mischiefStatusFizzled, mischiefStatusFizzled)
|
||||||
|
buyerPaid, escPaid := mischiefOutlay(c)
|
||||||
|
p.euro.Credit(c.BuyerID, float64(buyerPaid), "mischief_refund_unstageable")
|
||||||
|
p.SendDM(c.BuyerID, fmt.Sprintf(
|
||||||
|
"😾 Your **%s** never made it out of the gate. Fully refunded: %s.", c.Tier, fmtEuro(buyerPaid)))
|
||||||
|
if escPaid > 0 {
|
||||||
|
p.euro.Credit(c.EscalatedBy, float64(escPaid), "mischief_refund_unstageable")
|
||||||
|
p.SendDM(c.EscalatedBy, fmt.Sprintf(
|
||||||
|
"😾 The **%s** you paid to upgrade never made it out of the gate. Fully refunded: %s.",
|
||||||
|
c.Tier, fmtEuro(escPaid)))
|
||||||
|
}
|
||||||
|
slog.Warn("mischief: contract unstageable", "contract", c.ID, "reason", reason)
|
||||||
|
}
|
||||||
|
|
||||||
|
// runMischiefInterrupt fights the whole chain and reports whether the target was
|
||||||
|
// still standing at the end.
|
||||||
|
//
|
||||||
|
// Survival is read off the target's HP, not off PlayerWon. The engine's timeout
|
||||||
|
// is a retreat, not a lethal blow — a target who ran out the clock with HP left
|
||||||
|
// held the thing off, and a bought monster that merely *outlasted* them has not
|
||||||
|
// earned a maiming. The chain continues while they stand: a mob is three
|
||||||
|
// attackers, and beating the first two doesn't mean the third goes home.
|
||||||
|
func (p *AdventurePlugin) runMischiefInterrupt(
|
||||||
|
target id.UserID,
|
||||||
|
exp *Expedition,
|
||||||
|
bracket ZoneDefinition,
|
||||||
|
chain []DnDMonsterTemplate,
|
||||||
|
ambush bool,
|
||||||
|
blessings int,
|
||||||
|
) (narration, monsterName string, survived bool) {
|
||||||
|
var b strings.Builder
|
||||||
|
last := chain[len(chain)-1].Name
|
||||||
|
|
||||||
|
if ward := p.applyMischiefBlessings(target, blessings); ward > 0 {
|
||||||
|
b.WriteString(fmt.Sprintf(
|
||||||
|
"_The town's wards hold — %d of them, worth %d HP of cushion._\n", blessings, ward))
|
||||||
|
defer p.clearMischiefBlessings(target, ward)
|
||||||
|
}
|
||||||
|
|
||||||
|
for i, monster := range chain {
|
||||||
|
// The ambush is the attacker's privilege — it was lying in wait, and the
|
||||||
|
// target had no reason to expect it. Same one-free-swing approximation the
|
||||||
|
// harvest interrupt uses, with the same wounded-entrant clamp so it can't
|
||||||
|
// pre-empt the fight outright.
|
||||||
|
if ambush && i == 0 {
|
||||||
|
if dc, _ := LoadDnDCharacter(target); dc != nil {
|
||||||
|
nick := clampSurpriseNick(
|
||||||
|
surpriseRoundNick(monster, int(bracket.Tier)), dc.HPCurrent, dc.HPMax)
|
||||||
|
if nick > 0 {
|
||||||
|
dc.HPCurrent -= nick
|
||||||
|
_ = SaveDnDCharacter(dc)
|
||||||
|
b.WriteString(fmt.Sprintf(
|
||||||
|
"_It was waiting for you. **%s** opens with a free swing — %d HP._\n",
|
||||||
|
monster.Name, nick))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
preHP, _ := dndHPSnapshot(target)
|
||||||
|
pres, _, err := p.runZoneCombatRoster(
|
||||||
|
fightRoster(target), monster, int(bracket.Tier), dungeonCombatPhases, exp.DMMood)
|
||||||
|
if err != nil {
|
||||||
|
// Mid-chain build failure. The target keeps whatever HP they had; treat
|
||||||
|
// them as having survived rather than maiming them on our bug.
|
||||||
|
slog.Error("mischief: combat error", "target", target, "err", err)
|
||||||
|
b.WriteString(fmt.Sprintf("_(The %s never quite arrives.)_\n", monster.Name))
|
||||||
|
return b.String(), last, true
|
||||||
|
}
|
||||||
|
postHP, maxHP := dndHPSnapshot(target)
|
||||||
|
|
||||||
|
b.WriteString(fmt.Sprintf("⚔️ **%s** (HP %d, AC %d)\n", monster.Name, monster.HP, monster.AC))
|
||||||
|
switch {
|
||||||
|
case pres.Seats[0].PlayerWon:
|
||||||
|
b.WriteString(fmt.Sprintf("✅ **%s** down — %d→%d / %d HP.\n",
|
||||||
|
monster.Name, preHP, postHP, maxHP))
|
||||||
|
case postHP > 0:
|
||||||
|
// The engine's timeout: they held it off without killing it. That still
|
||||||
|
// pays — but say so plainly, or a stalemate reads as a clean kill and the
|
||||||
|
// player wonders why the thing is still following them.
|
||||||
|
b.WriteString(fmt.Sprintf("⏳ **%s** breaks off, still breathing. You're at %d / %d HP.\n",
|
||||||
|
monster.Name, postHP, maxHP))
|
||||||
|
}
|
||||||
|
if postHP <= 0 {
|
||||||
|
return b.String(), monster.Name, false
|
||||||
|
}
|
||||||
|
if i < len(chain)-1 {
|
||||||
|
b.WriteString("_And it isn't alone._\n")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return b.String(), last, true
|
||||||
|
}
|
||||||
|
|
||||||
|
// applyMischiefBlessings turns the room's wards into temp HP on the target's
|
||||||
|
// sheet for the duration of the delivery, and returns the cushion granted.
|
||||||
|
//
|
||||||
|
// TempHP is the well-rested mechanism (applyDnDHPScaling layers it above MaxHP
|
||||||
|
// for the fight, and persistDnDHPAfterCombat clamps back down to MaxHP after), so
|
||||||
|
// a ward is a damage sponge and nothing more — it can't leave the target at more
|
||||||
|
// HP than they started with.
|
||||||
|
//
|
||||||
|
// It ADDS to whatever TempHP is already there rather than overwriting: a target
|
||||||
|
// who long-rested at a T3 home before setting out is carrying a cushion of their
|
||||||
|
// own, and a ward bought to help them must not silently delete it. clearMischiefBlessings
|
||||||
|
// subtracts exactly what we added, which is why this returns the amount.
|
||||||
|
//
|
||||||
|
// The cushion refreshes for each link of a chain, because TempHP is a sheet field
|
||||||
|
// and applyDnDHPScaling re-reads it per fight. That only ever matters for the mob
|
||||||
|
// tier (the sole multi-fight chain), which the M0 sweep priced at 98-100% survival
|
||||||
|
// as pure theatre anyway. The tiers where a ward decides anything — elite and boss —
|
||||||
|
// are single fights, so what the room buys there is exactly one sponge.
|
||||||
|
func (p *AdventurePlugin) applyMischiefBlessings(target id.UserID, blessings int) int {
|
||||||
|
if blessings <= 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
c, err := LoadDnDCharacter(target)
|
||||||
|
if err != nil || c == nil {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
ward := mischiefBlessingTempHP(c.HPMax, blessings)
|
||||||
|
if ward <= 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
c.TempHP += ward
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
return ward
|
||||||
|
}
|
||||||
|
|
||||||
|
// clearMischiefBlessings takes the ward back off the sheet once the delivery is
|
||||||
|
// over — the blessing was bought for THIS fight, not for the rest of the run.
|
||||||
|
// Subtracts what we added, so a pre-existing well-rested cushion survives intact.
|
||||||
|
func (p *AdventurePlugin) clearMischiefBlessings(target id.UserID, ward int) {
|
||||||
|
c, err := LoadDnDCharacter(target)
|
||||||
|
if err != nil || c == nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if c.TempHP -= ward; c.TempHP < 0 {
|
||||||
|
c.TempHP = 0
|
||||||
|
}
|
||||||
|
_ = SaveDnDCharacter(c)
|
||||||
|
}
|
||||||
|
|
||||||
|
// floorMischiefRoster raises every seat the delivery put on the floor back to
|
||||||
|
// 1 HP. It runs on BOTH outcomes, and that is not belt-and-braces: the leader
|
||||||
|
// can win a fight their friend went down in, and a mischief delivery
|
||||||
|
// deliberately skips closeOutZoneWin/closeOutZoneLoss (which is what normally
|
||||||
|
// marks a 0-HP seat dead). Without this, a dropped party member is left alive at
|
||||||
|
// 0 HP — a state nothing else in the game produces, and one the gates that read
|
||||||
|
// `HPCurrent <= 0` (expedition autorun, for one) treat as broken rather than
|
||||||
|
// dead. Nobody dies for money; nobody gets stuck at zero for it either.
|
||||||
|
func (p *AdventurePlugin) floorMischiefRoster(target id.UserID) {
|
||||||
|
for _, uid := range fightRoster(target) {
|
||||||
|
if isCompanionSeat(uid) {
|
||||||
|
continue // he takes no wounds home; he has no rows to floor
|
||||||
|
}
|
||||||
|
floorHPAtOne(uid)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// resolveMischiefSurvived pays the target and unseals the buyer.
|
||||||
|
//
|
||||||
|
// The purse is a percentage of the base fee — never of what the buyer paid — so
|
||||||
|
// it is always strictly less than the buyer's outlay. See mischiefPurse.
|
||||||
|
func (p *AdventurePlugin) resolveMischiefSurvived(
|
||||||
|
c *mischiefContract, tier mischiefTier, exp *Expedition, bracket ZoneDefinition,
|
||||||
|
monsterName, narration string,
|
||||||
|
) {
|
||||||
|
// The leader lived; a friend of theirs may not have. See floorMischiefRoster.
|
||||||
|
p.floorMischiefRoster(c.TargetID)
|
||||||
|
|
||||||
|
purse := mischiefPurse(c.Fee, tier.PayoutPct)
|
||||||
|
p.euro.Credit(c.TargetID, float64(purse), "mischief_survived")
|
||||||
|
|
||||||
|
// Everything spent on the contract that isn't the purse — the rake, plus the
|
||||||
|
// whole sign surcharge — is a sink. That is what makes the payout cap bite. It
|
||||||
|
// is booked against the buyer AND the escalator in proportion to what each of
|
||||||
|
// them actually put in; c.Paid is the sum of the two.
|
||||||
|
if rake := c.Paid - purse; rake > 0 {
|
||||||
|
communityPotAdd(rake)
|
||||||
|
trackMischiefSink(c, rake)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Extras by tier. Treasure rolls against the zone they're actually in — the
|
||||||
|
// loot is scavenged off a corpse in that dungeon, wherever the thing came from.
|
||||||
|
var extras []string
|
||||||
|
switch tier.Key {
|
||||||
|
case "mob":
|
||||||
|
p.rollZoneTreasure(c.TargetID, exp.ZoneID, mischiefTreasureWeight)
|
||||||
|
case "elite":
|
||||||
|
p.rollZoneTreasure(c.TargetID, exp.ZoneID, mischiefTreasureWeight)
|
||||||
|
if before, after, err := addRenownXP(c.TargetID, mischiefEliteRenownXP); err == nil {
|
||||||
|
p.announceRenown(c.TargetID, renownLevelFor(before), renownLevelFor(after))
|
||||||
|
extras = append(extras, "The story of it is already going round town.")
|
||||||
|
}
|
||||||
|
case "boss":
|
||||||
|
p.rollZoneTreasure(c.TargetID, exp.ZoneID, mischiefTreasureWeight)
|
||||||
|
if before, after, err := addRenownXP(c.TargetID, mischiefBossRenownXP); err == nil {
|
||||||
|
p.announceRenown(c.TargetID, renownLevelFor(before), renownLevelFor(after))
|
||||||
|
extras = append(extras, "People are going to be telling this one for a while.")
|
||||||
|
}
|
||||||
|
for _, item := range consumableCache(int(bracket.Tier), mischiefBossCacheSize) {
|
||||||
|
it := item
|
||||||
|
p.grantZoneItem(c.TargetID, &it, "🧪")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
|
||||||
|
|
||||||
|
var dm strings.Builder
|
||||||
|
dm.WriteString("😈 **Somebody paid for that.**\n\n")
|
||||||
|
dm.WriteString(narration)
|
||||||
|
dm.WriteString(fmt.Sprintf(
|
||||||
|
"\n🛡️ You're still standing, and the coin was never really theirs. **%s** is yours.\n",
|
||||||
|
fmtEuro(purse)))
|
||||||
|
dm.WriteString(fmt.Sprintf("It was **%s** who paid to have you killed. Do with that what you like.%s",
|
||||||
|
p.DisplayName(c.BuyerID), p.mischiefEscalatorNote(c)))
|
||||||
|
for _, e := range extras {
|
||||||
|
dm.WriteString("\n_" + e + "_")
|
||||||
|
}
|
||||||
|
p.SendDM(c.TargetID, dm.String())
|
||||||
|
|
||||||
|
p.SendDM(c.BuyerID, fmt.Sprintf(
|
||||||
|
"🛡️ **%s walked away from your %s.** They keep %s of your money, and the town knows your name now.",
|
||||||
|
p.DisplayName(c.TargetID), c.Tier, fmtEuro(purse)))
|
||||||
|
if c.EscalatedBy != "" && c.EscalatedBy != c.BuyerID {
|
||||||
|
p.SendDM(c.EscalatedBy, fmt.Sprintf(
|
||||||
|
"🛡️ **%s** walked away from the **%s** you paid to upgrade — and your money went into their purse.\n"+
|
||||||
|
"_The town knows you piled on. That was the deal._",
|
||||||
|
p.DisplayName(c.TargetID), c.Tier))
|
||||||
|
}
|
||||||
|
|
||||||
|
p.announceMischiefSurvived(c, monsterName, purse)
|
||||||
|
emitMischiefResolvedNews(c, monsterName, mischiefOutcomeSurvived, purse)
|
||||||
|
}
|
||||||
|
|
||||||
|
// resolveMischiefDowned maims the target: HP floored at 1, expedition
|
||||||
|
// force-extracted, un-banked coins docked. Nobody dies for money.
|
||||||
|
//
|
||||||
|
// The whole fee goes to the community pot — never back to the buyer. A
|
||||||
|
// successful hit buys glory, not a rebate; refunding it would make repeat
|
||||||
|
// contracts free and turn the cap into a rounding error.
|
||||||
|
func (p *AdventurePlugin) resolveMischiefDowned(
|
||||||
|
c *mischiefContract, exp *Expedition, monsterName, narration string,
|
||||||
|
) {
|
||||||
|
// Every seat, not just the leader: a party that went down with them went down
|
||||||
|
// to a bought monster too, and the no-perma-death rule is about the purchase,
|
||||||
|
// not about who was holding the torch. Must run BEFORE the extract, which
|
||||||
|
// releases the party and would leave us nobody to floor.
|
||||||
|
p.floorMischiefRoster(c.TargetID)
|
||||||
|
|
||||||
|
// forcedExtractExpedition retires the region runs and releases the party itself;
|
||||||
|
// only the zone run has to be closed here.
|
||||||
|
_ = abandonZoneRun(c.TargetID)
|
||||||
|
_, tax, err := forcedExtractExpedition(exp.ID, "mischief contract")
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("mischief: force extract failed", "expedition", exp.ID, "err", err)
|
||||||
|
}
|
||||||
|
// The un-banked-coin loss. forcedExtractExpedition computes the 20% cut and
|
||||||
|
// leaves the debit to the caller; for a maiming, this is the caller.
|
||||||
|
if tax > 0 {
|
||||||
|
p.euro.Debit(c.TargetID, float64(tax), "mischief_downed_loss")
|
||||||
|
}
|
||||||
|
|
||||||
|
communityPotAdd(c.Paid)
|
||||||
|
trackMischiefSink(c, c.Paid)
|
||||||
|
|
||||||
|
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeDowned)
|
||||||
|
|
||||||
|
var dm strings.Builder
|
||||||
|
dm.WriteString("😈 **Somebody paid for that.**\n\n")
|
||||||
|
dm.WriteString(narration)
|
||||||
|
dm.WriteString(fmt.Sprintf(
|
||||||
|
"\n💀 **%s** put you down. You wake up on a cart headed home — alive, which is more than the contract asked for.\n",
|
||||||
|
monsterName))
|
||||||
|
dm.WriteString("Your expedition is over.")
|
||||||
|
if tax > 0 {
|
||||||
|
dm.WriteString(fmt.Sprintf(" Whatever you hadn't banked yet is gone — %s of it.", fmtEuro(tax)))
|
||||||
|
}
|
||||||
|
if c.Signed {
|
||||||
|
dm.WriteString(fmt.Sprintf("\n\nThe contract was signed: **%s** paid for it.", p.DisplayName(c.BuyerID)))
|
||||||
|
} else {
|
||||||
|
dm.WriteString("\n\nNobody's saying who paid.")
|
||||||
|
}
|
||||||
|
p.SendDM(c.TargetID, dm.String())
|
||||||
|
|
||||||
|
p.SendDM(c.BuyerID, fmt.Sprintf(
|
||||||
|
"💀 Your **%s** found **%s** and put them on the floor. Their expedition is over.\n"+
|
||||||
|
"_You get nothing back — %s went to the community pot. You did this for the story._",
|
||||||
|
c.Tier, p.DisplayName(c.TargetID), fmtEuro(c.Paid)))
|
||||||
|
if c.EscalatedBy != "" && c.EscalatedBy != c.BuyerID {
|
||||||
|
// They stay anonymous: only a survival unseals. Their money is gone either
|
||||||
|
// way — that is what makes the survival unseal a real risk to have taken.
|
||||||
|
p.SendDM(c.EscalatedBy, fmt.Sprintf(
|
||||||
|
"💀 The **%s** you paid to upgrade found **%s** and put them down. Nobody knows it was you.",
|
||||||
|
c.Tier, p.DisplayName(c.TargetID)))
|
||||||
|
}
|
||||||
|
|
||||||
|
p.announceMischiefDowned(c, monsterName)
|
||||||
|
emitMischiefResolvedNews(c, monsterName, mischiefOutcomeDowned, 0)
|
||||||
|
}
|
||||||
929
internal/plugin/adventure_mischief_test.go
Normal file
929
internal/plugin/adventure_mischief_test.go
Normal file
@@ -0,0 +1,929 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"math/rand/v2"
|
||||||
|
"testing"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"github.com/google/uuid"
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func newMischiefTestDB(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
db.Close()
|
||||||
|
if err := db.Init(t.TempDir()); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
}
|
||||||
|
|
||||||
|
func seedContract(t *testing.T, buyer, target id.UserID, tier string, signed bool) *mischiefContract {
|
||||||
|
t.Helper()
|
||||||
|
td, ok := mischiefTierByKey(tier)
|
||||||
|
if !ok {
|
||||||
|
t.Fatalf("unknown tier %q", tier)
|
||||||
|
}
|
||||||
|
paid := td.Fee
|
||||||
|
if signed {
|
||||||
|
paid = mischiefSignedFee(td.Fee)
|
||||||
|
}
|
||||||
|
c := &mischiefContract{
|
||||||
|
ID: uuid.NewString(),
|
||||||
|
BuyerID: buyer,
|
||||||
|
TargetID: target,
|
||||||
|
Tier: td.Key,
|
||||||
|
Fee: td.Fee,
|
||||||
|
Paid: paid,
|
||||||
|
Status: mischiefStatusOpen,
|
||||||
|
Signed: signed,
|
||||||
|
Source: "matrix",
|
||||||
|
CreatedAt: time.Now().UTC(),
|
||||||
|
WindowEndsAt: time.Now().UTC().Add(mischiefWindow),
|
||||||
|
}
|
||||||
|
if err := insertMischiefContract(c); err != nil {
|
||||||
|
t.Fatalf("seed contract (%s → %s): %v", buyer, target, err)
|
||||||
|
}
|
||||||
|
return c
|
||||||
|
}
|
||||||
|
|
||||||
|
// The anti-collusion invariant, and the only reason no danger multiplier is
|
||||||
|
// needed: whatever the tier and whether or not the buyer signed, the target's
|
||||||
|
// survival purse is strictly less than what the buyer parted with. Two players
|
||||||
|
// who try to move money this way lose to !baltransfer, which is free.
|
||||||
|
func TestMischiefPurseNeverExceedsOutlay(t *testing.T) {
|
||||||
|
for _, tier := range mischiefTiers {
|
||||||
|
purse := mischiefPurse(tier.Fee, tier.PayoutPct)
|
||||||
|
for _, paid := range []int{tier.Fee, mischiefSignedFee(tier.Fee)} {
|
||||||
|
if purse >= paid {
|
||||||
|
t.Errorf("%s: purse %d >= buyer outlay %d — collusion beats !baltransfer",
|
||||||
|
tier.Key, purse, paid)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if tier.PayoutPct > 0.75 {
|
||||||
|
t.Errorf("%s: payout %.2f exceeds the 75%% cap", tier.Key, tier.PayoutPct)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The cap is enforced in code, not just in the table — an escalation (M2) raises
|
||||||
|
// the payout basis, and nothing it can do may push the purse past 75%.
|
||||||
|
func TestMischiefPurseHardCap(t *testing.T) {
|
||||||
|
if got := mischiefPurse(1000, 0.95); got != 750 {
|
||||||
|
t.Fatalf("mischiefPurse(1000, 0.95) = %d, want 750 (capped)", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestMischiefSignedFee(t *testing.T) {
|
||||||
|
// The tier table's signed prices, as priced in M0.
|
||||||
|
want := map[string]int{"grunt": 50, "mob": 125, "elite": 438, "boss": 1500}
|
||||||
|
for _, tier := range mischiefTiers {
|
||||||
|
if got := mischiefSignedFee(tier.Fee); got != want[tier.Key] {
|
||||||
|
t.Errorf("%s signed fee = %d, want %d", tier.Key, got, want[tier.Key])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Exactly one of delivery and fizzle may claim a contract, however many ticks
|
||||||
|
// race for it. Without this a restart mid-delivery could both maim the target
|
||||||
|
// and refund the buyer.
|
||||||
|
func TestMischiefClaimIsExactlyOnce(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
c := seedContract(t, "@buyer:x", "@target:x", "elite", false)
|
||||||
|
|
||||||
|
if !claimMischiefForDelivery(c.ID) {
|
||||||
|
t.Fatal("first claim should win")
|
||||||
|
}
|
||||||
|
if claimMischiefForDelivery(c.ID) {
|
||||||
|
t.Error("second claim won — a contract could be delivered twice")
|
||||||
|
}
|
||||||
|
if fizzleMischiefContract(c.ID) {
|
||||||
|
t.Error("fizzle won after the delivery claim — buyer would be refunded a hit that landed")
|
||||||
|
}
|
||||||
|
|
||||||
|
c2 := seedContract(t, "@buyer:x", "@other:x", "grunt", false)
|
||||||
|
if !fizzleMischiefContract(c2.ID) {
|
||||||
|
t.Fatal("first fizzle should win")
|
||||||
|
}
|
||||||
|
if claimMischiefForDelivery(c2.ID) {
|
||||||
|
t.Error("delivery claimed a fizzled contract — buyer would pay twice")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Only a closed window is due, and a resolved contract never comes back.
|
||||||
|
func TestMischiefDueWindow(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
c := seedContract(t, "@buyer:x", "@target:x", "mob", false)
|
||||||
|
|
||||||
|
if due := loadMischiefDue(now); len(due) != 0 {
|
||||||
|
t.Fatalf("contract is due before its window closed: %d", len(due))
|
||||||
|
}
|
||||||
|
due := loadMischiefDue(now.Add(mischiefWindow + time.Minute))
|
||||||
|
if len(due) != 1 || due[0].ID != c.ID {
|
||||||
|
t.Fatalf("want the contract due after its window; got %d", len(due))
|
||||||
|
}
|
||||||
|
|
||||||
|
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
|
||||||
|
if due := loadMischiefDue(now.Add(2 * mischiefWindow)); len(due) != 0 {
|
||||||
|
t.Error("a resolved contract came back around")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// One live contract per target: two monsters converging on the same person is a
|
||||||
|
// mugging, not mischief.
|
||||||
|
func TestMischiefOneLiveContractPerTarget(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
target := id.UserID("@target:x")
|
||||||
|
if liveMischiefForTarget(target) != nil {
|
||||||
|
t.Fatal("no contract seeded, but one is live")
|
||||||
|
}
|
||||||
|
c := seedContract(t, "@buyer:x", target, "grunt", false)
|
||||||
|
if live := liveMischiefForTarget(target); live == nil || live.ID != c.ID {
|
||||||
|
t.Fatal("open contract should be live")
|
||||||
|
}
|
||||||
|
// A claimed-but-unresolved contract still blocks — the monster is en route.
|
||||||
|
claimMischiefForDelivery(c.ID)
|
||||||
|
if liveMischiefForTarget(target) == nil {
|
||||||
|
t.Error("a delivering contract should still block a second one")
|
||||||
|
}
|
||||||
|
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeDowned)
|
||||||
|
if liveMischiefForTarget(target) != nil {
|
||||||
|
t.Error("a resolved contract still reads as live")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The post-resolution breather. Also the regression guard for the modernc
|
||||||
|
// datetime hazard: resolved_at round-trips through the driver's own encoding
|
||||||
|
// (bound Go time in, time.Time out), so the row has to be a real one — a
|
||||||
|
// hand-written stamp in some other format would compare lexicographically and
|
||||||
|
// silently never expire.
|
||||||
|
func TestMischiefTargetCooldown(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
target := id.UserID("@target:x")
|
||||||
|
now := time.Now().UTC()
|
||||||
|
|
||||||
|
if cooling, _ := mischiefTargetCoolingDown(target, now); cooling {
|
||||||
|
t.Fatal("a target with no history is cooling down")
|
||||||
|
}
|
||||||
|
c := seedContract(t, "@buyer:x", target, "grunt", false)
|
||||||
|
resolveMischiefContract(c.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
|
||||||
|
|
||||||
|
cooling, wait := mischiefTargetCoolingDown(target, now)
|
||||||
|
if !cooling {
|
||||||
|
t.Fatal("a just-resolved target should be cooling down")
|
||||||
|
}
|
||||||
|
// resolved_at is stamped a hair after `now`, so allow a second of slack.
|
||||||
|
if wait <= 0 || wait > mischiefTargetCooldown+time.Second {
|
||||||
|
t.Errorf("wait = %s, want within (0, %s]", wait, mischiefTargetCooldown)
|
||||||
|
}
|
||||||
|
if cooling, _ := mischiefTargetCoolingDown(target, now.Add(mischiefTargetCooldown+time.Minute)); cooling {
|
||||||
|
t.Error("still cooling down after the cooldown elapsed")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rate limits: contracts per buyer per day, and boss-tier per target per week.
|
||||||
|
// Fizzled contracts count against the buyer — the limit is on how often you may
|
||||||
|
// point a monster at someone, not on how often it connects.
|
||||||
|
func TestMischiefRateLimits(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
buyer := id.UserID("@buyer:x")
|
||||||
|
now := time.Now().UTC()
|
||||||
|
dayAgo := now.Add(-24 * time.Hour)
|
||||||
|
|
||||||
|
if n := mischiefBuyerCountSince(buyer, dayAgo); n != 0 {
|
||||||
|
t.Fatalf("fresh buyer count = %d, want 0", n)
|
||||||
|
}
|
||||||
|
c1 := seedContract(t, buyer, "@a:x", "grunt", false)
|
||||||
|
seedContract(t, buyer, "@b:x", "mob", false)
|
||||||
|
fizzleMischiefContract(c1.ID)
|
||||||
|
if n := mischiefBuyerCountSince(buyer, dayAgo); n != mischiefBuyerDailyCap {
|
||||||
|
t.Errorf("buyer count = %d, want %d (a fizzle still counts)", n, mischiefBuyerDailyCap)
|
||||||
|
}
|
||||||
|
|
||||||
|
target := id.UserID("@whale:x")
|
||||||
|
weekAgo := now.Add(-mischiefBossPerTargetWindow)
|
||||||
|
if n := mischiefBossCountSince(target, weekAgo); n != 0 {
|
||||||
|
t.Fatalf("fresh boss count = %d, want 0", n)
|
||||||
|
}
|
||||||
|
elite := seedContract(t, "@other:x", target, "elite", false)
|
||||||
|
if n := mischiefBossCountSince(target, weekAgo); n != 0 {
|
||||||
|
t.Error("an elite contract counted against the boss-per-week limit")
|
||||||
|
}
|
||||||
|
// Resolve it first: only one contract may be live against a target at a time,
|
||||||
|
// and the database enforces that (idx_mischief_one_live_per_target).
|
||||||
|
resolveMischiefContract(elite.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
|
||||||
|
seedContract(t, "@other:x", target, "boss", false)
|
||||||
|
if n := mischiefBossCountSince(target, weekAgo); n != 1 {
|
||||||
|
t.Errorf("boss count = %d, want 1", n)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The database, not a read-then-write check, is what stops two buyers racing a
|
||||||
|
// monster at the same target. The placement path holds only the buyer's lock, so
|
||||||
|
// without this index both inserts would land and the target would be hit twice.
|
||||||
|
func TestMischiefSecondLiveContractIsRejected(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
target := id.UserID("@target:x")
|
||||||
|
seedContract(t, "@buyer1:x", target, "grunt", false)
|
||||||
|
|
||||||
|
second := &mischiefContract{
|
||||||
|
ID: uuid.NewString(), BuyerID: "@buyer2:x", TargetID: target,
|
||||||
|
Tier: "elite", Fee: 350, Paid: 350, Status: mischiefStatusOpen,
|
||||||
|
Source: "matrix", CreatedAt: time.Now().UTC(),
|
||||||
|
WindowEndsAt: time.Now().UTC().Add(mischiefWindow),
|
||||||
|
}
|
||||||
|
if err := insertMischiefContract(second); err == nil {
|
||||||
|
t.Fatal("a second live contract was accepted — the target can be hit twice at once")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A delivery that dies mid-flight (restart, panic) must not strand the contract:
|
||||||
|
// the row would block the target forever and the buyer's money would be gone.
|
||||||
|
func TestMischiefStaleDeliverySweep(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
c := seedContract(t, "@buyer:x", "@target:x", "boss", false)
|
||||||
|
if !claimMischiefForDelivery(c.ID) {
|
||||||
|
t.Fatal("claim should win")
|
||||||
|
}
|
||||||
|
|
||||||
|
// Inside the grace period a slow delivery is left alone.
|
||||||
|
if stale := loadStaleMischiefDeliveries(now.Add(mischiefWindow)); len(stale) != 0 {
|
||||||
|
t.Errorf("a delivery still inside its grace window was called stranded: %d", len(stale))
|
||||||
|
}
|
||||||
|
|
||||||
|
stale := loadStaleMischiefDeliveries(now.Add(mischiefWindow + mischiefDeliveryGrace + time.Minute))
|
||||||
|
if len(stale) != 1 || stale[0].ID != c.ID {
|
||||||
|
t.Fatalf("stranded delivery not found: %d", len(stale))
|
||||||
|
}
|
||||||
|
if !abandonStaleMischief(c.ID) {
|
||||||
|
t.Fatal("abandon should win on a delivering row")
|
||||||
|
}
|
||||||
|
if abandonStaleMischief(c.ID) {
|
||||||
|
t.Error("abandon won twice — the buyer would be refunded twice")
|
||||||
|
}
|
||||||
|
// And the target is free again.
|
||||||
|
if liveMischiefForTarget("@target:x") != nil {
|
||||||
|
t.Error("a swept contract still blocks the target")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The monster is priced against the TARGET's bracket, not the dungeon they are
|
||||||
|
// standing in — that is what the M0 fee table measured.
|
||||||
|
func TestMischiefBracketZones(t *testing.T) {
|
||||||
|
for _, tc := range []struct {
|
||||||
|
level int
|
||||||
|
tier ZoneTier
|
||||||
|
}{{1, 1}, {3, 1}, {4, 2}, {7, 2}, {8, 3}, {12, 3}, {13, 4}, {17, 4}, {18, 5}, {20, 5}} {
|
||||||
|
zone := mischiefBracketZone(tc.level)
|
||||||
|
if zone.Tier != tc.tier {
|
||||||
|
t.Errorf("level %d draws from tier %d, want %d", tc.level, zone.Tier, tc.tier)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The fight shapes the fee table was priced against. Changing any of these
|
||||||
|
// invalidates the pricing, so they are pinned.
|
||||||
|
func TestMischiefMonsterChains(t *testing.T) {
|
||||||
|
zone := mischiefBracketZone(10) // tier 3
|
||||||
|
rng := rand.New(rand.NewPCG(0x6d69, 1))
|
||||||
|
|
||||||
|
for _, tc := range []struct {
|
||||||
|
tier string
|
||||||
|
wantLen int
|
||||||
|
wantAmbush bool
|
||||||
|
}{
|
||||||
|
{"grunt", 1, false},
|
||||||
|
{"mob", 3, false},
|
||||||
|
{"elite", 1, true},
|
||||||
|
{"boss", 1, true},
|
||||||
|
} {
|
||||||
|
chain, ambush := mischiefMonsters(tc.tier, zone, rng)
|
||||||
|
if len(chain) != tc.wantLen {
|
||||||
|
t.Errorf("%s: chain of %d, want %d", tc.tier, len(chain), tc.wantLen)
|
||||||
|
}
|
||||||
|
if ambush != tc.wantAmbush {
|
||||||
|
t.Errorf("%s: ambush = %v, want %v", tc.tier, ambush, tc.wantAmbush)
|
||||||
|
}
|
||||||
|
for _, m := range chain {
|
||||||
|
if m.Name == "" {
|
||||||
|
t.Errorf("%s: chain holds an empty monster — the bestiary lookup missed", tc.tier)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Boss tier sends the zone's actual boss; elite sends something flagged elite.
|
||||||
|
if chain, _ := mischiefMonsters("boss", zone, rng); chain[0].ID != zone.Boss.BestiaryID {
|
||||||
|
t.Errorf("boss tier sent %q, want the zone boss %q", chain[0].ID, zone.Boss.BestiaryID)
|
||||||
|
}
|
||||||
|
elite, _ := mischiefMonsters("elite", zone, rng)
|
||||||
|
found := false
|
||||||
|
for _, e := range zone.Enemies {
|
||||||
|
if e.BestiaryID == elite[0].ID && e.IsElite {
|
||||||
|
found = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !found {
|
||||||
|
t.Errorf("elite tier sent %q, which isn't an elite in %s", elite[0].ID, zone.ID)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── End-to-end: the delivery path against a real character ───────────────────
|
||||||
|
|
||||||
|
// seedMischiefTarget builds a real, playable adventurer on a live expedition —
|
||||||
|
// the thing a contract actually lands on. Unit tests on the contract row prove
|
||||||
|
// nothing about the fight; these drive runMischiefInterrupt and the close-outs.
|
||||||
|
func seedMischiefTarget(t *testing.T, uid id.UserID, level, hp int) *Expedition {
|
||||||
|
t.Helper()
|
||||||
|
if err := createAdvCharacter(uid, "target"+uid.Localpart()); err != nil {
|
||||||
|
t.Fatalf("createAdvCharacter: %v", err)
|
||||||
|
}
|
||||||
|
if err := SaveDnDCharacter(&DnDCharacter{
|
||||||
|
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: level,
|
||||||
|
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
|
||||||
|
HPMax: hp, HPCurrent: hp, ArmorClass: 18,
|
||||||
|
}); err != nil {
|
||||||
|
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||||
|
}
|
||||||
|
run, err := startZoneRun(uid, ZoneGoblinWarrens, 1, nil)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("startZoneRun: %v", err)
|
||||||
|
}
|
||||||
|
if _, err := db.Get().Exec(`
|
||||||
|
INSERT INTO dnd_expedition (expedition_id, user_id, zone_id, run_id, status, start_date, coins_earned)
|
||||||
|
VALUES (?, ?, 'goblin_warrens', ?, 'active', ?, 500)`,
|
||||||
|
"exp-"+uid.Localpart(), string(uid), run.RunID, time.Now().UTC()); err != nil {
|
||||||
|
t.Fatalf("seed expedition: %v", err)
|
||||||
|
}
|
||||||
|
exp, err := getActiveExpedition(uid)
|
||||||
|
if err != nil || exp == nil {
|
||||||
|
t.Fatalf("getActiveExpedition: %v", err)
|
||||||
|
}
|
||||||
|
return exp
|
||||||
|
}
|
||||||
|
|
||||||
|
// A grunt against a healthy level-5 fighter: the fight actually runs, it costs
|
||||||
|
// HP, and they live. This is the "mostly theatre" tier doing what it was priced
|
||||||
|
// to do.
|
||||||
|
func TestMischiefDelivery_GruntIsSurvivable(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
uid := id.UserID("@grunted:example.org")
|
||||||
|
exp := seedMischiefTarget(t, uid, 5, 60)
|
||||||
|
|
||||||
|
bracket := mischiefBracketZone(5)
|
||||||
|
chain, ambush := mischiefMonsters("grunt", bracket, rand.New(rand.NewPCG(1, 2)))
|
||||||
|
|
||||||
|
_, monster, survived := p.runMischiefInterrupt(uid, exp, bracket, chain, ambush, 0)
|
||||||
|
if !survived {
|
||||||
|
t.Fatalf("a level-5 fighter at full HP died to a grunt (%s) — the tier is mispriced", monster)
|
||||||
|
}
|
||||||
|
hp, _ := dndHPSnapshot(uid)
|
||||||
|
if hp <= 0 {
|
||||||
|
t.Errorf("survivor is at %d HP", hp)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The boss tier is the dangerous one, and the one where the no-perma-death rule
|
||||||
|
// has to hold. A level-3 caster-grade sheet against a tier-1 boss goes down —
|
||||||
|
// and must come back up at 1 HP with the expedition force-extracted, never dead.
|
||||||
|
//
|
||||||
|
// This is the property that separates mischief from paid murder: it is bought,
|
||||||
|
// and it lands while the victim may well be asleep.
|
||||||
|
func TestMischiefDelivery_DownedTargetIsMaimedNotKilled(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
|
||||||
|
uid := id.UserID("@doomed:example.org")
|
||||||
|
// 1 HP: whatever the dice do, this fight ends with them on the floor.
|
||||||
|
exp := seedMischiefTarget(t, uid, 3, 1)
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:example.org", uid, "boss", false)
|
||||||
|
if !claimMischiefForDelivery(c.ID) {
|
||||||
|
t.Fatal("claim should win")
|
||||||
|
}
|
||||||
|
if err := p.deliverMischief(c, exp); err != nil {
|
||||||
|
t.Fatalf("deliverMischief: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Alive, floored, and carried home.
|
||||||
|
char, err := loadAdvCharacter(uid)
|
||||||
|
if err != nil || char == nil {
|
||||||
|
t.Fatal("target's character is gone")
|
||||||
|
}
|
||||||
|
if !char.Alive {
|
||||||
|
t.Fatal("a PURCHASED monster killed a player outright — mischief must maim, never murder")
|
||||||
|
}
|
||||||
|
if hp, _ := dndHPSnapshot(uid); hp != 1 {
|
||||||
|
t.Errorf("downed target is at %d HP, want the 1 HP floor", hp)
|
||||||
|
}
|
||||||
|
if e, _ := getActiveExpedition(uid); e != nil {
|
||||||
|
t.Error("the expedition survived a downing — it must be force-extracted")
|
||||||
|
}
|
||||||
|
|
||||||
|
// The buyer gets nothing back; the whole fee is a sink.
|
||||||
|
got, err := mischiefContractByID(c.ID)
|
||||||
|
if err != nil || got == nil {
|
||||||
|
t.Fatal("contract row vanished")
|
||||||
|
}
|
||||||
|
if got.Status != mischiefStatusDelivered || got.Outcome != mischiefOutcomeDowned {
|
||||||
|
t.Errorf("contract resolved as %s/%s, want delivered/downed", got.Status, got.Outcome)
|
||||||
|
}
|
||||||
|
if pot := communityPotBalance(); pot < c.Paid {
|
||||||
|
t.Errorf("community pot holds %d, want at least the %d fee — a landed hit refunds nobody", pot, c.Paid)
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(c.BuyerID); bal > 0 {
|
||||||
|
t.Errorf("buyer was credited %.0f on a successful hit; glory only", bal)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Survival pays the target out of the buyer's money, and never more than the
|
||||||
|
// buyer spent. Driven through the real close-out, not the arithmetic helper.
|
||||||
|
func TestMischiefDelivery_SurvivalPaysTheTarget(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
|
||||||
|
uid := id.UserID("@tough:example.org")
|
||||||
|
exp := seedMischiefTarget(t, uid, 12, 400) // comfortably survives a tier-1 grunt
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:example.org", uid, "grunt", false)
|
||||||
|
if !claimMischiefForDelivery(c.ID) {
|
||||||
|
t.Fatal("claim should win")
|
||||||
|
}
|
||||||
|
before := p.euro.GetBalance(uid)
|
||||||
|
if err := p.deliverMischief(c, exp); err != nil {
|
||||||
|
t.Fatalf("deliverMischief: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.Outcome != mischiefOutcomeSurvived {
|
||||||
|
t.Fatalf("a level-12 fighter with 400 HP lost to a tier-1 grunt (outcome %s)", got.Outcome)
|
||||||
|
}
|
||||||
|
tier, _ := mischiefTierByKey("grunt")
|
||||||
|
purse := mischiefPurse(tier.Fee, tier.PayoutPct)
|
||||||
|
if gained := int(p.euro.GetBalance(uid) - before); gained != purse {
|
||||||
|
t.Errorf("survivor was paid %d, want the %d purse", gained, purse)
|
||||||
|
}
|
||||||
|
if purse >= c.Paid {
|
||||||
|
t.Errorf("purse %d >= outlay %d", purse, c.Paid)
|
||||||
|
}
|
||||||
|
// The remainder is a sink, not a rebate.
|
||||||
|
if pot := communityPotBalance(); pot != c.Paid-purse {
|
||||||
|
t.Errorf("pot holds %d, want the %d remainder", pot, c.Paid-purse)
|
||||||
|
}
|
||||||
|
// The expedition is untouched — they fought it off and walk on.
|
||||||
|
if e, _ := getActiveExpedition(uid); e == nil {
|
||||||
|
t.Error("surviving a contract ended the expedition")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// An expedition that ends before the window closes fizzles: the buyer is
|
||||||
|
// refunded 90%, the town rakes the rest, and nobody is attacked.
|
||||||
|
func TestMischiefDelivery_FizzlesWhenTargetWentHome(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
|
||||||
|
uid := id.UserID("@gone:example.org")
|
||||||
|
seedMischiefTarget(t, uid, 5, 60)
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:example.org", uid, "elite", false)
|
||||||
|
// They extract before the monster arrives.
|
||||||
|
if _, _, err := forcedExtractExpedition("exp-"+uid.Localpart(), "went home"); err != nil {
|
||||||
|
t.Fatalf("forcedExtractExpedition: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Tomorrow at noon UTC: past the contract's window, and deliberately nowhere
|
||||||
|
// near the 06:00 briefing or the 21:00 recap. fireMischiefDeliveries refuses to
|
||||||
|
// run inside those quiet windows, so a wall-clock `now` here makes this test
|
||||||
|
// fail for two hours of every real day.
|
||||||
|
due := time.Now().UTC().AddDate(0, 0, 1).Truncate(24 * time.Hour).Add(12 * time.Hour)
|
||||||
|
p.fireMischiefDeliveries(due)
|
||||||
|
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.Status != mischiefStatusFizzled {
|
||||||
|
t.Fatalf("contract status %s, want fizzled — the dungeon was empty", got.Status)
|
||||||
|
}
|
||||||
|
refund := int(float64(c.Paid) * mischiefFizzleRefund)
|
||||||
|
if bal := int(p.euro.GetBalance(c.BuyerID)); bal != refund {
|
||||||
|
t.Errorf("buyer refunded %d, want %d (90%%)", bal, refund)
|
||||||
|
}
|
||||||
|
if pot := communityPotBalance(); pot != c.Paid-refund {
|
||||||
|
t.Errorf("pot raked %d, want %d", pot, c.Paid-refund)
|
||||||
|
}
|
||||||
|
if hp, max := dndHPSnapshot(uid); hp != max {
|
||||||
|
t.Errorf("a fizzled contract still hurt the target (%d/%d HP)", hp, max)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The limbo state. A leader can win a fight their friend went down in — and a
|
||||||
|
// mischief delivery deliberately skips the close-outs that would normally mark a
|
||||||
|
// 0-HP seat dead. So the seat must be floored on BOTH outcomes, or the member is
|
||||||
|
// left alive at 0 HP: not dead enough for the hospital, too dead to act, and
|
||||||
|
// read as broken by every gate that tests `HPCurrent <= 0`.
|
||||||
|
func TestMischiefDelivery_SurvivalFloorsADroppedPartyMember(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
|
||||||
|
leader := id.UserID("@leader:example.org")
|
||||||
|
member := id.UserID("@member:example.org")
|
||||||
|
|
||||||
|
exp := seedMischiefTarget(t, leader, 12, 400) // wins comfortably
|
||||||
|
seatLeaderFixture(t, exp.ID)
|
||||||
|
if err := createAdvCharacter(member, "member"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if err := SaveDnDCharacter(&DnDCharacter{
|
||||||
|
UserID: member, Race: RaceHuman, Class: ClassFighter, Level: 3,
|
||||||
|
STR: 14, DEX: 12, CON: 12, INT: 10, WIS: 10, CHA: 10,
|
||||||
|
HPMax: 30, HPCurrent: 30, ArmorClass: 12,
|
||||||
|
}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if err := joinParty(exp.ID, member); err != nil {
|
||||||
|
t.Fatalf("joinParty: %v", err)
|
||||||
|
}
|
||||||
|
// Put the member on the floor the way the fight would.
|
||||||
|
if _, err := db.Get().Exec(
|
||||||
|
`UPDATE dnd_character SET hp_current = 0 WHERE user_id = ?`, string(member)); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:example.org", leader, "grunt", false)
|
||||||
|
if !claimMischiefForDelivery(c.ID) {
|
||||||
|
t.Fatal("claim should win")
|
||||||
|
}
|
||||||
|
if err := p.deliverMischief(c, exp); err != nil {
|
||||||
|
t.Fatalf("deliverMischief: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.Outcome != mischiefOutcomeSurvived {
|
||||||
|
t.Fatalf("leader lost; this test needs a survival (outcome %s)", got.Outcome)
|
||||||
|
}
|
||||||
|
hp, _ := dndHPSnapshot(member)
|
||||||
|
if hp <= 0 {
|
||||||
|
t.Errorf("dropped party member left at %d HP on a survived contract — alive, but stuck at zero", hp)
|
||||||
|
}
|
||||||
|
if mc, _ := loadAdvCharacter(member); mc == nil || !mc.Alive {
|
||||||
|
t.Error("a bought monster killed a party member — mischief maims, it never murders")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── M2: the window (bless / escalate) ────────────────────────────────────────
|
||||||
|
|
||||||
|
// mischiefWindowPlugin is a plugin wired for command-level tests: a euro ledger
|
||||||
|
// and a sink, so `!mischief bless/escalate` can be driven the way a player drives
|
||||||
|
// them (the CAS races these commands lose are the whole point of M2, and they only
|
||||||
|
// exist on the command path).
|
||||||
|
func mischiefWindowPlugin(t *testing.T) (*AdventurePlugin, *captureSink) {
|
||||||
|
t.Helper()
|
||||||
|
sink := &captureSink{}
|
||||||
|
p := &AdventurePlugin{euro: NewEuroPlugin(nil)}
|
||||||
|
p.Sink = sink
|
||||||
|
return p, sink
|
||||||
|
}
|
||||||
|
|
||||||
|
func mischiefCtx(sender id.UserID) MessageContext {
|
||||||
|
return MessageContext{Sender: sender, RoomID: id.RoomID("!room:x"), EventID: id.EventID("$e")}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A ward is priced against the thing it defends against. The M1-close-out sweep
|
||||||
|
// measured three wards buying ~+40pp of survival, which at a flat fee let the room
|
||||||
|
// halve a €1,200 boss contract for €75 — the tier the whole economy rests on,
|
||||||
|
// bought off for pocket change. Cheap at the impulse tiers, real money at the top.
|
||||||
|
func TestMischiefBlessingFee_ScalesWithTheContract(t *testing.T) {
|
||||||
|
want := map[string]int{"grunt": 25, "mob": 25, "elite": 35, "boss": 120}
|
||||||
|
for _, tier := range mischiefTiers {
|
||||||
|
if got := mischiefBlessingFee(tier.Fee); got != want[tier.Key] {
|
||||||
|
t.Errorf("%s ward = %d, want %d", tier.Key, got, want[tier.Key])
|
||||||
|
}
|
||||||
|
// Where a ward is a rational purchase — the tiers the sweep says can
|
||||||
|
// actually put someone on the floor — covering a target must cost less than
|
||||||
|
// the contract does. Otherwise the room's counterplay is priced out and the
|
||||||
|
// window is dead.
|
||||||
|
//
|
||||||
|
// Grunt and mob are deliberately exempt: the €25 floor is above-market
|
||||||
|
// there (3 wards cost more than a €40 grunt), and that is fine, because
|
||||||
|
// nothing in the sweep needs warding against theatre — those tiers sit at
|
||||||
|
// 100% survival unwounded. The floor is there to keep a ward an impulse
|
||||||
|
// buy, not to make it a sensible one against a goblin.
|
||||||
|
if tier.Key != "elite" && tier.Key != "boss" {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if full := mischiefBlessingFee(tier.Fee) * mischiefBlessingCap; full >= tier.Fee {
|
||||||
|
t.Errorf("%s: %d wards cost %d, which is more than the %d contract — "+
|
||||||
|
"the room can't afford to save anyone", tier.Key, mischiefBlessingCap, full, tier.Fee)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The cap lives in the UPDATE, not in the read that precedes it. A room that
|
||||||
|
// piles four wards on in the same second must still land exactly three — and the
|
||||||
|
// player who lost that race must get their money back rather than pay for
|
||||||
|
// nothing.
|
||||||
|
func TestMischiefBlessing_CapIsEnforcedByTheUpdate(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
c := seedContract(t, "@buyer:x", "@target:x", "elite", false)
|
||||||
|
|
||||||
|
for i := 1; i <= mischiefBlessingCap; i++ {
|
||||||
|
if !blessMischiefContract(c.ID) {
|
||||||
|
t.Fatalf("blessing %d/%d was rejected", i, mischiefBlessingCap)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if blessMischiefContract(c.ID) {
|
||||||
|
t.Errorf("a %dth blessing landed — the cap is not enforced", mischiefBlessingCap+1)
|
||||||
|
}
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.BlessingCount != mischiefBlessingCap {
|
||||||
|
t.Errorf("blessing_count = %d, want %d", got.BlessingCount, mischiefBlessingCap)
|
||||||
|
}
|
||||||
|
// And nobody may ward a contract that has already been claimed for delivery:
|
||||||
|
// the monster is in the room with them.
|
||||||
|
c2 := seedContract(t, "@buyer:x", "@other:x", "grunt", false)
|
||||||
|
if !claimMischiefForDelivery(c2.ID) {
|
||||||
|
t.Fatal("claim should win")
|
||||||
|
}
|
||||||
|
if blessMischiefContract(c2.ID) {
|
||||||
|
t.Error("warded a contract mid-delivery — the fight had already started")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A blessing buys HP, never euros: the fee is a sink (community pot), and the
|
||||||
|
// purse is untouched by it. Otherwise a target's friend could ward them as a way
|
||||||
|
// of routing money into their pocket on the way out.
|
||||||
|
func TestMischiefBlessing_FeeIsASinkNotAPurseTopUp(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p, _ := mischiefWindowPlugin(t)
|
||||||
|
target := id.UserID("@warded:x")
|
||||||
|
friend := id.UserID("@friend:x")
|
||||||
|
p.euro.Credit(friend, 500, "test")
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:x", target, "elite", false)
|
||||||
|
feeBefore := c.Fee
|
||||||
|
ward := mischiefBlessingFee(c.Fee) // 10% of the €350 elite fee
|
||||||
|
|
||||||
|
if err := p.mischiefBlessCmd(mischiefCtx(friend), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("bless: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.BlessingCount != 1 {
|
||||||
|
t.Fatalf("blessing_count = %d, want 1", got.BlessingCount)
|
||||||
|
}
|
||||||
|
if got.Fee != feeBefore {
|
||||||
|
t.Errorf("a blessing moved the payout basis to %d (was %d) — wards must not pay the target",
|
||||||
|
got.Fee, feeBefore)
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(friend); bal != float64(500-ward) {
|
||||||
|
t.Errorf("blesser balance %.0f, want %d", bal, 500-ward)
|
||||||
|
}
|
||||||
|
if pot := communityPotBalance(); pot != ward {
|
||||||
|
t.Errorf("pot holds %d, want the %d ward fee", pot, ward)
|
||||||
|
}
|
||||||
|
// Broke, so the second ward can't be bought — and must cost nothing.
|
||||||
|
pauper := id.UserID("@pauper:x")
|
||||||
|
if err := p.mischiefBlessCmd(mischiefCtx(pauper), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("bless: %v", err)
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(pauper); bal != 0 {
|
||||||
|
t.Errorf("a failed blessing moved the pauper's balance to %.0f", bal)
|
||||||
|
}
|
||||||
|
if got, _ := mischiefContractByID(c.ID); got.BlessingCount != 1 {
|
||||||
|
t.Errorf("a blessing nobody could pay for still landed (count %d)", got.BlessingCount)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Escalation moves the tier, the payout basis and the outlay together — which is
|
||||||
|
// what keeps the anti-collusion invariant (purse < what was spent) true after the
|
||||||
|
// room has piled on. It also happens exactly once.
|
||||||
|
func TestMischiefEscalation_RaisesBasisAndOutlayTogether(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p, _ := mischiefWindowPlugin(t)
|
||||||
|
target := id.UserID("@hunted:x")
|
||||||
|
piler := id.UserID("@piler:x")
|
||||||
|
rival := id.UserID("@rival:x")
|
||||||
|
p.euro.Credit(piler, 5000, "test")
|
||||||
|
p.euro.Credit(rival, 5000, "test")
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:x", target, "elite", true) // signed: paid > fee
|
||||||
|
elite, _ := mischiefTierByKey("elite")
|
||||||
|
boss, _ := mischiefTierByKey("boss")
|
||||||
|
delta := boss.Fee - elite.Fee
|
||||||
|
|
||||||
|
if err := p.mischiefEscalateCmd(mischiefCtx(piler), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("escalate: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.Tier != "boss" || got.Fee != boss.Fee {
|
||||||
|
t.Fatalf("contract is %s/fee %d, want boss/%d", got.Tier, got.Fee, boss.Fee)
|
||||||
|
}
|
||||||
|
if got.Paid != c.Paid+delta {
|
||||||
|
t.Errorf("paid = %d, want %d (%d + the %d delta)", got.Paid, c.Paid+delta, c.Paid, delta)
|
||||||
|
}
|
||||||
|
if got.EscalatedBy != piler {
|
||||||
|
t.Errorf("escalated_by = %q, want %s — the unseal has nobody to name", got.EscalatedBy, piler)
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(piler); bal != float64(5000-delta) {
|
||||||
|
t.Errorf("escalator paid %.0f, want the %d delta", 5000-bal, delta)
|
||||||
|
}
|
||||||
|
// The invariant, after the escalation: the purse is still strictly less than
|
||||||
|
// the money that went in.
|
||||||
|
if purse := mischiefPurse(got.Fee, boss.PayoutPct); purse >= got.Paid {
|
||||||
|
t.Errorf("escalated purse %d >= outlay %d — collusion now beats !baltransfer", purse, got.Paid)
|
||||||
|
}
|
||||||
|
|
||||||
|
// One step, once — whoever else was reaching for it is refunded.
|
||||||
|
if err := p.mischiefEscalateCmd(mischiefCtx(rival), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("second escalate: %v", err)
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(rival); bal != 5000 {
|
||||||
|
t.Errorf("the losing escalator is out %.0f — a rejected escalation must cost nothing", 5000-bal)
|
||||||
|
}
|
||||||
|
after, _ := mischiefContractByID(c.ID)
|
||||||
|
if after.EscalationCount != 1 || after.Paid != got.Paid {
|
||||||
|
t.Errorf("contract escalated twice (count %d, paid %d)", after.EscalationCount, after.Paid)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A fizzle refunds `paid`, and after an escalation `paid` is TWO people's money.
|
||||||
|
// Refunding all of it to the buyer is a money pump: buy an elite for €350, have
|
||||||
|
// somebody bump it to a boss (+€850), let the target walk out of the dungeon, and
|
||||||
|
// the 90% refund hands the buyer €1080 — a €730 profit funded entirely by the
|
||||||
|
// escalator, who gets nothing and is never told.
|
||||||
|
func TestMischiefFizzle_RefundsTheEscalatorTheirOwnMoney(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p, _ := mischiefWindowPlugin(t)
|
||||||
|
target := id.UserID("@hunted:x")
|
||||||
|
buyer := id.UserID("@buyer:x")
|
||||||
|
piler := id.UserID("@piler:x")
|
||||||
|
p.euro.Credit(piler, 5000, "test")
|
||||||
|
exp := seedMischiefTarget(t, target, 5, 60)
|
||||||
|
|
||||||
|
c := seedContract(t, buyer, target, "elite", false)
|
||||||
|
elite, _ := mischiefTierByKey("elite")
|
||||||
|
boss, _ := mischiefTierByKey("boss")
|
||||||
|
delta := boss.Fee - elite.Fee
|
||||||
|
|
||||||
|
if err := p.mischiefEscalateCmd(mischiefCtx(piler), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("escalate: %v", err)
|
||||||
|
}
|
||||||
|
// They extract before the boss arrives. Nobody's monster ever lands.
|
||||||
|
if _, _, err := forcedExtractExpedition(exp.ID, "went home"); err != nil {
|
||||||
|
t.Fatalf("forcedExtractExpedition: %v", err)
|
||||||
|
}
|
||||||
|
due := time.Now().UTC().AddDate(0, 0, 1).Truncate(24 * time.Hour).Add(12 * time.Hour)
|
||||||
|
p.fireMischiefDeliveries(due)
|
||||||
|
|
||||||
|
if got, _ := mischiefContractByID(c.ID); got.Status != mischiefStatusFizzled {
|
||||||
|
t.Fatalf("contract status %s, want fizzled", got.Status)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Each stakeholder is refunded 90% of THEIR OWN stake — not 90% of the pooled
|
||||||
|
// `paid`, which is what the buyer would otherwise pocket.
|
||||||
|
wantBuyer := int(float64(c.Paid) * mischiefFizzleRefund)
|
||||||
|
wantPiler := int(float64(delta) * mischiefFizzleRefund)
|
||||||
|
if bal := int(p.euro.GetBalance(buyer)); bal != wantBuyer {
|
||||||
|
t.Errorf("buyer refunded %d, want %d — they were handed the escalator's stake", bal, wantBuyer)
|
||||||
|
}
|
||||||
|
if spent := 5000 - int(p.euro.GetBalance(piler)); spent != delta-wantPiler {
|
||||||
|
t.Errorf("escalator is out %d, want %d (their 10%% rake) — their refund went elsewhere",
|
||||||
|
spent, delta-wantPiler)
|
||||||
|
}
|
||||||
|
if pot, want := communityPotBalance(), (c.Paid-wantBuyer)+(delta-wantPiler); pot != want {
|
||||||
|
t.Errorf("pot raked %d, want %d", pot, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Boss tier is the "end their expedition" button, and the weekly cap on it is the
|
||||||
|
// target's protection. An escalation into boss is still a boss landing on them, so
|
||||||
|
// it answers to the same cap — otherwise the cap is bought around for the price of
|
||||||
|
// an elite plus the delta.
|
||||||
|
func TestMischiefEscalation_IntoBossRespectsTheWeeklyCap(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p, _ := mischiefWindowPlugin(t)
|
||||||
|
target := id.UserID("@bossed:x")
|
||||||
|
piler := id.UserID("@piler:x")
|
||||||
|
p.euro.Credit(piler, 5000, "test")
|
||||||
|
|
||||||
|
// They already took a boss this week (delivered, so it counts).
|
||||||
|
spent := seedContract(t, "@buyer:x", target, "boss", false)
|
||||||
|
resolveMischiefContract(spent.ID, mischiefStatusDelivered, mischiefOutcomeSurvived)
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer2:x", target, "elite", false)
|
||||||
|
if err := p.mischiefEscalateCmd(mischiefCtx(piler), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("escalate: %v", err)
|
||||||
|
}
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.Tier != "elite" {
|
||||||
|
t.Errorf("escalated to %s — the weekly boss cap was bought around", got.Tier)
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(piler); bal != 5000 {
|
||||||
|
t.Errorf("a refused escalation charged %.0f", 5000-bal)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Boss is the top of the ladder, and a target may not raise the price on their
|
||||||
|
// own head.
|
||||||
|
func TestMischiefEscalation_RefusesBossAndSelfService(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p, _ := mischiefWindowPlugin(t)
|
||||||
|
target := id.UserID("@top:x")
|
||||||
|
piler := id.UserID("@piler:x")
|
||||||
|
p.euro.Credit(piler, 5000, "test")
|
||||||
|
p.euro.Credit(target, 5000, "test")
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:x", target, "boss", false)
|
||||||
|
if err := p.mischiefEscalateCmd(mischiefCtx(piler), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("escalate: %v", err)
|
||||||
|
}
|
||||||
|
if got, _ := mischiefContractByID(c.ID); got.EscalationCount != 0 {
|
||||||
|
t.Error("something got escalated past boss tier")
|
||||||
|
}
|
||||||
|
if bal := p.euro.GetBalance(piler); bal != 5000 {
|
||||||
|
t.Errorf("charged %.0f for an impossible escalation", 5000-bal)
|
||||||
|
}
|
||||||
|
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
c2 := seedContract(t, "@buyer:x", target, "grunt", false)
|
||||||
|
if err := p.mischiefEscalateCmd(mischiefCtx(target), []string{string(target)}); err != nil {
|
||||||
|
t.Fatalf("escalate: %v", err)
|
||||||
|
}
|
||||||
|
if got, _ := mischiefContractByID(c2.ID); got.EscalationCount != 0 {
|
||||||
|
t.Error("the target escalated their own contract")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The window keeps writing to an open contract right up to the claim, so the
|
||||||
|
// delivery must build the fight from the row as it stands AFTER the claim — not
|
||||||
|
// from the copy the due-sweep handed it. A tier bought at the last second (an
|
||||||
|
// escalation) is the visible half of this: read stale, the buyer pays for a boss
|
||||||
|
// and the target fights a grunt.
|
||||||
|
func TestMischiefDelivery_ReadsTheContractAfterTheClaim(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p, _ := mischiefWindowPlugin(t)
|
||||||
|
uid := id.UserID("@lastsecond:x")
|
||||||
|
seedMischiefTarget(t, uid, 12, 400)
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:x", uid, "grunt", false)
|
||||||
|
// Somebody escalates in the gap between the due-sweep and the claim. `c` is now
|
||||||
|
// the stale copy the ticker is still holding.
|
||||||
|
elite, _ := mischiefTierByKey("elite")
|
||||||
|
if !escalateMischiefContract(c.ID, "grunt", elite, elite.Fee-c.Fee, "@piler:x") {
|
||||||
|
t.Fatal("escalation should have taken")
|
||||||
|
}
|
||||||
|
|
||||||
|
before := p.euro.GetBalance(uid)
|
||||||
|
p.fireOneMischiefDelivery(c)
|
||||||
|
|
||||||
|
got, _ := mischiefContractByID(c.ID)
|
||||||
|
if got.Outcome != mischiefOutcomeSurvived {
|
||||||
|
t.Fatalf("target lost; this test needs a survival to read the purse (outcome %s)", got.Outcome)
|
||||||
|
}
|
||||||
|
want := mischiefPurse(elite.Fee, elite.PayoutPct)
|
||||||
|
if gained := int(p.euro.GetBalance(uid) - before); gained != want {
|
||||||
|
t.Errorf("survivor was paid %d, want the escalated %d purse — "+
|
||||||
|
"the delivery ran off the pre-claim copy of the contract", gained, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The ward is a cushion for THIS fight and nothing else: it goes on the sheet as
|
||||||
|
// temp HP for the delivery and comes off after — without eating the well-rested
|
||||||
|
// cushion the target may already have been carrying out of the door.
|
||||||
|
func TestMischiefBlessing_CushionsTheFightThenClearsItself(t *testing.T) {
|
||||||
|
newMischiefTestDB(t)
|
||||||
|
p, _ := mischiefWindowPlugin(t)
|
||||||
|
uid := id.UserID("@blessed:x")
|
||||||
|
exp := seedMischiefTarget(t, uid, 12, 400)
|
||||||
|
|
||||||
|
// They long-rested at home before setting out.
|
||||||
|
dc, _ := LoadDnDCharacter(uid)
|
||||||
|
dc.TempHP = 32
|
||||||
|
if err := SaveDnDCharacter(dc); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
c := seedContract(t, "@buyer:x", uid, "grunt", false)
|
||||||
|
for i := 0; i < mischiefBlessingCap; i++ {
|
||||||
|
if !blessMischiefContract(c.ID) {
|
||||||
|
t.Fatal("seed blessing rejected")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
c.BlessingCount = mischiefBlessingCap
|
||||||
|
|
||||||
|
want := mischiefBlessingTempHP(400, mischiefBlessingCap) // 3 × 10% of 400
|
||||||
|
if want != 120 {
|
||||||
|
t.Fatalf("ward is %d HP, want 120 — the fight is being cushioned by something else", want)
|
||||||
|
}
|
||||||
|
if !claimMischiefForDelivery(c.ID) {
|
||||||
|
t.Fatal("claim should win")
|
||||||
|
}
|
||||||
|
if err := p.deliverMischief(c, exp); err != nil {
|
||||||
|
t.Fatalf("deliverMischief: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
after, _ := LoadDnDCharacter(uid)
|
||||||
|
if after.TempHP != 32 {
|
||||||
|
t.Errorf("temp HP is %d after the delivery, want the 32 they rested for — "+
|
||||||
|
"the ward must not linger, and must not eat their own cushion", after.TempHP)
|
||||||
|
}
|
||||||
|
}
|
||||||
91
internal/plugin/adventure_npc_arcs_test.go
Normal file
91
internal/plugin/adventure_npc_arcs_test.go
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
)
|
||||||
|
|
||||||
|
// D2 NPC arcs — pure-helper coverage. None of these touch combat, so the
|
||||||
|
// characterization golden is unaffected; these just pin the arc thresholds,
|
||||||
|
// gift tiers, and the keepsake shape.
|
||||||
|
|
||||||
|
func TestMistyArcBeat_FiresOnlyAtThresholds(t *testing.T) {
|
||||||
|
want := map[int]bool{5: true, 15: true, 30: true}
|
||||||
|
for count := 0; count <= 40; count++ {
|
||||||
|
got := mistyArcBeat(count)
|
||||||
|
if want[count] {
|
||||||
|
if got == "" {
|
||||||
|
t.Errorf("encounter %d: expected an arc beat, got none", count)
|
||||||
|
}
|
||||||
|
} else if got != "" {
|
||||||
|
t.Errorf("encounter %d: expected no arc beat, got %q", count, got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestMistyArcBeats_DoNotLeakBuffMechanics(t *testing.T) {
|
||||||
|
// The arena effects are a hidden discovery mechanic; arc copy must never
|
||||||
|
// tie a donation to a combat outcome.
|
||||||
|
banned := []string{"arena", "damage", "buff", "combat", "attack", "heal", "bonus"}
|
||||||
|
for count, beat := range mistyArcBeats {
|
||||||
|
lower := strings.ToLower(beat)
|
||||||
|
for _, b := range banned {
|
||||||
|
if strings.Contains(lower, b) {
|
||||||
|
t.Errorf("beat %d leaks mechanic word %q: %s", count, b, beat)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRobbieGiftTier_MatchesArenaBands(t *testing.T) {
|
||||||
|
cases := []struct {
|
||||||
|
level int
|
||||||
|
tier int
|
||||||
|
}{
|
||||||
|
{1, 1}, {3, 1}, {4, 2}, {7, 2}, {8, 3}, {12, 3},
|
||||||
|
{13, 4}, {17, 4}, {18, 5}, {20, 5},
|
||||||
|
}
|
||||||
|
for _, c := range cases {
|
||||||
|
if got := robbieGiftTier(c.level); got != c.tier {
|
||||||
|
t.Errorf("robbieGiftTier(%d) = %d, want %d", c.level, got, c.tier)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRobbieGiftCadence(t *testing.T) {
|
||||||
|
// The gift lands on every 10th visit and no other.
|
||||||
|
for visit := 1; visit <= 35; visit++ {
|
||||||
|
gives := visit%robbieGiftEveryNVisits == 0
|
||||||
|
if gives != (visit == 10 || visit == 20 || visit == 30) {
|
||||||
|
t.Errorf("visit %d: unexpected gift cadence", visit)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestThomPetTreat_IsRobbieSafeKeepsake(t *testing.T) {
|
||||||
|
treat := thomPetTreatItem()
|
||||||
|
if treat.Name == "" {
|
||||||
|
t.Fatal("treat has no name")
|
||||||
|
}
|
||||||
|
// Robbie's sweep skips "card" items, so the keepsake survives him.
|
||||||
|
if treat.Type != "card" {
|
||||||
|
t.Errorf("treat type = %q, want card so Robbie's sweep skips it", treat.Type)
|
||||||
|
}
|
||||||
|
if treat.Value != 0 {
|
||||||
|
t.Errorf("treat value = %d, want 0 (inert keepsake)", treat.Value)
|
||||||
|
}
|
||||||
|
// Confirm the sweep filter actually excludes it.
|
||||||
|
if got := robbieQualifyingItems([]AdvItem{treat}, nil); len(got) != 0 {
|
||||||
|
t.Errorf("Robbie would take the treat: %+v", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestThomFinalLetterPet_SubstitutesPetName(t *testing.T) {
|
||||||
|
letter := strings.ReplaceAll(thomFinalLetterPet, "{pet}", "Biscuit")
|
||||||
|
if strings.Contains(letter, "{pet}") {
|
||||||
|
t.Error("unsubstituted {pet} placeholder remains")
|
||||||
|
}
|
||||||
|
if !strings.Contains(letter, "Biscuit") {
|
||||||
|
t.Error("pet name not substituted into the letter")
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -131,6 +131,15 @@ func (p *AdventurePlugin) npcFireEncounter(userID id.UserID, npc string) {
|
|||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Don't consume the encounter — or its one-shot arc beat — if the player is
|
||||||
|
// already mid-interaction (shop, treasure, another NPC). Bail before
|
||||||
|
// touching MistyEncounterCount so a contended slot defers the whole
|
||||||
|
// encounter to a later fire instead of durably advancing the counter past
|
||||||
|
// a 5/15/30 threshold and losing that beat forever.
|
||||||
|
if _, occupied := p.pending.Load(string(userID)); occupied {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
now := time.Now().UTC()
|
now := time.Now().UTC()
|
||||||
|
|
||||||
var opening, prompt string
|
var opening, prompt string
|
||||||
@@ -141,6 +150,12 @@ func (p *AdventurePlugin) npcFireEncounter(userID id.UserID, npc string) {
|
|||||||
// Pool union: legacy mistyOpenings + D&D MistyGreeting flavor.
|
// Pool union: legacy mistyOpenings + D&D MistyGreeting flavor.
|
||||||
mistyPool := dndMistyGreetingPool()
|
mistyPool := dndMistyGreetingPool()
|
||||||
opening = mistyPool[rand.IntN(len(mistyPool))]
|
opening = mistyPool[rand.IntN(len(mistyPool))]
|
||||||
|
// D2 arc: a deepening beat lands the one time the counter hits a
|
||||||
|
// threshold (5/15/30). MistyEncounterCount only ever increments by one
|
||||||
|
// above, so each beat is delivered exactly once.
|
||||||
|
if beat := mistyArcBeat(char.MistyEncounterCount); beat != "" {
|
||||||
|
opening = beat + "\n\n" + opening
|
||||||
|
}
|
||||||
prompt = fmt.Sprintf("👤 A woman approaches you.\n\n_%s_\n\n"+
|
prompt = fmt.Sprintf("👤 A woman approaches you.\n\n_%s_\n\n"+
|
||||||
"Reply `yes` to give €%d, or `no` to walk away.", opening, mistyCost)
|
"Reply `yes` to give €%d, or `no` to walk away.", opening, mistyCost)
|
||||||
case "arina":
|
case "arina":
|
||||||
@@ -159,11 +174,6 @@ func (p *AdventurePlugin) npcFireEncounter(userID id.UserID, npc string) {
|
|||||||
slog.Error("player_meta: npc last_seen dual-write failed", "user", userID, "npc", npc, "err", err)
|
slog.Error("player_meta: npc last_seen dual-write failed", "user", userID, "npc", npc, "err", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't overwrite an existing pending interaction (shop, treasure, etc.)
|
|
||||||
if _, occupied := p.pending.Load(string(userID)); occupied {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set pending interaction — NPC encounters stay valid until end of UTC day
|
// Set pending interaction — NPC encounters stay valid until end of UTC day
|
||||||
endOfDay := time.Date(now.Year(), now.Month(), now.Day(), 0, 0, 0, 0, time.UTC).Add(24 * time.Hour)
|
endOfDay := time.Date(now.Year(), now.Month(), now.Day(), 0, 0, 0, 0, time.UTC).Add(24 * time.Hour)
|
||||||
p.pending.Store(string(userID), &advPendingInteraction{
|
p.pending.Store(string(userID), &advPendingInteraction{
|
||||||
|
|||||||
101
internal/plugin/adventure_omen.go
Normal file
101
internal/plugin/adventure_omen.go
Normal file
@@ -0,0 +1,101 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"time"
|
||||||
|
)
|
||||||
|
|
||||||
|
// N7/B3 — the Omen: one rotating world modifier per ISO week
|
||||||
|
// (gogobee_engagement_plan.md §B3).
|
||||||
|
//
|
||||||
|
// The active omen is a pure function of the ISO (year, week): omenTable indexed
|
||||||
|
// by (year*53 + week) % len, so it advances by exactly one entry each week and
|
||||||
|
// needs no schema, no ticker state, and no persistence. Every seam reads
|
||||||
|
// activeOmen() the same way isHolidayToday() is read, and a zero-valued effect
|
||||||
|
// field means "this omen doesn't touch that seam."
|
||||||
|
//
|
||||||
|
// Launch-set rule (§B3): every omen is a buff-with-texture on a NON-combat
|
||||||
|
// lever — harvest, supplies, expedition mood/threat, arena payout, ingredient
|
||||||
|
// drops. Nothing touches SimulateCombat or the turn engine: the omen is keyed
|
||||||
|
// on the real clock, so a combat-affecting omen would make the combat golden
|
||||||
|
// and the balance corpus week-dependent. The plan's "elites +2 ATK" mutator is
|
||||||
|
// deliberately omitted for exactly that reason.
|
||||||
|
|
||||||
|
type omen struct {
|
||||||
|
Key string // stable id (tests, logs)
|
||||||
|
Name string // player-facing name, e.g. "Bountiful Harvest"
|
||||||
|
TwinBee string // first-person announce blurb (TwinBee voice)
|
||||||
|
|
||||||
|
// Effect fields — zero == no effect at that seam.
|
||||||
|
HarvestYieldBonus int // + units per harvest grant
|
||||||
|
SupplyFreebiePacks int // + complimentary standard packs at outfitting
|
||||||
|
StartMoodBonus int // + starting DM mood on a new expedition
|
||||||
|
ArenaPayoutMult float64 // >1 scales arena net earnings
|
||||||
|
ConsumableChanceMult float64 // >1 scales the per-win ingredient drop chance
|
||||||
|
ThreatDriftReduce int // subtract from the daily threat *rise* (floored at hold-steady)
|
||||||
|
}
|
||||||
|
|
||||||
|
// simOmenDisabled neutralizes the weekly Omen for the balance sim, so a corpus
|
||||||
|
// sweep's results never depend on which wall-clock week it was run in. Set true
|
||||||
|
// by NewSimRunner (mirrors simAutoArmEnabled). Every seam reads activeOmen(),
|
||||||
|
// which returns the no-effect omen while this is set.
|
||||||
|
var simOmenDisabled bool
|
||||||
|
|
||||||
|
// omenTable is the weekly rotation. Keep it a set of distinct non-combat levers;
|
||||||
|
// order is the rotation order. Adding an entry reshuffles the schedule but never
|
||||||
|
// breaks determinism (still a pure function of the week).
|
||||||
|
var omenTable = []omen{
|
||||||
|
{
|
||||||
|
Key: "bountiful_harvest", Name: "Bountiful Harvest",
|
||||||
|
TwinBee: "The land's feeling generous this week — every gather I make comes up with a little extra in hand.",
|
||||||
|
HarvestYieldBonus: 1,
|
||||||
|
},
|
||||||
|
{
|
||||||
|
Key: "quartermasters_blessing", Name: "Quartermaster's Blessing",
|
||||||
|
TwinBee: "Somebody left the storerooms unlocked. Outfitting an expedition this week? There's a free pack in it, and I'm setting out in good spirits.",
|
||||||
|
SupplyFreebiePacks: 1,
|
||||||
|
StartMoodBonus: 5,
|
||||||
|
},
|
||||||
|
{
|
||||||
|
Key: "golden_purse", Name: "Golden Purse",
|
||||||
|
TwinBee: "The arena crowd's flush this week — purses are paying out fat. Twenty percent over the odds, if you can win it.",
|
||||||
|
ArenaPayoutMult: 1.20,
|
||||||
|
},
|
||||||
|
{
|
||||||
|
Key: "overflowing_satchels", Name: "Overflowing Satchels",
|
||||||
|
TwinBee: "Reagents are turning up everywhere I look — twice as often as usual. Good week to stock the crafting shelf.",
|
||||||
|
ConsumableChanceMult: 2.0,
|
||||||
|
},
|
||||||
|
{
|
||||||
|
Key: "still_waters", Name: "Still Waters",
|
||||||
|
TwinBee: "It's quiet out there. Whatever's hunting us is slow to rouse this week — the daily dread holds steady instead of creeping up.",
|
||||||
|
ThreatDriftReduce: 1,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
// omenForWeek returns the omen for an ISO (year, week). Pure and total.
|
||||||
|
func omenForWeek(year, week int) omen {
|
||||||
|
idx := ((year*53)+week)%len(omenTable) + len(omenTable)
|
||||||
|
return omenTable[idx%len(omenTable)]
|
||||||
|
}
|
||||||
|
|
||||||
|
// activeOmen returns this week's omen (UTC ISO week), or a no-effect omen when
|
||||||
|
// the balance sim has disabled it.
|
||||||
|
func activeOmen() omen {
|
||||||
|
if simOmenDisabled {
|
||||||
|
return omen{Key: "none", Name: "None"}
|
||||||
|
}
|
||||||
|
// N7/E4 — a live season's themed omen overrides the weekly rotation. Kept
|
||||||
|
// behind the simOmenDisabled guard above so the balance sim never sees it.
|
||||||
|
if s, ok := activeSeason(); ok {
|
||||||
|
return s.Omen
|
||||||
|
}
|
||||||
|
y, w := time.Now().UTC().ISOWeek()
|
||||||
|
return omenForWeek(y, w)
|
||||||
|
}
|
||||||
|
|
||||||
|
// omenMorningLine is the compact one-liner surfaced in the morning DM (the §B3
|
||||||
|
// announce seam). Empty is never returned — an omen is always active — but the
|
||||||
|
// caller may still choose when to show it.
|
||||||
|
func omenMorningLine(o omen) string {
|
||||||
|
return "🔮 **The Omen — " + o.Name + ".** _" + o.TwinBee + "_"
|
||||||
|
}
|
||||||
86
internal/plugin/adventure_omen_test.go
Normal file
86
internal/plugin/adventure_omen_test.go
Normal file
@@ -0,0 +1,86 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import "testing"
|
||||||
|
|
||||||
|
// TestOmenForWeek_Deterministic — the same ISO week always yields the same omen.
|
||||||
|
func TestOmenForWeek_Deterministic(t *testing.T) {
|
||||||
|
a := omenForWeek(2026, 28)
|
||||||
|
b := omenForWeek(2026, 28)
|
||||||
|
if a.Key != b.Key {
|
||||||
|
t.Fatalf("omenForWeek not deterministic: %q vs %q", a.Key, b.Key)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestOmenForWeek_AdvancesEachWeek — consecutive weeks step by exactly one table
|
||||||
|
// entry, so the schedule rotates rather than sticking or skipping.
|
||||||
|
func TestOmenForWeek_AdvancesEachWeek(t *testing.T) {
|
||||||
|
n := len(omenTable)
|
||||||
|
for w := 1; w <= n; w++ {
|
||||||
|
cur := omenForWeek(2026, w)
|
||||||
|
next := omenForWeek(2026, w+1)
|
||||||
|
wantNext := omenTable[((2026*53)+w+1)%n]
|
||||||
|
if next.Key != wantNext.Key {
|
||||||
|
t.Errorf("week %d→%d: got %q, want %q", w, w+1, next.Key, wantNext.Key)
|
||||||
|
}
|
||||||
|
if cur.Key == next.Key {
|
||||||
|
t.Errorf("week %d and %d produced the same omen %q (should advance)", w, w+1, cur.Key)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestOmenForWeek_TotalOverYearBoundary — never panics across week/year edges,
|
||||||
|
// including ISO week 53.
|
||||||
|
func TestOmenForWeek_TotalOverYearBoundary(t *testing.T) {
|
||||||
|
for y := 2020; y <= 2030; y++ {
|
||||||
|
for w := 1; w <= 53; w++ {
|
||||||
|
o := omenForWeek(y, w)
|
||||||
|
if o.Key == "" {
|
||||||
|
t.Fatalf("omenForWeek(%d,%d) returned zero omen", y, w)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestOmenTable_NonCombatOnly — every omen carries at least one effect and the
|
||||||
|
// struct has no combat lever, so the launch set can never move the golden or the
|
||||||
|
// balance corpus. §B3.
|
||||||
|
func TestOmenTable_NonCombatOnly(t *testing.T) {
|
||||||
|
for _, o := range omenTable {
|
||||||
|
hasEffect := o.HarvestYieldBonus > 0 || o.SupplyFreebiePacks > 0 ||
|
||||||
|
o.StartMoodBonus > 0 || o.ArenaPayoutMult > 1.0 ||
|
||||||
|
o.ConsumableChanceMult > 1.0 || o.ThreatDriftReduce > 0
|
||||||
|
if !hasEffect {
|
||||||
|
t.Errorf("omen %q has no active effect", o.Key)
|
||||||
|
}
|
||||||
|
if o.Name == "" || o.TwinBee == "" {
|
||||||
|
t.Errorf("omen %q missing player-facing copy", o.Key)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestActiveOmen_SimDisabled — the balance sim neutralizes the omen so corpus
|
||||||
|
// results are wall-clock-independent. §B3.
|
||||||
|
func TestActiveOmen_SimDisabled(t *testing.T) {
|
||||||
|
defer func() { simOmenDisabled = false }()
|
||||||
|
simOmenDisabled = true
|
||||||
|
o := activeOmen()
|
||||||
|
if o.Key != "none" {
|
||||||
|
t.Errorf("sim-disabled omen = %q, want none", o.Key)
|
||||||
|
}
|
||||||
|
if o.HarvestYieldBonus != 0 || o.SupplyFreebiePacks != 0 || o.StartMoodBonus != 0 ||
|
||||||
|
o.ArenaPayoutMult != 0 || o.ConsumableChanceMult != 0 || o.ThreatDriftReduce != 0 {
|
||||||
|
t.Errorf("sim-disabled omen must have no effect, got %+v", o)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestOmenKeysUnique — no duplicate keys (a dup would make the rotation land on
|
||||||
|
// the same omen two of every len(omenTable) weeks).
|
||||||
|
func TestOmenKeysUnique(t *testing.T) {
|
||||||
|
seen := map[string]bool{}
|
||||||
|
for _, o := range omenTable {
|
||||||
|
if seen[o.Key] {
|
||||||
|
t.Errorf("duplicate omen key %q", o.Key)
|
||||||
|
}
|
||||||
|
seen[o.Key] = true
|
||||||
|
}
|
||||||
|
}
|
||||||
180
internal/plugin/adventure_pet2_test.go
Normal file
180
internal/plugin/adventure_pet2_test.go
Normal file
@@ -0,0 +1,180 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// TestDerivePlayerStats_OnePetIsByteIdentical pins that a single pet still
|
||||||
|
// produces exactly the pre-two-pet mod values (the averaging code must reduce
|
||||||
|
// to identity over one element, or the combat golden moves).
|
||||||
|
func TestDerivePlayerStats_OnePetIsByteIdentical(t *testing.T) {
|
||||||
|
char := testChar(10)
|
||||||
|
char.PetType = "dog"
|
||||||
|
char.PetName = "Rex"
|
||||||
|
char.PetArrived = true
|
||||||
|
char.PetLevel = 6
|
||||||
|
char.PetArmorTier = 2
|
||||||
|
|
||||||
|
_, stats := DerivePlayerStats(char, testEquip(0), zeroBonuses(), 0, 0, false)
|
||||||
|
|
||||||
|
if stats.PetAttackProc != petAttackChance(6) {
|
||||||
|
t.Errorf("PetAttackProc = %v, want %v (identity over one pet)", stats.PetAttackProc, petAttackChance(6))
|
||||||
|
}
|
||||||
|
if stats.PetDeflectProc != petDeflectChance(6, 2) {
|
||||||
|
t.Errorf("PetDeflectProc = %v, want %v", stats.PetDeflectProc, petDeflectChance(6, 2))
|
||||||
|
}
|
||||||
|
if want := 0.01 + 6*0.005; stats.PetWhiffProc != want {
|
||||||
|
t.Errorf("PetWhiffProc = %v, want %v", stats.PetWhiffProc, want)
|
||||||
|
}
|
||||||
|
if stats.PetAttackDmg != 3+6 {
|
||||||
|
t.Errorf("PetAttackDmg = %d, want %d", stats.PetAttackDmg, 3+6)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestDerivePlayerStats_TwoEqualPetsMatchOne: two identical pets average to the
|
||||||
|
// same procs as one — a pair is not a stat spike.
|
||||||
|
func TestDerivePlayerStats_TwoEqualPetsMatchOne(t *testing.T) {
|
||||||
|
char := testChar(10)
|
||||||
|
char.PetType, char.PetName, char.PetArrived, char.PetLevel, char.PetArmorTier = "dog", "Rex", true, 8, 3
|
||||||
|
char.Pet2Type, char.Pet2Name, char.Pet2Arrived, char.Pet2Level, char.Pet2ArmorTier = "cat", "Luna", true, 8, 3
|
||||||
|
|
||||||
|
_, stats := DerivePlayerStats(char, testEquip(0), zeroBonuses(), 0, 0, false)
|
||||||
|
|
||||||
|
if stats.PetAttackProc != petAttackChance(8) {
|
||||||
|
t.Errorf("two L8 pets PetAttackProc = %v, want one-pet %v", stats.PetAttackProc, petAttackChance(8))
|
||||||
|
}
|
||||||
|
if stats.PetAttackDmg != 3+8 {
|
||||||
|
t.Errorf("two L8 pets PetAttackDmg = %d, want %d", stats.PetAttackDmg, 3+8)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestDerivePlayerStats_TwoUnequalPetsAverage: mixed levels average, never
|
||||||
|
// exceeding the stronger pet's solo contribution.
|
||||||
|
func TestDerivePlayerStats_TwoUnequalPetsAverage(t *testing.T) {
|
||||||
|
char := testChar(10)
|
||||||
|
char.PetType, char.PetArrived, char.PetLevel, char.PetArmorTier = "dog", true, 10, 0
|
||||||
|
char.Pet2Type, char.Pet2Arrived, char.Pet2Level, char.Pet2ArmorTier = "cat", true, 2, 0
|
||||||
|
|
||||||
|
_, stats := DerivePlayerStats(char, testEquip(0), zeroBonuses(), 0, 0, false)
|
||||||
|
|
||||||
|
wantAtk := (petAttackChance(10) + petAttackChance(2)) / 2
|
||||||
|
if stats.PetAttackProc != wantAtk {
|
||||||
|
t.Errorf("PetAttackProc = %v, want avg %v", stats.PetAttackProc, wantAtk)
|
||||||
|
}
|
||||||
|
// Averaged proc must sit strictly between the two pets' solo values.
|
||||||
|
if !(stats.PetAttackProc < petAttackChance(10) && stats.PetAttackProc > petAttackChance(2)) {
|
||||||
|
t.Errorf("averaged proc %v not between %v and %v", stats.PetAttackProc, petAttackChance(2), petAttackChance(10))
|
||||||
|
}
|
||||||
|
if want := 3 + (10+2+1)/2; stats.PetAttackDmg != want { // rounded avg level = 6
|
||||||
|
t.Errorf("PetAttackDmg = %d, want %d", stats.PetAttackDmg, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestDerivePlayerStats_Pet2OnlyStillContributes: if the first pet is chased
|
||||||
|
// away but the second remains, combat still sees the second pet.
|
||||||
|
func TestDerivePlayerStats_Pet2OnlyStillContributes(t *testing.T) {
|
||||||
|
char := testChar(10)
|
||||||
|
char.PetType, char.PetArrived, char.PetChasedAway, char.PetLevel = "dog", true, true, 5
|
||||||
|
char.Pet2Type, char.Pet2Arrived, char.Pet2Level = "cat", true, 4
|
||||||
|
|
||||||
|
_, stats := DerivePlayerStats(char, testEquip(0), zeroBonuses(), 0, 0, false)
|
||||||
|
|
||||||
|
if !char.HasPet() && stats.PetAttackProc != petAttackChance(4) {
|
||||||
|
t.Errorf("pet2-only PetAttackProc = %v, want %v", stats.PetAttackProc, petAttackChance(4))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestDerivePlayerStats_NoPetsZero: the golden's own case — no pets, no procs.
|
||||||
|
func TestDerivePlayerStats_NoPetsZero(t *testing.T) {
|
||||||
|
_, stats := DerivePlayerStats(testChar(10), testEquip(0), zeroBonuses(), 0, 0, false)
|
||||||
|
if stats.PetAttackProc != 0 || stats.PetDeflectProc != 0 || stats.PetWhiffProc != 0 || stats.PetAttackDmg != 0 {
|
||||||
|
t.Errorf("petless character got pet mods: %+v", stats)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestPetShouldArrive2_Gating(t *testing.T) {
|
||||||
|
pet1 := PetState{Type: "dog", Arrived: true}
|
||||||
|
tier4 := HouseState{Tier: 4}
|
||||||
|
tier3 := HouseState{Tier: 3}
|
||||||
|
|
||||||
|
if petShouldArrive2(pet1, PetState{}, tier3) {
|
||||||
|
t.Error("second pet must not arrive below Tier 4")
|
||||||
|
}
|
||||||
|
if petShouldArrive2(PetState{}, PetState{}, tier4) {
|
||||||
|
t.Error("second pet needs an established first pet")
|
||||||
|
}
|
||||||
|
if petShouldArrive2(pet1, PetState{Arrived: true}, tier4) {
|
||||||
|
t.Error("already-arrived second pet must not re-roll")
|
||||||
|
}
|
||||||
|
if petShouldArrive2(pet1, PetState{ChasedAway: true}, tier4) {
|
||||||
|
t.Error("chased-away second pet does not re-arrive")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestPet2StoreRoundTrip exercises the pet2_* columns and the AdvChar mirror.
|
||||||
|
func TestPet2StoreRoundTrip(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
user := id.UserID("@pet2:test.invalid")
|
||||||
|
|
||||||
|
char := &AdventureCharacter{UserID: user}
|
||||||
|
char.PetType, char.PetName, char.PetArrived, char.PetLevel = "dog", "Rex", true, 3
|
||||||
|
char.Pet2Type, char.Pet2Name, char.Pet2Arrived, char.Pet2Level, char.Pet2ArmorTier = "cat", "Luna", true, 5, 2
|
||||||
|
if err := saveAdvCharacter(char); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
got, err := loadAdvCharacter(user)
|
||||||
|
if err != nil || got == nil {
|
||||||
|
t.Fatalf("reload: %v", err)
|
||||||
|
}
|
||||||
|
if !got.HasPet2() || got.Pet2Name != "Luna" || got.Pet2Level != 5 || got.Pet2ArmorTier != 2 || got.Pet2Type != "cat" {
|
||||||
|
t.Fatalf("pet2 did not round-trip: %+v", got)
|
||||||
|
}
|
||||||
|
if !got.HasPet() || got.PetName != "Rex" {
|
||||||
|
t.Fatalf("pet1 clobbered by pet2 write: %+v", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Direct slot loader agrees.
|
||||||
|
p2, _ := loadPet2State(user)
|
||||||
|
if p2.Name != "Luna" || p2.Level != 5 {
|
||||||
|
t.Fatalf("loadPet2State mismatch: %+v", p2)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestPetShowcase_IncludesBothSlots verifies the town showcase surfaces second
|
||||||
|
// pets and hides a chased-away one.
|
||||||
|
func TestPetShowcase_IncludesBothSlots(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
|
||||||
|
a := &AdventureCharacter{UserID: id.UserID("@a:test.invalid")}
|
||||||
|
a.PetType, a.PetName, a.PetArrived, a.PetLevel = "dog", "Rex", true, 4
|
||||||
|
a.Pet2Type, a.Pet2Name, a.Pet2Arrived, a.Pet2Level = "cat", "Luna", true, 9
|
||||||
|
if err := saveAdvCharacter(a); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
b := &AdventureCharacter{UserID: id.UserID("@b:test.invalid")}
|
||||||
|
b.Pet2Type, b.Pet2Name, b.Pet2Arrived, b.Pet2Level, b.Pet2ChasedAway = "dog", "Ghost", true, 7, true
|
||||||
|
if err := saveAdvCharacter(b); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
pets, err := loadPetShowcase(townListCap)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if len(pets) != 2 {
|
||||||
|
t.Fatalf("want 2 active pets (Rex + Luna), got %d: %+v", len(pets), pets)
|
||||||
|
}
|
||||||
|
// Sorted by level desc → Luna (9) before Rex (4).
|
||||||
|
if !strings.Contains(pets[0].Name, "Luna") || !strings.Contains(pets[1].Name, "Rex") {
|
||||||
|
t.Fatalf("showcase not level-ordered across slots: %+v", pets)
|
||||||
|
}
|
||||||
|
for _, p := range pets {
|
||||||
|
if strings.Contains(p.Name, "Ghost") {
|
||||||
|
t.Errorf("chased-away second pet should be hidden: %+v", p)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -31,28 +31,37 @@ func petXPToNextLevel(level int) int {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// petGrantXP adds XP to the pet and handles level-ups. Returns true if leveled up.
|
// petGrantXP adds a per-action XP grant to the pet and handles level-ups.
|
||||||
|
// Returns true if leveled up. Shares the level-up loop with the babysit trickle
|
||||||
|
// via advancePetLevelsFromXP.
|
||||||
func petGrantXP(pet *PetState) bool {
|
func petGrantXP(pet *PetState) bool {
|
||||||
if !pet.HasPet() || pet.Level >= 10 {
|
if !pet.HasPet() {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
return advancePetLevelsFromXP(&pet.XP, &pet.Level, &pet.Level10Date, int(petXPPerAction*100))
|
||||||
|
}
|
||||||
|
|
||||||
pet.XP += int(petXPPerAction * 100) // store as centixp for precision
|
// advancePetLevelsFromXP adds centi-XP to a pet and applies any level-ups, up
|
||||||
|
// to the level-10 cap, stamping the level-10 date on first reaching it. Shared
|
||||||
|
// by both pet slots (the babysit trickle). Returns true if the pet leveled.
|
||||||
|
func advancePetLevelsFromXP(xp, level *int, level10Date *string, addCentiXP int) bool {
|
||||||
|
if *level >= 10 {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
*xp += addCentiXP
|
||||||
leveled := false
|
leveled := false
|
||||||
for pet.Level < 10 {
|
for *level < 10 {
|
||||||
needed := petXPToNextLevel(pet.Level) * 100
|
needed := petXPToNextLevel(*level) * 100
|
||||||
if pet.XP < needed {
|
if *xp < needed {
|
||||||
break
|
break
|
||||||
}
|
}
|
||||||
pet.XP -= needed
|
*xp -= needed
|
||||||
pet.Level++
|
*level++
|
||||||
leveled = true
|
leveled = true
|
||||||
}
|
}
|
||||||
|
if *level >= 10 && *level10Date == "" {
|
||||||
if pet.Level >= 10 && pet.Level10Date == "" {
|
*level10Date = time.Now().UTC().Format("2006-01-02")
|
||||||
pet.Level10Date = time.Now().UTC().Format("2006-01-02")
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return leveled
|
return leveled
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -206,6 +215,23 @@ func petShouldArrive(pet PetState, house HouseState) bool {
|
|||||||
return rand.Float64() < 0.30
|
return rand.Float64() < 0.30
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// petShouldArrive2 gates the SECOND companion (N4/E1). It needs a Tier-4 Estate
|
||||||
|
// and an established first pet — the second animal wanders in to join the first,
|
||||||
|
// not an empty house. A chased-away second pet does not re-arrive (Misty's
|
||||||
|
// reactivation is a pet-1 mechanic).
|
||||||
|
func petShouldArrive2(pet1, pet2 PetState, house HouseState) bool {
|
||||||
|
if pet2.Arrived || pet2.ChasedAway {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
if house.Tier < 4 {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
if !pet1.HasPet() {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
return rand.Float64() < 0.30
|
||||||
|
}
|
||||||
|
|
||||||
// maybeRollPetArrivalOnEmerge rolls the pet-arrival check when a player
|
// maybeRollPetArrivalOnEmerge rolls the pet-arrival check when a player
|
||||||
// surfaces from an expedition (voluntary extract, abandon, or a survived
|
// surfaces from an expedition (voluntary extract, abandon, or a survived
|
||||||
// forced extraction) or revives after death. The arrival roll lives on the
|
// forced extraction) or revives after death. The arrival roll lives on the
|
||||||
@@ -221,32 +247,52 @@ func (p *AdventurePlugin) maybeRollPetArrivalOnEmerge(userID id.UserID) {
|
|||||||
pet, _ := loadPetState(userID)
|
pet, _ := loadPetState(userID)
|
||||||
house, _ := loadHouseState(userID)
|
house, _ := loadHouseState(userID)
|
||||||
if petShouldArrive(pet, house) {
|
if petShouldArrive(pet, house) {
|
||||||
p.petArrivalDM(userID)
|
p.petArrivalDM(userID, 1)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
// A Tier-4 Estate can draw a second companion once the first is settled.
|
||||||
|
pet2, _ := loadPet2State(userID)
|
||||||
|
if petShouldArrive2(pet, pet2, house) {
|
||||||
|
p.petArrivalDM(userID, 2)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// petArrivalDM sends the initial "there's an animal in your house" DM.
|
// petArrivalDM sends the initial "there's an animal in your house" DM for the
|
||||||
func (p *AdventurePlugin) petArrivalDM(userID id.UserID) {
|
// given slot (1 or 2).
|
||||||
|
func (p *AdventurePlugin) petArrivalDM(userID id.UserID, slot int) {
|
||||||
// Don't overwrite an existing pending interaction
|
// Don't overwrite an existing pending interaction
|
||||||
if _, exists := p.pending.Load(string(userID)); exists {
|
if _, exists := p.pending.Load(string(userID)); exists {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
text := "There's an animal in your house. It looks like a...\n\n" +
|
intro := "There's an animal in your house. It looks like a..."
|
||||||
|
if slot == 2 {
|
||||||
|
intro = "There's *another* animal in your house. Your first pet seems unbothered. It looks like a..."
|
||||||
|
}
|
||||||
|
text := intro + "\n\n" +
|
||||||
"🚪 Chase it away\n" +
|
"🚪 Chase it away\n" +
|
||||||
"🍖 Feed it\n\n" +
|
"🍖 Feed it\n\n" +
|
||||||
"Reply with `chase` or `feed`."
|
"Reply with `chase` or `feed`."
|
||||||
|
|
||||||
p.pending.Store(string(userID), &advPendingInteraction{
|
p.pending.Store(string(userID), &advPendingInteraction{
|
||||||
Type: "pet_arrival",
|
Type: "pet_arrival",
|
||||||
Data: &advPendingPetArrival{},
|
Data: &advPendingPetArrival{Slot: slot},
|
||||||
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
||||||
})
|
})
|
||||||
_ = p.SendDM(userID, text)
|
_ = p.SendDM(userID, text)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// petSlotFromData reads a Slot off any pending-pet payload, defaulting to slot 1
|
||||||
|
// for the zero value so older/first-pet interactions are unaffected.
|
||||||
|
func petSlotFromData(slot int) int {
|
||||||
|
if slot == 2 {
|
||||||
|
return 2
|
||||||
|
}
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
|
||||||
// resolvePetArrival handles the chase/feed response.
|
// resolvePetArrival handles the chase/feed response.
|
||||||
func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
|
func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext, interaction *advPendingInteraction) error {
|
||||||
userMu := p.advUserLock(ctx.Sender)
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
userMu.Lock()
|
userMu.Lock()
|
||||||
defer userMu.Unlock()
|
defer userMu.Unlock()
|
||||||
@@ -256,13 +302,18 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
|
|||||||
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
return p.SendDM(ctx.Sender, "Failed to load your character.")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
slot := petSlotFromData(interaction.Data.(*advPendingPetArrival).Slot)
|
||||||
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
|
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
|
||||||
|
|
||||||
if reply == "chase" || reply == "🚪" {
|
if reply == "chase" || reply == "🚪" {
|
||||||
char.PetChasedAway = true
|
if slot == 2 {
|
||||||
char.PetReactivated = false
|
char.Pet2ChasedAway = true
|
||||||
|
char.Pet2Reactivated = false
|
||||||
|
} else {
|
||||||
|
char.PetChasedAway = true
|
||||||
|
char.PetReactivated = false
|
||||||
|
}
|
||||||
_ = saveAdvCharacter(char)
|
_ = saveAdvCharacter(char)
|
||||||
_ = upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(char))
|
|
||||||
return p.SendDM(ctx.Sender, "You chased it away. It disappeared around the corner and didn't come back.\n\nThe house is quiet again.")
|
return p.SendDM(ctx.Sender, "You chased it away. It disappeared around the corner and didn't come back.\n\nThe house is quiet again.")
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -276,7 +327,7 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
|
|||||||
|
|
||||||
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
||||||
Type: "pet_type",
|
Type: "pet_type",
|
||||||
Data: &advPendingPetType{},
|
Data: &advPendingPetType{Slot: slot},
|
||||||
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
||||||
})
|
})
|
||||||
return p.SendDM(ctx.Sender, text)
|
return p.SendDM(ctx.Sender, text)
|
||||||
@@ -285,18 +336,19 @@ func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext) error {
|
|||||||
// Invalid response — re-prompt
|
// Invalid response — re-prompt
|
||||||
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
||||||
Type: "pet_arrival",
|
Type: "pet_arrival",
|
||||||
Data: &advPendingPetArrival{},
|
Data: &advPendingPetArrival{Slot: slot},
|
||||||
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
||||||
})
|
})
|
||||||
return p.SendDM(ctx.Sender, "Reply with `chase` or `feed`.")
|
return p.SendDM(ctx.Sender, "Reply with `chase` or `feed`.")
|
||||||
}
|
}
|
||||||
|
|
||||||
// resolvePetType handles dog/cat selection.
|
// resolvePetType handles dog/cat selection.
|
||||||
func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
|
func (p *AdventurePlugin) resolvePetType(ctx MessageContext, interaction *advPendingInteraction) error {
|
||||||
userMu := p.advUserLock(ctx.Sender)
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
userMu.Lock()
|
userMu.Lock()
|
||||||
defer userMu.Unlock()
|
defer userMu.Unlock()
|
||||||
|
|
||||||
|
slot := petSlotFromData(interaction.Data.(*advPendingPetType).Slot)
|
||||||
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
|
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
|
||||||
|
|
||||||
petType := ""
|
petType := ""
|
||||||
@@ -309,7 +361,7 @@ func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
|
|||||||
if petType == "" {
|
if petType == "" {
|
||||||
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
||||||
Type: "pet_type",
|
Type: "pet_type",
|
||||||
Data: &advPendingPetType{},
|
Data: &advPendingPetType{Slot: slot},
|
||||||
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
||||||
})
|
})
|
||||||
return p.SendDM(ctx.Sender, "Reply with `dog` or `cat`.")
|
return p.SendDM(ctx.Sender, "Reply with `dog` or `cat`.")
|
||||||
@@ -317,7 +369,7 @@ func (p *AdventurePlugin) resolvePetType(ctx MessageContext) error {
|
|||||||
|
|
||||||
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
||||||
Type: "pet_name",
|
Type: "pet_name",
|
||||||
Data: &advPendingPetName{PetType: petType},
|
Data: &advPendingPetName{PetType: petType, Slot: slot},
|
||||||
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
|
||||||
})
|
})
|
||||||
|
|
||||||
@@ -355,24 +407,36 @@ func (p *AdventurePlugin) resolvePetName(ctx MessageContext, interaction *advPen
|
|||||||
return p.SendDM(ctx.Sender, "Name can only contain letters, numbers, spaces, hyphens, and apostrophes. Try again.")
|
return p.SendDM(ctx.Sender, "Name can only contain letters, numbers, spaces, hyphens, and apostrophes. Try again.")
|
||||||
}
|
}
|
||||||
|
|
||||||
char.PetType = data.PetType
|
if petSlotFromData(data.Slot) == 2 {
|
||||||
char.PetName = name
|
char.Pet2Type = data.PetType
|
||||||
char.PetArrived = true
|
char.Pet2Name = name
|
||||||
char.PetChasedAway = false
|
char.Pet2Arrived = true
|
||||||
char.PetLevel = 1
|
char.Pet2ChasedAway = false
|
||||||
char.PetXP = 0
|
char.Pet2Level = 1
|
||||||
|
char.Pet2XP = 0
|
||||||
|
} else {
|
||||||
|
char.PetType = data.PetType
|
||||||
|
char.PetName = name
|
||||||
|
char.PetArrived = true
|
||||||
|
char.PetChasedAway = false
|
||||||
|
char.PetLevel = 1
|
||||||
|
char.PetXP = 0
|
||||||
|
}
|
||||||
|
|
||||||
if err := saveAdvCharacter(char); err != nil {
|
if err := saveAdvCharacter(char); err != nil {
|
||||||
return p.SendDM(ctx.Sender, "Failed to save.")
|
return p.SendDM(ctx.Sender, "Failed to save.")
|
||||||
}
|
}
|
||||||
_ = upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(char))
|
|
||||||
|
|
||||||
emoji := "🐶"
|
emoji := "🐶"
|
||||||
if data.PetType == "cat" {
|
if data.PetType == "cat" {
|
||||||
emoji = "🐱"
|
emoji = "🐱"
|
||||||
}
|
}
|
||||||
return p.SendDM(ctx.Sender, fmt.Sprintf("%s **%s** has moved in.\n\nBreed: Massive %s.\nLevel: 1\n\n%s will join you in combat. %s will not explain their decisions.",
|
tail := fmt.Sprintf("%s will join you in combat. %s will not explain their decisions.", name, name)
|
||||||
emoji, name, titleCase(data.PetType), name, name))
|
if petSlotFromData(data.Slot) == 2 {
|
||||||
|
tail = fmt.Sprintf("%s fights alongside your first companion — the two share the spotlight, so together they're about as much help in a scrap as one seasoned pet. %s will not explain their decisions.", name, name)
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("%s **%s** has moved in.\n\nBreed: Massive %s.\nLevel: 1\n\n%s",
|
||||||
|
emoji, name, titleCase(data.PetType), tail))
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Morning Pet Events ─────────────────────────────────────────────────────
|
// ── Morning Pet Events ─────────────────────────────────────────────────────
|
||||||
|
|||||||
@@ -312,6 +312,20 @@ func renderAdvMorningDM(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment,
|
|||||||
sb.WriteString(fmt.Sprintf("🎉 Happy %s! In recognition of %s, today's adventures come with TwinBee's blessing — new zone & expedition runs start at +5 mood, expedition outfitting includes a complimentary standard pack, and every harvest yields one extra unit.\n\n", holidayName, holidayName))
|
sb.WriteString(fmt.Sprintf("🎉 Happy %s! In recognition of %s, today's adventures come with TwinBee's blessing — new zone & expedition runs start at +5 mood, expedition outfitting includes a complimentary standard pack, and every harvest yields one extra unit.\n\n", holidayName, holidayName))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// N7/B3 the Omen — this week's world modifier, in TwinBee's voice. Rides the
|
||||||
|
// existing morning DM (no net-new scheduled message); persistent one-liner so
|
||||||
|
// a mid-week arrival still learns the active omen.
|
||||||
|
sb.WriteString(omenMorningLine(activeOmen()))
|
||||||
|
sb.WriteString("\n\n")
|
||||||
|
|
||||||
|
// N7/E4 — a live season adds a "what's live this week" banner under the Omen
|
||||||
|
// line (its themed omen already rode the line above). Same morning DM, no
|
||||||
|
// net-new scheduled message.
|
||||||
|
if s, ok := activeSeason(); ok {
|
||||||
|
sb.WriteString(seasonBannerLine(s))
|
||||||
|
sb.WriteString("\n\n")
|
||||||
|
}
|
||||||
|
|
||||||
// Pick a morning greeting
|
// Pick a morning greeting
|
||||||
greeting, _ := advPickFlavor(MorningDM, userID, "morning_dm")
|
greeting, _ := advPickFlavor(MorningDM, userID, "morning_dm")
|
||||||
displayName, _ := loadDisplayName(userID)
|
displayName, _ := loadDisplayName(userID)
|
||||||
@@ -974,6 +988,7 @@ type AdvLeaderboardEntry struct {
|
|||||||
ForagingSkill int
|
ForagingSkill int
|
||||||
FishingSkill int
|
FishingSkill int
|
||||||
CurrentStreak int
|
CurrentStreak int
|
||||||
|
Renown int // N7/B2 — prestige level, cosmetic marker only
|
||||||
}
|
}
|
||||||
|
|
||||||
func renderAdvLeaderboard(chars []AdvLeaderboardEntry) string {
|
func renderAdvLeaderboard(chars []AdvLeaderboardEntry) string {
|
||||||
@@ -987,16 +1002,21 @@ func renderAdvLeaderboard(chars []AdvLeaderboardEntry) string {
|
|||||||
Score int
|
Score int
|
||||||
Levels string
|
Levels string
|
||||||
Streak int
|
Streak int
|
||||||
|
Renown int
|
||||||
}
|
}
|
||||||
var entries []entry
|
var entries []entry
|
||||||
for _, c := range chars {
|
for _, c := range chars {
|
||||||
|
// Renown adds to the ranking score so a capped, prestigious player still
|
||||||
|
// climbs — it's the only progression they have left past L20.
|
||||||
score := (c.Level + c.MiningSkill + c.ForagingSkill + c.FishingSkill) * 10
|
score := (c.Level + c.MiningSkill + c.ForagingSkill + c.FishingSkill) * 10
|
||||||
|
score += c.Renown * 10
|
||||||
name, _ := loadDisplayName(c.UserID)
|
name, _ := loadDisplayName(c.UserID)
|
||||||
entries = append(entries, entry{
|
entries = append(entries, entry{
|
||||||
Name: name,
|
Name: name,
|
||||||
Score: score,
|
Score: score,
|
||||||
Levels: fmt.Sprintf("⚔️%d ⛏️%d 🌿%d 🎣%d", c.Level, c.MiningSkill, c.ForagingSkill, c.FishingSkill),
|
Levels: fmt.Sprintf("⚔️%d ⛏️%d 🌿%d 🎣%d", c.Level, c.MiningSkill, c.ForagingSkill, c.FishingSkill),
|
||||||
Streak: c.CurrentStreak,
|
Streak: c.CurrentStreak,
|
||||||
|
Renown: c.Renown,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1028,7 +1048,11 @@ func renderAdvLeaderboard(chars []AdvLeaderboardEntry) string {
|
|||||||
if e.Streak >= 7 {
|
if e.Streak >= 7 {
|
||||||
streak = fmt.Sprintf(" 🔥%d", e.Streak)
|
streak = fmt.Sprintf(" 🔥%d", e.Streak)
|
||||||
}
|
}
|
||||||
sb.WriteString(fmt.Sprintf("%s **%s** — %s (score: %d%s)\n", prefix, e.Name, e.Levels, e.Score, streak))
|
renownBadge := ""
|
||||||
|
if m := renownMarker(e.Renown); m != "" {
|
||||||
|
renownBadge = " " + m
|
||||||
|
}
|
||||||
|
sb.WriteString(fmt.Sprintf("%s **%s**%s — %s (score: %d%s)\n", prefix, e.Name, renownBadge, e.Levels, e.Score, streak))
|
||||||
}
|
}
|
||||||
|
|
||||||
return sb.String()
|
return sb.String()
|
||||||
@@ -1037,8 +1061,17 @@ func renderAdvLeaderboard(chars []AdvLeaderboardEntry) string {
|
|||||||
// ── Treasure Discard Prompt ──────────────────────────────────────────────────
|
// ── Treasure Discard Prompt ──────────────────────────────────────────────────
|
||||||
|
|
||||||
func renderAdvTreasureDiscardPrompt(newTreasure *AdvTreasureDef, existing []AdvTreasureDef) string {
|
func renderAdvTreasureDiscardPrompt(newTreasure *AdvTreasureDef, existing []AdvTreasureDef) string {
|
||||||
if len(TreasureInventoryCap) == 0 {
|
// The flavor templates below are written for the base 3-slot set. With a
|
||||||
return "You found a treasure but your inventory is full. Reply 1, 2, or 3 to discard, or `keep`."
|
// T3 trophy room the set can hold 4, so fall back to a plain dynamic list
|
||||||
|
// whenever it isn't exactly 3 — every slot has to be visible to choose it.
|
||||||
|
if len(TreasureInventoryCap) == 0 || len(existing) != 3 {
|
||||||
|
var b strings.Builder
|
||||||
|
fmt.Fprintf(&b, "You found **%s** but your treasure slots are full. Discard one to make room:\n", newTreasure.Name)
|
||||||
|
for i, ex := range existing {
|
||||||
|
fmt.Fprintf(&b, "%d. %s — %s\n", i+1, ex.Name, ex.InventoryDesc)
|
||||||
|
}
|
||||||
|
fmt.Fprintf(&b, "\nReply with the number to discard, or `keep` to leave the new one behind.")
|
||||||
|
return b.String()
|
||||||
}
|
}
|
||||||
|
|
||||||
// Build substitution map with existing treasure info
|
// Build substitution map with existing treasure info
|
||||||
|
|||||||
249
internal/plugin/adventure_renown.go
Normal file
249
internal/plugin/adventure_renown.go
Normal file
@@ -0,0 +1,249 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"database/sql"
|
||||||
|
"errors"
|
||||||
|
"fmt"
|
||||||
|
"log/slog"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
)
|
||||||
|
|
||||||
|
// N7/B2 — Renown: prestige past the level cap (gogobee_engagement_plan.md §B2).
|
||||||
|
//
|
||||||
|
// A confirmed D&D character caps at L20 (dndMaxLevel). Before N7, grantDnDXP
|
||||||
|
// silently dropped any XP earned past the cap. Renown reclaims that overflow as
|
||||||
|
// a prestige track: every renownXPPerLevel of overflow is one Renown level.
|
||||||
|
//
|
||||||
|
// Storage is a single cumulative column, player_meta.renown_xp, written by an
|
||||||
|
// atomic INSERT…ON CONFLICT … += (the journal_pages pattern) so there is no
|
||||||
|
// read-modify-write race. renown_level is DERIVED (renownLevelFor) rather than
|
||||||
|
// stored, so nothing can disagree with the XP total.
|
||||||
|
//
|
||||||
|
// The reward is deliberately prestige-only — a derived rank title, a cosmetic
|
||||||
|
// marker on the sheet/leaderboard, and a small capped bundle of *activity*
|
||||||
|
// bonuses (loot quality, XP, death avoidance). It NEVER grants combat stats:
|
||||||
|
// the balance corpus (SimulateCombat / the golden) must stay valid, so renown
|
||||||
|
// touches only the AdvBonusSummary activity levers and only at the activity
|
||||||
|
// call sites, never loadCombatBonuses.
|
||||||
|
|
||||||
|
// renownXPPerLevel is the overflow XP that buys one Renown level. Steep by
|
||||||
|
// design (§B2): a capped L20 player earns ~750 XP per T5 dungeon win, so a
|
||||||
|
// Renown level is dozens of endgame clears.
|
||||||
|
const renownXPPerLevel = 25000
|
||||||
|
|
||||||
|
// Renown perk ladder. One small step every renownPerkStepLevels Renown levels,
|
||||||
|
// capped at renownPerkMaxSteps steps. At the cap the perks total +20% XP / +15%
|
||||||
|
// loot, matching a streak-30 grant's economic half — §B2's ceiling in total
|
||||||
|
// power.
|
||||||
|
//
|
||||||
|
// The perks are deliberately ONLY the two combat-neutral levers of the
|
||||||
|
// AdvBonusSummary: combat_stats.go maps DeathModifier→Defense,
|
||||||
|
// SuccessBonus→Attack and ExceptionalBonus→CritRate, so those *are* combat
|
||||||
|
// stats and are off-limits (§B2: never combat-stat inflation, the balance
|
||||||
|
// corpus must stay valid). LootQuality and XPMultiplier are read only by the
|
||||||
|
// loot/XP economy, never by combat stat derivation — so renown can pay them out
|
||||||
|
// even through loadCombatBonuses without moving the golden. That is why §B2's
|
||||||
|
// suggested "−death penalty" perk is intentionally NOT granted: it would inflate
|
||||||
|
// Defense.
|
||||||
|
const (
|
||||||
|
renownPerkStepLevels = 3
|
||||||
|
renownPerkMaxSteps = 10
|
||||||
|
)
|
||||||
|
|
||||||
|
// renownLevelFor derives the Renown level from cumulative overflow XP.
|
||||||
|
func renownLevelFor(renownXP int) int {
|
||||||
|
if renownXP <= 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
return renownXP / renownXPPerLevel
|
||||||
|
}
|
||||||
|
|
||||||
|
// renownXPIntoLevel returns (progress, cost) toward the next Renown level, for
|
||||||
|
// display. cost is always renownXPPerLevel.
|
||||||
|
func renownXPIntoLevel(renownXP int) (int, int) {
|
||||||
|
if renownXP < 0 {
|
||||||
|
renownXP = 0
|
||||||
|
}
|
||||||
|
return renownXP % renownXPPerLevel, renownXPPerLevel
|
||||||
|
}
|
||||||
|
|
||||||
|
// renownRank is one rung of the derived title ladder: the first Renown level at
|
||||||
|
// which the rank applies, and its name. A rank promotion (crossing into a new
|
||||||
|
// rung) is what gets announced in the games room; plain level-ups only DM.
|
||||||
|
type renownRank struct {
|
||||||
|
MinLevel int
|
||||||
|
Name string
|
||||||
|
}
|
||||||
|
|
||||||
|
var renownRanks = []renownRank{
|
||||||
|
{1, "Renowned"},
|
||||||
|
{3, "Storied"},
|
||||||
|
{5, "Illustrious"},
|
||||||
|
{10, "Fabled"},
|
||||||
|
{15, "Mythic"},
|
||||||
|
{20, "Ascendant"},
|
||||||
|
{30, "Eternal"},
|
||||||
|
}
|
||||||
|
|
||||||
|
// renownRankFor returns the rank name for a Renown level, or "" below level 1.
|
||||||
|
func renownRankFor(level int) string {
|
||||||
|
name := ""
|
||||||
|
for _, r := range renownRanks {
|
||||||
|
if level >= r.MinLevel {
|
||||||
|
name = r.Name
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return name
|
||||||
|
}
|
||||||
|
|
||||||
|
// renownMarker is the cosmetic prestige badge shown next to a name on the sheet
|
||||||
|
// and leaderboard. Empty below Renown 1.
|
||||||
|
func renownMarker(level int) string {
|
||||||
|
if level < 1 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
return fmt.Sprintf("✦%d", level)
|
||||||
|
}
|
||||||
|
|
||||||
|
// applyRenownBonuses folds the capped renown perks into an AdvBonusSummary. It
|
||||||
|
// touches ONLY LootQuality and XPMultiplier — the combat-neutral economy levers
|
||||||
|
// — so it is safe to call anywhere the summary is built, including
|
||||||
|
// loadCombatBonuses, without changing any combat stat (see the const block).
|
||||||
|
func applyRenownBonuses(b *AdvBonusSummary, renownLevel int) {
|
||||||
|
if b == nil || renownLevel < renownPerkStepLevels {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
steps := renownLevel / renownPerkStepLevels
|
||||||
|
if steps > renownPerkMaxSteps {
|
||||||
|
steps = renownPerkMaxSteps
|
||||||
|
}
|
||||||
|
b.XPMultiplier += float64(steps) * 2 // → +20% at the cap
|
||||||
|
b.LootQuality += float64(steps) * 1.5 // → +15% at the cap
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Persistence ──────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// renownAccrueSQL is the atomic cumulative += on player_meta.renown_xp (the
|
||||||
|
// journal_pages pattern), returning the post-update total. Shared by the
|
||||||
|
// standalone and transactional accrual paths so the SQL lives in one place.
|
||||||
|
const renownAccrueSQL = `INSERT INTO player_meta (user_id, renown_xp) VALUES (?, ?)
|
||||||
|
ON CONFLICT(user_id) DO UPDATE SET renown_xp = renown_xp + excluded.renown_xp
|
||||||
|
RETURNING renown_xp`
|
||||||
|
|
||||||
|
// sqlQueryer is the subset of *sql.DB / *sql.Tx that accrueRenownXP needs, so
|
||||||
|
// the accrual can run standalone or inside grantDnDXP's save transaction.
|
||||||
|
type sqlQueryer interface {
|
||||||
|
QueryRow(query string, args ...any) *sql.Row
|
||||||
|
}
|
||||||
|
|
||||||
|
// accrueRenownXP adds delta (> 0) to renown_xp against any queryer and returns
|
||||||
|
// the cumulative totals before and after. A single statement, safe against
|
||||||
|
// concurrent grants — no lost update.
|
||||||
|
func accrueRenownXP(q sqlQueryer, userID id.UserID, delta int) (before, after int, err error) {
|
||||||
|
if err = q.QueryRow(renownAccrueSQL, string(userID), delta).Scan(&after); err != nil {
|
||||||
|
return 0, 0, fmt.Errorf("accrue renown_xp: %w", err)
|
||||||
|
}
|
||||||
|
return after - delta, after, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// addRenownXP is the standalone accrual (its own DB write). delta <= 0 is a
|
||||||
|
// no-op read. grantDnDXP uses the transactional saveDnDCharacterWithOverflow
|
||||||
|
// instead, so this is the API for callers not already saving a character.
|
||||||
|
func addRenownXP(userID id.UserID, delta int) (before, after int, err error) {
|
||||||
|
if delta <= 0 {
|
||||||
|
cur, e := loadRenownXP(userID)
|
||||||
|
return cur, cur, e
|
||||||
|
}
|
||||||
|
return accrueRenownXP(db.Get(), userID, delta)
|
||||||
|
}
|
||||||
|
|
||||||
|
// saveDnDCharacterWithOverflow persists the character and converts overflow XP
|
||||||
|
// (> 0) to Renown in one transaction, so a crash can neither drop the overflow
|
||||||
|
// nor double-credit it. Returns the cumulative renown totals before/after.
|
||||||
|
func saveDnDCharacterWithOverflow(c *DnDCharacter, overflow int) (before, after int, err error) {
|
||||||
|
tx, err := db.Get().Begin()
|
||||||
|
if err != nil {
|
||||||
|
return 0, 0, err
|
||||||
|
}
|
||||||
|
defer tx.Rollback()
|
||||||
|
if err = saveDnDCharacterExec(tx, c); err != nil {
|
||||||
|
return 0, 0, err
|
||||||
|
}
|
||||||
|
if before, after, err = accrueRenownXP(tx, c.UserID, overflow); err != nil {
|
||||||
|
return 0, 0, err
|
||||||
|
}
|
||||||
|
if err = tx.Commit(); err != nil {
|
||||||
|
return 0, 0, err
|
||||||
|
}
|
||||||
|
return before, after, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadRenownXP reads the cumulative overflow XP. Absent row == 0.
|
||||||
|
func loadRenownXP(userID id.UserID) (int, error) {
|
||||||
|
var xp int
|
||||||
|
err := db.Get().QueryRow(
|
||||||
|
`SELECT renown_xp FROM player_meta WHERE user_id = ?`,
|
||||||
|
string(userID),
|
||||||
|
).Scan(&xp)
|
||||||
|
if errors.Is(err, sql.ErrNoRows) {
|
||||||
|
return 0, nil
|
||||||
|
}
|
||||||
|
return xp, err
|
||||||
|
}
|
||||||
|
|
||||||
|
// renownLevelForUser is the per-user Renown level, for callers (leaderboard)
|
||||||
|
// that don't already hold the overlay. Errors resolve to 0.
|
||||||
|
func renownLevelForUser(userID id.UserID) int {
|
||||||
|
xp, err := loadRenownXP(userID)
|
||||||
|
if err != nil {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
return renownLevelFor(xp)
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Announce ─────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// announceRenown notifies the player of Renown level-ups (DM) and, when the
|
||||||
|
// gain crossed into a new rank rung, the games room. Event-driven off a grant,
|
||||||
|
// not a scheduled recap. from/to are Renown levels before/after the grant.
|
||||||
|
func (p *AdventurePlugin) announceRenown(userID id.UserID, from, to int) {
|
||||||
|
if p == nil || to <= from {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
gained := to - from
|
||||||
|
rank := renownRankFor(to)
|
||||||
|
if p.Client != nil {
|
||||||
|
msg := fmt.Sprintf("✦ **Renown %d** ✦\n\nYou've earned %s past the level cap — your legend grows.",
|
||||||
|
to, pluralLevels(gained))
|
||||||
|
if rank != "" {
|
||||||
|
msg += fmt.Sprintf("\nRank: **%s**.", rank)
|
||||||
|
}
|
||||||
|
if err := p.SendDM(userID, msg); err != nil {
|
||||||
|
slog.Error("renown: level-up DM failed", "user", userID, "err", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Games-room shout only on a rank promotion, to keep the room quiet.
|
||||||
|
if renownRankFor(from) == rank {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
gr := gamesRoom()
|
||||||
|
if gr == "" {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
name, _ := loadDisplayName(userID)
|
||||||
|
if name == "" {
|
||||||
|
name = string(userID)
|
||||||
|
}
|
||||||
|
p.SendMessage(id.RoomID(gr), fmt.Sprintf(
|
||||||
|
"✦ **%s** reached **Renown %d — %s.** A legend of the realm.", name, to, rank))
|
||||||
|
}
|
||||||
|
|
||||||
|
func pluralLevels(n int) string {
|
||||||
|
if n == 1 {
|
||||||
|
return "a Renown level"
|
||||||
|
}
|
||||||
|
return fmt.Sprintf("%d Renown levels", n)
|
||||||
|
}
|
||||||
238
internal/plugin/adventure_renown_test.go
Normal file
238
internal/plugin/adventure_renown_test.go
Normal file
@@ -0,0 +1,238 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func newRenownTestDB(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
dir := t.TempDir()
|
||||||
|
db.Close()
|
||||||
|
if err := db.Init(dir); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenownLevelFor(t *testing.T) {
|
||||||
|
cases := []struct{ xp, want int }{
|
||||||
|
{0, 0},
|
||||||
|
{-100, 0},
|
||||||
|
{renownXPPerLevel - 1, 0},
|
||||||
|
{renownXPPerLevel, 1},
|
||||||
|
{renownXPPerLevel*3 + 12, 3},
|
||||||
|
{renownXPPerLevel * 30, 30},
|
||||||
|
}
|
||||||
|
for _, c := range cases {
|
||||||
|
if got := renownLevelFor(c.xp); got != c.want {
|
||||||
|
t.Errorf("renownLevelFor(%d) = %d, want %d", c.xp, got, c.want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenownXPIntoLevel(t *testing.T) {
|
||||||
|
into, cost := renownXPIntoLevel(renownXPPerLevel + 500)
|
||||||
|
if cost != renownXPPerLevel {
|
||||||
|
t.Errorf("cost = %d, want %d", cost, renownXPPerLevel)
|
||||||
|
}
|
||||||
|
if into != 500 {
|
||||||
|
t.Errorf("into = %d, want 500", into)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenownRankLadderMonotonic(t *testing.T) {
|
||||||
|
// Rank thresholds must strictly increase so renownRankFor is well-defined.
|
||||||
|
for i := 1; i < len(renownRanks); i++ {
|
||||||
|
if renownRanks[i].MinLevel <= renownRanks[i-1].MinLevel {
|
||||||
|
t.Errorf("rank %d threshold %d not > %d", i, renownRanks[i].MinLevel, renownRanks[i-1].MinLevel)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if renownRankFor(0) != "" {
|
||||||
|
t.Errorf("rank at 0 should be empty")
|
||||||
|
}
|
||||||
|
if renownRankFor(1) != "Renowned" {
|
||||||
|
t.Errorf("rank at 1 = %q, want Renowned", renownRankFor(1))
|
||||||
|
}
|
||||||
|
if renownRankFor(4) != "Storied" {
|
||||||
|
t.Errorf("rank at 4 = %q, want Storied (threshold 3)", renownRankFor(4))
|
||||||
|
}
|
||||||
|
if renownRankFor(1000) != "Eternal" {
|
||||||
|
t.Errorf("top rank = %q, want Eternal", renownRankFor(1000))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenownMarker(t *testing.T) {
|
||||||
|
if renownMarker(0) != "" {
|
||||||
|
t.Errorf("marker at 0 should be empty")
|
||||||
|
}
|
||||||
|
if got := renownMarker(7); got != "✦7" {
|
||||||
|
t.Errorf("marker(7) = %q, want ✦7", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestApplyRenownBonuses_CombatNeutralAndCapped — renown grants only the two
|
||||||
|
// combat-neutral economy levers (loot/XP), capped at +15%/+20%, and must never
|
||||||
|
// touch a lever that combat_stats.go maps to a combat stat. §B2.
|
||||||
|
func TestApplyRenownBonuses_CombatNeutralAndCapped(t *testing.T) {
|
||||||
|
// Below the first step: no effect.
|
||||||
|
b := &AdvBonusSummary{}
|
||||||
|
applyRenownBonuses(b, 2)
|
||||||
|
if b.XPMultiplier != 0 || b.LootQuality != 0 {
|
||||||
|
t.Errorf("renown < step should be inert, got %+v", b)
|
||||||
|
}
|
||||||
|
|
||||||
|
// One step at renown 3.
|
||||||
|
b = &AdvBonusSummary{}
|
||||||
|
applyRenownBonuses(b, 3)
|
||||||
|
if b.XPMultiplier != 2 || b.LootQuality != 1.5 {
|
||||||
|
t.Errorf("one step wrong: %+v", b)
|
||||||
|
}
|
||||||
|
|
||||||
|
// At renown 30 and beyond, capped at +20% XP / +15% loot.
|
||||||
|
for _, lvl := range []int{30, 45, 300} {
|
||||||
|
b = &AdvBonusSummary{}
|
||||||
|
applyRenownBonuses(b, lvl)
|
||||||
|
if b.XPMultiplier != 20 || b.LootQuality != 15 {
|
||||||
|
t.Errorf("renown %d not capped: %+v", lvl, b)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Never combat-stat inflation: the levers combat_stats.go reads
|
||||||
|
// (DeathModifier→Defense, SuccessBonus→Attack, ExceptionalBonus→CritRate)
|
||||||
|
// and the skill/combat levers must all stay at zero at any renown level.
|
||||||
|
b = &AdvBonusSummary{}
|
||||||
|
applyRenownBonuses(b, 300)
|
||||||
|
if b.DeathModifier != 0 || b.SuccessBonus != 0 || b.ExceptionalBonus != 0 {
|
||||||
|
t.Errorf("renown leaked into a combat-stat lever: %+v", b)
|
||||||
|
}
|
||||||
|
if b.CombatBonus != 0 || b.MiningBonus != 0 || b.ForagingBonus != 0 || b.FishingBonus != 0 {
|
||||||
|
t.Errorf("renown leaked into combat/skill levers: %+v", b)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestAddRenownXP_Accumulates — cumulative += with correct before/after.
|
||||||
|
func TestAddRenownXP_Accumulates(t *testing.T) {
|
||||||
|
newRenownTestDB(t)
|
||||||
|
uid := id.UserID("@renown_add:example")
|
||||||
|
if err := createAdvCharacter(uid, "Renowner"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
before, after, err := addRenownXP(uid, 10000)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if before != 0 || after != 10000 {
|
||||||
|
t.Errorf("first add: before=%d after=%d, want 0/10000", before, after)
|
||||||
|
}
|
||||||
|
|
||||||
|
before, after, err = addRenownXP(uid, 20000)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if before != 10000 || after != 30000 {
|
||||||
|
t.Errorf("second add: before=%d after=%d, want 10000/30000", before, after)
|
||||||
|
}
|
||||||
|
|
||||||
|
got, err := loadRenownXP(uid)
|
||||||
|
if err != nil || got != 30000 {
|
||||||
|
t.Errorf("loadRenownXP = %d (err %v), want 30000", got, err)
|
||||||
|
}
|
||||||
|
if renownLevelForUser(uid) != 1 {
|
||||||
|
t.Errorf("renownLevelForUser = %d, want 1", renownLevelForUser(uid))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestRenownAtLeast — the B4 achievement gate reads the derived level correctly.
|
||||||
|
func TestRenownAtLeast(t *testing.T) {
|
||||||
|
newRenownTestDB(t)
|
||||||
|
uid := id.UserID("@renown_ach:example")
|
||||||
|
if err := createAdvCharacter(uid, "Achiever"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
d := db.Get()
|
||||||
|
if renownAtLeast(d, uid, 1) {
|
||||||
|
t.Errorf("no renown yet, should not meet level 1")
|
||||||
|
}
|
||||||
|
if _, _, err := addRenownXP(uid, renownXPPerLevel*5); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if !renownAtLeast(d, uid, 5) {
|
||||||
|
t.Errorf("renown 5 should meet level 5")
|
||||||
|
}
|
||||||
|
if renownAtLeast(d, uid, 6) {
|
||||||
|
t.Errorf("renown 5 should not meet level 6")
|
||||||
|
}
|
||||||
|
// Absent player → false, not a crash.
|
||||||
|
if renownAtLeast(d, id.UserID("@nobody:nowhere.invalid"), 1) {
|
||||||
|
t.Errorf("absent player should not meet any renown level")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestRenownOverlay — applyPlayerMetaOverlay populates RenownXP and RenownLevel.
|
||||||
|
func TestRenownOverlay(t *testing.T) {
|
||||||
|
newRenownTestDB(t)
|
||||||
|
uid := id.UserID("@renown_overlay:example")
|
||||||
|
if err := createAdvCharacter(uid, "Overlaid"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if _, _, err := addRenownXP(uid, renownXPPerLevel*5+7); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
c, err := loadAdvCharacter(uid)
|
||||||
|
if err != nil || c == nil {
|
||||||
|
t.Fatalf("load: %v", err)
|
||||||
|
}
|
||||||
|
if c.RenownXP != renownXPPerLevel*5+7 {
|
||||||
|
t.Errorf("overlay RenownXP = %d, want %d", c.RenownXP, renownXPPerLevel*5+7)
|
||||||
|
}
|
||||||
|
if c.RenownLevel() != 5 {
|
||||||
|
t.Errorf("RenownLevel() = %d, want 5", c.RenownLevel())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestGrantDnDXP_OverflowBecomesRenown — at the cap, grantDnDXP routes overflow
|
||||||
|
// into renown_xp and zeroes dnd_xp (the pre-N7 cap invariant is preserved).
|
||||||
|
func TestGrantDnDXP_OverflowBecomesRenown(t *testing.T) {
|
||||||
|
newRenownTestDB(t)
|
||||||
|
uid := id.UserID("@renown_grant:example")
|
||||||
|
if err := createAdvCharacter(uid, "Capped"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
c := &DnDCharacter{
|
||||||
|
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: dndMaxLevel,
|
||||||
|
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12, ArmorClass: 16,
|
||||||
|
}
|
||||||
|
c.HPMax = 100
|
||||||
|
c.HPCurrent = 100
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
events, err := p.grantDnDXP(uid, renownXPPerLevel+5000)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if len(events) != 0 {
|
||||||
|
t.Errorf("got %d level-up events at cap, want 0", len(events))
|
||||||
|
}
|
||||||
|
|
||||||
|
got, _ := LoadDnDCharacter(uid)
|
||||||
|
if got.Level != dndMaxLevel {
|
||||||
|
t.Errorf("level = %d, want %d", got.Level, dndMaxLevel)
|
||||||
|
}
|
||||||
|
if got.XP != 0 {
|
||||||
|
t.Errorf("dnd_xp = %d, want 0 (overflow moved to renown)", got.XP)
|
||||||
|
}
|
||||||
|
if xp, _ := loadRenownXP(uid); xp != renownXPPerLevel+5000 {
|
||||||
|
t.Errorf("renown_xp = %d, want %d", xp, renownXPPerLevel+5000)
|
||||||
|
}
|
||||||
|
if renownLevelForUser(uid) != 1 {
|
||||||
|
t.Errorf("renown level = %d, want 1", renownLevelForUser(uid))
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -164,21 +164,43 @@ func (p *AdventurePlugin) robbieVisitPlayer(userID id.UserID, displayName string
|
|||||||
gaveCard = true
|
gaveCard = true
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update visit count
|
// Update visit count, and every 10th visit leave a small consumable
|
||||||
|
// "for the trouble" (D2 NPC arc).
|
||||||
|
var leftGift *AdvItem
|
||||||
char, err := loadAdvCharacter(userID)
|
char, err := loadAdvCharacter(userID)
|
||||||
if err == nil {
|
if err == nil {
|
||||||
char.RobbieVisitCount++
|
char.RobbieVisitCount++
|
||||||
|
if char.RobbieVisitCount%robbieGiftEveryNVisits == 0 {
|
||||||
|
// Use the canonical DnD level (like the arena's tier gate), not the
|
||||||
|
// frozen legacy CombatLevel — that snapshots at 1–3 once D&D setup
|
||||||
|
// completes, so reading it here would peg every gift at tier 1.
|
||||||
|
if gifts := consumableCache(robbieGiftTier(arenaDnDLevelOrZero(userID)), 1); len(gifts) > 0 {
|
||||||
|
if err := addAdvInventoryItem(userID, gifts[0]); err == nil {
|
||||||
|
leftGift = &gifts[0]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
_ = saveAdvCharacter(char)
|
_ = saveAdvCharacter(char)
|
||||||
_ = upsertPlayerMetaNPCState(userID, npcStateFromAdvChar(char))
|
_ = upsertPlayerMetaNPCState(userID, npcStateFromAdvChar(char))
|
||||||
}
|
}
|
||||||
|
|
||||||
// Send DM
|
// Send DM
|
||||||
dm := renderRobbieDM(userID, takenItems, totalPayout, masterworkTaken, gaveCard)
|
dm := renderRobbieDM(userID, takenItems, totalPayout, masterworkTaken, gaveCard, leftGift)
|
||||||
if err := p.SendDM(userID, dm); err != nil {
|
if err := p.SendDM(userID, dm); err != nil {
|
||||||
slog.Error("adventure: robbie: failed to send DM", "user", userID, "err", err)
|
slog.Error("adventure: robbie: failed to send DM", "user", userID, "err", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Room announcement
|
// Room announcement — but not for a player who isn't there.
|
||||||
|
//
|
||||||
|
// A bored adventurer (gogobee_boredom_plan.md) auto-harvests ore and junk
|
||||||
|
// into inventory on every run, and Robbie takes all of it, every day. Left
|
||||||
|
// alone, each abandoned character would file a public bulletin every single
|
||||||
|
// day, indefinitely, about somebody who stopped playing weeks ago. He still
|
||||||
|
// visits and still pays — that income is what keeps the neglected adventurer
|
||||||
|
// walking — he just doesn't announce a house with nobody in it.
|
||||||
|
if playerIsIdle(userID, time.Now().UTC()) {
|
||||||
|
return
|
||||||
|
}
|
||||||
gr := gamesRoom()
|
gr := gamesRoom()
|
||||||
if gr != "" {
|
if gr != "" {
|
||||||
announcement := renderRobbieRoomAnnouncement(displayName, len(takenItems), totalPayout, masterworkTaken, gaveCard)
|
announcement := renderRobbieRoomAnnouncement(displayName, len(takenItems), totalPayout, masterworkTaken, gaveCard)
|
||||||
@@ -191,10 +213,12 @@ func (p *AdventurePlugin) robbieVisitPlayer(userID id.UserID, displayName string
|
|||||||
func robbieQualifyingItems(inv []AdvItem, equip map[EquipmentSlot]*AdvEquipment) []AdvItem {
|
func robbieQualifyingItems(inv []AdvItem, equip map[EquipmentSlot]*AdvEquipment) []AdvItem {
|
||||||
var result []AdvItem
|
var result []AdvItem
|
||||||
for _, item := range inv {
|
for _, item := range inv {
|
||||||
// Never touch Arena gear, cards, or consumables. Consumables are a
|
// Never touch Arena gear, cards, consumables, or keys. Consumables are
|
||||||
// player-curated stockpile (crafted or dropped); selling them is an
|
// a player-curated stockpile (crafted or dropped); selling them is an
|
||||||
// explicit decision the player must make themselves.
|
// explicit decision the player must make themselves. Keys are cross-zone
|
||||||
if item.Type == "ArenaGear" || item.Type == "card" || item.Type == "consumable" {
|
// unlock tokens (N5/D4) that must persist in inventory to open their
|
||||||
|
// vault later — sweeping one permanently breaks that unlock.
|
||||||
|
if item.Type == "ArenaGear" || item.Type == "card" || item.Type == "consumable" || item.Type == "key" {
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -243,7 +267,27 @@ func robbiePlayerHasCard(userID id.UserID) bool {
|
|||||||
|
|
||||||
// ── DM Rendering ─────────────────────────────────────────────────────────────
|
// ── DM Rendering ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
func renderRobbieDM(userID id.UserID, items []AdvItem, total int64, mwTaken, gaveCard bool) string {
|
// robbieGiftEveryNVisits is how often Robbie leaves a consumable behind.
|
||||||
|
const robbieGiftEveryNVisits = 10
|
||||||
|
|
||||||
|
// robbieGiftTier maps a player's combat level to a consumable tier, matching
|
||||||
|
// the arena tier bands (1–3 / 4–7 / 8–12 / 13–17 / 18+).
|
||||||
|
func robbieGiftTier(level int) int {
|
||||||
|
switch {
|
||||||
|
case level >= 18:
|
||||||
|
return 5
|
||||||
|
case level >= 13:
|
||||||
|
return 4
|
||||||
|
case level >= 8:
|
||||||
|
return 3
|
||||||
|
case level >= 4:
|
||||||
|
return 2
|
||||||
|
default:
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func renderRobbieDM(userID id.UserID, items []AdvItem, total int64, mwTaken, gaveCard bool, leftGift *AdvItem) string {
|
||||||
var sb strings.Builder
|
var sb strings.Builder
|
||||||
|
|
||||||
// Opening
|
// Opening
|
||||||
@@ -290,6 +334,12 @@ func renderRobbieDM(userID id.UserID, items []AdvItem, total int64, mwTaken, gav
|
|||||||
}
|
}
|
||||||
sb.WriteString("\n\n")
|
sb.WriteString("\n\n")
|
||||||
|
|
||||||
|
// Every-10th-visit consumable (D2).
|
||||||
|
if leftGift != nil {
|
||||||
|
sb.WriteString(fmt.Sprintf(robbieLeftConsumable, leftGift.Name))
|
||||||
|
sb.WriteString("\n\n")
|
||||||
|
}
|
||||||
|
|
||||||
// Closing
|
// Closing
|
||||||
closing, _ := advPickFlavor(robbieClosings, userID, "robbie_closing")
|
closing, _ := advPickFlavor(robbieClosings, userID, "robbie_closing")
|
||||||
sb.WriteString(closing)
|
sb.WriteString(closing)
|
||||||
|
|||||||
@@ -163,6 +163,7 @@ func (p *AdventurePlugin) sendMorningDMs() {
|
|||||||
treasures, _ := loadAdvTreasureBonuses(char.UserID)
|
treasures, _ := loadAdvTreasureBonuses(char.UserID)
|
||||||
buffs, _ := loadAdvActiveBuffs(char.UserID)
|
buffs, _ := loadAdvActiveBuffs(char.UserID)
|
||||||
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false)
|
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false)
|
||||||
|
applyRenownBonuses(bonuses, char.RenownLevel()) // N7/B2 — activity path only, never combat
|
||||||
balance := p.euro.GetBalance(char.UserID)
|
balance := p.euro.GetBalance(char.UserID)
|
||||||
|
|
||||||
holidayLabel := ""
|
holidayLabel := ""
|
||||||
@@ -404,8 +405,9 @@ func (p *AdventurePlugin) midnightReset() error {
|
|||||||
return fmt.Errorf("load chars: %w", err)
|
return fmt.Errorf("load chars: %w", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
today := time.Now().UTC().Format("2006-01-02")
|
now := time.Now().UTC()
|
||||||
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
|
today := now.Format("2006-01-02")
|
||||||
|
yesterday := now.Add(-24 * time.Hour).Format("2006-01-02")
|
||||||
|
|
||||||
// Unified activity oracle — same source the daily report uses. Unions
|
// Unified activity oracle — same source the daily report uses. Unions
|
||||||
// adventure_activity_log + dnd_zone_run + dnd_expedition_log, so
|
// adventure_activity_log + dnd_zone_run + dnd_expedition_log, so
|
||||||
@@ -420,6 +422,12 @@ func (p *AdventurePlugin) midnightReset() error {
|
|||||||
|
|
||||||
dmsSent := 0
|
dmsSent := 0
|
||||||
for _, char := range chars {
|
for _, char := range chars {
|
||||||
|
// Advance this player's Shadow (N6/D3) once for the day, before any
|
||||||
|
// streak/idle branching below — the rival runs whether or not the
|
||||||
|
// player did, which is the whole point of the race pressure. Own table,
|
||||||
|
// own idempotency guard; never touches char, never fails the reset.
|
||||||
|
p.advanceShadow(&char)
|
||||||
|
|
||||||
// Died inside the window — no shame, no streak change. Covers both
|
// Died inside the window — no shame, no streak change. Covers both
|
||||||
// currently-dead players and players revived at midnight (Alive
|
// currently-dead players and players revived at midnight (Alive
|
||||||
// already flipped to true by the reminder loop before this runs).
|
// already flipped to true by the reminder loop before this runs).
|
||||||
@@ -450,25 +458,32 @@ func (p *AdventurePlugin) midnightReset() error {
|
|||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
// Activity happened on the player's behalf without an explicit tap —
|
// Every hold below rests on one premise: the player engaged earlier to
|
||||||
// autopilot walked rooms, expedition log gained beats, a fight session
|
// kick this off, so the autopilot finishing the job shouldn't cost them
|
||||||
// is still locked open. Hold the streak: no bump, no shame, no decay.
|
// their streak. A boredom expedition has no such origin — nobody kicked
|
||||||
// The player engaged earlier to kick this off; autopilot is a feature,
|
// it off, and its player still hasn't come back. It earns them nothing
|
||||||
// not a way to game streaks, and absence of taps shouldn't strip
|
// and shields them from nothing (gogobee_boredom_plan.md §6).
|
||||||
// progress they earned through real play.
|
if !isBoredomDriven(char.UserID, now) {
|
||||||
if len(todayActs[char.UserID]) > 0 || len(yesterdayActs[char.UserID]) > 0 {
|
// Activity happened on the player's behalf without an explicit tap —
|
||||||
continue
|
// autopilot walked rooms, expedition log gained beats, a fight session
|
||||||
}
|
// is still locked open. Hold the streak: no bump, no shame, no decay.
|
||||||
// Safety net for live state the activity logs don't reflect yet
|
// The player engaged earlier to kick this off; autopilot is a feature,
|
||||||
// (e.g. an active expedition that's been quiet today, or a combat
|
// not a way to game streaks, and absence of taps shouldn't strip
|
||||||
// session locked open across midnight without a log append).
|
// progress they earned through real play.
|
||||||
if exp, err := getActiveExpedition(char.UserID); err != nil {
|
if len(todayActs[char.UserID]) > 0 || len(yesterdayActs[char.UserID]) > 0 {
|
||||||
slog.Warn("adventure: failed to check active expedition for idle reaper", "user", char.UserID, "err", err)
|
continue
|
||||||
} else if exp != nil {
|
}
|
||||||
continue
|
// Safety net for live state the activity logs don't reflect yet
|
||||||
}
|
// (e.g. an active expedition that's been quiet today, or a combat
|
||||||
if hasActiveCombatSession(char.UserID) {
|
// session locked open across midnight without a log append).
|
||||||
continue
|
if exp, err := getActiveExpedition(char.UserID); err != nil {
|
||||||
|
slog.Warn("adventure: failed to check active expedition for idle reaper", "user", char.UserID, "err", err)
|
||||||
|
} else if exp != nil {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if hasActiveCombatSession(char.UserID) {
|
||||||
|
continue
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Truly idle — shame DM + streak halve.
|
// Truly idle — shame DM + streak halve.
|
||||||
|
|||||||
199
internal/plugin/adventure_season.go
Normal file
199
internal/plugin/adventure_season.go
Normal file
@@ -0,0 +1,199 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"time"
|
||||||
|
)
|
||||||
|
|
||||||
|
// N7/E4 — Seasonal events (gogobee_engagement_plan.md §E4).
|
||||||
|
//
|
||||||
|
// A season is a 1-week skin anchored to a real holiday. Unlike isHolidayToday()
|
||||||
|
// (a single UTC day, worth a double-action) and unlike the Omen (an ISO-week
|
||||||
|
// rotation), a season spans a window around its anchor date and layers three
|
||||||
|
// things on top of the world for that week:
|
||||||
|
//
|
||||||
|
// 1. A themed world modifier — a reskinned Omen that OVERRIDES the weekly
|
||||||
|
// rotation (see activeOmen). It reuses the omen effect fields, so the same
|
||||||
|
// non-combat rule holds: a season never touches SimulateCombat or the turn
|
||||||
|
// engine. That is enforced structurally — activeSeason() honours
|
||||||
|
// simOmenDisabled exactly as activeOmen() does, so the balance sim never
|
||||||
|
// sees a season through any path, and the season Omen only reaches the sim's
|
||||||
|
// omen seams behind activeOmen's own simOmenDisabled guard.
|
||||||
|
// 2. A limited-time curio shelf at Luigi's — a curated selection of existing
|
||||||
|
// registry items (dailyCuriosStock). No new power enters the game; the shelf
|
||||||
|
// just changes which items rotate in for the week.
|
||||||
|
// 3. A themed visitor on the road — a season-gated ambient event that leaves a
|
||||||
|
// small keepsake and a coin gift (expedition_ambient.go). No combat: the
|
||||||
|
// ambient seam has never opened a fight and this does not change that.
|
||||||
|
//
|
||||||
|
// A season is a pure function of the UTC date and the anchor calendar, so it
|
||||||
|
// needs no schema, no ticker state, and no persistence — the same discipline as
|
||||||
|
// the Omen and the holiday calendar.
|
||||||
|
|
||||||
|
// seasonHalfWidth is the number of days on each side of the anchor date that the
|
||||||
|
// season is live. 3 → a 7-day window (anchor ± 3).
|
||||||
|
const seasonHalfWidth = 3
|
||||||
|
|
||||||
|
// seasonVisitor is the themed ambient event a season adds to the road. It never
|
||||||
|
// resolves combat — it leaves a sellable keepsake and a small coin gift.
|
||||||
|
type seasonVisitor struct {
|
||||||
|
Weight int // relative weight in the ambient pick
|
||||||
|
FlavorPool []string // scene narration lines for the visit
|
||||||
|
Keepsake string // sellable trophy left behind
|
||||||
|
KeepsakeValue int64 // coin baseline of the keepsake
|
||||||
|
Coins int // flat coin gift
|
||||||
|
}
|
||||||
|
|
||||||
|
// season is one holiday skin.
|
||||||
|
type season struct {
|
||||||
|
Key string // stable id (tests, logs)
|
||||||
|
Name string // player-facing, e.g. "Hallowtide"
|
||||||
|
Emoji string // banner emoji
|
||||||
|
Anchor func(year int) time.Time // the anchor date for a given year (UTC)
|
||||||
|
Blurb string // one-line "what's live this week" banner copy
|
||||||
|
Omen omen // themed override omen (non-combat fields only)
|
||||||
|
CurioIDs []string // curated registry IDs for Luigi's shelf
|
||||||
|
Visitor seasonVisitor // the road visitor
|
||||||
|
}
|
||||||
|
|
||||||
|
// fixedAnchor builds an Anchor for a fixed month/day holiday.
|
||||||
|
func fixedAnchor(month time.Month, day int) func(int) time.Time {
|
||||||
|
return func(year int) time.Time {
|
||||||
|
return time.Date(year, month, day, 0, 0, 0, 0, time.UTC)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// seasonTable is the set of anchor holidays that get a skin. Order is match
|
||||||
|
// order; the windows are disjoint so it never matters, but keep them disjoint.
|
||||||
|
var seasonTable = []season{
|
||||||
|
{
|
||||||
|
Key: "hallowtide", Name: "Hallowtide", Emoji: "🎃",
|
||||||
|
Anchor: fixedAnchor(time.October, 31),
|
||||||
|
Blurb: "the veil's thin — spooky curios at Luigi's and things going bump on the road, all week",
|
||||||
|
Omen: omen{
|
||||||
|
Key: "hallowtide", Name: "Hallowtide",
|
||||||
|
TwinBee: "The veil's gone thin for Hallowtide — reagents and oddments are spilling through from somewhere I'd rather not name. I'm grabbing them while they're here.",
|
||||||
|
ConsumableChanceMult: 2.0,
|
||||||
|
},
|
||||||
|
CurioIDs: []string{
|
||||||
|
"cloak_of_arachnida", "demon_armor", "goggles_of_night",
|
||||||
|
"slippers_of_spider_climbing", "staff_of_swarming_insects",
|
||||||
|
"sword_of_life_stealing", "dagger_of_venom", "cloak_of_the_bat",
|
||||||
|
},
|
||||||
|
Visitor: seasonVisitor{
|
||||||
|
Weight: 12,
|
||||||
|
FlavorPool: []string{
|
||||||
|
"A gourd-headed thing shuffles out of the dark, sets a little carved lantern on your bedroll, and shuffles right back into it.",
|
||||||
|
"Something small and many-legged skitters past, drops a trinket at your feet as if in tribute, and is gone before you can look twice.",
|
||||||
|
"A cold draft carries a whisper and a gift — a carved gourd, still faintly warm, left where you'll find it come morning.",
|
||||||
|
},
|
||||||
|
Keepsake: "Carved Gourd Lantern", KeepsakeValue: 60, Coins: 8,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
Key: "midwinter", Name: "Midwinter Feast", Emoji: "❄️",
|
||||||
|
Anchor: fixedAnchor(time.December, 25),
|
||||||
|
Blurb: "gifts by every door — a free pack for anyone heading out, warm curios at Luigi's, all week",
|
||||||
|
Omen: omen{
|
||||||
|
Key: "midwinter", Name: "Midwinter Feast",
|
||||||
|
TwinBee: "It's Midwinter, and someone's been leaving gifts by the outfitter's door. There's a free pack in it for anyone heading out — and I set off in high spirits.",
|
||||||
|
SupplyFreebiePacks: 1,
|
||||||
|
StartMoodBonus: 5,
|
||||||
|
},
|
||||||
|
CurioIDs: []string{
|
||||||
|
"boots_of_the_winterlands", "frost_brand", "ring_of_warmth",
|
||||||
|
"staff_of_frost", "potion_of_healing", "staff_of_healing",
|
||||||
|
},
|
||||||
|
Visitor: seasonVisitor{
|
||||||
|
Weight: 12,
|
||||||
|
FlavorPool: []string{
|
||||||
|
"A bundled figure passes your camp without a word, leaves a frost-glass bauble hanging where the firelight catches it, and trudges on into the snow.",
|
||||||
|
"You wake to find your pack a little heavier — a wrapped bauble and a handful of coin, and a single set of bootprints leading away.",
|
||||||
|
"Bells, faint and far off. By the time they fade there's a bauble on your bedroll that wasn't there before.",
|
||||||
|
},
|
||||||
|
Keepsake: "Frost-Glass Bauble", KeepsakeValue: 60, Coins: 10,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
Key: "sweethearts", Name: "Sweethearts' Revel", Emoji: "💗",
|
||||||
|
Anchor: fixedAnchor(time.February, 14),
|
||||||
|
Blurb: "the arena crowd's throwing coin — fat purses, charming curios at Luigi's, all week",
|
||||||
|
Omen: omen{
|
||||||
|
Key: "sweethearts", Name: "Sweethearts' Revel",
|
||||||
|
TwinBee: "The whole town's giddy for Sweethearts' week — the arena crowd's throwing coin like confetti. Win pretty and the purse pays twenty over the odds.",
|
||||||
|
ArenaPayoutMult: 1.20,
|
||||||
|
},
|
||||||
|
CurioIDs: []string{
|
||||||
|
"eyes_of_charming", "philter_of_love", "staff_of_charming",
|
||||||
|
"luck_blade", "stone_of_good_luck_luckstone", "pearl_of_power",
|
||||||
|
"glamoured_studded_leather",
|
||||||
|
},
|
||||||
|
Visitor: seasonVisitor{
|
||||||
|
Weight: 12,
|
||||||
|
FlavorPool: []string{
|
||||||
|
"A courier in festival colours finds you even out here, presses a ribbon-wrapped token into your hand with a wink, and hurries back the way they came.",
|
||||||
|
"A paper heart, pinned to a token and left on your pack — 'from an admirer,' it says, and nothing else.",
|
||||||
|
"Someone's left a ribbon-wrapped keepsake by the trail marker, addressed to no one and everyone. You pocket it.",
|
||||||
|
},
|
||||||
|
Keepsake: "Ribbon-Wrapped Token", KeepsakeValue: 55, Coins: 10,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
Key: "first_bloom", Name: "First Bloom", Emoji: "🌷",
|
||||||
|
Anchor: func(year int) time.Time { return easterDate(year) },
|
||||||
|
Blurb: "everything's growing eager — fuller harvests, green curios at Luigi's, all week",
|
||||||
|
Omen: omen{
|
||||||
|
Key: "first_bloom", Name: "First Bloom",
|
||||||
|
TwinBee: "First Bloom's on us — everything's growing twice as eager and the woods feel calm with it. Every gather comes up fuller, and the dread's slow to rise.",
|
||||||
|
HarvestYieldBonus: 1,
|
||||||
|
ThreatDriftReduce: 1,
|
||||||
|
},
|
||||||
|
CurioIDs: []string{
|
||||||
|
"bag_of_beans", "potion_of_growth", "potion_of_animal_friendship",
|
||||||
|
"ring_of_animal_influence", "horn_of_valhalla", "sword_of_life_stealing",
|
||||||
|
},
|
||||||
|
Visitor: seasonVisitor{
|
||||||
|
Weight: 12,
|
||||||
|
FlavorPool: []string{
|
||||||
|
"A hare the size of a hound lopes up, regards you with unsettling calm, and leaves a pressed blossom on the ground before bounding off.",
|
||||||
|
"New vines have crept over your gear in the night — and tucked among them, a perfect pressed blossom and a little coin, as if the woods were paying rent.",
|
||||||
|
"The undergrowth parts on its own, sets a spring blossom at your feet, and closes again. You decide not to question it.",
|
||||||
|
},
|
||||||
|
Keepsake: "Pressed Spring Blossom", KeepsakeValue: 50, Coins: 8,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
// activeSeason returns the season whose window contains today (UTC), or false.
|
||||||
|
// Honours simOmenDisabled so the balance sim never observes a season through any
|
||||||
|
// path — the same neutralisation activeOmen applies to the weekly rotation.
|
||||||
|
func activeSeason() (season, bool) {
|
||||||
|
if simOmenDisabled {
|
||||||
|
return season{}, false
|
||||||
|
}
|
||||||
|
now := time.Now().UTC()
|
||||||
|
today := time.Date(now.Year(), now.Month(), now.Day(), 0, 0, 0, 0, time.UTC)
|
||||||
|
return seasonForDate(today)
|
||||||
|
}
|
||||||
|
|
||||||
|
// seasonForDate is the pure core of activeSeason, split out for tests. The
|
||||||
|
// anchor is checked against the target year and its neighbours so a window that
|
||||||
|
// straddles a year boundary still resolves.
|
||||||
|
func seasonForDate(today time.Time) (season, bool) {
|
||||||
|
for _, s := range seasonTable {
|
||||||
|
for _, yr := range []int{today.Year() - 1, today.Year(), today.Year() + 1} {
|
||||||
|
a := s.Anchor(yr)
|
||||||
|
lo := a.AddDate(0, 0, -seasonHalfWidth)
|
||||||
|
hi := a.AddDate(0, 0, seasonHalfWidth)
|
||||||
|
if !today.Before(lo) && !today.After(hi) {
|
||||||
|
return s, true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return season{}, false
|
||||||
|
}
|
||||||
|
|
||||||
|
// seasonBannerLine is the "what's live this week" one-liner surfaced under the
|
||||||
|
// Omen line in the morning DM. Empty when no season is active.
|
||||||
|
func seasonBannerLine(s season) string {
|
||||||
|
return s.Emoji + " **" + s.Name + "** is here — " + s.Blurb + "."
|
||||||
|
}
|
||||||
120
internal/plugin/adventure_season_test.go
Normal file
120
internal/plugin/adventure_season_test.go
Normal file
@@ -0,0 +1,120 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"testing"
|
||||||
|
"time"
|
||||||
|
)
|
||||||
|
|
||||||
|
func date(y int, m time.Month, d int) time.Time {
|
||||||
|
return time.Date(y, m, d, 0, 0, 0, 0, time.UTC)
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSeasonForDate_ActiveOnAnchor — every season resolves on its own anchor day
|
||||||
|
// and both window edges (±seasonHalfWidth), and is dark one day past each edge.
|
||||||
|
func TestSeasonForDate_ActiveOnAnchor(t *testing.T) {
|
||||||
|
for _, s := range seasonTable {
|
||||||
|
a := s.Anchor(2026)
|
||||||
|
for _, off := range []int{-seasonHalfWidth, 0, seasonHalfWidth} {
|
||||||
|
got, ok := seasonForDate(a.AddDate(0, 0, off))
|
||||||
|
if !ok || got.Key != s.Key {
|
||||||
|
t.Errorf("%s: day offset %d → (%v, %q), want (true, %q)",
|
||||||
|
s.Key, off, ok, got.Key, s.Key)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for _, off := range []int{-seasonHalfWidth - 1, seasonHalfWidth + 1} {
|
||||||
|
if got, ok := seasonForDate(a.AddDate(0, 0, off)); ok {
|
||||||
|
t.Errorf("%s: day offset %d should be dark, got %q", s.Key, off, got.Key)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSeasonForDate_WindowsDisjoint — no calendar day resolves to two seasons, so
|
||||||
|
// the first-match order in seasonForDate never hides overlapping content.
|
||||||
|
func TestSeasonForDate_WindowsDisjoint(t *testing.T) {
|
||||||
|
for y := 2024; y <= 2030; y++ {
|
||||||
|
day := date(y, time.January, 1)
|
||||||
|
end := date(y+1, time.January, 1)
|
||||||
|
for day.Before(end) {
|
||||||
|
matches := 0
|
||||||
|
for _, s := range seasonTable {
|
||||||
|
for _, yr := range []int{day.Year() - 1, day.Year(), day.Year() + 1} {
|
||||||
|
a := s.Anchor(yr)
|
||||||
|
if !day.Before(a.AddDate(0, 0, -seasonHalfWidth)) &&
|
||||||
|
!day.After(a.AddDate(0, 0, seasonHalfWidth)) {
|
||||||
|
matches++
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if matches > 1 {
|
||||||
|
t.Fatalf("%s resolves to %d seasons (windows must be disjoint)",
|
||||||
|
day.Format("2006-01-02"), matches)
|
||||||
|
}
|
||||||
|
day = day.AddDate(0, 0, 1)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSeasonTable_CuratedItemsExist — every curated curio ID is a real registry
|
||||||
|
// item, so a season's shelf never lists a phantom the buyer can't purchase. Guards
|
||||||
|
// against typos and registry edits (mirrors TestTemperMaterialsAreObtainable).
|
||||||
|
func TestSeasonTable_CuratedItemsExist(t *testing.T) {
|
||||||
|
for _, s := range seasonTable {
|
||||||
|
if len(s.CurioIDs) == 0 {
|
||||||
|
t.Errorf("%s has no curated curios", s.Key)
|
||||||
|
}
|
||||||
|
for _, id := range s.CurioIDs {
|
||||||
|
if _, ok := magicItemRegistry[id]; !ok {
|
||||||
|
t.Errorf("%s curio %q is not in magicItemRegistry", s.Key, id)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSeasonTable_OmenIsNonCombat — a season's themed omen carries an effect and
|
||||||
|
// only touches the non-combat omen levers, so overriding the weekly rotation with
|
||||||
|
// it can never move the combat golden or the balance corpus. §E4/§B3.
|
||||||
|
func TestSeasonTable_OmenIsNonCombat(t *testing.T) {
|
||||||
|
for _, s := range seasonTable {
|
||||||
|
o := s.Omen
|
||||||
|
hasEffect := o.HarvestYieldBonus > 0 || o.SupplyFreebiePacks > 0 ||
|
||||||
|
o.StartMoodBonus > 0 || o.ArenaPayoutMult > 1.0 ||
|
||||||
|
o.ConsumableChanceMult > 1.0 || o.ThreatDriftReduce > 0
|
||||||
|
if !hasEffect {
|
||||||
|
t.Errorf("%s omen has no active effect", s.Key)
|
||||||
|
}
|
||||||
|
if o.Name == "" || o.TwinBee == "" {
|
||||||
|
t.Errorf("%s omen missing player-facing copy", s.Key)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSeasonTable_VisitorRewardComplete — every season's road visitor has flavor,
|
||||||
|
// a named keepsake, and a positive keepsake value, so applyAmbientEffect always
|
||||||
|
// has a real reward to grant.
|
||||||
|
func TestSeasonTable_VisitorRewardComplete(t *testing.T) {
|
||||||
|
for _, s := range seasonTable {
|
||||||
|
v := s.Visitor
|
||||||
|
if len(v.FlavorPool) == 0 {
|
||||||
|
t.Errorf("%s visitor has no flavor", s.Key)
|
||||||
|
}
|
||||||
|
if v.Keepsake == "" || v.KeepsakeValue <= 0 {
|
||||||
|
t.Errorf("%s visitor keepsake incomplete: %q value %d", s.Key, v.Keepsake, v.KeepsakeValue)
|
||||||
|
}
|
||||||
|
if v.Weight <= 0 {
|
||||||
|
t.Errorf("%s visitor has non-positive weight %d", s.Key, v.Weight)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestActiveSeason_NeutralizedInSim — the balance sim must never observe a season
|
||||||
|
// through any path; activeSeason honours simOmenDisabled exactly as activeOmen does.
|
||||||
|
func TestActiveSeason_NeutralizedInSim(t *testing.T) {
|
||||||
|
prev := simOmenDisabled
|
||||||
|
simOmenDisabled = true
|
||||||
|
defer func() { simOmenDisabled = prev }()
|
||||||
|
if s, ok := activeSeason(); ok {
|
||||||
|
t.Fatalf("activeSeason returned %q while simOmenDisabled", s.Key)
|
||||||
|
}
|
||||||
|
}
|
||||||
216
internal/plugin/adventure_secret_room_test.go
Normal file
216
internal/plugin/adventure_secret_room_test.go
Normal file
@@ -0,0 +1,216 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// registeredSecretNodes collects every NodeKindSecret node across all
|
||||||
|
// registered zone graphs, keyed by node ID.
|
||||||
|
func registeredSecretNodes(t *testing.T) map[string]ZoneNode {
|
||||||
|
t.Helper()
|
||||||
|
out := map[string]ZoneNode{}
|
||||||
|
for _, z := range allZones() {
|
||||||
|
g, ok := loadZoneGraph(z.ID)
|
||||||
|
if !ok {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
for id, n := range g.Nodes {
|
||||||
|
if n.Kind == NodeKindSecret {
|
||||||
|
out[id] = n
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSecretRoomDiscovery_EverySecretHasBespokeFlavor guards that no secret
|
||||||
|
// node ships on the generic fallback — every one gets an authored line. Catches
|
||||||
|
// a future secret room added without a discovery entry.
|
||||||
|
func TestSecretRoomDiscovery_EverySecretHasBespokeFlavor(t *testing.T) {
|
||||||
|
for id, n := range registeredSecretNodes(t) {
|
||||||
|
if _, ok := secretRoomDiscovery[id]; !ok {
|
||||||
|
t.Errorf("secret node %q (%q) has no bespoke discovery line", id, n.Label)
|
||||||
|
}
|
||||||
|
if line := secretRoomDiscoveryLine(n); strings.TrimSpace(line) == "" {
|
||||||
|
t.Errorf("secret node %q produced an empty discovery line", id)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestSecretRoomDiscoveryLine_FallsBackOnUnknownNode(t *testing.T) {
|
||||||
|
n := ZoneNode{NodeID: "made_up.node", Kind: NodeKindSecret, Label: "Nowhere Nook"}
|
||||||
|
line := secretRoomDiscoveryLine(n)
|
||||||
|
if !strings.Contains(line, "Nowhere Nook") {
|
||||||
|
t.Errorf("fallback should name the node label, got: %s", line)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSecretRoomKeys_UnlockRealDestinationEdges is the cross-zone-key
|
||||||
|
// consistency check: every key's item Name must match a LockKey edge's key_id
|
||||||
|
// (lower-cased) in its destination zone, and every source must be a real secret
|
||||||
|
// room. A typo between the granted item name and the authored key_id would
|
||||||
|
// silently make a vault permanently unreachable; this catches it.
|
||||||
|
func TestSecretRoomKeys_UnlockRealDestinationEdges(t *testing.T) {
|
||||||
|
secrets := registeredSecretNodes(t)
|
||||||
|
for srcNode, key := range secretRoomKeys {
|
||||||
|
if _, ok := secrets[srcNode]; !ok {
|
||||||
|
t.Errorf("key source %q is not a registered secret room", srcNode)
|
||||||
|
}
|
||||||
|
g, ok := loadZoneGraph(key.unlocksIn)
|
||||||
|
if !ok {
|
||||||
|
t.Errorf("%s: destination zone %q has no graph", srcNode, key.unlocksIn)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
wantKeyID := strings.ToLower(key.item.Name)
|
||||||
|
found := false
|
||||||
|
for _, outs := range g.Edges {
|
||||||
|
for _, e := range outs {
|
||||||
|
if e.Lock == LockKey && strings.ToLower(lockDataString(e.LockData, "key_id")) == wantKeyID {
|
||||||
|
found = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !found {
|
||||||
|
t.Errorf("key %q (from %s) has no LockKey edge with key_id=%q in zone %q — vault unreachable",
|
||||||
|
key.item.Name, srcNode, wantKeyID, key.unlocksIn)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestCrossZoneKey_UnlocksWithItemNotWithout exercises the runtime lock
|
||||||
|
// evaluation end-to-end on a real authored edge.
|
||||||
|
func TestCrossZoneKey_UnlocksWithItemNotWithout(t *testing.T) {
|
||||||
|
g, ok := loadZoneGraph(ZoneManorBlackspire)
|
||||||
|
if !ok {
|
||||||
|
t.Fatal("manor graph missing")
|
||||||
|
}
|
||||||
|
var keyEdge ZoneEdge
|
||||||
|
for _, e := range g.outgoingEdges("manor_blackspire.upper_hall") {
|
||||||
|
if e.Lock == LockKey {
|
||||||
|
keyEdge = e
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if keyEdge.To == "" {
|
||||||
|
t.Fatal("no LockKey edge off manor upper_hall")
|
||||||
|
}
|
||||||
|
|
||||||
|
base := edgeUnlockCtx{RunID: "r", FromNode: "manor_blackspire.upper_hall"}
|
||||||
|
if ok, _ := evaluateEdgeLock(keyEdge, base); ok {
|
||||||
|
t.Error("edge should be locked without the key in inventory")
|
||||||
|
}
|
||||||
|
|
||||||
|
withKey := base
|
||||||
|
withKey.InventoryNames = map[string]bool{"sunken sigil": true}
|
||||||
|
if ok, reason := evaluateEdgeLock(keyEdge, withKey); !ok {
|
||||||
|
t.Errorf("edge should unlock with the sigil in inventory, got locked: %s", reason)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestGrantSecretRoomKey_GrantsOnceIdempotent verifies a key-bearing secret
|
||||||
|
// hands its key over exactly once.
|
||||||
|
func TestGrantSecretRoomKey_GrantsOnceIdempotent(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
u := id.UserID("@keyholder:test.invalid")
|
||||||
|
|
||||||
|
node := ZoneNode{NodeID: "sunken_temple.coral_reliquary", Kind: NodeKindSecret}
|
||||||
|
line := p.grantSecretRoomKey(u, node)
|
||||||
|
if !strings.Contains(line, "Sunken Sigil") {
|
||||||
|
t.Fatalf("first grant should name the key, got: %q", line)
|
||||||
|
}
|
||||||
|
|
||||||
|
items, err := loadAdvInventory(u)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("load inventory: %v", err)
|
||||||
|
}
|
||||||
|
sigils := 0
|
||||||
|
for _, it := range items {
|
||||||
|
if strings.EqualFold(it.Name, "Sunken Sigil") {
|
||||||
|
sigils++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if sigils != 1 {
|
||||||
|
t.Fatalf("want exactly 1 Sunken Sigil, got %d", sigils)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Second find on a later run must not stack a duplicate.
|
||||||
|
if again := p.grantSecretRoomKey(u, node); again != "" {
|
||||||
|
t.Errorf("re-finding the room should not re-grant the key, got: %q", again)
|
||||||
|
}
|
||||||
|
items, _ = loadAdvInventory(u)
|
||||||
|
sigils = 0
|
||||||
|
for _, it := range items {
|
||||||
|
if strings.EqualFold(it.Name, "Sunken Sigil") {
|
||||||
|
sigils++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if sigils != 1 {
|
||||||
|
t.Fatalf("still want exactly 1 Sunken Sigil after re-find, got %d", sigils)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestGrantSecretRoomKey_NoKeyForPlainSecret confirms a secret room that carries
|
||||||
|
// no cross-zone key stays silent.
|
||||||
|
func TestGrantSecretRoomKey_NoKeyForPlainSecret(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
u := id.UserID("@plain:test.invalid")
|
||||||
|
node := ZoneNode{NodeID: "forest_shadows.sapling_shrine", Kind: NodeKindSecret}
|
||||||
|
if line := p.grantSecretRoomKey(u, node); line != "" {
|
||||||
|
t.Errorf("plain secret should grant no key, got: %q", line)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestResolveSecretRoom_GrantsPageCacheAndKey checks the full treasure-cache
|
||||||
|
// payout: a journal page, the consumable cache, and (for a key-bearing secret)
|
||||||
|
// the cross-zone key — with no combat touching HP.
|
||||||
|
func TestResolveSecretRoom_GrantsPageCacheAndKey(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
u := id.UserID("@secret:test.invalid")
|
||||||
|
|
||||||
|
zone, ok := getZone(ZoneSunkenTemple)
|
||||||
|
if !ok {
|
||||||
|
t.Fatal("sunken temple zone missing")
|
||||||
|
}
|
||||||
|
node := ZoneNode{
|
||||||
|
NodeID: "sunken_temple.coral_reliquary", Kind: NodeKindSecret,
|
||||||
|
Label: "Coral Reliquary",
|
||||||
|
Content: ZoneNodeContent{LootBias: 1.8},
|
||||||
|
}
|
||||||
|
run := &DungeonRun{UserID: string(u), ZoneID: ZoneSunkenTemple, CurrentNode: node.NodeID}
|
||||||
|
|
||||||
|
out := p.resolveSecretRoom(u, run, zone, node)
|
||||||
|
if !strings.Contains(out, "Coral Reliquary") {
|
||||||
|
t.Errorf("outcome should carry the discovery line:\n%s", out)
|
||||||
|
}
|
||||||
|
|
||||||
|
// A journal page was granted (fresh player, nothing found yet).
|
||||||
|
if mask, err := loadJournalPages(u); err != nil || journalPageCount(mask) != 1 {
|
||||||
|
t.Fatalf("want exactly 1 journal page granted, got count=%d err=%v", journalPageCount(mask), err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// The guaranteed cache + the cross-zone key are in inventory.
|
||||||
|
items, err := loadAdvInventory(u)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("load inventory: %v", err)
|
||||||
|
}
|
||||||
|
var caches, keys int
|
||||||
|
for _, it := range items {
|
||||||
|
switch {
|
||||||
|
case it.Type == "key":
|
||||||
|
keys++
|
||||||
|
case it.Type == "consumable":
|
||||||
|
caches++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if caches != secretRoomCacheCount {
|
||||||
|
t.Errorf("want %d cache consumables, got %d", secretRoomCacheCount, caches)
|
||||||
|
}
|
||||||
|
if keys != 1 {
|
||||||
|
t.Errorf("want the Sunken Sigil key granted, got %d keys", keys)
|
||||||
|
}
|
||||||
|
}
|
||||||
432
internal/plugin/adventure_shadow.go
Normal file
432
internal/plugin/adventure_shadow.go
Normal file
@@ -0,0 +1,432 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"database/sql"
|
||||||
|
"fmt"
|
||||||
|
"hash/fnv"
|
||||||
|
"log/slog"
|
||||||
|
"strings"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// The Shadow (N6/D3) — a per-player simulated rival adventurer. It "runs" the
|
||||||
|
// same zone progression the player does, advanced once per UTC day by the
|
||||||
|
// midnight ticker at ~1.3x the player's own long-run clear pace, so it stays
|
||||||
|
// just ahead: a rival you can always see and always nearly catch.
|
||||||
|
//
|
||||||
|
// It is pure theatre. There is no Shadow combat, no punishment, no state the
|
||||||
|
// player can lose. The only mechanics are race pressure (a morning-briefing
|
||||||
|
// line telling you where it is relative to you) and two payoffs at each zone
|
||||||
|
// clear: beat the Shadow to a zone and TwinBee crows a little bonus XP; let the
|
||||||
|
// Shadow clear it first and it leaves a journal page waiting in the boss room
|
||||||
|
// (the D1 campaign tie-in). All Shadow narration TwinBee speaks is first-person,
|
||||||
|
// he/him, implicit-subject — the campaign voice rules (feedback_twinbee_voice,
|
||||||
|
// feedback_twinbee_is_male). The Shadow itself is referred to as "the Shadow"
|
||||||
|
// (or by its name); "he" in TwinBee's lines is TwinBee, never a third-person
|
||||||
|
// "TwinBee".
|
||||||
|
|
||||||
|
const (
|
||||||
|
// shadowPaceMultiplier keeps the Shadow just ahead: it clears at ~1.3x the
|
||||||
|
// player's own long-run pace.
|
||||||
|
shadowPaceMultiplier = 1.3
|
||||||
|
// shadowMinDailyStep is the floor on a day's advance, so a brand-new or idle
|
||||||
|
// player still watches the rival creep forward rather than sit frozen.
|
||||||
|
shadowMinDailyStep = 0.2
|
||||||
|
// shadowMaxDailyStep caps a day's advance at just under one zone, so even a
|
||||||
|
// prolific player never sees the Shadow clear two zones overnight.
|
||||||
|
shadowMaxDailyStep = 1.0
|
||||||
|
// shadowMaxLead caps how far ahead the Shadow may run — it is a race, not a
|
||||||
|
// runaway. It will never sit more than ~2.5 zones past the player's own count.
|
||||||
|
shadowMaxLead = 2.5
|
||||||
|
// shadowCrowXPPerTier scales the "you beat me here" bonus by zone tier, so a
|
||||||
|
// T5 crow is worth more than a T1 one. Small on purpose (lift, not a spike).
|
||||||
|
shadowCrowXPPerTier = 12
|
||||||
|
)
|
||||||
|
|
||||||
|
// shadowState mirrors the adventure_shadow row.
|
||||||
|
type shadowState struct {
|
||||||
|
UserID id.UserID
|
||||||
|
Name string
|
||||||
|
Progress float64
|
||||||
|
ZonesCleared int
|
||||||
|
PendingMask int64
|
||||||
|
CrowedMask int64
|
||||||
|
DayCounter int
|
||||||
|
LastAdvanced string
|
||||||
|
}
|
||||||
|
|
||||||
|
// The Shadow walks zoneOrder — the design-doc order the zone registry is built
|
||||||
|
// in — start to finish, tier 1 → 5. Bit i of a Shadow's masks is zoneOrder[i].
|
||||||
|
|
||||||
|
// shadowZoneIndex returns the progression index of a zone, or -1 if it is not
|
||||||
|
// on the path (the arena, an unknown id).
|
||||||
|
func shadowZoneIndex(z ZoneID) int {
|
||||||
|
for i, id := range zoneOrder {
|
||||||
|
if id == z {
|
||||||
|
return i
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return -1
|
||||||
|
}
|
||||||
|
|
||||||
|
func shadowSetBit(mask int64, idx int) int64 {
|
||||||
|
if idx < 0 || idx > 62 {
|
||||||
|
return mask
|
||||||
|
}
|
||||||
|
return mask | (int64(1) << idx)
|
||||||
|
}
|
||||||
|
|
||||||
|
func shadowClearBit(mask int64, idx int) int64 {
|
||||||
|
if idx < 0 || idx > 62 {
|
||||||
|
return mask
|
||||||
|
}
|
||||||
|
return mask &^ (int64(1) << idx)
|
||||||
|
}
|
||||||
|
|
||||||
|
func shadowBitSet(mask int64, idx int) bool {
|
||||||
|
if idx < 0 || idx > 62 {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
return mask&(int64(1)<<idx) != 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadShadow reads a player's Shadow, or (nil, nil) if it hasn't been born yet.
|
||||||
|
func loadShadow(userID id.UserID) (*shadowState, error) {
|
||||||
|
s := &shadowState{UserID: userID}
|
||||||
|
err := db.Get().QueryRow(
|
||||||
|
`SELECT name, progress, zones_cleared, pending_mask, crowed_mask, day_counter, last_advanced
|
||||||
|
FROM adventure_shadow WHERE user_id = ?`,
|
||||||
|
string(userID),
|
||||||
|
).Scan(&s.Name, &s.Progress, &s.ZonesCleared, &s.PendingMask, &s.CrowedMask, &s.DayCounter, &s.LastAdvanced)
|
||||||
|
if err == sql.ErrNoRows {
|
||||||
|
return nil, nil
|
||||||
|
}
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return s, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// upsertShadow persists the whole Shadow row. The ticker is the only writer, so
|
||||||
|
// a plain last-write-wins upsert is safe — there is no concurrent mutator to
|
||||||
|
// race (unlike the player_meta columns a character save also touches).
|
||||||
|
func upsertShadow(s *shadowState) error {
|
||||||
|
_, err := db.Get().Exec(
|
||||||
|
`INSERT INTO adventure_shadow
|
||||||
|
(user_id, name, progress, zones_cleared, pending_mask, crowed_mask, day_counter, last_advanced)
|
||||||
|
VALUES (?, ?, ?, ?, ?, ?, ?, ?)
|
||||||
|
ON CONFLICT(user_id) DO UPDATE SET
|
||||||
|
name = excluded.name,
|
||||||
|
progress = excluded.progress,
|
||||||
|
zones_cleared = excluded.zones_cleared,
|
||||||
|
pending_mask = excluded.pending_mask,
|
||||||
|
crowed_mask = excluded.crowed_mask,
|
||||||
|
day_counter = excluded.day_counter,
|
||||||
|
last_advanced = excluded.last_advanced`,
|
||||||
|
string(s.UserID), s.Name, s.Progress, s.ZonesCleared, s.PendingMask,
|
||||||
|
s.CrowedMask, s.DayCounter, s.LastAdvanced,
|
||||||
|
)
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowNames is the pool the rival's proper name is drawn from — cold,
|
||||||
|
// half-familiar names for a thing that shadows you. Picked deterministically
|
||||||
|
// from the player's own name so a given player always faces the same Shadow.
|
||||||
|
var shadowNames = []string{
|
||||||
|
"Vael", "Corriss", "Mordane", "Ashen", "Locke", "Grimma", "Sable",
|
||||||
|
"Thane", "Wren", "Vesper", "Cael", "Orrin", "Dain", "Wraithe",
|
||||||
|
"Nyx", "Solenne",
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowNameFor seeds the Shadow's name from the player's display name so it is
|
||||||
|
// stable per player and "seeded from the player's" (D3 spec). Falls back to the
|
||||||
|
// user id when the display name is empty.
|
||||||
|
func shadowNameFor(displayName string, userID id.UserID) string {
|
||||||
|
seed := strings.ToLower(strings.TrimSpace(displayName))
|
||||||
|
if seed == "" {
|
||||||
|
seed = string(userID)
|
||||||
|
}
|
||||||
|
h := fnv.New32a()
|
||||||
|
_, _ = h.Write([]byte(seed))
|
||||||
|
return shadowNames[int(h.Sum32())%len(shadowNames)]
|
||||||
|
}
|
||||||
|
|
||||||
|
// newShadow mints a fresh Shadow at the start line.
|
||||||
|
func newShadow(userID id.UserID, displayName string) *shadowState {
|
||||||
|
return &shadowState{
|
||||||
|
UserID: userID,
|
||||||
|
Name: shadowNameFor(displayName, userID),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// advanceShadow moves a player's Shadow forward one UTC day. Idempotent per day
|
||||||
|
// via last_advanced, so the once-a-day midnight guard plus this makes a double
|
||||||
|
// tick a no-op. Mints the Shadow on first call. Errors are logged and swallowed
|
||||||
|
// — a stalled Shadow is cosmetic, and must never break the midnight reset loop.
|
||||||
|
func (p *AdventurePlugin) advanceShadow(char *AdventureCharacter) {
|
||||||
|
today := time.Now().UTC().Format("2006-01-02")
|
||||||
|
s, err := loadShadow(char.UserID)
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("shadow: load", "user", char.UserID, "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if s == nil {
|
||||||
|
s = newShadow(char.UserID, char.DisplayName)
|
||||||
|
}
|
||||||
|
if s.LastAdvanced == today {
|
||||||
|
return // already advanced this UTC day
|
||||||
|
}
|
||||||
|
|
||||||
|
cleared := clearedZoneIDs(db.Get(), char.UserID)
|
||||||
|
playerCount := len(cleared)
|
||||||
|
|
||||||
|
// The player's long-run pace, in zones per day, drives the Shadow's speed.
|
||||||
|
// Floor it so a new/idle player still gets a creeping rival; the 1.3x keeps
|
||||||
|
// the Shadow just ahead; cap the daily step so it never leaps two zones.
|
||||||
|
step := (float64(playerCount) / float64(shadowPlayerAgeDays(char))) * shadowPaceMultiplier
|
||||||
|
if step < shadowMinDailyStep {
|
||||||
|
step = shadowMinDailyStep
|
||||||
|
}
|
||||||
|
if step > shadowMaxDailyStep {
|
||||||
|
step = shadowMaxDailyStep
|
||||||
|
}
|
||||||
|
|
||||||
|
newProg := s.Progress + step
|
||||||
|
// Keep it a race: never more than shadowMaxLead zones past the player's count.
|
||||||
|
if leadCap := float64(playerCount) + shadowMaxLead; newProg > leadCap {
|
||||||
|
newProg = leadCap
|
||||||
|
}
|
||||||
|
if maxProg := float64(len(zoneOrder)); newProg > maxProg {
|
||||||
|
newProg = maxProg
|
||||||
|
}
|
||||||
|
if newProg < s.Progress {
|
||||||
|
newProg = s.Progress // never regress (a lead cap that dropped below current)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Any progression zone the Shadow newly finishes, and the player hasn't,
|
||||||
|
// leaves a page waiting. Compare per-zone (not by count): the Shadow walks
|
||||||
|
// in order while the player may clear out of order, so "did the Shadow clear
|
||||||
|
// zone i first" is a per-zone question.
|
||||||
|
newCleared := int(newProg)
|
||||||
|
if newCleared > len(zoneOrder) {
|
||||||
|
newCleared = len(zoneOrder)
|
||||||
|
}
|
||||||
|
for idx := s.ZonesCleared; idx < newCleared; idx++ {
|
||||||
|
if !cleared[zoneOrder[idx]] {
|
||||||
|
s.PendingMask = shadowSetBit(s.PendingMask, idx)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
s.Progress = newProg
|
||||||
|
s.ZonesCleared = newCleared
|
||||||
|
s.DayCounter++
|
||||||
|
s.LastAdvanced = today
|
||||||
|
if err := upsertShadow(s); err != nil {
|
||||||
|
slog.Warn("shadow: advance upsert", "user", char.UserID, "err", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowPlayerAgeDays estimates how many days the player has been adventuring,
|
||||||
|
// clamped to at least 1 so a same-day character never divides by zero. Used as
|
||||||
|
// the denominator of the player's pace.
|
||||||
|
func shadowPlayerAgeDays(char *AdventureCharacter) float64 {
|
||||||
|
if char.CreatedAt.IsZero() {
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
days := time.Since(char.CreatedAt).Hours() / 24
|
||||||
|
if days < 1 {
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
return days
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowOnPlayerZoneClear is the payoff, fired when the player clears a zone's
|
||||||
|
// boss. Three outcomes: the Shadow left a page here (pending bit) → grant the
|
||||||
|
// page and clear the bit; the player beat the Shadow to this zone → a crow plus
|
||||||
|
// a little bonus XP; or the Shadow already passed through with nothing owed →
|
||||||
|
// nothing. Returns the narration line to append to the clear message ("" for
|
||||||
|
// the silent case, or when the Shadow hasn't been born yet).
|
||||||
|
func (p *AdventurePlugin) shadowOnPlayerZoneClear(userID id.UserID, zoneID ZoneID) string {
|
||||||
|
s, err := loadShadow(userID)
|
||||||
|
if err != nil || s == nil {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
idx := shadowZoneIndex(zoneID)
|
||||||
|
if idx < 0 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
|
||||||
|
if shadowBitSet(s.PendingMask, idx) {
|
||||||
|
// The Shadow got here first and left a page. Grant it BEFORE retiring the
|
||||||
|
// debt: grantJournalPage returns "" both when the campaign is already
|
||||||
|
// complete and on a transient DB error, so clear the pending bit only once
|
||||||
|
// the page has actually landed (or the ledger is genuinely full). A
|
||||||
|
// transient failure then leaves the bit set and the next clear retries,
|
||||||
|
// rather than swallowing a page the player earned.
|
||||||
|
pageLine := p.grantJournalPage(userID, nil)
|
||||||
|
mask, _ := loadJournalPages(userID)
|
||||||
|
if pageLine == "" && !journalComplete(mask) {
|
||||||
|
slog.Warn("shadow: waiting page grant failed; leaving debt for retry",
|
||||||
|
"user", userID, "zone", zoneID)
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
s.PendingMask = shadowClearBit(s.PendingMask, idx)
|
||||||
|
if err := upsertShadow(s); err != nil {
|
||||||
|
// The page is already granted; a failed bit-clear can at worst re-grant
|
||||||
|
// a different unfound page on a later re-clear, which is benign (pages
|
||||||
|
// are collectible and the campaign self-limits). Better than losing it.
|
||||||
|
slog.Warn("shadow: clear pending bit", "user", userID, "zone", zoneID, "err", err)
|
||||||
|
}
|
||||||
|
if pageLine == "" {
|
||||||
|
// Ledger already complete — nothing to leave, but the Shadow was first.
|
||||||
|
return shadowBeatYouHereLine(s)
|
||||||
|
}
|
||||||
|
return shadowLeftPageLine(s) + "\n" + pageLine
|
||||||
|
}
|
||||||
|
|
||||||
|
// No page owed. If the Shadow hasn't reached this zone yet, the player beat
|
||||||
|
// it here — crow and hand over a small bonus, but only once per zone: the
|
||||||
|
// crowed bit makes re-running a not-yet-reached zone unable to farm the XP.
|
||||||
|
if int(s.Progress) <= idx && !shadowBitSet(s.CrowedMask, idx) {
|
||||||
|
xp := shadowCrowXP(zoneID)
|
||||||
|
if _, err := p.grantDnDXP(userID, xp); err != nil {
|
||||||
|
// Don't promise XP we didn't grant, and don't burn the crow — leave the
|
||||||
|
// bit unset so the next clear can crow for real.
|
||||||
|
slog.Warn("shadow: crow xp", "user", userID, "err", err)
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
s.CrowedMask = shadowSetBit(s.CrowedMask, idx)
|
||||||
|
if err := upsertShadow(s); err != nil {
|
||||||
|
slog.Warn("shadow: set crowed bit", "user", userID, "zone", zoneID, "err", err)
|
||||||
|
}
|
||||||
|
return shadowCrowLine(s, xp)
|
||||||
|
}
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowCrowXP is the bonus for beating the Shadow to a zone, scaled by tier.
|
||||||
|
func shadowCrowXP(zoneID ZoneID) int {
|
||||||
|
tier := 1
|
||||||
|
if z, ok := getZone(zoneID); ok {
|
||||||
|
tier = int(z.Tier)
|
||||||
|
}
|
||||||
|
if tier < 1 {
|
||||||
|
tier = 1
|
||||||
|
}
|
||||||
|
return tier * shadowCrowXPPerTier
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowBriefingLine is the morning-briefing race-pressure beat: where the
|
||||||
|
// Shadow stands relative to the player. Deterministic by day so a re-rendered
|
||||||
|
// briefing reads the same, and silent until the Shadow has been born and has
|
||||||
|
// something to say. TwinBee's voice.
|
||||||
|
func (p *AdventurePlugin) shadowBriefingLine(e *Expedition) string {
|
||||||
|
userID := id.UserID(e.UserID)
|
||||||
|
s, err := loadShadow(userID)
|
||||||
|
if err != nil || s == nil {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
playerCount := len(clearedZoneIDs(db.Get(), userID))
|
||||||
|
lead := s.ZonesCleared - playerCount
|
||||||
|
return shadowRacePressureLine(s, e.CurrentDay, lead)
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Flavour ────────────────────────────────────────────────────────────────
|
||||||
|
//
|
||||||
|
// TwinBee's voice: first-person, implicit subject, he/him, one line. "The
|
||||||
|
// Shadow"/"{name}" is the rival; "I"/"we" is TwinBee and the player. Never the
|
||||||
|
// third-person "TwinBee" (guarded by test, same as the journal reactions).
|
||||||
|
|
||||||
|
// shadowAheadLines — TwinBee, the Shadow is ahead of us. Race pressure.
|
||||||
|
var shadowAheadLines = []string{
|
||||||
|
"Passed the Shadow's camp at dawn — cold ashes, a day old. %s is ahead of us again.",
|
||||||
|
"Found %s's mark cut into a doorframe up ahead. Still warm. We're not gaining.",
|
||||||
|
"%s came through here already. I can smell the pitch of a torch not long snuffed.",
|
||||||
|
"The Shadow's been and gone. %s leaves the doors open behind, like he wants us to know.",
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowBehindLines — TwinBee, we're ahead of the Shadow. Earned swagger.
|
||||||
|
var shadowBehindLines = []string{
|
||||||
|
"No sign of %s ahead — I think we're out in front for once. Let's keep it that way.",
|
||||||
|
"We've outpaced the Shadow. %s is somewhere behind us, eating our dust. Good.",
|
||||||
|
"Quiet up ahead. %s hasn't reached this deep yet. First ones through.",
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowNeckLines — TwinBee, we're level with the Shadow. Tension.
|
||||||
|
var shadowNeckLines = []string{
|
||||||
|
"%s is right on our heels — or we're on his. Hard to say who's chasing who now.",
|
||||||
|
"Neck and neck with the Shadow. I keep catching %s at the edge of the torchlight.",
|
||||||
|
"%s is close. Same rooms, hours apart. Whoever clears the next zone first wins the day.",
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowRacePressureLine picks a race-pressure line by the day and the Shadow's
|
||||||
|
// lead, deterministically. lead > 0: Shadow ahead; lead < 0: player ahead; 0:
|
||||||
|
// level.
|
||||||
|
func shadowRacePressureLine(s *shadowState, day, lead int) string {
|
||||||
|
var pool []string
|
||||||
|
switch {
|
||||||
|
case lead > 0:
|
||||||
|
pool = shadowAheadLines
|
||||||
|
case lead < 0:
|
||||||
|
pool = shadowBehindLines
|
||||||
|
default:
|
||||||
|
pool = shadowNeckLines
|
||||||
|
}
|
||||||
|
if len(pool) == 0 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
idx := (day + s.DayCounter) % len(pool)
|
||||||
|
if idx < 0 {
|
||||||
|
idx = -idx
|
||||||
|
}
|
||||||
|
return "👤 " + fmt.Sprintf(pool[idx], s.Name)
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowLeftPageLine prefaces the waiting journal page: the Shadow cleared this
|
||||||
|
// zone first and left a page behind for us. TwinBee's voice.
|
||||||
|
func shadowLeftPageLine(s *shadowState) string {
|
||||||
|
return fmt.Sprintf("👤 %s beat us to this one — but left a torn page pinned in the boss's lair, like a note for whoever came next.", s.Name)
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowBeatYouHereLine is the page-less acknowledgement (campaign already
|
||||||
|
// complete): the Shadow was first, but there's nothing left to find.
|
||||||
|
func shadowBeatYouHereLine(s *shadowState) string {
|
||||||
|
return fmt.Sprintf("👤 %s was here before us. Boot-prints in the dust, and nothing left to take. We know how this ends now anyway.", s.Name)
|
||||||
|
}
|
||||||
|
|
||||||
|
// shadowCrowLine is TwinBee crowing that we beat the Shadow to a zone, with the
|
||||||
|
// bonus XP.
|
||||||
|
func shadowCrowLine(s *shadowState, xp int) string {
|
||||||
|
return fmt.Sprintf("👤 First ones through — %s is still somewhere behind us. I'd crow if it wouldn't give us away. (**+%d XP**, for beating the Shadow here.)", s.Name, xp)
|
||||||
|
}
|
||||||
|
|
||||||
|
// handleShadowCmd renders the player's standing against the Shadow. A quiet
|
||||||
|
// status view — the feature lives mostly in the briefing and at zone clears.
|
||||||
|
func (p *AdventurePlugin) handleShadowCmd(ctx MessageContext) error {
|
||||||
|
s, err := loadShadow(ctx.Sender)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Couldn't read the trail just now. Try again in a moment.")
|
||||||
|
}
|
||||||
|
if s == nil {
|
||||||
|
return p.SendDM(ctx.Sender, "👤 No one's shadowing you yet. Clear a zone or two and someone will take an interest.")
|
||||||
|
}
|
||||||
|
playerCount := len(clearedZoneIDs(db.Get(), ctx.Sender))
|
||||||
|
total := len(zoneOrder)
|
||||||
|
var b strings.Builder
|
||||||
|
b.WriteString(fmt.Sprintf("👤 **The Shadow — %s**\n\n", s.Name))
|
||||||
|
b.WriteString(fmt.Sprintf("🏴 **%s's trail:** %d / %d zones cleared\n", s.Name, s.ZonesCleared, total))
|
||||||
|
b.WriteString(fmt.Sprintf("🚩 **Your trail:** %d / %d zones cleared\n", playerCount, total))
|
||||||
|
switch lead := s.ZonesCleared - playerCount; {
|
||||||
|
case lead > 0:
|
||||||
|
b.WriteString(fmt.Sprintf("\n_%s is **%d** ahead. Pages wait where he cleared first — take them back by clearing those zones yourself._", s.Name, lead))
|
||||||
|
case lead < 0:
|
||||||
|
b.WriteString(fmt.Sprintf("\n_You're **%d** ahead. Keep it that way._", -lead))
|
||||||
|
default:
|
||||||
|
b.WriteString("\n_Dead level. The next zone decides who's chasing whom._")
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, b.String())
|
||||||
|
}
|
||||||
360
internal/plugin/adventure_shadow_test.go
Normal file
360
internal/plugin/adventure_shadow_test.go
Normal file
@@ -0,0 +1,360 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func newShadowTestDB(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
dir := t.TempDir()
|
||||||
|
db.Close()
|
||||||
|
if err := db.Init(dir); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
}
|
||||||
|
|
||||||
|
// freshChar builds a same-day character so shadowPlayerAgeDays reads 1 day.
|
||||||
|
func freshChar(user id.UserID) *AdventureCharacter {
|
||||||
|
return &AdventureCharacter{
|
||||||
|
UserID: user,
|
||||||
|
DisplayName: "Tester",
|
||||||
|
CreatedAt: time.Now().UTC(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowName_DeterministicAndInPool(t *testing.T) {
|
||||||
|
user := id.UserID("@name:test.invalid")
|
||||||
|
first := shadowNameFor("Aria", user)
|
||||||
|
if again := shadowNameFor("Aria", user); again != first {
|
||||||
|
t.Errorf("name not deterministic: %q vs %q", first, again)
|
||||||
|
}
|
||||||
|
inPool := false
|
||||||
|
for _, n := range shadowNames {
|
||||||
|
if n == first {
|
||||||
|
inPool = true
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !inPool {
|
||||||
|
t.Errorf("generated name %q not in shadowNames pool", first)
|
||||||
|
}
|
||||||
|
// Empty display name falls back to the user id and still yields a pool name.
|
||||||
|
if got := shadowNameFor("", user); got == "" {
|
||||||
|
t.Error("empty display name produced an empty shadow name")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestShadowFlavor_NoThirdPersonTwinBee: every Shadow line TwinBee speaks obeys
|
||||||
|
// the campaign voice rule — he never refers to himself in the third person
|
||||||
|
// (feedback_twinbee_voice). Same guard the journal reactions carry.
|
||||||
|
func TestShadowFlavor_NoThirdPersonTwinBee(t *testing.T) {
|
||||||
|
pools := [][]string{shadowAheadLines, shadowBehindLines, shadowNeckLines}
|
||||||
|
for _, pool := range pools {
|
||||||
|
for _, line := range pool {
|
||||||
|
if strings.Contains(line, "TwinBee") {
|
||||||
|
t.Errorf("third-person TwinBee in Shadow pool line: %q", line)
|
||||||
|
}
|
||||||
|
if !strings.Contains(line, "%s") {
|
||||||
|
t.Errorf("race-pressure line missing the name slot: %q", line)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
s := &shadowState{Name: "Vael"}
|
||||||
|
rendered := []string{
|
||||||
|
shadowLeftPageLine(s),
|
||||||
|
shadowBeatYouHereLine(s),
|
||||||
|
shadowCrowLine(s, 24),
|
||||||
|
shadowRacePressureLine(s, 3, 1),
|
||||||
|
shadowRacePressureLine(s, 3, -1),
|
||||||
|
shadowRacePressureLine(s, 3, 0),
|
||||||
|
}
|
||||||
|
for _, r := range rendered {
|
||||||
|
if strings.Contains(r, "TwinBee") {
|
||||||
|
t.Errorf("third-person TwinBee in rendered Shadow line: %q", r)
|
||||||
|
}
|
||||||
|
if !strings.Contains(r, "Vael") {
|
||||||
|
t.Errorf("rendered line dropped the Shadow's name: %q", r)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowRacePressure_Deterministic(t *testing.T) {
|
||||||
|
s := &shadowState{Name: "Vael", DayCounter: 2}
|
||||||
|
first := shadowRacePressureLine(s, 4, 1)
|
||||||
|
if again := shadowRacePressureLine(s, 4, 1); again != first {
|
||||||
|
t.Errorf("race pressure not deterministic: %q vs %q", first, again)
|
||||||
|
}
|
||||||
|
// Direction picks a different pool: ahead vs behind must differ in wording.
|
||||||
|
ahead := shadowRacePressureLine(s, 4, 2)
|
||||||
|
behind := shadowRacePressureLine(s, 4, -2)
|
||||||
|
if ahead == behind {
|
||||||
|
t.Errorf("ahead and behind produced the same line: %q", ahead)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowAdvance_CreepsAndIsIdempotent(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@creep:test.invalid")
|
||||||
|
char := freshChar(user)
|
||||||
|
|
||||||
|
p.advanceShadow(char)
|
||||||
|
s, err := loadShadow(user)
|
||||||
|
if err != nil || s == nil {
|
||||||
|
t.Fatalf("shadow not born: %v", err)
|
||||||
|
}
|
||||||
|
if s.Progress <= 0 {
|
||||||
|
t.Errorf("a born shadow should have crept forward, got progress %v", s.Progress)
|
||||||
|
}
|
||||||
|
if s.Name == "" {
|
||||||
|
t.Error("born shadow has no name")
|
||||||
|
}
|
||||||
|
firstProg := s.Progress
|
||||||
|
|
||||||
|
// Second advance the same UTC day is a no-op.
|
||||||
|
p.advanceShadow(char)
|
||||||
|
s2, _ := loadShadow(user)
|
||||||
|
if s2.Progress != firstProg {
|
||||||
|
t.Errorf("same-day re-advance moved the shadow: %v -> %v", firstProg, s2.Progress)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Roll the clock back a day and it advances again.
|
||||||
|
s2.LastAdvanced = time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
|
||||||
|
if err := upsertShadow(s2); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
p.advanceShadow(char)
|
||||||
|
s3, _ := loadShadow(user)
|
||||||
|
if s3.Progress <= firstProg {
|
||||||
|
t.Errorf("a new day should have advanced the shadow: %v -> %v", firstProg, s3.Progress)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowAdvance_PendingBitForUnclearedZone(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@pending:test.invalid")
|
||||||
|
char := freshChar(user)
|
||||||
|
|
||||||
|
// Seed the shadow one step short of clearing zone 0, dated yesterday so the
|
||||||
|
// next advance runs. The player has cleared nothing.
|
||||||
|
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
|
||||||
|
seed := newShadow(user, char.DisplayName)
|
||||||
|
seed.Progress = 0.95
|
||||||
|
seed.LastAdvanced = yesterday
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
p.advanceShadow(char)
|
||||||
|
s, _ := loadShadow(user)
|
||||||
|
if s.ZonesCleared < 1 {
|
||||||
|
t.Fatalf("shadow should have cleared zone 0, zones_cleared=%d prog=%v", s.ZonesCleared, s.Progress)
|
||||||
|
}
|
||||||
|
if !shadowBitSet(s.PendingMask, 0) {
|
||||||
|
t.Errorf("shadow cleared zone 0 before the player but left no pending page (mask=%b)", s.PendingMask)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowAdvance_NoPendingWhenPlayerClearedFirst(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@nopending:test.invalid")
|
||||||
|
char := freshChar(user)
|
||||||
|
|
||||||
|
// Player already cleared zone 0.
|
||||||
|
insertClearedExpedition(t, user, zoneOrder[0], ExpeditionStatusComplete, 1, "{}")
|
||||||
|
|
||||||
|
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
|
||||||
|
seed := newShadow(user, char.DisplayName)
|
||||||
|
seed.Progress = 0.95
|
||||||
|
seed.LastAdvanced = yesterday
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
p.advanceShadow(char)
|
||||||
|
s, _ := loadShadow(user)
|
||||||
|
if s.ZonesCleared < 1 {
|
||||||
|
t.Fatalf("shadow should have cleared zone 0, zones_cleared=%d", s.ZonesCleared)
|
||||||
|
}
|
||||||
|
if shadowBitSet(s.PendingMask, 0) {
|
||||||
|
t.Errorf("player cleared zone 0 first — no page should wait (mask=%b)", s.PendingMask)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowAdvance_LeadCapKeepsItARace(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@leadcap:test.invalid")
|
||||||
|
char := freshChar(user) // player has cleared nothing → count 0
|
||||||
|
|
||||||
|
yesterday := time.Now().UTC().Add(-24 * time.Hour).Format("2006-01-02")
|
||||||
|
seed := newShadow(user, char.DisplayName)
|
||||||
|
seed.Progress = shadowMaxLead // already at the cap for a 0-clear player
|
||||||
|
seed.ZonesCleared = 2
|
||||||
|
seed.LastAdvanced = yesterday
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
p.advanceShadow(char)
|
||||||
|
s, _ := loadShadow(user)
|
||||||
|
if s.Progress > shadowMaxLead+0.0001 {
|
||||||
|
t.Errorf("shadow ran past the lead cap: progress %v > %v", s.Progress, shadowMaxLead)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowZoneClear_PendingGrantsWaitingPage(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@page:test.invalid")
|
||||||
|
|
||||||
|
idx := 2
|
||||||
|
seed := newShadow(user, "Tester")
|
||||||
|
seed.Progress = 5
|
||||||
|
seed.ZonesCleared = 5
|
||||||
|
seed.PendingMask = shadowSetBit(0, idx)
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
line := p.shadowOnPlayerZoneClear(user, zoneOrder[idx])
|
||||||
|
if strings.TrimSpace(line) == "" {
|
||||||
|
t.Fatal("a waiting page should have produced a clear-message line")
|
||||||
|
}
|
||||||
|
if !strings.Contains(line, "page") {
|
||||||
|
t.Errorf("expected a journal-page grant in the line, got: %q", line)
|
||||||
|
}
|
||||||
|
// Bit cleared so a re-clear can't re-award.
|
||||||
|
s, _ := loadShadow(user)
|
||||||
|
if shadowBitSet(s.PendingMask, idx) {
|
||||||
|
t.Error("pending bit not cleared after the page was granted")
|
||||||
|
}
|
||||||
|
// The page actually landed.
|
||||||
|
if mask, _ := loadJournalPages(user); journalPageCount(mask) != 1 {
|
||||||
|
t.Errorf("expected exactly one journal page granted, got %d", journalPageCount(mask))
|
||||||
|
}
|
||||||
|
|
||||||
|
// A second clear of the same zone grants nothing more.
|
||||||
|
again := p.shadowOnPlayerZoneClear(user, zoneOrder[idx])
|
||||||
|
if again != "" {
|
||||||
|
t.Errorf("re-clearing a paid-out zone should be silent, got: %q", again)
|
||||||
|
}
|
||||||
|
if mask, _ := loadJournalPages(user); journalPageCount(mask) != 1 {
|
||||||
|
t.Errorf("re-clear granted a second page (count %d)", journalPageCount(mask))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowZoneClear_PlayerFirstCrows(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@crow:test.invalid")
|
||||||
|
|
||||||
|
idx := 3
|
||||||
|
seed := newShadow(user, "Tester")
|
||||||
|
seed.Progress = 0 // shadow hasn't reached this zone
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
line := p.shadowOnPlayerZoneClear(user, zoneOrder[idx])
|
||||||
|
if !strings.Contains(line, "XP") {
|
||||||
|
t.Errorf("beating the shadow should crow a bonus, got: %q", line)
|
||||||
|
}
|
||||||
|
// No page granted on a crow.
|
||||||
|
if mask, _ := loadJournalPages(user); journalPageCount(mask) != 0 {
|
||||||
|
t.Errorf("a crow should not grant a page (count %d)", journalPageCount(mask))
|
||||||
|
}
|
||||||
|
// The crowed bit is set so a re-run of the same not-yet-reached zone can't
|
||||||
|
// farm the XP again — second clear is silent.
|
||||||
|
if s, _ := loadShadow(user); !shadowBitSet(s.CrowedMask, idx) {
|
||||||
|
t.Error("crowed bit not set after the first crow")
|
||||||
|
}
|
||||||
|
if again := p.shadowOnPlayerZoneClear(user, zoneOrder[idx]); again != "" {
|
||||||
|
t.Errorf("re-clearing an already-crowed zone should be silent, got: %q", again)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowZoneClear_ShadowPassedNoDebt(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@passed:test.invalid")
|
||||||
|
|
||||||
|
idx := 1
|
||||||
|
seed := newShadow(user, "Tester")
|
||||||
|
seed.Progress = 5 // well past this zone
|
||||||
|
seed.ZonesCleared = 5
|
||||||
|
seed.PendingMask = 0 // nothing owed here
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
if line := p.shadowOnPlayerZoneClear(user, zoneOrder[idx]); line != "" {
|
||||||
|
t.Errorf("a zone the shadow passed with nothing owed should be silent, got: %q", line)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowZoneClear_SilentBeforeBirth(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@unborn:test.invalid")
|
||||||
|
if line := p.shadowOnPlayerZoneClear(user, zoneOrder[0]); line != "" {
|
||||||
|
t.Errorf("no shadow yet should be silent, got: %q", line)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestShadowBriefingLine_SilentUntilBorn(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
user := id.UserID("@brief:test.invalid")
|
||||||
|
e := &Expedition{UserID: string(user), ZoneID: zoneOrder[0], CurrentDay: 2}
|
||||||
|
|
||||||
|
if line := p.shadowBriefingLine(e); line != "" {
|
||||||
|
t.Errorf("no shadow should mean no briefing line, got: %q", line)
|
||||||
|
}
|
||||||
|
|
||||||
|
seed := newShadow(user, "Tester")
|
||||||
|
seed.ZonesCleared = 2
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if line := p.shadowBriefingLine(e); strings.TrimSpace(line) == "" {
|
||||||
|
t.Error("a born shadow should produce a briefing line")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestHandleShadowCmd_DMsStatus(t *testing.T) {
|
||||||
|
newShadowTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
sink := installSink(p)
|
||||||
|
user := id.UserID("@cmd:test.invalid")
|
||||||
|
|
||||||
|
// Before birth: a gentle "no one's shadowing you yet".
|
||||||
|
if err := p.handleShadowCmd(MessageContext{Sender: user}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if dms := sink.dmsTo(user); len(dms) != 1 || !strings.Contains(dms[0], "shadowing you yet") {
|
||||||
|
t.Errorf("expected an unborn-shadow DM, got: %v", sink.dmsTo(user))
|
||||||
|
}
|
||||||
|
|
||||||
|
seed := newShadow(user, "Tester")
|
||||||
|
seed.ZonesCleared = 4
|
||||||
|
if err := upsertShadow(seed); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if err := p.handleShadowCmd(MessageContext{Sender: user}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
dms := sink.dmsTo(user)
|
||||||
|
if len(dms) != 2 || !strings.Contains(dms[1], seed.Name) {
|
||||||
|
t.Errorf("expected a status DM naming the shadow, got: %v", dms)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1146,13 +1146,38 @@ func dailyCuriosStock() []MagicItem {
|
|||||||
rng := rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))
|
rng := rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))
|
||||||
rng.Shuffle(len(ids), func(i, j int) { ids[i], ids[j] = ids[j], ids[i] })
|
rng.Shuffle(len(ids), func(i, j int) { ids[i], ids[j] = ids[j], ids[i] })
|
||||||
|
|
||||||
n := curiosStockSize
|
target := curiosStockSize
|
||||||
if n > len(ids) {
|
if target > len(ids) {
|
||||||
n = len(ids)
|
target = len(ids)
|
||||||
}
|
}
|
||||||
stock := make([]MagicItem, 0, n)
|
stock := make([]MagicItem, 0, target)
|
||||||
for _, id := range ids[:n] {
|
seen := make(map[string]bool)
|
||||||
|
|
||||||
|
// N7/E4 — a live season features its curated items at the front of the shelf,
|
||||||
|
// displacing the day's rotation. They are existing registry items, so no
|
||||||
|
// net-new power enters the economy for the week; only which items rotate in.
|
||||||
|
if s, ok := activeSeason(); ok {
|
||||||
|
for _, id := range s.CurioIDs {
|
||||||
|
if mi, ok := magicItemRegistry[id]; ok && !seen[id] {
|
||||||
|
stock = append(stock, mi)
|
||||||
|
seen[id] = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if len(stock) > target {
|
||||||
|
target = len(stock)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fill the remaining slots from the day's deterministic rotation.
|
||||||
|
for _, id := range ids {
|
||||||
|
if len(stock) >= target {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
if seen[id] {
|
||||||
|
continue
|
||||||
|
}
|
||||||
stock = append(stock, magicItemRegistry[id])
|
stock = append(stock, magicItemRegistry[id])
|
||||||
|
seen[id] = true
|
||||||
}
|
}
|
||||||
// Stable display order: rarity ascending, then name.
|
// Stable display order: rarity ascending, then name.
|
||||||
sort.Slice(stock, func(i, j int) bool {
|
sort.Slice(stock, func(i, j int) bool {
|
||||||
@@ -1167,7 +1192,11 @@ func dailyCuriosStock() []MagicItem {
|
|||||||
|
|
||||||
func (p *AdventurePlugin) luigiCuriosView(userID id.UserID, balance float64) string {
|
func (p *AdventurePlugin) luigiCuriosView(userID id.UserID, balance float64) string {
|
||||||
var sb strings.Builder
|
var sb strings.Builder
|
||||||
sb.WriteString("🔮 **Curios** — fresh stock daily at dawn\n")
|
if s, ok := activeSeason(); ok {
|
||||||
|
sb.WriteString(fmt.Sprintf("%s **Curios** — %s stock, this week only\n", s.Emoji, s.Name))
|
||||||
|
} else {
|
||||||
|
sb.WriteString("🔮 **Curios** — fresh stock daily at dawn\n")
|
||||||
|
}
|
||||||
sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n\n", balance))
|
sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n\n", balance))
|
||||||
|
|
||||||
factor := p.shopSessionPriceFactor(userID)
|
factor := p.shopSessionPriceFactor(userID)
|
||||||
|
|||||||
@@ -140,8 +140,12 @@ func findTemperMaterial(items []AdvItem) (AdvItem, bool) {
|
|||||||
return AdvItem{}, false
|
return AdvItem{}, false
|
||||||
}
|
}
|
||||||
|
|
||||||
// parseTemperIndex reads a leading 1-indexed number and bounds-checks it.
|
// parseMenuIndex reads a leading 1-indexed number off a menu reply and returns
|
||||||
func parseTemperIndex(reply string, n int) (int, bool) {
|
// the bounds-checked 0-indexed position. The single parser behind every "reply
|
||||||
|
// with a number from the list" prompt — temper, magic-item equip, masterwork
|
||||||
|
// equip. Leading whitespace and any trailing text after the digits are ignored;
|
||||||
|
// a reply with no leading digit, or one outside [1, n], returns ok=false.
|
||||||
|
func parseMenuIndex(reply string, n int) (int, bool) {
|
||||||
idx, parsed := 0, false
|
idx, parsed := 0, false
|
||||||
for _, c := range strings.TrimSpace(reply) {
|
for _, c := range strings.TrimSpace(reply) {
|
||||||
if c < '0' || c > '9' {
|
if c < '0' || c > '9' {
|
||||||
@@ -214,7 +218,7 @@ func (p *AdventurePlugin) resolveTemperPick(ctx MessageContext, interaction *adv
|
|||||||
if strings.EqualFold(reply, "cancel") {
|
if strings.EqualFold(reply, "cancel") {
|
||||||
return p.SendDM(ctx.Sender, "_The forge keeps burning._ Come back when you've decided.")
|
return p.SendDM(ctx.Sender, "_The forge keeps burning._ Come back when you've decided.")
|
||||||
}
|
}
|
||||||
idx, ok := parseTemperIndex(reply, len(data.Targets))
|
idx, ok := parseMenuIndex(reply, len(data.Targets))
|
||||||
if !ok {
|
if !ok {
|
||||||
p.pending.Store(string(ctx.Sender), interaction)
|
p.pending.Store(string(ctx.Sender), interaction)
|
||||||
return p.SendDM(ctx.Sender, "Reply with a number from the list, or \"cancel\".")
|
return p.SendDM(ctx.Sender, "Reply with a number from the list, or \"cancel\".")
|
||||||
|
|||||||
@@ -346,9 +346,9 @@ func TestParseTemperIndex(t *testing.T) {
|
|||||||
{"cancel", 3, 0, false},
|
{"cancel", 3, 0, false},
|
||||||
}
|
}
|
||||||
for _, tc := range tests {
|
for _, tc := range tests {
|
||||||
got, ok := parseTemperIndex(tc.in, tc.n)
|
got, ok := parseMenuIndex(tc.in, tc.n)
|
||||||
if ok != tc.wantOK || (ok && got != tc.want) {
|
if ok != tc.wantOK || (ok && got != tc.want) {
|
||||||
t.Errorf("parseTemperIndex(%q, %d) = (%d, %v), want (%d, %v)",
|
t.Errorf("parseMenuIndex(%q, %d) = (%d, %v), want (%d, %v)",
|
||||||
tc.in, tc.n, got, ok, tc.want, tc.wantOK)
|
tc.in, tc.n, got, ok, tc.want, tc.wantOK)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
487
internal/plugin/adventure_town.go
Normal file
487
internal/plugin/adventure_town.go
Normal file
@@ -0,0 +1,487 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"database/sql"
|
||||||
|
"encoding/json"
|
||||||
|
"fmt"
|
||||||
|
"sort"
|
||||||
|
"strings"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
)
|
||||||
|
|
||||||
|
// E3 — Surfacing the buried social data. Three read-only registries that
|
||||||
|
// render data the game already stores: !town (civic pride + housing + pets),
|
||||||
|
// !graveyard (recent deaths), and !rivals board (room-wide duel standings).
|
||||||
|
//
|
||||||
|
// Leak-check (gogobee_engagement_plan.md §E3): the civic-pride board ranks
|
||||||
|
// tax_ledger.total_paid, which is dominated by gambling/shop/arena rake and
|
||||||
|
// carries ZERO Misty/Arina donation signal — those debits never touch
|
||||||
|
// tax_ledger (adventure_npcs.go routes them through euro.Debit with their own
|
||||||
|
// reason strings, counters live in player_meta.misty_*/arina_* columns). So no
|
||||||
|
// board here can let a player correlate donations with the hidden NPC buffs.
|
||||||
|
|
||||||
|
const (
|
||||||
|
// townCivicBoardLimit caps the civic-pride board.
|
||||||
|
townCivicBoardLimit = 10
|
||||||
|
// townListCap caps the housing/pet showcase lists.
|
||||||
|
townListCap = 15
|
||||||
|
// graveyardLimit caps the graveyard.
|
||||||
|
graveyardLimit = 12
|
||||||
|
// rivalsBoardLimit caps the room-wide rivalry standings.
|
||||||
|
rivalsBoardLimit = 10
|
||||||
|
)
|
||||||
|
|
||||||
|
// ── Civic pride ──────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
type civicEntry struct {
|
||||||
|
Name string
|
||||||
|
TotalPaid int64
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadCivicPrideBoard returns the top contributors to the community pot by
|
||||||
|
// lifetime tax paid. Safe to rank — see the leak-check note above.
|
||||||
|
func loadCivicPrideBoard(limit int) ([]civicEntry, error) {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT COALESCE(NULLIF(c.display_name, ''), t.user_id), t.total_paid
|
||||||
|
FROM tax_ledger t
|
||||||
|
LEFT JOIN player_meta c ON c.user_id = t.user_id
|
||||||
|
WHERE t.total_paid > 0
|
||||||
|
ORDER BY t.total_paid DESC
|
||||||
|
LIMIT ?`, limit)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
|
||||||
|
var out []civicEntry
|
||||||
|
for rows.Next() {
|
||||||
|
var e civicEntry
|
||||||
|
if err := rows.Scan(&e.Name, &e.TotalPaid); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
out = append(out, e)
|
||||||
|
}
|
||||||
|
return out, rows.Err()
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Housing street ───────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
type housingEntry struct {
|
||||||
|
Name string
|
||||||
|
Tier int
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadHousingStreet returns everyone who owns a house, best homes first.
|
||||||
|
func loadHousingStreet(limit int) ([]housingEntry, error) {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT COALESCE(NULLIF(display_name, ''), user_id), house_tier
|
||||||
|
FROM player_meta
|
||||||
|
WHERE house_tier > 0
|
||||||
|
ORDER BY house_tier DESC, display_name
|
||||||
|
LIMIT ?`, limit)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
|
||||||
|
var out []housingEntry
|
||||||
|
for rows.Next() {
|
||||||
|
var e housingEntry
|
||||||
|
if err := rows.Scan(&e.Name, &e.Tier); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
out = append(out, e)
|
||||||
|
}
|
||||||
|
return out, rows.Err()
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Pet showcase ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
type petShowcaseEntry struct {
|
||||||
|
Name string
|
||||||
|
Type string
|
||||||
|
Level int
|
||||||
|
ArmorName string
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadPetShowcase returns every active pet — both slots — across all players,
|
||||||
|
// highest level first. The arrived/chased flags live in the *_flags_json
|
||||||
|
// columns, so they're decoded in Go rather than in SQL.
|
||||||
|
func loadPetShowcase(limit int) ([]petShowcaseEntry, error) {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT COALESCE(NULLIF(display_name, ''), user_id),
|
||||||
|
pet_name, pet_type, pet_level, pet_armor_tier, pet_flags_json,
|
||||||
|
pet2_name, pet2_type, pet2_level, pet2_armor_tier, pet2_flags_json
|
||||||
|
FROM player_meta
|
||||||
|
WHERE pet_type != '' OR pet2_type != ''`)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
|
||||||
|
var out []petShowcaseEntry
|
||||||
|
for rows.Next() {
|
||||||
|
var (
|
||||||
|
owner string
|
||||||
|
petName, petType, flagsRaw string
|
||||||
|
level, armorTier int
|
||||||
|
pet2Name, pet2Type, flags2Raw string
|
||||||
|
pet2Level, pet2Armor int
|
||||||
|
)
|
||||||
|
if err := rows.Scan(&owner, &petName, &petType, &level, &armorTier, &flagsRaw,
|
||||||
|
&pet2Name, &pet2Type, &pet2Level, &pet2Armor, &flags2Raw); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
if e, ok := showcaseEntryFor(owner, petName, petType, level, armorTier, flagsRaw); ok {
|
||||||
|
out = append(out, e)
|
||||||
|
}
|
||||||
|
if e, ok := showcaseEntryFor(owner, pet2Name, pet2Type, pet2Level, pet2Armor, flags2Raw); ok {
|
||||||
|
out = append(out, e)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if err := rows.Err(); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
|
||||||
|
sort.SliceStable(out, func(i, j int) bool {
|
||||||
|
if out[i].Level != out[j].Level {
|
||||||
|
return out[i].Level > out[j].Level
|
||||||
|
}
|
||||||
|
return out[i].Name < out[j].Name
|
||||||
|
})
|
||||||
|
if len(out) > limit {
|
||||||
|
out = out[:limit]
|
||||||
|
}
|
||||||
|
return out, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// showcaseEntryFor builds a showcase entry for one pet slot, returning ok=false
|
||||||
|
// if the slot is empty or its pet was chased away.
|
||||||
|
func showcaseEntryFor(owner, petName, petType string, level, armorTier int, flagsRaw string) (petShowcaseEntry, bool) {
|
||||||
|
if petType == "" {
|
||||||
|
return petShowcaseEntry{}, false
|
||||||
|
}
|
||||||
|
var flags petFlagsJSON
|
||||||
|
if flagsRaw != "" {
|
||||||
|
_ = json.Unmarshal([]byte(flagsRaw), &flags)
|
||||||
|
}
|
||||||
|
if !flags.Arrived || flags.ChasedAway {
|
||||||
|
return petShowcaseEntry{}, false
|
||||||
|
}
|
||||||
|
return petShowcaseEntry{
|
||||||
|
Name: firstNonEmpty(petName, "an unnamed companion") + " (" + owner + ")",
|
||||||
|
Type: petType,
|
||||||
|
Level: level,
|
||||||
|
ArmorName: petArmorName(petType, armorTier),
|
||||||
|
}, true
|
||||||
|
}
|
||||||
|
|
||||||
|
// petArmorName maps a pet's armor tier to its barding name, or "" for none.
|
||||||
|
func petArmorName(petType string, tier int) string {
|
||||||
|
if tier <= 0 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
for _, a := range petArmorDefs(petType) {
|
||||||
|
if a.Tier == tier {
|
||||||
|
return a.Name
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Graveyard ────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
type graveEntry struct {
|
||||||
|
Name string
|
||||||
|
Source string // "adventure" | "arena" | ""
|
||||||
|
Location string
|
||||||
|
LastDeathDate string // "2006-01-02"
|
||||||
|
StillDown bool // alive == 0 (inside the 6h respawn window)
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadGraveyard returns the most recent deaths across all players. Deaths are
|
||||||
|
// day-granularity (last_death_date), so ordering falls back to dead_until for
|
||||||
|
// the still-in-the-ground; a revived player keeps their last_death_date but
|
||||||
|
// clears dead_until.
|
||||||
|
func loadGraveyard(limit int) ([]graveEntry, error) {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT COALESCE(NULLIF(display_name, ''), user_id),
|
||||||
|
alive, death_source, death_location, last_death_date, dead_until
|
||||||
|
FROM player_meta
|
||||||
|
WHERE last_death_date != ''
|
||||||
|
ORDER BY last_death_date DESC, dead_until DESC
|
||||||
|
LIMIT ?`, limit)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
|
||||||
|
var out []graveEntry
|
||||||
|
for rows.Next() {
|
||||||
|
var (
|
||||||
|
e graveEntry
|
||||||
|
aliveInt int
|
||||||
|
deadUntil sql.NullTime
|
||||||
|
)
|
||||||
|
if err := rows.Scan(&e.Name, &aliveInt, &e.Source, &e.Location, &e.LastDeathDate, &deadUntil); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
e.StillDown = aliveInt == 0
|
||||||
|
out = append(out, e)
|
||||||
|
}
|
||||||
|
return out, rows.Err()
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Rivals board ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
type rivalBoardEntry struct {
|
||||||
|
Name string
|
||||||
|
Wins int
|
||||||
|
Losses int
|
||||||
|
LastDuelAt *time.Time
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadRivalsBoard aggregates adventure_rival_records into room-wide standings.
|
||||||
|
// The table is a directed per-pair ledger written from both duellists' sides,
|
||||||
|
// so summing a user_id's rows gives that player's total record.
|
||||||
|
func loadRivalsBoard(limit int) ([]rivalBoardEntry, error) {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT COALESCE(NULLIF(c.display_name, ''), r.user_id),
|
||||||
|
SUM(r.wins), SUM(r.losses), MAX(r.last_duel_at)
|
||||||
|
FROM adventure_rival_records r
|
||||||
|
LEFT JOIN player_meta c ON c.user_id = r.user_id
|
||||||
|
GROUP BY r.user_id
|
||||||
|
ORDER BY SUM(r.wins) DESC, SUM(r.losses) ASC
|
||||||
|
LIMIT ?`, limit)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
|
||||||
|
var out []rivalBoardEntry
|
||||||
|
for rows.Next() {
|
||||||
|
var (
|
||||||
|
e rivalBoardEntry
|
||||||
|
lastDuel sql.NullString
|
||||||
|
)
|
||||||
|
if err := rows.Scan(&e.Name, &e.Wins, &e.Losses, &lastDuel); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
// MAX() over a DATETIME column loses SQLite's type affinity and comes
|
||||||
|
// back as text, so parse it by hand rather than scanning a NullTime.
|
||||||
|
if lastDuel.Valid {
|
||||||
|
if t, ok := parseSQLiteTime(lastDuel.String); ok {
|
||||||
|
e.LastDuelAt = &t
|
||||||
|
}
|
||||||
|
}
|
||||||
|
out = append(out, e)
|
||||||
|
}
|
||||||
|
return out, rows.Err()
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Rendering (client-free, unit-testable) ───────────────────────────────────
|
||||||
|
|
||||||
|
func renderTownRegistry(civic []civicEntry, houses []housingEntry, pets []petShowcaseEntry) string {
|
||||||
|
var sb strings.Builder
|
||||||
|
sb.WriteString("🏛️ **The Town Registry**\n\n")
|
||||||
|
|
||||||
|
sb.WriteString("**Civic Pride** — the guild's most generous coffers-fillers\n")
|
||||||
|
if len(civic) == 0 {
|
||||||
|
sb.WriteString(" _The collection plate is empty. Tragic._\n")
|
||||||
|
} else {
|
||||||
|
for i, e := range civic {
|
||||||
|
sb.WriteString(fmt.Sprintf(" %2d. %-18s %s\n", i+1, truncName(e.Name, 18), fmtEuro(e.TotalPaid)))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
sb.WriteString("\n")
|
||||||
|
|
||||||
|
sb.WriteString("**Housing Street** — who's put down roots\n")
|
||||||
|
if len(houses) == 0 {
|
||||||
|
sb.WriteString(" _Not a single deed on file. A town of drifters._\n")
|
||||||
|
} else {
|
||||||
|
for _, e := range houses {
|
||||||
|
tierName := "a house"
|
||||||
|
if def := houseTierByTier(e.Tier); def != nil {
|
||||||
|
tierName = def.Name
|
||||||
|
}
|
||||||
|
sb.WriteString(fmt.Sprintf(" %-18s %s\n", truncName(e.Name, 18), tierName))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
sb.WriteString("\n")
|
||||||
|
|
||||||
|
sb.WriteString("**Pet Showcase** — the good companions\n")
|
||||||
|
if len(pets) == 0 {
|
||||||
|
sb.WriteString(" _No pets in town. Somebody adopt something._\n")
|
||||||
|
} else {
|
||||||
|
for _, e := range pets {
|
||||||
|
line := fmt.Sprintf(" %-30s L%d %s", truncName(e.Name, 30), e.Level, e.Type)
|
||||||
|
if e.ArmorName != "" {
|
||||||
|
line += " · " + e.ArmorName
|
||||||
|
}
|
||||||
|
sb.WriteString(line + "\n")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return strings.TrimRight(sb.String(), "\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
func renderGraveyard(deaths []graveEntry, now time.Time) string {
|
||||||
|
var sb strings.Builder
|
||||||
|
sb.WriteString("⚰️ **St. Guildmore's Memorial Garden**\n")
|
||||||
|
sb.WriteString("_The groundskeeper tips his hat. \"They gave their all. Well — they gave enough.\"_\n\n")
|
||||||
|
|
||||||
|
if len(deaths) == 0 {
|
||||||
|
sb.WriteString("_Nobody's died lately. The garden's quiet. Enjoy it while it lasts._")
|
||||||
|
return sb.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
for _, e := range deaths {
|
||||||
|
place := e.Location
|
||||||
|
if place == "" {
|
||||||
|
place = "parts unknown"
|
||||||
|
}
|
||||||
|
verb := "fell"
|
||||||
|
if e.Source == "arena" {
|
||||||
|
verb = "fell in the arena"
|
||||||
|
}
|
||||||
|
when := humanizeDeathDate(e.LastDeathDate, now)
|
||||||
|
line := fmt.Sprintf(" ⚰️ **%s** — %s at %s (%s)", truncName(e.Name, 24), verb, place, when)
|
||||||
|
if e.StillDown {
|
||||||
|
line += " · _still resting_"
|
||||||
|
} else {
|
||||||
|
line += " · _back on their feet_"
|
||||||
|
}
|
||||||
|
sb.WriteString(line + "\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
return strings.TrimRight(sb.String(), "\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
func renderRivalsBoard(board []rivalBoardEntry, now time.Time) string {
|
||||||
|
var sb strings.Builder
|
||||||
|
sb.WriteString("⚔️ **Rivalry Standings** — duels across the guild\n\n")
|
||||||
|
|
||||||
|
if len(board) == 0 {
|
||||||
|
sb.WriteString("_No duels on record. A suspiciously peaceful town._")
|
||||||
|
return sb.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
for i, e := range board {
|
||||||
|
last := "—"
|
||||||
|
if e.LastDuelAt != nil {
|
||||||
|
last = humanizeDaysAgo(*e.LastDuelAt, now)
|
||||||
|
}
|
||||||
|
sb.WriteString(fmt.Sprintf(" %2d. %-18s %dW - %dL last duel: %s\n",
|
||||||
|
i+1, truncName(e.Name, 18), e.Wins, e.Losses, last))
|
||||||
|
}
|
||||||
|
|
||||||
|
return strings.TrimRight(sb.String(), "\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Small render helpers ─────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func truncName(s string, max int) string {
|
||||||
|
r := []rune(s)
|
||||||
|
if len(r) <= max {
|
||||||
|
return s
|
||||||
|
}
|
||||||
|
if max <= 1 {
|
||||||
|
return string(r[:max])
|
||||||
|
}
|
||||||
|
return string(r[:max-1]) + "…"
|
||||||
|
}
|
||||||
|
|
||||||
|
func firstNonEmpty(s, fallback string) string {
|
||||||
|
if strings.TrimSpace(s) == "" {
|
||||||
|
return fallback
|
||||||
|
}
|
||||||
|
return s
|
||||||
|
}
|
||||||
|
|
||||||
|
// parseSQLiteTime parses a SQLite CURRENT_TIMESTAMP string ("2006-01-02
|
||||||
|
// 15:04:05", UTC), tolerating an RFC3339 variant. Aggregates like MAX() strip
|
||||||
|
// the column's type affinity so the driver hands back text.
|
||||||
|
func parseSQLiteTime(s string) (time.Time, bool) {
|
||||||
|
for _, layout := range []string{"2006-01-02 15:04:05", time.RFC3339} {
|
||||||
|
if t, err := time.Parse(layout, s); err == nil {
|
||||||
|
return t.UTC(), true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return time.Time{}, false
|
||||||
|
}
|
||||||
|
|
||||||
|
// humanizeDaysAgo renders a duel/event time as "today" / "1 day ago" / "N days
|
||||||
|
// ago", matching the inline style in handleRivalsCmd.
|
||||||
|
func humanizeDaysAgo(t, now time.Time) string {
|
||||||
|
days := int(now.Sub(t).Hours() / 24)
|
||||||
|
switch {
|
||||||
|
case days <= 0:
|
||||||
|
return "today"
|
||||||
|
case days == 1:
|
||||||
|
return "1 day ago"
|
||||||
|
default:
|
||||||
|
return fmt.Sprintf("%d days ago", days)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// humanizeDeathDate renders a "2006-01-02" death date relative to now. Falls
|
||||||
|
// back to the raw string if it doesn't parse.
|
||||||
|
func humanizeDeathDate(dateStr string, now time.Time) string {
|
||||||
|
t, err := time.Parse("2006-01-02", dateStr)
|
||||||
|
if err != nil {
|
||||||
|
if dateStr == "" {
|
||||||
|
return "some time ago"
|
||||||
|
}
|
||||||
|
return dateStr
|
||||||
|
}
|
||||||
|
days := int(now.UTC().Truncate(24*time.Hour).Sub(t).Hours() / 24)
|
||||||
|
switch {
|
||||||
|
case days <= 0:
|
||||||
|
return "today"
|
||||||
|
case days == 1:
|
||||||
|
return "yesterday"
|
||||||
|
default:
|
||||||
|
return fmt.Sprintf("%d days ago", days)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Handlers ─────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) handleTownCmd(ctx MessageContext) error {
|
||||||
|
civic, err := loadCivicPrideBoard(townCivicBoardLimit)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
houses, err := loadHousingStreet(townListCap)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
pets, err := loadPetShowcase(townListCap)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, renderTownRegistry(civic, houses, pets))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) handleGraveyardCmd(ctx MessageContext) error {
|
||||||
|
deaths, err := loadGraveyard(graveyardLimit)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, renderGraveyard(deaths, time.Now().UTC()))
|
||||||
|
}
|
||||||
|
|
||||||
|
// handleRivalsTopCmd routes the top-level !rivals command: "!rivals board" is
|
||||||
|
// the room-wide standings; anything else defers to the per-user record view.
|
||||||
|
func (p *AdventurePlugin) handleRivalsTopCmd(ctx MessageContext, args string) error {
|
||||||
|
if strings.EqualFold(strings.TrimSpace(args), "board") {
|
||||||
|
board, err := loadRivalsBoard(rivalsBoardLimit)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, renderRivalsBoard(board, time.Now().UTC()))
|
||||||
|
}
|
||||||
|
return p.handleRivalsCmd(ctx)
|
||||||
|
}
|
||||||
234
internal/plugin/adventure_town_test.go
Normal file
234
internal/plugin/adventure_town_test.go
Normal file
@@ -0,0 +1,234 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func townTestDB(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
dir := t.TempDir()
|
||||||
|
db.Close()
|
||||||
|
if err := db.Init(dir); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestTownLoaders_ExerciseRealSchema seeds each source table and runs every
|
||||||
|
// loader against a real DB, catching column typos / GROUP BY errors that the
|
||||||
|
// pure render tests can't.
|
||||||
|
func TestTownLoaders_ExerciseRealSchema(t *testing.T) {
|
||||||
|
townTestDB(t)
|
||||||
|
|
||||||
|
alice := id.UserID("@alice:test.invalid")
|
||||||
|
bob := id.UserID("@bob:test.invalid")
|
||||||
|
|
||||||
|
if err := upsertPlayerMetaDisplayName(alice, "Alice"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if err := upsertPlayerMetaDisplayName(bob, "Bob"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Civic pride.
|
||||||
|
trackTaxPaid(alice, 5000)
|
||||||
|
trackTaxPaid(bob, 100)
|
||||||
|
civic, err := loadCivicPrideBoard(townCivicBoardLimit)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("loadCivicPrideBoard: %v", err)
|
||||||
|
}
|
||||||
|
if len(civic) != 2 || civic[0].Name != "Alice" || civic[0].TotalPaid != 5000 {
|
||||||
|
t.Fatalf("civic board wrong: %+v", civic)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Housing street.
|
||||||
|
if err := upsertPlayerMetaHouseState(alice, HouseState{Tier: 4}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if err := upsertPlayerMetaHouseState(bob, HouseState{Tier: 1}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
houses, err := loadHousingStreet(townListCap)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("loadHousingStreet: %v", err)
|
||||||
|
}
|
||||||
|
if len(houses) != 2 || houses[0].Tier != 4 {
|
||||||
|
t.Fatalf("housing street wrong: %+v", houses)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pet showcase — only arrived, non-chased pets appear.
|
||||||
|
if err := upsertPlayerMetaPetState(alice, PetState{Type: "dog", Name: "Rex", Level: 5, ArmorTier: 2, Arrived: true}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if err := upsertPlayerMetaPetState(bob, PetState{Type: "cat", Name: "Ghost", Level: 3, Arrived: true, ChasedAway: true}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
pets, err := loadPetShowcase(townListCap)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("loadPetShowcase: %v", err)
|
||||||
|
}
|
||||||
|
if len(pets) != 1 || !strings.Contains(pets[0].Name, "Rex") || pets[0].ArmorName != "Chain Dog Barding" {
|
||||||
|
t.Fatalf("pet showcase wrong (chased-away pet should be hidden): %+v", pets)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Graveyard.
|
||||||
|
deadUntil := time.Now().Add(6 * time.Hour).UTC()
|
||||||
|
if err := upsertPlayerMetaDeathState(alice, DeathState{
|
||||||
|
Alive: false, DeadUntil: &deadUntil, LastDeathDate: "2026-07-10",
|
||||||
|
DeathSource: "arena", DeathLocation: "the Colosseum",
|
||||||
|
}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
graves, err := loadGraveyard(graveyardLimit)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("loadGraveyard: %v", err)
|
||||||
|
}
|
||||||
|
if len(graves) != 1 || graves[0].Name != "Alice" || !graves[0].StillDown || graves[0].Source != "arena" {
|
||||||
|
t.Fatalf("graveyard wrong: %+v", graves)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rivals board — directed pair ledger summed per user.
|
||||||
|
upsertRivalRecord(alice, bob, true)
|
||||||
|
upsertRivalRecord(alice, bob, true)
|
||||||
|
upsertRivalRecord(bob, alice, false)
|
||||||
|
board, err := loadRivalsBoard(rivalsBoardLimit)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("loadRivalsBoard: %v", err)
|
||||||
|
}
|
||||||
|
if len(board) != 2 || board[0].Name != "Alice" || board[0].Wins != 2 {
|
||||||
|
t.Fatalf("rivals board wrong: %+v", board)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenderTownRegistry_AllThreeBoards(t *testing.T) {
|
||||||
|
civic := []civicEntry{{Name: "Alice", TotalPaid: 1234567}, {Name: "Bob", TotalPaid: 500}}
|
||||||
|
houses := []housingEntry{{Name: "Alice", Tier: 4}, {Name: "Bob", Tier: 1}}
|
||||||
|
pets := []petShowcaseEntry{{Name: "Rex (Alice)", Type: "dog", Level: 7, ArmorName: "Plate Dog Barding"}}
|
||||||
|
|
||||||
|
out := renderTownRegistry(civic, houses, pets)
|
||||||
|
|
||||||
|
for _, want := range []string{
|
||||||
|
"Civic Pride", "€1,234,567", "Alice",
|
||||||
|
"Housing Street", "Established", "Base House",
|
||||||
|
"Pet Showcase", "Rex (Alice)", "L7 dog", "Plate Dog Barding",
|
||||||
|
} {
|
||||||
|
if !strings.Contains(out, want) {
|
||||||
|
t.Errorf("town registry missing %q\n---\n%s", want, out)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenderTownRegistry_EmptyBoardsDontPanic(t *testing.T) {
|
||||||
|
out := renderTownRegistry(nil, nil, nil)
|
||||||
|
for _, want := range []string{"Civic Pride", "Housing Street", "Pet Showcase"} {
|
||||||
|
if !strings.Contains(out, want) {
|
||||||
|
t.Errorf("empty registry missing header %q", want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestPetArmorName(t *testing.T) {
|
||||||
|
if got := petArmorName("dog", 0); got != "" {
|
||||||
|
t.Errorf("tier 0 should be no armor, got %q", got)
|
||||||
|
}
|
||||||
|
if got := petArmorName("dog", 3); got != "Plate Dog Barding" {
|
||||||
|
t.Errorf("dog tier 3 = %q, want Plate Dog Barding", got)
|
||||||
|
}
|
||||||
|
if got := petArmorName("cat", 5); got != "Dragonscale Cat Armor" {
|
||||||
|
t.Errorf("cat tier 5 = %q, want Dragonscale Cat Armor", got)
|
||||||
|
}
|
||||||
|
if got := petArmorName("dog", 99); got != "" {
|
||||||
|
t.Errorf("out-of-range tier should be empty, got %q", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenderGraveyard_StillDownVsRecovered(t *testing.T) {
|
||||||
|
now := time.Date(2026, 7, 10, 12, 0, 0, 0, time.UTC)
|
||||||
|
deaths := []graveEntry{
|
||||||
|
{Name: "Alice", Source: "arena", Location: "the Colosseum", LastDeathDate: "2026-07-10", StillDown: true},
|
||||||
|
{Name: "Bob", Source: "adventure", Location: "", LastDeathDate: "2026-07-08", StillDown: false},
|
||||||
|
}
|
||||||
|
out := renderGraveyard(deaths, now)
|
||||||
|
|
||||||
|
if !strings.Contains(out, "fell in the arena") {
|
||||||
|
t.Errorf("arena death should read distinctly\n%s", out)
|
||||||
|
}
|
||||||
|
if !strings.Contains(out, "parts unknown") {
|
||||||
|
t.Errorf("blank location should fall back\n%s", out)
|
||||||
|
}
|
||||||
|
if !strings.Contains(out, "still resting") {
|
||||||
|
t.Errorf("Alice is still down\n%s", out)
|
||||||
|
}
|
||||||
|
if !strings.Contains(out, "back on their feet") {
|
||||||
|
t.Errorf("Bob has recovered\n%s", out)
|
||||||
|
}
|
||||||
|
if !strings.Contains(out, "today") || !strings.Contains(out, "2 days ago") {
|
||||||
|
t.Errorf("relative dates missing\n%s", out)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenderGraveyard_Empty(t *testing.T) {
|
||||||
|
out := renderGraveyard(nil, time.Now())
|
||||||
|
if !strings.Contains(out, "garden's quiet") {
|
||||||
|
t.Errorf("empty graveyard should be flavored\n%s", out)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestRenderRivalsBoard_OrdersAndFormats(t *testing.T) {
|
||||||
|
now := time.Date(2026, 7, 10, 12, 0, 0, 0, time.UTC)
|
||||||
|
yesterday := now.Add(-24 * time.Hour)
|
||||||
|
board := []rivalBoardEntry{
|
||||||
|
{Name: "Alice", Wins: 9, Losses: 2, LastDuelAt: &yesterday},
|
||||||
|
{Name: "Bob", Wins: 3, Losses: 5, LastDuelAt: nil},
|
||||||
|
}
|
||||||
|
out := renderRivalsBoard(board, now)
|
||||||
|
|
||||||
|
if !strings.Contains(out, "9W - 2L") {
|
||||||
|
t.Errorf("Alice's record missing\n%s", out)
|
||||||
|
}
|
||||||
|
if !strings.Contains(out, "1 day ago") {
|
||||||
|
t.Errorf("relative last-duel missing\n%s", out)
|
||||||
|
}
|
||||||
|
if !strings.Contains(out, "last duel: —") {
|
||||||
|
t.Errorf("Bob has no recorded duel time\n%s", out)
|
||||||
|
}
|
||||||
|
// Alice ranks above Bob.
|
||||||
|
if strings.Index(out, "Alice") > strings.Index(out, "Bob") {
|
||||||
|
t.Errorf("board should be ordered by wins\n%s", out)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestHumanizeDeathDate(t *testing.T) {
|
||||||
|
now := time.Date(2026, 7, 10, 6, 0, 0, 0, time.UTC)
|
||||||
|
cases := map[string]string{
|
||||||
|
"2026-07-10": "today",
|
||||||
|
"2026-07-09": "yesterday",
|
||||||
|
"2026-07-05": "5 days ago",
|
||||||
|
"": "some time ago",
|
||||||
|
"garbage": "garbage",
|
||||||
|
}
|
||||||
|
for in, want := range cases {
|
||||||
|
if got := humanizeDeathDate(in, now); got != want {
|
||||||
|
t.Errorf("humanizeDeathDate(%q) = %q, want %q", in, got, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestTruncName(t *testing.T) {
|
||||||
|
if got := truncName("short", 18); got != "short" {
|
||||||
|
t.Errorf("short name unchanged, got %q", got)
|
||||||
|
}
|
||||||
|
long := truncName("this-is-a-very-long-display-name", 10)
|
||||||
|
if len([]rune(long)) != 10 {
|
||||||
|
t.Errorf("truncated to %d runes, want 10: %q", len([]rune(long)), long)
|
||||||
|
}
|
||||||
|
if !strings.HasSuffix(long, "…") {
|
||||||
|
t.Errorf("truncated name should end with ellipsis: %q", long)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -50,6 +50,26 @@ var advTreasureDropRates = map[int]float64{
|
|||||||
|
|
||||||
const advMaxTreasures = 3
|
const advMaxTreasures = 3
|
||||||
|
|
||||||
|
// houseTierTrophyRoom is the T3 "Comfortable" house that unlocks the trophy
|
||||||
|
// room — a fourth treasure slot.
|
||||||
|
const houseTierTrophyRoom = 3
|
||||||
|
|
||||||
|
// maxTreasuresForTier returns how many treasures a player may hold. The base
|
||||||
|
// cap is 3; a T3+ house adds the trophy-room slot for a 4th.
|
||||||
|
//
|
||||||
|
// The extra slot is a housing perk, but HouseTier is only ever written upward
|
||||||
|
// (purchase paths; there is no foreclosure/downgrade that writes it back down),
|
||||||
|
// so a player can only ever hold a 4th treasure while tier>=3. There is
|
||||||
|
// therefore no reachable state where a held treasure must be revoked at
|
||||||
|
// bonus-computation time, and the cap is enforced only at the save gate.
|
||||||
|
func maxTreasuresForTier(houseTier int) int {
|
||||||
|
n := advMaxTreasures
|
||||||
|
if houseTier >= houseTierTrophyRoom {
|
||||||
|
n++
|
||||||
|
}
|
||||||
|
return n
|
||||||
|
}
|
||||||
|
|
||||||
// ── Treasure Definitions ─────────────────────────────────────────────────────
|
// ── Treasure Definitions ─────────────────────────────────────────────────────
|
||||||
|
|
||||||
var advAllTreasures = map[int][]AdvTreasureDef{
|
var advAllTreasures = map[int][]AdvTreasureDef{
|
||||||
|
|||||||
@@ -79,3 +79,13 @@ func TestAdvLocForZone(t *testing.T) {
|
|||||||
t.Errorf("name = %q, want the zone's display name", loc.Name)
|
t.Errorf("name = %q, want the zone's display name", loc.Name)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TestMaxTreasuresForTier pins the T3 "trophy room" 4th slot: the base cap is
|
||||||
|
// 3, and only a tier-3+ home lifts it to 4.
|
||||||
|
func TestMaxTreasuresForTier(t *testing.T) {
|
||||||
|
for tier, want := range map[int]int{0: 3, 1: 3, 2: 3, 3: 4, 4: 4} {
|
||||||
|
if got := maxTreasuresForTier(tier); got != want {
|
||||||
|
t.Errorf("maxTreasuresForTier(%d) = %d, want %d", tier, got, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ func twinBeeMaxTier() int {
|
|||||||
if !c.Alive {
|
if !c.Alive {
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
combined := dndLevelForUser(c.UserID) + c.MiningSkill + c.ForagingSkill + c.FishingSkill
|
combined := combinedAdvLevel(&c)
|
||||||
if combined > bestLevel {
|
if combined > bestLevel {
|
||||||
bestLevel = combined
|
bestLevel = combined
|
||||||
}
|
}
|
||||||
@@ -283,7 +283,7 @@ func (p *AdventurePlugin) distributeTwinBeeRewards(result *TwinBeeResult) TwinBe
|
|||||||
weight := 4 // minimum (level 1 in all 4 skills)
|
weight := 4 // minimum (level 1 in all 4 skills)
|
||||||
for _, c := range chars {
|
for _, c := range chars {
|
||||||
if c.UserID == uid {
|
if c.UserID == uid {
|
||||||
weight = dndLevelForUser(c.UserID) + c.MiningSkill + c.ForagingSkill + c.FishingSkill
|
weight = combinedAdvLevel(&c)
|
||||||
if weight < 4 {
|
if weight < 4 {
|
||||||
weight = 4
|
weight = 4
|
||||||
}
|
}
|
||||||
|
|||||||
133
internal/plugin/adventure_vault.go
Normal file
133
internal/plugin/adventure_vault.go
Normal file
@@ -0,0 +1,133 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"strings"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// N4/E1 — the Tier-4 "Established" home unlocks a vault: a fixed pool of slots
|
||||||
|
// that shelters items from `!sell all`, crafting, and combat consumption. It is
|
||||||
|
// pure storage — a vaulted item drops out of every play surface (loadAdvInventory
|
||||||
|
// filters it) until it is taken back — and the plumbing E2 gifting builds on.
|
||||||
|
const (
|
||||||
|
vaultCapacity = 10 // slots an Established home provides
|
||||||
|
vaultMinHouseTier = 4 // Tier 4 "Established" gates the vault
|
||||||
|
)
|
||||||
|
|
||||||
|
// vaultUnlocked reports whether the character's house tier grants a vault, and a
|
||||||
|
// player-facing refusal line when it does not.
|
||||||
|
func vaultUnlocked(char *AdventureCharacter) (bool, string) {
|
||||||
|
if char.HouseTier >= vaultMinHouseTier {
|
||||||
|
return true, ""
|
||||||
|
}
|
||||||
|
return false, "🔒 A vault comes with an **Established** home (Tier 4). Upgrade your house at `!thom` to unlock " +
|
||||||
|
fmt.Sprintf("%d slots of protected storage — vaulted items are safe from `!sell all` and never spent in combat.", vaultCapacity)
|
||||||
|
}
|
||||||
|
|
||||||
|
// handleVaultCmd routes `!adventure vault [store|take] <item>`. The reply-building
|
||||||
|
// core is client-free (renderVault / vaultStoreItem / vaultTakeItem) so it is
|
||||||
|
// unit-testable without a Matrix stub; the handler only loads the character and
|
||||||
|
// sends the result.
|
||||||
|
func (p *AdventurePlugin) handleVaultCmd(ctx MessageContext, args string) error {
|
||||||
|
char, _, err := p.ensureCharacter(ctx.Sender)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` to create one first.")
|
||||||
|
}
|
||||||
|
if !char.Alive {
|
||||||
|
return p.SendDM(ctx.Sender, "You're dead. The vault stays locked.")
|
||||||
|
}
|
||||||
|
if ok, refusal := vaultUnlocked(char); !ok {
|
||||||
|
return p.SendDM(ctx.Sender, refusal)
|
||||||
|
}
|
||||||
|
|
||||||
|
lower := strings.ToLower(strings.TrimSpace(args))
|
||||||
|
var reply string
|
||||||
|
switch {
|
||||||
|
case lower == "" || lower == "list":
|
||||||
|
reply = renderVault(ctx.Sender)
|
||||||
|
case strings.HasPrefix(lower, "store "):
|
||||||
|
// Serialize a player's own store/take so two near-simultaneous stores
|
||||||
|
// can't both pass the capacity check and overfill the vault.
|
||||||
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
|
userMu.Lock()
|
||||||
|
reply = vaultStoreItem(ctx.Sender, strings.TrimSpace(args[len("store "):]))
|
||||||
|
userMu.Unlock()
|
||||||
|
case strings.HasPrefix(lower, "take "):
|
||||||
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
|
userMu.Lock()
|
||||||
|
reply = vaultTakeItem(ctx.Sender, strings.TrimSpace(args[len("take "):]))
|
||||||
|
userMu.Unlock()
|
||||||
|
default:
|
||||||
|
reply = "Usage: `!adventure vault` to view · `!adventure vault store <item>` · `!adventure vault take <item>`."
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, reply)
|
||||||
|
}
|
||||||
|
|
||||||
|
// renderVault shows what is stowed and how many slots remain.
|
||||||
|
func renderVault(userID id.UserID) string {
|
||||||
|
items, err := loadAdvVault(userID)
|
||||||
|
if err != nil {
|
||||||
|
return "The vault door won't budge. Try again in a moment."
|
||||||
|
}
|
||||||
|
var sb strings.Builder
|
||||||
|
sb.WriteString(fmt.Sprintf("🏛️ **Your Vault** — %d / %d slots\n\n", len(items), vaultCapacity))
|
||||||
|
if len(items) == 0 {
|
||||||
|
sb.WriteString("Empty. `!adventure vault store <item>` to shelter something from sale or use.")
|
||||||
|
return sb.String()
|
||||||
|
}
|
||||||
|
for _, it := range items {
|
||||||
|
name := it.Name
|
||||||
|
if it.Temper > 0 {
|
||||||
|
name = fmt.Sprintf("%s +%d", name, it.Temper)
|
||||||
|
}
|
||||||
|
sb.WriteString(fmt.Sprintf("• %s — €%d\n", name, it.Value))
|
||||||
|
}
|
||||||
|
sb.WriteString("\n`!adventure vault take <item>` to bring one back into play.")
|
||||||
|
return sb.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
// vaultStoreItem moves one matching inventory item into the vault. Guards the
|
||||||
|
// capacity and reports the fresh slot count so the player never has to re-list.
|
||||||
|
func vaultStoreItem(userID id.UserID, query string) string {
|
||||||
|
if query == "" {
|
||||||
|
return "Store what? `!adventure vault store <item>`."
|
||||||
|
}
|
||||||
|
if advVaultCount(userID) >= vaultCapacity {
|
||||||
|
return fmt.Sprintf("The vault is full (%d / %d). Take something out first with `!adventure vault take <item>`.", vaultCapacity, vaultCapacity)
|
||||||
|
}
|
||||||
|
items, err := loadAdvInventory(userID)
|
||||||
|
if err != nil {
|
||||||
|
return "Couldn't reach your inventory. Try again in a moment."
|
||||||
|
}
|
||||||
|
match := findInventoryMatch(items, query)
|
||||||
|
if match == nil {
|
||||||
|
return fmt.Sprintf("No inventory item matches %q. Check `!adventure inventory`.", query)
|
||||||
|
}
|
||||||
|
moved, err := setItemVaulted(userID, match.ID, true)
|
||||||
|
if err != nil || !moved {
|
||||||
|
return "Couldn't stow that item. Try again in a moment."
|
||||||
|
}
|
||||||
|
return fmt.Sprintf("🏛️ Stowed **%s** in the vault. %d / %d slots used.", match.Name, advVaultCount(userID), vaultCapacity)
|
||||||
|
}
|
||||||
|
|
||||||
|
// vaultTakeItem returns one matching vaulted item to the active inventory.
|
||||||
|
func vaultTakeItem(userID id.UserID, query string) string {
|
||||||
|
if query == "" {
|
||||||
|
return "Take what? `!adventure vault take <item>`."
|
||||||
|
}
|
||||||
|
items, err := loadAdvVault(userID)
|
||||||
|
if err != nil {
|
||||||
|
return "The vault door won't budge. Try again in a moment."
|
||||||
|
}
|
||||||
|
match := findInventoryMatch(items, query)
|
||||||
|
if match == nil {
|
||||||
|
return fmt.Sprintf("Nothing in the vault matches %q. Check `!adventure vault`.", query)
|
||||||
|
}
|
||||||
|
moved, err := setItemVaulted(userID, match.ID, false)
|
||||||
|
if err != nil || !moved {
|
||||||
|
return "Couldn't retrieve that item. Try again in a moment."
|
||||||
|
}
|
||||||
|
return fmt.Sprintf("Took **%s** out of the vault and back into your pack. %d / %d slots used.", match.Name, advVaultCount(userID), vaultCapacity)
|
||||||
|
}
|
||||||
138
internal/plugin/adventure_vault_test.go
Normal file
138
internal/plugin/adventure_vault_test.go
Normal file
@@ -0,0 +1,138 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func vaultTestDB(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
dir := t.TempDir()
|
||||||
|
db.Close()
|
||||||
|
if err := db.Init(dir); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
}
|
||||||
|
|
||||||
|
func seedVaultItem(t *testing.T, user id.UserID, name string, value int64) {
|
||||||
|
t.Helper()
|
||||||
|
if err := addAdvInventoryItem(user, AdvItem{Name: name, Type: "treasure", Tier: 3, Value: value}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestVaultStoreTakeRoundTrip: an item vaulted leaves the active inventory and
|
||||||
|
// joins the vault; taken back, it reverses exactly.
|
||||||
|
func TestVaultStoreTakeRoundTrip(t *testing.T) {
|
||||||
|
vaultTestDB(t)
|
||||||
|
user := id.UserID("@vault:test.invalid")
|
||||||
|
seedVaultItem(t, user, "Jeweled Crown", 5000)
|
||||||
|
|
||||||
|
if got := vaultStoreItem(user, "crown"); !strings.Contains(got, "Stowed") {
|
||||||
|
t.Fatalf("store reply = %q, want a stow confirmation", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
inv, _ := loadAdvInventory(user)
|
||||||
|
if len(inv) != 0 {
|
||||||
|
t.Fatalf("active inventory = %d items, want 0 (item is vaulted)", len(inv))
|
||||||
|
}
|
||||||
|
vault, _ := loadAdvVault(user)
|
||||||
|
if len(vault) != 1 || vault[0].Name != "Jeweled Crown" {
|
||||||
|
t.Fatalf("vault = %+v, want the crown", vault)
|
||||||
|
}
|
||||||
|
|
||||||
|
if got := vaultTakeItem(user, "crown"); !strings.Contains(got, "back into your pack") {
|
||||||
|
t.Fatalf("take reply = %q, want a retrieval confirmation", got)
|
||||||
|
}
|
||||||
|
inv, _ = loadAdvInventory(user)
|
||||||
|
if len(inv) != 1 {
|
||||||
|
t.Fatalf("active inventory = %d items, want 1 after take", len(inv))
|
||||||
|
}
|
||||||
|
if n := advVaultCount(user); n != 0 {
|
||||||
|
t.Fatalf("vault count = %d, want 0", n)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestVaultCapacity: the 10th item stores, the 11th is refused, and the refusal
|
||||||
|
// leaves the item in the active inventory.
|
||||||
|
func TestVaultCapacity(t *testing.T) {
|
||||||
|
vaultTestDB(t)
|
||||||
|
user := id.UserID("@vaultcap:test.invalid")
|
||||||
|
for i := 0; i < vaultCapacity; i++ {
|
||||||
|
seedVaultItem(t, user, "Gem", 100)
|
||||||
|
if got := vaultStoreItem(user, "Gem"); !strings.Contains(got, "Stowed") {
|
||||||
|
t.Fatalf("store %d reply = %q, want success", i, got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if n := advVaultCount(user); n != vaultCapacity {
|
||||||
|
t.Fatalf("vault count = %d, want %d", n, vaultCapacity)
|
||||||
|
}
|
||||||
|
|
||||||
|
seedVaultItem(t, user, "Overflow Gem", 100)
|
||||||
|
got := vaultStoreItem(user, "Overflow Gem")
|
||||||
|
if !strings.Contains(got, "full") {
|
||||||
|
t.Fatalf("11th store reply = %q, want a full-vault refusal", got)
|
||||||
|
}
|
||||||
|
// The refused item is still in play.
|
||||||
|
inv, _ := loadAdvInventory(user)
|
||||||
|
if len(inv) != 1 || inv[0].Name != "Overflow Gem" {
|
||||||
|
t.Fatalf("active inventory = %+v, want the overflow gem left in play", inv)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestVaultShieldsFromSellAll: `!sell all` liquidates loadAdvInventory, which a
|
||||||
|
// vaulted item is no longer part of — the whole point of the vault.
|
||||||
|
func TestVaultShieldsFromSellAll(t *testing.T) {
|
||||||
|
vaultTestDB(t)
|
||||||
|
user := id.UserID("@vaultsell:test.invalid")
|
||||||
|
seedVaultItem(t, user, "Heirloom", 9000)
|
||||||
|
seedVaultItem(t, user, "Junk", 5)
|
||||||
|
|
||||||
|
if got := vaultStoreItem(user, "Heirloom"); !strings.Contains(got, "Stowed") {
|
||||||
|
t.Fatalf("store reply = %q", got)
|
||||||
|
}
|
||||||
|
// What sell-all would consume:
|
||||||
|
sellable, _ := loadAdvInventory(user)
|
||||||
|
if len(sellable) != 1 || sellable[0].Name != "Junk" {
|
||||||
|
t.Fatalf("sellable inventory = %+v, want only Junk (heirloom sheltered)", sellable)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestVaultGate: below Tier 4 the vault is locked; at Tier 4 it opens.
|
||||||
|
func TestVaultGate(t *testing.T) {
|
||||||
|
locked := &AdventureCharacter{HouseTier: 3}
|
||||||
|
if ok, msg := vaultUnlocked(locked); ok || msg == "" {
|
||||||
|
t.Fatalf("tier 3: ok=%v msg=%q, want locked with a refusal", ok, msg)
|
||||||
|
}
|
||||||
|
open := &AdventureCharacter{HouseTier: 4}
|
||||||
|
if ok, msg := vaultUnlocked(open); !ok || msg != "" {
|
||||||
|
t.Fatalf("tier 4: ok=%v msg=%q, want unlocked", ok, msg)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestSetItemVaultedIsOwnerScoped: another user's id cannot be flipped.
|
||||||
|
func TestSetItemVaultedIsOwnerScoped(t *testing.T) {
|
||||||
|
vaultTestDB(t)
|
||||||
|
owner := id.UserID("@owner:test.invalid")
|
||||||
|
intruder := id.UserID("@intruder:test.invalid")
|
||||||
|
seedVaultItem(t, owner, "Relic", 1000)
|
||||||
|
items, _ := loadAdvInventory(owner)
|
||||||
|
if len(items) != 1 {
|
||||||
|
t.Fatalf("setup: owner inventory = %d, want 1", len(items))
|
||||||
|
}
|
||||||
|
moved, err := setItemVaulted(intruder, items[0].ID, true)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if moved {
|
||||||
|
t.Fatalf("intruder moved the owner's item; want no-op")
|
||||||
|
}
|
||||||
|
if advVaultCount(owner) != 0 {
|
||||||
|
t.Fatalf("owner's item was vaulted by an intruder")
|
||||||
|
}
|
||||||
|
}
|
||||||
110
internal/plugin/adventure_well_rested.go
Normal file
110
internal/plugin/adventure_well_rested.go
Normal file
@@ -0,0 +1,110 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"strings"
|
||||||
|
)
|
||||||
|
|
||||||
|
// Well-rested — a long rest taken at a home of tier 2+ grants a temporary buff
|
||||||
|
// that lasts until the next long rest. Renting a room at Thom Krooke's inn does
|
||||||
|
// not: the perk exists to give owning (and upgrading) a house a payoff the inn
|
||||||
|
// can't match, and it turns the dead T3/T4 prestige tiers into something worth
|
||||||
|
// buying.
|
||||||
|
//
|
||||||
|
// Two halves, both scaling with house tier (2 < 3 < 4):
|
||||||
|
// - wellRestedTempHP: a temporary hit-point cushion, layered above MaxHP for
|
||||||
|
// the day's fights via applyDnDHPScaling; and
|
||||||
|
// - wellRestedSlotBonus: bonus spell slots folded into the caster's pool at
|
||||||
|
// their highest available slot level.
|
||||||
|
//
|
||||||
|
// The tuning below is deliberately generous toward casters, who trail on
|
||||||
|
// spell-pool richness — the bonus slots are the substantive reward and the
|
||||||
|
// temp HP is a lighter feel-good cushion. All values are tunable.
|
||||||
|
//
|
||||||
|
// Nothing here is a secret discovery mechanic (cf. Misty/Arina), so the rest
|
||||||
|
// message surfaces exactly what was granted.
|
||||||
|
|
||||||
|
// homeRestTempHPPct maps house tier → temp-HP fraction of MaxHP.
|
||||||
|
func homeRestTempHPPct(houseTier int) float64 {
|
||||||
|
switch {
|
||||||
|
case houseTier >= 4:
|
||||||
|
return 0.16
|
||||||
|
case houseTier >= 3:
|
||||||
|
return 0.12
|
||||||
|
case houseTier >= 2:
|
||||||
|
return 0.08
|
||||||
|
default:
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// homeRestBonusSlots maps house tier → number of bonus spell slots.
|
||||||
|
func homeRestBonusSlots(houseTier int) int {
|
||||||
|
switch {
|
||||||
|
case houseTier >= 4:
|
||||||
|
return 3
|
||||||
|
case houseTier >= 3:
|
||||||
|
return 2
|
||||||
|
case houseTier >= 2:
|
||||||
|
return 1
|
||||||
|
default:
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// wellRestedTempHP returns the temporary HP granted by a home long rest at the
|
||||||
|
// given house tier. Tier 1 and the inn grant none. Always at least 1 when the
|
||||||
|
// tier qualifies, so a low-HP character still sees the buff.
|
||||||
|
func wellRestedTempHP(hpMax, houseTier int) int {
|
||||||
|
pct := homeRestTempHPPct(houseTier)
|
||||||
|
if pct <= 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
hp := int(float64(hpMax) * pct)
|
||||||
|
if hp < 1 {
|
||||||
|
hp = 1
|
||||||
|
}
|
||||||
|
return hp
|
||||||
|
}
|
||||||
|
|
||||||
|
// wellRestedSlotBonus returns the temporary bonus spell slots granted by a home
|
||||||
|
// long rest, placed entirely at the caster's highest available slot level (the
|
||||||
|
// most valuable, and one a caster is guaranteed to have). Tier 1, the inn, and
|
||||||
|
// non-casters (empty pool) grant none.
|
||||||
|
func wellRestedSlotBonus(houseTier int, pool map[int]int) map[int]int {
|
||||||
|
n := homeRestBonusSlots(houseTier)
|
||||||
|
if n == 0 || len(pool) == 0 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
highest := 0
|
||||||
|
for lvl := range pool {
|
||||||
|
if lvl > highest {
|
||||||
|
highest = lvl
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if highest == 0 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
return map[int]int{highest: n}
|
||||||
|
}
|
||||||
|
|
||||||
|
// wellRestedSummary renders the player-facing description of a granted buff,
|
||||||
|
// e.g. "+18 temp HP, +2 level-5 spell slots". Returns "" when nothing was
|
||||||
|
// granted (tier 1, the inn, or a non-caster with no temp HP).
|
||||||
|
func wellRestedSummary(tempHP int, slotBonus map[int]int) string {
|
||||||
|
var bits []string
|
||||||
|
if tempHP > 0 {
|
||||||
|
bits = append(bits, fmt.Sprintf("+%d temp HP", tempHP))
|
||||||
|
}
|
||||||
|
for lvl, n := range slotBonus {
|
||||||
|
if n <= 0 {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
plural := ""
|
||||||
|
if n != 1 {
|
||||||
|
plural = "s"
|
||||||
|
}
|
||||||
|
bits = append(bits, fmt.Sprintf("+%d level-%d spell slot%s", n, lvl, plural))
|
||||||
|
}
|
||||||
|
return strings.Join(bits, ", ")
|
||||||
|
}
|
||||||
192
internal/plugin/adventure_well_rested_test.go
Normal file
192
internal/plugin/adventure_well_rested_test.go
Normal file
@@ -0,0 +1,192 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func TestWellRestedTempHP_ByTier(t *testing.T) {
|
||||||
|
cases := []struct {
|
||||||
|
tier, hpMax, want int
|
||||||
|
}{
|
||||||
|
{0, 100, 0}, // no house
|
||||||
|
{1, 100, 0}, // tier-1 shack: nothing
|
||||||
|
{2, 100, 8}, // 8%
|
||||||
|
{3, 100, 12}, // 12%
|
||||||
|
{4, 100, 16}, // 16%
|
||||||
|
{2, 3, 1}, // rounds to <1 → floored to 1
|
||||||
|
}
|
||||||
|
for _, c := range cases {
|
||||||
|
if got := wellRestedTempHP(c.hpMax, c.tier); got != c.want {
|
||||||
|
t.Errorf("wellRestedTempHP(hpMax=%d, tier=%d) = %d, want %d", c.hpMax, c.tier, got, c.want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestWellRestedSlotBonus_PlacesAtHighestLevel(t *testing.T) {
|
||||||
|
pool := map[int]int{1: 4, 2: 3, 3: 2} // highest available = 3
|
||||||
|
|
||||||
|
if got := wellRestedSlotBonus(1, pool); got != nil {
|
||||||
|
t.Errorf("tier 1 → %v, want nil", got)
|
||||||
|
}
|
||||||
|
if got := wellRestedSlotBonus(0, pool); got != nil {
|
||||||
|
t.Errorf("tier 0 → %v, want nil", got)
|
||||||
|
}
|
||||||
|
if got := wellRestedSlotBonus(3, nil); got != nil {
|
||||||
|
t.Errorf("non-caster (nil pool) → %v, want nil", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
for tier, wantN := range map[int]int{2: 1, 3: 2, 4: 3} {
|
||||||
|
got := wellRestedSlotBonus(tier, pool)
|
||||||
|
if len(got) != 1 || got[3] != wantN {
|
||||||
|
t.Errorf("tier %d → %v, want {3: %d}", tier, got, wantN)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestApplyDnDHPScaling_TempHPCushion(t *testing.T) {
|
||||||
|
// Golden-safety: TempHP==0 must leave a full-HP character untouched
|
||||||
|
// (StartHP stays 0 = "enter at MaxHP", MaxHP unchanged).
|
||||||
|
stats := CombatStats{MaxHP: 100, HPBonus: 10}
|
||||||
|
full := &DnDCharacter{HPMax: 100, HPCurrent: 100, TempHP: 0}
|
||||||
|
applyDnDHPScaling(&stats, full)
|
||||||
|
if stats.MaxHP != 100 || stats.StartHP != 0 {
|
||||||
|
t.Fatalf("TempHP=0 full HP: MaxHP=%d StartHP=%d, want 100/0", stats.MaxHP, stats.StartHP)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Full HP + cushion: MaxHP grows by TempHP, StartHP stays the sentinel so
|
||||||
|
// combat enters at the bumped max (full + cushion).
|
||||||
|
stats = CombatStats{MaxHP: 100, HPBonus: 10}
|
||||||
|
rested := &DnDCharacter{HPMax: 100, HPCurrent: 100, TempHP: 15}
|
||||||
|
applyDnDHPScaling(&stats, rested)
|
||||||
|
if stats.MaxHP != 115 || stats.StartHP != 0 {
|
||||||
|
t.Fatalf("full HP + cushion: MaxHP=%d StartHP=%d, want 115/0", stats.MaxHP, stats.StartHP)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Wounded + cushion: entry HP is current + gear bonus + cushion, MaxHP grows.
|
||||||
|
stats = CombatStats{MaxHP: 100, HPBonus: 10}
|
||||||
|
wounded := &DnDCharacter{HPMax: 100, HPCurrent: 40, TempHP: 15}
|
||||||
|
applyDnDHPScaling(&stats, wounded)
|
||||||
|
if stats.MaxHP != 115 || stats.StartHP != 65 { // 40 + 10 + 15
|
||||||
|
t.Fatalf("wounded + cushion: MaxHP=%d StartHP=%d, want 115/65", stats.MaxHP, stats.StartHP)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestApplyLongRestSpellSlots_GrantAndExpiry(t *testing.T) {
|
||||||
|
if err := db.Init(t.TempDir()); err != nil {
|
||||||
|
t.Fatalf("db.Init: %v", err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
|
||||||
|
uid := id.UserID("@rested_caster:example")
|
||||||
|
c := &DnDCharacter{
|
||||||
|
UserID: uid, Race: RaceHuman, Class: ClassCleric, Level: 5,
|
||||||
|
STR: 10, DEX: 12, CON: 14, INT: 10, WIS: 16, CHA: 10,
|
||||||
|
}
|
||||||
|
c.HPMax = computeMaxHP(c.Class, abilityModifier(c.CON), c.Level)
|
||||||
|
c.HPCurrent = c.HPMax
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||||
|
}
|
||||||
|
if err := setSpellSlotsForCharacter(c); err != nil {
|
||||||
|
t.Fatalf("setSpellSlotsForCharacter: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
base, _ := getSpellSlots(uid)
|
||||||
|
if len(base) == 0 {
|
||||||
|
t.Fatal("cleric L5 should have a base slot pool")
|
||||||
|
}
|
||||||
|
highest := 0
|
||||||
|
for lvl := range base {
|
||||||
|
if lvl > highest {
|
||||||
|
highest = lvl
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Home rest at tier 4 → +3 at highest level, used reset to 0.
|
||||||
|
bonus, err := applyLongRestSpellSlots(c, 4)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("applyLongRestSpellSlots(tier4): %v", err)
|
||||||
|
}
|
||||||
|
if bonus[highest] != 3 {
|
||||||
|
t.Fatalf("tier-4 bonus = %v, want {%d: 3}", bonus, highest)
|
||||||
|
}
|
||||||
|
after, _ := getSpellSlots(uid)
|
||||||
|
if after[highest][0] != base[highest][0]+3 {
|
||||||
|
t.Errorf("highest total = %d, want base+3 = %d", after[highest][0], base[highest][0]+3)
|
||||||
|
}
|
||||||
|
for lvl, pair := range after {
|
||||||
|
if pair[1] != 0 {
|
||||||
|
t.Errorf("slot L%d used = %d after rest, want 0", lvl, pair[1])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Next rest at the inn (tier 0) → bonus expires, totals back to base.
|
||||||
|
if _, err := applyLongRestSpellSlots(c, 0); err != nil {
|
||||||
|
t.Fatalf("applyLongRestSpellSlots(tier0): %v", err)
|
||||||
|
}
|
||||||
|
reset, _ := getSpellSlots(uid)
|
||||||
|
for lvl, pair := range reset {
|
||||||
|
if pair[0] != base[lvl][0] {
|
||||||
|
t.Errorf("L%d total = %d after expiry, want base %d", lvl, pair[0], base[lvl][0])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Tier-1 house grants nothing.
|
||||||
|
if bonus, _ := applyLongRestSpellSlots(c, 1); bonus != nil {
|
||||||
|
t.Errorf("tier-1 bonus = %v, want nil", bonus)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestApplyLongRestSpellSlots_NonCaster(t *testing.T) {
|
||||||
|
if err := db.Init(t.TempDir()); err != nil {
|
||||||
|
t.Fatalf("db.Init: %v", err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
|
||||||
|
uid := id.UserID("@rested_fighter:example")
|
||||||
|
c := &DnDCharacter{UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 5, CON: 14}
|
||||||
|
c.HPMax = computeMaxHP(c.Class, abilityModifier(c.CON), c.Level)
|
||||||
|
c.HPCurrent = c.HPMax
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
bonus, err := applyLongRestSpellSlots(c, 4)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("applyLongRestSpellSlots: %v", err)
|
||||||
|
}
|
||||||
|
if bonus != nil {
|
||||||
|
t.Errorf("non-caster bonus = %v, want nil", bonus)
|
||||||
|
}
|
||||||
|
if slots, _ := getSpellSlots(uid); len(slots) != 0 {
|
||||||
|
t.Errorf("non-caster has %d slot rows, want 0", len(slots))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestHomeWorkshop pins the T3 workshop craft bonus and its effect on the
|
||||||
|
// success-rate cap.
|
||||||
|
func TestHomeWorkshop(t *testing.T) {
|
||||||
|
for tier, want := range map[int]float64{0: 0, 1: 0, 2: 0, 3: 0.05, 4: 0.05} {
|
||||||
|
if got := homeWorkshopCraftBonus(tier); got != want {
|
||||||
|
t.Errorf("homeWorkshopCraftBonus(%d) = %.2f, want %.2f", tier, got, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// No workshop: base cap holds at 0.95 for a maxed forager.
|
||||||
|
if got := craftingSuccessRate(100, 1, 0); got != 0.95 {
|
||||||
|
t.Errorf("maxed forager, no workshop = %.3f, want 0.95", got)
|
||||||
|
}
|
||||||
|
// Workshop lifts the cap to 0.98.
|
||||||
|
if got := craftingSuccessRate(100, 1, 0.05); got != 0.98 {
|
||||||
|
t.Errorf("maxed forager, workshop = %.3f, want 0.98", got)
|
||||||
|
}
|
||||||
|
// Mid-level forager gets the flat +5% added below the cap.
|
||||||
|
base := craftingSuccessRate(15, 10, 0)
|
||||||
|
withShop := craftingSuccessRate(15, 10, 0.05)
|
||||||
|
if diff := withShop - base; diff < 0.049 || diff > 0.051 {
|
||||||
|
t.Errorf("workshop delta = %.3f, want ~0.05", diff)
|
||||||
|
}
|
||||||
|
}
|
||||||
785
internal/plugin/adventure_worldboss.go
Normal file
785
internal/plugin/adventure_worldboss.go
Normal file
@@ -0,0 +1,785 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"database/sql"
|
||||||
|
"fmt"
|
||||||
|
"hash/fnv"
|
||||||
|
"log/slog"
|
||||||
|
"sort"
|
||||||
|
"strings"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// World boss (N6/C3) — the monthly communal "Siege". A named boss camps outside
|
||||||
|
// town for a fixed window with a single shared HP pool. Every player gets one
|
||||||
|
// bout per day against it (an arena-style fight through runZoneCombat); the
|
||||||
|
// damage they deal is subtracted from the shared pool whether the individual
|
||||||
|
// bout is won or lost. The pool falling to zero defeats the boss; the window
|
||||||
|
// lapsing with the pool still up means the boss survives and loots the town.
|
||||||
|
//
|
||||||
|
// Economy (decisions locked 2026-07-10): a defeat pays every contributor from a
|
||||||
|
// freshly minted bounty scaled by fights fought (not damage — accessibility),
|
||||||
|
// plus a consumable cache and one low-rate treasure roll each; a survival debits
|
||||||
|
// the community pot as a tribute (a sink the economy wants). The bout itself
|
||||||
|
// costs real HP the way the arena does — no restore — but never permadeaths.
|
||||||
|
//
|
||||||
|
// The event lives in its own tables (world_boss / world_boss_contrib), outside
|
||||||
|
// the saveAdvCharacter fan-out, so a character save can never clobber the shared
|
||||||
|
// pool — the same structural isolation adventure_shadow earns.
|
||||||
|
|
||||||
|
const (
|
||||||
|
// worldBossWindow is how long the boss camps outside town once it spawns.
|
||||||
|
worldBossWindow = 72 * time.Hour
|
||||||
|
// worldBossPresenceDays is the any-chat presence lookback used to size the
|
||||||
|
// boss to the community that will actually fight it
|
||||||
|
// (feedback_presence_is_any_chat).
|
||||||
|
worldBossPresenceDays = 14
|
||||||
|
// worldBossMinTier floors the boss tier — the Siege is always a serious
|
||||||
|
// fight, never a T1/T2 pushover, even for a low-level town.
|
||||||
|
worldBossMinTier = 3
|
||||||
|
// worldBossBoutsPerPlayer sizes the shared pool: expected full-damage bouts
|
||||||
|
// to fell the boss ≈ activePlayers × this. Higher = a longer siege that needs
|
||||||
|
// more of the town to turn up. Tunable; watch prod turnout.
|
||||||
|
worldBossBoutsPerPlayer = 2.0
|
||||||
|
// worldBossMinBouts / worldBossMaxBouts clamp the pool so a near-empty town
|
||||||
|
// still gets a beatable boss and a huge town doesn't get an unkillable one.
|
||||||
|
worldBossMinBouts = 4
|
||||||
|
worldBossMaxBouts = 60
|
||||||
|
// worldBossDefeatBaseEuro is the minted bounty a single fight earns a
|
||||||
|
// contributor on a defeat; total payout = base × fights fought.
|
||||||
|
worldBossDefeatBaseEuro = 1500
|
||||||
|
// worldBossTributePct is the fraction of the community pot the boss loots on
|
||||||
|
// a survival — a visible pot sink.
|
||||||
|
worldBossTributePct = 0.20
|
||||||
|
// worldBossTreasureWeight is the (low) weight of the single treasure roll each
|
||||||
|
// contributor gets on a defeat.
|
||||||
|
worldBossTreasureWeight = advTreasureWeightElite
|
||||||
|
// worldBossCacheSize is how many tier consumables each contributor is handed
|
||||||
|
// on a defeat.
|
||||||
|
worldBossCacheSize = 2
|
||||||
|
)
|
||||||
|
|
||||||
|
// worldBossState mirrors an active world_boss row.
|
||||||
|
type worldBossState struct {
|
||||||
|
ID int64
|
||||||
|
Name string
|
||||||
|
Tier int
|
||||||
|
HPMax int
|
||||||
|
HPCurrent int
|
||||||
|
Status string // active | defeated | survived
|
||||||
|
StartsAt time.Time
|
||||||
|
EndsAt time.Time
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossContrib mirrors a world_boss_contrib row — one player's tally against
|
||||||
|
// one boss.
|
||||||
|
type worldBossContrib struct {
|
||||||
|
BossID int64
|
||||||
|
UserID id.UserID
|
||||||
|
Fights int
|
||||||
|
Damage int
|
||||||
|
LastFightDate string
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossNames is the pool a Siege boss is named from — big, ancient,
|
||||||
|
// town-threatening things. Picked deterministically per event so a given month's
|
||||||
|
// boss reads the same to everyone.
|
||||||
|
var worldBossNames = []string{
|
||||||
|
"Gorloth the Sunderer", "The Ashen Wyrm", "Kravok, Maw of the Deep",
|
||||||
|
"Nyxaris the Devouring", "The Iron Colossus", "Ssath'ra, Coil of Ruin",
|
||||||
|
"Ymirok the Frostbound", "The Hollow Leviathan", "Dravmaug, Ender of Walls",
|
||||||
|
"The Bone Cathedral", "Vornath the Insatiable", "The Screaming Tide",
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossNameFor picks a stable boss name from an event key (the spawn month),
|
||||||
|
// so the same Siege always reads by the same name.
|
||||||
|
func worldBossNameFor(eventKey string) string {
|
||||||
|
h := fnv.New32a()
|
||||||
|
_, _ = h.Write([]byte(eventKey))
|
||||||
|
return worldBossNames[int(h.Sum32())%len(worldBossNames)]
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Persistence ──────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func scanWorldBoss(row interface{ Scan(...any) error }) (*worldBossState, error) {
|
||||||
|
b := &worldBossState{}
|
||||||
|
err := row.Scan(&b.ID, &b.Name, &b.Tier, &b.HPMax, &b.HPCurrent, &b.Status, &b.StartsAt, &b.EndsAt)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return b, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadActiveWorldBoss returns the live Siege, or (nil, nil) if none is camped.
|
||||||
|
func loadActiveWorldBoss() (*worldBossState, error) {
|
||||||
|
b, err := scanWorldBoss(db.Get().QueryRow(
|
||||||
|
`SELECT id, name, tier, hp_max, hp_current, status, starts_at, ends_at
|
||||||
|
FROM world_boss WHERE status = 'active' ORDER BY id DESC LIMIT 1`))
|
||||||
|
if err == sql.ErrNoRows {
|
||||||
|
return nil, nil
|
||||||
|
}
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return b, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadWorldBoss reads one boss by id (history included). (nil, nil) if absent.
|
||||||
|
func loadWorldBoss(bossID int64) (*worldBossState, error) {
|
||||||
|
b, err := scanWorldBoss(db.Get().QueryRow(
|
||||||
|
`SELECT id, name, tier, hp_max, hp_current, status, starts_at, ends_at
|
||||||
|
FROM world_boss WHERE id = ?`, bossID))
|
||||||
|
if err == sql.ErrNoRows {
|
||||||
|
return nil, nil
|
||||||
|
}
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return b, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// insertWorldBoss writes a fresh active boss and returns its id.
|
||||||
|
func insertWorldBoss(name string, tier, hpMax int, startsAt, endsAt time.Time) (int64, error) {
|
||||||
|
res, err := db.Get().Exec(
|
||||||
|
`INSERT INTO world_boss (name, tier, hp_max, hp_current, status, starts_at, ends_at)
|
||||||
|
VALUES (?, ?, ?, ?, 'active', ?, ?)`,
|
||||||
|
name, tier, hpMax, hpMax, startsAt, endsAt)
|
||||||
|
if err != nil {
|
||||||
|
return 0, err
|
||||||
|
}
|
||||||
|
return res.LastInsertId()
|
||||||
|
}
|
||||||
|
|
||||||
|
// applyWorldBossDamage subtracts damage from the shared pool atomically, clamped
|
||||||
|
// at zero, only while the boss is still active. Returns the pool's new value and
|
||||||
|
// whether the pool is now down (killed). The UPDATE and the re-read are separate
|
||||||
|
// statements, so two concurrent killers can BOTH observe killed=true — that is
|
||||||
|
// fine: resolveWorldBossDefeated dedupes on the status='active' guard in
|
||||||
|
// setWorldBossStatus, so only one payout ever fires. killed is just "should the
|
||||||
|
// caller attempt resolution".
|
||||||
|
func applyWorldBossDamage(bossID int64, dmg int) (remaining int, killed bool, err error) {
|
||||||
|
if dmg < 0 {
|
||||||
|
dmg = 0
|
||||||
|
}
|
||||||
|
_, err = db.Get().Exec(
|
||||||
|
`UPDATE world_boss SET hp_current = MAX(0, hp_current - ?)
|
||||||
|
WHERE id = ? AND status = 'active'`, dmg, bossID)
|
||||||
|
if err != nil {
|
||||||
|
return 0, false, err
|
||||||
|
}
|
||||||
|
b, err := loadWorldBoss(bossID)
|
||||||
|
if err != nil || b == nil {
|
||||||
|
return 0, false, err
|
||||||
|
}
|
||||||
|
return b.HPCurrent, b.HPCurrent <= 0 && b.Status == "active", nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// setWorldBossStatus closes out a boss (defeated | survived) and stamps
|
||||||
|
// resolved_at. Guarded on status='active' so a double resolution is a no-op.
|
||||||
|
func setWorldBossStatus(bossID int64, status string) (bool, error) {
|
||||||
|
res, err := db.Get().Exec(
|
||||||
|
`UPDATE world_boss SET status = ?, resolved_at = CURRENT_TIMESTAMP
|
||||||
|
WHERE id = ? AND status = 'active'`, status, bossID)
|
||||||
|
if err != nil {
|
||||||
|
return false, err
|
||||||
|
}
|
||||||
|
n, _ := res.RowsAffected()
|
||||||
|
return n == 1, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// upsertWorldBossContrib bumps a player's tally against a boss.
|
||||||
|
func upsertWorldBossContrib(bossID int64, userID id.UserID, dmg int, dateKey string) error {
|
||||||
|
_, err := db.Get().Exec(
|
||||||
|
`INSERT INTO world_boss_contrib (boss_id, user_id, fights, damage, last_fight_date)
|
||||||
|
VALUES (?, ?, 1, ?, ?)
|
||||||
|
ON CONFLICT(boss_id, user_id) DO UPDATE SET
|
||||||
|
fights = fights + 1,
|
||||||
|
damage = damage + excluded.damage,
|
||||||
|
last_fight_date = excluded.last_fight_date`,
|
||||||
|
bossID, string(userID), dmg, dateKey)
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadWorldBossContrib reads one player's tally, or (nil, nil) if they haven't
|
||||||
|
// fought this boss.
|
||||||
|
func loadWorldBossContrib(bossID int64, userID id.UserID) (*worldBossContrib, error) {
|
||||||
|
c := &worldBossContrib{BossID: bossID, UserID: userID}
|
||||||
|
err := db.Get().QueryRow(
|
||||||
|
`SELECT fights, damage, last_fight_date FROM world_boss_contrib
|
||||||
|
WHERE boss_id = ? AND user_id = ?`, bossID, string(userID)).
|
||||||
|
Scan(&c.Fights, &c.Damage, &c.LastFightDate)
|
||||||
|
if err == sql.ErrNoRows {
|
||||||
|
return nil, nil
|
||||||
|
}
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
return c, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// loadWorldBossContribs reads every contributor to a boss, ordered by fights
|
||||||
|
// desc then damage desc (the board order).
|
||||||
|
func loadWorldBossContribs(bossID int64) ([]worldBossContrib, error) {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT user_id, fights, damage, last_fight_date FROM world_boss_contrib
|
||||||
|
WHERE boss_id = ? ORDER BY fights DESC, damage DESC`, bossID)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
var out []worldBossContrib
|
||||||
|
for rows.Next() {
|
||||||
|
c := worldBossContrib{BossID: bossID}
|
||||||
|
var uid string
|
||||||
|
if err := rows.Scan(&uid, &c.Fights, &c.Damage, &c.LastFightDate); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
c.UserID = id.UserID(uid)
|
||||||
|
out = append(out, c)
|
||||||
|
}
|
||||||
|
return out, rows.Err()
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Scaling ──────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// activePlayerIDs returns the user ids that have chatted (any message, not just
|
||||||
|
// commands) in the last `days` days — the any-chat presence signal
|
||||||
|
// (feedback_presence_is_any_chat), read off the streaks plugin's daily_activity
|
||||||
|
// table.
|
||||||
|
func activePlayerIDs(days int) ([]id.UserID, error) {
|
||||||
|
cutoff := time.Now().UTC().AddDate(0, 0, -days).Format("2006-01-02")
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT DISTINCT user_id FROM daily_activity WHERE date >= ?`, cutoff)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
var out []id.UserID
|
||||||
|
for rows.Next() {
|
||||||
|
var uid string
|
||||||
|
if err := rows.Scan(&uid); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
out = append(out, id.UserID(uid))
|
||||||
|
}
|
||||||
|
return out, rows.Err()
|
||||||
|
}
|
||||||
|
|
||||||
|
// combinedAdvLevel is the same "how strong is this adventurer" reducer TwinBee
|
||||||
|
// uses — combat level plus the three gathering skills.
|
||||||
|
func combinedAdvLevel(c *AdventureCharacter) int {
|
||||||
|
return dndLevelForUser(c.UserID) + c.MiningSkill + c.ForagingSkill + c.FishingSkill
|
||||||
|
}
|
||||||
|
|
||||||
|
// medianInt returns the median of a sorted-or-not int slice (0 for empty).
|
||||||
|
func medianInt(xs []int) int {
|
||||||
|
if len(xs) == 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
s := append([]int(nil), xs...)
|
||||||
|
sort.Ints(s)
|
||||||
|
mid := len(s) / 2
|
||||||
|
if len(s)%2 == 1 {
|
||||||
|
return s[mid]
|
||||||
|
}
|
||||||
|
return (s[mid-1] + s[mid]) / 2
|
||||||
|
}
|
||||||
|
|
||||||
|
// tierForCombinedLevel buckets a combined adventure level to a zone tier, floored
|
||||||
|
// at worldBossMinTier. Same thresholds as twinBeeMaxTier (combined 12 → T4,
|
||||||
|
// 21 → T5), applied here to the median rather than the max.
|
||||||
|
func tierForCombinedLevel(level int) int {
|
||||||
|
switch {
|
||||||
|
case level >= 21:
|
||||||
|
return 5
|
||||||
|
case level >= 12:
|
||||||
|
return 4
|
||||||
|
default:
|
||||||
|
return worldBossMinTier
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// groupInt renders an int with thousands separators (no currency symbol),
|
||||||
|
// reusing fmtEuro's grouping.
|
||||||
|
func groupInt(n int) string {
|
||||||
|
return strings.TrimPrefix(fmtEuro(n), "€")
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossSpawnPlan computes the boss's tier and pool HP from the players active
|
||||||
|
// in the presence window. Returns the tier, HP, and the active-player count that
|
||||||
|
// drove the sizing (0 players ⇒ a floor boss so a manual spawn still works).
|
||||||
|
func worldBossSpawnPlan() (tier, hpMax, activeN int) {
|
||||||
|
ids, err := activePlayerIDs(worldBossPresenceDays)
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("worldboss: active player lookup failed", "err", err)
|
||||||
|
}
|
||||||
|
active := make(map[id.UserID]bool, len(ids))
|
||||||
|
for _, uid := range ids {
|
||||||
|
active[uid] = true
|
||||||
|
}
|
||||||
|
chars, err := loadAllAdvCharacters()
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("worldboss: char load failed", "err", err)
|
||||||
|
}
|
||||||
|
var levels []int
|
||||||
|
for i := range chars {
|
||||||
|
c := &chars[i]
|
||||||
|
if !active[c.UserID] || !c.Alive {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
levels = append(levels, combinedAdvLevel(c))
|
||||||
|
}
|
||||||
|
activeN = len(levels)
|
||||||
|
tier = tierForCombinedLevel(medianInt(levels))
|
||||||
|
|
||||||
|
bouts := int(float64(max(activeN, 1)) * worldBossBoutsPerPlayer)
|
||||||
|
if bouts < worldBossMinBouts {
|
||||||
|
bouts = worldBossMinBouts
|
||||||
|
}
|
||||||
|
if bouts > worldBossMaxBouts {
|
||||||
|
bouts = worldBossMaxBouts
|
||||||
|
}
|
||||||
|
perBout, _, _, _, _ := arenaTierBaseStats(tier)
|
||||||
|
hpMax = perBout * bouts
|
||||||
|
return tier, hpMax, activeN
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossTemplate builds the disposable per-bout enemy stat block. The shared
|
||||||
|
// pool lives in world_boss.hp_current; this template is just the thing a single
|
||||||
|
// player swings at, so its own HP is the arena tier's boss HP — beatable in a
|
||||||
|
// bout, which lets a strong player land a full boss's worth of damage on the
|
||||||
|
// pool.
|
||||||
|
func worldBossTemplate(name string, tier int) DnDMonsterTemplate {
|
||||||
|
hp, ac, atk, ab, cr := arenaTierBaseStats(tier)
|
||||||
|
return DnDMonsterTemplate{
|
||||||
|
ID: fmt.Sprintf("worldboss_t%d", tier),
|
||||||
|
Name: name,
|
||||||
|
CR: cr,
|
||||||
|
HP: hp,
|
||||||
|
AC: ac,
|
||||||
|
Attack: atk,
|
||||||
|
AttackBonus: ab,
|
||||||
|
Speed: 12,
|
||||||
|
BlockRate: 0.05,
|
||||||
|
XPValue: arenaTiers[tier-1].BattleXP * 5,
|
||||||
|
Notes: "the Siege",
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Lifecycle ────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// spawnWorldBoss mints a fresh Siege and announces it. It refuses if one is
|
||||||
|
// already camped (only one at a time). eventKey names the boss deterministically
|
||||||
|
// (the spawn month for the auto path, a stamp for a manual one).
|
||||||
|
func (p *AdventurePlugin) spawnWorldBoss(eventKey string) (*worldBossState, error) {
|
||||||
|
if existing, err := loadActiveWorldBoss(); err != nil {
|
||||||
|
return nil, err
|
||||||
|
} else if existing != nil {
|
||||||
|
return existing, fmt.Errorf("a world boss is already active")
|
||||||
|
}
|
||||||
|
tier, hpMax, activeN := worldBossSpawnPlan()
|
||||||
|
name := worldBossNameFor(eventKey)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
ends := now.Add(worldBossWindow)
|
||||||
|
bossID, err := insertWorldBoss(name, tier, hpMax, now, ends)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
boss, err := loadWorldBoss(bossID)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
p.announceWorldBossSpawn(boss, activeN)
|
||||||
|
slog.Info("worldboss: spawned", "id", bossID, "name", name, "tier", tier, "hp", hpMax, "activeN", activeN)
|
||||||
|
return boss, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossTick rides the 1-minute event ticker. It auto-spawns a boss on the
|
||||||
|
// first of each UTC month and resolves a live boss whose window has lapsed. The
|
||||||
|
// defeat path is not here — a bout crossing the pool to zero resolves inline
|
||||||
|
// (W2), because the ticker never sees the pool between two 60s reads.
|
||||||
|
func (p *AdventurePlugin) worldBossTick() {
|
||||||
|
boss, err := loadActiveWorldBoss()
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("worldboss: tick load failed", "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
now := time.Now().UTC()
|
||||||
|
if boss != nil {
|
||||||
|
// Safety net: a killing blow commits the pool to 0 inline, but if the
|
||||||
|
// process died (or was redeployed) before the bout resolved the status,
|
||||||
|
// the boss is left active/0-HP. Resolve it as the defeat it was — never
|
||||||
|
// let the survive branch below debit the pot for a boss the town killed.
|
||||||
|
if boss.HPCurrent <= 0 {
|
||||||
|
p.resolveWorldBossDefeated(boss)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if now.After(boss.EndsAt) {
|
||||||
|
p.resolveWorldBossSurvived(boss)
|
||||||
|
}
|
||||||
|
return
|
||||||
|
}
|
||||||
|
// No boss camped — auto-spawn on the 1st of the month, once.
|
||||||
|
if now.Day() != 1 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
monthKey := now.Format("2006-01")
|
||||||
|
if db.JobCompleted("worldboss_spawn", monthKey) {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if _, err := p.spawnWorldBoss(monthKey); err != nil {
|
||||||
|
slog.Warn("worldboss: auto-spawn failed", "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
db.MarkJobCompleted("worldboss_spawn", monthKey)
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Resolution ───────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// worldBossPayout is one contributor's minted defeat reward.
|
||||||
|
type worldBossPayout struct {
|
||||||
|
UserID id.UserID
|
||||||
|
Fights int
|
||||||
|
Euro int
|
||||||
|
}
|
||||||
|
|
||||||
|
// computeWorldBossPayouts scales the minted bounty by fights fought (not damage —
|
||||||
|
// accessibility). Pure so the split is testable without a euro/Matrix stub.
|
||||||
|
func computeWorldBossPayouts(contribs []worldBossContrib, baseEuro int) []worldBossPayout {
|
||||||
|
out := make([]worldBossPayout, 0, len(contribs))
|
||||||
|
for _, c := range contribs {
|
||||||
|
if c.Fights <= 0 {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
out = append(out, worldBossPayout{UserID: c.UserID, Fights: c.Fights, Euro: baseEuro * c.Fights})
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
// resolveWorldBossDefeated pays every contributor a minted bounty scaled by
|
||||||
|
// fights, plus a consumable cache and one low-rate treasure roll each, then
|
||||||
|
// announces the kill. Guarded so it fires once.
|
||||||
|
func (p *AdventurePlugin) resolveWorldBossDefeated(boss *worldBossState) {
|
||||||
|
won, err := setWorldBossStatus(boss.ID, "defeated")
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("worldboss: defeat close-out failed", "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if !won {
|
||||||
|
return // someone else already resolved it
|
||||||
|
}
|
||||||
|
contribs, err := loadWorldBossContribs(boss.ID)
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("worldboss: contrib load failed", "err", err)
|
||||||
|
}
|
||||||
|
payouts := computeWorldBossPayouts(contribs, worldBossDefeatBaseEuro)
|
||||||
|
treasureZone := worldBossTreasureZone(boss.Tier)
|
||||||
|
for _, pay := range payouts {
|
||||||
|
p.euro.Credit(pay.UserID, float64(pay.Euro), "worldboss_bounty")
|
||||||
|
for _, item := range consumableCache(boss.Tier, worldBossCacheSize) {
|
||||||
|
it := item
|
||||||
|
p.grantZoneItem(pay.UserID, &it, "🧪")
|
||||||
|
}
|
||||||
|
if treasureZone != "" {
|
||||||
|
p.rollZoneTreasure(pay.UserID, treasureZone, worldBossTreasureWeight)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
p.announceWorldBossDefeated(boss, payouts)
|
||||||
|
slog.Info("worldboss: defeated", "id", boss.ID, "contributors", len(payouts))
|
||||||
|
}
|
||||||
|
|
||||||
|
// resolveWorldBossSurvived debits the community pot as a tribute (a sink) and
|
||||||
|
// announces the town's loss. Guarded so it fires once.
|
||||||
|
func (p *AdventurePlugin) resolveWorldBossSurvived(boss *worldBossState) {
|
||||||
|
won, err := setWorldBossStatus(boss.ID, "survived")
|
||||||
|
if err != nil {
|
||||||
|
slog.Warn("worldboss: survive close-out failed", "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if !won {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
tribute := int(float64(communityPotBalance()) * worldBossTributePct)
|
||||||
|
paid := 0
|
||||||
|
if tribute > 0 && communityPotDebit(tribute) {
|
||||||
|
paid = tribute
|
||||||
|
}
|
||||||
|
p.announceWorldBossSurvived(boss, paid)
|
||||||
|
slog.Info("worldboss: survived", "id", boss.ID, "tribute", paid)
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossTreasureZone maps the boss tier to a representative zone whose treasure
|
||||||
|
// table the defeat roll draws from. "" if no zone of that tier exists.
|
||||||
|
func worldBossTreasureZone(tier int) ZoneID {
|
||||||
|
zs := zonesByTier(ZoneTier(tier))
|
||||||
|
if len(zs) == 0 {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
return zs[0].ID
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Announcements (games room) ───────────────────────────────────────────────
|
||||||
|
|
||||||
|
// announceWorldBoss posts to the shared games room. No-op if GAMES_ROOM is unset.
|
||||||
|
func (p *AdventurePlugin) announceWorldBoss(text string) {
|
||||||
|
gr := gamesRoom()
|
||||||
|
if gr == "" {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if err := p.SendMessage(gr, text); err != nil {
|
||||||
|
slog.Warn("worldboss: games-room announce failed", "err", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) announceWorldBossSpawn(boss *worldBossState, activeN int) {
|
||||||
|
p.announceWorldBoss(fmt.Sprintf(
|
||||||
|
"⚔️ **The Siege has begun!** **%s** (Tier %d) camps outside town with **%s HP**.\n"+
|
||||||
|
"Everyone gets **one bout per day** for the next 72 hours — `!adventure worldboss fight`. "+
|
||||||
|
"Every hit chips the shared pool. Fell it together for a bounty; let it stand and it loots the town.",
|
||||||
|
boss.Name, boss.Tier, groupInt(boss.HPMax)))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) announceWorldBossDefeated(boss *worldBossState, payouts []worldBossPayout) {
|
||||||
|
var top string
|
||||||
|
if len(payouts) > 0 {
|
||||||
|
top = fmt.Sprintf(" Top of the muster: %s (%d fights).",
|
||||||
|
p.DisplayName(payouts[0].UserID), payouts[0].Fights)
|
||||||
|
}
|
||||||
|
p.announceWorldBoss(fmt.Sprintf(
|
||||||
|
"🏆 **%s has fallen!** %d adventurer(s) brought it down.%s\n"+
|
||||||
|
"Bounties, supply caches, and salvage have been paid out to everyone who fought.",
|
||||||
|
boss.Name, len(payouts), top))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (p *AdventurePlugin) announceWorldBossSurvived(boss *worldBossState, tribute int) {
|
||||||
|
msg := fmt.Sprintf("💀 **%s still stands.** The Siege is over — the town could not bring it down.", boss.Name)
|
||||||
|
if tribute > 0 {
|
||||||
|
msg += fmt.Sprintf(" It loots **€%s** from the community pot on its way out.", groupInt(tribute))
|
||||||
|
}
|
||||||
|
p.announceWorldBoss(msg)
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Player command (W2) ──────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// handleWorldBossCmd routes `!adventure worldboss [status|fight|spawn]` (alias
|
||||||
|
// `!adventure siege …`). Bare / "status" shows the board; "fight" takes today's
|
||||||
|
// bout; "spawn" is an operator override.
|
||||||
|
func (p *AdventurePlugin) handleWorldBossCmd(ctx MessageContext, args string) error {
|
||||||
|
switch strings.ToLower(strings.TrimSpace(args)) {
|
||||||
|
case "", "status":
|
||||||
|
return p.worldBossStatusDM(ctx)
|
||||||
|
case "fight":
|
||||||
|
return p.fightWorldBoss(ctx)
|
||||||
|
case "spawn":
|
||||||
|
return p.worldBossOperatorSpawn(ctx)
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, "Usage: `!adventure worldboss [status|fight]`")
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossOperatorSpawn lets an admin start a Siege on demand (the override half
|
||||||
|
// of the "both" spawn decision). Silent to non-admins, like the other admin
|
||||||
|
// commands.
|
||||||
|
func (p *AdventurePlugin) worldBossOperatorSpawn(ctx MessageContext) error {
|
||||||
|
if !p.IsAdmin(ctx.Sender) {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
key := "manual-" + time.Now().UTC().Format("2006-01-02T15:04")
|
||||||
|
boss, err := p.spawnWorldBoss(key)
|
||||||
|
if err != nil {
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf("Could not spawn the Siege: %v", err))
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||||
|
"Spawned **%s** (Tier %d, %s HP). It camps for 72 hours.",
|
||||||
|
boss.Name, boss.Tier, groupInt(boss.HPMax)))
|
||||||
|
}
|
||||||
|
|
||||||
|
// fightWorldBoss runs one player's daily bout against the Siege: an arena-style
|
||||||
|
// solo fight whose damage is subtracted from the shared pool win or lose. Real
|
||||||
|
// HP cost, no death — a loss leaves the fighter battered (floored at 1 HP) but
|
||||||
|
// standing. The per-user lock serialises a player's own repeat submits, so the
|
||||||
|
// once-per-day gate can't be raced by a double-tap.
|
||||||
|
func (p *AdventurePlugin) fightWorldBoss(ctx MessageContext) error {
|
||||||
|
userMu := p.advUserLock(ctx.Sender)
|
||||||
|
userMu.Lock()
|
||||||
|
defer userMu.Unlock()
|
||||||
|
|
||||||
|
boss, err := loadActiveWorldBoss()
|
||||||
|
if err != nil {
|
||||||
|
return p.SendDM(ctx.Sender, "Something went wrong reaching the Siege. Try again in a moment.")
|
||||||
|
}
|
||||||
|
if boss == nil {
|
||||||
|
return p.SendDM(ctx.Sender, "No Siege is camped outside town right now.")
|
||||||
|
}
|
||||||
|
|
||||||
|
char, err := loadAdvCharacter(ctx.Sender)
|
||||||
|
if err != nil || char == nil {
|
||||||
|
return p.SendDM(ctx.Sender, "You need an adventurer first — type `!adventure` to begin.")
|
||||||
|
}
|
||||||
|
if !char.Alive {
|
||||||
|
return p.SendDM(ctx.Sender, "You're dead. The Siege will have to wait until you're back on your feet.")
|
||||||
|
}
|
||||||
|
|
||||||
|
today := time.Now().UTC().Format("2006-01-02")
|
||||||
|
if worldBossBoutUsedToday(boss.ID, ctx.Sender, today) {
|
||||||
|
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
||||||
|
"You've already taken your bout against **%s** today. Come back tomorrow — one fight per day.", boss.Name))
|
||||||
|
}
|
||||||
|
|
||||||
|
bout, err := p.resolveWorldBossBout(ctx.Sender, boss, today)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("worldboss: bout failed", "user", ctx.Sender, "err", err)
|
||||||
|
return p.SendDM(ctx.Sender, "The Siege combat hit an error. Try again in a moment.")
|
||||||
|
}
|
||||||
|
|
||||||
|
// Resolve a defeat BEFORE streaming the (multi-second) narration. The pool is
|
||||||
|
// already committed to 0; flipping the status now closes the window where a
|
||||||
|
// crash or the ticker's survive path could resolve a killed boss as a
|
||||||
|
// survival and debit the pot instead of paying bounties.
|
||||||
|
if bout.Killed {
|
||||||
|
p.resolveWorldBossDefeated(boss)
|
||||||
|
}
|
||||||
|
|
||||||
|
playerName, _ := loadDisplayName(ctx.Sender)
|
||||||
|
if playerName == "" {
|
||||||
|
playerName = "You"
|
||||||
|
}
|
||||||
|
phaseMessages := append([]string{
|
||||||
|
fmt.Sprintf("⚔️ **The Siege — %s** (Tier %d)", boss.Name, boss.Tier),
|
||||||
|
}, RenderCombatLog(bout.Combat, playerName, boss.Name)...)
|
||||||
|
|
||||||
|
var footer string
|
||||||
|
if bout.Killed {
|
||||||
|
footer = fmt.Sprintf("💥 You deal **%d** damage — the killing blow! **%s** falls!", bout.Damage, boss.Name)
|
||||||
|
} else {
|
||||||
|
footer = fmt.Sprintf("💥 You deal **%d** damage. **%s** has **%s / %s HP** left.",
|
||||||
|
bout.Damage, boss.Name, groupInt(bout.Remaining), groupInt(boss.HPMax))
|
||||||
|
}
|
||||||
|
if bout.Battered {
|
||||||
|
footer += "\nYou stagger out of the fight at 1 HP — rest up before your next outing."
|
||||||
|
}
|
||||||
|
|
||||||
|
<-p.sendZoneCombatMessages(ctx.Sender, phaseMessages, footer)
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossBoutUsedToday reports whether a player has already spent their daily
|
||||||
|
// bout against this boss.
|
||||||
|
func worldBossBoutUsedToday(bossID int64, userID id.UserID, dateKey string) bool {
|
||||||
|
c, err := loadWorldBossContrib(bossID, userID)
|
||||||
|
return err == nil && c != nil && c.LastFightDate == dateKey
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossBoutResult is the outcome of one resolved bout, before narration.
|
||||||
|
type worldBossBoutResult struct {
|
||||||
|
Damage int
|
||||||
|
Remaining int
|
||||||
|
Killed bool
|
||||||
|
Battered bool
|
||||||
|
Combat CombatResult
|
||||||
|
}
|
||||||
|
|
||||||
|
// resolveWorldBossBout runs the arena-style fight, applies the real HP cost with
|
||||||
|
// the no-death floor, subtracts the damage dealt from the shared pool, and
|
||||||
|
// records the contribution. It performs no DM or games-room I/O, so it is the
|
||||||
|
// testable core of fightWorldBoss.
|
||||||
|
func (p *AdventurePlugin) resolveWorldBossBout(userID id.UserID, boss *worldBossState, dateKey string) (worldBossBoutResult, error) {
|
||||||
|
monster := worldBossTemplate(boss.Name, boss.Tier)
|
||||||
|
result, err := p.runZoneCombat(userID, monster, boss.Tier, bossCombatPhases, 50)
|
||||||
|
if err != nil {
|
||||||
|
return worldBossBoutResult{}, err
|
||||||
|
}
|
||||||
|
|
||||||
|
// No death / no hospital: floor the fighter at 1 HP so a loss never reads as
|
||||||
|
// a corpse. runZoneCombat already persisted the real HP cost.
|
||||||
|
battered := floorHPAtOne(userID)
|
||||||
|
|
||||||
|
dmg := result.EnemyEntryHP - result.EnemyEndHP
|
||||||
|
if dmg < 0 {
|
||||||
|
dmg = 0
|
||||||
|
}
|
||||||
|
// Record the contribution (which also sets the once-per-day gate) BEFORE
|
||||||
|
// draining the shared pool. If this write fails we must not have already
|
||||||
|
// drained the pool — otherwise the player could refight a pool they emptied
|
||||||
|
// and lose the credit for it. A hard error here aborts the bout; the HP cost
|
||||||
|
// was already paid, but the pool is untouched and the player can retry.
|
||||||
|
if err := upsertWorldBossContrib(boss.ID, userID, dmg, dateKey); err != nil {
|
||||||
|
return worldBossBoutResult{}, err
|
||||||
|
}
|
||||||
|
remaining, killed, err := applyWorldBossDamage(boss.ID, dmg)
|
||||||
|
if err != nil {
|
||||||
|
return worldBossBoutResult{}, err
|
||||||
|
}
|
||||||
|
return worldBossBoutResult{
|
||||||
|
Damage: dmg, Remaining: remaining, Killed: killed, Battered: battered, Combat: result,
|
||||||
|
}, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// floorHPAtOne raises a player to 1 HP if the fight left them at zero, and
|
||||||
|
// reports whether it had to. Keeps "no death" honest without undoing the real
|
||||||
|
// HP cost of a bout the player mostly survived. Shared by the two no-death
|
||||||
|
// fights: the world-boss bout and a Mischief Makers delivery.
|
||||||
|
func floorHPAtOne(userID id.UserID) bool {
|
||||||
|
cur, _ := dndHPSnapshot(userID)
|
||||||
|
if cur > 0 {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
if _, err := db.Get().Exec(
|
||||||
|
`UPDATE dnd_character SET hp_current = 1, updated_at = CURRENT_TIMESTAMP WHERE user_id = ?`,
|
||||||
|
string(userID)); err != nil {
|
||||||
|
slog.Warn("worldboss: hp floor failed", "user", userID, "err", err)
|
||||||
|
}
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
|
// worldBossStatusDM renders the current Siege board to the caller.
|
||||||
|
func (p *AdventurePlugin) worldBossStatusDM(ctx MessageContext) error {
|
||||||
|
boss, err := loadActiveWorldBoss()
|
||||||
|
if err != nil {
|
||||||
|
return p.SendDM(ctx.Sender, "Something went wrong reaching the Siege. Try again in a moment.")
|
||||||
|
}
|
||||||
|
if boss == nil {
|
||||||
|
return p.SendDM(ctx.Sender,
|
||||||
|
"No Siege is camped outside town right now. The next one arrives at the start of the month.")
|
||||||
|
}
|
||||||
|
|
||||||
|
var sb strings.Builder
|
||||||
|
pct := 0
|
||||||
|
if boss.HPMax > 0 {
|
||||||
|
pct = boss.HPCurrent * 100 / boss.HPMax
|
||||||
|
}
|
||||||
|
fmt.Fprintf(&sb, "⚔️ **The Siege — %s** (Tier %d)\n", boss.Name, boss.Tier)
|
||||||
|
fmt.Fprintf(&sb, "Pool: **%s / %s HP** (%d%%)\n", groupInt(boss.HPCurrent), groupInt(boss.HPMax), pct)
|
||||||
|
if left := time.Until(boss.EndsAt); left > 0 {
|
||||||
|
h := int(left.Hours())
|
||||||
|
m := int(left.Minutes()) % 60
|
||||||
|
fmt.Fprintf(&sb, "Time left: **%dh %dm**\n", h, m)
|
||||||
|
}
|
||||||
|
|
||||||
|
today := time.Now().UTC().Format("2006-01-02")
|
||||||
|
if c, _ := loadWorldBossContrib(boss.ID, ctx.Sender); c != nil {
|
||||||
|
line := fmt.Sprintf("\nYou: %d fight(s), %s damage dealt.", c.Fights, groupInt(c.Damage))
|
||||||
|
if c.LastFightDate == today {
|
||||||
|
line += " Your bout is spent for today."
|
||||||
|
} else {
|
||||||
|
line += " Your bout is ready — `!adventure worldboss fight`."
|
||||||
|
}
|
||||||
|
sb.WriteString(line + "\n")
|
||||||
|
} else {
|
||||||
|
sb.WriteString("\nYou haven't fought yet — `!adventure worldboss fight`.\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
if contribs, _ := loadWorldBossContribs(boss.ID); len(contribs) > 0 {
|
||||||
|
sb.WriteString("\n**Top of the muster:**\n")
|
||||||
|
for i, c := range contribs {
|
||||||
|
if i >= 5 {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
fmt.Fprintf(&sb, "%d. %s — %d fight(s)\n", i+1, p.DisplayName(c.UserID), c.Fights)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return p.SendDM(ctx.Sender, sb.String())
|
||||||
|
}
|
||||||
417
internal/plugin/adventure_worldboss_test.go
Normal file
417
internal/plugin/adventure_worldboss_test.go
Normal file
@@ -0,0 +1,417 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"testing"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func newWorldBossTestDB(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
dir := t.TempDir()
|
||||||
|
db.Close()
|
||||||
|
if err := db.Init(dir); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Cleanup(db.Close)
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestWorldBossName_DeterministicAndInPool(t *testing.T) {
|
||||||
|
first := worldBossNameFor("2026-07")
|
||||||
|
if again := worldBossNameFor("2026-07"); again != first {
|
||||||
|
t.Errorf("name not deterministic: %q vs %q", first, again)
|
||||||
|
}
|
||||||
|
inPool := false
|
||||||
|
for _, n := range worldBossNames {
|
||||||
|
if n == first {
|
||||||
|
inPool = true
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !inPool {
|
||||||
|
t.Errorf("generated name %q not in worldBossNames pool", first)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestMedianInt(t *testing.T) {
|
||||||
|
cases := []struct {
|
||||||
|
in []int
|
||||||
|
want int
|
||||||
|
}{
|
||||||
|
{nil, 0},
|
||||||
|
{[]int{5}, 5},
|
||||||
|
{[]int{3, 1, 2}, 2}, // odd, unsorted
|
||||||
|
{[]int{4, 2, 8, 6}, 5}, // even → mean of the two middles (4,6)
|
||||||
|
{[]int{10, 10, 10, 10}, 10}, // even, all equal
|
||||||
|
}
|
||||||
|
for _, c := range cases {
|
||||||
|
if got := medianInt(c.in); got != c.want {
|
||||||
|
t.Errorf("medianInt(%v) = %d, want %d", c.in, got, c.want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestTierForCombinedLevel(t *testing.T) {
|
||||||
|
cases := []struct{ level, want int }{
|
||||||
|
{0, worldBossMinTier},
|
||||||
|
{11, worldBossMinTier},
|
||||||
|
{12, 4},
|
||||||
|
{20, 4},
|
||||||
|
{21, 5},
|
||||||
|
{99, 5},
|
||||||
|
}
|
||||||
|
for _, c := range cases {
|
||||||
|
if got := tierForCombinedLevel(c.level); got != c.want {
|
||||||
|
t.Errorf("tierForCombinedLevel(%d) = %d, want %d", c.level, got, c.want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestWorldBoss_InsertLoadRoundTrip(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
now := time.Now().UTC().Truncate(time.Second)
|
||||||
|
id0, err := insertWorldBoss("Gorloth", 5, 2400, now, now.Add(worldBossWindow))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
active, err := loadActiveWorldBoss()
|
||||||
|
if err != nil || active == nil {
|
||||||
|
t.Fatalf("loadActiveWorldBoss: %v (nil=%v)", err, active == nil)
|
||||||
|
}
|
||||||
|
if active.ID != id0 || active.Name != "Gorloth" || active.Tier != 5 ||
|
||||||
|
active.HPMax != 2400 || active.HPCurrent != 2400 || active.Status != "active" {
|
||||||
|
t.Errorf("round-trip mismatch: %+v", active)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestApplyWorldBossDamage_ClampsAndFells(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
bossID, err := insertWorldBoss("Kravok", 3, 100, now, now.Add(worldBossWindow))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
rem, killed, err := applyWorldBossDamage(bossID, 40)
|
||||||
|
if err != nil || rem != 60 || killed {
|
||||||
|
t.Fatalf("first hit: rem=%d killed=%v err=%v (want 60,false)", rem, killed, err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Overkill clamps at 0 and reports the fell.
|
||||||
|
rem, killed, err = applyWorldBossDamage(bossID, 999)
|
||||||
|
if err != nil || rem != 0 || !killed {
|
||||||
|
t.Fatalf("overkill: rem=%d killed=%v err=%v (want 0,true)", rem, killed, err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Negative damage is treated as zero.
|
||||||
|
if rem, _, err := applyWorldBossDamage(bossID, -5); err != nil || rem != 0 {
|
||||||
|
t.Fatalf("negative: rem=%d err=%v", rem, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestSetWorldBossStatus_ResolvesOnce(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
bossID, err := insertWorldBoss("Ymirok", 4, 500, now, now.Add(worldBossWindow))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if ok, err := setWorldBossStatus(bossID, "defeated"); err != nil || !ok {
|
||||||
|
t.Fatalf("first close-out: ok=%v err=%v (want true)", ok, err)
|
||||||
|
}
|
||||||
|
// A second close-out is a no-op — the boss is no longer active.
|
||||||
|
if ok, err := setWorldBossStatus(bossID, "survived"); err != nil || ok {
|
||||||
|
t.Fatalf("double close-out: ok=%v err=%v (want false)", ok, err)
|
||||||
|
}
|
||||||
|
// And damage no longer lands on a resolved boss.
|
||||||
|
if rem, killed, _ := applyWorldBossDamage(bossID, 500); rem != 500 || killed {
|
||||||
|
t.Errorf("damage on resolved boss changed pool: rem=%d killed=%v", rem, killed)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestWorldBossContrib_UpsertAccumulates(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
user := id.UserID("@a:test.invalid")
|
||||||
|
if err := upsertWorldBossContrib(1, user, 30, "2026-07-01"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if err := upsertWorldBossContrib(1, user, 45, "2026-07-02"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
c, err := loadWorldBossContrib(1, user)
|
||||||
|
if err != nil || c == nil {
|
||||||
|
t.Fatalf("load: %v (nil=%v)", err, c == nil)
|
||||||
|
}
|
||||||
|
if c.Fights != 2 || c.Damage != 75 || c.LastFightDate != "2026-07-02" {
|
||||||
|
t.Errorf("accumulate mismatch: %+v", c)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestLoadWorldBossContribs_OrderedByFights(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
a := id.UserID("@a:test.invalid")
|
||||||
|
b := id.UserID("@b:test.invalid")
|
||||||
|
// a: 1 fight; b: 2 fights → b sorts first.
|
||||||
|
upsertWorldBossContrib(7, a, 100, "2026-07-01")
|
||||||
|
upsertWorldBossContrib(7, b, 10, "2026-07-01")
|
||||||
|
upsertWorldBossContrib(7, b, 10, "2026-07-02")
|
||||||
|
got, err := loadWorldBossContribs(7)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if len(got) != 2 || got[0].UserID != b || got[1].UserID != a {
|
||||||
|
t.Errorf("order = %+v, want b then a", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestComputeWorldBossPayouts_ScalesByFights(t *testing.T) {
|
||||||
|
contribs := []worldBossContrib{
|
||||||
|
{UserID: "@a:t", Fights: 3, Damage: 999},
|
||||||
|
{UserID: "@b:t", Fights: 1, Damage: 10},
|
||||||
|
{UserID: "@c:t", Fights: 0, Damage: 0}, // no fights → no payout
|
||||||
|
}
|
||||||
|
pays := computeWorldBossPayouts(contribs, 1000)
|
||||||
|
if len(pays) != 2 {
|
||||||
|
t.Fatalf("got %d payouts, want 2 (zero-fight excluded)", len(pays))
|
||||||
|
}
|
||||||
|
if pays[0].Euro != 3000 || pays[1].Euro != 1000 {
|
||||||
|
t.Errorf("payouts = %d,%d want 3000,1000", pays[0].Euro, pays[1].Euro)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestWorldBossSpawnPlan_SizesToActiveTown seeds three active max-level players
|
||||||
|
// and checks the boss is T5 with a pool scaled to the turnout.
|
||||||
|
func TestWorldBossSpawnPlan_SizesToActiveTown(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
today := time.Now().UTC().Format("2006-01-02")
|
||||||
|
for _, u := range []string{"@a:test.invalid", "@b:test.invalid", "@c:test.invalid"} {
|
||||||
|
c := &AdventureCharacter{UserID: id.UserID(u), DisplayName: "P", Alive: true,
|
||||||
|
ForagingSkill: 30, CreatedAt: time.Now().UTC()}
|
||||||
|
if err := saveAdvCharacter(c); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if _, err := db.Get().Exec(
|
||||||
|
`INSERT INTO daily_activity (user_id, date, message_count) VALUES (?, ?, 1)`,
|
||||||
|
u, today); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
tier, hpMax, activeN := worldBossSpawnPlan()
|
||||||
|
if activeN != 3 {
|
||||||
|
t.Errorf("activeN = %d, want 3", activeN)
|
||||||
|
}
|
||||||
|
if tier != 5 {
|
||||||
|
t.Errorf("tier = %d, want 5 (combined >= 21)", tier)
|
||||||
|
}
|
||||||
|
// bouts = 3 × 2.0 = 6; perBout at T5 = 400 → pool 2400.
|
||||||
|
perBout, _, _, _, _ := arenaTierBaseStats(5)
|
||||||
|
if want := perBout * 6; hpMax != want {
|
||||||
|
t.Errorf("hpMax = %d, want %d", hpMax, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestWorldBossSpawnPlan_EmptyTownGetsFloorBoss: no active players still yields a
|
||||||
|
// beatable floor boss so a manual spawn works.
|
||||||
|
func TestWorldBossSpawnPlan_EmptyTownGetsFloorBoss(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
tier, hpMax, activeN := worldBossSpawnPlan()
|
||||||
|
if activeN != 0 {
|
||||||
|
t.Errorf("activeN = %d, want 0", activeN)
|
||||||
|
}
|
||||||
|
if tier != worldBossMinTier {
|
||||||
|
t.Errorf("tier = %d, want floor %d", tier, worldBossMinTier)
|
||||||
|
}
|
||||||
|
perBout, _, _, _, _ := arenaTierBaseStats(worldBossMinTier)
|
||||||
|
if want := perBout * worldBossMinBouts; hpMax != want {
|
||||||
|
t.Errorf("hpMax = %d, want %d (min bouts floor)", hpMax, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestSpawnWorldBoss_RefusesWhenOneIsActive(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
first, err := p.spawnWorldBoss("2026-07")
|
||||||
|
if err != nil || first == nil {
|
||||||
|
t.Fatalf("first spawn: %v (nil=%v)", err, first == nil)
|
||||||
|
}
|
||||||
|
second, err := p.spawnWorldBoss("2026-07")
|
||||||
|
if err == nil {
|
||||||
|
t.Error("second spawn should refuse while one is active")
|
||||||
|
}
|
||||||
|
if second == nil || second.ID != first.ID {
|
||||||
|
t.Error("refusal should return the existing active boss")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestResolveWorldBossSurvived_DebitsPot exercises the survive path end to end:
|
||||||
|
// the boss closes out and the pot loses its tribute.
|
||||||
|
func TestResolveWorldBossSurvived_DebitsPot(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
communityPotAdd(1000)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
bossID, err := insertWorldBoss("Vornath", 5, 2400, now.Add(-worldBossWindow), now.Add(-time.Hour))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
boss, _ := loadWorldBoss(bossID)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
p.resolveWorldBossSurvived(boss)
|
||||||
|
|
||||||
|
after, _ := loadWorldBoss(bossID)
|
||||||
|
if after.Status != "survived" {
|
||||||
|
t.Errorf("status = %q, want survived", after.Status)
|
||||||
|
}
|
||||||
|
// tribute = 20% of 1000 = 200 → pot left with 800.
|
||||||
|
if bal := communityPotBalance(); bal != 800 {
|
||||||
|
t.Errorf("pot = %d, want 800 after 20%% tribute", bal)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── W2: the bout ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func fightableChar(t *testing.T, uid id.UserID) {
|
||||||
|
t.Helper()
|
||||||
|
if err := createAdvCharacter(uid, "boxer"); err != nil {
|
||||||
|
t.Fatalf("createAdvCharacter: %v", err)
|
||||||
|
}
|
||||||
|
c := &DnDCharacter{
|
||||||
|
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 12,
|
||||||
|
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
|
||||||
|
HPMax: 120, HPCurrent: 120, ArmorClass: 18,
|
||||||
|
}
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestWorldBossFloorHP(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
uid := id.UserID("@floor:test.invalid")
|
||||||
|
fightableChar(t, uid)
|
||||||
|
if floorHPAtOne(uid) {
|
||||||
|
t.Error("floor should be a no-op above 0 HP")
|
||||||
|
}
|
||||||
|
if _, err := db.Get().Exec(`UPDATE dnd_character SET hp_current = 0 WHERE user_id = ?`, string(uid)); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if !floorHPAtOne(uid) {
|
||||||
|
t.Error("floor should raise a 0-HP fighter")
|
||||||
|
}
|
||||||
|
if cur, _ := dndHPSnapshot(uid); cur != 1 {
|
||||||
|
t.Errorf("hp after floor = %d, want 1", cur)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestResolveWorldBossBout_SubtractsAndRecords(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
uid := id.UserID("@bout:test.invalid")
|
||||||
|
fightableChar(t, uid)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
// Big pool so one bout can only chip it — assert the partial subtract + contrib.
|
||||||
|
bossID, err := insertWorldBoss("Kravok", 3, 100000, now, now.Add(worldBossWindow))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
boss, _ := loadWorldBoss(bossID)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
bout, err := p.resolveWorldBossBout(uid, boss, "2026-07-05")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("bout: %v", err)
|
||||||
|
}
|
||||||
|
if bout.Damage < 0 {
|
||||||
|
t.Errorf("damage negative: %d", bout.Damage)
|
||||||
|
}
|
||||||
|
if bout.Killed {
|
||||||
|
t.Error("a 100k pool should survive one bout")
|
||||||
|
}
|
||||||
|
if bout.Remaining != 100000-bout.Damage {
|
||||||
|
t.Errorf("remaining %d != max-dmg %d", bout.Remaining, 100000-bout.Damage)
|
||||||
|
}
|
||||||
|
c, _ := loadWorldBossContrib(bossID, uid)
|
||||||
|
if c == nil || c.Fights != 1 || c.Damage != bout.Damage || c.LastFightDate != "2026-07-05" {
|
||||||
|
t.Errorf("contrib mismatch: %+v (bout dmg %d)", c, bout.Damage)
|
||||||
|
}
|
||||||
|
if !worldBossBoutUsedToday(bossID, uid, "2026-07-05") {
|
||||||
|
t.Error("bout should read as used for that day")
|
||||||
|
}
|
||||||
|
if worldBossBoutUsedToday(bossID, uid, "2026-07-06") {
|
||||||
|
t.Error("a different day should still be available")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestResolveWorldBossBout_FellsTinyPool(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
uid := id.UserID("@kill:test.invalid")
|
||||||
|
fightableChar(t, uid)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
bossID, err := insertWorldBoss("Wisp", 3, 1, now, now.Add(worldBossWindow))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
boss, _ := loadWorldBoss(bossID)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
bout, err := p.resolveWorldBossBout(uid, boss, "2026-07-05")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("bout: %v", err)
|
||||||
|
}
|
||||||
|
// A L12 fighter lands at least one blow on a T3 dummy over a full boss fight,
|
||||||
|
// felling a 1-HP pool.
|
||||||
|
if !bout.Killed || bout.Remaining != 0 {
|
||||||
|
t.Errorf("tiny pool not felled: killed=%v remaining=%d dmg=%d", bout.Killed, bout.Remaining, bout.Damage)
|
||||||
|
}
|
||||||
|
// Resolution is the caller's job — the bout leaves the boss active.
|
||||||
|
after, _ := loadWorldBoss(bossID)
|
||||||
|
if after.Status != "active" {
|
||||||
|
t.Errorf("bout should not self-resolve; status=%q", after.Status)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestWorldBossTick_ResolvesZeroHPBossAsDefeated: a killing blow that committed
|
||||||
|
// the pool to 0 but (crash/redeploy) never resolved the status must be resolved
|
||||||
|
// as DEFEATED by the ticker net — never fall through to the survive/pot-debit
|
||||||
|
// path. No contributors here, so resolution never touches euro.
|
||||||
|
func TestWorldBossTick_ResolvesZeroHPBossAsDefeated(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
communityPotAdd(1000)
|
||||||
|
bossID, err := insertWorldBoss("Ghost", 3, 100, now, now.Add(worldBossWindow))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if _, err := db.Get().Exec(`UPDATE world_boss SET hp_current = 0 WHERE id = ?`, bossID); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
p.worldBossTick()
|
||||||
|
after, _ := loadWorldBoss(bossID)
|
||||||
|
if after.Status != "defeated" {
|
||||||
|
t.Errorf("status = %q, want defeated (ticker safety net)", after.Status)
|
||||||
|
}
|
||||||
|
if bal := communityPotBalance(); bal != 1000 {
|
||||||
|
t.Errorf("pot = %d, want 1000 — a defeat mints, it must not debit the pot", bal)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TestWorldBossTick_ResolvesLapsedBossAsSurvived: a boss whose window lapsed with
|
||||||
|
// the pool still up survives and loots the pot.
|
||||||
|
func TestWorldBossTick_ResolvesLapsedBossAsSurvived(t *testing.T) {
|
||||||
|
newWorldBossTestDB(t)
|
||||||
|
now := time.Now().UTC()
|
||||||
|
communityPotAdd(1000)
|
||||||
|
bossID, err := insertWorldBoss("Titan", 4, 500, now.Add(-worldBossWindow), now.Add(-time.Minute))
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
p.worldBossTick()
|
||||||
|
after, _ := loadWorldBoss(bossID)
|
||||||
|
if after.Status != "survived" {
|
||||||
|
t.Errorf("status = %q, want survived", after.Status)
|
||||||
|
}
|
||||||
|
if bal := communityPotBalance(); bal != 800 {
|
||||||
|
t.Errorf("pot = %d, want 800 after 20%% tribute", bal)
|
||||||
|
}
|
||||||
|
}
|
||||||
47
internal/plugin/bootstrap_boredom_clock.go
Normal file
47
internal/plugin/bootstrap_boredom_clock.go
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"log/slog"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
)
|
||||||
|
|
||||||
|
// bootstrapBoredomClock seeds player_meta.last_player_action_at for rows that
|
||||||
|
// predate the column (gogobee_boredom_plan.md §1).
|
||||||
|
//
|
||||||
|
// Without this, the column is NULL for every existing player on the deploy that
|
||||||
|
// adds it, and loadBoredomCandidates falls back to created_at — which is when
|
||||||
|
// the character was *made*, not when it was last played. Every alive character
|
||||||
|
// on the server is therefore months past the idle threshold on the first tick
|
||||||
|
// after the deploy, and the whole player base gets marched into a dungeon at
|
||||||
|
// once, coins debited, thirty minutes after restart. A player who typed a
|
||||||
|
// command a minute before the deploy is no exception: the clock has never heard
|
||||||
|
// of them.
|
||||||
|
//
|
||||||
|
// last_active_at is the best proxy we have for "the character did something
|
||||||
|
// recently" and is exactly right at deploy time: recent for anyone still
|
||||||
|
// playing, stale for anyone who isn't. It is unusable as the clock itself (the
|
||||||
|
// autopilot bumps it through saveAdvCharacter, so a bored character would keep
|
||||||
|
// refreshing its own idle clock — see markPlayerAction), which is why this is a
|
||||||
|
// one-time seed and not a fallback in the query.
|
||||||
|
//
|
||||||
|
// Re-running on every boot is safe and intentionally a no-op:
|
||||||
|
// - a row seeded here, or stamped by a real action, is no longer NULL;
|
||||||
|
// - a character the boredom ticker has already sent out (last_boredom_at set)
|
||||||
|
// is skipped, so a restart mid-boredom can't hand it a fresh idle clock off
|
||||||
|
// the autopilot's own writes.
|
||||||
|
func bootstrapBoredomClock() {
|
||||||
|
res, err := db.Get().Exec(`
|
||||||
|
UPDATE player_meta
|
||||||
|
SET last_player_action_at = COALESCE(last_active_at, created_at)
|
||||||
|
WHERE last_player_action_at IS NULL
|
||||||
|
AND last_boredom_at IS NULL
|
||||||
|
AND COALESCE(last_active_at, created_at) IS NOT NULL`)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("bootstrap: boredom clock seed failed", "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if n, _ := res.RowsAffected(); n > 0 {
|
||||||
|
slog.Warn("bootstrap: seeded boredom idle clock from last_active_at", "rows", n)
|
||||||
|
}
|
||||||
|
}
|
||||||
237
internal/plugin/bootstrap_pete_news.go
Normal file
237
internal/plugin/bootstrap_pete_news.go
Normal file
@@ -0,0 +1,237 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"log/slog"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
"gogobee/internal/peteclient"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// bootstrapPeteNewsBackfill replays the back-catalogue through the news emit
|
||||||
|
// path the first time the seam comes up enabled, so a launch doesn't open onto
|
||||||
|
// an empty section. It covers the three tractable, high-signal sources:
|
||||||
|
//
|
||||||
|
// 1. Realm-first zone clears — the earliest boss-defeated run of each zone. This
|
||||||
|
// also SEEDS news_realm_firsts, so a later live clear of an already-cleared
|
||||||
|
// zone tiers as a BULLETIN repeat, not a mis-announced "first ever".
|
||||||
|
// 2. Deaths — every player_meta row that carries a death (graveyard content).
|
||||||
|
// 3. Single-holder achievements — rarity-gated to one holder, matching the live
|
||||||
|
// milestone rule so routine unlocks don't flood the backlog.
|
||||||
|
//
|
||||||
|
// Every fact here is a BULLETIN, like every fact gogobee files (1cbd68a). Priority
|
||||||
|
// is the one tier that makes Pete post a live Matrix beat, and TwinBee already
|
||||||
|
// narrates these moments in the games room as they happen — a priority fact would
|
||||||
|
// have Pete read his version back to the people who watched it. Nothing in the
|
||||||
|
// back catalogue is news, least of all a death from three weeks ago.
|
||||||
|
//
|
||||||
|
// NoPush independently short-circuits Pete's beat today, so this is belt AND
|
||||||
|
// braces: the tier is the rule, and it must not depend on NoPush staying in front
|
||||||
|
// of it. Rendering keys off event_type, not tier, so nothing on the site moves.
|
||||||
|
//
|
||||||
|
// Backfilled facts are backdated to when they happened and marked NoPush (no
|
||||||
|
// web-push spam on launch). GUIDs are deterministic (keyed on the historical
|
||||||
|
// timestamp), so a re-run — or a later live emit of the same event — dedups on
|
||||||
|
// Pete's side. Guarded one-shot; kept (never deleted at close-out) so a fresh
|
||||||
|
// deploy doesn't ghost-town again. See pete_adventure_news_plan.md gap #7.
|
||||||
|
func (p *AdventurePlugin) bootstrapPeteNewsBackfill() {
|
||||||
|
const jobName = "pete_news_backfill_v1"
|
||||||
|
if db.JobCompleted(jobName, "once") {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
// The backfill IS the launch content, so it should fire the first boot the
|
||||||
|
// seam is actually live — not get silently consumed on a boot where emission
|
||||||
|
// is off. Leave the job unmarked until both switches are on.
|
||||||
|
if !peteclient.Enabled() || !newsEmissionOn() {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
firsts := p.backfillZoneFirsts()
|
||||||
|
deaths := backfillDeaths()
|
||||||
|
achv := p.backfillSoloAchievements()
|
||||||
|
|
||||||
|
db.MarkJobCompleted(jobName, "once")
|
||||||
|
slog.Warn("bootstrap: pete news backfill complete",
|
||||||
|
"zone_firsts", firsts, "deaths", deaths, "achievements", achv)
|
||||||
|
}
|
||||||
|
|
||||||
|
// backfillZoneFirsts seeds news_realm_firsts from history and emits one PRIORITY
|
||||||
|
// realm-first dispatch per zone, attributed to its earliest boss-defeating
|
||||||
|
// clearer. SQLite returns the user_id from the same row as MIN(completed_at)
|
||||||
|
// (bare-column min/max rule), so the (zone, first clearer, time) triple is
|
||||||
|
// consistent. Returns the count emitted.
|
||||||
|
func (p *AdventurePlugin) backfillZoneFirsts() int {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT zone_id, user_id, MIN(completed_at)
|
||||||
|
FROM dnd_zone_run
|
||||||
|
WHERE boss_defeated = 1 AND completed_at IS NOT NULL AND abandoned = 0
|
||||||
|
GROUP BY zone_id`)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("backfill: zone-firsts query", "err", err)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
type first struct {
|
||||||
|
zoneID, userID, completedAt string
|
||||||
|
}
|
||||||
|
var firsts []first
|
||||||
|
for rows.Next() {
|
||||||
|
var f first
|
||||||
|
if err := rows.Scan(&f.zoneID, &f.userID, &f.completedAt); err != nil {
|
||||||
|
slog.Error("backfill: zone-firsts scan", "err", err)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
firsts = append(firsts, f)
|
||||||
|
}
|
||||||
|
rows.Close()
|
||||||
|
|
||||||
|
n := 0
|
||||||
|
for _, f := range firsts {
|
||||||
|
uid := id.UserID(f.userID)
|
||||||
|
// Seed the ledger regardless of whether we can render a dispatch, so the
|
||||||
|
// realm-first tiering is correct even for an unnamed straggler.
|
||||||
|
claimRealmFirst("zone", f.zoneID)
|
||||||
|
|
||||||
|
name := charName(uid)
|
||||||
|
if name == "" {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
ts, ok := parseSQLiteTime(f.completedAt)
|
||||||
|
if !ok {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
zone := zoneOrFallback(ZoneID(f.zoneID))
|
||||||
|
lvl := charLevel(uid)
|
||||||
|
emitFact(peteclient.Fact{
|
||||||
|
GUID: fmt.Sprintf("zone_first:%s:%s:%d", eventToken(uid, fmt.Sprintf("%s:%d", f.zoneID, ts.Unix())), f.zoneID, ts.Unix()),
|
||||||
|
EventType: "zone_first",
|
||||||
|
Tier: "bulletin",
|
||||||
|
Subject: name,
|
||||||
|
Zone: zone.Display,
|
||||||
|
Boss: zone.Boss.Name,
|
||||||
|
Level: lvl,
|
||||||
|
Outcome: "cleared",
|
||||||
|
OccurredAt: ts.Unix(),
|
||||||
|
NoPush: true,
|
||||||
|
}, uid, "")
|
||||||
|
n++
|
||||||
|
}
|
||||||
|
return n
|
||||||
|
}
|
||||||
|
|
||||||
|
// backfillDeaths emits one death dispatch per player_meta death record. Deaths
|
||||||
|
// are day-granular (last_death_date), so the dispatch is backdated to that day.
|
||||||
|
func backfillDeaths() int {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT user_id, last_death_date, death_location
|
||||||
|
FROM player_meta
|
||||||
|
WHERE last_death_date != ''`)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("backfill: deaths query", "err", err)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
type death struct {
|
||||||
|
userID, date, location string
|
||||||
|
}
|
||||||
|
var deaths []death
|
||||||
|
for rows.Next() {
|
||||||
|
var d death
|
||||||
|
if err := rows.Scan(&d.userID, &d.date, &d.location); err != nil {
|
||||||
|
slog.Error("backfill: deaths scan", "err", err)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
deaths = append(deaths, d)
|
||||||
|
}
|
||||||
|
rows.Close()
|
||||||
|
|
||||||
|
n := 0
|
||||||
|
for _, d := range deaths {
|
||||||
|
uid := id.UserID(d.userID)
|
||||||
|
name := charName(uid)
|
||||||
|
if name == "" {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
day, err := time.Parse("2006-01-02", d.date)
|
||||||
|
if err != nil {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
lvl := charLevel(uid)
|
||||||
|
emitFact(peteclient.Fact{
|
||||||
|
GUID: fmt.Sprintf("death:%s:%s", eventToken(uid, d.date), d.date),
|
||||||
|
EventType: "death",
|
||||||
|
Tier: "bulletin",
|
||||||
|
Subject: name,
|
||||||
|
Zone: d.location,
|
||||||
|
Level: lvl,
|
||||||
|
Outcome: "lost",
|
||||||
|
OccurredAt: day.UTC().Unix(),
|
||||||
|
NoPush: true,
|
||||||
|
}, uid, "")
|
||||||
|
n++
|
||||||
|
}
|
||||||
|
return n
|
||||||
|
}
|
||||||
|
|
||||||
|
// backfillSoloAchievements emits a milestone dispatch for every achievement held
|
||||||
|
// by exactly one player — the same rarity gate the live path uses — so the
|
||||||
|
// backlog carries the genuinely distinctive unlocks, not routine ones.
|
||||||
|
func (p *AdventurePlugin) backfillSoloAchievements() int {
|
||||||
|
rows, err := db.Get().Query(
|
||||||
|
`SELECT achievement_id, user_id, unlocked_at
|
||||||
|
FROM achievements
|
||||||
|
GROUP BY achievement_id
|
||||||
|
HAVING COUNT(*) = 1`)
|
||||||
|
if err != nil {
|
||||||
|
slog.Error("backfill: achievements query", "err", err)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
type solo struct {
|
||||||
|
achID, userID string
|
||||||
|
unlockedAt int64
|
||||||
|
}
|
||||||
|
var solos []solo
|
||||||
|
for rows.Next() {
|
||||||
|
var s solo
|
||||||
|
if err := rows.Scan(&s.achID, &s.userID, &s.unlockedAt); err != nil {
|
||||||
|
slog.Error("backfill: achievements scan", "err", err)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
solos = append(solos, s)
|
||||||
|
}
|
||||||
|
rows.Close()
|
||||||
|
|
||||||
|
n := 0
|
||||||
|
for _, s := range solos {
|
||||||
|
uid := id.UserID(s.userID)
|
||||||
|
name := charName(uid)
|
||||||
|
if name == "" {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
label := s.achID
|
||||||
|
if p.achievements != nil {
|
||||||
|
for _, a := range p.achievements.achievements {
|
||||||
|
if a.ID == s.achID {
|
||||||
|
label = a.Name
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ts := s.unlockedAt
|
||||||
|
if ts == 0 {
|
||||||
|
ts = nowUnix()
|
||||||
|
}
|
||||||
|
emitFact(peteclient.Fact{
|
||||||
|
GUID: fmt.Sprintf("milestone:%s:%s", eventToken(uid, s.achID), s.achID),
|
||||||
|
EventType: "milestone",
|
||||||
|
Tier: "bulletin",
|
||||||
|
Subject: name,
|
||||||
|
Milestone: label,
|
||||||
|
OccurredAt: ts,
|
||||||
|
NoPush: true,
|
||||||
|
}, uid, "")
|
||||||
|
n++
|
||||||
|
}
|
||||||
|
return n
|
||||||
|
}
|
||||||
174
internal/plugin/combat_ally_heal_test.go
Normal file
174
internal/plugin/combat_ally_heal_test.go
Normal file
@@ -0,0 +1,174 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// §1 — the cleric fix.
|
||||||
|
//
|
||||||
|
// Until this landed, EVERY heal in the combat engine was self-scoped:
|
||||||
|
// MistyHealProc healed the actor, HealItem fired the actor's own trigger, and
|
||||||
|
// turnActionEffect.PlayerHeal wrote to the acting seat. There was no action of any
|
||||||
|
// kind that could touch another seat's HP. A party cleric — the class whose entire
|
||||||
|
// identity is keeping other people upright — could not put one hit point on a
|
||||||
|
// friend, and N3 shipped that way without a single test going red, because party
|
||||||
|
// combat had no golden.
|
||||||
|
//
|
||||||
|
// These tests exist so that can never be true again.
|
||||||
|
|
||||||
|
// startAllyHealFight seats a healer at 0 and a hurt friend at 1.
|
||||||
|
func startAllyHealFight(t *testing.T, p *AdventurePlugin, hurtHP int) *CombatSession {
|
||||||
|
t.Helper()
|
||||||
|
healer := basePlayer()
|
||||||
|
friend := basePlayer()
|
||||||
|
enemy := Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}}
|
||||||
|
|
||||||
|
// Distinct ids per fight: one active session per player is enforced, so two
|
||||||
|
// fights sharing a healer would collide.
|
||||||
|
tag := strings.ReplaceAll(t.Name(), "/", "_")
|
||||||
|
sess, err := p.startPartyCombatSession("run-"+tag, "enc", "goblin", &enemy, []CombatSeatSetup{
|
||||||
|
{UserID: healerID(tag), HP: 100, HPMax: 100, Mods: healer.Mods, C: &healer},
|
||||||
|
{UserID: friendID(tag), HP: hurtHP, HPMax: 100, Mods: friend.Mods, C: &friend},
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
return sess
|
||||||
|
}
|
||||||
|
|
||||||
|
func healerID(tag string) id.UserID { return id.UserID("@healer-" + tag + ":example.org") }
|
||||||
|
func friendID(tag string) id.UserID { return id.UserID("@friend-" + tag + ":example.org") }
|
||||||
|
|
||||||
|
func TestAllyHeal_LandsOnTheFriendNotTheCaster(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
sess := startAllyHealFight(t, p, 20)
|
||||||
|
|
||||||
|
healer, friend := basePlayer(), basePlayer()
|
||||||
|
players := []*Combatant{&healer, &friend}
|
||||||
|
enemy := Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}}
|
||||||
|
ct := &combatTurn{sess: sess, players: players, enemy: &enemy, seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
|
||||||
|
|
||||||
|
casterBefore, friendBefore := sess.seatHP(0), sess.seatHP(1)
|
||||||
|
|
||||||
|
_, err := p.driveCombatRound(ct, PlayerAction{
|
||||||
|
Kind: ActionCast,
|
||||||
|
Effect: &turnActionEffect{
|
||||||
|
Label: "Cure Wounds", Action: "spell_cast",
|
||||||
|
AllyHeal: 30, AllySeat: 1,
|
||||||
|
},
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
if got := sess.seatHP(1); got != friendBefore+30 {
|
||||||
|
t.Errorf("friend HP = %d, want %d — the heal did not reach them. "+
|
||||||
|
"This is the bug: a cleric who cannot heal anyone but themselves.",
|
||||||
|
got, friendBefore+30)
|
||||||
|
}
|
||||||
|
if got := sess.seatHP(0); got > casterBefore {
|
||||||
|
t.Errorf("caster HP = %d (was %d) — the heal landed on the caster instead of the target",
|
||||||
|
got, casterBefore)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A heal cannot exceed the target's ceiling, and cannot raise the dead. Death is
|
||||||
|
// terminal for the fight — the close-out marks them, the hospital takes them — and
|
||||||
|
// a heal that resurrected a corpse would quietly rewrite the loss rules every
|
||||||
|
// close-out path depends on.
|
||||||
|
func TestAllyHeal_CapsAtMaxAndWillNotRaiseTheDead(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
|
||||||
|
t.Run("caps at max", func(t *testing.T) {
|
||||||
|
sess := startAllyHealFight(t, p, 90)
|
||||||
|
healer, friend := basePlayer(), basePlayer()
|
||||||
|
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
|
||||||
|
enemy: &Combatant{Name: "d", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
|
||||||
|
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
|
||||||
|
|
||||||
|
if _, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
|
||||||
|
Effect: &turnActionEffect{Label: "Cure", Action: "spell_cast", AllyHeal: 500, AllySeat: 1},
|
||||||
|
}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if got, want := sess.seatHP(1), sess.seatHPMax(1); got > want {
|
||||||
|
t.Errorf("friend healed to %d over a max of %d", got, want)
|
||||||
|
}
|
||||||
|
})
|
||||||
|
|
||||||
|
t.Run("will not raise the dead", func(t *testing.T) {
|
||||||
|
sess := startAllyHealFight(t, p, 0) // seat 1 is already down
|
||||||
|
healer, friend := basePlayer(), basePlayer()
|
||||||
|
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
|
||||||
|
enemy: &Combatant{Name: "d", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
|
||||||
|
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
|
||||||
|
|
||||||
|
if _, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
|
||||||
|
Effect: &turnActionEffect{Label: "Cure", Action: "spell_cast", AllyHeal: 50, AllySeat: 1},
|
||||||
|
}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if got := sess.seatHP(1); got > 0 {
|
||||||
|
t.Errorf("a downed seat was healed to %d — healing keeps people up, it does not bring them back", got)
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// The target parser resolves against the people in the fight, and leaves anything
|
||||||
|
// it does not recognise on the string for the spell parser — so every existing
|
||||||
|
// `!cast` form still means what it always meant.
|
||||||
|
func TestSplitCastTarget(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
sess := startAllyHealFight(t, p, 50)
|
||||||
|
healer, friend := basePlayer(), basePlayer()
|
||||||
|
healer.Name, friend.Name = "Ayla", "Bram"
|
||||||
|
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
|
||||||
|
enemy: &Combatant{Name: "d"}, seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
|
||||||
|
|
||||||
|
tName := t.Name()
|
||||||
|
tests := []struct {
|
||||||
|
name string
|
||||||
|
in string
|
||||||
|
wantArgs string
|
||||||
|
wantSeat int
|
||||||
|
wantError bool
|
||||||
|
}{
|
||||||
|
{"no target", "cure wounds", "cure wounds", -1, false},
|
||||||
|
{"slot level is not a target", "fireball 3", "fireball 3", -1, false},
|
||||||
|
{"@mention by display name", "cure wounds @Bram", "cure wounds", 1, false},
|
||||||
|
// The flag !help has advertised all along, and that parseCombatCast used to
|
||||||
|
// accept and silently throw away ("reserved for SP3").
|
||||||
|
{"--target flag", "cure wounds --target @Bram", "cure wounds", 1, false},
|
||||||
|
{"--target mid-string", "cure wounds --target Bram", "cure wounds", 1, false},
|
||||||
|
{"--target with no name", "cure wounds --target", "", -1, true},
|
||||||
|
{"bare display name", "cure wounds Bram", "cure wounds", 1, false},
|
||||||
|
{"by localpart", "cure wounds @" + friendID(strings.ReplaceAll(tName, "/", "_")).Localpart(), "cure wounds", 1, false},
|
||||||
|
{"targeting yourself is just casting it", "cure wounds @Ayla", "cure wounds", -1, false},
|
||||||
|
{"@mention of a stranger is an error", "cure wounds @nobody", "", -1, true},
|
||||||
|
{"an unknown bare word is left for the spell parser", "mass cure wounds", "mass cure wounds", -1, false},
|
||||||
|
}
|
||||||
|
for _, tc := range tests {
|
||||||
|
t.Run(tc.name, func(t *testing.T) {
|
||||||
|
args, seat, errMsg := splitCastTarget(ct, 0, tc.in)
|
||||||
|
if tc.wantError {
|
||||||
|
if errMsg == "" {
|
||||||
|
t.Fatalf("splitCastTarget(%q) gave no error; a mistyped @mention would silently waste the slot", tc.in)
|
||||||
|
}
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if errMsg != "" {
|
||||||
|
t.Fatalf("splitCastTarget(%q) errored: %s", tc.in, errMsg)
|
||||||
|
}
|
||||||
|
if args != tc.wantArgs || seat != tc.wantSeat {
|
||||||
|
t.Errorf("splitCastTarget(%q) = (%q, %d), want (%q, %d)",
|
||||||
|
tc.in, args, seat, tc.wantArgs, tc.wantSeat)
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
294
internal/plugin/combat_armed_ability_test.go
Normal file
294
internal/plugin/combat_armed_ability_test.go
Normal file
@@ -0,0 +1,294 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// An armed ability is consumed once, at fight start, and its id is parked on the
|
||||||
|
// seat. Everything here defends that split.
|
||||||
|
//
|
||||||
|
// Before it existed, buildZoneCombatants consumed the ability itself — and the
|
||||||
|
// turn-based engine calls that builder again on every !attack. So a Berserker
|
||||||
|
// raged on round 1, the builder cleared their armed flag and saved, and round 2
|
||||||
|
// rebuilt them with no rage at all. They paid stamina for one round of a buff
|
||||||
|
// that is supposed to span the fight, and the close-out could not see the rage
|
||||||
|
// it was supposed to charge exhaustion for.
|
||||||
|
|
||||||
|
// ragingBerserker is a Fighter who has already `!arm`ed rage.
|
||||||
|
func ragingBerserker(t *testing.T, uid id.UserID) *DnDCharacter {
|
||||||
|
t.Helper()
|
||||||
|
if err := createAdvCharacter(uid, string(uid)); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
c := &DnDCharacter{
|
||||||
|
UserID: uid, Race: RaceHuman, Class: ClassFighter, Subclass: SubclassBerserker, Level: 5,
|
||||||
|
STR: 16, DEX: 12, CON: 14, INT: 10, WIS: 10, CHA: 10,
|
||||||
|
HPMax: 40, HPCurrent: 40, ArmorClass: 15,
|
||||||
|
ArmedAbility: "rage",
|
||||||
|
}
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
return c
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the split ────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// consumeArmedAbility disarms and reports; applyAbilityByID applies and does not
|
||||||
|
// disarm. Calling the second one twice must be indistinguishable from once.
|
||||||
|
func TestApplyAbilityByID_IsPureAndRepeatable(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
c := ragingBerserker(t, "@pure:example.org")
|
||||||
|
|
||||||
|
armed := consumeArmedAbility(c)
|
||||||
|
if armed != "rage" {
|
||||||
|
t.Fatalf("consumeArmedAbility = %q, want rage", armed)
|
||||||
|
}
|
||||||
|
if c.ArmedAbility != "" {
|
||||||
|
t.Errorf("character still armed after consume: %q", c.ArmedAbility)
|
||||||
|
}
|
||||||
|
if again := consumeArmedAbility(c); again != "" {
|
||||||
|
t.Errorf("second consume returned %q, want \"\" — the ability is spent", again)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Same id, applied to two independent mod sets, yields the same rage.
|
||||||
|
for i, want := range []bool{true, true} {
|
||||||
|
var mods CombatModifiers
|
||||||
|
name, fired := applyAbilityByID(c, armed, &mods)
|
||||||
|
if !fired || name != "Rage" {
|
||||||
|
t.Fatalf("apply #%d: fired=%v name=%q", i+1, fired, name)
|
||||||
|
}
|
||||||
|
if mods.BerserkerRage != want {
|
||||||
|
t.Errorf("apply #%d: BerserkerRage = %v, want %v", i+1, mods.BerserkerRage, want)
|
||||||
|
}
|
||||||
|
if mods.RageMeleeDmg != 2 || !mods.PhysicalResistRage {
|
||||||
|
t.Errorf("apply #%d: rage did not carry its full mod set: %+v", i+1, mods)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// And it never writes back to the sheet.
|
||||||
|
got, _ := LoadDnDCharacter(c.UserID)
|
||||||
|
if got.ArmedAbility != "" {
|
||||||
|
t.Errorf("applyAbilityByID re-armed the sheet: %q", got.ArmedAbility)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestApplyAbilityByID_UnknownAndEmptyAreNoOps(t *testing.T) {
|
||||||
|
c := &DnDCharacter{Class: ClassFighter}
|
||||||
|
for _, id := range []string{"", "no_such_ability"} {
|
||||||
|
var mods CombatModifiers
|
||||||
|
if _, fired := applyAbilityByID(c, id, &mods); fired {
|
||||||
|
t.Errorf("applyAbilityByID(%q) fired", id)
|
||||||
|
}
|
||||||
|
if mods.BerserkerRage {
|
||||||
|
t.Errorf("applyAbilityByID(%q) set rage", id)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the fight-start seat ─────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// The seat carries the id forward, and the sheet is disarmed exactly once.
|
||||||
|
func TestBuildFightSeats_ConsumesTheAbilityOnceAndCarriesItOnTheSeat(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@berserk:example.org")
|
||||||
|
ragingBerserker(t, uid)
|
||||||
|
|
||||||
|
seats, _, _, refusal := (&AdventurePlugin{}).buildFightSeats(
|
||||||
|
uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0)
|
||||||
|
if refusal != "" {
|
||||||
|
t.Fatalf("fight refused: %s", refusal)
|
||||||
|
}
|
||||||
|
if len(seats) != 1 {
|
||||||
|
t.Fatalf("seats = %d, want 1", len(seats))
|
||||||
|
}
|
||||||
|
if seats[0].ArmedAbility != "rage" {
|
||||||
|
t.Errorf("seat.ArmedAbility = %q, want rage", seats[0].ArmedAbility)
|
||||||
|
}
|
||||||
|
if !seats[0].Mods.BerserkerRage {
|
||||||
|
t.Error("seat built without rage in its mods")
|
||||||
|
}
|
||||||
|
got, _ := LoadDnDCharacter(uid)
|
||||||
|
if got.ArmedAbility != "" {
|
||||||
|
t.Errorf("sheet still armed after fight start: %q", got.ArmedAbility)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The regression itself: rebuilding the combatant — what every !attack does —
|
||||||
|
// must reproduce the rage from the persisted id, not from the (now cleared)
|
||||||
|
// sheet. Two rebuilds in a row, both raging.
|
||||||
|
func TestBuildZoneCombatants_RebuildKeepsTheRageForTheWholeFight(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@rebuild:example.org")
|
||||||
|
ragingBerserker(t, uid)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
|
||||||
|
seats, _, _, refusal := p.buildFightSeats(uid, []id.UserID{uid}, dndBestiary["goblin"], 1, 0)
|
||||||
|
if refusal != "" {
|
||||||
|
t.Fatalf("fight refused: %s", refusal)
|
||||||
|
}
|
||||||
|
armed := seats[0].ArmedAbility
|
||||||
|
|
||||||
|
for round := 2; round <= 3; round++ {
|
||||||
|
player, _, _, err := p.buildZoneCombatants(uid, dndBestiary["goblin"], 1, 0, armed)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("round %d rebuild: %v", round, err)
|
||||||
|
}
|
||||||
|
if !player.Mods.BerserkerRage {
|
||||||
|
t.Errorf("round %d: rage evaporated on rebuild", round)
|
||||||
|
}
|
||||||
|
if player.Mods.RageMeleeDmg != 2 {
|
||||||
|
t.Errorf("round %d: RageMeleeDmg = %d, want 2", round, player.Mods.RageMeleeDmg)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A seat that armed nothing rebuilds without rage — the id is the only source.
|
||||||
|
player, _, _, err := p.buildZoneCombatants(uid, dndBestiary["goblin"], 1, 0, "")
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if player.Mods.BerserkerRage {
|
||||||
|
t.Error("unarmed rebuild raged anyway")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A member who is down sits the fight out. They must not be charged the ability
|
||||||
|
// they had readied for it — the refusal is checked before the arm.
|
||||||
|
func TestBuildFightSeats_SatOutMemberKeepsTheirArmedAbility(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
leader := id.UserID("@lead:example.org")
|
||||||
|
downed := id.UserID("@downed:example.org")
|
||||||
|
fightTestChar(t, leader, 30)
|
||||||
|
ragingBerserker(t, downed)
|
||||||
|
|
||||||
|
// Drop the member to 0 HP with rage still armed.
|
||||||
|
c, _ := LoadDnDCharacter(downed)
|
||||||
|
c.HPCurrent = 0
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
seats, _, _, refusal := (&AdventurePlugin{}).buildFightSeats(
|
||||||
|
leader, []id.UserID{leader, downed}, dndBestiary["goblin"], 1, 0)
|
||||||
|
if refusal != "" {
|
||||||
|
t.Fatalf("fight refused: %s", refusal)
|
||||||
|
}
|
||||||
|
if len(seats) != 1 || seats[0].UserID != leader {
|
||||||
|
t.Fatalf("seats = %+v, want the leader alone", seats)
|
||||||
|
}
|
||||||
|
got, _ := LoadDnDCharacter(downed)
|
||||||
|
if got.ArmedAbility != "rage" {
|
||||||
|
t.Errorf("downed member was disarmed for a fight they never joined: %q", got.ArmedAbility)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the close-out ────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func TestSeatFightStartMods_ReadsTheRageOffTheSeatsStatuses(t *testing.T) {
|
||||||
|
c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassBerserker, Level: 5}
|
||||||
|
|
||||||
|
raging := &CombatSession{}
|
||||||
|
raging.Statuses.ArmedAbility = "rage"
|
||||||
|
if !seatFightStartMods(raging, 0, c).BerserkerRage {
|
||||||
|
t.Error("seat 0 armed rage, mods say otherwise")
|
||||||
|
}
|
||||||
|
|
||||||
|
// Seat 1 reads its own statuses, not the leader's.
|
||||||
|
party := &CombatSession{Participants: []CombatParticipant{{Seat: 1}}}
|
||||||
|
party.Statuses.ArmedAbility = "rage"
|
||||||
|
if seatFightStartMods(party, 1, c).BerserkerRage {
|
||||||
|
t.Error("a member inherited the leader's rage")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestSeatCombatResult_ReadsWinAndNearDeathOffTheSession(t *testing.T) {
|
||||||
|
sess := &CombatSession{
|
||||||
|
Status: CombatStatusWon, Round: 4, PlayerHP: 5, PlayerHPMax: 40, EnemyHP: 0,
|
||||||
|
TurnLog: []CombatEvent{
|
||||||
|
{Action: "attack", Seat: 0},
|
||||||
|
{Action: "use_consumable", Seat: 1},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
got := seatCombatResult(sess, 0)
|
||||||
|
if !got.PlayerWon {
|
||||||
|
t.Error("PlayerWon = false on a won session")
|
||||||
|
}
|
||||||
|
if !got.NearDeath {
|
||||||
|
t.Error("5/40 HP is under the 15% near-death line")
|
||||||
|
}
|
||||||
|
if len(got.Events) != 1 || got.Events[0].Action != "attack" {
|
||||||
|
t.Errorf("seat 0 got seat 1's events: %+v", got.Events)
|
||||||
|
}
|
||||||
|
|
||||||
|
sess.PlayerHP = 30
|
||||||
|
if seatCombatResult(sess, 0).NearDeath {
|
||||||
|
t.Error("30/40 HP is not near death")
|
||||||
|
}
|
||||||
|
sess.Status = CombatStatusLost
|
||||||
|
sess.PlayerHP = 0
|
||||||
|
if seatCombatResult(sess, 0).PlayerWon {
|
||||||
|
t.Error("PlayerWon = true on a lost session")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Item A: the manual kill now costs the Berserker their exhaustion, exactly as
|
||||||
|
// the auto-resolved one always has.
|
||||||
|
func TestPostCombatBookkeepingForSeat_RageCostsExhaustionOnTheTurnBasedPath(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@exhausted:example.org")
|
||||||
|
ragingBerserker(t, uid)
|
||||||
|
|
||||||
|
sess := &CombatSession{
|
||||||
|
UserID: string(uid), Status: CombatStatusWon, Round: 3,
|
||||||
|
PlayerHP: 12, PlayerHPMax: 40,
|
||||||
|
}
|
||||||
|
sess.Statuses.ArmedAbility = "rage"
|
||||||
|
|
||||||
|
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
|
||||||
|
|
||||||
|
got, _ := LoadDnDCharacter(uid)
|
||||||
|
if got.Exhaustion != 1 {
|
||||||
|
t.Errorf("Exhaustion = %d after a raging win, want 1", got.Exhaustion)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A fight nobody raged in leaves the sheet alone.
|
||||||
|
func TestPostCombatBookkeepingForSeat_NoRageNoExhaustion(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@calm:example.org")
|
||||||
|
fightTestChar(t, uid, 30)
|
||||||
|
|
||||||
|
sess := &CombatSession{
|
||||||
|
UserID: string(uid), Status: CombatStatusWon, Round: 2,
|
||||||
|
PlayerHP: 20, PlayerHPMax: 30,
|
||||||
|
}
|
||||||
|
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
|
||||||
|
|
||||||
|
got, _ := LoadDnDCharacter(uid)
|
||||||
|
if got.Exhaustion != 0 {
|
||||||
|
t.Errorf("Exhaustion = %d with no rage, want 0", got.Exhaustion)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Losing while raging still exhausts you — the close-out runs on every terminal
|
||||||
|
// status, not just the win. This is the half the turn-based path used to skip.
|
||||||
|
func TestPostCombatBookkeepingForSeat_RageCostsExhaustionOnALoss(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@dead:example.org")
|
||||||
|
ragingBerserker(t, uid)
|
||||||
|
|
||||||
|
sess := &CombatSession{
|
||||||
|
UserID: string(uid), Status: CombatStatusLost, Round: 6,
|
||||||
|
PlayerHP: 0, PlayerHPMax: 40,
|
||||||
|
}
|
||||||
|
sess.Statuses.ArmedAbility = "rage"
|
||||||
|
|
||||||
|
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
|
||||||
|
|
||||||
|
got, _ := LoadDnDCharacter(uid)
|
||||||
|
if got.Exhaustion != 1 {
|
||||||
|
t.Errorf("Exhaustion = %d after a raging loss, want 1", got.Exhaustion)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -10,6 +10,30 @@ import (
|
|||||||
"maunium.net/go/mautrix/id"
|
"maunium.net/go/mautrix/id"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// postCombatBookkeeping is the close-out every fight owes its character,
|
||||||
|
// whatever surface it was fought on: achievements, and the subclass state that
|
||||||
|
// outlives the fight (Berserker exhaustion, Grim Harvest's kill-heal).
|
||||||
|
//
|
||||||
|
// It exists because there are four close-outs — two auto-resolve
|
||||||
|
// (runDungeonCombat, runZoneCombatRoster) and two turn-based
|
||||||
|
// (finishCombatSession, finishPartyCombatSession) — and for a long time only
|
||||||
|
// the auto-resolve pair ran any of this. The same Elite kill therefore paid out
|
||||||
|
// differently depending on whether the player let it auto-resolve or fought it
|
||||||
|
// a round at a time. Route all four through here and the divergence cannot
|
||||||
|
// silently reopen.
|
||||||
|
//
|
||||||
|
// raged is whether the character's Berserker rage was active for this fight;
|
||||||
|
// mods carries the fight-start modifiers Grim Harvest reads. HP persistence is
|
||||||
|
// NOT done here — the turn-based paths already own their own HP writes.
|
||||||
|
func (p *AdventurePlugin) postCombatBookkeeping(
|
||||||
|
userID id.UserID, dndChar *DnDCharacter, raged bool, result CombatResult, mods CombatModifiers,
|
||||||
|
) {
|
||||||
|
p.grantCombatAchievements(userID, result)
|
||||||
|
if err := persistDnDPostCombatSubclass(dndChar, raged, result, mods); err != nil {
|
||||||
|
slog.Error("dnd: post-combat subclass persist", "user", userID, "err", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// grantCombatAchievements checks combat results for achievement-worthy moments.
|
// grantCombatAchievements checks combat results for achievement-worthy moments.
|
||||||
func (p *AdventurePlugin) grantCombatAchievements(userID id.UserID, result CombatResult) {
|
func (p *AdventurePlugin) grantCombatAchievements(userID id.UserID, result CombatResult) {
|
||||||
if p.achievements == nil {
|
if p.achievements == nil {
|
||||||
@@ -87,7 +111,7 @@ func (p *AdventurePlugin) runDungeonCombat(
|
|||||||
applySubclassPassives(&playerStats, &playerMods, dndChar)
|
applySubclassPassives(&playerStats, &playerMods, dndChar)
|
||||||
applyMagicItemEffects(&playerStats, &playerMods, userID)
|
applyMagicItemEffects(&playerStats, &playerMods, userID)
|
||||||
trySimAutoArm(dndChar)
|
trySimAutoArm(dndChar)
|
||||||
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
|
if firedName, fired := armAbilityForFight(dndChar, &playerMods); fired {
|
||||||
slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
|
slog.Info("dnd: armed ability fired", "user", userID, "ability", firedName)
|
||||||
}
|
}
|
||||||
applyDnDDungeonMonsterLayer(&enemyStats, loc.Tier)
|
applyDnDDungeonMonsterLayer(&enemyStats, loc.Tier)
|
||||||
@@ -129,12 +153,8 @@ func (p *AdventurePlugin) runDungeonCombat(
|
|||||||
// until a player-driven use command lands.
|
// until a player-driven use command lands.
|
||||||
consumeFiredHealingItems(userID, countHealEventsFired(result))
|
consumeFiredHealingItems(userID, countHealEventsFired(result))
|
||||||
|
|
||||||
p.grantCombatAchievements(userID, result)
|
|
||||||
|
|
||||||
persistDnDHPAfterCombat(userID, result.PlayerEndHP)
|
persistDnDHPAfterCombat(userID, result.PlayerEndHP)
|
||||||
if err := persistDnDPostCombatSubclass(dndChar, playerMods.BerserkerRage, result, playerMods); err != nil {
|
p.postCombatBookkeeping(userID, dndChar, playerMods.BerserkerRage, result, playerMods)
|
||||||
slog.Error("dnd: post-combat subclass persist (dungeon)", "user", userID, "err", err)
|
|
||||||
}
|
|
||||||
|
|
||||||
if xp := dungeonCombatXP(result, loc.Tier); xp > 0 {
|
if xp := dungeonCombatXP(result, loc.Tier); xp > 0 {
|
||||||
if _, err := p.grantDnDXP(userID, xp); err != nil {
|
if _, err := p.grantDnDXP(userID, xp); err != nil {
|
||||||
@@ -151,7 +171,12 @@ func (p *AdventurePlugin) loadCombatBonuses(userID id.UserID, char *AdventureCha
|
|||||||
treasures, _ := loadAdvTreasureBonuses(userID)
|
treasures, _ := loadAdvTreasureBonuses(userID)
|
||||||
buffs, _ := loadAdvActiveBuffs(userID)
|
buffs, _ := loadAdvActiveBuffs(userID)
|
||||||
hasGrudge := char.GrudgeLocation != ""
|
hasGrudge := char.GrudgeLocation != ""
|
||||||
return computeAdvBonuses(treasures, buffs, char.CurrentStreak, hasGrudge)
|
b := computeAdvBonuses(treasures, buffs, char.CurrentStreak, hasGrudge)
|
||||||
|
// N7/B2 — renown pays out on loot/XP here too. Safe despite this feeding
|
||||||
|
// combat_stats: applyRenownBonuses touches only LootQuality/XPMultiplier,
|
||||||
|
// which combat stat derivation never reads (see adventure_renown.go).
|
||||||
|
applyRenownBonuses(b, char.RenownLevel())
|
||||||
|
return b
|
||||||
}
|
}
|
||||||
|
|
||||||
// loadConsumableInventory scans inventory for items matching consumable definitions.
|
// loadConsumableInventory scans inventory for items matching consumable definitions.
|
||||||
@@ -165,7 +190,7 @@ func (p *AdventurePlugin) loadConsumableInventory(userID id.UserID) []Consumable
|
|||||||
// Auto-craft if player has foraging level 10+
|
// Auto-craft if player has foraging level 10+
|
||||||
char, err := loadAdvCharacter(userID)
|
char, err := loadAdvCharacter(userID)
|
||||||
if err == nil && char.ForagingSkill >= 10 {
|
if err == nil && char.ForagingSkill >= 10 {
|
||||||
craftResults, updatedItems := autoCraftConsumables(userID, items, char.ForagingSkill)
|
craftResults, updatedItems := autoCraftConsumables(userID, items, char.ForagingSkill, homeWorkshopCraftBonus(char.HouseTier))
|
||||||
if len(craftResults) > 0 {
|
if len(craftResults) > 0 {
|
||||||
items = updatedItems
|
items = updatedItems
|
||||||
for _, cr := range craftResults {
|
for _, cr := range craftResults {
|
||||||
|
|||||||
@@ -101,7 +101,11 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
|
|||||||
if refusal != "" {
|
if refusal != "" {
|
||||||
return p.replyDM(ctx, refusal)
|
return p.replyDM(ctx, refusal)
|
||||||
}
|
}
|
||||||
enemyHP := enemy.Stats.MaxHP
|
// The persisted session scales enemy HP for a party (solo scales by 1.0, so
|
||||||
|
// this is a no-op there); mirror it here so the entry banner and the opening
|
||||||
|
// round resolve against the same ceiling startPartyCombatSession persisted and
|
||||||
|
// the rebuilt rounds use.
|
||||||
|
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, seatSetupWeight(seats))
|
||||||
|
|
||||||
// Fight-start one-shot resources (Abjuration Arcane Ward, etc.) are seeded
|
// Fight-start one-shot resources (Abjuration Arcane Ward, etc.) are seeded
|
||||||
// per seat onto the session and its participant rows, so they survive the
|
// per seat onto the session and its participant rows, so they survive the
|
||||||
@@ -130,6 +134,11 @@ func (p *AdventurePlugin) handleFightCmd(ctx MessageContext) error {
|
|||||||
|
|
||||||
if sess.IsParty() {
|
if sess.IsParty() {
|
||||||
players := seatCombatants(seats)
|
players := seatCombatants(seats)
|
||||||
|
// Align the in-memory template with the scaled HP persisted above, so the
|
||||||
|
// opening-round settle resolves the enemy against the same MaxHP the
|
||||||
|
// rebuilt rounds do (regen clamp, bloodied-ability threshold). The persist
|
||||||
|
// already happened off the unscaled value, so this does not double-scale.
|
||||||
|
enemy.Stats.MaxHP = enemyHP
|
||||||
// The enemy may have won initiative. Resolve everything the round owes
|
// The enemy may have won initiative. Resolve everything the round owes
|
||||||
// before anyone is asked to act, so the opening block narrates the hit
|
// before anyone is asked to act, so the opening block narrates the hit
|
||||||
// rather than showing its damage with no explanation.
|
// rather than showing its damage with no explanation.
|
||||||
@@ -332,6 +341,10 @@ func continueHint(userID id.UserID) string {
|
|||||||
// the room's manual combat is done, and a fresh !zone advance clears the room.
|
// the room's manual combat is done, and a fresh !zone advance clears the room.
|
||||||
func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSession, enemy Combatant) string {
|
func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSession, enemy Combatant) string {
|
||||||
persistDnDHPAfterCombat(userID, sess.PlayerHP)
|
persistDnDHPAfterCombat(userID, sess.PlayerHP)
|
||||||
|
// Achievements and post-combat subclass state are owed on every terminal
|
||||||
|
// status, not just a win — a Berserker who rages and loses still comes out
|
||||||
|
// of it exhausted. The auto-resolve close-outs have always done this.
|
||||||
|
p.postCombatBookkeepingForSeat(sess, 0)
|
||||||
|
|
||||||
run, _ := getZoneRun(sess.RunID)
|
run, _ := getZoneRun(sess.RunID)
|
||||||
var zone ZoneDefinition
|
var zone ZoneDefinition
|
||||||
@@ -350,28 +363,12 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
|
|||||||
var b strings.Builder
|
var b strings.Builder
|
||||||
switch sess.Status {
|
switch sess.Status {
|
||||||
case CombatStatusWon:
|
case CombatStatusWon:
|
||||||
recordZoneKillForUser(userID, sess.EnemyID)
|
|
||||||
applyRoomCombatThreatForUser(userID, elite)
|
|
||||||
// zoneCombatXP only reads PlayerWon + NearDeath off the result.
|
|
||||||
nearDeath := sess.PlayerHPMax > 0 && sess.PlayerHP*5 < sess.PlayerHPMax
|
|
||||||
tier := 1
|
tier := 1
|
||||||
if run != nil {
|
if run != nil {
|
||||||
tier = int(zone.Tier)
|
tier = int(zone.Tier)
|
||||||
}
|
}
|
||||||
if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
|
bossOnExpedition := p.applyOwnerWinEffects(userID, sess.EnemyID, elite)
|
||||||
if _, err := p.grantDnDXP(userID, xp); err != nil {
|
p.grantSeatWinXP(userID, sess.PlayerHP, sess.PlayerHPMax, monster, tier)
|
||||||
slog.Error("combat: grantDnDXP turn-based", "user", userID, "err", err)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
bossOnExpedition := false
|
|
||||||
if !elite {
|
|
||||||
// §8.1 — zone boss defeat drops expedition threat. Silent no-op
|
|
||||||
// for standalone zone runs (no active expedition).
|
|
||||||
if exp, eerr := getActiveExpedition(userID); eerr == nil && exp != nil {
|
|
||||||
_ = applyBossDefeatThreat(exp.ID)
|
|
||||||
bossOnExpedition = true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if line := twinBeeLine(zone.ID, DMCombatEnd, sess.RunID, cadence); line != "" {
|
if line := twinBeeLine(zone.ID, DMCombatEnd, sess.RunID, cadence); line != "" {
|
||||||
b.WriteString(line + "\n")
|
b.WriteString(line + "\n")
|
||||||
}
|
}
|
||||||
@@ -384,6 +381,9 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
|
|||||||
if drop := p.dropZoneLoot(userID, zone.ID, monster, !elite, elite); drop != "" {
|
if drop := p.dropZoneLoot(userID, zone.ID, monster, !elite, elite); drop != "" {
|
||||||
b.WriteString(drop + "\n")
|
b.WriteString(drop + "\n")
|
||||||
}
|
}
|
||||||
|
if !elite {
|
||||||
|
writeBossEpilogue(&b, zone.ID)
|
||||||
|
}
|
||||||
if bossOnExpedition {
|
if bossOnExpedition {
|
||||||
// The boss is the expedition's climax. Frame the close-out as
|
// The boss is the expedition's climax. Frame the close-out as
|
||||||
// the win rather than a "keep walking" nudge. One more
|
// the win rather than a "keep walking" nudge. One more
|
||||||
@@ -395,11 +395,7 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
|
|||||||
}
|
}
|
||||||
|
|
||||||
case CombatStatusLost:
|
case CombatStatusLost:
|
||||||
if run != nil {
|
endRunOnLoss(userID, sess.RunID, true)
|
||||||
_, _ = applyMoodEvent(sess.RunID, MoodEventPlayerDeath)
|
|
||||||
}
|
|
||||||
_ = abandonZoneRun(userID)
|
|
||||||
forceExtractExpeditionForRunLoss(userID, "combat death")
|
|
||||||
markAdventureDead(userID, "zone", zone.Display)
|
markAdventureDead(userID, "zone", zone.Display)
|
||||||
if line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence); line != "" {
|
if line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence); line != "" {
|
||||||
b.WriteString(line + "\n")
|
b.WriteString(line + "\n")
|
||||||
@@ -410,8 +406,7 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
|
|||||||
// Flee = run ends, light penalty: wounds persist (HP already saved),
|
// Flee = run ends, light penalty: wounds persist (HP already saved),
|
||||||
// but no death timer. Chosen candidate from the migration plan's
|
// but no death timer. Chosen candidate from the migration plan's
|
||||||
// open question on flee outcome.
|
// open question on flee outcome.
|
||||||
_ = abandonZoneRun(userID)
|
endRunOnLoss(userID, sess.RunID, false)
|
||||||
forceExtractExpeditionForRunLoss(userID, "combat flee")
|
|
||||||
b.WriteString(fmt.Sprintf("🏃 You broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
|
b.WriteString(fmt.Sprintf("🏃 You broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
|
||||||
|
|
||||||
default:
|
default:
|
||||||
@@ -430,7 +425,11 @@ func (p *AdventurePlugin) finishCombatSession(userID id.UserID, sess *CombatSess
|
|||||||
// returns the spell plus the resolved slot level. errMsg is non-empty and
|
// returns the spell plus the resolved slot level. errMsg is non-empty and
|
||||||
// player-facing on any validation failure. It performs NO resource spend —
|
// player-facing on any validation failure. It performs NO resource spend —
|
||||||
// the caller debits the slot only once the round is about to resolve.
|
// the caller debits the slot only once the round is about to resolve.
|
||||||
func parseCombatCast(userID id.UserID, c *DnDCharacter, args string) (SpellDefinition, int, string) {
|
//
|
||||||
|
// It takes the seat, not just the user, because "do you know this spell" is a
|
||||||
|
// question about a combatant and only *usually* a question about a database row:
|
||||||
|
// the hired companion has no rows and answers it from his synthetic sheet.
|
||||||
|
func parseCombatCast(sess *CombatSession, seat int, userID id.UserID, c *DnDCharacter, args string) (SpellDefinition, int, string) {
|
||||||
tokens := strings.Fields(args)
|
tokens := strings.Fields(args)
|
||||||
upcast := 0
|
upcast := 0
|
||||||
var spellTokens []string
|
var spellTokens []string
|
||||||
@@ -478,7 +477,7 @@ func parseCombatCast(userID id.UserID, c *DnDCharacter, args string) (SpellDefin
|
|||||||
return SpellDefinition{}, 0, fmt.Sprintf("At level %d, your Arcane Trickster magic only reaches level-%d spells.", c.Level, mx)
|
return SpellDefinition{}, 0, fmt.Sprintf("At level %d, your Arcane Trickster magic only reaches level-%d spells.", c.Level, mx)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
known, prepared, err := playerKnowsSpell(userID, spell.ID)
|
known, prepared, err := seatKnowsSpell(sess, seat, userID, spell.ID)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return SpellDefinition{}, 0, "Couldn't check your spell list."
|
return SpellDefinition{}, 0, "Couldn't check your spell list."
|
||||||
}
|
}
|
||||||
@@ -531,12 +530,92 @@ func (p *AdventurePlugin) handleCombatCastCmd(ctx MessageContext, args string) e
|
|||||||
// the roster so the buff is live for the round's enemy turn. Before P5 that
|
// the roster so the buff is live for the round's enemy turn. Before P5 that
|
||||||
// delta went to the session's embedded copy — seat 0 — so a party member
|
// delta went to the session's embedded copy — seat 0 — so a party member
|
||||||
// buffing themselves would have buffed the leader.
|
// buffing themselves would have buffed the leader.
|
||||||
|
// splitCastTarget peels an optional ally target off the end of a `!cast` argument
|
||||||
|
// — `cure wounds @alex`, or just `cure wounds alex` — and resolves it to a seat.
|
||||||
|
//
|
||||||
|
// It resolves against the people *in this fight* rather than the room, which is
|
||||||
|
// both cheaper (no ResolveUser round-trip, no RoomID to thread down here) and
|
||||||
|
// more correct: the only legal target of a combat heal is somebody sitting in the
|
||||||
|
// combat. Anything it does not recognise is left on the string for the spell
|
||||||
|
// parser, so `!cast cure wounds` and `!cast fireball 3` behave exactly as before.
|
||||||
|
//
|
||||||
|
// Both spellings work: the `--target @alex` flag that `!help` has advertised all
|
||||||
|
// along (and that parseCombatCast has been silently swallowing since SP2 —
|
||||||
|
// "reserved for SP3, accept and ignore"), and a plain trailing `@alex`.
|
||||||
|
//
|
||||||
|
// Returns (remainingArgs, seat, errMsg). seat is -1 when no target was named.
|
||||||
|
func splitCastTarget(ct *combatTurn, caster int, args string) (string, int, string) {
|
||||||
|
args = strings.TrimSpace(args)
|
||||||
|
if args == "" || !ct.isParty() {
|
||||||
|
return args, -1, ""
|
||||||
|
}
|
||||||
|
fields := strings.Fields(args)
|
||||||
|
|
||||||
|
// `--target <who>` anywhere in the string.
|
||||||
|
explicit, name := false, ""
|
||||||
|
for i := 0; i < len(fields); i++ {
|
||||||
|
if !strings.EqualFold(fields[i], "--target") {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if i+1 >= len(fields) {
|
||||||
|
return args, -1, "`--target` needs a name: `!cast cure wounds --target @alex`."
|
||||||
|
}
|
||||||
|
explicit, name = true, strings.TrimPrefix(fields[i+1], "@")
|
||||||
|
fields = append(fields[:i], fields[i+2:]...)
|
||||||
|
break
|
||||||
|
}
|
||||||
|
|
||||||
|
if name == "" {
|
||||||
|
last := fields[len(fields)-1]
|
||||||
|
// A bare number is a slot level (`!cast fireball 3`), never a target.
|
||||||
|
if _, err := strconv.Atoi(last); err == nil {
|
||||||
|
return args, -1, ""
|
||||||
|
}
|
||||||
|
explicit = strings.HasPrefix(last, "@")
|
||||||
|
name = strings.TrimPrefix(last, "@")
|
||||||
|
if name == "" {
|
||||||
|
return args, -1, ""
|
||||||
|
}
|
||||||
|
fields = fields[:len(fields)-1]
|
||||||
|
}
|
||||||
|
// From here `fields` is the spell tokens with the target removed.
|
||||||
|
rest := strings.Join(fields, " ")
|
||||||
|
|
||||||
|
for i, c := range ct.players {
|
||||||
|
uid := ct.sess.seatUserID(i)
|
||||||
|
if !strings.EqualFold(c.Name, name) &&
|
||||||
|
!strings.EqualFold(uid, name) &&
|
||||||
|
!strings.EqualFold(id.UserID(uid).Localpart(), name) {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if i == caster {
|
||||||
|
// Targeting yourself is just casting it on yourself, which is what the
|
||||||
|
// engine does by default. Drop the target and carry on.
|
||||||
|
return rest, -1, ""
|
||||||
|
}
|
||||||
|
return rest, i, ""
|
||||||
|
}
|
||||||
|
// An explicit @mention that matches nobody in the fight is a mistake worth
|
||||||
|
// naming — silently casting it on yourself would waste the slot.
|
||||||
|
if explicit {
|
||||||
|
return args, -1, fmt.Sprintf("**%s** isn't in this fight. Cast it on someone who is.", name)
|
||||||
|
}
|
||||||
|
return args, -1, ""
|
||||||
|
}
|
||||||
|
|
||||||
func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args string) (PlayerAction, func(bool), string) {
|
func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args string) (PlayerAction, func(bool), string) {
|
||||||
noop := func(bool) {}
|
noop := func(bool) {}
|
||||||
uid := id.UserID(ct.sess.seatUserID(seat))
|
uid := id.UserID(ct.sess.seatUserID(seat))
|
||||||
|
|
||||||
advChar, _ := loadAdvCharacter(uid)
|
// §1 — a heal may name somebody else in the fight: `!cast cure wounds @alex`.
|
||||||
c, err := p.ensureCharForDnDCmd(uid, advChar)
|
// Split the target off before the spell is parsed, so the spell parser sees
|
||||||
|
// the same string it always has.
|
||||||
|
args, targetSeat, targetErr := splitCastTarget(ct, seat, args)
|
||||||
|
if targetErr != "" {
|
||||||
|
return PlayerAction{}, noop, targetErr
|
||||||
|
}
|
||||||
|
|
||||||
|
c, err := p.seatCastSheet(ct.sess, uid)
|
||||||
if err != nil || c == nil {
|
if err != nil || c == nil {
|
||||||
return PlayerAction{}, noop, "Couldn't load your Adv 2.0 sheet."
|
return PlayerAction{}, noop, "Couldn't load your Adv 2.0 sheet."
|
||||||
}
|
}
|
||||||
@@ -545,7 +624,7 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
|
|||||||
"%s isn't a caster class. `!attack` or `!consume <item>` instead.", titleClass(c.Class))
|
"%s isn't a caster class. `!attack` or `!consume <item>` instead.", titleClass(c.Class))
|
||||||
}
|
}
|
||||||
|
|
||||||
spell, slotLevel, errMsg := parseCombatCast(uid, c, strings.TrimSpace(args))
|
spell, slotLevel, errMsg := parseCombatCast(ct.sess, seat, uid, c, strings.TrimSpace(args))
|
||||||
if errMsg != "" {
|
if errMsg != "" {
|
||||||
return PlayerAction{}, noop, errMsg
|
return PlayerAction{}, noop, errMsg
|
||||||
}
|
}
|
||||||
@@ -556,7 +635,7 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
|
|||||||
|
|
||||||
refund := func(ok bool) {
|
refund := func(ok bool) {
|
||||||
if !ok && spell.Level > 0 {
|
if !ok && spell.Level > 0 {
|
||||||
_ = refundSpellSlot(uid, slotLevel)
|
_ = refundSeatSlot(ct.sess, seat, uid, slotLevel)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -573,7 +652,7 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
|
|||||||
return PlayerAction{}, noop, fmt.Sprintf(
|
return PlayerAction{}, noop, fmt.Sprintf(
|
||||||
"%s has no effect the turn-based engine can apply yet.", spell.Name)
|
"%s has no effect the turn-based engine can apply yet.", spell.Name)
|
||||||
}
|
}
|
||||||
if msg := p.chargeSpellCost(uid, spell, slotLevel); msg != "" {
|
if msg := p.chargeSpellCost(ct.sess, seat, uid, spell, slotLevel); msg != "" {
|
||||||
return PlayerAction{}, noop, msg
|
return PlayerAction{}, noop, msg
|
||||||
}
|
}
|
||||||
ct.sess.actorStatusesPtr(seat).applyBuffDelta(d)
|
ct.sess.actorStatusesPtr(seat).applyBuffDelta(d)
|
||||||
@@ -595,9 +674,21 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
|
|||||||
return PlayerAction{}, noop, fmt.Sprintf(
|
return PlayerAction{}, noop, fmt.Sprintf(
|
||||||
"%s is a utility spell — those aren't usable in turn-based fights yet. Try a damage, healing, control, or buff spell.", spell.Name)
|
"%s is a utility spell — those aren't usable in turn-based fights yet. Try a damage, healing, control, or buff spell.", spell.Name)
|
||||||
}
|
}
|
||||||
if msg := p.chargeSpellCost(uid, spell, slotLevel); msg != "" {
|
if msg := p.chargeSpellCost(ct.sess, seat, uid, spell, slotLevel); msg != "" {
|
||||||
return PlayerAction{}, noop, msg
|
return PlayerAction{}, noop, msg
|
||||||
}
|
}
|
||||||
|
// Park the Necromancy kill-heal stash on the casting seat. The
|
||||||
|
// auto-resolve path keeps it on the fight-start CombatModifiers, which
|
||||||
|
// a turn-based fight has nowhere to hold — it rebuilds its combatants
|
||||||
|
// every round. Only a damaging cast stashes (a miss leaves the slot at
|
||||||
|
// 0), and each one overwrites the last, so the stash always describes
|
||||||
|
// the seat's most recent landed spell — which is the only one that can
|
||||||
|
// have been lethal by the time the close-out reads it.
|
||||||
|
if out.GrimHarvestSlot > 0 {
|
||||||
|
as := ct.sess.actorStatusesPtr(seat)
|
||||||
|
as.GrimHarvestSlot = out.GrimHarvestSlot
|
||||||
|
as.GrimHarvestNecrotic = out.GrimHarvestNecrotic
|
||||||
|
}
|
||||||
eff = &turnActionEffect{
|
eff = &turnActionEffect{
|
||||||
Label: out.Desc,
|
Label: out.Desc,
|
||||||
Action: "spell_cast",
|
Action: "spell_cast",
|
||||||
@@ -605,6 +696,20 @@ func (p *AdventurePlugin) castActionForSeat(ct *combatTurn, seat int, args strin
|
|||||||
PlayerHeal: out.PlayerHeal,
|
PlayerHeal: out.PlayerHeal,
|
||||||
EnemySkip: out.EnemySkip,
|
EnemySkip: out.EnemySkip,
|
||||||
}
|
}
|
||||||
|
// §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
|
||||||
|
// the class whose whole job is keeping other people upright could not put
|
||||||
|
// a single hit point on a friend.
|
||||||
|
if targetSeat >= 0 && targetSeat != seat {
|
||||||
|
if out.PlayerHeal <= 0 {
|
||||||
|
return PlayerAction{}, refund, fmt.Sprintf(
|
||||||
|
"%s isn't something you can cast on someone else. Drop the target to cast it yourself.", spell.Name)
|
||||||
|
}
|
||||||
|
eff.AllyHeal, eff.AllySeat = out.PlayerHeal, targetSeat
|
||||||
|
eff.PlayerHeal = 0
|
||||||
|
eff.Label = fmt.Sprintf("%s → %s (+%d HP)", spell.Name, ct.players[targetSeat].Name, out.PlayerHeal)
|
||||||
|
}
|
||||||
// Concentration AOE damage spells linger: the burst lands this round
|
// Concentration AOE damage spells linger: the burst lands this round
|
||||||
// (EnemyDamage) and the same value re-ticks every round_end after, via
|
// (EnemyDamage) and the same value re-ticks every round_end after, via
|
||||||
// the engine's concentration aura. spiritual_weapon already covers the
|
// the engine's concentration aura. spiritual_weapon already covers the
|
||||||
@@ -633,18 +738,30 @@ func (p *AdventurePlugin) rebuildRoster(ct *combatTurn) error {
|
|||||||
// success the caller owns the slot and must refundSpellSlot if the round itself
|
// success the caller owns the slot and must refundSpellSlot if the round itself
|
||||||
// errors. Material components (rare in a fight) are not refunded if the slot
|
// errors. Material components (rare in a fight) are not refunded if the slot
|
||||||
// debit then fails — matching the auto-resolve cast path.
|
// debit then fails — matching the auto-resolve cast path.
|
||||||
func (p *AdventurePlugin) chargeSpellCost(userID id.UserID, spell SpellDefinition, slotLevel int) string {
|
func (p *AdventurePlugin) chargeSpellCost(sess *CombatSession, seat int, userID id.UserID, spell SpellDefinition, slotLevel int) string {
|
||||||
|
_, _, companion := seatCompanionLoadout(sess, userID)
|
||||||
|
|
||||||
|
// The companion carries no purse — he has no wallet to debit and no inventory
|
||||||
|
// to stock one from, so a component cost is not a price he can pay but a spell
|
||||||
|
// he cannot cast. Refusing here (rather than letting the debit fail on an empty
|
||||||
|
// account) keeps that an explicit rule instead of an accident of his balance.
|
||||||
if spell.MaterialCost > 0 {
|
if spell.MaterialCost > 0 {
|
||||||
|
if companion {
|
||||||
|
return fmt.Sprintf("%s needs a component %s doesn't carry.", spell.Name, companionDisplayName)
|
||||||
|
}
|
||||||
if p.euro == nil || !p.euro.Debit(userID, float64(spell.MaterialCost), "dnd_spell_component") {
|
if p.euro == nil || !p.euro.Debit(userID, float64(spell.MaterialCost), "dnd_spell_component") {
|
||||||
return fmt.Sprintf("%s needs a %d-coin diamond component you can't afford.", spell.Name, spell.MaterialCost)
|
return fmt.Sprintf("%s needs a %d-coin diamond component you can't afford.", spell.Name, spell.MaterialCost)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if spell.Level > 0 {
|
if spell.Level > 0 {
|
||||||
ok, serr := consumeSpellSlot(userID, slotLevel)
|
ok, serr := consumeSeatSlot(sess, seat, userID, slotLevel)
|
||||||
if serr != nil {
|
if serr != nil {
|
||||||
return "Couldn't consume slot: " + serr.Error()
|
return "Couldn't consume slot: " + serr.Error()
|
||||||
}
|
}
|
||||||
if !ok {
|
if !ok {
|
||||||
|
if companion {
|
||||||
|
return fmt.Sprintf("%s is out of level-%d energy.", companionDisplayName, slotLevel)
|
||||||
|
}
|
||||||
return fmt.Sprintf("You're out of level-%d energy. %s", slotLevel, renderSlotsBrief(userID))
|
return fmt.Sprintf("You're out of level-%d energy. %s", slotLevel, renderSlotsBrief(userID))
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -162,9 +162,11 @@ type CombatModifiers struct {
|
|||||||
// ArcaneWardHP: flat HP buffer absorbed before player HP. Refilled at the
|
// ArcaneWardHP: flat HP buffer absorbed before player HP. Refilled at the
|
||||||
// start of each combat by Abjuration L5+ (2× Mage level, +prof at L7).
|
// start of each combat by Abjuration L5+ (2× Mage level, +prof at L7).
|
||||||
// Persists across rounds within a single combat; not refunded between fights.
|
// Persists across rounds within a single combat; not refunded between fights.
|
||||||
// GrimHarvestSlot/Necrotic: snapshot of the queued spell stashed by
|
// GrimHarvestSlot/Necrotic: snapshot of the damaging spell stashed for the
|
||||||
// applyPendingCast for the post-combat Grim Harvest hook (Necromancy L5+).
|
// post-combat Grim Harvest hook (Necromancy L5+) — by applyPendingCast on
|
||||||
// Heal fires only if the spell event is what dropped the enemy to 0.
|
// the auto-resolve path, and by seatFightStartMods reading the seat's
|
||||||
|
// statuses on the turn-based one. Heal fires only if that spell's event is
|
||||||
|
// what dropped the enemy to 0.
|
||||||
ArcaneWardHP int
|
ArcaneWardHP int
|
||||||
GrimHarvestSlot int
|
GrimHarvestSlot int
|
||||||
GrimHarvestNecrotic bool
|
GrimHarvestNecrotic bool
|
||||||
@@ -187,6 +189,22 @@ type Combatant struct {
|
|||||||
Mods CombatModifiers
|
Mods CombatModifiers
|
||||||
IsPlayer bool
|
IsPlayer bool
|
||||||
Ability *MonsterAbility // non-nil for monsters with a special ability
|
Ability *MonsterAbility // non-nil for monsters with a special ability
|
||||||
|
|
||||||
|
// SeatWeight is what this seat costs the enemy: 1.0 is a full peer of the
|
||||||
|
// leader, and less than that is a seat that brings less to the fight. Zero
|
||||||
|
// means "unset" and reads as 1.0, so every existing call site — and every solo
|
||||||
|
// fight — is unchanged.
|
||||||
|
//
|
||||||
|
// The enemy's HP bump and its action economy scale on the SUM of these rather
|
||||||
|
// than on a seat count. A seat count charges the boss the same for an
|
||||||
|
// under-levelled friend, a hired NPC, and a peer, which is why hiring a
|
||||||
|
// below-median body was measurably worse than going alone: he cost a full
|
||||||
|
// seat's worth of boss and did not give a full seat's worth back.
|
||||||
|
//
|
||||||
|
// It is derived from the seat's identity (level, and whether it is a hireling),
|
||||||
|
// NOT from fight state — so every per-round rebuild recomputes the same number
|
||||||
|
// and there is nothing to persist. See seatWeight.
|
||||||
|
SeatWeight float64
|
||||||
}
|
}
|
||||||
|
|
||||||
type CombatPhase struct {
|
type CombatPhase struct {
|
||||||
@@ -218,7 +236,14 @@ type CombatEvent struct {
|
|||||||
//
|
//
|
||||||
// It exists so a party's play-by-play can name the right person. Solo events
|
// It exists so a party's play-by-play can name the right person. Solo events
|
||||||
// are all seat 0, and the omitempty tag keeps the field out of every solo
|
// are all seat 0, and the omitempty tag keeps the field out of every solo
|
||||||
// turn_log_json — rows written before N3/P5 decode unchanged.
|
// turn_log_json — rows written before N3/P5 decode unchanged, and a fight in
|
||||||
|
// flight across a deploy resumes byte-identically (TestP5Fields_StayOffSoloRows).
|
||||||
|
//
|
||||||
|
// The omitempty makes seat 0 and "no seat" identical on the wire, which is
|
||||||
|
// fine for persistence and actively misleading in a diagnostic trace — it hid
|
||||||
|
// a companion who never swung, making the fight look like it had one seat.
|
||||||
|
// Do NOT fix that here; the wire format is load-bearing. The sim's trace
|
||||||
|
// serializes through simTraceEvent, which always emits the seat.
|
||||||
Seat int `json:"Seat,omitempty"`
|
Seat int `json:"Seat,omitempty"`
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -64,6 +64,12 @@ func simulateParty(players []Combatant, enemy Combatant, phases []CombatPhase) P
|
|||||||
}
|
}
|
||||||
|
|
||||||
func simulatePartyWithRNG(players []Combatant, enemy Combatant, phases []CombatPhase, rng *rand.Rand) PartyCombatResult {
|
func simulatePartyWithRNG(players []Combatant, enemy Combatant, phases []CombatPhase, rng *rand.Rand) PartyCombatResult {
|
||||||
|
// Party-only: bump the enemy's max HP so the fight lasts long enough for the
|
||||||
|
// scaled action economy to actually threaten each member. Solo is unchanged
|
||||||
|
// (scale 1.0), so SimulateCombat and the golden do not move.
|
||||||
|
if len(players) > 1 {
|
||||||
|
enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, partyWeightOf(players))
|
||||||
|
}
|
||||||
enemyStart := enemy.Stats.MaxHP
|
enemyStart := enemy.Stats.MaxHP
|
||||||
if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
|
if enemy.Stats.StartHP > 0 && enemy.Stats.StartHP < enemy.Stats.MaxHP {
|
||||||
enemyStart = enemy.Stats.StartHP
|
enemyStart = enemy.Stats.StartHP
|
||||||
@@ -289,6 +295,279 @@ func roundInitiative(st *combatState, enemy *Combatant, phase *CombatPhase) []in
|
|||||||
return order
|
return order
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// enemyActionsThisRound is how many attack-actions the enemy takes this round
|
||||||
|
// against the seated roster. Solo returns 1 without drawing from the RNG, so both
|
||||||
|
// combat engines collapse to their pre-party behaviour and the characterization
|
||||||
|
// golden and d8prereq corpus do not move.
|
||||||
|
//
|
||||||
|
// A party's action budget is a *fractional expectation* (partyActionExpectation),
|
||||||
|
// realised as floor(exp) actions plus one more with probability frac(exp). The
|
||||||
|
// fraction matters because the action lever is coarse: against a party of two, an
|
||||||
|
// integer 2 actions is a 100% faceroll and 3 is brutal (~45%), with nothing
|
||||||
|
// between — a per-round coin-flip for the extra action is the only way to land
|
||||||
|
// the band in the gap. The single draw is taken only for a party, so the solo RNG
|
||||||
|
// stream is untouched.
|
||||||
|
// §2(b): the budget counts the seats still STANDING, re-derived every round —
|
||||||
|
// not the seats that walked in.
|
||||||
|
//
|
||||||
|
// It used to read len(st.actors), which includes the dead. So a party that lost a
|
||||||
|
// member kept paying for them: the survivor faced a boss still swinging at
|
||||||
|
// two-player cadence, alone. That is a death spiral with the arrow pointing the
|
||||||
|
// wrong way — the moment a party is losing, the engine hits it harder — and it is
|
||||||
|
// the single nastiest thing the companion sweep turned up, because it is not a
|
||||||
|
// companion bug at all. It has been live for every human party since N3.
|
||||||
|
//
|
||||||
|
// A corpse does not threaten anybody, and the enemy has no reason to keep spending
|
||||||
|
// actions on one.
|
||||||
|
func enemyActionsThisRound(st *combatState) int {
|
||||||
|
if livingActors(st) < 2 {
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
// The summed weight of the seats still standing — not a head count of them.
|
||||||
|
// A seat that brings half a peer buys the boss half a peer's worth of extra
|
||||||
|
// swings, and a seat that is down buys none at all.
|
||||||
|
n := livingWeight(st)
|
||||||
|
exp := partyActionExpectation(n)
|
||||||
|
base := int(exp)
|
||||||
|
if frac := exp - float64(base); frac > 0 && st.randFloat() < frac {
|
||||||
|
base++
|
||||||
|
}
|
||||||
|
return base
|
||||||
|
}
|
||||||
|
|
||||||
|
// livingActors counts the seats still standing.
|
||||||
|
func livingActors(st *combatState) int {
|
||||||
|
n := 0
|
||||||
|
for _, a := range st.actors {
|
||||||
|
if a.playerHP > 0 {
|
||||||
|
n++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return n
|
||||||
|
}
|
||||||
|
|
||||||
|
// livingWeight is livingActors in the currency the enemy actually charges in: the
|
||||||
|
// summed SeatWeight of the seats still standing.
|
||||||
|
func livingWeight(st *combatState) float64 {
|
||||||
|
total := 0.0
|
||||||
|
for _, a := range st.actors {
|
||||||
|
if a.playerHP > 0 {
|
||||||
|
total += combatantWeight(a.c)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return total
|
||||||
|
}
|
||||||
|
|
||||||
|
// partyActionExpectation is the expected number of enemy attack-actions per round
|
||||||
|
// against a party of n. A single enemy swing (the pre-P8 behaviour) let each
|
||||||
|
// member absorb ~1/N² of the solo incoming and cleared 100% of T5; the sim band
|
||||||
|
// landed the martial-leader target only near ~2N actions, and HP alone can't touch
|
||||||
|
// a martial (fighter stays at 100% even at enemy HP ×1.6). So the enemy's action
|
||||||
|
// economy is the load-bearing lever, and it is fractional so a two-person party
|
||||||
|
// lands between soloing and a trio instead of snapping to one of two integers
|
||||||
|
// (against a duo, an integer 2 actions is a ~91% faceroll and 3 is a ~45% meat
|
||||||
|
// grinder — 2.4 sits fighter+cleric at ~75%, between solo 70% and trio 90%).
|
||||||
|
//
|
||||||
|
// N≥3 follows 2N−1, the point that gave fighter ~90% / cleric-led ~72% at
|
||||||
|
// HP ×1.15. The whole curve is monotonic by party size and never drops a
|
||||||
|
// composition below its solo clear rate — bringing a friend is never a penalty.
|
||||||
|
// It takes a fractional party size — the summed SeatWeight of the living seats,
|
||||||
|
// not a head count — and interpolates linearly between the integer knots the P8
|
||||||
|
// sweep actually tuned: (1, 1.0), (2, 2.4), and 2n−1 from 3 up. Every integer
|
||||||
|
// input therefore returns exactly what it always returned, so a solo fight and a
|
||||||
|
// party of peers are byte-identical and the balance corpus is untouched. Only a
|
||||||
|
// roster of *unequal* seats lands between the knots, which is the entire point:
|
||||||
|
// a half-strength body should buy the boss half a body's worth of extra swings.
|
||||||
|
func partyActionExpectation(n float64) float64 {
|
||||||
|
switch {
|
||||||
|
case n <= 1:
|
||||||
|
return 1
|
||||||
|
case n <= 2:
|
||||||
|
// (1, 1.0) → (2, 2.4)
|
||||||
|
return 1 + 1.4*(n-1)
|
||||||
|
case n <= 3:
|
||||||
|
// (2, 2.4) → (3, 5.0); the original curve stepped here, so the segment is
|
||||||
|
// steeper than the 2n−1 line it joins.
|
||||||
|
return 2.4 + 2.6*(n-2)
|
||||||
|
default:
|
||||||
|
return 2*n - 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatWeight is what one seat costs the enemy, relative to the leader.
|
||||||
|
//
|
||||||
|
// **Level, not stats.** A power score built from HP × damage would rank a cleric
|
||||||
|
// below a fighter and quietly make every mixed *human* party easier — the support
|
||||||
|
// classes would stop paying their way. Level is the class-neutral measure of what
|
||||||
|
// a body is worth, and it is exactly the axis on which the two seats that violated
|
||||||
|
// the peer assumption differ: an under-levelled friend, and a hireling who arrives
|
||||||
|
// a level down by design.
|
||||||
|
//
|
||||||
|
// A peer of the leader weighs 1.0, so a party of equals is unchanged. Nobody weighs
|
||||||
|
// more than a peer: out-levelling the leader does not make the boss harder for
|
||||||
|
// everyone else.
|
||||||
|
func seatWeight(seatLevel, leaderLevel int, companion bool) float64 {
|
||||||
|
if leaderLevel <= 0 || seatLevel <= 0 {
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
w := float64(seatLevel) / float64(leaderLevel)
|
||||||
|
if w > 1 {
|
||||||
|
w = 1
|
||||||
|
}
|
||||||
|
if companion {
|
||||||
|
// The layers a player accumulates and a hireling never will: no subclass, no
|
||||||
|
// magic items, no armed ability, and gear that is never Masterwork. Levels
|
||||||
|
// cannot see any of that, so it is priced here.
|
||||||
|
w *= companionSeatWeight
|
||||||
|
}
|
||||||
|
if w < seatWeightFloor {
|
||||||
|
w = seatWeightFloor
|
||||||
|
}
|
||||||
|
return w
|
||||||
|
}
|
||||||
|
|
||||||
|
const (
|
||||||
|
// companionSeatWeight is the hireling discount — the one tunable in this model.
|
||||||
|
companionSeatWeight = 0.65
|
||||||
|
// seatWeightFloor stops a badly under-levelled seat from becoming free. A body
|
||||||
|
// in the fight is always worth something to the enemy: it is one more thing that
|
||||||
|
// has to be killed.
|
||||||
|
seatWeightFloor = 0.35
|
||||||
|
)
|
||||||
|
|
||||||
|
// partyWeight sums the seats' weights. An unset weight (0) reads as a full peer,
|
||||||
|
// which is what every combatant built before this existed is.
|
||||||
|
func partyWeight(players []*Combatant) float64 {
|
||||||
|
total := 0.0
|
||||||
|
for _, c := range players {
|
||||||
|
total += combatantWeight(c)
|
||||||
|
}
|
||||||
|
return total
|
||||||
|
}
|
||||||
|
|
||||||
|
func combatantWeight(c *Combatant) float64 {
|
||||||
|
if c == nil {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
if c.SeatWeight <= 0 {
|
||||||
|
return 1
|
||||||
|
}
|
||||||
|
return c.SeatWeight
|
||||||
|
}
|
||||||
|
|
||||||
|
// partyWeightOf is partyWeight for a value slice.
|
||||||
|
func partyWeightOf(players []Combatant) float64 {
|
||||||
|
total := 0.0
|
||||||
|
for i := range players {
|
||||||
|
total += combatantWeight(&players[i])
|
||||||
|
}
|
||||||
|
return total
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatSetupWeight is partyWeight for a roster that is still being seated.
|
||||||
|
func seatSetupWeight(seats []CombatSeatSetup) float64 {
|
||||||
|
total := 0.0
|
||||||
|
for _, s := range seats {
|
||||||
|
total += combatantWeight(s.C)
|
||||||
|
}
|
||||||
|
return total
|
||||||
|
}
|
||||||
|
|
||||||
|
// partyEnemyHPScale is the party-only multiplier on the enemy's max HP. Solo
|
||||||
|
// (roster < 2) returns 1.0, so the solo path — and the characterization golden
|
||||||
|
// and the d8prereq corpus — is byte-for-byte untouched. With the action economy
|
||||||
|
// fixed, each member now takes ~1 swing a round, so a longer fight is more
|
||||||
|
// cumulative exposure per member: HP became a live difficulty lever exactly the
|
||||||
|
// way P6e predicted it would once the enemy stopped swinging only once.
|
||||||
|
//
|
||||||
|
// 1.15 is where the P8 sim sweep landed the band: with 2N−1 actions, a party of
|
||||||
|
// three clears the T5 martial-leader band at ~89% (fighter) / ~67% (cleric-led),
|
||||||
|
// clearly safer than soloing (70% / 27%) but with real TPKs and member deaths —
|
||||||
|
// not the 100% faceroll a single enemy swing produced.
|
||||||
|
// Like partyActionExpectation it takes the summed SeatWeight rather than a head
|
||||||
|
// count, and ramps between the same knots: weight 1 (solo) pays nothing, weight 2
|
||||||
|
// (a peer at the leader's side) pays the full 1.15 the P8 sweep tuned. Integer
|
||||||
|
// inputs are byte-exact, so solo and a party of peers are unchanged; a roster
|
||||||
|
// carrying a below-median body pays proportionally less, because it brought
|
||||||
|
// proportionally less.
|
||||||
|
func partyEnemyHPScale(weight float64) float64 {
|
||||||
|
if weight <= 1 {
|
||||||
|
return 1.0
|
||||||
|
}
|
||||||
|
if weight >= 2 {
|
||||||
|
return 1.15
|
||||||
|
}
|
||||||
|
return 1.0 + 0.15*(weight-1)
|
||||||
|
}
|
||||||
|
|
||||||
|
// scaledEnemyMaxHP applies the party HP scalar to a base max-HP with one rounding
|
||||||
|
// rule, so every call site (the auto-resolve engine, the party session's initial
|
||||||
|
// persist, and the per-turn rebuild) agrees on the same number.
|
||||||
|
func scaledEnemyMaxHP(baseMaxHP int, weight float64) int {
|
||||||
|
return int(float64(baseMaxHP) * partyEnemyHPScale(weight))
|
||||||
|
}
|
||||||
|
|
||||||
|
// enemyActionPlan is the shared action budget both combat engines resolve an
|
||||||
|
// enemy turn against: how many attack-actions the enemy takes, and whether the
|
||||||
|
// first one reuses the round's already-picked target (and its already-rolled
|
||||||
|
// procs). A cleave/lifesteal ability already spent the first action, so one fewer
|
||||||
|
// follows and none of them reuse the initial target. Both engines call this so
|
||||||
|
// the load-bearing count stays in lockstep even though their per-action bodies
|
||||||
|
// differ.
|
||||||
|
func enemyActionPlan(st *combatState, abilityDealtDamage bool) (count int, reuseFirst bool) {
|
||||||
|
count = enemyActionsThisRound(st)
|
||||||
|
reuseFirst = !abilityDealtDamage
|
||||||
|
if abilityDealtDamage {
|
||||||
|
count--
|
||||||
|
}
|
||||||
|
return count, reuseFirst
|
||||||
|
}
|
||||||
|
|
||||||
|
// enemyRoundSwings resolves the enemy's attacks for one round of the auto-resolve
|
||||||
|
// engine. A solo roster takes exactly one swing at its single seat, reusing the
|
||||||
|
// round's already-rolled target and pet procs, so its RNG stream and event log are
|
||||||
|
// byte-for-byte the pre-P8 engine's. A party faces enemyActionsThisRound() swings,
|
||||||
|
// each re-targeted at a random standing seat with that seat's own pet procs, so the
|
||||||
|
// damage is spread across the roster instead of pinning the round's first target.
|
||||||
|
//
|
||||||
|
// abilityDealtDamage means a cleave/lifesteal already spent the enemy's first
|
||||||
|
// action this round, so one fewer swing follows — for solo that collapses to the
|
||||||
|
// old "the ability stands in for the attack" skip. Returns true if the fight is
|
||||||
|
// decided.
|
||||||
|
func enemyRoundSwings(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult,
|
||||||
|
target int, abilityDealtDamage, petWhiff, petDeflect, sporeMiss bool) bool {
|
||||||
|
|
||||||
|
swings, reuseFirst := enemyActionPlan(st, abilityDealtDamage)
|
||||||
|
for k := 0; k < swings; k++ {
|
||||||
|
tgt := target
|
||||||
|
sw, sd, sp := petWhiff, petDeflect, sporeMiss
|
||||||
|
if !(reuseFirst && k == 0) {
|
||||||
|
// A fresh target for every swing past the first: re-pick among the
|
||||||
|
// standing seats and roll that seat's own pet procs. This branch never
|
||||||
|
// runs for a solo roster, so it adds no draws to the solo stream.
|
||||||
|
var alive bool
|
||||||
|
if tgt, alive = enemyTargetSeat(st); !alive {
|
||||||
|
return combatOver(st)
|
||||||
|
}
|
||||||
|
st.seat(tgt)
|
||||||
|
sw = st.c.Mods.PetWhiffProc > 0 && st.randFloat() < st.c.Mods.PetWhiffProc
|
||||||
|
sd = st.c.Mods.PetDeflectProc > 0 && st.randFloat() < st.c.Mods.PetDeflectProc
|
||||||
|
if sd {
|
||||||
|
seats[tgt].PetDeflected = true
|
||||||
|
}
|
||||||
|
sp = st.sporeRounds > 0 && st.randFloat() < 0.15
|
||||||
|
}
|
||||||
|
st.seat(tgt)
|
||||||
|
mark := len(st.events)
|
||||||
|
over := resolveEnemyAttack(st, st.c, enemy, phase, &seats[tgt], sw, sd, sp)
|
||||||
|
stampEventSeats(st, mark, tgt)
|
||||||
|
if over && combatOver(st) {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
// simulatePartyRound runs one round for the whole roster. Returns true if the
|
// simulatePartyRound runs one round for the whole roster. Returns true if the
|
||||||
// fight is over.
|
// fight is over.
|
||||||
func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult) bool {
|
func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, seats []CombatResult) bool {
|
||||||
@@ -383,14 +662,7 @@ func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, s
|
|||||||
// via Mods.InitiativeBias — +X means they go first more often.
|
// via Mods.InitiativeBias — +X means they go first more often.
|
||||||
for _, s := range roundInitiative(st, enemy, phase) {
|
for _, s := range roundInitiative(st, enemy, phase) {
|
||||||
if s == enemySeat {
|
if s == enemySeat {
|
||||||
if abilityDealtDamage {
|
if enemyRoundSwings(st, enemy, phase, seats, target, abilityDealtDamage, petWhiff, petDeflect, sporeMiss) {
|
||||||
continue
|
|
||||||
}
|
|
||||||
st.seat(target)
|
|
||||||
mark := len(st.events)
|
|
||||||
over := resolveEnemyAttack(st, st.c, enemy, phase, &seats[target], petWhiff, petDeflect, sporeMiss)
|
|
||||||
stampEventSeats(st, mark, target)
|
|
||||||
if over && combatOver(st) {
|
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
continue
|
continue
|
||||||
@@ -448,6 +720,78 @@ func simulatePartyRound(st *combatState, enemy *Combatant, phase *CombatPhase, s
|
|||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ── Misty's pair, shared by both engines ─────────────────────────────────────
|
||||||
|
//
|
||||||
|
// These two are the only round-end effects the turn engine did not have its own
|
||||||
|
// copy of. Everything else in endOfRoundForSeat either exists there already (the
|
||||||
|
// pet, the spiritual weapon — fired after a player action rather than at round
|
||||||
|
// end), is deliberately absent (the environmental hazard: turnCombatPhase is a
|
||||||
|
// single flat "Duel" phase with EnvironmentProc at 0), or is replaced by an
|
||||||
|
// explicit player command (the consumable auto-heal, which is `!consume`).
|
||||||
|
//
|
||||||
|
// So they are hoisted rather than re-implemented. A parallel sibling is what let
|
||||||
|
// the two win close-outs drift apart (deferred item D); this pair is now one
|
||||||
|
// list of effects with two callers, and cannot.
|
||||||
|
//
|
||||||
|
// Neither draws from the RNG unless its proc is armed, so a character with no
|
||||||
|
// Misty history rolls exactly the dice it rolled before — the sim corpus and
|
||||||
|
// combat_characterization.golden do not move.
|
||||||
|
|
||||||
|
// mistyCrowdRevenge is the debuff for declining Misty: her crowd takes a swing
|
||||||
|
// at the end of the round. Returns true when it decided the fight — that is,
|
||||||
|
// when it dropped this character, the death save failed, and nobody else is
|
||||||
|
// standing. A downed character in a still-live party returns false.
|
||||||
|
func mistyCrowdRevenge(st *combatState, player *Combatant, phaseName string) bool {
|
||||||
|
if player.Mods.CrowdRevengeProc <= 0 || st.randFloat() >= player.Mods.CrowdRevengeProc {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
dmg := player.Mods.CrowdRevengeDmg
|
||||||
|
st.playerHP = max(0, st.playerHP-dmg)
|
||||||
|
st.events = append(st.events, CombatEvent{
|
||||||
|
Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
|
||||||
|
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||||
|
Desc: "Misty's crowd",
|
||||||
|
})
|
||||||
|
return st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive()
|
||||||
|
}
|
||||||
|
|
||||||
|
// mistyHeal is the buff's payout. It cannot decide the fight, so it returns
|
||||||
|
// nothing. result may be a scratch value the caller discards (the turn engine's
|
||||||
|
// is) — the durable record is the misty_heal event on the log, which is what
|
||||||
|
// seatCombatResult reads to award combat_misty_clutch.
|
||||||
|
func mistyHeal(st *combatState, player *Combatant, phaseName string, result *CombatResult) {
|
||||||
|
if player.Mods.MistyHealProc <= 0 || st.randFloat() >= player.Mods.MistyHealProc {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
healAmt := player.Mods.MistyHealAmt
|
||||||
|
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
|
||||||
|
result.MistyHealed = true
|
||||||
|
st.events = append(st.events, CombatEvent{
|
||||||
|
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
|
||||||
|
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||||
|
Desc: "Misty",
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatEndOfRound runs the round-end effects the turn engine owes one seat, in
|
||||||
|
// the order endOfRoundForSeat runs them: the crowd's swing, then — if the seat
|
||||||
|
// survived it — Misty's heal. Returns true when the fight is over.
|
||||||
|
//
|
||||||
|
// It exists because the turn engine's stepRoundEnd never ran either one. A
|
||||||
|
// player carrying Misty's buff lost it by fighting manually; worse, a player
|
||||||
|
// carrying her debuff *escaped* it by doing the same, which needed no discovery
|
||||||
|
// to exploit — just press !attack.
|
||||||
|
func seatEndOfRound(st *combatState, player *Combatant, phaseName string, result *CombatResult) bool {
|
||||||
|
if over := mistyCrowdRevenge(st, player, phaseName); over {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
if st.playerHP <= 0 {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
mistyHeal(st, player, phaseName, result)
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
// endOfRoundForSeat runs the per-character close of a round against the seat the
|
// endOfRoundForSeat runs the per-character close of a round against the seat the
|
||||||
// cursor already points at: environment, Misty's crowd, the pet, the spiritual
|
// cursor already points at: environment, Misty's crowd, the pet, the spiritual
|
||||||
// weapon, Misty's heal, and the consumable auto-heal — in that order, which is
|
// weapon, Misty's heal, and the consumable auto-heal — in that order, which is
|
||||||
@@ -470,17 +814,8 @@ func endOfRoundForSeat(st *combatState, phase *CombatPhase, result *CombatResult
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Misty crowd revenge (debuff for declining Misty)
|
// Misty crowd revenge (debuff for declining Misty)
|
||||||
if player.Mods.CrowdRevengeProc > 0 && st.randFloat() < player.Mods.CrowdRevengeProc {
|
if over := mistyCrowdRevenge(st, player, phaseName); over {
|
||||||
dmg := player.Mods.CrowdRevengeDmg
|
return true
|
||||||
st.playerHP = max(0, st.playerHP-dmg)
|
|
||||||
st.events = append(st.events, CombatEvent{
|
|
||||||
Round: st.round, Phase: phaseName, Actor: "environment", Action: "crowd_revenge",
|
|
||||||
Damage: dmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
||||||
Desc: "Misty's crowd",
|
|
||||||
})
|
|
||||||
if st.playerHP <= 0 && !trySave(st, player, phaseName) && !st.anyAlive() {
|
|
||||||
return true
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// A character the round just killed stops acting, but the fight goes on if
|
// A character the round just killed stops acting, but the fight goes on if
|
||||||
@@ -517,16 +852,7 @@ func endOfRoundForSeat(st *combatState, phase *CombatPhase, result *CombatResult
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Misty heal
|
// Misty heal
|
||||||
if player.Mods.MistyHealProc > 0 && st.randFloat() < player.Mods.MistyHealProc {
|
mistyHeal(st, player, phaseName, result)
|
||||||
healAmt := player.Mods.MistyHealAmt
|
|
||||||
st.playerHP = min(effPlayerMaxHP(player, st), st.playerHP+healAmt)
|
|
||||||
result.MistyHealed = true
|
|
||||||
st.events = append(st.events, CombatEvent{
|
|
||||||
Round: st.round, Phase: phaseName, Actor: "npc", Action: "misty_heal",
|
|
||||||
Damage: healAmt, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
|
||||||
Desc: "Misty",
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
// Consumable heal: triggers when the character drops below 60% HP. Fires up
|
// Consumable heal: triggers when the character drops below 60% HP. Fires up
|
||||||
// to HealItemCharges times per fight (1 = legacy one-shot; bosses can
|
// to HealItemCharges times per fight (1 = legacy one-shot; bosses can
|
||||||
|
|||||||
@@ -124,31 +124,100 @@ func TestSimulateParty_DownedMemberDoesNotEndTheFight(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// The enemy swings at one seat per round, not at everyone.
|
// P8 scaling constants: solo is exempt on both levers (1 action, ×1.0 HP) so the
|
||||||
func TestSimulateParty_EnemyStrikesOneSeatPerRound(t *testing.T) {
|
// characterization golden and the d8prereq corpus are untouched. A party's action
|
||||||
|
// budget is a fractional expectation — 2.4 for a duo (so it lands between soloing
|
||||||
|
// and a trio, where an integer 2 vs 3 has no room), 2N−1 for N≥3 — plus ×1.15
|
||||||
|
// enemy HP.
|
||||||
|
func TestP8PartyScaling_SoloExemptPartyScaled(t *testing.T) {
|
||||||
|
if got := partyActionExpectation(1); got != 1 {
|
||||||
|
t.Fatalf("solo action expectation = %v, want 1", got)
|
||||||
|
}
|
||||||
|
if got := partyEnemyHPScale(1); got != 1.0 {
|
||||||
|
t.Fatalf("solo HP scale = %v, want 1.0", got)
|
||||||
|
}
|
||||||
|
if got := scaledEnemyMaxHP(200, 1); got != 200 {
|
||||||
|
t.Fatalf("solo enemy HP = %d, want 200 (unscaled)", got)
|
||||||
|
}
|
||||||
|
if got := partyActionExpectation(2); got != 2.4 {
|
||||||
|
t.Fatalf("duo action expectation = %v, want 2.4", got)
|
||||||
|
}
|
||||||
|
// The curve now takes a fractional weight rather than a head count, so that a
|
||||||
|
// below-median seat costs the enemy less than a peer does. Every INTEGER input
|
||||||
|
// must still return exactly what it always returned — that is what keeps solo
|
||||||
|
// and a party of peers byte-identical, and the balance corpus with them.
|
||||||
|
for n := 3; n <= 5; n++ {
|
||||||
|
if got, want := partyActionExpectation(float64(n)), float64(2*n-1); got != want {
|
||||||
|
t.Fatalf("party of %d: action expectation = %v, want %v", n, got, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// A duo carrying a half-strength body sits between soloing and a true duo.
|
||||||
|
if got := partyActionExpectation(1.5); got <= 1 || got >= 2.4 {
|
||||||
|
t.Fatalf("weight 1.5 action expectation = %v, want strictly between 1 and 2.4", got)
|
||||||
|
}
|
||||||
|
if got := partyEnemyHPScale(1.5); got <= 1.0 || got >= 1.15 {
|
||||||
|
t.Fatalf("weight 1.5 HP scale = %v, want strictly between 1.0 and 1.15", got)
|
||||||
|
}
|
||||||
|
if got := partyEnemyHPScale(3); got != 1.15 {
|
||||||
|
t.Fatalf("party HP scale = %v, want 1.15", got)
|
||||||
|
}
|
||||||
|
// int(200*1.15) truncates 229.99… to 229; the 1-HP floor is immaterial.
|
||||||
|
if got := scaledEnemyMaxHP(200, 3); got != 229 {
|
||||||
|
t.Fatalf("party enemy HP = %d, want 229 (trunc 200*1.15)", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// P8: the enemy's action economy scales with the roster. A party of N faces up to
|
||||||
|
// N attack-actions a round, each re-targeted, so the enemy's damage spreads across
|
||||||
|
// the roster instead of pinning one seat — the 1/N² exposure that made P6e's party
|
||||||
|
// a 100%-clear faceroll. Solo stays at exactly one swing a round, the pre-party
|
||||||
|
// behaviour the characterization golden pins.
|
||||||
|
func TestSimulateParty_EnemyActionEconomyScalesWithRoster(t *testing.T) {
|
||||||
|
enemyRollsPerRound := func(res PartyCombatResult) map[int]int {
|
||||||
|
perRound := map[int]int{}
|
||||||
|
for _, e := range res.Events {
|
||||||
|
if e.Actor == "enemy" && e.Roll > 0 {
|
||||||
|
perRound[e.Round]++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return perRound
|
||||||
|
}
|
||||||
|
|
||||||
|
// Solo: never more than one enemy swing in a round.
|
||||||
|
soloTank := baseEnemy()
|
||||||
|
soloTank.Stats.MaxHP = 5000
|
||||||
|
solo := simulatePartyWithRNG(
|
||||||
|
[]Combatant{basePlayer()}, soloTank, dungeonCombatPhases, seededRNG(23))
|
||||||
|
if len(enemyRollsPerRound(solo)) == 0 {
|
||||||
|
t.Fatal("solo: the enemy never attacked")
|
||||||
|
}
|
||||||
|
for round, n := range enemyRollsPerRound(solo) {
|
||||||
|
if n > 1 {
|
||||||
|
t.Fatalf("solo round %d: enemy swung %d times, want at most 1", round, n)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Party of 3: no round exceeds the roster's action budget, and at least one
|
||||||
|
// round sees more than one swing — the enemy is really taking extra actions.
|
||||||
tank := baseEnemy()
|
tank := baseEnemy()
|
||||||
tank.Stats.MaxHP = 5000
|
tank.Stats.MaxHP = 5000
|
||||||
|
party := simulatePartyWithRNG(
|
||||||
res := simulatePartyWithRNG(
|
|
||||||
[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(23))
|
[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(23))
|
||||||
|
budget := int(partyActionExpectation(3))
|
||||||
perRound := map[int]map[int]bool{}
|
if partyActionExpectation(3) > float64(budget) {
|
||||||
for _, e := range res.Events {
|
budget++ // ceil: the coin-flip round can add one action
|
||||||
if e.Actor != "enemy" || e.Roll == 0 {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
if perRound[e.Round] == nil {
|
|
||||||
perRound[e.Round] = map[int]bool{}
|
|
||||||
}
|
|
||||||
perRound[e.Round][e.Seat] = true
|
|
||||||
}
|
}
|
||||||
if len(perRound) == 0 {
|
sawMulti := false
|
||||||
t.Fatal("the enemy never attacked")
|
for round, n := range enemyRollsPerRound(party) {
|
||||||
}
|
if n > budget {
|
||||||
for round, seats := range perRound {
|
t.Fatalf("party round %d: enemy swung %d times, over the %d-action budget", round, n, budget)
|
||||||
if len(seats) != 1 {
|
|
||||||
t.Fatalf("round %d: enemy attack rolls landed on %d seats, want 1", round, len(seats))
|
|
||||||
}
|
}
|
||||||
|
if n > 1 {
|
||||||
|
sawMulti = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !sawMulti {
|
||||||
|
t.Fatal("a party of 3 never faced more than one enemy swing in a round — action economy did not scale")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
232
internal/plugin/combat_grim_harvest_turn_test.go
Normal file
232
internal/plugin/combat_grim_harvest_turn_test.go
Normal file
@@ -0,0 +1,232 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// Grim Harvest on the turn-based surface.
|
||||||
|
//
|
||||||
|
// The auto-resolve path stashes the killing spell's slot level on the
|
||||||
|
// fight-start CombatModifiers, where the close-out reads it. A turn-based fight
|
||||||
|
// has nowhere to keep that: it rebuilds its combatants from the session row on
|
||||||
|
// every !attack / !cast. resolveTurnSpell computed the stash into a local mod
|
||||||
|
// set and dropped it on the floor, so a Necromancy Mage who killed with a spell
|
||||||
|
// never healed — on a class that already trails.
|
||||||
|
//
|
||||||
|
// The stash now rides on the casting seat's ActorStatuses, and the close-out
|
||||||
|
// asks whether the *last* spell_cast is the one that dropped the enemy to 0.
|
||||||
|
//
|
||||||
|
// (Empowered Evocation and Overchannel were never broken here: they only move
|
||||||
|
// mods.SpellPreDamage, which resolveTurnSpell already returns as EnemyDamage.)
|
||||||
|
|
||||||
|
// necromancer is a Mage who has reached L5 Grim Harvest.
|
||||||
|
func necromancer(t *testing.T, uid id.UserID, level int) *DnDCharacter {
|
||||||
|
t.Helper()
|
||||||
|
if err := createAdvCharacter(uid, string(uid)); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
c := &DnDCharacter{
|
||||||
|
UserID: uid, Race: RaceHuman, Class: ClassMage, Subclass: SubclassNecromancy, Level: level,
|
||||||
|
STR: 8, DEX: 12, CON: 12, INT: 16, WIS: 10, CHA: 10,
|
||||||
|
HPMax: 30, HPCurrent: 10, ArmorClass: 12,
|
||||||
|
}
|
||||||
|
if err := SaveDnDCharacter(c); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
return c
|
||||||
|
}
|
||||||
|
|
||||||
|
// tough is a stat block a spell can be cast at without any of it mattering.
|
||||||
|
func tough() CombatStats { return CombatStats{MaxHP: 40, AC: 10} }
|
||||||
|
|
||||||
|
// ── the leak itself ──────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// resolveTurnSpell must hand the stash back to its caller. Before this, the
|
||||||
|
// slot level lived and died inside the function.
|
||||||
|
func TestResolveTurnSpell_CarriesTheGrimHarvestStashOut(t *testing.T) {
|
||||||
|
c := &DnDCharacter{Class: ClassMage, Subclass: SubclassNecromancy, Level: 5, INT: 16}
|
||||||
|
|
||||||
|
// magic_missile: auto-hit, force damage, upcast to a 3rd-level slot.
|
||||||
|
spell, _ := lookupSpell("magic_missile")
|
||||||
|
enemy := tough()
|
||||||
|
out, ok := resolveTurnSpell(c, spell, 3, &enemy)
|
||||||
|
if !ok {
|
||||||
|
t.Fatal("magic_missile should be a supported turn spell")
|
||||||
|
}
|
||||||
|
if out.GrimHarvestSlot != 3 {
|
||||||
|
t.Errorf("GrimHarvestSlot = %d, want 3 (the slot it was cast at)", out.GrimHarvestSlot)
|
||||||
|
}
|
||||||
|
if out.GrimHarvestNecrotic {
|
||||||
|
t.Error("magic_missile deals force damage — Necrotic should be false")
|
||||||
|
}
|
||||||
|
|
||||||
|
// blight: auto-hit, necrotic — the flag that triples the heal.
|
||||||
|
spell, _ = lookupSpell("blight")
|
||||||
|
enemy = tough()
|
||||||
|
out, _ = resolveTurnSpell(c, spell, 4, &enemy)
|
||||||
|
if out.GrimHarvestSlot != 4 || !out.GrimHarvestNecrotic {
|
||||||
|
t.Errorf("blight L4: slot=%d necrotic=%v, want 4/true", out.GrimHarvestSlot, out.GrimHarvestNecrotic)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Nobody else stashes. A Mage below L5 has not learned the harvest, and an
|
||||||
|
// Evocation Mage never will.
|
||||||
|
func TestResolveTurnSpell_NoStashForAnyoneElse(t *testing.T) {
|
||||||
|
spell, _ := lookupSpell("magic_missile")
|
||||||
|
for _, c := range []*DnDCharacter{
|
||||||
|
{Class: ClassMage, Subclass: SubclassNecromancy, Level: 4, INT: 16},
|
||||||
|
{Class: ClassMage, Subclass: SubclassEvocation, Level: 12, INT: 16},
|
||||||
|
{Class: ClassSorcerer, Level: 12, CHA: 16},
|
||||||
|
} {
|
||||||
|
enemy := tough()
|
||||||
|
out, _ := resolveTurnSpell(c, spell, 3, &enemy)
|
||||||
|
if out.GrimHarvestSlot != 0 {
|
||||||
|
t.Errorf("%s/%s L%d stashed slot %d, want 0",
|
||||||
|
c.Class, c.Subclass, c.Level, out.GrimHarvestSlot)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── which cast counts ────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// The killing-blow check used to break on the first spell_cast it saw. In a
|
||||||
|
// turn-based fight the mage casts every round, so the first one is an opening
|
||||||
|
// cantrip that left the enemy standing — and it vetoed the heal the killing
|
||||||
|
// spell had earned. It is the last cast that has to be lethal.
|
||||||
|
func TestGrimHarvestHeal_ReadsTheLastCastNotTheFirst(t *testing.T) {
|
||||||
|
c := &DnDCharacter{Class: ClassMage, Subclass: SubclassNecromancy, Level: 5, INT: 16}
|
||||||
|
mods := CombatModifiers{GrimHarvestSlot: 2, GrimHarvestNecrotic: true}
|
||||||
|
|
||||||
|
result := CombatResult{PlayerWon: true, Events: []CombatEvent{
|
||||||
|
{Round: 1, Action: "spell_cast", EnemyHP: 22}, // opening cantrip, enemy stands
|
||||||
|
{Round: 2, Action: "enemy_attack", EnemyHP: 22},
|
||||||
|
{Round: 2, Action: "spell_cast", EnemyHP: 0}, // this one killed it
|
||||||
|
}}
|
||||||
|
if got := grimHarvestHeal(c, result, mods); got != 6 {
|
||||||
|
t.Errorf("heal = %d, want 6 (3× a 2nd-level necrotic slot)", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The mirror: the mage softened it up with a spell, then finished it with a
|
||||||
|
// weapon. No spell landed the blow, so no harvest.
|
||||||
|
func TestGrimHarvestHeal_WeaponKillAfterASpellDoesNotHarvest(t *testing.T) {
|
||||||
|
c := &DnDCharacter{Class: ClassMage, Subclass: SubclassNecromancy, Level: 5, INT: 16}
|
||||||
|
mods := CombatModifiers{GrimHarvestSlot: 2, GrimHarvestNecrotic: true}
|
||||||
|
|
||||||
|
result := CombatResult{PlayerWon: true, Events: []CombatEvent{
|
||||||
|
{Round: 1, Action: "spell_cast", EnemyHP: 9},
|
||||||
|
{Round: 2, Action: "player_attack", EnemyHP: 0},
|
||||||
|
}}
|
||||||
|
if got := grimHarvestHeal(c, result, mods); got != 0 {
|
||||||
|
t.Errorf("heal = %d, want 0 — the sword landed the blow, not the spell", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the seam through the session ─────────────────────────────────────────────
|
||||||
|
|
||||||
|
// The stash has to survive the round-trip the fight puts it through: parked on
|
||||||
|
// the seat by the cast, carried across commit()'s snapshot, read back by the
|
||||||
|
// close-out.
|
||||||
|
func TestSeatFightStartMods_ReadsTheStashOffTheSeat(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@seatstash:example.org")
|
||||||
|
c := necromancer(t, uid, 5)
|
||||||
|
|
||||||
|
sess := &CombatSession{UserID: string(uid), Status: CombatStatusWon}
|
||||||
|
sess.Statuses.GrimHarvestSlot = 3
|
||||||
|
sess.Statuses.GrimHarvestNecrotic = true
|
||||||
|
|
||||||
|
mods := seatFightStartMods(sess, 0, c)
|
||||||
|
if mods.GrimHarvestSlot != 3 || !mods.GrimHarvestNecrotic {
|
||||||
|
t.Fatalf("seatFightStartMods lost the stash: %+v", mods)
|
||||||
|
}
|
||||||
|
|
||||||
|
// snapshotActor rebuilds ActorStatuses from combatState each commit; fields
|
||||||
|
// with no combatState counterpart must be carried over from the prior
|
||||||
|
// snapshot, the way ArmedAbility is.
|
||||||
|
kept := snapshotActor(&actor{}, sess.Statuses.ActorStatuses)
|
||||||
|
if kept.GrimHarvestSlot != 3 || !kept.GrimHarvestNecrotic {
|
||||||
|
t.Errorf("commit() dropped the stash: %+v", kept)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// End to end at the close-out: a necromancer who ended the fight at 10/30 HP
|
||||||
|
// with a lethal 2nd-level necrotic spell walks away with 6 HP back.
|
||||||
|
func TestPostCombatBookkeepingForSeat_GrimHarvestHealsOnASpellKill(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@harvest:example.org")
|
||||||
|
necromancer(t, uid, 5)
|
||||||
|
|
||||||
|
sess := &CombatSession{
|
||||||
|
UserID: string(uid), Status: CombatStatusWon, Round: 3,
|
||||||
|
PlayerHP: 10, PlayerHPMax: 30, EnemyHP: 0,
|
||||||
|
TurnLog: []CombatEvent{
|
||||||
|
{Round: 1, Action: "spell_cast", EnemyHP: 14},
|
||||||
|
{Round: 3, Action: "spell_cast", EnemyHP: 0},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
sess.Statuses.GrimHarvestSlot = 2
|
||||||
|
sess.Statuses.GrimHarvestNecrotic = true
|
||||||
|
|
||||||
|
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
|
||||||
|
|
||||||
|
got, _ := LoadDnDCharacter(uid)
|
||||||
|
if got.HPCurrent != 16 {
|
||||||
|
t.Errorf("HPCurrent = %d after a turn-based spell kill, want 16 (10 + 3×2)", got.HPCurrent)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A seat with no stash — the mage never cast, or missed every time — is left
|
||||||
|
// exactly as the fight left them.
|
||||||
|
func TestPostCombatBookkeepingForSeat_NoStashNoHeal(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
uid := id.UserID("@nostash:example.org")
|
||||||
|
necromancer(t, uid, 5)
|
||||||
|
|
||||||
|
sess := &CombatSession{
|
||||||
|
UserID: string(uid), Status: CombatStatusWon, Round: 2,
|
||||||
|
PlayerHP: 10, PlayerHPMax: 30, EnemyHP: 0,
|
||||||
|
TurnLog: []CombatEvent{{Round: 2, Action: "player_attack", EnemyHP: 0}},
|
||||||
|
}
|
||||||
|
(&AdventurePlugin{}).postCombatBookkeepingForSeat(sess, 0)
|
||||||
|
|
||||||
|
got, _ := LoadDnDCharacter(uid)
|
||||||
|
if got.HPCurrent != 10 {
|
||||||
|
t.Errorf("HPCurrent = %d, want 10 — nothing was stashed", got.HPCurrent)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Party fights: the stash is per-seat, so seat 1's harvest cannot heal seat 0.
|
||||||
|
// This is the same class of bug P5 fixed for mid-fight buffs.
|
||||||
|
func TestGrimHarvestStash_IsPerSeat(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
leader, member := id.UserID("@leader:example.org"), id.UserID("@member:example.org")
|
||||||
|
fightTestChar(t, leader, 30)
|
||||||
|
necromancer(t, member, 5)
|
||||||
|
|
||||||
|
sess := &CombatSession{
|
||||||
|
UserID: string(leader), Status: CombatStatusWon, Round: 2,
|
||||||
|
PlayerHP: 20, PlayerHPMax: 30, EnemyHP: 0,
|
||||||
|
Participants: []CombatParticipant{{Seat: 1, UserID: string(member), HP: 10, HPMax: 30}},
|
||||||
|
TurnLog: []CombatEvent{
|
||||||
|
{Round: 2, Seat: 1, Action: "spell_cast", EnemyHP: 0},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
sess.Participants[0].Statuses.GrimHarvestSlot = 2
|
||||||
|
sess.Participants[0].Statuses.GrimHarvestNecrotic = true
|
||||||
|
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
p.postCombatBookkeepingForSeat(sess, 0)
|
||||||
|
p.postCombatBookkeepingForSeat(sess, 1)
|
||||||
|
|
||||||
|
gotLeader, _ := LoadDnDCharacter(leader)
|
||||||
|
if gotLeader.HPCurrent != 30 {
|
||||||
|
t.Errorf("leader HPCurrent = %d, want 30 — the member's harvest is not theirs", gotLeader.HPCurrent)
|
||||||
|
}
|
||||||
|
gotMember, _ := LoadDnDCharacter(member)
|
||||||
|
if gotMember.HPCurrent != 16 {
|
||||||
|
t.Errorf("member HPCurrent = %d, want 16 (10 + 3×2)", gotMember.HPCurrent)
|
||||||
|
}
|
||||||
|
}
|
||||||
169
internal/plugin/combat_misty_turn_test.go
Normal file
169
internal/plugin/combat_misty_turn_test.go
Normal file
@@ -0,0 +1,169 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"math/rand/v2"
|
||||||
|
"testing"
|
||||||
|
)
|
||||||
|
|
||||||
|
// Misty's two round-end procs on the turn-based surface.
|
||||||
|
//
|
||||||
|
// Both were built onto every turn-based combatant by DerivePlayerStats and then
|
||||||
|
// never read: stepRoundEnd had no counterpart to endOfRoundForSeat. The buff was
|
||||||
|
// simply lost. The debuff was an exploit — a player who declined Misty escaped
|
||||||
|
// her crowd entirely by fighting with !attack instead of letting the room
|
||||||
|
// auto-resolve, which needed no discovery at all.
|
||||||
|
//
|
||||||
|
// seatEndOfRound is the shared hook. These pin that it fires, that it cannot be
|
||||||
|
// dodged, and that a character with no Misty history is not touched at all —
|
||||||
|
// the property that keeps the sim corpus and the golden file still.
|
||||||
|
|
||||||
|
// mistyState seats one combatant at hp, cursor armed, with a seeded RNG.
|
||||||
|
func mistyState(t *testing.T, player *Combatant, hp int) *combatState {
|
||||||
|
t.Helper()
|
||||||
|
st := testCombatState(hp, 100, 1, rand.New(rand.NewPCG(7, 7)))
|
||||||
|
st.actor.c = player
|
||||||
|
st.actor.hpMax = player.Stats.MaxHP
|
||||||
|
return st
|
||||||
|
}
|
||||||
|
|
||||||
|
// The two procs at certainty, so no test depends on a roll.
|
||||||
|
func mistyCursed(maxHP, dmg int) *Combatant {
|
||||||
|
return &Combatant{
|
||||||
|
Name: "Cursed",
|
||||||
|
Stats: CombatStats{MaxHP: maxHP, AC: 10},
|
||||||
|
Mods: CombatModifiers{CrowdRevengeProc: 1.0, CrowdRevengeDmg: dmg},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func mistyBuffed(maxHP, heal int) *Combatant {
|
||||||
|
return &Combatant{
|
||||||
|
Name: "Buffed",
|
||||||
|
Stats: CombatStats{MaxHP: maxHP, AC: 10},
|
||||||
|
Mods: CombatModifiers{MistyHealProc: 1.0, MistyHealAmt: heal},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the exploit ──────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// The debuff must land at round end in a manual fight, exactly as it does when
|
||||||
|
// the room auto-resolves. Before seatEndOfRound, !attack was a clean escape.
|
||||||
|
func TestSeatEndOfRound_CrowdRevengeCannotBeDodgedByFightingManually(t *testing.T) {
|
||||||
|
st := mistyState(t, mistyCursed(40, 6), 40)
|
||||||
|
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
|
||||||
|
|
||||||
|
if over {
|
||||||
|
t.Fatal("a 6-damage swing against 40 HP should not end the fight")
|
||||||
|
}
|
||||||
|
if st.playerHP != 34 {
|
||||||
|
t.Errorf("playerHP = %d, want 34 — Misty's crowd took its swing", st.playerHP)
|
||||||
|
}
|
||||||
|
if !hasAction(st.events, "crowd_revenge") {
|
||||||
|
t.Error("no crowd_revenge event on the log")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The debuff can be lethal, and a lethal one with nobody else standing ends the
|
||||||
|
// fight rather than leaving a corpse to take the next round's turn.
|
||||||
|
func TestSeatEndOfRound_CrowdRevengeCanEndASoloFight(t *testing.T) {
|
||||||
|
st := mistyState(t, mistyCursed(40, 30), 3)
|
||||||
|
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
|
||||||
|
|
||||||
|
if st.playerHP != 0 {
|
||||||
|
t.Fatalf("playerHP = %d, want 0", st.playerHP)
|
||||||
|
}
|
||||||
|
if !over {
|
||||||
|
t.Error("a solo character dropped by the crowd should end the fight")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the buff ─────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// The heal fires, caps at max HP, and marks the result so the achievement can
|
||||||
|
// be granted.
|
||||||
|
func TestSeatEndOfRound_MistyHealFiresAndCaps(t *testing.T) {
|
||||||
|
st := mistyState(t, mistyBuffed(40, 12), 34)
|
||||||
|
var res CombatResult
|
||||||
|
seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &res)
|
||||||
|
|
||||||
|
if st.playerHP != 40 {
|
||||||
|
t.Errorf("playerHP = %d, want 40 — the heal caps at max HP", st.playerHP)
|
||||||
|
}
|
||||||
|
if !res.MistyHealed {
|
||||||
|
t.Error("MistyHealed flag not set")
|
||||||
|
}
|
||||||
|
if !hasAction(st.events, "misty_heal") {
|
||||||
|
t.Error("no misty_heal event on the log")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A character the crowd just dropped is not then healed back up by the same
|
||||||
|
// hook. The heal is for the living.
|
||||||
|
func TestSeatEndOfRound_NoHealForACharacterTheCrowdJustDropped(t *testing.T) {
|
||||||
|
c := mistyCursed(40, 40)
|
||||||
|
c.Mods.MistyHealProc = 1.0
|
||||||
|
c.Mods.MistyHealAmt = 20
|
||||||
|
|
||||||
|
st := mistyState(t, c, 10)
|
||||||
|
st.actors = append(st.actors, &actor{playerHP: 5}) // an ally keeps the fight alive
|
||||||
|
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{})
|
||||||
|
|
||||||
|
if over {
|
||||||
|
t.Fatal("an ally is still standing — the fight is not over")
|
||||||
|
}
|
||||||
|
if st.playerHP != 0 {
|
||||||
|
t.Errorf("playerHP = %d, want 0 — the heal must not resurrect them", st.playerHP)
|
||||||
|
}
|
||||||
|
if hasAction(st.events, "misty_heal") {
|
||||||
|
t.Error("misty_heal fired on a downed character")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the property that protects the corpus ────────────────────────────────────
|
||||||
|
|
||||||
|
// A character with no Misty history is untouched: no HP change, no events, and
|
||||||
|
// — because both procs short-circuit before st.randFloat() — no dice drawn. If
|
||||||
|
// the hook drew even one float, every simulated fight would diverge and
|
||||||
|
// combat_characterization.golden would move.
|
||||||
|
func TestSeatEndOfRound_UnbuffedCharacterIsUntouchedAndDrawsNoDice(t *testing.T) {
|
||||||
|
plain := &Combatant{Name: "Plain", Stats: CombatStats{MaxHP: 40, AC: 10}}
|
||||||
|
|
||||||
|
st := mistyState(t, plain, 40)
|
||||||
|
control := mistyState(t, plain, 40) // same seed, never passed to the hook
|
||||||
|
|
||||||
|
if over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, &CombatResult{}); over {
|
||||||
|
t.Fatal("an unbuffed character cannot be dropped by a hook that does nothing")
|
||||||
|
}
|
||||||
|
if st.playerHP != 40 || len(st.events) != 0 {
|
||||||
|
t.Errorf("unbuffed character was touched: hp=%d events=%d", st.playerHP, len(st.events))
|
||||||
|
}
|
||||||
|
// The RNG streams must still be in lockstep: the hook consumed nothing.
|
||||||
|
if got, want := st.randFloat(), control.randFloat(); got != want {
|
||||||
|
t.Errorf("seatEndOfRound consumed RNG: next float %v, want %v", got, want)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── the wiring ───────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
// The unit tests above call seatEndOfRound directly, which proves the hook is
|
||||||
|
// correct but not that stepRoundEnd calls it. This drives the real session API
|
||||||
|
// through a round_end step. Comment the call out of stepRoundEnd and this test
|
||||||
|
// reports PlayerHP=40 — the exploit, exactly as it shipped.
|
||||||
|
func TestStepRoundEnd_WiresSeatEndOfRound(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
player := mistyCursed(40, 6)
|
||||||
|
enemy := &Combatant{Name: "Target", Stats: CombatStats{MaxHP: 100, AC: 10}}
|
||||||
|
sess := &CombatSession{
|
||||||
|
SessionID: "wiring", UserID: "@u:example.org", Status: CombatStatusActive,
|
||||||
|
PlayerHP: 40, PlayerHPMax: 40, EnemyHP: 100,
|
||||||
|
Phase: CombatPhaseRoundEnd, Round: 1,
|
||||||
|
}
|
||||||
|
if _, err := advanceCombatSession(sess, player, enemy, PlayerAction{}); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if sess.PlayerHP != 34 {
|
||||||
|
t.Errorf("PlayerHP = %d, want 34 — stepRoundEnd never ran the hook", sess.PlayerHP)
|
||||||
|
}
|
||||||
|
if !hasAction(sess.TurnLog, "crowd_revenge") {
|
||||||
|
t.Error("no crowd_revenge event persisted to the session log")
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -979,6 +979,12 @@ func renderAllySeatEvent(e CombatEvent, name, enemyName string) string {
|
|||||||
return down(fmt.Sprintf("☠️ %s takes %d from poison.", who, e.Damage))
|
return down(fmt.Sprintf("☠️ %s takes %d from poison.", who, e.Damage))
|
||||||
case "environmental":
|
case "environmental":
|
||||||
return down(fmt.Sprintf("%s takes %d from the room.", who, e.Damage))
|
return down(fmt.Sprintf("%s takes %d from the room.", who, e.Damage))
|
||||||
|
case "crowd_revenge":
|
||||||
|
// Deliberately unattributed. An ally sees the damage land — silence
|
||||||
|
// would read as HP vanishing — but Misty's grudge is the owner's own
|
||||||
|
// discovery, and naming her here would spoil it for the whole party.
|
||||||
|
// Same reason misty_heal below reads as a plain recovery.
|
||||||
|
return down(fmt.Sprintf("%s takes %d.", who, e.Damage))
|
||||||
case "flat_damage":
|
case "flat_damage":
|
||||||
return fmt.Sprintf("%s deals %d.", who, e.Damage)
|
return fmt.Sprintf("%s deals %d.", who, e.Damage)
|
||||||
case "heal_item", "misty_heal":
|
case "heal_item", "misty_heal":
|
||||||
|
|||||||
159
internal/plugin/combat_party_characterization_test.go
Normal file
159
internal/plugin/combat_party_characterization_test.go
Normal file
@@ -0,0 +1,159 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"flag"
|
||||||
|
"fmt"
|
||||||
|
"math/rand/v2"
|
||||||
|
"os"
|
||||||
|
"path/filepath"
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
)
|
||||||
|
|
||||||
|
// Party characterization — the net that did not exist.
|
||||||
|
//
|
||||||
|
// TestCombatCharacterization pins SOLO combat exhaustively, and it has been the
|
||||||
|
// tripwire for every balance change since. Party combat had nothing. The whole
|
||||||
|
// N-body layer — initiative order, per-seat resolution, enemy targeting, the P8
|
||||||
|
// action-economy and HP scaling, downed-seat handling — shipped unpinned.
|
||||||
|
//
|
||||||
|
// What that cost: N3 shipped a Cleric class that cannot heal a single ally (no
|
||||||
|
// action in the engine can target another seat) and not one test went red. The
|
||||||
|
// hired companion then stood in fights doing nothing, and the unit tests stayed
|
||||||
|
// green through that too. It took a 1500-run expedition sweep to see either.
|
||||||
|
//
|
||||||
|
// So: pin it. Any change to the party engine now has to state, in the diff, what
|
||||||
|
// it moved. Regenerate ONLY on purpose:
|
||||||
|
//
|
||||||
|
// go test ./internal/plugin -run TestPartyCharacterization -update
|
||||||
|
//
|
||||||
|
// This golden covers simulateParty — the auto-resolve engine, which decides most
|
||||||
|
// expedition rooms and which the balance harness is built on. The turn engine's
|
||||||
|
// party half (manual play + boss fights) needs DB fixtures and is pinned by
|
||||||
|
// combat_turn_party_test.go; widening THAT into a golden is the follow-up.
|
||||||
|
|
||||||
|
var updatePartyGolden = flag.Bool("update-party", false, "rewrite the party characterization golden")
|
||||||
|
|
||||||
|
// partyScenario is one pinned N-body fight.
|
||||||
|
type partyScenario struct {
|
||||||
|
name string
|
||||||
|
seats []Combatant
|
||||||
|
enemy Combatant
|
||||||
|
phases []CombatPhase
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatOfClass shapes a seat that stands in for a class archetype. These are
|
||||||
|
// deliberately engine-level (stat blocks, not sheets): the golden pins what the
|
||||||
|
// ENGINE does with a roster, not what the character layer feeds it.
|
||||||
|
func seatOfClass(name string, hp, atk, def, speed int) Combatant {
|
||||||
|
c := basePlayer()
|
||||||
|
c.Name = name
|
||||||
|
c.Stats.MaxHP = hp
|
||||||
|
c.Stats.Attack = atk
|
||||||
|
c.Stats.Defense = def
|
||||||
|
c.Stats.Speed = speed
|
||||||
|
return c
|
||||||
|
}
|
||||||
|
|
||||||
|
func partyCharacterizationScenarios() []partyScenario {
|
||||||
|
tank := seatOfClass("Tank", 160, 14, 12, 8)
|
||||||
|
striker := seatOfClass("Striker", 90, 22, 6, 14)
|
||||||
|
support := seatOfClass("Support", 110, 11, 9, 10)
|
||||||
|
// The seat this whole plan is about: a body that is real but below median.
|
||||||
|
// If scaling ever stops overcharging for it, THIS line is what moves.
|
||||||
|
weak := seatOfClass("Weak", 70, 8, 5, 9)
|
||||||
|
// A seat that will fall early. Its corpse must not keep buffing the enemy —
|
||||||
|
// when §2 lands, this scenario is the one that proves it.
|
||||||
|
glass := seatOfClass("Glass", 12, 18, 0, 16)
|
||||||
|
|
||||||
|
return []partyScenario{
|
||||||
|
{"duo/even", []Combatant{tank, striker}, tankyEnemy(), dungeonCombatPhases},
|
||||||
|
{"duo/tank+support", []Combatant{tank, support}, tankyEnemy(), dungeonCombatPhases},
|
||||||
|
{"duo/median+weak", []Combatant{tank, weak}, tankyEnemy(), dungeonCombatPhases},
|
||||||
|
{"duo/glass falls early", []Combatant{tank, glass}, hardHitEnemy(), dungeonCombatPhases},
|
||||||
|
{"trio/even", []Combatant{tank, striker, support}, tankyEnemy(), dungeonCombatPhases},
|
||||||
|
{"trio/one weak seat", []Combatant{tank, striker, weak}, tankyEnemy(), dungeonCombatPhases},
|
||||||
|
{"trio/two glass seats", []Combatant{tank, glass, glass}, hardHitEnemy(), dungeonCombatPhases},
|
||||||
|
{"duo/vs ability enemy", []Combatant{tank, striker},
|
||||||
|
abilityEnemy("Wither", "poison", "Duel"), dungeonCombatPhases},
|
||||||
|
// The degenerate case. A one-seat roster MUST stay bit-identical to solo —
|
||||||
|
// it is the invariant the entire balance corpus rests on, and the reason
|
||||||
|
// the solo golden is allowed to stay untouched while this file grows.
|
||||||
|
{"solo/one-seat roster", []Combatant{basePlayer()}, baseEnemy(), dungeonCombatPhases},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// formatPartyResult prints the seat on EVERY line. The solo formatter does not
|
||||||
|
// (it cannot; there is only one seat), and CombatEvent.Seat is `omitempty`, so a
|
||||||
|
// JSON trace renders seat 0 and "no seat" identically — which sent me chasing a
|
||||||
|
// phantom "the companion never swings" bug for an hour. A party golden that
|
||||||
|
// could not tell you WHO acted would be worth very little.
|
||||||
|
func formatPartyResult(r PartyCombatResult) string {
|
||||||
|
var b strings.Builder
|
||||||
|
fmt.Fprintf(&b, "result: won=%v timedOut=%v rounds=%d survivors=%v\n",
|
||||||
|
r.PlayerWon, r.TimedOut, r.TotalRounds, r.AnySurvivor())
|
||||||
|
fmt.Fprintf(&b, " enemy: start=%d entry=%d end=%d\n", r.EnemyStartHP, r.EnemyEntryHP, r.EnemyEndHP)
|
||||||
|
for i, s := range r.Seats {
|
||||||
|
fmt.Fprintf(&b, " seat[%d]: start=%d entry=%d end=%d\n",
|
||||||
|
i, s.PlayerStartHP, s.PlayerEntryHP, s.PlayerEndHP)
|
||||||
|
}
|
||||||
|
for i, e := range r.Events {
|
||||||
|
fmt.Fprintf(&b, " [%02d] r%d seat=%d %-12s %-8s %-16s dmg=%-5d php=%-4d ehp=%-4d roll=%d/%d desc=%q\n",
|
||||||
|
i, e.Round, e.Seat, e.Phase, e.Actor, e.Action, e.Damage, e.PlayerHP, e.EnemyHP,
|
||||||
|
e.Roll, e.RollAgainst, e.Desc)
|
||||||
|
}
|
||||||
|
return b.String()
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestPartyCharacterization(t *testing.T) {
|
||||||
|
var b strings.Builder
|
||||||
|
for _, sc := range partyCharacterizationScenarios() {
|
||||||
|
for _, seed := range charSeeds {
|
||||||
|
rng := rand.New(rand.NewPCG(seed, 0xC0FFEE))
|
||||||
|
res := simulatePartyWithRNG(sc.seats, sc.enemy, sc.phases, rng)
|
||||||
|
fmt.Fprintf(&b, "=== %s seed=%d ===\n", sc.name, seed)
|
||||||
|
b.WriteString(formatPartyResult(res))
|
||||||
|
b.WriteString("\n")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
got := b.String()
|
||||||
|
|
||||||
|
path := filepath.Join("testdata", "party_characterization.golden")
|
||||||
|
if *updatePartyGolden {
|
||||||
|
if err := os.WriteFile(path, []byte(got), 0o644); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
t.Log("party golden rewritten:", path)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
want, err := os.ReadFile(path)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("read party golden (run with -update-party to create it): %v", err)
|
||||||
|
}
|
||||||
|
if string(want) != got {
|
||||||
|
t.Fatalf("PARTY ENGINE BEHAVIOUR MOVED.\n\n%s\n\n"+
|
||||||
|
"If this was deliberate, say so in the commit and regenerate:\n"+
|
||||||
|
" go test ./internal/plugin -run TestPartyCharacterization -update-party",
|
||||||
|
firstDiff(string(want), got))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The one-seat roster is the solo engine. If this ever fails, the N-body path has
|
||||||
|
// stopped being a superset of the path the entire balance corpus was measured on,
|
||||||
|
// and every baseline in the repo is suspect.
|
||||||
|
func TestPartyCharacterization_OneSeatIsStillSolo(t *testing.T) {
|
||||||
|
for _, seed := range charSeeds {
|
||||||
|
solo := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases,
|
||||||
|
rand.New(rand.NewPCG(seed, 0xC0FFEE)))
|
||||||
|
party := simulatePartyWithRNG([]Combatant{basePlayer()}, baseEnemy(), dungeonCombatPhases,
|
||||||
|
rand.New(rand.NewPCG(seed, 0xC0FFEE)))
|
||||||
|
|
||||||
|
if solo.PlayerWon != party.PlayerWon || solo.TotalRounds != party.TotalRounds ||
|
||||||
|
solo.EnemyEndHP != party.EnemyEndHP || solo.PlayerEndHP != party.Seats[0].PlayerEndHP {
|
||||||
|
t.Fatalf("seed %d: a one-seat roster diverged from solo\n solo: won=%v rounds=%d ehp=%d php=%d\n party: won=%v rounds=%d ehp=%d php=%d",
|
||||||
|
seed,
|
||||||
|
solo.PlayerWon, solo.TotalRounds, solo.EnemyEndHP, solo.PlayerEndHP,
|
||||||
|
party.PlayerWon, party.TotalRounds, party.EnemyEndHP, party.Seats[0].PlayerEndHP)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -51,9 +51,24 @@ func (p *AdventurePlugin) finishPartyCombatSession(ct *combatTurn) []string {
|
|||||||
// nat20/nat1 mood deltas from the whole fight's event log — the run's, so once.
|
// nat20/nat1 mood deltas from the whole fight's event log — the run's, so once.
|
||||||
scanMoodEventsFromEvents(sess.RunID, sess.TurnLog)
|
scanMoodEventsFromEvents(sess.RunID, sess.TurnLog)
|
||||||
|
|
||||||
// Every seat's HP lands on their sheet regardless of how the fight ended.
|
// Every seat's HP lands on their sheet regardless of how the fight ended, and
|
||||||
|
// so does the bookkeeping that outlives the fight — a Berserker who raged and
|
||||||
|
// lost is still exhausted. Both fan out; neither is the owner's alone.
|
||||||
for seat := range sess.RosterSize() {
|
for seat := range sess.RosterSize() {
|
||||||
|
// The companion has no sheet, so none of the sheet-keyed bookkeeping below
|
||||||
|
// applies to him — and postCombatBookkeepingForSeat logs at ERROR for a
|
||||||
|
// seat with no sheet, which would file one for every party fight he is ever
|
||||||
|
// hired for. But his HP is not bookkeeping: it is the fight's result. It
|
||||||
|
// lands on his roster row, because that is the only row he has.
|
||||||
|
//
|
||||||
|
// He used to be skipped outright, and "he arrives fresh next time" was the
|
||||||
|
// stated intent. It is a free lunch — see companionSeatHP.
|
||||||
|
if isCompanionUser(sess.seatUserID(seat)) {
|
||||||
|
_ = setCompanionHPForRun(sess.RunID, sess.seatHP(seat))
|
||||||
|
continue
|
||||||
|
}
|
||||||
persistDnDHPAfterCombat(id.UserID(sess.seatUserID(seat)), sess.seatHP(seat))
|
persistDnDHPAfterCombat(id.UserID(sess.seatUserID(seat)), sess.seatHP(seat))
|
||||||
|
p.postCombatBookkeepingForSeat(sess, seat)
|
||||||
}
|
}
|
||||||
|
|
||||||
switch sess.Status {
|
switch sess.Status {
|
||||||
@@ -62,8 +77,7 @@ func (p *AdventurePlugin) finishPartyCombatSession(ct *combatTurn) []string {
|
|||||||
case CombatStatusLost:
|
case CombatStatusLost:
|
||||||
return p.finishPartyLoss(ct, zone, cadence)
|
return p.finishPartyLoss(ct, zone, cadence)
|
||||||
case CombatStatusFled:
|
case CombatStatusFled:
|
||||||
_ = abandonZoneRun(owner)
|
endRunOnLoss(owner, sess.RunID, false)
|
||||||
forceExtractExpeditionForRunLoss(owner, "combat flee")
|
|
||||||
return p.eachSeat(ct, fmt.Sprintf(
|
return p.eachSeat(ct, fmt.Sprintf(
|
||||||
"🏃 The party broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
|
"🏃 The party broke off from **%s** and slipped away. Run ended — you keep your wounds, but you live.", enemy.Name))
|
||||||
default:
|
default:
|
||||||
@@ -81,16 +95,7 @@ func (p *AdventurePlugin) finishPartyWin(
|
|||||||
sess := ct.sess
|
sess := ct.sess
|
||||||
owner := id.UserID(sess.UserID)
|
owner := id.UserID(sess.UserID)
|
||||||
|
|
||||||
recordZoneKillForUser(owner, sess.EnemyID)
|
bossOnExpedition := p.applyOwnerWinEffects(owner, sess.EnemyID, elite)
|
||||||
applyRoomCombatThreatForUser(owner, elite)
|
|
||||||
|
|
||||||
bossOnExpedition := false
|
|
||||||
if !elite {
|
|
||||||
if exp, eerr := getActiveExpedition(owner); eerr == nil && exp != nil {
|
|
||||||
_ = applyBossDefeatThreat(exp.ID)
|
|
||||||
bossOnExpedition = true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
tier := 1
|
tier := 1
|
||||||
if run != nil {
|
if run != nil {
|
||||||
@@ -107,15 +112,19 @@ func (p *AdventurePlugin) finishPartyWin(
|
|||||||
uid := id.UserID(sess.seatUserID(seat))
|
uid := id.UserID(sess.seatUserID(seat))
|
||||||
hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
|
hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
|
||||||
|
|
||||||
// A member who went down before the killing blow still earns the kill —
|
// The hired companion takes no cut. He earns no XP (there is no sheet to
|
||||||
// but at a fifth of their pool or less, the XP path calls it near-death.
|
// put it on), rolls no loot (dropZoneLoot writes real inventory rows for
|
||||||
nearDeath := hpMax > 0 && hp*5 < hpMax
|
// whatever id it is handed, and a bot with a magic sword is nobody's
|
||||||
if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
|
// intent), and takes no death row. His seat renders nothing: he is not
|
||||||
if _, err := p.grantDnDXP(uid, xp); err != nil {
|
// reading this. He was paid up front.
|
||||||
slog.Error("combat: party grantDnDXP", "user", uid, "err", err)
|
if isCompanionSeat(uid) {
|
||||||
}
|
out[seat] = ""
|
||||||
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// A member who went down before the killing blow still earns the kill.
|
||||||
|
p.grantSeatWinXP(uid, hp, hpMax, monster, tier)
|
||||||
|
|
||||||
var b strings.Builder
|
var b strings.Builder
|
||||||
if shared != "" && seat == 0 {
|
if shared != "" && seat == 0 {
|
||||||
b.WriteString(shared + "\n")
|
b.WriteString(shared + "\n")
|
||||||
@@ -131,6 +140,9 @@ func (p *AdventurePlugin) finishPartyWin(
|
|||||||
b.WriteString(drop + "\n")
|
b.WriteString(drop + "\n")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if !elite {
|
||||||
|
writeBossEpilogue(&b, zone.ID)
|
||||||
|
}
|
||||||
switch {
|
switch {
|
||||||
case bossOnExpedition && seat == 0:
|
case bossOnExpedition && seat == 0:
|
||||||
b.WriteString("🎉 **Zone cleared — the expedition is won.** `!expedition run` to march out and claim your spoils.")
|
b.WriteString("🎉 **Zone cleared — the expedition is won.** `!expedition run` to march out and claim your spoils.")
|
||||||
@@ -153,16 +165,22 @@ func (p *AdventurePlugin) finishPartyLoss(ct *combatTurn, zone ZoneDefinition, c
|
|||||||
sess := ct.sess
|
sess := ct.sess
|
||||||
owner := id.UserID(sess.UserID)
|
owner := id.UserID(sess.UserID)
|
||||||
|
|
||||||
if run, _ := getZoneRun(sess.RunID); run != nil {
|
endRunOnLoss(owner, sess.RunID, true)
|
||||||
_, _ = applyMoodEvent(sess.RunID, MoodEventPlayerDeath)
|
|
||||||
}
|
|
||||||
_ = abandonZoneRun(owner)
|
|
||||||
forceExtractExpeditionForRunLoss(owner, "combat death")
|
|
||||||
|
|
||||||
line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence)
|
line := twinBeeLine(zone.ID, DMPlayerDeath, sess.RunID, cadence)
|
||||||
out := make([]string, sess.RosterSize())
|
out := make([]string, sess.RosterSize())
|
||||||
for seat := range sess.RosterSize() {
|
for seat := range sess.RosterSize() {
|
||||||
markAdventureDead(id.UserID(sess.seatUserID(seat)), "zone", zone.Display)
|
uid := id.UserID(sess.seatUserID(seat))
|
||||||
|
// The companion does not die. markAdventureDead is a silent no-op for him
|
||||||
|
// today (no player_meta row to mark), but relying on that accident is how
|
||||||
|
// he ends up in the graveyard the first time someone gives him a row —
|
||||||
|
// and emitDeathNews would have the news bot file a death notice about
|
||||||
|
// itself. Say it out loud instead.
|
||||||
|
if isCompanionSeat(uid) {
|
||||||
|
out[seat] = ""
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
markAdventureDead(uid, "zone", zone.Display)
|
||||||
var b strings.Builder
|
var b strings.Builder
|
||||||
if line != "" && seat == 0 {
|
if line != "" && seat == 0 {
|
||||||
b.WriteString(line + "\n")
|
b.WriteString(line + "\n")
|
||||||
@@ -181,3 +199,62 @@ func (p *AdventurePlugin) eachSeat(ct *combatTurn, block string) []string {
|
|||||||
}
|
}
|
||||||
return out
|
return out
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ── Shared terminal effects (item D) ─────────────────────────────────────────
|
||||||
|
//
|
||||||
|
// finishCombatSession (solo, combat_cmd.go) and finishPartyWin/finishPartyLoss
|
||||||
|
// (party, above) still write their own player-facing text — the solo line says
|
||||||
|
// "You finished", the party line says "The party stands", and the death-on-win
|
||||||
|
// rule is deliberately roster-size-dependent (see item E). But the *effects*
|
||||||
|
// they fire were hand-copied lists, and item A drifted exactly there. These
|
||||||
|
// helpers are the single copy of each effect; both close-outs route through
|
||||||
|
// them so the effect lists cannot diverge again.
|
||||||
|
|
||||||
|
// applyOwnerWinEffects fires the terminal effects a win owes the run and
|
||||||
|
// expedition — the zone-kill record, room threat, and the boss-defeat threat
|
||||||
|
// drop — once, through the row's owner (a party member owns neither row).
|
||||||
|
// Returns whether the kill was a zone boss on an active expedition; both
|
||||||
|
// close-outs use it to reframe the final line as the expedition's climax.
|
||||||
|
func (p *AdventurePlugin) applyOwnerWinEffects(owner id.UserID, enemyID string, elite bool) (bossOnExpedition bool) {
|
||||||
|
recordZoneKillForUser(owner, enemyID)
|
||||||
|
applyRoomCombatThreatForUser(owner, elite)
|
||||||
|
if !elite {
|
||||||
|
// §8.1 — a zone boss defeat drops expedition threat. Silent no-op for a
|
||||||
|
// standalone zone run with no active expedition.
|
||||||
|
if exp, eerr := getActiveExpedition(owner); eerr == nil && exp != nil {
|
||||||
|
_ = applyBossDefeatThreat(exp.ID)
|
||||||
|
bossOnExpedition = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return bossOnExpedition
|
||||||
|
}
|
||||||
|
|
||||||
|
// grantSeatWinXP pays one combatant their kill XP. A seat that finished at a
|
||||||
|
// fifth of its pool or less takes the near-death path. Full XP per person,
|
||||||
|
// solo or party, per the accessibility-over-crunch stance.
|
||||||
|
func (p *AdventurePlugin) grantSeatWinXP(uid id.UserID, hp, hpMax int, monster DnDMonsterTemplate, tier int) {
|
||||||
|
nearDeath := hpMax > 0 && hp*5 < hpMax
|
||||||
|
if xp := zoneCombatXP(CombatResult{PlayerWon: true, NearDeath: nearDeath}, monster.CR, tier); xp > 0 {
|
||||||
|
if _, err := p.grantDnDXP(uid, xp); err != nil {
|
||||||
|
slog.Error("combat: grantDnDXP", "user", uid, "err", err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// endRunOnLoss tears down the owner's run and wrapping expedition when a fight
|
||||||
|
// ends in death or flight. On a death (not a flee) it also stamps the run's
|
||||||
|
// mood event. Owner-scoped, fires once; the per-seat death mark stays with the
|
||||||
|
// caller, since it is decided per HP and gated on roster size.
|
||||||
|
func endRunOnLoss(owner id.UserID, runID string, death bool) {
|
||||||
|
if death {
|
||||||
|
if run, _ := getZoneRun(runID); run != nil {
|
||||||
|
_, _ = applyMoodEvent(runID, MoodEventPlayerDeath)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_ = abandonZoneRun(owner)
|
||||||
|
reason := lossCombatFlee
|
||||||
|
if death {
|
||||||
|
reason = lossCombatDeath
|
||||||
|
}
|
||||||
|
forceExtractExpeditionForRunLoss(owner, reason)
|
||||||
|
}
|
||||||
|
|||||||
@@ -33,7 +33,9 @@ func fightRoster(sender id.UserID) []id.UserID {
|
|||||||
if err != nil || e == nil {
|
if err != nil || e == nil {
|
||||||
return []id.UserID{sender}
|
return []id.UserID{sender}
|
||||||
}
|
}
|
||||||
return expeditionAudience(e)
|
// Seats, not audience: the hired companion fights even though he never
|
||||||
|
// receives a DM about it.
|
||||||
|
return expeditionSeats(e)
|
||||||
}
|
}
|
||||||
|
|
||||||
// buildFightSeats turns a roster into the seats that will actually sit down, and
|
// buildFightSeats turns a roster into the seats that will actually sit down, and
|
||||||
@@ -56,21 +58,43 @@ func (p *AdventurePlugin) buildFightSeats(
|
|||||||
senderSkip = why
|
senderSkip = why
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// Parallel to `seats`, so a skipped member leaves no gap: what a seat costs the
|
||||||
|
// enemy is priced from these once the roster is final.
|
||||||
|
var levels []int
|
||||||
|
var companions []bool
|
||||||
for i, uid := range roster {
|
for i, uid := range roster {
|
||||||
leader := i == 0
|
leader := i == 0
|
||||||
player, e, _, err := p.buildZoneCombatants(uid, monster, tier, dmMood)
|
|
||||||
if err != nil {
|
// The hired companion. He must be handled before everything below:
|
||||||
if leader {
|
// dndHPSnapshot returns (0,0) for a user with no sheet, so the very next
|
||||||
return nil, nil, "", "Couldn't set up the fight: " + err.Error()
|
// check would quietly sit him out of every fight he was paid for, and
|
||||||
}
|
// buildZoneCombatants would then fail on him anyway.
|
||||||
slog.Warn("combat: party member left out of fight", "user", uid, "err", err)
|
//
|
||||||
skip(uid, "Couldn't bring you into the fight: "+err.Error())
|
// He is latched onto autopilot at seat time rather than after the away-player
|
||||||
|
// deadline — nobody is going to type for him, and waiting three minutes to
|
||||||
|
// discover that would stall the fight and then announce him to the party as
|
||||||
|
// an absent player.
|
||||||
|
if isCompanionSeat(uid) {
|
||||||
|
expID := companionExpeditionFor(roster[0])
|
||||||
|
class, level := companionLoadout(expID)
|
||||||
|
player, _, _ := p.companionCombatant(class, level, monster, tier, dmMood)
|
||||||
|
// He carries his wounds between fights, like everyone else. Seating him at
|
||||||
|
// full max HP — which is what this did — hands the party an infinite body:
|
||||||
|
// he soaks a share of every fight's incoming and then resets, while the
|
||||||
|
// humans beside him bleed all the way to camp.
|
||||||
|
seats = append(seats, CombatSeatSetup{
|
||||||
|
UserID: uid,
|
||||||
|
HP: companionSeatHP(expID, player.Stats.MaxHP),
|
||||||
|
HPMax: player.Stats.MaxHP,
|
||||||
|
Mods: player.Mods, C: &player, EngineDriven: true,
|
||||||
|
})
|
||||||
|
levels, companions = append(levels, level), append(companions, true)
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
if leader {
|
|
||||||
enemy = &e
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// Both refusals below are cheap and neither needs the build, so they run
|
||||||
|
// before it: consuming a seat's armed ability and *then* sitting them out
|
||||||
|
// would spend their rage on a fight they never joined.
|
||||||
hp, hpMax := dndHPSnapshot(uid)
|
hp, hpMax := dndHPSnapshot(uid)
|
||||||
if hp <= 0 {
|
if hp <= 0 {
|
||||||
if leader {
|
if leader {
|
||||||
@@ -96,8 +120,43 @@ func (p *AdventurePlugin) buildFightSeats(
|
|||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
seats = append(seats, CombatSeatSetup{UserID: uid, HP: hp, HPMax: hpMax, Mods: player.Mods, C: &player})
|
// Consumed exactly once for the fight, here. Every later rebuild
|
||||||
|
// re-applies this id off the seat's statuses rather than re-arming.
|
||||||
|
armed := ""
|
||||||
|
if c, cerr := LoadDnDCharacter(uid); cerr == nil && c != nil {
|
||||||
|
trySimAutoArm(c)
|
||||||
|
armed = consumeArmedAbility(c)
|
||||||
|
}
|
||||||
|
player, e, dc, err := p.buildZoneCombatants(uid, monster, tier, dmMood, armed)
|
||||||
|
if err != nil {
|
||||||
|
if leader {
|
||||||
|
return nil, nil, "", "Couldn't set up the fight: " + err.Error()
|
||||||
|
}
|
||||||
|
slog.Warn("combat: party member left out of fight", "user", uid, "err", err)
|
||||||
|
skip(uid, "Couldn't bring you into the fight: "+err.Error())
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if leader {
|
||||||
|
enemy = &e
|
||||||
|
}
|
||||||
|
if armed != "" {
|
||||||
|
slog.Info("combat: armed ability fired (turn-based start)", "user", uid, "ability", armed)
|
||||||
|
}
|
||||||
|
|
||||||
|
seats = append(seats, CombatSeatSetup{
|
||||||
|
UserID: uid, HP: hp, HPMax: hpMax, Mods: player.Mods, C: &player, ArmedAbility: armed,
|
||||||
|
})
|
||||||
|
lvl := 0
|
||||||
|
if dc != nil {
|
||||||
|
lvl = dc.Level
|
||||||
|
}
|
||||||
|
levels, companions = append(levels, lvl), append(companions, false)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Price each seat against the leader. It runs here, over the seats that were
|
||||||
|
// 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)
|
||||||
return seats, enemy, senderSkip, ""
|
return seats, enemy, senderSkip, ""
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -143,6 +202,12 @@ func (p *AdventurePlugin) announcePartyFightStart(
|
|||||||
names[i] = c.Name
|
names[i] = c.Name
|
||||||
}
|
}
|
||||||
for seat, uid := range sess.SeatUserIDs() {
|
for seat, uid := range sess.SeatUserIDs() {
|
||||||
|
// Seat-keyed fan-out, so it bypasses expeditionAudience's filter — the
|
||||||
|
// companion sits down but is never written to. (He also has no magic items
|
||||||
|
// to line up, and activeMagicItemsLine would go looking for them.)
|
||||||
|
if isCompanionUser(uid) {
|
||||||
|
continue
|
||||||
|
}
|
||||||
var b strings.Builder
|
var b strings.Builder
|
||||||
b.WriteString(header)
|
b.WriteString(header)
|
||||||
b.WriteString(fmt.Sprintf("You: **%d/%d HP**.\n", sess.seatHP(seat), sess.seatHPMax(seat)))
|
b.WriteString(fmt.Sprintf("You: **%d/%d HP**.\n", sess.seatHP(seat), sess.seatHPMax(seat)))
|
||||||
|
|||||||
@@ -166,6 +166,15 @@ func (p *AdventurePlugin) beginCombatTurn(sender id.UserID, noFightMsg string) (
|
|||||||
return fail(notYourTurnMsg(players, acting, waiting))
|
return fail(notYourTurnMsg(players, acting, waiting))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// An engine-driven seat has nobody to hand the wheel back to. A command
|
||||||
|
// arriving from one is not a player returning to the keyboard — it is a driver
|
||||||
|
// impersonating a seat, which is precisely the confusion that used to strand
|
||||||
|
// the companion: his own auto-played turn came back through here looking like
|
||||||
|
// a keystroke and cleared the latch that was moving him. Refuse it outright.
|
||||||
|
if sess.seatIsEngineDriven(seat) {
|
||||||
|
return fail("That seat isn't yours to play.")
|
||||||
|
}
|
||||||
|
|
||||||
// They typed, so they are here. Hand back the wheel.
|
// They typed, so they are here. Hand back the wheel.
|
||||||
sess.actorStatusesPtr(seat).Autopilot = false
|
sess.actorStatusesPtr(seat).Autopilot = false
|
||||||
|
|
||||||
@@ -315,6 +324,33 @@ func (p *AdventurePlugin) nudgeStalledPartyTurn(sessionID string) {
|
|||||||
p.announcePartyRound(ct, events, preamble, p.closePartyRound(ct))
|
p.announcePartyRound(ct, events, preamble, p.closePartyRound(ct))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// driveEngineSeat plays one engine-driven seat's turn and persists the result.
|
||||||
|
// It is the seat-driver equivalent of a player typing `!attack`, for a seat that
|
||||||
|
// will never type anything.
|
||||||
|
//
|
||||||
|
// It exists because the alternative — dispatching a combat command as that seat —
|
||||||
|
// sends the turn back through beginCombatTurn, which reads any command from a
|
||||||
|
// seat as "that player is back". For a human that is correct. For a seat with no
|
||||||
|
// human it is fatal: it drops the latch that is the only thing moving them.
|
||||||
|
func (p *AdventurePlugin) driveEngineSeat(sess *CombatSession, seat int) error {
|
||||||
|
players, enemy, err := p.partyCombatantsForSession(sess)
|
||||||
|
if err != nil {
|
||||||
|
return fmt.Errorf("rebuild for engine seat: %w", err)
|
||||||
|
}
|
||||||
|
ct := &combatTurn{
|
||||||
|
sess: sess, players: players, enemy: enemy,
|
||||||
|
seat: seat, uid: id.UserID(sess.seatUserID(seat)),
|
||||||
|
}
|
||||||
|
if _, err := p.runAutoSeatTurn(ct, seat); err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
if err := saveCombatSession(sess); err != nil {
|
||||||
|
return fmt.Errorf("save after engine seat turn: %w", err)
|
||||||
|
}
|
||||||
|
p.closePartyRound(ct)
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
// turnDeadlineLapsed reports whether the fight has sat on one member's turn past
|
// turnDeadlineLapsed reports whether the fight has sat on one member's turn past
|
||||||
// partyTurnDeadline. LastActionAt is stamped by every saveCombatSession, and the
|
// partyTurnDeadline. LastActionAt is stamped by every saveCombatSession, and the
|
||||||
// save that parked the fight on this seat's player_turn was the last one — so it
|
// save that parked the fight on this seat's player_turn was the last one — so it
|
||||||
@@ -387,6 +423,12 @@ func (p *AdventurePlugin) announcePartyRound(ct *combatTurn, events []CombatEven
|
|||||||
names := ct.seatNames()
|
names := ct.seatNames()
|
||||||
acting, waiting := actingSeat(ct.sess, ct.players, ct.enemy)
|
acting, waiting := actingSeat(ct.sess, ct.players, ct.enemy)
|
||||||
for seat, uid := range ct.sess.SeatUserIDs() {
|
for seat, uid := range ct.sess.SeatUserIDs() {
|
||||||
|
// The combat fan-out is seat-keyed, so it does not pass through
|
||||||
|
// expeditionAudience and does not inherit its companion filter. He fights;
|
||||||
|
// he is not written to about it.
|
||||||
|
if isCompanionUser(uid) {
|
||||||
|
continue
|
||||||
|
}
|
||||||
// Rendered once per reader: the flavor pool speaks in the second person,
|
// Rendered once per reader: the flavor pool speaks in the second person,
|
||||||
// so each member's own events must be theirs and nobody else's.
|
// so each member's own events must be theirs and nobody else's.
|
||||||
body := RenderPartyTurnRound(events, names, ct.enemy.Name, seat)
|
body := RenderPartyTurnRound(events, names, ct.enemy.Name, seat)
|
||||||
|
|||||||
174
internal/plugin/combat_seat_spells.go
Normal file
174
internal/plugin/combat_seat_spells.go
Normal file
@@ -0,0 +1,174 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// Seat-scoped spellbook.
|
||||||
|
//
|
||||||
|
// Every spell lookup in the engine — known list, prepared flag, slot pool, slot
|
||||||
|
// spend — is keyed on a Matrix user id and answered by a `dnd_*` table. That was
|
||||||
|
// fine while every combatant was a player. The hired companion is not: he has no
|
||||||
|
// row in dnd_character, dnd_known_spells or dnd_spell_slots, deliberately, because
|
||||||
|
// a sheet on disk for him is the thing that would turn him into a real character
|
||||||
|
// everywhere (player_meta, the leaderboard, !stats). His sheet is synthesized per
|
||||||
|
// fight and thrown away.
|
||||||
|
//
|
||||||
|
// So every one of those lookups returned "nothing" for him, and the picker's very
|
||||||
|
// first line — `c, _ := LoadDnDCharacter(uid); if c == nil { return "attack" }` —
|
||||||
|
// sent him to swing a mace, every turn, forever. A hired Cleric could not heal.
|
||||||
|
// Role-fill hands a lone fighter a Cleric, so that was the *common* case.
|
||||||
|
//
|
||||||
|
// These are the seat-scoped forms of those lookups. A human seat delegates to the
|
||||||
|
// DB functions verbatim — same queries, same order, so solo combat and the balance
|
||||||
|
// corpus are untouched. A companion seat is answered from his in-memory sheet and
|
||||||
|
// a slot ledger on his seat's persisted statuses.
|
||||||
|
//
|
||||||
|
// Nothing here may write a row for the companion. That invariant is what
|
||||||
|
// TestCompanion_SheetIsBelowMedianAndNeverPersisted pins, and the auto-migration
|
||||||
|
// inside ensureCharForDnDCmd would violate it silently: handed a user with no
|
||||||
|
// sheet, it *builds one at level 1 and saves it*. Hence seatCastSheet.
|
||||||
|
|
||||||
|
// seatCompanionLoadout returns the class and level a companion seat fights as,
|
||||||
|
// and whether the seat is the companion at all.
|
||||||
|
func seatCompanionLoadout(sess *CombatSession, uid id.UserID) (DnDClass, int, bool) {
|
||||||
|
if sess == nil || !isCompanionSeat(uid) {
|
||||||
|
return "", 0, false
|
||||||
|
}
|
||||||
|
class, level := companionLoadoutForRun(sess.RunID)
|
||||||
|
return class, level, true
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatCastSheet resolves the character behind a seat for the !cast path.
|
||||||
|
//
|
||||||
|
// A human goes through ensureCharForDnDCmd, exactly as before — including its
|
||||||
|
// auto-migration for a player who predates Adv 2.0. The companion must NOT: that
|
||||||
|
// migration would mint and persist a level-1 dnd_character row for him, quietly
|
||||||
|
// making him a player and throwing away the class and level he was hired at. He
|
||||||
|
// gets his synthetic sheet instead, built from the same class-priority pipeline a
|
||||||
|
// real character of his level uses.
|
||||||
|
func (p *AdventurePlugin) seatCastSheet(sess *CombatSession, uid id.UserID) (*DnDCharacter, error) {
|
||||||
|
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
|
||||||
|
return companionSheet(class, level), nil
|
||||||
|
}
|
||||||
|
advChar, _ := loadAdvCharacter(uid)
|
||||||
|
return p.ensureCharForDnDCmd(uid, advChar)
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatPickSheet is seatCastSheet for the auto-picker, which reads a sheet to
|
||||||
|
// decide a turn and must never create one. Humans get LoadDnDCharacter, which is
|
||||||
|
// what the picker has always called; a miss returns nil and the caller swings.
|
||||||
|
func seatPickSheet(sess *CombatSession, uid id.UserID) *DnDCharacter {
|
||||||
|
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
|
||||||
|
return companionSheet(class, level)
|
||||||
|
}
|
||||||
|
c, _ := LoadDnDCharacter(uid)
|
||||||
|
return c
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionKnownSpells is the companion's spell list: the same default kit
|
||||||
|
// ensureSpellsForCharacter grants a real character of that class and level, every
|
||||||
|
// entry prepared (which is also what that function does — preparation is SP4 and
|
||||||
|
// until it lands every granted spell is auto-prepared so !cast works).
|
||||||
|
//
|
||||||
|
// He gets the player kit on purpose. His below-median comes from the level penalty,
|
||||||
|
// the never-Masterwork gear and the absent subclass/magic items — the layers a
|
||||||
|
// player accumulates. Handing him a bespoke, weaker spell list would be a second
|
||||||
|
// nerf hidden in a different file, and it would drift away from the tuned list the
|
||||||
|
// moment anyone touched one and not the other.
|
||||||
|
func companionKnownSpells(class DnDClass, level int) []knownSpellRow {
|
||||||
|
ids := defaultKnownSpells(class, level)
|
||||||
|
out := make([]knownSpellRow, 0, len(ids))
|
||||||
|
for _, sid := range ids {
|
||||||
|
out = append(out, knownSpellRow{SpellID: sid, Source: "companion", Prepared: true})
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
// companionSlotPool is his slot table (total, used) — the class/level progression
|
||||||
|
// every caster shares, less what he has already spent. `used` is the expedition's
|
||||||
|
// ledger, NOT a per-fight one: he rations one pool across the run and gets it back
|
||||||
|
// at camp, exactly as a human caster does.
|
||||||
|
func companionSlotPool(class DnDClass, level int, used [6]int) map[int][2]int {
|
||||||
|
out := map[int][2]int{}
|
||||||
|
for lvl, total := range slotsForClassLevel(class, level) {
|
||||||
|
spent := 0
|
||||||
|
if lvl >= 0 && lvl < len(used) {
|
||||||
|
spent = min(used[lvl], total)
|
||||||
|
}
|
||||||
|
out[lvl] = [2]int{total, spent}
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatKnownSpells is listKnownSpells for a seat.
|
||||||
|
func seatKnownSpells(sess *CombatSession, seat int, uid id.UserID) ([]knownSpellRow, error) {
|
||||||
|
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
|
||||||
|
return companionKnownSpells(class, level), nil
|
||||||
|
}
|
||||||
|
return listKnownSpells(uid)
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatSpellSlots is getSpellSlots for a seat.
|
||||||
|
func seatSpellSlots(sess *CombatSession, seat int, uid id.UserID) (map[int][2]int, error) {
|
||||||
|
if class, level, ok := seatCompanionLoadout(sess, uid); ok {
|
||||||
|
return companionSlotPool(class, level, companionSlotsForRun(sess.RunID)), nil
|
||||||
|
}
|
||||||
|
return getSpellSlots(uid)
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatKnowsSpell is playerKnowsSpell for a seat: (known, prepared, err).
|
||||||
|
func seatKnowsSpell(sess *CombatSession, seat int, uid id.UserID, spellID string) (bool, bool, error) {
|
||||||
|
if _, _, ok := seatCompanionLoadout(sess, uid); ok {
|
||||||
|
known, err := seatKnownSpells(sess, seat, uid)
|
||||||
|
if err != nil {
|
||||||
|
return false, false, err
|
||||||
|
}
|
||||||
|
for _, k := range known {
|
||||||
|
if k.SpellID == spellID {
|
||||||
|
return true, k.Prepared, nil
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false, false, nil
|
||||||
|
}
|
||||||
|
return playerKnowsSpell(uid, spellID)
|
||||||
|
}
|
||||||
|
|
||||||
|
// consumeSeatSlot is consumeSpellSlot for a seat. The companion's spend lands on
|
||||||
|
// the expedition's ledger — one pool for the whole run, refilled at camp — so he
|
||||||
|
// rations his slots the way a human caster has to. Keying it by expedition also
|
||||||
|
// keeps two parties who have each hired him from sharing a pool, which anything
|
||||||
|
// keyed on his (single, shared) user id would have done.
|
||||||
|
func consumeSeatSlot(sess *CombatSession, seat int, uid id.UserID, slotLevel int) (bool, error) {
|
||||||
|
class, level, ok := seatCompanionLoadout(sess, uid)
|
||||||
|
if !ok {
|
||||||
|
return consumeSpellSlot(uid, slotLevel)
|
||||||
|
}
|
||||||
|
used := companionSlotsForRun(sess.RunID)
|
||||||
|
if slotLevel < 1 || slotLevel >= len(used) {
|
||||||
|
return false, nil
|
||||||
|
}
|
||||||
|
pair, exists := companionSlotPool(class, level, used)[slotLevel]
|
||||||
|
if !exists || pair[0]-pair[1] <= 0 {
|
||||||
|
return false, nil
|
||||||
|
}
|
||||||
|
used[slotLevel]++
|
||||||
|
if err := setCompanionSlotsForRun(sess.RunID, used); err != nil {
|
||||||
|
return false, err
|
||||||
|
}
|
||||||
|
return true, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// refundSeatSlot is refundSpellSlot for a seat: the rollback half of the above,
|
||||||
|
// called when the round the slot was spent on failed to resolve.
|
||||||
|
func refundSeatSlot(sess *CombatSession, seat int, uid id.UserID, slotLevel int) error {
|
||||||
|
if _, _, ok := seatCompanionLoadout(sess, uid); !ok {
|
||||||
|
return refundSpellSlot(uid, slotLevel)
|
||||||
|
}
|
||||||
|
used := companionSlotsForRun(sess.RunID)
|
||||||
|
if slotLevel < 1 || slotLevel >= len(used) || used[slotLevel] <= 0 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
used[slotLevel]--
|
||||||
|
return setCompanionSlotsForRun(sess.RunID, used)
|
||||||
|
}
|
||||||
277
internal/plugin/combat_seat_spells_test.go
Normal file
277
internal/plugin/combat_seat_spells_test.go
Normal file
@@ -0,0 +1,277 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import (
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
// The hired companion casts.
|
||||||
|
//
|
||||||
|
// He could not, and the reason was one line: every spell lookup in the engine is
|
||||||
|
// keyed on a user id and answered by a dnd_* table, and he has no rows in any of
|
||||||
|
// them — deliberately, because a sheet on disk is what would turn him into a real
|
||||||
|
// character everywhere. So the picker's first statement (`LoadDnDCharacter(uid)`)
|
||||||
|
// came back nil and returned "attack", every turn, for the whole fight.
|
||||||
|
//
|
||||||
|
// Role-fill hands a lone martial a Cleric. So the common case of the feature was a
|
||||||
|
// healer who could not heal, in a party engine that had only just learned to let
|
||||||
|
// anyone heal anyone (§1). These pin both halves: that he picks the heal, and that
|
||||||
|
// picking it leaves no trace of him in the database.
|
||||||
|
|
||||||
|
// hireForFight seeds an expedition with the companion hired into it, and returns
|
||||||
|
// the run id his loadout is resolved against.
|
||||||
|
func hireForFight(t *testing.T, expID string, owner id.UserID, class DnDClass, level int) string {
|
||||||
|
t.Helper()
|
||||||
|
seedExpedition(t, expID, owner, "active")
|
||||||
|
seatLeaderFixture(t, expID)
|
||||||
|
if err := hireCompanion(expID, class, level); err != nil {
|
||||||
|
t.Fatalf("hireCompanion: %v", err)
|
||||||
|
}
|
||||||
|
return "run-" + expID
|
||||||
|
}
|
||||||
|
|
||||||
|
// petePartyFight seats a hurt leader and the companion, and returns the turn.
|
||||||
|
func petePartyFight(t *testing.T, p *AdventurePlugin, runID string, leader id.UserID, leaderHP int) *combatTurn {
|
||||||
|
t.Helper()
|
||||||
|
monster := dndBestiary["goblin"]
|
||||||
|
lead, _, _ := p.companionCombatant(ClassFighter, 8, monster, 2, 0)
|
||||||
|
lead.Name = "lead"
|
||||||
|
pete, _, _ := p.companionCombatant(ClassCleric, 6, monster, 2, 0)
|
||||||
|
pete.Name = companionDisplayName
|
||||||
|
enemy := Combatant{Name: "x", Stats: CombatStats{MaxHP: 500, AC: 12, Attack: 4, AttackBonus: 4}}
|
||||||
|
|
||||||
|
sess, err := p.startPartyCombatSession(runID, "enc", "goblin", &enemy, []CombatSeatSetup{
|
||||||
|
{UserID: leader, HP: leaderHP, HPMax: 100, Mods: lead.Mods, C: &lead},
|
||||||
|
{UserID: companionUserID(), HP: 60, HPMax: 60, Mods: pete.Mods, C: &pete, EngineDriven: true},
|
||||||
|
})
|
||||||
|
if err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
return &combatTurn{
|
||||||
|
sess: sess, players: []*Combatant{&lead, &pete}, enemy: &enemy,
|
||||||
|
seat: 1, uid: companionUserID(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The headline: a hired Cleric, watching the leader bleed out, casts a heal on him.
|
||||||
|
// Before the seat-scoped spellbook this returned ("attack", "") — he swung a mace
|
||||||
|
// at the boss while the man who paid for him died.
|
||||||
|
func TestCompanionSpells_HiredClericHealsTheLeader(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
leader := id.UserID("@lead:example.org")
|
||||||
|
runID := hireForFight(t, "exp-heal", leader, ClassCleric, 6)
|
||||||
|
ct := petePartyFight(t, p, runID, leader, 20) // leader at 20/100 — well under the 45% bar
|
||||||
|
|
||||||
|
kind, arg := p.pickAutoCombatActionForSeat(companionUserID(), ct.sess, 1)
|
||||||
|
if kind != "cast" {
|
||||||
|
t.Fatalf("the hired cleric picked %q %q with the leader at 20%% HP — he must heal", kind, arg)
|
||||||
|
}
|
||||||
|
if !strings.Contains(arg, "@lead") {
|
||||||
|
t.Fatalf("cast arg = %q, want the heal aimed at the leader's seat", arg)
|
||||||
|
}
|
||||||
|
|
||||||
|
// And it lands on the leader, not on himself.
|
||||||
|
action, settle, msg := p.castActionForSeat(ct, 1, arg)
|
||||||
|
if msg != "" {
|
||||||
|
t.Fatalf("castActionForSeat refused the companion's own pick: %s", msg)
|
||||||
|
}
|
||||||
|
settle(true)
|
||||||
|
eff := action.Effect
|
||||||
|
if eff == nil || eff.AllyHeal <= 0 {
|
||||||
|
t.Fatalf("effect = %+v, want an ally heal", eff)
|
||||||
|
}
|
||||||
|
if eff.AllySeat != 0 {
|
||||||
|
t.Errorf("heal landed on seat %d, want seat 0 (the leader)", eff.AllySeat)
|
||||||
|
}
|
||||||
|
if eff.PlayerHeal != 0 {
|
||||||
|
t.Errorf("the heal also healed the caster (%d HP) — it was redirected, not copied", eff.PlayerHeal)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// His slots are spent on his seat, and he leaves no rows behind.
|
||||||
|
//
|
||||||
|
// This is the invariant with teeth. castActionForSeat used to load the caster via
|
||||||
|
// ensureCharForDnDCmd, whose auto-migration branch — handed a user with no sheet —
|
||||||
|
// *builds one at level 1 and saves it*. Pointed at the companion that silently
|
||||||
|
// makes him a player: a dnd_character row, a player_meta seed, a spellbook, and a
|
||||||
|
// level-1 chassis in place of the level he was hired at.
|
||||||
|
func TestCompanionSpells_SpendsHisSeatNotTheDatabase(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
leader := id.UserID("@lead:example.org")
|
||||||
|
runID := hireForFight(t, "exp-rows", leader, ClassCleric, 6)
|
||||||
|
ct := petePartyFight(t, p, runID, leader, 20)
|
||||||
|
|
||||||
|
action, settle, msg := p.castActionForSeat(ct, 1, "cure_wounds @lead")
|
||||||
|
if msg != "" {
|
||||||
|
t.Fatalf("the hired cleric could not cast cure wounds: %s", msg)
|
||||||
|
}
|
||||||
|
settle(true)
|
||||||
|
if action.Effect == nil || action.Effect.AllyHeal <= 0 {
|
||||||
|
t.Fatalf("effect = %+v, want an ally heal", action.Effect)
|
||||||
|
}
|
||||||
|
|
||||||
|
// The slot came off the expedition's ledger — which is where it has to live, so
|
||||||
|
// that it is still spent in the NEXT fight of the same run.
|
||||||
|
if used := companionSlotsForRun(ct.sess.RunID); used[1] != 1 {
|
||||||
|
t.Errorf("companion spent %v level-1 slots on the run's ledger, want 1", used[1])
|
||||||
|
}
|
||||||
|
|
||||||
|
for _, table := range []string{"dnd_character", "dnd_known_spells", "dnd_spell_slots", "player_meta"} {
|
||||||
|
var n int
|
||||||
|
if err := db.Get().QueryRow(
|
||||||
|
`SELECT COUNT(*) FROM `+table+` WHERE user_id = ?`, string(companionUserID()),
|
||||||
|
).Scan(&n); err != nil {
|
||||||
|
t.Fatalf("count %s: %v", table, err)
|
||||||
|
}
|
||||||
|
if n != 0 {
|
||||||
|
t.Errorf("casting wrote %d %s row(s) for the companion — he is not a player", n, table)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// He runs dry like anybody else, and then he swings. A companion with an infinite
|
||||||
|
// spell pool is the "carry" the whole design says he must never be.
|
||||||
|
func TestCompanionSpells_RunsOutOfSlots(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
leader := id.UserID("@lead:example.org")
|
||||||
|
runID := hireForFight(t, "exp-dry", leader, ClassCleric, 6)
|
||||||
|
ct := petePartyFight(t, p, runID, leader, 20)
|
||||||
|
|
||||||
|
total := companionSlotPool(ClassCleric, 6, [6]int{})[1][0]
|
||||||
|
if total <= 0 {
|
||||||
|
t.Fatal("a level-6 cleric has no level-1 slots — the slot table did not resolve")
|
||||||
|
}
|
||||||
|
for i := range total {
|
||||||
|
if ok, err := consumeSeatSlot(ct.sess, 1, companionUserID(), 1); err != nil || !ok {
|
||||||
|
t.Fatalf("slot %d/%d: consume = %v (%v), want it to succeed", i+1, total, ok, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if ok, _ := consumeSeatSlot(ct.sess, 1, companionUserID(), 1); ok {
|
||||||
|
t.Fatalf("the companion cast a %d-th level-1 spell out of a %d-slot pool", total+1, total)
|
||||||
|
}
|
||||||
|
|
||||||
|
// The refund half: a round that fails to resolve gives the slot back.
|
||||||
|
if err := refundSeatSlot(ct.sess, 1, companionUserID(), 1); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if ok, _ := consumeSeatSlot(ct.sess, 1, companionUserID(), 1); !ok {
|
||||||
|
t.Error("a refunded slot was not castable again")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// His pool does NOT refill between fights, and it DOES come back at camp.
|
||||||
|
//
|
||||||
|
// This is the one the sweep caught and the unit tests did not. The first cut of
|
||||||
|
// the spellbook parked his ledger on his combat seat — and a seat is per-session,
|
||||||
|
// so every fight opened a fresh one and he walked in with full slots. A human
|
||||||
|
// cleric rations a single pool across the whole run; rationing it IS the caster's
|
||||||
|
// game. Handed an infinite pool, a gearless level-penalized hireling out-cleared a
|
||||||
|
// same-level human cleric by 15pp in the sim.
|
||||||
|
func TestCompanionSpells_PoolIsRationedAcrossTheRun(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
leader := id.UserID("@lead:example.org")
|
||||||
|
runID := hireForFight(t, "exp-ration", leader, ClassCleric, 6)
|
||||||
|
|
||||||
|
// Fight one: spend every level-1 slot he owns.
|
||||||
|
first := petePartyFight(t, p, runID, leader, 20)
|
||||||
|
total := companionSlotPool(ClassCleric, 6, [6]int{})[1][0]
|
||||||
|
for range total {
|
||||||
|
if ok, err := consumeSeatSlot(first.sess, 1, companionUserID(), 1); err != nil || !ok {
|
||||||
|
t.Fatalf("consume: %v (%v)", ok, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fight two, same run — a NEW combat session, which is exactly what used to
|
||||||
|
// hand him a fresh pool.
|
||||||
|
if err := markCombatSessionExpired(first.sess.SessionID); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
second := petePartyFight(t, p, runID, leader, 20)
|
||||||
|
if ok, _ := consumeSeatSlot(second.sess, 1, companionUserID(), 1); ok {
|
||||||
|
t.Error("the companion's spell slots refilled between fights — he is an infinite caster")
|
||||||
|
}
|
||||||
|
|
||||||
|
// ...and camp gives them back, the same way it does for every human.
|
||||||
|
if err := refreshCompanionSlots("exp-ration"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if ok, _ := consumeSeatSlot(second.sess, 1, companionUserID(), 1); !ok {
|
||||||
|
t.Error("camp did not restore the companion's slots — his pool only ever goes down")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// He carries his wounds between fights, and camp patches him up.
|
||||||
|
//
|
||||||
|
// He used to re-seat at full max HP for every single fight — "he arrives fresh
|
||||||
|
// next time" was the close-out's stated intent — which is an infinite body. A
|
||||||
|
// player bleeds across a 30-room run and only heals at camp; the hireling soaked
|
||||||
|
// his share of every fight and then reset. In the sim his party fled 5 runs out of
|
||||||
|
// 640 where the same party with a *human* cleric fled 56.
|
||||||
|
func TestCompanion_CarriesWoundsBetweenFights(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
leader := id.UserID("@lead:example.org")
|
||||||
|
seedExpedition(t, "exp-hp", leader, "active")
|
||||||
|
seatLeaderFixture(t, "exp-hp")
|
||||||
|
if err := hireCompanion("exp-hp", ClassCleric, 6); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// A fresh hire is at full.
|
||||||
|
if got := companionSeatHP("exp-hp", 100); got != 100 {
|
||||||
|
t.Errorf("a fresh hire seats at %d/100 HP, want full", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
// He walks out of a fight on 30 HP; he walks into the next one on 30 HP.
|
||||||
|
if err := setCompanionHP("exp-hp", 30); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if got := companionSeatHP("exp-hp", 100); got != 30 {
|
||||||
|
t.Errorf("he re-seated at %d/100 HP after ending a fight on 30 — the wound did not carry", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Dropped in a fight, he comes back on his feet but barely — not as a corpse
|
||||||
|
// (there is no companion-death rule) and not at full.
|
||||||
|
if err := setCompanionHP("exp-hp", 0); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if got := companionSeatHP("exp-hp", 100); got != 1 {
|
||||||
|
t.Errorf("after being dropped he seats at %d/100 HP, want 1", got)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Camp puts him right, exactly as it does every human.
|
||||||
|
if err := refreshCompanionHP("exp-hp"); err != nil {
|
||||||
|
t.Fatal(err)
|
||||||
|
}
|
||||||
|
if got := companionSeatHP("exp-hp", 100); got != 100 {
|
||||||
|
t.Errorf("camp left him on %d/100 HP — his body only ever goes down", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A hired martial is still a martial: the spellbook is the class's, not a blanket
|
||||||
|
// grant, so hiring a Fighter does not quietly buy a caster.
|
||||||
|
func TestCompanionSpells_MartialHasNoSpellbook(t *testing.T) {
|
||||||
|
setupEmptyTestDB(t)
|
||||||
|
p := &AdventurePlugin{}
|
||||||
|
leader := id.UserID("@lead:example.org")
|
||||||
|
runID := hireForFight(t, "exp-mart", leader, ClassFighter, 6)
|
||||||
|
ct := petePartyFight(t, p, runID, leader, 20)
|
||||||
|
|
||||||
|
if known, _ := seatKnownSpells(ct.sess, 1, companionUserID()); len(known) != 0 {
|
||||||
|
t.Errorf("a hired Fighter knows %d spells, want none", len(known))
|
||||||
|
}
|
||||||
|
if _, _, msg := p.castActionForSeat(ct, 1, "cure_wounds @lead"); msg == "" {
|
||||||
|
t.Error("a hired Fighter cast cure wounds")
|
||||||
|
}
|
||||||
|
kind, _ := p.pickAutoCombatActionForSeat(companionUserID(), ct.sess, 1)
|
||||||
|
if kind != "attack" {
|
||||||
|
t.Errorf("a hired Fighter picked %q, want attack", kind)
|
||||||
|
}
|
||||||
|
}
|
||||||
108
internal/plugin/combat_seat_weight_test.go
Normal file
108
internal/plugin/combat_seat_weight_test.go
Normal file
@@ -0,0 +1,108 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
import "testing"
|
||||||
|
|
||||||
|
// §2(a) — the enemy charges for what a seat BRINGS, not for the fact that it sat
|
||||||
|
// down.
|
||||||
|
//
|
||||||
|
// Both scaling levers (the +15% boss HP and the 1 → 2.4 attacks-a-round action
|
||||||
|
// economy) counted seats. A seat count charges the same for an under-levelled
|
||||||
|
// friend, a hired NPC, and a true peer — so a below-median body cost a full seat's
|
||||||
|
// worth of boss and did not give a full seat's worth back. Measured: hiring the
|
||||||
|
// companion was *worse than going alone* (66.1% against solo's 69.0%) once his
|
||||||
|
// free full-heal was taken away.
|
||||||
|
//
|
||||||
|
// The invariant that makes this safe to ship: every seat that IS a peer still
|
||||||
|
// weighs exactly 1.0, so solo and a party of equals are byte-identical and the
|
||||||
|
// balance corpus does not move. Only an unequal roster lands between the knots.
|
||||||
|
|
||||||
|
func TestSeatWeight_APeerWeighsExactlyOne(t *testing.T) {
|
||||||
|
// The leader, and a friend of the leader's level: both full price.
|
||||||
|
if got := seatWeight(10, 10, false); got != 1.0 {
|
||||||
|
t.Errorf("a peer weighs %v, want exactly 1.0 — a party of equals must not move", got)
|
||||||
|
}
|
||||||
|
// Out-levelling the leader does not make the boss harder for everybody else.
|
||||||
|
if got := seatWeight(14, 10, false); got != 1.0 {
|
||||||
|
t.Errorf("a higher-level friend weighs %v, want 1.0 (capped)", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func TestSeatWeight_TheUnderLevelledAndTheHiredCostLess(t *testing.T) {
|
||||||
|
// The under-levelled friend — the case that has nothing to do with the
|
||||||
|
// companion and has been live since parties shipped.
|
||||||
|
half := seatWeight(5, 10, false)
|
||||||
|
if half >= 1.0 || half <= seatWeightFloor {
|
||||||
|
t.Errorf("a level-5 friend of a level-10 leader weighs %v, want between the floor and 1.0", half)
|
||||||
|
}
|
||||||
|
// The hireling pays the same level penalty AND the discount for everything a
|
||||||
|
// player accrues that he never will (subclass, magic items, Masterwork gear).
|
||||||
|
hired := seatWeight(9, 10, true)
|
||||||
|
peerAtSameLevel := seatWeight(9, 10, false)
|
||||||
|
if hired >= peerAtSameLevel {
|
||||||
|
t.Errorf("the hireling weighs %v and a human of his level weighs %v — he must cost the enemy less",
|
||||||
|
hired, peerAtSameLevel)
|
||||||
|
}
|
||||||
|
// But a body is never free: it is still one more thing the boss has to kill.
|
||||||
|
if got := seatWeight(1, 20, true); got < seatWeightFloor {
|
||||||
|
t.Errorf("a hopelessly under-levelled hireling weighs %v, below the floor %v", got, seatWeightFloor)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The levers themselves: integer knots byte-exact, fractions in between.
|
||||||
|
func TestSeatWeight_ScalingIsExactAtThePeerKnots(t *testing.T) {
|
||||||
|
// Solo and a party of peers reproduce the pre-§2(a) numbers exactly. This is
|
||||||
|
// the whole safety argument — if either of these drifts, the corpus is invalid.
|
||||||
|
for _, tc := range []struct {
|
||||||
|
weight float64
|
||||||
|
acts float64
|
||||||
|
hp float64
|
||||||
|
}{
|
||||||
|
{1, 1, 1.0}, // solo
|
||||||
|
{2, 2.4, 1.15}, // a duo of peers
|
||||||
|
{3, 5, 1.15}, // a trio of peers
|
||||||
|
} {
|
||||||
|
if got := partyActionExpectation(tc.weight); got != tc.acts {
|
||||||
|
t.Errorf("weight %v: enemy actions = %v, want exactly %v", tc.weight, got, tc.acts)
|
||||||
|
}
|
||||||
|
if got := partyEnemyHPScale(tc.weight); got != tc.hp {
|
||||||
|
t.Errorf("weight %v: enemy HP scale = %v, want exactly %v", tc.weight, got, tc.hp)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A leader plus a hireling is strictly cheaper than a leader plus a peer, and
|
||||||
|
// strictly dearer than soloing. Bringing him must cost the boss *something* —
|
||||||
|
// that is what stops a free body from becoming a carry.
|
||||||
|
duoWithHire := 1 + seatWeight(9, 10, true)
|
||||||
|
if a := partyActionExpectation(duoWithHire); a <= 1 || a >= 2.4 {
|
||||||
|
t.Errorf("leader + hireling buys the enemy %v actions, want strictly between 1 and 2.4", a)
|
||||||
|
}
|
||||||
|
if h := partyEnemyHPScale(duoWithHire); h <= 1.0 || h >= 1.15 {
|
||||||
|
t.Errorf("leader + hireling scales boss HP by %v, want strictly between 1.0 and 1.15", h)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// A seat that is DOWN buys the enemy nothing. §2(b) fixed the head-count half of
|
||||||
|
// this; the weight half has to hold too, or a corpse keeps paying for swings.
|
||||||
|
func TestSeatWeight_TheDeadBuyTheEnemyNothing(t *testing.T) {
|
||||||
|
alive := &Combatant{SeatWeight: 1}
|
||||||
|
hire := &Combatant{SeatWeight: 0.6}
|
||||||
|
st := &combatState{actors: []*actor{
|
||||||
|
{c: alive, playerHP: 40},
|
||||||
|
{c: hire, playerHP: 0}, // dropped
|
||||||
|
}}
|
||||||
|
if got := livingWeight(st); got != 1 {
|
||||||
|
t.Errorf("living weight with a downed hireling = %v, want 1 (only the survivor pays)", got)
|
||||||
|
}
|
||||||
|
st.actors[1].playerHP = 20
|
||||||
|
if got := livingWeight(st); got != 1.6 {
|
||||||
|
t.Errorf("living weight with the hireling up = %v, want 1.6", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// An unset weight reads as a full peer, so every combatant built before this
|
||||||
|
// existed — and every test that builds one by hand — is priced exactly as before.
|
||||||
|
func TestSeatWeight_UnsetIsAPeer(t *testing.T) {
|
||||||
|
if got := combatantWeight(&Combatant{}); got != 1 {
|
||||||
|
t.Errorf("a combatant with no weight set counts %v, want 1", got)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -88,6 +88,24 @@ type ActorStatuses struct {
|
|||||||
// and druids with no sustained DPS once their burst landed.
|
// and druids with no sustained DPS once their burst landed.
|
||||||
ConcentrationDmg int `json:"concentration_dmg,omitempty"`
|
ConcentrationDmg int `json:"concentration_dmg,omitempty"`
|
||||||
|
|
||||||
|
// ArmedAbility is the id of the active ability this character armed and
|
||||||
|
// spent entering the fight (rage, second_wind, …). The resource is already
|
||||||
|
// debited and the character disarmed; this is the record that lets every
|
||||||
|
// rebuild of an in-flight fight re-apply the ability's mods, and lets the
|
||||||
|
// close-out know a rage fired. Empty when nothing was armed.
|
||||||
|
ArmedAbility string `json:"armed_ability,omitempty"`
|
||||||
|
|
||||||
|
// GrimHarvestSlot / GrimHarvestNecrotic snapshot the most recent damaging
|
||||||
|
// spell this seat cast, for the Necromancy Mage's post-combat kill-heal.
|
||||||
|
// The auto-resolve path carries the same pair on CombatModifiers, stashed
|
||||||
|
// once by applyPendingCast; the turn-based path can cast every round, so
|
||||||
|
// the stash lives here and each damaging cast overwrites it. Whether the
|
||||||
|
// heal actually fires is decided at close-out by grimHarvestHeal, which
|
||||||
|
// asks whether the *last* spell_cast event is the one that dropped the
|
||||||
|
// enemy to 0 — so a stale stash from an earlier, non-lethal cast is inert.
|
||||||
|
GrimHarvestSlot int `json:"grim_harvest_slot,omitempty"`
|
||||||
|
GrimHarvestNecrotic bool `json:"grim_harvest_necrotic,omitempty"`
|
||||||
|
|
||||||
// Once-per-fight class/race/subclass one-shots: the "already used" flags.
|
// Once-per-fight class/race/subclass one-shots: the "already used" flags.
|
||||||
// Without persistence these reset every round on resume, letting a Halfling
|
// Without persistence these reset every round on resume, letting a Halfling
|
||||||
// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
|
// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
|
||||||
@@ -103,7 +121,7 @@ type ActorStatuses struct {
|
|||||||
// fight, set when its turn deadline lapses once (see partyTurnDeadline).
|
// fight, set when its turn deadline lapses once (see partyTurnDeadline).
|
||||||
// Without the latch an away member taxes the party the full deadline every
|
// Without the latch an away member taxes the party the full deadline every
|
||||||
// single round; with it, they cost one wait and then resolve instantly. Any
|
// single round; with it, they cost one wait and then resolve instantly. Any
|
||||||
// combat command from that member clears it.
|
// combat command from that member clears it — they typed, so they are back.
|
||||||
//
|
//
|
||||||
// Like the Buff* deltas it is session-layer state with no combatState
|
// Like the Buff* deltas it is session-layer state with no combatState
|
||||||
// counterpart, so snapshotActor carries it over from the prior snapshot
|
// counterpart, so snapshotActor carries it over from the prior snapshot
|
||||||
@@ -111,6 +129,24 @@ type ActorStatuses struct {
|
|||||||
// fight has no turn deadline, only the 1h session reaper.
|
// fight has no turn deadline, only the 1h session reaper.
|
||||||
Autopilot bool `json:"autopilot,omitempty"`
|
Autopilot bool `json:"autopilot,omitempty"`
|
||||||
|
|
||||||
|
// EngineDriven marks a seat that has NO human behind it and never will: a
|
||||||
|
// hired companion today, an NPC ally or a Pete-led expedition tomorrow. It is
|
||||||
|
// the answer to "who owns this turn", and it is deliberately NOT the same
|
||||||
|
// question as Autopilot.
|
||||||
|
//
|
||||||
|
// Autopilot means "a human is away"; it is provisional, and a keystroke ends
|
||||||
|
// it. EngineDriven means "there is nobody to come back", and nothing clears it.
|
||||||
|
// Collapsing the two is a bug with teeth: the expedition autopilot drives a
|
||||||
|
// party by dispatching each seat's turn as a command from that seat, so an
|
||||||
|
// engine seat's own auto-played move arrived back at beginCombatTurn looking
|
||||||
|
// exactly like a player returning to the keyboard, and cleared the very latch
|
||||||
|
// that was moving it. The seat then stood in the fight doing nothing for the
|
||||||
|
// rest of the fight — while the enemy it had inflated by 15% killed the party.
|
||||||
|
//
|
||||||
|
// So the property lives on the seat, not on an identity check, and no command
|
||||||
|
// path can unset it.
|
||||||
|
EngineDriven bool `json:"engine_driven,omitempty"`
|
||||||
|
|
||||||
// Debuffs the enemy has stacked onto this character specifically.
|
// Debuffs the enemy has stacked onto this character specifically.
|
||||||
PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
|
PlayerAtkDrain int `json:"player_atk_drain,omitempty"`
|
||||||
PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
|
PlayerACDebuff int `json:"player_ac_debuff,omitempty"`
|
||||||
@@ -221,23 +257,27 @@ func (s *ActorStatuses) applyBuffDelta(d turnBuffDelta) {
|
|||||||
// the Abjuration Arcane Ward is normally non-zero at fight start — the
|
// the Abjuration Arcane Ward is normally non-zero at fight start — the
|
||||||
// turn-based build deliberately omits pre-combat consumables and queued casts —
|
// turn-based build deliberately omits pre-combat consumables and queued casts —
|
||||||
// but the full set is seeded for robustness. Returns true if anything was set.
|
// but the full set is seeded for robustness. Returns true if anything was set.
|
||||||
func seedCombatSessionOneShots(s *CombatSession, playerMods CombatModifiers) bool {
|
func seedCombatSessionOneShots(s *CombatSession, seat CombatSeatSetup) bool {
|
||||||
return seedActorOneShots(&s.Statuses.ActorStatuses, playerMods)
|
return seedActorOneShots(&s.Statuses.ActorStatuses, seat)
|
||||||
}
|
}
|
||||||
|
|
||||||
// seedActorOneShots copies one character's fight-start one-shot resources onto
|
// seedActorOneShots copies one character's fight-start one-shot resources onto
|
||||||
// their persisted statuses. Seat 0's live on the session row; a party member's
|
// their persisted statuses. Seat 0's live on the session row; a party member's
|
||||||
// live on their participant row, and each seat reads its own combatant's mods —
|
// live on their participant row, and each seat reads its own combatant's mods —
|
||||||
// a party Abjurer brings their own Arcane Ward, not the leader's.
|
// a party Abjurer brings their own Arcane Ward, not the leader's.
|
||||||
func seedActorOneShots(st *ActorStatuses, playerMods CombatModifiers) bool {
|
func seedActorOneShots(st *ActorStatuses, seat CombatSeatSetup) bool {
|
||||||
|
playerMods := seat.Mods
|
||||||
st.WardCharges = playerMods.WardCharges
|
st.WardCharges = playerMods.WardCharges
|
||||||
st.SporeRounds = playerMods.SporeCloud
|
st.SporeRounds = playerMods.SporeCloud
|
||||||
st.ReflectFrac = playerMods.ReflectNext
|
st.ReflectFrac = playerMods.ReflectNext
|
||||||
st.AutoCritFirst = playerMods.AutoCritFirst
|
st.AutoCritFirst = playerMods.AutoCritFirst
|
||||||
st.ArcaneWardHP = playerMods.ArcaneWardHP
|
st.ArcaneWardHP = playerMods.ArcaneWardHP
|
||||||
st.HealChargesLeft = playerMods.HealItemCharges
|
st.HealChargesLeft = playerMods.HealItemCharges
|
||||||
return st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
|
st.ArmedAbility = seat.ArmedAbility
|
||||||
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0
|
st.EngineDriven = seat.EngineDriven
|
||||||
|
return st.EngineDriven || st.WardCharges != 0 || st.SporeRounds != 0 || st.ReflectFrac != 0 ||
|
||||||
|
st.AutoCritFirst || st.ArcaneWardHP != 0 || st.HealChargesLeft != 0 ||
|
||||||
|
st.ArmedAbility != ""
|
||||||
}
|
}
|
||||||
|
|
||||||
// CombatParticipant is one party member's seat in a fight, from seat 1 up.
|
// CombatParticipant is one party member's seat in a fight, from seat 1 up.
|
||||||
@@ -366,16 +406,30 @@ func (s *CombatSession) seatOf(userID id.UserID) (int, bool) {
|
|||||||
// turn silently rather than blocking the round on a corpse.
|
// turn silently rather than blocking the round on a corpse.
|
||||||
func (s *CombatSession) seatAlive(seat int) bool { return s.seatHP(seat) > 0 }
|
func (s *CombatSession) seatAlive(seat int) bool { return s.seatHP(seat) > 0 }
|
||||||
|
|
||||||
// seatIsAutopiloted reports whether a seat has been latched onto the auto-picker
|
// seatIsEngineDriven reports whether a seat has no human behind it at all — a
|
||||||
// by a lapsed turn deadline.
|
// hired companion, an NPC ally. Permanent for the life of the fight; no command
|
||||||
|
// clears it. Contrast seatIsAutopiloted, which is a human who stepped away.
|
||||||
|
func (s *CombatSession) seatIsEngineDriven(seat int) bool {
|
||||||
|
return s.actorStatusesForSeat(seat).EngineDriven
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatIsAutopiloted reports whether the engine, rather than a person, decides
|
||||||
|
// this seat's action — because its human is away (a lapsed turn deadline) or
|
||||||
|
// because it never had one.
|
||||||
|
//
|
||||||
|
// Every driver in the codebase reads this, which is exactly why the two reasons
|
||||||
|
// share one accessor: the picker does not care WHY nobody is typing. What differs
|
||||||
|
// is who is allowed to take the wheel back, and that question is asked in
|
||||||
|
// beginCombatTurn against seatIsEngineDriven — never here.
|
||||||
func (s *CombatSession) seatIsAutopiloted(seat int) bool {
|
func (s *CombatSession) seatIsAutopiloted(seat int) bool {
|
||||||
return s.actorStatusesForSeat(seat).Autopilot
|
st := s.actorStatusesForSeat(seat)
|
||||||
|
return st.Autopilot || st.EngineDriven
|
||||||
}
|
}
|
||||||
|
|
||||||
// seatNeedsNoHuman reports whether the engine can resolve a seat's turn without
|
// seatNeedsNoHuman reports whether the engine can resolve a seat's turn without
|
||||||
// waiting on its player: it is down (forfeits silently) or latched onto
|
// waiting on its player: it is down (forfeits silently), latched onto autopilot,
|
||||||
// autopilot. driveCombatRound keeps stepping while this holds, so a round only
|
// or has no human to wait for. driveCombatRound keeps stepping while this holds,
|
||||||
// comes to rest on a live human's turn.
|
// so a round only comes to rest on a live human's turn.
|
||||||
func (s *CombatSession) seatNeedsNoHuman(seat int) bool {
|
func (s *CombatSession) seatNeedsNoHuman(seat int) bool {
|
||||||
return !s.seatAlive(seat) || s.seatIsAutopiloted(seat)
|
return !s.seatAlive(seat) || s.seatIsAutopiloted(seat)
|
||||||
}
|
}
|
||||||
@@ -467,7 +521,10 @@ func (p *AdventurePlugin) startPartyCombatSession(
|
|||||||
if len(seats) == 0 {
|
if len(seats) == 0 {
|
||||||
return nil, fmt.Errorf("start combat session: empty roster")
|
return nil, fmt.Errorf("start combat session: empty roster")
|
||||||
}
|
}
|
||||||
enemyHP := enemy.Stats.MaxHP
|
// Party-only enemy HP bump (solo roster scales by 1.0). The per-turn rebuild
|
||||||
|
// in partyCombatantsForSession applies the identical scalar to the enemy's
|
||||||
|
// Stats.MaxHP, so the persisted current HP and the rebuilt max never drift.
|
||||||
|
enemyHP := scaledEnemyMaxHP(enemy.Stats.MaxHP, seatSetupWeight(seats))
|
||||||
owner := seats[0]
|
owner := seats[0]
|
||||||
sess, err := startCombatSession(owner.UserID, runID, encounterID, enemyID,
|
sess, err := startCombatSession(owner.UserID, runID, encounterID, enemyID,
|
||||||
owner.HP, owner.HPMax, enemyHP, enemyHP)
|
owner.HP, owner.HPMax, enemyHP, enemyHP)
|
||||||
@@ -477,13 +534,13 @@ func (p *AdventurePlugin) startPartyCombatSession(
|
|||||||
|
|
||||||
// Seat 0's one-shots live on the session row; seeding them is a mutation of
|
// Seat 0's one-shots live on the session row; seeding them is a mutation of
|
||||||
// sess.Statuses that the save below flushes along with the participants.
|
// sess.Statuses that the save below flushes along with the participants.
|
||||||
dirty := seedCombatSessionOneShots(sess, owner.Mods)
|
dirty := seedCombatSessionOneShots(sess, owner)
|
||||||
|
|
||||||
if len(seats) > 1 {
|
if len(seats) > 1 {
|
||||||
ps := make([]CombatParticipant, 0, len(seats)-1)
|
ps := make([]CombatParticipant, 0, len(seats)-1)
|
||||||
for i, s := range seats[1:] {
|
for i, s := range seats[1:] {
|
||||||
var st ActorStatuses
|
var st ActorStatuses
|
||||||
seedActorOneShots(&st, s.Mods)
|
seedActorOneShots(&st, s)
|
||||||
ps = append(ps, CombatParticipant{
|
ps = append(ps, CombatParticipant{
|
||||||
Seat: i + 1, UserID: string(s.UserID), HP: s.HP, HPMax: s.HPMax, Statuses: st,
|
Seat: i + 1, UserID: string(s.UserID), HP: s.HP, HPMax: s.HPMax, Statuses: st,
|
||||||
})
|
})
|
||||||
@@ -525,6 +582,16 @@ type CombatSeatSetup struct {
|
|||||||
HPMax int
|
HPMax int
|
||||||
Mods CombatModifiers
|
Mods CombatModifiers
|
||||||
C *Combatant
|
C *Combatant
|
||||||
|
// ArmedAbility is the ability id this seat consumed entering the fight, ""
|
||||||
|
// if they armed nothing. It is persisted onto the seat's statuses so every
|
||||||
|
// later rebuild can re-apply the ability without re-spending it.
|
||||||
|
ArmedAbility string
|
||||||
|
// EngineDriven seats this combatant with no human behind it — the hired
|
||||||
|
// companion today. It resolves from the opening round rather than after the
|
||||||
|
// 3-minute away-player deadline (nobody is coming, so waiting out a deadline
|
||||||
|
// would idle the fight and then announce him to the party as absent), and no
|
||||||
|
// command can hand the wheel back to a player who does not exist.
|
||||||
|
EngineDriven bool
|
||||||
}
|
}
|
||||||
|
|
||||||
// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).
|
// getActiveCombatSession returns the player's in-flight fight, or (nil, nil).
|
||||||
|
|||||||
@@ -33,11 +33,18 @@ import (
|
|||||||
// + armed ability) and the monster's bestiary stat block with tier scaling and
|
// + armed ability) and the monster's bestiary stat block with tier scaling and
|
||||||
// the DM-mood combat tilt folded in. The returned dndChar is handed back so
|
// the DM-mood combat tilt folded in. The returned dndChar is handed back so
|
||||||
// callers can run post-combat subclass persistence without reloading it.
|
// callers can run post-combat subclass persistence without reloading it.
|
||||||
|
//
|
||||||
|
// armed is the ability id already consumed for this fight (consumeArmedAbility,
|
||||||
|
// or armAbilityForFight's return on the auto-resolve paths); "" means none. The
|
||||||
|
// build re-applies it rather than consuming, because the turn-based path calls
|
||||||
|
// this once per player command and a consuming build would spend the ability on
|
||||||
|
// round 1 and drop it for the rest of the fight.
|
||||||
func (p *AdventurePlugin) buildZoneCombatants(
|
func (p *AdventurePlugin) buildZoneCombatants(
|
||||||
userID id.UserID,
|
userID id.UserID,
|
||||||
monster DnDMonsterTemplate,
|
monster DnDMonsterTemplate,
|
||||||
tier int,
|
tier int,
|
||||||
dmMood int,
|
dmMood int,
|
||||||
|
armed string,
|
||||||
) (player Combatant, enemy Combatant, dndChar *DnDCharacter, err error) {
|
) (player Combatant, enemy Combatant, dndChar *DnDCharacter, err error) {
|
||||||
tilt := dmMoodCombatTilt(dmMood)
|
tilt := dmMoodCombatTilt(dmMood)
|
||||||
char, err := loadAdvCharacter(userID)
|
char, err := loadAdvCharacter(userID)
|
||||||
@@ -64,10 +71,7 @@ func (p *AdventurePlugin) buildZoneCombatants(
|
|||||||
applyRacePassives(&playerStats, &playerMods, dndChar)
|
applyRacePassives(&playerStats, &playerMods, dndChar)
|
||||||
applySubclassPassives(&playerStats, &playerMods, dndChar)
|
applySubclassPassives(&playerStats, &playerMods, dndChar)
|
||||||
applyMagicItemEffects(&playerStats, &playerMods, userID)
|
applyMagicItemEffects(&playerStats, &playerMods, userID)
|
||||||
trySimAutoArm(dndChar)
|
applyAbilityByID(dndChar, armed, &playerMods)
|
||||||
if firedName, fired := applyArmedAbility(dndChar, &playerMods); fired {
|
|
||||||
slog.Info("dnd: armed ability fired (turn-based build)", "user", userID, "ability", firedName)
|
|
||||||
}
|
|
||||||
|
|
||||||
enemyStats, enemyMods := monster.toCombatStats()
|
enemyStats, enemyMods := monster.toCombatStats()
|
||||||
// Tier scaling mirrors runZoneCombat: only raise AC/AttackBonus to a
|
// Tier scaling mirrors runZoneCombat: only raise AC/AttackBonus to a
|
||||||
@@ -150,9 +154,36 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
|
|||||||
|
|
||||||
seats := sess.SeatUserIDs()
|
seats := sess.SeatUserIDs()
|
||||||
players := make([]*Combatant, len(seats))
|
players := make([]*Combatant, len(seats))
|
||||||
|
levels := make([]int, len(seats))
|
||||||
|
companions := make([]bool, len(seats))
|
||||||
var enemy Combatant
|
var enemy Combatant
|
||||||
for seat, uid := range seats {
|
for seat, uid := range seats {
|
||||||
player, e, _, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood)
|
// The ability this seat armed was consumed once, at fight start, and its
|
||||||
|
// id parked on their statuses. Re-applying it here — not re-consuming —
|
||||||
|
// is what makes a rage last the whole fight instead of one round.
|
||||||
|
st := sess.actorStatusesForSeat(seat)
|
||||||
|
|
||||||
|
// The hired companion has no sheet to load — by design, because a
|
||||||
|
// player_meta row for him is the thing that would turn him into a real
|
||||||
|
// character everywhere. Synthesize his seat instead. This branch is
|
||||||
|
// load-bearing: buildZoneCombatants would fail on him, and one
|
||||||
|
// unbuildable seat fails the whole rebuild, which is what every human's
|
||||||
|
// !attack in the fight depends on.
|
||||||
|
if isCompanionUser(uid) {
|
||||||
|
class, level := companionLoadoutForRun(sess.RunID)
|
||||||
|
player, en, _ := p.companionCombatant(class, level, monster, int(zone.Tier), run.DMMood)
|
||||||
|
applySessionBuffs(&player, st)
|
||||||
|
players[seat] = &player
|
||||||
|
levels[seat], companions[seat] = level, true
|
||||||
|
if seat == 0 {
|
||||||
|
// Unreachable today (seat 0 is always the leader), but if it ever
|
||||||
|
// isn't, the enemy still has to come from somewhere.
|
||||||
|
enemy = en
|
||||||
|
}
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
player, e, dc, err := p.buildZoneCombatants(id.UserID(uid), monster, int(zone.Tier), run.DMMood, st.ArmedAbility)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err)
|
return nil, nil, fmt.Errorf("seat %d (%s): %w", seat, uid, err)
|
||||||
}
|
}
|
||||||
@@ -161,8 +192,11 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
|
|||||||
// one-shots (ward/spore/…) live on their persisted statuses and flow
|
// one-shots (ward/spore/…) live on their persisted statuses and flow
|
||||||
// through the turn engine's resume/commit cycle, so only the persistent
|
// through the turn engine's resume/commit cycle, so only the persistent
|
||||||
// stat deltas are applied here — and only that seat's own.
|
// stat deltas are applied here — and only that seat's own.
|
||||||
applySessionBuffs(&player, sess.actorStatusesForSeat(seat))
|
applySessionBuffs(&player, st)
|
||||||
players[seat] = &player
|
players[seat] = &player
|
||||||
|
if dc != nil {
|
||||||
|
levels[seat] = dc.Level
|
||||||
|
}
|
||||||
if seat == 0 {
|
if seat == 0 {
|
||||||
// The enemy build reads only (monster, tier, dmMood): every seat
|
// The enemy build reads only (monster, tier, dmMood): every seat
|
||||||
// rebuilds the identical stat block, so seat 0's copy is the fight's.
|
// rebuilds the identical stat block, so seat 0's copy is the fight's.
|
||||||
@@ -170,9 +204,120 @@ func (p *AdventurePlugin) partyCombatantsForSession(sess *CombatSession) ([]*Com
|
|||||||
enemy = e
|
enemy = e
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// What each seat costs the enemy, priced against the leader. This runs after
|
||||||
|
// the loop and not inside it, because a seat's weight is relative to seat 0's
|
||||||
|
// level and the enemy's HP is scaled off the *summed* weight — neither is known
|
||||||
|
// until every seat is built.
|
||||||
|
applySeatWeights(players, levels, companions)
|
||||||
|
|
||||||
|
// 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.
|
||||||
|
if sess.IsParty() {
|
||||||
|
enemy.Stats.MaxHP = scaledEnemyMaxHP(enemy.Stats.MaxHP, partyWeight(players))
|
||||||
|
}
|
||||||
return players, &enemy, nil
|
return players, &enemy, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// applySeatWeights prices every seat against the leader's level. Seat 0 is the
|
||||||
|
// leader and always weighs a full 1.0.
|
||||||
|
func applySeatWeights(players []*Combatant, levels []int, companions []bool) {
|
||||||
|
if len(players) == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
leaderLevel := levels[0]
|
||||||
|
for i, c := range players {
|
||||||
|
if c == nil {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
c.SeatWeight = seatWeight(levels[i], leaderLevel, companions[i])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatFightStartMods re-derives the modifiers a finished fight's close-out still
|
||||||
|
// needs: the Berserker's rage flag, which decides whether the character owes a
|
||||||
|
// point of exhaustion, and the Necromancy Mage's Grim Harvest stash.
|
||||||
|
//
|
||||||
|
// It re-applies the seat's armed ability to an empty mod set rather than
|
||||||
|
// rebuilding the whole combatant: no Apply writes to the character (they read
|
||||||
|
// level and HP and write only mods), so this is pure, and the passive/equipment
|
||||||
|
// layers a full build would add are not read by any post-combat hook.
|
||||||
|
//
|
||||||
|
// The Grim Harvest pair is not re-derived but read back off the seat's
|
||||||
|
// statuses, where castActionForSeat parked it: the spell that stashed it was
|
||||||
|
// cast mid-fight, not at fight start, and nothing in the character sheet still
|
||||||
|
// remembers which one it was.
|
||||||
|
func seatFightStartMods(sess *CombatSession, seat int, c *DnDCharacter) CombatModifiers {
|
||||||
|
var mods CombatModifiers
|
||||||
|
st := sess.actorStatusesForSeat(seat)
|
||||||
|
applyAbilityByID(c, st.ArmedAbility, &mods)
|
||||||
|
mods.GrimHarvestSlot = st.GrimHarvestSlot
|
||||||
|
mods.GrimHarvestNecrotic = st.GrimHarvestNecrotic
|
||||||
|
return mods
|
||||||
|
}
|
||||||
|
|
||||||
|
// seatCombatResult reconstructs, for one seat of a finished turn-based fight,
|
||||||
|
// the slice of CombatResult that the post-combat hooks actually read. The turn
|
||||||
|
// engine never builds a CombatResult — it persists a session and a shared event
|
||||||
|
// log — so the close-out has to assemble one.
|
||||||
|
//
|
||||||
|
// MistyHealed is read back off the seat's event log rather than off a flag: the
|
||||||
|
// turn engine's CombatResult is a scratch value it discards between steps, and
|
||||||
|
// the log is the only thing that survives to the close-out. This is how
|
||||||
|
// combat_pet_save has always been detected.
|
||||||
|
//
|
||||||
|
// SniperKilled stays false. Arina's proc is a pre-combat one-shot, not a
|
||||||
|
// round-end effect, so seatEndOfRound does not carry it and the turn engine
|
||||||
|
// still has no place to fire it — combat_sniper_kill remains unreachable from a
|
||||||
|
// manual kill.
|
||||||
|
//
|
||||||
|
// NearDeath mirrors the auto-resolve engine's win threshold (below 15% of max);
|
||||||
|
// its loss-side meaning is unused here, since the only hook that reads it gates
|
||||||
|
// on PlayerWon.
|
||||||
|
func seatCombatResult(sess *CombatSession, seat int) CombatResult {
|
||||||
|
hp, hpMax := sess.seatHP(seat), sess.seatHPMax(seat)
|
||||||
|
won := sess.Status == CombatStatusWon
|
||||||
|
events := eventsForSeat(sess.TurnLog, seat)
|
||||||
|
return CombatResult{
|
||||||
|
PlayerWon: won,
|
||||||
|
Events: events,
|
||||||
|
PlayerEndHP: hp,
|
||||||
|
EnemyEndHP: sess.EnemyHP,
|
||||||
|
TotalRounds: sess.Round,
|
||||||
|
NearDeath: won && hp > 0 && float64(hp) < float64(max(1, hpMax))*0.15,
|
||||||
|
MistyHealed: hasAction(events, "misty_heal"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// hasAction reports whether the event log holds at least one event with the
|
||||||
|
// given Action. The one-line "did this happen in the fight?" scan the close-out
|
||||||
|
// uses to read a proc's outcome off the log rather than a flag.
|
||||||
|
func hasAction(events []CombatEvent, action string) bool {
|
||||||
|
for _, e := range events {
|
||||||
|
if e.Action == action {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
// postCombatBookkeepingForSeat is postCombatBookkeeping for one seat of a
|
||||||
|
// terminal turn-based session — the bridge between what the turn engine
|
||||||
|
// persisted and what the shared close-out expects.
|
||||||
|
func (p *AdventurePlugin) postCombatBookkeepingForSeat(sess *CombatSession, seat int) {
|
||||||
|
uid := id.UserID(sess.seatUserID(seat))
|
||||||
|
// Loaded after the caller's persistDnDHPAfterCombat, so a Grim-Harvest-style
|
||||||
|
// hook that heals off HPCurrent reads the fight's real ending HP.
|
||||||
|
c, err := LoadDnDCharacter(uid)
|
||||||
|
if err != nil || c == nil {
|
||||||
|
slog.Error("combat: post-combat bookkeeping skipped, no sheet", "user", uid, "err", err)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
mods := seatFightStartMods(sess, seat, c)
|
||||||
|
p.postCombatBookkeeping(uid, c, mods.BerserkerRage, seatCombatResult(sess, seat), mods)
|
||||||
|
}
|
||||||
|
|
||||||
// applySessionBuffs re-derives the persistent stat effect of every mid-fight
|
// applySessionBuffs re-derives the persistent stat effect of every mid-fight
|
||||||
// buff onto one rebuilt character. The buffs are stored as accumulated deltas
|
// buff onto one rebuilt character. The buffs are stored as accumulated deltas
|
||||||
// (diffTurnBuff produced them against that character's state at cast time), so
|
// (diffTurnBuff produced them against that character's state at cast time), so
|
||||||
|
|||||||
@@ -454,15 +454,23 @@ func TestApplySessionBuffs(t *testing.T) {
|
|||||||
func TestSeedCombatSessionOneShots(t *testing.T) {
|
func TestSeedCombatSessionOneShots(t *testing.T) {
|
||||||
// Arcane Ward is the one resource normally live at fight start.
|
// Arcane Ward is the one resource normally live at fight start.
|
||||||
s := &CombatSession{}
|
s := &CombatSession{}
|
||||||
if !seedCombatSessionOneShots(s, CombatModifiers{ArcaneWardHP: 15}) {
|
if !seedCombatSessionOneShots(s, CombatSeatSetup{Mods: CombatModifiers{ArcaneWardHP: 15}}) {
|
||||||
t.Error("seed should report true when Arcane Ward is present")
|
t.Error("seed should report true when Arcane Ward is present")
|
||||||
}
|
}
|
||||||
if s.Statuses.ArcaneWardHP != 15 {
|
if s.Statuses.ArcaneWardHP != 15 {
|
||||||
t.Errorf("ArcaneWardHP = %d, want 15", s.Statuses.ArcaneWardHP)
|
t.Errorf("ArcaneWardHP = %d, want 15", s.Statuses.ArcaneWardHP)
|
||||||
}
|
}
|
||||||
|
// The armed ability rides along, so a rebuild mid-fight can re-apply it.
|
||||||
|
armed := &CombatSession{}
|
||||||
|
if !seedCombatSessionOneShots(armed, CombatSeatSetup{ArmedAbility: "rage"}) {
|
||||||
|
t.Error("seed should report true when an ability was armed")
|
||||||
|
}
|
||||||
|
if armed.Statuses.ArmedAbility != "rage" {
|
||||||
|
t.Errorf("ArmedAbility = %q, want rage", armed.Statuses.ArmedAbility)
|
||||||
|
}
|
||||||
// Nothing to seed → false, statuses untouched.
|
// Nothing to seed → false, statuses untouched.
|
||||||
empty := &CombatSession{}
|
empty := &CombatSession{}
|
||||||
if seedCombatSessionOneShots(empty, CombatModifiers{}) {
|
if seedCombatSessionOneShots(empty, CombatSeatSetup{}) {
|
||||||
t.Error("seed should report false with no fight-start resources")
|
t.Error("seed should report false with no fight-start resources")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -157,12 +157,33 @@ func DerivePlayerStats(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Pet modifiers
|
// Pet modifiers. Two pets each contribute at half weight — the combat mods
|
||||||
|
// are an average over the active pets, so a pair reads as roughly one full
|
||||||
|
// pet (flavor-forward, not a stat spike). A lone pet averages over one
|
||||||
|
// element, so x/1==x and 0.0+x==x reproduce the former values exactly,
|
||||||
|
// keeping the single-pet combat golden byte-identical. The engines roll one
|
||||||
|
// attack/deflect/whiff off these mods per round regardless of pet count, so
|
||||||
|
// the RNG draw order is unchanged too.
|
||||||
|
pets := make([]struct{ level, armor int }, 0, 2)
|
||||||
if char.HasPet() {
|
if char.HasPet() {
|
||||||
mods.PetAttackProc = petAttackChance(char.PetLevel)
|
pets = append(pets, struct{ level, armor int }{char.PetLevel, char.PetArmorTier})
|
||||||
mods.PetAttackDmg = 3 + char.PetLevel // per-attack variance added in engine
|
}
|
||||||
mods.PetDeflectProc = petDeflectChance(char.PetLevel, char.PetArmorTier)
|
if char.HasPet2() {
|
||||||
mods.PetWhiffProc = 0.01 + float64(char.PetLevel)*0.005
|
pets = append(pets, struct{ level, armor int }{char.Pet2Level, char.Pet2ArmorTier})
|
||||||
|
}
|
||||||
|
if n := len(pets); n > 0 {
|
||||||
|
var atk, defl, whiff float64
|
||||||
|
levelSum := 0
|
||||||
|
for _, pt := range pets {
|
||||||
|
atk += petAttackChance(pt.level)
|
||||||
|
defl += petDeflectChance(pt.level, pt.armor)
|
||||||
|
whiff += 0.01 + float64(pt.level)*0.005
|
||||||
|
levelSum += pt.level
|
||||||
|
}
|
||||||
|
mods.PetAttackProc = atk / float64(n)
|
||||||
|
mods.PetDeflectProc = defl / float64(n)
|
||||||
|
mods.PetWhiffProc = whiff / float64(n)
|
||||||
|
mods.PetAttackDmg = 3 + (levelSum*2+n)/(2*n) // 3 + rounded average level
|
||||||
}
|
}
|
||||||
if char.PetMorningDefense {
|
if char.PetMorningDefense {
|
||||||
mods.DamageReduct *= 0.95 // 5% less damage
|
mods.DamageReduct *= 0.95 // 5% less damage
|
||||||
|
|||||||
@@ -65,6 +65,19 @@ type turnActionEffect struct {
|
|||||||
EnemyDamage int
|
EnemyDamage int
|
||||||
PlayerHeal int
|
PlayerHeal int
|
||||||
EnemySkip bool // control spell: enemy forfeits its attack this round
|
EnemySkip bool // control spell: enemy forfeits its attack this round
|
||||||
|
|
||||||
|
// AllyHeal heals ANOTHER seat instead of the caster — the thing the engine
|
||||||
|
// could not do until §1, and the reason a party cleric was a cleric in name
|
||||||
|
// only. Every heal in the engine wrote to the acting seat: MistyHealProc,
|
||||||
|
// HealItem, PlayerHeal above. Nothing could put a hit point on a friend, so
|
||||||
|
// the class whose entire identity is keeping other people alive could not.
|
||||||
|
// N3 shipped that way and no test noticed, because there was no party golden.
|
||||||
|
//
|
||||||
|
// Zero means no ally heal, which keeps every existing construction of this
|
||||||
|
// struct meaning exactly what it meant before. AllySeat is only read when
|
||||||
|
// AllyHeal > 0, so its zero value is never mistaken for "seat 0".
|
||||||
|
AllyHeal int
|
||||||
|
AllySeat int
|
||||||
// ConcentrationDmg arms a per-round aura tick when a concentration damage
|
// ConcentrationDmg arms a per-round aura tick when a concentration damage
|
||||||
// spell is cast: EnemyDamage is the burst that lands this round, this is
|
// spell is cast: EnemyDamage is the burst that lands this round, this is
|
||||||
// what re-ticks at every round_end after. Zero for one-shot spells; a
|
// what re-ticks at every round_end after. Zero for one-shot spells; a
|
||||||
@@ -414,10 +427,11 @@ func (te *turnEngine) step(action PlayerAction) ([]CombatEvent, error) {
|
|||||||
te.stepPlayerTurn(action)
|
te.stepPlayerTurn(action)
|
||||||
te.stampSeat(0, acting)
|
te.stampSeat(0, acting)
|
||||||
case CombatPhaseEnemyTurn:
|
case CombatPhaseEnemyTurn:
|
||||||
|
// stepEnemyTurn self-stamps each attack-action to the seat it targeted: a
|
||||||
|
// party's enemy re-targets across the roster within one turn, so there is
|
||||||
|
// no single seat the whole phase lands on. Solo stamps seat 0 throughout,
|
||||||
|
// exactly as the old blanket stamp did.
|
||||||
te.stepEnemyTurn()
|
te.stepEnemyTurn()
|
||||||
// stepEnemyTurn seats its target before anything resolves, and the whole
|
|
||||||
// phase lands on that one character.
|
|
||||||
te.stampSeat(0, te.st.seatIdx)
|
|
||||||
case CombatPhaseRoundEnd:
|
case CombatPhaseRoundEnd:
|
||||||
te.stepRoundEnd()
|
te.stepRoundEnd()
|
||||||
case CombatPhaseOver:
|
case CombatPhaseOver:
|
||||||
@@ -559,6 +573,25 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
|
|||||||
hpCap := max(1, st.hpMax-st.maxHPDrain)
|
hpCap := max(1, st.hpMax-st.maxHPDrain)
|
||||||
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
|
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.
|
||||||
|
//
|
||||||
|
// A downed seat is NOT raised. Death in this engine is terminal for the fight
|
||||||
|
// (the close-out marks them, the hospital takes them), and a heal that
|
||||||
|
// resurrected a corpse would quietly rewrite the loss rules every close-out
|
||||||
|
// 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,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
// Arm / replace the concentration aura. A new concentration cast overwrites
|
// Arm / replace the concentration aura. A new concentration cast overwrites
|
||||||
// the old one (5e: one concentration at a time); non-concentration casts
|
// the old one (5e: one concentration at a time); non-concentration casts
|
||||||
// leave any running aura alone.
|
// leave any running aura alone.
|
||||||
@@ -615,34 +648,39 @@ func (te *turnEngine) stepEnemyTurn() {
|
|||||||
return
|
return
|
||||||
}
|
}
|
||||||
te.st.seat(target)
|
te.st.seat(target)
|
||||||
// A control spell cast last phase forfeits the enemy's attack this round —
|
// A control spell cast last phase forfeits the enemy's whole turn (every
|
||||||
// unless the enemy is fear_immune, in which case the control fizzled and it
|
// attack-action) this round — unless the enemy is fear_immune, in which case
|
||||||
// acts as normal.
|
// the control fizzled and it acts as normal.
|
||||||
if te.st.enemySkipFirst {
|
if te.st.enemySkipFirst {
|
||||||
te.st.enemySkipFirst = false
|
te.st.enemySkipFirst = false
|
||||||
|
mark := len(te.st.events)
|
||||||
if enemyImmuneToControl(te.enemy, te.st) {
|
if enemyImmuneToControl(te.enemy, te.st) {
|
||||||
te.st.events = append(te.st.events, CombatEvent{
|
te.st.events = append(te.st.events, CombatEvent{
|
||||||
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "fear_resist",
|
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "fear_resist",
|
||||||
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
|
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
|
||||||
})
|
})
|
||||||
|
te.stampSeat(mark, target)
|
||||||
} else {
|
} else {
|
||||||
te.st.events = append(te.st.events, CombatEvent{
|
te.st.events = append(te.st.events, CombatEvent{
|
||||||
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "spell_held",
|
Round: te.st.round, Phase: turnCombatPhase.Name, Actor: "enemy", Action: "spell_held",
|
||||||
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
|
PlayerHP: te.st.playerHP, EnemyHP: te.st.enemyHP,
|
||||||
})
|
})
|
||||||
|
te.stampSeat(mark, target)
|
||||||
te.advance()
|
te.advance()
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Monster ability fires at the top of the enemy turn. cleave / lifesteal
|
// Monster ability fires once, at the top of the enemy turn, against the
|
||||||
// resolve their own damage and stand in for the attack action this round;
|
// initial target. cleave / lifesteal resolve their own damage and stand in
|
||||||
// every other effect (poison / stun / enrage / armor_break) is a rider that
|
// for the enemy's first attack-action this round; every other effect (poison
|
||||||
// leaves the multiattack below intact. applyAbility returns true when the
|
// / stun / enrage / armor_break) is a rider that leaves the multiattack below
|
||||||
// player went down without a save.
|
// intact. applyAbility returns true when the player went down without a save.
|
||||||
abilityDealtDamage := false
|
abilityDealtDamage := false
|
||||||
if te.enemy.Ability != nil && turnAbilityFires(te.enemy.Ability, te.st, te.enemy) {
|
if te.enemy.Ability != nil && turnAbilityFires(te.enemy.Ability, te.st, te.enemy) {
|
||||||
|
mark := len(te.st.events)
|
||||||
if applyAbility(te.st, te.st.c, te.enemy, &turnCombatPhase, te.result) {
|
if applyAbility(te.st, te.st.c, te.enemy, &turnCombatPhase, te.result) {
|
||||||
|
te.stampSeat(mark, target)
|
||||||
// The target went down without a save. The fight only ends if it
|
// The target went down without a save. The fight only ends if it
|
||||||
// took the last member with it; otherwise the enemy has spent its
|
// took the last member with it; otherwise the enemy has spent its
|
||||||
// turn on that kill.
|
// turn on that kill.
|
||||||
@@ -653,57 +691,90 @@ func (te *turnEngine) stepEnemyTurn() {
|
|||||||
}
|
}
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
te.stampSeat(mark, target)
|
||||||
switch te.enemy.Ability.Effect {
|
switch te.enemy.Ability.Effect {
|
||||||
case "cleave", "lifesteal":
|
case "cleave", "lifesteal":
|
||||||
abilityDealtDamage = true
|
abilityDealtDamage = true
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if !abilityDealtDamage {
|
// The enemy takes enemyActionsThisRound() attack-actions, each its full
|
||||||
// Pet defensive procs are a single proc per enemy turn: roll once, then
|
// SRD multiattack, re-targeting a fresh standing seat per action so a party's
|
||||||
// spend it on the first swing only. Whiff makes that one swing a
|
// damage is spread across the roster rather than pinning the first target.
|
||||||
// guaranteed miss; deflect halves its damage. Against a multiattack the
|
// A solo roster is exactly one action against its one seat — no re-target is
|
||||||
// remaining swings resolve normally — a single proc shouldn't nullify a
|
// drawn — so its event stream and RNG draws are unchanged. When the ability
|
||||||
// boss's whole multiattack round. (This deliberately diverges from the
|
// already dealt damage it was the first action, so one fewer follows; for solo
|
||||||
// auto-resolve engine's apply-to-all model.)
|
// that collapses to the old "the ability stood in for the attack" skip.
|
||||||
petWhiff := te.st.c.Mods.PetWhiffProc > 0 && te.st.randFloat() < te.st.c.Mods.PetWhiffProc
|
actions, reuseFirstTarget := enemyActionPlan(te.st, abilityDealtDamage)
|
||||||
petDeflect := te.st.c.Mods.PetDeflectProc > 0 && te.st.randFloat() < te.st.c.Mods.PetDeflectProc
|
for a := 0; a < actions; a++ {
|
||||||
if petDeflect {
|
if !(reuseFirstTarget && a == 0) {
|
||||||
te.result.PetDeflected = true
|
tgt, alive := te.enemyTarget()
|
||||||
}
|
if !alive {
|
||||||
|
te.finish(CombatStatusLost)
|
||||||
// SRD multiattack: each profile entry is one attack roll resolved
|
|
||||||
// through the shared primitive. A registered elite/boss swings its full
|
|
||||||
// profile; everyone else gets a single attack from the template stats.
|
|
||||||
// resolveEnemyAttack returns true when the fight is decided — either the
|
|
||||||
// player went down without a death save, or a reflect consumable killed
|
|
||||||
// the enemy. Disambiguate by inspecting HP.
|
|
||||||
for i, atk := range enemyAttackProfile(te.sess.EnemyID, te.enemy.Stats) {
|
|
||||||
swing := *te.enemy
|
|
||||||
swing.Stats.Attack = atk.Damage
|
|
||||||
swing.Stats.AttackBonus = atk.AttackBonus
|
|
||||||
// Spend the proc on the first swing only; later swings see false.
|
|
||||||
swingWhiff := petWhiff && i == 0
|
|
||||||
swingDeflect := petDeflect && i == 0
|
|
||||||
decided := resolveEnemyAttack(te.st, te.st.c, &swing, &turnCombatPhase, te.result, swingWhiff, swingDeflect, false)
|
|
||||||
if te.st.playerHP <= 0 {
|
|
||||||
// The target is down. The enemy stops swinging at a corpse; the
|
|
||||||
// fight ends only if the roster is empty.
|
|
||||||
if !te.st.anyAlive() {
|
|
||||||
te.finish(CombatStatusLost)
|
|
||||||
return
|
|
||||||
}
|
|
||||||
break
|
|
||||||
}
|
|
||||||
if decided || te.st.enemyHP <= 0 {
|
|
||||||
te.finish(CombatStatusWon)
|
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
te.st.seat(tgt)
|
||||||
|
target = tgt
|
||||||
|
}
|
||||||
|
if te.enemyAttackAction(target) {
|
||||||
|
return
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
te.advance()
|
te.advance()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// enemyAttackAction resolves one enemy attack-action — the full SRD multiattack
|
||||||
|
// profile — against the seat the cursor already points at, and stamps every event
|
||||||
|
// it emits to that seat (the party's enemy re-targets across the roster within one
|
||||||
|
// turn, so the whole-turn blanket stamp in step() no longer holds). Registered
|
||||||
|
// elites/bosses swing their full profile; everyone else gets a single attack from
|
||||||
|
// the template stats.
|
||||||
|
//
|
||||||
|
// Returns true only when it decided the fight (te.finish has already been called),
|
||||||
|
// so the caller ends the enemy turn. It returns false when the target dropped but
|
||||||
|
// the roster is still alive — this action is over, and the caller re-targets the
|
||||||
|
// next one.
|
||||||
|
func (te *turnEngine) enemyAttackAction(seat int) (finished bool) {
|
||||||
|
mark := len(te.st.events)
|
||||||
|
// Pet defensive procs are a single proc per attack-action: roll once, then
|
||||||
|
// spend on the first swing only. Whiff makes that one swing a guaranteed miss;
|
||||||
|
// deflect halves its damage. Against a multiattack the remaining swings resolve
|
||||||
|
// normally — a single proc shouldn't nullify a boss's whole multiattack.
|
||||||
|
// (This deliberately diverges from the auto-resolve engine's apply-to-all.)
|
||||||
|
petWhiff := te.st.c.Mods.PetWhiffProc > 0 && te.st.randFloat() < te.st.c.Mods.PetWhiffProc
|
||||||
|
petDeflect := te.st.c.Mods.PetDeflectProc > 0 && te.st.randFloat() < te.st.c.Mods.PetDeflectProc
|
||||||
|
if petDeflect {
|
||||||
|
te.result.PetDeflected = true
|
||||||
|
}
|
||||||
|
|
||||||
|
for i, atk := range enemyAttackProfile(te.sess.EnemyID, te.enemy.Stats) {
|
||||||
|
swing := *te.enemy
|
||||||
|
swing.Stats.Attack = atk.Damage
|
||||||
|
swing.Stats.AttackBonus = atk.AttackBonus
|
||||||
|
swingWhiff := petWhiff && i == 0
|
||||||
|
swingDeflect := petDeflect && i == 0
|
||||||
|
decided := resolveEnemyAttack(te.st, te.st.c, &swing, &turnCombatPhase, te.result, swingWhiff, swingDeflect, false)
|
||||||
|
if te.st.playerHP <= 0 {
|
||||||
|
te.stampSeat(mark, seat)
|
||||||
|
// The target is down. The enemy stops swinging at a corpse; the fight
|
||||||
|
// ends only if the roster is empty, otherwise this action is over and
|
||||||
|
// the caller re-targets.
|
||||||
|
if !te.st.anyAlive() {
|
||||||
|
te.finish(CombatStatusLost)
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
if decided || te.st.enemyHP <= 0 {
|
||||||
|
te.stampSeat(mark, seat)
|
||||||
|
te.finish(CombatStatusWon)
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
te.stampSeat(mark, seat)
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
// turnAbilityFires decides whether a monster ability triggers this enemy turn.
|
// turnAbilityFires decides whether a monster ability triggers this enemy turn.
|
||||||
// The auto-resolve engine gates abilities on its named phase clock (Opening /
|
// The auto-resolve engine gates abilities on its named phase clock (Opening /
|
||||||
// Clash / Decisive); the turn-based duel has no phase clock, so the phase tag
|
// Clash / Decisive); the turn-based duel has no phase clock, so the phase tag
|
||||||
@@ -756,7 +827,9 @@ func (te *turnEngine) stepRoundEnd() {
|
|||||||
// Concentration aura (Spirit Guardians et al.): the lingering spell bites
|
// Concentration aura (Spirit Guardians et al.): the lingering spell bites
|
||||||
// the enemy each round it stays up. Concentration is per-caster, so every
|
// the enemy each round it stays up. Concentration is per-caster, so every
|
||||||
// seat holding one pulses. Ticks before enemy regen so a lethal pulse
|
// seat holding one pulses. Ticks before enemy regen so a lethal pulse
|
||||||
// settles the fight before the enemy knits its wounds back.
|
// settles the fight before the enemy knits its wounds back — and before
|
||||||
|
// Misty's crowd swings, so a caster whose aura would end the round is not
|
||||||
|
// robbed of the win by an end-of-round debuff.
|
||||||
for i := range st.actors {
|
for i := range st.actors {
|
||||||
st.seat(i)
|
st.seat(i)
|
||||||
if st.concentrationDmg <= 0 || st.enemyHP <= 0 || st.playerHP <= 0 {
|
if st.concentrationDmg <= 0 || st.enemyHP <= 0 || st.playerHP <= 0 {
|
||||||
@@ -772,6 +845,24 @@ func (te *turnEngine) stepRoundEnd() {
|
|||||||
return
|
return
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// Misty's crowd, then Misty's heal — per seat, after the round's other
|
||||||
|
// damage (including the concentration pulse above) has landed so the heal
|
||||||
|
// can answer it, which is the order endOfRoundForSeat uses. Both no-op (and
|
||||||
|
// draw no RNG) for a character with no Misty history, which is every
|
||||||
|
// simulated one.
|
||||||
|
for i := range st.actors {
|
||||||
|
st.seat(i)
|
||||||
|
if st.playerHP <= 0 {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
mark := len(st.events)
|
||||||
|
over := seatEndOfRound(st, st.c, CombatPhaseRoundEnd, te.result)
|
||||||
|
te.stampSeat(mark, i)
|
||||||
|
if over {
|
||||||
|
te.finish(CombatStatusLost)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
}
|
||||||
st.seat(0)
|
st.seat(0)
|
||||||
// Regenerate (monster ability): the enemy knits its wounds at round end.
|
// Regenerate (monster ability): the enemy knits its wounds at round end.
|
||||||
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < te.enemy.Stats.MaxHP {
|
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < te.enemy.Stats.MaxHP {
|
||||||
|
|||||||
@@ -332,8 +332,22 @@ func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
|
|||||||
return c, nil
|
return c, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sqlExecer is the subset of *sql.DB / *sql.Tx that saveDnDCharacterExec needs,
|
||||||
|
// so the upsert can run either standalone or inside a caller's transaction.
|
||||||
|
type sqlExecer interface {
|
||||||
|
Exec(query string, args ...any) (sql.Result, error)
|
||||||
|
}
|
||||||
|
|
||||||
// SaveDnDCharacter upserts the row.
|
// SaveDnDCharacter upserts the row.
|
||||||
func SaveDnDCharacter(c *DnDCharacter) error {
|
func SaveDnDCharacter(c *DnDCharacter) error {
|
||||||
|
return saveDnDCharacterExec(db.Get(), c)
|
||||||
|
}
|
||||||
|
|
||||||
|
// saveDnDCharacterExec runs the dnd_character upsert against any executor. Used
|
||||||
|
// directly by SaveDnDCharacter and inside grantDnDXP's overflow→renown
|
||||||
|
// transaction (adventure_renown.go), so the character save and the renown
|
||||||
|
// credit commit atomically.
|
||||||
|
func saveDnDCharacterExec(ex sqlExecer, c *DnDCharacter) error {
|
||||||
pending := 0
|
pending := 0
|
||||||
if c.PendingSetup {
|
if c.PendingSetup {
|
||||||
pending = 1
|
pending = 1
|
||||||
@@ -346,7 +360,7 @@ func SaveDnDCharacter(c *DnDCharacter) error {
|
|||||||
if c.OnboardingSent {
|
if c.OnboardingSent {
|
||||||
onboard = 1
|
onboard = 1
|
||||||
}
|
}
|
||||||
_, err := db.Get().Exec(`
|
_, err := ex.Exec(`
|
||||||
INSERT INTO dnd_character (user_id, race, class, dnd_level, dnd_xp,
|
INSERT INTO dnd_character (user_id, race, class, dnd_level, dnd_xp,
|
||||||
str_score, dex_score, con_score, int_score, wis_score, cha_score,
|
str_score, dex_score, con_score, int_score, wis_score, cha_score,
|
||||||
hp_current, hp_max, temp_hp, armor_class,
|
hp_current, hp_max, temp_hp, armor_class,
|
||||||
|
|||||||
@@ -410,22 +410,52 @@ func trySimAutoArm(c *DnDCharacter) string {
|
|||||||
return ab.Name
|
return ab.Name
|
||||||
}
|
}
|
||||||
|
|
||||||
// applyArmedAbility checks for a pre-armed ability on the character and
|
// consumeArmedAbility disarms the character, returning the ability id that was
|
||||||
// applies its effect to the player's CombatModifiers, then clears the armed
|
// armed. It is the *mutating* half of arming: the flag is cleared and saved, so
|
||||||
// flag. Called from combat_bridge.go before SimulateCombat.
|
// it must run exactly once per fight, at fight start.
|
||||||
func applyArmedAbility(c *DnDCharacter, mods *CombatModifiers) (string, bool) {
|
//
|
||||||
|
// It is split from applyAbilityByID because a turn-based fight rebuilds its
|
||||||
|
// combatants from the DB on every player command. A rebuild that consumed would
|
||||||
|
// fire the ability on round 1, clear the flag, and then hand every later round a
|
||||||
|
// character with no ability at all — the player pays the resource for one round
|
||||||
|
// of a buff that is supposed to span the fight. So the fight consumes once and
|
||||||
|
// persists the id on the session; each rebuild re-applies it from there.
|
||||||
|
//
|
||||||
|
// An id that is no longer in the ability table is disarmed and reported as "".
|
||||||
|
func consumeArmedAbility(c *DnDCharacter) string {
|
||||||
if c == nil || c.ArmedAbility == "" {
|
if c == nil || c.ArmedAbility == "" {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
armed := c.ArmedAbility
|
||||||
|
c.ArmedAbility = ""
|
||||||
|
_ = SaveDnDCharacter(c)
|
||||||
|
if _, ok := dndActiveAbilities[armed]; !ok {
|
||||||
|
return ""
|
||||||
|
}
|
||||||
|
return armed
|
||||||
|
}
|
||||||
|
|
||||||
|
// applyAbilityByID folds an ability's effect into a freshly-derived set of
|
||||||
|
// CombatModifiers. It is pure with respect to persistence — no DB write, no
|
||||||
|
// disarm — so it is safe to call on every rebuild of an in-flight fight.
|
||||||
|
//
|
||||||
|
// abilityID is what consumeArmedAbility returned at fight start. Empty (nobody
|
||||||
|
// armed anything) and unknown ids are both no-ops.
|
||||||
|
func applyAbilityByID(c *DnDCharacter, abilityID string, mods *CombatModifiers) (string, bool) {
|
||||||
|
if c == nil || abilityID == "" {
|
||||||
return "", false
|
return "", false
|
||||||
}
|
}
|
||||||
ab, ok := dndActiveAbilities[c.ArmedAbility]
|
ab, ok := dndActiveAbilities[abilityID]
|
||||||
if !ok {
|
if !ok {
|
||||||
c.ArmedAbility = ""
|
|
||||||
_ = SaveDnDCharacter(c)
|
|
||||||
return "", false
|
return "", false
|
||||||
}
|
}
|
||||||
ab.Apply(c, mods)
|
ab.Apply(c, mods)
|
||||||
firedName := ab.Name
|
return ab.Name, true
|
||||||
c.ArmedAbility = ""
|
}
|
||||||
_ = SaveDnDCharacter(c)
|
|
||||||
return firedName, true
|
// armAbilityForFight consumes whatever the character armed and applies it in one
|
||||||
|
// step, for the auto-resolve callers that build a combatant and immediately
|
||||||
|
// fight with it. A turn-based fight must not use this — see consumeArmedAbility.
|
||||||
|
func armAbilityForFight(c *DnDCharacter, mods *CombatModifiers) (string, bool) {
|
||||||
|
return applyAbilityByID(c, consumeArmedAbility(c), mods)
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -146,7 +146,7 @@ func TestSpendAndRefreshResource(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func TestApplyArmedAbility_FighterSecondWind(t *testing.T) {
|
func TestArmAbilityForFight_FighterSecondWind(t *testing.T) {
|
||||||
setupAbilitiesTestDB(t)
|
setupAbilitiesTestDB(t)
|
||||||
uid := id.UserID("@arm_fighter:example")
|
uid := id.UserID("@arm_fighter:example")
|
||||||
c := &DnDCharacter{
|
c := &DnDCharacter{
|
||||||
@@ -162,7 +162,7 @@ func TestApplyArmedAbility_FighterSecondWind(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
mods := CombatModifiers{}
|
mods := CombatModifiers{}
|
||||||
name, fired := applyArmedAbility(c, &mods)
|
name, fired := armAbilityForFight(c, &mods)
|
||||||
if !fired {
|
if !fired {
|
||||||
t.Fatal("ability did not fire")
|
t.Fatal("ability did not fire")
|
||||||
}
|
}
|
||||||
@@ -181,7 +181,7 @@ func TestApplyArmedAbility_FighterSecondWind(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func TestApplyArmedAbility_MageMagicMissile(t *testing.T) {
|
func TestArmAbilityForFight_MageMagicMissile(t *testing.T) {
|
||||||
setupAbilitiesTestDB(t)
|
setupAbilitiesTestDB(t)
|
||||||
uid := id.UserID("@arm_mage:example")
|
uid := id.UserID("@arm_mage:example")
|
||||||
c := &DnDCharacter{
|
c := &DnDCharacter{
|
||||||
@@ -192,7 +192,7 @@ func TestApplyArmedAbility_MageMagicMissile(t *testing.T) {
|
|||||||
t.Fatal(err)
|
t.Fatal(err)
|
||||||
}
|
}
|
||||||
mods := CombatModifiers{}
|
mods := CombatModifiers{}
|
||||||
_, fired := applyArmedAbility(c, &mods)
|
_, fired := armAbilityForFight(c, &mods)
|
||||||
if !fired {
|
if !fired {
|
||||||
t.Fatal("magic missile did not fire")
|
t.Fatal("magic missile did not fire")
|
||||||
}
|
}
|
||||||
@@ -202,10 +202,10 @@ func TestApplyArmedAbility_MageMagicMissile(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func TestApplyArmedAbility_NoArm(t *testing.T) {
|
func TestArmAbilityForFight_NoArm(t *testing.T) {
|
||||||
c := &DnDCharacter{Class: ClassFighter, ArmedAbility: ""}
|
c := &DnDCharacter{Class: ClassFighter, ArmedAbility: ""}
|
||||||
mods := CombatModifiers{}
|
mods := CombatModifiers{}
|
||||||
_, fired := applyArmedAbility(c, &mods)
|
_, fired := armAbilityForFight(c, &mods)
|
||||||
if fired {
|
if fired {
|
||||||
t.Error("fired with no armed ability")
|
t.Error("fired with no armed ability")
|
||||||
}
|
}
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user