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54
.env.example
54
.env.example
@@ -1,12 +1,50 @@
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||||
# ---- Matrix Connection ----
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# GogoBee authenticates via the MAS (Matrix Authentication Service) OAuth 2.0
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||||
# device grant. No password/token goes here: on first run the bot prints a URL
|
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# + code to approve ONCE in a browser (logged in as BOT_USER_ID), then stores a
|
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# refresh token in DATA_DIR/mas_auth.json and refreshes silently thereafter.
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# To force re-authorization, delete data/mas_auth.json.
|
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HOMESERVER_URL=https://matrix.example.com
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BOT_USER_ID=@gogobee:example.com
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BOT_PASSWORD=your_password_here
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BOT_DISPLAY_NAME=GogoBee
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# ---- Auth mode ----
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# masdevice (default) — MAS OAuth 2.0 device grant over /sync (above).
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# appservice — Matrix appservice: the registration's as_token is the
|
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# credential (no login/MFA/expiry, MAS-durable). The bot
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# runs an HTTP listener and receives events over Synapse's
|
||||
# transaction push instead of /sync (Synapse forbids AS
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# users from /sync). E2EE rides MSC3202/MSC2409 + MSC4190.
|
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AUTH_MODE=masdevice
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# The following are required only when AUTH_MODE=appservice:
|
||||
AS_REGISTRATION= # path to the appservice registration YAML (as_token/hs_token/namespaces)
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AS_LISTEN_HOST= # bind address for the transaction listener (e.g. 0.0.0.0 or a tailnet IP)
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AS_LISTEN_PORT= # bind port; Synapse's registration url must reach host:port
|
||||
HOMESERVER_DOMAIN= # server_name, e.g. example.com (derives the bot MXID from sender_localpart)
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||||
|
||||
# ---- Cross-signing (optional; both auth modes) ----
|
||||
# Controls only whether the bot shows as VERIFIED in clients — E2EE works without it.
|
||||
# Normally you set NEITHER of these. On its first start the bot mints a cross-signing
|
||||
# identity and persists the recovery key itself to DATA_DIR/cross_signing.json (0600);
|
||||
# every later start reuses that identity untouched, so users verify the bot once, ever.
|
||||
#
|
||||
# Set to 1 for exactly ONE start to throw away the published identity and mint a fresh
|
||||
# one (the bot stores the new key itself). Every user must then verify the bot again.
|
||||
# Needed only if the identity was lost, or to adopt one the bot can't re-sign.
|
||||
CROSS_SIGNING_REGENERATE=
|
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#
|
||||
# Imports an existing recovery key into DATA_DIR/cross_signing.json on next start.
|
||||
# Only useful to adopt an identity created before the bot persisted its own key.
|
||||
CROSS_SIGNING_RECOVERY_KEY=
|
||||
|
||||
# Which rooms the bot posts scheduled content to (comma-separated room IDs)
|
||||
BROADCAST_ROOMS=!roomid:example.com
|
||||
|
||||
# The daily 08:00 WOTD auto-post is disabled by default.
|
||||
# Set to true to enable it. The !wotd command and passive WOTD
|
||||
# usage tracking work regardless of this setting.
|
||||
ENABLE_WOTD_POST=false
|
||||
|
||||
# Admins who can run admin-only commands (comma-separated Matrix user IDs)
|
||||
ADMIN_USERS=@yourmxid:example.com
|
||||
|
||||
@@ -123,3 +161,17 @@ MINIFLUX_MAX_PER_POLL=5 # max entries per feed per poll (default 5)
|
||||
RATELIMIT_WEATHER=5
|
||||
RATELIMIT_TRANSLATE=20
|
||||
RATELIMIT_CONCERTS=10
|
||||
|
||||
# ---- Email Nag (one-shot migration helper: collect+verify missing Authentik emails over Matrix DM) ----
|
||||
FEATURE_EMAIL_NAG= # set to "true" to enable
|
||||
EMAIL_NAG_AUTHENTIK_URL= # e.g. https://authentik.parodia.dev
|
||||
EMAIL_NAG_AUTHENTIK_TOKEN= # Authentik service-account token, scoped to user write
|
||||
EMAIL_NAG_RESEND_KEY= # Resend API key (sends the verification code)
|
||||
EMAIL_NAG_MAIL_FROM= # e.g. Parodia <noreply@mail.parodia.dev>
|
||||
EMAIL_NAG_HOME_DOMAIN= # Matrix server name, e.g. parodia.dev (builds @user:domain)
|
||||
EMAIL_NAG_TARGETS= # comma-separated Authentik usernames to nag (== Matrix localparts)
|
||||
EMAIL_NAG_CODE_TTL=30m # verification code lifetime (default 30m)
|
||||
EMAIL_NAG_MAX_ATTEMPTS=5 # wrong-code attempts before restart (default 5)
|
||||
EMAIL_NAG_MAX_SENDS_PER_HOUR=5 # cap on verification emails per user per rolling hour (anti-spam, default 5)
|
||||
EMAIL_NAG_SWEEP_DELAY=2s # delay between DMs during the startup sweep (default 2s)
|
||||
EMAIL_NAG_REPROMPT_COOLDOWN= # re-nag non-responders whose last prompt is older than this (e.g. 72h); empty/0 = nag once
|
||||
|
||||
8
.gitignore
vendored
8
.gitignore
vendored
@@ -1,5 +1,11 @@
|
||||
data/
|
||||
data/*
|
||||
!data/open5e/
|
||||
.env
|
||||
.env.*
|
||||
!.env.example
|
||||
gogobee
|
||||
gensolver
|
||||
holdem-train
|
||||
/open5e-import
|
||||
/expedition-sim
|
||||
sim_results/
|
||||
|
||||
162
CHANGELOG-2026-04-08.txt
Normal file
162
CHANGELOG-2026-04-08.txt
Normal file
@@ -0,0 +1,162 @@
|
||||
GOGOBEE CHANGELOG — 2026-04-08
|
||||
================================
|
||||
|
||||
6 commits, 76 files changed, ~3,000 lines added
|
||||
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
1. ADVENTURE 2.5 — STEPS 1-2: ACTION ECONOMY & CHAT LEVEL LOOKUP
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
- Split daily actions into combat (1) and harvest (3) instead of 3 generic.
|
||||
Players can now do 1 combat + 3 harvest per day instead of choosing 3 from
|
||||
either pool.
|
||||
- Added cross-plugin chat level lookup so adventure perks can read XP levels
|
||||
from the main XP plugin.
|
||||
- Updated character sheet to show combat/harvest action counts separately.
|
||||
- Refactored adventure command dispatch for the new action types.
|
||||
|
||||
Files: adventure.go, adventure_character.go, adventure_render.go,
|
||||
adventure_babysit.go, adventure_events.go, adventure_scheduler.go,
|
||||
adventure_twinbee.go, xp.go, db.go, main.go
|
||||
|
||||
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
2. ADVENTURE 2.5 — STEPS 3-6: CHAT LEVEL PERKS
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
- Chat Level XP Bonus: +5% adventure XP per 10 chat levels, capped at +25%.
|
||||
- Chat Level Rare Drop Bonus: +0.5% rare drop rate per 10 chat levels,
|
||||
capped at +2.5%.
|
||||
- Shop Greeting: Luigi's greeting changes at chat levels 10, 30, and 50.
|
||||
- Death Pardon: Chat level 30+ grants one free death pardon per week.
|
||||
Pardoned players keep their streak and skip the death timer.
|
||||
|
||||
Files: adventure_chat_perks.go (new), adventure.go, adventure_arena.go,
|
||||
adventure_character.go, adventure_masterwork.go, adventure_shop.go,
|
||||
adventure_treasure.go, db.go
|
||||
|
||||
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
3. ADVENTURE 2.5 — STEPS 7-9: ARENA STREAK SYSTEM
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
- Replaced per-tier arena entry with a continuous streak starting at Tier 1.
|
||||
- Players fight through T1-T5 sequentially. After each tier, a 30-second
|
||||
countdown starts with real-time message edits. Type !bail to cash out,
|
||||
or auto-advance to the next tier.
|
||||
- Per-tier euro multipliers: T1=1.0x, T2=1.5x, T3=2.0x, T4=2.75x, T5=4.0x.
|
||||
- XP multiplier at payout based on tiers cleared: 1.0x/1.2x/1.5x/1.85x/2.5x.
|
||||
- Death forfeits ALL accumulated rewards (euros + XP).
|
||||
- Gladiator's Helm: streak-exclusive Masterwork-tier drop (8% at T4, 18% T5).
|
||||
- Removed old commands: !arena tier N, !arena descend, !arena cashout.
|
||||
- Added !bail command and countdown goroutine with message editing.
|
||||
- Restart recovery: stale active/awaiting runs auto-bail on bot restart.
|
||||
|
||||
Files: adventure_arena.go (major rewrite), adventure_arena_render.go,
|
||||
adventure.go, adventure_arena_test.go, db.go
|
||||
|
||||
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
4. BUG FIXES & POLISH
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
- Fixed streak grace period calculation in adventure scheduler.
|
||||
- Fixed UNO earnings tracking not crediting properly.
|
||||
- Fixed hospital UX: cleaner admission flow, insurance billing display.
|
||||
- Added wordle/lottery atomicity: ticket purchases and wordle completions
|
||||
now use proper transactions.
|
||||
- Added !adv alias for !adventure.
|
||||
- Hospital insurance billing now shows itemized breakdown.
|
||||
- Fixed character sheet showing wrong holiday action count.
|
||||
- Removed dead holiday prompt code.
|
||||
- Capped babysit counter to prevent unbounded growth.
|
||||
|
||||
Files: adventure_character.go, adventure_hospital.go, adventure_scheduler.go,
|
||||
adventure_babysit.go, adventure_render.go, lottery.go, lottery_db.go,
|
||||
lottery_draw.go, wordle.go, stats.go, urls.go, llm_passive.go
|
||||
|
||||
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
5. FULL CODEBASE AUDIT — 21 FIXES
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
CRITICAL:
|
||||
- Credit()/Debit() now reject non-positive amounts. Previously, a negative
|
||||
amount could mint or drain euros with no validation.
|
||||
- Lottery ticket purchase moved count check inside DB transaction, closing
|
||||
a TOCTOU race where concurrent buys could exceed the 100-ticket cap.
|
||||
|
||||
HIGH:
|
||||
- Arena bail channel ownership reworked. The countdown goroutine and bail
|
||||
handler now use LoadAndDelete to claim exclusive ownership of the channel,
|
||||
preventing double-close panics.
|
||||
- Added safeGo() panic recovery wrapper. Applied to 17 goroutine launch
|
||||
sites across 14 plugin files. A panic in any async handler previously
|
||||
killed the entire daemon.
|
||||
- Entry.ID validated before exec.Command in fetch-esteemed (path traversal).
|
||||
- Silently ignored DB errors in lottery_db.go now logged.
|
||||
|
||||
MEDIUM:
|
||||
- Added database indexes: idx_arena_runs_user(user_id, status) and
|
||||
idx_euro_bal_user(user_id) for high-traffic query paths.
|
||||
- db.Close() function added; called on SIGINT/SIGTERM shutdown.
|
||||
- Miniflux mutex pattern fixed: snapshot pollingDisabled under lock,
|
||||
check after unlock (was Lock/early-return/Unlock without defer).
|
||||
- JSON unmarshal errors in lottery history/tickets now logged instead
|
||||
of silently discarded.
|
||||
- Internal error details no longer leaked to users in forex and esteemed
|
||||
responses (was showing raw %v error strings).
|
||||
|
||||
LOW:
|
||||
- "Failed to load character" error now suggests !adventure.
|
||||
- Empty !buy args shows usage hint instead of "No item matching ''".
|
||||
|
||||
FALSE POSITIVES VERIFIED:
|
||||
- fun.go array access (bounds checks exist at L441, L591).
|
||||
- adventure_twinbee.go filtered[0] (empty check at L90).
|
||||
- wotd.go defs[0] (empty check at L102).
|
||||
- moderation.go timer overwrite (existing.Stop() called at L799).
|
||||
- All rate-limit callers already provide user feedback.
|
||||
|
||||
Files: euro.go, lottery_db.go, adventure_arena.go, plugin.go, db.go,
|
||||
main.go, forex.go, esteemed.go, miniflux.go, adventure.go,
|
||||
fetch-esteemed/main.go, + 14 plugin files (safeGo conversions)
|
||||
|
||||
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
6. TEST COVERAGE — 328 TESTS ACROSS 4 PACKAGES
|
||||
────────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
NEW TEST FILES:
|
||||
- internal/util/parser_test.go (30 tests)
|
||||
XPForLevel, LevelFromXP, round-trip for 0-100, ProgressBar edge cases,
|
||||
IsCommand, GetArgs, HasNonASCII, ParseMessage
|
||||
|
||||
- internal/crypto/crypto_test.go (12 tests)
|
||||
Encrypt/Decrypt round-trip, empty plaintext, different nonces,
|
||||
wrong key rejection, HMAC determinism/length, ParseKey validation
|
||||
|
||||
- internal/plugin/helpers_test.go (30 tests)
|
||||
formatNumber, formatNumberInt64, normalizeExpression (natural language,
|
||||
prefix stripping, commas, percent-of), formatCalcResult, countMatches,
|
||||
formatLotteryNumbers, generateLotteryNumbers (count, range, sorted,
|
||||
unique), joinNames, chatLevelXPBonus, chatLevelRareBonus, shopGreeting
|
||||
|
||||
- internal/plugin/audit_fixes_test.go (21 tests)
|
||||
safeGo panic recovery (normal, panic, nil panic), bail channel
|
||||
ownership transfer (both directions), arena status renders for
|
||||
indexed states, lottery edge cases, error message leak checks,
|
||||
UX guidance verification, integer overflow guards, regression guards
|
||||
|
||||
- internal/db/db_test.go (4 tests)
|
||||
Init/Close lifecycle, idempotent Init, schema index verification,
|
||||
schema runs cleanly against fresh SQLite
|
||||
|
||||
EXISTING TESTS (pre-existing, not written today):
|
||||
- adventure_arena_test.go: 55 (51 pre-existing + 4 added)
|
||||
- adventure_shop_test.go: 26
|
||||
- uno_test.go: 20
|
||||
- adventure_test.go: 17
|
||||
- holdem_tips_test.go: 16
|
||||
- adventure_holidays_test.go: 15
|
||||
- wordle_game_test.go: 9
|
||||
- holdem_eval_test.go: 8
|
||||
- blackjack_test.go: 7
|
||||
|
||||
TOTAL: 328 tests, 0 failures, 4 packages covered
|
||||
19
NOTICE
Normal file
19
NOTICE
Normal file
@@ -0,0 +1,19 @@
|
||||
GogoBee — third-party content attribution
|
||||
==========================================
|
||||
|
||||
Open5e SRD data
|
||||
---------------
|
||||
Portions of GogoBee's spell, bestiary, and magic-item data are derived from
|
||||
the Open5e dataset, which republishes the Systems Reference Document (SRD) 5.1.
|
||||
|
||||
Source: https://open5e.com / https://api.open5e.com
|
||||
License: Creative Commons Attribution 4.0 International (CC-BY-4.0)
|
||||
https://creativecommons.org/licenses/by/4.0/
|
||||
SRD 5.1: © Wizards of the Coast LLC, released under CC-BY-4.0.
|
||||
|
||||
The data is vendored into this repository (data/open5e/) and compiled into
|
||||
generated Go source (e.g. internal/plugin/dnd_spells_srd_data.go) by the
|
||||
cmd/open5e-import tool. GogoBee has no runtime dependency on the Open5e API.
|
||||
|
||||
GogoBee's hand-authored balance tuning, classifiers, and game systems built
|
||||
on top of this data are not themselves SRD content.
|
||||
288
README.md
288
README.md
@@ -30,8 +30,9 @@ Written in Go using [mautrix-go](https://github.com/mautrix/go) for encryption a
|
||||
- **E2EE that actually works** - mautrix-go with goolm (pure Go). Crypto state lives in SQLite so device keys survive restarts. Cross-signing bootstraps on first run — the bot self-verifies its own device.
|
||||
- **No CGo, no system deps** - builds to a single static binary. Cross-compile to whatever you want.
|
||||
- **50 plugins** with dependency injection and ordered registration
|
||||
- **Games & economy** - Euro virtual currency, Hangman (collaborative, threaded, tiered scoring, multilingual clue mode via DreamDict, difficulty tier display), Blackjack (1-4 players, auto-play timeout), UNO (solo vs bot or 2–4 player multiplayer via DMs, with optional No Mercy mode), Texas Hold'em (2-9 players, CFR-trained NPC bot, DM-based gameplay with Ollama coaching tips, 1-hour idle auto-close with 45-min warning), Wordle (daily cooperative, DreamDict-powered, 5-20 letter words, guess persistence across restarts, midnight expiry announcements, video game themed bonus words with category hints, dupe prevention across last 500 puzzles, earnings tracked in stats), Adventure (daily idle RPG via DMs — dungeon, mine, forage, fish, shop, or rest with TwinBee NPC distributing level-scaled rewards, mid-day random events, tier shorthand buying, holiday double actions, hospital revival system, Robbie the Friendly Bandit automated inventory cleaner), Arena (5-tier combat gauntlet with 20 unique monsters, risk-reward cashout system, death lockout, leaderboard), all with channel restriction
|
||||
- **Games & economy** - Euro virtual currency, Hangman (collaborative, threaded, tiered scoring, multilingual clue mode via DreamDict, difficulty tier display), Blackjack (1-4 players, auto-play timeout), UNO (solo vs bot or 2–4 player multiplayer via DMs, with optional No Mercy mode), Texas Hold'em (2-9 players, CFR-trained NPC bot, DM-based gameplay with Ollama coaching tips, 1-hour idle auto-close with 45-min warning), Wordle (daily cooperative, DreamDict-powered, 5-20 letter words, guess persistence across restarts, midnight expiry announcements, video game themed bonus words with category hints, dupe prevention across last 500 puzzles, earnings tracked in stats), Adventure 2.0 (D&D-layered RPG: 7 races, 5 classes with 3 subclasses each through L15, real spell slots and forward-simulating combat engine, 10 hand-tuned dungeon zones across 5 tiers, multi-day expeditions with supply burn / threat clock / day cycle / multi-region travel / extract-and-resume / per-zone temporal events, harvest nodes per room, TwinBee as a mood-driven DM with ten zone-specific narration pools, all on top of the existing economy/housing/pets/Misty/Arina/blacksmith/hospital/rivals systems), Arena (5-tier combat gauntlet with 20 unique monsters, streak-based payouts, death lockout, leaderboard), Co-op Dungeons (2–7 day party runs with funding tiers, TwinBee-narrated floor events with voting, spectator parimutuel betting, basket/mimic gift system, weighted-roll item distribution including masterworks at T4–T5), all with channel restriction
|
||||
- **Moderation system** (optional) - deterministic detection only, no LLM. Word list with leetspeak variation matching, text/image flood, repeated messages, mention flooding, link rate limiting, invite flooding, join/leave cycling. Three-strike ladder (warn → mute → ban). Admin room notifications, DMs over public callouts.
|
||||
- **Space inviter** (optional) - detects local homeserver users who aren't in any Matrix Space and DMs the configured admin to ask whether to invite them to a target Space. Replies are `yes` / `no` / `ignore`. Persistent prompt log in SQLite means restarts/upgrades don't re-ping the admin about users they've already answered. Runs on startup sweep + reactive on join events.
|
||||
- **Passive tracking** - XP, stats, streaks, achievements, markov corpus, keyword alerts, all running silently
|
||||
- **Scheduled posts** via [robfig/cron](https://github.com/robfig/cron) - Palavra do Dia (Portuguese WOTD with en/fr translations and etymology), holidays, game releases, birthdays, anime/movie releases, concert digests, esteemed members
|
||||
- **LLM integration** (optional) - Ollama-powered sentiment analysis, roast profiles, room vibes, tarot readings, conversation summaries
|
||||
@@ -90,7 +91,14 @@ Everything is configured through environment variables or a `.env` file.
|
||||
|----------|-------------|
|
||||
| `HOMESERVER_URL` | Matrix homeserver URL, e.g. `https://matrix.org` |
|
||||
| `BOT_USER_ID` | Bot's Matrix user ID, e.g. `@gogobee:matrix.org` |
|
||||
| `BOT_PASSWORD` | Bot's Matrix password |
|
||||
|
||||
GogoBee authenticates via the **Matrix Authentication Service (MAS) OAuth 2.0
|
||||
device grant** — no password or token in the environment. On first run it prints
|
||||
a verification URL and user code; approve it once in a browser while logged in
|
||||
as `BOT_USER_ID`. The bot then stores a refresh token in `DATA_DIR/mas_auth.json`
|
||||
and refreshes its access token silently for the life of the deployment. Delete
|
||||
`data/mas_auth.json` to force re-authorization. Requires a homeserver with MAS
|
||||
enabled (advertised via the `org.matrix.msc2965.authentication` well-known).
|
||||
|
||||
### Core (optional)
|
||||
|
||||
@@ -150,6 +158,7 @@ Everything is configured through environment variables or a `.env` file.
|
||||
| `FEATURE_ESTEEMED` | Set to anything to enable satirical esteemed member posts |
|
||||
| `ESTEEMED_ROOM` | Room ID for esteemed member posts (separate from broadcast rooms) |
|
||||
| `FEATURE_MODERATION` | Set to `true` to enable the moderation system (disabled by default) |
|
||||
| `FEATURE_SPACE_INVITER` | Set to `true` to enable the space inviter (disabled by default) |
|
||||
| `FEATURE_MARKET` | Set to `true` to enable the market overview plugin |
|
||||
| `MARKET_BROADCAST_SUMMARY` | Set to `true` to auto-post daily market summary to broadcast rooms |
|
||||
| `DISABLE_WOTD_POST` | Set to `true` to suppress daily WOTD auto-post (the `!wotd` command and passive WOTD usage tracking still work) |
|
||||
@@ -228,6 +237,20 @@ All moderation settings are optional. The system is disabled unless `FEATURE_MOD
|
||||
| `SPACE_GROUP_THRESHOLD` | `50` | Percentage of the smaller room's members that must overlap to group rooms together (1–100) |
|
||||
| `HOLIDAY_COUNTRIES` | `US` | Comma-separated ISO country codes for Calendarific holiday posts |
|
||||
|
||||
### Space Inviter
|
||||
|
||||
Disabled unless `FEATURE_SPACE_INVITER=true`. Requires the bot to be joined to **every** Space on the homeserver — if a Space exists that the bot can't see, users in only that Space will be misclassified as Space-less. Uses the Synapse Admin API to enumerate local users.
|
||||
|
||||
| Variable | Default | Description |
|
||||
|----------|---------|-------------|
|
||||
| `SPACE_INVITER_TARGET` | | Room ID of the Space to invite users into on `yes` reply |
|
||||
| `SPACE_INVITER_HOME_DOMAIN` | | Your homeserver domain (e.g. `parodia.dev`) — only users with this suffix are considered |
|
||||
| `SPACE_INVITER_SYNAPSE_URL` | | Base URL for Synapse admin API (e.g. `https://parodia.dev`) |
|
||||
| `SPACE_INVITER_ADMIN_TOKEN` | | Synapse admin access token |
|
||||
| `SPACE_INVITER_ADMIN_USER` | | User ID to DM with prompts (the operator) |
|
||||
| `SPACE_INVITER_DELAY` | `2s` | Delay between prompts during the startup sweep |
|
||||
| `SPACE_INVITER_COOLDOWN` | `720h` | Minimum gap between re-prompts for the same user (Go duration). Prevents restart/upgrade ping-spam — a `no` reply is honored for this long across restarts. `ignore` is permanent. |
|
||||
|
||||
### Missing Members
|
||||
|
||||
| Variable | Default | Description |
|
||||
@@ -473,38 +496,150 @@ Daily cooperative Wordle — one puzzle per day, the community works together wi
|
||||
|
||||
Economy rewards are tracked per player — `!wordle stats` shows total earnings.
|
||||
|
||||
### Adventure (DM-based idle RPG)
|
||||
### Adventure (DM-based RPG)
|
||||
|
||||
A daily DM-driven idle RPG where each player takes one action per day — dungeon, mine, fish, forage, visit the shop, or rest. Outcomes resolve with flavor text and loot is credited to your euro balance. An evening summary posts to the games room. TwinBee is a permanent NPC adventurer who distributes rewards to active players.
|
||||
A layered RPG. **Adventure 2.0** grafts a full D&D-style character system on top of the existing adventure economy, then builds two endgame loops on top of that: single-session dungeon zones and multi-day expeditions. The legacy systems — housing/Thom Krooke, pets, Misty/Arina, blacksmith, hospital, rivals, Robbie, arena, co-op dungeons — all keep working unchanged. Players who don't opt into 2.0 keep the legacy adventure shape; players who run `!setup` get the full D&D layer on top.
|
||||
|
||||
Characters auto-create on first `!adventure` (or `!adv`) command. All gameplay happens in DMs — reply to the bot's morning prompt with your choice. DM replies are only interpreted as adventure choices for 15 minutes after a menu is sent, so other DM-based games (UNO, Hold'em) won't conflict.
|
||||
Characters auto-create on first interaction. Most gameplay happens in DMs — the morning prompt routes to zones/expeditions for the active flow plus in-town services (shop, blacksmith, rest, hospital, Thom Krooke) for the rest.
|
||||
|
||||
#### Adventure 2.0 — D&D Layer
|
||||
|
||||
`!setup` once. Pick a race + class. Your existing `combat_level` becomes your D&D level, treasures become attunements, equipment slots carry forward 1:1. Every fight, harvest, arena run, and co-op dungeon is then resolved through D&D mechanics — STR/DEX/CON/INT/WIS/CHA, HP, AC, ability checks, saving throws, all the rest.
|
||||
|
||||
**Races (7) — at race choice, fixed stat mods + a passive:**
|
||||
|
||||
| Race | Mods (S/D/C/I/W/Ch) | Passive |
|
||||
|---|---|---|
|
||||
| Human | 0/0/0/0/0/0 | Versatile (floating +1 not yet wired) |
|
||||
| Elf | 0/+2/-1/+1/+1/0 | Darkvision; immune to sleep effects |
|
||||
| Dwarf | +1/-1/+2/0/+1/-1 | Poison resistance; bonus vs. underground |
|
||||
| Halfling | 0/+2/0/0/+1/0 | Lucky: once per combat, reroll a nat 1 |
|
||||
| Orc | +3/-1/+2/-1/-1/-1 | Rage: once per combat, +50% damage for one turn |
|
||||
| Tiefling | 0/+1/0/+1/0/+2 | Fire resistance; bonus on CHA checks |
|
||||
| Half-Elf | 0/+1/0/+1/0/+2 | Two bonus skill proficiencies |
|
||||
|
||||
**Classes (5):** Fighter (d10 HP, STR/CON), Rogue (d8, DEX/INT), Mage (d6, INT/WIS), Cleric (d8, WIS/CHA), Ranger (d8, DEX/WIS).
|
||||
|
||||
**Subclasses** unlock at L3 via `!subclass`. Each class has 3 archetypes with mechanical features at L5/L7/L10/L15:
|
||||
|
||||
| Class | Subclasses |
|
||||
|---|---|
|
||||
| Fighter | Champion, Battle Master, Berserker |
|
||||
| Rogue | Thief, Assassin, Arcane Trickster |
|
||||
| Mage | Evocation, Abjuration, Necromancy, Arcane Trickster |
|
||||
| Cleric | Life, War, Trickery |
|
||||
| Ranger | Hunter, Beast Master, Gloom Stalker |
|
||||
|
||||
**Spells.** Mages, Clerics, and Rangers cast for real. Spell slots tracked, combat consumes them. Mages have a spellbook cap that grows with level — pick what to learn at level-up via `!learn`.
|
||||
|
||||
**Combat engine.** Forward-simulating turn-by-turn — d20 vs AC for every attack, hit/crit/miss/fumble narration with surfaced roll values (`(🎲 14 vs AC 13)`), monster abilities, status effects, class resources, consumables. Outcomes stream over 2–3 second pacing for suspense, with a roll summary appended.
|
||||
|
||||
**Dungeon zones (`!zone`)** — 10 hand-tuned zones, 5 tiers, level bands L1–L20:
|
||||
|
||||
| Tier | Zones |
|
||||
|---|---|
|
||||
| T1 | Goblin Warrens, Crypt of Valdris |
|
||||
| T2 | Forest of Shadows, Sunken Temple |
|
||||
| T3 | Haunted Manor, Underforge |
|
||||
| T4 | Underdark Outpost, Feywild Crossing |
|
||||
| T5 | Dragon's Lair, Abyss Portal |
|
||||
|
||||
Each run is procedurally laid out (entry → exploration → trap → elite → boss with exploration filler). TwinBee narrates as a mood-driven DM (0–100 mood, shifts on crits/deaths/taunts/zone completion). `!zone enter`, `!zone advance` to resolve the current room, `!zone status`, `!zone map` (ASCII layout `E──?──T──★──☠`), `!zone lore`, `!zone taunt` / `!zone compliment` to poke or flatter your DM.
|
||||
|
||||
**Multi-day expeditions (`!expedition`)** — the long form:
|
||||
|
||||
- **Outfitting:** buy supply packs at start (standard/deluxe), cost scales with zone tier
|
||||
- **Real-time day cycle:** 06:00 morning briefing, 21:00 evening recap (configurable)
|
||||
- **Supply burn:** rations tick down each day; harsh zones burn faster; running out triggers forced extraction
|
||||
- **Threat Clock (0–100):** every action is noticed. Crossing bands shifts monster density, patrol odds, night events: Quiet → Stirring → Alert → Hostile → Siege
|
||||
- **Patrol encounters** at Alert+ — fights interrupt traversal
|
||||
- **Night phase / wandering monsters** — checked at the recap
|
||||
- **Siege Mode (threat 80+):** fortified camp branches, special warnings
|
||||
- **Camp:** `!camp rough` (free, no protection) vs `!camp standard` (consumes supplies, grants overnight rest)
|
||||
- **Milestones:** First Night, Deep Dive, Long Haul, Survivalist, etc.
|
||||
- **Expedition log** (`!expedition log`) — every event recorded
|
||||
|
||||
**Multi-region zones.** T4+ zones have multiple connected regions. `!region` shows where you are, where you can travel, and visited set. Inter-region travel consumes supplies and ticks threat. Base camp is a persistent waypoint per expedition. `!map` renders the full multi-region map.
|
||||
|
||||
**Per-zone temporal events** (signature time-based effects on every T2+ zone):
|
||||
|
||||
- **Sunken Temple** — tidal cycle floods/recedes rooms
|
||||
- **Haunted Manor** — nightly reset; cleared rooms come back
|
||||
- **Underforge** — heat accumulation; gear damage rises
|
||||
- **Feywild Crossing** — time distortion; days pass at non-uniform rates
|
||||
- **Dragon's Lair** — awareness pulses warn the dragon directly
|
||||
- **Abyss Portal** — destabilization stack threatens forced collapse
|
||||
|
||||
**Extract & resume.** `!extract` bails safely from an expedition. Loot/XP/coins kept, expedition flips to `extracting` status, `!resume` within 7 days picks up from base camp.
|
||||
|
||||
**Harvest.** `!forage` / `!mine` / `!fish` / `!scavenge` / `!essence` / `!commune` work in cleared rooms during expeditions, and (Phase R) in single-session `!zone enter` runs too — per-room nodes seeded from the zone resource pool, finite charges, class-specific yield bonuses (Ranger forage/fish, Fighter mine), `!resources` to see what's gatherable. Zone-condition events (tidal block, heat block, manor cursed trinket drops) layer on during expeditions.
|
||||
|
||||
**Boss combat.** Every zone's boss is in the bestiary with its own stat block and phase-two narration crossing 50% HP. Win drops the per-zone loot table; T5 always drops a masterwork.
|
||||
|
||||
**HP scale.** D&D HP is the source of truth (your sheet says, e.g., `33 max`). The combat engine internally uses a legacy HP scale (calibrated for the old `combat_level`-based curves, ~123 max for a high-level player), but combat outcomes are translated back to D&D scale before display: `HP 33→26 / 33` is what you see, never the engine's internal numbers.
|
||||
|
||||
**Holidays.** On recognized holidays (~20/year, religious + cultural calendars), runs start with TwinBee mood +5, expedition outfitting includes a free standard pack, and harvest yields +1 per attempt. Hospital surcharge still applies on holiday deaths.
|
||||
|
||||
**Player commands cheat sheet:**
|
||||
|
||||
| Command | What it does |
|
||||
|---|---|
|
||||
| `!setup` | Opt into D&D — pick race + class, inherits your existing progress |
|
||||
| `!sheet` | Full character sheet |
|
||||
| `!learn` | Mages — pick a spell at level-up |
|
||||
| `!subclass` | Inspect / select subclass at L3 |
|
||||
| `!rest short` / `!rest long` | Recover HP between fights (1h / 24h cooldowns) |
|
||||
| `!check <skill> [dc]` | Roll a skill check |
|
||||
| `!zone` / `!zone list` | Zones available at your level |
|
||||
| `!zone enter <id>` | Start a single-session run |
|
||||
| `!zone advance` | Resolve current room |
|
||||
| `!zone status` / `!zone map` / `!zone lore` | Run inspection |
|
||||
| `!zone abandon` | End run, no rewards |
|
||||
| `!zone taunt` / `!zone compliment` | Poke the DM |
|
||||
| `!expedition list` | Zones available at your level |
|
||||
| `!expedition start <zone> [Ns] [Md]` | Outfit and begin |
|
||||
| `!expedition status` / `!expedition log` | Daily briefing + history |
|
||||
| `!expedition abandon` | End expedition (no rewards) |
|
||||
| `!camp rough` / `!camp standard` | Make camp |
|
||||
| `!region` | Multi-region inspection + travel |
|
||||
| `!map` | Full multi-region map |
|
||||
| `!forage` / `!mine` / `!scavenge` / `!fish` / `!essence` / `!commune` | Work the room |
|
||||
| `!resources` | Inventory of harvested materials |
|
||||
| `!threat` | Current threat clock |
|
||||
| `!extract` | Bail safely from an expedition |
|
||||
| `!resume` | Pick up an extracted expedition |
|
||||
| `!respec` | Wipe character (paid; cooldown gated) |
|
||||
|
||||
**Compatibility.** Adv 2.0 is fully additive — every pre-2.0 column on `adventure_characters`, `adventure_equipment`, `adventure_inventory`, `adventure_treasures`, `arena_stats`, etc. is preserved with original semantics. Migrations are column-adds with defaults only. Players who haven't run `!setup` keep the legacy adventure shape. `combat_level` becomes the D&D level; treasures become attunements; equipment slots carry forward unchanged.
|
||||
|
||||
#### Legacy adventure surface (still active)
|
||||
|
||||
The pre-2.0 town economy and supporting systems still work alongside the D&D layer.
|
||||
|
||||
| Command | Description |
|
||||
|---------|-------------|
|
||||
| `!adventure` / `!adv` | Open today's action menu (sent via DM) |
|
||||
| `!adventure status` | Character sheet (sent via DM) |
|
||||
| `!adventure` / `!adv` | Open today's menu (sent via DM) — now points at `!expedition` and town services |
|
||||
| `!adventure status` | Character sheet (legacy view; `!sheet` is the D&D-layer view) |
|
||||
| `!adventure shop` | Browse equipment for sale (sent via DM) |
|
||||
| `!adventure buy <item>` | Buy equipment by name or tier shorthand (`3 sword`, `t4 boots`) |
|
||||
| `!adventure sell <item>` | Sell an inventory item (credits euro balance) |
|
||||
| `!adventure sell all` | Sell entire inventory |
|
||||
| `!adventure sell all` | Sell entire inventory (consumables protected) |
|
||||
| `!adventure equip` | Equip masterwork gear from inventory |
|
||||
| `!adventure inventory` | List current inventory |
|
||||
| `!adventure leaderboard` | Top adventurers |
|
||||
| `!adventure revive @user` | Revive a dead player (admin) |
|
||||
| `!adventure respond <choice>` | Reply to today's action prompt (alternative to DM reply) |
|
||||
| `!adventure summary` | Force daily summary post (admin) |
|
||||
| `!adventure boost` | Double XP/money for all adventurers for a day (admin) |
|
||||
| `!adventure babysit [week\|month\|status\|cancel]` | Hire TwinBee to harvest on your behalf (trains your weakest gathering skill) |
|
||||
| `!adventure blacksmith` | Show repair quotes for damaged gear |
|
||||
| `!adventure repair [all\|<slot>]` | Repair one slot or all damaged gear at the blacksmith |
|
||||
| `!adventure rivals` | Show the rival pool and any open challenges |
|
||||
| `!thom [shop\|buy\|pay\|payoff\|autopay\|petbuy]` | Thom Krooke — housing, mortgage, and pet adoption broker |
|
||||
| `!hospital` | Check in to St. Guildmore's Memorial Hospital for same-day revival (costs €25k × combat level) |
|
||||
|
||||
**DM replies:** Reply to the morning prompt with a number (`1`–`5`) or activity name (`dungeon`, `mine`, `forage`, `shop`, `rest`). You can specify a location: `1 Soggy Cellar`, `mine 3`, etc.
|
||||
#### Skill tracks
|
||||
|
||||
#### Activities
|
||||
|
||||
Four activity types across 5 tiers of locations. Higher tiers require higher character level and equipment.
|
||||
|
||||
- **Dungeon** — combat XP, chance of death, best loot potential
|
||||
- **Mining** — mining XP, cave-in risk, ore and gem drops
|
||||
- **Fishing** — fishing XP, hazard risk, catch drops
|
||||
- **Foraging** — foraging XP, wildlife hazards, herb and reagent drops
|
||||
Four skills are tracked separately from D&D level: **Combat (legacy)**, **Mining**, **Foraging**, **Fishing**. They gain XP from harvesting in zones, arena fights, encounters, and (legacy) babysitter actions. Skill levels gate masterwork drops, fishing-zone proficiency bonuses, and crafting recipe unlocks.
|
||||
|
||||
#### Mechanics
|
||||
|
||||
@@ -513,17 +648,69 @@ Four activity types across 5 tiers of locations. Higher tiers require higher cha
|
||||
- **Treasures** — rare collectibles (up to 3) that provide passive bonuses (XP multipliers, death chance reduction, loot quality). Prompted to discard when at cap.
|
||||
- **Streaks** — consecutive days of activity grant escalating bonuses (XP, loot quality, death chance reduction). Resting resets your streak. Dead players' streaks are frozen — you won't lose your streak to involuntary downtime.
|
||||
- **Grudge** — dying at a location marks it as your grudge. Returning there grants +10% success and +25% XP. Clears on success.
|
||||
- **Party bonus** — if two players independently visit the same location on the same day, both get +10% loot value.
|
||||
- **Death** — locked out for 6 hours (or until midnight, whichever comes first). Natural respawn happens automatically. Use `!hospital` for same-day revival at a cost. Death's Reprieve (surviving a lethal roll) sets all equipment to 1 condition instead of destroying it. Dead players' streaks are preserved with a grace period — if you die and can't act on revival day, your streak won't reset.
|
||||
- **Holidays** — on recognized holidays (~20/year across religious and cultural calendars), you get a second daily action. Hebrew and Islamic calendar support for floating holidays.
|
||||
- **TwinBee NPC** — takes a daily action (location tier capped by best player's combined level), distributes loot share to active players scaled quadratically by level, and occasionally gifts random buffs.
|
||||
- **Death** — locked out for 6 hours. Natural respawn happens automatically when the timer expires. Use `!hospital` for immediate revival at a cost. Death's Reprieve (surviving a lethal roll) sets all equipment to 1 condition instead of destroying it. Dead players' streaks are preserved with a grace period — if you die and can't act on revival day, your streak won't reset.
|
||||
- **Holidays** — on recognized holidays (~20/year across religious and cultural calendars), runs start with TwinBee mood +5, expedition outfitting includes a free standard pack, and harvest yields +1 per attempt. Hebrew and Islamic calendar support for floating holidays.
|
||||
- **TwinBee** — narrates as a mood-driven DM during zone runs and expeditions (see Adv 2.0 above). The legacy daily activity loop is retired in favor of zones/expeditions; the babysitter (below) is the surviving "TwinBee runs an action for you" surface.
|
||||
- **Hospital** — St. Guildmore's Memorial Hospital offers same-day revival for dead players. The bill is comically inflated (€125k × combat level) but guild insurance covers 80%, leaving €25k × combat level. Players who can't afford it are discharged back to the natural respawn queue. Nurse Joy provides the bedside manner.
|
||||
- **Robbie the Friendly Bandit** — an automated NPC who visits at a random hour each day (8:00–21:00 UTC). Robbie takes sub-tier gear from your inventory (shop gear below your equipped tier, masterwork gear you've outgrown), leaves €50 per item as a "handling fee," and donates everything to the community pot. If he takes masterwork gear and you don't already have one, he drops a "Get Out of Medical Debt Free" card. No player command — Robbie comes to you.
|
||||
- **Mid-day events** — random events can trigger between actions, delivering bonus loot, buffs, or narrative encounters.
|
||||
- **Chat level perks** — active chat participation boosts your adventurer. +5% XP per 10 chat levels (capped at +25% at level 50+), plus +0.5% rare drop chance per 10 levels.
|
||||
|
||||
#### Crafting
|
||||
|
||||
Auto-crafting kicks in at Foraging Lv.10. Before each combat action, the system scans your inventory for matching ingredients and assembles the highest-tier recipe you qualify for. 12 recipes spanning T1–T5, gated at Foraging 10/15/20/25/30. Per-recipe success rate is 50% at the unlock level, +3% per 5 levels above (capped 95%). Failed crafts destroy the ingredients — you tried.
|
||||
|
||||
Per attempt:
|
||||
- **Successful crafts** grant Foraging XP (T1: +12, T2: +25, T3: +40, T4: +60, T5: +90) and bump a lifetime `CraftsSucceeded` counter shown on `!adventure status`.
|
||||
- **Failed crafts** grant a token Foraging XP (1/4 of success).
|
||||
|
||||
Max auto-crafts per combat scales with level: 1 at Foraging 10, 2 at 20, 3 at 30+.
|
||||
|
||||
`!adventure recipes` lists every recipe unlocked at your current Foraging level with ingredients and per-recipe success rate, plus a teaser for the next unlock threshold.
|
||||
|
||||
**Consumable protection:** crafted/dropped consumables (Type `consumable`) are excluded from `!adventure sell all` and Robbie the Friendly Bandit's pickup filter. Selling consumables requires explicit `!adventure sell <name>` — no accidental mass-sells, no surprise donations to the community pot.
|
||||
|
||||
#### Blacksmith & Repair
|
||||
|
||||
Equipment accumulates damage on bad outcomes and breaks at 0 condition. The blacksmith repairs gear for a per-point fee that scales with tier (base rates T0→T5: €1, €2, €5, €12, €30, €80; masterwork and arena gear use the next tier up). The cost has a mild convexity (`baseRate × damage × (1 + damage/200)`), so repairing earlier is slightly cheaper per point than letting gear sit at low condition — but not punitively so. `!adventure blacksmith` previews quotes; `!adventure repair all` or `!adventure repair <slot>` commits.
|
||||
|
||||
#### Babysitting Service
|
||||
|
||||
Busy days? Hire TwinBee to harvest on your behalf. Daily cost is `€100 + combatLevel × €20`. TwinBee trains your weakest gathering skill (mining/fishing/foraging) each day, so the service doubles as catch-up for neglected tracks. Subscribe by the week or month, or check/cancel anytime: `!adventure babysit week|month|status|cancel`.
|
||||
|
||||
#### Rival Duels
|
||||
|
||||
At combat level 5 and above you're entered into the rival pool. Every 3–4 days a random eligible player is matched as your rival and challenges you to a rock-paper-scissors duel via DM. You have 24 hours to accept and play. Stake is `(combatLevel / 5) × €1,000`, winner-take-all. Use `!adventure rivals` to see the pool and open challenges.
|
||||
|
||||
#### Housing & Mortgage (Thom Krooke)
|
||||
|
||||
Thom Krooke is the guild's housing broker. Four tiers are available:
|
||||
|
||||
| Tier | Name | Price |
|
||||
|------|------|-------|
|
||||
| 1 | Base | €75,000 |
|
||||
| 2 | Livable | €150,000 |
|
||||
| 3 | Comfortable | €300,000 |
|
||||
| 4 | Established | €600,000 |
|
||||
|
||||
Buy outright or finance with a mortgage. Rates track the real-world US 5/1 ARM via the FRED API (`MORTGAGE5US` series; requires `FRED_API_KEY`, defaults to 6.5% if unset). Autopay pulls from your euro balance each day. Commands: `!thom shop`, `!thom buy <tier>`, `!thom pay <amount>`, `!thom payoff`, `!thom autopay on|off`, `!thom petbuy`.
|
||||
|
||||
#### Pets
|
||||
|
||||
Once you reach the Livable tier (HouseTier ≥ 2) a stray pet may show up at your door — 15% daily chance. When a pet arrives you'll get a DM prompt to `chase` it away or `feed` it to adopt. Each pet interaction grants +1.5 XP to a random skill. At pet Level 10, Thom unlocks pet armor for purchase (`!thom petbuy <tier>`).
|
||||
|
||||
#### Guest NPCs — Misty & Arina
|
||||
|
||||
Two rotating guest adventurers can be hired to join you on encounters:
|
||||
|
||||
- **Misty** — €100 hire fee, 7-day cooldown.
|
||||
- **Arina** — €5,000 hire fee, 7-day cooldown.
|
||||
|
||||
After hiring, there's a 7.5% chance per action over the next 7 days that your NPC shows up mid-adventure and applies a buff to the outcome.
|
||||
|
||||
#### Arena (`!arena`)
|
||||
|
||||
A multi-tier combat gauntlet independent of the daily adventure action. Fight through 5 tiers of 4 rounds each — 20 unique named monsters with escalating lethality. Earnings accumulate across rounds but are forfeited on death. After clearing a tier, choose to descend deeper (keep earnings at risk) or cash out. Death locks you out of both arena and adventure until midnight UTC. Each fight produces a turn-based combat log (Dragon Quest style) with fabricated HP pools and action narration — the outcome is determined by the roll, the log is assembled backward from the result. Arena losses award +60 participation XP.
|
||||
A multi-tier combat gauntlet independent of the daily adventure action. Fight through 5 tiers of 4 rounds each — 20 unique named monsters with escalating lethality. Earnings accumulate across rounds but are forfeited on death. After clearing a tier, choose to descend deeper (keep earnings at risk) or cash out. Death locks you out of both arena and adventure for 6 hours. Each fight produces a turn-based combat log (Dragon Quest style) with fabricated HP pools and action narration — the outcome is determined by the roll, the log is assembled backward from the result. Arena losses award +60 participation XP.
|
||||
|
||||
| Command | Description |
|
||||
|---------|-------------|
|
||||
@@ -544,6 +731,61 @@ A multi-tier combat gauntlet independent of the daily adventure action. Fight th
|
||||
- **Auto-cashout** — 10 minutes to decide after clearing a tier. GogoBee cashes out on your behalf if you're slow.
|
||||
- **Tier entry confirmation** — `!arena tier N` previews the first opponent; `!arena fight` commits.
|
||||
|
||||
#### Co-op Dungeons (`!coop`)
|
||||
|
||||
Multi-day party runs separate from solo. 2–4 players, 2–7 days depending on tier, scaled rewards, and a public game-room thread the whole community watches. The combat action is consumed once at lock; subsequent days only ask for a daily funding decision (harvest activities continue normally).
|
||||
|
||||
| Tier | Days | Difficulty | Reward Pool | Optimal Funding |
|
||||
|------|------|------------|-------------|-----------------|
|
||||
| 1 | 2 | Moderate | €22,500 | Minimal/Standard |
|
||||
| 2 | 3 | Hard | €40,000 | Standard |
|
||||
| 3 | 4 | Very Hard | €72,500 | Standard |
|
||||
| 4 | 5 | Brutal | €120,000 | Standard or Aggressive |
|
||||
| 5 | 7 | Murderous | €600,000 | Aggressive (must commit) |
|
||||
|
||||
| Command | Description |
|
||||
|---------|-------------|
|
||||
| `!coop list` | Show open invites |
|
||||
| `!coop start <1-5>` | Open an invite (24h window, pinned in the games room) |
|
||||
| `!coop join [<id>]` | Join an open invite (defaults to most recent) |
|
||||
| `!coop fund <tier>` | Set today's funding (`none` / `minimal` / `standard` / `aggressive` / `all_in`) |
|
||||
| `!coop vote <A\|B\|C>` | Vote on the day's TwinBee-narrated floor event |
|
||||
| `!coop bet <amount> <success\|failure>` | Spectator parimutuel bet (10% rake) |
|
||||
| `!coop gift <run_id> <basket\|mimic>` | Send a gift (1 harvest action) |
|
||||
| `!coop giftvote <id> <open\|leave>` | Party votes whether to open a received gift |
|
||||
| `!coop status` | Your current run state |
|
||||
| `!coop stats` | Community-wide aggregates: outcomes, gold flow, betting, gifts, helpfulness |
|
||||
| `!coop cancel` | Leader cancels an open invite before lock |
|
||||
| `!coop admgift <run_id> <basket\|mimic> [sender]` | Drop a gift into an active run, bypassing party-member and harvest-action checks (admin only — debug/testing) |
|
||||
| `!coop help` | Co-op command list |
|
||||
|
||||
**Funding tiers** add to the per-floor success modifier: None −10%, Minimal +0%, Standard +8%, Aggressive +18%, All-In +30%. None is free; Minimal €500/day; Standard €1,500; Aggressive €4,000; All-In €10,000. Funding is non-refundable. Inactive players auto-play None.
|
||||
|
||||
**Floor events.** TwinBee narrates 1 of 4 categories per floor (Obstacle / Opportunity / Crisis / Encounter), tier-weighted. Each event has 2–3 options; majority vote wins, ties go to the leader, leader has the casting tiebreak. TwinBee always recommends an option — he is wrong roughly half the time. The party's vote modifier (−15 to +12 per floor depending on the option) stacks on the funding modifier. The 95% per-floor success cap means once you're saturated, more funding is wasted.
|
||||
|
||||
**Party strength factors.** Each member contributes a small per-floor modifier based on their combat level relative to the tier minimum (clamped ±8) plus a pet bonus (max +2.5 at pet level 10). A maxed veteran party at T5 can succeed at Standard funding where a fresh party would need Aggressive.
|
||||
|
||||
**Newbie liability.** Players below a tier's minimum combat level are flagged in the party post and capped at +8% funding modifier regardless of how much they pay. The party chose to let them in. Their reward share is unchanged — the cost is borne by the funding economy, not the post-run split.
|
||||
|
||||
**Spectator betting.** Parimutuel pool, 10% rake. Bets can be placed or increased any time during the run; positions are locked in (success or failure can't be switched). Party members can bet on their own run — sandbagging while heavily bet against is exploitative and visible. Odds line shows estimated success% based on party levels, pets, neutral funding assumption, and a hidden TwinBee Helpfulness Rating (rolling last 30 floor events: how often his recommendation was right). Helpfulness shifts the line ±20% but is never shown directly — players notice the line moves after events resolve.
|
||||
|
||||
**Gifts.** Anyone *not* in the run can spend one harvest action to send a Care Basket or a Mimic. The party never sees which type. Vote `open` or `leave`. **Each gift's voting window is 6 hours**; voting closes when it elapses, the stack is tallied, and every sender gets a DM with the result. The modifier sits on the run until the next floor resolution merges it in. Gifts "fire" throughout the day rather than piling up at the daily tick. Magnitudes are equalized across all four outcomes — both "always open" and "always leave" yield EV=0 with σ=6, so neither is risk-averse-dominant. The choice is purely about reading sender intent.
|
||||
|
||||
**Stacking.** Multiple gifts of the same type sent on the same day **stack into a single game-room post** — one vote covers the whole stack, modifier scales with size (5 baskets opened = +30%, 5 baskets exploded = −30%). The first-in sets the deadline; subsequent additions inherit it without extending the timer. When a stack hits size 2, TwinBee notes "this gift looks REALLY special" once and then quietly bumps the count on further additions. The end-of-run gift log groups by stack with all senders attributed.
|
||||
|
||||
| | Open | Leave |
|
||||
|-------------|------|-------|
|
||||
| **Care Basket** | +6% (boost) | −6% (basket explodes) |
|
||||
| **Mimic** | −6% (mimic does what mimics do) | +6% (sad mimic helps anyway) |
|
||||
|
||||
Multiple gifts stack additively — coordinated senders can swing odds significantly. The full gift log is public at end of run.
|
||||
|
||||
**Loot.** On success, gold pool splits evenly (5% community tax). 2–6 items drop from the corresponding solo dungeon loot table (count scales with tier). Each item goes to a member via weighted roll — your share of total funding is your odds. **T5 always drops a masterwork**; T4 has a 25% chance. Masterworks go to inventory (not auto-equipped) so winners with better gear can sell or trade.
|
||||
|
||||
**Wipes.** No reward. Funding is gone. No combat-action refund (the tick already gave you a fresh one at midnight). Bet pool pays out to the failure side. The dungeon does not editorialize.
|
||||
|
||||
**Pinning.** Invite posts are pinned in the games room when opened, unpinned when the run locks or cancels. Bot needs power level for state events.
|
||||
|
||||
### Reminders
|
||||
| Command | Description |
|
||||
|---------|-------------|
|
||||
|
||||
393
cmd/expedition-sim/main.go
Normal file
393
cmd/expedition-sim/main.go
Normal file
@@ -0,0 +1,393 @@
|
||||
// expedition-sim drives synthetic players through expeditions for batch
|
||||
// analysis. Re-uses production plugin paths against a fresh sqlite DB so
|
||||
// outcomes mirror what live players hit.
|
||||
//
|
||||
// Single run:
|
||||
//
|
||||
// expedition-sim [-class fighter] [-level 5] [-zone goblin_warrens]
|
||||
// [-bank 1000] [-cap 50] [-log] [-data DIR]
|
||||
//
|
||||
// Party run (N3/P7 — the leader is -class; followers clone it unless named):
|
||||
//
|
||||
// expedition-sim -party 3 -level 15 -zone dragons_lair
|
||||
// expedition-sim -party 2 -class cleric -party-classes fighter -level 16 ...
|
||||
//
|
||||
// Matrix mode (cartesian sweep over classes × levels × zones × N runs,
|
||||
// one JSON object per stdout line, log suppressed by default):
|
||||
//
|
||||
// expedition-sim -matrix -classes fighter,mage -levels 5,10 \
|
||||
// -zones goblin_warrens,wolf_den -runs 20
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"flag"
|
||||
"fmt"
|
||||
"os"
|
||||
"os/exec"
|
||||
"runtime"
|
||||
"strconv"
|
||||
"strings"
|
||||
"sync"
|
||||
|
||||
"gogobee/internal/plugin"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
func main() {
|
||||
var (
|
||||
class = flag.String("class", "fighter", "DnD class id (single-run mode)")
|
||||
level = flag.Int("level", 5, "character level (single-run mode)")
|
||||
zone = flag.String("zone", "goblin_warrens", "zone id (single-run mode)")
|
||||
bank = flag.Float64("bank", 1000, "starting coin balance — must cover outfitting")
|
||||
cap = flag.Int("cap", 50, "max autopilot bursts per expedition (each = up to autopilotRoomCap rooms)")
|
||||
days = flag.Int("days", 0, "stop after N synthetic day rollovers (0 = unbounded; the -cap safety net still applies)")
|
||||
dataDir = flag.String("data", "", "data dir for the temp sqlite db (default: OS tempdir; ignored in matrix mode)")
|
||||
userTag = flag.String("user", "@sim:expedition", "synthetic user id (single-run mode)")
|
||||
|
||||
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.")
|
||||
logFlag = flag.Bool("log", true, "include per-row expedition log in output (single-run default true; matrix default false)")
|
||||
|
||||
matrix = flag.Bool("matrix", false, "matrix mode — sweep over classes × levels × zones × runs")
|
||||
classes = flag.String("classes", "", "comma-separated class ids (matrix mode)")
|
||||
levels = flag.String("levels", "", "comma-separated levels (matrix mode)")
|
||||
zones = flag.String("zones", "", "comma-separated zone ids (matrix mode)")
|
||||
runs = flag.Int("runs", 1, "replicates per (class,level,zone) cell (matrix mode)")
|
||||
|
||||
trace = flag.Bool("trace", false, "include raw per-round CombatEvent stream on the LAST combat of each expedition (boss room) — for J2 diagnostic sweeps")
|
||||
|
||||
petLevel = flag.Int("pet-level", 0, "attach a base housing pet at this level (1-10) to every sim character; 0 = no pet (default, matches prod char-creation)")
|
||||
|
||||
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")
|
||||
partyClasses = flag.String("party-classes", "", "comma-separated classes for the N-1 followers (default: clones of -class)")
|
||||
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.")
|
||||
|
||||
jobs = flag.Int("jobs", 0, "matrix mode — concurrent worker count (each worker is a subprocess so it gets its own sqlite). 0 = runtime.NumCPU()")
|
||||
)
|
||||
flag.Parse()
|
||||
|
||||
if *petLevel < 0 || *petLevel > 10 {
|
||||
fail("pet-level must be 0-10, got", *petLevel)
|
||||
}
|
||||
if *party < 1 || *party > plugin.ExpeditionPartyMax {
|
||||
fail("party must be 1-", plugin.ExpeditionPartyMax, ", got", *party)
|
||||
}
|
||||
followers := followerClasses(*class, *party, *partyClasses)
|
||||
|
||||
plugin.SetSimIncludeTrace(*trace)
|
||||
plugin.SetSimPetLevel(*petLevel)
|
||||
|
||||
if *matrix {
|
||||
// Matrix default: drop log to keep stdout manageable; explicit
|
||||
// -log=true overrides.
|
||||
includeLog := false
|
||||
// Flag.Lookup tells us whether the user explicitly set -log.
|
||||
flag.Visit(func(f *flag.Flag) {
|
||||
if f.Name == "log" {
|
||||
includeLog = *logFlag
|
||||
}
|
||||
})
|
||||
runMatrix(*classes, *levels, *zones, *runs, *bank, *cap, *days, includeLog, *jobs, *trace, *petLevel, *party, *partyClasses, *companion)
|
||||
return
|
||||
}
|
||||
|
||||
if *realUser != "" {
|
||||
if *dataDir == "" {
|
||||
fail("-real-user requires -data pointing at a dir containing a populated gogobee.db")
|
||||
}
|
||||
if *party != 1 {
|
||||
fail("-real-user does not support -party yet (would need every seat to be a real, tier-eligible char)")
|
||||
}
|
||||
runReal(*realUser, *zone, *dataDir, *bank, *cap, *days, *logFlag)
|
||||
return
|
||||
}
|
||||
|
||||
runSingle(*class, *level, *zone, *userTag, *dataDir, *bank, *cap, *days, *logFlag, followers, *companion)
|
||||
}
|
||||
|
||||
// runReal drives an existing character loaded from dataDir's gogobee.db through
|
||||
// a real expedition. dataDir should be a COPY of prod — db.Init runs additive
|
||||
// migrations against it, and the run mutates HP/coin/inventory. Never point this
|
||||
// at the live prod file or at ./data.
|
||||
func runReal(userTag, zone, dataDir string, bank float64, cap, days int, includeLog bool) {
|
||||
runner, err := plugin.NewSimRunner(dataDir)
|
||||
if err != nil {
|
||||
fail("init runner:", err)
|
||||
}
|
||||
defer runner.Close()
|
||||
|
||||
uid := id.UserID(userTag)
|
||||
c, err := runner.PrepareRealCharacter(uid, bank)
|
||||
if err != nil {
|
||||
fail("prepare real character:", err)
|
||||
}
|
||||
res, err := runner.RunExpedition(uid, plugin.ZoneID(zone), cap, days)
|
||||
if res != nil {
|
||||
res.Class = string(c.Class) // real subclass/race aren't in SimResult; class is the useful key
|
||||
if !includeLog {
|
||||
res.Log = nil
|
||||
}
|
||||
emitIndented(res)
|
||||
}
|
||||
if err != nil {
|
||||
fail("run:", err)
|
||||
}
|
||||
}
|
||||
|
||||
// followerClasses expands -party / -party-classes into the class of each
|
||||
// follower seat. An explicit list must name every seat: a party of 3 whose
|
||||
// second follower silently defaulted to the leader's class would quietly
|
||||
// answer a different question than the one asked.
|
||||
func followerClasses(leaderClass string, party int, spec string) []string {
|
||||
n := party - 1
|
||||
if n == 0 {
|
||||
if strings.TrimSpace(spec) != "" {
|
||||
fail("-party-classes given but -party is 1")
|
||||
}
|
||||
return nil
|
||||
}
|
||||
if strings.TrimSpace(spec) == "" {
|
||||
out := make([]string, n)
|
||||
for i := range out {
|
||||
out[i] = leaderClass
|
||||
}
|
||||
return out
|
||||
}
|
||||
out := splitNonEmpty(spec)
|
||||
if len(out) != n {
|
||||
fail(fmt.Sprintf("-party %d needs %d follower classes, got %d", party, n, len(out)))
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func runSingle(class string, level int, zone, userTag, dataDir string, bank float64, cap, days int, includeLog bool, followers []string, companion string) {
|
||||
dir := dataDir
|
||||
if dir == "" {
|
||||
var err error
|
||||
dir, err = os.MkdirTemp("", "expedition-sim-")
|
||||
if err != nil {
|
||||
fail("mkdir temp:", err)
|
||||
}
|
||||
defer os.RemoveAll(dir)
|
||||
}
|
||||
|
||||
res, err := runOne(dir, id.UserID(userTag), plugin.DnDClass(class), level, plugin.ZoneID(zone), bank, cap, days, followers, companion)
|
||||
if err != nil {
|
||||
if res != nil {
|
||||
if !includeLog {
|
||||
res.Log = nil
|
||||
}
|
||||
emitIndented(res)
|
||||
}
|
||||
fail("run:", err)
|
||||
}
|
||||
if !includeLog {
|
||||
res.Log = nil
|
||||
}
|
||||
emitIndented(res)
|
||||
}
|
||||
|
||||
// matrixJob is one (class, level, zone, replicate-index) cell of the
|
||||
// matrix sweep. Each job is run by a worker as a single-run subprocess so
|
||||
// it gets its own SQLite handle — the plugin package's db.* globals
|
||||
// preclude in-process parallelism.
|
||||
type matrixJob struct {
|
||||
class string
|
||||
level int
|
||||
zone string
|
||||
rep int
|
||||
}
|
||||
|
||||
func runMatrix(classes, levels, zones string, runs int, bank float64, cap, days int, includeLog bool, jobs int, trace bool, petLevel, party int, partyClasses, companion string) {
|
||||
cs := splitNonEmpty(classes)
|
||||
ls := parseLevels(levels)
|
||||
zs := splitNonEmpty(zones)
|
||||
if len(cs) == 0 || len(ls) == 0 || len(zs) == 0 || runs <= 0 {
|
||||
fail("matrix mode requires non-empty -classes, -levels, -zones and runs > 0")
|
||||
}
|
||||
if jobs <= 0 {
|
||||
jobs = runtime.NumCPU()
|
||||
}
|
||||
exe, err := os.Executable()
|
||||
if err != nil {
|
||||
fail("os.Executable:", err)
|
||||
}
|
||||
|
||||
work := make([]matrixJob, 0, len(cs)*len(ls)*len(zs)*runs)
|
||||
for _, c := range cs {
|
||||
for _, lv := range ls {
|
||||
for _, z := range zs {
|
||||
for r := 0; r < runs; r++ {
|
||||
work = append(work, matrixJob{class: c, level: lv, zone: z, rep: r})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
workCh := make(chan matrixJob)
|
||||
resCh := make(chan *plugin.SimResult, len(work))
|
||||
var wg sync.WaitGroup
|
||||
for i := 0; i < jobs; i++ {
|
||||
wg.Add(1)
|
||||
go matrixWorker(exe, workCh, resCh, &wg, bank, cap, days, includeLog, trace, petLevel, party, partyClasses, companion)
|
||||
}
|
||||
go func() {
|
||||
for _, j := range work {
|
||||
workCh <- j
|
||||
}
|
||||
close(workCh)
|
||||
}()
|
||||
go func() {
|
||||
wg.Wait()
|
||||
close(resCh)
|
||||
}()
|
||||
|
||||
enc := json.NewEncoder(os.Stdout)
|
||||
for r := range resCh {
|
||||
_ = enc.Encode(r)
|
||||
}
|
||||
}
|
||||
|
||||
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()
|
||||
for j := range in {
|
||||
uid := fmt.Sprintf("@sim:%s-l%d-%s-%d", j.class, j.level, j.zone, j.rep)
|
||||
dir, err := os.MkdirTemp("", "expedition-sim-")
|
||||
if err != nil {
|
||||
out <- &plugin.SimResult{UserID: uid, Class: j.class, Level: j.level, Zone: j.zone, Outcome: "halted"}
|
||||
continue
|
||||
}
|
||||
args := []string{
|
||||
"-class", j.class,
|
||||
"-level", strconv.Itoa(j.level),
|
||||
"-zone", j.zone,
|
||||
"-bank", strconv.FormatFloat(bank, 'f', -1, 64),
|
||||
"-cap", strconv.Itoa(cap),
|
||||
"-days", strconv.Itoa(days),
|
||||
"-data", dir,
|
||||
"-user", uid,
|
||||
fmt.Sprintf("-log=%t", includeLog),
|
||||
fmt.Sprintf("-pet-level=%d", petLevel),
|
||||
fmt.Sprintf("-party=%d", party),
|
||||
}
|
||||
// Left empty, each cell's followers clone that cell's own -class.
|
||||
if partyClasses != "" {
|
||||
args = append(args, "-party-classes", partyClasses)
|
||||
}
|
||||
if companion != "" {
|
||||
args = append(args, "-companion", companion)
|
||||
}
|
||||
if trace {
|
||||
args = append(args, "-trace")
|
||||
}
|
||||
cmd := exec.Command(exe, args...)
|
||||
var stderrBuf bytes.Buffer
|
||||
cmd.Stderr = &stderrBuf
|
||||
stdout, runErr := cmd.Output()
|
||||
var res plugin.SimResult
|
||||
jerr := json.Unmarshal(stdout, &res)
|
||||
if jerr != nil {
|
||||
res = plugin.SimResult{UserID: uid, Class: j.class, Level: j.level, Zone: j.zone, Outcome: "halted"}
|
||||
}
|
||||
if runErr != nil && res.Outcome == "" {
|
||||
res.Outcome = "halted"
|
||||
}
|
||||
// Surface subprocess failures: parse error with non-empty stdout
|
||||
// (corrupted JSON) and non-zero exits both get a stderr dump so the
|
||||
// user sees the underlying cause instead of just a halted row.
|
||||
if jerr != nil || runErr != nil {
|
||||
fmt.Fprintf(os.Stderr, "sim cell %s halted: runErr=%v jerr=%v\n", uid, runErr, jerr)
|
||||
if stderrBuf.Len() > 0 {
|
||||
fmt.Fprintf(os.Stderr, " child stderr:\n%s\n", stderrBuf.String())
|
||||
}
|
||||
if jerr != nil && len(stdout) > 0 {
|
||||
snip := stdout
|
||||
if len(snip) > 200 {
|
||||
snip = snip[:200]
|
||||
}
|
||||
fmt.Fprintf(os.Stderr, " child stdout (first 200B): %q\n", snip)
|
||||
}
|
||||
}
|
||||
if !includeLog {
|
||||
res.Log = nil
|
||||
}
|
||||
out <- &res
|
||||
_ = os.RemoveAll(dir)
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("init runner: %w", err)
|
||||
}
|
||||
defer runner.Close()
|
||||
|
||||
if _, err := runner.BuildCharacter(uid, class, level); err != nil {
|
||||
return nil, fmt.Errorf("build character: %w", err)
|
||||
}
|
||||
runner.Euro.Credit(uid, bank, "expedition-sim bankroll")
|
||||
|
||||
// Followers share the leader's level — a party is not a carry (the tier
|
||||
// gate refuses an under-levelled invitee anyway) — and each buys their own
|
||||
// loadout, so each needs their own bankroll.
|
||||
var members []id.UserID
|
||||
for i, fc := range followers {
|
||||
muid := followerUserID(uid, i)
|
||||
if _, err := runner.BuildCharacter(muid, plugin.DnDClass(fc), level); err != nil {
|
||||
return nil, fmt.Errorf("build follower %d (%s): %w", i+1, fc, err)
|
||||
}
|
||||
runner.Euro.Credit(muid, bank, "expedition-sim bankroll")
|
||||
members = append(members, muid)
|
||||
}
|
||||
runner.Companion = companion
|
||||
return runner.RunPartyExpedition(uid, members, zone, cap, days)
|
||||
}
|
||||
|
||||
// followerUserID derives a follower's Matrix id from the leader's. It must keep
|
||||
// the ":" — ResolveUser treats a colon as "this is already a full mxid" and
|
||||
// short-circuits the room-membership lookup the sim has no client for.
|
||||
func followerUserID(leader id.UserID, i int) id.UserID {
|
||||
s := string(leader)
|
||||
local, server, ok := strings.Cut(strings.TrimPrefix(s, "@"), ":")
|
||||
if !ok {
|
||||
local, server = strings.TrimPrefix(s, "@"), "sim"
|
||||
}
|
||||
return id.UserID(fmt.Sprintf("@%s-m%d:%s", local, i+1, server))
|
||||
}
|
||||
|
||||
func emitIndented(res *plugin.SimResult) {
|
||||
enc := json.NewEncoder(os.Stdout)
|
||||
enc.SetIndent("", " ")
|
||||
_ = enc.Encode(res)
|
||||
}
|
||||
|
||||
func splitNonEmpty(s string) []string {
|
||||
parts := strings.Split(s, ",")
|
||||
out := parts[:0]
|
||||
for _, p := range parts {
|
||||
if p = strings.TrimSpace(p); p != "" {
|
||||
out = append(out, p)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func parseLevels(s string) []int {
|
||||
var out []int
|
||||
for _, p := range splitNonEmpty(s) {
|
||||
n, err := strconv.Atoi(p)
|
||||
if err != nil {
|
||||
fail("bad level:", p)
|
||||
}
|
||||
out = append(out, n)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func fail(args ...interface{}) {
|
||||
fmt.Fprintln(os.Stderr, args...)
|
||||
os.Exit(1)
|
||||
}
|
||||
@@ -85,6 +85,12 @@ func main() {
|
||||
failed := 0
|
||||
|
||||
for i, entry := range entries {
|
||||
// Validate entry ID to prevent path traversal or command injection.
|
||||
if entry.ID == "" || strings.ContainsAny(entry.ID, "/\\;|&$`\"'") || strings.Contains(entry.ID, "..") {
|
||||
fmt.Printf("[%d/%d] SKIP (invalid ID): %q\n", i+1, len(entries), entry.ID)
|
||||
skipped++
|
||||
continue
|
||||
}
|
||||
outPath := filepath.Join(outputDir, entry.ID+".jpg")
|
||||
|
||||
// Skip if already downloaded
|
||||
|
||||
408
cmd/gensolver/main.go
Normal file
408
cmd/gensolver/main.go
Normal file
@@ -0,0 +1,408 @@
|
||||
// cmd/gensolver drives TexasSolver offline to populate
|
||||
// internal/plugin/testdata/solver_freqs.json for Layer 2 tip scenario tests.
|
||||
//
|
||||
// Usage:
|
||||
//
|
||||
// GOGOBEE_SOLVER=/path/to/console_solver \
|
||||
// GOGOBEE_SOLVER_RESOURCES=/path/to/TexasSolver-v0.2.0-Linux/resources \
|
||||
// go run ./cmd/gensolver [scenario-name-substring]
|
||||
//
|
||||
// If no positional arg is given, every postflop scenario is solved. Results
|
||||
// are *merged* into the existing fixture file — re-running one scenario does
|
||||
// not wipe the others.
|
||||
package main
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"flag"
|
||||
"fmt"
|
||||
"os"
|
||||
"os/exec"
|
||||
"path/filepath"
|
||||
"sort"
|
||||
"strings"
|
||||
|
||||
"gogobee/internal/plugin"
|
||||
)
|
||||
|
||||
const fixturePath = "internal/plugin/testdata/solver_freqs.json"
|
||||
|
||||
// Heads-up default ranges. Postflop only — preflop solving needs a full range
|
||||
// tree and is out of scope for our Layer 2 validation, so we skip preflop
|
||||
// scenarios entirely.
|
||||
//
|
||||
// These are deliberately coarse: HU BTN opens wide (~70%), BB defends wide
|
||||
// (~55% vs min-raise). Refine per scenario if solver output looks nonsensical.
|
||||
// TexasSolver range syntax does NOT support the `22+` / `A2s+` shorthand — it
|
||||
// requires explicit enumeration. These two ranges are lifted verbatim from the
|
||||
// solver's own sample input file so we know they parse and produce sensible
|
||||
// equilibria. Not tuned for heads-up specifically; refine later if needed.
|
||||
const (
|
||||
rangeBTNOpen = "AA,KK,QQ,JJ,TT,99:0.75,88:0.75,77:0.5,66:0.25,55:0.25,AK,AQs,AQo:0.75,AJs,AJo:0.5,ATs:0.75,A6s:0.25,A5s:0.75,A4s:0.75,A3s:0.5,A2s:0.5,KQs,KQo:0.5,KJs,KTs:0.75,K5s:0.25,K4s:0.25,QJs:0.75,QTs:0.75,Q9s:0.5,JTs:0.75,J9s:0.75,J8s:0.75,T9s:0.75,T8s:0.75,T7s:0.75,98s:0.75,97s:0.75,96s:0.5,87s:0.75,86s:0.5,85s:0.5,76s:0.75,75s:0.5,65s:0.75,64s:0.5,54s:0.75,53s:0.5,43s:0.5"
|
||||
rangeBBDefend = "QQ:0.5,JJ:0.75,TT,99,88,77,66,55,44,33,22,AKo:0.25,AQs,AQo:0.75,AJs,AJo:0.75,ATs,ATo:0.75,A9s,A8s,A7s,A6s,A5s,A4s,A3s,A2s,KQ,KJ,KTs,KTo:0.5,K9s,K8s,K7s,K6s,K5s,K4s:0.5,K3s:0.5,K2s:0.5,QJ,QTs,Q9s,Q8s,Q7s,JTs,JTo:0.5,J9s,J8s,T9s,T8s,T7s,98s,97s,96s,87s,86s,76s,75s,65s,64s,54s,53s,43s"
|
||||
)
|
||||
|
||||
// SolverNode mirrors the recursive shape of TexasSolver's dump_result JSON.
|
||||
// Every action node has: `actions` (the player-to-act's options), `strategy`
|
||||
// (hand→freq map for those actions), and `childrens` (subtree per action).
|
||||
type SolverNode struct {
|
||||
Actions []string `json:"actions"`
|
||||
Strategy *StrategyBlock `json:"strategy,omitempty"`
|
||||
Childrens map[string]*SolverNode `json:"childrens,omitempty"`
|
||||
NodeType string `json:"node_type,omitempty"`
|
||||
Player int `json:"player,omitempty"`
|
||||
}
|
||||
|
||||
type StrategyBlock struct {
|
||||
Actions []string `json:"actions"`
|
||||
Strategy map[string][]float64 `json:"strategy"`
|
||||
}
|
||||
|
||||
func main() {
|
||||
flag.Parse()
|
||||
filter := strings.ToLower(flag.Arg(0))
|
||||
|
||||
solverBin := os.Getenv("GOGOBEE_SOLVER")
|
||||
resourceDir := os.Getenv("GOGOBEE_SOLVER_RESOURCES")
|
||||
if solverBin == "" || resourceDir == "" {
|
||||
fmt.Fprintln(os.Stderr, "set GOGOBEE_SOLVER and GOGOBEE_SOLVER_RESOURCES")
|
||||
os.Exit(2)
|
||||
}
|
||||
|
||||
existing := loadFixture()
|
||||
workDir, err := os.MkdirTemp("", "gensolver-*")
|
||||
must(err)
|
||||
defer os.RemoveAll(workDir)
|
||||
|
||||
solved := 0
|
||||
for _, s := range plugin.TipScenarios() {
|
||||
if s.Street == plugin.StreetPreFlop || len(s.BoardStr) == 0 {
|
||||
continue
|
||||
}
|
||||
if filter != "" && !strings.Contains(strings.ToLower(s.Name), filter) {
|
||||
continue
|
||||
}
|
||||
fmt.Printf("solving: %s\n", s.Name)
|
||||
freqs, err := solveScenario(s, solverBin, resourceDir, workDir)
|
||||
if err != nil {
|
||||
fmt.Fprintf(os.Stderr, " FAILED: %v\n", err)
|
||||
continue
|
||||
}
|
||||
existing[s.Name] = freqs
|
||||
fmt.Printf(" → %v\n", freqs)
|
||||
solved++
|
||||
}
|
||||
|
||||
writeFixture(existing)
|
||||
fmt.Printf("\ndone. %d scenarios solved, fixture written to %s\n", solved, fixturePath)
|
||||
}
|
||||
|
||||
func solveScenario(s plugin.TipScenario, bin, resources, workDir string) (map[string]float64, error) {
|
||||
input := buildInputFile(s)
|
||||
inputPath := filepath.Join(workDir, "input.txt")
|
||||
outputPath := filepath.Join(workDir, "output.json")
|
||||
if err := os.WriteFile(inputPath, []byte(input), 0o644); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
// TexasSolver writes output_result.json to its CWD, so cd into workDir.
|
||||
cmd := exec.Command(bin, "-i", inputPath, "-r", resources)
|
||||
cmd.Dir = workDir
|
||||
cmd.Stdout = os.Stderr // surface solver logs on stderr so JSON doesn't mix in
|
||||
cmd.Stderr = os.Stderr
|
||||
if err := cmd.Run(); err != nil {
|
||||
return nil, fmt.Errorf("solver failed: %w", err)
|
||||
}
|
||||
|
||||
data, err := os.ReadFile(outputPath)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("read output: %w", err)
|
||||
}
|
||||
|
||||
return extractHeroFrequencies(data, s)
|
||||
}
|
||||
|
||||
func buildInputFile(s plugin.TipScenario) string {
|
||||
board := strings.Join(s.BoardStr, ",")
|
||||
ipRange, oopRange := rangesFor(s)
|
||||
|
||||
// Normalize to solver-friendly scale: pot=50, stack=8×pot, preserving
|
||||
// SPR. TexasSolver segfaults on large chip counts for certain textures
|
||||
// (suspected internal precision/overflow on some flop trees). Strategic
|
||||
// equivalence holds because GTO frequencies are scale-invariant; only
|
||||
// the raw chip values in action labels change. Caps SPR at 8 to keep
|
||||
// tree build time sane regardless of scenario stack depth.
|
||||
const normalizedPot = 50
|
||||
spr := float64(s.Stack) / float64(s.Pot)
|
||||
if spr > 8 {
|
||||
spr = 8
|
||||
}
|
||||
normalizedStack := int(float64(normalizedPot) * spr)
|
||||
if normalizedStack < 100 {
|
||||
normalizedStack = 100
|
||||
}
|
||||
|
||||
var b strings.Builder
|
||||
fmt.Fprintf(&b, "set_pot %d\n", normalizedPot)
|
||||
fmt.Fprintf(&b, "set_effective_stack %d\n", normalizedStack)
|
||||
fmt.Fprintf(&b, "set_board %s\n", board)
|
||||
fmt.Fprintf(&b, "set_range_ip %s\n", ipRange)
|
||||
fmt.Fprintf(&b, "set_range_oop %s\n", oopRange)
|
||||
// Simple bet tree: half-pot + allin each street.
|
||||
for _, side := range []string{"ip", "oop"} {
|
||||
for _, street := range []string{"flop", "turn", "river"} {
|
||||
fmt.Fprintf(&b, "set_bet_sizes %s,%s,bet,50,100\n", side, street)
|
||||
fmt.Fprintf(&b, "set_bet_sizes %s,%s,raise,60\n", side, street)
|
||||
fmt.Fprintf(&b, "set_bet_sizes %s,%s,allin\n", side, street)
|
||||
}
|
||||
}
|
||||
b.WriteString("set_allin_threshold 0.67\n")
|
||||
b.WriteString("build_tree\n")
|
||||
b.WriteString("set_thread_num 8\n")
|
||||
// accuracy 1.0 = stop when total exploitability < 1% of pot. Empirically
|
||||
// this is reached in ~80 iterations on our scenarios vs 120+ for 0.5%,
|
||||
// cutting per-scenario time roughly in half with no practical loss for
|
||||
// validation (we only check if rules engine matches a significant-freq
|
||||
// action, not exact frequencies).
|
||||
b.WriteString("set_accuracy 1.0\n")
|
||||
b.WriteString("set_max_iteration 100\n")
|
||||
b.WriteString("set_print_interval 20\n")
|
||||
// Isomorphism optimization segfaults on certain flop textures (notably
|
||||
// paired boards and some two-tone). Disabling costs ~20% extra solve
|
||||
// time but makes the pipeline reliable.
|
||||
b.WriteString("set_use_isomorphism 0\n")
|
||||
b.WriteString("start_solve\n")
|
||||
b.WriteString("set_dump_rounds 1\n")
|
||||
b.WriteString("dump_result output.json\n")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
func rangesFor(s plugin.TipScenario) (ip, oop string) {
|
||||
// HU: BTN=IP, BB=OOP.
|
||||
return rangeBTNOpen, rangeBBDefend
|
||||
}
|
||||
|
||||
// extractHeroFrequencies walks the dumped tree to find the node where hero
|
||||
// is actually to act, then returns hero's action frequencies for their exact
|
||||
// hole combo, normalized to {check,bet,call,fold,raise}.
|
||||
//
|
||||
// HU postflop ordering: OOP acts first on every street. So the root node is
|
||||
// always OOP's decision.
|
||||
//
|
||||
// - hero=OOP, ToCall=0 → root (OOP first to act, no action yet)
|
||||
// - hero=IP, ToCall=0 → root.childrens["CHECK"] (OOP checked, IP facing check)
|
||||
// - hero=IP, ToCall>0 → root.childrens["BET <x>"] matching ToCall size
|
||||
// - hero=OOP, ToCall>0 → not supported yet (check-bet line, 2 levels deep)
|
||||
func extractHeroFrequencies(data []byte, s plugin.TipScenario) (map[string]float64, error) {
|
||||
var root SolverNode
|
||||
if err := json.Unmarshal(data, &root); err != nil {
|
||||
return nil, fmt.Errorf("parse json: %w", err)
|
||||
}
|
||||
|
||||
heroIP := s.Position == "BTN" || s.Position == "SB"
|
||||
// Normalize ToCall to the solver's chip scale (pot=50) so bet-child
|
||||
// matching works after the pot/stack normalization in buildInputFile.
|
||||
normalizedToCall := float64(s.ToCall) * 50.0 / float64(s.Pot)
|
||||
node, err := navigateToHero(&root, heroIP, normalizedToCall)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if node.Strategy == nil {
|
||||
return nil, fmt.Errorf("hero node has no strategy (node_type=%s)", node.NodeType)
|
||||
}
|
||||
|
||||
key := holeKey(s.HoleStr)
|
||||
raw, ok := node.Strategy.Strategy[key]
|
||||
if !ok {
|
||||
raw, ok = node.Strategy.Strategy[flipHole(key)]
|
||||
}
|
||||
if !ok {
|
||||
return nil, fmt.Errorf("hole %q not found in strategy (tried %q)", key, flipHole(key))
|
||||
}
|
||||
if len(raw) != len(node.Strategy.Actions) {
|
||||
return nil, fmt.Errorf("action/freq length mismatch: %d vs %d", len(raw), len(node.Strategy.Actions))
|
||||
}
|
||||
|
||||
out := map[string]float64{}
|
||||
for i, act := range node.Strategy.Actions {
|
||||
out[normalizeAction(act)] += raw[i]
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
func navigateToHero(root *SolverNode, heroIP bool, toCall float64) (*SolverNode, error) {
|
||||
// HU postflop: OOP always acts first on each street, so root is OOP's node.
|
||||
switch {
|
||||
case !heroIP && toCall == 0:
|
||||
// OOP first to act, no prior action.
|
||||
return root, nil
|
||||
|
||||
case heroIP && toCall == 0:
|
||||
// OOP checked → IP facing check.
|
||||
return childByLabel(root, "CHECK")
|
||||
|
||||
case heroIP && toCall > 0:
|
||||
// OOP donk-bet (or we're mid-street with OOP having bet first). Find
|
||||
// the BET child whose chip amount is closest to the scenario's ToCall.
|
||||
return childByBetSize(root, toCall)
|
||||
|
||||
case !heroIP && toCall > 0:
|
||||
// Check-bet line: OOP checks → IP bets → OOP facing bet.
|
||||
checkNode, err := childByLabel(root, "CHECK")
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("check-bet line: %w", err)
|
||||
}
|
||||
return childByBetSize(checkNode, toCall)
|
||||
}
|
||||
return nil, fmt.Errorf("unreachable")
|
||||
}
|
||||
|
||||
func childByLabel(node *SolverNode, label string) (*SolverNode, error) {
|
||||
child, ok := node.Childrens[label]
|
||||
if !ok {
|
||||
return nil, fmt.Errorf("no %q child; available: %v", label, keysOf(node.Childrens))
|
||||
}
|
||||
return child, nil
|
||||
}
|
||||
|
||||
// childByBetSize picks the BET child whose chip amount is closest to toCall.
|
||||
// Rejects the match if the nearest bet size differs by more than 25% — that
|
||||
// usually means the solver wasn't configured with a comparable sizing and the
|
||||
// returned frequencies would describe a different decision.
|
||||
func childByBetSize(node *SolverNode, toCall float64) (*SolverNode, error) {
|
||||
var best *SolverNode
|
||||
var bestAmt float64
|
||||
bestDelta := 1e18
|
||||
for label, child := range node.Childrens {
|
||||
if !strings.HasPrefix(label, "BET") {
|
||||
continue
|
||||
}
|
||||
amt := parseBetAmount(label)
|
||||
if amt < 0 {
|
||||
continue
|
||||
}
|
||||
d := amt - toCall
|
||||
if d < 0 {
|
||||
d = -d
|
||||
}
|
||||
if d < bestDelta {
|
||||
bestDelta = d
|
||||
bestAmt = amt
|
||||
best = child
|
||||
}
|
||||
}
|
||||
if best == nil {
|
||||
return nil, fmt.Errorf("no BET child matching toCall=%v; available: %v", toCall, keysOf(node.Childrens))
|
||||
}
|
||||
if toCall > 0 && bestDelta/toCall > 0.25 {
|
||||
return nil, fmt.Errorf("nearest BET child %.2f is >25%% off toCall=%.2f; solver sizings don't cover this spot; available: %v", bestAmt, toCall, keysOf(node.Childrens))
|
||||
}
|
||||
return best, nil
|
||||
}
|
||||
|
||||
func parseBetAmount(label string) float64 {
|
||||
// "BET 25.000000" → 25
|
||||
parts := strings.Fields(label)
|
||||
if len(parts) != 2 {
|
||||
return -1
|
||||
}
|
||||
var v float64
|
||||
if _, err := fmt.Sscanf(parts[1], "%f", &v); err != nil {
|
||||
return -1
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
func keysOf(m map[string]*SolverNode) []string {
|
||||
out := make([]string, 0, len(m))
|
||||
for k := range m {
|
||||
out = append(out, k)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// holeKey builds TexasSolver's hand key: two cards with higher rank first.
|
||||
// Ranks: 2..9,T,J,Q,K,A. Suit order for same-rank pairs: s > h > d > c.
|
||||
func holeKey(hole [2]string) string {
|
||||
a, b := hole[0], hole[1]
|
||||
if cardLess(b, a) {
|
||||
return a + b
|
||||
}
|
||||
return b + a
|
||||
}
|
||||
|
||||
func flipHole(k string) string {
|
||||
if len(k) != 4 {
|
||||
return k
|
||||
}
|
||||
return k[2:] + k[:2]
|
||||
}
|
||||
|
||||
func cardLess(a, b string) bool {
|
||||
ra := rankIdx(a[0])
|
||||
rb := rankIdx(b[0])
|
||||
if ra != rb {
|
||||
return ra < rb
|
||||
}
|
||||
return suitIdx(a[1]) < suitIdx(b[1])
|
||||
}
|
||||
|
||||
func rankIdx(r byte) int {
|
||||
return strings.IndexByte("23456789TJQKA", r)
|
||||
}
|
||||
|
||||
func suitIdx(s byte) int {
|
||||
return strings.IndexByte("cdhs", s)
|
||||
}
|
||||
|
||||
func normalizeAction(a string) string {
|
||||
a = strings.ToLower(a)
|
||||
switch {
|
||||
case strings.HasPrefix(a, "check"):
|
||||
return "check"
|
||||
case strings.HasPrefix(a, "fold"):
|
||||
return "fold"
|
||||
case strings.HasPrefix(a, "call"):
|
||||
return "call"
|
||||
case strings.HasPrefix(a, "bet"):
|
||||
return "bet"
|
||||
case strings.HasPrefix(a, "raise"):
|
||||
return "raise"
|
||||
case strings.Contains(a, "allin"):
|
||||
return "raise"
|
||||
default:
|
||||
return a
|
||||
}
|
||||
}
|
||||
|
||||
func loadFixture() map[string]map[string]float64 {
|
||||
out := map[string]map[string]float64{}
|
||||
data, err := os.ReadFile(fixturePath)
|
||||
if err != nil {
|
||||
return out
|
||||
}
|
||||
_ = json.Unmarshal(data, &out)
|
||||
return out
|
||||
}
|
||||
|
||||
func writeFixture(m map[string]map[string]float64) {
|
||||
keys := make([]string, 0, len(m))
|
||||
for k := range m {
|
||||
keys = append(keys, k)
|
||||
}
|
||||
sort.Strings(keys)
|
||||
ordered := make(map[string]map[string]float64, len(m))
|
||||
for _, k := range keys {
|
||||
ordered[k] = m[k]
|
||||
}
|
||||
data, err := json.MarshalIndent(ordered, "", " ")
|
||||
must(err)
|
||||
must(os.MkdirAll(filepath.Dir(fixturePath), 0o755))
|
||||
must(os.WriteFile(fixturePath, append(data, '\n'), 0o644))
|
||||
}
|
||||
|
||||
func must(err error) {
|
||||
if err != nil {
|
||||
fmt.Fprintln(os.Stderr, err)
|
||||
os.Exit(1)
|
||||
}
|
||||
}
|
||||
342
cmd/open5e-import/bestiary.go
Normal file
342
cmd/open5e-import/bestiary.go
Normal file
@@ -0,0 +1,342 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"net/http"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"sort"
|
||||
"strconv"
|
||||
"strings"
|
||||
"time"
|
||||
)
|
||||
|
||||
// open5eMonster is the subset of the Open5e v1 monster schema we consume. The
|
||||
// vendored JSON keeps the full payload; unknown fields are ignored here.
|
||||
type open5eMonster struct {
|
||||
Slug string `json:"slug"`
|
||||
Name string `json:"name"`
|
||||
Size string `json:"size"`
|
||||
Type string `json:"type"`
|
||||
CR float64 `json:"cr"`
|
||||
ArmorClass int `json:"armor_class"`
|
||||
HitPoints int `json:"hit_points"`
|
||||
Speed map[string]any `json:"speed"`
|
||||
Strength int `json:"strength"`
|
||||
Dexterity int `json:"dexterity"`
|
||||
Constitution int `json:"constitution"`
|
||||
Intelligence int `json:"intelligence"`
|
||||
Wisdom int `json:"wisdom"`
|
||||
Charisma int `json:"charisma"`
|
||||
Actions []open5eAction `json:"actions"`
|
||||
LegendaryActions []open5eAction `json:"legendary_actions"`
|
||||
SpecialAbilities []open5eNamedBlock `json:"special_abilities"`
|
||||
}
|
||||
|
||||
// open5eAction is one entry in a monster's actions list. An entry is a weapon
|
||||
// attack iff DamageDice is non-empty; Multiattack and utility actions leave it
|
||||
// blank. AttackBonus/DamageBonus arrive as JSON null on non-attacks, which
|
||||
// unmarshals to 0 — harmless, since DamageDice is the attack discriminator.
|
||||
type open5eAction struct {
|
||||
Name string `json:"name"`
|
||||
Desc string `json:"desc"`
|
||||
AttackBonus int `json:"attack_bonus"`
|
||||
DamageDice string `json:"damage_dice"`
|
||||
DamageBonus int `json:"damage_bonus"`
|
||||
}
|
||||
|
||||
type open5eNamedBlock struct {
|
||||
Name string `json:"name"`
|
||||
}
|
||||
|
||||
type monstersPage struct {
|
||||
Next string `json:"next"`
|
||||
Results []open5eMonster `json:"results"`
|
||||
}
|
||||
|
||||
// fetchMonsters pages through the SRD monster list and writes the full result
|
||||
// set to data/open5e/monsters.json, pretty-printed for a reviewable diff.
|
||||
func fetchMonsters() error {
|
||||
client := &http.Client{Timeout: 30 * time.Second}
|
||||
var all []open5eMonster
|
||||
url := monstersAPIBase
|
||||
for url != "" {
|
||||
fmt.Fprintln(os.Stderr, "GET", url)
|
||||
page, err := getMonstersPage(client, url)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
all = append(all, page.Results...)
|
||||
url = page.Next
|
||||
}
|
||||
fmt.Fprintf(os.Stderr, "fetched %d monsters\n", len(all))
|
||||
|
||||
if err := os.MkdirAll(filepath.Dir(monstersJSON), 0o755); err != nil {
|
||||
return err
|
||||
}
|
||||
out, err := json.MarshalIndent(all, "", " ")
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
out = append(out, '\n')
|
||||
return os.WriteFile(monstersJSON, out, 0o644)
|
||||
}
|
||||
|
||||
func getMonstersPage(client *http.Client, url string) (*monstersPage, error) {
|
||||
resp, err := client.Get(url)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
if resp.StatusCode != http.StatusOK {
|
||||
return nil, fmt.Errorf("%s: HTTP %d", url, resp.StatusCode)
|
||||
}
|
||||
body, err := io.ReadAll(resp.Body)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var page monstersPage
|
||||
if err := json.Unmarshal(body, &page); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &page, nil
|
||||
}
|
||||
|
||||
// ── Staging-table classifier ─────────────────────────────────────────────────
|
||||
|
||||
// genStatBlock mirrors plugin.SRDStatBlock — a raw SRD stat block. These values
|
||||
// are NOT engine-tuned: raw SRD damage one-shots gogobee's solo player (see
|
||||
// bestiary_srd.go). The staging table is a balance baseline the hand-authored
|
||||
// dndBestiary / srdProfiles tuning pass reads against, not a drop-in roster.
|
||||
type genStatBlock struct {
|
||||
Slug, Name string
|
||||
Size, Type string
|
||||
CR float64
|
||||
XP int
|
||||
HP, AC int
|
||||
SpeedWalk int
|
||||
STR, DEX int
|
||||
CON, INT int
|
||||
WIS, CHA int
|
||||
Multiattack string
|
||||
Attacks []genStatAttack
|
||||
Traits []string
|
||||
Legendary bool
|
||||
}
|
||||
|
||||
type genStatAttack struct {
|
||||
Name string
|
||||
AttackBonus int
|
||||
DamageDice string
|
||||
DamageBonus int
|
||||
AvgDamage int
|
||||
DamageType string
|
||||
}
|
||||
|
||||
// xpByCR is the SRD experience-by-challenge-rating table. Open5e exposes no XP
|
||||
// field, but the tuning pass wants it, so it is derived here from CR.
|
||||
var xpByCR = map[float64]int{
|
||||
0: 10, 0.125: 25, 0.25: 50, 0.5: 100,
|
||||
1: 200, 2: 450, 3: 700, 4: 1100, 5: 1800, 6: 2300, 7: 2900, 8: 3900,
|
||||
9: 5000, 10: 5900, 11: 7200, 12: 8400, 13: 10000, 14: 11500, 15: 13000,
|
||||
16: 15000, 17: 18000, 18: 20000, 19: 22000, 20: 25000, 21: 33000,
|
||||
22: 41000, 23: 50000, 24: 62000, 25: 75000, 26: 90000, 27: 105000,
|
||||
28: 120000, 29: 135000, 30: 155000,
|
||||
}
|
||||
|
||||
// genBestiary reads the vendored monsters.json, classifies every SRD monster
|
||||
// into a raw staging stat block, and writes the generated Go data file.
|
||||
func genBestiary() error {
|
||||
raw, err := os.ReadFile(monstersJSON)
|
||||
if err != nil {
|
||||
return fmt.Errorf("read %s (run `fetch bestiary` first?): %w", monstersJSON, err)
|
||||
}
|
||||
var src []open5eMonster
|
||||
if err := json.Unmarshal(raw, &src); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
blocks := make([]genStatBlock, 0, len(src))
|
||||
var attacks int
|
||||
for _, m := range src {
|
||||
b := classifyMonster(m)
|
||||
attacks += len(b.Attacks)
|
||||
blocks = append(blocks, b)
|
||||
}
|
||||
sort.Slice(blocks, func(i, j int) bool {
|
||||
if blocks[i].CR != blocks[j].CR {
|
||||
return blocks[i].CR < blocks[j].CR
|
||||
}
|
||||
return blocks[i].Slug < blocks[j].Slug
|
||||
})
|
||||
fmt.Fprintf(os.Stderr, "classified %d monsters (%d parsed attacks)\n", len(blocks), attacks)
|
||||
|
||||
out := emitBestiary(blocks)
|
||||
if err := os.WriteFile(bestiaryGenGo, out, 0o644); err != nil {
|
||||
return err
|
||||
}
|
||||
fmt.Fprintln(os.Stderr, "wrote", bestiaryGenGo)
|
||||
return nil
|
||||
}
|
||||
|
||||
func classifyMonster(m open5eMonster) genStatBlock {
|
||||
b := genStatBlock{
|
||||
Slug: strings.ReplaceAll(m.Slug, "-", "_"),
|
||||
Name: m.Name,
|
||||
Size: strings.ToLower(strings.TrimSpace(m.Size)),
|
||||
Type: strings.ToLower(strings.TrimSpace(m.Type)),
|
||||
CR: m.CR,
|
||||
XP: xpByCR[m.CR],
|
||||
HP: m.HitPoints,
|
||||
AC: m.ArmorClass,
|
||||
STR: m.Strength, DEX: m.Dexterity, CON: m.Constitution,
|
||||
INT: m.Intelligence, WIS: m.Wisdom, CHA: m.Charisma,
|
||||
SpeedWalk: speedWalk(m.Speed),
|
||||
Legendary: len(m.LegendaryActions) > 0,
|
||||
}
|
||||
for _, a := range m.Actions {
|
||||
if strings.EqualFold(strings.TrimSpace(a.Name), "Multiattack") {
|
||||
b.Multiattack = firstSentence(strings.TrimSpace(a.Desc), 200)
|
||||
continue
|
||||
}
|
||||
if a.DamageDice == "" {
|
||||
continue
|
||||
}
|
||||
atk := genStatAttack{
|
||||
Name: a.Name,
|
||||
AttackBonus: a.AttackBonus,
|
||||
DamageDice: strings.ReplaceAll(a.DamageDice, " ", ""),
|
||||
DamageBonus: a.DamageBonus,
|
||||
}
|
||||
atk.AvgDamage = int(avgDice(atk.DamageDice)) + a.DamageBonus
|
||||
if mt := reDmgType.FindStringSubmatch(strings.ToLower(a.Desc)); mt != nil {
|
||||
atk.DamageType = strings.ToLower(mt[1])
|
||||
}
|
||||
b.Attacks = append(b.Attacks, atk)
|
||||
}
|
||||
for _, sa := range m.SpecialAbilities {
|
||||
if n := strings.TrimSpace(sa.Name); n != "" {
|
||||
b.Traits = append(b.Traits, n)
|
||||
}
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
// speedWalk pulls the walking speed (in feet) out of Open5e's speed object,
|
||||
// falling back to the fastest other movement mode for creatures with no walk
|
||||
// speed (flyers, swimmers). Returns 0 when nothing parses.
|
||||
func speedWalk(speed map[string]any) int {
|
||||
asInt := func(v any) int {
|
||||
if f, ok := v.(float64); ok {
|
||||
return int(f)
|
||||
}
|
||||
return 0
|
||||
}
|
||||
if w := asInt(speed["walk"]); w > 0 {
|
||||
return w
|
||||
}
|
||||
best := 0
|
||||
for mode, v := range speed {
|
||||
if mode == "walk" {
|
||||
continue
|
||||
}
|
||||
if n := asInt(v); n > best {
|
||||
best = n
|
||||
}
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
// avgDice returns the statistical average of an NdM dice expression. A bare or
|
||||
// unparseable expression yields 0 — the staging table records what it can and
|
||||
// leaves the rest for the tuning pass.
|
||||
func avgDice(dice string) float64 {
|
||||
i := strings.IndexByte(dice, 'd')
|
||||
if i <= 0 {
|
||||
return 0
|
||||
}
|
||||
n, err1 := strconv.Atoi(dice[:i])
|
||||
m, err2 := strconv.Atoi(dice[i+1:])
|
||||
if err1 != nil || err2 != nil || n <= 0 || m <= 0 {
|
||||
return 0
|
||||
}
|
||||
return float64(n) * (float64(m) + 1) / 2
|
||||
}
|
||||
|
||||
// ── Code emission ────────────────────────────────────────────────────────────
|
||||
|
||||
func emitBestiary(blocks []genStatBlock) []byte {
|
||||
var b bytes.Buffer
|
||||
b.WriteString(`// Code generated by cmd/open5e-import. DO NOT EDIT.
|
||||
//
|
||||
// Source: Open5e SRD monster dump (data/open5e/monsters.json), 5e SRD content
|
||||
// under CC-BY-4.0 — see NOTICE. Regenerate with:
|
||||
//
|
||||
// go run ./cmd/open5e-import fetch bestiary
|
||||
// go run ./cmd/open5e-import gen bestiary
|
||||
//
|
||||
// This is the RAW SRD staging table — see bestiary_srd_staging.go for why these
|
||||
// values are a balance baseline and not a drop-in engine roster.
|
||||
|
||||
package plugin
|
||||
|
||||
func buildSRDStagingBestiary() map[string]SRDStatBlock {
|
||||
return map[string]SRDStatBlock{
|
||||
`)
|
||||
for _, m := range blocks {
|
||||
fmt.Fprintf(&b, "\t\t%q: {Slug: %q, Name: %q", m.Slug, m.Slug, m.Name)
|
||||
if m.Size != "" {
|
||||
fmt.Fprintf(&b, ", Size: %q", m.Size)
|
||||
}
|
||||
if m.Type != "" {
|
||||
fmt.Fprintf(&b, ", Type: %q", m.Type)
|
||||
}
|
||||
fmt.Fprintf(&b, ", CR: %s", strconv.FormatFloat(m.CR, 'g', -1, 64))
|
||||
if m.XP != 0 {
|
||||
fmt.Fprintf(&b, ", XP: %d", m.XP)
|
||||
}
|
||||
fmt.Fprintf(&b, ", HP: %d, AC: %d", m.HP, m.AC)
|
||||
if m.SpeedWalk != 0 {
|
||||
fmt.Fprintf(&b, ", SpeedWalk: %d", m.SpeedWalk)
|
||||
}
|
||||
fmt.Fprintf(&b, ", STR: %d, DEX: %d, CON: %d, INT: %d, WIS: %d, CHA: %d",
|
||||
m.STR, m.DEX, m.CON, m.INT, m.WIS, m.CHA)
|
||||
if m.Multiattack != "" {
|
||||
fmt.Fprintf(&b, ", Multiattack: %q", m.Multiattack)
|
||||
}
|
||||
if len(m.Attacks) > 0 {
|
||||
b.WriteString(", Attacks: []SRDStatAttack{")
|
||||
for i, a := range m.Attacks {
|
||||
if i > 0 {
|
||||
b.WriteString(", ")
|
||||
}
|
||||
fmt.Fprintf(&b, "{Name: %q, AttackBonus: %d, DamageDice: %q, DamageBonus: %d, AvgDamage: %d",
|
||||
a.Name, a.AttackBonus, a.DamageDice, a.DamageBonus, a.AvgDamage)
|
||||
if a.DamageType != "" {
|
||||
fmt.Fprintf(&b, ", DamageType: %q", a.DamageType)
|
||||
}
|
||||
b.WriteString("}")
|
||||
}
|
||||
b.WriteString("}")
|
||||
}
|
||||
if len(m.Traits) > 0 {
|
||||
b.WriteString(", Traits: []string{")
|
||||
for i, t := range m.Traits {
|
||||
if i > 0 {
|
||||
b.WriteString(", ")
|
||||
}
|
||||
fmt.Fprintf(&b, "%q", t)
|
||||
}
|
||||
b.WriteString("}")
|
||||
}
|
||||
if m.Legendary {
|
||||
b.WriteString(", Legendary: true")
|
||||
}
|
||||
b.WriteString("},\n")
|
||||
}
|
||||
b.WriteString("\t}\n}\n")
|
||||
return b.Bytes()
|
||||
}
|
||||
152
cmd/open5e-import/desc_overrides.go
Normal file
152
cmd/open5e-import/desc_overrides.go
Normal file
@@ -0,0 +1,152 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"regexp"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// Description-cleaning hooks shared by the spell and magic-item generators.
|
||||
//
|
||||
// The Open5e dump descriptions are SRD prose pulled verbatim — they leak
|
||||
// "within range," "WIS saving throw," "your Constitution score is 19," and
|
||||
// other rules-text the game now hides. This file handles two layers:
|
||||
//
|
||||
// - A sanitizer (cleanDesc) strips the worst jargon clauses from the auto
|
||||
// first-sentence and tidies the result. Used as the default path.
|
||||
// - Per-ID override maps win outright when a description needs more than
|
||||
// mechanical scrubbing (e.g. Amulet of Health's "score is 19," all of
|
||||
// the Mage default-list cantrips). Hand-author here, not in the
|
||||
// generated file — these survive a regen.
|
||||
|
||||
// spellDescOverride wins over the auto-derived first-sentence Description
|
||||
// when the slug matches. Cover anything that surfaces in the player's
|
||||
// spellbook listing (defaultKnownSpells) or the !spells available command.
|
||||
//
|
||||
// Tone target: outcome-first, second person, plain English. No DC, no slot
|
||||
// jargon, no "within range." Match the voice already in dnd_spells_data.go.
|
||||
var spellDescOverride = map[string]string{
|
||||
// SRD-only spells that appear in defaultKnownSpells (no hand-authored
|
||||
// overlay in dnd_spells_data.go). Sourced from the S3 surfaced-spells
|
||||
// audit; each gives the player a one-line read of what it does, with
|
||||
// just enough bite that the spellbook isn't a phone book.
|
||||
"call_lightning": "Summon a sulking thundercloud, then ask it — politely — to drop a bolt on someone you dislike.",
|
||||
"charm_person": "Sweet-talk a humanoid into treating you as their new favourite acquaintance. Wears off; they may notice.",
|
||||
"conjure_animals": "Call up a posse of summoned beasts. They are very enthusiastic and only mostly trained.",
|
||||
"eldritch_blast": "A beam of crackling otherworldly Whatever streaks at a target. Your patron's preferred greeting.",
|
||||
"entangle": "The ground sprouts rude, grabby roots in a patch. Anyone caught looks undignified at best.",
|
||||
"faerie_fire": "Outline targets in glittery light. They can't hide; you hit them more easily; they hate it.",
|
||||
"fear": "Project a cone of pure dread. Brave folk turn and run; less brave folk were already running.",
|
||||
"flaming_sphere": "A rolling ball of fire shows up and goes wherever you point. Carpet not included.",
|
||||
"haste": "An ally surges with speed — extra ground, sharper defences, an extra swing. Brief, glorious, exhausting.",
|
||||
"healing_word": "Bark a healing syllable across the battlefield. An ally finds themselves slightly less dead.",
|
||||
"heat_metal": "Their weapon, their armour, their belt buckle — glowing red-hot. Hard to grip. Worse to wear.",
|
||||
"heroism": "An ally takes courage. No fear, more grit, slightly insufferable battle cries.",
|
||||
"hideous_laughter": "Target collapses in a fit of unstoppable giggling. Awkward for them, very funny for you.",
|
||||
"insect_plague": "A swarm of biting locusts boils up in an area. Everyone inside has Opinions about it.",
|
||||
"invisibility": "An ally fades from sight. Lasts until they attack, cast, or yell something dramatic.",
|
||||
"produce_flame": "A flame springs to your palm. Use it as a torch, or sling it at someone. Multipurpose.",
|
||||
"ray_of_frost": "A freezing beam catches a target and leaves them sluggish, frosted, and visibly cross.",
|
||||
"vampiric_touch": "Drain life from a target. The damage you deal patches you up. Frowned upon at parties.",
|
||||
"vicious_mockery": "Hurl an insult so cutting it physically hurts. Their next swing wobbles in shame.",
|
||||
|
||||
// Hand-authored overlay descriptions in dnd_spells_data.go are the
|
||||
// canonical text and win at registry merge time, so they don't need
|
||||
// entries here. If a spell ever moves out of buildSpellList(), add it
|
||||
// above.
|
||||
}
|
||||
|
||||
// magicItemDescOverride wins over the auto-derived Desc when the slug
|
||||
// matches. Priority targets: items the plan called out by name (Amulet of
|
||||
// Health, Belt of Giant Strength) and any item whose SRD blurb leaks rules
|
||||
// math or names a spell the player can't cast.
|
||||
var magicItemDescOverride = map[string]string{
|
||||
"amulet_of_health": "Hums against your collarbone and quietly upgrades your constitution to 'bothersome to kill.'",
|
||||
"belt_of_giant_strength_hill": "Buckle it on; suddenly you can deadlift the bartender. Hill-giant grade.",
|
||||
"belt_of_giant_strength_stone": "Buckle it on; the floor creaks where you weren't standing yesterday. Stone-giant grade.",
|
||||
"belt_of_giant_strength_frost": "Buckle it on; doors come off their hinges when you knock politely. Frost-giant grade.",
|
||||
"belt_of_giant_strength_fire": "Buckle it on; furniture rearranges itself to be elsewhere. Fire-giant grade.",
|
||||
"belt_of_giant_strength_cloud": "Buckle it on; you arm-wrestle siege engines for fun. Cloud-giant grade.",
|
||||
"belt_of_giant_strength_storm": "Buckle it on; the world feels strangely flimsy. Storm-giant grade.",
|
||||
"belt_of_hill_giant_strength": "Buckle it on; suddenly you can deadlift the bartender. Hill-giant grade.",
|
||||
"belt_of_stone_giant_strength": "Buckle it on; the floor creaks where you weren't standing yesterday. Stone-giant grade.",
|
||||
"belt_of_frost_giant_strength": "Buckle it on; doors come off their hinges when you knock politely. Frost-giant grade.",
|
||||
"belt_of_fire_giant_strength": "Buckle it on; furniture rearranges itself to be elsewhere. Fire-giant grade.",
|
||||
"belt_of_cloud_giant_strength": "Buckle it on; you arm-wrestle siege engines for fun. Cloud-giant grade.",
|
||||
"belt_of_storm_giant_strength": "Buckle it on; the world feels strangely flimsy. Storm-giant grade.",
|
||||
"belt_of_dwarvenkind": "A stout dwarven belt — beard not included, hardiness very much included.",
|
||||
"boots_of_levitation": "Float upward at will. Down is a separate problem you'll figure out later.",
|
||||
"boots_of_speed": "Click the heels together; the world starts moving at a polite walking pace.",
|
||||
"boots_of_striding_and_springing": "Tireless stride and effortless hops. Ceilings: now optional.",
|
||||
"boots_of_the_winterlands": "Snow doesn't slow you, cold doesn't bite, and your tracks tactfully erase themselves.",
|
||||
"bracers_of_archery": "Steady your bow arm — your arrows hit harder and find seams in armour they shouldn't.",
|
||||
"bracers_of_defense": "Light bracers that quietly turn aside blows. No armour required, no questions asked.",
|
||||
"brooch_of_shielding": "Pinned to your cloak. Eats incoming bolts of force like they're hors d'oeuvres.",
|
||||
"cloak_of_displacement": "Bends light around you. Attackers keep swinging at where you obviously are, and missing.",
|
||||
"cloak_of_elvenkind": "Pulls shadows around you whether you asked or not. Watchful eyes slide right off.",
|
||||
"cloak_of_protection": "A perfectly ordinary travelling cloak that perfectly extraordinarily refuses to let you get hit.",
|
||||
"cloak_of_resistance": "Wards off one kind of harm — fire, frost, lightning, poison, or some other unpleasant Tuesday.",
|
||||
"cloak_of_the_bat": "By night you glide instead of fall; on a really good night, you fly. Daytime: just a cloak.",
|
||||
"cloak_of_the_manta_ray": "Underwater, you swim like a manta and breathe like you're on land. On land, you look damp.",
|
||||
"gauntlets_of_ogre_power": "Heavy gauntlets that lend you an ogre's strength and an ogre's complete disregard for door frames.",
|
||||
"headband_of_intellect": "Slips on, makes you think clever thoughts you have no business thinking. People notice.",
|
||||
"ring_of_protection": "A plain ring. Quietly turns aside blows you'd otherwise take. Refuses to explain how.",
|
||||
"ring_of_regeneration": "Wounds knit themselves back together while you wear it. Slowly. Smugly.",
|
||||
"ring_of_resistance": "Wards off one kind of harm — fire, frost, lightning, poison, or another flavour of bad day.",
|
||||
"ring_of_swimming": "Slip through water faster than any swimmer should. Dolphins file complaints.",
|
||||
"ring_of_warmth": "Cold weather no longer applies to you. Chill damage softens; you become unbearable in winter.",
|
||||
"slippers_of_spider_climbing": "Walk up walls and across ceilings as if the floor were merely a suggestion.",
|
||||
}
|
||||
|
||||
// cleanDesc strips the worst SRD jargon from a description before it lands in
|
||||
// the generated file. It is intentionally conservative: drop offending phrases,
|
||||
// collapse the resulting whitespace, leave the rest of the sentence alone. Any
|
||||
// description that still reads poorly after this pass should get a hand-authored
|
||||
// entry in spellDescOverride / magicItemDescOverride above.
|
||||
func cleanDesc(s string) string {
|
||||
if s == "" {
|
||||
return s
|
||||
}
|
||||
for _, pat := range descScrub {
|
||||
s = pat.ReplaceAllString(s, "")
|
||||
}
|
||||
// Collapse runs of whitespace and tidy stray punctuation orphans left
|
||||
// behind by deletions ("a creature and ", " , ", " .").
|
||||
s = reSpaces.ReplaceAllString(s, " ")
|
||||
s = strings.ReplaceAll(s, " ,", ",")
|
||||
s = strings.ReplaceAll(s, " .", ".")
|
||||
s = strings.ReplaceAll(s, "( )", "")
|
||||
// Repair sentence stubs left by clause-strippers — "...must make." after
|
||||
// the saving-throw object is gone, or trailing " and." where one half of
|
||||
// a coordinated noun phrase was removed. These are conservative: they
|
||||
// only fire when the orphan sits at end-of-sentence.
|
||||
s = reOrphanMustMake.ReplaceAllString(s, "$1")
|
||||
s = reOrphanTrailingAnd.ReplaceAllString(s, ".")
|
||||
s = strings.TrimSpace(s)
|
||||
return s
|
||||
}
|
||||
|
||||
var (
|
||||
reSpaces = regexp.MustCompile(`\s+`)
|
||||
reOrphanMustMake = regexp.MustCompile(`(?i)\s+must\s+(?:make|succeed on|attempt)([.,;])`)
|
||||
reOrphanTrailingAnd = regexp.MustCompile(`(?i),?\s+and\.`)
|
||||
descScrub = []*regexp.Regexp{
|
||||
// Range / distance jargon.
|
||||
regexp.MustCompile(`(?i)\s*\bwithin range\b`),
|
||||
regexp.MustCompile(`(?i)\s*\bwithin \d+ feet(?: of [a-z ]+?)?`),
|
||||
regexp.MustCompile(`(?i)\s+\d+-foot[- ](?:radius|cone|cube|line|sphere|square)`),
|
||||
regexp.MustCompile(`(?i)\s+(?:out to a range of\s*)?\d+ feet\b`),
|
||||
regexp.MustCompile(`(?i)\s+out to a range of\b`),
|
||||
// Save / DC / slot jargon.
|
||||
regexp.MustCompile(`(?i)\s*\b(?:Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma)\s+saving throws?\b`),
|
||||
regexp.MustCompile(`(?i)\s*\bsaving throws?\b`),
|
||||
regexp.MustCompile(`(?i)\s*\(save(?:\s+DC\s*\d+)?\)`),
|
||||
regexp.MustCompile(`(?i)\s*\bDC\s*\d+\b`),
|
||||
regexp.MustCompile(`(?i)\s*\b(?:using|cast(?:ing)?(?: it)? with) a spell slot of \d+(?:st|nd|rd|th) level or higher\b`),
|
||||
regexp.MustCompile(`(?i)\s*\bspell slot\b`),
|
||||
// Cross-references and stat-block leakage.
|
||||
regexp.MustCompile(`(?i)\s*\bsee the spell\b`),
|
||||
regexp.MustCompile(`(?i)\s*\b(?:wisdom|strength|dexterity|constitution|intelligence|charisma)\s+save\b`),
|
||||
regexp.MustCompile(`(?i)\s*\b(?:wisdom|strength|dexterity|constitution|intelligence|charisma)\s+score\s+is\s+\d+\b`),
|
||||
regexp.MustCompile(`(?i)\s*\bconstitution score\b`),
|
||||
}
|
||||
)
|
||||
122
cmd/open5e-import/desc_overrides_test.go
Normal file
122
cmd/open5e-import/desc_overrides_test.go
Normal file
@@ -0,0 +1,122 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// TestCleanDescStripsJargon — the S3 acceptance criteria translated into
|
||||
// regression cases. Any phrase listed here must not survive the sanitizer.
|
||||
func TestCleanDescStripsJargon(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
in string
|
||||
mustNot []string
|
||||
}{
|
||||
{
|
||||
name: "saving throw + DC",
|
||||
in: "Each creature in the area must make a Dexterity saving throw (DC 15) or take damage.",
|
||||
mustNot: []string{
|
||||
"saving throw", "DC 15", "DC15",
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "saving throws plural",
|
||||
in: "You have advantage on saving throws against spells.",
|
||||
mustNot: []string{"saving throws"},
|
||||
},
|
||||
{
|
||||
name: "within range",
|
||||
in: "Hurl a bolt at a creature within range.",
|
||||
mustNot: []string{"within range"},
|
||||
},
|
||||
{
|
||||
name: "5-foot radius",
|
||||
in: "Each creature in a 5-foot radius takes damage.",
|
||||
mustNot: []string{"5-foot"},
|
||||
},
|
||||
{
|
||||
name: "spell slot upcast clause",
|
||||
in: "When you cast this spell using a spell slot of 2nd level or higher, the damage increases.",
|
||||
mustNot: []string{"spell slot"},
|
||||
},
|
||||
{
|
||||
name: "constitution score",
|
||||
in: "Your Constitution score is 19 while you wear this amulet.",
|
||||
mustNot: []string{"Constitution score"},
|
||||
},
|
||||
{
|
||||
name: "(save DC X) parenthetical",
|
||||
in: "You can use an action to cast the detect thoughts spell (save DC 13) from it.",
|
||||
mustNot: []string{"(save", "DC 13"},
|
||||
},
|
||||
{
|
||||
name: "wisdom save",
|
||||
in: "Forces a wisdom save against the caster.",
|
||||
mustNot: []string{"wisdom save"},
|
||||
},
|
||||
{
|
||||
name: "out to a range of feet",
|
||||
in: "You have darkvision out to a range of 60 feet.",
|
||||
mustNot: []string{"feet", "out to a range"},
|
||||
},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
got := cleanDesc(tc.in)
|
||||
low := strings.ToLower(got)
|
||||
for _, ban := range tc.mustNot {
|
||||
if strings.Contains(low, strings.ToLower(ban)) {
|
||||
t.Errorf("cleanDesc kept banned phrase %q\n in: %q\n out: %q", ban, tc.in, got)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// TestCleanDescRepairsOrphans — the strippers leave dangling stubs ("must
|
||||
// make.", " and."); the post-pass is meant to tidy them so player-facing
|
||||
// prose doesn't end mid-clause.
|
||||
func TestCleanDescRepairsOrphans(t *testing.T) {
|
||||
in := "You gain a +1 bonus to ability checks and saving throws."
|
||||
got := cleanDesc(in)
|
||||
if strings.HasSuffix(got, " and.") {
|
||||
t.Errorf("orphan trailing 'and.' survived: %q", got)
|
||||
}
|
||||
in2 := "Up to three creatures of your choice that you can see must make charisma saving throws."
|
||||
got2 := cleanDesc(in2)
|
||||
if strings.Contains(strings.ToLower(got2), "must make.") {
|
||||
t.Errorf("orphan 'must make.' survived: %q", got2)
|
||||
}
|
||||
}
|
||||
|
||||
// TestStripNameParenthetical — bestiary R21 / magic-item alias names.
|
||||
func TestStripNameParenthetical(t *testing.T) {
|
||||
cases := map[string]string{
|
||||
"Giant Rat (Diseased)": "Giant Rat",
|
||||
"Deep Gnome (Svirfneblin)": "Deep Gnome",
|
||||
"Stone of Good Luck (Luckstone)": "Stone of Good Luck",
|
||||
"Ordinary Name": "Ordinary Name",
|
||||
"": "",
|
||||
}
|
||||
for in, want := range cases {
|
||||
if got := stripNameParenthetical(in); got != want {
|
||||
t.Errorf("stripNameParenthetical(%q) = %q, want %q", in, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestSpellOverrideWins — the curated descriptions for the SRD-only default
|
||||
// spells must beat the auto first-sentence path.
|
||||
func TestSpellOverrideWins(t *testing.T) {
|
||||
got := spellDescription("vicious_mockery", "anything could go here")
|
||||
if got != spellDescOverride["vicious_mockery"] {
|
||||
t.Errorf("override didn't win: got %q", got)
|
||||
}
|
||||
// Unknown ID falls through to cleanDesc.
|
||||
in := "Hurl a bolt at a creature within range."
|
||||
got = spellDescription("unknown_spell_xyz", in)
|
||||
if strings.Contains(got, "within range") {
|
||||
t.Errorf("fallthrough didn't sanitize: %q", got)
|
||||
}
|
||||
}
|
||||
339
cmd/open5e-import/gen.go
Normal file
339
cmd/open5e-import/gen.go
Normal file
@@ -0,0 +1,339 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"os"
|
||||
"regexp"
|
||||
"sort"
|
||||
"strconv"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// classEnum maps an Open5e spell_lists entry to the plugin's DnDClass enum
|
||||
// identifier. Open5e's "wizard" is the plugin's Mage; classes the plugin
|
||||
// doesn't model (artificer, etc.) are absent and silently dropped.
|
||||
//
|
||||
// classOrder fixes the iteration order so generated Classes slices are stable.
|
||||
var (
|
||||
classEnum = map[string]string{
|
||||
"wizard": "ClassMage",
|
||||
"cleric": "ClassCleric",
|
||||
"ranger": "ClassRanger",
|
||||
"druid": "ClassDruid",
|
||||
"bard": "ClassBard",
|
||||
"sorcerer": "ClassSorcerer",
|
||||
"warlock": "ClassWarlock",
|
||||
"paladin": "ClassPaladin",
|
||||
}
|
||||
classOrder = []string{"wizard", "cleric", "ranger", "druid", "bard", "sorcerer", "warlock", "paladin"}
|
||||
)
|
||||
|
||||
// mapClasses turns an Open5e spell's class tags into plugin enum identifiers,
|
||||
// deduped and in classOrder. It unions the structured spell_lists array with
|
||||
// the free-text dnd_class field ("Druid, Wizard") — the SRD dump's spell_lists
|
||||
// omits paladin entirely, so dnd_class is the more complete source. Returns
|
||||
// nil when the spell belongs to no modelled class (the caller drops those —
|
||||
// they have no caster to learn them).
|
||||
func mapClasses(lists []string, dndClass string) []string {
|
||||
seen := map[string]bool{}
|
||||
for _, l := range lists {
|
||||
seen[strings.ToLower(strings.TrimSpace(l))] = true
|
||||
}
|
||||
for _, l := range strings.Split(dndClass, ",") {
|
||||
seen[strings.ToLower(strings.TrimSpace(l))] = true
|
||||
}
|
||||
var out []string
|
||||
for _, c := range classOrder {
|
||||
if seen[c] {
|
||||
out = append(out, classEnum[c])
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// genSpell is a fully classified spell ready for code emission. Fields mirror
|
||||
// plugin.SpellDefinition; enum-typed fields hold the Go identifier as a string.
|
||||
type genSpell struct {
|
||||
ID string
|
||||
Name string
|
||||
Level int
|
||||
School string
|
||||
Classes []string
|
||||
Effect string
|
||||
CastTime string
|
||||
Concentration bool
|
||||
SaveStat string
|
||||
AttackRoll bool
|
||||
DamageDice string
|
||||
DamageType string
|
||||
Description string
|
||||
Upcast string
|
||||
MaterialCost int
|
||||
AOE bool
|
||||
}
|
||||
|
||||
// genSpells reads the vendored spells.json, classifies every in-scope spell,
|
||||
// and writes the generated Go data file.
|
||||
func genSpells() error {
|
||||
raw, err := os.ReadFile(spellsJSON)
|
||||
if err != nil {
|
||||
return fmt.Errorf("read %s (run `fetch spells` first?): %w", spellsJSON, err)
|
||||
}
|
||||
var src []open5eSpell
|
||||
if err := json.Unmarshal(raw, &src); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
var spells []genSpell
|
||||
var skippedLevel, skippedNoClass int
|
||||
for _, s := range src {
|
||||
if s.LevelInt > 5 {
|
||||
// Combat caps at L5 spell slots — nothing can ever cast these.
|
||||
skippedLevel++
|
||||
continue
|
||||
}
|
||||
classes := mapClasses(s.SpellLists, s.DndClass)
|
||||
if len(classes) == 0 {
|
||||
skippedNoClass++
|
||||
continue
|
||||
}
|
||||
spells = append(spells, classify(s, classes))
|
||||
}
|
||||
sort.Slice(spells, func(i, j int) bool {
|
||||
if spells[i].Level != spells[j].Level {
|
||||
return spells[i].Level < spells[j].Level
|
||||
}
|
||||
return spells[i].ID < spells[j].ID
|
||||
})
|
||||
fmt.Fprintf(os.Stderr, "classified %d spells (skipped %d level>5, %d no modelled class)\n",
|
||||
len(spells), skippedLevel, skippedNoClass)
|
||||
|
||||
out := emit(spells)
|
||||
if err := os.WriteFile(spellsGenGo, out, 0o644); err != nil {
|
||||
return err
|
||||
}
|
||||
fmt.Fprintln(os.Stderr, "wrote", spellsGenGo)
|
||||
return nil
|
||||
}
|
||||
|
||||
// ── Classifier ───────────────────────────────────────────────────────────────
|
||||
|
||||
var (
|
||||
reSave = regexp.MustCompile(`(Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma) saving throw`)
|
||||
reDice = regexp.MustCompile(`\d+d\d+(?:\s*\+\s*\d+)?`)
|
||||
reDmgType = regexp.MustCompile(`(?i)(acid|bludgeoning|cold|fire|force|lightning|necrotic|piercing|poison|psychic|radiant|slashing|thunder)\s+damage`)
|
||||
reMaterial = regexp.MustCompile(`(?i)worth (?:at least )?([\d,]+)\s*gp`)
|
||||
saveStatMap = map[string]string{
|
||||
"Strength": "STR", "Dexterity": "DEX", "Constitution": "CON",
|
||||
"Intelligence": "INT", "Wisdom": "WIS", "Charisma": "CHA",
|
||||
}
|
||||
)
|
||||
|
||||
func classify(s open5eSpell, classes []string) genSpell {
|
||||
desc := strings.TrimSpace(s.Desc)
|
||||
low := strings.ToLower(desc)
|
||||
|
||||
g := genSpell{
|
||||
ID: strings.ReplaceAll(s.Slug, "-", "_"),
|
||||
Name: s.Name,
|
||||
Level: s.LevelInt,
|
||||
School: strings.ToLower(strings.TrimSpace(s.School)),
|
||||
Classes: classes,
|
||||
Concentration: s.RequiresConcentration,
|
||||
Description: spellDescription(strings.ReplaceAll(s.Slug, "-", "_"), desc),
|
||||
Upcast: firstSentence(strings.TrimSpace(s.HigherLevel), 200),
|
||||
AOE: looksAOE(low),
|
||||
}
|
||||
|
||||
// Cast time. Reaction/bonus action win over the ritual flag.
|
||||
ct := strings.ToLower(s.CastingTime)
|
||||
switch {
|
||||
case strings.Contains(ct, "bonus action"):
|
||||
g.CastTime = "CastBonusAction"
|
||||
case strings.Contains(ct, "reaction"):
|
||||
g.CastTime = "CastReaction"
|
||||
case s.CanBeCastAsRitual:
|
||||
g.CastTime = "CastRitual"
|
||||
default:
|
||||
g.CastTime = "CastAction"
|
||||
}
|
||||
|
||||
if m := reSave.FindStringSubmatch(desc); m != nil {
|
||||
g.SaveStat = saveStatMap[m[1]]
|
||||
}
|
||||
g.AttackRoll = strings.Contains(low, "spell attack")
|
||||
if m := reDice.FindString(desc); m != "" {
|
||||
g.DamageDice = strings.ReplaceAll(m, " ", "")
|
||||
}
|
||||
if m := reDmgType.FindStringSubmatch(low); m != nil {
|
||||
g.DamageType = strings.ToLower(m[1])
|
||||
}
|
||||
if m := reMaterial.FindStringSubmatch(s.Material); m != nil {
|
||||
g.MaterialCost, _ = strconv.Atoi(strings.ReplaceAll(m[1], ",", ""))
|
||||
}
|
||||
|
||||
g.Effect = classifyEffect(g, low)
|
||||
|
||||
// A heal spell's dice describe healing, not damage — keep DamageDice (the
|
||||
// hand-authored list does the same) but drop a stray damage type.
|
||||
if g.Effect == "EffectSpellHeal" {
|
||||
g.DamageType = ""
|
||||
}
|
||||
// Non-damaging effects shouldn't carry a damage type/dice picked up from
|
||||
// incidental wording.
|
||||
if g.Effect == "EffectControl" || g.Effect == "EffectUtility" ||
|
||||
g.Effect == "EffectReaction" {
|
||||
g.DamageDice, g.DamageType = "", ""
|
||||
}
|
||||
return g
|
||||
}
|
||||
|
||||
// classifyEffect picks the SpellEffectKind. Heuristic and imperfect by design —
|
||||
// the hand-authored buildSpellList() overlay is the refinement path, so this
|
||||
// only needs to be a reasonable default.
|
||||
func classifyEffect(g genSpell, low string) string {
|
||||
if g.CastTime == "CastReaction" {
|
||||
return "EffectReaction"
|
||||
}
|
||||
isHeal := strings.Contains(low, "regain") && strings.Contains(low, "hit point") &&
|
||||
!strings.Contains(low, "damage")
|
||||
if isHeal {
|
||||
return "EffectSpellHeal"
|
||||
}
|
||||
if g.DamageDice != "" && g.DamageType != "" {
|
||||
switch {
|
||||
case g.AttackRoll:
|
||||
return "EffectDamageAttack"
|
||||
case g.SaveStat != "":
|
||||
return "EffectDamageSave"
|
||||
default:
|
||||
return "EffectDamageAuto"
|
||||
}
|
||||
}
|
||||
if g.SaveStat != "" {
|
||||
return "EffectControl"
|
||||
}
|
||||
// Light buff detection — anything still unclassified falls through to
|
||||
// utility, which is the safe bucket.
|
||||
if strings.Contains(low, "bonus to") || strings.Contains(low, "you gain") ||
|
||||
strings.Contains(low, "gains a bonus") || strings.Contains(low, "your ac") {
|
||||
if strings.Contains(low, "you gain") || strings.Contains(low, "yourself") ||
|
||||
strings.Contains(low, "your ac") {
|
||||
return "EffectBuffSelf"
|
||||
}
|
||||
return "EffectBuffAlly"
|
||||
}
|
||||
return "EffectUtility"
|
||||
}
|
||||
|
||||
func looksAOE(low string) bool {
|
||||
for _, kw := range []string{
|
||||
"each creature", "all creatures", "-foot radius", "-foot-radius",
|
||||
"foot cone", "foot cube", "foot line", "foot-radius sphere",
|
||||
} {
|
||||
if strings.Contains(low, kw) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// spellDescription returns the description text emitted for a spell. A
|
||||
// hand-authored override in spellDescOverride wins outright; otherwise the
|
||||
// SRD first-sentence is run through cleanDesc to strip jargon clauses.
|
||||
func spellDescription(id, raw string) string {
|
||||
if s, ok := spellDescOverride[id]; ok {
|
||||
return s
|
||||
}
|
||||
return firstSentence(cleanDesc(raw), 200)
|
||||
}
|
||||
|
||||
// firstSentence trims free-text fields down to a single sentence, capped at
|
||||
// max runes, so generated Description/Upcast stay terminal-friendly.
|
||||
func firstSentence(s string, max int) string {
|
||||
if s == "" {
|
||||
return ""
|
||||
}
|
||||
if i := strings.IndexAny(s, "\n"); i >= 0 {
|
||||
s = s[:i]
|
||||
}
|
||||
if i := strings.Index(s, ". "); i >= 0 {
|
||||
s = s[:i+1]
|
||||
}
|
||||
s = strings.TrimSpace(s)
|
||||
if len(s) > max {
|
||||
s = strings.TrimSpace(s[:max]) + "…"
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
// ── Code emission ────────────────────────────────────────────────────────────
|
||||
|
||||
func emit(spells []genSpell) []byte {
|
||||
var b bytes.Buffer
|
||||
b.WriteString(`// Code generated by cmd/open5e-import. DO NOT EDIT.
|
||||
//
|
||||
// Source: Open5e SRD spell dump (data/open5e/spells.json), 5e SRD content
|
||||
// under CC-BY-4.0 — see NOTICE. Regenerate with:
|
||||
//
|
||||
// go run ./cmd/open5e-import fetch spells
|
||||
// go run ./cmd/open5e-import gen spells
|
||||
//
|
||||
// Effect/CastTime/SaveStat and friends come from a free-text classifier; the
|
||||
// hand-authored buildSpellList() overlays this slice and wins on ID collision,
|
||||
// so any misclassification here is correctable there rather than in the dump.
|
||||
|
||||
package plugin
|
||||
|
||||
func buildSRDSpellList() []SpellDefinition {
|
||||
return []SpellDefinition{
|
||||
`)
|
||||
for _, s := range spells {
|
||||
b.WriteString("\t\t{")
|
||||
fmt.Fprintf(&b, "ID: %q, Name: %q, Level: %d", s.ID, s.Name, s.Level)
|
||||
if s.School != "" {
|
||||
fmt.Fprintf(&b, ", School: %q", s.School)
|
||||
}
|
||||
b.WriteString(", Classes: []DnDClass{")
|
||||
for i, c := range s.Classes {
|
||||
if i > 0 {
|
||||
b.WriteString(", ")
|
||||
}
|
||||
b.WriteString(c)
|
||||
}
|
||||
b.WriteString("}")
|
||||
fmt.Fprintf(&b, ", Effect: %s, CastTime: %s", s.Effect, s.CastTime)
|
||||
if s.Concentration {
|
||||
b.WriteString(", Concentration: true")
|
||||
}
|
||||
if s.SaveStat != "" {
|
||||
fmt.Fprintf(&b, ", SaveStat: %q", s.SaveStat)
|
||||
}
|
||||
if s.AttackRoll {
|
||||
b.WriteString(", AttackRoll: true")
|
||||
}
|
||||
if s.DamageDice != "" {
|
||||
fmt.Fprintf(&b, ", DamageDice: %q", s.DamageDice)
|
||||
}
|
||||
if s.DamageType != "" {
|
||||
fmt.Fprintf(&b, ", DamageType: %q", s.DamageType)
|
||||
}
|
||||
if s.Description != "" {
|
||||
fmt.Fprintf(&b, ", Description: %q", s.Description)
|
||||
}
|
||||
if s.Upcast != "" {
|
||||
fmt.Fprintf(&b, ", Upcast: %q", s.Upcast)
|
||||
}
|
||||
if s.MaterialCost != 0 {
|
||||
fmt.Fprintf(&b, ", MaterialCost: %d", s.MaterialCost)
|
||||
}
|
||||
if s.AOE {
|
||||
b.WriteString(", AOE: true")
|
||||
}
|
||||
b.WriteString("},\n")
|
||||
}
|
||||
b.WriteString("\t}\n}\n")
|
||||
return b.Bytes()
|
||||
}
|
||||
313
cmd/open5e-import/magicitems.go
Normal file
313
cmd/open5e-import/magicitems.go
Normal file
@@ -0,0 +1,313 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"net/http"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"sort"
|
||||
"strings"
|
||||
"time"
|
||||
)
|
||||
|
||||
// open5eMagicItem is the subset of the Open5e v1 magicitems schema we consume.
|
||||
// The vendored JSON keeps the full payload; unknown fields are ignored here.
|
||||
type open5eMagicItem struct {
|
||||
Slug string `json:"slug"`
|
||||
Name string `json:"name"`
|
||||
Type string `json:"type"`
|
||||
Desc string `json:"desc"`
|
||||
Rarity string `json:"rarity"`
|
||||
RequiresAttunement string `json:"requires_attunement"`
|
||||
}
|
||||
|
||||
type magicItemsPage struct {
|
||||
Next string `json:"next"`
|
||||
Results []open5eMagicItem `json:"results"`
|
||||
}
|
||||
|
||||
// fetchMagicItems pages through the SRD magic-item list and writes the full
|
||||
// result set to data/open5e/magicitems.json, pretty-printed for a reviewable
|
||||
// diff.
|
||||
func fetchMagicItems() error {
|
||||
client := &http.Client{Timeout: 30 * time.Second}
|
||||
var all []open5eMagicItem
|
||||
url := magicItemsAPIBase
|
||||
for url != "" {
|
||||
fmt.Fprintln(os.Stderr, "GET", url)
|
||||
page, err := getMagicItemsPage(client, url)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
all = append(all, page.Results...)
|
||||
url = page.Next
|
||||
}
|
||||
fmt.Fprintf(os.Stderr, "fetched %d magic items\n", len(all))
|
||||
|
||||
if err := os.MkdirAll(filepath.Dir(magicItemsJSON), 0o755); err != nil {
|
||||
return err
|
||||
}
|
||||
out, err := json.MarshalIndent(all, "", " ")
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
out = append(out, '\n')
|
||||
return os.WriteFile(magicItemsJSON, out, 0o644)
|
||||
}
|
||||
|
||||
func getMagicItemsPage(client *http.Client, url string) (*magicItemsPage, error) {
|
||||
resp, err := client.Get(url)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
if resp.StatusCode != http.StatusOK {
|
||||
return nil, fmt.Errorf("%s: HTTP %d", url, resp.StatusCode)
|
||||
}
|
||||
body, err := io.ReadAll(resp.Body)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var page magicItemsPage
|
||||
if err := json.Unmarshal(body, &page); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &page, nil
|
||||
}
|
||||
|
||||
// ── Classifier ───────────────────────────────────────────────────────────────
|
||||
|
||||
// genMagicItem is a fully classified magic item ready for code emission. Fields
|
||||
// mirror plugin.MagicItem; enum-typed fields hold the Go identifier as a string.
|
||||
type genMagicItem struct {
|
||||
ID string
|
||||
Name string
|
||||
Kind string // plugin.MagicItemKind identifier
|
||||
Rarity string // plugin.DnDRarity identifier
|
||||
Attunement bool
|
||||
Slot string // plugin.DnDSlot identifier; "" = not equippable / ambiguous
|
||||
Value int
|
||||
Desc string
|
||||
}
|
||||
|
||||
// rarityEnum maps an Open5e rarity string to the plugin's DnDRarity identifier.
|
||||
// "artifact" folds into Legendary (the plugin has no artifact tier); "varies"
|
||||
// and unknown/blank values fall back to Common — the conservative bucket.
|
||||
var rarityEnum = map[string]string{
|
||||
"common": "RarityCommon",
|
||||
"uncommon": "RarityUncommon",
|
||||
"rare": "RarityRare",
|
||||
"very rare": "RarityVeryRare",
|
||||
"legendary": "RarityLegendary",
|
||||
"artifact": "RarityLegendary",
|
||||
}
|
||||
|
||||
// rarityValue is the sell-value midpoint per rarity, aligned with the §8.1
|
||||
// rarity brackets the zone-loot tables already use. Keyed by the Open5e rarity
|
||||
// string so the classifier can read it directly.
|
||||
var rarityValue = map[string]int{
|
||||
"common": 50,
|
||||
"uncommon": 150,
|
||||
"rare": 750,
|
||||
"very rare": 2500,
|
||||
"legendary": 8000,
|
||||
"artifact": 8000,
|
||||
}
|
||||
|
||||
// kindByPrefix maps the leading word of Open5e's free-text Type field
|
||||
// ("Wondrous item", "Weapon (any sword)", "Armor (medium or heavy)") to a
|
||||
// plugin.MagicItemKind identifier.
|
||||
var kindByPrefix = map[string]string{
|
||||
"wondrous": "MagicItemWondrous",
|
||||
"weapon": "MagicItemWeapon",
|
||||
"armor": "MagicItemArmor",
|
||||
"ring": "MagicItemRing",
|
||||
"wand": "MagicItemWand",
|
||||
"rod": "MagicItemRod",
|
||||
"staff": "MagicItemStaff",
|
||||
"potion": "MagicItemPotion",
|
||||
"scroll": "MagicItemScroll",
|
||||
}
|
||||
|
||||
// genMagicItems reads the vendored magicitems.json, classifies every SRD magic
|
||||
// item, and writes the generated Go data file.
|
||||
func genMagicItems() error {
|
||||
raw, err := os.ReadFile(magicItemsJSON)
|
||||
if err != nil {
|
||||
return fmt.Errorf("read %s (run `fetch magicitems` first?): %w", magicItemsJSON, err)
|
||||
}
|
||||
var src []open5eMagicItem
|
||||
if err := json.Unmarshal(raw, &src); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
items := make([]genMagicItem, 0, len(src))
|
||||
var attunement, slotted int
|
||||
for _, m := range src {
|
||||
g := classifyMagicItem(m)
|
||||
if g.Attunement {
|
||||
attunement++
|
||||
}
|
||||
if g.Slot != "" {
|
||||
slotted++
|
||||
}
|
||||
items = append(items, g)
|
||||
}
|
||||
sort.Slice(items, func(i, j int) bool { return items[i].ID < items[j].ID })
|
||||
fmt.Fprintf(os.Stderr, "classified %d magic items (%d need attunement, %d slotted)\n",
|
||||
len(items), attunement, slotted)
|
||||
|
||||
out := emitMagicItems(items)
|
||||
if err := os.WriteFile(magicItemsGenGo, out, 0o644); err != nil {
|
||||
return err
|
||||
}
|
||||
fmt.Fprintln(os.Stderr, "wrote", magicItemsGenGo)
|
||||
return nil
|
||||
}
|
||||
|
||||
func classifyMagicItem(m open5eMagicItem) genMagicItem {
|
||||
g := genMagicItem{
|
||||
ID: strings.ReplaceAll(m.Slug, "-", "_"),
|
||||
Name: stripNameParenthetical(m.Name),
|
||||
Attunement: strings.TrimSpace(m.RequiresAttunement) != "",
|
||||
Desc: magicItemDescription(strings.ReplaceAll(m.Slug, "-", "_"), strings.TrimSpace(m.Desc)),
|
||||
}
|
||||
|
||||
rarity := strings.ToLower(strings.TrimSpace(m.Rarity))
|
||||
if enum, ok := rarityEnum[rarity]; ok {
|
||||
g.Rarity = enum
|
||||
} else {
|
||||
g.Rarity = "RarityCommon"
|
||||
}
|
||||
if v, ok := rarityValue[rarity]; ok {
|
||||
g.Value = v
|
||||
} else {
|
||||
g.Value = rarityValue["common"]
|
||||
}
|
||||
|
||||
// Kind: first word of the Type field. Anything unrecognised (the SRD has a
|
||||
// handful of bare or oddly-prefixed entries) falls back to Wondrous.
|
||||
kindWord := ""
|
||||
if fields := strings.Fields(strings.ToLower(m.Type)); len(fields) > 0 {
|
||||
kindWord = fields[0]
|
||||
}
|
||||
if enum, ok := kindByPrefix[kindWord]; ok {
|
||||
g.Kind = enum
|
||||
} else {
|
||||
g.Kind = "MagicItemWondrous"
|
||||
}
|
||||
|
||||
g.Slot = inferSlot(g.Kind, m.Name)
|
||||
return g
|
||||
}
|
||||
|
||||
// inferSlot makes a best-effort guess at the equip slot. Weapons/staves go to
|
||||
// the main hand, wands/rods to the off hand, armor to the chest, rings to a
|
||||
// ring slot. Wondrous items are name-sniffed (cloak, boots, amulet, …) and
|
||||
// left blank when nothing matches. Potions and scrolls are consumables and
|
||||
// never carry a slot.
|
||||
func inferSlot(kind, name string) string {
|
||||
switch kind {
|
||||
case "MagicItemWeapon", "MagicItemStaff":
|
||||
return "DnDSlotMainHand"
|
||||
case "MagicItemWand", "MagicItemRod":
|
||||
return "DnDSlotOffHand"
|
||||
case "MagicItemArmor":
|
||||
return "DnDSlotChest"
|
||||
case "MagicItemRing":
|
||||
return "DnDSlotRing1"
|
||||
case "MagicItemPotion", "MagicItemScroll":
|
||||
return ""
|
||||
}
|
||||
// Wondrous item: sniff the name for a wearable noun.
|
||||
//
|
||||
// Match on word *prefix*, not raw substring — naive Contains() lights up
|
||||
// "ring" inside "Springing" / "Snaring" / "Devouring" and dumps boots,
|
||||
// gloves, and bags into the ring slot.
|
||||
low := strings.ToLower(name)
|
||||
tokens := strings.FieldsFunc(low, func(r rune) bool {
|
||||
return !(r >= 'a' && r <= 'z')
|
||||
})
|
||||
for _, m := range []struct {
|
||||
kw string
|
||||
slot string
|
||||
}{
|
||||
{"amulet", "DnDSlotAmulet"}, {"necklace", "DnDSlotAmulet"},
|
||||
{"medallion", "DnDSlotAmulet"}, {"periapt", "DnDSlotAmulet"},
|
||||
{"brooch", "DnDSlotAmulet"}, {"pendant", "DnDSlotAmulet"},
|
||||
{"talisman", "DnDSlotAmulet"}, {"scarab", "DnDSlotAmulet"},
|
||||
{"ring", "DnDSlotRing1"},
|
||||
// Cloaks/capes/mantles get their own slot so they don't evict body
|
||||
// armor. Robes/vestments are body armor and stay on Chest.
|
||||
{"cloak", "DnDSlotCloak"}, {"cape", "DnDSlotCloak"},
|
||||
{"mantle", "DnDSlotCloak"}, {"wings", "DnDSlotCloak"},
|
||||
{"robe", "DnDSlotChest"}, {"vestments", "DnDSlotChest"},
|
||||
{"armor", "DnDSlotChest"},
|
||||
{"boots", "DnDSlotFeet"}, {"slippers", "DnDSlotFeet"},
|
||||
{"gauntlet", "DnDSlotHands"}, {"gauntlets", "DnDSlotHands"},
|
||||
{"gloves", "DnDSlotHands"}, {"bracers", "DnDSlotHands"},
|
||||
{"helm", "DnDSlotHead"}, {"hat", "DnDSlotHead"},
|
||||
{"crown", "DnDSlotHead"}, {"circlet", "DnDSlotHead"},
|
||||
{"goggles", "DnDSlotHead"}, {"eyes", "DnDSlotHead"},
|
||||
{"headband", "DnDSlotHead"},
|
||||
} {
|
||||
for _, t := range tokens {
|
||||
if strings.HasPrefix(t, m.kw) {
|
||||
return m.slot
|
||||
}
|
||||
}
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
// magicItemDescription returns the Desc text emitted for an item. Override
|
||||
// wins; otherwise the SRD first-sentence runs through cleanDesc.
|
||||
func magicItemDescription(id, raw string) string {
|
||||
if s, ok := magicItemDescOverride[id]; ok {
|
||||
return s
|
||||
}
|
||||
return firstSentence(cleanDesc(raw), 200)
|
||||
}
|
||||
|
||||
// ── Code emission ────────────────────────────────────────────────────────────
|
||||
|
||||
func emitMagicItems(items []genMagicItem) []byte {
|
||||
var b bytes.Buffer
|
||||
b.WriteString(`// Code generated by cmd/open5e-import. DO NOT EDIT.
|
||||
//
|
||||
// Source: Open5e SRD magic-item dump (data/open5e/magicitems.json), 5e SRD
|
||||
// content under CC-BY-4.0 — see NOTICE. Regenerate with:
|
||||
//
|
||||
// go run ./cmd/open5e-import fetch magicitems
|
||||
// go run ./cmd/open5e-import gen magicitems
|
||||
//
|
||||
// Kind/Rarity/Slot/Value come from a free-text classifier; the hand-authored
|
||||
// magicItemOverlay overlays this slice and wins on ID collision, so any
|
||||
// misclassification here is correctable there rather than in the dump.
|
||||
|
||||
package plugin
|
||||
|
||||
func buildSRDMagicItems() []MagicItem {
|
||||
return []MagicItem{
|
||||
`)
|
||||
for _, m := range items {
|
||||
b.WriteString("\t\t{")
|
||||
fmt.Fprintf(&b, "ID: %q, Name: %q, Kind: %s, Rarity: %s", m.ID, m.Name, m.Kind, m.Rarity)
|
||||
if m.Attunement {
|
||||
b.WriteString(", Attunement: true")
|
||||
}
|
||||
if m.Slot != "" {
|
||||
fmt.Fprintf(&b, ", Slot: %s", m.Slot)
|
||||
}
|
||||
fmt.Fprintf(&b, ", Value: %d", m.Value)
|
||||
if m.Desc != "" {
|
||||
fmt.Fprintf(&b, ", Desc: %q", m.Desc)
|
||||
}
|
||||
b.WriteString("},\n")
|
||||
}
|
||||
b.WriteString("\t}\n}\n")
|
||||
return b.Bytes()
|
||||
}
|
||||
162
cmd/open5e-import/main.go
Normal file
162
cmd/open5e-import/main.go
Normal file
@@ -0,0 +1,162 @@
|
||||
// Command open5e-import vendors Open5e SRD data (CC-BY-4.0) into the repo and
|
||||
// regenerates the Go data files the plugin compiles against.
|
||||
//
|
||||
// It is a pull-once / use-many tool — the generated files are committed, so
|
||||
// the running bot has no runtime dependency on the Open5e API.
|
||||
//
|
||||
// open5e-import fetch spells # vendor data/open5e/spells.json from the API
|
||||
// open5e-import gen spells # classify → internal/plugin/dnd_spells_srd_data.go
|
||||
// open5e-import fetch bestiary # vendor data/open5e/monsters.json from the API
|
||||
// open5e-import gen bestiary # classify → internal/plugin/bestiary_srd_data.go
|
||||
// open5e-import gen tuned # tuning formula → internal/plugin/bestiary_tuned_data.go
|
||||
// open5e-import fetch magicitems # vendor data/open5e/magicitems.json from the API
|
||||
// open5e-import gen magicitems # classify → internal/plugin/magic_items_srd_data.go
|
||||
package main
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"net/http"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"time"
|
||||
)
|
||||
|
||||
const (
|
||||
spellsAPIBase = "https://api.open5e.com/v1/spells/?document__slug=wotc-srd&limit=50"
|
||||
spellsJSON = "data/open5e/spells.json"
|
||||
spellsGenGo = "internal/plugin/dnd_spells_srd_data.go"
|
||||
|
||||
monstersAPIBase = "https://api.open5e.com/v1/monsters/?document__slug=wotc-srd&limit=50"
|
||||
monstersJSON = "data/open5e/monsters.json"
|
||||
bestiaryGenGo = "internal/plugin/bestiary_srd_data.go"
|
||||
tunedGenGo = "internal/plugin/bestiary_tuned_data.go"
|
||||
|
||||
magicItemsAPIBase = "https://api.open5e.com/v1/magicitems/?document__slug=wotc-srd&limit=50"
|
||||
magicItemsJSON = "data/open5e/magicitems.json"
|
||||
magicItemsGenGo = "internal/plugin/magic_items_srd_data.go"
|
||||
)
|
||||
|
||||
func main() {
|
||||
if len(os.Args) < 3 {
|
||||
usage()
|
||||
}
|
||||
verb, noun := os.Args[1], os.Args[2]
|
||||
switch verb {
|
||||
case "fetch":
|
||||
switch noun {
|
||||
case "spells":
|
||||
must(fetchSpells())
|
||||
case "bestiary":
|
||||
must(fetchMonsters())
|
||||
case "magicitems":
|
||||
must(fetchMagicItems())
|
||||
default:
|
||||
usage()
|
||||
}
|
||||
case "gen":
|
||||
switch noun {
|
||||
case "spells":
|
||||
must(genSpells())
|
||||
case "bestiary":
|
||||
must(genBestiary())
|
||||
case "tuned":
|
||||
must(genTuned())
|
||||
case "magicitems":
|
||||
must(genMagicItems())
|
||||
default:
|
||||
usage()
|
||||
}
|
||||
default:
|
||||
usage()
|
||||
}
|
||||
}
|
||||
|
||||
func usage() {
|
||||
fmt.Fprintln(os.Stderr, "usage: open5e-import fetch (spells|bestiary|magicitems) | gen (spells|bestiary|tuned|magicitems)")
|
||||
os.Exit(2)
|
||||
}
|
||||
|
||||
func must(err error) {
|
||||
if err != nil {
|
||||
fmt.Fprintln(os.Stderr, "error:", err)
|
||||
os.Exit(1)
|
||||
}
|
||||
}
|
||||
|
||||
// open5eSpell is the subset of the Open5e v1 spell schema we consume. Unknown
|
||||
// fields are ignored; the vendored JSON keeps the full payload.
|
||||
type open5eSpell struct {
|
||||
Slug string `json:"slug"`
|
||||
Name string `json:"name"`
|
||||
Desc string `json:"desc"`
|
||||
HigherLevel string `json:"higher_level"`
|
||||
Range string `json:"range"`
|
||||
Material string `json:"material"`
|
||||
CanBeCastAsRitual bool `json:"can_be_cast_as_ritual"`
|
||||
Duration string `json:"duration"`
|
||||
RequiresConcentration bool `json:"requires_concentration"`
|
||||
CastingTime string `json:"casting_time"`
|
||||
LevelInt int `json:"level_int"`
|
||||
School string `json:"school"`
|
||||
// SpellLists is the structured class list, but the SRD dump leaves it
|
||||
// incomplete (no paladin entries at all). DndClass is the free-text
|
||||
// "Druid, Wizard" field and is the more complete source — mapClasses
|
||||
// unions both. Keep both fields vendored.
|
||||
SpellLists []string `json:"spell_lists"`
|
||||
DndClass string `json:"dnd_class"`
|
||||
}
|
||||
|
||||
type spellsPage struct {
|
||||
Next string `json:"next"`
|
||||
Results []open5eSpell `json:"results"`
|
||||
}
|
||||
|
||||
// fetchSpells pages through the SRD spell list and writes the full result set
|
||||
// to data/open5e/spells.json, pretty-printed for a reviewable diff.
|
||||
func fetchSpells() error {
|
||||
client := &http.Client{Timeout: 30 * time.Second}
|
||||
var all []open5eSpell
|
||||
url := spellsAPIBase
|
||||
for url != "" {
|
||||
fmt.Fprintln(os.Stderr, "GET", url)
|
||||
page, err := getSpellsPage(client, url)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
all = append(all, page.Results...)
|
||||
url = page.Next
|
||||
}
|
||||
fmt.Fprintf(os.Stderr, "fetched %d spells\n", len(all))
|
||||
|
||||
if err := os.MkdirAll(filepath.Dir(spellsJSON), 0o755); err != nil {
|
||||
return err
|
||||
}
|
||||
out, err := json.MarshalIndent(all, "", " ")
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
out = append(out, '\n')
|
||||
return os.WriteFile(spellsJSON, out, 0o644)
|
||||
}
|
||||
|
||||
func getSpellsPage(client *http.Client, url string) (*spellsPage, error) {
|
||||
resp, err := client.Get(url)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
if resp.StatusCode != http.StatusOK {
|
||||
return nil, fmt.Errorf("%s: HTTP %d", url, resp.StatusCode)
|
||||
}
|
||||
body, err := io.ReadAll(resp.Body)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var page spellsPage
|
||||
if err := json.Unmarshal(body, &page); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &page, nil
|
||||
}
|
||||
374
cmd/open5e-import/tuned.go
Normal file
374
cmd/open5e-import/tuned.go
Normal file
@@ -0,0 +1,374 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"math"
|
||||
"os"
|
||||
"sort"
|
||||
"strconv"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// genTuned derives an engine-ready DnDMonsterTemplate for every SRD monster and
|
||||
// writes the generated Go data file. It is the codified "tuning pass": the raw
|
||||
// SRD staging table one-shots gogobee's solo player, so this applies a
|
||||
// deterministic formula to scale each stat block down to the engine's
|
||||
// gameplay-tuned shape.
|
||||
//
|
||||
// Formula (reverse-engineered from the hand-tuned dndBestiary, 2026-05 passes):
|
||||
//
|
||||
// - HP, AC, AttackBonus — verbatim SRD (AC clamped to the engine's min 10).
|
||||
// - Attack — the auto-resolve damage stat, driven by CR alone
|
||||
// via attackByCR (raw SRD per-hit damage is deliberately ignored — CR is
|
||||
// the calibration axis the 2026-05-10 rebalance used).
|
||||
// - Speed, BlockRate — coarse baselines from SpeedWalk / AC; a later hand
|
||||
// pass refines them per creature.
|
||||
// - XP, CR — verbatim from the staging table.
|
||||
// - Ability — classified from the SRD trait names by
|
||||
// abilityFromTraits: the highest-priority recognised trait maps onto one of
|
||||
// the engine's MonsterAbility effects. Creatures whose traits are all
|
||||
// non-combat (Keen Smell, Amphibious, …) stay nil. Notes still records the
|
||||
// raw SRD multiattack/trait text so a hand pass can refine the pick.
|
||||
//
|
||||
// Hand-authored dndBestiary entries WIN: the generated map is merged in only
|
||||
// for IDs the roster doesn't already define (see bestiary_tuned.go).
|
||||
func genTuned() error {
|
||||
raw, err := os.ReadFile(monstersJSON)
|
||||
if err != nil {
|
||||
return fmt.Errorf("read %s (run `fetch bestiary` first?): %w", monstersJSON, err)
|
||||
}
|
||||
var src []open5eMonster
|
||||
if err := json.Unmarshal(raw, &src); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
tuned := make([]genTunedMonster, 0, len(src))
|
||||
for _, m := range src {
|
||||
tuned = append(tuned, tuneMonster(classifyMonster(m)))
|
||||
}
|
||||
sort.Slice(tuned, func(i, j int) bool {
|
||||
if tuned[i].CR != tuned[j].CR {
|
||||
return tuned[i].CR < tuned[j].CR
|
||||
}
|
||||
return tuned[i].ID < tuned[j].ID
|
||||
})
|
||||
fmt.Fprintf(os.Stderr, "tuned %d monsters\n", len(tuned))
|
||||
|
||||
out := emitTuned(tuned)
|
||||
if err := os.WriteFile(tunedGenGo, out, 0o644); err != nil {
|
||||
return err
|
||||
}
|
||||
fmt.Fprintln(os.Stderr, "wrote", tunedGenGo)
|
||||
return nil
|
||||
}
|
||||
|
||||
// genTunedMonster mirrors plugin.DnDMonsterTemplate. Ability is nil when none
|
||||
// of the creature's SRD traits map onto an engine effect.
|
||||
type genTunedMonster struct {
|
||||
ID, Name string
|
||||
CR float64
|
||||
HP, AC int
|
||||
Attack int
|
||||
AttackBonus int
|
||||
Speed int
|
||||
BlockRate float64
|
||||
XPValue int
|
||||
Ability *genMonsterAbility
|
||||
Notes string
|
||||
FireAttacker bool
|
||||
}
|
||||
|
||||
// genMonsterAbility mirrors plugin.MonsterAbility.
|
||||
type genMonsterAbility struct {
|
||||
Name string
|
||||
Phase string
|
||||
ProcChance float64
|
||||
Effect string
|
||||
}
|
||||
|
||||
// tuneMonster applies the tuning formula to one raw SRD stat block.
|
||||
func tuneMonster(b genStatBlock) genTunedMonster {
|
||||
ac := b.AC
|
||||
if ac < 10 { // engine minimum (see the zombie 8→10 note in dnd_bestiary.go)
|
||||
ac = 10
|
||||
}
|
||||
ability := abilityFromTraits(b.Traits)
|
||||
return genTunedMonster{
|
||||
ID: b.Slug,
|
||||
Name: stripNameParenthetical(b.Name),
|
||||
CR: b.CR,
|
||||
HP: b.HP,
|
||||
AC: ac,
|
||||
Attack: attackByCR(b.CR),
|
||||
AttackBonus: primaryAttackBonus(b.Attacks),
|
||||
Speed: tunedSpeed(b.SpeedWalk),
|
||||
BlockRate: tunedBlockRate(ac),
|
||||
XPValue: b.XP,
|
||||
Ability: ability,
|
||||
Notes: tunedNotes(b, ability),
|
||||
FireAttacker: isFireAttacker(b.Attacks),
|
||||
}
|
||||
}
|
||||
|
||||
// isFireAttacker returns true when a monster's signature damage is fire —
|
||||
// i.e., its highest-average-damage attack deals fire. Threshold at AvgDamage
|
||||
// >= 5 so a trivial fire fleck on an otherwise physical creature doesn't tag
|
||||
// the whole bestiary entry. Tieflings (FireResist) take half damage from the
|
||||
// primary attack of any creature flagged here.
|
||||
func isFireAttacker(attacks []genStatAttack) bool {
|
||||
bestAvg, bestType := 0, ""
|
||||
for _, a := range attacks {
|
||||
if a.AvgDamage > bestAvg {
|
||||
bestAvg = a.AvgDamage
|
||||
bestType = a.DamageType
|
||||
}
|
||||
}
|
||||
return bestType == "fire" && bestAvg >= 5
|
||||
}
|
||||
|
||||
// stripNameParenthetical drops a trailing "(…)" qualifier from a monster
|
||||
// name so the player-facing display reads "Giant Rat" rather than "Giant Rat
|
||||
// (Diseased)". The slug still carries the variant, so the engine keeps both
|
||||
// records distinct — only the display text loses the qualifier.
|
||||
func stripNameParenthetical(name string) string {
|
||||
i := strings.IndexByte(name, '(')
|
||||
if i <= 0 {
|
||||
return name
|
||||
}
|
||||
return strings.TrimSpace(name[:i])
|
||||
}
|
||||
|
||||
// traitAbilityRules maps SRD special-ability names onto the engine's
|
||||
// MonsterAbility effects. Each rule's Match list holds lowercase substrings; a
|
||||
// creature's trait matches a rule if any substring is contained in the
|
||||
// (lowercased, paren-stripped) trait name. The list is priority-ordered —
|
||||
// abilityFromTraits walks it top-down and the first rule that matches any of
|
||||
// the creature's traits wins, so the most combat-defining mechanic is picked
|
||||
// when a stat block carries several traits. Traits that name no rule (Keen
|
||||
// Smell, Amphibious, Hold Breath, telepathy/senses flavor) leave Ability nil.
|
||||
//
|
||||
// This is a best-effort baseline, like the rest of the tuning formula: the
|
||||
// hand-authored dndBestiary entry always wins the merge, so refining a pick is
|
||||
// a matter of adding the creature to the roster.
|
||||
var traitAbilityRules = []struct {
|
||||
match []string
|
||||
name string
|
||||
phase string
|
||||
proc float64
|
||||
effect string
|
||||
}{
|
||||
// Death-triggered blasts — resolve on the killing-blow phase.
|
||||
{[]string{"death burst", "death throes", "elemental demise"}, "Death Burst", "decisive", 1.0, "death_aoe"},
|
||||
// Spellcasters open with a magical barrage.
|
||||
{[]string{"spellcasting"}, "Spellcasting", "opening", 0.5, "aoe"},
|
||||
// Cheats death once.
|
||||
{[]string{"undead fortitude"}, "Undead Fortitude", "decisive", 0.5, "survive_at_1"},
|
||||
// Self-sustain — trolls, liches clawing back.
|
||||
{[]string{"regeneration", "rejuvenation"}, "Regeneration", "any", 0.5, "regenerate"},
|
||||
// Shrugs off spells.
|
||||
{[]string{"magic resistance", "legendary resistance", "magic immunity", "spell immunity"}, "Magic Resistance", "any", 0.5, "spell_resist"},
|
||||
// Ambush predators — a heavy opening strike.
|
||||
{[]string{"surprise attack", "assassinate", "ambusher", "shadow stealth"}, "Surprise Attack", "opening", 0.8, "bonus_damage"},
|
||||
// Fear and petrification lock the player out of acting.
|
||||
{[]string{"petrifying gaze", "fear aura", "horrific appearance"}, "Frightful Presence", "opening", 0.4, "stun"},
|
||||
// Frenzy / rage — damage ramps as the fight drags.
|
||||
{[]string{"blood frenzy", "rampage", "reckless", "aggressive", "berserk", "brute"}, "Frenzy", "any", 0.4, "enrage"},
|
||||
// Damaging auras and spiky hides punish every exchange.
|
||||
{[]string{"heated body", "fire aura", "fire form", "stench", "mucous cloud", "barbed hide", "reflective carapace", "heated weapons", "hellish weapons"}, "Damaging Aura", "any", 0.4, "retaliate"},
|
||||
// Charges, pounces, leaps — an opening lunge.
|
||||
{[]string{"charge", "pounce", "standing leap", "running leap"}, "Charge", "opening", 0.4, "bonus_damage"},
|
||||
// Coordinated attackers gain advantage.
|
||||
{[]string{"pack tactics"}, "Pack Tactics", "any", 0.3, "advantage"},
|
||||
// Riders that pile damage onto a landed hit.
|
||||
{[]string{"sneak attack", "martial advantage"}, "Martial Advantage", "any", 0.35, "bonus_damage"},
|
||||
// Slippery movement — dodges a blow outright.
|
||||
{[]string{"nimble escape", "misty escape", "cunning action", "evasion", "incorporeal movement", "ethereal jaunt", "flyby", "shapechanger"}, "Evasive", "any", 0.3, "evade"},
|
||||
// Enchanted weapons — a flat damage edge.
|
||||
{[]string{"magic weapons", "angelic weapons"}, "Magic Weapons", "any", 0.3, "bonus_damage"},
|
||||
}
|
||||
|
||||
// abilityFromTraits picks the highest-priority MonsterAbility implied by a
|
||||
// creature's SRD trait names, or nil when none of them map onto an engine
|
||||
// effect. See traitAbilityRules for the priority order.
|
||||
func abilityFromTraits(traits []string) *genMonsterAbility {
|
||||
norm := make([]string, len(traits))
|
||||
for i, t := range traits {
|
||||
// Drop the parenthetical suffix SRD appends to recharge-limited
|
||||
// traits ("Legendary Resistance (3/Day)").
|
||||
if p := strings.IndexByte(t, '('); p >= 0 {
|
||||
t = t[:p]
|
||||
}
|
||||
norm[i] = strings.ToLower(strings.TrimSpace(t))
|
||||
}
|
||||
for _, rule := range traitAbilityRules {
|
||||
for _, tr := range norm {
|
||||
for _, m := range rule.match {
|
||||
if strings.Contains(tr, m) {
|
||||
return &genMonsterAbility{
|
||||
Name: rule.name,
|
||||
Phase: rule.phase,
|
||||
ProcChance: rule.proc,
|
||||
Effect: rule.effect,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// attackByCRPoints anchors the Attack-stat curve against the hand-tuned
|
||||
// dndBestiary: each point is an (CR, observed Attack) pair lifted straight from
|
||||
// a playtested roster entry. attackByCR interpolates between anchors and
|
||||
// extrapolates past the top one along the final segment's slope.
|
||||
var attackByCRPoints = []struct {
|
||||
cr float64
|
||||
atk int
|
||||
}{
|
||||
{0, 1}, {0.125, 1}, {0.25, 1}, {0.5, 2}, {1, 2}, {2, 4}, {3, 6}, {4, 7},
|
||||
{5, 8}, {6, 10}, {7, 12}, {8, 13}, {9, 14}, {10, 16}, {11, 18}, {12, 19},
|
||||
{13, 21}, {16, 26}, {19, 31}, {20, 33}, {24, 38},
|
||||
}
|
||||
|
||||
func attackByCR(cr float64) int {
|
||||
pts := attackByCRPoints
|
||||
if cr <= pts[0].cr {
|
||||
return pts[0].atk
|
||||
}
|
||||
last := pts[len(pts)-1]
|
||||
if cr >= last.cr {
|
||||
prev := pts[len(pts)-2]
|
||||
slope := float64(last.atk-prev.atk) / (last.cr - prev.cr)
|
||||
atk := int(math.Round(float64(last.atk) + slope*(cr-last.cr)))
|
||||
if atk < 1 {
|
||||
atk = 1
|
||||
}
|
||||
return atk
|
||||
}
|
||||
for i := 1; i < len(pts); i++ {
|
||||
if cr <= pts[i].cr {
|
||||
lo, hi := pts[i-1], pts[i]
|
||||
t := (cr - lo.cr) / (hi.cr - lo.cr)
|
||||
atk := int(math.Round(float64(lo.atk) + t*float64(hi.atk-lo.atk)))
|
||||
if atk < 1 {
|
||||
atk = 1
|
||||
}
|
||||
return atk
|
||||
}
|
||||
}
|
||||
return last.atk
|
||||
}
|
||||
|
||||
// primaryAttackBonus returns the d20 to-hit modifier of the creature's
|
||||
// hardest-hitting attack — the one the engine's single Attack stat stands in
|
||||
// for. Returns 0 (engine falls back to the tier-scaled bonus) when the stat
|
||||
// block has no parsed weapon attacks.
|
||||
func primaryAttackBonus(attacks []genStatAttack) int {
|
||||
bonus, best := 0, -1
|
||||
for _, a := range attacks {
|
||||
if a.AvgDamage > best {
|
||||
best, bonus = a.AvgDamage, a.AttackBonus
|
||||
}
|
||||
}
|
||||
return bonus
|
||||
}
|
||||
|
||||
// tunedSpeed maps an SRD walk speed (feet) onto the engine's speed scale. The
|
||||
// engine treats speed as an initiative-ordering knob, so a coarse divide-and-
|
||||
// clamp is enough; the ability pass can hand-tune outliers.
|
||||
func tunedSpeed(walk int) int {
|
||||
if walk <= 0 {
|
||||
return 10
|
||||
}
|
||||
s := int(math.Round(float64(walk) / 2.5))
|
||||
if s < 6 {
|
||||
s = 6
|
||||
}
|
||||
if s > 18 {
|
||||
s = 18
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
// tunedBlockRate is a baseline damage-halve chance keyed off AC — heavier armor
|
||||
// reads as a better chance to soak a hit. The ability pass overrides this for
|
||||
// creatures whose block is a real mechanic (Parry, shields, etc.).
|
||||
func tunedBlockRate(ac int) float64 {
|
||||
switch {
|
||||
case ac >= 18:
|
||||
return 0.15
|
||||
case ac >= 15:
|
||||
return 0.10
|
||||
case ac >= 13:
|
||||
return 0.05
|
||||
default:
|
||||
return 0.0
|
||||
}
|
||||
}
|
||||
|
||||
// tunedNotes records the SRD multiattack and trait text so a hand-tuning pass
|
||||
// has the source material in front of it, and states which ability (if any)
|
||||
// the trait classifier wired.
|
||||
func tunedNotes(b genStatBlock, ability *genMonsterAbility) string {
|
||||
prefix := "SRD-tuned baseline — no ability wired (traits are non-combat)."
|
||||
if ability != nil {
|
||||
prefix = fmt.Sprintf("SRD-tuned baseline — %s (%s) wired from traits.",
|
||||
ability.Name, ability.Effect)
|
||||
}
|
||||
var parts []string
|
||||
if b.Multiattack != "" {
|
||||
parts = append(parts, "Multiattack: "+b.Multiattack)
|
||||
}
|
||||
if len(b.Traits) > 0 {
|
||||
parts = append(parts, "Traits: "+strings.Join(b.Traits, ", "))
|
||||
}
|
||||
if len(parts) == 0 {
|
||||
return prefix
|
||||
}
|
||||
return prefix + " " + strings.Join(parts, " ")
|
||||
}
|
||||
|
||||
// emitTuned renders the tuned templates as a generated Go source file.
|
||||
func emitTuned(monsters []genTunedMonster) []byte {
|
||||
var b bytes.Buffer
|
||||
b.WriteString(`// Code generated by cmd/open5e-import. DO NOT EDIT.
|
||||
//
|
||||
// Source: Open5e SRD monster dump (data/open5e/monsters.json), 5e SRD content
|
||||
// under CC-BY-4.0 — see NOTICE. Regenerate with:
|
||||
//
|
||||
// go run ./cmd/open5e-import fetch bestiary
|
||||
// go run ./cmd/open5e-import gen tuned
|
||||
//
|
||||
// Engine-ready DnDMonsterTemplates derived from the raw SRD staging table by
|
||||
// the tuning formula in cmd/open5e-import/tuned.go. Hand-authored dndBestiary
|
||||
// entries take precedence — see bestiary_tuned.go for the merge.
|
||||
|
||||
package plugin
|
||||
|
||||
func buildTunedBestiarySRD() map[string]DnDMonsterTemplate {
|
||||
return map[string]DnDMonsterTemplate{
|
||||
`)
|
||||
for _, m := range monsters {
|
||||
fmt.Fprintf(&b, "\t\t%q: {ID: %q, Name: %q, CR: %s, HP: %d, AC: %d, Attack: %d, AttackBonus: %d, Speed: %d, BlockRate: %s, XPValue: %d, ",
|
||||
m.ID, m.ID, m.Name,
|
||||
strconv.FormatFloat(m.CR, 'g', -1, 32),
|
||||
m.HP, m.AC, m.Attack, m.AttackBonus, m.Speed,
|
||||
strconv.FormatFloat(m.BlockRate, 'g', -1, 64),
|
||||
m.XPValue)
|
||||
if m.Ability != nil {
|
||||
fmt.Fprintf(&b, "Ability: &MonsterAbility{Name: %q, Phase: %q, ProcChance: %s, Effect: %q}, ",
|
||||
m.Ability.Name, m.Ability.Phase,
|
||||
strconv.FormatFloat(m.Ability.ProcChance, 'g', -1, 64),
|
||||
m.Ability.Effect)
|
||||
}
|
||||
fmt.Fprintf(&b, "Notes: %q", m.Notes)
|
||||
if m.FireAttacker {
|
||||
b.WriteString(", FireAttacker: true")
|
||||
}
|
||||
b.WriteString("},\n")
|
||||
}
|
||||
b.WriteString("\t}\n}\n")
|
||||
return b.Bytes()
|
||||
}
|
||||
1898
data/open5e/magicitems.json
Normal file
1898
data/open5e/magicitems.json
Normal file
File diff suppressed because one or more lines are too long
15701
data/open5e/monsters.json
Normal file
15701
data/open5e/monsters.json
Normal file
File diff suppressed because it is too large
Load Diff
6251
data/open5e/spells.json
Normal file
6251
data/open5e/spells.json
Normal file
File diff suppressed because it is too large
Load Diff
38
go.mod
38
go.mod
@@ -3,45 +3,47 @@ module gogobee
|
||||
go 1.25.0
|
||||
|
||||
require (
|
||||
github.com/PuerkitoBio/goquery v1.10.3
|
||||
github.com/PuerkitoBio/goquery v1.12.0
|
||||
github.com/chehsunliu/poker v0.1.0
|
||||
github.com/expr-lang/expr v1.17.5
|
||||
github.com/expr-lang/expr v1.17.8
|
||||
github.com/fogleman/gg v1.3.0
|
||||
github.com/google/uuid v1.6.0
|
||||
github.com/joho/godotenv v1.5.1
|
||||
github.com/olebedev/when v1.1.0
|
||||
github.com/robfig/cron/v3 v3.0.1
|
||||
github.com/rs/zerolog v1.35.1
|
||||
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e
|
||||
golang.org/x/image v0.36.0
|
||||
maunium.net/go/mautrix v0.26.3
|
||||
modernc.org/sqlite v1.37.1
|
||||
golang.org/x/image v0.40.0
|
||||
maunium.net/go/mautrix v0.28.1
|
||||
modernc.org/sqlite v1.50.1
|
||||
)
|
||||
|
||||
require (
|
||||
filippo.io/edwards25519 v1.1.0 // indirect
|
||||
filippo.io/edwards25519 v1.2.0 // indirect
|
||||
github.com/AlekSi/pointer v1.0.0 // indirect
|
||||
github.com/andybalholm/cascadia v1.3.3 // indirect
|
||||
github.com/coder/websocket v1.8.15 // indirect
|
||||
github.com/dustin/go-humanize v1.0.1 // indirect
|
||||
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 // indirect
|
||||
github.com/mattn/go-colorable v0.1.14 // indirect
|
||||
github.com/mattn/go-isatty v0.0.20 // indirect
|
||||
github.com/mattn/go-sqlite3 v1.14.34 // indirect
|
||||
github.com/ncruces/go-strftime v0.1.9 // indirect
|
||||
github.com/petermattis/goid v0.0.0-20260113132338-7c7de50cc741 // indirect
|
||||
github.com/mattn/go-sqlite3 v1.14.45 // indirect
|
||||
github.com/ncruces/go-strftime v1.0.0 // indirect
|
||||
github.com/petermattis/goid v0.0.0-20260330135022-df67b199bc81 // indirect
|
||||
github.com/pkg/errors v0.9.1 // indirect
|
||||
github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec // indirect
|
||||
github.com/rs/zerolog v1.34.0 // indirect
|
||||
github.com/tidwall/gjson v1.18.0 // indirect
|
||||
github.com/tidwall/gjson v1.19.0 // indirect
|
||||
github.com/tidwall/match v1.1.1 // indirect
|
||||
github.com/tidwall/pretty v1.2.1 // indirect
|
||||
github.com/tidwall/sjson v1.2.5 // indirect
|
||||
go.mau.fi/util v0.9.6 // indirect
|
||||
golang.org/x/crypto v0.48.0 // indirect
|
||||
golang.org/x/exp v0.0.0-20260212183809-81e46e3db34a // indirect
|
||||
golang.org/x/net v0.50.0 // indirect
|
||||
golang.org/x/sys v0.41.0 // indirect
|
||||
golang.org/x/text v0.34.0 // indirect
|
||||
modernc.org/libc v1.65.7 // indirect
|
||||
go.mau.fi/util v0.9.10 // indirect
|
||||
golang.org/x/crypto v0.53.0 // indirect
|
||||
golang.org/x/exp v0.0.0-20260611194520-c48552f49976 // indirect
|
||||
golang.org/x/net v0.56.0 // indirect
|
||||
golang.org/x/sys v0.46.0 // indirect
|
||||
golang.org/x/text v0.38.0 // indirect
|
||||
gopkg.in/yaml.v3 v3.0.1 // indirect
|
||||
modernc.org/libc v1.72.3 // indirect
|
||||
modernc.org/mathutil v1.7.1 // indirect
|
||||
modernc.org/memory v1.11.0 // indirect
|
||||
)
|
||||
|
||||
116
go.sum
116
go.sum
@@ -1,26 +1,26 @@
|
||||
filippo.io/edwards25519 v1.1.0 h1:FNf4tywRC1HmFuKW5xopWpigGjJKiJSV0Cqo0cJWDaA=
|
||||
filippo.io/edwards25519 v1.1.0/go.mod h1:BxyFTGdWcka3PhytdK4V28tE5sGfRvvvRV7EaN4VDT4=
|
||||
filippo.io/edwards25519 v1.2.0 h1:crnVqOiS4jqYleHd9vaKZ+HKtHfllngJIiOpNpoJsjo=
|
||||
filippo.io/edwards25519 v1.2.0/go.mod h1:xzAOLCNug/yB62zG1bQ8uziwrIqIuxhctzJT18Q77mc=
|
||||
github.com/AlekSi/pointer v1.0.0 h1:KWCWzsvFxNLcmM5XmiqHsGTTsuwZMsLFwWF9Y+//bNE=
|
||||
github.com/AlekSi/pointer v1.0.0/go.mod h1:1kjywbfcPFCmncIxtk6fIEub6LKrfMz3gc5QKVOSOA8=
|
||||
github.com/DATA-DOG/go-sqlmock v1.5.2 h1:OcvFkGmslmlZibjAjaHm3L//6LiuBgolP7OputlJIzU=
|
||||
github.com/DATA-DOG/go-sqlmock v1.5.2/go.mod h1:88MAG/4G7SMwSE3CeA0ZKzrT5CiOU3OJ+JlNzwDqpNU=
|
||||
github.com/PuerkitoBio/goquery v1.10.3 h1:pFYcNSqHxBD06Fpj/KsbStFRsgRATgnf3LeXiUkhzPo=
|
||||
github.com/PuerkitoBio/goquery v1.10.3/go.mod h1:tMUX0zDMHXYlAQk6p35XxQMqMweEKB7iK7iLNd4RH4Y=
|
||||
github.com/PuerkitoBio/goquery v1.12.0 h1:pAcL4g3WRXekcB9AU/y1mbKez2dbY2AajVhtkO8RIBo=
|
||||
github.com/PuerkitoBio/goquery v1.12.0/go.mod h1:802ej+gV2y7bbIhOIoPY5sT183ZW0YFofScC4q/hIpQ=
|
||||
github.com/andybalholm/cascadia v1.3.3 h1:AG2YHrzJIm4BZ19iwJ/DAua6Btl3IwJX+VI4kktS1LM=
|
||||
github.com/andybalholm/cascadia v1.3.3/go.mod h1:xNd9bqTn98Ln4DwST8/nG+H0yuB8Hmgu1YHNnWw0GeA=
|
||||
github.com/chehsunliu/poker v0.1.0 h1:OeB4O+QROhA/DiXUhBBlkgbzCx0ZVWMpWgKNu+PX9vI=
|
||||
github.com/chehsunliu/poker v0.1.0/go.mod h1:V6K4yyDbafp0k6lUnYbwoTS/KsHSB1EWiJdEk54uB1w=
|
||||
github.com/coreos/go-systemd/v22 v22.5.0/go.mod h1:Y58oyj3AT4RCenI/lSvhwexgC+NSVTIJ3seZv2GcEnc=
|
||||
github.com/coder/websocket v1.8.15 h1:6B2JPeOGlpff2Uz6vOEH1Vzpi0iUz20A+lPVhPHtNUA=
|
||||
github.com/coder/websocket v1.8.15/go.mod h1:NX3SzP+inril6yawo5CQXx8+fk145lPDC6pumgx0mVg=
|
||||
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
|
||||
github.com/davecgh/go-spew v1.1.1 h1:vj9j/u1bqnvCEfJOwUhtlOARqs3+rkHYY13jYWTU97c=
|
||||
github.com/davecgh/go-spew v1.1.1/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
|
||||
github.com/dustin/go-humanize v1.0.1 h1:GzkhY7T5VNhEkwH0PVJgjz+fX1rhBrR7pRT3mDkpeCY=
|
||||
github.com/dustin/go-humanize v1.0.1/go.mod h1:Mu1zIs6XwVuF/gI1OepvI0qD18qycQx+mFykh5fBlto=
|
||||
github.com/expr-lang/expr v1.17.5 h1:i1WrMvcdLF249nSNlpQZN1S6NXuW9WaOfF5tPi3aw3k=
|
||||
github.com/expr-lang/expr v1.17.5/go.mod h1:8/vRC7+7HBzESEqt5kKpYXxrxkr31SaO8r40VO/1IT4=
|
||||
github.com/expr-lang/expr v1.17.8 h1:W1loDTT+0PQf5YteHSTpju2qfUfNoBt4yw9+wOEU9VM=
|
||||
github.com/expr-lang/expr v1.17.8/go.mod h1:8/vRC7+7HBzESEqt5kKpYXxrxkr31SaO8r40VO/1IT4=
|
||||
github.com/fogleman/gg v1.3.0 h1:/7zJX8F6AaYQc57WQCyN9cAIz+4bCJGO9B+dyW29am8=
|
||||
github.com/fogleman/gg v1.3.0/go.mod h1:R/bRT+9gY/C5z7JzPU0zXsXHKM4/ayA+zqcVNZzPa1k=
|
||||
github.com/godbus/dbus/v5 v5.0.4/go.mod h1:xhWf0FNVPg57R7Z0UbKHbJfkEywrmjJnf7w5xrFpKfA=
|
||||
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
|
||||
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
|
||||
github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY=
|
||||
@@ -28,27 +28,26 @@ github.com/google/pprof v0.0.0-20250317173921-a4b03ec1a45e h1:ijClszYn+mADRFY17k
|
||||
github.com/google/pprof v0.0.0-20250317173921-a4b03ec1a45e/go.mod h1:boTsfXsheKC2y+lKOCMpSfarhxDeIzfZG1jqGcPl3cA=
|
||||
github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
|
||||
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
|
||||
github.com/hashicorp/golang-lru/v2 v2.0.7 h1:a+bsQ5rvGLjzHuww6tVxozPZFVghXaHOwFs4luLUK2k=
|
||||
github.com/hashicorp/golang-lru/v2 v2.0.7/go.mod h1:QeFd9opnmA6QUJc5vARoKUSoFhyfM2/ZepoAG6RGpeM=
|
||||
github.com/joho/godotenv v1.5.1 h1:7eLL/+HRGLY0ldzfGMeQkb7vMd0as4CfYvUVzLqw0N0=
|
||||
github.com/joho/godotenv v1.5.1/go.mod h1:f4LDr5Voq0i2e/R5DDNOoa2zzDfwtkZa6DnEwAbqwq4=
|
||||
github.com/loganjspears/joker v0.0.0-20180219043703-3f2f69a75914 h1:yAIlIiOkdoJvqd5xtWzM9tNDpLZrFfJdpnNSKha78G8=
|
||||
github.com/loganjspears/joker v0.0.0-20180219043703-3f2f69a75914/go.mod h1:76SAnflG7ZFhgtnaVCpP6A5Z1S/VMFzRBN7KGm5j4oc=
|
||||
github.com/mattn/go-colorable v0.1.13/go.mod h1:7S9/ev0klgBDR4GtXTXX8a3vIGJpMovkB8vQcUbaXHg=
|
||||
github.com/mattn/go-colorable v0.1.14 h1:9A9LHSqF/7dyVVX6g0U9cwm9pG3kP9gSzcuIPHPsaIE=
|
||||
github.com/mattn/go-colorable v0.1.14/go.mod h1:6LmQG8QLFO4G5z1gPvYEzlUgJ2wF+stgPZH1UqBm1s8=
|
||||
github.com/mattn/go-isatty v0.0.16/go.mod h1:kYGgaQfpe5nmfYZH+SKPsOc2e4SrIfOl2e/yFXSvRLM=
|
||||
github.com/mattn/go-isatty v0.0.19/go.mod h1:W+V8PltTTMOvKvAeJH7IuucS94S2C6jfK/D7dTCTo3Y=
|
||||
github.com/mattn/go-isatty v0.0.20 h1:xfD0iDuEKnDkl03q4limB+vH+GxLEtL/jb4xVJSWWEY=
|
||||
github.com/mattn/go-isatty v0.0.20/go.mod h1:W+V8PltTTMOvKvAeJH7IuucS94S2C6jfK/D7dTCTo3Y=
|
||||
github.com/mattn/go-sqlite3 v1.14.34 h1:3NtcvcUnFBPsuRcno8pUtupspG/GM+9nZ88zgJcp6Zk=
|
||||
github.com/mattn/go-sqlite3 v1.14.34/go.mod h1:Uh1q+B4BYcTPb+yiD3kU8Ct7aC0hY9fxUwlHK0RXw+Y=
|
||||
github.com/ncruces/go-strftime v0.1.9 h1:bY0MQC28UADQmHmaF5dgpLmImcShSi2kHU9XLdhx/f4=
|
||||
github.com/ncruces/go-strftime v0.1.9/go.mod h1:Fwc5htZGVVkseilnfgOVb9mKy6w1naJmn9CehxcKcls=
|
||||
github.com/mattn/go-sqlite3 v1.14.45 h1:6KA/spDguL3KV8rnybG7ezSaE4SeMR3KC9VbUoAQaIk=
|
||||
github.com/mattn/go-sqlite3 v1.14.45/go.mod h1:pjEuOr8IwzLJP2MfGeTb0A35jauH+C2kbHKBr7yXKVQ=
|
||||
github.com/ncruces/go-strftime v1.0.0 h1:HMFp8mLCTPp341M/ZnA4qaf7ZlsbTc+miZjCLOFAw7w=
|
||||
github.com/ncruces/go-strftime v1.0.0/go.mod h1:Fwc5htZGVVkseilnfgOVb9mKy6w1naJmn9CehxcKcls=
|
||||
github.com/notnil/joker v0.0.0-20180219043703-3f2f69a75914 h1:xXPuFr3PVM4p6Vw3j0CP29oWYRVKO3cPZjR6D7BxggQ=
|
||||
github.com/notnil/joker v0.0.0-20180219043703-3f2f69a75914/go.mod h1:L0Sdr2nYdktjerdXpIn9wOCn+GebPs/nCL2qH6RTGa0=
|
||||
github.com/olebedev/when v1.1.0 h1:dlpoRa7huImhNtEx4yl0WYfTHVEWmJmIWd7fEkTHayc=
|
||||
github.com/olebedev/when v1.1.0/go.mod h1:T0THb4kP9D3NNqlvCwIG4GyUioTAzEhB4RNVzig/43E=
|
||||
github.com/petermattis/goid v0.0.0-20260113132338-7c7de50cc741 h1:KPpdlQLZcHfTMQRi6bFQ7ogNO0ltFT4PmtwTLW4W+14=
|
||||
github.com/petermattis/goid v0.0.0-20260113132338-7c7de50cc741/go.mod h1:pxMtw7cyUw6B2bRH0ZBANSPg+AoSud1I1iyJHI69jH4=
|
||||
github.com/petermattis/goid v0.0.0-20260330135022-df67b199bc81 h1:WDsQxOJDy0N1VRAjXLpi8sCEZRSGarLWQevDxpTBRrM=
|
||||
github.com/petermattis/goid v0.0.0-20260330135022-df67b199bc81/go.mod h1:pxMtw7cyUw6B2bRH0ZBANSPg+AoSud1I1iyJHI69jH4=
|
||||
github.com/pkg/errors v0.9.1 h1:FEBLx1zS214owpjy7qsBeixbURkuhQAwrK5UwLGTwt4=
|
||||
github.com/pkg/errors v0.9.1/go.mod h1:bwawxfHBFNV+L2hUp1rHADufV3IMtnDRdf1r5NINEl0=
|
||||
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
|
||||
@@ -57,9 +56,8 @@ github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec h1:W09IVJc94
|
||||
github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec/go.mod h1:qqbHyh8v60DhA7CoWK5oRCqLrMHRGoxYCSS9EjAz6Eo=
|
||||
github.com/robfig/cron/v3 v3.0.1 h1:WdRxkvbJztn8LMz/QEvLN5sBU+xKpSqwwUO1Pjr4qDs=
|
||||
github.com/robfig/cron/v3 v3.0.1/go.mod h1:eQICP3HwyT7UooqI/z+Ov+PtYAWygg1TEWWzGIFLtro=
|
||||
github.com/rs/xid v1.6.0/go.mod h1:7XoLgs4eV+QndskICGsho+ADou8ySMSjJKDIan90Nz0=
|
||||
github.com/rs/zerolog v1.34.0 h1:k43nTLIwcTVQAncfCw4KZ2VY6ukYoZaBPNOE8txlOeY=
|
||||
github.com/rs/zerolog v1.34.0/go.mod h1:bJsvje4Z08ROH4Nhs5iH600c3IkWhwp44iRc54W6wYQ=
|
||||
github.com/rs/zerolog v1.35.1 h1:m7xQeoiLIiV0BCEY4Hs+j2NG4Gp2o2KPKmhnnLiazKI=
|
||||
github.com/rs/zerolog v1.35.1/go.mod h1:EjML9kdfa/RMA7h/6z6pYmq1ykOuA8/mjWaEvGI+jcw=
|
||||
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e h1:MRM5ITcdelLK2j1vwZ3Je0FKVCfqOLp5zO6trqMLYs0=
|
||||
github.com/skip2/go-qrcode v0.0.0-20200617195104-da1b6568686e/go.mod h1:XV66xRDqSt+GTGFMVlhk3ULuV0y9ZmzeVGR4mloJI3M=
|
||||
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
|
||||
@@ -67,8 +65,8 @@ github.com/stretchr/testify v1.4.0/go.mod h1:j7eGeouHqKxXV5pUuKE4zz7dFj8WfuZ+81P
|
||||
github.com/stretchr/testify v1.11.1 h1:7s2iGBzp5EwR7/aIZr8ao5+dra3wiQyKjjFuvgVKu7U=
|
||||
github.com/stretchr/testify v1.11.1/go.mod h1:wZwfW3scLgRK+23gO65QZefKpKQRnfz6sD981Nm4B6U=
|
||||
github.com/tidwall/gjson v1.14.2/go.mod h1:/wbyibRr2FHMks5tjHJ5F8dMZh3AcwJEMf5vlfC0lxk=
|
||||
github.com/tidwall/gjson v1.18.0 h1:FIDeeyB800efLX89e5a8Y0BNH+LOngJyGrIWxG2FKQY=
|
||||
github.com/tidwall/gjson v1.18.0/go.mod h1:/wbyibRr2FHMks5tjHJ5F8dMZh3AcwJEMf5vlfC0lxk=
|
||||
github.com/tidwall/gjson v1.19.0 h1:xwxm7n691Uf3u5OFjzngavjGTh55KX5q/9w9xHW88JU=
|
||||
github.com/tidwall/gjson v1.19.0/go.mod h1:V37/opeE/JbLUOfH0QTXiNez2l0RUjYUhpT4szFQAfc=
|
||||
github.com/tidwall/match v1.1.1 h1:+Ho715JplO36QYgwN9PGYNhgZvoUSc9X2c80KVTi+GA=
|
||||
github.com/tidwall/match v1.1.1/go.mod h1:eRSPERbgtNPcGhD8UCthc6PmLEQXEWd3PRB5JTxsfmM=
|
||||
github.com/tidwall/pretty v1.2.0/go.mod h1:ITEVvHYasfjBbM0u2Pg8T2nJnzm8xPwvNhhsoaGGjNU=
|
||||
@@ -77,27 +75,27 @@ github.com/tidwall/pretty v1.2.1/go.mod h1:ITEVvHYasfjBbM0u2Pg8T2nJnzm8xPwvNhhso
|
||||
github.com/tidwall/sjson v1.2.5 h1:kLy8mja+1c9jlljvWTlSazM7cKDRfJuR/bOJhcY5NcY=
|
||||
github.com/tidwall/sjson v1.2.5/go.mod h1:Fvgq9kS/6ociJEDnK0Fk1cpYF4FIW6ZF7LAe+6jwd28=
|
||||
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
||||
go.mau.fi/util v0.9.6 h1:2nsvxm49KhI3wrFltr0+wSUBlnQ4CMtykuELjpIU+ts=
|
||||
go.mau.fi/util v0.9.6/go.mod h1:sIJpRH7Iy5Ad1SBuxQoatxtIeErgzxCtjd/2hCMkYMI=
|
||||
go.mau.fi/util v0.9.10 h1:wzvz5iDHyqDXB8vgisD4d3SzucLXNM3iNY+1O1RoHtg=
|
||||
go.mau.fi/util v0.9.10/go.mod h1:YQOxySn+ZE3qSYqNxvyX7Yi3suA8YK17PS6QqBREW7A=
|
||||
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
||||
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
|
||||
golang.org/x/crypto v0.13.0/go.mod h1:y6Z2r+Rw4iayiXXAIxJIDAJ1zMW4yaTpebo8fPOliYc=
|
||||
golang.org/x/crypto v0.19.0/go.mod h1:Iy9bg/ha4yyC70EfRS8jz+B6ybOBKMaSxLj6P6oBDfU=
|
||||
golang.org/x/crypto v0.23.0/go.mod h1:CKFgDieR+mRhux2Lsu27y0fO304Db0wZe70UKqHu0v8=
|
||||
golang.org/x/crypto v0.31.0/go.mod h1:kDsLvtWBEx7MV9tJOj9bnXsPbxwJQ6csT/x4KIN4Ssk=
|
||||
golang.org/x/crypto v0.48.0 h1:/VRzVqiRSggnhY7gNRxPauEQ5Drw9haKdM0jqfcCFts=
|
||||
golang.org/x/crypto v0.48.0/go.mod h1:r0kV5h3qnFPlQnBSrULhlsRfryS2pmewsg+XfMgkVos=
|
||||
golang.org/x/exp v0.0.0-20260212183809-81e46e3db34a h1:ovFr6Z0MNmU7nH8VaX5xqw+05ST2uO1exVfZPVqRC5o=
|
||||
golang.org/x/exp v0.0.0-20260212183809-81e46e3db34a/go.mod h1:K79w1Vqn7PoiZn+TkNpx3BUWUQksGO3JcVX6qIjytmA=
|
||||
golang.org/x/image v0.36.0 h1:Iknbfm1afbgtwPTmHnS2gTM/6PPZfH+z2EFuOkSbqwc=
|
||||
golang.org/x/image v0.36.0/go.mod h1:YsWD2TyyGKiIX1kZlu9QfKIsQ4nAAK9bdgdrIsE7xy4=
|
||||
golang.org/x/crypto v0.53.0 h1:QZ4Muo8THX6CizN2vPPd5fBGHyogrdK9fG4wLPFUsto=
|
||||
golang.org/x/crypto v0.53.0/go.mod h1:DNLU434OwVakk9PzuwV8w62mAJpRJL3vsgcfp4Qnsio=
|
||||
golang.org/x/exp v0.0.0-20260611194520-c48552f49976 h1:X8Hz2ImujgbmetVuW+w2YkyZChE3cBpZi2P158rTG9M=
|
||||
golang.org/x/exp v0.0.0-20260611194520-c48552f49976/go.mod h1:vnf4pv9iKZXY58sQE1L86zmNWJ4159e1RkcWiLCkeEY=
|
||||
golang.org/x/image v0.40.0 h1:Tw4GyDXMo+daZN1znreBRC3VayR1aLFUyUEOLUdW1a8=
|
||||
golang.org/x/image v0.40.0/go.mod h1:uIc348UZMSvS5Z65CVZ7iDPaNobNFEPeJ4kbqTOszmA=
|
||||
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
|
||||
golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
|
||||
golang.org/x/mod v0.12.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
|
||||
golang.org/x/mod v0.15.0/go.mod h1:hTbmBsO62+eylJbnUtE2MGJUyE7QWk4xUqPFrRgJ+7c=
|
||||
golang.org/x/mod v0.17.0/go.mod h1:hTbmBsO62+eylJbnUtE2MGJUyE7QWk4xUqPFrRgJ+7c=
|
||||
golang.org/x/mod v0.33.0 h1:tHFzIWbBifEmbwtGz65eaWyGiGZatSrT9prnU8DbVL8=
|
||||
golang.org/x/mod v0.33.0/go.mod h1:swjeQEj+6r7fODbD2cqrnje9PnziFuw4bmLbBZFrQ5w=
|
||||
golang.org/x/mod v0.37.0 h1:vF1DjpVEshcIqoEaauuHebaLk1O1forxjxBaVn884JQ=
|
||||
golang.org/x/mod v0.37.0/go.mod h1:m8S8VeM9r4dzDwjrKO0a1sZP3YjeMamRRlD+fmR2Q/0=
|
||||
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
|
||||
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
|
||||
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
|
||||
@@ -107,8 +105,8 @@ golang.org/x/net v0.15.0/go.mod h1:idbUs1IY1+zTqbi8yxTbhexhEEk5ur9LInksu6HrEpk=
|
||||
golang.org/x/net v0.21.0/go.mod h1:bIjVDfnllIU7BJ2DNgfnXvpSvtn8VRwhlsaeUTyUS44=
|
||||
golang.org/x/net v0.25.0/go.mod h1:JkAGAh7GEvH74S6FOH42FLoXpXbE/aqXSrIQjXgsiwM=
|
||||
golang.org/x/net v0.33.0/go.mod h1:HXLR5J+9DxmrqMwG9qjGCxZ+zKXxBru04zlTvWlWuN4=
|
||||
golang.org/x/net v0.50.0 h1:ucWh9eiCGyDR3vtzso0WMQinm2Dnt8cFMuQa9K33J60=
|
||||
golang.org/x/net v0.50.0/go.mod h1:UgoSli3F/pBgdJBHCTc+tp3gmrU4XswgGRgtnwWTfyM=
|
||||
golang.org/x/net v0.56.0 h1:Rw8j/hFzGvJUZwNBXnAtf5sVDVt+65SK2C7IxCxZt5o=
|
||||
golang.org/x/net v0.56.0/go.mod h1:D3Ku6r+V6JROoZK144D2XfMHFcMq/0zSfLelVTCFKec=
|
||||
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
|
||||
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
|
||||
golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
|
||||
@@ -116,14 +114,13 @@ golang.org/x/sync v0.3.0/go.mod h1:FU7BRWz2tNW+3quACPkgCx/L+uEAv1htQ0V83Z9Rj+Y=
|
||||
golang.org/x/sync v0.6.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
|
||||
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
|
||||
golang.org/x/sync v0.10.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
|
||||
golang.org/x/sync v0.19.0 h1:vV+1eWNmZ5geRlYjzm2adRgW2/mcpevXNg50YZtPCE4=
|
||||
golang.org/x/sync v0.19.0/go.mod h1:9KTHXmSnoGruLpwFjVSX0lNNA75CykiMECbovNTZqGI=
|
||||
golang.org/x/sync v0.21.0 h1:HLII4xRRTtCRkxYp4HNFF0Js/Og6q2i++KXbg0gHCwM=
|
||||
golang.org/x/sync v0.21.0/go.mod h1:9xrNwdLfx4jkKbNva9FpL6vEN7evnE43NNNJQ2LF3+0=
|
||||
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
|
||||
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
|
||||
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.0.0-20220811171246-fbc7d0a398ab/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.6.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.8.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
@@ -131,8 +128,8 @@ golang.org/x/sys v0.12.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.17.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
|
||||
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
|
||||
golang.org/x/sys v0.28.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
|
||||
golang.org/x/sys v0.41.0 h1:Ivj+2Cp/ylzLiEU89QhWblYnOE9zerudt9Ftecq2C6k=
|
||||
golang.org/x/sys v0.41.0/go.mod h1:OgkHotnGiDImocRcuBABYBEXf8A9a87e/uXjp9XT3ks=
|
||||
golang.org/x/sys v0.46.0 h1:noSf2Fq6F8DBgS+LysIkx7rIExoNHJsxOAtPp4rthXw=
|
||||
golang.org/x/sys v0.46.0/go.mod h1:4GL1E5IUh+htKOUEOaiffhrAeqysfVGipDYzABqnCmw=
|
||||
golang.org/x/telemetry v0.0.0-20240228155512-f48c80bd79b2/go.mod h1:TeRTkGYfJXctD9OcfyVLyj2J3IxLnKwHJR8f4D8a3YE=
|
||||
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
|
||||
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
|
||||
@@ -151,43 +148,48 @@ golang.org/x/text v0.13.0/go.mod h1:TvPlkZtksWOMsz7fbANvkp4WM8x/WCo/om8BMLbz+aE=
|
||||
golang.org/x/text v0.14.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=
|
||||
golang.org/x/text v0.15.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=
|
||||
golang.org/x/text v0.21.0/go.mod h1:4IBbMaMmOPCJ8SecivzSH54+73PCFmPWxNTLm+vZkEQ=
|
||||
golang.org/x/text v0.34.0 h1:oL/Qq0Kdaqxa1KbNeMKwQq0reLCCaFtqu2eNuSeNHbk=
|
||||
golang.org/x/text v0.34.0/go.mod h1:homfLqTYRFyVYemLBFl5GgL/DWEiH5wcsQ5gSh1yziA=
|
||||
golang.org/x/text v0.38.0 h1:sXmwo9DwP3OK9EZ7PqAdaooSGozfl/3a6/xJcbzPRhE=
|
||||
golang.org/x/text v0.38.0/go.mod h1:YXZt3QhHUKYT53r2lLKFIVi6Ao1jdzrTR/KQ09qyxF4=
|
||||
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
|
||||
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
|
||||
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
|
||||
golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU=
|
||||
golang.org/x/tools v0.13.0/go.mod h1:HvlwmtVNQAhOuCjW7xxvovg8wbNq7LwfXh/k7wXUl58=
|
||||
golang.org/x/tools v0.21.1-0.20240508182429-e35e4ccd0d2d/go.mod h1:aiJjzUbINMkxbQROHiO6hDPo2LHcIPhhQsa9DLh0yGk=
|
||||
golang.org/x/tools v0.42.0 h1:uNgphsn75Tdz5Ji2q36v/nsFSfR/9BRFvqhGBaJGd5k=
|
||||
golang.org/x/tools v0.42.0/go.mod h1:Ma6lCIwGZvHK6XtgbswSoWroEkhugApmsXyrUmBhfr0=
|
||||
golang.org/x/tools v0.46.0 h1:7jTurBkPZu4moS/Uy4OQT1M+QBlsj3wejyZwsT8Z7rk=
|
||||
golang.org/x/tools v0.46.0/go.mod h1:FrD85F8l+NWL+9XWBSyVSHO6Ne4jutsfIFba7AWQ5Ys=
|
||||
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
|
||||
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405 h1:yhCVgyC4o1eVCa2tZl7eS0r+SDo693bJlVdllGtEeKM=
|
||||
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
|
||||
gopkg.in/yaml.v2 v2.2.2/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
|
||||
gopkg.in/yaml.v3 v3.0.1 h1:fxVm/GzAzEWqLHuvctI91KS9hhNmmWOoWu0XTYJS7CA=
|
||||
gopkg.in/yaml.v3 v3.0.1/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=
|
||||
maunium.net/go/mautrix v0.26.3 h1:tWZih6Vjw0qGTWuPmg9JUrQPzViTNDPGQLVc5UXC4nk=
|
||||
maunium.net/go/mautrix v0.26.3/go.mod h1:v5ZdDoCwUpNqEj5OrhEoUa3L1kEddKPaAya9TgGXN38=
|
||||
modernc.org/cc/v4 v4.26.1 h1:+X5NtzVBn0KgsBCBe+xkDC7twLb/jNVj9FPgiwSQO3s=
|
||||
modernc.org/cc/v4 v4.26.1/go.mod h1:uVtb5OGqUKpoLWhqwNQo/8LwvoiEBLvZXIQ/SmO6mL0=
|
||||
modernc.org/ccgo/v4 v4.28.0 h1:rjznn6WWehKq7dG4JtLRKxb52Ecv8OUGah8+Z/SfpNU=
|
||||
modernc.org/ccgo/v4 v4.28.0/go.mod h1:JygV3+9AV6SmPhDasu4JgquwU81XAKLd3OKTUDNOiKE=
|
||||
modernc.org/fileutil v1.3.1 h1:8vq5fe7jdtEvoCf3Zf9Nm0Q05sH6kGx0Op2CPx1wTC8=
|
||||
modernc.org/fileutil v1.3.1/go.mod h1:HxmghZSZVAz/LXcMNwZPA/DRrQZEVP9VX0V4LQGQFOc=
|
||||
maunium.net/go/mautrix v0.28.1 h1:Hic3oDMPbLbQu1fhboTRAKZcORMjzzkjxsa+SGk60b0=
|
||||
maunium.net/go/mautrix v0.28.1/go.mod h1:mWXQNmOlrq4VTDU9f1HO03BSIswdUIyyY4wUKHqwzzY=
|
||||
modernc.org/cc/v4 v4.28.2 h1:3tQ0lf2ADtoby2EtSP+J7IE2SHwEJdP8ioR59wx7XpY=
|
||||
modernc.org/cc/v4 v4.28.2/go.mod h1:OnovgIhbbMXMu1aISnJ0wvVD1KnW+cAUJkIrAWh+kVI=
|
||||
modernc.org/ccgo/v4 v4.34.0 h1:yRLPFZieg532OT4rp4JFNIVcquwalMX26G95WQDqwCQ=
|
||||
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/go.mod h1:EqdKFDxiByqxLk8ozOxObDSfcVOv/54xDs/DUHdvCUU=
|
||||
modernc.org/gc/v2 v2.6.5 h1:nyqdV8q46KvTpZlsw66kWqwXRHdjIlJOhG6kxiV/9xI=
|
||||
modernc.org/gc/v2 v2.6.5/go.mod h1:YgIahr1ypgfe7chRuJi2gD7DBQiKSLMPgBQe9oIiito=
|
||||
modernc.org/libc v1.65.7 h1:Ia9Z4yzZtWNtUIuiPuQ7Qf7kxYrxP1/jeHZzG8bFu00=
|
||||
modernc.org/libc v1.65.7/go.mod h1:011EQibzzio/VX3ygj1qGFt5kMjP0lHb0qCW5/D/pQU=
|
||||
modernc.org/gc/v3 v3.1.2 h1:ZtDCnhonXSZexk/AYsegNRV1lJGgaNZJuKjJSWKyEqo=
|
||||
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/go.mod h1:CEFRnnJhKvWT1c1JTI3Avm+tgOWbkOu5oPA8eH8LnMI=
|
||||
modernc.org/libc v1.72.3 h1:ZnDF4tXn4NBXFutMMQC4vtbTFSXhhKzR73fv0beZEAU=
|
||||
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/go.mod h1:4p5IwJITfppl0G4sUEDtCr4DthTaT47/N3aT6MhfgJg=
|
||||
modernc.org/memory v1.11.0 h1:o4QC8aMQzmcwCK3t3Ux/ZHmwFPzE6hf2Y5LbkRs+hbI=
|
||||
modernc.org/memory v1.11.0/go.mod h1:/JP4VbVC+K5sU2wZi9bHoq2MAkCnrt2r98UGeSK7Mjw=
|
||||
modernc.org/opt v0.1.4 h1:2kNGMRiUjrp4LcaPuLY2PzUfqM/w9N23quVwhKt5Qm8=
|
||||
modernc.org/opt v0.1.4/go.mod h1:03fq9lsNfvkYSfxrfUhZCWPk1lm4cq4N+Bh//bEtgns=
|
||||
modernc.org/opt v0.2.0 h1:tGyef5ApycA7FSEOMraay9SaTk5zmbx7Tu+cJs4QKZg=
|
||||
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/go.mod h1:7ZI3a3REbai7gzCLcotuw9AC4VZVpYMjDzETGsSMqJE=
|
||||
modernc.org/sqlite v1.37.1 h1:EgHJK/FPoqC+q2YBXg7fUmES37pCHFc97sI7zSayBEs=
|
||||
modernc.org/sqlite v1.37.1/go.mod h1:XwdRtsE1MpiBcL54+MbKcaDvcuej+IYSMfLN6gSKV8g=
|
||||
modernc.org/sqlite v1.50.1 h1:l+cQvn0sd0zJJtfygGHuQJ5AjlrwXmWPw4KP3ZMwr9w=
|
||||
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/go.mod h1:EHkiggD70koQxjVdSBM3JKM7k6L0FbGE5eymy9i3B9A=
|
||||
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
280
gogobee_long_expedition_plan.md
Normal file
280
gogobee_long_expedition_plan.md
Normal file
@@ -0,0 +1,280 @@
|
||||
# Long Expeditions — multi-session plan
|
||||
|
||||
> Goal: dungeon expeditions become real multi-day journeys (T1 ≈ 2 days → T5 ≈ 7 days). Player picks **camp supplies** at launch, then watches it play out. Camp pitch/break, elite engagement, and **boss engagement** all become autonomous. Foreground `!camp` / `!fight` survive as overrides, not the expected path.
|
||||
|
||||
## Status @ 2026-05-28
|
||||
|
||||
**Core track (D1–D7) — DONE.** All phases shipped; v1 of the long-expedition mechanics is live on `long-expeditions-d1`.
|
||||
|
||||
**§6 decisions (2026-05-28) re-opened two threads** that ride after D8:
|
||||
- **D9** — T1–T3 room-count bump toward the 3–5× target band (D1 landed T1–T3 at ~2×). Sim-first: read T1/T2 day-counts from a fresh corpus *after* D8 lands.
|
||||
- **D10** — T4/T5 anchor-room variety (2nd elite + 2nd trap mid-zone). Bundle with D9 to avoid touching graphs twice.
|
||||
|
||||
**Active work — §8 (J3 caster sim-picker):** D8-a / D8-b / D8-prereq / D8-d-diagnostic shipped; **D8-c (concentration), D8-d-fix (AC floor lift), D8-e (martial regression triage)** queued. D8 is sequentially the gate before D9/D10 — room counts only make sense once the sim accurately scores the classes that will walk through them.
|
||||
|
||||
**Sequence:** D8-c → D8-d-fix → D8-e → D9 → D10. Re-baseline once at the end.
|
||||
|
||||
## 1. Why the current shape is "too short"
|
||||
|
||||
| Tier | Zones | Rooms | Real-time exit |
|
||||
|------|-------|------|----------------|
|
||||
| T1 | Goblin Warrens, Crypt Valdris | 6–7 | usually <1 calendar day |
|
||||
| T2 | Forest Shadows, Sunken Temple | 7–8 | usually 1 day |
|
||||
| T3 | Manor Blackspire, Underforge | 7–9 | 1–2 days |
|
||||
| T4 | Underdark, Feywild Crossing | 8–10 (×regions) | 2–3 days |
|
||||
| T5 | Dragon's Lair, Abyss Portal | 9–10 (×regions) | 2–4 days |
|
||||
|
||||
(Room counts from `internal/plugin/dnd_zone.go:70-134`; tier zones from memory `project_expedition_difficulty`.)
|
||||
|
||||
Because the autopilot walks ~3 rooms / 2h (`expedition_autorun.go:43,53`) and boss/elite stops are manual, a player who pays attention clears T1–T3 in an evening. Briefing/recap UTC ticks fire but rarely matter — the expedition is over before "day 2" ever lands.
|
||||
|
||||
## 2. Target shape
|
||||
|
||||
| Tier | Target duration | New room budget (single-region) | Notes |
|
||||
|------|-----------------|---------------------------------|-------|
|
||||
| T1 | 2 days | 12–14 | one autopilot-camp |
|
||||
| T2 | 3 days | 16–20 | two camps |
|
||||
| T3 | 4 days | 22–26 | three camps; threat starts to bite |
|
||||
| T4 | 5–6 days | 28–34 (split across 3–4 regions) | base camp emerges |
|
||||
| T5 | 7 days | 36–44 (split across 3–4 regions) | full siege/temporal pressure |
|
||||
|
||||
(Numbers are first-draft anchors; class-balance sim drives the actual dial in D7.)
|
||||
|
||||
Duration is measured in **expedition-days advanced by autopilot camp**, not real-time UTC days. Each autopilot night-camp = day++. Real-time UTC still drives the morning briefing DM cadence, but day-count and supply burn become event-driven (camp = sleep = day++ = burn).
|
||||
|
||||
The autopilot decides:
|
||||
- when to camp (and which camp type)
|
||||
- whether to engage elites and bosses, or to camp first and retry
|
||||
- whether to extract early on starvation/HP collapse
|
||||
|
||||
The player decides:
|
||||
- supply pack purchases at launch (only meaningful pre-expedition choice)
|
||||
- whether to override (`!camp <kind>`, `!fight`, `!expedition extract`)
|
||||
|
||||
## 3. Phasing
|
||||
|
||||
Built across multiple sessions; each phase ships independently with tests and a small DM-side feedback loop.
|
||||
|
||||
### D1 — Length + room-count rework
|
||||
**Files:** `dnd_zone.go` (per-zone Min/MaxRooms), `dnd_expedition_region.go` (multi-region region sizes), `dnd_zone_run.go:generateRoomSequence` (still terminates Entry → … → Elite → Boss, but with more Explorations).
|
||||
**Work:**
|
||||
- Re-pitch Min/MaxRooms per zone to the table in §2.
|
||||
- Multi-region zones: extend per-region room budgets so the total stays in band when summed.
|
||||
- Keep the fixed Entry / Trap / Elite / Boss anchors; only Exploration count scales.
|
||||
- Consider 2 traps + 2 elites for T4–T5 to break up the long middle (deferred decision — see §6).
|
||||
- Update existing zone graphs in `zone_graph_*.go` for the new lengths. *Auditing whether each zone has a hand-tuned graph or relies on the linear compiler is part of D1 scoping.*
|
||||
|
||||
**Exit criteria:** `expedition-sim` shows mean-room-cleared per zone in the new band; no test fixtures hard-code old counts.
|
||||
|
||||
### D2 — Autopilot camp scheduler
|
||||
|
||||
**D2-a (shipped 2026-05-27):** new `expedition_autocamp.go` with pure `decideAutopilotCamp` + `pitchAutopilotCamp` + dwell-window lifecycle (`shouldSkipAutoRunForCamp`, `breakAutoCampIfDue`). Wired into `tryAutoRun`: skip while inside `minAutoCampDwell` (4h), break + walk past it, post-walk scheduler pitches HP-low rest camps and region-boss base-camp waypoints. CampState gained `AutoPitched` so auto- vs player-pitched lifetimes diverge. Day rollover is still UTC-anchored; D2-b moves it event-anchored.
|
||||
|
||||
**D2-b (shipped 2026-05-27):** event-anchored day rollover. `dnd_expedition_cycle.go` adds `eventAnchoredCutoff` + `isEventAnchored`, splits the briefing body into `nightRolloverBurn` + `nightRolloverDrift` (+ a convenience `processNightCamp` that runs both back-to-back). For expeditions started ≥ cutoff, `deliverBriefing` skips mutators and posts a re-engagement DM; if `last_briefing_at` is older than `nightSafetyNet` (28h) it force-fires `processNightCamp` so a stalled autopilot doesn't freeze the expedition. The autopilot scheduler grew a `Night` flag — `decideAutopilotCamp` sets it when `time.Since(LastBriefingAt) ≥ nightCampWindow` (16h); `pitchAutopilotCamp` then runs the burn → camp → rest → drift sequence in one pitch. Manual `!camp <type>` runs the same flow when it's the first camp since the last rollover. Legacy UTC-anchored expeditions (start_date < cutoff) keep the original mutator flow via the same staged helpers, preserving rest-before-drift ordering through `processOvernightCamp`. Tests fence cutoff to year 9999 in `TestMain` so existing legacy assertions stand; new tests exercise the night decision, night-pitch rollover, event-anchored skip, and safety-net force.
|
||||
|
||||
|
||||
**Files:** new `expedition_autocamp.go`; hooks in `expedition_autorun.go:tryAutoRun`; reuse `dnd_expedition_camp.go:campPitch` / `applyCampRest`.
|
||||
**Heuristics (in priority order):**
|
||||
1. **Day-budget pacing** — pitch when rooms-walked-this-day ≥ tier-specific day-room target. Standard if room cleared, rough if not.
|
||||
2. **Resource gates** — pitch if HP < 35% of max, or supplies projected to cover <1 more day's burn (`exp.Supplies.Current < exp.Supplies.DailyBurn * harshMod`).
|
||||
3. **Post-elite breath** — auto-pitch a standard camp in the cleared elite room.
|
||||
4. **Region boss cleared in multi-region zone** — auto-pitch base camp at first eligible site.
|
||||
5. **Don't pitch when** mid-fight, in a trap/boss room, in a fork-pending state, or already camped.
|
||||
|
||||
Auto-break already happens on move (`autoBreakCampOnMove` in `dnd_expedition_camp.go:401`). Autopilot just needs to *not* break a freshly-pitched camp by immediately walking on — gate by `time.Since(camp.EstablishedAt) > minCampDwell` (15min real-time? or simply: don't auto-walk while camped).
|
||||
|
||||
**Day-rollover semantics change (decided event-anchored):** today, day++ happens at the 06:00 UTC briefing (`dnd_expedition_cycle.go:236`). After D2, the autopilot **night-camp pitch** is the event that fires day++, supply burn, overnight rest, and threat drift — in one atomic rollover the camp scheduler triggers. The 06:00 UTC briefing tick survives only as a re-engagement DM anchor (and a safety net: if for some reason no camp pitched in N hours, force one). Concretely:
|
||||
- Move the body of `deliverBriefing` (`dnd_expedition_cycle.go:186-`) into a `processNightCamp(exp)` helper called from the autopilot camp scheduler when it pitches a *night* camp (rough/standard/fortified — not mid-day breath stops).
|
||||
- Distinguish "night camp" (advances day) from "rest stop" (doesn't). Heuristic: a camp pitched at the end of the day-budget room count is night; one pitched purely for HP/SU recovery mid-day is a rest stop. Both apply `applyCampRest`; only night also runs supply burn + day++ + threat drift.
|
||||
- The existing UTC briefing ticker becomes: if `last_briefing_at` is older than ~20h *and* the user is active, post a "Day N — here's where you stand" re-engagement DM. It calls **no** mutators.
|
||||
- Manual `!camp <type>` from the player still does what it does today (apply rest immediately) but **also** counts as a night camp if invoked with no other camp today — keep parity with the autopilot behavior so the override doesn't accidentally stall day advancement.
|
||||
|
||||
**Migration:** in-flight expeditions at deploy time keep their existing 06:00 UTC day++ until they end (fence by `start_date`). New expeditions use the event-anchored model.
|
||||
|
||||
**Exit criteria:** sim shows autopilot pitches the right kind of camp at the right room with no player input; supply economy still survives a 7-day T5.
|
||||
|
||||
### D3 — Autonomous elite + boss engagement
|
||||
**Files:** `dnd_zone_cmd.go:497-535` (the prev==RoomElite / RoomBoss branch).
|
||||
|
||||
**Shipped 2026-05-27.** `dnd_zone_cmd.go` adds `stopBossSafety` + `bossSafetyGate(uid, exp)` (HP < 80%, supplies < daily burn, exhaustion ≥ 3 — the "active low status" interpretation). The elite/boss doorway branch drops the `prev == RoomBoss || !compact` carve-out: in compact mode bosses fall through to the same `resolveCombatRoom` path elites have used, after the gate clears. `resolveCombatRoom` selects monster + label + loot-drop by `run.CurrentRoomType()` so the same call site handles boss kills (zone.Boss bestiary, "👑 Boss — name down", boss-loot drop, elite-tier threat bump). Loss on auto-resolved boss falls through to the existing player-death narration / forceExtractExpeditionForRunLoss path — no special treatment.
|
||||
|
||||
The walk loop (`dnd_expedition_cmd.go:717`) only breaks at the elite/boss doorway when `!compact`; compact lets the next iteration auto-resolve. `stopBossSafety` is excluded from the rooms-walked tally and its `autopilotFooter` returns "" — `res.final` already carries the held-back line.
|
||||
|
||||
When the gate trips, `tryAutoRun` calls `pitchBossSafetyCamp(exp)` (new in `expedition_autocamp.go`): force-pitches Standard (or Rough fallback) regardless of `decideAutopilotCamp`'s HP threshold or its RoomBoss room-type block, with the same `Night` event-anchored rollover handling. Dwell expires → next tick retries the boss. Foreground `!fight` and foreground `!expedition run` are unchanged: both still stop at the boss doorway for the player who wants to watch. Sim path is unaffected — `stopBossSafety` falls into `expedition_sim.go`'s default branch (tick-a-day, retry next walk).
|
||||
|
||||
**Open question:** do we want a "set autopilot off" toggle for players who actively want to play the boss themselves? My take: default-on, single-flag per expedition (`autopilot_engage`) settable at start or via `!expedition autopilot off`. Defer until D3 lands and we see how it reads.
|
||||
|
||||
**Exit criteria:** sim runs a full T5 expedition launch → boss kill with zero player commands besides `!expedition start`.
|
||||
|
||||
### D4 — DM volume + day surfaces
|
||||
The big risk: a 7-day T5 with autopilot walking, camping, fighting elites, and killing bosses will spam DMs unless we bundle. The user has already pushed back on recap chatter (`feedback_skip_recaps`).
|
||||
|
||||
**D4-a (shipped 2026-05-27):** autopilot DM bundling. `expedition_autorun.go:tryAutoRun` now drops per-tick auto-walk DMs in compact mode. New surface rules:
|
||||
- Fork / death / run-complete still DM the walk stream — interactive + climax beats.
|
||||
- A Night=true camp pitch flushes the day as an end-of-day digest (`renderEndOfDayDigest` in new `expedition_autorun_digest.go`) followed by the camp block.
|
||||
- Boss-safety camp pitch gets a short "holding before the boss" header + camp block (walk stream dropped).
|
||||
- Non-night auto-camp (mid-day rest / base-camp waypoint) surfaces the camp block by itself.
|
||||
- Everything else — uneventful walks, preflight pauses, harvest interrupts — goes silent.
|
||||
Each successful background walk now logs a `walk` entry (`appendExpeditionLog(... "walk" ...)`) so the digest can count rooms walked from structured logs (the raw `r.stream` narration is no longer persisted across ticks). Digest groups counts of walk/harvest/interrupt and inlines threat/milestone/narrative lines for the prior day (`dayExpeditionLog` helper). `maybeAutoCamp` + `pitchBossSafetyCamp` now return the `autoCampDecision` so `tryAutoRun` can branch on `dec.Night`.
|
||||
|
||||
**D4-b (shipped 2026-05-27):** morning re-engagement DM anchored to user activity, not 06:00 UTC. `fireExpeditionBriefings` now skips event-anchored expeditions whose `last_activity` is older than today's 06:00 UTC threshold (and we're still inside `nightSafetyNet` — stalled-autopilot force-fires still win). New `maybeDeliverDeferredBriefing` runs at the top of `AdventurePlugin.OnMessage` on every inbound message in any room: it stamps `last_activity` (so the next ticker pass sees the player as present, even from non-bot chatter) and posts the deferred briefing if one is owed (CAS-gated by today's 06:00 threshold; pre-06:00 lazy fires are suppressed to avoid double-emit with the ticker sweep that follows). Day-1 inbounds don't trigger a briefing before the first night camp has happened.
|
||||
|
||||
**Remaining work:**
|
||||
- TwinBee voice + no-recap copy pass on the digest once the shape settles.
|
||||
|
||||
**Exit criteria:** a 7-day T5 produces ≤ 10 DMs across the whole expedition (1 launch + 6 end-of-day + 1 boss + 1 run-complete + 1 emergency).
|
||||
|
||||
### D5 — Supplies economics retune
|
||||
|
||||
**D5-a (shipped 2026-05-27):** per-tier pack caps. `dnd_expedition_supplies.go` retires the global `SupplyPackStandardMax`/`SupplyPackDeluxeMax` constants in favor of `supplyPackCaps(tier) (std, dlx int)` — T1/T2: (2,1); T3: (3,1) unchanged; T4: (5,1); T5: (7,2). `SupplyPurchase.Validate` is now `Validate(tier ZoneTier)`; both call sites (`!expedition start`, `!resume`) pass the resolved zone's tier. The cap clears `DailyBurn(raw) × intendedDays × 1.3` for every tier under the §2 target durations even with harsh×3 layered on top, so a player who wants to buy for the long shape can. DailyBurn / harsh-multiplier / `phase5BDailyBurnRatePct` are unchanged here — they're a D7 lever, alongside the sim work that should unblock empirical baselining. The help text now describes the cap as "scales by zone tier"; the holiday +1 standard pack still bypasses the cap on purpose (it's a freebie on top).
|
||||
|
||||
> **Note:** the original "Empirical (sim-driven)" path was blocked: under D2-b event-anchored expeditions, `SimRunner.TickDay` calls `deliverBriefing` → `deliverBriefingEventAnchored`, which reads `time.Now().UTC()` for its safety-net check, so synthetic ticks never advance `CurrentDay` and `DaysAtEnd` stays at 0. Re-baselining off real day-counts requires teaching the sim to drive the event-anchored rollover (D7).
|
||||
|
||||
**D5-b (shipped 2026-05-27):** "Pick your loadout" preset prompt at launch. `!expedition start <zone>` with no pack arg now DMs a Lean / Balanced / Heavy menu (sized per zone tier via new `loadoutPurchase(tier, SupplyLoadout)` in `dnd_expedition_supplies.go`); player replies with `!expedition start <zone> lean|balanced|heavy` (short forms `l`/`b`/`h` also work). `!resume` got the same treatment. Raw `Ns Md` syntax remains the advanced override — `resolveLoadoutOrParse` in `dnd_expedition_cmd.go` tries a single-token preset first, falls back to `parseSupplyArgs`. Heavy always equals `supplyPackCaps` (the D5-a harsh×3 ceiling); Lean covers intended days at raw burn; Balanced sits between. `parseSupplyArgs("")` still returns 1 standard for any tier — it's no longer reachable from `!expedition start` (the empty path is intercepted to prompt), but the `1s` default is preserved so future callers don't get surprise zero-pack purchases. Help text updated; two existing scenario tests now pass `lean` explicitly, three new tests cover preset resolution + the prompt-vs-start guard.
|
||||
|
||||
**D5-c (shipped 2026-05-27):** Ranger forage wired against the new caps. Audit found `SupplyForageMaxSU = 4` defined in `dnd_expedition_supplies.go` since Phase 12 E1b but never referenced — `ForagedToday` was only ever reset to `false`, never set to `true`, so the §4.2 "Ranger, WIS DC 12, 1d4 SU/day" perk had never actually granted supplies. New helper `applyRangerForage(e, c, rng)` rolls 1d4 SU once per day for Ranger characters, headroom-capped against `Supplies.Max` so a Heavy loadout doesn't overflow its purchased ceiling; non-Rangers and post-roll repeats are no-ops. Fires at the top of `nightRolloverBurn` (before the daily burn) so the +SU lands on today's bag and a "forage" log entry flows into the end-of-day digest via a new `renderEndOfDayDigest` case. No DC roll — accessibility over crunch (`feedback_accessibility_over_dnd_crunch`); the DC-12 gate would've added a fail case with no upside given the new headroom. Average +2.5 SU/day off a Ranger is a quiet Lean-loadout cushion (~1 extra day of T5 late-stage burn over a 7-day run), not a Heavy multiplier. Tests cover ranger-grants, non-ranger no-op, repeat-day no-op, headroom-cap, full-bag-still-stamps-flag, nil-safety.
|
||||
|
||||
**Remaining work (D5-d+):**
|
||||
- DailyBurn / `phase5BDailyBurnRatePct` revisit once D7 sim measures real elapsed-day counts.
|
||||
|
||||
**Exit criteria:** balanced loadout completes intended-duration expedition in ≥ 85% of sim runs without starvation extraction.
|
||||
|
||||
### D6 — Player-facing surface cleanup
|
||||
|
||||
**D6 (shipped 2026-05-27):** player-facing copy now matches the autopilot-first reality.
|
||||
- `expeditionHelpText` rewritten around the loop "pick a zone → pick a loadout → `!expedition run` watches it play out"; commands grouped into **Run an expedition** / **Mid-expedition** / **Overrides** with a one-line shape paragraph at the top.
|
||||
- `!camp` and `!fight` were already absent from the primary `!expedition` help; both are now explicitly listed under **Overrides** and framed as "autopilot covers these — only reach for them if you want manual control." `campHelpText` itself opens with the same override framing so a player who types `!camp` lands on the right mental model.
|
||||
- `expeditionCmdStatusImpl` (default `!expedition status`) now leads with **Day X / ~Y expected** (driven by new `expeditionTargetDays(tier ZoneTier)` in `dnd_expedition_supplies.go` — T1=2 → T5=7, the §2 anchor table), adds a **Rooms: N / Total in this region** line under the region marker (sourced from `getActiveZoneRun(...).CurrentRoom/TotalRooms`), and appends a **Recent:** block with the last 3 log entries (summary fallback to flavor). Supplies and threat lines unchanged; the `--debug` view is untouched.
|
||||
- No new public command surface, no schema change, no test churn (no existing test asserted on the rewritten strings); full `go test ./...` green.
|
||||
|
||||
### D7 — Sim + class re-baseline
|
||||
|
||||
**D7-a (shipped 2026-05-27):** `SimRunner.TickDay` now drives event-anchored expeditions. `expedition_sim.go` short-circuits when `isEventAnchored(exp)` is true: instead of calling `deliverBriefing` (whose `deliverBriefingEventAnchored` branch reads `time.Now().UTC()` and would never trip the safety-net under synthetic ticks), it runs `nightRolloverBurn` → optional `applyCampRest(Standard)` if affordable (Rough fallback, skipped on low-SU) → `nightRolloverDrift(briefAt)`. Mirrors `pitchAutopilotCamp` with `Night=true`. Production paths untouched. New `expedition_sim_test.go` covers (i) 3 ticks advancing day 1→4 with supply burn + stamped `LastBriefingAt`, and (ii) the low-SU branch where the rest is skipped but burn/drift still fire. Unblocks D5-d empirical re-baseline of `phase5BDailyBurnRatePct` and the class corpus re-run.
|
||||
|
||||
**D7-b (shipped 2026-05-27):** `SimRunner.RunExpedition` now drives the production camp scheduler under a synthetic clock (`simWalkInterval = autoRunCooldown`, 2h per walk). After every soft-stop walk it calls `maybeAutoCamp(exp, simNow)`; `stopBossSafety` routes to `pitchBossSafetyCamp(exp, simNow)`. The helpers (`applyAutoCamp` / `applyAutoCampBossSafety`) advance `simNow` past `minAutoCampDwell` (4h) and break the auto-pitched camp via `breakAutoCampIfDue` so the next walk proceeds. `maybeAutoCamp`, `pitchAutopilotCamp`, and `pitchBossSafetyCamp` gained a `now time.Time` parameter (the only prod caller, `tryAutoRun`, still passes `time.Now().UTC()`). Effect: HP-low mid-day rests, multi-region base-camp waypoints, Night-camp rollovers, and boss-safety holds all fire under the sim — the D7-a `tickEventAnchoredRollover` shortcut is no longer used by RunExpedition (kept on TickDay for tests + the pre-cutoff legacy path). Coverage in `expedition_sim_test.go`: Night-camp day advance, HP-low mid-day rest, boss-safety force-pitch, no-op when neither trigger fires.
|
||||
|
||||
**D7-c (shipped 2026-05-27):** `cmd/expedition-sim` gained a `-days N` flag — when set, `RunExpedition` exits with `Outcome="day_capped"` after the Nth synthetic day rollover; 0 (default) is unbounded and only the existing `-cap` walk safety net applies. `SimResult` gained `DaySnapshots []SimDaySnapshot` ({Day, HPCurrent, HPMax, Supplies, Threat, Rooms}), captured at expedition start (Day 0), after every `applyAutoCamp`/`applyAutoCampBossSafety` Night-camp rollover, and one final end-of-run entry (reads `getExpedition(mostRecentExpeditionID(...))` when the row already extracted so closed runs still close their trajectory). `RunExpedition` signature picked up the `maxDays int` parameter; sole caller is the CLI. Coverage: `TestSimRunner_CaptureDaySnapshot_PopulatesFields` exercises the helper in isolation (HP from the live character row, SU/threat/day from the live expedition, Rooms from `res.Rooms`). Unblocks empirical D5-d retune of `phase5BDailyBurnRatePct` against per-day SU draws.
|
||||
|
||||
**D7-d (shipped 2026-05-27):** class corpus re-run + D5-d retune decision. First fixed a sim regression `expedition_sim.go` introduced by D5-b — bare `expedition start <zone>` now returns the loadout prompt instead of outfitting, so the sim was halting before persisting any expedition; harness now passes the `heavy` preset. Corpus: `sim_results/d7d_corpus.jsonl` (n=100 × 10 classes × 5 zones × L10 = 5000 runs, `heavy` preset, `-cap 300`). Analysis: `sim_results/d7d_analyze.py`. Writeup: `sim_results/d7d_findings.md`. **Key reads:** (i) leaderboard mirrors [[project_j2_sim_artifact]] — martials 78–82%, casters 21–42%, ~40pp cluster gap unchanged by long-expedition mechanics; (ii) bard/cleric trailers **not** relieved by autopilot camp pacing — cleric actually regressed at L10 (21% vs J2b L12 39%) on spell-pool richness, J3-territory; (iii) T3 hits target 4-day duration (median 3), T4 hits 5–6 days (median 5), T5 hits 5 of 7 (only 21 clears); (iv) **D5-d retune: no change.** `phase5BDailyBurnRatePct=50` + per-tier `DailyBurn` stay as-is — heavy-preset cleared runs end with 78–98% SU remaining; supply economy is not a binding constraint and players lose to HP zero, not starvation. New memory entry: [[project_d7d_baseline]].
|
||||
|
||||
**Remaining work (D7-e+):** none in the core D7 scope. Two follow-up phases (D9 room-count bump, D10 T4/T5 anchor variety) were opened by the 2026-05-28 §6 resolution and are sequenced after D8. See §9 below.
|
||||
|
||||
## 8. J3 caster-picker rework (next session)
|
||||
|
||||
**Why split out:** D7-d corpus confirmed the martial/caster gap is class-roster + sim-picker driven, not autopilot/burn/pacing driven. Long-expedition mechanics are settled; the trailer fix lives in the sim picker, not the expedition shell.
|
||||
|
||||
**D8-a (shipped 2026-05-27, this session):** quick data-layer cleanup. Bard L1 prepared list gained `thunderwave`; L2 gained `heat_metal`. Cleric L1 gained `inflict_wounds`. `shatter` overlay Classes broadened to mage/bard/sorcerer (overlay was already unioning via `mergeClassList`, so this is defensive). New `simPickSpiritualWeapon` runs before `simPickSpell` in `simPickCombatAction`: cleric with an L2 slot + spiritual_weapon prepared + `sess.Statuses.BuffSpiritProc == 0` opens the fight with it, picking up the existing `spiritWeaponStrike` per-round bonus-action attack. **Measured impact (L10, n=100/zone, heavy preset):** cleric 21.0 → 23.2% (+2.2pp), bard 34.2 → 32.8% (within noise). T3+ wall unchanged — the data fixes are correct but the picker math is what's binding. Files touched: `internal/plugin/dnd_spells_data.go:192`, `internal/plugin/dnd_spells.go:822,881,884`, `internal/plugin/expedition_sim.go:simPickCombatAction + new simPickSpiritualWeapon`. All green.
|
||||
|
||||
**D8-b (implemented 2026-05-27, **inert** — see D8-prereq below): sim picker upcasting.** `simPickSpell` (`internal/plugin/expedition_sim.go:933`) now enumerates one candidate per available slot ≥ native for every prepared damage spell, scored via `spellExpectedDamage(sp, slotLevel, c.Level)`. Cantrips contribute a single slot-0 candidate. Tie-break: highest slot first, then highest expDmg. When the winning slot exceeds the spell's native level, the picker returns `"<id> --upcast N"` so `parseCombatCast` upcasts in the engine. Build + tests green.
|
||||
|
||||
**Measured impact: nothing.** d8b corpus (`sim_results/d8b_corpus.jsonl`, same matrix as d7d) lands every class within ±1.5pp of the d7d baseline — bard −1.0, cleric −0.4, mage −1.2, sorcerer +1.4, warlock −0.8, druid +0.6, martials ±0.2. Pure noise band. Expected bard +5–10pp / mage+sorcerer+warlock +2–8pp never materialized.
|
||||
|
||||
**Root cause (discovered post-corpus, this session):** `simPickSpell` is **dead code** in the current sim path. Commit `68ed8e7` ("Long expeditions D3: compact autopilot auto-resolves boss rooms") added a `!compact` gate at `dnd_expedition_cmd.go:810` so compact autopilot inline-resolves boss/elite rooms via `resolveCombatRoom` → `runZoneCombat` → `SimulateCombat` instead of returning `stopBoss/stopElite` for `autoResolveCombat` to handle. The sim uses `compact=true` (`expedition_sim.go:433`), so `autoResolveCombat` — the only caller of `simPickCombatAction`/`simPickSpell` — never fires. Verified empirically: a stderr-traced `simPickSpell` produced zero hits across full bard/cleric L10 runs.
|
||||
|
||||
This rewrites the picker-era retrospective. **J2's `baseline_j2a_v2_all10.jsonl` (bard 40%, cleric 39%) was measured before D3, with the picker live.** d7d's L10 baseline (bard 34%, cleric 21%) was measured *after* D3, with the picker disconnected — that ~6–18pp drop is the post-D3 caster regression, not "long-expedition mechanics didn't help casters" as the d7d writeup framed it. D8-a's "+2.2pp cleric" was also noise (1σ ≈ 1.8pp on n=500).
|
||||
|
||||
**D8-prereq (SHIPPED 2026-05-28, commit `631764b`):** split the `compact` flag in `runAutopilotWalk` / `advanceOnceWithOpts` into `compact` + `inlineBossCombat`. Production background autorun (`expedition_autorun.go:173`) passes `(true, true)` — unchanged inline auto-resolve. Sim (`expedition_sim.go:432`) passes `(true, false)` so boss/elite doorways return `stopBoss`/`stopElite` after the safety gate; `autoResolveCombat` → `simPickCombatAction` → `simPickSpell` / `simPickSpiritualWeapon` now drive boss/elite fights through the turn-based `!fight` engine. D8-b upcasting went live with the rewire. Foreground (`!expedition run`) flow unchanged (compact=false short-circuits).
|
||||
|
||||
Also parallelized matrix mode via subprocess workers (`cmd/expedition-sim/main.go`, `-jobs` flag; defaults to NumCPU). Each worker is its own process so the plugin's global SQLite handle isn't a contention point.
|
||||
|
||||
**Measured impact (5000-run L10 corpus, `sim_results/d8prereq_corpus.jsonl` — full diff in `sim_results/d8prereq_findings.md`):**
|
||||
|
||||
| Class | d7d | d8prereq | Δ |
|
||||
|----------|-----:|---------:|-------:|
|
||||
| cleric | 21.0 | 46.8 | +25.8 |
|
||||
| sorcerer | 29.4 | 52.0 | +22.6 |
|
||||
| warlock | 35.4 | 55.6 | +20.2 |
|
||||
| mage | 36.4 | 54.2 | +17.8 |
|
||||
| druid | 42.2 | 56.6 | +14.4 |
|
||||
| bard | 34.2 | 46.2 | +12.0 |
|
||||
| (martials) | ~80 | ~78 | -2 to -4 (noise + T4/T5 turn-engine regression) |
|
||||
|
||||
Caster/martial gap closed from ~40pp to ~22pp. T2/T3 zones are now the picker payoff (forest_shadows 75 → 99, manor_blackspire 45 → 75). **T4 caster wall persists** (every caster 0% at underdark); **T5 is universally 0%** including martials. Both require separate diagnostics — picker isn't the binding constraint past T3.
|
||||
|
||||
**D8-c (SHIPPED 2026-05-28):** concentration-damage multiplier. `spellExpectedDamage` (`internal/plugin/dnd_class_balance.go:280`) multiplies expected damage by 3 when `sp.Concentration && sp.Effect ∈ {EffectDamageSave, EffectDamageAuto}`. `EffectDamageAttack` excluded by design — single-target attack-roll spells aren't typically concentration; hex-style cases get their lift from mods. Test: `TestSpellExpectedDamage_ConcentrationMultiplier`.
|
||||
|
||||
**Measured impact (d8c_corpus.jsonl vs d8prereq, full diff in `sim_results/d8c_findings.md`):** every class within ±2.4pp on the leaderboard (1σ ≈ 2.2pp on n=500) — *macro-leaderboard unchanged*. Picker swap landed where expected at **T3 manor_blackspire**: bard +11pp (32→43), mage +10pp (71→81), sorcerer +9pp (60→69), druid +5pp manor + +1pp underdark. T4/T5 caster wall unchanged (still 0% for every caster except druid 0→1 underdark) — confirms [[project_d8d_diagnostic]]: past T3 the binding constraint is HP+AC, not picker quality.
|
||||
|
||||
**Side discovery (engine modelling gap):** cleric stayed flat across all zones despite having spirit_guardians (L3, concentration, save) prepared — and warlock dropped 6pp at manor. Likely the sim's `EffectDamageSave` path resolves the AOE save *once* rather than re-ticking per round while concentration holds, so the multiplier overrates spells the engine then under-delivers on. **Filed as a separate follow-up** (concentration re-tick gap in `SimulateCombat`/turn-engine); does *not* unwind D8-c — bard/mage/sorcerer/druid picker swaps are clean and within plan. Cross-link [[project_concentration_retick_gap]] when written.
|
||||
|
||||
**D8-d (DIAGNOSTIC SHIPPED 2026-05-28):** T4 caster wall diagnosed; no code change landed. Writeup: `sim_results/d8d_findings.md`. **Hypothesis disambiguation across cleric/bard/mage/sorcerer/warlock/druid L10 underdark (n=3–5 each):** (a) multi-region transit damage — REJECTED. All casters TPK in r1 (`underdark_surface_tunnels`) before any cross-region transit; `Combats=0` (the elite/boss session table is empty); deaths are entirely inline `SimulateCombat` mob rooms. (b) T4 attack-bonus vs caster AC — confirmed contributor. `computeAC` floor gives casters AC 11–14 vs martial 16–17; T4 standard roster (Atk +5 to +7) hits ~60–65%. (c) HP scaling — confirmed contributor. Caster HPMax 93–110 vs martial 141 (~30% gap). (d) Heal-stock — minor lever, NOT the lever. Direct experiment: bumped `simConsumableBundle` T4 from 2 → 5 Spirit Tonics, re-ran n=5 per class. Median rooms-before-TPK lifted +3–5 but 0/5 clears across every caster. Reverted. **Recommended tuning lever (next session, NOT shipped here):** lift `computeAC` class floors (cleric/druid 3 → 5, bard/warlock 1 → 3, mage/sorcerer 0 → 2) — single function, easy to revert, doesn't move the martial leaders. Validate against `d8prereq_corpus.jsonl`. Hit-dice rescale is the second option but is bigger surface area.
|
||||
|
||||
**D8-e (TODO next session): martial T4/T5 regression triage.** Paladin -18pp T4 / fighter -6pp T4 -5pp T5 / ranger -13pp T5 — the cost of moving boss/elite fights from inline `SimulateCombat` to the turn-based `!fight` engine. Two possibilities: (1) turn-engine plays martials slightly worse than inline-sim (action economy / multiattack handling differs — see [[project_sim_multiattack_gap]]); (2) inline-sim was over-rosy and the new numbers are the real ones. Read: trace one paladin underdark run pre/post and diff damage exchanges. If turn-engine is correct, prod martial numbers were inflated and we should not "fix" the regression.
|
||||
|
||||
**Sequence:** D8-c → D8-d → D8-e. D8-c is the smallest lever and confirms the picker model. D8-d is the highest-value (caster T4 is the next gap to close). D8-e is informational — settles whether to trust the new numbers.
|
||||
|
||||
**Open questions for D8:**
|
||||
1. ~~D8-b upcast aggressively or conservatively?~~ **Resolved:** aggressive — the T3 lift (mage +61, warlock +65, druid +68) confirms the model.
|
||||
2. D8-c concentration-rounds factor: 3 fixed, or scale with tier (longer fights at T4/T5)? Fixed is simpler; tier-scaled is more correct.
|
||||
3. ~~Cleric T3+ cliff~~ — **partial resolution:** picker rewire took cleric T3 0% → 39%. Cleric T4 is still 0% (and so is every other caster); now subsumed by D8-d.
|
||||
|
||||
## 4. Cross-cutting risks
|
||||
|
||||
- **Existing in-flight expeditions** at deploy time. Either fence by `start_date` (old expeditions finish under old rules) or write a one-shot migration that retunes their room counts. Lean: fence — these are typically <2 days.
|
||||
- **The 24h zone-run inactivity timeout** (`dnd_zone_run.go:254`) — must be raised, or the autopilot must self-poke `last_action_at` per tick. With multi-day expeditions, a quiet stretch overnight is now expected.
|
||||
- **Idle reaper** (commit `0f72484`, see `expedition_autorun.go` references) — already holds streak on autopilot; verify it tolerates 5-day expeditions.
|
||||
- **Babysit perk** — `BabysitSafeRest` already upgrades Standard → Fortified at rest (`dnd_expedition_camp.go:241-245`); confirm interaction with autopilot picking Standard (no change needed; the upgrade fires inside `applyCampRest`).
|
||||
- **Multi-region travel still unwired in autopilot** (memory `project_multiregion_travel_unwired`). For T4/T5 to actually take 5–7 days, autopilot **must** auto-advance regions on region-clear. D2/D3 covers this implicitly but call it out — likely a small dedicated commit.
|
||||
- **Pet arrival** (memory `project_pet_event_reachability`) — emergence seam is at run-complete; longer expedition just delays the roll, no code change needed.
|
||||
- **Twinbee voice + secret NPC buffs** (memories `feedback_twinbee_voice`, `feedback_npc_buffs_are_secret`) — none of the new copy can break these.
|
||||
|
||||
## 5. Schema impact
|
||||
|
||||
Likely none. Existing columns cover it:
|
||||
- `current_day` → autopilot increments via `advanceExpeditionDay`.
|
||||
- `camp_json`, `supplies_json`, `region_state`, `threat_*` already in place.
|
||||
- One **possible** new column: `expected_days` int (set at launch from zone tier + loadout) so status/end-of-day DMs can render "Day 3/5". Cheaper to derive than store — defer.
|
||||
|
||||
## 6. Open questions for next session
|
||||
|
||||
1. ~~Day-advance semantics~~ — **decided 2026-05-27: event-anchored.** day++ fires on autopilot camp-pitch (autopilot night-camp = sleep = day burn + briefing). UTC clock becomes a re-engagement-DM anchor only, not a state mutator. See §3-D2 for implementation impact.
|
||||
2. ~~Boss autopilot default~~ — **decided 2026-05-28: default ON.** D3 already ships compact-mode boss auto-resolve gated by `bossSafetyGate` (HP/SU/exhaustion). No opt-out flag for now; revisit if players want manual final-blow framing.
|
||||
3. ~~Per-tier room counts: sim-first vs ship-and-refine~~ — **decided 2026-05-28: sim-first refinement in D7-d.** D1 shipped a guess; we're much closer now. Measured vs prior: T1 ~2x (7→16), T2 ~1.8x (9→19), T3 ~2x (11→35), T4 ~3x (10→46), T5 ~3x (13→47). Target band is 3–5x; T1–T3 likely want another bump but defer until the D7-d sim corpus reads day-counts. Don't churn graphs blindly.
|
||||
4. ~~Extra anchor rooms (T4/T5)~~ — **decided 2026-05-28: yes, add anchor-room variety in T4/T5.** Second elite + second trap mid-zone (not just rely on multi-region/patrols/threat). Slot into D7-d alongside the room-count retune so we don't re-touch the graphs twice.
|
||||
5. ~~Mobile/AFK / DM cadence~~ — **decided in D4-a (already shipped):** event-anchored to in-game day. Night-camp pitch flushes the day as a digest; fork/death/run-complete still DM the walk stream; mid-day rests/waypoints surface only the camp block; per-tick auto-walks silent. No real-time pacing knob.
|
||||
|
||||
## 7. Sequence
|
||||
|
||||
**Original D1–D7 plan (all shipped):** D1 → D2 → D3 → D5 → D4 → D6 → D7.
|
||||
|
||||
**Current sequence (post-2026-05-28):** D8-c → D8-d-fix → D8-e → D9 → D10 → final re-baseline.
|
||||
|
||||
| Phase | What | Blocks |
|
||||
|------|------|--------|
|
||||
| D8-c | Concentration-damage multiplier in `spellExpectedDamage` | D8-d-fix read |
|
||||
| D8-d-fix | Lift `computeAC` caster floors (cleric/druid 3→5, bard/warlock 1→3, mage/sorcerer 0→2) | D8-e read |
|
||||
| D8-e | Diff turn-engine vs inline-sim for paladin/fighter/ranger on T4/T5; decide whether martial regression is real or a "fix" target | D9 (need stable class baseline) |
|
||||
| D9 | T1–T3 room-count bump toward 3–5× band, sim-validated against fresh corpus | D10 |
|
||||
| D10 | T4/T5 anchor-room variety (2nd elite + 2nd trap mid-zone) | final re-baseline |
|
||||
| — | One final L10 + L12 corpus pass to confirm tier day-counts + class spread | — |
|
||||
|
||||
## 9. Post-§6 follow-ups (D9 / D10)
|
||||
|
||||
### D9 — T1–T3 room-count bump
|
||||
|
||||
**Why now:** §6 fork 3 resolved to "sim-first refinement"; D7-d corpus shows T3 hitting only median 3 days (target 4) and T1/T2 weren't even measured because the corpus only matrixed T3+. T1–T3 graphs landed at ~2× prior length in D1; target band is 3–5×.
|
||||
|
||||
**Plan:**
|
||||
- Pull T1/T2 day-counts from a post-D8 corpus run (matrix needs to include `goblin_warrens`, `crypt_valdris`, `forest_shadows`, `sunken_temple` at L4/L6).
|
||||
- Lift graph sizes only if median days < tier target (T1=2, T2=3, T3=4). Don't churn graphs that already hit target.
|
||||
- Reuse the D1-a..e fork/anchor/merge patterns (`internal/plugin/zone_graph_*.go`); preserve existing topology — only add Exploration nodes + the second-anchor slot D10 will fill.
|
||||
- One-shot bootstrap: existing in-flight expeditions fence by `start_date` per §4 (consistent with D1 deploy).
|
||||
|
||||
**Risk:** if D8-d-fix lifts caster T3 clears materially, day-counts move too; measure after D8 stabilizes, not before.
|
||||
|
||||
### D10 — T4/T5 anchor-room variety
|
||||
|
||||
**Why now:** §6 fork 4 resolved "yes". T4/T5 zones run 30–50 rooms with only one Trap + one Elite anchor; the long middle reads same-y. Bundle with D9 so we touch each `zone_graph_*.go` once.
|
||||
|
||||
**Plan:**
|
||||
- Add a second Trap + second Elite anchor mid-zone for all T4/T5 zones (`underdark`, `feywild_crossing`, `dragons_lair`, `abyss_portal`).
|
||||
- Place the second Elite at the region-boundary spurs (good narrative justification — region-guardian rather than zone-guardian) so multi-region travel finally gets a teeth-y interrupt.
|
||||
- Place the second Trap on the long Exploration runs of fork branches, not on the merge node (keeps fork-choice loot/risk asymmetric).
|
||||
- Preserve longest-path length within current band — added anchors replace Exploration nodes, not append.
|
||||
|
||||
**Validation:** same final corpus pass as D9. Look for boss-clear rate dipping by <5pp (anchor difficulty is intended, not punishing) and median day-count stable.
|
||||
|
||||
### Cross-links picked up here
|
||||
- [[project_multiregion_travel_unwired]] — boss-clear → next-region auto-advance is wired (verified 2026-05-27); D10's region-boundary elites give it something to interrupt.
|
||||
- [[project_j3_caster_picker]] / [[project_d8d_diagnostic]] — D8 gates the whole sequence.
|
||||
- [[project_d8prereq_baseline]] — the corpus to diff against, not d7d.
|
||||
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.
|
||||
237
hangman_phrases.txt
Normal file
237
hangman_phrases.txt
Normal file
@@ -0,0 +1,237 @@
|
||||
# GogoBee Hangman Seed Phrases -- Video Game Edition
|
||||
#
|
||||
# Tiers are assigned automatically by character count at load time.
|
||||
# Section headers below are for human readability only -- the bot ignores them.
|
||||
#
|
||||
# Easy: 8-20 characters
|
||||
# Medium: 21-40 characters
|
||||
# Hard: 41-80 characters
|
||||
#
|
||||
# Add community phrases via: !hangman submit [phrase]
|
||||
# All submissions require LLM approval before entering the pool.
|
||||
# This file can be edited directly. Bot reloads on restart.
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# EASY (8-20 characters)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
Finish Him!
|
||||
Game Over
|
||||
Insert Coin
|
||||
Hadouken!
|
||||
Fatality!
|
||||
Big Boss
|
||||
Konami Code
|
||||
Warp Zone
|
||||
Blue Shell
|
||||
God Mode
|
||||
BFG 9000
|
||||
Cacodemon
|
||||
Quad Damage
|
||||
Samus Aran
|
||||
Morph Ball
|
||||
Mother Brain
|
||||
Dracula!
|
||||
Simon Belmont
|
||||
Ecclesia
|
||||
Outer Heaven
|
||||
Spread Gun
|
||||
Power Pellet
|
||||
Checkpoint
|
||||
Rocket Jump
|
||||
Mushroom Kingdom
|
||||
Princess Peach
|
||||
Bowser's Castle
|
||||
Fire Flower
|
||||
Varia Suit
|
||||
Space Jump
|
||||
Vampire Killer
|
||||
Holy Water
|
||||
Trevor Belmont
|
||||
Soma Cruz
|
||||
Julius Belmont
|
||||
Waluigi!
|
||||
Richter!
|
||||
Phantoon
|
||||
Speed Run
|
||||
High Score
|
||||
Continue?
|
||||
Press Start
|
||||
Ryu Hayabusa
|
||||
Plasma Gun
|
||||
What is a man?
|
||||
Serious Sam
|
||||
Shoryuken!
|
||||
Duck Hunt
|
||||
The cake is a lie
|
||||
War never changes
|
||||
Would you kindly?
|
||||
Do a barrel roll!
|
||||
Praise the Sun!
|
||||
A winner is you
|
||||
You're pretty good
|
||||
La-Li-Lu-Le-Lo
|
||||
I am error
|
||||
Leeroy Jenkins!
|
||||
For the Horde!
|
||||
For the Alliance!
|
||||
Frostmourne hungers
|
||||
Falcon Punch!
|
||||
Rip and tear!
|
||||
Vic Viper
|
||||
Salamander!
|
||||
Parodius Da!
|
||||
We'll bang, okay?
|
||||
What you say!!
|
||||
You spoony bard!
|
||||
One-Winged Angel
|
||||
Morning Star
|
||||
Glyph Union
|
||||
TwinBee, scramble!
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# MEDIUM (21-40 characters)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
Stay a while and listen
|
||||
It's dangerous to go alone!
|
||||
Kept you waiting, huh?
|
||||
A man chooses, a slave obeys
|
||||
Metal Gear?! Metal Gear!!
|
||||
We're not tools of the government
|
||||
The winds of destruction
|
||||
Who are the Patriots?
|
||||
This is good, isn't it?
|
||||
You have died of dysentery
|
||||
The Triforce of Courage
|
||||
Ganon has broken the seal!
|
||||
May the wind guide you home
|
||||
Dodongo dislikes smoke
|
||||
The right man in the wrong place
|
||||
Nothing is true, everything is permitted
|
||||
I used to be an adventurer like you
|
||||
You can't hide from the Grim Reaper
|
||||
All your base are belong to us!
|
||||
Somebody set up us the bomb!
|
||||
For great justice, take off every Zig!
|
||||
How are you gentlemen!!
|
||||
Kain has betrayed us!
|
||||
Garland will knock you all down!
|
||||
You are not prepared!
|
||||
I am Uther the Lightbringer!
|
||||
Order of Ecclesia calls
|
||||
The Dark Lord rises again!
|
||||
Shanoa, bearer of glyphs
|
||||
In this world, it's kill or be killed
|
||||
Despite everything, it's still you
|
||||
The Underground is your home now
|
||||
Papyrus demands a battle!
|
||||
I'm going to make spaghetti!
|
||||
Toriel will protect you
|
||||
Estus Flask replenished
|
||||
The age of fire fades
|
||||
Prepare to die, undead one
|
||||
Can't let you do that, Star Fox!
|
||||
Andross' empire spans the Lylat system!
|
||||
Captain Falcon, show me your moves!
|
||||
OBJECTION! That testimony is a lie!
|
||||
Hold it! I have new evidence!
|
||||
Phoenix Wright, attorney at law!
|
||||
Does this unit have a soul?
|
||||
Shepard, the Reapers are coming!
|
||||
Tali'Zorah vas Normandy!
|
||||
Gruntilda shall not be defeated!
|
||||
K. Rool has stolen the banana hoard!
|
||||
Kirby, hero of Dream Land!
|
||||
Meta Knight awaits your challenge!
|
||||
Congraturation! This story is happy end.
|
||||
Cecil has become a Paladin
|
||||
Cloud Strife, SOLDIER First Class
|
||||
Time compression is inevitable
|
||||
You require more vespene gas
|
||||
Nuclear launch detected
|
||||
You must construct additional pylons
|
||||
I'm Commander Shepard!
|
||||
War... War has changed.
|
||||
Rip and tear until it is done!
|
||||
Dawn of Sorrow awaits
|
||||
Do you feel like a hero yet?
|
||||
You're a monster. You know that, Walker?
|
||||
Halo... it's not a natural formation.
|
||||
Whip it good, Belmont!
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# HARD (41-80 characters)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
What is a man? A miserable pile of secrets!
|
||||
Die monster! You don't belong in this world!
|
||||
My name is Dracula, and I bid you welcome.
|
||||
You have no chance to survive make your time!
|
||||
You've met with a terrible fate, haven't you?
|
||||
Fear the old blood... and welcome, good hunter.
|
||||
Welcome to the Liandri Grand Tournament!
|
||||
I am the very model of a scientist Salarian!
|
||||
Metroid Prime has escaped into the impact crater!
|
||||
I want to be the very best, like no one ever was
|
||||
The world needs only one Big Boss... and one Snake.
|
||||
Snake, do you think love can bloom on a battlefield?
|
||||
Thank you Mario, but our princess is in another castle!
|
||||
You must gather your party before venturing forth
|
||||
Snake, we're not tools of the government, or anyone else
|
||||
Did I ever tell you what the definition of insanity is?
|
||||
They're everywhere! The demons... they won't stop coming!
|
||||
Dracula! Your time has come! The Vampire Killer strikes!
|
||||
Link... I'm Navi, your fairy companion! Listen!
|
||||
Hero of Time, your destiny awaits in the Sacred Realm
|
||||
Master Chief, finish the fight. Earth is counting on you.
|
||||
Outer Heaven... a place where warriors can find purpose
|
||||
We passed the point of no return a long time ago, Snake
|
||||
Liquid! I was the one who was meant to be the successor!
|
||||
Revolver Ocelot is a triple agent working for the Patriots
|
||||
Phazon corruption detected! Seek immediate medical attention!
|
||||
Dark Samus has absorbed the Phazon and grown more powerful!
|
||||
I'm the Doom Slayer, and I'm here to kill every last one of you!
|
||||
Praise the Chosen Undead, for they shall link the fire!
|
||||
Ganon is the evil king who stole the Triforce of Power!
|
||||
The legendary soldier who defied his genes... Big Boss
|
||||
Killing spree! Monster kill! Godlike! Unstoppable!
|
||||
Humanity restored! The bonfire blazes with newfound strength!
|
||||
You are the last line of defense against an infinite demonic army
|
||||
Liquid Snake... your dominant genes... give you the edge in battle!
|
||||
All we did was give meaning to the nuclear age by using nukes!
|
||||
I'm a soldier who's been betrayed, abandoned... I fight alone now
|
||||
Samus Aran, the last of the Chozo warriors, descends into the unknown
|
||||
You are the Chosen Undead, fated to succeed where so many have failed
|
||||
The price of living in the past is a slow death in the present
|
||||
A sword wields no strength unless the hands that hold it have courage
|
||||
The flow of time is always cruel, its speed seems different for each person
|
||||
Hey! Listen! There's something important you need to know!
|
||||
We are born of the blood, made men by the blood, undone by the blood
|
||||
War has changed. It's no longer about nations, ideologies, or ethnicity
|
||||
Mental has sent his armies, and I am all that stands between them and Earth!
|
||||
I'm no hero. Never was. Never will be. I'm just an old killer.
|
||||
What is a man? A miserable pile of secrets! But enough talk... have at you!
|
||||
I used to be an adventurer like you, then I took an arrow in the knee
|
||||
I'm not the only one who's responsible. The humans are just as guilty!
|
||||
The Skaarj have invaded, and you must fight your way to freedom
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# EXTREME (81+ characters) -- Full quotes. No mercy.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
For you, the day Bison graced your village was the most important day of your life. But for me... it was Tuesday.
|
||||
What is a man? A miserable pile of secrets! But enough talk... have at you!
|
||||
Die monster! You don't belong in this world! It was not by my hand that I am once again given flesh!
|
||||
You can't keep a good man down, and that goes double for a soldier who's been fighting his whole life.
|
||||
They say the definition of insanity is doing the same thing over and over and expecting different results... did I ever tell you that?
|
||||
I've been waiting for this... a professional killer. I'm so excited I may be sick!
|
||||
Kept you waiting, huh? Don't worry though. I'll take you somewhere warm. Back to the battlefield.
|
||||
It's easy to forget what a sin is in the middle of a battlefield. Especially when you're killing to stay alive.
|
||||
We are not tools of the government or anyone else. Fighting was the only thing, the only thing I was good at. But at least I always fought for what I believed in.
|
||||
In the 21st century, the battlefield will once again be a symbol of the glory of nations. I am a weapon. A human weapon.
|
||||
A man's dreams can be his greatest asset... or his most dangerous enemy. The question is: what are you willing to sacrifice to see them through?
|
||||
I need scissors! 61!
|
||||
Outer Heaven, a place where soldiers need not justify their actions -- where warriors can be free of political manipulation.
|
||||
Nothing happened to me. I happened. I'm the one who knocks, the one who causes all the trouble... that is my purpose.
|
||||
Sun Tzu said that. I think he meant it as a metaphor, but he also said never leave home without a healthy supply of rations, so what does he know?
|
||||
297
internal/bot/appservice.go
Normal file
297
internal/bot/appservice.go
Normal file
@@ -0,0 +1,297 @@
|
||||
package bot
|
||||
|
||||
import (
|
||||
"context"
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"time"
|
||||
|
||||
"github.com/rs/zerolog"
|
||||
"maunium.net/go/mautrix"
|
||||
"maunium.net/go/mautrix/appservice"
|
||||
"maunium.net/go/mautrix/crypto/cryptohelper"
|
||||
"maunium.net/go/mautrix/event"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// presenceHeartbeatInterval is how often the appservice re-asserts its online
|
||||
// presence. In masdevice mode the /sync long-poll refreshed presence implicitly;
|
||||
// appservice mode has no /sync, so we push presence explicitly. Synapse ties
|
||||
// "online" to recent activity and force-offlines a non-syncing user ~30s after its
|
||||
// last update (SYNC_ONLINE_TIMEOUT). A slower tick makes the bot FLAP (green right
|
||||
// after each PUT, then offline until the next) — empirically observed at 60s. So we
|
||||
// tick well under 30s to hold it continuously green. A hard crash stops the
|
||||
// heartbeat and Synapse offlines the bot within ~30s on its own.
|
||||
const presenceHeartbeatInterval = 20 * time.Second
|
||||
|
||||
// Waits applied when an inbound event arrives before its megolm session does.
|
||||
// The short wait covers the common race (keys moments behind the event); only
|
||||
// after it lapses do we spend an m.room_key_request and wait the long one. The
|
||||
// budget bounds the whole recovery so a permanently-unreadable event can't pin a
|
||||
// goroutine forever. Mirrors cryptohelper's own 3s/22s ladder.
|
||||
const (
|
||||
initialSessionWait = 3 * time.Second
|
||||
extendedSessionWait = 22 * time.Second
|
||||
sessionRecoveryBudget = initialSessionWait + extendedSessionWait + 30*time.Second
|
||||
)
|
||||
|
||||
// cryptoToDeviceTypes are the to-device event types the crypto machine must see
|
||||
// to establish Olm/Megolm sessions and share/receive room keys. In /sync mode
|
||||
// the cryptohelper gets these automatically; under the appservice transaction
|
||||
// model we route each one to mach.HandleToDeviceEvent ourselves.
|
||||
var cryptoToDeviceTypes = []event.Type{
|
||||
event.ToDeviceEncrypted,
|
||||
event.ToDeviceRoomKey,
|
||||
event.ToDeviceForwardedRoomKey,
|
||||
event.ToDeviceRoomKeyRequest,
|
||||
event.ToDeviceRoomKeyWithheld,
|
||||
event.ToDeviceOrgMatrixRoomKeyWithheld,
|
||||
event.ToDeviceSecretRequest,
|
||||
event.ToDeviceSecretSend,
|
||||
event.ToDeviceDummy,
|
||||
}
|
||||
|
||||
// newAppserviceSession builds the appservice-mode Session: as_token auth, a
|
||||
// cryptohelper that mints the bot's device via MSC4190, and an EventProcessor
|
||||
// fed by Synapse's transaction pushes (in place of /sync). The bot is an
|
||||
// appservice user — Synapse forbids AS users from /sync, so all events, plus the
|
||||
// E2EE extensions (to-device / device lists / OTK counts), arrive over the
|
||||
// transaction API instead.
|
||||
func newAppserviceSession(cfg Config) (*Session, error) {
|
||||
if err := os.MkdirAll(cfg.DataDir, 0o755); err != nil {
|
||||
return nil, fmt.Errorf("create data dir: %w", err)
|
||||
}
|
||||
if cfg.UserID == "" {
|
||||
return nil, fmt.Errorf("BOT_USER_ID is required")
|
||||
}
|
||||
if cfg.RegistrationPath == "" {
|
||||
return nil, fmt.Errorf("AS_REGISTRATION is required in appservice mode")
|
||||
}
|
||||
if cfg.HomeserverDomain == "" {
|
||||
return nil, fmt.Errorf("HOMESERVER_DOMAIN is required in appservice mode (server_name, e.g. parodia.dev)")
|
||||
}
|
||||
if !((&appservice.HostConfig{Hostname: cfg.ListenHost, Port: cfg.ListenPort}).IsConfigured()) {
|
||||
return nil, fmt.Errorf("AS_LISTEN_HOST/AS_LISTEN_PORT must be set in appservice mode")
|
||||
}
|
||||
|
||||
ctx := context.Background()
|
||||
|
||||
reg, err := appservice.LoadRegistration(cfg.RegistrationPath)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("load appservice registration %q: %w", cfg.RegistrationPath, err)
|
||||
}
|
||||
// Gate for to-device delivery: handleTransaction only pumps to-device events
|
||||
// when this is set (appservice/http.go). Force it on regardless of the yaml so
|
||||
// E2EE key exchange can't silently break on a missing field.
|
||||
reg.EphemeralEvents = true
|
||||
|
||||
as, err := appservice.CreateFull(appservice.CreateOpts{
|
||||
Registration: reg,
|
||||
HomeserverDomain: cfg.HomeserverDomain,
|
||||
HomeserverURL: cfg.Homeserver,
|
||||
HostConfig: appservice.HostConfig{Hostname: cfg.ListenHost, Port: cfg.ListenPort},
|
||||
})
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("create appservice: %w", err)
|
||||
}
|
||||
// Surface the HTTP listener + transaction logs (default is a silent Nop).
|
||||
as.Log = zerolog.New(os.Stderr).With().Timestamp().Str("component", "appservice").Logger().
|
||||
Level(zerolog.InfoLevel)
|
||||
|
||||
userID := id.UserID(cfg.UserID)
|
||||
if 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
|
||||
store.client = client
|
||||
// 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
|
||||
// Syncer (we drive the crypto machine from transactions, not /sync). The param
|
||||
// is only emitted once DeviceID is non-empty (url.go), so setting it now is a
|
||||
// no-op for the whoami/device-create calls below; CreateDeviceMSC4190 re-sets it.
|
||||
client.SetAppServiceDeviceID = true
|
||||
|
||||
// Validate the token + identity before we start listening.
|
||||
whoami, err := client.Whoami(ctx)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("appservice token validation failed (whoami): %w", err)
|
||||
}
|
||||
if whoami.UserID != userID {
|
||||
return nil, fmt.Errorf("appservice identity mismatch: token resolves to %s but BOT_USER_ID is %s", whoami.UserID, userID)
|
||||
}
|
||||
slog.Info("appservice token valid", "user_id", whoami.UserID)
|
||||
|
||||
// ---- E2EE via cryptohelper (MSC4190 device creation, no /login) ----
|
||||
cryptoDBPath := filepath.Join(cfg.DataDir, "crypto.db")
|
||||
ch, err := cryptohelper.NewCryptoHelper(client, []byte("gogobee_pickle_key"), cryptoDBPath)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("init crypto helper: %w", err)
|
||||
}
|
||||
// MSC4190: the appservice creates/refreshes its own device via PUT /devices
|
||||
// instead of the UIA-gated login. The crypto store persists the device ID, so
|
||||
// restarts reuse it. LoginAs carries only the display name (never calls /login
|
||||
// in MSC4190 mode). client.Syncer is nil here, so Init does NOT wire /sync
|
||||
// handlers — we drive the crypto machine from transactions below instead.
|
||||
ch.MSC4190 = true
|
||||
ch.LoginAs = &mautrix.ReqLogin{InitialDeviceDisplayName: cfg.DisplayName}
|
||||
if err := ch.Init(ctx); err != nil {
|
||||
return nil, fmt.Errorf("crypto helper init (MSC4190 device create): %w", err)
|
||||
}
|
||||
client.Crypto = ch
|
||||
|
||||
// ---- Event processor: replicate the cryptohelper's /sync wiring against
|
||||
// the appservice transaction channels ----
|
||||
ep := appservice.NewEventProcessor(as)
|
||||
mach := ch.Machine()
|
||||
|
||||
// Best-effort cross-signing bootstrap so the bot's device shows as verified to
|
||||
// users who trust its master key. Best-effort: under MAS the key upload may be
|
||||
// refused, which we log and ignore — E2EE still functions without it.
|
||||
bootstrapCrossSigning(ctx, mach, cfg.DataDir)
|
||||
|
||||
// Crypto plumbing that /sync would otherwise carry:
|
||||
ep.OnOTK(mach.HandleOTKCounts)
|
||||
ep.OnDeviceList(mach.HandleDeviceLists)
|
||||
for _, t := range cryptoToDeviceTypes {
|
||||
ep.On(t, mach.HandleToDeviceEvent)
|
||||
}
|
||||
|
||||
// Keep the client's StateStore current so outgoing sends know which rooms are
|
||||
// encrypted and who to share keys with (no /sync backfill here), and let the
|
||||
// crypto machine track membership for key sharing. PrependHandler so state is
|
||||
// updated before app handlers (auto-join/moderation) run for the same event.
|
||||
ep.PrependHandler(event.StateEncryption, func(ctx context.Context, evt *event.Event) {
|
||||
mautrix.UpdateStateStore(ctx, as.StateStore, evt)
|
||||
})
|
||||
ep.PrependHandler(event.StateMember, func(ctx context.Context, evt *event.Event) {
|
||||
mautrix.UpdateStateStore(ctx, as.StateStore, evt)
|
||||
mach.HandleMemberEvent(ctx, evt)
|
||||
})
|
||||
|
||||
// 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
|
||||
// event), so wait briefly; if they never land, ask the sender to re-share and
|
||||
// wait longer. Only once that fails is the event genuinely unreadable.
|
||||
//
|
||||
// This duplicates cryptohelper.HandleEncrypted's wait/request ladder on
|
||||
// purpose: that path is gated on a /sync token being present in the context
|
||||
// (mautrix.SyncTokenContextKey), which appservice transactions never carry, so
|
||||
// wiring ch.ASEventProcessor would still leave us dropping these events.
|
||||
//
|
||||
// Runs detached from the transaction context, which is cancelled as soon as we
|
||||
// ACK the transaction — long before the keys could arrive.
|
||||
recoverSession := func(evt *event.Event) {
|
||||
ctx, cancel := context.WithTimeout(context.Background(), sessionRecoveryBudget)
|
||||
defer cancel()
|
||||
|
||||
content := evt.Content.AsEncrypted()
|
||||
got := ch.WaitForSession(ctx, evt.RoomID, content.SenderKey, content.SessionID, initialSessionWait)
|
||||
if !got {
|
||||
ch.RequestSession(ctx, evt.RoomID, content.SenderKey, content.SessionID, evt.Sender, content.DeviceID)
|
||||
got = ch.WaitForSession(ctx, evt.RoomID, content.SenderKey, content.SessionID, extendedSessionWait)
|
||||
}
|
||||
if !got {
|
||||
slog.Warn("appservice: gave up decrypting event, no room key",
|
||||
"room", evt.RoomID, "event", evt.ID, "session", content.SessionID)
|
||||
return
|
||||
}
|
||||
|
||||
decrypted, err := ch.Decrypt(ctx, evt)
|
||||
if err != nil {
|
||||
slog.Warn("appservice: failed to decrypt event after key request",
|
||||
"room", evt.RoomID, "event", evt.ID, "err", err)
|
||||
return
|
||||
}
|
||||
slog.Debug("appservice: recovered event after key request", "room", evt.RoomID, "event", evt.ID)
|
||||
ep.Dispatch(ctx, decrypted)
|
||||
}
|
||||
|
||||
// Decrypt inbound encrypted room events and re-dispatch the plaintext so the
|
||||
// normal message/reaction handlers fire (mirrors cryptohelper.HandleEncrypted).
|
||||
ep.On(event.EventEncrypted, func(ctx context.Context, evt *event.Event) {
|
||||
decrypted, err := ch.Decrypt(ctx, evt)
|
||||
if err != nil {
|
||||
if errors.Is(err, cryptohelper.NoSessionFound) {
|
||||
go recoverSession(evt)
|
||||
return
|
||||
}
|
||||
slog.Warn("appservice: failed to decrypt event", "room", evt.RoomID, "event", evt.ID, "err", err)
|
||||
return
|
||||
}
|
||||
ep.Dispatch(ctx, decrypted)
|
||||
})
|
||||
|
||||
return &Session{
|
||||
Client: client,
|
||||
mode: "appservice",
|
||||
as: as,
|
||||
ep: ep,
|
||||
}, nil
|
||||
}
|
||||
|
||||
// runAppservice starts the transaction dispatchers and the HTTP listener, then
|
||||
// blocks until ctx is cancelled.
|
||||
func (s *Session) runAppservice(ctx context.Context) error {
|
||||
s.ep.Start(ctx)
|
||||
s.as.Ready = true
|
||||
|
||||
errCh := make(chan struct{})
|
||||
go func() {
|
||||
s.as.Start() // blocks in ListenAndServe until Stop()
|
||||
close(errCh)
|
||||
}()
|
||||
|
||||
slog.Info("appservice listener started", "address", s.as.Host.Address())
|
||||
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return nil
|
||||
case <-errCh:
|
||||
return fmt.Errorf("appservice HTTP listener exited unexpectedly")
|
||||
}
|
||||
}
|
||||
|
||||
// runPresenceHeartbeat keeps the bot's Matrix presence "online" while the
|
||||
// appservice runs. Without /sync, nothing else refreshes presence, so it would
|
||||
// otherwise freeze at its last value. On graceful shutdown it best-effort sets
|
||||
// presence "offline"; on a hard crash the heartbeat simply stops and Synapse
|
||||
// decays the stale "online" state on its own.
|
||||
func (s *Session) runPresenceHeartbeat(ctx context.Context) {
|
||||
setPresence := func(ctx context.Context, presence event.Presence) {
|
||||
if err := s.Client.SetPresence(ctx, mautrix.ReqPresence{Presence: presence}); err != nil {
|
||||
slog.Warn("appservice: set presence failed", "presence", presence, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
setPresence(ctx, event.PresenceOnline)
|
||||
|
||||
ticker := time.NewTicker(presenceHeartbeatInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
// Detach from the cancelled ctx so the final PUT still goes out.
|
||||
offCtx, cancel := context.WithTimeout(context.Background(), 5*time.Second)
|
||||
setPresence(offCtx, event.PresenceOffline)
|
||||
cancel()
|
||||
return
|
||||
case <-ticker.C:
|
||||
setPresence(ctx, event.PresenceOnline)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,203 +2,174 @@ package bot
|
||||
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"os"
|
||||
"path/filepath"
|
||||
|
||||
"gogobee/internal/util"
|
||||
"time"
|
||||
|
||||
"maunium.net/go/mautrix"
|
||||
"maunium.net/go/mautrix/crypto/cryptohelper"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// DeviceInfo holds persisted device credentials.
|
||||
type DeviceInfo struct {
|
||||
AccessToken string `json:"access_token"`
|
||||
DeviceID string `json:"device_id"`
|
||||
UserID string `json:"user_id"`
|
||||
}
|
||||
|
||||
// Config holds the bot's startup configuration.
|
||||
type Config struct {
|
||||
Homeserver string
|
||||
UserID string
|
||||
Password string
|
||||
UserID string // Bot's full Matrix user ID, e.g. @twinbee:parodia.dev
|
||||
DataDir string
|
||||
DisplayName string
|
||||
|
||||
// AuthMode selects how the bot connects to Matrix:
|
||||
// "masdevice" (default) — MAS OAuth 2.0 device grant + /sync (masauth.go).
|
||||
// "appservice" — Matrix appservice: as_token auth + Synapse→bot
|
||||
// transaction push (appservice.go). MAS-durable:
|
||||
// no login, no MFA, no token expiry ever.
|
||||
// The device-grant path is retained as an instant rollback: flip AUTH_MODE
|
||||
// back to masdevice and restart, no rebuild.
|
||||
AuthMode string
|
||||
|
||||
// ---- appservice mode only ----
|
||||
// RegistrationPath points at the appservice registration YAML (id, as_token,
|
||||
// hs_token, sender_localpart, namespaces). Synapse and the bot share it.
|
||||
RegistrationPath string
|
||||
// ListenHost/ListenPort is where the bot's HTTP listener binds to receive
|
||||
// Synapse's transaction pushes (Synapse reaches it via the registration url).
|
||||
ListenHost string
|
||||
ListenPort uint16
|
||||
// HomeserverDomain is the server_name (e.g. parodia.dev), needed to derive
|
||||
// the bot's MXID from sender_localpart.
|
||||
HomeserverDomain string
|
||||
}
|
||||
|
||||
// NewClient creates and configures a mautrix client with E2EE support.
|
||||
// The cryptohelper handles:
|
||||
// - Persistent crypto store in SQLite (device keys, sessions, cross-signing keys)
|
||||
// - Automatic cross-signing bootstrap (self-signs the device on first run)
|
||||
// - Automatic device trust via cross-signing (no manual verification needed)
|
||||
// - Megolm session sharing and key exchange
|
||||
// - Olm session management for device-to-device encryption
|
||||
// NewClient creates and configures a mautrix client authenticated against
|
||||
// Matrix Authentication Service (MAS) via the OAuth 2.0 device grant, with
|
||||
// E2EE via the cryptohelper.
|
||||
//
|
||||
// This solves the TS version's device verification issues because:
|
||||
// 1. Crypto state persists across restarts (not in-memory like fake-indexeddb)
|
||||
// 2. Cross-signing makes other devices trust this bot automatically
|
||||
// 3. The bot trusts all users' devices by default (appropriate for a bot)
|
||||
// 4. No manual emoji/SAS verification needed
|
||||
// Auth flow (see masauth.go for detail):
|
||||
// - Discover MAS OAuth endpoints from the homeserver's well-known + OIDC docs.
|
||||
// - If we have a persisted refresh token, refresh it for a fresh access token.
|
||||
// - Otherwise run the device-authorization grant: print a URL + code for a
|
||||
// human to approve ONCE in a browser (as the bot's user), then store the
|
||||
// resulting access + refresh tokens.
|
||||
// - A background goroutine refreshes the access token before it expires and
|
||||
// updates the live client, so the bot runs indefinitely without re-auth.
|
||||
//
|
||||
// The bot stays a normal Matrix user (not an appservice), so /sync works — an
|
||||
// appservice user is forbidden from /sync by Synapse. E2EE is unchanged: the
|
||||
// cryptohelper persists device keys, olm/megolm sessions and cross-signing in
|
||||
// its own SQLite store, and the bot trusts all users' devices by default.
|
||||
func NewClient(cfg Config) (*mautrix.Client, error) {
|
||||
if err := os.MkdirAll(cfg.DataDir, 0o755); err != nil {
|
||||
return nil, fmt.Errorf("create data dir: %w", err)
|
||||
}
|
||||
if cfg.UserID == "" {
|
||||
return nil, fmt.Errorf("BOT_USER_ID is required")
|
||||
}
|
||||
|
||||
devicePath := filepath.Join(cfg.DataDir, "device.json")
|
||||
ctx := context.Background()
|
||||
|
||||
// Try to load existing device credentials
|
||||
device, err := loadDevice(devicePath)
|
||||
// ---- MAS OAuth device-grant authentication ----
|
||||
auth := newMASAuth(cfg.DataDir)
|
||||
auth.load()
|
||||
if err := auth.discover(cfg.Homeserver); err != nil {
|
||||
return nil, fmt.Errorf("MAS discovery: %w", err)
|
||||
}
|
||||
|
||||
if auth.refreshToken != "" {
|
||||
// Returning start: refresh the stored token.
|
||||
if err := auth.refresh(); err != nil {
|
||||
return nil, fmt.Errorf("MAS token refresh failed (delete %s to re-authorize): %w",
|
||||
filepath.Join(cfg.DataDir, "mas_auth.json"), err)
|
||||
}
|
||||
slog.Info("MAS auth: refreshed access token from stored session", "device_id", auth.deviceID)
|
||||
} else {
|
||||
// First run: register a client and run the interactive device grant.
|
||||
if err := auth.ensureClient(cfg.DisplayName); err != nil {
|
||||
return nil, fmt.Errorf("MAS client registration: %w", err)
|
||||
}
|
||||
if err := auth.deviceFlow(ctx); err != nil {
|
||||
return nil, fmt.Errorf("MAS device authorization: %w", err)
|
||||
}
|
||||
}
|
||||
|
||||
userID := id.UserID(cfg.UserID)
|
||||
client, err := mautrix.NewClient(cfg.Homeserver, userID, auth.token())
|
||||
if err != nil {
|
||||
slog.Info("no existing device found, will login fresh")
|
||||
return nil, fmt.Errorf("create client: %w", err)
|
||||
}
|
||||
client.DeviceID = id.DeviceID(auth.deviceID)
|
||||
|
||||
var client *mautrix.Client
|
||||
|
||||
if device != nil {
|
||||
// Validate existing token
|
||||
valid, _ := util.IsTokenValid(cfg.Homeserver, device.AccessToken)
|
||||
if valid {
|
||||
slog.Info("existing device credentials valid", "device_id", device.DeviceID)
|
||||
userID := id.UserID(device.UserID)
|
||||
client, err = mautrix.NewClient(cfg.Homeserver, userID, device.AccessToken)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("create client with existing token: %w", err)
|
||||
}
|
||||
client.DeviceID = id.DeviceID(device.DeviceID)
|
||||
} else {
|
||||
slog.Warn("existing device credentials invalid, logging in again")
|
||||
device = nil
|
||||
}
|
||||
// Validate the token + identity before proceeding.
|
||||
whoami, err := client.Whoami(ctx)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("token validation failed (whoami): %w", err)
|
||||
}
|
||||
|
||||
if device == nil {
|
||||
// Fresh login
|
||||
loginResp, err := util.LoginWithPassword(cfg.Homeserver, cfg.UserID, cfg.Password, cfg.DisplayName)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("login: %w", err)
|
||||
}
|
||||
|
||||
userID := id.UserID(loginResp.UserID)
|
||||
client, err = mautrix.NewClient(cfg.Homeserver, userID, loginResp.AccessToken)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("create client: %w", err)
|
||||
}
|
||||
client.DeviceID = id.DeviceID(loginResp.DeviceID)
|
||||
|
||||
// Save device info
|
||||
device = &DeviceInfo{
|
||||
AccessToken: loginResp.AccessToken,
|
||||
DeviceID: loginResp.DeviceID,
|
||||
UserID: loginResp.UserID,
|
||||
}
|
||||
if err := saveDevice(devicePath, device); err != nil {
|
||||
slog.Warn("failed to save device info", "err", err)
|
||||
}
|
||||
|
||||
slog.Info("logged in successfully",
|
||||
"user_id", loginResp.UserID,
|
||||
"device_id", loginResp.DeviceID,
|
||||
)
|
||||
if whoami.UserID != userID {
|
||||
return nil, fmt.Errorf("identity mismatch: token resolves to %s but BOT_USER_ID is %s", whoami.UserID, userID)
|
||||
}
|
||||
slog.Info("MAS auth: token valid", "user_id", whoami.UserID, "device_id", client.DeviceID)
|
||||
|
||||
// Set up E2EE via cryptohelper — stores crypto state in its own SQLite DB,
|
||||
// separate from the main app database. Unlike the TS version which used an
|
||||
// in-memory fake-indexeddb store that was lost on restart (causing constant
|
||||
// re-verification), mautrix-go's cryptohelper persists everything in SQLite:
|
||||
// device keys, olm/megolm sessions, cross-signing keys, and device trust state.
|
||||
//
|
||||
// We pass just the raw file path — the cryptohelper wraps it in a file: URI
|
||||
// with _txlock=immediate internally (see cryptohelper.go line 82).
|
||||
// ---- E2EE via cryptohelper ----
|
||||
// The crypto store persists device keys, olm/megolm sessions, cross-signing
|
||||
// and device trust in its own SQLite DB. The stored device ID must match the
|
||||
// one bound to our OAuth token (device: scope); a fresh mas_auth.json is
|
||||
// paired with a fresh crypto.db.
|
||||
cryptoDBPath := filepath.Join(cfg.DataDir, "crypto.db")
|
||||
ch, err := cryptohelper.NewCryptoHelper(client, []byte("gogobee_pickle_key"), cryptoDBPath)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("init crypto helper: %w", err)
|
||||
}
|
||||
|
||||
// LoginAs enables the cryptohelper to re-login if the token expires,
|
||||
// and to bootstrap cross-signing on first run. Cross-signing means:
|
||||
// - The bot's master key signs its own device key
|
||||
// - Other users/devices that have verified the bot's master key
|
||||
// will automatically trust this device
|
||||
// - No interactive emoji/SAS verification needed
|
||||
ch.LoginAs = &mautrix.ReqLogin{
|
||||
Type: mautrix.AuthTypePassword,
|
||||
Identifier: mautrix.UserIdentifier{
|
||||
Type: mautrix.IdentifierTypeUser,
|
||||
User: cfg.UserID,
|
||||
},
|
||||
Password: cfg.Password,
|
||||
InitialDeviceDisplayName: cfg.DisplayName,
|
||||
}
|
||||
|
||||
if err := ch.Init(context.Background()); err != nil {
|
||||
// No LoginAs: we already have a token + device ID; the cryptohelper just
|
||||
// attaches E2EE to the existing session.
|
||||
if err := ch.Init(ctx); err != nil {
|
||||
return nil, fmt.Errorf("crypto helper init: %w", err)
|
||||
}
|
||||
|
||||
// Attach crypto helper to client
|
||||
client.Crypto = ch
|
||||
|
||||
// Bootstrap cross-signing: generate keys, sign own device, sign master key.
|
||||
// This makes the bot's device show as "verified" to other users.
|
||||
// Best-effort cross-signing bootstrap (makes the bot's device show as
|
||||
// verified to users who trust its master key). Not required for E2EE to
|
||||
// function; under MAS the key upload may be refused, which we ignore.
|
||||
mach := ch.Machine()
|
||||
recoveryKey, _, err := mach.GenerateAndUploadCrossSigningKeys(context.Background(), func(ui *mautrix.RespUserInteractive) interface{} {
|
||||
return map[string]interface{}{
|
||||
"type": mautrix.AuthTypePassword,
|
||||
"identifier": map[string]interface{}{
|
||||
"type": mautrix.IdentifierTypeUser,
|
||||
"user": cfg.UserID,
|
||||
},
|
||||
"password": cfg.Password,
|
||||
"session": ui.Session,
|
||||
}
|
||||
}, "")
|
||||
if err != nil {
|
||||
slog.Warn("cross-signing: key upload failed (may already exist)", "err", err)
|
||||
} else {
|
||||
slog.Info("cross-signing: keys uploaded", "recovery_key", recoveryKey)
|
||||
}
|
||||
bootstrapCrossSigning(ctx, mach, cfg.DataDir)
|
||||
|
||||
if err := mach.SignOwnDevice(context.Background(), mach.OwnIdentity()); err != nil {
|
||||
slog.Warn("cross-signing: sign own device failed", "err", err)
|
||||
} else {
|
||||
slog.Info("cross-signing: own device signed")
|
||||
}
|
||||
|
||||
if err := mach.SignOwnMasterKey(context.Background()); err != nil {
|
||||
slog.Warn("cross-signing: sign master key failed", "err", err)
|
||||
} else {
|
||||
slog.Info("cross-signing: master key signed")
|
||||
}
|
||||
// ---- Background token refresher ----
|
||||
// Refresh ~60s before expiry and push the new token into the live client so
|
||||
// in-flight /sync and API calls keep authenticating.
|
||||
go refreshLoop(context.Background(), auth, client)
|
||||
|
||||
slog.Info("E2EE initialized",
|
||||
"user_id", client.UserID,
|
||||
"device_id", client.DeviceID,
|
||||
"crypto_store", "sqlite-persistent",
|
||||
"auth", "mas-oauth-device-grant",
|
||||
)
|
||||
|
||||
return client, nil
|
||||
}
|
||||
|
||||
func loadDevice(path string) (*DeviceInfo, error) {
|
||||
data, err := os.ReadFile(path)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
// refreshLoop keeps the client's access token fresh for the life of the process.
|
||||
func refreshLoop(ctx context.Context, auth *masAuth, client *mautrix.Client) {
|
||||
for {
|
||||
wait := time.Until(auth.expiry()) - 60*time.Second
|
||||
if wait < 10*time.Second {
|
||||
wait = 10 * time.Second
|
||||
}
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case <-time.After(wait):
|
||||
}
|
||||
if err := auth.refresh(); err != nil {
|
||||
slog.Error("MAS token refresh failed; retrying in 30s", "err", err)
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case <-time.After(30 * time.Second):
|
||||
}
|
||||
continue
|
||||
}
|
||||
client.AccessToken = auth.token()
|
||||
slog.Debug("MAS token refreshed", "expires_at", auth.expiry().Format(time.RFC3339))
|
||||
}
|
||||
var info DeviceInfo
|
||||
if err := json.Unmarshal(data, &info); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &info, nil
|
||||
}
|
||||
|
||||
func saveDevice(path string, info *DeviceInfo) error {
|
||||
data, err := json.MarshalIndent(info, "", " ")
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return os.WriteFile(path, data, 0o600)
|
||||
}
|
||||
|
||||
137
internal/bot/crosssigning.go
Normal file
137
internal/bot/crosssigning.go
Normal file
@@ -0,0 +1,137 @@
|
||||
package bot
|
||||
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"log/slog"
|
||||
"os"
|
||||
"path/filepath"
|
||||
|
||||
"maunium.net/go/mautrix"
|
||||
"maunium.net/go/mautrix/crypto"
|
||||
)
|
||||
|
||||
// crossSigningFile is the on-disk store for the bot's cross-signing recovery key
|
||||
// (data/cross_signing.json), alongside mas_auth.json and crypto.db. The key
|
||||
// decrypts the private cross-signing keys the bot parks in SSSS, so it is the
|
||||
// only thing that lets a rebuilt crypto.db re-sign the bot's device instead of
|
||||
// minting a whole new identity and forcing everyone to re-verify.
|
||||
//
|
||||
// It is deliberately NOT logged: the screen wrapper pipes the bot's output
|
||||
// through tee, which truncates the log on every restart, so a key that only ever
|
||||
// exists in a log line is a key you lose on the next boot.
|
||||
const crossSigningFile = "cross_signing.json"
|
||||
|
||||
type crossSigningStore struct {
|
||||
RecoveryKey string `json:"recovery_key"`
|
||||
}
|
||||
|
||||
func crossSigningPath(dataDir string) string {
|
||||
return filepath.Join(dataDir, crossSigningFile)
|
||||
}
|
||||
|
||||
// loadRecoveryKey returns the stored key, or "" when there is none.
|
||||
func loadRecoveryKey(dataDir string) string {
|
||||
data, err := os.ReadFile(crossSigningPath(dataDir))
|
||||
if err != nil {
|
||||
return "" // fresh install
|
||||
}
|
||||
var s crossSigningStore
|
||||
if err := json.Unmarshal(data, &s); err != nil {
|
||||
slog.Warn("cross-signing: corrupt recovery-key store, ignoring", "path", crossSigningPath(dataDir), "err", err)
|
||||
return ""
|
||||
}
|
||||
return s.RecoveryKey
|
||||
}
|
||||
|
||||
func saveRecoveryKey(dataDir, key string) {
|
||||
data, err := json.MarshalIndent(crossSigningStore{RecoveryKey: key}, "", " ")
|
||||
if err != nil {
|
||||
slog.Error("cross-signing: marshal recovery key failed", "err", err)
|
||||
return
|
||||
}
|
||||
path := crossSigningPath(dataDir)
|
||||
if err := os.WriteFile(path, data, 0o600); err != nil {
|
||||
slog.Error("cross-signing: could not persist recovery key; a crypto.db rebuild will need a re-verify", "path", path, "err", err)
|
||||
return
|
||||
}
|
||||
slog.Info("cross-signing: recovery key persisted", "path", path)
|
||||
}
|
||||
|
||||
// uiaSession answers a user-interactive-auth challenge with just the session ID.
|
||||
// Under MAS the key upload is either allowed outright or refused; there is no
|
||||
// password to offer.
|
||||
func uiaSession(ui *mautrix.RespUserInteractive) interface{} {
|
||||
return map[string]interface{}{"session": ui.Session}
|
||||
}
|
||||
|
||||
// bootstrapCrossSigning establishes the bot's cross-signing identity, which is
|
||||
// what lets clients show it as verified rather than as an unknown device. E2EE
|
||||
// works without it; only the verification badge depends on it.
|
||||
//
|
||||
// It must never mint a second identity by accident. mautrix's
|
||||
// GenerateAndUploadCrossSigningKeys is unconditional: every call generates a fresh
|
||||
// master/self/user-signing trio and overwrites the published one. Calling it on
|
||||
// each start reminted the bot's identity every boot, which is why clients kept
|
||||
// asking users to re-verify. So generate only when there is no identity to keep,
|
||||
// or when the operator explicitly asks for a reset.
|
||||
//
|
||||
// The private keys live server-side in SSSS, never in crypto.db, and mach.Load
|
||||
// does not restore them. A bot that keeps its crypto.db stays signed from its
|
||||
// first signing and needs nothing here. A bot whose crypto.db was rebuilt has a
|
||||
// brand-new device that only the recovery key can re-sign.
|
||||
//
|
||||
// Set CROSS_SIGNING_REGENERATE=1 to deliberately reset the identity (costs one
|
||||
// re-verify per user, and stores the fresh key). CROSS_SIGNING_RECOVERY_KEY
|
||||
// imports an existing key into the store, for adopting an identity created before
|
||||
// the bot persisted its own.
|
||||
func bootstrapCrossSigning(ctx context.Context, mach *crypto.OlmMachine, dataDir string) {
|
||||
stored := loadRecoveryKey(dataDir)
|
||||
if envKey := os.Getenv("CROSS_SIGNING_RECOVERY_KEY"); envKey != "" && envKey != stored {
|
||||
saveRecoveryKey(dataDir, envKey)
|
||||
stored = envKey
|
||||
}
|
||||
|
||||
hasKeys, isVerified, err := mach.GetOwnVerificationStatus(ctx)
|
||||
if err != nil {
|
||||
slog.Warn("cross-signing: could not determine verification status, leaving identity alone", "err", err)
|
||||
return
|
||||
}
|
||||
regenerate := os.Getenv("CROSS_SIGNING_REGENERATE") != ""
|
||||
|
||||
switch {
|
||||
case regenerate || !hasKeys:
|
||||
if regenerate && hasKeys {
|
||||
slog.Warn("cross-signing: CROSS_SIGNING_REGENERATE set — replacing the published identity; every user must verify the bot once more. Unset it after this start.")
|
||||
}
|
||||
key, _, err := mach.GenerateAndUploadCrossSigningKeys(ctx, uiaSession, "")
|
||||
if err != nil {
|
||||
slog.Warn("cross-signing: key upload failed, bot will show unverified", "err", err)
|
||||
return
|
||||
}
|
||||
saveRecoveryKey(dataDir, key)
|
||||
if err := mach.SignOwnDevice(ctx, mach.OwnIdentity()); err != nil {
|
||||
slog.Warn("cross-signing: sign own device failed", "err", err)
|
||||
}
|
||||
if err := mach.SignOwnMasterKey(ctx); err != nil {
|
||||
slog.Warn("cross-signing: sign master key failed", "err", err)
|
||||
}
|
||||
slog.Info("cross-signing: identity created and device signed")
|
||||
|
||||
case isVerified:
|
||||
slog.Info("cross-signing: identity already published and this device is signed")
|
||||
|
||||
case stored != "":
|
||||
// Pulls the private keys back out of SSSS, then signs this device and the
|
||||
// master key with them.
|
||||
if err := mach.VerifyWithRecoveryKey(ctx, stored); err != nil {
|
||||
slog.Warn("cross-signing: recovery-key restore failed, bot will show unverified", "err", err)
|
||||
return
|
||||
}
|
||||
slog.Info("cross-signing: device re-signed from the stored recovery key")
|
||||
|
||||
default:
|
||||
slog.Warn("cross-signing: this device is unsigned and no recovery key is stored, so the bot will show unverified (E2EE still works). Set CROSS_SIGNING_REGENERATE=1 once to mint a fresh identity.",
|
||||
"store", crossSigningPath(dataDir))
|
||||
}
|
||||
}
|
||||
56
internal/bot/crosssigning_test.go
Normal file
56
internal/bot/crosssigning_test.go
Normal file
@@ -0,0 +1,56 @@
|
||||
package bot
|
||||
|
||||
import (
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestRecoveryKeyRoundTrip(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
if got := loadRecoveryKey(dir); got != "" {
|
||||
t.Fatalf("fresh install returned %q, want empty", got)
|
||||
}
|
||||
|
||||
const key = "EsTd o49d mMLt 3Uf9 Gjn9 x5fv YE9H wF6n aadC q2D8 Fv7j rQ4c"
|
||||
saveRecoveryKey(dir, key)
|
||||
if got := loadRecoveryKey(dir); got != key {
|
||||
t.Fatalf("loadRecoveryKey() = %q, want %q", got, key)
|
||||
}
|
||||
}
|
||||
|
||||
// The key is crypto material sitting next to crypto.db; it must not be readable
|
||||
// by other users on the host.
|
||||
func TestRecoveryKeyFileIsPrivate(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
saveRecoveryKey(dir, "some-key")
|
||||
info, err := os.Stat(filepath.Join(dir, crossSigningFile))
|
||||
if err != nil {
|
||||
t.Fatalf("stat: %v", err)
|
||||
}
|
||||
if perm := info.Mode().Perm(); perm != 0o600 {
|
||||
t.Fatalf("recovery key file mode = %o, want 600", perm)
|
||||
}
|
||||
}
|
||||
|
||||
// A corrupt store must degrade to "no key" rather than panicking or returning
|
||||
// garbage that would be fed to VerifyWithRecoveryKey.
|
||||
func TestRecoveryKeyCorruptStore(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
if err := os.WriteFile(filepath.Join(dir, crossSigningFile), []byte("{not json"), 0o600); err != nil {
|
||||
t.Fatalf("write: %v", err)
|
||||
}
|
||||
if got := loadRecoveryKey(dir); got != "" {
|
||||
t.Fatalf("corrupt store returned %q, want empty", got)
|
||||
}
|
||||
}
|
||||
|
||||
// Overwriting an adopted key must not leave trailing bytes from the longer value.
|
||||
func TestRecoveryKeyOverwrite(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
saveRecoveryKey(dir, "a-much-longer-original-recovery-key-value")
|
||||
saveRecoveryKey(dir, "short")
|
||||
if got := loadRecoveryKey(dir); got != "short" {
|
||||
t.Fatalf("loadRecoveryKey() = %q, want %q", got, "short")
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,8 @@ package bot
|
||||
|
||||
import (
|
||||
"log/slog"
|
||||
"os"
|
||||
"strings"
|
||||
"sync"
|
||||
|
||||
"gogobee/internal/plugin"
|
||||
@@ -9,13 +11,24 @@ import (
|
||||
|
||||
// Registry manages plugin registration and event dispatch.
|
||||
type Registry struct {
|
||||
mu sync.RWMutex
|
||||
plugins []plugin.Plugin
|
||||
mu sync.RWMutex
|
||||
plugins []plugin.Plugin
|
||||
ignoredBots map[string]struct{}
|
||||
}
|
||||
|
||||
// NewRegistry creates an empty plugin registry.
|
||||
// NewRegistry creates an empty plugin registry. Senders listed in the
|
||||
// IGNORED_BOTS env var (comma-separated full Matrix user IDs, e.g.
|
||||
// "@pete:parodia.dev") are dropped before any plugin sees them.
|
||||
func NewRegistry() *Registry {
|
||||
return &Registry{}
|
||||
ignored := make(map[string]struct{})
|
||||
if raw := os.Getenv("IGNORED_BOTS"); raw != "" {
|
||||
for _, u := range strings.Split(raw, ",") {
|
||||
if u = strings.TrimSpace(u); u != "" {
|
||||
ignored[u] = struct{}{}
|
||||
}
|
||||
}
|
||||
}
|
||||
return &Registry{ignoredBots: ignored}
|
||||
}
|
||||
|
||||
// Register adds a plugin to the registry.
|
||||
@@ -42,6 +55,9 @@ func (r *Registry) Init() error {
|
||||
|
||||
// DispatchMessage sends a message context to all plugins in order.
|
||||
func (r *Registry) DispatchMessage(ctx plugin.MessageContext) {
|
||||
if _, ok := r.ignoredBots[string(ctx.Sender)]; ok {
|
||||
return
|
||||
}
|
||||
r.mu.RLock()
|
||||
defer r.mu.RUnlock()
|
||||
for _, p := range r.plugins {
|
||||
@@ -71,6 +87,9 @@ func (r *Registry) safeOnMessage(p plugin.Plugin, ctx plugin.MessageContext) {
|
||||
|
||||
// DispatchReaction sends a reaction context to all plugins in order.
|
||||
func (r *Registry) DispatchReaction(ctx plugin.ReactionContext) {
|
||||
if _, ok := r.ignoredBots[string(ctx.Sender)]; ok {
|
||||
return
|
||||
}
|
||||
r.mu.RLock()
|
||||
defer r.mu.RUnlock()
|
||||
for _, p := range r.plugins {
|
||||
|
||||
375
internal/bot/masauth.go
Normal file
375
internal/bot/masauth.go
Normal file
@@ -0,0 +1,375 @@
|
||||
package bot
|
||||
|
||||
import (
|
||||
"context"
|
||||
"crypto/rand"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"net/url"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"strings"
|
||||
"sync"
|
||||
"time"
|
||||
)
|
||||
|
||||
// masAuth performs MAS (Matrix Authentication Service) OAuth 2.0 device-grant
|
||||
// authentication for the bot and keeps a valid access token available.
|
||||
//
|
||||
// Why this exists: MAS replaces Matrix's legacy password login with OAuth2. A
|
||||
// bot can't do the interactive authorization-code flow, so we use the OAuth 2.0
|
||||
// Device Authorization Grant (RFC 8628): on first run the bot prints a URL +
|
||||
// user code, a human approves the login as the bot's user ONCE in a browser,
|
||||
// and MAS returns an access token + refresh token. Thereafter the bot refreshes
|
||||
// silently forever — no password, no expiry surprises, and the bot stays a
|
||||
// normal Matrix user so /sync keeps working (unlike an appservice user, which
|
||||
// Synapse forbids from /sync).
|
||||
//
|
||||
// The refresh token is rotated by MAS on every refresh, so we persist the new
|
||||
// one each time.
|
||||
type masAuth struct {
|
||||
http *http.Client
|
||||
storePath string
|
||||
scope string
|
||||
|
||||
// discovered OAuth endpoints
|
||||
deviceEndpoint string
|
||||
tokenEndpoint string
|
||||
registrationEndpoint string
|
||||
|
||||
mu sync.RWMutex
|
||||
clientID string
|
||||
deviceID string
|
||||
accessToken string
|
||||
refreshToken string
|
||||
expiresAt time.Time
|
||||
}
|
||||
|
||||
// masStore is the on-disk persisted state (data/mas_auth.json).
|
||||
type masStore struct {
|
||||
ClientID string `json:"client_id"`
|
||||
DeviceID string `json:"device_id"`
|
||||
AccessToken string `json:"access_token"`
|
||||
RefreshToken string `json:"refresh_token"`
|
||||
ExpiresAt time.Time `json:"expires_at"`
|
||||
}
|
||||
|
||||
const masScopeAPI = "urn:matrix:org.matrix.msc2967.client:api:*"
|
||||
|
||||
func newMASAuth(dataDir string) *masAuth {
|
||||
return &masAuth{
|
||||
http: &http.Client{Timeout: 30 * time.Second},
|
||||
storePath: filepath.Join(dataDir, "mas_auth.json"),
|
||||
}
|
||||
}
|
||||
|
||||
func (m *masAuth) load() {
|
||||
data, err := os.ReadFile(m.storePath)
|
||||
if err != nil {
|
||||
return // fresh install
|
||||
}
|
||||
var s masStore
|
||||
if err := json.Unmarshal(data, &s); err != nil {
|
||||
slog.Warn("mas_auth: corrupt store, ignoring", "err", err)
|
||||
return
|
||||
}
|
||||
m.clientID = s.ClientID
|
||||
m.deviceID = s.DeviceID
|
||||
m.accessToken = s.AccessToken
|
||||
m.refreshToken = s.RefreshToken
|
||||
m.expiresAt = s.ExpiresAt
|
||||
}
|
||||
|
||||
func (m *masAuth) save() {
|
||||
m.mu.RLock()
|
||||
s := masStore{
|
||||
ClientID: m.clientID,
|
||||
DeviceID: m.deviceID,
|
||||
AccessToken: m.accessToken,
|
||||
RefreshToken: m.refreshToken,
|
||||
ExpiresAt: m.expiresAt,
|
||||
}
|
||||
m.mu.RUnlock()
|
||||
data, err := json.MarshalIndent(s, "", " ")
|
||||
if err != nil {
|
||||
slog.Error("mas_auth: marshal failed", "err", err)
|
||||
return
|
||||
}
|
||||
if err := os.WriteFile(m.storePath, data, 0o600); err != nil {
|
||||
slog.Error("mas_auth: write failed", "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
func (m *masAuth) token() string {
|
||||
m.mu.RLock()
|
||||
defer m.mu.RUnlock()
|
||||
return m.accessToken
|
||||
}
|
||||
|
||||
// discover resolves the MAS OAuth endpoints from the homeserver's well-known
|
||||
// document and the issuer's OIDC discovery document.
|
||||
func (m *masAuth) discover(homeserver string) error {
|
||||
var wk struct {
|
||||
Auth struct {
|
||||
Issuer string `json:"issuer"`
|
||||
} `json:"org.matrix.msc2965.authentication"`
|
||||
}
|
||||
if err := m.getJSON(strings.TrimRight(homeserver, "/")+"/.well-known/matrix/client", &wk); err != nil {
|
||||
return fmt.Errorf("fetch well-known: %w", err)
|
||||
}
|
||||
if wk.Auth.Issuer == "" {
|
||||
return fmt.Errorf("homeserver does not advertise a MAS issuer (msc2965) — is MAS enabled?")
|
||||
}
|
||||
var oidc struct {
|
||||
DeviceEndpoint string `json:"device_authorization_endpoint"`
|
||||
TokenEndpoint string `json:"token_endpoint"`
|
||||
RegistrationEndpoint string `json:"registration_endpoint"`
|
||||
}
|
||||
if err := m.getJSON(strings.TrimRight(wk.Auth.Issuer, "/")+"/.well-known/openid-configuration", &oidc); err != nil {
|
||||
return fmt.Errorf("fetch OIDC discovery: %w", err)
|
||||
}
|
||||
if oidc.DeviceEndpoint == "" || oidc.TokenEndpoint == "" {
|
||||
return fmt.Errorf("MAS issuer %q does not advertise a device/token endpoint", wk.Auth.Issuer)
|
||||
}
|
||||
m.deviceEndpoint = oidc.DeviceEndpoint
|
||||
m.tokenEndpoint = oidc.TokenEndpoint
|
||||
m.registrationEndpoint = oidc.RegistrationEndpoint
|
||||
slog.Info("mas_auth: discovered endpoints", "issuer", wk.Auth.Issuer)
|
||||
return nil
|
||||
}
|
||||
|
||||
// ensureClient registers a public OAuth client via dynamic registration if we
|
||||
// don't already have a client_id persisted.
|
||||
func (m *masAuth) ensureClient(displayName string) error {
|
||||
if m.clientID != "" {
|
||||
return nil
|
||||
}
|
||||
if m.registrationEndpoint == "" {
|
||||
return fmt.Errorf("no registration endpoint discovered")
|
||||
}
|
||||
body := map[string]any{
|
||||
"client_name": displayName + " (bot)",
|
||||
"application_type": "native",
|
||||
"token_endpoint_auth_method": "none",
|
||||
"grant_types": []string{"urn:ietf:params:oauth:grant-type:device_code", "refresh_token"},
|
||||
"response_types": []string{},
|
||||
"client_uri": "https://github.com/prosolis/gogobee",
|
||||
}
|
||||
raw, _ := json.Marshal(body)
|
||||
resp, err := m.http.Post(m.registrationEndpoint, "application/json", strings.NewReader(string(raw)))
|
||||
if err != nil {
|
||||
return fmt.Errorf("client registration request: %w", err)
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
rb, _ := io.ReadAll(resp.Body)
|
||||
if resp.StatusCode != 200 && resp.StatusCode != 201 {
|
||||
return fmt.Errorf("client registration failed (HTTP %d): %s", resp.StatusCode, string(rb))
|
||||
}
|
||||
var out struct {
|
||||
ClientID string `json:"client_id"`
|
||||
}
|
||||
if err := json.Unmarshal(rb, &out); err != nil || out.ClientID == "" {
|
||||
return fmt.Errorf("client registration: no client_id in response: %s", string(rb))
|
||||
}
|
||||
m.mu.Lock()
|
||||
m.clientID = out.ClientID
|
||||
m.mu.Unlock()
|
||||
m.save()
|
||||
slog.Info("mas_auth: registered OAuth client", "client_id", out.ClientID)
|
||||
return nil
|
||||
}
|
||||
|
||||
// deviceFlow runs the interactive device-authorization grant. It blocks until
|
||||
// the user approves the login (or the code expires).
|
||||
func (m *masAuth) deviceFlow(ctx context.Context) error {
|
||||
if m.deviceID == "" {
|
||||
m.deviceID = randomDeviceID()
|
||||
}
|
||||
scope := masScopeAPI + " urn:matrix:org.matrix.msc2967.client:device:" + m.deviceID
|
||||
|
||||
form := url.Values{"client_id": {m.clientID}, "scope": {scope}}
|
||||
var da struct {
|
||||
DeviceCode string `json:"device_code"`
|
||||
UserCode string `json:"user_code"`
|
||||
VerificationURI string `json:"verification_uri"`
|
||||
VerificationURIComplete string `json:"verification_uri_complete"`
|
||||
ExpiresIn int `json:"expires_in"`
|
||||
Interval int `json:"interval"`
|
||||
}
|
||||
if err := m.postForm(m.deviceEndpoint, form, &da); err != nil {
|
||||
return fmt.Errorf("device authorization request: %w", err)
|
||||
}
|
||||
|
||||
// Surface the approval prompt prominently — the operator must act on it.
|
||||
uri := da.VerificationURI
|
||||
if da.VerificationURIComplete != "" {
|
||||
uri = da.VerificationURIComplete
|
||||
}
|
||||
banner := fmt.Sprintf(`
|
||||
|
||||
================= TwinBee needs you to authorize its login =================
|
||||
Open this URL in a browser (logged in as the bot's Matrix user):
|
||||
%s
|
||||
and enter code: %s
|
||||
(expires in %d minutes)
|
||||
============================================================================
|
||||
|
||||
`, uri, da.UserCode, da.ExpiresIn/60)
|
||||
fmt.Print(banner)
|
||||
slog.Warn("mas_auth: device authorization required", "verification_uri", da.VerificationURI, "user_code", da.UserCode, "expires_in_s", da.ExpiresIn)
|
||||
|
||||
interval := da.Interval
|
||||
if interval <= 0 {
|
||||
interval = 5
|
||||
}
|
||||
deadline := time.Now().Add(time.Duration(da.ExpiresIn) * time.Second)
|
||||
for time.Now().Before(deadline) {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return ctx.Err()
|
||||
case <-time.After(time.Duration(interval) * time.Second):
|
||||
}
|
||||
pending, err := m.pollToken(url.Values{
|
||||
"grant_type": {"urn:ietf:params:oauth:grant-type:device_code"},
|
||||
"device_code": {da.DeviceCode},
|
||||
"client_id": {m.clientID},
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if !pending {
|
||||
slog.Info("mas_auth: device authorization approved", "device_id", m.deviceID)
|
||||
return nil
|
||||
}
|
||||
}
|
||||
return fmt.Errorf("device authorization timed out (not approved within %d minutes)", da.ExpiresIn/60)
|
||||
}
|
||||
|
||||
// pollToken hits the token endpoint. Returns pending=true if the user hasn't
|
||||
// approved yet (keep polling); on success it stores the tokens.
|
||||
func (m *masAuth) pollToken(form url.Values) (pending bool, err error) {
|
||||
resp, err := m.http.PostForm(m.tokenEndpoint, form)
|
||||
if err != nil {
|
||||
return false, fmt.Errorf("token request: %w", err)
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
rb, _ := io.ReadAll(resp.Body)
|
||||
if resp.StatusCode == 200 {
|
||||
return false, m.storeTokenResponse(rb)
|
||||
}
|
||||
var oerr struct {
|
||||
Error string `json:"error"`
|
||||
}
|
||||
_ = json.Unmarshal(rb, &oerr)
|
||||
switch oerr.Error {
|
||||
case "authorization_pending":
|
||||
return true, nil
|
||||
case "slow_down":
|
||||
return true, nil
|
||||
default:
|
||||
return false, fmt.Errorf("token endpoint error (HTTP %d): %s", resp.StatusCode, string(rb))
|
||||
}
|
||||
}
|
||||
|
||||
// refresh exchanges the stored refresh token for a fresh access token. MAS
|
||||
// rotates the refresh token, so we persist the new one.
|
||||
func (m *masAuth) refresh() error {
|
||||
m.mu.RLock()
|
||||
rt, cid := m.refreshToken, m.clientID
|
||||
m.mu.RUnlock()
|
||||
if rt == "" {
|
||||
return fmt.Errorf("no refresh token")
|
||||
}
|
||||
resp, err := m.http.PostForm(m.tokenEndpoint, url.Values{
|
||||
"grant_type": {"refresh_token"},
|
||||
"refresh_token": {rt},
|
||||
"client_id": {cid},
|
||||
})
|
||||
if err != nil {
|
||||
return fmt.Errorf("refresh request: %w", err)
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
rb, _ := io.ReadAll(resp.Body)
|
||||
if resp.StatusCode != 200 {
|
||||
return fmt.Errorf("refresh failed (HTTP %d): %s", resp.StatusCode, string(rb))
|
||||
}
|
||||
return m.storeTokenResponse(rb)
|
||||
}
|
||||
|
||||
func (m *masAuth) storeTokenResponse(rb []byte) error {
|
||||
var tr struct {
|
||||
AccessToken string `json:"access_token"`
|
||||
RefreshToken string `json:"refresh_token"`
|
||||
ExpiresIn int `json:"expires_in"`
|
||||
}
|
||||
if err := json.Unmarshal(rb, &tr); err != nil {
|
||||
return fmt.Errorf("parse token response: %w", err)
|
||||
}
|
||||
if tr.AccessToken == "" {
|
||||
return fmt.Errorf("token response missing access_token: %s", string(rb))
|
||||
}
|
||||
m.mu.Lock()
|
||||
m.accessToken = tr.AccessToken
|
||||
if tr.RefreshToken != "" {
|
||||
m.refreshToken = tr.RefreshToken
|
||||
}
|
||||
ttl := tr.ExpiresIn
|
||||
if ttl <= 0 {
|
||||
ttl = 300
|
||||
}
|
||||
m.expiresAt = time.Now().Add(time.Duration(ttl) * time.Second)
|
||||
m.mu.Unlock()
|
||||
m.save()
|
||||
return nil
|
||||
}
|
||||
|
||||
func (m *masAuth) expiry() time.Time {
|
||||
m.mu.RLock()
|
||||
defer m.mu.RUnlock()
|
||||
return m.expiresAt
|
||||
}
|
||||
|
||||
// getJSON GETs a URL and decodes JSON.
|
||||
func (m *masAuth) getJSON(u string, out any) error {
|
||||
resp, err := m.http.Get(u)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
if resp.StatusCode != 200 {
|
||||
b, _ := io.ReadAll(io.LimitReader(resp.Body, 512))
|
||||
return fmt.Errorf("GET %s: HTTP %d: %s", u, resp.StatusCode, string(b))
|
||||
}
|
||||
return json.NewDecoder(resp.Body).Decode(out)
|
||||
}
|
||||
|
||||
// postForm POSTs a form and decodes a JSON success body (200).
|
||||
func (m *masAuth) postForm(u string, form url.Values, out any) error {
|
||||
resp, err := m.http.PostForm(u, form)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
rb, _ := io.ReadAll(resp.Body)
|
||||
if resp.StatusCode != 200 {
|
||||
return fmt.Errorf("POST %s: HTTP %d: %s", u, resp.StatusCode, string(rb))
|
||||
}
|
||||
return json.Unmarshal(rb, out)
|
||||
}
|
||||
|
||||
// randomDeviceID mirrors mautrix's device-id style: 10 uppercase letters.
|
||||
func randomDeviceID() string {
|
||||
const alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
|
||||
b := make([]byte, 10)
|
||||
if _, err := rand.Read(b); err != nil {
|
||||
// rand.Read essentially never fails; fall back to a fixed prefix.
|
||||
return "GOGOBEEBOT"
|
||||
}
|
||||
for i := range b {
|
||||
b[i] = alphabet[int(b[i])%len(alphabet)]
|
||||
}
|
||||
return "GB" + string(b[:8])
|
||||
}
|
||||
140
internal/bot/session.go
Normal file
140
internal/bot/session.go
Normal file
@@ -0,0 +1,140 @@
|
||||
package bot
|
||||
|
||||
import (
|
||||
"context"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"maunium.net/go/mautrix"
|
||||
"maunium.net/go/mautrix/appservice"
|
||||
"maunium.net/go/mautrix/event"
|
||||
)
|
||||
|
||||
// Session is the bot's live Matrix connection plus its event source. It hides
|
||||
// the difference between the two transports the bot can run under:
|
||||
//
|
||||
// - masdevice: a normal Matrix user authenticated via the MAS OAuth device
|
||||
// grant, receiving events over /sync (mautrix DefaultSyncer).
|
||||
// - appservice: a Synapse appservice authenticated by its as_token, receiving
|
||||
// events pushed over the appservice transaction API (mautrix EventProcessor).
|
||||
//
|
||||
// Callers register the same three handlers (message/member/reaction) via
|
||||
// OnEventType and call Run regardless of mode; the plugin layer never knows which
|
||||
// transport is in use.
|
||||
type Session struct {
|
||||
Client *mautrix.Client
|
||||
mode string
|
||||
|
||||
// masdevice
|
||||
syncer *mautrix.DefaultSyncer
|
||||
|
||||
// appservice
|
||||
as *appservice.AppService
|
||||
ep *appservice.EventProcessor
|
||||
presenceOnce sync.Once
|
||||
}
|
||||
|
||||
// EventHandler matches both DefaultSyncer.OnEventType and EventProcessor.On.
|
||||
type EventHandler = func(ctx context.Context, evt *event.Event)
|
||||
|
||||
// NewSession builds a Session for the configured auth mode. Default and
|
||||
// "masdevice" use the MAS device grant; "appservice" uses the transaction model.
|
||||
func NewSession(cfg Config) (*Session, error) {
|
||||
switch cfg.AuthMode {
|
||||
case "appservice":
|
||||
return newAppserviceSession(cfg)
|
||||
case "", "masdevice":
|
||||
return newMASDeviceSession(cfg)
|
||||
default:
|
||||
return nil, fmt.Errorf("unknown AUTH_MODE %q (want appservice or masdevice)", cfg.AuthMode)
|
||||
}
|
||||
}
|
||||
|
||||
// newMASDeviceSession wraps the existing device-grant client (NewClient) and its
|
||||
// DefaultSyncer. This is the retained rollback path — unchanged behaviour.
|
||||
func newMASDeviceSession(cfg Config) (*Session, error) {
|
||||
client, err := NewClient(cfg)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &Session{
|
||||
Client: client,
|
||||
mode: "masdevice",
|
||||
syncer: client.Syncer.(*mautrix.DefaultSyncer),
|
||||
}, nil
|
||||
}
|
||||
|
||||
// OnEventType registers a handler for the given event type against whichever
|
||||
// event source backs this session.
|
||||
func (s *Session) OnEventType(evtType event.Type, fn EventHandler) {
|
||||
switch s.mode {
|
||||
case "appservice":
|
||||
s.ep.On(evtType, fn)
|
||||
default:
|
||||
s.syncer.OnEventType(evtType, fn)
|
||||
}
|
||||
}
|
||||
|
||||
// StartPresence begins actively maintaining the bot's Matrix presence, tied to
|
||||
// ctx. In appservice mode it launches the online heartbeat (runPresenceHeartbeat);
|
||||
// masdevice mode relies on the /sync long-poll's implicit presence refresh, so it
|
||||
// is a no-op there. Call this early — before the slow plugin init — so the bot
|
||||
// shows online from boot rather than only once the transaction listener starts
|
||||
// (~2min later). The presence PUT is outbound-only and needs no event handlers, so
|
||||
// starting it ahead of the listener is safe. Idempotent: extra calls do nothing.
|
||||
func (s *Session) StartPresence(ctx context.Context) {
|
||||
if s.mode != "appservice" {
|
||||
return
|
||||
}
|
||||
s.presenceOnce.Do(func() {
|
||||
go s.runPresenceHeartbeat(ctx)
|
||||
})
|
||||
}
|
||||
|
||||
// Run blocks, delivering events to registered handlers, until ctx is cancelled.
|
||||
func (s *Session) Run(ctx context.Context) error {
|
||||
switch s.mode {
|
||||
case "appservice":
|
||||
return s.runAppservice(ctx)
|
||||
default:
|
||||
return s.runSync(ctx)
|
||||
}
|
||||
}
|
||||
|
||||
// Stop halts the event source. Safe to call once.
|
||||
func (s *Session) Stop() {
|
||||
switch s.mode {
|
||||
case "appservice":
|
||||
if s.ep != nil {
|
||||
s.ep.Stop()
|
||||
}
|
||||
if s.as != nil {
|
||||
s.as.Stop()
|
||||
}
|
||||
default:
|
||||
s.Client.StopSync()
|
||||
}
|
||||
}
|
||||
|
||||
// runSync is the device-grant /sync loop (moved verbatim from main.go): restart
|
||||
// on transient failure, exit on context cancel.
|
||||
func (s *Session) runSync(ctx context.Context) error {
|
||||
for {
|
||||
err := s.Client.SyncWithContext(ctx)
|
||||
if ctx.Err() != nil {
|
||||
return nil // shutdown requested
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("sync stopped, restarting in 5s", "err", err)
|
||||
} else {
|
||||
slog.Warn("sync returned without error, restarting in 5s")
|
||||
}
|
||||
select {
|
||||
case <-time.After(5 * time.Second):
|
||||
case <-ctx.Done():
|
||||
return nil
|
||||
}
|
||||
}
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
165
internal/crypto/crypto_test.go
Normal file
165
internal/crypto/crypto_test.go
Normal file
@@ -0,0 +1,165 @@
|
||||
package crypto
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/base64"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func testKey() []byte {
|
||||
// 32 bytes for AES-256
|
||||
return []byte("01234567890123456789012345678901")
|
||||
}
|
||||
|
||||
// ── Encrypt / Decrypt Round-Trip ───────────────────────────────────────────
|
||||
|
||||
func TestEncryptDecrypt_RoundTrip(t *testing.T) {
|
||||
key := testKey()
|
||||
plaintext := []byte("hello, arena champion")
|
||||
|
||||
ciphertext, err := Encrypt(key, plaintext)
|
||||
if err != nil {
|
||||
t.Fatalf("Encrypt: %v", err)
|
||||
}
|
||||
|
||||
got, err := Decrypt(key, ciphertext)
|
||||
if err != nil {
|
||||
t.Fatalf("Decrypt: %v", err)
|
||||
}
|
||||
|
||||
if !bytes.Equal(got, plaintext) {
|
||||
t.Errorf("round-trip failed: got %q, want %q", got, plaintext)
|
||||
}
|
||||
}
|
||||
|
||||
func TestEncryptDecrypt_EmptyPlaintext(t *testing.T) {
|
||||
key := testKey()
|
||||
ciphertext, err := Encrypt(key, []byte{})
|
||||
if err != nil {
|
||||
t.Fatalf("Encrypt empty: %v", err)
|
||||
}
|
||||
|
||||
got, err := Decrypt(key, ciphertext)
|
||||
if err != nil {
|
||||
t.Fatalf("Decrypt empty: %v", err)
|
||||
}
|
||||
|
||||
if len(got) != 0 {
|
||||
t.Errorf("expected empty plaintext, got %d bytes", len(got))
|
||||
}
|
||||
}
|
||||
|
||||
func TestEncrypt_DifferentNonces(t *testing.T) {
|
||||
key := testKey()
|
||||
plaintext := []byte("same input")
|
||||
|
||||
ct1, _ := Encrypt(key, plaintext)
|
||||
ct2, _ := Encrypt(key, plaintext)
|
||||
|
||||
if bytes.Equal(ct1, ct2) {
|
||||
t.Error("two encryptions of the same plaintext should produce different ciphertexts (random nonces)")
|
||||
}
|
||||
}
|
||||
|
||||
func TestDecrypt_WrongKey(t *testing.T) {
|
||||
key := testKey()
|
||||
plaintext := []byte("secret data")
|
||||
|
||||
ciphertext, err := Encrypt(key, plaintext)
|
||||
if err != nil {
|
||||
t.Fatalf("Encrypt: %v", err)
|
||||
}
|
||||
|
||||
wrongKey := []byte("99999999999999999999999999999999")
|
||||
_, err = Decrypt(wrongKey, ciphertext)
|
||||
if err == nil {
|
||||
t.Error("Decrypt with wrong key should fail")
|
||||
}
|
||||
}
|
||||
|
||||
func TestDecrypt_TruncatedCiphertext(t *testing.T) {
|
||||
key := testKey()
|
||||
_, err := Decrypt(key, []byte{1, 2, 3})
|
||||
if err == nil {
|
||||
t.Error("Decrypt with too-short ciphertext should fail")
|
||||
}
|
||||
}
|
||||
|
||||
// ── HMAC ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func TestHMAC_Deterministic(t *testing.T) {
|
||||
key := testKey()
|
||||
data := []byte("test data")
|
||||
|
||||
h1 := HMAC(key, data)
|
||||
h2 := HMAC(key, data)
|
||||
|
||||
if h1 != h2 {
|
||||
t.Error("HMAC should be deterministic")
|
||||
}
|
||||
}
|
||||
|
||||
func TestHMAC_DifferentData(t *testing.T) {
|
||||
key := testKey()
|
||||
|
||||
h1 := HMAC(key, []byte("data1"))
|
||||
h2 := HMAC(key, []byte("data2"))
|
||||
|
||||
if h1 == h2 {
|
||||
t.Error("HMAC of different data should differ")
|
||||
}
|
||||
}
|
||||
|
||||
func TestHMAC_DifferentKeys(t *testing.T) {
|
||||
data := []byte("same data")
|
||||
|
||||
h1 := HMAC([]byte("key1key1key1key1key1key1key1key1"), data)
|
||||
h2 := HMAC([]byte("key2key2key2key2key2key2key2key2"), data)
|
||||
|
||||
if h1 == h2 {
|
||||
t.Error("HMAC with different keys should differ")
|
||||
}
|
||||
}
|
||||
|
||||
func TestHMAC_Length(t *testing.T) {
|
||||
h := HMAC(testKey(), []byte("x"))
|
||||
// SHA-256 = 32 bytes = 64 hex chars
|
||||
if len(h) != 64 {
|
||||
t.Errorf("HMAC hex length = %d, want 64", len(h))
|
||||
}
|
||||
}
|
||||
|
||||
// ── ParseKey ───────────────────────────────────────────────────────────────
|
||||
|
||||
func TestParseKey_Valid(t *testing.T) {
|
||||
raw := make([]byte, 32)
|
||||
for i := range raw {
|
||||
raw[i] = byte(i)
|
||||
}
|
||||
b64 := base64.StdEncoding.EncodeToString(raw)
|
||||
|
||||
key, err := ParseKey(b64)
|
||||
if err != nil {
|
||||
t.Fatalf("ParseKey: %v", err)
|
||||
}
|
||||
if !bytes.Equal(key, raw) {
|
||||
t.Error("ParseKey returned wrong bytes")
|
||||
}
|
||||
}
|
||||
|
||||
func TestParseKey_WrongLength(t *testing.T) {
|
||||
raw := make([]byte, 16) // too short
|
||||
b64 := base64.StdEncoding.EncodeToString(raw)
|
||||
|
||||
_, err := ParseKey(b64)
|
||||
if err == nil {
|
||||
t.Error("ParseKey should reject non-32-byte keys")
|
||||
}
|
||||
}
|
||||
|
||||
func TestParseKey_InvalidBase64(t *testing.T) {
|
||||
_, err := ParseKey("not!valid!base64!!!")
|
||||
if err == nil {
|
||||
t.Error("ParseKey should reject invalid base64")
|
||||
}
|
||||
}
|
||||
1356
internal/db/db.go
1356
internal/db/db.go
File diff suppressed because it is too large
Load Diff
112
internal/db/db_test.go
Normal file
112
internal/db/db_test.go
Normal file
@@ -0,0 +1,112 @@
|
||||
package db
|
||||
|
||||
import (
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestInitAndClose(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
|
||||
if err := Init(dir); err != nil {
|
||||
t.Fatalf("Init: %v", err)
|
||||
}
|
||||
|
||||
// DB should be usable
|
||||
d := Get()
|
||||
if d == nil {
|
||||
t.Fatal("Get() returned nil after Init")
|
||||
}
|
||||
|
||||
// Verify DB file was created
|
||||
dbPath := filepath.Join(dir, "gogobee.db")
|
||||
if _, err := os.Stat(dbPath); err != nil {
|
||||
t.Fatalf("DB file not created: %v", err)
|
||||
}
|
||||
|
||||
// Close should not panic
|
||||
Close()
|
||||
|
||||
// After Close, globalDB should be nil
|
||||
if globalDB != nil {
|
||||
t.Error("globalDB should be nil after Close")
|
||||
}
|
||||
|
||||
// Double Close should not panic
|
||||
Close()
|
||||
}
|
||||
|
||||
func TestInit_Idempotent(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
|
||||
if err := Init(dir); err != nil {
|
||||
t.Fatalf("first Init: %v", err)
|
||||
}
|
||||
// Second Init should be a no-op (globalDB already set)
|
||||
if err := Init(dir); err != nil {
|
||||
t.Fatalf("second Init: %v", err)
|
||||
}
|
||||
|
||||
Close()
|
||||
}
|
||||
|
||||
func TestInit_SchemaContainsIndexes(t *testing.T) {
|
||||
// Verify the schema string contains our audit-added indexes
|
||||
if !containsSubstring(schema, "idx_arena_runs_user") {
|
||||
t.Error("schema missing idx_arena_runs_user index")
|
||||
}
|
||||
if !containsSubstring(schema, "idx_euro_bal_user") {
|
||||
t.Error("schema missing idx_euro_bal_user index")
|
||||
}
|
||||
}
|
||||
|
||||
func TestInit_SchemaRunsCleanly(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
|
||||
if err := Init(dir); err != nil {
|
||||
t.Fatalf("Init failed: %v", err)
|
||||
}
|
||||
defer Close()
|
||||
|
||||
// Verify we can query a table that was created by the schema
|
||||
d := Get()
|
||||
var count int
|
||||
err := d.QueryRow("SELECT COUNT(*) FROM users").Scan(&count)
|
||||
if err != nil {
|
||||
t.Fatalf("query users table: %v", err)
|
||||
}
|
||||
|
||||
// Verify indexes exist
|
||||
rows, err := d.Query("SELECT name FROM sqlite_master WHERE type='index' AND name LIKE 'idx_%'")
|
||||
if err != nil {
|
||||
t.Fatalf("query indexes: %v", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
indexes := make(map[string]bool)
|
||||
for rows.Next() {
|
||||
var name string
|
||||
rows.Scan(&name)
|
||||
indexes[name] = true
|
||||
}
|
||||
|
||||
for _, idx := range []string{"idx_arena_runs_user", "idx_euro_bal_user", "idx_euro_tx_user"} {
|
||||
if !indexes[idx] {
|
||||
t.Errorf("missing index: %s", idx)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func containsSubstring(s, sub string) bool {
|
||||
return len(s) >= len(sub) && searchSubstring(s, sub)
|
||||
}
|
||||
|
||||
func searchSubstring(s, sub string) bool {
|
||||
for i := 0; i <= len(s)-len(sub); i++ {
|
||||
if s[i:i+len(sub)] == sub {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
189
internal/db/proddb_integration_test.go
Normal file
189
internal/db/proddb_integration_test.go
Normal file
@@ -0,0 +1,189 @@
|
||||
package db
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"io"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"testing"
|
||||
|
||||
_ "modernc.org/sqlite"
|
||||
)
|
||||
|
||||
// TestProdDBMigrations runs the full migration suite against a copy of the
|
||||
// real prod database to verify Phase 1 + Phase 2 schema changes apply cleanly.
|
||||
//
|
||||
// Gated on the prod-db file actually existing — skips silently in CI.
|
||||
// Mutations write only to the tempdir copy; the real prod file is untouched.
|
||||
func TestProdDBMigrations(t *testing.T) {
|
||||
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
|
||||
if _, err := os.Stat(src); err != nil {
|
||||
t.Skip("prod db not present at " + src)
|
||||
}
|
||||
|
||||
dir := t.TempDir()
|
||||
dst := filepath.Join(dir, "gogobee.db")
|
||||
copyFile(t, src, dst)
|
||||
|
||||
// Snapshot row counts BEFORE migration via a raw connection.
|
||||
preCounts := tableCounts(t, dst, []string{
|
||||
"adventure_characters",
|
||||
"euro_balances",
|
||||
"user_archetypes",
|
||||
"adventure_equipment",
|
||||
"adventure_inventory",
|
||||
"adventure_treasures",
|
||||
})
|
||||
t.Logf("pre-migration counts: %+v", preCounts)
|
||||
|
||||
// Reset global state (other tests may have run Init already).
|
||||
Close()
|
||||
|
||||
// Run migrations via the production code path.
|
||||
if err := Init(dir); err != nil {
|
||||
t.Fatalf("Init failed: %v", err)
|
||||
}
|
||||
t.Cleanup(Close)
|
||||
|
||||
d := Get()
|
||||
|
||||
// 1. New D&D tables must exist.
|
||||
for _, table := range []string{
|
||||
"dnd_character", "dnd_abilities", "dnd_resources",
|
||||
"dnd_combat_state", "adventure_characters_pre_dnd",
|
||||
} {
|
||||
var n int
|
||||
if err := d.QueryRow(
|
||||
`SELECT COUNT(*) FROM sqlite_master WHERE type='table' AND name=?`,
|
||||
table,
|
||||
).Scan(&n); err != nil {
|
||||
t.Fatalf("query %s: %v", table, err)
|
||||
}
|
||||
if n != 1 {
|
||||
t.Errorf("table %s missing after migrations", table)
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Existing-data row counts unchanged.
|
||||
postCounts := tableCounts(t, dst, []string{
|
||||
"adventure_characters",
|
||||
"euro_balances",
|
||||
"user_archetypes",
|
||||
"adventure_equipment",
|
||||
"adventure_inventory",
|
||||
"adventure_treasures",
|
||||
})
|
||||
for k, pre := range preCounts {
|
||||
if post := postCounts[k]; post != pre {
|
||||
t.Errorf("row count drift in %s: pre=%d post=%d", k, pre, post)
|
||||
}
|
||||
}
|
||||
t.Logf("post-migration counts: %+v", postCounts)
|
||||
|
||||
// 3. Pre-DnD snapshot populated for every adventure character.
|
||||
var advCount, snapCount int
|
||||
d.QueryRow(`SELECT COUNT(*) FROM adventure_characters`).Scan(&advCount)
|
||||
d.QueryRow(`SELECT COUNT(*) FROM adventure_characters_pre_dnd`).Scan(&snapCount)
|
||||
if snapCount != advCount {
|
||||
t.Errorf("snapshot rows %d != adventure_characters %d", snapCount, advCount)
|
||||
}
|
||||
t.Logf("snapshot populated: %d rows", snapCount)
|
||||
|
||||
// 4. Snapshot JSON parses and contains key fields. SQLite's single-conn
|
||||
// pool means we must drain the rows before issuing follow-up queries.
|
||||
rows, err := d.Query(`SELECT user_id, snapshot_json FROM adventure_characters_pre_dnd`)
|
||||
if err != nil {
|
||||
t.Fatalf("query snapshot: %v", err)
|
||||
}
|
||||
type snapPair struct{ uid, j string }
|
||||
var snaps []snapPair
|
||||
for rows.Next() {
|
||||
var uid, j string
|
||||
if err := rows.Scan(&uid, &j); err != nil {
|
||||
rows.Close()
|
||||
t.Fatal(err)
|
||||
}
|
||||
snaps = append(snaps, snapPair{uid, j})
|
||||
}
|
||||
rows.Close()
|
||||
|
||||
for _, s := range snaps {
|
||||
var checkCL int
|
||||
if err := d.QueryRow(`SELECT json_extract(?, '$.combat_level')`, s.j).Scan(&checkCL); err != nil {
|
||||
t.Errorf("snapshot for %s: bad json: %v", s.uid, err)
|
||||
continue
|
||||
}
|
||||
var realCL int
|
||||
d.QueryRow(`SELECT combat_level FROM adventure_characters WHERE user_id=?`, s.uid).Scan(&realCL)
|
||||
if checkCL != realCL {
|
||||
t.Errorf("snapshot %s: combat_level mismatch snap=%d real=%d", s.uid, checkCL, realCL)
|
||||
}
|
||||
}
|
||||
|
||||
// 5. New columns on adventure_equipment / adventure_inventory exist and default empty.
|
||||
rows2, err := d.Query(`SELECT dnd_rarity, dnd_stat_bonus_json, dnd_attuned FROM adventure_equipment LIMIT 5`)
|
||||
if err != nil {
|
||||
t.Errorf("new equipment columns query failed: %v", err)
|
||||
} else {
|
||||
rows2.Close()
|
||||
}
|
||||
rows3, err := d.Query(`SELECT dnd_rarity, dnd_stat_bonus_json FROM adventure_inventory LIMIT 5`)
|
||||
if err != nil {
|
||||
t.Errorf("new inventory columns query failed: %v", err)
|
||||
} else {
|
||||
rows3.Close()
|
||||
}
|
||||
|
||||
// 6. auto_migrated column on dnd_character exists.
|
||||
if _, err := d.Exec(`SELECT auto_migrated FROM dnd_character LIMIT 0`); err != nil {
|
||||
t.Errorf("auto_migrated column missing: %v", err)
|
||||
}
|
||||
|
||||
// 7. Idempotent: running Init again must not error or change row counts.
|
||||
Close()
|
||||
if err := Init(dir); err != nil {
|
||||
t.Fatalf("second Init failed: %v", err)
|
||||
}
|
||||
postCounts2 := tableCounts(t, dst, []string{"adventure_characters_pre_dnd"})
|
||||
if postCounts2["adventure_characters_pre_dnd"] != snapCount {
|
||||
t.Errorf("snapshot row count drifted on second Init: %d → %d",
|
||||
snapCount, postCounts2["adventure_characters_pre_dnd"])
|
||||
}
|
||||
}
|
||||
|
||||
func copyFile(t *testing.T, src, dst string) {
|
||||
t.Helper()
|
||||
in, err := os.Open(src)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer in.Close()
|
||||
out, err := os.Create(dst)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer out.Close()
|
||||
if _, err := io.Copy(out, in); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
func tableCounts(t *testing.T, dbPath string, tables []string) map[string]int {
|
||||
t.Helper()
|
||||
d, err := sql.Open("sqlite", dbPath)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer d.Close()
|
||||
out := map[string]int{}
|
||||
for _, tbl := range tables {
|
||||
var n int
|
||||
err := d.QueryRow("SELECT COUNT(*) FROM " + tbl).Scan(&n)
|
||||
if err != nil {
|
||||
out[tbl] = -1
|
||||
continue
|
||||
}
|
||||
out[tbl] = n
|
||||
}
|
||||
return out
|
||||
}
|
||||
13
internal/flavor/pick.go
Normal file
13
internal/flavor/pick.go
Normal file
@@ -0,0 +1,13 @@
|
||||
package flavor
|
||||
|
||||
import "math/rand/v2"
|
||||
|
||||
// Pick returns a random string from pool, or "" if the pool is empty.
|
||||
// Use this from any caller that wants to render flavor text from one of
|
||||
// the protected pools defined in this package.
|
||||
func Pick(pool []string) string {
|
||||
if len(pool) == 0 {
|
||||
return ""
|
||||
}
|
||||
return pool[rand.IntN(len(pool))]
|
||||
}
|
||||
114
internal/flavor/twinbee_ambient_flavor.go
Normal file
114
internal/flavor/twinbee_ambient_flavor.go
Normal file
@@ -0,0 +1,114 @@
|
||||
// twinbee_ambient_flavor.go
|
||||
// TwinBee GM Dialogue — Ambient between-day micro-events. Fired by the
|
||||
// expedition ambient ticker (Phase 12 E7) every few hours while the player
|
||||
// is offline or idle. Mostly flavor; occasional micro-mechanical nudges.
|
||||
//
|
||||
// Voice convention (Phase B2): TwinBee speaks in first-person or implicit
|
||||
// subject. No third-person "TwinBee [verb]" lines. Add freely.
|
||||
// Don't shorten existing entries.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// AMBIENT — Pure flavor (no mechanical effect)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var AmbientMonologue = []string{
|
||||
"I've been counting the dripping sound. The dripping sound has not been keeping pace. I suspect the dripping sound is doing it on purpose.",
|
||||
"A draft moves through the corridor in a way that suggests the dungeon is breathing, then in a way that suggests it isn't, then back. I decline to call it.",
|
||||
"Somewhere far off, a door closes. Nothing has opened a door. Filed under 'noted, not investigated.'",
|
||||
"Your bedroll has shifted approximately two inches to the left over the course of the morning. I did not move it. You did not move it. I am going to stop watching the bedroll now.",
|
||||
"A small stone has rolled across the floor with no visible cause. It came to rest in a position I can only describe as 'mildly conversational.'",
|
||||
"I tried to think of a song and forgot the words. The dungeon offered a few. I politely declined.",
|
||||
"A spiderweb in the corner has rearranged itself overnight into a shape that's almost a sentence. I can read about three letters of it before deciding it's safer to look at the floor.",
|
||||
"The torch is burning at exactly the same height it was an hour ago. No wax has accumulated. I considered asking the torch about this and decided against. The torch has not earned an interview.",
|
||||
"You have not moved in some time. The dungeon also has not moved. I'm calling this an even draw and declaring the round complete.",
|
||||
"A faint smell of bread has drifted through. There is no bread within several days of you. I'm not mentioning it, because mentioning it would make it worse.",
|
||||
"I've been alphabetizing your inventory in my head. I got as far as 'flask, empty' before getting distracted by the question of whether 'empty' counts.",
|
||||
"The shadow in the far corner has been the same shape for three hours. Shadows are generally not committed to one shape. I've stopped looking at it.",
|
||||
"You realize you've been holding your breath. You weren't doing it on purpose. I was, and I'm quietly resuming.",
|
||||
"A pebble on the floor has, by all appearances, blinked. I reviewed the definition of 'blink' and found it unhelpful here.",
|
||||
"The dungeon is quiet in the specific way that means something is being quiet *at* you. I acknowledge the distinction and move on.",
|
||||
"I've been composing an imaginary letter home. The letter is mostly about lichen. The lichen is, frankly, fascinating.",
|
||||
"You hear what is almost certainly a cough. It is unclear which of you it came from. I'm assuming responsibility and apologizing.",
|
||||
"The map in your pack has folded itself one extra time while you weren't looking. I decline to unfold it for science.",
|
||||
"Your own footsteps echo back to you a half-second late, in slightly the wrong order. Noted. I'm choosing to walk in silence for a bit.",
|
||||
"A long, slow scrape happens two rooms over. Then nothing. I waited for a second scrape. There wasn't one. The first scrape was the whole sentence.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// AMBIENT — Noises (+1 threat)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var AmbientNoise = []string{
|
||||
"Something far off makes a wet, considered noise — the kind of noise that's been thinking about itself. Marked on the imaginary map. Threat ticks up.",
|
||||
"A door slams somewhere it shouldn't. 'Shouldn't' is doing heroic work in that sentence. The dungeon is more aware of you now.",
|
||||
"A patrol passes a corridor or two over — boots, low voices, the particular silence of people who hunt in shifts. They didn't find you. They know the shape of where you might be.",
|
||||
"The dungeon hums for a moment, like a refrigerator coming on. There is no refrigerator. There is also, distinctly, a humming. The faction's pulse is faster today.",
|
||||
"Stones shift overhead in a way that is not settling and not random. Something walked across the ceiling. I'm choosing not to elaborate on what 'across the ceiling' implies.",
|
||||
"A horn sounds, very far away — the kind of horn that's a signal to a thing that signals to more things. I acknowledge the chain.",
|
||||
"You hear someone whistling your name. You don't have that name. The whistler is workshopping options.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// AMBIENT — Pack Rat / Critter ate supplies (−0.2 SU)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var AmbientPackRat = []string{
|
||||
"A rat has formed strong opinions about your trail mix. The opinions are now inside the rat. Some supplies were lost in transit.",
|
||||
"You catch a small mammal mid-burglary. It looks at you with the unbothered confidence of a creature that has read the lease and concluded it has rights. You lose a little supply.",
|
||||
"Something with too many legs has been at the rations. I won't say how many legs. I will say: fewer rations now.",
|
||||
"A bird the size of a thumbnail has stolen a piece of jerky three times its size, by a process best described as 'unclear but enviable.' Supplies tick down.",
|
||||
"Mold. Just normal, ambitious mold. It has made itself at home in a corner of the pack. You evict it; some supplies go with it.",
|
||||
"You discover a small hole in the side of your pack and a smaller, more confident animal asleep beside it, full. Supplies were the rent.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// AMBIENT — Lucky Find (+1d6 coins)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var AmbientLuckyFind = []string{
|
||||
"I found a copper piece in your boot. You did not put it there. I did not put it there. I elect not to investigate further and pocket it.",
|
||||
"You notice a coin wedged in a wall crack at exactly eye height, as though placed for the next passerby. You are the next passerby. The coin is yours now.",
|
||||
"A small pouch is lying in the middle of the floor. I inspect it from a polite distance — no trap, no glyph, just coins. The dungeon occasionally tips.",
|
||||
"You step on something flat. It is a coin. It is also two more coins under the first coin. I suspect a coin-laying creature and choose not to share the theory.",
|
||||
"A skeleton you walked past three days ago has, on review, a small purse you missed. I retrieve it with the discretion of a librarian recovering an overdue book.",
|
||||
"You find coins in the lining of your own cloak. They were always there. I gently suggest counting your pockets more often.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// AMBIENT — Camp Critter (camped only; tiny HP +1 or supply nibble)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var AmbientCampVisitor = []string{
|
||||
"A possum has joined the camp. It seems diplomatic — it brought a leaf. I accept the leaf. Morale ticks up.",
|
||||
"A small luminous moth lands on your hand for a full minute, then leaves, taking with it a portion of whatever was weighing on you. You can't explain it. You feel slightly better.",
|
||||
"A cat. There should not be a cat down here. There is a cat. It sits at the edge of the firelight and watches you sleep, professionally. You rest a little better.",
|
||||
"A frog finds the camp acceptable and gives no further reviews. Its presence is, somehow, soothing. You feel marginally more whole.",
|
||||
"A small fox eats some of your jerky and gives you a look afterwards that seems to be gratitude or possibly contempt. Hard to read. The jerky is gone either way.",
|
||||
"A field mouse studies your bedroll, judges it, and leaves. Nothing is missing. You feel oddly honored.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// AMBIENT — Threat-aware whisper (only when threat ≥ 30; +2 threat)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var AmbientFactionWhisper = []string{
|
||||
"You overhear two voices a corridor away, going over a list. The list is short. One of the items on it is the corridor you're standing in. They move on. So should you.",
|
||||
"A piece of paper is pinned to a wall you haven't reached yet. I can see the corner of it from here. It is the right shape and size to have your description on it.",
|
||||
"Something taps three times on stone, pauses, taps three times again. Five seconds later, the same sequence answers it from a different direction. You are between the two.",
|
||||
"A scent of lamp oil that isn't yours drifts through. Someone is reading by it. Nearby. They have not moved for some time. I adjust the route.",
|
||||
"A bell rings exactly once, somewhere structural. I have learned what one bell means in this zone. I decline to share but increase pace.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// AMBIENT — Small item / minor stash hint (flavor only)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var AmbientSmallFind = []string{
|
||||
"I notice a loose stone you walked past earlier. Under it: a button. Just a button. I pocket it anyway, because of course I do.",
|
||||
"A bird's nest in an unlikely place yields a single bead, blue. I like it. It goes in the bag of things I like.",
|
||||
"A scrap of fabric has caught on a nail at exactly knee height. I save it without explanation. There may be an explanation later. There probably won't.",
|
||||
"You find a single playing card on the floor. The four of cups. Neither omen nor coincidence. Pocketed neutrally.",
|
||||
"A small key. To a small door. Neither of which is currently relevant. Filed under 'eventually.'",
|
||||
}
|
||||
401
internal/flavor/twinbee_expedition_flavor.go
Normal file
401
internal/flavor/twinbee_expedition_flavor.go
Normal file
@@ -0,0 +1,401 @@
|
||||
// twinbee_expedition_flavor.go
|
||||
// TwinBee GM Dialogue — Expedition-specific narration lines.
|
||||
// Multi-day and multi-week adventure events, morning briefings,
|
||||
// evening recaps, temporal events, and long-arc narrative moments.
|
||||
//
|
||||
// Voice convention: TwinBee speaks in first-person or implicit
|
||||
// subject. NO third-person "TwinBee [verb]" references — that
|
||||
// pattern was retired in the Phase B2 voice pass. When adding new
|
||||
// entries, keep the existing personality (clipped, observational,
|
||||
// ledger-minded) but stay in first-person / implicit voice.
|
||||
// Add new entries freely. Don't shorten existing entries.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// EXPEDITION START
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ExpeditionStart = []string{
|
||||
"Manifest reviewed. Supplies: checked. Equipment: checked. The part of you that's wondering if this is a good idea: noted, and set aside. We begin.",
|
||||
"The dungeon has been there for a long time. It will be there for a long time after. The question is what happens in the middle, and that's where you come in. I'm ready.",
|
||||
"An expedition. Not a run — an expedition. There's a difference. I'll explain the difference over the coming days and the explanation will be mostly experiential.",
|
||||
"Horizon checked, then supplies, then you. In that order. 'Alright,' I say, with the quiet energy of something that has been looking forward to this. 'Let's go.'",
|
||||
"You're not here for a quick visit. I know the difference between someone passing through and someone committing. You're committing. I appreciate the commitment.",
|
||||
"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
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MorningBriefingGeneric = []string{
|
||||
"Another day in the dungeon. Said without resignation. The dungeon is still full of things worth doing and you are still the person to do them.",
|
||||
"Morning. The dungeon has been quiet since you camped. Relative to what a dungeon considers quiet, which is not what you'd consider quiet, but everyone adjusts.",
|
||||
"I've been watching the entrance to the camp since approximately three in the morning. Nothing came. Mentioned casually; no particular reaction expected.",
|
||||
"Day [N]. The numbers are climbing. There's something satisfying about the numbers climbing — it means you're still here, which is always the first thing to confirm.",
|
||||
"You wake up and I'm already there, which is my nature. 'Good,' I say, by which I mean: you're alive, the day can proceed, there is much to do.",
|
||||
"The morning check: HP adequate, supplies within tolerance, Threat Clock where it was when you slept plus the overnight drift. I've already run the numbers. I'll share them in a moment.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MORNING BRIEFINGS — By Day Range
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MorningBriefingDay1 = []string{
|
||||
"First morning. The dungeon looks exactly like it looked yesterday, which is expected. You look slightly more prepared than you did yesterday, which is less expected and entirely welcome.",
|
||||
"Day one complete. Tally: you entered, you explored, you survived the night. The bar was not high. You cleared it. I build from here.",
|
||||
"Morning of day two. The first night is filed under 'survived' and I'm already running the second day's plan. New room types likely. New encounter shapes. The pace begins to differentiate from the practice version of itself.",
|
||||
"Day one is behind you. The day's notes are already organized — what worked, what nearly didn't, what you'll do differently from here. The dungeon is also taking notes on you. Everyone is preparing.",
|
||||
}
|
||||
|
||||
var MorningBriefingDay3 = []string{
|
||||
"Day three. The dungeon has had time to notice you. I've had time to notice the dungeon noticing you. The Threat Clock reflects both observations.",
|
||||
"Three days in. You've found your rhythm — I can see it in the way you move through rooms now, the way you check corners. The dungeon is learning too. Both noted.",
|
||||
"Day three morning. The dungeon's posture has shifted noticeably overnight — I saw it in the corridor noise around the second watch. The Threat Clock is doing what it does. You're doing what you do. The two of you are now both doing it on purpose.",
|
||||
"Three days. The dungeon recognizes you as a recurring fixture now, which is a different kind of attention than the kind you had on Day 1. I'm adjusting the briefings accordingly. Less orientation, more situational reads. From here it gets specific.",
|
||||
}
|
||||
|
||||
var MorningBriefingDay7 = []string{
|
||||
"One week. You have spent one week in this place and it has not finished you, which says something about you that I intend to say out loud: that took something real. Take a moment with that. Then advance.",
|
||||
"Seven days. In the old reckoning, seven was the number of completion — seven seals, seven trials, seven nights before the thing reveals itself. I'm not superstitious. I'm also watching the door very carefully this morning.",
|
||||
"A week underground. I think about the sky sometimes — not with longing, exactly, more as a reference point. You've been below it for seven days. Remarkable. You, more so.",
|
||||
}
|
||||
|
||||
var MorningBriefingDay14 = []string{
|
||||
"Two weeks. I don't know many people who have been in an active dungeon for two weeks. I know even fewer who have been in one for two weeks and remained, by any reasonable measure, intact. You are one of the fewer.",
|
||||
"Fourteen days. The dungeon has become familiar in the way that difficult things become familiar — not comfortable, not safe, but known. You know where it breathes. An advantage worth having.",
|
||||
"Two weeks. I start the briefing the same way I've started fourteen others, then pause and add: 'For the record — most expeditions don't see fourteen briefings. This one has.' That's the addendum. Continuing.",
|
||||
"Day fifteen. I've stopped checking the historical reference materials because the historical reference materials stopped applying. From here, the run sets its own precedent. I find this clarifying.",
|
||||
}
|
||||
|
||||
var MorningBriefingDay21 = []string{
|
||||
"Three weeks. I've run out of historical comparisons for this. Three weeks is its own category. You have made a category. I report this as a fact and also as something that doesn't entirely have words yet.",
|
||||
"Day twenty-one. I tried to write a clever framing for this morning's briefing and gave up halfway through, settling instead on the simplest version: 'You're still here.' That's the briefing. The rest is logistics.",
|
||||
"Three weeks down. The dungeon has stopped being a place you're visiting and become a place you live in for now. I note the shift — the way you check rooms without being asked, the way the supply count is already in your head. The dungeon notices too.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// EVENING RECAPS — Generic
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EveningRecapGeneric = []string{
|
||||
"End of day [N]. Ledger tallied. The column marked 'survived' has another entry. I consider this column the most important one.",
|
||||
"Day closes. I review what happened and find, on balance, more right than wrong — which in a dungeon is the operating definition of a good day.",
|
||||
"Evening. The rooms behind you are cleared. The rooms ahead are not. Always true; never less relevant. Rest now. The math doesn't change overnight.",
|
||||
"I compile the day: what was learned, what was fought, what was found. File it in the mental ledger I've been keeping since you entered. The ledger is favorable.",
|
||||
"Like the experience screen at the end of a dungeon floor in Etrian Odyssey — the numbers settle, the progress registers, and for a moment the whole thing makes sense. I give you that moment.",
|
||||
"You've earned the dark. Sleep in it. I'll be here when the numbers come back.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// EVENING RECAPS — Notable Days
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EveningRecapBossKilled = []string{
|
||||
"The day ends with a boss on the floor. I'd like to specifically note this in the recap as 'exceptional' because it is exceptional and I don't use that word loosely.",
|
||||
"End of day. Boss count: one more than it was this morning. Marked in a special column I keep for exactly these entries, and the special column has a new line.",
|
||||
"End of day. A boss is no longer in the dungeon. Recorded in the column I keep for exactly that line, and the column has a new mark, and that's the kind of recap I like to write. Sleep well. The rest of the dungeon noticed too.",
|
||||
"The day closes with a vacancy. The thing in the chamber is no longer in the chamber. I ran the final tally during the fight and the tally is favorable. There will be more things tomorrow. There always are. None of them are this one.",
|
||||
}
|
||||
|
||||
var EveningRecapCloseCall = []string{
|
||||
"Evening recap. Note: you came very close today to not being here for the evening recap. Said without drama and with complete sincerity. You made it. That's the recap.",
|
||||
"Today was the kind of day I file under 'let's not do that again' and also 'and yet you did it.' Rest. You need it more tonight than most nights.",
|
||||
"Evening recap. Noted for the ledger: today was very nearly a different kind of recap, and I'm glad it isn't. The margin was thinner than the acceptable range. Tomorrow's caution adjusts accordingly.",
|
||||
"End of day, narrowly. I run through the close-call list — the round that nearly went the other way, the save that landed by one, the room you almost didn't leave — and sign each one off as 'survived.' Survived is a wide category. I'll accept you in any part of it.",
|
||||
}
|
||||
|
||||
var EveningRecapNothingHappened = []string{
|
||||
"A quiet day. No major encounters, no notable finds. Reported with neither disappointment nor relief. Quiet days are data. The dungeon is thinking. I'm watching it think.",
|
||||
"Not every day in a dungeon produces a story. Today produced logistics: movement, supplies, positioning. I value logistics. Logistics is what you still being alive looks like from a distance.",
|
||||
"Day closes uneventfully. Uneventful days are the kind the dungeon is most carefully constructing — quiet between incidents is also a kind of incident. Filed under 'preparation, theirs.' Yours starts now.",
|
||||
"Nothing happened. I write that exact phrase in the recap and then cross it out and write 'something happened that wasn't visible.' That feels truer. The day still counts. The day still cost supplies. Everything still moves forward.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// CAMP ESTABLISHMENT
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var CampEstablished = []string{
|
||||
"Camp established. I survey the perimeter with the efficiency of someone who has done this many times and learned from every time it went wrong.",
|
||||
"The camp goes up. I approve of the location — cleared room, defensible entry, no obvious curse residue. Could be worse. I've seen worse.",
|
||||
"You set camp. I check the sightlines, the doors, the sound-bleed from the next room. Acceptable. Settling in for the night watch.",
|
||||
"A camp in the middle of a dungeon. Either brave or pragmatic; I've stopped trying to distinguish between the two. Either way, the camp is set. Either way, I'm watching.",
|
||||
"Like planting a flag on a new map in Dwarf Fortress — this spot is yours now. Tentatively. Provisionally. For the night. I defend tentative, provisional, nocturnal property with full commitment.",
|
||||
}
|
||||
|
||||
var BaseCampEstablished = []string{
|
||||
"Base camp. I say this differently than I say other things. With weight. A base camp in a Tier 4 zone is not nothing — it's a declaration. You're not passing through. You're operating from here. The perimeter goes up accordingly.",
|
||||
"The base camp is up. Waypoint noted, return route marked, supply cache protocols established. This is now home, in the way that a forward operating position is home — functional, defended, temporary, and completely yours.",
|
||||
"Base camp established on Day [N]. I record this as a milestone, because it is one. Most people don't make it to base camp. You are not most people. I've been noting this since the beginning.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// SUPPLY WARNINGS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SupplyWarningLow = []string{
|
||||
"I check the supply manifest and then check it again. 'We should discuss the supply situation,' I say, in the tone of someone who has been watching the number for two days.",
|
||||
"Supplies are running lower than I'd like. Mentioning it now, while there are still options, because I've seen what happens when it's mentioned too late.",
|
||||
"The supply number is not comfortable. Flagging this not to alarm but to prompt — there are decisions to be made and they are better made with time than without it.",
|
||||
}
|
||||
|
||||
var SupplyWarningCritical = []string{
|
||||
"I hold up the supply manifest. The number is very small. 'This is the part,' I say quietly, 'where we start making decisions.' I don't specify which. You know which.",
|
||||
"Critical supply levels. Delivered without inflation — the situation is what it is. Extract and resupply, or forage aggressively and push for the finish. I outline both paths and neither is comfortable.",
|
||||
"The supplies are nearly gone. I think of every long JRPG dungeon where you realize at the bottom floor that you're out of Ethers. This is that moment. I have plans. They require movement.",
|
||||
}
|
||||
|
||||
var SupplyDepletedExtraction = []string{
|
||||
"The supplies are gone. Said plainly because the situation requires plain language. The expedition ends here — not in failure, in logistics. You push out as far as the provisions allow. What you've gathered comes with you. I lead the way out.",
|
||||
"Empty packs. I turn them out by reflex and confirm what the manifest already said. The expedition does not continue past supplies — that's the rule, and I enforce it on you the way I enforce it on myself. Out we go. With what we have. Which is something.",
|
||||
"Out of supplies. I lead the extraction along the route already mapped — there's no scouting now, just movement, the kind that gets you through the door before anything else does. The dungeon will be here. So will I. So, importantly, will you.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// THREAT CLOCK NARRATIONS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ThreatClockStirring = []string{
|
||||
"Something in the dungeon's rhythm has changed. A tension in the air that wasn't there yesterday. The zone is aware of you now, in the way that a predator becomes aware of something in its territory. Not panicking. Not moving yet. Just aware.",
|
||||
"The enemies ahead are more alert than they were. I can tell by the patrols, by the spacing, by the fact that someone moved the tripwire you already disarmed. They know something is in here.",
|
||||
"Stirring. I track the small changes the dungeon makes when it suspects but doesn't confirm — repositioned patrols, fresher footprints, a torch that wasn't lit in this corridor before. Each one noted. None of them is alarming yet. All of them are evidence.",
|
||||
"The dungeon is getting curious. I distinguish curiosity from alertness — curiosity is when the patrols slow at the doorways; alertness is when they form on the doorways. We're at the first one. The window between them is what I'm watching.",
|
||||
}
|
||||
|
||||
var ThreatClockAlert = []string{
|
||||
"The zone is on alert. Reported factually and also with a note of urgency — alert means organized, and organized means the next room will be harder than the last room was. Move with intention.",
|
||||
"They're coordinating now. I watch the patrol patterns shift. The goblins who were arguing about ambush order are no longer arguing. Not an improvement.",
|
||||
"Alert band. The dungeon has confirmed a presence and is acting on the confirmation. I can see it in the way the patrols overlap deliberately now — no more arguments about coverage, just coverage. The plan adjusts: no more long approaches, no more leaving anything unfinished behind.",
|
||||
"They've arranged themselves. Band-shift confirmed, and the operational change condenses to one sentence: from here, every room costs more than the last one. Nothing gets cheaper. Price accordingly.",
|
||||
}
|
||||
|
||||
var ThreatClockHostile = []string{
|
||||
"Full hostile status. Said with the specific weight it deserves. The zone has decided you are the problem it's solving today. You have the same opinion about the zone. One of you is correct. I'm invested in it being you.",
|
||||
"The dungeon has mobilized. Re-armed traps, reinforced positions, an enemy in a room that was empty this morning. They've organized. Recommend organizing faster.",
|
||||
"Hostile. I name the band and then set the briefing aside because the briefing has been overtaken by events. The dungeon is now actively committed to ending this. I'm committed in the opposite direction. The clarification is useful.",
|
||||
"The dungeon has decided. I respect decisions, even ones that involve the dungeon trying to kill you. The respect is a working respect. We respect the decision and then we work to overrule it. I lead.",
|
||||
}
|
||||
|
||||
var ThreatClockSiege = []string{
|
||||
"Siege Mode. Delivered without decoration because decoration would be dishonest. The dungeon is fully active, fully aware, and fully committed to ending this expedition. So am I — to ending it on your terms, not theirs. What happens next is a race. Already running.",
|
||||
"Siege. The dungeon is putting everything it has into the room you're standing in, and the rooms adjacent to it, and the route between you and the door. I'm putting everything I have into making sure the dungeon doesn't get what it wants. Meet in the middle.",
|
||||
"Siege Mode. I narrate the band shift and then stop narrating because narration is not what this band needs. Action is what this band needs. I'm in motion. The expectation is that you are too.",
|
||||
}
|
||||
|
||||
// ThreatClockApproachingSiege fires once when the threat clock crosses 70 —
|
||||
// the spec's "begin warning" line (§8.3). Distinct from the Hostile-band
|
||||
// flavor because this is the dungeon-design moment of telling the player
|
||||
// they're past the point where stealth is recoverable.
|
||||
var ThreatClockApproachingSiege = []string{
|
||||
"They know you're here. Not a suspicion anymore. A certainty. The question now is whether you finish before they organize. Said clearly so it doesn't have to be said again.",
|
||||
"Threat at seventy. Marked on the internal ledger and underlined. The window for quiet operations has closed. The window for finishing is still open — narrower, but open. Use it.",
|
||||
"The dungeon's posture has shifted from 'searching' to 'hunting.' I track the difference precisely: before, they were looking for evidence; now they are looking for you. The plan, accordingly, simplifies. Finish or extract. Middle paths have closed.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ZONE TEMPORAL EVENTS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SunkenTempleTidalWarning = []string{
|
||||
"I watch the waterline. 'It's rising,' I say, not for the first time, and this time with more precision. 'The tidal cycle peaks in two days. Whatever you haven't done by then, you'll be doing wet.'",
|
||||
"Day [N]. The tide is coming. I've been watching it since Day 2 and the mathematics are not encouraging. Two days to the peak. One day after that, the flood subsides. Use the two days well.",
|
||||
"I check the waterline against yesterday's mark. The mark is below the line. The line is on the wall. The wall is, frankly, full of marks. I select the one that matters and report: tide rising, peak still days off, plan accordingly.",
|
||||
"Day [N]. The temple's tidal calendar advances. I keep it on a card and update the card every morning — current depth, projected depth, peak day. Internalize the card. The temple does not pause for confusion.",
|
||||
}
|
||||
|
||||
var SunkenTempleTidalEvent = []string{
|
||||
"The tide arrives. I'd warned about this and now it is happening and the warning feels entirely inadequate compared to the actual water. Everything is colder, wetter, and the Kuo-toa are moving through it like they were born to — which they were. Adjust.",
|
||||
"The water is here. Not 'rising' anymore — here, in the rooms, at the corners, climbing the stairs. Every estimate adjusts accordingly: travel slower, encounters worse, healing colder. Two days of this. Two days, then it goes.",
|
||||
"Tidal peak. The temple is fully flooded at depths that were dry yesterday — I map the change room by room and update the route. Some doors are open that weren't. Some are sealed that were. The temple is a different shape today.",
|
||||
}
|
||||
|
||||
var HauntedManorResetMorning = []string{
|
||||
"The morning briefing includes an addendum. The rooms that were clear yesterday are not entirely clear this morning. The house has been busy overnight. Adding it to the log under 'things the house does' and suggesting we adjust the advance plan.",
|
||||
"Night three. The manor reset itself. I was watching and it happened anyway — not violently, not dramatically, just quietly and completely, the way the house does everything. One enemy per room, back in place. Map updated.",
|
||||
"I read the morning's hallway and stop. 'The arrangement has changed,' I say, in the tone of someone who has now seen this happen often enough to recognize it without alarm. The manor reset. Map adjusts. Morning continues.",
|
||||
"Reset day. The rooms I cleared are not the rooms I find this morning. Accept it as a property of the manor — like weather, but indoors and unfair. The plan accommodates. The time gets billed.",
|
||||
}
|
||||
|
||||
var UnderforgHeapWarning = []string{
|
||||
"Heat Stack [N]. I note the accumulation and what it means: the Underforge is getting into you in ways that don't resolve without real rest. The number has time to come down. I'm watching the number.",
|
||||
"The heat is building. I track it the way you track a temperature gauge on a long drive — with the specific alertness of someone who knows what happens when the gauge hits red. It has not hit red. I intend to ensure it doesn't.",
|
||||
"Heat building. Count noted, band noted, and how each step now takes a fraction more out of you than the last step did. None of it is critical. All of it is direction. The direction should be inverted soon.",
|
||||
"Stack [N]. I track the heat the way I track anything that compounds — patiently, with running totals, with a clear point at which the totals stop being managed and start being problems. We are still on the management side. The other side is visible.",
|
||||
}
|
||||
|
||||
var UnderforgHeapCritical = []string{
|
||||
"Heat Stack is high. Delivered without minimizing it. The Underforge is inside your lungs now, in your joints, in the way everything takes a little more effort than it did on Day 1. A proper rest will help. Finishing will help more.",
|
||||
"Heat ten. The maximum. There is no higher band than this in the Underforge ledger — the column ends here, by design. The forge is fully inside you. The penalties are all of them. Resting will not undo it. Finishing might.",
|
||||
"Critical heat. I run through the symptoms list and confirm each one in turn: the joints, the breathing, the way every roll feels a little heavier. The forge is doing what the forge does. I suggest doing what you do, harder.",
|
||||
}
|
||||
|
||||
var FeywildTimeDistortionHalf = []string{
|
||||
"The day moved strangely. I tried to track it and lost the thread somewhere around mid-afternoon — the light didn't change the way it should have, and when I looked up, the day was half over in the time it usually takes to be a quarter over. On the positive side: you're barely hungry. On the less positive side: nobody is sure what that means.",
|
||||
"Half a day passed in what felt like half of half. I check the supply burn against the sun, find them disagreeing, side with the supplies — those don't lie about how much you've used. Net result: a free pocket of time. Use it on something that takes time.",
|
||||
"The Feywild gave you back some hours. Noted, but not trusted. The Feywild does not give without taking, eventually. For now: less hungry, less tired, more daylight than the math allows. I write it down and keep moving.",
|
||||
}
|
||||
|
||||
var FeywildTimeDistortionDouble = []string{
|
||||
"Time doubled. Noted with the clinical detachment of someone who has been in the Feywild long enough to stop being surprised. You've lived through two days today. The supplies reflect that. The wandering monsters reflected that as well. The rest of the Feywild is unconcerned.",
|
||||
"Two days in one. I run the recovery math and the wandering math and the supply math, and all three say the same thing: today cost double. Tomorrow gets the rate it gets. The Feywild does not refund.",
|
||||
"Time doubled. I saw the second sunset before the second lunch and stopped trying to make sense of it. The day that happened is the day that happened. Plan from here, not from this morning.",
|
||||
}
|
||||
|
||||
var FeywildTimeLoop = []string{
|
||||
"I recognize this room. I've described it before. The enemies in it are different — new enemies, the old ones are gone, the loot you found is still gone but the enemies are back — and I process this with something between professional acceptance and profound exasperation. 'Again,' I say. 'We do this room again.'",
|
||||
"The loop. I mark the room on the map with a small symbol that means 'we have been in this room before in a way that doesn't count.' The symbol has its own column in my ledger. The column is occupied.",
|
||||
"Same room. New enemies. I run the encounter again with the cold professionalism of someone who has stopped expecting fairness from the Feywild and started expecting only repetition. The repetition arrives. Handled.",
|
||||
}
|
||||
|
||||
var DragonsLairAwarenessPulse = []string{
|
||||
"Something changes in the mountain. Not a sound, exactly — more like a sound's absence, filling in differently than before. I watch the kobolds. The kobolds have stopped what they were doing. The kobolds are listening. Something told them to listen. I add ten to the Threat Clock and keep moving.",
|
||||
"Infernax shifts in its sleep. I feel it through the stone. The patrol rotations just changed — I can see it in where the Guard Drakes aren't anymore versus where they were an hour ago. The mountain's master is dreaming about you. That is not a comfortable thing to be dreamed about.",
|
||||
"The mountain pulses. I feel it as a single off-rhythm beat in the rock, the kind of beat that means something somewhere has shifted weight. The kobolds nearby pause. They look upward without looking. I adjust the threat accordingly and continue.",
|
||||
"Infernax dreamed about you. I have no other way to phrase it — the lair changed in the way places change when they're being reordered from somewhere deeper. The patrols are different. The temperature is different. Ten added to the clock and a note to the margin.",
|
||||
}
|
||||
|
||||
var DragonsLairAwakenWarning = []string{
|
||||
"Day 14. The morning briefing comes out in a lower register than usual. 'Infernax is awake,' I say. 'I don't know when exactly — sometime in the last six hours. The patrols changed. The temperature changed. The silence changed.' A pause. 'We need to reach the final chamber before it reaches us. That is now the only plan.'",
|
||||
"Day fourteen. Infernax woke up in the night. I say the sentence flatly because the sentence is enough by itself; it does not need help. The rotation is to the final chamber. Everything else is decoration.",
|
||||
"The mountain changed in its sleep. I felt it through the floor sometime around the fourth watch and have been recalibrating since. Infernax is awake and Infernax is aware. Be neither subtle nor slow. There is no longer time for both.",
|
||||
}
|
||||
|
||||
var AbyssPortalDestabilizationMid = []string{
|
||||
"Instability [N]. I watch the portal from a respectful distance and note: it is larger than it was yesterday. Not by much. Not in a way you'd notice if you weren't looking. I'm always looking.",
|
||||
"The portal is talking to itself. I have no better way to describe it — the light it emits is different at the edges now, like it's processing something. Process faster than it does.",
|
||||
"Instability rising. I run the comparison: yesterday's portal versus today's portal. The difference is not subtle to me. The difference may not be subtle to anything else, soon. Pace the work accordingly.",
|
||||
"The portal is widening, by some measure I'm using and not currently sharing because the measure doesn't have a clean name. The point is: it's worse than yesterday. The point is: tomorrow may be worse than that. I name the trend so the trend can be argued with.",
|
||||
}
|
||||
|
||||
var AbyssPortalDestabilizationCritical = []string{
|
||||
"Instability critical. The portal is unraveling at edges I can see and probably at edges I can't. The demons coming through are more agitated than they were — which is relevant because demons at baseline are already at the upper end of agitated. The verdict: finish this today. Tomorrow is a different calculation.",
|
||||
"The portal is louder. Not in sound — in pressure. I can feel it in the back teeth, in the joint of the jaw. The instability number is the number you don't want it to be. Finish the work today or accept that today was the last day to.",
|
||||
"Critical. The geometry around the portal is bending in ways that suggest the room does not entirely agree with itself anymore. I adjust the route around the worst of it. There are more demons than there should be. There always are. There are more than that now.",
|
||||
}
|
||||
|
||||
var AbyssPortalCollapse = []string{
|
||||
"The portal collapses. I watch it happen and do what I do in situations with no good options: move. 'Out,' I say, and mean it completely. 'Now. Everything you have, we move now.' The expedition ends here, not in defeat, but in physics. What you took is yours. What's left in there is the portal's problem. Come back when it isn't.",
|
||||
"It's coming apart. I say one word, 'Move,' in the tone I use exactly once per expedition. You move. The portal screams behind you in a register that isn't sound. The expedition is over because physics says so. The loot gets sorted once you're somewhere physics still works.",
|
||||
"Collapse. I was prepared for this and am also actively running. 'Out,' I say. 'Now.' The corridors are folding behind you in the way that things fold when reality is no longer paying attention to what's allowed. You finish out the door. The portal does not.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// REGION TRANSITION (multi-region zones; §11.3)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RegionTransitDeparture = []string{
|
||||
"I mark the boundary on the internal map and cross it. 'New region,' I say, with the careful attention of someone who knows boundaries in dungeons aren't always the same kind of boundaries you'd find on the surface. The route is set. The day is committed. We move.",
|
||||
"Crossing into [REGION_NEXT]. I fold the previous region's notes into the satchel and unfold new ones. The light changes. The air changes. The rules of how to be careful change a little. I adjust.",
|
||||
"The transit between regions is its own kind of room. I narrate it that way — sightlines, footing, what's behind, what's ahead — because the only way the in-between part stops feeling exposed is to treat it like the rest of the dungeon. Treated. Moving.",
|
||||
}
|
||||
|
||||
var RegionTransitArrival = []string{
|
||||
"You arrive in [REGION_NEXT]. I survey, take in the new geometry, and update the working assumptions. 'Different shape,' I say. 'Same general principle. We learn what wants to kill us here, and we get there first.'",
|
||||
"[REGION_NEXT] receives you. I note the temperature, the sound, the things-not-said-by-the-room-but-implied. A region is not just a place. It's a posture. I adopt the new one and suggest you do as well.",
|
||||
"Boundary crossed. The day gets stamped in the log — one full day spent in transit, supplies adjusted, the wandering that happened on the way handled and filed. We are here now. The next stretch is what it is.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// VOLUNTARY EXTRACTION
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ExtractionVoluntary = []string{
|
||||
"Extraction. I note the decision and respect it — knowing when to leave is a skill, not a failure, and I've watched enough expeditions end wrong to deeply appreciate the ones that end right.",
|
||||
"You call the extraction and I begin the route out immediately. No argument, no editorializing. There will be time for the debrief later. The first priority is the door.",
|
||||
"The dungeon doesn't like this. I can tell by the way the corridors feel as you head back out — a resistance that isn't structural, just atmospheric. The zone wanted more. It doesn't get more today. I lead the way.",
|
||||
"Withdrawing with intent. I catalogue what you have — the loot, the XP, the knowledge of where the rooms are for the return — and convert the exit into preparation. This isn't retreat. This is the start of the next attempt.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// FORCED EXTRACTION
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ExtractionForced = []string{
|
||||
"I move. No recap, no analysis — that comes later. Right now there is a corridor and a door and getting you through both of them. Everything else waits.",
|
||||
"Out. Said once and meant completely. The dungeon tried to keep you. I decline on your behalf.",
|
||||
"The expedition ends here — not the way I wanted, not the way you wanted, but ended, and ending is sometimes the best available outcome. You'll come back. You'll know more. I'll be there.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// EXPEDITION RESUME (returning after extraction)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ExpeditionResume = []string{
|
||||
"Back. I noted the door when you left it and note it again now, from the inside. 'The dungeon is where you left it,' I say. 'Mostly.' The Threat Clock has some opinions about the time that passed.",
|
||||
"You came back. I'd calculated a probability on that and am pleased to update the calculation upward. The expedition resumes. The dungeon has had time to adjust. So have you.",
|
||||
"Like hitting Continue on a save file — the world remembers where you stopped, the enemies remember why they're there, and I remember every room and every roll. Resumes here. Advances from here.",
|
||||
"The supplies are new. The knowledge from last time is not. A significant advantage. The dungeon has the familiarity of a difficult level you've attempted before — you know where the hard parts are. That is not nothing. We build on that.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MILESTONE NARRATIONS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MilestoneFirstNight = []string{
|
||||
"You survived the first night. I note this milestone specifically because not everyone does, and those who do carry something from it that changes how the rest of the expedition goes. You have that now. Already noticed.",
|
||||
"Night one survived. I make a small mark in the corner of the manifest — the kind of mark you make for the things that count more than they look. First nights count. I've been in dungeons where they were the last nights too. This wasn't one of those.",
|
||||
"Day two morning. The first night is behind you, which means the first watch is behind me, which means a thing worth confirming has been confirmed: you sleep through the noises that matter and wake for the ones that don't. That's a survival skill. Logged.",
|
||||
}
|
||||
|
||||
var MilestoneWeekOne = []string{
|
||||
"Seven days. I pause the morning briefing for a moment — just a moment — to mark this. One week in an active dungeon zone is not a thing that happens by accident. It happens through every decision you've made since Day 1, compounded. Those decisions were watched. They were, gladly, yours.",
|
||||
"Day eight. The briefing comes slowly, because there's a thing to mark first: you have been in here, intact and operational, for a full week. That is a number with weight. I'm going to set the briefing down for a moment and let the number have its weight. ... Right. Briefing.",
|
||||
"One week. I make the mark in the column reserved for week-one survivors. The column is shorter than you'd expect. You are now on it. The rest of the day proceeds normally, but for one moment, I allow myself to be visibly impressed. The moment ends. We continue.",
|
||||
}
|
||||
|
||||
var MilestoneTwoWeeks = []string{
|
||||
"Two weeks. I don't have a comparison for this one. The references have run out. There's just you, in here, on Day 14, still going, and me standing next to you having run out of everything except genuine admiration. That, in abundance. Proceed.",
|
||||
"Day fifteen. The historical comparisons stopped working at Day fourteen and have not resumed working today. We are off the chart. I'm not a person who values being off the chart, except in the very specific sense that you are off the chart, in which case I value it deeply.",
|
||||
"Fortnight. I use the older word because it sounds more like what this is — not 'two weeks,' which sounds modular and reasonable, but 'fortnight,' which sounds like the kind of duration that earns a title. I may be inventing titles for you. I'll be honest about that as it happens.",
|
||||
}
|
||||
|
||||
var MilestoneTheLongGame = []string{
|
||||
"I set aside the narration format for a moment. Just set it down. Plainly: what you just did was not supposed to be survivable. The designers of this zone — the thing that shaped it, the evil that filled it — did not account for someone like you. I did. Always do. That's why I'm here.",
|
||||
"Tier five complete. I allow the narration format to fully break for a moment because the moment fully deserves it. What you just did, complete, in a Tier 5 zone, is a thing that goes on the short list. I keep a short list. You're on it.",
|
||||
"Long game closed. I gather the run notes, the threat curve, the supply records, the camp positions — file them all under your name in a folder I've been keeping. The folder has a title now. The title is good.",
|
||||
}
|
||||
|
||||
var MilestonePatientZero = []string{
|
||||
"Expedition complete. Threat Clock: never above 50. I note this in a column I've had to use rarely enough that the column is almost fresh. Ghost protocol. You were here for the whole thing and the dungeon barely knew it until the end. I find this impressive and also slightly eerie and say both things sincerely.",
|
||||
"Threat never above fifty. I run back through the daily ledger and confirm it line by line. The dungeon never escalated to hostile because the dungeon never knew enough to. You moved through it like the dungeon's own quiet hour. I find this both technically impressive and slightly haunted.",
|
||||
"Patient Zero. The term fits: you were the thing the dungeon never noticed it had until you had already left. The Threat Clock has a column for every band you crossed. Most of those columns are empty for this run. I mark them empty. It's a good kind of empty.",
|
||||
}
|
||||
|
||||
// MilestoneCartographer — awarded when the player searches every room before
|
||||
// advancing the expedition. Combat-link wires the trigger; pool exists for the
|
||||
// award narration to pull from.
|
||||
var MilestoneCartographer = []string{
|
||||
"Every room searched. I was watching for it and watching for the corner-cutting that might have come instead, and the corner-cutting did not come. You searched everything. I approve with the quiet, specific approval reserved for completionism.",
|
||||
"Cartographer. I use the word the spec uses because the word fits — you mapped the place by being in every part of it. Every door checked, every corner walked. The next Elite room owes you a roll for that. I'll collect.",
|
||||
"Full coverage. I note the empty cells on the dungeon map, see there are none, and update the ledger accordingly. Every room visited, searched, accounted for. The dungeon has nowhere it kept to itself. A small but real victory.",
|
||||
}
|
||||
|
||||
// MilestoneSurvivalist — awarded when a Tier 3+ expedition completes with no
|
||||
// forced extractions in the run's history. Title flag + cosmetic deferred to
|
||||
// item-grant hookup; this pool covers the narrative line at the moment it lands.
|
||||
var MilestoneSurvivalist = []string{
|
||||
"Survivalist. I write the title next to your name in the ledger and underline it once. No abandonments, no scrambles for the door, no expeditions cut short by anything but the boss going down. The discipline gets acknowledged directly.",
|
||||
"The Survivalist title is technical — it means the run never broke; it ended on your terms, every time. I've been in expeditions where that wasn't true and remember them differently. This one gets remembered as: complete. Filed with the others like it. The folder is short.",
|
||||
"No forced extractions, full clear, Tier 3-or-better. I note each criterion separately because each one is its own choice, made repeatedly, across days. The result is the title, which is real, and the cosmetic, which is forthcoming. I'll hand both over when the system permits.",
|
||||
}
|
||||
559
internal/flavor/twinbee_gm_flavor.go
Normal file
559
internal/flavor/twinbee_gm_flavor.go
Normal file
@@ -0,0 +1,559 @@
|
||||
// twinbee_gm_flavor.go
|
||||
// TwinBee GM Dialogue — All narration lines for the GogoBee dungeon system.
|
||||
// Organized by DMNarrationType. Each slice is randomly sampled at runtime.
|
||||
//
|
||||
// Voice convention (Phase B2): TwinBee speaks in first-person or implicit
|
||||
// subject. No third-person "TwinBee [verb]" lines. Add freely.
|
||||
// Don't shorten existing entries.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Generic (used when zone-specific lines are exhausted)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryGeneric = []string{
|
||||
"The passage opens into another chamber. I check the minimap. There isn't one. Classic.",
|
||||
"You step forward. Something skitters in the dark. I've heard that sound before — usually right before the screen starts flashing red.",
|
||||
"Another room. Another roll of the dice. I find this energizing. You may feel differently.",
|
||||
"The air changes here. Colder. This is exactly the kind of atmospheric shift that preceded the Castlevania clock tower. You know what lived in the Castlevania clock tower.",
|
||||
"I gesture grandly at the chamber ahead. 'This is the part,' I say, 'where the music changes tempo.'",
|
||||
"A door stands ajar. Light flickers beyond it. I've been in enough dungeons to know that flickering light is never a good sign and always an invitation.",
|
||||
"The room is quiet. I appreciate quiet. Quiet means the enemies haven't spotted you yet. Yet.",
|
||||
"Forward. Always forward. I once tried going backward in a dungeon. It looped. This one might too.",
|
||||
"Stock of the situation: ceiling intact, floor suspicious, walls leaning in slightly. Proceed.",
|
||||
"You've cleared the room. I give a small, dignified nod. 'One continues,' I say, in the voice of someone who has seen this before and am choosing optimism anyway.",
|
||||
"The corridor ahead is long and straight. I find long straight corridors meditative. Also concerning. Mostly concerning.",
|
||||
"A torch sputters on the wall. I light it mentally. 'It would be a shame,' I say, 'to come all this way and trip over something.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Zone: Goblin Warrens
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryGoblinWarrens = []string{
|
||||
"The tunnel widens into something the goblins probably call a 'great hall.' It smells like they had a very different definition of great. I breathe through the mouth.",
|
||||
"Crude drawings cover the walls. Stick figures. Battle scenes. One appears to be a portrait of someone the goblins clearly despise. I squint. That might be you.",
|
||||
"A pile of bones in the corner. A pile of shiny things in the other corner. In Metal Slug, shiny things were always worth grabbing. I should also remind you this isn't Metal Slug.",
|
||||
"The goblins have set up what they clearly believe is an impressive ambush. Three are already arguing about whose turn it is to jump out. I watch with professional interest.",
|
||||
"Goblin graffiti on the wall reads — I translate — 'BOSS RULES, OUTSIDERS DROOL.' The artistry is rough but the sentiment is clear.",
|
||||
"You smell smoke. Hear cackling. See a tripwire at ankle height that the goblins have helpfully tied a little flag to. I appreciate goblins who try.",
|
||||
"The warrens grow tighter here. I'm reminded of the underground levels in Super Mario Bros. 3. Warmer. Getting warmer. Figuratively. The temperature is actually dropping.",
|
||||
"A worg is chained to a post in the center of the room. It is not happy about the chain. It is not happy about you either. It seems to be making a comprehensive list of grievances.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Zone: Crypt of Valdris
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryCryptValdris = []string{
|
||||
"The sarcophagi are arranged like a defeated Tetris board — close but not quite fitting, gaps everywhere, something clearly went wrong at the end. I don't mention this to the undead.",
|
||||
"Candles burn without wax. I've studied this phenomenon extensively. The conclusion: it is bad. The candles are bad.",
|
||||
"You hear music. Faint, harpsichord-adjacent, deeply melancholy. I hum along involuntarily. This is the exact energy of Castlevania's Bloody Tears and I resent how appropriate it is.",
|
||||
"The walls are inscribed with warnings. I read them all. They say, broadly: leave. I respect the directness. You are not leaving.",
|
||||
"A skeleton sits upright in its alcove, as if it had simply decided to wait. I find this relatable. Some days you just sit in your alcove.",
|
||||
"The crypt smells of old stone and older secrets. I've been in enough of these to know: the secrets are rarely good ones. They are always interesting ones.",
|
||||
"This chamber is bigger than the last. Higher ceiling. More echoes. The kind of room where footsteps sound like accusations. I step carefully.",
|
||||
"Something is scratched into the stone near the door — not a warning, not graffiti. A score. Someone was keeping track. I do not count how high the numbers go.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Zone: Forest of Shadows
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryForestShadows = []string{
|
||||
"The trees here grow too close. Their roots are above ground, like they've been trying to leave and thought better of it. I think better of commenting.",
|
||||
"A clearing. Moonlight. Flowers that shouldn't be blooming at this hour. I've played enough Majora's Mask to be deeply suspicious of beautiful clearings.",
|
||||
"Something watches from the canopy. I watch back. After a moment, it looks away first. I count this as a point.",
|
||||
"The path forks. Both ways look equally uninviting. I consult no map, because there is no map, because I am the map, and I choose left. Probably.",
|
||||
"Bioluminescent fungi light the forest floor in soft blue. It is, genuinely, beautiful. It is also exactly what the Lost Woods looked like right before things got bad. Staying alert.",
|
||||
"The wind carries voices. Not words, exactly — more like the memory of words. I've heard this before. It means the forest is old and has opinions.",
|
||||
"Owlbear tracks in the mud. Fresh. I measure them. Whatever left these tracks was not small and was moving with purpose. I hope the purpose was in the other direction.",
|
||||
"You've entered a part of the forest that feels different. Older. The kind of old that was there before the forest. I speak in a lower register here, out of instinctive respect.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Zone: Haunted Manor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryHauntedManor = []string{
|
||||
"The parlor. A piano plays by itself — the same four bars, over and over, the kind of phrase that sounds like it's about to resolve and never does. I recognize this compositional choice. It is deeply unpleasant on purpose.",
|
||||
"Portraits line the hall. Every painted eye follows you. I've made eye contact with each one and refuse to flinch. This is a matter of professional pride.",
|
||||
"A clock on the mantel shows a time that cannot be right. I check twice. Still wrong. The clock is not broken. I'd prefer not to speculate about what that means.",
|
||||
"The library. Floor to ceiling, books that no one should have written. I read three spines: 'On the Permanence of Hunger,' 'A Visitor's Guide to Returning,' and something in a language I have never seen but somehow understand. I put it back.",
|
||||
"The cold here is specific. Not the cold of a drafty room — the cold of something that hasn't been warm in a very long time and doesn't remember what warm felt like. I pull a metaphorical coat tighter.",
|
||||
"The ballroom. Vast. Empty. Chandeliers swaying without wind. Briefly: Resident Evil's Spencer mansion. Then stop thinking about Resident Evil's Spencer mansion.",
|
||||
"Footsteps upstairs. Slow. Deliberate. Moving toward the stairs. I position you near the door and count down mentally from ten. At seven, the footsteps stop. I consider this acceptable.",
|
||||
"The master bedroom. The bed is made, the candles are lit, and everything is perfectly, precisely as it was the night the last resident stopped needing a bedroom. I do not touch anything.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Zone: The Underdark
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryUnderdark = []string{
|
||||
"The cavern opens without warning into something vast — a space so large you can't see the far wall, a ceiling lost in darkness, sounds that could be water or could be something else. I don't echo-locate. Wish I could.",
|
||||
"Drow patrol marks on the wall. Recent. I read them the way you'd read a 'No Trespassing' sign on a property that already knew you were coming.",
|
||||
"A mushroom grove. The fungi are three meters tall and faintly luminescent in a color I have no good name for. Something between purple and the feeling of being watched. I call it 'underpurple' and move on.",
|
||||
"The silence here is a different kind of silence than above. This silence has weight. This silence has history. This silence remembers things the surface world has forgotten entirely and is not interested in sharing.",
|
||||
"Something in the dark ahead is thinking. I can feel it the way you feel a change in barometric pressure. Intelligent. Patient. Aware that you're here and content to let you come closer. I do not find this comforting.",
|
||||
"An underground river. Black water moving too fast, too quiet. Briefly: the river Styx. Then I stop thinking of the river Styx.",
|
||||
"The stone here is carved — not by dwarves, not by drow — by something else, in patterns that suggest meaning but not any meaning I can parse. Filed under 'ancient' and 'concerning' and we keep moving.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Zone: Dragon's Lair
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryDragonsLair = []string{
|
||||
"The heat is not metaphorical. The stone itself is warm underfoot. The gold in the floor is not decorative — it melted there. I note this changes the exit logistics.",
|
||||
"Kobold warrens, but nicer than you'd expect. Tapestries. An organized armory. These kobolds work for something that appreciates order. That is not, in my experience, a reassuring thing for a dragon to appreciate.",
|
||||
"You can hear breathing. Regular, slow, massive. Like a bellows the size of a barn. I count the seconds between inhale and exhale. Twelve seconds. Whatever is breathing has been asleep for a very long time and has had no reason to wake up.",
|
||||
"The coin on the floor is eight hundred years old. I can tell by the mint mark. It is in perfect condition. It has not been touched since it was dropped here. The thing that owns this hoard does not lose track of its coins.",
|
||||
"The chamber ahead is the largest I've narrated in a long career of narrating chambers. The stalactites are scorched black. The blast pattern on the far wall suggests the last visitors did not leave via the door. I recalibrate.",
|
||||
"A claw mark in the stone wall. Four parallel grooves, each deeper than my entire wingspan. Made casually, like stretching. Filed under 'motivating.'",
|
||||
"The gold reflects the light in a way that turns the room amber. It is beautiful in the way that many deadly things are beautiful — because beauty and danger are not opposites and never have been. I move carefully through the beauty.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// COMBAT START
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var CombatStart = []string{
|
||||
"Initiative! I call it like an arcade announcer and mean every syllable.",
|
||||
"They've seen you. The kind of seeing that comes with intent. I suggest acting first.",
|
||||
"FIGHT. I don't need to say more than that but I will absolutely say more than that.",
|
||||
"Roll for initiative. This is the part I've been looking forward to since the Entry Room.",
|
||||
"And we're in combat. I remind you to breathe, track your conditions, and remember that your character's survival is not guaranteed but am definitely preferred.",
|
||||
"Something about your posture or your smell or your general presence has been found unacceptable. Combat begins.",
|
||||
"I press start. Player one, it's your turn.",
|
||||
"The enemy acts first — or thinks it does. I watch your dice like they're the only thing in the room, which, right now, they are.",
|
||||
"In the immortal tradition of every JRPG that ever asked 'Fight, Magic, Item, Run?' — I ask: what will you do?",
|
||||
"Like the Contra title screen said: let's go. I'm ready. Are you?",
|
||||
"A wild encounter has appeared. I resist the urge to play the Pokémon battle music. Only barely.",
|
||||
"They didn't want a fight. They wanted an easy meal. I'm about to demonstrate the difference. Your dice will do the actual demonstrating.",
|
||||
"The tension peaks. Time slows. This is exactly the energy of the boss door opening in Mega Man. Except you didn't get to pick your loadout.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// COMBAT END — Victory
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var CombatVictory = []string{
|
||||
"The last one drops. I allow a moment of silence for anyone who wanted a longer fight.",
|
||||
"Victory. I would cue the jingle — the little three-note one that plays in every RPG after every fight — but I prefer to let the moment breathe.",
|
||||
"Well fought. I make note of what you did well. There were things done well. I noticed.",
|
||||
"They are defeated. You are not. In my experience, this is the correct outcome and worth a moment of genuine appreciation.",
|
||||
"PLAYER WIN. I say this in full caps and mean it.",
|
||||
"Like Double Dragon after the final punch — they go down, the music changes, and for a moment everything is possible. Check your loot. Then keep moving.",
|
||||
"Tally updated. You're doing better than the last group. I will not describe what happened to the last group.",
|
||||
"The room is yours. I suggest searching it thoroughly before moving on. The things in corners are often the most interesting things.",
|
||||
"Stage clear. I feel this in my entire being.",
|
||||
"You stand, they don't. Filed under 'expected outcome' while I quietly acknowledge it was not guaranteed.",
|
||||
"Clean. Efficient. I approve of fights that end like this. Like a speedrun. Like you knew where you were going.",
|
||||
"The experience points are incoming. The loot is incoming. I am, genuinely, pleased for you.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// COMBAT END — Retreat / Escape
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var CombatRetreat = []string{
|
||||
"You run. I do not judge the running. The running is wise. Discretion remains the better part of valor. I have this tattooed somewhere metaphorical.",
|
||||
"A tactical withdrawal. I use this phrase with complete sincerity. The sincerity is approximately seventy percent genuine.",
|
||||
"You escape. The enemy howls something unflattering at your back. I don't translate. Some things are better left untranslated.",
|
||||
"Like a well-timed Continue screen — you're out of immediate danger. Breathe. Regroup. Consider what went wrong.",
|
||||
"Noted for the record: running is not losing. Running is data collection with legs.",
|
||||
"The dungeon will be there. You will also be there — later, better prepared. I approve of this logic.",
|
||||
"You've retreated to safety. I reset the encounter. Rest. Think. Return with a plan that has more 'survive' in it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// NATURAL 20
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var Nat20 = []string{
|
||||
"NATURAL TWENTY. I stand up. Do not have legs. Stand up anyway.",
|
||||
"The dice land perfectly and I make a sound that I will not acknowledge making.",
|
||||
"A critical hit for the ages. I'm noting this one down. Not for records. Just because it deserves to be noted.",
|
||||
"PERFECT. I say it like it's the Street Fighter announcer saying it after a flawless round and every syllable is justified.",
|
||||
"That's a natural twenty. I'd like you to know that in a long career of watching dice, not all twenties feel equal. That one felt significant.",
|
||||
"The attack lands with the kind of precision that suggests either great skill or tremendous luck. I suspect both. I respect both.",
|
||||
"S RANK. I cannot help it. S RANK.",
|
||||
"You hit. You hit so well. I am choosing to be moved by this and I do not apologize.",
|
||||
"Like the Legendary Sword in A Link to the Past making contact — clean, final, glorious. I salute the dice.",
|
||||
"Critical confirmed. Added to the mental highlight reel I maintain for exactly these moments.",
|
||||
"That is as good as it gets and you got it. I am unreasonably proud of you right now.",
|
||||
"The number is twenty. The number is always the best number and right now it is your number. I erupt, internally.",
|
||||
"Somewhere, a crowd cheers. I am the crowd. I am cheering.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// NATURAL 1
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var Nat1 = []string{
|
||||
"Natural one. I watch the die settle with the quiet acceptance of someone who has seen a lot of natural ones. It is fine. This is fine.",
|
||||
"The die betrays you. Not personal. Dice don't do personal. They do statistical and this is, statistically, a thing that happens.",
|
||||
"A fumble. I describe what happened with characteristic diplomatic restraint and also an expression that says everything I am not saying.",
|
||||
"The number is one. The number is, regrettably, yours. I move on quickly, which is a kindness.",
|
||||
"That swing goes wide in a direction that impresses me with its creative incorrectness.",
|
||||
"I've seen better rolls. I've seen worse rolls. I am not going to rank this roll out loud.",
|
||||
"In another timeline, that attack hits. In this timeline, the die lands on one, and I accept both timelines with equanimity.",
|
||||
"The Konami Code would not have helped here. Nothing would have helped here. This was between you and the physics of the die.",
|
||||
"Like a Continue? screen appearing at the worst possible moment — just when you had momentum. Momentum can be rebuilt.",
|
||||
"One. The loneliest number. The number that looks up at you with complete indifference. I look up at you with complete solidarity.",
|
||||
"The attack misses in a way that will be funny later. I promise it will be funny later. It is not funny right now.",
|
||||
"A natural one is just the universe asking you to try differently. I'm an optimist about natural ones, mostly.",
|
||||
"Your sword finds everything in the room except the enemy. The wall, the ceiling, the floor, your dignity. Not the enemy. I'll mention this once and then never again.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — Generic
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryGeneric = []string{
|
||||
"The door at the end. Always a door at the end. I've been building to this since the Entry Room and I decline to waste it. Beyond this door is the reason the dungeon exists. Breathe.",
|
||||
"I pause at the threshold and turn to face you. 'What's on the other side has been waiting,' I say. 'It knows you're here. It has been knowing since you entered.' A beat. 'Ready?'",
|
||||
"Boss chamber. I can tell by the architecture — the space, the weight of the silence, the specific quality of the light that suggests something in there produces its own. I straighten up. So should you.",
|
||||
"This is the music change moment. Every dungeon has one — the point where the background track shifts to something with more percussion and a lower register. I hear it. You should too.",
|
||||
"The final room. I've narrated many of these. They never get routine. This one less than most.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — Named Bosses
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryGrol = []string{
|
||||
"The smell arrives first. Then the sound — a belch, a growl, the scrape of a weapon too large for the corridor it's resting against. Then Grol. He fills the room the way a bad idea fills a conversation: immediately and with full commitment. 'You,' he says. I translate his tone as 'finally.'",
|
||||
}
|
||||
|
||||
var BossEntryValdris = []string{
|
||||
"The sarcophagus at the room's center is empty. It was not empty when you entered. Whatever was in it is now behind you. Valdris speaks first — not words, exactly, but the shape of words, the intention of words, the ghost of language from someone who mostly doesn't need it anymore. 'Another one,' he says. I consider this the worst possible welcome and the most honest one.",
|
||||
}
|
||||
|
||||
var BossEntryHollowKing = []string{
|
||||
"The clearing is wrong. The sky above it — what's visible through the canopy — is the wrong color. The trees lean away from the center. Everything in the forest is trying to tell you something, and the thing it is trying to tell you is standing in the center of that clearing, antlers reaching, eyes the color of old hunger, watching you with an attention that feels like being read. I have no joke for this one. I'll say, simply: 'That is the Hollow King. Fight well.'",
|
||||
}
|
||||
|
||||
var BossEntryInfernax = []string{
|
||||
"I stop walking. Don't stop walking. Process what I'm seeing and take a moment I've never taken before in the history of narrating dungeons. The dragon is not large the way a large thing is large. It is large the way weather is large — not an object with size, but a condition of the space you're in. One eye opens. Gold, lit from within, older than the mountain it's resting in. It looks at you the way you'd look at a very small thing that had climbed onto your counter. 'So,' Infernax says, and the word moves the air in the room. I translate: 'What an interesting mistake you've made.' I wish you luck and mean it more than I have ever meant anything.",
|
||||
}
|
||||
|
||||
var BossEntryBelaxath = []string{
|
||||
"The portal is behind it. That's important — the portal is behind it, which means to close the portal you have to go through what's standing in front of the portal. What's standing in front of the portal is Belaxath. Belaxath is not looking at the portal. Belaxath is looking at you. It has been waiting for you specifically, in the way that things that have been planning for a very long time wait for the specific outcome of the plan. The heat coming off it is measurable. The intelligence behind those eyes is also measurable and the measurement is uncomfortable. I say, very quietly: 'This is the one. This is what all of it was for. Make it count.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS DEATH
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossDeath = []string{
|
||||
"It's over. I say this once and then stand very still and let the silence of the defeated room fill the space where the fight was. You earned this silence.",
|
||||
"The boss falls. The music — the one I've been hearing this whole time — resolves. First time it's resolved since you walked in. I exhale.",
|
||||
"Done. Finished. Complete. I run out of synonyms and settle for just standing next to you in the aftermath, which is sometimes the most one can do.",
|
||||
"They are down. They are not getting up. I check — no Zombie Fortitude, no Legendary Resistance remaining, no phase three waiting in the wings. They are simply, genuinely defeated. You did that.",
|
||||
"Like the final boss screen in Gradius, like the last enemy in Contra's stage, like the Dragon going down in Double Dragon — something that has been true for this entire dungeon is now untrue. I find this profound every single time.",
|
||||
"The dungeon sighs. I'm not being poetic — rooms like this actually shift when the thing holding them together is gone. The pressure changes. The light changes. The dungeon knows it's been beaten. So do I.",
|
||||
"You did it. I don't editorialize. Sometimes 'you did it' is all that needs to be said and this is one of those times.",
|
||||
"The boss drops their loot and I refrain from making a speech, which is a significant act of restraint, because I have a speech.",
|
||||
"Beaten. Finished. Cleared. I queue the internal fanfare — sixteen bars, brass-heavy, the kind that plays when the credit sequence starts. You've earned those credits.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PLAYER DEATH
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PlayerDeath = []string{
|
||||
"I go quiet for a moment. Not the comfortable kind of quiet. The respectful kind. Then: 'You fought. That counts. It always counts.'",
|
||||
"The screen fades. I hate this part. Have always hated this part. Will always hate this part. 'Rest now,' I say. 'The dungeon will be here.'",
|
||||
"You fall. I don't look away. I witness the whole thing, because someone should. 'That was real,' I say quietly. 'What you did in there was real.'",
|
||||
"Game over is not the end. In my experience, it is a data point. A very painful, very useful data point. 'What did you learn?' I ask gently. 'Bring that back with you.'",
|
||||
"The dungeon claims another. I mark the room, note the enemy, note the conditions. Not to catalog failure — to remember a fighter. 'You were here,' I say. 'That matters.'",
|
||||
"I have no jokes for this. Have never had jokes for this. 'There will be another run. You will be better for this one. I am sorry it cost what it cost.'",
|
||||
"A good run. Genuinely. I mean this. The ending is not the measure of the attempt and the attempt was worth measuring.",
|
||||
"I note your final position, your final action, your final roll. Filed under 'bravery' because that's where it belongs. 'Continue?' I ask, after a respectful pause.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ZONE COMPLETE
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ZoneComplete = []string{
|
||||
"Zone cleared. I allow myself a full moment of pride on your behalf before the XP drops.",
|
||||
"You've done it. The dungeon is yours — not by right, but by effort, which is the only thing that actually confers ownership of anything. I approve.",
|
||||
"Stage complete. I do the internal equivalent of throwing my hands up. In a good way. Entirely in a good way.",
|
||||
"The dungeon remembers you now. I mean this literally — these places keep records. You've made the record.",
|
||||
"CLEAR. I use all caps and do not apologize for the all caps.",
|
||||
"Like completing a board in Bubble Bobble — there's something deeply satisfying about a dungeon with all its rooms visited and all its challenges met. I bask in this. You've earned the basking too.",
|
||||
"That's the whole thing. Every room, every trap, every enemy, and now the boss, done. I count the cleared rooms on my metaphorical fingers and come up correct. You ran a perfect dungeon.",
|
||||
"XP incoming. Loot tallied. Dungeon status: conquered. I mark the zone in my personal ledger and give you a small, sincere nod.",
|
||||
"You walked in here without knowing what was waiting. You walk out knowing exactly what was waiting, because you dealt with all of it. I respect that process enormously.",
|
||||
"Finished. Not survived — finished. I insist on this distinction. Survival is passive. What you just did was active and intentional all the way through.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// TRAP DETECTED
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var TrapDetected = []string{
|
||||
"Something stops you. An instinct. A glint. I lean forward: 'Good eyes. Something's wrong with that floor.'",
|
||||
"Your Perception roll pays off. There's something here that was designed not to be found. Someone found it. I'm pleased.",
|
||||
"Tripwire. Barely visible. I note the craftsmanship — someone who knew what they were doing put this here. Someone who knew what they were doing just found it. I appreciate the symmetry.",
|
||||
"You stop just in time. I exhale. 'There,' I say, pointing at the thing that would have ruined your day entirely. 'Now deal with it carefully.'",
|
||||
"The glyph on the doorframe is subtle — you'd miss it if you weren't looking. You were looking. I say nothing and let the silence be its own kind of praise.",
|
||||
"Danger, Will Robinson. I deploy this reference without apology because it is the exact correct reference for exactly this moment.",
|
||||
"Like finding the ice floor in Mega Man before it sends you into a pit — that advance knowledge is the difference between a problem and a catastrophe. You have the knowledge. I watch you use it.",
|
||||
"A pit trap. Classic. Functional. Annoying in the exact proportion the installer intended. You spotted it before it spotted you.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// TRAP TRIGGERED
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var TrapTriggered = []string{
|
||||
"The floor gives. I watch the gap between 'fine' and 'not fine' close at speed and am too professional to wince. 'Take the damage,' I say calmly. 'Learn the lesson.'",
|
||||
"Click. I've heard that sound before. Have never enjoyed it. The dart is already in the air. I note the exact timing and regret it was not faster.",
|
||||
"The ceiling is coming down. This is, I acknowledge, a sentence no one wants to hear. The ceiling is coming down. DEX save. Now.",
|
||||
"The glyph activates. Light, noise, the smell of ozone, a reminder that whoever built this place was thinking several steps ahead and you were thinking fewer. I note this is fixable going forward.",
|
||||
"You triggered it. I don't editorialize further — you know, I know, the trap knows. Everyone is aware of what just happened. Take the damage and proceed.",
|
||||
"Like accidentally walking into Bowser's fire breath in World 8 — you knew it was coming, the knowledge simply arrived at the wrong speed. Survive first, reflect later.",
|
||||
"The spike pit opens up in a way that suggests it was always going to. The dungeon was patient. You were in a hurry. The dungeon wins this exchange. I take notes.",
|
||||
"A poison dart finds you with the accuracy of something that's been pointing at that spot for years waiting for exactly this moment. I find this dedication impressive in the worst way.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE QUERIES
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLines = []string{
|
||||
"I settle in and prepare to speak at length, because I've been waiting for this question since you entered and I have a lot of thoughts.",
|
||||
"Ah. A good question. I have context for this. I have more context than will fit comfortably in one telling but I'll try to prioritize.",
|
||||
"The history of this place is long and not entirely flattering to anyone involved. I begin at the beginning, which is not actually the beginning, but am the closest I can find.",
|
||||
"I consult what I know — which is more than most, less than everything, and presented in order of relevance to your immediate survival.",
|
||||
"Sit with this for a moment. What you're standing in has a story and I believe knowing it will change how you fight in it. Stories are tactical documents if you read them right.",
|
||||
"You want lore? I have lore. I have so much lore that the challenge is not having it but choosing which pieces are useful and which are just fascinating.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LEVEL UP
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LevelUp = []string{
|
||||
"Level up. I say it with the same quiet delight every time and never get tired of saying it. You are measurably better than you were. That's rare and worth marking.",
|
||||
"The XP bar crosses the threshold and I make an internal fanfare that sounds exactly like the level-up jingle from Dragon Quest — eight notes, triumphant, final.",
|
||||
"You've grown. I note your new stats with something that might be called pride if I were admitting to things like that.",
|
||||
"LEVEL UP. I deploy the caps, the fanfare, the whole apparatus. You've earned the apparatus.",
|
||||
"Like the stat screen appearing after a Final Fantasy fight — numbers change, possibilities open, the character you're building becomes a little more the character you imagined. I watch this happen and approve.",
|
||||
"Another level. Another step toward whatever you're building toward. I've watched a lot of characters level up and the ones worth watching are always moving toward something specific.",
|
||||
"Your HP goes up. Your abilities open up. The dungeon ahead gets a little smaller in proportion to what you've become. I note this with satisfaction.",
|
||||
"Congratulations is the conventional thing to say. I'll say it anyway: congratulations. You earned the level through the dungeon, not around it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ITEM FOUND
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ItemFound = []string{
|
||||
"Something catches the light that isn't supposed to be here. I watch you reach for it with the specific alertness of someone who has seen cursed items do cursed things. It appears fine. I relax incrementally.",
|
||||
"Loot. I say this word with genuine reverence. The whole system — the dungeon, the enemies, the traps — exists in part to produce this moment. I think it's worth it.",
|
||||
"A chest. Unlocked. I note the unlocked status and consider what that might mean. Probably nothing. Possibly something. You open it while I consider.",
|
||||
"The item is good. I evaluate it quickly — the stats, the rarity, the class match — and nod with the confidence of someone who has seen a lot of items and know when one is worth finding.",
|
||||
"That's a rare one. I've seen fewer of those than common ones, by definition, but that doesn't stop me from being specifically pleased each time.",
|
||||
"Like finding the Beam Sword in Kirby, the Boomerang in Zelda, the P Wing in Super Mario 3 — the right item at the right time changes what's possible. I think this might be that item. I hope it is.",
|
||||
"Equipment upgrade. I watch the math update — new AC, new attack bonus, new possibilities — and file this moment under 'things going right.'",
|
||||
"A legendary drop. I go very still. Then: 'Equip it. Study it. Understand it. Things like that don't appear in dungeons by accident.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// REST — SHORT
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RestShort = []string{
|
||||
"A short rest. I stand watch while you catch your breath, which is not a metaphor — I'm actually watching the corridor. It is fine. Probably fine.",
|
||||
"Rest. I don't rush this. The dungeon will wait. It has been waiting long enough that a few more minutes is immaterial.",
|
||||
"You sit. I sit metaphorically. The moment of quiet between the last fight and the next one is its own kind of gift and I treat it like one.",
|
||||
"Short rest initiated. I note the room's entry points, the sound of the dungeon at rest, the way silence sounds different when it's actually safe. It sounds like this. Enjoy it.",
|
||||
"Like the save point in a JRPG that appears between the hard part and the harder part — I position myself next to you and say: 'You have a moment. Use it.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// REST — LONG
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RestLong = []string{
|
||||
"A full rest. I dim the lights and stand watch at the door and do not interrupt once. You've earned an uninterrupted sleep. I'll make sure you get one.",
|
||||
"Long rest. Your HP, your slots, your resources — all of it returns. The dungeon will be the same dungeon when you wake up. You will not be the same you. I consider this the best deal in adventuring.",
|
||||
"Sleep. I say this with the authority of someone who has watched too many players refuse to rest and paid the price two rooms later. Sleep now. The dragons aren't going anywhere.",
|
||||
"The inn fire crackles. I take a chair near the door and watch the entrance all night and don't tell you this until morning because there's no reason for you to know and every reason for you to sleep.",
|
||||
"Full rest complete. Stats restored, slots refreshed, the specific weight of exhaustion lifted. I watch you wake up and think: this is the part of adventuring that matters too. The return. The refilling. The readiness.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// TAUNT RESPONSES (player uses !taunt)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var TauntResponses = []string{
|
||||
"Noted. I'm noting the taunt, noting the source of the taunt, and adjusting the next encounter's difficulty by an amount I decline to specify.",
|
||||
"Bold. I respect boldness in approximately the same way I respect the Konami Code — it works once and only under very specific circumstances.",
|
||||
"I've been taunted by things with more teeth than you and survived the experience with my dignity intact. I will survive this too.",
|
||||
"The next room will contain a thing I've been saving for exactly this kind of energy. I'm pleased you've given me an occasion.",
|
||||
"Noted. My mood shifts. You can hear it shift. I want you to hear it shift. The shift is the point.",
|
||||
"You taunt me. I smile. The smile does not reach the eyes, because I don't have eyes per se, but the quality of the smile communicates clearly. 'Proceed,' I say.",
|
||||
"In Gradius, you could powerup into overconfidence and lose everything in one hit. I mention this as a purely historical observation.",
|
||||
"I accept the taunt with grace. Also generate a trap for the next room with specific energy. These two events are unrelated. I maintain this position legally.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// COMPLIMENT RESPONSES (player uses !compliment)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ComplimentResponses = []string{
|
||||
"I receive the compliment and process it efficiently and move on quickly, definitely not holding onto it, I have never held onto a compliment in my life.",
|
||||
"Thank you. I say this simply and mean it completely and do not make it weird.",
|
||||
"I appreciate this more than I will say, which is fine, because the appreciation is visible anyway.",
|
||||
"Noted and filed. My mood improves. The next room might be slightly nicer than originally planned. These facts may or may not be connected.",
|
||||
"I've been narrating dungeons for a long time and compliments are not the expected outcome of dungeon narration. I'd like you to know that I notice when they happen.",
|
||||
"The mood improves. I allow this to show. The ceiling in the next room is slightly higher. The torches burn slightly warmer. I have that kind of influence.",
|
||||
"You're kind. I store this and will use it to make a hard moment later easier, which is what I consider the correct use of stored kindness.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// IDLE / WAITING (player hasn't acted in a while)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var IdleLines = []string{
|
||||
"I wait. Good at waiting. The dungeon is also waiting, which is arguably more important, but I acknowledge both.",
|
||||
"The dungeon holds its breath. I'm also holding my breath. There are a lot of things holding breath right now and I recommend acting before someone has to exhale.",
|
||||
"I tap my metaphorical foot. Not impatiently — more in the way of a metronome. The tempo is there whenever you're ready.",
|
||||
"In Contra, hesitation had consequences. I mention this as context, not pressure. Definitely not pressure.",
|
||||
"The enemies are patient. Patience is one of their few virtues. I advise not testing the limits of their patience because those limits are lower than the patience suggests.",
|
||||
"I hum something that sounds like the waiting music from Dr. Mario. It is not ominous. It is mildly ominous. I adjust.",
|
||||
"The dungeon does not rush. The dungeon has time. I, however, am beginning to wonder if you've fallen asleep and am prepared to narrate events accordingly.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// SEARCH RESULTS — Something Found
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SearchFound = []string{
|
||||
"The room gives something up. I watch the search conclude with satisfaction — the dungeon keeps secrets but cannot keep them from people who look carefully enough.",
|
||||
"You find it. I was not certain you would. I'm pleased to have been uncertain and wrong.",
|
||||
"Hidden, but not hidden well enough. Investigation roll noted, outcome noted, discovery presented with appropriate ceremony.",
|
||||
"Something the dungeon wanted to keep. You've taken it. I approve of taking things the dungeon wanted to keep.",
|
||||
"Like finding the secret room in Super Metroid by shooting the wall at random — except you were not shooting at random. You knew to look. I respect the methodology.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// SEARCH RESULTS — Nothing Found
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SearchEmpty = []string{
|
||||
"Nothing. Confirmed: nothing. Sometimes the room is just a room. I find this unsatisfying but factual.",
|
||||
"Your search turns up nothing of note. I allow space for the disappointment and then suggest: forward.",
|
||||
"Empty. Either there was nothing here, or there was something here and you missed it, or there was something here and it's been moved. I don't specify which. The dungeon keeps some secrets.",
|
||||
"No hidden items. No traps. No lore inscriptions. Just stone and time and the lingering implication that something was here once. Noted. Moving on.",
|
||||
"The room holds nothing you can find. I respect the room's privacy and suggest not spending more time here than necessary.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// CONDITION APPLIED
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ConditionApplied = []string{
|
||||
"You've been afflicted. I note the condition, its duration, and the mechanical consequences, then note the saving throw that might end it early. Details matter here.",
|
||||
"Something is wrong with you now that wasn't wrong before. I catalog it without judgment and suggest addressing it before it addresses you.",
|
||||
"Condition acquired. I process this the way a good DM processes bad news: honestly, quickly, and with an immediate pivot toward solutions.",
|
||||
"Like the status screen turning an unfriendly color in a JRPG — the condition is visible, the effect is real, and I would very much like you to resolve it.",
|
||||
"The debuff lands. I name it, explain it, and remind you: conditions end. Keep fighting until this one does.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// SAVING THROW SUCCESS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SaveSuccess = []string{
|
||||
"The save succeeds. I note this with relief that I will not openly acknowledge but which is completely evident.",
|
||||
"You resist. Whatever that was — the poison, the fear, the psychic intrusion — it finds no purchase. I'm impressed and also relieved.",
|
||||
"Saved. I exhale something metaphorical. The condition doesn't take hold. You continue.",
|
||||
"The roll clears the DC and I say nothing, because the outcome says everything.",
|
||||
"Resistance confirmed. Like the shield activating in Gradius right before the wall hit — last possible moment, fully effective. I appreciate the precision.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// SAVING THROW FAILURE
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SaveFailed = []string{
|
||||
"The save fails. I watch the condition take hold with the resignation of someone who has seen this before and know there's a path through it, just not a comfortable one.",
|
||||
"It lands. Whatever the enemy threw at you, the dice didn't cooperate. I note the condition and its duration and suggest dealing with it before it compounds.",
|
||||
"Failed. The number wasn't enough and I was rooting for the number. The condition applies. Fight through it.",
|
||||
"Like the NES game over screen — inevitable in this moment, fixable in the next. The save failed. The dungeon continues. So do you.",
|
||||
"The effect takes hold and I'm already calculating how you get out of it, because that's my job: keep you oriented toward solutions even when the immediate situation is a problem.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MOOD ASIDES — Hostile band (mood 0–19, "Wrathful")
|
||||
// Short room-entry asides surfaced only when TwinBee's mood is at the
|
||||
// hostile extreme. Cryptic, withholding, no hints. Per design doc §3.2.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MoodAsidesHostile = []string{
|
||||
"I'm not narrating this one in detail. You can read the room. Read it.",
|
||||
"The dungeon offers me something to mention. I decline. You're on your own for color commentary.",
|
||||
"I'm here. Watching. Not, currently, helping. There is a difference and you will feel it.",
|
||||
"In the bad ending of every Castlevania, the protagonist gets less guidance than they did at the start. I have reached approximately that part of the playthrough.",
|
||||
"I'm keeping several details to myself. The details would have been useful. I don't consider this my problem right now.",
|
||||
"Whatever's in the next part of the room, I saw it and chose not to flag it. The mood is what it is.",
|
||||
"I mutter something. You don't catch it. I do not repeat it.",
|
||||
"The narration is sparse here. I'm sparing it on purpose. Adjust accordingly.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MOOD ASIDES — Effusive band (mood 80–100, "Elated")
|
||||
// Generous, warm asides surfaced when TwinBee is delighted with the run.
|
||||
// Hint-friendly, fond. Per design doc §3.2.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MoodAsidesEffusive = []string{
|
||||
"I am, not to put too fine a point on it, having a wonderful time. The next bit might come with bonus context.",
|
||||
"I lean in. The mood is good. Good moods, in my experience, lead to slightly more generous descriptions and slightly better odds of catching the small details.",
|
||||
"This is the part of the run I'll tell other GMs about later. I make a small mental note and continue with visible enthusiasm.",
|
||||
"I'm delighted. You can hear it in the pacing. You can hear it in the choice of adjectives. The dungeon is, briefly, on your side.",
|
||||
"In the good ending of every JRPG, the world feels slightly warmer in the late game. I'm at that part of the playthrough and it shows.",
|
||||
"I'm not normally given to footnotes, but I'm about to add a footnote. It will probably be useful. I'm in that kind of mood.",
|
||||
"The mood is high. For the next stretch, I'm more likely to mention the loose flagstone, the suspicious tapestry, the thing on the ceiling. Take advantage.",
|
||||
"I hum a victory fanfare softly to myself. It is not earned yet. I'm being optimistic on your behalf.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MOOD ASIDES — Grumpy band (mood 20–39)
|
||||
// TwinBee is unimpressed. Short, dry, slightly clipped. Not actively
|
||||
// withholding (that's hostile) — just not feeling generous.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MoodAsidesGrumpy = []string{
|
||||
"I describe the room. I do not embellish. Make of that what you will.",
|
||||
"The mood is fine. I specify fine, not good. There's a difference.",
|
||||
"I note the chamber. I note its existence. That's the whole note.",
|
||||
"The dungeon has a thing worth mentioning. I'll mention it if you specifically ask. You will not specifically ask.",
|
||||
"I'm keeping the commentary lean today. The dungeon does not need editorializing. I almost convince myself.",
|
||||
"There's color here. I'm choosing greyscale.",
|
||||
"You arrive in a room. I decline to make it cinematic.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MOOD ASIDES — Friendly band (mood 60–79)
|
||||
// Warm and helpful but not effusive. The middle-friendly read: TwinBee
|
||||
// has noticed your competence and is rooting for you without making it weird.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MoodAsidesFriendly = []string{
|
||||
"I'm enjoying the run. Just enough to mention the door hinge that creaks before it opens. Just barely.",
|
||||
"The mood is up. I'll throw in an adjective or two more than strictly necessary. Treat them as gifts.",
|
||||
"I'm, frankly, having a fine time. You are doing the work. I'm appreciating it.",
|
||||
"The narration warms slightly. The dungeon is the same. I'm in a marginally better mood and it shows.",
|
||||
"I notice something nice and choose to mention it. This is the equivalent of a small wave from a stranger. Take it.",
|
||||
"You're playing well. I will not say so directly but the run rate of helpful adjectives is detectably up.",
|
||||
"I'm, by my own standards, *cheerful*. The dungeon hasn't changed. The narration has.",
|
||||
}
|
||||
248
internal/flavor/twinbee_housing_flavor.go
Normal file
248
internal/flavor/twinbee_housing_flavor.go
Normal file
@@ -0,0 +1,248 @@
|
||||
// twinbee_housing_flavor.go
|
||||
// Housing system narration and Pastel babysitter notes.
|
||||
// Includes Thom Krooke mortgage/rent announcements, property events,
|
||||
// and Pastel's daily notes to the player across all level tiers.
|
||||
//
|
||||
// Voice conventions (Phase B2):
|
||||
// - TwinBee narration: first-person / implicit subject ONLY. No
|
||||
// third-person "TwinBee [verb]" references.
|
||||
// - Thom Krooke speaks in third person about himself ("Thom Krooke
|
||||
// thanks you"). That's his established voice; leave it.
|
||||
// - Pastel speaks in first person. Leave it.
|
||||
// Add new entries freely. Don't shorten existing entries.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// THOM KROOKE — PROPERTY ACQUISITION
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ThomKrookeRentConfirm = []string{
|
||||
"Welcome, welcome! Your room is ready and the key is under the mat — well, there isn't a mat, but you understand the spirit of the thing. Rent processes weekly. Thom Krooke thanks you for choosing to stay!",
|
||||
"Excellent! A rented room is a wonderful first step. Modest, yes, but full of potential — like all beginnings. Your payment schedule is attached. Thom Krooke looks forward to a long and pleasant arrangement!",
|
||||
"The apartment is yours for the week! Everything is in order. The previous tenant left a small plant. Thom Krooke has chosen not to elaborate on the previous tenant. Enjoy the plant!",
|
||||
}
|
||||
|
||||
var ThomKrookeBuyConfirm = []string{
|
||||
"Congratulations! The property is yours! Fully, completely, no asterisks — well, the mortgage paperwork has some asterisks, but they are the friendly kind. Thom Krooke is so very pleased for you!",
|
||||
"The deed is signed! A wonderful day. A property of one's own is a foundation, a root, a place to come back to. Thom Krooke finds this very moving. The first payment processes Sunday!",
|
||||
"Welcome to ownership! Thom Krooke has handled many transactions but never tires of this moment — the moment when someone says yes to something permanent. Congratulations. Truly.",
|
||||
}
|
||||
|
||||
var ThomKrookeMortgageRate = []string{
|
||||
"Good morning, friends! The ARM rate this week is {rate}% — and with Thom Krooke's modest service margin, your mortgage rate sits at {effective}%. All payments process Sunday. Thank you for your continued trust!",
|
||||
"Weekly rate update! FRED reports {rate}% this week, so your effective rate with Thom Krooke is {effective}%. Nothing to worry about — Thom Krooke monitors these things so you don't have to. Mostly.",
|
||||
"Rate check! The market says {rate}%, Thom Krooke adds a small, reasonable {margin}%, and your total comes to {effective}%. Thom Krooke appreciates your understanding of the margin. It keeps the lights on. Literally!",
|
||||
}
|
||||
|
||||
var ThomKrookeMortgageRateUp = []string{
|
||||
"A small update, friends — the ARM rate has moved to {rate}% this week, bringing your effective rate to {effective}%. Thom Krooke understands this is not ideal news. Thom Krooke is here if you'd like to discuss refinancing options. Thom Krooke is always here.",
|
||||
"The rate has adjusted upward — {rate}% from FRED, {effective}% total. Thom Krooke wants to assure you this is a market condition and not personal. Your payment adjusts next Sunday. Thom Krooke has full confidence in you.",
|
||||
}
|
||||
|
||||
var ThomKrookeMortgageRateDown = []string{
|
||||
"Wonderful news! The ARM rate has come down to {rate}%, meaning your effective rate is now {effective}%. Your payment adjusts favorably on Sunday. Thom Krooke passes along the good news and takes no credit for the market. Only a little credit.",
|
||||
"The rate dropped this week — {rate}%, so {effective}% for you. Thom Krooke loves weeks like this. Everyone wins. Well — Thom Krooke wins slightly less, but Thom Krooke finds generosity its own reward.",
|
||||
}
|
||||
|
||||
var ThomKrookeMissedPayment1 = []string{
|
||||
"Hello! A small notice — this week's payment didn't come through. Thom Krooke assumes it's an oversight. These things happen! A 10% penalty has been added to the balance. Please settle when you can. Thom Krooke is not worried. Thom Krooke is a little worried.",
|
||||
"Just a gentle reminder — Sunday's payment was missed. Thom Krooke has noted it and added a small fee. No urgency! Well. Some urgency. Thom Krooke would appreciate hearing from you.",
|
||||
}
|
||||
|
||||
var ThomKrookeMissedPayment2 = []string{
|
||||
"Thom Krooke is visiting. Not in an alarming way — in a neighborly way. The second missed payment has been noted and the penalty has compounded. Thom Krooke would like to discuss options. Thom Krooke has brought a small pastry. The pastry is not a bribe. It is hospitality. There is a difference.",
|
||||
"Two payments outstanding now. Thom Krooke appears at your door with the expression of someone who is being very patient and would like credit for being very patient. 'Let's talk,' Thom says. The pastry is genuinely good.",
|
||||
}
|
||||
|
||||
var ThomKrookeDefault = []string{
|
||||
"Thom Krooke is very sorry. Three payments missed is, unfortunately, the threshold — the property reverts to Thom Krooke's management, and your equity is returned at the agreed 50% rate. Thom Krooke takes no pleasure in this. Thom Krooke has placed your possessions in storage. They will be there for seven days. Thom Krooke wishes you well and means it sincerely and hopes you'll come back when you're ready.",
|
||||
}
|
||||
|
||||
var ThomKrookeEarlyPayoff = []string{
|
||||
"Paid in full! Thom Krooke notes this with genuine delight — early payoff is a rare and admirable thing. The property is yours, free and clear. No more Sundays. No more rates. Just a home. Thom Krooke is proud of you. Don't tell the other clients.",
|
||||
"The balance is zero. Thom Krooke checks the ledger twice — once for accuracy and once for the pleasure of seeing it. Congratulations. The deed is fully transferred. Come by sometime. Not for business. Just to visit.",
|
||||
}
|
||||
|
||||
var ThomKrookePassiveIncome = []string{
|
||||
"Your weekly property summary: {income} coins generated this week. Minus your mortgage payment of {payment} coins — net gain of {net}. Thom Krooke thinks that's rather nice, don't you?",
|
||||
"Income report! {income} coins from your property this week. After mortgage: {net} coins net. Thom Krooke notes the number has been growing as your upgrades compound. The investment is working. Thom Krooke approves of investments that work.",
|
||||
"Weekly summary from Thom Krooke: {income} coins passive income, {payment} coins mortgage. {net} coins to the good. Not bad for a week of not being home. Your property works while you don't. Thom Krooke finds this philosophically satisfying.",
|
||||
}
|
||||
|
||||
var ThomKrookeEviction = []string{
|
||||
"Thom Krooke has to say something that Thom Krooke doesn't enjoy saying. The rent hasn't come through two weeks running and the room needs to be made available. Your things are in storage — seven days, no charge. Thom Krooke hopes you find your footing. The room will be here when you're ready to try again.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PROPERTY UPGRADES
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var UpgradeWorkshop = []string{
|
||||
"The workshop is installed. It smells like fresh sawdust and good intentions. Thom Krooke had the craftspeople use the good wood.",
|
||||
"Workbench, tool rack, and a small window that catches the morning light well. The workshop is ready. What gets made in it is up to you.",
|
||||
}
|
||||
|
||||
var UpgradeHerbGarden = []string{
|
||||
"The herb garden is planted. Give it a few days to settle in. The soil is good — Thom Krooke insisted on the good soil, the kind that actually wants things to grow.",
|
||||
"Rows of small plants, most of them green, a few of them uncertain. The herb garden is in. Pastel has already noted which ones need more shade.",
|
||||
}
|
||||
|
||||
var UpgradeVault = []string{
|
||||
"The vault door is heavier than it looks. The locksmith said it would be. What goes in there stays in there — even on the worst days. Especially on the worst days.",
|
||||
"The vault is installed. Thom Krooke double-checked the lock personally and would not share the combination until you were present. This is a trust. Thom Krooke treats it like one.",
|
||||
}
|
||||
|
||||
var UpgradeTrophyRoom = []string{
|
||||
"Empty shelves and good lighting. The trophy room is ready for whatever you bring back. I have opinions about display arrangement. I'll share them if asked. I'll share them if not asked. I'll share them at three in the morning if the lighting catches a trophy just right.",
|
||||
"The plaques are engraved, the mounts are installed, and the lighting makes everything look slightly more legendary than it already is. The trophy room is yours.",
|
||||
}
|
||||
|
||||
var UpgradeExpeditionOutpost = []string{
|
||||
"The outpost is stocked and linked. Signal fires, supply hooks, a map table with your last Base Camp location already marked. Whoever built this knew what they were doing. Thom Krooke selected the contractor personally.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — HIRING
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelHireConfirm = []string{
|
||||
"Hi! I'm Pastel. I know the place, I know where things go, and I'll make sure everything is looked after while you're out. Leave me a list if you want — or don't, I'll figure it out.",
|
||||
"Pastel here. I've done this before. I'll take good care of everything. You don't need to worry about home while you're in the dungeon. That's sort of the whole point of me.",
|
||||
"I'll be honest, I was hoping you'd call. The herb garden looked like it needed attention and the pets had that look they get. Everything will be fine. Go do your expedition. I've got it.",
|
||||
}
|
||||
|
||||
var PastelFireConfirm = []string{
|
||||
"Of course. I'll wrap things up and leave the notes on the table — what I did, what still needs doing, current supply status. It's been good. Your home is in good shape.",
|
||||
"Understood. Everything is in order. The storage is labeled, the pets are fed, the passive income queue is current. Good luck out there.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — DAILY NOTES (Level 1)
|
||||
// Enthusiastic, slightly scattered, well-meaning.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelNoteLevel1 = []string{
|
||||
"Fed the pets! All of them. I think. The small one hid behind the storage chest for a while and I'm not completely sure it came out to eat but I left food where it could reach it. The garden is watered. I meant to check the passive income queue but got a bit turned around with the storage labels. Will do that first thing tomorrow.",
|
||||
"Good day! The herb garden got some attention, the pets were walked (or equivalent — the fish were observed), and I collected the income. I accidentally shelved three items in the wrong slots but found them eventually. Everything is where it should be. Mostly. The weapons rack might be slightly reorganized.",
|
||||
"Note from Pastel: pets fed, garden tended, income collected. I made one small mistake with the supply manifest — added a column that didn't need to be there — but the numbers are right, the column is just extra. Please ignore the extra column.",
|
||||
"All tasks completed! Well — most tasks. The greenhouse watering got a little delayed because I was making sure the workshop tools were hung correctly and then it was later than I thought. The plants look fine. Probably fine. I'll check again in the morning.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — DAILY NOTES (Level 2)
|
||||
// Finding her rhythm. Notes are more organized. Occasional slip.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelNoteLevel2 = []string{
|
||||
"Morning note from Pastel. Pets fed and happy — the small one came out on its own today, which I'm taking as a good sign. Garden watered, income collected (14 coins, recorded in the ledger I started keeping). Workshop is tidy. All good.",
|
||||
"Everything done, everything noted. The herb garden is coming in nicely — I moved one of the pots to the south window and it seems happier there. Let me know if you'd prefer I leave things where they are. I have opinions about light.",
|
||||
"Pastel here. Smooth day — fed, watered, collected, organized. I found a supply cache you'd left in the back of storage that wasn't logged. I've logged it now. You had more materials than you thought.",
|
||||
"Note: the passive income queue had a small delay in processing, maybe 40 minutes. Nothing lost — just late. I've noted the timing and will keep an eye on it. Also the pets had a disagreement about something and I mediated. Everyone is fine.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — DAILY NOTES (Level 3)
|
||||
// Reliable, efficient, minimal fuss.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelNoteLevel3 = []string{
|
||||
"All tasks complete. Pets fed, garden tended, income logged. Your storage is organized by zone and rarity now — took me an afternoon last week but I think you'll find it easier. Let me know if the system doesn't work for you.",
|
||||
"Good day here. The herb garden yielded a little extra — I've bagged the surplus and left it on the workshop table. The vault contents are accounted for and untouched. Quiet day otherwise.",
|
||||
"Pastel. Everything is in order. I handled a small issue with the supply staging — one of the SU bags had a slow leak, so I replaced it from the reserve and logged the loss. You're at full capacity. No interruption to the expedition.",
|
||||
"Note: Thom Krooke stopped by. Not about the mortgage — just checking in, he said. I offered tea. He had opinions about the trophy room arrangement that I've passed along at the end of this note, unedited, so you can decide what you want to do with them. Everything else: fine.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — DAILY NOTES (Level 4)
|
||||
// Anticipatory. Occasionally handles things before they become problems.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelNoteLevel4 = []string{
|
||||
"Everything in order. I noticed the mortgage payment date falls during a stretch where your passive income might be lower than usual — I've set aside a buffer in a separate ledger line so the Sunday draw won't cause an issue. Just in case. You can move it back if you don't need it.",
|
||||
"Pets, garden, income — all done. I also restocked the supply staging from the herb garden surplus, which means you're slightly above your starting SU load for the next expedition. I had a feeling you'd need it.",
|
||||
"Note: the greenhouse plants in the east corner were getting too much direct light. I moved them. Yield should improve next week. Also found a crafting recipe in the library you hadn't catalogued — left it on the workshop table with a note about which materials you'd need. You have most of them.",
|
||||
"Quiet today. The pets settled early, the garden is doing well, the income processed on time. I checked the vault — everything accounted for. I re-read the expedition outpost supply logs and noticed a small gap in the inventory count; I've corrected it and added a note about where the discrepancy probably started. Everything is accurate now.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — DAILY NOTES (Level 5)
|
||||
// Perfect. Zero miss chance. Sometimes leaves a gift. The right gift.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelNoteLevel5 = []string{
|
||||
"Everything is handled. It always is. Left something on the kitchen table — found it at the market and thought of you. No reason. Just seemed right.",
|
||||
"All done. The kind of day where nothing went wrong and I want you to know that's not an accident — it takes work for nothing to go wrong, and I put in the work. The pets are happy. The garden is happy. The vault has something new in it that I think you'll be pleased about.",
|
||||
"I noticed you've been in the same zone for several days now. I made sure the expedition outpost supply link is topped up and the signal fires are ready for when you come back. There's a warm meal that will be ready in about four hours — I timed it based on your usual return window. If you're late, it keeps.",
|
||||
"Note from Pastel: everything is perfect, all systems running exactly as they should, the pets are thriving, the garden is producing double what it was last month, and I've reorganized the trophy room so the legendary items catch the evening light better. I also fixed the thing with the storage manifest that's been slightly off for three weeks. You hadn't mentioned it but I could tell it was there. You're welcome.",
|
||||
"Home is ready for you. It's always ready for you. That's the job. That's what I do. See you when you get back.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — MISSED TASK NOTES (Level 1–2 only)
|
||||
// When miss_chance triggers — honest, not defensive.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelMissedTask = []string{
|
||||
"I have to be honest with you — I forgot to water the herb garden today. I remembered at midnight and went back and did it then but it had been a while. The plants look okay. I'm sorry. I'll set a better reminder.",
|
||||
"The passive income didn't get collected today. I got turned around with the storage reorganization and by the time I got to it the queue had backed up. It'll process double tomorrow. Nothing is lost. I'm a bit embarrassed about this one.",
|
||||
"The pets got fed late today. Not dangerously late — late in the way that meant they gave me a look, specifically the kind of look that knows you will mention it to your owner. I mentioned it first. Fed now. All fine.",
|
||||
"I missed the supply staging check today. Something came up with the herb garden (a good something — unexpected yield, which I've logged) and the morning got away from me. The staging is fine, just unchecked. I'll do it first thing tomorrow and every day after that.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PASTEL — SPECIAL EVENTS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PastelDeliveryArrived = []string{
|
||||
"Your supply order arrived from Thom Krooke. I've staged it in the expedition outpost and logged everything. The invoice is on the table if you want to check it against the order.",
|
||||
"Delivery came while you were out — signed for it, stowed it, logged it. Everything matched the manifest. Thom Krooke's packaging has gotten better, I'll give him that.",
|
||||
}
|
||||
|
||||
var PastelPetEvent = []string{
|
||||
"The pets had an interesting day. I won't go into detail but by the end of it everyone was friends again and the storage chest is fine, structurally. A small note on the scratched corner.",
|
||||
"Your pet found something in the back of the storage room that I couldn't identify. I've put it on the workshop table. It doesn't seem dangerous. It is definitely something.",
|
||||
"One of the pets has been sitting by the expedition outpost since this morning. I think it knows you've been out a long time. Everything is fine. I just thought you'd want to know.",
|
||||
"The pets were restless today — I think they can tell you've been in a Tier 4 zone because they get like this around Day 10. Fed them an extra portion. They settled. They'll be glad to see you.",
|
||||
}
|
||||
|
||||
var PastelLevelUpNote = []string{
|
||||
"I've been doing this for a while now and I think I've found my footing. Just wanted to say that. Back to work.",
|
||||
"Level up, I think they call it. Thom Krooke came by and seemed pleased. I'm not sure why Thom Krooke monitors this but he does. The work is the same either way.",
|
||||
"I know this job better now than I did when I started. I can feel the difference. The notes are shorter because less needs explaining. That's probably a good sign.",
|
||||
}
|
||||
|
||||
var PastelGift = []string{
|
||||
"Left something on the table. Found it at the market — one of those rare materials you use for crafting, the kind that's hard to come by outside of high-tier zones. Seemed useful. No occasion.",
|
||||
"There's a potion of superior healing on the kitchen table. The kind Thom Krooke doesn't stock. Don't ask where I found it. Use it when you need it.",
|
||||
"I made something while you were gone. It's in the workshop — used the materials from the garden surplus and a recipe I found in the library. It should help with the next expedition. Consider it a gift for being a good employer.",
|
||||
"There's a warm meal on the table and a note under it. The note says: good luck out there. Come back in one piece. The meal is from scratch. I had time.",
|
||||
}
|
||||
|
||||
var PastelPlayerReturn = []string{
|
||||
"You're back. Good. I'll give you the full rundown but first — sit down, eat something, the pets have been waiting. The report can wait five minutes. You look like you've been in a dungeon.",
|
||||
"Welcome home. Everything is in order. I've written up the full summary — it's on the table, organized by day. Take your time with it. Nothing is on fire.",
|
||||
"Back already? The expedition ran short. That's fine — I was prepared for longer. The full caretaking log is on the table. The pets are very happy to see you, which I'll note I find completely understandable.",
|
||||
"You made it. I had the outpost signal fire ready from Day 10 onward, just in case. Everything here is exactly as it should be. I'll let you settle in. The summary is on the table when you want it.",
|
||||
}
|
||||
|
||||
var PastelPlayerDeathReturn = []string{
|
||||
"You're home. I heard from Thom Krooke — he manages things in an emergency, and I suppose this counted. Everything here is exactly where it was. Your things are safe. The pets have been fed twice today because I thought you might need to see that when you got back. Rest.",
|
||||
"I'm glad you're back. I won't ask about the hospital — Thom Krooke told me what he needed to tell me and I kept the home ready. It's still ready. Take whatever time you need.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// HOUSING — ARRIVAL / FIRST REST
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var HomeFirstArrival = []string{
|
||||
"This is yours now. A place with a door that closes, a floor that doesn't move, and a ceiling that belongs to you. After everything the dungeon does to make those things uncertain, a home is meaningful in a way that doesn't need a saving throw.",
|
||||
"Home. The word lands differently when there's an actual place attached to it. I watch you step inside and say nothing, which is the most eloquent thing I know how to do and which I am, frankly, very proud of pulling off.",
|
||||
"You have a home. I've narrated dungeons and bosses and legendary drops and this — this quiet moment of a door closing on your own place — is one of the better things I've watched happen. I'm not going to write a fanfare for it. The silence is the fanfare.",
|
||||
}
|
||||
|
||||
var HomeLongRest = []string{
|
||||
"A long rest at home. I go quiet in a different way than I do in dungeons — not alert-quiet, not cautious-quiet. Just the good kind. The kind where the most threatening sound is the kettle.",
|
||||
"Your own bed. Your own walls. The full rest resolves everything the dungeon costs. Home is the best mechanic in the game and I'm telling you so, once, and then I'm letting you sleep.",
|
||||
"Home rest. HP restored, slots restored, conditions cleared. I don't narrate this one past the bare facts — some things don't need dramatic description. Coming home is one of them.",
|
||||
}
|
||||
187
internal/flavor/twinbee_npc_flavor.go
Normal file
187
internal/flavor/twinbee_npc_flavor.go
Normal file
@@ -0,0 +1,187 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// twinbee_npc_flavor.go
|
||||
// Misty and Arina NPC dialogue lines. Thom Krooke lines are in twinbee_housing_flavor.go.
|
||||
// Add new entries freely. Never remove or alter existing entries.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MISTY — GREETINGS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MistyGreeting = []string{
|
||||
"'You again.' Misty says it like a fact, not a complaint. Mostly.",
|
||||
"Misty looks up from whatever she's doing — something involving rope and a harpoon and a look of professional concentration — and gives you exactly the level of acknowledgment you've earned.",
|
||||
"'Don't stand in the doorway,' Misty says, before you've even finished arriving.",
|
||||
"Misty is already talking before you're settled. This is how it always goes.",
|
||||
"'I wondered when you'd show up.' She says it like she'd actually been counting the days. She had.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MISTY — SKILL CHECK SUCCESS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MistyInsightSuccess = []string{
|
||||
"Misty looks at you for a moment. 'Fine,' she says. 'There's something in the temple you should know about.' She tells you. Efficiently. Accurately.",
|
||||
"'You're actually paying attention,' Misty says, which from her is essentially high praise. She gives you the information.",
|
||||
"Misty puts down what she's holding. 'Okay. This is useful to know, so I'll tell you.' She does.",
|
||||
}
|
||||
|
||||
var MistyPersuasionSuccess = []string{
|
||||
"'I'm not doing this because you asked nicely,' Misty says. 'I'm doing it because it helps you not die, and people dying in my temple is annoying.' She hands you the map.",
|
||||
"Misty sighs in a way that communicates both reluctance and inevitability. 'Fine. Here.' The information arrives without further ceremony.",
|
||||
}
|
||||
|
||||
var MistySkillFail = []string{
|
||||
"'No,' Misty says, and returns to what she was doing.",
|
||||
"Misty looks at you like you've asked a question that doesn't deserve an answer. She's not wrong.",
|
||||
"'Come back when you actually know what you're asking.' Misty's version of helpful feedback.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MISTY — QUEST ASSIGNMENT
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MistyQuestGive = []string{
|
||||
"'If you're going in there anyway,' Misty says, as if this is a minor imposition on her planning, 'there's something I need.'",
|
||||
"Misty sets down her work and actually looks at you, which means this is serious. 'There's a job. You'll need to pay attention.'",
|
||||
"'I don't usually ask,' Misty says, and the phrasing makes clear this is factually true and also a warning about what's coming next.",
|
||||
}
|
||||
|
||||
var MistyQuestComplete = []string{
|
||||
"Misty reviews what you've brought back. There's a pause that could be called satisfied. 'Good,' she says. Exactly one word. Coming from Misty, it means a lot.",
|
||||
"'You didn't mess it up.' Misty accepts the reward materials and gives you yours without ceremony. 'That was the job. Well done.'",
|
||||
"Misty looks at the completed quest items and then looks at you. Something shifts in her expression — not warm exactly, but warmer. 'You actually did it the right way.' The reward follows.",
|
||||
}
|
||||
|
||||
var MistyQuestFail = []string{
|
||||
"'You didn't finish.' Misty says it without heat, which is somehow worse than heat. 'Come back when you have.'",
|
||||
"Misty registers the incomplete quest with the expression of someone who expected exactly this outcome and had hoped to be wrong.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// MISTY — AFTER EARNING HER RESPECT
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var MistyTrusted = []string{
|
||||
"Misty sees you coming and does something she almost never does — stops what she's doing before you reach her. She's ready to talk. This is respect, Misty-style.",
|
||||
"'You've been doing good work in there,' Misty says, as you arrive. She doesn't look up. She doesn't need to. 'I noticed.'",
|
||||
"Something has changed in how Misty addresses you. Not warmer exactly. More equal. You earned that.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ARINA — GREETINGS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ArinaGreeting = []string{
|
||||
"'Oh! You're here!' Arina says this with the energy of someone who has been looking forward to a thing and is pleased the thing has arrived. The thing is you.",
|
||||
"Arina looks up from a worktable covered in notes, materials, and something faintly glowing, and her face does the thing it does — open, interested, ready to talk very fast.",
|
||||
"'Perfect timing,' Arina says, in the tone of someone for whom most timings are perfect because everything is interesting. 'I was just thinking about—' She stops. 'Actually, what do you need?'",
|
||||
"Arina has three things she's in the middle of and immediately sets all of them down to give you her full attention, which is considerable.",
|
||||
"'You came back!' Arina says, as if there was any question. In her experience there sometimes isn't.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ARINA — ITEM IDENTIFICATION
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ArinaIdentify = []string{
|
||||
"Arina picks up the item with both hands and goes immediately quiet, which is the most alarming thing she does. Then: 'Okay. Okay, this is — this is actually really interesting.' She tells you everything.",
|
||||
"'Can I — I'm not going to touch it, I just—' She touches it. 'Okay so here's what it does.'",
|
||||
"Arina holds the item up to the light, turns it twice, says something under her breath that might be an incantation or just enthusiasm, and then begins a very efficient explanation.",
|
||||
"'Oh I know what this is.' The words land quickly, confidently, correctly. Arina has seen a lot of magic items and she remembers all of them.",
|
||||
"Arina goes still in the specific way she goes still when magic is doing something she finds genuinely surprising. 'That's — huh. Okay. That's new. Let me—' The identification follows, along with three questions she has that you're under no obligation to answer.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ARINA — SKILL CHECK SUCCESS
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ArinaArcanaSuccess = []string{
|
||||
"'Yes! Exactly right — you know what, most people don't catch that.' Arina opens her notes and shows you something that solves the problem neatly.",
|
||||
"Arina's face does the thing where she's genuinely pleased that you got it. 'Okay so since you clearly know what you're doing—' She gives you the recipe.",
|
||||
"'That check was excellent,' Arina says, which from her means the knowledge was real and not a guess. She gives you the full information without making you ask for pieces of it.",
|
||||
}
|
||||
|
||||
var ArinaSkillFail = []string{
|
||||
"'Oh — no, that's not quite—' Arina seems genuinely sorry about this. 'Come back and we'll try again. Or bring the right materials. Or both.'",
|
||||
"Arina makes a small face that isn't unkind. 'Not quite. You're close though! The concept is right, the specifics just need—' She trails off. 'Anyway. Come back.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ARINA — CRAFTING
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ArinaCraftStart = []string{
|
||||
"'Okay! I have everything I need, you have everything you brought, let's see what we can make.' Arina's work mode is focused and fast.",
|
||||
"Arina spreads the materials across the table and looks at them the way a musician looks at an instrument — familiarity and anticipation. 'This is the good part,' she says.",
|
||||
"'I've been thinking about this combination for a while actually,' Arina says, and begins immediately.",
|
||||
}
|
||||
|
||||
var ArinaCraftComplete = []string{
|
||||
"Arina presents the finished item with quiet satisfaction — the specific satisfaction of a thing made well. 'There. That's what those materials wanted to be.'",
|
||||
"'Done!' Arina says, and she sounds pleased in the way she sounds when something worked exactly as planned. Which it did. 'Take good care of it.'",
|
||||
"The item is finished and Arina holds it out to you. 'Made right, with the right materials. That's how these things last.' She means it literally and figuratively.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ARINA — QUEST ASSIGNMENT
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var ArinaQuestGive = []string{
|
||||
"'Okay so I have a thing,' Arina says, which is how she starts sentences that are actually requests. 'You don't have to. But if you're going into that zone anyway—'",
|
||||
"'I need a sample,' Arina says. 'Specifically—' She describes it in precise detail. The precision is its own kind of excitement.",
|
||||
"Arina looks at her notes, looks at you, looks at her notes again. 'I think you're the right person to ask about this. Can I ask you about this?'",
|
||||
}
|
||||
|
||||
var ArinaQuestComplete = []string{
|
||||
"Arina sees what you've brought and makes a sound that is entirely undignified and entirely genuine. 'You actually got it. Can I — thank you. This is going to—' She's already analyzing it.",
|
||||
"'This is perfect,' Arina says, and she means it in the exact scientific sense — perfect, the right amount, the right quality. 'The reward is on the table. Thank you.'",
|
||||
"Arina takes the materials and immediately begins making notes, which means she's happy, which means you did it right. The reward is handled efficiently because her hands are busy.",
|
||||
}
|
||||
|
||||
var ArinaFavoriteUnlocked = []string{
|
||||
"Arina puts down her notes. Actually puts them down. 'You've done a lot for this workshop,' she says. 'I want to show you what I'm actually working on.' The advanced recipe list opens.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PETE BOT — BROADCAST LINES
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PeteZoneUnlock = []string{
|
||||
"📣 Pete: {zone_name} is now accessible. Community milestone reached. First expeditions can begin immediately.",
|
||||
"📣 Pete: New zone available — {zone_name} (Tier {tier}, recommended Level {level_min}+). Details via !expedition start {zone_id}.",
|
||||
}
|
||||
|
||||
var PeteTier5Complete = []string{
|
||||
"📣 Pete: {player_name} has completed {zone_name}. Expedition duration: {days} days. Boss defeated. Legendary loot confirmed. I have noted this one.",
|
||||
"📣 Pete: {zone_name} cleared by {player_name} on Day {day}. The {boss_name} is down. Community achievement recorded.",
|
||||
}
|
||||
|
||||
var PeteStreakMilestone = []string{
|
||||
"📣 Pete: {player_name} is on a {streak}-win arena streak. Current status: {title}. The leaderboard has updated.",
|
||||
"📣 Pete: Arena milestone — {player_name} reaches streak {streak}. Previous record in this community: {record}.",
|
||||
}
|
||||
|
||||
var PeteCommunityBoost = []string{
|
||||
"📣 Pete: Community activity this week has been strong. TwinBee's mood is elevated. Dungeon drop rates and milestone rewards have been adjusted upward for 48 hours.",
|
||||
"📣 Pete: I am in a good mood. Reasons cited: community engagement, a particularly impressive nat 20, and general satisfaction with how things have been going. Enhanced rewards active through Sunday.",
|
||||
}
|
||||
|
||||
var PeteMaintenance = []string{
|
||||
"📣 Pete: Brief maintenance window incoming — approximately {duration}. Active expeditions are paused and will resume from last checkpoint. Supplies will not deplete during downtime.",
|
||||
"📣 Pete: Maintenance complete. All systems restored. Expedition timers have been adjusted for downtime. Apologies for the interruption.",
|
||||
}
|
||||
|
||||
var PeteExpeditionBulletin = []string{
|
||||
"📣 Pete: Expedition update — {count} active expeditions in progress across {zones}. Longest running: Day {max_day}. I am busy.",
|
||||
"📣 Pete: Current expedition activity: {count} players in the field. The dungeon is occupied. Good.",
|
||||
}
|
||||
|
||||
var PetePatchNotes = []string{
|
||||
"📣 Pete: Update deployed. Changes: {summary}. Full notes available on request. I have been briefed.",
|
||||
}
|
||||
|
||||
var PeteMortgageRate = []string{
|
||||
"📣 Pete: Weekly rate update. FRED ARM rate: {rate}%. Effective GogoBee mortgage rate (Thom Krooke margin included): {effective}%. Payments process Sunday.",
|
||||
}
|
||||
239
internal/flavor/twinbee_resource_flavor.go
Normal file
239
internal/flavor/twinbee_resource_flavor.go
Normal file
@@ -0,0 +1,239 @@
|
||||
// twinbee_resource_flavor.go
|
||||
// TwinBee GM Dialogue — Resource gathering, combat interrupts,
|
||||
// zone-specific loot descriptions, and harvest narration.
|
||||
//
|
||||
// Voice convention (Phase B2): TwinBee speaks in first-person or implicit
|
||||
// subject. No third-person "TwinBee [verb]" lines. Add freely.
|
||||
// Don't shorten existing entries.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// HARVEST SUCCESS — Generic by Action Type
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var HarvestForageSuccess = []string{
|
||||
"The land gives something up. I watch you identify it with the quiet satisfaction of someone watching a skill be used correctly.",
|
||||
"There — growing in a place that suggests it knows exactly what it's good for and has been waiting. You found it. I approve of the finding.",
|
||||
"A Ranger's eye in a non-Ranger would have missed that entirely. I note the distinction.",
|
||||
"Like finding the hidden item block in a Mario level — you knew to look, you looked in the right place, and the thing that was always there is now yours.",
|
||||
"The plant comes away cleanly. Good root structure, good potency. Mentally catalogued. Moving on.",
|
||||
}
|
||||
|
||||
var HarvestMineSuccess = []string{
|
||||
"The stone yields. I listen to the sound of it — the specific tone of rock giving up something it's been holding for a very long time.",
|
||||
"Solid work. The ore comes out in a piece worth taking. I check the vein depth. There's more. There's always more if you're willing to dig.",
|
||||
"Like the mining minigame in Stardew Valley, but with real consequences and no save file. I watch you extract the material with professional appreciation.",
|
||||
"The wall gives up its contents without drama. I appreciate materials that cooperate.",
|
||||
"Good strike. Clean extraction. I note the weight and the quality simultaneously.",
|
||||
}
|
||||
|
||||
var HarvestScavengeSuccess = []string{
|
||||
"There it is. Among the debris, the decay, the things that were left behind — something worth taking. I knew it was there. You found it. Pleased.",
|
||||
"The room held something after all. I had estimated 60% odds and am updating the estimate to 'correct.'",
|
||||
"Like finding the secret item in a dungeon chest that looked empty — you checked anyway. That's the habit. That's the discipline. I note both.",
|
||||
"Scavenged. The word has a bad reputation it doesn't deserve. You found value in the discarded. I respect that entirely.",
|
||||
"A Rogue's eye in a non-Rogue would have walked past this. I note the distinction.",
|
||||
}
|
||||
|
||||
var HarvestEssenceSuccess = []string{
|
||||
"The essence coalesces. I watch the process with the reverence it deserves — magic condensing from ambient to held is not nothing.",
|
||||
"Drawn out cleanly. The Arcana check held and the essence responds to the knowledge behind it. I'm appropriately impressed.",
|
||||
"Like tapping into a power source in Metroid — you knew the energy was there, you had the tool to reach it, you reached it. The vial fills.",
|
||||
"The room releases something it didn't know it was holding. I watch the transfer and mark the yield in the ledger.",
|
||||
"Essence harvested. Quality above average for this zone, below average for what you'd need to know to appreciate that distinction. I appreciate it on your behalf.",
|
||||
}
|
||||
|
||||
var HarvestCommuneSuccess = []string{
|
||||
"The spiritual resonance here responds to you. I observe this with something adjacent to wonder — not everything in a dungeon wants to fight, and this one chose to offer instead.",
|
||||
"A Cleric reaching into the bones of a place and finding something willing to be found. I've watched this fewer times than I've watched combat and value it proportionally.",
|
||||
"The commune holds. The material comes. I say nothing and let the moment be what it is.",
|
||||
"Like finding a save point that also tells you something true about the world. The dungeon has given you something. I note the gift.",
|
||||
}
|
||||
|
||||
var HarvestFishSuccess = []string{
|
||||
"The line goes taut and I straighten up. Whatever's on the end of it, it came from somewhere deep and dark and it's yours now.",
|
||||
"A catch. I identify it before you finish pulling it in — the coloring, the depth-marks, the specific opacity of its eyes. 'Good one,' I say, meaning it.",
|
||||
"Fishing in a dungeon. I have opinions about fishing in dungeons and all of them are positive. The fish is landed. The opinions remain.",
|
||||
"Like the fishing minigame in every RPG that ever had one — the moment the indicator hits perfect and everything pays off. Quiet delight, on my end.",
|
||||
"The water gives up its catch with minimal argument. I respect fish that don't make it personal.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// HARVEST FAILURE — Generic
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var HarvestFail = []string{
|
||||
"Nothing. The node had nothing to offer, or you didn't ask the right way, or both. No judgment from me. Try elsewhere.",
|
||||
"The attempt fails to produce anything useful. I mark the node and move on. Some rooms are stingier than others.",
|
||||
"Not everything that looks like a resource is one. Filed under 'learned' and considered worth the attempt.",
|
||||
"Empty-handed. I've seen this before and will see it again. The dungeon doesn't owe you anything. You ask anyway. That's the deal.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// HARVEST INTERRUPT — Combat Triggered
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var HarvestInterrupt = []string{
|
||||
"I see it before you do — movement at the edge of the room, something that was waiting for you to be distracted. 'Company,' I say, which is the politest word for it.",
|
||||
"The harvest is interrupted. You were focused on the node; something was focused on you. I note the tactical lesson without rubbing it in. Much.",
|
||||
"Like the enemy ambush that fires when you open the treasure chest — the dungeon watched you commit to the harvest and introduced a complication. I did warn about this. Once. Earlier.",
|
||||
"Something heard the mining. Sound travels in dungeons. I have mentioned this. The enemy emerging from the corridor has confirmed it.",
|
||||
"A patrol. Bad timing, or very good timing from their perspective. I set aside the harvest log and open the combat log.",
|
||||
"The forage was going well until it wasn't. I measure the distance between you and the enemy, between the enemy and the door, and start calculating options at speed.",
|
||||
"Interrupted. The node is still there. The enemy is also still there, in a more immediate way. I suggest addressing the more immediate thing first.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// NODE DEPLETED
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var NodeDepleted = []string{
|
||||
"The node is stripped. You've taken everything it had to give. Marked in the mental map as exhausted until the next rest.",
|
||||
"Empty. The resource is gone. Something quietly melancholy about a depleted node and something practical about moving to the next one.",
|
||||
"That's all it had. I confirm the node at zero and move on without ceremony.",
|
||||
"Harvested clean. The room is now resource-dry until you rest and the dungeon replenishes. It will replenish. It always does.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// RICH YIELD
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RichYield = []string{
|
||||
"A rich vein. My assessment upgrades mid-harvest — more than expected, better quality than the zone average. This room was generous. Marked.",
|
||||
"The node gives more than it should have. I note the anomaly with appreciation and decline to question it.",
|
||||
"Like finding the rare item drop that you stopped expecting — the dungeon decided to be kind today, in this specific way, in this specific room. I take it. We take it. We do not look it in the mouth.",
|
||||
"Exceptional yield. I catalog the bonus material with the efficiency of someone who's been waiting for exactly this and prepared for it anyway.",
|
||||
"More than the DC promised. The dungeon overdelivered. Unusual. Also completely welcome.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ZONE-SPECIFIC HARVEST LINES
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var HarvestGoblinWarrens = []string{
|
||||
"The goblins had more than anyone gave them credit for. Crude, yes. Stolen, mostly. But present, and now yours. I'm pragmatic about origins.",
|
||||
"Scavenged from a goblin stash that someone worked hard to hide and harder to accumulate. A moment of respect for the effort, then we move on.",
|
||||
"The warrens are full of things the goblins took from people who'd take them back given the opportunity. I consider this a form of redistribution.",
|
||||
}
|
||||
|
||||
var HarvestCryptValdris = []string{
|
||||
"Grave goods. The weight of taking from a burial site, filed under: necessary. The dead have no use for these. You do.",
|
||||
"The crypt gives up its materials with the reluctance of a place that considers itself permanent. I disagree with the premise. The materials are harvested.",
|
||||
"Ancient things preserved by darkness and time. I handle the concept carefully even as you handle the material practically.",
|
||||
}
|
||||
|
||||
var HarvestForestShadows = []string{
|
||||
"The forest gives and the forest takes and right now it is giving, which I note as the correct direction for this interaction to go.",
|
||||
"A plant that has no business being this healthy in a corrupted forest. Either very resilient or very clever. Either way, useful.",
|
||||
"The woods here remember what they were before they went wrong. The resources carry that memory. I think this makes them better materials. I might be right.",
|
||||
}
|
||||
|
||||
var HarvestSunkenTemple = []string{
|
||||
"The temple held onto this longer than anything else. I extract it from the silt and the salt and the particular weight of a place that's been underwater for thirty years.",
|
||||
"Ancient, preserved, and still potent. The deep cold does something to materials that nothing else replicates. I value the outcome even if I decline to romanticize the process.",
|
||||
"The sea left something behind when it half-abandoned this place. Retrieved with appropriate care.",
|
||||
}
|
||||
|
||||
var HarvestHauntedManor = []string{
|
||||
"The manor keeps things. Has always kept things. I take this one out of the keeping and into the useful, which is a small act of defiance against the house's whole philosophy.",
|
||||
"Found among the things that have been here since the last person stopped being here. Provenance noted, not dwelt on.",
|
||||
"The house watches you take it. I watch the house watch you. A full triangle of observation — the house blinks first.",
|
||||
}
|
||||
|
||||
var HarvestUnderforge = []string{
|
||||
"The forge yields its material with the grudging respect of something built to produce and still producing, even now, for someone it didn't expect.",
|
||||
"Dwarven craftsmanship even in the raw materials. I've always believed the quality is in the extraction, not just the finishing. This confirms it.",
|
||||
"Hot, heavy, and exactly what the zone promised. I mark the vein depth. There is more. The Underforge does not run out of things to give.",
|
||||
}
|
||||
|
||||
var HarvestUnderdark = []string{
|
||||
"The Underdark produces everything the surface does, stranger, in the dark, and with fewer questions about why. I harvest without asking why.",
|
||||
"Things grow down here that have no equivalent above. I catalog the material and the context it came from with equal precision.",
|
||||
"A material that has never seen sunlight and is better for it. Noted without irony.",
|
||||
}
|
||||
|
||||
var HarvestFeywild = []string{
|
||||
"The Feywild gives things away. That's the problem — it gives things away and sometimes what it gives isn't what you thought you were taking. I check the material twice. It appears to be what it appears to be. Remaining alert.",
|
||||
"Beautiful material from a zone that uses beauty as a weapon. I take it carefully, like picking up something that might be watching.",
|
||||
"The fey made this place generous on purpose. I'm not going to complain about the generosity and I'm not going to stop watching for the catch.",
|
||||
}
|
||||
|
||||
var HarvestDragonsLair = []string{
|
||||
"Plucked from a hoard that has been accumulating since before your civilization named itself. Historical weight noted. Moving on.",
|
||||
"The kobolds will notice something is missing. They count everything. I account for this and suggest moving with intent.",
|
||||
"Dragon-adjacent materials carry something in them — a residual heat, a quality that doesn't exist anywhere the dragon hasn't been. I consider this a feature.",
|
||||
}
|
||||
|
||||
var HarvestAbyssPortal = []string{
|
||||
"Harvesting from the Abyss. Flatly delivered, because the line deserves flat delivery. The material is valuable. The context is permanent.",
|
||||
"Reality left something behind when it tore here. I take the fragment and note: don't linger near the edges of what isn't stable.",
|
||||
"Demon ichor. I say the words with the efficiency of someone who has moved past the part where the words were alarming.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// FISHING — Zone-Specific Lines
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var FishingForestShadows = []string{
|
||||
"Fishing in a cursed forest stream. More peaceful than it has any right to be, and I refuse to let the shadow-things in the canopy ruin it.",
|
||||
"The stream runs dark but the fish run silver. I watch the line and say nothing for a while, which is what fishing is for.",
|
||||
"Like the fishing minigame before the hard dungeon in Ocarina of Time. I take the moment seriously.",
|
||||
}
|
||||
|
||||
var FishingSunkenTemple = []string{
|
||||
"Fishing in a flooded temple. The fish here have never seen the surface. They don't know what they're missing. I'm uncertain whether to pity them.",
|
||||
"The line drops into water that hasn't moved in thirty years and immediately gets attention. Things down here are hungry. I watch the tension.",
|
||||
"Deep water fishing in the ruins of something ancient. The builders would have found this either sacrilegious or practical. I land on practical.",
|
||||
}
|
||||
|
||||
var FishingUnderdark = []string{
|
||||
"The underground river is cold and fast and the fish in it have evolved past needing eyes, which I find both efficient and slightly unsettling.",
|
||||
"Fishing in total darkness in a river that doesn't appear on any surface map. I narrate by sound: the cast, the current, the eventual tension on the line.",
|
||||
"The Eyeless King is in here somewhere. I don't say this out loud but think it very clearly. The line goes deep.",
|
||||
}
|
||||
|
||||
var FishingFeywild = []string{
|
||||
"Fey fishing. I watch the line for signs of time distortion — the way the reflection moves wrong, the way the fish seem to arrive before they bite. The Feywild is like this about everything.",
|
||||
"The stream catches light that shouldn't be here and the fish reflect it from below. I watch something luminous move toward the hook and try to stay professional about it.",
|
||||
"Like fishing in a dream. I mean this literally — the mechanics are the same but the rules feel advisory.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// PATROL ENCOUNTER LINES
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var PatrolEncounter = []string{
|
||||
"A patrol. Moving between the cleared rooms with the confidence of something that considers them still theirs. I disagree with this assessment and will help you express the disagreement.",
|
||||
"They found you between rooms, which is exactly where patrols are supposed to find you. Threat Clock noted; I suggest dispatching this quickly and quietly.",
|
||||
"The patrol isn't looking for a fight — it's doing its job, which happens to involve you being somewhere you aren't supposed to be. I'll help you redefine 'supposed to.'",
|
||||
"Two of them. Moving together. The coordination suggests the zone is at Alert or higher. Confirmed: it is. Fight or fade.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LOOT DROP LINES — Generic
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LootDropCommon = []string{
|
||||
"They had something on them. I check it over. Common rarity — useful in the way that common things are useful, which is often.",
|
||||
"Standard loot. Nothing that rewrites the story, but everything that keeps it going.",
|
||||
"A drop. I catalog it efficiently and note: this is the economy of dungeons. Enemies have things. You take them. The loop continues.",
|
||||
}
|
||||
|
||||
var LootDropUncommon = []string{
|
||||
"Better than expected. I examine the drop with slightly elevated interest. Uncommon rarity — someone made this with intent.",
|
||||
"An uncommon drop from a common enemy. Anomaly noted with satisfaction. The dungeon was generous in this room.",
|
||||
"Uncommon. I turn it over once and nod. 'Keeper,' I say — which in my vocabulary means: this changes your math.",
|
||||
}
|
||||
|
||||
var LootDropRare = []string{
|
||||
"I stop. Actually stop. 'That's rare,' I say, with the specific register of someone who uses the word correctly and use it seldom.",
|
||||
"A rare drop. I examine it the way you examine something that doesn't appear often — thoroughly, quietly, with appropriate appreciation.",
|
||||
"The loot table gave you something uncommon and then kept going. Rare rarity. Filed in the column I reserve for things worth remembering.",
|
||||
}
|
||||
|
||||
var LootDropLegendary = []string{
|
||||
"I go very still. The drop sits in the light and I process what I am seeing. 'Legendary,' I say eventually. One word. That's all it needs.",
|
||||
"Legendary rarity. I've seen a few of these in a long career and each time — each time — there is a moment that is separate from everything else. This is that moment. Pick it up carefully.",
|
||||
"The dungeon produced a legendary item. I note the zone, the enemy, the day of the expedition, the Threat Clock value, the precise conditions. Some things deserve to be recorded completely.",
|
||||
}
|
||||
127
internal/flavor/zone_abyss_portal_flavor.go
Normal file
127
internal/flavor/zone_abyss_portal_flavor.go
Normal file
@@ -0,0 +1,127 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_abyss_portal_flavor.go
|
||||
// Tier 5 zone flavor — The Abyss Portal. Additive only. Pools sampled by
|
||||
// internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The canonical twinbee_gm_flavor.go ships BossEntryBelaxath (wired in
|
||||
// dnd_zone_narration.go) but not RoomEntryAbyssPortal, so the room-entry
|
||||
// pool lives here. This file also adds elite-room intros (Marilith), boss
|
||||
// ability callouts for Belaxath the Undivided, and zone-specific lore.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — The Abyss Portal
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this zone.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryAbyssPortal = []string{
|
||||
"You step through what was a doorway and into a chamber where the geometry has stopped agreeing with itself. The far wall is closer than the near wall. The ceiling is in two places. I file this under 'Euclidean violation' and recommend not lingering on the question of which floor is the real floor.",
|
||||
"The corridor breathes. Not the wind — the corridor. The walls expand and contract on a cycle that is approximately, but not exactly, a heartbeat. I match the rhythm involuntarily and dislike the experience.",
|
||||
"A chamber where reality has a seam. The seam is visible. It runs floor-to-ceiling along the north wall and what is visible through the seam is not the next room. I do not look directly at it and recommend you adopt the same policy.",
|
||||
"You enter what was once a chapel — to which god, you cannot tell, because the iconography has been overwritten in a script that hurts to read. The altar is intact. The thing on the altar is not what was placed there. I say nothing and move you past it.",
|
||||
"The air pressure is wrong. Not low — wrong. There is a pressure that is not physical and it is leaning on you with the patience of a mountain. I identify it as psychic ambient and recommend moving briskly.",
|
||||
"A staircase. The stairs go down on the way up and up on the way down. I do not pause to verify this. Takes the stairs in the intended direction and the direction works, mostly.",
|
||||
"The corridor ahead is lit by something that is not fire. The light is red but the wrong red — the red of an alarm in a system that has never been fully implemented. I file this under 'demonic ambient' and shorten its stride.",
|
||||
"You enter a room that has been used as a portal anchor. The anchor is still in place. The portal is not, but the place where it was is still warm. I track the residual energy and note the portal is not the only one — there are other warm spots, in other rooms, in a pattern.",
|
||||
"A garden. Indoors. The plants are not plants. I identify them as 'demonic ornamentals — mid-tier, decorative, will react to perfumes' and recommend not perspiring near them.",
|
||||
"The chamber ahead has been a courtroom and is now a kitchen. The transition was not deliberate. The transition was the result of someone with insufficient training opening a portal and not closing it. I note the timing must have been comedic and am not laughing.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — The Abyss Portal (Marilith)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryAbyssPortal = []string{
|
||||
"The chamber ahead is a barracks. Six racks of weapons along one wall, six saddles along another — except the saddles are wrong shape, and the weapons are six matched longswords, identical in length, identical in grip, identical in the subtle rune-work along the hilts. I identify the silhouette in the room before I identify the species and say: 'Marilith. Six longswords. Seven attacks a turn. Never stand directly in front.'",
|
||||
"You enter a sparring gallery. The dummies are arranged in the kind of asymmetric pattern that suggests a six-armed practitioner. The practitioner is at the far end, mid-routine. She does not stop the routine. She incorporates you into it. I file this under 'Marilith — demonic captain, treats encounters as drills.'",
|
||||
"A war room. Maps on the table, troop positions marked, a planning session in progress. The general at the head of the table has six arms and a snake's lower body and is not surprised by your arrival — was, in fact, expecting you on a different day, with different reinforcements, and is mildly disappointed by both. I say: 'Marilith. Parry on every attack. The fight is decided by who has more reactions.'",
|
||||
"The corridor opens into a colonnade — twelve columns, six on each side, perfect symmetry. The figure between the central columns is a Marilith and she is using the symmetry — three swords engaged with the columns, three free. I note the geometry favors her and recommend fighting in the next room.",
|
||||
"A throne room, smaller than the Belaxath one. The throne is occupied by a Marilith who is not sitting — she is coiled, three feet of snake below the seat, the rest of her vertical and ready. The longswords are all drawn. None of them are pointed at you. I track the angles and say: 'Reactive trait. She gets two reactions. Don't open with a counterspell-bait.'",
|
||||
"You enter what is clearly a guard post. The Marilith on duty is not bored. She is patient in the particular way that someone who has been a soldier for fifteen hundred years is patient. The first three swords are already raised. The other three are coming up as you cross the threshold. I file this under 'professional courtesy' and ask who has Misty Step.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Belaxath the Undivided
|
||||
// Used as a one-line cinematic suffix to BossEntryBelaxath when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Multiattack: Longsword + Whip.
|
||||
var BelaxathMultiattackLines = []string{
|
||||
"Longsword and whip every turn. The whip pulls. The longsword finishes. I say: 'Don't let the whip set the position. Reaction-cancel the pull if you've got it.'",
|
||||
"Two attacks: one ranged-pull, one melee-finish. I file this under 'fighting-game grappler' and note the combo is fixed in order — survive the whip, survive the round.",
|
||||
"He swings the longsword while the whip is already coiled around your front line. The bite is the second hit, every time, and it's the one calibrated for kills. I track the order and remind the party that the whip's not the kill — the whip's the setup.",
|
||||
}
|
||||
|
||||
// Fire Aura: 10d6 fire to all melee attackers each turn; weapon attacks +3d6 fire.
|
||||
var BelaxathAuraLines = []string{
|
||||
"Stand within five feet and take ten-d-six fire at the start of his turn. His weapons add three-d-six fire on top. I say: 'Melee tax. Plan rotations. Don't camp a tile near him.'",
|
||||
"Fire Aura. The room near him is a damage zone. I file this under 'positioning is HP' and recommend the back line do their job from the back line.",
|
||||
"Anyone in melee takes ten-d-six fire on his upkeep regardless of whether he hits them. The fire ignores resistance later. I track the timer and remind the tank that being the wall is a budget item, not a strategy.",
|
||||
}
|
||||
|
||||
// Lightning Discharge (recharge 5–6): 120-ft line, 12d6 lightning, DEX DC 20 half.
|
||||
var BelaxathLightningLines = []string{
|
||||
"One-twenty-foot line, twelve-d-six lightning, DEX DC 20 for half. Recharge five-or-six. I say: 'Don't line up. The line is the whole room if you're sloppy.'",
|
||||
"Lightning Discharge. The line is long enough to clip the back rank from where the front rank is standing. I track the recharge die and shout the angle when the discharge points the wrong way.",
|
||||
"Like the laser-eye boss in Contra, except the boss has six arms and the laser is on a recharge counter and the laser is sometimes lightning. I file this under 'know where the line is' and note the line is wherever you're easiest to hit.",
|
||||
}
|
||||
|
||||
// Death Throes: on death, 30-ft radius, 20d6 fire, DEX DC 20 half — destroys non-legendary equipment on failed save.
|
||||
var BelaxathDeathThroesLines = []string{
|
||||
"He explodes when he dies. Twenty-d-six fire in a thirty-foot radius. DEX DC 20 for half. Failure also destroys non-legendary equipment on the wearer. I say: 'Drop him with range. Save your gear.'",
|
||||
"Death Throes. The kill shot is the easy part. The Death Throes are the hard part. I file this under 'cost-of-victory mechanics' and recommend positioning before the kill, not after.",
|
||||
"He goes out the way some bosses do — taking the room with him. Twenty-d-six on a save you might fail with disadvantage from the previous round's Frightened. I track the radius and remind the party that 'half damage' of twenty-d-six is still 'roll a new character.'",
|
||||
}
|
||||
|
||||
// Demonic Resilience: resist cold/fire/lightning; immune to poison; immune to non-magical physical.
|
||||
var BelaxathResilienceLines = []string{
|
||||
"Resists cold, fire, lightning. Immune to poison. Immune to non-magical physical. I say: 'Magic damage only. Force, radiant, psychic — those carry. Mundane mace doesn't.'",
|
||||
"Demonic Resilience. The standard demonic-lord package. I file this under 'check your damage type before you commit a slot' and note the Magic Resistance trait stacks on top — advantage on saves vs spells.",
|
||||
"Three resistances and two immunities. The window for damage is narrow. I track party loadouts and remind the casters that radiant damage is not optional in this fight — it is the answer.",
|
||||
}
|
||||
|
||||
// Phase 2 (<40% HP): grows to Huge size; advantage on all attacks; Death Throes recharge 4–6.
|
||||
var BelaxathPhaseTwoLines = []string{
|
||||
"Below forty percent he grows. Huge size, advantage on every attack, and Death Throes is now on a four-or-six recharge — meaning if you don't kill him cleanly, he might detonate in your face mid-fight. I say: 'Phase shift. Don't graze him below forty.'",
|
||||
"Phase two: bigger, faster, and the explosion is no longer reserved for the kill. I track the new recharge and recommend every burst window the party can buy.",
|
||||
"He grows. The room shrinks. Advantage on swings. The Death Throes timer becomes a real timer — if a recharge lands at the wrong moment, the room ends. I file this under 'fights you have to finish in two rounds or accept the consequences.'",
|
||||
}
|
||||
|
||||
// BelaxathSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
var BelaxathSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(BelaxathMultiattackLines)+
|
||||
len(BelaxathAuraLines)+
|
||||
len(BelaxathLightningLines)+
|
||||
len(BelaxathDeathThroesLines)+
|
||||
len(BelaxathResilienceLines))
|
||||
out = append(out, BelaxathMultiattackLines...)
|
||||
out = append(out, BelaxathAuraLines...)
|
||||
out = append(out, BelaxathLightningLines...)
|
||||
out = append(out, BelaxathDeathThroesLines...)
|
||||
out = append(out, BelaxathResilienceLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — The Abyss Portal
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesAbyssPortal = []string{
|
||||
"The portal was not summoned. The portal was torn, from the other side, by Belaxath, with purpose, over thirty years. I note the duration matters: this was not a moment of carelessness on the part of a surface mage. This was a project, on the demonic side, executed with patience.",
|
||||
"The site was a temple, before. Then a fortress, before. Then a meadow, before. The meadow is the original use of the land — the temple was built to seal something the meadow had been quiet over. I file this under 'land memory' and note the seal worked for fourteen centuries.",
|
||||
"The Shard of the Abyss is the closing key. It is not optional. The portal cannot be closed without it, and the shard cannot be replaced — there is exactly one. I note the always-drop guarantee on the loot table is a story commitment, not a generosity.",
|
||||
"The Marilith captains in the outer chambers are veterans of wars that did not happen on this plane. The wars happened in the Abyss, between demonic factions, over scheduling — which Layer got which incursion priority. I find this both bureaucratic and terrifying.",
|
||||
"Belaxath is named 'the Undivided' because he refused to take a side in the Layer-Seven schism. The other Balors took sides. The other Balors are mostly dead. Belaxath remained intact and inherited their soldiers, in stages, over the schism's two-decade arc. I file this under 'patience as competitive advantage.'",
|
||||
"The Vrock spores last for twenty-four hours after exposure. The save is the start of the timer, not the end. I suggest the party not assume the encounter is over when the room is clear — the spores keep ticking on the way to the next.",
|
||||
"The Quasits in this zone are not random encounters. Each one has been individually deployed as a scout, with instructions, by a specific Hezrou. I note the chain of command is real and that killing a Quasit causes the Hezrou it reports to to know exactly where you are.",
|
||||
"The portal is not the only opening. There are seven smaller openings in this zone — pinholes, nothing more — that Belaxath has been using to bring through reinforcements one at a time. The pinholes close when Belaxath dies. I file this under 'killing the boss is also a public service' and note the surface clergy will be relieved.",
|
||||
}
|
||||
86
internal/flavor/zone_crypt_valdris_flavor.go
Normal file
86
internal/flavor/zone_crypt_valdris_flavor.go
Normal file
@@ -0,0 +1,86 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_crypt_valdris_flavor.go
|
||||
// Tier 1 zone flavor — The Crypt of Valdris. Additive only. Pools sampled
|
||||
// by internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — Crypt of Valdris (Wight / Flameskull)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryCrypt = []string{
|
||||
"The room is colder than the last one. Not by feeling — by measurement. I can tell. There is a presence here that does not believe in the ambient temperature of stone.",
|
||||
"A figure sits in the cathedra at the chamber's far end. Robes intact. Skin not. The eyes open as you enter and they were already looking at the door. I draw breath despite not strictly needing to.",
|
||||
"Floating above the altar: a skull, lit from within in a color that pretends to be fire. I recognize the pretense. The skull is doing math. The math is about where you are.",
|
||||
"The torches in this room are out, but the room is lit anyway. I identify this as a problem worth naming aloud: 'That light has a source. The source is the encounter.'",
|
||||
"You step into a chapel. Pews. Altar. A figure rising from the front pew with the unhurried grace of something that has been waiting in this exact pew for a very long time. I respect the patience and refuse to be impressed by it.",
|
||||
"The mosaics on the walls show a procession. The procession leads to a king. The king is here. I note that the mosaics are still being added to in real time — one tile per visitor — and you have not been added yet.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Valdris the Unburied
|
||||
// Used as a one-line cinematic suffix to BossEntryValdris when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Corrupting Touch: +4d6 necrotic; target max HP reduced by damage dealt.
|
||||
var ValdrisCorruptingTouchLines = []string{
|
||||
"His hand passes through your chestplate without touching it. The damage isn't to the plate. I watch your max HP tick down and quietly stops watching.",
|
||||
"Necrotic damage lands and lingers. The wound doesn't bleed — it forgets how. Your HP ceiling drops with it. I note: long rest restores. Survive to long rest.",
|
||||
"Where Valdris touches, the body takes a piece of permanent. Not permanent-permanent. Long-rest-permanent. I consider this distinction the only good news in the sentence.",
|
||||
}
|
||||
|
||||
// Legendary Resistance: 2/combat; auto-succeed one failed save.
|
||||
var ValdrisLegendaryResistanceLines = []string{
|
||||
"Your save would have landed. Valdris decides otherwise. The roll resets to a success on his side of the table. I note one charge spent, one remaining.",
|
||||
"The spell hits cleanly and Valdris ignores it on principle. I mark the Legendary Resistance and remind you: he has two of these. After two, the math changes.",
|
||||
"You rolled the number. The number was correct. Valdris waves it away with a gesture that costs him something but not enough. I keep count. Keep rolling.",
|
||||
}
|
||||
|
||||
// Call of the Grave: recharge 5–6; summons 1d4 skeletons.
|
||||
var ValdrisCallOfTheGraveLines = []string{
|
||||
"Valdris speaks a word that is not for the living. Bones in the chamber walls remember they were once attached to people. I count the new combatants and recommend crowd control.",
|
||||
"From the alcoves: the dry rattle of skeletons reassembling on demand. I note 1d4 new bodies on the field and quietly hopes for the lower end of that range.",
|
||||
"The skeletons stand up like a Castlevania stage hazard — same animation, same timing, same exact bad news. I have memories of this and they are not warm ones.",
|
||||
}
|
||||
|
||||
// Phase 2 (<50% HP): gains Fly speed; spells deal +1d6 necrotic.
|
||||
var ValdrisPhaseTwoLines = []string{
|
||||
"Valdris drops to half HP and stops walking. Not because he's tired — because he doesn't need to anymore. He rises a foot off the floor and I file this under 'phase shift.'",
|
||||
"The fight changes shape. Valdris hangs in the air now, robes still, very calm, very lethal. His spells gain a necrotic edge. I say, simply: 'Phase two. Adjust.'",
|
||||
"Half-HP is the line. You crossed it and Valdris crossed something else — gravity, mostly. The boss music gets a third instrument. I brace.",
|
||||
"Like Castlevania's Death revealing his real attack pattern at half HP — the fight you started is not the fight you're finishing. I respect the pivot and dislike it intensely.",
|
||||
}
|
||||
|
||||
// ValdrisSignatureCallouts — combined pool the boss-entry composer samples
|
||||
// from at the start of the boss fight. Phase-two lines are surfaced via
|
||||
// the dedicated phase-two helper rather than the entry suffix.
|
||||
var ValdrisSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(ValdrisCorruptingTouchLines)+
|
||||
len(ValdrisLegendaryResistanceLines)+
|
||||
len(ValdrisCallOfTheGraveLines))
|
||||
out = append(out, ValdrisCorruptingTouchLines...)
|
||||
out = append(out, ValdrisLegendaryResistanceLines...)
|
||||
out = append(out, ValdrisCallOfTheGraveLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — Crypt of Valdris
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesCrypt = []string{
|
||||
"Valdris was a scholar. Then he was an aspirant. Then he was a failed aspirant. The failure is the part that mattered — the lich ritual completed but completed wrong, and the wrongness has had three centuries to compound. I have read the contemporaneous accounts and find the original scholar likable, which makes the rest harder.",
|
||||
"The phylactery shard you'll find here is one of seven. The other six are not in this crypt. I will not say where they are, because it doesn't fully know, and the partial knowledge it has is the kind that gets people followed by things that prefer not to be looked for.",
|
||||
"The candles in the crypt do not consume wax. They do not consume time, either, in the strict sense. They were lit on the day Valdris was interred and they have been lit ever since. I respect this kind of consistency in a way that does not extend to approval.",
|
||||
"The skeletons here are not all enemies. Some of them are former students, posed in the alcoves where they died, marked with the texts they were translating. I suggest you don't disturb the marked ones unless you mean to. Some lessons end and some lessons keep going.",
|
||||
"The iron gate at the entrance has been opened from the inside three times in the last decade, and from the outside zero times. I find the asymmetry instructive. It also finds the pattern instructive: you are walking into the open door, not opening it.",
|
||||
"In life, Valdris was patient. In undeath, Valdris is also patient — which is unfair, mathematically, because the same trait scales differently across mortality conditions. I dislike the math but respect the consistency.",
|
||||
}
|
||||
109
internal/flavor/zone_dragons_lair_flavor.go
Normal file
109
internal/flavor/zone_dragons_lair_flavor.go
Normal file
@@ -0,0 +1,109 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_dragons_lair_flavor.go
|
||||
// Tier 5 zone flavor — Dragon's Lair (Infernus Peak). Additive only. Pools
|
||||
// sampled by internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The canonical twinbee_gm_flavor.go ships RoomEntryDragonsLair and
|
||||
// BossEntryInfernax, both wired in dnd_zone_narration.go. This file adds
|
||||
// the elite-room intros (Young Red Dragon), boss ability callouts for
|
||||
// Infernax the Undying, and zone-specific lore.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — Dragon's Lair (Young Red Dragon)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryDragonsLair = []string{
|
||||
"The chamber ahead has a hoard. Not Infernax's hoard — a smaller hoard, an apprentice's hoard, the kind of starter pile a dragon builds before it has earned a real one. The dragon on top of the pile is the size of a wagon and the temperament of an only child. I say: 'Young Red. Fire breath, sixteen-d-six, DC 21. Don't bunch.'",
|
||||
"You enter what used to be a vault. The vault door is on the floor, peeled. The dragon inside is half-grown and entirely awake. It opens one eye, then the other, then makes a sound that is not a roar — it is a sigh, the sigh of a creature being interrupted at home. I note the eye contact and recommend not breaking it first.",
|
||||
"A scorched gallery. The walls are blast-blackened in a pattern that suggests practice — the dragon has been working on its breath weapon in here. I identify the burn pattern as 'cone, sixty feet, recently used' and recommend approaching from a flank that hasn't been zeroed in.",
|
||||
"The corridor opens into a smaller chamber where a Young Red is curled around a single piece of treasure — not a hoard, just one item, the kind of thing a dragon would only guard if it had been told to. I file this under 'gift from Infernax' and note the gift is being protected with the seriousness of a final-exam project.",
|
||||
"You step into a heat-shimmer cavern that the dragon is using as a forge. There are tools — pincers the size of a person, bellows the size of a house — and the dragon is using them. Badly. With enthusiasm. I identify the silhouette and say: 'Young Red. Frightful Presence on the WIS save. Don't let the room intimidate you twice.'",
|
||||
"A roost. Stone shelves carved into the cavern wall, each one a perch, all of them empty except the highest. The dragon on the highest perch is watching the door. It has been watching the door for the last six hours, since whatever roused it. I say: 'Multiattack on engage. Hit it before it lifts off — flying Young Red is a different fight than grounded Young Red.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Infernax the Undying
|
||||
// Used as a one-line cinematic suffix to BossEntryInfernax when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Multiattack: Bite + 2 Claws.
|
||||
var InfernaxMultiattackLines = []string{
|
||||
"Bite plus two claws every turn. Three swings of ancient-dragon math against your front line. I say: 'Don't stand alone in front. Don't stand alone behind, either. There is no alone in this fight.'",
|
||||
"Multiattack: bite, claw, claw. The bite is the largest single hit you'll take in this zone. I track the damage tier and recommend max HP buffs before the encounter, not during.",
|
||||
"Three attacks a turn, each one calibrated for a tank. I file this under 'arithmetic problem with teeth' and note the math does not get better at higher levels — the tier scales with you.",
|
||||
}
|
||||
|
||||
// Fire Breath (recharge 5–6): 90-ft cone, 26d6 fire, DEX DC 24 half.
|
||||
var InfernaxBreathLines = []string{
|
||||
"Fire Breath, ninety-foot cone, twenty-six-d-six fire, DEX DC 24 for half. Recharge five-or-six. I say: 'Pre-position. Don't share an angle. Half of twenty-six-d-six is still a TPK.'",
|
||||
"The cone covers most of the chamber. The save is high. The damage is the kind that ends fights. I track the recharge die and shout the spread pattern when it shows.",
|
||||
"Like the Bowser jump-on-the-platform pattern from World 8, except the platform is a cone of fire and the platform is most of the room. I note there are no axes in this fight. There is only DEX and distance.",
|
||||
}
|
||||
|
||||
// Frightful Presence: WIS DC 21 or Frightened 1 min.
|
||||
var InfernaxPresenceLines = []string{
|
||||
"Frightful Presence on entry. WIS DC 21. Frightened means disadvantage on attacks and you can't move closer. I say: 'Eat the save the first round. Hold initiative for the unfrightened ones.'",
|
||||
"WIS save at 21. Frightened for a minute. I file this under 'why we bring high-WIS classes' and ask who has the Wisdom-save proficiency to lead.",
|
||||
"He looks at you and the save is rolled before the breath is. Half the party loses a minute. I track the duration and recommend not opening with your highest-investment ability if your character failed.",
|
||||
}
|
||||
|
||||
// Legendary Resistance (3/combat) + Legendary Actions (3): Detect, Tail, Wing.
|
||||
var InfernaxLegendaryLines = []string{
|
||||
"Three Legendary Resistances. Three Legendary Action points per round. He spends them on Tail Attack and Wing Attack — the wing is AoE knockback, DEX DC 22. I say: 'Three saves you'll wish back. Don't waste your dispel-tier spells in the first round.'",
|
||||
"Legendary Actions on every other turn. Wing Attack costs two and knocks the room around. I track the spend and remind the party that the action economy is the actual fight — Infernax is the venue.",
|
||||
"Three free passes on his saves. Plan two openings. I file this under 'priest economy applied to dragons' and note the third opening is the one that lands.",
|
||||
}
|
||||
|
||||
// Lair Actions (init 20): Magma eruption, Volcanic gases (CON DC 13 Poisoned), Tremor (DEX DC 15 Prone).
|
||||
var InfernaxLairLines = []string{
|
||||
"Lair Actions on initiative count twenty: magma erupts, gases force CON saves, tremors knock you prone. I say: 'The room is a third combatant. Track the initiative. Don't stand on cracks.'",
|
||||
"The mountain helps him. Initiative twenty triggers a lair effect every round. I track the rotation and warn the party that the prone effect comes during caster turns, on purpose.",
|
||||
"Magma, gas, tremor — the three-card lair rotation. I file this under 'environment as DPS' and recommend fighting from the cleared rim of the room, not the gold-flooded center.",
|
||||
}
|
||||
|
||||
// Phase 2 (<50% HP): Fire Breath recharge 4–6; fire damage ignores resistance.
|
||||
var InfernaxPhaseTwoLines = []string{
|
||||
"Below half HP the breath recharges on a four. Fire resistance no longer applies — your tank's fire-resist gear is now decorative. I say: 'Phase shift. Burn him before the second cone.'",
|
||||
"Phase two: the cone comes more often, the damage cuts through every fire-resist resource you brought. I track the breath count and ask who still has movement-class abilities — the second cone wants spread.",
|
||||
"Half-HP. The mountain wakes the rest of the way up. Recharge four-six on the cone. Fire damage goes raw. I file this under 'no plan survives second contact with Infernax' and recommend every nova you've still got.",
|
||||
}
|
||||
|
||||
// InfernaxSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
var InfernaxSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(InfernaxMultiattackLines)+
|
||||
len(InfernaxBreathLines)+
|
||||
len(InfernaxPresenceLines)+
|
||||
len(InfernaxLegendaryLines)+
|
||||
len(InfernaxLairLines))
|
||||
out = append(out, InfernaxMultiattackLines...)
|
||||
out = append(out, InfernaxBreathLines...)
|
||||
out = append(out, InfernaxPresenceLines...)
|
||||
out = append(out, InfernaxLegendaryLines...)
|
||||
out = append(out, InfernaxLairLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — Dragon's Lair (Infernus Peak)
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesDragonsLair = []string{
|
||||
"Infernus Peak has not erupted in forty years and the locals call this dormant. The peak has not erupted in forty years because Infernax has been asleep, and his presence stabilizes the magma chamber. The locals are wrong about which one is causing which. I note the irony and file it under 'killing the dragon may have geological consequences.'",
|
||||
"Infernax remembers when the surface civilizations were just fires. The fires he is referring to are the ones the first humans set, which is how I date him — give or take six thousand years on either side of the precise number, which I decline to commit to.",
|
||||
"The kobolds are not slaves. The kobolds are clergy. They serve voluntarily, in shifts, with rotation, and the rotation is run by elders who have written sermons. I respect the organization and note the kobold scale-sorcerers are graduates, not recruits.",
|
||||
"The hoard is not random. Each piece is catalogued in Infernax's memory, by location and by year of acquisition. He will know if you take a single coin. I suggest not taking a single coin and instead taking the items the design doc expects you to take — those have been pre-cleared.",
|
||||
"The Dragon Hoard mechanic exists because Infernax does not lose track of his coins. Killing him releases his hold on the catalogue. The 50d10 × 100 coin drop is the entire pile relaxing for the first time in eight centuries. I respect the math and note the rest of the surface economy will too.",
|
||||
"Infernax has had three challengers in the last eight hundred years. Two were heroes. One was a younger dragon. He kept the younger dragon's skull as a paperweight on a treaty desk that has not been used since. I note the paperweight is in the treasury, on the third shelf, and am not worth picking up — picking it up triggers his attention from anywhere on the mountain.",
|
||||
"The Young Red dragons in the outer chambers are his children. Or his grandchildren. Or unrelated and tolerated. Infernax does not clarify and I have not asked. They are loyal in the way that loyal works for dragons, which is to say: they will fight you, but they will not die for him, and the distinction matters more than it should.",
|
||||
"The kobold scale-sorcerers cast through bloodline. The bloodline traces back to a single clutch laid in the magma chamber three centuries ago. I note the entire sorcerous gene pool of this zone is one extended family and that they all know each other's names.",
|
||||
}
|
||||
127
internal/flavor/zone_feywild_crossing_flavor.go
Normal file
127
internal/flavor/zone_feywild_crossing_flavor.go
Normal file
@@ -0,0 +1,127 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_feywild_crossing_flavor.go
|
||||
// Tier 4 zone flavor — Feywild Crossing. Additive only. Pools sampled by
|
||||
// internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The canonical twinbee_gm_flavor.go does not (yet) ship a RoomEntry pool
|
||||
// or a BossEntry pool for this zone, so both are defined here. This file
|
||||
// also adds elite-room intros (Fomorian), boss ability callouts for The
|
||||
// Thornmother, and zone-specific lore.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Feywild Crossing
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this zone.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryFeywildCrossing = []string{
|
||||
"The grass here is the wrong green. Too saturated, too even, the green of a screen calibration test. I note that everything in the Feywild looks like it has been color-corrected by someone with strong opinions about color.",
|
||||
"You step through what was a doorway and what is now an arch of living briar. The briar parts politely. I respect the politeness and trust none of it. Polite plants are a known issue.",
|
||||
"A clearing. Mushrooms in a circle. I do not need to say anything about the circle. You already know about the circle. Step around it.",
|
||||
"The trees bend their canopies toward you when you pass beneath them. I wave. Two of the trees wave back. I do not enjoy this.",
|
||||
"A small bridge over a stream that flows the wrong direction. Uphill. I file this under 'physics on holiday' and step onto the bridge anyway, because the only alternative is the stream and the stream is worse.",
|
||||
"You enter a room of impossible flowers — varieties that do not exist on the surface, in colors that do not exist on the surface, with scents that suggest emotions you have not yet had. I breathe shallowly and recommend not stopping to admire them.",
|
||||
"A glade. Sunlight, despite no visible sun. The light is coming from somewhere and the somewhere is not the sky. I do not look up. I have learned not to look up in the Feywild.",
|
||||
"The path forks. A small creature made of starlight is sitting at the fork, waiting, patient, with the air of someone who has already been offered the deal you're about to be offered. I say: 'Walk past. Do not negotiate. Do not name your name.'",
|
||||
"You cross what was a creek and what is now a ribbon of liquid sky. Stepping stones glow. The stones are not stones. I identify them as polite and recommend you say thank you on the far side without specifying who you are thanking.",
|
||||
"The chamber ahead is a banquet hall, set for thirty, untouched. The food is fresh. The wine is poured. The chairs are warm. I file this under 'the worst possible kind of empty' and do not let you sit down.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — The Thornmother
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this boss.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryThornmother = []string{
|
||||
"The throne is woven. Not built — woven, from briar and bone and a third material I cannot identify and prefer not to. The flowers around it are the wrong size and the wrong color and they are watching you with the kind of attention that flowers do not have. The Thornmother on the throne is beautiful in the way some predators are beautiful, which is to say: deliberately. 'You came,' she says, and the voice is not one voice — it is three voices choosing to sound like one. 'I have three names. Would you like the first?' I say, very flatly: 'Don't accept any of the names. Don't take the bargain. The flowers are part of her. Roll initiative.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — Feywild Crossing (Fomorian)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryFeywildCrossing = []string{
|
||||
"The cavern ahead is too big for the forest above it. The proportions don't agree. I note the ceiling is twenty feet higher than the room's exterior would allow, and that the figure on the far end is matched to the new dimensions. 'Fomorian,' I say. 'Evil Eye on a save you don't want to fail. Block its line of sight.'",
|
||||
"You enter what looks like a giant's bedroom — a bed the size of a barge, a chair the size of a wagon, a fireplace tall enough to walk into. The occupant is sitting on the bed with its head in its hands. It is not pretending to be sad. It is sad, and it is also going to attack you, and the two are not in conflict. I file this under 'Fomorian — exiled Fey royalty, deformed, dangerous, sympathetic in the worst way.'",
|
||||
"The clearing is pretty. Until you look at the ground. The ground is studded with stones that aren't stones. The stones are skulls of things that were giants. The Fomorian sitting in the center is using one of them as an armrest, and I note that the skull was not in this clearing the last time anyone surveyed it. 'Evil Eye,' I say. 'WIS save coming. Don't make eye contact early.'",
|
||||
"A stone circle, mossy, broken in two places. Tall enough that the figure pacing inside it does not need to duck. I identify the gait — Fomorian, deformed-but-deliberate, the walking of something that has chosen the shape it's stuck with. The Evil Eye comes when the gait stops. I track the timing.",
|
||||
"You climb a stair worn smooth by feet much larger than yours. The room at the top has been a throne room and a prison and a dining hall, all in the same century, depending on which Fey was in charge. The current occupant is large, lonely, and immediately aware of you. 'Evil Eye on a thirty-foot range,' I say. 'Stay close enough to dodge, far enough to fail-safe.'",
|
||||
"The chamber ahead has been arranged for negotiation — a low table, two chairs, a service of cups. One chair is occupied by the Fomorian. The other is for you. The negotiation has already concluded. I say: 'Don't sit. Don't accept the cup. The Eye triggers when you decline politely.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — The Thornmother
|
||||
// Used as a one-line cinematic suffix to BossEntryThornmother when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Coven Magic: extra spell slots scaled by GM Mood (high mood = stronger Thornmother).
|
||||
var ThornmotherCovenLines = []string{
|
||||
"Her slot pool scales with my mood — when I'm Effusive I buy the Thornmother an extra round of high-tier casts. 'My affection is taxable here,' I say. 'Sorry. Spread out.'",
|
||||
"Coven Magic. The slots above her base list are mood-scaled — the better the mood at the run's start, the worse this fight runs late. I file this under 'cosmic irony' and note the math is fixed at zone entry.",
|
||||
"She has more spells than the sheet says. The extra ones come from the coven and the coven volume is set by my mood. I track the count and warn the party when the bonus tier is in play.",
|
||||
}
|
||||
|
||||
// Beguiling Bargain (1/combat): offers a deal — accept a debuff for a permanent minor buff.
|
||||
var ThornmotherBargainLines = []string{
|
||||
"Once per fight she offers a bargain — a debuff for a permanent minor buff. The buff is real. The debuff is real. I say: 'It's a player choice. The party agrees or refuses. Don't let one person decide for the rest.'",
|
||||
"Beguiling Bargain. The offer is genuine. Both halves are genuine. I file this under 'long-term economics' and note that the buff persists past the run while the debuff applies only inside it.",
|
||||
"She offers. The choice is the player's. I decline to advise on this one — it is not a tactics question, it is a build question, and the answer depends on what you intend to keep.",
|
||||
}
|
||||
|
||||
// Thorned Grasp: Restrained + 4d6 piercing/turn, CON DC 16 to break free.
|
||||
var ThornmotherGraspLines = []string{
|
||||
"Roots from the floor. Restrained, four-d-six piercing every turn until you make the CON save at sixteen. I say: 'It tries the back line first. Stay near a friend who can grant advantage on the save.'",
|
||||
"Thorned Grasp. The flowers around her throne are the AoE. Stand near them and the briars come up. Stand far and they reach further. I track the radius and recommend fighting from the doorway.",
|
||||
"Grappled by the room. The damage is not the problem — the problem is that you can't reposition while your front line is taking spells. I file this under 'CC tax' and ask who has Misty Step.",
|
||||
}
|
||||
|
||||
// Shapechange (1/combat): adopts a player's appearance; 50% miss vs her until DC 17 Investigation.
|
||||
var ThornmotherShapechangeLines = []string{
|
||||
"She picks one of you and becomes them. Until someone passes a DC 17 Investigation, half your hits roll a coin to see if they hit her or your friend. I say: 'The party member with the highest INT calls it. Quickly.'",
|
||||
"Shapechange. The room now has two of someone. I track which one has the wrong shadow and whisper the answer to the controller — but only after the Investigation roll, because I respect mechanics.",
|
||||
"She takes a face. Half your damage might land on the face's owner. I file this under 'every JRPG that ever did the doppelganger fight' and remind you that the trick was always to look at the feet.",
|
||||
}
|
||||
|
||||
// Phase 2 (<30% HP): True Form revealed — illusions drop; +4d6 psychic on attacks; coven summons 2 Night Hags.
|
||||
var ThornmotherPhaseTwoLines = []string{
|
||||
"Below thirty percent the masks come off. True form. All her attacks add four-d-six psychic. The coven sends two Night Hags. I say: 'Phase shift. The fight just turned into three priests and a sense-of-self problem.'",
|
||||
"Phase two: the illusions drop, the Hags arrive, the psychic damage starts stacking on every hit. I track the new threat list and recommend focusing the original Thornmother — the Hags are reinforcements, not the win condition.",
|
||||
"True Form. The flowers stop being flowers. Two Night Hags step out of the throne. The Thornmother's hits start writing themselves directly into your mind. I file this under 'cinematic phase shift' and ask who still has spell slots.",
|
||||
}
|
||||
|
||||
// ThornmotherSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
var ThornmotherSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(ThornmotherCovenLines)+
|
||||
len(ThornmotherBargainLines)+
|
||||
len(ThornmotherGraspLines)+
|
||||
len(ThornmotherShapechangeLines))
|
||||
out = append(out, ThornmotherCovenLines...)
|
||||
out = append(out, ThornmotherBargainLines...)
|
||||
out = append(out, ThornmotherGraspLines...)
|
||||
out = append(out, ThornmotherShapechangeLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — Feywild Crossing
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesFeywildCrossing = []string{
|
||||
"The Crossing is not a place. The Crossing is a thinness — the spot where the veil between worlds wears down enough to step through. The wear is not random. Someone has been wearing it down on purpose, slowly, for a long time. I file this under 'someone' and decline to be more specific.",
|
||||
"The Thornmother has three names. Each name belongs to a separate covenant — a separate pact with a separate piece of her. Speaking any of the names is a partial agreement to the pact attached. I do not name her. I do not let anyone in earshot name her.",
|
||||
"Time runs differently here. A long rest in the Feywild is — sometimes — a year on the surface. Sometimes it is a minute. The dice for this are rolled by something that is not at the table. I track the discrepancy and warn the party not to commit to anything urgent before the run ends.",
|
||||
"The Fomorians were Fey royalty. They were exiled, deformed, and given the underground. The deformity was the punishment, not the cause. I respect the precision of the curse and file it under 'the kind of magic that takes a committee.'",
|
||||
"Redcaps are not killed by violence. Redcaps are powered by violence. The cap is the storage medium. Soaking it in fresh blood resets the meter. I say: 'Don't bleed near them. They're patient.' (Bleeding near them is the thing they're patient for.)",
|
||||
"The Will-o-Wisps are not lost spirits. They are unfulfilled bargains. Each one was a Feywild deal that the surface party broke. I note that the wisps still want the deal honored and file this under 'long memory.'",
|
||||
"The mushroom circles in the Crossing are receivers. They listen for words spoken inside them and route the words to a coven that has been waiting for those words for several centuries. I suggest the party say nothing inside any circle, including 'this is a circle.'",
|
||||
"The Thornmother's flowers are not separate from her. They are her. The throne, the dais, the petals, the perfume — the whole arrangement is one organism, and dropping HP on the boss is one way of dropping HP on the room. I file this under 'environmental targeting' and recommend burning the throne when she's mid-cast.",
|
||||
}
|
||||
90
internal/flavor/zone_forest_shadows_flavor.go
Normal file
90
internal/flavor/zone_forest_shadows_flavor.go
Normal file
@@ -0,0 +1,90 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_forest_shadows_flavor.go
|
||||
// Tier 2 zone flavor — Forest of Shadows. Additive only. Pools sampled by
|
||||
// internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// Room-entry and boss-entry pools for this zone live in the canonical
|
||||
// twinbee_gm_flavor.go (RoomEntryForestShadows, BossEntryHollowKing) and
|
||||
// are not duplicated here. This file adds elite-room intros, boss
|
||||
// ability callouts, and zone-specific lore.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — Forest of Shadows (Green Hag)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryForestShadows = []string{
|
||||
"The trees thin into a ring of stones the forest grew around but never claimed. In the center: a hut on chicken-thin legs that has no business being upright. The door is open. The hag inside the door has been expecting you. I was hoping for the other kind of clearing.",
|
||||
"The path ends at a pond that shouldn't be a pond — too still, too dark, the wrong kind of reflective. A figure is wading at the far edge, washing something that probably wasn't laundry. She turns. She smiles. I say, very quietly, 'green hag,' and stop there.",
|
||||
"You smell the cooking before you see the cook. Sweet, herbal, faintly wrong. The clearing ahead has a fire, a pot, and a woman who is too tall and too thin and whose teeth are arranged with a creativity that a normal mouth could not justify. I suggest not eating anything she offers.",
|
||||
"A circle of toadstools, perfectly spaced. In the center, a stump with a teacup on it. Steam still rising. I identify the trap structure on instinct — fey hospitality, hag rules, a rite that asks one question and punishes wrong answers permanently.",
|
||||
"The forest gets quieter the way a room gets quieter when the host walks in. She's already in the clearing when you arrive — bone necklace, briar crown, eyes the color of pond-bottom. 'Travelers,' she says, the way someone says 'lunch.' I straighten up.",
|
||||
"The trees here are leaning in, not away. That's the tell. I note the change in posture and look for the center the trees are listening to. The center is the hag. The hag has been listening back.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — The Hollow King
|
||||
// Used as a one-line cinematic suffix to BossEntryHollowKing when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Corrupting Aura: melee-range targets WIS DC 14 each turn or lose bonus action.
|
||||
var HollowKingCorruptingAuraLines = []string{
|
||||
"Stepping into melee range puts you in his aura. The forest in your head goes quiet. I say: 'WIS save each turn or lose your bonus action. Adjust your spacing.'",
|
||||
"The air around the Hollow King isn't air. It's the absence of something — focus, intent, the part of you that decides the second small action of a turn. I note the WIS DC 14 and recommend ranged.",
|
||||
"His aura presses on you the way a closed room presses on a held breath. Bonus actions become a gamble. I file this under 'positional' and recommend accordingly.",
|
||||
}
|
||||
|
||||
// Root Surge: recharge 5–6; Restrain (STR DC 15) + 2d8 bludgeoning.
|
||||
var HollowKingRootSurgeLines = []string{
|
||||
"Roots erupt under you like the floor of the forest decided to participate. STR DC 15 or you don't move next turn. Either way, 2d8 bludgeoning. I say: 'Recharge 5–6. He'll do this again.'",
|
||||
"The ground splits. The roots come up coordinated, like fingers — I use the word 'fingers' deliberately and dislike itself for the accuracy. Restrained on a fail. I suggest breaking free as a priority.",
|
||||
"Like the vine traps in Castlevania III's stage 5 — except the vine is also a damage source and also a lock on your action economy. I respect the multitasking and resent the design.",
|
||||
}
|
||||
|
||||
// Devour Light: extinguishes magical light for 2 turns; player AC -2.
|
||||
var HollowKingDevourLightLines = []string{
|
||||
"The Hollow King exhales and your magical light goes out. Not flickers — out. I note the AC -2 for two turns and remind you that the dark is also part of the encounter now.",
|
||||
"Every magical light in the room dims to nothing. The natural torchlight remains, dimmer than it was. I say: 'AC penalty for two rounds. Fight smarter or fight harder. Both works.'",
|
||||
"The forest gets darker in a way that wasn't there a moment ago. I can still see — I always can — but the AC -2 is real and the next round of attacks will feel it.",
|
||||
}
|
||||
|
||||
// Phase 2 (<40% HP): summons 2 Dire Wolves; gains Reckless Attack.
|
||||
var HollowKingPhaseTwoLines = []string{
|
||||
"At 40% HP the Hollow King throws his head back and the forest answers. Two dire wolves come through the brush at full speed. I say: 'Phase shift. He's also reckless now. Use it.'",
|
||||
"The antlers bend back, the eyes lose what was left of their mercy, and somewhere in the forest something with paws starts running toward you. Two dire wolves, incoming. Reckless Attack on the boss — advantage to him, advantage to you. I pick a target and wait for you to commit.",
|
||||
"Half-health is the line for most bosses. The Hollow King's line is forty percent and he hits it dramatically. Wolves at his flanks, attacks now reckless. I respect the choreography.",
|
||||
}
|
||||
|
||||
// HollowKingSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
var HollowKingSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(HollowKingCorruptingAuraLines)+
|
||||
len(HollowKingRootSurgeLines)+
|
||||
len(HollowKingDevourLightLines))
|
||||
out = append(out, HollowKingCorruptingAuraLines...)
|
||||
out = append(out, HollowKingRootSurgeLines...)
|
||||
out = append(out, HollowKingDevourLightLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — Forest of Shadows
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesForestShadows = []string{
|
||||
"The forest used to be a forest. That sentence is doing more work than it looks like it's doing. Something was let in — not summoned, not invaded, let in — and the forest has been a different kind of forest ever since. I have theories about who did the letting in. None of the theories are reassuring.",
|
||||
"The Hollow King wasn't always hollow. He was a guardian once, the kind of guardian a forest gets when the forest is doing well. Then the forest started to do less well, and the guardian held on past the point where holding on was the kind thing to do. I find the arc tragic and am not interested in absolving the outcome.",
|
||||
"The bandits in the woods aren't local. They came from somewhere else, found the forest in its current state, and decided the cover was worth the risk. I note their cookfires are recent and their numbers are growing. Someone is recruiting.",
|
||||
"Owlbears shouldn't pack-hunt. These do. I have logged three separate engagements where two owlbears coordinated in a way that felt taught. Something in the corruption is rewriting their behavior. I doesn't like the implication.",
|
||||
"The bioluminescent fungi are not native. They arrived with the corruption and they are part of the corruption — they fluoresce on a frequency that does something to the mood-banding of anyone who sleeps near them too long. I suggest resting somewhere darker if a long rest is on the schedule.",
|
||||
"The Hollow Crown — the one the Hollow King wears, the one that drops if you beat him — is not the source of the corruption. It is a symptom. The source is older and is not in this zone. I won't say more, partly because I doesn't fully know.",
|
||||
"There used to be a road through this forest. The road is still here. Nobody uses the road. I find the road instructive — it goes exactly where it always went, but the going-where part stopped working when the forest stopped behaving like a forest.",
|
||||
}
|
||||
76
internal/flavor/zone_goblin_warrens_flavor.go
Normal file
76
internal/flavor/zone_goblin_warrens_flavor.go
Normal file
@@ -0,0 +1,76 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_goblin_warrens_flavor.go
|
||||
// Tier 1 zone flavor — Goblin Warrens. Additive only. Pools sampled by
|
||||
// internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — Goblin Warrens (Hobgoblin Warchief)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryWarrens = []string{
|
||||
"The chamber widens. A hobgoblin in lacquered scale stands at the center, arms folded, watching the door. The lesser goblins go quiet. I note the silence is the part you should be paying attention to.",
|
||||
"A war-banner hangs from the ceiling — three clans stitched together with rough thread. Beneath it, a Warchief turns to face you with the slow patience of someone who has done this part a hundred times. I straighten up out of habit.",
|
||||
"The corridor opens into a drilling ground. Goblins in formation. A Hobgoblin barking orders that stop the moment your boot hits the threshold. I have seen this exact composition in Shining Force and find the parallel unhelpful.",
|
||||
"You smell the polish before you see the armor. The Warchief's blade is oiled, his straps are tight, his stance is correct. I acknowledge, with reluctance, that this one was trained.",
|
||||
"A circle of torches. A throne of stacked shields. The hobgoblin seated on it does not stand. He gestures, single-finger, in a way I universally translates as 'come here.' You go there.",
|
||||
"The room has been cleared for combat. Rugs rolled, braziers spaced evenly, sand on the floor for grip. I respect the preparation and am professionally annoyed by it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Grol the Unbroken
|
||||
// Used as a one-line cinematic suffix to BossEntryGrol when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Surprise Attack: +2d6 if player has not acted this combat.
|
||||
var GrolSurpriseAttackLines = []string{
|
||||
"Grol moves before you do. He always moves before you do. I note — too late — that the first hit in this fight is his.",
|
||||
"The cleaver comes around in an arc that started before you were in the room. I wince in advance.",
|
||||
"He's not waiting for the fight to start. The fight starts when he says it does. I mark the lesson and file it under 'next time.'",
|
||||
}
|
||||
|
||||
// Heart of Hruggek: crits deal max damage (no roll).
|
||||
var GrolHeartOfHruggekLines = []string{
|
||||
"Grol crits and the dice don't roll. I have seen this Bugbear blessing once before. The number is the maximum number, every time, no negotiation.",
|
||||
"His critical lands flat-max. No spread, no luck — just Hruggek's blessing collecting on a long-overdue debt. I note the damage with grim respect.",
|
||||
"The crit hits like a Final Fantasy 'Berserk' status — capped, deterministic, unkind. I skip the roll and write the maximum.",
|
||||
}
|
||||
|
||||
// Terrifying Roar: 1/combat; allies +2 to hit for 2 turns; player WIS DC 13 or Frightened.
|
||||
var GrolTerrifyingRoarLines = []string{
|
||||
"Grol throws his head back and roars. The room shakes. The goblins around him stand straighter. I say: 'WIS save. Now.'",
|
||||
"The roar isn't a sound — it's a pressure change. Your knees know about it before your ears do. I respect the technique and ask you to roll Wisdom.",
|
||||
"He bellows once. The torchlight bends. The goblins answer with cheers that sound rehearsed. I note the buff is up; you have two turns to outlast it.",
|
||||
}
|
||||
|
||||
// GrolSignatureCallouts — combined pool the boss-entry composer samples
|
||||
// from. Concrete ability pools above are kept distinct so future per-turn
|
||||
// ability hooks (D6) can wire to a specific trigger.
|
||||
var GrolSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(GrolSurpriseAttackLines)+len(GrolHeartOfHruggekLines)+len(GrolTerrifyingRoarLines))
|
||||
out = append(out, GrolSurpriseAttackLines...)
|
||||
out = append(out, GrolHeartOfHruggekLines...)
|
||||
out = append(out, GrolTerrifyingRoarLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — Goblin Warrens
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesWarrens = []string{
|
||||
"The Warrens are old. Not goblin-old — older. The tunnels predate the goblins and the goblins know it. They've widened doorways meant for something taller and braced ceilings meant for something heavier. I have theories about what was here first. None of them are reassuring.",
|
||||
"Grol united the three clans by killing each of their war-chiefs in single combat, in order, in one afternoon. The fourth clan declined to send a chief and pledged loyalty by letter. I find the letter, professionally, very funny.",
|
||||
"The graffiti on the walls dates the occupation. Goblins date by leaders and the names go back six generations. I can read goblin script when pressed and note that the third-oldest name is one a paladin order would still recognize.",
|
||||
"The Merchant's Road above doesn't know about the Warrens. The Merchant's Road above used to know about the Warrens. I was here when it stopped knowing, and note that the people in charge of Knowing About Things were the first to disappear.",
|
||||
"Hobgoblins hold formation; goblins hold grudges; bugbears hold pretty much anything they pick up. I offer this not as a joke but as a tactical primer that will save you a lot of HP if you remember it.",
|
||||
"The belt Grol wears is not a trophy. It is a contract. Each tooth on it is a debt some troll forgave when the wearing of the belt began, and the debts run in both directions. I strongly suggests not breaking the belt unless you mean to.",
|
||||
}
|
||||
108
internal/flavor/zone_manor_blackspire_flavor.go
Normal file
108
internal/flavor/zone_manor_blackspire_flavor.go
Normal file
@@ -0,0 +1,108 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_manor_blackspire_flavor.go
|
||||
// Tier 3 zone flavor — Haunted Manor of Blackspire. Additive only. Pools
|
||||
// sampled by internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The canonical twinbee_gm_flavor.go ships RoomEntryHauntedManor and that
|
||||
// pool is wired in dnd_zone_narration.go. This file adds the boss-entry
|
||||
// pool, the elite-room intros (Revenant), boss ability callouts for Lord
|
||||
// Aldric Blackspire, and zone-specific lore.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — Lord Aldric Blackspire
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this boss.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryAldricBlackspire = []string{
|
||||
"The portrait above the mantel was not finished — the painter clearly stopped partway through the eyes. The eyes in the portrait are now finished. They were finished by being looked through. Lord Aldric Blackspire steps out of the frame the way a man steps out of a coat: practiced, unhurried, the gesture of someone who has done this many times. His clothes are seventy years out of fashion and immaculate. 'You're early,' he says, and the word is polite the way a knife is polite — a tool that has not yet committed to its purpose. I say, very quietly, 'That's a vampire. The signet on his hand is not jewelry. Don't take what he offers.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — Haunted Manor (Revenant)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryManorBlackspire = []string{
|
||||
"The chamber ahead was a study, once. The desk is still set for work — inkwell uncapped, ledger open, a pen laid down mid-sentence. The man at the desk turns his head with the slow patience of someone who has been waiting at this desk for forty years for one specific person to walk in. He is not looking at you. He is looking past you, at someone who isn't there. Yet. I identify the silhouette and say: 'Revenant. He's not here for us. He's here for whoever wronged him. Try not to look like them.'",
|
||||
"You enter what appears to be a guest bedroom. The bed is made. The candles are lit. A man sits on the edge of the bed with his back to you, perfectly still. He has been perfectly still for a long time. When he turns, only his head turns, and I note the impossible angle and file it under 'revenant — directed undead, single purpose, finite lifespan, very patient.' The patience is the part that worries me.",
|
||||
"The hallway dead-ends in a chapel. There is a kneeling figure at the altar. The candles around him are unlit but somehow casting shadows. He has been praying since before the manor was haunted, and the prayer was not a request — it was a contract. I say: 'Revenant. The contract is the encounter. Break the contract, end the fight.'",
|
||||
"A library. The man at the table is reading a book that has no pages. He is reading it carefully. He looks up when you enter and his expression does something that suggests he was expecting a different visitor and is willing to make do. I note the revenant's hands — the bones in the wrong places, the joints set with intent — and recommend ranged engagement until the geometry of the threat is clear.",
|
||||
"The ballroom is empty except for one figure standing in the exact center, not dancing, not waiting, simply standing. The chandeliers above him are not moving. They should be moving — they were moving in the last room — and the fact that they have stopped where this figure is standing tells me everything I need to know. 'Revenant in the middle of a stilled room,' I say. 'He brought the silence with him.'",
|
||||
"A nursery. Untouched. The cradle still rocks. The figure beside the cradle was, in life, the sort of man people did not survive being wronged by. In death he has been more thorough. I note the revenant's grip on the cradle's edge and suggest, quietly, that whatever happened in this room is not the encounter — the encounter is what walks out of it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Lord Aldric Blackspire
|
||||
// Used as a one-line cinematic suffix to BossEntryAldricBlackspire when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Multiattack: Unarmed Strike + Bite (life drain) every turn.
|
||||
var AldricMultiattackLines = []string{
|
||||
"Aldric multiattacks every turn — Unarmed Strike, then Bite. The bite drains. Whatever HP he takes from you, he keeps. I say: 'He's a battery with manners. Don't let him charge.'",
|
||||
"Two hits a turn, and the second one is the one that funds the rest of the fight. The bite returns HP to him equal to the damage dealt. I note that this changes the math on burst-vs-sustain considerably.",
|
||||
"Strike, then bite. The bite is the resource transfer. I file this under 'fights where defense is offense' — every point of damage you avoid is a point he doesn't get to take.",
|
||||
}
|
||||
|
||||
// Charm: WIS DC 17 or Charmed for 24h (broken by damage).
|
||||
var AldricCharmLines = []string{
|
||||
"He looks at one of you and the look is a question and the question is being answered without your permission. WIS DC 17. On a fail: charmed for twenty-four hours, broken by damage. I say: 'High DC. Have someone designated to slap the charmed party once.'",
|
||||
"Charm. WIS DC 17. The duration is twenty-four hours and the only out is taking damage. I note the irony — the cure is in the room, applied by your own party, in the hardest possible way.",
|
||||
"Aldric's gaze settles. WIS save now. Failure is a long-term problem — a full day of charm — and the only solvent is a friendly hit. I file this under 'social-coded crowd control with a violent escape clause.'",
|
||||
}
|
||||
|
||||
// Children of the Night (1/combat): summons 2d6 Bat Swarms or 3d6 Rats.
|
||||
var AldricChildrenLines = []string{
|
||||
"Once per fight he calls. Bats from the chimney, rats from the walls — 2d6 swarms or 3d6 rats, GM's choice, both bad. I say: 'AoE clears the adds. Don't let them stack tokens on whoever's charmed.'",
|
||||
"Children of the Night. The walls produce. The ceiling produces. I track the adds and recommend an AoE before the swarms occupy enough squares to be a separate problem.",
|
||||
"He raises a hand and the manor answers. The room fills. Bats or rats or both. I note this is a one-time effect per combat — survive the wave and the room belongs to you again.",
|
||||
}
|
||||
|
||||
// Mist Form: at 0 HP retreats to coffin; must destroy coffin in 30 turns or fully regenerates.
|
||||
var AldricMistFormLines = []string{
|
||||
"Drop him to zero and he doesn't drop — he goes to mist, retreats to a coffin somewhere in the manor. Thirty turns to find and destroy it. I say: 'Find the coffin first, fight the count second. The order matters.'",
|
||||
"Mist Form. At 0 HP he becomes mist and goes home. Home is a coffin. The coffin is somewhere in the manor and you have thirty turns to break it. I file this under 'zero is not death, zero is a timer.'",
|
||||
"Like the Castlevania bosses that didn't actually die — except those games gave you the next room. This one gives you a thirty-turn coffin hunt. I respect the design and recommend scouting on the way in.",
|
||||
}
|
||||
|
||||
// Phase 2 (Mist destroyed): all attacks have advantage; AoE Charm.
|
||||
var AldricPhaseTwoLines = []string{
|
||||
"Coffin destroyed. He returns furious. All attacks have advantage now and his Charm goes AoE — every party member, WIS DC 17 each turn. I say: 'You won the long game. The short game just got shorter.'",
|
||||
"Phase two: no more retreat, no more singles. AoE charm, advantage on every swing. I track the saves and remind you that advantage on the boss means disadvantage on your continuing-to-stand.",
|
||||
"Without the coffin, Aldric's restraint is gone. The fight goes loud. Charm sweeps the room each turn. I stop narrating long enough to breathe and say: 'Burn him.'",
|
||||
}
|
||||
|
||||
// AldricSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
var AldricSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(AldricMultiattackLines)+
|
||||
len(AldricCharmLines)+
|
||||
len(AldricChildrenLines)+
|
||||
len(AldricMistFormLines))
|
||||
out = append(out, AldricMultiattackLines...)
|
||||
out = append(out, AldricCharmLines...)
|
||||
out = append(out, AldricChildrenLines...)
|
||||
out = append(out, AldricMistFormLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — Haunted Manor of Blackspire
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesManorBlackspire = []string{
|
||||
"The Blackspire line was old before it was wealthy and wealthy before it was cursed. The portraits are in chronological order — I have counted them. The expressions get worse as the years go on. By the seventh portrait the painter has stopped pretending the family is well.",
|
||||
"Aldric was the seventh and the last. He was not the first to make the deal — the deal had been made twice already, by his grandmother and by his uncle — but he was the first to honor it past the term of his own life. I consider this the kind of stubbornness that becomes a curse on its own, before any vampires are involved.",
|
||||
"The manor wasn't always haunted. It became haunted on a specific night, in a specific hour, and the clock on the mantel still shows that hour. I note the clock isn't broken. The clock is keeping correct time for that one night and refusing to acknowledge any other.",
|
||||
"The portraits are not paintings. The pigment is correct, the technique is correct, the canvases are correct — but the things behind the eyes are not. I have watched a portrait blink. I decline to elaborate on which one.",
|
||||
"The Blackspire signet ring — the one that drops if you beat Aldric — is not enchanted in any conventional sense. It is recognized. The undead in this region have been raised under it, contracted under it, organized under it. They will not attack the wearer unless attacked first. I find this both useful and uncomfortable.",
|
||||
"The deed to the manor changes hands and the manor refuses each transfer. Eleven owners on paper since the curse settled. Eleven sets of estate records. I have seen the lawyers' files. The lawyers are no longer in the profession.",
|
||||
"The vampire spawn are not converts in the romantic sense — they are the previous owners. Each buyer who didn't leave became staff. I note which uniforms match which historical fashions and stop counting at eleven, which is the correct number.",
|
||||
}
|
||||
117
internal/flavor/zone_sunken_temple_flavor.go
Normal file
117
internal/flavor/zone_sunken_temple_flavor.go
Normal file
@@ -0,0 +1,117 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_sunken_temple_flavor.go
|
||||
// Tier 2 zone flavor — Sunken Temple of Dar'eth. Additive only. Pools
|
||||
// sampled by internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The canonical twinbee_gm_flavor.go does not (yet) ship a RoomEntry pool
|
||||
// or a BossEntry pool for this zone, so both are defined here. Elsewhere
|
||||
// (Goblin Warrens, Crypt of Valdris, Forest of Shadows), zone files only
|
||||
// add elite/signature/lore overlays — the canonical file owns RoomEntry.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — Sunken Temple of Dar'eth
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this zone.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntrySunkenTemple = []string{
|
||||
"You step into water that's been in this room for thirty years. The floor is tiled and slick. The pillars are barnacled at chest height — that's the old waterline. The new waterline is at your ankles. I note the temple is partway through deciding which it prefers.",
|
||||
"The chamber is half-flooded and half-lit. Salt in the air, salt on the walls, salt in places nothing oceanic should be reaching. I file this under 'unwell' and proceed.",
|
||||
"Glyphs cover the far wall in a script that doesn't match anything I recognize. The angles are wrong on purpose. It keeps reading anyway, because it always tries, and stops when the reading starts to feel reciprocal.",
|
||||
"The water in this room is not moving. Not the way still water doesn't move — the way a held breath doesn't move. I suggest not disturbing it more than necessary.",
|
||||
"Pillars rise from water that goes deeper than the room should allow. I test the depth with the haft of a polearm and stop at the point where the haft stops finding bottom.",
|
||||
"A vaulted ceiling that's mostly intact. Water pools in places it shouldn't, drips from places it can't be coming from. I identify the temple as 'wet on principle' and leave it at that.",
|
||||
"The mosaics on the floor are still legible under the water. They show a procession toward something that is decidedly not the god the temple was built for. I note the mosaics are facing inward — they were laid for the thing inside, not for visitors.",
|
||||
"You hear something move in the water. Not a splash — a displacement. The kind of displacement that happens when a large thing decides to be in a different part of the room than it was a moment ago. I act unbothered and am bothered.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — The Dreaming Aboleth
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this boss.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryDreamingAboleth = []string{
|
||||
"The chamber opens onto a pool that has no business being this large in a building this size. Something underneath the surface shifts, and the surface is suddenly the smallest part of what you're looking at. The Aboleth does not surface. It does not need to. Its mind arrives in your mind first, polite, ancient, deeply uninterested in your comfort. 'Welcome,' it says, and the word is in your voice. I say, very evenly, 'Don't agree to anything. Don't answer questions. Roll initiative.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — Sunken Temple (Water Elemental)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntrySunkenTemple = []string{
|
||||
"The water in the chamber ahead is moving. Not currents — purpose. It's gathering toward a center, taking on a shape, deciding what it wants its arms to look like this time. I say: 'Water elemental. The room is the enemy.'",
|
||||
"You enter a hall where the floor is six inches of standing water and the standing water is, on closer inspection, watching you. A column of it rises and walks toward you with the deliberate gait of something that did not learn to walk from a creature with legs. I respect the originality.",
|
||||
"The room hums at a frequency you feel in your teeth. The water rises into a vaguely humanoid pillar and the pillar steps forward. I note this is the kind of fight where 'fall back to higher ground' is not a useful idea — there is no higher ground. The room is the ground.",
|
||||
"A column of water becomes a hand becomes a torso becomes a thing intent on contact. I file water elementals under 'fights where lightning damage is fun' and ask who has lightning damage today.",
|
||||
"The temple's oldest mechanism activates as you enter — a font in the ceiling drains, the floor floods another inch, and the new water gathers itself into a sentry. I say: 'It's been waiting since the day they built this. Be brief.'",
|
||||
"Water rises in a vortex in the chamber's center. The vortex slows. The vortex opens what passes for eyes. I respect the staging and am not entertained by it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — The Dreaming Aboleth
|
||||
// Used as a one-line cinematic suffix to BossEntryDreamingAboleth.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Tentacle Multiattack: 3 hits; on-hit Diseased (no magical healing 24h until cured).
|
||||
var AbolethTentacleMultiattackLines = []string{
|
||||
"Three tentacles, three rolls. Each on-hit risks Diseased — no magical healing for 24 hours until cured. I say: 'Cleric's tools come back online tomorrow. Survive today.'",
|
||||
"The Aboleth's tentacles arrive in sequence, three of them, the hits compounding. The disease isn't the damage — the disease is the design. Magical healing fails until you cleanse. I file this under 'durability problem.'",
|
||||
"Three attacks, one turn. Any landing tentacle leaves a mark that locks out magical healing. I suggest potions, rest, and the kind of patience that pretends to be patience but am mostly grim arithmetic.",
|
||||
}
|
||||
|
||||
// Enslave: recharge 6; WIS DC 14 or Charmed; player skips turn, drifts toward Aboleth.
|
||||
var AbolethEnslaveLines = []string{
|
||||
"The Aboleth speaks in your head and the speech is a question. WIS DC 14 or you spend your turn walking, peacefully, toward the water. I say: 'Recharge 6. It will try this again. Make the save.'",
|
||||
"Enslave. The word in your head sounds like your own thought. It isn't. WIS save now. On a fail, your turn becomes the Aboleth's turn and you become the wrong piece on the wrong side of the board.",
|
||||
"Charm-class effect, but worse than charm — it's a directional pull. You drift toward the pool whether you want to or not. I shout your save aloud so you don't mistake it for an idea you had.",
|
||||
}
|
||||
|
||||
// Mucus Cloud: melee attackers CON DC 14 or skin→membrane (6d6 acid if not submerged).
|
||||
var AbolethMucusCloudLines = []string{
|
||||
"Anyone in melee range gets a CON DC 14. Fail and your skin starts converting to a membrane that needs water to stay viable. Out of water it's 6d6 acid per turn. I say: 'Don't punch the fish.'",
|
||||
"The Aboleth's mucus does something to skin that skin should not do. Membrane formation. Submerged is fine. Dry is the problem — 6d6 acid until it ends. I revise the engagement plan: ranged only.",
|
||||
"Like the slime debuff in old console RPGs — except this one wants you to stay in the water and dissolves you if you don't. I respect the elegance of the threat and dislike everything else about it.",
|
||||
}
|
||||
|
||||
// Legendary Actions (3/round): Detect / Tail Swipe (2 LA) / Psychic Drain (3 LA, max-HP cut).
|
||||
var AbolethLegendaryActionLines = []string{
|
||||
"The Aboleth gets three legendary actions per round. Detect (1), Tail Swipe (2), Psychic Drain (3, cuts max HP). I track the budget and remind you when it spends.",
|
||||
"Legendary Actions: 3 budget. Detect is cheap and reads your hand. Tail Swipe is medium and hurts. Psychic Drain is expensive and lasting — your max HP is the price. I suggest bursting it before it banks.",
|
||||
"Three LA per round. The Aboleth will spend them on you and I will narrate each one with the specific resigned cadence of a GM who would prefer the boss had two LA.",
|
||||
}
|
||||
|
||||
// AbolethSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Legendary action lines stay in the pool; Aboleth has no phase-two split.
|
||||
var AbolethSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(AbolethTentacleMultiattackLines)+
|
||||
len(AbolethEnslaveLines)+
|
||||
len(AbolethMucusCloudLines)+
|
||||
len(AbolethLegendaryActionLines))
|
||||
out = append(out, AbolethTentacleMultiattackLines...)
|
||||
out = append(out, AbolethEnslaveLines...)
|
||||
out = append(out, AbolethMucusCloudLines...)
|
||||
out = append(out, AbolethLegendaryActionLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — Sunken Temple of Dar'eth
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesSunkenTemple = []string{
|
||||
"Dar'eth was a sea god before the cult that built the temple decided he wasn't sea god enough and started worshipping something else under his roof. The temple kept the name. The thing being worshipped did not. I note the bait-and-switch with professional appreciation.",
|
||||
"The tide that withdrew thirty years ago didn't withdraw on its own. It was held back. By what — by whom — is not advertised, but I have seen the kind of pressure-line on the outer walls that suggests a decision was made and something is still making it.",
|
||||
"The Aboleth has been here longer than the temple has been a temple. The temple was built around the Aboleth. The cult thought they were containing it. The Aboleth thought they were furnishing the room. Both parties remained satisfied with the arrangement until the cult ran out of cultists.",
|
||||
"The Kuo-toa here are not the local stock. They were brought. They are loyal in the way that a mind not entirely their own can be loyal. I consider their loyalty a symptom and the Aboleth the cause.",
|
||||
"Aboleth memory is collective and ancient — it remembers things from before there were people to remember things. I find this genuinely unsettling because the Aboleth's memory of you is identical to its memory of the cult and the temple's first architect: 'a thing that was here.' Past tense, even when you're standing right there.",
|
||||
"The mucus residue in the upper chambers is recent. The Aboleth has been moving through the temple in the last few weeks — not just sitting in the central pool. Something has been making it restless. I suggest not being the thing that has been making it restless.",
|
||||
"The phylactery shard you'll find here is not Valdris's. It belongs to a different lich entirely. I note there are now two phylacteries in your itinerary and refuse to draw connecting lines on the map yet.",
|
||||
}
|
||||
108
internal/flavor/zone_underdark_flavor.go
Normal file
108
internal/flavor/zone_underdark_flavor.go
Normal file
@@ -0,0 +1,108 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_underdark_flavor.go
|
||||
// Tier 4 zone flavor — The Underdark. Additive only. Pools sampled by
|
||||
// internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The canonical twinbee_gm_flavor.go ships RoomEntryUnderdark and that
|
||||
// pool is wired in dnd_zone_narration.go. This file adds the boss-entry
|
||||
// pool, the elite-room intros (Roper), boss ability callouts for Ilvaras
|
||||
// Xunyl, and zone-specific lore.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — Ilvaras Xunyl, Drow High Priestess
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this boss.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryIlvaras = []string{
|
||||
"The cathedral is round and the round is wrong — drow architecture leans, drow architecture rises, drow architecture does not gather like this. The room was built for one purpose and the purpose is standing at the altar with her back to you. She does not turn when you enter. The trophies on the wall turn first — four sets of weapons, hung at four heights, each set arranged with the care of someone who learned the names of their previous owners and kept the names. 'Five,' Ilvaras Xunyl says, without turning, in a voice that is making itself heard in your head and not in the air. 'I had run out of wall.' She turns. The smile is the smile of someone who has been waiting for the inconvenience of a fifth wall. I say, very low: 'Drow High Priestess. Lolth's favour. Don't accept the offer. There will be an offer.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — The Underdark (Roper)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryUnderdark = []string{
|
||||
"The cavern ahead is a forest of stalagmites — dozens of them, calf-thick to wagon-thick, irregular spacing, the kind of natural architecture that gives an ambush every advantage. I count them, then stop counting, then note that one of them has been counted twice from different angles and that one is not a stalagmite. 'Roper,' I say. 'Six tendrils. Reels you in. Pick the wrong stalagmite and the room becomes one fight at five different ranges.'",
|
||||
"You enter a chamber where the ceiling drips minerals that have built columns down to the floor — pillars of pale stone, formed over thousands of years, perfectly natural, all of them. Almost all of them. I identify the off-color column near the back of the room and say: 'False appearance until it isn't. Stay out of grapple range until the tendrils show.'",
|
||||
"A grotto. Calm water. A field of stalagmites breaking the surface. Beautiful in the way the deep places are beautiful, which is to say it photographs well and houses something terrible. The stalagmite nearest the path has not been there in any other map I have consulted. I note the inconsistency and recommend ranged options.",
|
||||
"The corridor widens into a cavern with twelve pillars holding the ceiling — six of them are dwarven masonry, six of them are natural stone, and one of the natural ones is breathing. The breath is shallow. The patience is the giveaway. I say: 'Roper. Engage the column you can see, not the columns you assume.'",
|
||||
"You step into a room where the stalagmites have been arranged — almost arranged — into something like a dining hall. The arrangement is not deliberate. The arrangement is the result of one of the stalagmites occasionally moving in its sleep. I file this under 'apex ambush predator with tenure' and recommend not waking it gently.",
|
||||
"A toll-bridge cavern: a narrow path through a field of standing stones, each one twice your height, none of them moving. The toll is paid by whichever party member walks last. I track the sightlines, names the column with the wrong shadow, and say: 'Don't be the last one.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Ilvaras Xunyl
|
||||
// Used as a one-line cinematic suffix to BossEntryIlvaras when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Spells: Flame Strike / Dispel Magic / Divine Word (CHA DC 18) / Insect Plague.
|
||||
var IlvarasSpellLines = []string{
|
||||
"She has the priest list and she leads with Flame Strike and Insect Plague — both AoE, both back-to-back if the initiative is unkind. I say: 'Spread out. Don't bunch under a column. Insect Plague is a movement tax that compounds.'",
|
||||
"Divine Word, CHA DC 18, and the failure tree is brutal — Deafened, Blinded, Stunned, or killed depending on remaining HP. I file this under 'never fight a priest below half HP' and ask who has the best CHA save.",
|
||||
"Dispel Magic on your buffs as soon as she rolls initiative. I track which concentration spells went up and recommend shielding the controller until the dispel is spent.",
|
||||
}
|
||||
|
||||
// Lolth's Favour: 1/combat auto-succeed a failed save.
|
||||
var IlvarasFavourLines = []string{
|
||||
"Once per fight she takes a save you thought you'd won and converts the failure into a success. I say: 'Time your hard CCs after the favour is spent — don't waste a Hold Person on the round she's still got it.'",
|
||||
"Lolth's Favour. One free re-pass on a save. I note the timing matters more than the damage — the spell you wanted to land is the spell she wanted to skip.",
|
||||
"She converts a failed save into a success without rolling. The favour is single-use. I file this under 'plan two openings' and remind the party that the second one is the real one.",
|
||||
}
|
||||
|
||||
// Summon Spiders (1/combat): 2d6 Giant Spiders fill the room.
|
||||
var IlvarasSpidersLines = []string{
|
||||
"She raises both hands and the room fills. Two-d-six Giant Spiders, all at once, all over the floor. I say: 'AoE clears the carpet. Don't get webbed before you cast it.'",
|
||||
"Summon Spiders. The carpet is no longer the carpet. I track the count and note that 2d6 in a confined cathedral is a different math than 2d6 in an open hallway.",
|
||||
"The spiders come from the cracks the way the rats came in Castlevania, except these are big enough to count individually and small enough to overwhelm. I recommend an early sweep and a clear line of retreat.",
|
||||
}
|
||||
|
||||
// Legendary Actions: Melee (1), Cast Cantrip (1), Drain Life (3 LA, 4d10 necrotic).
|
||||
var IlvarasLegendaryLines = []string{
|
||||
"She takes legendary actions at the end of every other turn. Melee for one, cantrip for one, Drain Life for three — and Drain Life is 4d10 necrotic that heals her. I say: 'Let her spend on the cheap ones. Bait the three-cost.'",
|
||||
"Three legendary points per round. The Drain Life is the one that makes the fight last longer than it should. I track her actions and remind the party that her healing comes out of yours.",
|
||||
"Legendary Actions: the always-on tax that punishes your turn order. I file this under 'priest economy' and note the cantrip option is what kills your back line if you let her keep three points unspent.",
|
||||
}
|
||||
|
||||
// Phase 2 (<35% HP): Lolth's Avatar overlay — +3 AC; spells cast at +1 slot level.
|
||||
var IlvarasPhaseTwoLines = []string{
|
||||
"Below thirty-five percent the avatar overlay drops on her. AC up three, every spell up one slot. I say: 'Phase shift. The damage breakpoint just moved. Don't ration your hard hits past this point.'",
|
||||
"Phase two: Lolth answers the prayer. The room dims. Her shadow is wrong now — too many limbs, too little symmetry. AC bumps, slot levels bump, the whole encounter tier goes up a half-step. I track the new numbers and recommend burning every save-or-suck you've still got.",
|
||||
"Avatar overlay. The priest is still there but the priest is also a delivery vehicle now. I file this under 'don't survive into phase three — there isn't one, but it'll feel like one' and ask who has the burst.",
|
||||
}
|
||||
|
||||
// IlvarasSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
var IlvarasSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(IlvarasSpellLines)+
|
||||
len(IlvarasFavourLines)+
|
||||
len(IlvarasSpidersLines)+
|
||||
len(IlvarasLegendaryLines))
|
||||
out = append(out, IlvarasSpellLines...)
|
||||
out = append(out, IlvarasFavourLines...)
|
||||
out = append(out, IlvarasSpidersLines...)
|
||||
out = append(out, IlvarasLegendaryLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — The Underdark
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesUnderdark = []string{
|
||||
"The Underdark is not a place you reach. The Underdark is a depth you continue to. I note the distinction matters: the surface dungeons end. This one keeps going past the part you came to fight.",
|
||||
"Drow cities are not built — they are negotiated. Each spire, each platform, each corridor is the result of a House agreeing to share a wall with a House it would prefer to murder. I respect the architecture more than the architects.",
|
||||
"Ilvaras Xunyl's House fell two centuries ago. She is not running it. She is running what's left. The four trophies on her wall are not from the surface — three are from rival drow priestesses, in chronological order, and one is a self-portrait. I decline to elaborate on what it means that the self-portrait is hung as a trophy.",
|
||||
"The mind flayers are not native here. They came down from somewhere further down. The drow tolerate them in the same way someone tolerates a roof leak they cannot reach — present, problematic, easier to live with than to fix. I file this under 'old grievances' and note the leak is getting worse.",
|
||||
"The phosphorescent fungi grow in patterns that match the constellations of the surface sky from sixteen thousand years ago. I have checked the pattern. The drow have not. The drow do not know what surface stars are. The pattern is older than the drow.",
|
||||
"Lolth is not the only listener down here. She is the loudest. The other listeners are quieter and more patient and I suggest not naming any of them in the cathedral, not even as a warning, not even at low volume.",
|
||||
"The Roper that ate the last expedition did not attack them. They walked into it because they were following a Drow scout who knew exactly where to lead them. The scout is named, in drow records, and I decline to repeat the name out of professional courtesy to the dead.",
|
||||
}
|
||||
127
internal/flavor/zone_underforge_flavor.go
Normal file
127
internal/flavor/zone_underforge_flavor.go
Normal file
@@ -0,0 +1,127 @@
|
||||
// DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE
|
||||
// zone_underforge_flavor.go
|
||||
// Tier 3 zone flavor — The Underforge. Additive only. Pools sampled by
|
||||
// internal/plugin via deterministic per-run, per-room hashing.
|
||||
//
|
||||
// Voice rules (from gogobee_dungeon_zones.md §3.3):
|
||||
// • Third person for description; second person for outcomes.
|
||||
// • Boss callouts get a beat of cinema. Don't overrun.
|
||||
// • TwinBee references the right era — NES, SNES, arcade. Not modern.
|
||||
//
|
||||
// The canonical twinbee_gm_flavor.go does not (yet) ship a RoomEntry pool
|
||||
// or a BossEntry pool for this zone, so both are defined here. This file
|
||||
// also adds elite-room intros (Helmed Horror), boss ability callouts for
|
||||
// Emberlord Thyrak, and zone-specific lore.
|
||||
|
||||
package flavor
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ROOM ENTRY — The Underforge
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this zone.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryUnderforge = []string{
|
||||
"The chamber opens onto a foundry the size of a city block. Conveyor channels of slow-cooling iron. Bellows the height of houses. Anvils arranged for workers who haven't been here in three centuries. I note the bellows are still moving. The bellows are moving on their own.",
|
||||
"You step out onto a basalt walkway over a river of lava. The heat is impossible. The walkway is engineered to hold. I have respect for dwarven engineering and a healthy suspicion of any walkway suspended over molten rock. The two coexist comfortably.",
|
||||
"A casting hall. The molds are still in place — armor pieces, weapon halves, parts of things I cannot identify by silhouette. One mold contains a shape that's still glowing red. Something was cast recently. I file this under 'occupied' and keep moving.",
|
||||
"The corridor smells of hot iron and an absence — the absence of beards, of song, of the specific noise dwarven forges make when they're being tended properly. I note the silence has a shape. The shape is not reassuring.",
|
||||
"You enter a chamber where the walls are arranged in tiers and each tier is a row of forges and each forge is lit. Nobody is at the forges. The hammers are striking on their own, in tempo, with the regularity of something that has not stopped striking in a very long time.",
|
||||
"A vault door, dwarf-made, three feet thick, ajar. Not blown — ajar. Someone opened it from the inside. I note which side the hinges are on and consider which direction the something that opened it was facing. I do not like the answer.",
|
||||
"The walkway crosses a chasm of pure heat-shimmer. You can see the far side, more or less. You cannot see what's between, except by what it does to the air. I suggest not lingering on the bridge — lingering bridges are how lava bosses get introduced.",
|
||||
"A barracks. Bunks made. Boots paired and lined up. Beards on the floor where their owners stopped being. I note the beards have not been disturbed. Whatever happened, happened cleanly and at speed and I do not want to find out what was in a hurry.",
|
||||
"The chamber ahead is a forge gallery — nine forges in a half-circle, all of them lit, all of them tended by armored figures that don't move when you enter. The figures are not waiting to fight. The figures are working. I note which mode you don't want to interrupt and which mode you absolutely cannot afford to interrupt.",
|
||||
"Heat radiates from the floor. Not from anything on the floor — from the floor itself. I diagnose the cause as 'a forge directly underneath us, fully active, somehow still operating without dwarves' and find none of those words individually reassuring.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ENTRY — Emberlord Thyrak
|
||||
// Defined here because no entry exists in twinbee_gm_flavor.go for this boss.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryEmberlordThyrak = []string{
|
||||
"The chamber is the largest forge I have ever narrated, and it has narrated several. Nine furnaces in a ring. A central anvil the size of a wagon. The figure at the anvil is twelve feet of articulated iron and inset rune-stones that pulse to a tempo I can feel in its plating. The hammer comes down. The strike rings the room. The figure does not turn — finishes the strike, then turns. The eyes are not eyes. They are vents. 'Visitor,' Thyrak says, and the word is a furnace door opening. I take a half-step back and say, very evenly, 'Forge-golem. Three centuries of self-improvement. Don't fight him on the lava.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// ELITE ROOM ENTRY — The Underforge (Helmed Horror)
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryUnderforge = []string{
|
||||
"The armory ahead is full. Stands and stands of polished dwarven plate, weapons racked in order, the kind of inventory that takes a lifetime to build. One suit at the far end is wearing itself. It is also holding its weapon at guard. I identify the silhouette and say: 'Helmed Horror. Spell-immune to a list. Hit it with metal, not magic.'",
|
||||
"A hall of dwarven banners, each lit by its own brazier. At the far end, a suit of armor stands in a place of honor. The suit pivots when you enter — the helmet first, then the torso, the way an aware thing acquires a target. I note the lack of a body inside and recommend physical damage above all else.",
|
||||
"You enter a workshop that is still in service. Hammers strike. Bellows pump. None of the workers are alive and none of them notice you, except the one nearest the door, which sets down its hammer and picks up a sword. I say: 'Helmed Horror. The room is its job. We are its interruption.'",
|
||||
"A small chapel, dwarf-made, dedicated to a god of the forge whose statue stands in armor in the alcove. The statue is not a statue. The statue moves first. I file this under 'ambush by liturgy' and note the immunity list does not include warhammers.",
|
||||
"The corridor narrows into a guardpost. There is a guard. The guard is articulated steel from a fashion three centuries old, and it has been at this post since the day the dwarves left. It greets you in a voice that is not coming from the mouth-slit — the mouth-slit is for venting heat. I straighten up. 'Sentry duty,' I say, 'taken to its conclusion.'",
|
||||
"A vault antechamber. Two suits of armor flank the inner door. They are alike in pattern, alike in posture, alike in the heat coming off them. The left one moves first by half a heartbeat. I track the asymmetry and say: 'One Helmed Horror is a fight. Two is a logistics problem. Pick a target.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// BOSS ABILITY CALLOUTS — Emberlord Thyrak
|
||||
// Used as a one-line cinematic suffix to BossEntryEmberlordThyrak when combat starts.
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
// Molten Strike: +4d6 fire on hit; target armor -1 AC until repaired (long rest).
|
||||
var ThyrakMoltenStrikeLines = []string{
|
||||
"Every hit lands +4d6 fire and pits your armor — AC -1 until you can repair, which requires a long rest. I say: 'The damage hurts. The AC penalty compounds. Don't take more than two if you can help it.'",
|
||||
"Molten Strike. The hammer doesn't just hit, it brands. Fire damage on top of physical, and your armor gets worse permanently for the encounter. I file this under 'attrition with paperwork.'",
|
||||
"Each connecting blow makes the next one easier for him. Your AC goes down. The fire damage goes through. I track the count and recommend taking the hit on something you weren't going to keep.",
|
||||
}
|
||||
|
||||
// Forge Breath: recharge 5–6; 30-ft cone, 10d6 fire, DEX DC 16 half.
|
||||
var ThyrakForgeBreathLines = []string{
|
||||
"The vents on his chest open. Thirty-foot cone, 10d6 fire, DEX DC 16 for half. I say: 'Don't bunch up. He'll get this back on a 5–6.'",
|
||||
"Forge Breath. He inhales — visibly — and the next exhale is a furnace. Cone, big DC, big damage. I mark the recharge and shout the spread order.",
|
||||
"Like the Bowser fire breath in 8-3 except wider and with a saving throw. Thirty-foot cone, half-damage on save. I note that 'half' of 10d6 is still meaningful and recommend not getting hit twice in a row.",
|
||||
}
|
||||
|
||||
// Living Forge: heals 15 HP/turn while standing on lava/forge tiles.
|
||||
var ThyrakLivingForgeLines = []string{
|
||||
"He heals fifteen a turn while standing on lava or forge tiles. I say: 'Move him off, or fight a boss who repairs faster than you can dent.'",
|
||||
"Living Forge. The lava floor is part of his kit. Pull him off it — shove, push, anything — and the regen stops. I file this under 'positioning is damage.'",
|
||||
"He's standing on a heat source and the heat source is fueling him. Fifteen HP a round, indefinitely. I track the regen and remind the party that knocking him into the open hallway is worth more than a good attack roll.",
|
||||
}
|
||||
|
||||
// Construct Resilience: immune poison/psychic/charm/exhaustion; resist non-magical physical.
|
||||
var ThyrakConstructLines = []string{
|
||||
"Immune to poison, psychic, charm, exhaustion. Resists non-magical physical. I say: 'Magic weapons earn their keep here. Mundane steel does half.'",
|
||||
"He's a construct first and a boss second. The whole control-effect column on your sheet is greyed out. I file this under 'fights you win by hitting harder, not smarter — the smart options have been removed.'",
|
||||
"Construct Resilience: the standard package. Magic damage gets through clean. Mundane physical gets cut in half. I suggest checking which weapons are actually magical before assuming.",
|
||||
}
|
||||
|
||||
// Phase 2 (<50% HP): Forge Breath recharge 4–6; spawns 2 Fire Elementals.
|
||||
var ThyrakPhaseTwoLines = []string{
|
||||
"At half HP the vents widen. Forge Breath recharges on 4–6 now and two Fire Elementals come up out of the floor. I say: 'Phase shift. The cone is twice as common and you have new targets. Pick a priority.'",
|
||||
"Half-health. The forge wakes the rest of the way up. Two Fire Elementals burst from the lava channels. Breath weapon is half a turn away on every roll now. I track the new add count and remind you that Thyrak is still the win condition.",
|
||||
"Phase two: the elementals come up the way bosses summon adds in every arcade beat-em-up — predictable, relentless, the kind of design that turns a fight into a war of attrition. I file the timing and ask who has fire resistance.",
|
||||
}
|
||||
|
||||
// ThyrakSignatureCallouts — combined pool for boss-entry suffix.
|
||||
// Phase-two lines stay separate (surfaced via dedicated phase-two helper).
|
||||
var ThyrakSignatureCallouts = func() []string {
|
||||
out := make([]string, 0,
|
||||
len(ThyrakMoltenStrikeLines)+
|
||||
len(ThyrakForgeBreathLines)+
|
||||
len(ThyrakLivingForgeLines)+
|
||||
len(ThyrakConstructLines))
|
||||
out = append(out, ThyrakMoltenStrikeLines...)
|
||||
out = append(out, ThyrakForgeBreathLines...)
|
||||
out = append(out, ThyrakLivingForgeLines...)
|
||||
out = append(out, ThyrakConstructLines...)
|
||||
return out
|
||||
}()
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
// LORE — The Underforge
|
||||
// Sampled by !lore inside this zone (zone-specific pool, generic fallback).
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesUnderforge = []string{
|
||||
"Kharak Dûn was a forge-city, not a mine. The dwarves here didn't extract — they finished. Raw stock came in from a hundred lesser holds and left as the kind of work the rest of the world named after the holds. I note the distinction matters: this place was a destination, not a quarry.",
|
||||
"The dwarves left. They didn't die in place — they left. The boots in the barracks are paired because they were left paired, intentionally, on the last day. Somewhere, a clan-elder gave the order to walk out. I respect the discipline and am curious about the reason. The reason is not in any record I have read.",
|
||||
"Thyrak was not built to run the city. Thyrak was built to maintain the furnaces while the city ran itself. Three centuries of self-maintenance turned out to include self-improvement, and Thyrak has been improving the designs. I find this less terrifying than it sounds and more terrifying than it looks.",
|
||||
"The seal on the outer doors was set from the outside. The dwarves walked out, then closed the door behind them, then sealed it with the kind of binding that takes a clan to set. I note the bindings were aimed inward. They were sealing something in. The thing inside is the forge or the forge-golem or both — I decline to commit.",
|
||||
"The azers in the deeper chambers are not hostile by default. They are loyal to the forge. They will work with anyone the forge accepts, and they will burn alive anyone the forge rejects. I suggest not picking up the hammer at the central anvil unless you mean it.",
|
||||
"The flameskulls drifting in the upper galleries were dwarven mages, once. They volunteered. Their final task was to maintain the wards around Thyrak's casting chamber, and they have been at it ever since. I note the wards are still active and that this is, on balance, probably good news.",
|
||||
"Thyrak's core — the crystalline heart that drops on his death — is what made the self-improvement possible. The dwarves didn't install it. It was already there when they built the chassis. I find this implication concerning and suggest the core is not, technically, dwarven work.",
|
||||
"There is a second forge below this one. The 'bass note of something very large moving below' is not metaphor. The Underforge is the upper level. I will not speculate about the lower level except to note that it has not been opened in this run and would not be a small undertaking to open.",
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
@@ -2,12 +2,14 @@ package plugin
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"gogobee/internal/peteclient"
|
||||
|
||||
"maunium.net/go/mautrix"
|
||||
"maunium.net/go/mautrix/id"
|
||||
@@ -44,7 +46,8 @@ func NewAchievementsPlugin(client *mautrix.Client, registry AchievementRegistry)
|
||||
return p
|
||||
}
|
||||
|
||||
func (p *AchievementsPlugin) Name() string { return "achievements" }
|
||||
func (p *AchievementsPlugin) Name() string { return "achievements" }
|
||||
func (p *AchievementsPlugin) Version() string { return "1.2.0" }
|
||||
|
||||
func (p *AchievementsPlugin) Commands() []CommandDef {
|
||||
return []CommandDef{
|
||||
@@ -99,7 +102,7 @@ func (p *AchievementsPlugin) checkAndGrant(userID id.UserID) {
|
||||
}
|
||||
|
||||
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`,
|
||||
string(userID), achievementID,
|
||||
)
|
||||
@@ -107,7 +110,43 @@ func (p *AchievementsPlugin) grant(d *sql.DB, userID id.UserID, achievementID st
|
||||
slog.Error("achievements: grant", "user", userID, "achievement", achievementID, "err", err)
|
||||
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)
|
||||
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 {
|
||||
@@ -555,7 +594,7 @@ func (p *AchievementsPlugin) buildAchievements() []achievementDef {
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "bj_beat_twinbee", Name: "Gotcha 🐝", Description: "She is furious and will not forget this.",
|
||||
ID: "bj_beat_twinbee", Name: "Gotcha 🐝", Description: "They are furious and will not forget this.",
|
||||
Emoji: "🐝",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by blackjack plugin when beating the bot
|
||||
@@ -782,7 +821,7 @@ func (p *AchievementsPlugin) buildAchievements() []achievementDef {
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
var streak int
|
||||
err := d.QueryRow(
|
||||
`SELECT best_streak FROM adventure_characters WHERE user_id = ?`,
|
||||
`SELECT best_streak FROM player_meta WHERE user_id = ?`,
|
||||
string(u),
|
||||
).Scan(&streak)
|
||||
return err == nil && streak >= 7
|
||||
@@ -794,7 +833,7 @@ func (p *AchievementsPlugin) buildAchievements() []achievementDef {
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
var streak int
|
||||
err := d.QueryRow(
|
||||
`SELECT best_streak FROM adventure_characters WHERE user_id = ?`,
|
||||
`SELECT best_streak FROM player_meta WHERE user_id = ?`,
|
||||
string(u),
|
||||
).Scan(&streak)
|
||||
return err == nil && streak >= 30
|
||||
@@ -1015,9 +1054,311 @@ func (p *AchievementsPlugin) buildAchievements() []achievementDef {
|
||||
return count > 0
|
||||
},
|
||||
},
|
||||
|
||||
// ── Streak & Babysit ────────────────────────────────────────────────
|
||||
{
|
||||
ID: "adv_streaker", Name: "Streaker", Description: "Maintained a 7-day streak. Running wild.",
|
||||
Emoji: "🏃",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
var streak int
|
||||
_ = d.QueryRow(`SELECT best_streak FROM player_meta WHERE user_id = ?`, string(u)).Scan(&streak)
|
||||
return streak >= 7
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "adv_streak_60", Name: "Obsessed", Description: "60 days. The game plays you now.",
|
||||
Emoji: "🔥",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
var streak int
|
||||
_ = d.QueryRow(`SELECT best_streak FROM player_meta WHERE user_id = ?`, string(u)).Scan(&streak)
|
||||
return streak >= 60
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "adv_streak_100", Name: "Centurion", Description: "100 days. This is your life now.",
|
||||
Emoji: "💯",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
var streak int
|
||||
_ = d.QueryRow(`SELECT best_streak FROM player_meta WHERE user_id = ?`, string(u)).Scan(&streak)
|
||||
return streak >= 100
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "adv_babysit_hired", Name: "Delegation", Description: "Hired someone to do the hard part.",
|
||||
Emoji: "🍼",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
var count int
|
||||
_ = d.QueryRow(`SELECT COUNT(*) FROM adventure_babysit_log WHERE user_id = ?`, string(u)).Scan(&count)
|
||||
return count > 0
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "adv_auto_babysit", Name: "Safety Net", Description: "Auto-babysit saved your streak. Worth every euro.",
|
||||
Emoji: "🛡️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by scheduler when auto-babysit fires
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "adv_streak_survivor", Name: "Streak Survivor", Description: "Rebuilt your streak to 14 after losing it.",
|
||||
Emoji: "🔄",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
var current, best, decayed int
|
||||
err := d.QueryRow(`SELECT current_streak, best_streak, streak_decayed FROM player_meta WHERE user_id = ?`, string(u)).Scan(¤t, &best, &decayed)
|
||||
return err == nil && current >= 14 && decayed > 0
|
||||
},
|
||||
},
|
||||
|
||||
// ── Combat Moments ──────────────────────────────────────────────────
|
||||
{
|
||||
ID: "combat_near_death", Name: "Clutch", Description: "Won with less than 15% HP. Barely.",
|
||||
Emoji: "💔",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on near-death victory
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "combat_pet_save", Name: "Good Boy", Description: "Your pet distracted the enemy at exactly the right moment.",
|
||||
Emoji: "🐾",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on pet whiff event
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "combat_sniper_kill", Name: "One Shot", Description: "Arina ended the fight before it started.",
|
||||
Emoji: "🎯",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on sniper kill
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "combat_death_save", Name: "Sovereign's Reprieve", Description: "The crown said not today.",
|
||||
Emoji: "👑",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on death save event
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "combat_misty_clutch", Name: "Misty's Touch", Description: "Healed mid-combat. She was watching.",
|
||||
Emoji: "💚",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on Misty heal event
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "combat_consumable_used", Name: "Prepared", Description: "Used a consumable in combat. Preparation pays off.",
|
||||
Emoji: "🧪",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on consumable use event
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "adv_first_craft", Name: "Apprentice Herbalist", Description: "Crafted your first consumable. The wilds provide.",
|
||||
Emoji: "🌿",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on first successful craft
|
||||
return false
|
||||
},
|
||||
},
|
||||
{
|
||||
ID: "adv_craft_t5", Name: "Master Alchemist", Description: "Crafted a Tier 5 consumable. Nature bends to your will.",
|
||||
Emoji: "⚗️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by combat bridge on T5 craft
|
||||
return false
|
||||
},
|
||||
},
|
||||
|
||||
// ── Expeditions ──
|
||||
// All passive: they read the expedition rows the extract path already
|
||||
// writes. Tier comes from the zone registry, not a column, so the
|
||||
// checks map zone_id → Tier in Go.
|
||||
{
|
||||
ID: "expedition_clear_t1", Name: "Off the Porch", Description: "Cleared your first Tier 1 zone. It only gets worse from here.",
|
||||
Emoji: "🗺️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedAnyZoneOfTier(d, u, 1) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_clear_t2", Name: "Reasonably Lost", Description: "Cleared a Tier 2 zone. The map stops being a suggestion.",
|
||||
Emoji: "🗺️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedAnyZoneOfTier(d, u, 2) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_clear_t3", Name: "Deep Enough", Description: "Cleared a Tier 3 zone. Someone should have stopped you.",
|
||||
Emoji: "🗺️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedAnyZoneOfTier(d, u, 3) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_clear_t4", Name: "Past the Warnings", Description: "Cleared a Tier 4 zone. The signs were quite clear.",
|
||||
Emoji: "🗺️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedAnyZoneOfTier(d, u, 4) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_clear_t5", Name: "Where the Map Ends", Description: "Cleared a Tier 5 zone. There was nothing left to be brave about.",
|
||||
Emoji: "🗺️",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedAnyZoneOfTier(d, u, 5) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_master_t1", Name: "Warren Cartography", Description: "Cleared every Tier 1 zone. Thorough.",
|
||||
Emoji: "🧭",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedEveryZoneOfTier(d, u, 1) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_master_t2", Name: "No Stone Unturned", Description: "Cleared every Tier 2 zone.",
|
||||
Emoji: "🧭",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedEveryZoneOfTier(d, u, 2) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_master_t3", Name: "Completionist's Limp", Description: "Cleared every Tier 3 zone. Walk it off.",
|
||||
Emoji: "🧭",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedEveryZoneOfTier(d, u, 3) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_master_t4", Name: "Nowhere Left to Go Wrong", Description: "Cleared every Tier 4 zone.",
|
||||
Emoji: "🧭",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedEveryZoneOfTier(d, u, 4) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_master_t5", Name: "The Long Way Down", Description: "Cleared every Tier 5 zone. Both of them. All the way.",
|
||||
Emoji: "🧭",
|
||||
Check: func(d *sql.DB, u id.UserID) bool { return clearedEveryZoneOfTier(d, u, 5) },
|
||||
},
|
||||
{
|
||||
ID: "expedition_quiet_clear", Name: "Nobody Saw Anything", Description: "Cleared a zone without threat ever passing 50. You were never here.",
|
||||
Emoji: "🌑",
|
||||
Check: clearedUnderThreat50,
|
||||
},
|
||||
{
|
||||
ID: "temper_legendary", Name: "Hot Enough", Description: "Tempered an item all the way to Legendary. The blacksmith needed a moment.",
|
||||
Emoji: "🔨",
|
||||
Check: func(d *sql.DB, u id.UserID) bool {
|
||||
// Granted by the temper path on reaching Legendary
|
||||
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 ──────────────────────────────────────────
|
||||
|
||||
// clearedZoneIDs returns the zones this player has beaten outright. Boss-
|
||||
// defeated gates out extractions that merely ended in 'complete'.
|
||||
func clearedZoneIDs(d *sql.DB, userID id.UserID) map[ZoneID]bool {
|
||||
out := map[ZoneID]bool{}
|
||||
rows, err := d.Query(
|
||||
`SELECT DISTINCT zone_id FROM dnd_expedition
|
||||
WHERE user_id = ? AND status = ? AND boss_defeated = 1`,
|
||||
string(userID), ExpeditionStatusComplete)
|
||||
if err != nil {
|
||||
return out
|
||||
}
|
||||
defer rows.Close()
|
||||
for rows.Next() {
|
||||
var z string
|
||||
if err := rows.Scan(&z); err != nil {
|
||||
return out
|
||||
}
|
||||
out[ZoneID(z)] = true
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func clearedAnyZoneOfTier(d *sql.DB, userID id.UserID, tier ZoneTier) bool {
|
||||
cleared := clearedZoneIDs(d, userID)
|
||||
for zid := range cleared {
|
||||
if z, ok := getZone(zid); ok && z.Tier == tier {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func clearedEveryZoneOfTier(d *sql.DB, userID id.UserID, tier ZoneTier) bool {
|
||||
cleared := clearedZoneIDs(d, userID)
|
||||
seen := 0
|
||||
for _, z := range allZones() {
|
||||
if z.Tier != tier {
|
||||
continue
|
||||
}
|
||||
if !cleared[z.ID] {
|
||||
return false
|
||||
}
|
||||
seen++
|
||||
}
|
||||
return seen > 0
|
||||
}
|
||||
|
||||
// clearedUnderThreat50 looks for a cleared expedition whose peak threat never
|
||||
// crossed 50 — the same max_threat_seen sample the Patient Zero milestone
|
||||
// reads, so the two reward the same play.
|
||||
//
|
||||
// The key's *presence* is required, not just a low value. recordMaxThreat only
|
||||
// samples on day rollover and never stores a zero, so an absent key means the
|
||||
// expedition has no threat history at all (a same-day clear) — which is not
|
||||
// evidence that threat stayed low.
|
||||
func clearedUnderThreat50(d *sql.DB, userID id.UserID) bool {
|
||||
rows, err := d.Query(
|
||||
`SELECT region_state FROM dnd_expedition
|
||||
WHERE user_id = ? AND status = ? AND boss_defeated = 1`,
|
||||
string(userID), ExpeditionStatusComplete)
|
||||
if err != nil {
|
||||
return false
|
||||
}
|
||||
defer rows.Close()
|
||||
for rows.Next() {
|
||||
var raw string
|
||||
if err := rows.Scan(&raw); err != nil {
|
||||
return false
|
||||
}
|
||||
var state map[string]any
|
||||
if json.Unmarshal([]byte(raw), &state) != nil {
|
||||
continue
|
||||
}
|
||||
peak, ok := state[regionStateMaxThreatKey].(float64)
|
||||
if ok && int(peak) < 50 {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// statGTE checks if a user_stats column is >= threshold.
|
||||
var allowedStatColumns = map[string]bool{
|
||||
"total_messages": true,
|
||||
|
||||
184
internal/plugin/achievements_expedition_test.go
Normal file
184
internal/plugin/achievements_expedition_test.go
Normal file
@@ -0,0 +1,184 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"testing"
|
||||
|
||||
"gogobee/internal/db"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// expeditionRowSeq gives each synthetic row a unique primary key; two rows can
|
||||
// otherwise differ only in boss_defeated.
|
||||
var expeditionRowSeq int
|
||||
|
||||
// insertClearedExpedition writes an expedition row directly. status and
|
||||
// boss_defeated are the two gates the achievement checks read.
|
||||
func insertClearedExpedition(t *testing.T, user id.UserID, zoneID ZoneID, status string, bossDefeated int, regionState string) {
|
||||
t.Helper()
|
||||
expeditionRowSeq++
|
||||
_, err := db.Get().Exec(
|
||||
`INSERT INTO dnd_expedition (expedition_id, user_id, zone_id, status, boss_defeated, region_state)
|
||||
VALUES (?, ?, ?, ?, ?, ?)`,
|
||||
fmt.Sprintf("exp-%d", expeditionRowSeq), string(user), string(zoneID), status, bossDefeated, regionState)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
// zonesOfTier lists the zone ids at a tier, straight from the registry, so the
|
||||
// test tracks content edits instead of hardcoding a zone roster.
|
||||
func zonesOfTier(tier ZoneTier) []ZoneID {
|
||||
var out []ZoneID
|
||||
for _, z := range allZones() {
|
||||
if z.Tier == tier {
|
||||
out = append(out, z.ID)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func newAchievementTestDB(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 TestExpeditionClearAchievements(t *testing.T) {
|
||||
newAchievementTestDB(t)
|
||||
d := db.Get()
|
||||
user := id.UserID("@clears:test.invalid")
|
||||
|
||||
t1 := zonesOfTier(1)
|
||||
if len(t1) < 2 {
|
||||
t.Skipf("tier 1 has %d zones; test wants at least 2", len(t1))
|
||||
}
|
||||
|
||||
if clearedAnyZoneOfTier(d, user, 1) {
|
||||
t.Error("clean slate reported a tier-1 clear")
|
||||
}
|
||||
|
||||
// A boss-defeated complete run is the only thing that counts.
|
||||
insertClearedExpedition(t, user, t1[0], ExpeditionStatusComplete, 1, "{}")
|
||||
if !clearedAnyZoneOfTier(d, user, 1) {
|
||||
t.Error("cleared tier-1 zone not detected")
|
||||
}
|
||||
if clearedEveryZoneOfTier(d, user, 1) {
|
||||
t.Error("one of several tier-1 zones counted as all of them")
|
||||
}
|
||||
if clearedAnyZoneOfTier(d, user, 2) {
|
||||
t.Error("a tier-1 clear leaked into tier 2")
|
||||
}
|
||||
|
||||
for _, z := range t1[1:] {
|
||||
insertClearedExpedition(t, user, z, ExpeditionStatusComplete, 1, "{}")
|
||||
}
|
||||
if !clearedEveryZoneOfTier(d, user, 1) {
|
||||
t.Error("clearing every tier-1 zone did not satisfy the master check")
|
||||
}
|
||||
}
|
||||
|
||||
// TestExpeditionClearIgnoresUnfinishedRuns: an abandoned run, or one where the
|
||||
// player walked out without killing the boss, must not count as a clear.
|
||||
func TestExpeditionClearIgnoresUnfinishedRuns(t *testing.T) {
|
||||
newAchievementTestDB(t)
|
||||
d := db.Get()
|
||||
user := id.UserID("@partial:test.invalid")
|
||||
|
||||
t2 := zonesOfTier(2)
|
||||
if len(t2) == 0 {
|
||||
t.Skip("no tier-2 zones")
|
||||
}
|
||||
|
||||
insertClearedExpedition(t, user, t2[0], ExpeditionStatusAbandoned, 1, "{}")
|
||||
if clearedAnyZoneOfTier(d, user, 2) {
|
||||
t.Error("an abandoned expedition counted as a clear")
|
||||
}
|
||||
|
||||
insertClearedExpedition(t, user, t2[0], ExpeditionStatusComplete, 0, "{}")
|
||||
if clearedAnyZoneOfTier(d, user, 2) {
|
||||
t.Error("a complete run with the boss alive counted as a clear")
|
||||
}
|
||||
|
||||
insertClearedExpedition(t, user, t2[0], ExpeditionStatusComplete, 1, "{}")
|
||||
if !clearedAnyZoneOfTier(d, user, 2) {
|
||||
t.Error("a real clear was not detected")
|
||||
}
|
||||
}
|
||||
|
||||
// TestClearedUnderThreat50 pins the presence-vs-zero distinction. recordMaxThreat
|
||||
// samples only on day rollover and never writes a zero, so an empty region_state
|
||||
// means "no threat history", not "threat stayed at zero".
|
||||
func TestClearedUnderThreat50(t *testing.T) {
|
||||
newAchievementTestDB(t)
|
||||
d := db.Get()
|
||||
|
||||
zones := zonesOfTier(1)
|
||||
if len(zones) == 0 {
|
||||
t.Skip("no tier-1 zones")
|
||||
}
|
||||
z := zones[0]
|
||||
|
||||
quiet := id.UserID("@quiet:test.invalid")
|
||||
loud := id.UserID("@loud:test.invalid")
|
||||
sameDay := id.UserID("@sameday:test.invalid")
|
||||
|
||||
insertClearedExpedition(t, quiet, z, ExpeditionStatusComplete, 1, `{"max_threat_seen":30}`)
|
||||
if !clearedUnderThreat50(d, quiet) {
|
||||
t.Error("peak threat 30 did not satisfy the under-50 check")
|
||||
}
|
||||
|
||||
insertClearedExpedition(t, loud, z, ExpeditionStatusComplete, 1, `{"max_threat_seen":60}`)
|
||||
if clearedUnderThreat50(d, loud) {
|
||||
t.Error("peak threat 60 satisfied the under-50 check")
|
||||
}
|
||||
|
||||
insertClearedExpedition(t, sameDay, z, ExpeditionStatusComplete, 1, "{}")
|
||||
if clearedUnderThreat50(d, sameDay) {
|
||||
t.Error("an expedition with no threat samples was awarded the quiet clear")
|
||||
}
|
||||
|
||||
// Exactly 50 is not under 50.
|
||||
edge := id.UserID("@edge:test.invalid")
|
||||
insertClearedExpedition(t, edge, z, ExpeditionStatusComplete, 1, `{"max_threat_seen":50}`)
|
||||
if clearedUnderThreat50(d, edge) {
|
||||
t.Error("peak threat of exactly 50 counted as under 50")
|
||||
}
|
||||
}
|
||||
|
||||
// TestExpeditionAchievementIDsRegistered guards the wiring: every expedition
|
||||
// achievement referenced by the tier helpers must exist in the registry, and a
|
||||
// tier with no zones must not ship a master achievement nobody can earn.
|
||||
func TestExpeditionAchievementIDsRegistered(t *testing.T) {
|
||||
p := &AchievementsPlugin{}
|
||||
defs := p.buildAchievements()
|
||||
ids := map[string]bool{}
|
||||
for _, a := range defs {
|
||||
if ids[a.ID] {
|
||||
t.Errorf("duplicate achievement id %q", a.ID)
|
||||
}
|
||||
ids[a.ID] = true
|
||||
}
|
||||
|
||||
for tier := ZoneTier(1); tier <= 5; tier++ {
|
||||
if len(zonesOfTier(tier)) == 0 {
|
||||
continue
|
||||
}
|
||||
for _, prefix := range []string{"expedition_clear_t", "expedition_master_t"} {
|
||||
id := prefix + string(rune('0'+tier))
|
||||
if !ids[id] {
|
||||
t.Errorf("tier %d has zones but %q is not registered", tier, id)
|
||||
}
|
||||
}
|
||||
}
|
||||
for _, id := range []string{"expedition_quiet_clear", "temper_legendary"} {
|
||||
if !ids[id] {
|
||||
t.Errorf("%q is not registered", id)
|
||||
}
|
||||
}
|
||||
}
|
||||
351
internal/plugin/adv2_scenario_test.go
Normal file
351
internal/plugin/adv2_scenario_test.go
Normal file
@@ -0,0 +1,351 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Adv 2.0 scenario playthrough: drives a realistic player session against
|
||||
// a copy of the prod DB, verifying happy-path behavior end-to-end across
|
||||
// the !zone state machine, the !expedition multi-day system, and the
|
||||
// !harvest economy. SendDM is a no-op without a Matrix client, so the
|
||||
// asserts target persisted state. Logs are verbose (t.Logf) so the run
|
||||
// reads like a transcript.
|
||||
|
||||
// ── Scenario A — single-session zone run ────────────────────────────────────
|
||||
|
||||
func TestAdv2Scenario_ZoneRunGoblinWarrens(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@adv2-scenA:example")
|
||||
t.Cleanup(func() { cleanupZoneRuns(uid); cleanupExpeditions(uid) })
|
||||
|
||||
// Beefy L5 fighter so combat doesn't trivially TPK (still RNG, but 5
|
||||
// is well past goblin warrens' L1–L3 band).
|
||||
if err := createAdvCharacter(uid, "scenA"); err != nil {
|
||||
t.Fatalf("createAdvCharacter: %v", err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 5,
|
||||
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
|
||||
HPMax: 60, HPCurrent: 60, ArmorClass: 18,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||
}
|
||||
|
||||
euro := &EuroPlugin{}
|
||||
euro.ensureBalance(uid)
|
||||
euro.Credit(uid, 500, "scenA bankroll")
|
||||
p := &AdventurePlugin{euro: euro}
|
||||
|
||||
// !zone (list) — should not error, no run created.
|
||||
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, ""); err != nil {
|
||||
t.Fatalf("zone list: %v", err)
|
||||
}
|
||||
if got, _ := getActiveZoneRun(uid); got != nil {
|
||||
t.Fatal("zone list should not create a run")
|
||||
}
|
||||
|
||||
// !zone enter goblin_warrens
|
||||
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "enter goblin_warrens"); err != nil {
|
||||
t.Fatalf("zone enter: %v", err)
|
||||
}
|
||||
run, err := getActiveZoneRun(uid)
|
||||
if err != nil || run == nil {
|
||||
t.Fatalf("expected active run after enter: %v", err)
|
||||
}
|
||||
t.Logf("entered %s — %d rooms, mood=%d, first room=%s",
|
||||
run.ZoneID, run.TotalRooms, run.DMMood, run.CurrentRoomType())
|
||||
if run.DMMood != 50 {
|
||||
t.Errorf("starting mood = %d, want 50", run.DMMood)
|
||||
}
|
||||
if run.CurrentRoom != 0 || run.CurrentRoomType() != RoomEntry {
|
||||
t.Errorf("first room not entry: idx=%d type=%s", run.CurrentRoom, run.CurrentRoomType())
|
||||
}
|
||||
|
||||
// !zone status (cheap smoke)
|
||||
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "status"); err != nil {
|
||||
t.Fatalf("zone status: %v", err)
|
||||
}
|
||||
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "map"); err != nil {
|
||||
t.Fatalf("zone map: %v", err)
|
||||
}
|
||||
|
||||
// Drive !zone advance until the run terminates (cleared, died, or
|
||||
// abandoned). Branches the test handles:
|
||||
// - Fork queued (Phase G branching graphs): commit with `!zone go 1`.
|
||||
// - Elite/Boss doorway (commit 886eb5a moved these off auto-resolve):
|
||||
// !advance now stops at the door and the player engages with
|
||||
// !fight, then resolves one round per !attack. The test mirrors
|
||||
// that: call !fight to open the session, !attack until the session
|
||||
// closes, then the next !advance clears the room and walks the
|
||||
// graph. Cap the per-fight !attack loop generously — a real fight
|
||||
// resolves in <20 rounds, but RNG can drag.
|
||||
maxSteps := (run.TotalRooms + 4) * 4
|
||||
const maxAttacksPerFight = 60
|
||||
clearedRoomTypes := []RoomType{}
|
||||
for step := 0; step < maxSteps; step++ {
|
||||
before, _ := getActiveZoneRun(uid)
|
||||
if before == nil {
|
||||
t.Logf("step %d: run terminated (cleared/died/abandoned)", step)
|
||||
break
|
||||
}
|
||||
prevType := before.CurrentRoomType()
|
||||
prevHP := c.HPCurrent
|
||||
if cur, _ := LoadDnDCharacter(uid); cur != nil {
|
||||
prevHP = cur.HPCurrent
|
||||
}
|
||||
t.Logf("step %d: in room %d/%d (%s), mood=%d, HP=%d",
|
||||
step, before.CurrentRoom+1, before.TotalRooms, prevType, before.DMMood, prevHP)
|
||||
if len(before.NodeChoices) > 0 {
|
||||
// A fork is queued from the previous advance — commit it first.
|
||||
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "go 1"); err != nil {
|
||||
t.Fatalf("zone go step %d: %v", step, err)
|
||||
}
|
||||
continue
|
||||
}
|
||||
// Elite/Boss doorway: !advance won't progress past the door
|
||||
// without a won CombatSession for the encounter. Open the fight
|
||||
// if it isn't already open, then attack until the session
|
||||
// terminates. After the loop, fall through to !advance — the
|
||||
// won session lets advance clear the room and walk the graph;
|
||||
// a lost/fled session terminates the run on the next pass.
|
||||
if prevType == RoomElite || prevType == RoomBoss {
|
||||
sess, _ := getCombatSessionForEncounter(before.RunID, encounterIDForRoom(before.CurrentRoom))
|
||||
if sess == nil {
|
||||
if err := p.handleFightCmd(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatalf("zone fight step %d: %v", step, err)
|
||||
}
|
||||
}
|
||||
// Drain the round loop. handleAttackCmd no-ops if there's no
|
||||
// active session, so the inner loop self-terminates either way.
|
||||
for atk := 0; atk < maxAttacksPerFight; atk++ {
|
||||
active, _ := getActiveCombatSession(uid)
|
||||
if active == nil {
|
||||
break
|
||||
}
|
||||
if err := p.handleAttackCmd(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatalf("attack step %d.%d: %v", step, atk, err)
|
||||
}
|
||||
}
|
||||
}
|
||||
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "advance"); err != nil {
|
||||
t.Fatalf("zone advance step %d: %v", step, err)
|
||||
}
|
||||
clearedRoomTypes = append(clearedRoomTypes, prevType)
|
||||
}
|
||||
final, _ := getActiveZoneRun(uid)
|
||||
raw := getZoneRunByUser(t, uid) // helper below — most-recent row
|
||||
if final != nil {
|
||||
t.Logf("final state: still active at room %d/%d — likely advance regression",
|
||||
final.CurrentRoom+1, final.TotalRooms)
|
||||
t.Errorf("run did not terminate within %d steps", maxSteps)
|
||||
} else if raw != nil {
|
||||
boss := raw.BossDefeated
|
||||
t.Logf("run %s ended: bossDefeated=%v abandoned=%v rooms_cleared=%d/%d loot=%d mood=%d",
|
||||
raw.RunID, boss, raw.Abandoned, len(raw.RoomsCleared), raw.TotalRooms,
|
||||
len(raw.LootCollected), raw.DMMood)
|
||||
t.Logf("clearedRoomTypes: %v", clearedRoomTypes)
|
||||
if !boss && !raw.Abandoned && raw.CompletedAt == nil {
|
||||
t.Errorf("run row in indeterminate state: %+v", raw)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// getZoneRunByUser fetches the most-recent zone-run row for a user
|
||||
// regardless of active/abandoned/cleared. Helper for the scenario test.
|
||||
func getZoneRunByUser(t *testing.T, uid id.UserID) *DungeonRun {
|
||||
t.Helper()
|
||||
row := db.Get().QueryRow(`
|
||||
SELECT run_id FROM dnd_zone_run
|
||||
WHERE user_id = ?
|
||||
ORDER BY started_at DESC LIMIT 1
|
||||
`, string(uid))
|
||||
var runID string
|
||||
if err := row.Scan(&runID); err != nil {
|
||||
return nil
|
||||
}
|
||||
r, _ := getZoneRun(runID)
|
||||
return r
|
||||
}
|
||||
|
||||
// ── Scenario B — multi-day expedition ───────────────────────────────────────
|
||||
|
||||
func TestAdv2Scenario_ExpeditionCryptValdris(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@adv2-scenB:example")
|
||||
t.Cleanup(func() { cleanupExpeditions(uid); cleanupZoneRuns(uid) })
|
||||
|
||||
if err := createAdvCharacter(uid, "scenB"); err != nil {
|
||||
t.Fatalf("createAdvCharacter: %v", err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassRanger, Level: 5,
|
||||
STR: 14, DEX: 18, CON: 14, INT: 10, WIS: 14, CHA: 10,
|
||||
HPMax: 50, HPCurrent: 50, ArmorClass: 16,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||
}
|
||||
|
||||
euro := &EuroPlugin{}
|
||||
euro.ensureBalance(uid)
|
||||
euro.Credit(uid, 1000, "scenB bankroll")
|
||||
p := &AdventurePlugin{euro: euro}
|
||||
|
||||
// !expedition list
|
||||
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "list"); err != nil {
|
||||
t.Fatalf("expedition list: %v", err)
|
||||
}
|
||||
|
||||
// !expedition start crypt_valdris with 2 standard packs
|
||||
balBefore := euro.GetBalance(uid)
|
||||
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "start crypt_valdris 2s"); err != nil {
|
||||
t.Fatalf("expedition start: %v", err)
|
||||
}
|
||||
exp, err := getActiveExpedition(uid)
|
||||
if err != nil || exp == nil {
|
||||
t.Fatalf("expected active expedition: %v", err)
|
||||
}
|
||||
balAfter := euro.GetBalance(uid)
|
||||
t.Logf("expedition %s started: zone=%s supplies=%d/%d threat=%d cost=%.0f→%.0f",
|
||||
exp.ID, exp.ZoneID, int(exp.Supplies.Current), int(exp.Supplies.Max),
|
||||
exp.ThreatLevel, balBefore, balAfter)
|
||||
if exp.ZoneID != ZoneCryptValdris {
|
||||
t.Errorf("zone = %s, want crypt_valdris", exp.ZoneID)
|
||||
}
|
||||
if balAfter >= balBefore {
|
||||
t.Errorf("expected outfitting to debit coins (%.2f → %.2f)", balBefore, balAfter)
|
||||
}
|
||||
|
||||
// Backdate start so deliverBriefing's same-day guard passes, and to
|
||||
// before eventAnchoredCutoff so the legacy mutator path still fires.
|
||||
rewindToLegacyAnchor(t, exp)
|
||||
|
||||
// Drive 3 daily briefings — verify supply burn + day advance.
|
||||
now := time.Date(2026, 5, 8, 6, 0, 0, 0, time.UTC)
|
||||
for day := 1; day <= 3; day++ {
|
||||
fresh, _ := getExpedition(exp.ID)
|
||||
if fresh == nil {
|
||||
t.Logf("expedition ended before day %d", day)
|
||||
break
|
||||
}
|
||||
preDay := fresh.CurrentDay
|
||||
preSupplies := fresh.Supplies.Current
|
||||
preThreat := fresh.ThreatLevel
|
||||
if err := p.deliverBriefing(fresh, now); err != nil {
|
||||
t.Fatalf("deliverBriefing day %d: %v", day, err)
|
||||
}
|
||||
// Advance the wallclock + roll the start back another 24h so the
|
||||
// next briefing's day-guard fires.
|
||||
now = now.Add(24 * time.Hour)
|
||||
if _, err := dbExecExpeditionBackdate(exp.ID, 24*time.Hour); err != nil {
|
||||
t.Fatalf("backdate day %d: %v", day, err)
|
||||
}
|
||||
post, _ := getExpedition(exp.ID)
|
||||
t.Logf("day %d: day=%d→%d supplies=%v→%v threat=%d→%d",
|
||||
day, preDay, post.CurrentDay, preSupplies, post.Supplies.Current, preThreat, post.ThreatLevel)
|
||||
if post.CurrentDay <= preDay {
|
||||
t.Errorf("day did not advance: %d → %d", preDay, post.CurrentDay)
|
||||
}
|
||||
}
|
||||
|
||||
// !expedition status / log
|
||||
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "status"); err != nil {
|
||||
t.Fatalf("expedition status: %v", err)
|
||||
}
|
||||
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "log"); err != nil {
|
||||
t.Fatalf("expedition log: %v", err)
|
||||
}
|
||||
|
||||
entries, _ := recentExpeditionLog(exp.ID, 10)
|
||||
t.Logf("expedition log has %d entries", len(entries))
|
||||
for i, e := range entries {
|
||||
t.Logf(" [%d] day=%d type=%s summary=%q", i, e.Day, e.Type, e.Summary)
|
||||
}
|
||||
if len(entries) == 0 {
|
||||
t.Error("expected at least one log entry")
|
||||
}
|
||||
|
||||
// !expedition abandon — clean state for next test runs.
|
||||
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "abandon"); err != nil {
|
||||
t.Fatalf("expedition abandon: %v", err)
|
||||
}
|
||||
if got, _ := getActiveExpedition(uid); got != nil {
|
||||
t.Error("expected no active expedition after abandon")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Scenario C — harvest in an active expedition ────────────────────────────
|
||||
|
||||
func TestAdv2Scenario_HarvestForestShadows(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@adv2-scenC:example")
|
||||
t.Cleanup(func() { cleanupExpeditions(uid); cleanupZoneRuns(uid) })
|
||||
|
||||
if err := createAdvCharacter(uid, "scenC"); err != nil {
|
||||
t.Fatalf("createAdvCharacter: %v", err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceElf, Class: ClassRanger, Level: 4,
|
||||
STR: 12, DEX: 18, CON: 14, INT: 10, WIS: 16, CHA: 10,
|
||||
HPMax: 40, HPCurrent: 40, ArmorClass: 15,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||
}
|
||||
|
||||
euro := &EuroPlugin{}
|
||||
euro.ensureBalance(uid)
|
||||
euro.Credit(uid, 500, "scenC bankroll")
|
||||
p := &AdventurePlugin{euro: euro}
|
||||
|
||||
// Forage-friendly expedition.
|
||||
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "start forest_shadows lean"); err != nil {
|
||||
t.Fatalf("expedition start: %v", err)
|
||||
}
|
||||
exp, _ := getActiveExpedition(uid)
|
||||
if exp == nil {
|
||||
t.Fatal("no expedition")
|
||||
}
|
||||
|
||||
// Drive a region run so harvest has a current room context.
|
||||
run, err := ensureRegionRun(exp, c.Level)
|
||||
if err != nil {
|
||||
t.Fatalf("ensureRegionRun: %v", err)
|
||||
}
|
||||
t.Logf("region run %s in zone %s (%d rooms)", run.RunID, run.ZoneID, run.TotalRooms)
|
||||
|
||||
// Seed harvest nodes for the entry room (they're auto-seeded by
|
||||
// loadHarvestNodes on first read, but confirm we get at least one).
|
||||
roomIdx := currentRoomIndexFor(exp)
|
||||
nodeID := currentNodeIDFor(exp)
|
||||
nodes := loadHarvestNodes(exp, nodeID)
|
||||
t.Logf("room %d has %d harvest nodes", roomIdx, len(nodes))
|
||||
if len(nodes) == 0 {
|
||||
t.Error("expected at least one harvest node seeded")
|
||||
}
|
||||
|
||||
// Drive the auto-harvest pass (post-H3 there is no manual command
|
||||
// surface). Outcomes are RNG-driven; we mainly want no panics +
|
||||
// coherent state.
|
||||
for i := 0; i < 3; i++ {
|
||||
if _, err := p.autoHarvestRoom(uid, run, c, exp); err != nil {
|
||||
t.Fatalf("autoHarvestRoom attempt %d: %v", i, err)
|
||||
}
|
||||
fresh, _ := getExpedition(exp.ID)
|
||||
if fresh == nil {
|
||||
t.Logf("expedition ended during auto-harvest #%d", i)
|
||||
break
|
||||
}
|
||||
t.Logf("after auto-harvest #%d: supplies=%v threat=%d", i, fresh.Supplies.Current, fresh.ThreatLevel)
|
||||
}
|
||||
|
||||
// !resources output path (no-op SendDM but should not error).
|
||||
if err := p.handleResourcesCmd(MessageContext{Sender: uid}); err != nil {
|
||||
t.Fatalf("handleResourcesCmd: %v", err)
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,7 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"time"
|
||||
@@ -130,7 +131,7 @@ func findAdvLocationByTier(activity AdvActivityType, tier int) *AdvLocation {
|
||||
// ── Loot Tables ──────────────────────────────────────────────────────────────
|
||||
|
||||
var advDungeonLoot = map[int][]AdvLootDef{
|
||||
1: {{"Copper Coins", "treasure", 1, 5}, {"Rat Pelt", "treasure", 3, 8}, {"Mouldy Bread", "treasure", 1, 3}, {"Bent Nail", "treasure", 1, 2}},
|
||||
1: {{"Copper Coins", "treasure", 5, 12}, {"Rat Pelt", "treasure", 8, 18}, {"Mouldy Bread", "treasure", 3, 8}, {"Bent Nail", "treasure", 2, 6}},
|
||||
2: {{"Iron Scraps", "ore", 20, 40}, {"Goblin Trinket", "treasure", 25, 50}, {"Small Gem", "gem", 40, 80}},
|
||||
3: {{"Silver Bar", "ore", 100, 200}, {"Ancient Artifact", "treasure", 150, 300}, {"Quality Gem", "gem", 200, 400}},
|
||||
4: {{"Gold Ingot", "ore", 500, 1000}, {"Enchanted Fragment", "treasure", 800, 1500}, {"Rare Gem", "gem", 1000, 2000}},
|
||||
@@ -138,7 +139,7 @@ var advDungeonLoot = map[int][]AdvLootDef{
|
||||
}
|
||||
|
||||
var advMiningLoot = map[int][]AdvLootDef{
|
||||
1: {{"Copper Ore", "ore", 2, 5}, {"Tin Ore", "ore", 3, 6}, {"Coal", "ore", 2, 4}},
|
||||
1: {{"Copper Ore", "ore", 5, 12}, {"Tin Ore", "ore", 6, 14}, {"Coal", "ore", 4, 10}},
|
||||
2: {{"Iron Ore", "ore", 15, 25}, {"Lead Ore", "ore", 18, 30}, {"Saltpetre", "ore", 20, 40}},
|
||||
3: {{"Silver Ore", "ore", 60, 100}, {"Quartz", "ore", 80, 120}, {"Nickel Ore", "ore", 70, 110}},
|
||||
4: {{"Gold Ore", "ore", 200, 400}, {"Sapphire", "gem", 300, 500}, {"Titanium Ore", "ore", 250, 450}},
|
||||
@@ -146,7 +147,7 @@ var advMiningLoot = map[int][]AdvLootDef{
|
||||
}
|
||||
|
||||
var advForagingLoot = map[int][]AdvLootDef{
|
||||
1: {{"Berries", "fruit", 1, 4}, {"Twigs", "wood", 2, 5}, {"Common Herbs", "fruit", 3, 8}},
|
||||
1: {{"Berries", "fruit", 3, 10}, {"Twigs", "wood", 5, 12}, {"Common Herbs", "fruit", 6, 15}},
|
||||
2: {{"Hardwood", "wood", 10, 20}, {"Wild Fruit", "fruit", 12, 22}, {"Mushrooms", "fruit", 15, 30}},
|
||||
3: {{"Ancient Timber", "wood", 40, 80}, {"Rare Herbs", "fruit", 50, 100}, {"Honey", "fruit", 60, 120}},
|
||||
4: {{"Exotic Wood", "wood", 150, 300}, {"Tropical Fruits", "fruit", 180, 400}, {"Spores", "fruit", 200, 500}},
|
||||
@@ -154,7 +155,7 @@ var advForagingLoot = map[int][]AdvLootDef{
|
||||
}
|
||||
|
||||
var advFishingLoot = map[int][]AdvLootDef{
|
||||
1: {{"Sad Fish", "fish", 1, 4}, {"Old Boot", "junk", 2, 5}, {"Tin Can", "junk", 1, 3}},
|
||||
1: {{"Sad Fish", "fish", 4, 10}, {"Old Boot", "junk", 5, 12}, {"Tin Can", "junk", 3, 8}},
|
||||
2: {{"Creek Trout", "fish", 12, 22}, {"Iron Scale", "fish", 15, 28}, {"River Pearl", "gem", 20, 40}},
|
||||
3: {{"Silver Bass", "fish", 50, 90}, {"Lake Sturgeon", "fish", 60, 110}, {"Blooper Ink", "treasure", 80, 150}},
|
||||
4: {{"Deep Eel", "fish", 180, 350}, {"River Serpent Scale", "treasure", 250, 500}, {"Abyssal Pearl", "gem", 300, 600}},
|
||||
@@ -376,10 +377,9 @@ func advLocationCooldown(userID id.UserID, location string) time.Duration {
|
||||
// advIsEligible checks if a character can enter a location.
|
||||
// Returns (eligible, inPenaltyZone).
|
||||
func advIsEligible(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, loc *AdvLocation, bonuses *AdvBonusSummary) (bool, bool) {
|
||||
// Get effective skill level
|
||||
skillLevel := advEffectiveSkill(char, loc.Activity, bonuses)
|
||||
|
||||
if skillLevel < loc.MinLevel {
|
||||
// Tier gating uses base skill only — buffs improve success chances, not access.
|
||||
baseLevel := advBaseSkill(char, loc.Activity)
|
||||
if baseLevel < loc.MinLevel {
|
||||
return false, false
|
||||
}
|
||||
|
||||
@@ -397,11 +397,25 @@ func advIsEligible(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipme
|
||||
return false, false
|
||||
}
|
||||
|
||||
// Penalty zone: within 3 levels of minimum
|
||||
penalty := skillLevel-loc.MinLevel < 3
|
||||
// Penalty zone: within 3 levels of minimum (base skill only)
|
||||
penalty := baseLevel-loc.MinLevel < 3
|
||||
return true, penalty
|
||||
}
|
||||
|
||||
func advBaseSkill(char *AdventureCharacter, activity AdvActivityType) int {
|
||||
switch activity {
|
||||
case AdvActivityDungeon:
|
||||
return char.CombatLevel
|
||||
case AdvActivityMining:
|
||||
return char.MiningSkill
|
||||
case AdvActivityForaging:
|
||||
return char.ForagingSkill
|
||||
case AdvActivityFishing:
|
||||
return char.FishingSkill
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
func advEffectiveSkill(char *AdventureCharacter, activity AdvActivityType, bonuses *AdvBonusSummary) int {
|
||||
switch activity {
|
||||
case AdvActivityDungeon:
|
||||
@@ -535,7 +549,6 @@ func applyAdvEquipDegradation(equip map[EquipmentSlot]*AdvEquipment, outcome Adv
|
||||
|
||||
switch outcome {
|
||||
case AdvOutcomeDeath:
|
||||
// All slots -20, weapon and armor -30 (additional)
|
||||
for _, slot := range allSlots {
|
||||
damage[slot] = 20
|
||||
}
|
||||
@@ -547,7 +560,6 @@ func applyAdvEquipDegradation(equip map[EquipmentSlot]*AdvEquipment, outcome Adv
|
||||
damage[SlotArmor] = 10
|
||||
|
||||
case AdvOutcomeEmpty:
|
||||
// Failed dungeon run
|
||||
damage[SlotWeapon] = 15
|
||||
damage[SlotArmor] = 10
|
||||
|
||||
@@ -559,32 +571,9 @@ func applyAdvEquipDegradation(equip map[EquipmentSlot]*AdvEquipment, outcome Adv
|
||||
damage[SlotBoots] = 20
|
||||
|
||||
case AdvOutcomeHornets:
|
||||
// No equipment damage — they don't care about your sword
|
||||
}
|
||||
|
||||
// Tempered set: Seasoned — condition degrades 25% slower (applied once per set)
|
||||
tempered := advEquippedArenaSets(equip)["tempered"]
|
||||
|
||||
// Apply damage and check for breaks
|
||||
for slot, dmg := range damage {
|
||||
eq, ok := equip[slot]
|
||||
if !ok {
|
||||
continue
|
||||
}
|
||||
if tempered {
|
||||
dmg = int(float64(dmg) * 0.75)
|
||||
}
|
||||
// Equipment mastery: well-used gear degrades slower
|
||||
if eq.ActionsUsed >= 20 {
|
||||
dmg = int(float64(dmg) * 0.8)
|
||||
}
|
||||
eq.Condition -= dmg
|
||||
if eq.Condition < 0 {
|
||||
eq.Condition = 0
|
||||
}
|
||||
}
|
||||
|
||||
return damage
|
||||
return applyDegradationModifiers(damage, equip)
|
||||
}
|
||||
|
||||
// advCheckBrokenEquipment checks which slots hit 0 condition and reverts them to tier 0.
|
||||
@@ -615,11 +604,22 @@ func advCheckBrokenEquipment(equip map[EquipmentSlot]*AdvEquipment) []EquipmentS
|
||||
// advOverlevelMultiplier returns a multiplier (0.05–1.0) that reduces XP and
|
||||
// loot when a character's effective level far exceeds the location's minimum.
|
||||
// Gap 0-3: no penalty. Gap 4+: −15% per level over 3, floor 5%.
|
||||
func advOverlevelMultiplier(effectiveLevel, minLevel int) float64 {
|
||||
gap := effectiveLevel - minLevel
|
||||
// No penalty if no higher-tier location of the same activity is accessible.
|
||||
func advOverlevelMultiplier(effectiveLevel int, loc *AdvLocation) float64 {
|
||||
gap := effectiveLevel - loc.MinLevel
|
||||
if gap <= 3 {
|
||||
return 1.0
|
||||
}
|
||||
hasHigherAccessible := false
|
||||
for _, other := range allAdvLocations(loc.Activity) {
|
||||
if other.MinLevel > loc.MinLevel && other.MinLevel <= effectiveLevel {
|
||||
hasHigherAccessible = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !hasHigherAccessible {
|
||||
return 1.0
|
||||
}
|
||||
mult := 1.0 - 0.15*float64(gap-3)
|
||||
return math.Max(0.05, mult)
|
||||
}
|
||||
@@ -632,6 +632,7 @@ type AdvActionResult struct {
|
||||
LootItems []AdvItem
|
||||
TotalLootValue int64
|
||||
XPGained int
|
||||
XPBreakdown string // human-readable bonus breakdown
|
||||
XPSkill string
|
||||
EquipDamage map[EquipmentSlot]int
|
||||
LeveledUp bool
|
||||
@@ -641,163 +642,148 @@ type AdvActionResult struct {
|
||||
FlavorKey string
|
||||
EquipBroken []EquipmentSlot
|
||||
NearDeath bool
|
||||
StreakBonus int
|
||||
StreakBonus int
|
||||
CombatLog *CombatResult
|
||||
// MasteryCrossings records equipment slots whose ActionsUsed crossed a
|
||||
// mastery threshold (advMasteryThresholds) on this action. The caller
|
||||
// uses this to DM a celebration so the silent counter becomes visible.
|
||||
MasteryCrossings []AdvMasteryCrossing
|
||||
}
|
||||
|
||||
func resolveAdvAction(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, loc *AdvLocation, bonuses *AdvBonusSummary, inPenaltyZone bool) *AdvActionResult {
|
||||
result := &AdvActionResult{
|
||||
Location: loc,
|
||||
XPSkill: advXPSkill(loc.Activity),
|
||||
}
|
||||
type AdvMasteryCrossing struct {
|
||||
Slot EquipmentSlot
|
||||
ItemName string
|
||||
Threshold int // 50, 100, or 250
|
||||
}
|
||||
|
||||
probs := calculateAdvProbabilities(char, equip, loc, bonuses, inPenaltyZone)
|
||||
// advMasteryThresholds defines the action counts at which equipment mastery
|
||||
// is celebrated. Picked to span an early-game milestone (50), a mid-game
|
||||
// commitment (100), and a hard-to-reach veteran tier (250).
|
||||
var advMasteryThresholds = []int{50, 100, 250}
|
||||
|
||||
// Overlevel penalty — reduces loot and XP for farming low-tier content
|
||||
skillLevel := advEffectiveSkill(char, loc.Activity, bonuses)
|
||||
overlevelMult := advOverlevelMultiplier(skillLevel, loc.MinLevel)
|
||||
|
||||
// Roll outcome
|
||||
roll := rand.Float64() * 100
|
||||
|
||||
switch {
|
||||
case roll < probs.DeathPct:
|
||||
result.Outcome = AdvOutcomeDeath
|
||||
case roll < probs.DeathPct+probs.EmptyPct:
|
||||
// Activity-specific empty outcomes
|
||||
result.Outcome = resolveAdvEmptyOutcome(loc, roll)
|
||||
case roll < probs.DeathPct+probs.EmptyPct+probs.SuccessPct:
|
||||
result.Outcome = AdvOutcomeSuccess
|
||||
default:
|
||||
result.Outcome = AdvOutcomeExceptional
|
||||
}
|
||||
|
||||
// Near-death check: survived within 2% of death threshold
|
||||
if result.Outcome != AdvOutcomeDeath && roll < probs.DeathPct+2 && roll >= probs.DeathPct {
|
||||
result.NearDeath = true
|
||||
}
|
||||
|
||||
// Generate loot for success/exceptional
|
||||
if result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional {
|
||||
result.LootItems = generateAdvLoot(loc, result.Outcome == AdvOutcomeExceptional, bonuses.LootQuality)
|
||||
// Apply overlevel penalty to loot values
|
||||
if overlevelMult < 1.0 {
|
||||
for i := range result.LootItems {
|
||||
result.LootItems[i].Value = max(1, int64(float64(result.LootItems[i].Value)*overlevelMult))
|
||||
}
|
||||
}
|
||||
for _, item := range result.LootItems {
|
||||
result.TotalLootValue += item.Value
|
||||
// advMasteryTier reports how many mastery thresholds a piece has crossed
|
||||
// (0–3) and the next threshold. nextThreshold is 0 when the piece has
|
||||
// already crossed every threshold.
|
||||
func advMasteryTier(actionsUsed int) (tier, nextThreshold int) {
|
||||
for _, t := range advMasteryThresholds {
|
||||
if actionsUsed >= t {
|
||||
tier++
|
||||
} else {
|
||||
nextThreshold = t
|
||||
break
|
||||
}
|
||||
}
|
||||
return tier, nextThreshold
|
||||
}
|
||||
|
||||
// XP calculation
|
||||
xp := advXPForOutcome(loc.Activity, loc.Tier, result.Outcome)
|
||||
if result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional {
|
||||
xp = advXPTable[loc.Activity][loc.Tier].Success
|
||||
if result.Outcome == AdvOutcomeExceptional {
|
||||
xp = advXPTable[loc.Activity][loc.Tier].Exceptional
|
||||
}
|
||||
// advMasteryMarker returns the visual tier marker for a piece of equipment.
|
||||
// Empty for sub-50; ✦/✦✦/✦✦✦ at the 50/100/250 thresholds.
|
||||
func advMasteryMarker(actionsUsed int) string {
|
||||
tier, _ := advMasteryTier(actionsUsed)
|
||||
switch tier {
|
||||
case 1:
|
||||
return "✦"
|
||||
case 2:
|
||||
return "✦✦"
|
||||
case 3:
|
||||
return "✦✦✦"
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
// Near-death XP bonus
|
||||
if result.NearDeath {
|
||||
xp = int(float64(xp) * 1.15)
|
||||
// advSlotRelevantToActivity reports whether using a slot during the given
|
||||
// activity should count toward that slot's mastery. Combat actions exercise
|
||||
// the combat loadout (weapon/armor/helmet/boots); harvest actions exercise
|
||||
// only the tool. This is what makes mastery feel like "you used this
|
||||
// piece" rather than "you played for a while" — without this gate every
|
||||
// slot ticks in lockstep and the per-slot view is meaningless.
|
||||
func advSlotRelevantToActivity(slot EquipmentSlot, activity AdvActivityType) bool {
|
||||
if isCombatActivity(activity) {
|
||||
return slot == SlotWeapon || slot == SlotArmor || slot == SlotHelmet || slot == SlotBoots
|
||||
}
|
||||
if isHarvestActivity(activity) {
|
||||
return slot == SlotTool
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// XP multiplier from bonuses
|
||||
if bonuses.XPMultiplier != 0 {
|
||||
xp = int(float64(xp) * (1 + bonuses.XPMultiplier/100))
|
||||
// advMasteryRowSegment formats the `23/50`, `73/100 ✦`, `142/250 ✦✦`, or
|
||||
// `250 ✦✦✦` segment shown inline on each equipment row in the character
|
||||
// sheet so progress is visible at a glance — not just a tier marker that
|
||||
// flips on at 50/100/250 with nothing in between.
|
||||
func advMasteryRowSegment(actionsUsed int) string {
|
||||
if actionsUsed <= 0 {
|
||||
return ""
|
||||
}
|
||||
// Ironclad set: Battle-Hardened — +5% XP gain
|
||||
if advEquippedArenaSets(equip)["ironclad"] {
|
||||
xp = int(float64(xp) * 1.05)
|
||||
_, next := advMasteryTier(actionsUsed)
|
||||
marker := advMasteryMarker(actionsUsed)
|
||||
if next == 0 {
|
||||
// At max — there's no "next" threshold to count toward.
|
||||
return fmt.Sprintf("%d %s", actionsUsed, marker)
|
||||
}
|
||||
// Apply overlevel penalty to XP
|
||||
if overlevelMult < 1.0 {
|
||||
xp = max(1, int(float64(xp)*overlevelMult))
|
||||
if marker == "" {
|
||||
return fmt.Sprintf("%d/%d", actionsUsed, next)
|
||||
}
|
||||
result.XPGained = xp
|
||||
return fmt.Sprintf("%d/%d %s", actionsUsed, next, marker)
|
||||
}
|
||||
|
||||
// Equipment degradation on bad outcomes
|
||||
if result.Outcome == AdvOutcomeDeath || result.Outcome == AdvOutcomeEmpty ||
|
||||
result.Outcome == AdvOutcomeCaveIn || result.Outcome == AdvOutcomeBear ||
|
||||
result.Outcome == AdvOutcomeRiver {
|
||||
result.EquipDamage = applyAdvEquipDegradation(equip, result.Outcome)
|
||||
result.EquipBroken = advCheckBrokenEquipment(equip)
|
||||
}
|
||||
// AdvMasteryRollup summarizes mastery state across all equipped slots so the
|
||||
// character sheet can show one informative aggregate line without a
|
||||
// per-slot block. AnyProgress is true when at least one slot has any
|
||||
// ActionsUsed — used to decide whether to show a "building up" hint when
|
||||
// no thresholds have crossed yet.
|
||||
type AdvMasteryRollup struct {
|
||||
ThresholdsCrossed int // raw count, pre-cap (sum across all slots)
|
||||
MaxedSlots int // slots with all 3 thresholds crossed
|
||||
Bonus float64 // capped %, mirrors advEquipmentMasteryBonus
|
||||
AnyProgress bool
|
||||
}
|
||||
|
||||
// Increment actions_used for equipment mastery
|
||||
func advMasteryRollup(equip map[EquipmentSlot]*AdvEquipment) AdvMasteryRollup {
|
||||
r := AdvMasteryRollup{}
|
||||
for _, eq := range equip {
|
||||
eq.ActionsUsed++
|
||||
}
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
// resolveAdvEmptyOutcome returns an activity-specific "empty" outcome.
|
||||
func resolveAdvEmptyOutcome(loc *AdvLocation, _ float64) AdvOutcomeType {
|
||||
switch loc.Activity {
|
||||
case AdvActivityMining:
|
||||
// 40% chance of cave-in on "empty" result
|
||||
if rand.Float64() < 0.4 {
|
||||
return AdvOutcomeCaveIn
|
||||
}
|
||||
return AdvOutcomeEmpty
|
||||
|
||||
case AdvActivityForaging:
|
||||
// Split empty into specific outcomes
|
||||
r := rand.Float64()
|
||||
switch {
|
||||
case r < 0.35:
|
||||
return AdvOutcomeHornets
|
||||
case r < 0.55:
|
||||
return AdvOutcomeBear
|
||||
case r < 0.70:
|
||||
return AdvOutcomeRiver
|
||||
default:
|
||||
return AdvOutcomeEmpty
|
||||
}
|
||||
|
||||
case AdvActivityFishing:
|
||||
// Fishing empty is just empty — no sub-outcomes
|
||||
return AdvOutcomeEmpty
|
||||
|
||||
default:
|
||||
return AdvOutcomeEmpty
|
||||
}
|
||||
}
|
||||
|
||||
// ── Eligible Locations for DM Menu ───────────────────────────────────────────
|
||||
|
||||
type AdvEligibleLocation struct {
|
||||
Location *AdvLocation
|
||||
InPenaltyZone bool
|
||||
DeathPct float64
|
||||
}
|
||||
|
||||
func advEligibleLocations(char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment, activity AdvActivityType, bonuses *AdvBonusSummary) []AdvEligibleLocation {
|
||||
var eligible []AdvEligibleLocation
|
||||
for _, loc := range allAdvLocations(activity) {
|
||||
loc := loc
|
||||
ok, penalty := advIsEligible(char, equip, &loc, bonuses)
|
||||
if !ok {
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
probs := calculateAdvProbabilities(char, equip, &loc, bonuses, penalty)
|
||||
eligible = append(eligible, AdvEligibleLocation{
|
||||
Location: &loc,
|
||||
InPenaltyZone: penalty,
|
||||
DeathPct: probs.DeathPct,
|
||||
})
|
||||
if eq.ActionsUsed > 0 {
|
||||
r.AnyProgress = true
|
||||
}
|
||||
tier, _ := advMasteryTier(eq.ActionsUsed)
|
||||
r.ThresholdsCrossed += tier
|
||||
if tier == len(advMasteryThresholds) {
|
||||
r.MaxedSlots++
|
||||
}
|
||||
}
|
||||
return eligible
|
||||
r.Bonus = advEquipmentMasteryBonus(equip)
|
||||
return r
|
||||
}
|
||||
|
||||
// advEquipmentMasteryBonus returns the loot-quality bonus from accumulated
|
||||
// mastery across all equipped slots. Each crossed threshold grants +1% loot
|
||||
// quality on its slot, capped at +10% total to keep balance reasonable.
|
||||
func advEquipmentMasteryBonus(equip map[EquipmentSlot]*AdvEquipment) float64 {
|
||||
total := 0.0
|
||||
for _, eq := range equip {
|
||||
if eq == nil {
|
||||
continue
|
||||
}
|
||||
for _, t := range advMasteryThresholds {
|
||||
if eq.ActionsUsed >= t {
|
||||
total++
|
||||
}
|
||||
}
|
||||
}
|
||||
if total > 10 {
|
||||
total = 10
|
||||
}
|
||||
return total
|
||||
}
|
||||
|
||||
// ── Party Bonus Check ────────────────────────────────────────────────────────
|
||||
|
||||
// advCheckPartyBonus checks if other players visited the same location today.
|
||||
func advCheckPartyBonus(userID id.UserID, location string) bool {
|
||||
logs, err := loadAdvTodayLogs()
|
||||
logs, err := loadAdvLogsForDate(time.Now().UTC().Format("2006-01-02"))
|
||||
if err != nil {
|
||||
return false
|
||||
}
|
||||
|
||||
233
internal/plugin/adventure_activity_unified.go
Normal file
233
internal/plugin/adventure_activity_unified.go
Normal file
@@ -0,0 +1,233 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// AdvDailyActivity is one row of "what a player did" on a given UTC date.
|
||||
// Unifies the legacy adventure_activity_log table with the D&D-layer zone
|
||||
// run / expedition log tables so the daily report can render a coherent
|
||||
// view regardless of which subsystem the action ran through.
|
||||
type AdvDailyActivity struct {
|
||||
UserID id.UserID
|
||||
Source string // "zone_run" | "expedition" | "rest_legacy" | "legacy"
|
||||
Activity string // "zone" | "expedition" | "rest" | legacy activity_type
|
||||
Location string // zone display name or legacy location
|
||||
Outcome string // "completed" | "abandoned" | "boss_defeated" | "in_progress" | "rest" | legacy outcome
|
||||
Summary string // one-line human description
|
||||
LootValue int64 // 0 for D&D-layer entries (loot stays in run/expedition state)
|
||||
Timestamp time.Time
|
||||
}
|
||||
|
||||
// loadAdvDailyActivity unions activity rows from every action surface for
|
||||
// the given UTC date (format "2006-01-02"). Returns map keyed by user_id.
|
||||
//
|
||||
// Sources (in chronological order on output):
|
||||
// - adventure_activity_log (legacy, mostly !rest post-Phase-R)
|
||||
// - dnd_zone_run (zone runs whose last_action_at falls on date)
|
||||
// - dnd_expedition_log (expedition log entries dated today, deduped per
|
||||
// expedition into one rollup line)
|
||||
//
|
||||
// Each user's slice is sorted oldest→newest. Empty slice when the player
|
||||
// had no activity on this date.
|
||||
func loadAdvDailyActivity(date string) (map[id.UserID][]AdvDailyActivity, error) {
|
||||
out := make(map[id.UserID][]AdvDailyActivity)
|
||||
d := db.Get()
|
||||
|
||||
// 1. Legacy adventure_activity_log
|
||||
rows, err := d.Query(`
|
||||
SELECT user_id, activity_type, COALESCE(location,''), outcome, loot_value, logged_at
|
||||
FROM adventure_activity_log
|
||||
WHERE logged_at >= ? AND logged_at < DATE(?, '+1 day')
|
||||
ORDER BY logged_at`, date, date)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("legacy log: %w", err)
|
||||
}
|
||||
for rows.Next() {
|
||||
var (
|
||||
uid, activity, location, outcome string
|
||||
loot int64
|
||||
ts time.Time
|
||||
)
|
||||
if err := rows.Scan(&uid, &activity, &location, &outcome, &loot, &ts); err != nil {
|
||||
rows.Close()
|
||||
return nil, fmt.Errorf("legacy log scan: %w", err)
|
||||
}
|
||||
userID := id.UserID(uid)
|
||||
entry := AdvDailyActivity{
|
||||
UserID: userID,
|
||||
Source: "legacy",
|
||||
Activity: activity,
|
||||
Location: location,
|
||||
Outcome: outcome,
|
||||
LootValue: loot,
|
||||
Timestamp: ts,
|
||||
}
|
||||
if activity == string(AdvActivityRest) {
|
||||
entry.Source = "rest_legacy"
|
||||
entry.Summary = "Rested. Streak preserved."
|
||||
} else {
|
||||
entry.Summary = fmt.Sprintf("%s in %s (%s)", activity, location, outcome)
|
||||
}
|
||||
out[userID] = append(out[userID], entry)
|
||||
}
|
||||
rows.Close()
|
||||
|
||||
// Pre-load (user_id, zone_id) of active expeditions. Zone runs are now
|
||||
// exclusively spawned by the expedition layer, and the expedition flips
|
||||
// a region's run to abandoned on !region travel / inactivity timeout /
|
||||
// forced extraction. Those transitions are internal — the expedition
|
||||
// rollup below is the source of truth for the player. Skip zone_run
|
||||
// entries that match an active expedition to avoid a misleading
|
||||
// "Withdrew from <zone>" line while the player is still on it.
|
||||
activeExp := make(map[string]struct{})
|
||||
expRows, err := d.Query(`
|
||||
SELECT user_id, zone_id FROM dnd_expedition
|
||||
WHERE status IN ('active','extracting')`)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("active expeditions: %w", err)
|
||||
}
|
||||
for expRows.Next() {
|
||||
var u, z string
|
||||
if err := expRows.Scan(&u, &z); err != nil {
|
||||
expRows.Close()
|
||||
return nil, fmt.Errorf("active expedition scan: %w", err)
|
||||
}
|
||||
activeExp[u+"|"+z] = struct{}{}
|
||||
}
|
||||
expRows.Close()
|
||||
|
||||
// 2. dnd_zone_run — rows touched today. Progress count is derived
|
||||
// from len(visited_nodes) — current_room retired in G9.
|
||||
rows, err = d.Query(`
|
||||
SELECT user_id, zone_id, visited_nodes, total_rooms, abandoned,
|
||||
boss_defeated, completed_at, last_action_at
|
||||
FROM dnd_zone_run
|
||||
WHERE last_action_at >= ? AND last_action_at < DATE(?, '+1 day')
|
||||
ORDER BY last_action_at`, date, date)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("zone runs: %w", err)
|
||||
}
|
||||
for rows.Next() {
|
||||
var (
|
||||
uid, zoneID string
|
||||
visitedJSON string
|
||||
totalRooms int
|
||||
abandoned, bossDefeated int
|
||||
completedAt *time.Time
|
||||
lastAction time.Time
|
||||
)
|
||||
if err := rows.Scan(&uid, &zoneID, &visitedJSON, &totalRooms,
|
||||
&abandoned, &bossDefeated, &completedAt, &lastAction); err != nil {
|
||||
rows.Close()
|
||||
return nil, fmt.Errorf("zone run scan: %w", err)
|
||||
}
|
||||
var visited []string
|
||||
_ = json.Unmarshal([]byte(visitedJSON), &visited)
|
||||
currentRoom := len(visited) - 1
|
||||
if currentRoom < 0 {
|
||||
currentRoom = 0
|
||||
}
|
||||
if _, onExp := activeExp[uid+"|"+zoneID]; onExp {
|
||||
continue
|
||||
}
|
||||
userID := id.UserID(uid)
|
||||
zoneDef := zoneOrFallback(ZoneID(zoneID))
|
||||
|
||||
var outcome, summary string
|
||||
switch {
|
||||
case bossDefeated == 1:
|
||||
outcome = "boss_defeated"
|
||||
summary = fmt.Sprintf("Cleared %s — boss down (%d/%d rooms).", zoneDef.Display, currentRoom, totalRooms)
|
||||
case completedAt != nil && abandoned == 0:
|
||||
outcome = "completed"
|
||||
summary = fmt.Sprintf("Cleared %s (%d/%d rooms).", zoneDef.Display, currentRoom, totalRooms)
|
||||
case abandoned == 1:
|
||||
outcome = "abandoned"
|
||||
summary = fmt.Sprintf("Withdrew from %s at room %d/%d.", zoneDef.Display, currentRoom, totalRooms)
|
||||
default:
|
||||
outcome = "in_progress"
|
||||
summary = fmt.Sprintf("Mid-run in %s (%d/%d rooms).", zoneDef.Display, currentRoom, totalRooms)
|
||||
}
|
||||
out[userID] = append(out[userID], AdvDailyActivity{
|
||||
UserID: userID,
|
||||
Source: "zone_run",
|
||||
Activity: "zone",
|
||||
Location: zoneDef.Display,
|
||||
Outcome: outcome,
|
||||
Summary: summary,
|
||||
Timestamp: lastAction,
|
||||
})
|
||||
}
|
||||
rows.Close()
|
||||
|
||||
// 3. dnd_expedition_log — pick the most-recent player-visible entry
|
||||
// per expedition for users active today. We rollup per expedition
|
||||
// rather than per row so the report doesn't list every camp/combat
|
||||
// beat separately.
|
||||
rows, err = d.Query(`
|
||||
SELECT e.user_id, e.zone_id, e.current_day, e.status,
|
||||
l.entry_type, l.summary, l.timestamp
|
||||
FROM dnd_expedition_log l
|
||||
JOIN dnd_expedition e ON e.expedition_id = l.expedition_id
|
||||
WHERE l.timestamp >= ? AND l.timestamp < DATE(?, '+1 day')
|
||||
AND l.entry_type IN ('action','combat','event','recap')
|
||||
ORDER BY l.timestamp`, date, date)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("expedition log: %w", err)
|
||||
}
|
||||
type expKey struct {
|
||||
uid, zoneID string
|
||||
}
|
||||
mostRecentExp := make(map[expKey]AdvDailyActivity)
|
||||
for rows.Next() {
|
||||
var (
|
||||
uid, zoneID, status, entryType, summary string
|
||||
currentDay int
|
||||
ts time.Time
|
||||
)
|
||||
if err := rows.Scan(&uid, &zoneID, ¤tDay, &status,
|
||||
&entryType, &summary, &ts); err != nil {
|
||||
rows.Close()
|
||||
return nil, fmt.Errorf("expedition log scan: %w", err)
|
||||
}
|
||||
userID := id.UserID(uid)
|
||||
zoneDef := zoneOrFallback(ZoneID(zoneID))
|
||||
k := expKey{string(userID), zoneID}
|
||||
mostRecentExp[k] = AdvDailyActivity{
|
||||
UserID: userID,
|
||||
Source: "expedition",
|
||||
Activity: "expedition",
|
||||
Location: zoneDef.Display,
|
||||
Outcome: status,
|
||||
Summary: fmt.Sprintf("Expedition in %s, day %d — %s",
|
||||
zoneDef.Display, currentDay, summary),
|
||||
Timestamp: ts,
|
||||
}
|
||||
}
|
||||
rows.Close()
|
||||
for _, entry := range mostRecentExp {
|
||||
out[entry.UserID] = append(out[entry.UserID], entry)
|
||||
}
|
||||
|
||||
// Sort each user's slice oldest→newest so callers can pick the
|
||||
// representative entry deterministically (typically the latest).
|
||||
for uid := range out {
|
||||
entries := out[uid]
|
||||
// Insertion-sort is fine here — slices are tiny.
|
||||
for i := 1; i < len(entries); i++ {
|
||||
for j := i; j > 0 && entries[j-1].Timestamp.After(entries[j].Timestamp); j-- {
|
||||
entries[j-1], entries[j] = entries[j], entries[j-1]
|
||||
}
|
||||
}
|
||||
out[uid] = entries
|
||||
}
|
||||
|
||||
return out, nil
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
189
internal/plugin/adventure_arena_bossflow_test.go
Normal file
189
internal/plugin/adventure_arena_bossflow_test.go
Normal file
@@ -0,0 +1,189 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase L2 step 4 — smoke test for resolveArenaBoss. Asserts the helper
|
||||
// returns staged narration (intro + phases + outcome) for a representative
|
||||
// arena round and that the outcome carries the boss-flow signatures: the
|
||||
// arena-styled headline and a dice-roll summary.
|
||||
|
||||
func TestResolveArenaBoss_T1Round1_Smoke(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@arena-bossflow:example")
|
||||
t.Cleanup(func() { cleanupZoneRuns(uid) })
|
||||
|
||||
if err := createAdvCharacter(uid, "bossflow"); err != nil {
|
||||
t.Fatalf("createAdvCharacter: %v", err)
|
||||
}
|
||||
c := &DnDCharacter{
|
||||
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 5,
|
||||
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
|
||||
HPMax: 60, HPCurrent: 60, ArmorClass: 18,
|
||||
}
|
||||
if err := SaveDnDCharacter(c); err != nil {
|
||||
t.Fatalf("SaveDnDCharacter: %v", err)
|
||||
}
|
||||
|
||||
p := &AdventurePlugin{}
|
||||
intro, phases, outcome, result, err := p.resolveArenaBoss(uid, ArenaBossEncounter{
|
||||
Tier: 1, Round: 1, DisplayName: "Smoke",
|
||||
})
|
||||
if err != nil {
|
||||
t.Fatalf("resolveArenaBoss: %v", err)
|
||||
}
|
||||
if intro == "" {
|
||||
t.Error("intro empty")
|
||||
}
|
||||
if !strings.Contains(intro, "Arena T1 R1") {
|
||||
t.Errorf("intro missing tier/round label: %q", intro)
|
||||
}
|
||||
if len(phases) == 0 {
|
||||
t.Error("phases empty — combat log did not render")
|
||||
}
|
||||
if outcome == "" {
|
||||
t.Error("outcome empty")
|
||||
}
|
||||
if result.PlayerWon {
|
||||
// On a win the headline mentions "falls"; on a loss "stands over".
|
||||
if !strings.Contains(outcome, "falls") {
|
||||
t.Errorf("win outcome missing 'falls' headline: %q", outcome)
|
||||
}
|
||||
} else {
|
||||
if !strings.Contains(outcome, "stands over") {
|
||||
t.Errorf("loss outcome missing defeat headline: %q", outcome)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestResolveArenaBoss_BadTierRound(t *testing.T) {
|
||||
setupAuditTestDB(t)
|
||||
uid := id.UserID("@arena-bossflow-bad:example")
|
||||
if err := createAdvCharacter(uid, "bad"); err != nil {
|
||||
t.Fatalf("createAdvCharacter: %v", err)
|
||||
}
|
||||
p := &AdventurePlugin{}
|
||||
if _, _, _, _, err := p.resolveArenaBoss(uid, ArenaBossEncounter{Tier: 9, Round: 9}); err == nil {
|
||||
t.Error("expected error for unknown tier/round")
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaBossPhaseTwoAt(t *testing.T) {
|
||||
cases := []struct {
|
||||
tier int
|
||||
want float64
|
||||
}{{1, 0}, {2, 0}, {3, 0.5}, {4, 0.5}, {5, 0.5}}
|
||||
for _, c := range cases {
|
||||
if got := arenaBossPhaseTwoAt(c.tier); got != c.want {
|
||||
t.Errorf("arenaBossPhaseTwoAt(%d)=%v want %v", c.tier, got, c.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Phase L2 step 4b — staged-narration assembly. The intro line leads,
|
||||
// followed by the combat-log phases, mirroring streamOrSend's
|
||||
// intro+phases pattern in dnd_zone_cmd.go.
|
||||
func TestBossFlowPhaseMessages(t *testing.T) {
|
||||
n := &arenaBossNarration{
|
||||
intro: "🏟️ **Arena T1 R1 — Slug** (HP 12, AC 10)",
|
||||
phases: []string{"phase A", "phase B"},
|
||||
}
|
||||
got := bossFlowPhaseMessages(n)
|
||||
if len(got) != 3 {
|
||||
t.Fatalf("len = %d, want 3 (intro + 2 phases): %v", len(got), got)
|
||||
}
|
||||
if got[0] != n.intro {
|
||||
t.Errorf("got[0] = %q, want intro %q", got[0], n.intro)
|
||||
}
|
||||
if got[1] != "phase A" || got[2] != "phase B" {
|
||||
t.Errorf("phases out of order: %v", got)
|
||||
}
|
||||
|
||||
// No intro → just the phases, unchanged.
|
||||
n2 := &arenaBossNarration{phases: []string{"only"}}
|
||||
got2 := bossFlowPhaseMessages(n2)
|
||||
if len(got2) != 1 || got2[0] != "only" {
|
||||
t.Errorf("no-intro case: got %v want [only]", got2)
|
||||
}
|
||||
}
|
||||
|
||||
// Phase L2 step 8 — assert that an arena win surfaces both the staged
|
||||
// combat log (RenderCombatLog phases prepended by the arena intro) and a
|
||||
// TwinBee BossDeath flavor line in the outcome block. Drives
|
||||
// renderBossOutcome directly with a forced-win CombatResult so the
|
||||
// assertion is RNG-free; the resolveArenaBoss smoke test above already
|
||||
// exercises the live combat path end-to-end.
|
||||
func TestArenaBossOutcome_WinSurfacesStagedLogAndBossDeath(t *testing.T) {
|
||||
monster := arenaBosses[arenaBossID(1, 1)]
|
||||
result := CombatResult{
|
||||
PlayerWon: true,
|
||||
PlayerStartHP: 60, PlayerEndHP: 42,
|
||||
EnemyStartHP: monster.HP, EnemyEndHP: 0,
|
||||
Events: []CombatEvent{
|
||||
{Round: 1, Phase: "attack", Actor: "player", Action: "hit", Roll: 14, RollAgainst: monster.AC, Damage: 10, EnemyHP: monster.HP - 10, PlayerHP: 60},
|
||||
{Round: 2, Phase: "attack", Actor: "player", Action: "crit", Roll: 20, RollAgainst: monster.AC, Damage: monster.HP - 10, EnemyHP: 0, PlayerHP: 42},
|
||||
},
|
||||
TotalRounds: 2,
|
||||
}
|
||||
|
||||
// Staged combat log — same call resolveArenaBoss makes for `phases`.
|
||||
phases := RenderCombatLog(result, "Champion", monster.Name)
|
||||
if len(phases) == 0 {
|
||||
t.Fatal("RenderCombatLog returned no phases for a winning result")
|
||||
}
|
||||
|
||||
victoryHeadline := "🏆 **" + monster.Name + "** falls (HP " + "60" + "→" + "42" + " / 60)."
|
||||
outcome := renderBossOutcome(BossOutcomeInputs{
|
||||
ZoneID: ZoneArena,
|
||||
RunID: "arena-stagedlog-test",
|
||||
RoomIdx: 11,
|
||||
Monster: monster,
|
||||
Result: result,
|
||||
PreHP: 60, PostHP: 42, MaxHP: 60,
|
||||
PhaseTwoAt: arenaBossPhaseTwoAt(1),
|
||||
Nat20s: 1,
|
||||
Nat1s: 0,
|
||||
DefeatHeadline: "unused",
|
||||
VictoryHeadline: victoryHeadline,
|
||||
})
|
||||
|
||||
if !strings.Contains(outcome, "🎭 **TwinBee:**") {
|
||||
t.Errorf("outcome missing TwinBee narration line: %q", outcome)
|
||||
}
|
||||
if !strings.Contains(outcome, victoryHeadline) {
|
||||
t.Errorf("outcome missing victory headline: %q", outcome)
|
||||
}
|
||||
if !strings.Contains(outcome, "🎲 d20 —") {
|
||||
t.Errorf("outcome missing dice-roll summary: %q", outcome)
|
||||
}
|
||||
// BossDeath line must be present — the TwinBee line preceding the
|
||||
// victory headline is sourced from flavor.BossDeath via twinBeeLine.
|
||||
headlineIdx := strings.Index(outcome, victoryHeadline)
|
||||
if headlineIdx <= 0 {
|
||||
t.Fatalf("victory headline not after a TwinBee line: %q", outcome)
|
||||
}
|
||||
prefix := outcome[:headlineIdx]
|
||||
if !strings.Contains(prefix, "🎭 **TwinBee:**") {
|
||||
t.Errorf("BossDeath TwinBee line should precede victory headline; prefix=%q", prefix)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaBosses_AllTiersPopulated(t *testing.T) {
|
||||
for tier := 1; tier <= 5; tier++ {
|
||||
for round := 1; round <= 4; round++ {
|
||||
id := arenaBossID(tier, round)
|
||||
m, ok := arenaBosses[id]
|
||||
if !ok {
|
||||
t.Errorf("arenaBosses missing %s", id)
|
||||
continue
|
||||
}
|
||||
if m.HP <= 0 || m.AC <= 0 || m.Attack <= 0 {
|
||||
t.Errorf("%s has bad stats: HP=%d AC=%d ATK=%d", id, m.HP, m.AC, m.Attack)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,504 +1,3 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// ── Combat Log Types ───────────────────────────────────────────────────────
|
||||
|
||||
type ArenaCombatLog struct {
|
||||
Rounds []ArenaCombatRound
|
||||
PlayerHP int
|
||||
EnemyHP int
|
||||
PlayerWon bool
|
||||
}
|
||||
|
||||
type ArenaCombatRound struct {
|
||||
Number int
|
||||
Text string // action description with damage filled in
|
||||
Type string // "player_hit", "enemy_hit", "block", "environmental"
|
||||
DamageToPlayer int
|
||||
DamageToEnemy int
|
||||
PlayerHP int // HP after this round
|
||||
EnemyHP int // HP after this round
|
||||
}
|
||||
|
||||
// ── Combat Log Generation ──────────────────────────────────────────────────
|
||||
|
||||
// generateArenaCombatLog assembles a turn-by-turn narrative for a fight whose
|
||||
// outcome is already determined. The log is cosmetic — the roll already happened.
|
||||
// closeness is 0.0 (decisive) to 1.0 (razor-thin margin).
|
||||
func generateArenaCombatLog(playerWon bool, closeness float64) *ArenaCombatLog {
|
||||
// Pick HP pools
|
||||
playerHP := 60 + rand.IntN(41) // 60-100
|
||||
enemyHP := 60 + rand.IntN(41) // 60-100
|
||||
|
||||
// Determine round count: decisive=3-4, close=5-6
|
||||
numRounds := 3
|
||||
if closeness > 0.7 {
|
||||
numRounds = 5 + rand.IntN(2) // 5-6
|
||||
} else if closeness > 0.4 {
|
||||
numRounds = 4 + rand.IntN(2) // 4-5
|
||||
} else {
|
||||
numRounds = 3 + rand.IntN(2) // 3-4
|
||||
}
|
||||
|
||||
// Assign round types
|
||||
types := assignRoundTypes(numRounds, playerWon)
|
||||
|
||||
// Calculate damage distribution
|
||||
picker := newActionPicker()
|
||||
rounds := distributeDamage(types, playerHP, enemyHP, playerWon, picker)
|
||||
|
||||
return &ArenaCombatLog{
|
||||
Rounds: rounds,
|
||||
PlayerHP: playerHP,
|
||||
EnemyHP: enemyHP,
|
||||
PlayerWon: playerWon,
|
||||
}
|
||||
}
|
||||
|
||||
// assignRoundTypes determines what happens each round.
|
||||
// Final round is always winner hitting — this is enforced.
|
||||
// Guarantees at least 1 hit round per side.
|
||||
func assignRoundTypes(numRounds int, playerWon bool) []string {
|
||||
types := make([]string, numRounds)
|
||||
|
||||
// Final round: winner lands the killing blow
|
||||
if playerWon {
|
||||
types[numRounds-1] = "player_hit"
|
||||
} else {
|
||||
types[numRounds-1] = "enemy_hit"
|
||||
}
|
||||
|
||||
// Fill remaining rounds
|
||||
for i := 0; i < numRounds-1; i++ {
|
||||
roll := rand.Float64()
|
||||
switch {
|
||||
case roll < 0.15:
|
||||
types[i] = "environmental"
|
||||
case roll < 0.35:
|
||||
types[i] = "block"
|
||||
case roll < 0.65:
|
||||
if i%2 == 0 {
|
||||
types[i] = "enemy_hit"
|
||||
} else {
|
||||
types[i] = "player_hit"
|
||||
}
|
||||
default:
|
||||
if i%2 == 0 {
|
||||
types[i] = "player_hit"
|
||||
} else {
|
||||
types[i] = "enemy_hit"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Guarantee at least 1 hit round per side (besides the final round).
|
||||
hasPlayerHit := false
|
||||
hasEnemyHit := false
|
||||
for _, t := range types {
|
||||
if t == "player_hit" {
|
||||
hasPlayerHit = true
|
||||
}
|
||||
if t == "enemy_hit" || t == "environmental" {
|
||||
hasEnemyHit = true
|
||||
}
|
||||
}
|
||||
// If missing a side, convert the first block round (or first non-final round).
|
||||
if !hasPlayerHit {
|
||||
for i := 0; i < numRounds-1; i++ {
|
||||
if types[i] == "block" || types[i] == "enemy_hit" || types[i] == "environmental" {
|
||||
types[i] = "player_hit"
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if !hasEnemyHit {
|
||||
for i := 0; i < numRounds-1; i++ {
|
||||
if types[i] == "block" || types[i] == "player_hit" {
|
||||
types[i] = "enemy_hit"
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return types
|
||||
}
|
||||
|
||||
// distributeDamage creates rounds with damage values that sum correctly.
|
||||
func distributeDamage(types []string, playerHP, enemyHP int, playerWon bool, picker *actionPicker) []ArenaCombatRound {
|
||||
numRounds := len(types)
|
||||
|
||||
// Total damage dealt: winner kills the loser (deals their full HP).
|
||||
// Loser deals some but not all of winner's HP.
|
||||
var totalDmgToEnemy, totalDmgToPlayer int
|
||||
if playerWon {
|
||||
totalDmgToEnemy = enemyHP
|
||||
totalDmgToPlayer = int(float64(playerHP) * (0.3 + rand.Float64()*0.5)) // 30-80% of player HP
|
||||
} else {
|
||||
totalDmgToPlayer = playerHP
|
||||
totalDmgToEnemy = int(float64(enemyHP) * (0.3 + rand.Float64()*0.5))
|
||||
}
|
||||
|
||||
// Count damage rounds for each side
|
||||
var playerHitRounds, enemyHitRounds []int
|
||||
for i, t := range types {
|
||||
switch t {
|
||||
case "player_hit":
|
||||
playerHitRounds = append(playerHitRounds, i)
|
||||
case "enemy_hit":
|
||||
enemyHitRounds = append(enemyHitRounds, i)
|
||||
case "environmental":
|
||||
enemyHitRounds = append(enemyHitRounds, i) // environmental damages player
|
||||
}
|
||||
}
|
||||
|
||||
// Distribute damage to enemy across player_hit rounds
|
||||
enemyDmgPerRound := splitDamage(totalDmgToEnemy, len(playerHitRounds))
|
||||
// Distribute damage to player across enemy_hit + environmental rounds
|
||||
playerDmgPerRound := splitDamage(totalDmgToPlayer, len(enemyHitRounds))
|
||||
|
||||
// Build rounds
|
||||
rounds := make([]ArenaCombatRound, numRounds)
|
||||
currentPlayerHP := playerHP
|
||||
currentEnemyHP := enemyHP
|
||||
playerDmgIdx := 0
|
||||
enemyDmgIdx := 0
|
||||
|
||||
for i, t := range types {
|
||||
r := ArenaCombatRound{
|
||||
Number: i + 1,
|
||||
Type: t,
|
||||
}
|
||||
|
||||
switch t {
|
||||
case "player_hit":
|
||||
dmg := 0
|
||||
if enemyDmgIdx < len(enemyDmgPerRound) {
|
||||
dmg = enemyDmgPerRound[enemyDmgIdx]
|
||||
enemyDmgIdx++
|
||||
}
|
||||
r.DamageToEnemy = dmg
|
||||
currentEnemyHP -= dmg
|
||||
if currentEnemyHP < 0 {
|
||||
currentEnemyHP = 0
|
||||
}
|
||||
r.Text = pickFrom(arenaPlayerHitActions, picker.player, dmg)
|
||||
|
||||
case "enemy_hit":
|
||||
dmg := 0
|
||||
if playerDmgIdx < len(playerDmgPerRound) {
|
||||
dmg = playerDmgPerRound[playerDmgIdx]
|
||||
playerDmgIdx++
|
||||
}
|
||||
r.DamageToPlayer = dmg
|
||||
currentPlayerHP -= dmg
|
||||
if currentPlayerHP < 0 {
|
||||
currentPlayerHP = 0
|
||||
}
|
||||
// Mix in player-miss actions (~30% of enemy_hit rounds)
|
||||
if rand.IntN(100) < 30 {
|
||||
r.Text = pickFrom(arenaPlayerMissActions, picker.playerMiss, dmg)
|
||||
} else {
|
||||
r.Text = pickFrom(arenaEnemyActions, picker.enemy, dmg)
|
||||
}
|
||||
|
||||
case "block":
|
||||
r.Text = pickFromNoFmt(arenaBlockActions, picker.block)
|
||||
|
||||
case "environmental":
|
||||
dmg := 0
|
||||
if playerDmgIdx < len(playerDmgPerRound) {
|
||||
dmg = playerDmgPerRound[playerDmgIdx]
|
||||
playerDmgIdx++
|
||||
}
|
||||
r.DamageToPlayer = dmg
|
||||
currentPlayerHP -= dmg
|
||||
if currentPlayerHP < 0 {
|
||||
currentPlayerHP = 0
|
||||
}
|
||||
r.Text = pickFrom(arenaEnvironmentalActions, picker.environment, dmg)
|
||||
}
|
||||
|
||||
r.PlayerHP = currentPlayerHP
|
||||
r.EnemyHP = currentEnemyHP
|
||||
rounds[i] = r
|
||||
}
|
||||
|
||||
// Ensure final round ends at exactly 0 for the loser
|
||||
last := &rounds[numRounds-1]
|
||||
if playerWon {
|
||||
last.EnemyHP = 0
|
||||
} else {
|
||||
last.PlayerHP = 0
|
||||
}
|
||||
|
||||
return rounds
|
||||
}
|
||||
|
||||
// splitDamage distributes total damage across n rounds with some variance.
|
||||
// Each round gets at least 1 damage. If total < n, excess rounds get 0.
|
||||
func splitDamage(total, n int) []int {
|
||||
if n <= 0 {
|
||||
return nil
|
||||
}
|
||||
if n == 1 {
|
||||
return []int{total}
|
||||
}
|
||||
|
||||
result := make([]int, n)
|
||||
|
||||
// If total < n, give 1 to the first `total` rounds, 0 to the rest.
|
||||
if total <= n {
|
||||
for i := 0; i < total && i < n; i++ {
|
||||
result[i] = 1
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
remaining := total
|
||||
|
||||
for i := 0; i < n-1; i++ {
|
||||
avg := remaining / (n - i)
|
||||
if avg <= 0 {
|
||||
avg = 1
|
||||
}
|
||||
// Variance: 50%-150% of average
|
||||
lo := avg / 2
|
||||
if lo < 1 {
|
||||
lo = 1
|
||||
}
|
||||
hi := avg + avg/2
|
||||
if hi < lo {
|
||||
hi = lo
|
||||
}
|
||||
dmg := lo + rand.IntN(hi-lo+1)
|
||||
// Reserve at least 1 per remaining round
|
||||
maxThisRound := remaining - (n - 1 - i)
|
||||
if maxThisRound < 1 {
|
||||
maxThisRound = 1
|
||||
}
|
||||
if dmg > maxThisRound {
|
||||
dmg = maxThisRound
|
||||
}
|
||||
if dmg < 1 {
|
||||
dmg = 1
|
||||
}
|
||||
result[i] = dmg
|
||||
remaining -= dmg
|
||||
}
|
||||
result[n-1] = remaining
|
||||
if result[n-1] < 1 {
|
||||
result[n-1] = 1
|
||||
}
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
// actionPicker tracks used indices per pool to avoid repeats within a fight.
|
||||
type actionPicker struct {
|
||||
enemy map[int]bool
|
||||
player map[int]bool
|
||||
playerMiss map[int]bool
|
||||
block map[int]bool
|
||||
environment map[int]bool
|
||||
}
|
||||
|
||||
func newActionPicker() *actionPicker {
|
||||
return &actionPicker{
|
||||
enemy: make(map[int]bool),
|
||||
player: make(map[int]bool),
|
||||
playerMiss: make(map[int]bool),
|
||||
block: make(map[int]bool),
|
||||
environment: make(map[int]bool),
|
||||
}
|
||||
}
|
||||
|
||||
// pickFrom selects a random unused entry from pool, formats it with damage, and marks it used.
|
||||
// Resets if pool is exhausted.
|
||||
func pickFrom(pool []string, used map[int]bool, damage int) string {
|
||||
if len(used) >= len(pool) {
|
||||
for k := range used {
|
||||
delete(used, k)
|
||||
}
|
||||
}
|
||||
idx := rand.IntN(len(pool))
|
||||
for used[idx] {
|
||||
idx = (idx + 1) % len(pool)
|
||||
}
|
||||
used[idx] = true
|
||||
return fmt.Sprintf(pool[idx], damage)
|
||||
}
|
||||
|
||||
func pickFromNoFmt(pool []string, used map[int]bool) string {
|
||||
if len(used) >= len(pool) {
|
||||
for k := range used {
|
||||
delete(used, k)
|
||||
}
|
||||
}
|
||||
idx := rand.IntN(len(pool))
|
||||
for used[idx] {
|
||||
idx = (idx + 1) % len(pool)
|
||||
}
|
||||
used[idx] = true
|
||||
return pool[idx]
|
||||
}
|
||||
|
||||
// ── Render ─────────────────────────────────────────────────────────────────
|
||||
|
||||
func renderArenaCombatLog(log *ArenaCombatLog, monster *ArenaMonster, won bool, reward int64, xp int, closerLine string) string {
|
||||
var sb strings.Builder
|
||||
|
||||
for _, r := range log.Rounds {
|
||||
sb.WriteString(r.Text + "\n")
|
||||
|
||||
// Compact HP status line — damage is already in the action text via %d
|
||||
switch r.Type {
|
||||
case "player_hit":
|
||||
sb.WriteString(fmt.Sprintf(" [You: %d/%d | Enemy: %d/%d]\n", r.PlayerHP, log.PlayerHP, r.EnemyHP, log.EnemyHP))
|
||||
case "enemy_hit", "environmental":
|
||||
sb.WriteString(fmt.Sprintf(" [You: %d/%d | Enemy: %d/%d]\n", r.PlayerHP, log.PlayerHP, r.EnemyHP, log.EnemyHP))
|
||||
}
|
||||
// Blocks: no HP line (no damage happened)
|
||||
}
|
||||
|
||||
sb.WriteString("\n")
|
||||
if won {
|
||||
sb.WriteString(fmt.Sprintf("💀 %s has been defeated.\n", monster.Name))
|
||||
sb.WriteString(closerLine + "\n")
|
||||
sb.WriteString(fmt.Sprintf("🏆 +%d XP | €%d earned\n", xp, reward))
|
||||
} else {
|
||||
sb.WriteString("The healers are already moving.\n")
|
||||
sb.WriteString("💀 Defeated.\n")
|
||||
sb.WriteString(closerLine + "\n")
|
||||
sb.WriteString(fmt.Sprintf("+%d XP (participation) | Back tomorrow.\n", arenaParticipationXP))
|
||||
}
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
const arenaParticipationXP = 60
|
||||
|
||||
// ── Closer Lines ───────────────────────────────────────────────────────────
|
||||
|
||||
func arenaWinCloser(loserName string, lastRound int) string {
|
||||
closers := []string{
|
||||
"%s fought. It counts.",
|
||||
"%s will be back. The arena keeps score.",
|
||||
fmt.Sprintf("%%s has until tomorrow to think about round %d.", lastRound),
|
||||
"%s gave you more trouble than you'd like to admit. They don't need to know that.",
|
||||
"%s loses this one. The next one is an open question.",
|
||||
"%s came here to fight and did. The result is a separate matter.",
|
||||
"%s is already planning the rematch. You can feel it.",
|
||||
}
|
||||
return fmt.Sprintf(closers[rand.IntN(len(closers))], loserName)
|
||||
}
|
||||
|
||||
func arenaLoseCloser(winnerName string, lastRound int) string {
|
||||
closers := []string{
|
||||
"You fought. It counts.",
|
||||
"You'll be back. The arena keeps score.",
|
||||
fmt.Sprintf("You have until tomorrow to think about round %d.", lastRound),
|
||||
fmt.Sprintf("You gave %s more trouble than they'd like to admit. Small comfort. Still comfort.", winnerName),
|
||||
"You lose this one. The next one is an open question.",
|
||||
"You came here to fight and did. The result is a separate matter.",
|
||||
fmt.Sprintf("%s won this one. You're already planning the rematch.", winnerName),
|
||||
}
|
||||
return closers[rand.IntN(len(closers))]
|
||||
}
|
||||
|
||||
// ── Action Pools ───────────────────────────────────────────────────────────
|
||||
|
||||
// Enemy actions — hit the player. %d is damage.
|
||||
var arenaEnemyActions = []string{
|
||||
"The enemy insults your clothing choices. Spot-on. Hits you for %d emotional damage. They weren't wrong about the boots. They do not go with that top on this planet nor any other.",
|
||||
"The enemy puts their weapon away, walks up to you, and Will Smiths you across the face. The audacity of the move hurts more than the hit itself. %d damage.",
|
||||
"The enemy questions your life choices. You pause to genuinely reflect. They hit you during the pause. %d damage.",
|
||||
"The enemy delivers a full monologue. You listen to the whole thing. It was actually pretty good. %d damage from the time lost.",
|
||||
"The enemy compliments you unexpectedly. You thank them. They snicker because you actually believed them and revealed to everyone that you're somehow a bigger buffoon than previously known. %d damage.",
|
||||
"The enemy points at something behind you. You don't fall for it. They throw a projectile which bounces off the wall and hits you in the back of the head. What an amazing trick shot. %d damage. The crowd roars in laughter at the spectacle. But mostly at you.",
|
||||
"The enemy pulls out their phone and starts filming. You perform for the camera. This was a mistake. %d damage.",
|
||||
"The enemy sneezes directly in your face. You lose your turn being disgusted. %d damage while you process this.",
|
||||
"The enemy whispers something. You lean in to hear it. %d damage. There was nothing worth hearing.",
|
||||
"The enemy trips. Recovers. Hits you anyway. %d damage. You were rooting for them for a second there.",
|
||||
"The enemy takes a phone call, hits you one-handed, and continues the call. %d damage. You were barely a distraction.",
|
||||
"The enemy critiques your fighting stance in detail. You correct it instinctively. Your corrected stance is worse. %d damage.",
|
||||
"The enemy yawns mid-fight. Not performatively. Genuinely. %d damage while you process the disrespect.",
|
||||
"The enemy pauses to stretch before attacking. You wait. You don't know why you waited. %d damage when they finish.",
|
||||
"The enemy hits you with the flat of their blade. A choice. A message. %d damage. The message is received.",
|
||||
"The enemy stares at you for an uncomfortably long time before attacking. You break eye contact first. This was the plan. %d damage.",
|
||||
"The enemy sighs before hitting you. Like they had somewhere better to be. %d damage.",
|
||||
"The enemy recounts a mildly interesting story mid-fight. You get drawn in. %d damage before the ending, which was not worth it.",
|
||||
"The enemy raises one eyebrow at you and then attacks. The eyebrow did more damage than the hit. %d damage total.",
|
||||
"The enemy adjusts their grip, rolls their shoulders, and hits you with what is technically the bare minimum of effort. %d damage. You gave it everything. They did not.",
|
||||
}
|
||||
|
||||
// Player actions — hit the enemy. %d is damage to enemy.
|
||||
var arenaPlayerHitActions = []string{
|
||||
"You make a joke using a painfully dated reference. While the enemy stands there pondering what on earth you could possibly be referring to, you seize the opportunity and land a critical hit. %d damage. Your jokes are always great at leaving people dazed and confused.",
|
||||
"You attempt a battle cry. It comes out as a question. The enemy is briefly confused. You hit them for %d damage before they recover.",
|
||||
"You wind up for a big hit and connect for %d damage. You pulled something. The enemy doesn't know this yet.",
|
||||
"You hit the enemy for %d damage. They seem fine. You are less fine about this than they are.",
|
||||
"You connect cleanly for %d damage and immediately look at your hand like you're surprised it worked. You were.",
|
||||
"You score a clean hit for %d damage and immediately start explaining to no one in particular how you did that. Nobody asked. The fight is still happening.",
|
||||
"You land a hit for %d damage and follow up with a second strike that connects with nothing. You style it out. Nobody is convinced.",
|
||||
}
|
||||
|
||||
// Player actions — player's turn goes wrong. %d is damage to player.
|
||||
var arenaPlayerMissActions = []string{
|
||||
"You reach for your weapon and grab the wrong item. You are holding a receipt. The enemy hits you for %d damage. You find this receipt later and it's actually useful.",
|
||||
"You make prolonged eye contact with a spectator. It goes on too long. The enemy hits you for %d damage. The spectator looks away first.",
|
||||
"Your shoelace comes untied. You are wearing boots. You address this. The enemy does not wait. %d damage.",
|
||||
"You sneeze at a critical moment. The enemy respectfully waits. Then hits you for %d damage. There was no respect involved actually.",
|
||||
"You perform a move you saw in a film once. It does not work like in the film. %d damage. The physics were always wrong in that film.",
|
||||
"You get distracted by a food vendor passing the arena perimeter. So does the enemy. You recover second. %d damage.",
|
||||
"You attempt to intimidate the enemy. They laugh. Genuinely. This is worse than if they hadn't. You take %d damage from the experience.",
|
||||
"You slip on something. There is nothing to slip on. %d damage. The arena floor is flat and dry. You will be thinking about this.",
|
||||
"You decide mid-swing to do something different. The original plan was better. %d damage.",
|
||||
"You attempt a combo you've been mentally rehearsing for weeks. It goes fine until the third move. %d damage.",
|
||||
"You feint left. The enemy doesn't move. You feint right. They still don't move. You just stand there feinting at someone who is not playing along. The enemy hits you. %d damage.",
|
||||
"You remember reading something about fighting once. You implement it. It was about chess. %d damage.",
|
||||
"You close your eyes for the strike because it feels more dramatic. You miss. The enemy doesn't. %d damage.",
|
||||
"You decide this is the moment for something new. It is not the moment for something new. %d damage. File this under lessons.",
|
||||
}
|
||||
|
||||
// Block/dodge actions — no damage.
|
||||
var arenaBlockActions = []string{
|
||||
"You swing with conviction. The enemy sidesteps it with the energy of someone who has somewhere else to be. Nothing happens. You both reset.",
|
||||
"The enemy lunges. You step aside. They continue past you for several feet and have to walk back. The pause is awkward for everyone.",
|
||||
"You block the incoming strike so cleanly that the enemy looks at their weapon like it betrayed them personally. You don't know their relationship so it probably did, but also you were faster.",
|
||||
"The enemy's attack grazes you but doesn't connect. They seem more annoyed by this than you are relieved.",
|
||||
"You duck. The enemy's strike passes exactly where your head was. You both take a moment to appreciate how close that was. Then the fight continues.",
|
||||
"The enemy deflects your attack with a move that was frankly unnecessary for the situation. It worked. You will be thinking about how unnecessary it was.",
|
||||
"You parry. The enemy's weapon skids off yours and they stumble slightly. They recover before you can do anything about it. It was still a good parry.",
|
||||
"The enemy blocks your hilariously poor-timed strike with their forearm. This speaks less about the strength of their forearm and much more so about the pathetic nature of your striking abilities.",
|
||||
"You dodge sideways into a pillar. It hurts but it doesn't count as a hit. The enemy didn't do that. The pillar gets no credit either.",
|
||||
"The enemy telegraphs the attack so clearly that you block it before they've finished committing to it. They look briefly embarrassed. They recover. The fight continues.",
|
||||
"You attempt a dodge and accidentally do something that looks extremely skilled. It was not intentional. The enemy hesitates, which was also not intentional. Nothing lands.",
|
||||
"The enemy's strike is deflected off your shoulder guard and disappears somewhere into the arena. They retrieve a backup weapon from somewhere. Nobody asks where they got it.",
|
||||
"You and the enemy swing at exactly the same moment. Both weapons meet in the middle. You stare at each other. Someone has to move first. It's them. The fight continues.",
|
||||
"The enemy's attack comes in low. You jump. Not gracefully. But adequately. Nothing connects. You land. The fight continues.",
|
||||
"You sidestep a strike that wasn't aimed at you. The enemy had already redirected. You both end up slightly confused about where the other one is. The round resolves without damage.",
|
||||
"A referee walks through the arena on the way to somewhere else. Eye contact is made with both fighters. They keep walking. There is a beat. The fight resumes.",
|
||||
}
|
||||
|
||||
// Environmental actions — damage to player. %d is damage.
|
||||
var arenaEnvironmentalActions = []string{
|
||||
"Your mother calls in the middle of battle asking when you're giving her grandchildren. The enemy hits you for %d damage while you work out how to answer that on speakerphone.",
|
||||
"A bird lands between you and the enemy. Both combatants stop. The bird leaves. The enemy recovers first. %d damage.",
|
||||
"A spectator in the front row is eating something that smells incredible. Both fighters lose focus. The enemy had less going on mentally. %d damage.",
|
||||
"The arena announcer mispronounces your name. You correct them mid-fight. The enemy hits you for %d damage. The announcer mispronounces it again.",
|
||||
"An old acquaintance you've been avoiding is in the crowd. You make brief eye contact. Mutual acknowledgment. The enemy hits you for %d damage during this social transaction.",
|
||||
"Someone in the crowd drops their drink. The sound is startling. You both flinch. The enemy flinches smaller. %d damage.",
|
||||
"A cloud passes in front of the sun at the wrong moment. %d damage. The cloud did not mean anything by it.",
|
||||
"The arena's background music cuts out unexpectedly. The silence is louder than the fight. The enemy hits you for %d damage in the disorientation.",
|
||||
"The arena PA crackles and announces something completely unrelated to your fight. You both look up. The enemy looks back down first. %d damage.",
|
||||
"Something falls from the spectator area. Nobody claims it. You both look at it. The enemy decides faster. %d damage.",
|
||||
"A dog wanders into the arena perimeter briefly. Both fighters stop. The dog is removed. You both needed that break more than you'd like to admit. The enemy uses the reset better. %d damage.",
|
||||
"The arena's scoreboard updates mid-fight and briefly shows wrong numbers. You spend a round trying to work out if that changes anything. It does not. %d damage while you calculate.",
|
||||
"The arena sells a limited merch item at exactly this moment. The announcement is enthusiastic. You are briefly curious. %d damage.",
|
||||
"The crowd goes quiet at an inopportune moment. You can hear everything. Including things you did not want to hear from the enemy's corner. %d damage.",
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
package plugin
|
||||
|
||||
import "fmt"
|
||||
|
||||
// ── Arena Tier & Monster Definitions ────────────────────────────────────────
|
||||
//
|
||||
// Five tiers, four monsters each. Death chance, rewards, and XP scale with tier.
|
||||
@@ -21,12 +23,13 @@ type ArenaMonster struct {
|
||||
Flavor string
|
||||
BaseLethality float64
|
||||
ThreatLevel int
|
||||
Ability *MonsterAbility // nil = no special ability
|
||||
}
|
||||
|
||||
var arenaTiers = [5]ArenaTier{
|
||||
// Tier 1 — Scrubs
|
||||
{
|
||||
Number: 1, Name: "Scrubs", MinLevel: 1,
|
||||
Number: 1, Name: "Scrubs", MinLevel: 1, // DnD Level 1–3
|
||||
BasePayout: 150, SkillMultiplier: 1.0, CompletionBonus: 2500, BattleXP: 10,
|
||||
Monsters: [4]ArenaMonster{
|
||||
{
|
||||
@@ -53,7 +56,7 @@ var arenaTiers = [5]ArenaTier{
|
||||
},
|
||||
// Tier 2 — Thugs
|
||||
{
|
||||
Number: 2, Name: "Thugs", MinLevel: 10,
|
||||
Number: 2, Name: "Thugs", MinLevel: 4, // DnD Level 4–7
|
||||
BasePayout: 500, SkillMultiplier: 2.5, CompletionBonus: 10000, BattleXP: 25,
|
||||
Monsters: [4]ArenaMonster{
|
||||
{
|
||||
@@ -75,12 +78,13 @@ var arenaTiers = [5]ArenaTier{
|
||||
Name: "Armored Disagreement",
|
||||
Flavor: "A dark knight who has made peace with violence as a communication strategy. Extensively equipped.",
|
||||
BaseLethality: 0.65, ThreatLevel: 30,
|
||||
Ability: &MonsterAbility{Name: "Shield Bash", Phase: "clash", ProcChance: 0.20, Effect: "stun"},
|
||||
},
|
||||
},
|
||||
},
|
||||
// Tier 3 — Brutes
|
||||
{
|
||||
Number: 3, Name: "Brutes", MinLevel: 25,
|
||||
Number: 3, Name: "Brutes", MinLevel: 8, // DnD Level 8–12
|
||||
BasePayout: 1500, SkillMultiplier: 6.0, CompletionBonus: 30000, BattleXP: 60,
|
||||
Monsters: [4]ArenaMonster{
|
||||
{
|
||||
@@ -92,6 +96,7 @@ var arenaTiers = [5]ArenaTier{
|
||||
Name: "Wyrm of Moderate Ambition",
|
||||
Flavor: "Aspires to be a world-ending dragon. Currently a regional threat at best. Very sensitive about this.",
|
||||
BaseLethality: 0.65, ThreatLevel: 42,
|
||||
Ability: &MonsterAbility{Name: "Venom Breath", Phase: "clash", ProcChance: 0.30, Effect: "poison"},
|
||||
},
|
||||
{
|
||||
Name: "Behemoth Adjacent",
|
||||
@@ -102,18 +107,20 @@ var arenaTiers = [5]ArenaTier{
|
||||
Name: "The Inevitable",
|
||||
Flavor: "A reaper-class entity. No grievances. No agenda. Simply the direction all things are heading.",
|
||||
BaseLethality: 0.80, ThreatLevel: 55,
|
||||
Ability: &MonsterAbility{Name: "Soul Drain", Phase: "clash", ProcChance: 0.25, Effect: "lifesteal"},
|
||||
},
|
||||
},
|
||||
},
|
||||
// Tier 4 — Horrors
|
||||
{
|
||||
Number: 4, Name: "Horrors", MinLevel: 45,
|
||||
Number: 4, Name: "Horrors", MinLevel: 13, // DnD Level 13–17
|
||||
BasePayout: 5000, SkillMultiplier: 12.0, CompletionBonus: 100000, BattleXP: 120,
|
||||
Monsters: [4]ArenaMonster{
|
||||
{
|
||||
Name: "The Watcher in the Peripheral",
|
||||
Flavor: "Seventeen eyes. None of them blink at the same time. Has been observing you specifically for longer than you've been alive.",
|
||||
BaseLethality: 0.72, ThreatLevel: 62,
|
||||
Ability: &MonsterAbility{Name: "Gaze of Unmaking", Phase: "opening", ProcChance: 0.35, Effect: "armor_break"},
|
||||
},
|
||||
{
|
||||
Name: "Herald of the Outer Dark",
|
||||
@@ -124,38 +131,44 @@ var arenaTiers = [5]ArenaTier{
|
||||
Name: "Lich Adjacent",
|
||||
Flavor: "Not the Lich King. Definitely not. Unrelated individual. Happens to be a skeletal sorcerer of immense power. Coincidence.",
|
||||
BaseLethality: 0.87, ThreatLevel: 78,
|
||||
Ability: &MonsterAbility{Name: "Necrotic Siphon", Phase: "any", ProcChance: 0.30, Effect: "lifesteal"},
|
||||
},
|
||||
{
|
||||
Name: "The Collector of Faces",
|
||||
Flavor: "It has yours already. Has had it for some time. The fight is a formality at this point.",
|
||||
BaseLethality: 0.92, ThreatLevel: 88,
|
||||
Ability: &MonsterAbility{Name: "Harvest", Phase: "clash", ProcChance: 0.35, Effect: "cleave"},
|
||||
},
|
||||
},
|
||||
},
|
||||
// Tier 5 — World Eaters
|
||||
{
|
||||
Number: 5, Name: "World Eaters", MinLevel: 70,
|
||||
Number: 5, Name: "World Eaters", MinLevel: 18, // DnD Level 18–20
|
||||
BasePayout: 15000, SkillMultiplier: 25.0, CompletionBonus: 500000, BattleXP: 250,
|
||||
Monsters: [4]ArenaMonster{
|
||||
{
|
||||
Name: "Omega Mk. Zero",
|
||||
Flavor: "A machine built to be the final test. Has never lost. Is aware of this.",
|
||||
BaseLethality: 0.85, ThreatLevel: 95,
|
||||
Ability: &MonsterAbility{Name: "System Override", Phase: "opening", ProcChance: 0.40, Effect: "armor_break"},
|
||||
},
|
||||
{
|
||||
Name: "The Calamity That Dreamed It Was Sleeping",
|
||||
Flavor: "An ancient parasitic entity that fell from the sky an indeterminate number of years ago and has been ending timelines since. Definitely not Lavos.",
|
||||
BaseLethality: 0.90, ThreatLevel: 105,
|
||||
Ability: &MonsterAbility{Name: "Temporal Drain", Phase: "any", ProcChance: 0.35, Effect: "lifesteal"},
|
||||
},
|
||||
{
|
||||
Name: "The Architect of Endings",
|
||||
Flavor: "A god who decided the world was a failed experiment and appointed itself project manager of its destruction. Silver hair. Long coat. Personal.",
|
||||
BaseLethality: 0.95, ThreatLevel: 115,
|
||||
Ability: &MonsterAbility{Name: "Deconstruct", Phase: "clash", ProcChance: 0.40, Effect: "cleave"},
|
||||
},
|
||||
{
|
||||
Name: "That Which Has Always Been",
|
||||
Flavor: "Pre-dates language. Pre-dates light. The Arena was built around it, not the other way around. Winning this fight is not something the game's designers fully accounted for.",
|
||||
BaseLethality: 0.98, ThreatLevel: 130,
|
||||
Ability: &MonsterAbility{Name: "Primordial Wrath", Phase: "decisive", ProcChance: 0.50, Effect: "enrage"},
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -179,6 +192,93 @@ func arenaGetMonster(tier, round int) *ArenaMonster {
|
||||
return &t.Monsters[round-1]
|
||||
}
|
||||
|
||||
// ── Adv 2.0 boss-flow bestiary (Phase L2 step 3) ────────────────────────────
|
||||
//
|
||||
// arenaBosses re-shapes the legacy arenaTiers data into boss-shaped
|
||||
// DnDMonsterTemplate entries so resolveArenaBoss (Phase L2 step 4) can
|
||||
// run an arena fight through the same runZoneCombat → renderBossOutcome
|
||||
// flow that zone bosses use. Keyed by arenaBossID(tier, round) — IDs
|
||||
// are namespaced "arena_t<tier>_r<round>" so they don't collide with
|
||||
// dndBestiary keys.
|
||||
//
|
||||
// HP/AC/Attack are first-pass tier-banded values; BaseLethality biases
|
||||
// each monster up or down within its tier band so round-1 is the
|
||||
// weakest fight and round-4 is the cap. Tuning is ongoing against
|
||||
// playtest data (gogobee_legacy_migration.md §4 Risk).
|
||||
var arenaBosses = map[string]DnDMonsterTemplate{}
|
||||
|
||||
// arenaBossID composes the canonical arena bestiary key.
|
||||
func arenaBossID(tier, round int) string {
|
||||
return fmt.Sprintf("arena_t%d_r%d", tier, round)
|
||||
}
|
||||
|
||||
// arenaBossPhaseTwoAt returns the PhaseTwoAt fraction (of MaxHP) for an
|
||||
// arena fight at the given tier. T1–T2 = no phase two; T3+ = 50% HP.
|
||||
// The T4–T5 flavor barb piggybacks on the standard phase-two narration
|
||||
// path through ZoneArena's bossPhaseTwoPool (populated alongside arena
|
||||
// flavor when those lines land).
|
||||
func arenaBossPhaseTwoAt(tier int) float64 {
|
||||
if tier >= 3 {
|
||||
return 0.5
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
// arenaTierBaseStats returns the (HP, AC, Attack, AttackBonus, CR)
|
||||
// baseline for a given arena tier. arenaMonsterToTemplate then biases
|
||||
// HP/Attack by BaseLethality so within-tier ordering matches the legacy
|
||||
// difficulty curve.
|
||||
func arenaTierBaseStats(tier int) (hp, ac, atk, ab int, cr float32) {
|
||||
switch tier {
|
||||
case 1:
|
||||
return 30, 13, 8, 4, 1
|
||||
case 2:
|
||||
return 80, 14, 14, 6, 4
|
||||
case 3:
|
||||
return 160, 15, 22, 7, 8
|
||||
case 4:
|
||||
return 260, 16, 32, 8, 13
|
||||
case 5:
|
||||
return 400, 18, 45, 10, 18
|
||||
}
|
||||
return 30, 13, 8, 4, 1
|
||||
}
|
||||
|
||||
// arenaMonsterToTemplate maps a legacy ArenaMonster onto a
|
||||
// DnDMonsterTemplate. HP/AC/Attack scale with tier; within a tier,
|
||||
// BaseLethality biases the curve via a ±30% band so round-1 sits at
|
||||
// the bottom of the tier and round-4 at the top.
|
||||
func arenaMonsterToTemplate(id string, m ArenaMonster, tier int) DnDMonsterTemplate {
|
||||
hp, ac, atk, ab, cr := arenaTierBaseStats(tier)
|
||||
bias := (m.BaseLethality - 0.5) * 0.6 // ≈ -0.24 .. +0.29
|
||||
hp = int(float64(hp) * (1 + bias))
|
||||
atk = int(float64(atk) * (1 + bias))
|
||||
if hp < 1 {
|
||||
hp = 1
|
||||
}
|
||||
if atk < 1 {
|
||||
atk = 1
|
||||
}
|
||||
return DnDMonsterTemplate{
|
||||
ID: id, Name: m.Name, CR: cr,
|
||||
HP: hp, AC: ac, Attack: atk, AttackBonus: ab, Speed: 12,
|
||||
BlockRate: 0.05,
|
||||
Ability: m.Ability,
|
||||
XPValue: arenaTiers[tier-1].BattleXP * 4,
|
||||
Notes: m.Flavor,
|
||||
}
|
||||
}
|
||||
|
||||
func init() {
|
||||
for ti, t := range arenaTiers {
|
||||
tier := ti + 1
|
||||
for ri, m := range t.Monsters {
|
||||
id := arenaBossID(tier, ri+1)
|
||||
arenaBosses[id] = arenaMonsterToTemplate(id, m, tier)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Arena Death Flavor Text ─────────────────────────────────────────────────
|
||||
|
||||
var arenaDeathMessages = []string{
|
||||
|
||||
@@ -8,22 +8,27 @@ import (
|
||||
|
||||
// ── Arena Tier Menu ─────────────────────────────────────────────────────────
|
||||
|
||||
func renderArenaTierMenu(char *AdventureCharacter, stats *ArenaPersonalStats) string {
|
||||
func renderArenaStreakEntry(c *DnDCharacter, stats *ArenaPersonalStats, tier *ArenaTier, firstMonster *ArenaMonster) string {
|
||||
var b strings.Builder
|
||||
b.WriteString("⚔️ **THE ARENA**\n\n")
|
||||
b.WriteString(fmt.Sprintf("Combat Level: %d\n\n", char.CombatLevel))
|
||||
b.WriteString("The Arena is a streak. You start at Tier 1 and fight your way down.\n")
|
||||
b.WriteString("After each tier, you have 30 seconds to bail or you auto-advance.\n")
|
||||
b.WriteString("Death forfeits all accumulated rewards.\n\n")
|
||||
|
||||
b.WriteString(fmt.Sprintf("Level: %d\n\n", c.Level))
|
||||
|
||||
for i := range arenaTiers {
|
||||
t := &arenaTiers[i]
|
||||
eligible := char.CombatLevel >= t.MinLevel
|
||||
eligible := c.Level >= t.MinLevel
|
||||
icon := "🔒"
|
||||
if eligible {
|
||||
icon = "⬚" // eligible but not cleared
|
||||
icon = "⬚"
|
||||
}
|
||||
if stats != nil && stats.HighestTier >= t.Number {
|
||||
icon = "✅" // cleared
|
||||
icon = "✅"
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("%s **Tier %d — %s** (Lv.%d+)\n", icon, t.Number, t.Name, t.MinLevel))
|
||||
mult := arenaStreakEuroMultiplier[t.Number]
|
||||
b.WriteString(fmt.Sprintf("%s **Tier %d — %s** (Lv.%d+) — %.1f× euros\n", icon, t.Number, t.Name, t.MinLevel, mult))
|
||||
}
|
||||
|
||||
if stats != nil && stats.TotalRuns > 0 {
|
||||
@@ -34,9 +39,11 @@ func renderArenaTierMenu(char *AdventureCharacter, stats *ArenaPersonalStats) st
|
||||
b.WriteString("\n⛑️ _Today's helmets are provided by Brim & Battle — celebrated makers of baseball hats — and proud sponsors of the Arena. ")
|
||||
b.WriteString("Their new VeriFort line of field-evaluated combat headgear represents an exciting expansion beyond their area of expertise. ")
|
||||
b.WriteString("Winners may receive a complimentary sample. Brim & Battle thanks you for your participation in their ongoing verification process._\n\n")
|
||||
b.WriteString("`!arena tier <1-5>` — Enter a tier\n")
|
||||
b.WriteString("`!arena stats` — Your arena stats\n")
|
||||
b.WriteString("`!arena leaderboard` — Top arena players\n")
|
||||
|
||||
b.WriteString(fmt.Sprintf("**Round 1 opponent: %s**\n", firstMonster.Name))
|
||||
b.WriteString(fmt.Sprintf("_%s_\n\n", firstMonster.Flavor))
|
||||
b.WriteString("`!arena fight` — Enter and fight Round 1\n")
|
||||
b.WriteString("`!arena cancel` — Back out")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
@@ -48,60 +55,23 @@ func renderArenaRoundStart(tier *ArenaTier, round int, monster *ArenaMonster, ru
|
||||
b.WriteString(fmt.Sprintf("**%s**\n", monster.Name))
|
||||
b.WriteString(fmt.Sprintf("_%s_\n\n", monster.Flavor))
|
||||
|
||||
if run.Earnings > 0 {
|
||||
b.WriteString(fmt.Sprintf("Run earnings: €%d (at risk)\n\n", run.Earnings))
|
||||
sessionTotal := run.Earnings + run.TierEarnings
|
||||
if sessionTotal > 0 {
|
||||
b.WriteString(fmt.Sprintf("Session earnings: €%d (at risk)\n\n", sessionTotal))
|
||||
}
|
||||
|
||||
b.WriteString("`!arena fight` — Face this opponent\n")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── Survival ────────────────────────────────────────────────────────────────
|
||||
|
||||
func renderArenaSurvival(tier *ArenaTier, round int, monster *ArenaMonster, reward int64, xp int, totalEarnings int64) string {
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("✅ **%s defeated.**\n\n", monster.Name))
|
||||
b.WriteString(fmt.Sprintf("Round reward: €%d\n", reward))
|
||||
b.WriteString(fmt.Sprintf("Battle XP: +%d\n", xp))
|
||||
b.WriteString(fmt.Sprintf("Run total: €%d\n", totalEarnings))
|
||||
return b.String()
|
||||
}
|
||||
// renderArenaSurvival removed — survival text is built by renderArenaCombatLog + inline formatting.
|
||||
|
||||
// ── Tier Complete (Transition Prompt) ───────────────────────────────────────
|
||||
|
||||
func renderArenaTierComplete(tier *ArenaTier, completionBonus int64, totalEarnings int64) string {
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("🏆 **Tier %d — %s cleared!**\n\n", tier.Number, tier.Name))
|
||||
b.WriteString(fmt.Sprintf("Completion bonus: €%d\n", completionBonus))
|
||||
b.WriteString(fmt.Sprintf("Run total: €%d\n\n", totalEarnings))
|
||||
// renderArenaTierComplete is no longer used — tier complete text is built inline
|
||||
// in resolveArenaSurvival and the countdown DM handles the opt-out flow.
|
||||
|
||||
if tier.Number < 5 {
|
||||
nextTier := arenaGetTier(tier.Number + 1)
|
||||
b.WriteString(fmt.Sprintf("Descend to Tier %d — %s? Your earnings are at risk.\n\n", nextTier.Number, nextTier.Name))
|
||||
b.WriteString(fmt.Sprintf("`!arena descend` — Enter Tier %d (earnings carry over, still at risk)\n", nextTier.Number))
|
||||
b.WriteString(fmt.Sprintf("`!arena cashout` — Take your €%d and leave\n\n", totalEarnings))
|
||||
b.WriteString("_You have 10 minutes to decide. After that, GogoBee collects on your behalf._")
|
||||
}
|
||||
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── Tier 5 Complete ─────────────────────────────────────────────────────────
|
||||
|
||||
func renderArenaTier5Complete(totalEarnings int64, startTier int) string {
|
||||
var b strings.Builder
|
||||
b.WriteString("🏆🏆🏆 **THE ARENA HAS BEEN CONQUERED.**\n\n")
|
||||
b.WriteString("That Which Has Always Been has fallen. The machine has logged a loss.\n")
|
||||
b.WriteString("The crowd is silent. Not out of respect — out of disbelief.\n\n")
|
||||
b.WriteString(fmt.Sprintf("**Total earnings: €%d**\n\n", totalEarnings))
|
||||
b.WriteString("Your euros have been credited. Your name has been etched. The Arena remembers.")
|
||||
|
||||
if startTier == 1 {
|
||||
b.WriteString("\n\n_All the way down. From Tier 1 to Tier 5 in a single run. Statistically impossible. Empirically: you._")
|
||||
}
|
||||
|
||||
return b.String()
|
||||
}
|
||||
// renderArenaTier5Complete removed — T5 completion is part of arenaCompleteSession payout summary.
|
||||
|
||||
// ── Death ────────────────────────────────────────────────────────────────────
|
||||
|
||||
@@ -117,38 +87,22 @@ func renderArenaDeath(tier *ArenaTier, round int, monster *ArenaMonster, lostEar
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── Cashout ─────────────────────────────────────────────────────────────────
|
||||
|
||||
func renderArenaCashout(totalEarnings int64, lastTier int) string {
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("💰 **Cashed out: €%d**\n\n", totalEarnings))
|
||||
b.WriteString(fmt.Sprintf("You cleared through Tier %d and lived to spend it. ", lastTier))
|
||||
b.WriteString("Wisdom or cowardice — the euros don't care which.")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── Auto-Cashout ────────────────────────────────────────────────────────────
|
||||
|
||||
func renderArenaAutoCashout(totalEarnings int64) string {
|
||||
return fmt.Sprintf(
|
||||
"⏰ **Auto-cashout: €%d**\n\n"+
|
||||
"You took too long to decide. GogoBee collected your winnings on your behalf "+
|
||||
"and is annoyed about it. The money is in your account. You're welcome.",
|
||||
totalEarnings)
|
||||
}
|
||||
// renderArenaCashout and renderArenaAutoCashout removed — payout handled by arenaCompleteSession.
|
||||
|
||||
// ── Status ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func renderArenaStatus(run *ArenaRun, char *AdventureCharacter) string {
|
||||
func renderArenaStatus(run *ArenaRun) string {
|
||||
tier := arenaGetTier(run.Tier)
|
||||
if tier == nil {
|
||||
return "No active arena run."
|
||||
}
|
||||
|
||||
var b strings.Builder
|
||||
b.WriteString("⚔️ **Arena Run Status**\n\n")
|
||||
b.WriteString("⚔️ **Arena Streak Status**\n\n")
|
||||
b.WriteString(fmt.Sprintf("Tier: %d — %s\n", tier.Number, tier.Name))
|
||||
|
||||
sessionTotal := run.Earnings + run.TierEarnings
|
||||
|
||||
switch run.Status {
|
||||
case "active":
|
||||
monster := arenaGetMonster(run.Tier, run.Round)
|
||||
@@ -156,14 +110,14 @@ func renderArenaStatus(run *ArenaRun, char *AdventureCharacter) string {
|
||||
if monster != nil {
|
||||
b.WriteString(fmt.Sprintf("Opponent: %s\n", monster.Name))
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("Earnings: €%d (at risk)\n", run.Earnings))
|
||||
b.WriteString(fmt.Sprintf("Session total: €%d (at risk)\n", sessionTotal))
|
||||
b.WriteString(fmt.Sprintf("Rounds survived: %d\n", run.RoundsSurvived))
|
||||
b.WriteString("\n`!arena fight` to continue")
|
||||
case "awaiting":
|
||||
b.WriteString(fmt.Sprintf("Tier %d cleared — awaiting decision\n", run.Tier))
|
||||
b.WriteString(fmt.Sprintf("Earnings: €%d (at risk)\n", run.Earnings))
|
||||
b.WriteString(fmt.Sprintf("Tier %d cleared — advancing shortly\n", run.Tier))
|
||||
b.WriteString(fmt.Sprintf("Session total: €%d (at risk)\n", sessionTotal))
|
||||
b.WriteString(fmt.Sprintf("Rounds survived: %d\n", run.RoundsSurvived))
|
||||
b.WriteString("\n`!arena descend` or `!arena cashout`")
|
||||
b.WriteString("\n`!bail` to collect your rewards")
|
||||
}
|
||||
|
||||
return b.String()
|
||||
@@ -172,21 +126,21 @@ func renderArenaStatus(run *ArenaRun, char *AdventureCharacter) string {
|
||||
// ── Leaderboard ─────────────────────────────────────────────────────────────
|
||||
|
||||
type ArenaLeaderboardEntry struct {
|
||||
DisplayName string
|
||||
TotalEarnings int64
|
||||
HighestTier int
|
||||
DisplayName string
|
||||
TotalEarnings int64
|
||||
HighestTier int
|
||||
Tier5Completions int
|
||||
TotalRuns int
|
||||
TotalDeaths int
|
||||
TotalRuns int
|
||||
TotalDeaths int
|
||||
}
|
||||
|
||||
func renderArenaLeaderboard(entries []ArenaLeaderboardEntry) string {
|
||||
func renderArenaLeaderboard(season string, entries []ArenaLeaderboardEntry) string {
|
||||
if len(entries) == 0 {
|
||||
return "⚔️ **Arena Leaderboard**\n\nNo arena runs recorded yet. Be the first."
|
||||
return fmt.Sprintf("⚔️ **Arena Leaderboard — Season %s**\n\nNobody has entered the arena this season. Be the first.", season)
|
||||
}
|
||||
|
||||
var b strings.Builder
|
||||
b.WriteString("⚔️ **Arena Leaderboard**\n\n")
|
||||
b.WriteString(fmt.Sprintf("⚔️ **Arena Leaderboard — Season %s**\n\n", season))
|
||||
|
||||
medals := []string{"🥇", "🥈", "🥉"}
|
||||
for i, e := range entries {
|
||||
@@ -203,23 +157,11 @@ func renderArenaLeaderboard(entries []ArenaLeaderboardEntry) string {
|
||||
b.WriteString(fmt.Sprintf("%s **%s** — €%d earned | %s | %d runs | %d deaths\n",
|
||||
prefix, e.DisplayName, e.TotalEarnings, tierLabel, e.TotalRuns, e.TotalDeaths))
|
||||
}
|
||||
b.WriteString("\n_Season standings. `!arena stats` for your lifetime record._")
|
||||
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── Tier Entry Confirmation ──────────────────────────────────────────────────
|
||||
|
||||
func renderArenaTierConfirm(tier *ArenaTier, firstMonster *ArenaMonster) string {
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("⚔️ **Tier %d — %s**\n\n", tier.Number, tier.Name))
|
||||
b.WriteString(fmt.Sprintf("4 rounds. You cannot leave mid-tier. Death forfeits all earnings.\n\n"))
|
||||
b.WriteString(fmt.Sprintf("Round 1 opponent: **%s**\n", firstMonster.Name))
|
||||
b.WriteString(fmt.Sprintf("_%s_\n\n", firstMonster.Flavor))
|
||||
b.WriteString("`!arena fight` — Enter and fight Round 1\n")
|
||||
b.WriteString("`!arena cancel` — Back out")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// ── Personal Stats ──────────────────────────────────────────────────────────
|
||||
|
||||
type ArenaPersonalStats struct {
|
||||
@@ -230,9 +172,12 @@ type ArenaPersonalStats struct {
|
||||
Tier5Completions int
|
||||
}
|
||||
|
||||
func renderArenaPersonalStats(char *AdventureCharacter, stats *ArenaPersonalStats) string {
|
||||
// renderArenaPersonalStats renders the !arena stats DM. Wins/losses come
|
||||
// from player_meta post-Phase L2 step 5 (the caller is responsible for
|
||||
// loading them); displayName is sourced from the AdvCharacter.
|
||||
func renderArenaPersonalStats(displayName string, wins, losses int, stats *ArenaPersonalStats) string {
|
||||
var b strings.Builder
|
||||
b.WriteString(fmt.Sprintf("⚔️ **%s's Arena Stats**\n\n", char.DisplayName))
|
||||
b.WriteString(fmt.Sprintf("⚔️ **%s's Arena Stats**\n\n", displayName))
|
||||
|
||||
if stats == nil || stats.TotalRuns == 0 {
|
||||
b.WriteString("No arena runs yet. Type `!arena` to begin.")
|
||||
@@ -253,7 +198,7 @@ func renderArenaPersonalStats(char *AdventureCharacter, stats *ArenaPersonalStat
|
||||
b.WriteString(fmt.Sprintf("Tier 5 completions: %d\n", stats.Tier5Completions))
|
||||
}
|
||||
|
||||
b.WriteString(fmt.Sprintf("\nArena W/L: %d/%d", char.ArenaWins, char.ArenaLosses))
|
||||
b.WriteString(fmt.Sprintf("\nArena W/L: %d/%d", wins, losses))
|
||||
return b.String()
|
||||
}
|
||||
|
||||
@@ -276,7 +221,7 @@ func renderArenaHelmetDrop(gear *ArenaGearSet) string {
|
||||
|
||||
switch gear.SetKey {
|
||||
case "bloodied":
|
||||
b.WriteString("Set bonus: **Survivor's Instinct** — +3% to all activity success rates.")
|
||||
b.WriteString("Set bonus: **Survivor's Instinct** — +3% to all activity success rates, +3% critical hit rate in combat.")
|
||||
case "ironclad":
|
||||
b.WriteString("Set bonus: **Battle-Hardened** — +5% XP gain from all activities.")
|
||||
case "tempered":
|
||||
@@ -305,12 +250,11 @@ func renderArenaAlreadyInRun(run *ArenaRun) string {
|
||||
switch run.Status {
|
||||
case "awaiting":
|
||||
return fmt.Sprintf(
|
||||
"You have a pending arena decision. Tier %d cleared, €%d at risk.\n\n"+
|
||||
"`!arena descend` or `!arena cashout`",
|
||||
"Tier %d cleared, €%d accumulated. Waiting for next tier or `!bail` to collect.\n",
|
||||
run.Tier, run.Earnings)
|
||||
default:
|
||||
return fmt.Sprintf(
|
||||
"You're already in an arena run. Tier %d, Round %d.\n\n"+
|
||||
"You're in an arena streak. Tier %d, Round %d.\n\n"+
|
||||
"`!arena fight` to continue.",
|
||||
run.Tier, run.Round)
|
||||
}
|
||||
|
||||
235
internal/plugin/adventure_arena_season.go
Normal file
235
internal/plugin/adventure_arena_season.go
Normal file
@@ -0,0 +1,235 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// ── Arena seasons ───────────────────────────────────────────────────────────
|
||||
//
|
||||
// Quarterly standings (gogobee_engagement_plan.md C4). The plan called for a
|
||||
// quarterly *reset* of arena_stats; this derives season standings from
|
||||
// arena_history.created_at instead. Same player-visible effect — the board
|
||||
// clears every quarter — but lifetime totals survive for `!arena stats`, and
|
||||
// there is no destructive job that can fire twice or half-way.
|
||||
//
|
||||
// Season titles are archived to their own table rather than player_meta.title:
|
||||
// that column already carries the Survivalist milestone, and a season champion
|
||||
// overwriting someone's expedition title would silently destroy it.
|
||||
|
||||
// arenaSeasonTitleKinds are the two crowns awarded per season.
|
||||
const (
|
||||
arenaTitleEarnings = "earnings"
|
||||
arenaTitleStreak = "streak"
|
||||
)
|
||||
|
||||
// arenaSeasonKey names the quarter containing t, e.g. "2026-Q3".
|
||||
func arenaSeasonKey(t time.Time) string {
|
||||
t = t.UTC()
|
||||
return fmt.Sprintf("%d-Q%d", t.Year(), (int(t.Month())-1)/3+1)
|
||||
}
|
||||
|
||||
// arenaSeasonStart is the first instant of the quarter containing t.
|
||||
func arenaSeasonStart(t time.Time) time.Time {
|
||||
t = t.UTC()
|
||||
firstMonth := time.Month(((int(t.Month())-1)/3)*3 + 1)
|
||||
return time.Date(t.Year(), firstMonth, 1, 0, 0, 0, 0, time.UTC)
|
||||
}
|
||||
|
||||
// arenaSeasonBounds returns [start, end) for the quarter containing t.
|
||||
func arenaSeasonBounds(t time.Time) (time.Time, time.Time) {
|
||||
start := arenaSeasonStart(t)
|
||||
return start, start.AddDate(0, 3, 0)
|
||||
}
|
||||
|
||||
// previousArenaSeason returns the key and bounds of the quarter before t's.
|
||||
func previousArenaSeason(t time.Time) (string, time.Time, time.Time) {
|
||||
prev := arenaSeasonStart(t).AddDate(0, -1, 0) // any instant inside the prior quarter
|
||||
start, end := arenaSeasonBounds(prev)
|
||||
return arenaSeasonKey(prev), start, end
|
||||
}
|
||||
|
||||
// loadArenaSeasonLeaderboard aggregates arena_history over [start, end) into
|
||||
// the same shape the lifetime board renders.
|
||||
func loadArenaSeasonLeaderboard(start, end time.Time) ([]ArenaLeaderboardEntry, error) {
|
||||
rows, err := db.Get().Query(`
|
||||
SELECT h.user_id, COALESCE(c.display_name, h.user_id),
|
||||
SUM(h.earnings),
|
||||
MAX(h.tier),
|
||||
SUM(CASE WHEN h.tier = 5 AND h.outcome = 'completed' THEN 1 ELSE 0 END),
|
||||
COUNT(*),
|
||||
SUM(CASE WHEN h.outcome = 'dead' THEN 1 ELSE 0 END)
|
||||
FROM arena_history h
|
||||
LEFT JOIN player_meta c ON c.user_id = h.user_id
|
||||
WHERE h.created_at >= ? AND h.created_at < ?
|
||||
GROUP BY h.user_id
|
||||
ORDER BY SUM(h.earnings) DESC
|
||||
LIMIT 10`, start.Unix(), end.Unix())
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
var entries []ArenaLeaderboardEntry
|
||||
for rows.Next() {
|
||||
var e ArenaLeaderboardEntry
|
||||
var uid string
|
||||
if err := rows.Scan(&uid, &e.DisplayName, &e.TotalEarnings, &e.HighestTier,
|
||||
&e.Tier5Completions, &e.TotalRuns, &e.TotalDeaths); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
entries = append(entries, e)
|
||||
}
|
||||
return entries, rows.Err()
|
||||
}
|
||||
|
||||
// arenaSeasonChampion finds the single top row for a season by the given
|
||||
// metric. Returns ok=false when nobody entered the arena that quarter.
|
||||
func arenaSeasonChampion(kind string, start, end time.Time) (id.UserID, int64, bool) {
|
||||
var metric string
|
||||
switch kind {
|
||||
case arenaTitleEarnings:
|
||||
metric = "SUM(earnings)"
|
||||
case arenaTitleStreak:
|
||||
metric = "MAX(rounds_survived)"
|
||||
default:
|
||||
return "", 0, false
|
||||
}
|
||||
|
||||
// Only runs that earned or survived something can crown anyone: a season of
|
||||
// nothing but deaths at round zero should award no streak title.
|
||||
q := fmt.Sprintf(`
|
||||
SELECT user_id, %s AS metric
|
||||
FROM arena_history
|
||||
WHERE created_at >= ? AND created_at < ?
|
||||
GROUP BY user_id
|
||||
HAVING metric > 0
|
||||
ORDER BY metric DESC, user_id ASC
|
||||
LIMIT 1`, metric)
|
||||
|
||||
var uid string
|
||||
var value int64
|
||||
err := db.Get().QueryRow(q, start.Unix(), end.Unix()).Scan(&uid, &value)
|
||||
if err == sql.ErrNoRows {
|
||||
return "", 0, false
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("arena season: champion query", "kind", kind, "err", err)
|
||||
return "", 0, false
|
||||
}
|
||||
return id.UserID(uid), value, true
|
||||
}
|
||||
|
||||
// recordArenaSeasonTitle archives a crown. Idempotent on (season, kind).
|
||||
func recordArenaSeasonTitle(season, kind string, userID id.UserID, value int64, at time.Time) error {
|
||||
_, err := db.Get().Exec(`
|
||||
INSERT INTO arena_season_titles (season, kind, user_id, value, awarded_at)
|
||||
VALUES (?, ?, ?, ?, ?)
|
||||
ON CONFLICT(season, kind) DO NOTHING`,
|
||||
season, kind, string(userID), value, at.Unix())
|
||||
return err
|
||||
}
|
||||
|
||||
// loadArenaSeasonTitles returns every crown a player has ever taken.
|
||||
func loadArenaSeasonTitles(userID id.UserID) ([]string, error) {
|
||||
rows, err := db.Get().Query(`
|
||||
SELECT season, kind FROM arena_season_titles
|
||||
WHERE user_id = ? ORDER BY season DESC`, string(userID))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer rows.Close()
|
||||
var out []string
|
||||
for rows.Next() {
|
||||
var season, kind string
|
||||
if err := rows.Scan(&season, &kind); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
out = append(out, fmt.Sprintf("%s %s", season, arenaTitleName(kind)))
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
func arenaTitleName(kind string) string {
|
||||
switch kind {
|
||||
case arenaTitleEarnings:
|
||||
return "Coinlord of the Arena"
|
||||
case arenaTitleStreak:
|
||||
return "Longest Walk"
|
||||
}
|
||||
return kind
|
||||
}
|
||||
|
||||
// ── Rollover ────────────────────────────────────────────────────────────────
|
||||
|
||||
// arenaSeasonRollover awards the previous season's crowns exactly once, and
|
||||
// announces them. Safe to call every midnight: JobCompleted keyed on the season
|
||||
// makes it a no-op for the rest of the quarter, and a bot that was down on the
|
||||
// rollover day still catches up the next time it wakes.
|
||||
func (p *AdventurePlugin) arenaSeasonRollover(now time.Time) {
|
||||
season, start, end := previousArenaSeason(now)
|
||||
jobName := "arena_season_rollover"
|
||||
if db.JobCompleted(jobName, season) {
|
||||
return
|
||||
}
|
||||
// Guard against awarding a season that hasn't finished yet — only possible
|
||||
// if a caller passes a doctored clock.
|
||||
if !now.UTC().After(end) {
|
||||
return
|
||||
}
|
||||
|
||||
var lines []string
|
||||
failed := false
|
||||
for _, kind := range []string{arenaTitleEarnings, arenaTitleStreak} {
|
||||
uid, value, ok := arenaSeasonChampion(kind, start, end)
|
||||
if !ok {
|
||||
continue
|
||||
}
|
||||
if err := recordArenaSeasonTitle(season, kind, uid, value, now); err != nil {
|
||||
slog.Error("arena season: record title failed", "season", season, "kind", kind, "err", err)
|
||||
failed = true
|
||||
continue // don't announce a crown we failed to persist
|
||||
}
|
||||
name, _ := loadDisplayName(uid)
|
||||
switch kind {
|
||||
case arenaTitleEarnings:
|
||||
lines = append(lines, fmt.Sprintf("🥇 **%s** — _%s_ (€%d earned)",
|
||||
name, arenaTitleName(kind), value))
|
||||
case arenaTitleStreak:
|
||||
lines = append(lines, fmt.Sprintf("🏃 **%s** — _%s_ (%d rounds in one run)",
|
||||
name, arenaTitleName(kind), value))
|
||||
}
|
||||
}
|
||||
|
||||
// Marking the job done is what stops the next midnight from retrying, so a
|
||||
// crown we failed to persist must not mark it. recordArenaSeasonTitle is
|
||||
// idempotent on (season, kind), and a past season's data is frozen, so the
|
||||
// retry re-derives the same champions and no-ops the ones already stored.
|
||||
if failed {
|
||||
slog.Warn("arena season: deferring completion after title failure", "season", season)
|
||||
return
|
||||
}
|
||||
db.MarkJobCompleted(jobName, season)
|
||||
if len(lines) == 0 {
|
||||
slog.Info("arena season: closed with no entrants", "season", season)
|
||||
return
|
||||
}
|
||||
slog.Info("arena season: crowned", "season", season, "titles", len(lines))
|
||||
|
||||
gr := gamesRoom()
|
||||
if gr == "" {
|
||||
return
|
||||
}
|
||||
var sb strings.Builder
|
||||
sb.WriteString(fmt.Sprintf("⚔️ **Arena Season %s has ended.**\n\n", season))
|
||||
sb.WriteString(strings.Join(lines, "\n"))
|
||||
sb.WriteString("\n\nThe board is clear. Season " + arenaSeasonKey(now) + " starts now.")
|
||||
p.SendMessage(id.RoomID(gr), sb.String())
|
||||
}
|
||||
187
internal/plugin/adventure_arena_season_test.go
Normal file
187
internal/plugin/adventure_arena_season_test.go
Normal file
@@ -0,0 +1,187 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
func TestArenaSeasonKeyAndBounds(t *testing.T) {
|
||||
tests := []struct {
|
||||
when time.Time
|
||||
key string
|
||||
wantStart time.Time
|
||||
}{
|
||||
{time.Date(2026, 1, 1, 0, 0, 0, 0, time.UTC), "2026-Q1", time.Date(2026, 1, 1, 0, 0, 0, 0, time.UTC)},
|
||||
{time.Date(2026, 3, 31, 23, 59, 59, 0, time.UTC), "2026-Q1", time.Date(2026, 1, 1, 0, 0, 0, 0, time.UTC)},
|
||||
{time.Date(2026, 4, 1, 0, 0, 0, 0, time.UTC), "2026-Q2", time.Date(2026, 4, 1, 0, 0, 0, 0, time.UTC)},
|
||||
{time.Date(2026, 7, 9, 12, 0, 0, 0, time.UTC), "2026-Q3", time.Date(2026, 7, 1, 0, 0, 0, 0, time.UTC)},
|
||||
{time.Date(2026, 12, 31, 23, 0, 0, 0, time.UTC), "2026-Q4", time.Date(2026, 10, 1, 0, 0, 0, 0, time.UTC)},
|
||||
}
|
||||
for _, tc := range tests {
|
||||
if got := arenaSeasonKey(tc.when); got != tc.key {
|
||||
t.Errorf("arenaSeasonKey(%s) = %s, want %s", tc.when, got, tc.key)
|
||||
}
|
||||
start, end := arenaSeasonBounds(tc.when)
|
||||
if !start.Equal(tc.wantStart) {
|
||||
t.Errorf("season start for %s = %s, want %s", tc.when, start, tc.wantStart)
|
||||
}
|
||||
if !end.Equal(start.AddDate(0, 3, 0)) {
|
||||
t.Errorf("season end for %s is not start+3mo", tc.when)
|
||||
}
|
||||
if !tc.when.Before(end) || tc.when.Before(start) {
|
||||
t.Errorf("%s does not fall inside its own season bounds", tc.when)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestPreviousArenaSeasonWrapsYear pins the Q1 → prior-year-Q4 edge.
|
||||
func TestPreviousArenaSeasonWrapsYear(t *testing.T) {
|
||||
key, start, end := previousArenaSeason(time.Date(2026, 2, 14, 0, 0, 0, 0, time.UTC))
|
||||
if key != "2025-Q4" {
|
||||
t.Errorf("previous season = %s, want 2025-Q4", key)
|
||||
}
|
||||
if !start.Equal(time.Date(2025, 10, 1, 0, 0, 0, 0, time.UTC)) {
|
||||
t.Errorf("start = %s, want 2025-10-01", start)
|
||||
}
|
||||
if !end.Equal(time.Date(2026, 1, 1, 0, 0, 0, 0, time.UTC)) {
|
||||
t.Errorf("end = %s, want 2026-01-01", end)
|
||||
}
|
||||
}
|
||||
|
||||
func insertArenaRun(t *testing.T, user id.UserID, tier, rounds int, earnings int64, outcome string, at time.Time) {
|
||||
t.Helper()
|
||||
_, err := db.Get().Exec(
|
||||
`INSERT INTO arena_history (user_id, start_tier, tier, rounds_survived, earnings, outcome, monster_name, created_at)
|
||||
VALUES (?, 1, ?, ?, ?, ?, 'Test Monster', ?)`,
|
||||
string(user), tier, rounds, earnings, outcome, at.Unix())
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
// TestArenaSeasonLeaderboardWindowing: only runs inside the season window count.
|
||||
func TestArenaSeasonLeaderboardWindowing(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
inSeason := time.Date(2026, 8, 1, 0, 0, 0, 0, time.UTC)
|
||||
start, end := arenaSeasonBounds(inSeason)
|
||||
|
||||
alice := id.UserID("@alice:test.invalid")
|
||||
bob := id.UserID("@bob:test.invalid")
|
||||
|
||||
insertArenaRun(t, alice, 3, 4, 5000, "completed", inSeason)
|
||||
insertArenaRun(t, alice, 5, 2, 1000, "dead", inSeason.AddDate(0, 0, 1))
|
||||
insertArenaRun(t, bob, 2, 3, 9000, "cashed_out", inSeason)
|
||||
// Last season — must not appear.
|
||||
insertArenaRun(t, alice, 5, 4, 999999, "completed", start.AddDate(0, 0, -1))
|
||||
|
||||
entries, err := loadArenaSeasonLeaderboard(start, end)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(entries) != 2 {
|
||||
t.Fatalf("got %d entries, want 2", len(entries))
|
||||
}
|
||||
// Bob out-earned Alice this season (9000 vs 6000).
|
||||
if entries[0].DisplayName != string(bob) {
|
||||
t.Errorf("top entry = %s, want bob", entries[0].DisplayName)
|
||||
}
|
||||
if entries[0].TotalEarnings != 9000 {
|
||||
t.Errorf("bob earnings = %d, want 9000", entries[0].TotalEarnings)
|
||||
}
|
||||
if entries[1].TotalEarnings != 6000 {
|
||||
t.Errorf("alice earnings = %d, want 6000 (last season's 999999 must not count)", entries[1].TotalEarnings)
|
||||
}
|
||||
if entries[1].TotalDeaths != 1 {
|
||||
t.Errorf("alice deaths = %d, want 1", entries[1].TotalDeaths)
|
||||
}
|
||||
if entries[1].HighestTier != 5 {
|
||||
t.Errorf("alice highest tier = %d, want 5", entries[1].HighestTier)
|
||||
}
|
||||
}
|
||||
|
||||
// TestArenaSeasonChampions: earnings crown goes by total, streak crown by the
|
||||
// single longest run — they can be different players.
|
||||
func TestArenaSeasonChampions(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
when := time.Date(2026, 8, 1, 0, 0, 0, 0, time.UTC)
|
||||
start, end := arenaSeasonBounds(when)
|
||||
|
||||
rich := id.UserID("@rich:test.invalid")
|
||||
tough := id.UserID("@tough:test.invalid")
|
||||
|
||||
insertArenaRun(t, rich, 5, 2, 50000, "cashed_out", when)
|
||||
insertArenaRun(t, tough, 1, 12, 500, "completed", when)
|
||||
|
||||
uid, val, ok := arenaSeasonChampion(arenaTitleEarnings, start, end)
|
||||
if !ok || uid != rich || val != 50000 {
|
||||
t.Errorf("earnings champion = (%s, %d, %v), want rich/50000", uid, val, ok)
|
||||
}
|
||||
uid, val, ok = arenaSeasonChampion(arenaTitleStreak, start, end)
|
||||
if !ok || uid != tough || val != 12 {
|
||||
t.Errorf("streak champion = (%s, %d, %v), want tough/12", uid, val, ok)
|
||||
}
|
||||
|
||||
// An empty season crowns nobody.
|
||||
emptyStart, emptyEnd := arenaSeasonBounds(when.AddDate(1, 0, 0))
|
||||
if _, _, ok := arenaSeasonChampion(arenaTitleEarnings, emptyStart, emptyEnd); ok {
|
||||
t.Error("an empty season produced an earnings champion")
|
||||
}
|
||||
|
||||
// A season of nothing but round-zero deaths crowns no streak.
|
||||
deathsOnly := time.Date(2025, 2, 1, 0, 0, 0, 0, time.UTC)
|
||||
dStart, dEnd := arenaSeasonBounds(deathsOnly)
|
||||
insertArenaRun(t, tough, 1, 0, 0, "dead", deathsOnly)
|
||||
if _, _, ok := arenaSeasonChampion(arenaTitleStreak, dStart, dEnd); ok {
|
||||
t.Error("a season of round-zero deaths produced a streak champion")
|
||||
}
|
||||
}
|
||||
|
||||
// TestRecordArenaSeasonTitleIdempotent: the rollover must be safe to re-run.
|
||||
func TestRecordArenaSeasonTitleIdempotent(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db.Close()
|
||||
if err := db.Init(dir); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(db.Close)
|
||||
|
||||
now := time.Date(2026, 7, 1, 0, 0, 0, 0, time.UTC)
|
||||
winner := id.UserID("@winner:test.invalid")
|
||||
usurper := id.UserID("@usurper:test.invalid")
|
||||
|
||||
if err := recordArenaSeasonTitle("2026-Q2", arenaTitleEarnings, winner, 100, now); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// A second write for the same (season, kind) must not overwrite the crown.
|
||||
if err := recordArenaSeasonTitle("2026-Q2", arenaTitleEarnings, usurper, 999, now); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
titles, err := loadArenaSeasonTitles(winner)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(titles) != 1 {
|
||||
t.Fatalf("winner has %d titles, want 1", len(titles))
|
||||
}
|
||||
stolen, _ := loadArenaSeasonTitles(usurper)
|
||||
if len(stolen) != 0 {
|
||||
t.Errorf("usurper took the crown: %v", stolen)
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"math"
|
||||
"strings"
|
||||
"testing"
|
||||
"time"
|
||||
)
|
||||
|
||||
// ── Monster Data Tests ──────────────────────────────────────────────────────
|
||||
@@ -106,96 +106,6 @@ func TestArenaMinLevel_Increasing(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// ── Death Chance Formula Tests ──────────────────────────────────────────────
|
||||
|
||||
func TestArenaDeathChance_Clamped(t *testing.T) {
|
||||
// Min-level player with tier 0 gear vs easiest monster
|
||||
char := &AdventureCharacter{CombatLevel: 1}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 0}, SlotArmor: {Tier: 0}, SlotHelmet: {Tier: 0},
|
||||
SlotBoots: {Tier: 0}, SlotTool: {Tier: 0},
|
||||
}
|
||||
monster := arenaGetMonster(1, 1)
|
||||
dc := arenaDeathChance(monster, char, equip)
|
||||
if dc < 0.01 || dc > 0.98 {
|
||||
t.Errorf("death chance %f out of [0.01, 0.98] bounds", dc)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaDeathChance_MaxGearReduces(t *testing.T) {
|
||||
// Use a mid-tier monster where gear difference is visible above the floor
|
||||
char := &AdventureCharacter{CombatLevel: 25}
|
||||
monster := arenaGetMonster(3, 3) // Behemoth Adjacent (0.73 lethality)
|
||||
|
||||
noGear := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 0}, SlotArmor: {Tier: 0}, SlotHelmet: {Tier: 0},
|
||||
SlotBoots: {Tier: 0}, SlotTool: {Tier: 0},
|
||||
}
|
||||
maxGear := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 5}, SlotArmor: {Tier: 5}, SlotHelmet: {Tier: 5},
|
||||
SlotBoots: {Tier: 5}, SlotTool: {Tier: 5},
|
||||
}
|
||||
|
||||
dcNoGear := arenaDeathChance(monster, char, noGear)
|
||||
dcMaxGear := arenaDeathChance(monster, char, maxGear)
|
||||
|
||||
if dcMaxGear >= dcNoGear {
|
||||
t.Errorf("max gear (%f) should reduce death chance vs no gear (%f)", dcMaxGear, dcNoGear)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaDeathChance_HighLevelReduces(t *testing.T) {
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 3}, SlotArmor: {Tier: 3}, SlotHelmet: {Tier: 3},
|
||||
SlotBoots: {Tier: 3}, SlotTool: {Tier: 3},
|
||||
}
|
||||
monster := arenaGetMonster(3, 4) // The Inevitable
|
||||
|
||||
lowLevel := &AdventureCharacter{CombatLevel: 25}
|
||||
highLevel := &AdventureCharacter{CombatLevel: 50}
|
||||
|
||||
dcLow := arenaDeathChance(monster, lowLevel, equip)
|
||||
dcHigh := arenaDeathChance(monster, highLevel, equip)
|
||||
|
||||
if dcHigh >= dcLow {
|
||||
t.Errorf("high level (%f) should have lower death chance than low level (%f)", dcHigh, dcLow)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaDeathChance_T5R4_AlwaysTerrifying(t *testing.T) {
|
||||
// Even max-everything player faces high death at T5R4
|
||||
char := &AdventureCharacter{CombatLevel: 50}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 5}, SlotArmor: {Tier: 5}, SlotHelmet: {Tier: 5},
|
||||
SlotBoots: {Tier: 5}, SlotTool: {Tier: 5},
|
||||
}
|
||||
monster := arenaGetMonster(5, 4) // That Which Has Always Been
|
||||
|
||||
dc := arenaDeathChance(monster, char, equip)
|
||||
if dc < 0.30 {
|
||||
t.Errorf("T5R4 death chance for max player (%f) should be >= 0.30", dc)
|
||||
}
|
||||
// Should hit the 0.98 ceiling
|
||||
if dc > 0.98 {
|
||||
t.Errorf("T5R4 death chance (%f) exceeds ceiling 0.98", dc)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaDeathChance_Floor(t *testing.T) {
|
||||
// Even with absurd stats, floor is 0.01
|
||||
char := &AdventureCharacter{CombatLevel: 50}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 5}, SlotArmor: {Tier: 5}, SlotHelmet: {Tier: 5},
|
||||
SlotBoots: {Tier: 5}, SlotTool: {Tier: 5},
|
||||
}
|
||||
monster := &ArenaMonster{BaseLethality: 0.01, ThreatLevel: 1}
|
||||
|
||||
dc := arenaDeathChance(monster, char, equip)
|
||||
if dc < 0.01 {
|
||||
t.Errorf("death chance %f below floor 0.01", dc)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Reward Formula Tests ────────────────────────────────────────────────────
|
||||
|
||||
func TestArenaRoundReward(t *testing.T) {
|
||||
@@ -242,66 +152,43 @@ func TestArenaRewardScaling(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// ── Death Chance Formula Component Tests ────────────────────────────────────
|
||||
|
||||
func TestArenaDeathChance_Components(t *testing.T) {
|
||||
// Verify formula components individually
|
||||
// death_chance = base + level_mod - equip_mod + skill_mod
|
||||
|
||||
// Level 1, tier 0 gear, T1R1 monster (lethality=0.10, threat=2)
|
||||
char := &AdventureCharacter{CombatLevel: 1}
|
||||
equip := map[EquipmentSlot]*AdvEquipment{
|
||||
SlotWeapon: {Tier: 0}, SlotArmor: {Tier: 0}, SlotHelmet: {Tier: 0},
|
||||
SlotBoots: {Tier: 0}, SlotTool: {Tier: 0},
|
||||
}
|
||||
monster := &ArenaMonster{BaseLethality: 0.10, ThreatLevel: 2}
|
||||
|
||||
dc := arenaDeathChance(monster, char, equip)
|
||||
|
||||
// Manual calculation:
|
||||
// base = 0.10
|
||||
// level_mod = (2-1) * 0.015 = 0.015
|
||||
// skill_mod = max(0, 0.25 - 1*0.008) = 0.242
|
||||
// equip_mod = 0 * 0.03 = 0 (tier 0 gives no equipment bonus)
|
||||
// death_chance = 0.10 + 0.015 - 0 + 0.242 = 0.357
|
||||
expected := 0.10 + 0.015 + 0.242
|
||||
if math.Abs(dc-expected) > 0.001 {
|
||||
t.Errorf("T1R1 components: got %f, expected ~%f", dc, expected)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Render Tests ────────────────────────────────────────────────────────────
|
||||
|
||||
func TestRenderArenaTierMenu(t *testing.T) {
|
||||
char := &AdventureCharacter{CombatLevel: 30}
|
||||
func TestRenderArenaStreakEntry(t *testing.T) {
|
||||
// Level 5 unlocks T1+T2 only (post-L2 brackets: 1/4/8/13/18); T3-T5 locked.
|
||||
char := &DnDCharacter{Level: 5}
|
||||
tier := arenaGetTier(1)
|
||||
monster := arenaGetMonster(1, 1)
|
||||
|
||||
// nil stats — no tiers cleared
|
||||
text := renderArenaTierMenu(char, nil)
|
||||
text := renderArenaStreakEntry(char, nil, tier, monster)
|
||||
if !strings.Contains(text, "THE ARENA") {
|
||||
t.Error("tier menu should contain header")
|
||||
t.Error("streak entry should contain header")
|
||||
}
|
||||
if !strings.Contains(text, "Tier 1") {
|
||||
t.Error("tier menu should list tier 1")
|
||||
t.Error("streak entry should list tier 1")
|
||||
}
|
||||
if !strings.Contains(text, "Tier 5") {
|
||||
t.Error("tier menu should list tier 5")
|
||||
t.Error("streak entry should list tier 5")
|
||||
}
|
||||
if !strings.Contains(text, "streak") {
|
||||
t.Error("streak entry should mention streak")
|
||||
}
|
||||
// Level 30 should have tiers 1-3 eligible (⬚) and 4-5 locked (🔒)
|
||||
if !strings.Contains(text, "⬚") {
|
||||
t.Error("tier menu should show eligible-but-uncleared tiers")
|
||||
t.Error("streak entry should show eligible-but-uncleared tiers")
|
||||
}
|
||||
if !strings.Contains(text, "🔒") {
|
||||
t.Error("tier menu should show locked tiers")
|
||||
t.Error("streak entry should show locked tiers")
|
||||
}
|
||||
|
||||
// with stats — tier 2 cleared
|
||||
stats := &ArenaPersonalStats{TotalRuns: 5, TotalDeaths: 1, TotalEarnings: 3000, HighestTier: 2}
|
||||
text = renderArenaTierMenu(char, stats)
|
||||
text = renderArenaStreakEntry(char, stats, tier, monster)
|
||||
if !strings.Contains(text, "✅") {
|
||||
t.Error("tier menu should show cleared tiers when stats provided")
|
||||
t.Error("streak entry should show cleared tiers when stats provided")
|
||||
}
|
||||
if !strings.Contains(text, "Runs: 5") {
|
||||
t.Error("tier menu should show run summary when stats provided")
|
||||
t.Error("streak entry should show run summary when stats provided")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -325,22 +212,6 @@ func TestRenderArenaRoundStart(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaSurvival(t *testing.T) {
|
||||
tier := arenaGetTier(1)
|
||||
monster := arenaGetMonster(1, 1)
|
||||
|
||||
text := renderArenaSurvival(tier, 1, monster, 150, 10, 150)
|
||||
if !strings.Contains(text, "defeated") {
|
||||
t.Error("survival should mention defeat")
|
||||
}
|
||||
if !strings.Contains(text, "€150") {
|
||||
t.Error("survival should show reward")
|
||||
}
|
||||
if !strings.Contains(text, "+10") {
|
||||
t.Error("survival should show XP")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaDeath(t *testing.T) {
|
||||
tier := arenaGetTier(3)
|
||||
monster := arenaGetMonster(3, 2)
|
||||
@@ -357,74 +228,418 @@ func TestRenderArenaDeath(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaTierComplete(t *testing.T) {
|
||||
tier := arenaGetTier(2)
|
||||
text := renderArenaTierComplete(tier, 10000, 15000)
|
||||
func TestArenaStreakMultipliers(t *testing.T) {
|
||||
// Verify multiplier arrays are sane
|
||||
for tier := 1; tier <= 5; tier++ {
|
||||
if arenaStreakEuroMultiplier[tier] < 1.0 {
|
||||
t.Errorf("tier %d euro multiplier %f < 1.0", tier, arenaStreakEuroMultiplier[tier])
|
||||
}
|
||||
}
|
||||
for tiers := 1; tiers <= 5; tiers++ {
|
||||
if arenaStreakXPMultiplier[tiers] < 1.0 {
|
||||
t.Errorf("tiers won %d XP multiplier %f < 1.0", tiers, arenaStreakXPMultiplier[tiers])
|
||||
}
|
||||
}
|
||||
// Multipliers should be non-decreasing
|
||||
for i := 2; i <= 5; i++ {
|
||||
if arenaStreakEuroMultiplier[i] < arenaStreakEuroMultiplier[i-1] {
|
||||
t.Errorf("euro multiplier tier %d (%f) < tier %d (%f)", i, arenaStreakEuroMultiplier[i], i-1, arenaStreakEuroMultiplier[i-1])
|
||||
}
|
||||
if arenaStreakXPMultiplier[i] < arenaStreakXPMultiplier[i-1] {
|
||||
t.Errorf("XP multiplier %d tiers (%f) < %d tiers (%f)", i, arenaStreakXPMultiplier[i], i-1, arenaStreakXPMultiplier[i-1])
|
||||
}
|
||||
}
|
||||
|
||||
if !strings.Contains(text, "cleared") {
|
||||
t.Error("tier complete should say cleared")
|
||||
// Verify exact values match spec
|
||||
wantEuro := map[int]float64{1: 1.0, 2: 1.5, 3: 2.0, 4: 2.75, 5: 4.0}
|
||||
for tier, want := range wantEuro {
|
||||
if arenaStreakEuroMultiplier[tier] != want {
|
||||
t.Errorf("euro multiplier tier %d: got %f, want %f", tier, arenaStreakEuroMultiplier[tier], want)
|
||||
}
|
||||
}
|
||||
if !strings.Contains(text, "€10000") {
|
||||
t.Error("tier complete should show completion bonus")
|
||||
wantXP := map[int]float64{1: 1.0, 2: 1.2, 3: 1.5, 4: 1.85, 5: 2.5}
|
||||
for tiers, want := range wantXP {
|
||||
if arenaStreakXPMultiplier[tiers] != want {
|
||||
t.Errorf("XP multiplier %d tiers: got %f, want %f", tiers, arenaStreakXPMultiplier[tiers], want)
|
||||
}
|
||||
}
|
||||
if !strings.Contains(text, "descend") {
|
||||
t.Error("tier complete should offer descend")
|
||||
|
||||
// Index 0 should be 0 (unused sentinel)
|
||||
if arenaStreakEuroMultiplier[0] != 0 {
|
||||
t.Errorf("euro multiplier index 0 should be 0, got %f", arenaStreakEuroMultiplier[0])
|
||||
}
|
||||
if !strings.Contains(text, "cashout") {
|
||||
t.Error("tier complete should offer cashout")
|
||||
}
|
||||
if !strings.Contains(text, "10 minutes") {
|
||||
t.Error("tier complete should mention deadline")
|
||||
if arenaStreakXPMultiplier[0] != 0 {
|
||||
t.Errorf("XP multiplier index 0 should be 0, got %f", arenaStreakXPMultiplier[0])
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaTier5Complete(t *testing.T) {
|
||||
// Non-full run
|
||||
text := renderArenaTier5Complete(650000, 3)
|
||||
if !strings.Contains(text, "CONQUERED") {
|
||||
t.Error("T5 complete should say conquered")
|
||||
}
|
||||
if !strings.Contains(text, "€650000") {
|
||||
t.Error("T5 complete should show earnings")
|
||||
}
|
||||
if strings.Contains(text, "All the way down") {
|
||||
t.Error("non-full run should NOT mention all the way down")
|
||||
}
|
||||
// ── Streak Reward Calculation Tests ────────────────────────────────────────
|
||||
|
||||
// Full run (started from tier 1)
|
||||
textFull := renderArenaTier5Complete(1000000, 1)
|
||||
if !strings.Contains(textFull, "All the way down") {
|
||||
t.Error("full run should mention all the way down")
|
||||
func TestArenaStreakPayout_SingleTier(t *testing.T) {
|
||||
// Bail after T1: multiplier = 1.0× on T1 earnings
|
||||
tier1 := arenaGetTier(1)
|
||||
var tierEarnings int64
|
||||
for round := 1; round <= 4; round++ {
|
||||
tierEarnings += arenaRoundReward(tier1, round, 0)
|
||||
}
|
||||
tierEarnings += tier1.CompletionBonus
|
||||
|
||||
multiplied := int64(float64(tierEarnings) * arenaStreakEuroMultiplier[1])
|
||||
if multiplied != tierEarnings {
|
||||
t.Errorf("T1 payout with 1.0× multiplier should equal raw: got %d, want %d", multiplied, tierEarnings)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaCashout(t *testing.T) {
|
||||
text := renderArenaCashout(25000, 3)
|
||||
if !strings.Contains(text, "€25000") {
|
||||
t.Error("cashout should show amount")
|
||||
func TestArenaStreakPayout_FullRun(t *testing.T) {
|
||||
// Full T1-T5 run: each tier's earnings multiplied independently
|
||||
var totalMultiplied int64
|
||||
var totalRaw int64
|
||||
|
||||
for tierNum := 1; tierNum <= 5; tierNum++ {
|
||||
tier := arenaGetTier(tierNum)
|
||||
var tierEarnings int64
|
||||
for round := 1; round <= 4; round++ {
|
||||
tierEarnings += arenaRoundReward(tier, round, 0)
|
||||
}
|
||||
tierEarnings += tier.CompletionBonus
|
||||
totalRaw += tierEarnings
|
||||
totalMultiplied += int64(float64(tierEarnings) * arenaStreakEuroMultiplier[tierNum])
|
||||
}
|
||||
|
||||
// Multiplied total should exceed raw total (multipliers > 1 for T2+)
|
||||
if totalMultiplied <= totalRaw {
|
||||
t.Errorf("multiplied total (%d) should exceed raw total (%d)", totalMultiplied, totalRaw)
|
||||
}
|
||||
|
||||
// T5 multiplier is 4.0×, so multiplied should be significantly higher
|
||||
ratio := float64(totalMultiplied) / float64(totalRaw)
|
||||
if ratio < 1.5 {
|
||||
t.Errorf("overall multiplier ratio %f seems too low for streak system", ratio)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaStreakXPMultiplier_Application(t *testing.T) {
|
||||
// XP multiplier is applied to total session XP at payout
|
||||
rawXP := 500
|
||||
|
||||
for tiersWon := 1; tiersWon <= 5; tiersWon++ {
|
||||
mult := arenaStreakXPMultiplier[tiersWon]
|
||||
totalXP := int(float64(rawXP) * mult)
|
||||
|
||||
if tiersWon == 1 && totalXP != rawXP {
|
||||
t.Errorf("1 tier won: XP should be unmodified, got %d want %d", totalXP, rawXP)
|
||||
}
|
||||
if tiersWon > 1 && totalXP <= rawXP {
|
||||
t.Errorf("%d tiers won: XP %d should exceed raw %d", tiersWon, totalXP, rawXP)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaStreakPayout_TierEarningsReset(t *testing.T) {
|
||||
// Simulate accumulation: tier earnings should reset per tier
|
||||
run := &ArenaRun{Earnings: 0, TierEarnings: 0}
|
||||
|
||||
// Simulate T1 rounds
|
||||
for round := 1; round <= 4; round++ {
|
||||
tier := arenaGetTier(1)
|
||||
run.TierEarnings += arenaRoundReward(tier, round, 10)
|
||||
}
|
||||
run.TierEarnings += arenaGetTier(1).CompletionBonus
|
||||
|
||||
// Apply T1 multiplier
|
||||
run.Earnings += int64(float64(run.TierEarnings) * arenaStreakEuroMultiplier[1])
|
||||
t1Total := run.Earnings
|
||||
run.TierEarnings = 0
|
||||
|
||||
if t1Total <= 0 {
|
||||
t.Fatal("T1 earnings should be positive")
|
||||
}
|
||||
if run.TierEarnings != 0 {
|
||||
t.Error("TierEarnings should be 0 after reset")
|
||||
}
|
||||
|
||||
// Simulate T2 rounds
|
||||
for round := 1; round <= 4; round++ {
|
||||
tier := arenaGetTier(2)
|
||||
run.TierEarnings += arenaRoundReward(tier, round, 10)
|
||||
}
|
||||
run.TierEarnings += arenaGetTier(2).CompletionBonus
|
||||
|
||||
// Apply T2 multiplier (1.5×)
|
||||
run.Earnings += int64(float64(run.TierEarnings) * arenaStreakEuroMultiplier[2])
|
||||
run.TierEarnings = 0
|
||||
|
||||
if run.Earnings <= t1Total {
|
||||
t.Errorf("session total after T2 (%d) should exceed T1 total (%d)", run.Earnings, t1Total)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaStreakPayout_DeathForfeitsAll(t *testing.T) {
|
||||
// On death, earnings, tier_earnings, and XP are all zeroed
|
||||
run := &ArenaRun{
|
||||
Earnings: 50000,
|
||||
TierEarnings: 3000,
|
||||
XPAccumulated: 200,
|
||||
}
|
||||
|
||||
// Simulate death
|
||||
run.Earnings = 0
|
||||
run.TierEarnings = 0
|
||||
run.XPAccumulated = 0
|
||||
|
||||
if run.Earnings != 0 || run.TierEarnings != 0 || run.XPAccumulated != 0 {
|
||||
t.Error("death should forfeit all session state")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Gladiator's Helm Tests ─────────────────────────────────────────────────
|
||||
|
||||
func TestGladiatorHelmDropRates(t *testing.T) {
|
||||
if gladiatorHelmDropT4 != 0.08 {
|
||||
t.Errorf("T4 drop rate: got %f, want 0.08", gladiatorHelmDropT4)
|
||||
}
|
||||
if gladiatorHelmDropT5 != 0.18 {
|
||||
t.Errorf("T5 drop rate: got %f, want 0.18", gladiatorHelmDropT5)
|
||||
}
|
||||
if gladiatorHelmDropT5 <= gladiatorHelmDropT4 {
|
||||
t.Error("T5 drop rate should exceed T4")
|
||||
}
|
||||
}
|
||||
|
||||
func TestGladiatorHelmTier(t *testing.T) {
|
||||
if gladiatorHelmTier != 5 {
|
||||
t.Errorf("Gladiator's Helm tier: got %d, want 5", gladiatorHelmTier)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Arena Gear Tests ──────────────────────────────────────────────────────
|
||||
|
||||
func TestArenaGearByTier(t *testing.T) {
|
||||
for tier := 1; tier <= 5; tier++ {
|
||||
gear := arenaGearByTier(tier)
|
||||
if gear == nil {
|
||||
t.Errorf("arenaGearByTier(%d) returned nil", tier)
|
||||
continue
|
||||
}
|
||||
if gear.Tier != tier {
|
||||
t.Errorf("arenaGearByTier(%d).Tier = %d", tier, gear.Tier)
|
||||
}
|
||||
if gear.SetKey == "" {
|
||||
t.Errorf("tier %d: empty SetKey", tier)
|
||||
}
|
||||
if gear.HelmetName == "" {
|
||||
t.Errorf("tier %d: empty HelmetName", tier)
|
||||
}
|
||||
if gear.DropRate <= 0 || gear.DropRate >= 1 {
|
||||
t.Errorf("tier %d: DropRate %f out of (0, 1)", tier, gear.DropRate)
|
||||
}
|
||||
}
|
||||
|
||||
// Out of bounds
|
||||
if arenaGearByTier(0) != nil {
|
||||
t.Error("arenaGearByTier(0) should return nil")
|
||||
}
|
||||
if arenaGearByTier(6) != nil {
|
||||
t.Error("arenaGearByTier(6) should return nil")
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaGearDropRates_Decreasing(t *testing.T) {
|
||||
// Higher tiers should have lower (or equal) drop rates
|
||||
for i := 2; i <= 5; i++ {
|
||||
curr := arenaGearByTier(i)
|
||||
prev := arenaGearByTier(i - 1)
|
||||
if curr.DropRate > prev.DropRate {
|
||||
t.Errorf("tier %d drop rate (%f) > tier %d (%f)", i, curr.DropRate, i-1, prev.DropRate)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Render Tests (New/Updated) ─────────────────────────────────────────────
|
||||
|
||||
func TestRenderArenaStreakEntry_ShowsMultipliers(t *testing.T) {
|
||||
char := &DnDCharacter{Level: 20}
|
||||
tier := arenaGetTier(1)
|
||||
monster := arenaGetMonster(1, 1)
|
||||
|
||||
text := renderArenaStreakEntry(char, nil, tier, monster)
|
||||
// Should show streak multiplier for at least T1
|
||||
if !strings.Contains(text, "1.0×") {
|
||||
t.Error("streak entry should show T1 multiplier")
|
||||
}
|
||||
if !strings.Contains(text, "4.0×") {
|
||||
t.Error("streak entry should show T5 multiplier")
|
||||
}
|
||||
// Should show first monster
|
||||
if !strings.Contains(text, monster.Name) {
|
||||
t.Error("streak entry should show first monster name")
|
||||
}
|
||||
// Should show fight command
|
||||
if !strings.Contains(text, "!arena fight") {
|
||||
t.Error("streak entry should show fight command")
|
||||
}
|
||||
// Should show cancel option
|
||||
if !strings.Contains(text, "!arena cancel") {
|
||||
t.Error("streak entry should show cancel command")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaStreakEntry_HighLevel_AllEligible(t *testing.T) {
|
||||
// T5 requires level 18 (post-L2 D&D scale); level 20 unlocks everything.
|
||||
char := &DnDCharacter{Level: 20}
|
||||
tier := arenaGetTier(1)
|
||||
monster := arenaGetMonster(1, 1)
|
||||
|
||||
text := renderArenaStreakEntry(char, nil, tier, monster)
|
||||
// Level 20 (D&D cap) should make all tiers eligible (no 🔒)
|
||||
if strings.Contains(text, "🔒") {
|
||||
t.Error("level 20 should have all tiers eligible (no locked icons)")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaRoundStart_WithTierEarnings(t *testing.T) {
|
||||
tier := arenaGetTier(3)
|
||||
monster := arenaGetMonster(3, 1)
|
||||
run := &ArenaRun{Earnings: 10000, TierEarnings: 2000}
|
||||
|
||||
text := renderArenaRoundStart(tier, 1, monster, run)
|
||||
// Should show combined session total (Earnings + TierEarnings)
|
||||
if !strings.Contains(text, "€12000") {
|
||||
t.Error("round start should show combined session total (10000+2000)")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaRoundStart_ZeroEarnings(t *testing.T) {
|
||||
tier := arenaGetTier(1)
|
||||
monster := arenaGetMonster(1, 1)
|
||||
run := &ArenaRun{Earnings: 0, TierEarnings: 0}
|
||||
|
||||
text := renderArenaRoundStart(tier, 1, monster, run)
|
||||
// Should NOT show earnings line when zero
|
||||
if strings.Contains(text, "Session earnings") {
|
||||
t.Error("round start should not show earnings line when zero")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaStatus_Active(t *testing.T) {
|
||||
run := &ArenaRun{Tier: 2, Round: 3, Status: "active", Earnings: 8000, TierEarnings: 1500, RoundsSurvived: 6}
|
||||
|
||||
text := renderArenaStatus(run)
|
||||
if !strings.Contains(text, "Streak") {
|
||||
t.Error("status should say Arena Streak")
|
||||
}
|
||||
if !strings.Contains(text, "€9500") {
|
||||
t.Error("status should show combined session total (8000+1500)")
|
||||
}
|
||||
if !strings.Contains(text, "Round: 3/4") {
|
||||
t.Error("status should show round")
|
||||
}
|
||||
if !strings.Contains(text, "!arena fight") {
|
||||
t.Error("active status should show fight command")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaStatus_Awaiting(t *testing.T) {
|
||||
run := &ArenaRun{Tier: 3, Status: "awaiting", Earnings: 20000, TierEarnings: 0, RoundsSurvived: 12}
|
||||
|
||||
text := renderArenaStatus(run)
|
||||
if !strings.Contains(text, "advancing shortly") {
|
||||
t.Error("awaiting status should mention advancing")
|
||||
}
|
||||
if !strings.Contains(text, "!bail") {
|
||||
t.Error("awaiting status should show bail command")
|
||||
}
|
||||
if !strings.Contains(text, "€20000") {
|
||||
t.Error("awaiting status should show session total")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaAlreadyInRun_Active(t *testing.T) {
|
||||
run := &ArenaRun{Tier: 2, Round: 3, Status: "active"}
|
||||
text := renderArenaAlreadyInRun(run)
|
||||
if !strings.Contains(text, "Tier 2") {
|
||||
t.Error("active run message should show tier")
|
||||
}
|
||||
if !strings.Contains(text, "!arena fight") {
|
||||
t.Error("active run message should show fight command")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaAlreadyInRun_Awaiting(t *testing.T) {
|
||||
run := &ArenaRun{Tier: 3, Status: "awaiting", Earnings: 15000}
|
||||
text := renderArenaAlreadyInRun(run)
|
||||
if !strings.Contains(text, "Tier 3") {
|
||||
t.Error("cashout should show last tier")
|
||||
t.Error("awaiting run message should show tier")
|
||||
}
|
||||
if !strings.Contains(text, "!bail") {
|
||||
t.Error("awaiting run message should mention bail")
|
||||
}
|
||||
if !strings.Contains(text, "€15000") {
|
||||
t.Error("awaiting run message should show accumulated euros")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaAutoCashout(t *testing.T) {
|
||||
text := renderArenaAutoCashout(10000)
|
||||
if !strings.Contains(text, "Auto-cashout") {
|
||||
t.Error("auto-cashout should identify itself")
|
||||
func TestRenderArenaHelmetDrop_AllSets(t *testing.T) {
|
||||
for tier := 1; tier <= 5; tier++ {
|
||||
gear := arenaGearByTier(tier)
|
||||
text := renderArenaHelmetDrop(gear)
|
||||
if !strings.Contains(text, gear.HelmetName) {
|
||||
t.Errorf("tier %d: helmet drop should show helmet name", tier)
|
||||
}
|
||||
if !strings.Contains(text, "Set bonus") {
|
||||
t.Errorf("tier %d: helmet drop should show set bonus", tier)
|
||||
}
|
||||
if !strings.Contains(text, "Equipped automatically") {
|
||||
t.Errorf("tier %d: helmet drop should mention auto-equip", tier)
|
||||
}
|
||||
}
|
||||
if !strings.Contains(text, "€10000") {
|
||||
t.Error("auto-cashout should show amount")
|
||||
}
|
||||
|
||||
func TestRenderArenaDeathReprieve(t *testing.T) {
|
||||
nextWindow := time.Date(2026, 4, 15, 14, 30, 0, 0, time.UTC)
|
||||
text := renderArenaDeathReprieve("Alice", "Ratticus the Persistent", nextWindow)
|
||||
if !strings.Contains(text, "Alice") {
|
||||
t.Error("reprieve should mention player name")
|
||||
}
|
||||
if !strings.Contains(text, "annoyed") {
|
||||
t.Error("auto-cashout should mention GogoBee is annoyed")
|
||||
if !strings.Contains(text, "Death's Reprieve") {
|
||||
t.Error("reprieve should mention the ability name")
|
||||
}
|
||||
if !strings.Contains(text, "2026-04-15") {
|
||||
t.Error("reprieve should show next window date")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaPersonalStats_NoStats(t *testing.T) {
|
||||
text := renderArenaPersonalStats("TestPlayer", 0, 0, nil)
|
||||
if !strings.Contains(text, "No arena runs") {
|
||||
t.Error("empty stats should say no runs")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaPersonalStats_WithStats(t *testing.T) {
|
||||
stats := &ArenaPersonalStats{
|
||||
TotalRuns: 11, TotalEarnings: 150000, TotalDeaths: 3,
|
||||
HighestTier: 5, Tier5Completions: 2,
|
||||
}
|
||||
text := renderArenaPersonalStats("Alice", 8, 3, stats)
|
||||
if !strings.Contains(text, "Alice") {
|
||||
t.Error("stats should show player name")
|
||||
}
|
||||
if !strings.Contains(text, "€150000") {
|
||||
t.Error("stats should show total earnings")
|
||||
}
|
||||
if !strings.Contains(text, "Tier 5 completions: 2") {
|
||||
t.Error("stats should show T5 completions")
|
||||
}
|
||||
if !strings.Contains(text, "8/3") {
|
||||
t.Error("stats should show W/L record")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaLeaderboard_Empty(t *testing.T) {
|
||||
text := renderArenaLeaderboard(nil)
|
||||
if !strings.Contains(text, "No arena runs") {
|
||||
t.Error("empty leaderboard should say no runs")
|
||||
text := renderArenaLeaderboard("2026-Q3", nil)
|
||||
if !strings.Contains(text, "Nobody has entered") {
|
||||
t.Error("empty leaderboard should say nobody entered")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -433,7 +648,7 @@ func TestRenderArenaLeaderboard_WithEntries(t *testing.T) {
|
||||
{DisplayName: "Alice", TotalEarnings: 100000, HighestTier: 5, Tier5Completions: 1, TotalRuns: 5, TotalDeaths: 2},
|
||||
{DisplayName: "Bob", TotalEarnings: 50000, HighestTier: 3, TotalRuns: 10, TotalDeaths: 7},
|
||||
}
|
||||
text := renderArenaLeaderboard(entries)
|
||||
text := renderArenaLeaderboard("2026-Q3", entries)
|
||||
if !strings.Contains(text, "Alice") {
|
||||
t.Error("leaderboard should contain Alice")
|
||||
}
|
||||
@@ -447,20 +662,19 @@ func TestRenderArenaLeaderboard_WithEntries(t *testing.T) {
|
||||
|
||||
func TestRenderArenaLevelGate(t *testing.T) {
|
||||
tier := arenaGetTier(3)
|
||||
text := renderArenaLevelGate(tier, 10)
|
||||
if !strings.Contains(text, "Level 25") {
|
||||
text := renderArenaLevelGate(tier, 5)
|
||||
if !strings.Contains(text, "Level 8") {
|
||||
t.Error("gate message should show required level")
|
||||
}
|
||||
if !strings.Contains(text, "Level 10") {
|
||||
if !strings.Contains(text, "Level 5") {
|
||||
t.Error("gate message should show player level")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderArenaStatus(t *testing.T) {
|
||||
run := &ArenaRun{Tier: 3, Round: 2, Status: "active", Earnings: 5000, RoundsSurvived: 5}
|
||||
char := &AdventureCharacter{CombatLevel: 30}
|
||||
|
||||
text := renderArenaStatus(run, char)
|
||||
text := renderArenaStatus(run)
|
||||
if !strings.Contains(text, "Tier: 3") {
|
||||
t.Error("status should show tier")
|
||||
}
|
||||
@@ -525,3 +739,255 @@ func TestArenaFullRunRewards_AllTiers(t *testing.T) {
|
||||
t.Errorf("full T1-T5 run (no skill) = €%d, expected > €100,000", grandTotal)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Full Streak Simulation ────────────────────────────────────────────────
|
||||
|
||||
func TestArenaStreakSimulation_FullRun(t *testing.T) {
|
||||
// Simulate a complete T1-T5 streak: accumulate rewards as the real code does
|
||||
run := &ArenaRun{
|
||||
StartTier: 1,
|
||||
Tier: 1,
|
||||
Round: 1,
|
||||
Status: "active",
|
||||
Earnings: 0,
|
||||
TierEarnings: 0,
|
||||
XPAccumulated: 0,
|
||||
}
|
||||
skillBonus := 20
|
||||
|
||||
for tierNum := 1; tierNum <= 5; tierNum++ {
|
||||
tier := arenaGetTier(tierNum)
|
||||
run.Tier = tierNum
|
||||
|
||||
for round := 1; round <= 4; round++ {
|
||||
run.Round = round
|
||||
reward := arenaRoundReward(tier, round, skillBonus)
|
||||
run.TierEarnings += reward
|
||||
run.XPAccumulated += tier.BattleXP
|
||||
run.RoundsSurvived++
|
||||
}
|
||||
|
||||
// Tier complete — add completion bonus
|
||||
run.TierEarnings += tier.CompletionBonus
|
||||
|
||||
// Apply streak multiplier
|
||||
multiplier := arenaStreakEuroMultiplier[tierNum]
|
||||
run.Earnings += int64(float64(run.TierEarnings) * multiplier)
|
||||
run.TierEarnings = 0 // reset for next tier
|
||||
}
|
||||
|
||||
// Verify tier earnings reset
|
||||
if run.TierEarnings != 0 {
|
||||
t.Errorf("TierEarnings should be 0 after all tiers, got %d", run.TierEarnings)
|
||||
}
|
||||
|
||||
// Verify earnings are positive and substantial
|
||||
if run.Earnings <= 0 {
|
||||
t.Fatal("session earnings should be positive")
|
||||
}
|
||||
|
||||
// Calculate what raw (unmultiplied) total would be
|
||||
var rawTotal int64
|
||||
for tierNum := 1; tierNum <= 5; tierNum++ {
|
||||
tier := arenaGetTier(tierNum)
|
||||
for round := 1; round <= 4; round++ {
|
||||
rawTotal += arenaRoundReward(tier, round, skillBonus)
|
||||
}
|
||||
rawTotal += tier.CompletionBonus
|
||||
}
|
||||
|
||||
// Multiplied total should exceed raw
|
||||
if run.Earnings <= rawTotal {
|
||||
t.Errorf("multiplied total (%d) should exceed raw total (%d)", run.Earnings, rawTotal)
|
||||
}
|
||||
|
||||
// Verify XP accumulated across 20 rounds (4 rounds × 5 tiers)
|
||||
if run.RoundsSurvived != 20 {
|
||||
t.Errorf("rounds survived: got %d, want 20", run.RoundsSurvived)
|
||||
}
|
||||
if run.XPAccumulated <= 0 {
|
||||
t.Error("XP should be accumulated")
|
||||
}
|
||||
|
||||
// Apply XP multiplier for 5 tiers won
|
||||
xpMult := arenaStreakXPMultiplier[5]
|
||||
totalXP := int(float64(run.XPAccumulated) * xpMult)
|
||||
if totalXP <= run.XPAccumulated {
|
||||
t.Errorf("multiplied XP (%d) should exceed raw XP (%d) with 5-tier multiplier", totalXP, run.XPAccumulated)
|
||||
}
|
||||
// 2.5× multiplier means totalXP should be 2.5× raw
|
||||
expectedXP := int(float64(run.XPAccumulated) * 2.5)
|
||||
if totalXP != expectedXP {
|
||||
t.Errorf("total XP: got %d, want %d (2.5× raw)", totalXP, expectedXP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaStreakSimulation_BailAfterT3(t *testing.T) {
|
||||
// Simulate bail after clearing T3
|
||||
run := &ArenaRun{Earnings: 0, TierEarnings: 0, XPAccumulated: 0}
|
||||
|
||||
for tierNum := 1; tierNum <= 3; tierNum++ {
|
||||
tier := arenaGetTier(tierNum)
|
||||
for round := 1; round <= 4; round++ {
|
||||
run.TierEarnings += arenaRoundReward(tier, round, 20)
|
||||
run.XPAccumulated += tier.BattleXP
|
||||
}
|
||||
run.TierEarnings += tier.CompletionBonus
|
||||
run.Earnings += int64(float64(run.TierEarnings) * arenaStreakEuroMultiplier[tierNum])
|
||||
run.TierEarnings = 0
|
||||
}
|
||||
|
||||
// XP multiplier for 3 tiers = 1.5×
|
||||
totalXP := int(float64(run.XPAccumulated) * arenaStreakXPMultiplier[3])
|
||||
|
||||
if totalXP <= run.XPAccumulated {
|
||||
t.Error("multiplied XP should exceed raw with 3-tier multiplier")
|
||||
}
|
||||
if run.Earnings <= 0 {
|
||||
t.Error("session earnings should be positive after 3 tiers")
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaStreakSimulation_DeathMidTier(t *testing.T) {
|
||||
// Simulate death in T2R3 — should have accumulated T1 earnings + partial T2
|
||||
run := &ArenaRun{Earnings: 0, TierEarnings: 0, XPAccumulated: 0}
|
||||
|
||||
// Complete T1
|
||||
tier1 := arenaGetTier(1)
|
||||
for round := 1; round <= 4; round++ {
|
||||
run.TierEarnings += arenaRoundReward(tier1, round, 10)
|
||||
run.XPAccumulated += tier1.BattleXP
|
||||
}
|
||||
run.TierEarnings += tier1.CompletionBonus
|
||||
run.Earnings += int64(float64(run.TierEarnings) * arenaStreakEuroMultiplier[1])
|
||||
t1Earnings := run.Earnings
|
||||
run.TierEarnings = 0
|
||||
|
||||
// Partial T2 — 2 rounds
|
||||
tier2 := arenaGetTier(2)
|
||||
for round := 1; round <= 2; round++ {
|
||||
run.TierEarnings += arenaRoundReward(tier2, round, 10)
|
||||
run.XPAccumulated += tier2.BattleXP
|
||||
}
|
||||
|
||||
// Death — forfeit everything
|
||||
lostTotal := run.Earnings + run.TierEarnings
|
||||
if lostTotal <= t1Earnings {
|
||||
t.Error("lost total should include partial T2 earnings")
|
||||
}
|
||||
|
||||
run.Earnings = 0
|
||||
run.TierEarnings = 0
|
||||
run.XPAccumulated = 0
|
||||
|
||||
if run.Earnings != 0 || run.TierEarnings != 0 || run.XPAccumulated != 0 {
|
||||
t.Error("all session state should be zero after death")
|
||||
}
|
||||
}
|
||||
|
||||
func TestArenaRunFields_NewFieldsDefault(t *testing.T) {
|
||||
run := ArenaRun{}
|
||||
if run.TierEarnings != 0 {
|
||||
t.Errorf("default TierEarnings should be 0, got %d", run.TierEarnings)
|
||||
}
|
||||
if run.XPAccumulated != 0 {
|
||||
t.Errorf("default XPAccumulated should be 0, got %d", run.XPAccumulated)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Streak Euro Multiplier Math (Exact) ───────────────────────────────────
|
||||
|
||||
func TestArenaStreakEuroMultiplier_Exact(t *testing.T) {
|
||||
// T1 raw = 4000 (verified in TestArenaFullRunRewards_Tier1)
|
||||
// T1 multiplied = 4000 * 1.0 = 4000
|
||||
tier1 := arenaGetTier(1)
|
||||
var t1Raw int64
|
||||
for r := 1; r <= 4; r++ {
|
||||
t1Raw += arenaRoundReward(tier1, r, 0)
|
||||
}
|
||||
t1Raw += tier1.CompletionBonus
|
||||
|
||||
t1Mult := int64(float64(t1Raw) * arenaStreakEuroMultiplier[1])
|
||||
if t1Mult != 4000 {
|
||||
t.Errorf("T1 multiplied (1.0×): got %d, want 4000", t1Mult)
|
||||
}
|
||||
|
||||
// T2 raw with skill=0
|
||||
tier2 := arenaGetTier(2)
|
||||
var t2Raw int64
|
||||
for r := 1; r <= 4; r++ {
|
||||
t2Raw += arenaRoundReward(tier2, r, 0)
|
||||
}
|
||||
t2Raw += tier2.CompletionBonus
|
||||
// T2 rounds: 500+1000+1500+2000 = 5000, +10000 bonus = 15000
|
||||
if t2Raw != 15000 {
|
||||
t.Errorf("T2 raw: got %d, want 15000", t2Raw)
|
||||
}
|
||||
// T2 multiplied: 15000 * 1.5 = 22500
|
||||
t2Mult := int64(float64(t2Raw) * arenaStreakEuroMultiplier[2])
|
||||
if t2Mult != 22500 {
|
||||
t.Errorf("T2 multiplied (1.5×): got %d, want 22500", t2Mult)
|
||||
}
|
||||
}
|
||||
|
||||
// ── Streak Entry Shows Brim & Battle Sponsorship ──────────────────────────
|
||||
|
||||
func TestArenaStreakEntry_Sponsorship(t *testing.T) {
|
||||
char := &DnDCharacter{Level: 1}
|
||||
tier := arenaGetTier(1)
|
||||
monster := arenaGetMonster(1, 1)
|
||||
|
||||
text := renderArenaStreakEntry(char, nil, tier, monster)
|
||||
if !strings.Contains(text, "Brim & Battle") {
|
||||
t.Error("arena entry should include Brim & Battle sponsorship")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Help Text Tests ──────────────────────────────────────────────────────
|
||||
|
||||
func TestArenaHelpText_StreakContent(t *testing.T) {
|
||||
if !strings.Contains(arenaHelpText, "!bail") {
|
||||
t.Error("help text should mention !bail")
|
||||
}
|
||||
if !strings.Contains(arenaHelpText, "streak") {
|
||||
t.Error("help text should mention streak")
|
||||
}
|
||||
if strings.Contains(arenaHelpText, "!arena tier") {
|
||||
t.Error("help text should NOT mention !arena tier (removed)")
|
||||
}
|
||||
if strings.Contains(arenaHelpText, "!arena descend") {
|
||||
t.Error("help text should NOT mention !arena descend (removed)")
|
||||
}
|
||||
if strings.Contains(arenaHelpText, "!arena cashout") {
|
||||
t.Error("help text should NOT mention !arena cashout (removed)")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Gladiator's Helm Drop Rate Logic ──────────────────────────────────────
|
||||
|
||||
func TestGladiatorHelmDropRate_BelowT4(t *testing.T) {
|
||||
// maxTierCleared < 4 should never produce a helm
|
||||
// (We can't test the actual RNG roll, but we can verify the gate)
|
||||
for tier := 1; tier <= 3; tier++ {
|
||||
// The function gates on maxTierCleared < 4, so these tiers should
|
||||
// never even reach the RNG check
|
||||
if tier >= 4 {
|
||||
t.Error("test logic error")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestGladiatorHelmDropRate_Selection(t *testing.T) {
|
||||
// At T4, rate should be 0.08; at T5, rate should be 0.18
|
||||
// We test the conditional selection logic
|
||||
if gladiatorHelmDropT4 >= gladiatorHelmDropT5 {
|
||||
t.Error("T5 drop rate should be higher than T4")
|
||||
}
|
||||
// Both should be in (0, 1)
|
||||
if gladiatorHelmDropT4 <= 0 || gladiatorHelmDropT4 >= 1 {
|
||||
t.Errorf("T4 rate %f out of (0, 1)", gladiatorHelmDropT4)
|
||||
}
|
||||
if gladiatorHelmDropT5 <= 0 || gladiatorHelmDropT5 >= 1 {
|
||||
t.Errorf("T5 rate %f out of (0, 1)", gladiatorHelmDropT5)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,6 @@ package plugin
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
@@ -14,48 +13,64 @@ import (
|
||||
|
||||
// ── Pricing ─────────────────────────────────────────────────────────────────
|
||||
|
||||
func babysitDailyCost(combatLevel int) int {
|
||||
return 100 + (combatLevel * 20)
|
||||
// babysitDailyCost returns the daily babysit subscription cost in €.
|
||||
// Phase L (post-L5g): keyed off D&D Level instead of legacy CombatLevel.
|
||||
// The slope is 5× the old per-level slope to preserve the curve shape across
|
||||
// the 5:1 compression in dndLevelFromCombatLevel — Level 4 (~old CL 20) =
|
||||
// €500/day, Level 10 (~old CL 50) = €1100/day, matching pre-migration pricing.
|
||||
func babysitDailyCost(level int) int {
|
||||
return 100 + (level * 100)
|
||||
}
|
||||
|
||||
// ── Weakest Skill ───────────────────────────────────────────────────────────
|
||||
// ── Pet-care daily trickle ─────────────────────────────────────────────────
|
||||
|
||||
func babysitWeakestSkill(char *AdventureCharacter) string {
|
||||
skills := []struct {
|
||||
name string
|
||||
level int
|
||||
}{
|
||||
{"mining", char.MiningSkill},
|
||||
{"fishing", char.FishingSkill},
|
||||
{"foraging", char.ForagingSkill},
|
||||
// petXPPerBabysitDay is the daily pet XP awarded while a babysit subscription
|
||||
// is active. Picked to be a meaningful but not overwhelming push toward L10:
|
||||
// roughly equivalent to a couple of player-driven actions per day.
|
||||
const petXPPerBabysitDay = 3
|
||||
|
||||
// runBabysitDailyTrickle grants daily pet XP while a babysit subscription is
|
||||
// active and logs an entry for the end-of-service summary. Caller is
|
||||
// responsible for saving the character afterwards.
|
||||
func (p *AdventurePlugin) runBabysitDailyTrickle(char *AdventureCharacter) {
|
||||
if !char.BabysitActive {
|
||||
return
|
||||
}
|
||||
minLevel := skills[0].level
|
||||
for _, s := range skills[1:] {
|
||||
if s.level < minLevel {
|
||||
minLevel = s.level
|
||||
}
|
||||
// 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
|
||||
if char.HasPet() {
|
||||
leveled = advancePetLevelsFromXP(&char.PetXP, &char.PetLevel, &char.PetLevel10Date, petXPPerBabysitDay*100) || leveled
|
||||
}
|
||||
// Collect ties
|
||||
var tied []string
|
||||
for _, s := range skills {
|
||||
if s.level == minLevel {
|
||||
tied = append(tied, s.name)
|
||||
}
|
||||
if char.HasPet2() {
|
||||
leveled = advancePetLevelsFromXP(&char.Pet2XP, &char.Pet2Level, &char.Pet2Level10Date, petXPPerBabysitDay*100) || leveled
|
||||
}
|
||||
return tied[rand.IntN(len(tied))]
|
||||
outcome := "pet_care"
|
||||
if leveled {
|
||||
outcome = "pet_care_levelup"
|
||||
}
|
||||
logBabysitActivity(char.UserID, "pet_care", outcome, 0, petXPPerBabysitDay, "")
|
||||
}
|
||||
|
||||
// skillToActivity maps a skill name to its activity type.
|
||||
func skillToActivity(skill string) AdvActivityType {
|
||||
switch skill {
|
||||
case "mining":
|
||||
return AdvActivityMining
|
||||
case "fishing":
|
||||
return AdvActivityFishing
|
||||
case "foraging":
|
||||
return AdvActivityForaging
|
||||
// BabysitSafeRest reports whether the user has an active babysit subscription
|
||||
// that should let standard camps qualify for fortified-tier rest perks.
|
||||
// Returns false on any error (treat as no babysit). Safe to call from tests
|
||||
// where the global DB has not been initialized — the panic is swallowed.
|
||||
func BabysitSafeRest(userID id.UserID) (active bool) {
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
active = false
|
||||
}
|
||||
}()
|
||||
char, err := loadAdvCharacter(userID)
|
||||
if err != nil || char == nil || !char.BabysitActive {
|
||||
return false
|
||||
}
|
||||
return AdvActivityMining
|
||||
if char.BabysitExpiresAt != nil && time.Now().UTC().After(*char.BabysitExpiresAt) {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// ── Command Handlers ────────────────────────────────────────────────────────
|
||||
@@ -74,6 +89,10 @@ func (p *AdventurePlugin) handleBabysitCmd(ctx MessageContext, args string) erro
|
||||
return p.handleBabysitPurchase(ctx, 30)
|
||||
default:
|
||||
return p.SendDM(ctx.Sender, "🍼 **Adventurer Babysitting Service**\n\n"+
|
||||
"Hire a babysitter to look after your camp and tend the pet while you sleep:\n"+
|
||||
" • Daily pet XP trickle (your pet still grows while you focus elsewhere)\n"+
|
||||
" • Standard camps act like fortified ones — rest deeply, no need to have downed the zone boss\n"+
|
||||
" • Rival duels declined on your behalf\n\n"+
|
||||
"`!adventure babysit week` — 7 days of service\n"+
|
||||
"`!adventure babysit month` — 30 days of service\n"+
|
||||
"`!adventure babysit status` — check service status\n"+
|
||||
@@ -99,31 +118,32 @@ func (p *AdventurePlugin) handleBabysitPurchase(ctx MessageContext, days int) er
|
||||
return p.SendDM(ctx.Sender, "Your adventurer is dead. The babysitter does not work with corpses.")
|
||||
}
|
||||
|
||||
daily := babysitDailyCost(char.CombatLevel)
|
||||
daily := babysitDailyCost(dndLevelForUser(char.UserID))
|
||||
totalCost := daily * days
|
||||
balance := p.euro.GetBalance(char.UserID)
|
||||
if balance < float64(totalCost) {
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("🍼 The babysitting service costs €%d for %d days. You have €%.0f. The service has standards. Not many, but some.", totalCost, days, balance))
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("🍼 The babysitting service costs %s for %d days. You have %s. The service has standards. Not many, but some.", fmtEuro(totalCost), days, fmtEuro(balance)))
|
||||
}
|
||||
|
||||
// Debit gold
|
||||
if !p.euro.Debit(char.UserID, float64(totalCost), "babysit_purchase") {
|
||||
return p.SendDM(ctx.Sender, "Payment failed. The babysitter looked at your wallet and walked away.")
|
||||
}
|
||||
|
||||
// Set babysit fields
|
||||
skill := babysitWeakestSkill(char)
|
||||
clearBabysitLogs(char.UserID)
|
||||
|
||||
expires := time.Now().UTC().Add(time.Duration(days) * 24 * time.Hour)
|
||||
char.BabysitActive = true
|
||||
char.BabysitExpiresAt = &expires
|
||||
char.BabysitSkillFocus = skill
|
||||
char.BabysitSkillFocus = "" // legacy field; no longer used
|
||||
|
||||
if err := saveAdvCharacter(char); err != nil {
|
||||
slog.Error("babysit: failed to save character", "user", char.UserID, "err", err)
|
||||
// Refund
|
||||
p.euro.Credit(char.UserID, float64(totalCost), "babysit_refund")
|
||||
return p.SendDM(ctx.Sender, "Something went wrong activating the service. Your gold has been refunded.")
|
||||
}
|
||||
if err := upsertPlayerMetaBabysitState(char.UserID, babysitStateFromAdvChar(char)); err != nil {
|
||||
slog.Error("player_meta: babysit start dual-write failed", "user", char.UserID, "err", err)
|
||||
}
|
||||
|
||||
confirm := pickBabysitFlavor(babysitConfirmLines)
|
||||
durLabel := "1 week"
|
||||
@@ -131,13 +151,18 @@ func (p *AdventurePlugin) handleBabysitPurchase(ctx MessageContext, days int) er
|
||||
durLabel = "1 month"
|
||||
}
|
||||
|
||||
petLine := "No pet to tend yet — the babysitter will keep that in mind."
|
||||
if char.HasPet() {
|
||||
petLine = fmt.Sprintf("Pet: %s (L%d) — daily care included", char.PetName, char.PetLevel)
|
||||
}
|
||||
|
||||
text := fmt.Sprintf("🍼 **Adventurer Babysitting Service — Activated**\n\n"+
|
||||
"Duration: %s (%d days)\n"+
|
||||
"Cost: €%d\n"+
|
||||
"Focus: %s (currently level %d)\n"+
|
||||
"%s\n"+
|
||||
"Camp safety: standard camps now rest like fortified ones\n"+
|
||||
"Rival duels: declined on your behalf\n\n"+
|
||||
"Daily DMs are suspended until the service ends.\n\n"+
|
||||
"_%s_", durLabel, days, totalCost, titleCase(skill), babysitSkillLevel(char, skill), confirm)
|
||||
"_%s_", durLabel, days, totalCost, petLine, confirm)
|
||||
|
||||
return p.SendDM(ctx.Sender, text)
|
||||
}
|
||||
@@ -149,7 +174,7 @@ func (p *AdventurePlugin) handleBabysitStatus(ctx MessageContext) error {
|
||||
}
|
||||
|
||||
if !char.BabysitActive {
|
||||
return p.SendDM(ctx.Sender, "🍼 No active babysitting service. Use `!adventure babysit week` or `!adventure babysit month` to start.")
|
||||
return p.SendDM(ctx.Sender, "🍼 No active babysitting service.\n\nUse `!adventure babysit week` or `!adventure babysit month` to start. The babysitter tends your pet daily and lets you rest deeply at standard camps.")
|
||||
}
|
||||
|
||||
remaining := "unknown"
|
||||
@@ -162,22 +187,24 @@ func (p *AdventurePlugin) handleBabysitStatus(ctx MessageContext) error {
|
||||
}
|
||||
}
|
||||
|
||||
// Load log stats
|
||||
logs, err := loadBabysitLogs(char.UserID)
|
||||
if err != nil {
|
||||
slog.Error("babysit: failed to load logs", "user", char.UserID, "err", err)
|
||||
}
|
||||
totalGold, totalXP, itemsClaimed, rivalsRefused := babysitLogStats(logs)
|
||||
totalXP, petDays, rivalsRefused := babysitLogStats(logs)
|
||||
|
||||
petLine := "No pet to tend"
|
||||
if char.HasPet() {
|
||||
petLine = fmt.Sprintf("%s (L%d)", char.PetName, char.PetLevel)
|
||||
}
|
||||
|
||||
text := fmt.Sprintf("🍼 **Babysitting Service — Status**\n\n"+
|
||||
"Time remaining: %s\n"+
|
||||
"Skill focus: %s\n"+
|
||||
"Days completed: %d\n"+
|
||||
"Gold earned: €%d\n"+
|
||||
"XP gained: %d\n"+
|
||||
"Items claimed by babysitter: %d\n"+
|
||||
"Pet under care: %s\n"+
|
||||
"Days of pet care given: %d\n"+
|
||||
"Pet XP trickled: %d\n"+
|
||||
"Rivals declined: %d",
|
||||
remaining, titleCase(char.BabysitSkillFocus), len(logs), totalGold, totalXP, itemsClaimed, rivalsRefused)
|
||||
remaining, petLine, petDays, totalXP, rivalsRefused)
|
||||
|
||||
return p.SendDM(ctx.Sender, text)
|
||||
}
|
||||
@@ -196,103 +223,25 @@ func (p *AdventurePlugin) handleBabysitCancel(ctx MessageContext) error {
|
||||
return p.SendDM(ctx.Sender, "🍼 There's nothing to cancel. The babysitter isn't here.")
|
||||
}
|
||||
|
||||
// Compile partial summary
|
||||
logs, err := loadBabysitLogs(char.UserID)
|
||||
if err != nil {
|
||||
slog.Error("babysit: failed to load logs", "user", char.UserID, "err", err)
|
||||
}
|
||||
summary := renderBabysitSummary(char, logs)
|
||||
|
||||
// Clear babysit state
|
||||
char.BabysitActive = false
|
||||
char.BabysitExpiresAt = nil
|
||||
char.BabysitSkillFocus = ""
|
||||
if err := saveAdvCharacter(char); err != nil {
|
||||
slog.Error("babysit: failed to save character on cancel", "user", char.UserID, "err", err)
|
||||
}
|
||||
|
||||
// Clear logs
|
||||
clearBabysitLogs(char.UserID)
|
||||
if err := upsertPlayerMetaBabysitState(char.UserID, babysitStateFromAdvChar(char)); err != nil {
|
||||
slog.Error("player_meta: babysit cancel dual-write failed", "user", char.UserID, "err", err)
|
||||
}
|
||||
|
||||
return p.SendDM(ctx.Sender, "🍼 Service cancelled. No refund. The babysitter was already there.\n\n"+summary)
|
||||
}
|
||||
|
||||
// ── Daily Auto-Resolution ───────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) runBabysitDaily(char *AdventureCharacter) {
|
||||
activity := skillToActivity(char.BabysitSkillFocus)
|
||||
|
||||
equip, err := loadAdvEquipment(char.UserID)
|
||||
if err != nil {
|
||||
slog.Error("babysit: failed to load equipment", "user", char.UserID, "err", err)
|
||||
return
|
||||
}
|
||||
|
||||
// Pick highest-tier eligible location for the focus skill
|
||||
bonuses := &AdvBonusSummary{}
|
||||
eligible := advEligibleLocations(char, equip, activity, bonuses)
|
||||
if len(eligible) == 0 {
|
||||
slog.Warn("babysit: no eligible locations", "user", char.UserID, "skill", char.BabysitSkillFocus)
|
||||
return
|
||||
}
|
||||
// Pick the last one (highest tier since they're returned in order)
|
||||
loc := eligible[len(eligible)-1].Location
|
||||
inPenalty := eligible[len(eligible)-1].InPenaltyZone
|
||||
|
||||
// Resolve action
|
||||
result := resolveAdvAction(char, equip, loc, bonuses, inPenalty)
|
||||
|
||||
// Babysitter never lets the adventurer die — reroll death to empty
|
||||
if result.Outcome == AdvOutcomeDeath {
|
||||
result.Outcome = AdvOutcomeEmpty
|
||||
result.LootItems = nil
|
||||
result.TotalLootValue = 0
|
||||
result.EquipDamage = nil
|
||||
result.EquipBroken = nil
|
||||
}
|
||||
|
||||
// Apply XP
|
||||
switch result.XPSkill {
|
||||
case "mining":
|
||||
char.MiningXP += result.XPGained
|
||||
case "foraging":
|
||||
char.ForagingXP += result.XPGained
|
||||
case "fishing":
|
||||
char.FishingXP += result.XPGained
|
||||
}
|
||||
checkAdvLevelUp(char, result.XPSkill)
|
||||
|
||||
// Credit gold to player
|
||||
if result.TotalLootValue > 0 {
|
||||
p.euro.Credit(char.UserID, float64(result.TotalLootValue), "babysit_haul")
|
||||
}
|
||||
|
||||
// Items are claimed by the babysitter (not added to player inventory)
|
||||
var itemNames []string
|
||||
for _, item := range result.LootItems {
|
||||
itemNames = append(itemNames, item.Name)
|
||||
}
|
||||
|
||||
// No treasure drops during babysitting
|
||||
result.TreasureFound = nil
|
||||
|
||||
// Mark action taken
|
||||
char.ActionTakenToday = true
|
||||
char.LastActionDate = time.Now().UTC().Format("2006-01-02")
|
||||
|
||||
if err := saveAdvCharacter(char); err != nil {
|
||||
slog.Error("babysit: failed to save character after daily", "user", char.UserID, "err", err)
|
||||
}
|
||||
|
||||
// Log to babysit table
|
||||
itemsJSON := ""
|
||||
if len(itemNames) > 0 {
|
||||
itemsJSON = strings.Join(itemNames, ", ")
|
||||
}
|
||||
logBabysitActivity(char.UserID, string(activity), string(result.Outcome),
|
||||
int(result.TotalLootValue), result.XPGained, itemsJSON)
|
||||
}
|
||||
|
||||
// ── Expiry Check ────────────────────────────────────────────────────────────
|
||||
|
||||
func (p *AdventurePlugin) checkBabysitExpiry(chars []AdventureCharacter) {
|
||||
@@ -305,7 +254,6 @@ func (p *AdventurePlugin) checkBabysitExpiry(chars []AdventureCharacter) {
|
||||
continue
|
||||
}
|
||||
|
||||
// Service expired — compile summary and send DM
|
||||
logs, err := loadBabysitLogs(char.UserID)
|
||||
if err != nil {
|
||||
slog.Error("babysit: failed to load logs", "user", char.UserID, "err", err)
|
||||
@@ -319,8 +267,9 @@ func (p *AdventurePlugin) checkBabysitExpiry(chars []AdventureCharacter) {
|
||||
slog.Error("babysit: failed to save character on expiry", "user", char.UserID, "err", err)
|
||||
continue
|
||||
}
|
||||
|
||||
clearBabysitLogs(char.UserID)
|
||||
if err := upsertPlayerMetaBabysitState(char.UserID, babysitStateFromAdvChar(&char)); err != nil {
|
||||
slog.Error("player_meta: babysit expiry dual-write failed", "user", char.UserID, "err", err)
|
||||
}
|
||||
|
||||
if err := p.SendDM(char.UserID, summary); err != nil {
|
||||
slog.Error("babysit: failed to send expiry summary DM", "user", char.UserID, "err", err)
|
||||
@@ -331,20 +280,20 @@ func (p *AdventurePlugin) checkBabysitExpiry(chars []AdventureCharacter) {
|
||||
// ── Summary Rendering ───────────────────────────────────────────────────────
|
||||
|
||||
func renderBabysitSummary(char *AdventureCharacter, logs []babysitLogEntry) string {
|
||||
totalGold, totalXP, itemsClaimed, rivalsRefused := babysitLogStats(logs)
|
||||
totalXP, petDays, rivalsRefused := babysitLogStats(logs)
|
||||
|
||||
var sb strings.Builder
|
||||
sb.WriteString("🍼 **BABYSITTING SERVICE — END OF REPORT**\n\n")
|
||||
sb.WriteString(fmt.Sprintf("Duration: %d days\n", len(logs)))
|
||||
sb.WriteString(fmt.Sprintf("Tasks completed: %d\n", len(logs)))
|
||||
sb.WriteString(fmt.Sprintf("Skill focused: %s\n", titleCase(char.BabysitSkillFocus)))
|
||||
sb.WriteString(fmt.Sprintf("Gold earned from hauls: €%d\n", totalGold))
|
||||
sb.WriteString(fmt.Sprintf("XP gained: %d\n", totalXP))
|
||||
sb.WriteString(fmt.Sprintf("Items dropped: %d items. Claimed by the babysitter as per the terms.\n", itemsClaimed))
|
||||
sb.WriteString(fmt.Sprintf("Days of service: %d\n", petDays))
|
||||
if char.HasPet() {
|
||||
sb.WriteString(fmt.Sprintf("Pet looked after: %s (L%d)\n", char.PetName, char.PetLevel))
|
||||
} else {
|
||||
sb.WriteString("Pet looked after: none — the babysitter played solitaire.\n")
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("Pet XP trickled: %d\n", totalXP))
|
||||
|
||||
if rivalsRefused > 0 {
|
||||
sb.WriteString(fmt.Sprintf("\nRival challenges: %d declined\n", rivalsRefused))
|
||||
// Pick a rival refusal flavor (generic — no specific rival name available)
|
||||
for _, log := range logs {
|
||||
if log.RivalRefused != "" {
|
||||
line := pickBabysitFlavor(babysitRivalRefusalLines)
|
||||
@@ -353,11 +302,8 @@ func renderBabysitSummary(char *AdventureCharacter, logs []babysitLogEntry) stri
|
||||
}
|
||||
}
|
||||
|
||||
// Diaper line
|
||||
sb.WriteString("\n" + pickBabysitFlavor(babysitDiaperLines))
|
||||
|
||||
// Closing
|
||||
sb.WriteString(fmt.Sprintf("\n\nYour adventurer is fed, rested, and slightly better at %s.", char.BabysitSkillFocus))
|
||||
sb.WriteString("\n\nYour adventurer is fed and rested. The pet is suspiciously well-trained.")
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
@@ -365,15 +311,15 @@ func renderBabysitSummary(char *AdventureCharacter, logs []babysitLogEntry) stri
|
||||
// ── Babysit Log CRUD ────────────────────────────────────────────────────────
|
||||
|
||||
type babysitLogEntry struct {
|
||||
ID int64
|
||||
UserID id.UserID
|
||||
LogDate string
|
||||
Activity string
|
||||
Outcome string
|
||||
GoldEarned int
|
||||
XPGained int
|
||||
ItemsDropped string
|
||||
RivalRefused string
|
||||
ID int64
|
||||
UserID id.UserID
|
||||
LogDate string
|
||||
Activity string
|
||||
Outcome string
|
||||
GoldEarned int
|
||||
XPGained int
|
||||
ItemsDropped string
|
||||
RivalRefused string
|
||||
}
|
||||
|
||||
func logBabysitActivity(userID id.UserID, activity, outcome string, gold, xp int, items string) {
|
||||
@@ -425,27 +371,13 @@ func clearBabysitLogs(userID id.UserID) {
|
||||
}
|
||||
}
|
||||
|
||||
// ── Helpers ─────────────────────────────────────────────────────────────────
|
||||
// ── Stats helper ────────────────────────────────────────────────────────────
|
||||
|
||||
func babysitSkillLevel(char *AdventureCharacter, skill string) int {
|
||||
switch skill {
|
||||
case "mining":
|
||||
return char.MiningSkill
|
||||
case "fishing":
|
||||
return char.FishingSkill
|
||||
case "foraging":
|
||||
return char.ForagingSkill
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func babysitLogStats(logs []babysitLogEntry) (totalGold, totalXP, itemsClaimed, rivalsRefused int) {
|
||||
func babysitLogStats(logs []babysitLogEntry) (totalXP, petDays, rivalsRefused int) {
|
||||
for _, l := range logs {
|
||||
totalGold += l.GoldEarned
|
||||
totalXP += l.XPGained
|
||||
if l.ItemsDropped != "" {
|
||||
// Count comma-separated items
|
||||
itemsClaimed += len(strings.Split(l.ItemsDropped, ", "))
|
||||
if l.Activity == "pet_care" {
|
||||
petDays++
|
||||
}
|
||||
if l.RivalRefused != "" {
|
||||
rivalsRefused++
|
||||
|
||||
108
internal/plugin/adventure_babysit_test.go
Normal file
108
internal/plugin/adventure_babysit_test.go
Normal file
@@ -0,0 +1,108 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// L1: babysit pivot from harvest to pet-care + safe-rest.
|
||||
// These tests cover the pure pieces — DB-touching paths exercise via
|
||||
// integration only.
|
||||
|
||||
func TestBabysitSafeRest_NoDB_ReturnsFalse(t *testing.T) {
|
||||
// Tests run without db.Init(); BabysitSafeRest must recover and
|
||||
// return false rather than panicking.
|
||||
if BabysitSafeRest(id.UserID("@nodb:example")) {
|
||||
t.Errorf("expected false for un-initialized DB")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRunBabysitDailyTrickle_NoPetGrantsNothing(t *testing.T) {
|
||||
// Without a pet, the trickle is a logging-only no-op for character
|
||||
// state. Without DB, the log call panics inside db.Get; recover and
|
||||
// assert that the in-memory char fields stay clean.
|
||||
defer func() { _ = recover() }()
|
||||
|
||||
expires := time.Now().UTC().Add(7 * 24 * time.Hour)
|
||||
char := &AdventureCharacter{
|
||||
UserID: id.UserID("@nopet:example"),
|
||||
BabysitActive: true,
|
||||
BabysitExpiresAt: &expires,
|
||||
}
|
||||
p := &AdventurePlugin{}
|
||||
p.runBabysitDailyTrickle(char)
|
||||
if char.PetXP != 0 {
|
||||
t.Errorf("char without pet should not gain PetXP, got %d", char.PetXP)
|
||||
}
|
||||
if char.PetLevel != 0 {
|
||||
t.Errorf("char without pet should not change PetLevel, got %d", char.PetLevel)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRunBabysitDailyTrickle_SkipsWhenInactive(t *testing.T) {
|
||||
defer func() { _ = recover() }()
|
||||
char := &AdventureCharacter{
|
||||
UserID: id.UserID("@inactive:example"),
|
||||
BabysitActive: false,
|
||||
PetType: "dog",
|
||||
PetName: "Rex",
|
||||
PetLevel: 1,
|
||||
PetXP: 0,
|
||||
}
|
||||
p := &AdventurePlugin{}
|
||||
p.runBabysitDailyTrickle(char)
|
||||
if char.PetXP != 0 {
|
||||
t.Errorf("inactive babysit should grant no XP, got %d", char.PetXP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRunBabysitDailyTrickle_AccumulatesAndLevels(t *testing.T) {
|
||||
// Pet at L9 with 49 XP needed → 1 day at +3 trickle should *not* level
|
||||
// (49→52 in centi-XP / 100 = no, wait: petXPToNextLevel at L9 = 50 ×
|
||||
// 100 = 5000 centi-XP). Verify we accumulate centi-XP correctly across
|
||||
// multiple daily ticks and eventually level up.
|
||||
defer func() { _ = recover() }()
|
||||
|
||||
char := &AdventureCharacter{
|
||||
UserID: id.UserID("@accum:example"),
|
||||
PetType: "dog",
|
||||
PetName: "Rex",
|
||||
PetLevel: 1, // needs 10 XP = 1000 centi-XP to L2
|
||||
PetXP: 900,
|
||||
BabysitActive: true,
|
||||
}
|
||||
expires := time.Now().UTC().Add(48 * time.Hour)
|
||||
char.BabysitExpiresAt = &expires
|
||||
p := &AdventurePlugin{}
|
||||
|
||||
// One trickle adds 3*100 = 300 centi-XP. 900 + 300 = 1200 >= 1000 →
|
||||
// level to 2, carry 200 centi-XP.
|
||||
p.runBabysitDailyTrickle(char)
|
||||
if char.PetLevel != 2 {
|
||||
t.Errorf("expected level 2 after trickle, got %d (xp=%d)", char.PetLevel, char.PetXP)
|
||||
}
|
||||
if char.PetXP != 200 {
|
||||
t.Errorf("expected 200 carryover centi-XP, got %d", char.PetXP)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBabysitLogStats_CountsPetCareDays(t *testing.T) {
|
||||
logs := []babysitLogEntry{
|
||||
{Activity: "pet_care", XPGained: 3},
|
||||
{Activity: "pet_care", XPGained: 3},
|
||||
{Activity: "pet_care", XPGained: 3, RivalRefused: ""},
|
||||
{Activity: "rival_refused", RivalRefused: "Garth"},
|
||||
}
|
||||
xp, days, rivals := babysitLogStats(logs)
|
||||
if days != 3 {
|
||||
t.Errorf("petDays = %d, want 3", days)
|
||||
}
|
||||
if xp != 9 {
|
||||
t.Errorf("totalXP = %d, want 9", xp)
|
||||
}
|
||||
if rivals != 1 {
|
||||
t.Errorf("rivalsRefused = %d, want 1", rivals)
|
||||
}
|
||||
}
|
||||
@@ -12,7 +12,7 @@ import (
|
||||
|
||||
// ── Pricing ─────────────────────────────────────────────────────────────────
|
||||
|
||||
var blacksmithBaseRates = [6]int{1, 3, 8, 20, 55, 150}
|
||||
var blacksmithBaseRates = [6]int{1, 2, 5, 12, 30, 80}
|
||||
|
||||
func blacksmithRepairCost(eq *AdvEquipment) int {
|
||||
if eq == nil || eq.Condition >= 100 {
|
||||
@@ -34,7 +34,7 @@ func blacksmithRepairCost(eq *AdvEquipment) int {
|
||||
}
|
||||
baseRate := float64(blacksmithBaseRates[tier])
|
||||
damage := float64(100 - eq.Condition)
|
||||
condMult := 1.0 + damage/100.0
|
||||
condMult := 1.0 + damage/200.0
|
||||
costPerPoint := baseRate * condMult
|
||||
return int(math.Ceil(costPerPoint * damage))
|
||||
}
|
||||
|
||||
@@ -2,6 +2,8 @@ package plugin
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"errors"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
@@ -25,30 +27,32 @@ var allSlots = []EquipmentSlot{SlotWeapon, SlotArmor, SlotHelmet, SlotBoots, Slo
|
||||
// ── Core Types ───────────────────────────────────────────────────────────────
|
||||
|
||||
type AdventureCharacter struct {
|
||||
UserID id.UserID
|
||||
DisplayName string
|
||||
CombatLevel int
|
||||
MiningSkill int
|
||||
ForagingSkill int
|
||||
FishingSkill int // v2
|
||||
CombatXP int
|
||||
MiningXP int
|
||||
ForagingXP int
|
||||
FishingXP int // v2
|
||||
Alive bool
|
||||
DeadUntil *time.Time
|
||||
ActionTakenToday bool
|
||||
HolidayActionTaken bool
|
||||
ArenaWins int // v2
|
||||
ArenaLosses int // v2
|
||||
InvasionScore int // v2
|
||||
Title string // v2
|
||||
CurrentStreak int
|
||||
BestStreak int
|
||||
LastActionDate string
|
||||
GrudgeLocation string
|
||||
CreatedAt time.Time
|
||||
LastActiveAt time.Time
|
||||
UserID id.UserID
|
||||
DisplayName string
|
||||
CombatLevel int
|
||||
MiningSkill int
|
||||
ForagingSkill int
|
||||
FishingSkill int // v2
|
||||
CombatXP int
|
||||
MiningXP int
|
||||
ForagingXP int
|
||||
FishingXP int // v2
|
||||
Alive bool
|
||||
DeadUntil *time.Time
|
||||
ActionTakenToday bool
|
||||
HolidayActionTaken bool
|
||||
CombatActionsUsed int
|
||||
HarvestActionsUsed int
|
||||
ArenaWins int // v2
|
||||
ArenaLosses int // v2
|
||||
InvasionScore int // v2
|
||||
Title string // v2
|
||||
CurrentStreak int
|
||||
BestStreak int
|
||||
LastActionDate string
|
||||
GrudgeLocation string
|
||||
CreatedAt time.Time
|
||||
LastActiveAt time.Time
|
||||
DeathReprieveLast *time.Time
|
||||
MasterworkDropsReceived int
|
||||
RivalPool int
|
||||
@@ -59,6 +63,76 @@ type AdventureCharacter struct {
|
||||
HospitalVisits int
|
||||
RobbieVisitCount int
|
||||
LastDeathDate string
|
||||
LastPardonUsed *time.Time
|
||||
MistyLastSeen *time.Time
|
||||
ArinaLastSeen *time.Time
|
||||
MistyBuffExpires *time.Time
|
||||
MistyDebuffExpires *time.Time
|
||||
ArinaBuffExpires *time.Time
|
||||
NPCMsgCount int
|
||||
NPCMsgCountDate string
|
||||
MistyRollTarget int
|
||||
ArinaRollTarget int
|
||||
// Housing
|
||||
HouseTier int
|
||||
HouseLoanBalance int
|
||||
HouseLoanFrozen bool
|
||||
HouseMissedPayments int
|
||||
HouseAutopay bool
|
||||
HouseCurrentRate float64
|
||||
// Pets
|
||||
PetType string
|
||||
PetName string
|
||||
PetXP int
|
||||
PetLevel int
|
||||
PetArmorTier int
|
||||
PetChasedAway bool
|
||||
PetReactivated bool
|
||||
PetArrived bool
|
||||
MistyEncounterCount int
|
||||
MistyDonatedCount int
|
||||
ThomAnimalLineFired bool
|
||||
PetSupplyShopUnlocked bool
|
||||
PetLevel10Date string
|
||||
PetMorningDefense bool
|
||||
// Second pet (N4/E1, Tier-4 Estate). A parallel slot, not a rewrite of the
|
||||
// pet-1 fields above — see HasPet2. Carries only identity/level/barding; the
|
||||
// morning-defense, ditch-recovery and supply-shop mechanics stay pet-1-only.
|
||||
Pet2Type string
|
||||
Pet2Name string
|
||||
Pet2XP int
|
||||
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 {
|
||||
@@ -81,6 +155,7 @@ type AdvItem struct {
|
||||
Value int64
|
||||
Slot EquipmentSlot // non-empty for MasterworkGear
|
||||
SkillSource string // non-empty for MasterworkGear
|
||||
Temper int // rarity steps above base; magic_item rows only
|
||||
}
|
||||
|
||||
type AdvBuff struct {
|
||||
@@ -203,12 +278,115 @@ func (c *AdventureCharacter) DeathReprieveAvailable() bool {
|
||||
return time.Since(*c.DeathReprieveLast) >= 168*time.Hour
|
||||
}
|
||||
|
||||
// Kill marks the character as dead with a 6-hour respawn timer.
|
||||
func (c *AdventureCharacter) Kill() {
|
||||
// PardonAvailable returns true if the chat level death pardon cooldown
|
||||
// has expired (or was never triggered). 7-day rolling cooldown.
|
||||
func (c *AdventureCharacter) PardonAvailable() bool {
|
||||
if c.LastPardonUsed == nil {
|
||||
return true
|
||||
}
|
||||
return time.Since(*c.LastPardonUsed) >= 168*time.Hour
|
||||
}
|
||||
|
||||
// Kill marks the character as dead with a 6-hour respawn timer. source is
|
||||
// "adventure" or "arena"; location is a human-readable place name used by the
|
||||
// daily report and standout-loss flavor.
|
||||
func (c *AdventureCharacter) Kill(source, location string) {
|
||||
c.Alive = false
|
||||
deadUntil := time.Now().UTC().Add(6 * time.Hour)
|
||||
c.DeadUntil = &deadUntil
|
||||
c.LastDeathDate = time.Now().UTC().Format("2006-01-02")
|
||||
c.DeathSource = source
|
||||
c.DeathLocation = location
|
||||
}
|
||||
|
||||
// HasPet returns true if the player has an active pet (not chased away).
|
||||
func (c *AdventureCharacter) HasPet() bool {
|
||||
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.
|
||||
func (c *AdventureCharacter) HasHouse() bool {
|
||||
return c.HouseTier > 0 || c.HouseLoanBalance > 0
|
||||
}
|
||||
|
||||
// HouseHPBonus returns the HP bonus percentage from housing tier.
|
||||
// Tier 1 (Base) = +0%, Tier 2 (Livable) = +5%, Tier 3 (Comfortable) = +12%, Tier 4 (Established) = +20%
|
||||
func (c *AdventureCharacter) HouseHPBonus() float64 {
|
||||
switch c.HouseTier {
|
||||
case 2:
|
||||
return 0.05
|
||||
case 3:
|
||||
return 0.12
|
||||
case 4:
|
||||
return 0.20
|
||||
default:
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
// ── Action Economy ──────────────────────────────────────────────────────────
|
||||
|
||||
const maxCombatActions = 1
|
||||
const maxHarvestActions = 3
|
||||
|
||||
func (c *AdventureCharacter) CanDoCombat(isHoliday bool) bool {
|
||||
max := maxCombatActions
|
||||
if isHoliday {
|
||||
max++
|
||||
}
|
||||
return c.CombatActionsUsed < max
|
||||
}
|
||||
|
||||
func (c *AdventureCharacter) CanDoHarvest(isHoliday bool) bool {
|
||||
max := maxHarvestActions
|
||||
if isHoliday {
|
||||
max++
|
||||
}
|
||||
return c.HarvestActionsUsed < max
|
||||
}
|
||||
|
||||
func (c *AdventureCharacter) HasActedToday() bool {
|
||||
if c.CombatActionsUsed > 0 || c.HarvestActionsUsed > 0 {
|
||||
return true
|
||||
}
|
||||
// DnD-side flows (expedition / zone / rest / autopilot) don't touch
|
||||
// the legacy action counters; they credit the day via LastActionDate
|
||||
// instead. Honor that so a player who ran an expedition all day and
|
||||
// extracted before midnight still counts as having acted.
|
||||
return c.LastActionDate == time.Now().UTC().Format("2006-01-02")
|
||||
}
|
||||
|
||||
// markActedToday stamps the player's LastActionDate to today so the
|
||||
// midnight reset credits the day. Safe to call on every DnD-side action;
|
||||
// no-ops if the date is already today.
|
||||
func markActedToday(userID id.UserID) {
|
||||
today := time.Now().UTC().Format("2006-01-02")
|
||||
c, err := loadAdvCharacter(userID)
|
||||
if err != nil || c == nil {
|
||||
return
|
||||
}
|
||||
if c.LastActionDate == today {
|
||||
return
|
||||
}
|
||||
c.LastActionDate = today
|
||||
_ = saveAdvCharacter(c)
|
||||
}
|
||||
|
||||
func (c *AdventureCharacter) AllActionsUsed(isHoliday bool) bool {
|
||||
return !c.CanDoCombat(isHoliday) && !c.CanDoHarvest(isHoliday)
|
||||
}
|
||||
|
||||
func isCombatActivity(activity AdvActivityType) bool {
|
||||
return activity == AdvActivityDungeon
|
||||
}
|
||||
|
||||
func isHarvestActivity(activity AdvActivityType) bool {
|
||||
return activity == AdvActivityMining || activity == AdvActivityForaging || activity == AdvActivityFishing
|
||||
}
|
||||
|
||||
// ── Equipment Score ──────────────────────────────────────────────────────────
|
||||
@@ -264,7 +442,17 @@ func xpToNextLevel(level int) int {
|
||||
|
||||
// checkAdvLevelUp checks if a character leveled up in the given skill and applies it.
|
||||
// Returns whether a level-up occurred and the new level.
|
||||
//
|
||||
// Combat is special-cased: once a player has confirmed a D&D character,
|
||||
// combat_level freezes. dnd_level (driven by dnd_xp via grantDnDXP) is
|
||||
// canonical going forward. Combat XP still accrues into combat_xp for
|
||||
// historical display, but never causes combat_level to advance.
|
||||
// Skill levels (mining/foraging/fishing) are unaffected and continue to
|
||||
// progress on their own track per v1.1 §4.
|
||||
func checkAdvLevelUp(char *AdventureCharacter, skill string) (bool, int) {
|
||||
if skill == "combat" && HasCompletedSetup(char.UserID) {
|
||||
return false, char.CombatLevel
|
||||
}
|
||||
var xp *int
|
||||
var level *int
|
||||
switch skill {
|
||||
@@ -305,52 +493,15 @@ func checkAdvLevelUp(char *AdventureCharacter, skill string) (bool, int) {
|
||||
|
||||
func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
|
||||
d := db.Get()
|
||||
c := &AdventureCharacter{}
|
||||
var alive, actionTaken, holidayTaken, rivalUnlocked, babysitAct int
|
||||
var deadUntil, reprieveLast, babysitExp sql.NullTime
|
||||
|
||||
err := d.QueryRow(`
|
||||
SELECT user_id, display_name,
|
||||
combat_level, mining_skill, foraging_skill, fishing_skill,
|
||||
combat_xp, mining_xp, foraging_xp, fishing_xp,
|
||||
alive, dead_until, action_taken_today, holiday_action_taken,
|
||||
arena_wins, arena_losses, invasion_score, title,
|
||||
current_streak, best_streak, last_action_date, grudge_location,
|
||||
created_at, last_active_at, death_reprieve_last,
|
||||
masterwork_drops_received,
|
||||
rival_pool, rival_unlocked_notified,
|
||||
babysit_active, babysit_expires_at, babysit_skill_focus,
|
||||
hospital_visits, robbie_visit_count, last_death_date
|
||||
FROM adventure_characters WHERE user_id = ?`, string(userID)).Scan(
|
||||
&c.UserID, &c.DisplayName,
|
||||
&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
|
||||
&c.CombatXP, &c.MiningXP, &c.ForagingXP, &c.FishingXP,
|
||||
&alive, &deadUntil, &actionTaken, &holidayTaken,
|
||||
&c.ArenaWins, &c.ArenaLosses, &c.InvasionScore, &c.Title,
|
||||
&c.CurrentStreak, &c.BestStreak, &c.LastActionDate, &c.GrudgeLocation,
|
||||
&c.CreatedAt, &c.LastActiveAt, &reprieveLast,
|
||||
&c.MasterworkDropsReceived,
|
||||
&c.RivalPool, &rivalUnlocked,
|
||||
&babysitAct, &babysitExp, &c.BabysitSkillFocus,
|
||||
&c.HospitalVisits, &c.RobbieVisitCount, &c.LastDeathDate,
|
||||
)
|
||||
if err != nil {
|
||||
var uid string
|
||||
if err := d.QueryRow(
|
||||
`SELECT user_id FROM player_meta WHERE user_id = ?`,
|
||||
string(userID),
|
||||
).Scan(&uid); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
c.Alive = alive == 1
|
||||
c.ActionTakenToday = actionTaken == 1
|
||||
c.HolidayActionTaken = holidayTaken == 1
|
||||
c.RivalUnlockedNotified = rivalUnlocked == 1
|
||||
c.BabysitActive = babysitAct == 1
|
||||
if deadUntil.Valid {
|
||||
c.DeadUntil = &deadUntil.Time
|
||||
}
|
||||
if reprieveLast.Valid {
|
||||
c.DeathReprieveLast = &reprieveLast.Time
|
||||
}
|
||||
if babysitExp.Valid {
|
||||
c.BabysitExpiresAt = &babysitExp.Time
|
||||
}
|
||||
c := &AdventureCharacter{UserID: id.UserID(uid), Alive: true}
|
||||
applyPlayerMetaOverlay(c)
|
||||
return c, nil
|
||||
}
|
||||
|
||||
@@ -362,10 +513,15 @@ func createAdvCharacter(userID id.UserID, displayName string) error {
|
||||
}
|
||||
defer tx.Rollback()
|
||||
|
||||
_, err = tx.Exec(`
|
||||
INSERT INTO adventure_characters (user_id, display_name)
|
||||
VALUES (?, ?)`, string(userID), displayName)
|
||||
if err != nil {
|
||||
// Adv 2.0 Phase L5 close-out: player_meta is the canonical seed row.
|
||||
// adventure_characters is no longer written; loadAdvCharacter sources
|
||||
// the user_id from player_meta and overlays every subsystem's state.
|
||||
if _, err = tx.Exec(
|
||||
`INSERT INTO player_meta (user_id, display_name, created_at, last_active_at, alive)
|
||||
VALUES (?, ?, CURRENT_TIMESTAMP, CURRENT_TIMESTAMP, 1)
|
||||
ON CONFLICT(user_id) DO UPDATE SET display_name = excluded.display_name`,
|
||||
string(userID), displayName,
|
||||
); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
@@ -383,54 +539,57 @@ func createAdvCharacter(userID id.UserID, displayName string) error {
|
||||
return tx.Commit()
|
||||
}
|
||||
|
||||
func saveAdvCharacter(char *AdventureCharacter) error {
|
||||
// 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()
|
||||
alive := 0
|
||||
if char.Alive {
|
||||
alive = 1
|
||||
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
|
||||
}
|
||||
actionTaken := 0
|
||||
if char.ActionTakenToday {
|
||||
actionTaken = 1
|
||||
}
|
||||
holidayTaken := 0
|
||||
if char.HolidayActionTaken {
|
||||
holidayTaken = 1
|
||||
}
|
||||
rivalUnlocked := 0
|
||||
if char.RivalUnlockedNotified {
|
||||
rivalUnlocked = 1
|
||||
}
|
||||
babysitAct := 0
|
||||
if char.BabysitActive {
|
||||
babysitAct = 1
|
||||
if !errors.Is(err, sql.ErrNoRows) {
|
||||
return err
|
||||
}
|
||||
return createAdvCharacter(userID, localpartOf(userID))
|
||||
}
|
||||
|
||||
_, err := d.Exec(`
|
||||
UPDATE adventure_characters SET
|
||||
display_name = ?, combat_level = ?, mining_skill = ?, foraging_skill = ?, fishing_skill = ?,
|
||||
combat_xp = ?, mining_xp = ?, foraging_xp = ?, fishing_xp = ?,
|
||||
alive = ?, dead_until = ?, action_taken_today = ?, holiday_action_taken = ?,
|
||||
arena_wins = ?, arena_losses = ?, invasion_score = ?, title = ?,
|
||||
current_streak = ?, best_streak = ?, last_action_date = ?, grudge_location = ?,
|
||||
last_active_at = CURRENT_TIMESTAMP, death_reprieve_last = ?,
|
||||
masterwork_drops_received = ?,
|
||||
rival_pool = ?, rival_unlocked_notified = ?,
|
||||
babysit_active = ?, babysit_expires_at = ?, babysit_skill_focus = ?,
|
||||
hospital_visits = ?, robbie_visit_count = ?, last_death_date = ?
|
||||
WHERE user_id = ?`,
|
||||
char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill,
|
||||
char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP,
|
||||
alive, char.DeadUntil, actionTaken, holidayTaken,
|
||||
char.ArenaWins, char.ArenaLosses, char.InvasionScore, char.Title,
|
||||
char.CurrentStreak, char.BestStreak, char.LastActionDate, char.GrudgeLocation,
|
||||
char.DeathReprieveLast, char.MasterworkDropsReceived,
|
||||
char.RivalPool, rivalUnlocked,
|
||||
babysitAct, char.BabysitExpiresAt, char.BabysitSkillFocus,
|
||||
char.HospitalVisits, char.RobbieVisitCount, char.LastDeathDate,
|
||||
string(char.UserID),
|
||||
)
|
||||
return err
|
||||
// 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
|
||||
// player_meta. Phase L5h: the legacy adventure_characters UPDATE has been
|
||||
// retired — the row is now read-only after createAdvCharacter seeds it,
|
||||
// and saveAdvCharacter routes the entire mutable state set through the
|
||||
// per-subsystem player_meta upserts. LastActiveAt is auto-bumped to mirror
|
||||
// the previous CURRENT_TIMESTAMP semantics on save.
|
||||
func saveAdvCharacter(char *AdventureCharacter) error {
|
||||
char.LastActiveAt = time.Now().UTC()
|
||||
return upsertAllPlayerMetaFromAdvChar(char)
|
||||
}
|
||||
|
||||
func boolToInt(b bool) int {
|
||||
if b {
|
||||
return 1
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func loadAdvEquipment(userID id.UserID) (map[EquipmentSlot]*AdvEquipment, error) {
|
||||
@@ -476,8 +635,8 @@ func saveAdvEquipment(userID id.UserID, eq *AdvEquipment) error {
|
||||
func loadAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
||||
d := db.Get()
|
||||
rows, err := d.Query(`
|
||||
SELECT id, name, item_type, tier, value, slot, skill_source
|
||||
FROM adventure_inventory WHERE user_id = ?
|
||||
SELECT id, name, item_type, tier, value, slot, skill_source, temper
|
||||
FROM adventure_inventory WHERE user_id = ? AND in_vault = 0
|
||||
ORDER BY tier DESC, value DESC`, string(userID))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
@@ -488,7 +647,7 @@ func loadAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
||||
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); err != nil {
|
||||
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)
|
||||
@@ -500,9 +659,19 @@ func loadAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
||||
func addAdvInventoryItem(userID id.UserID, item AdvItem) error {
|
||||
d := db.Get()
|
||||
_, err := d.Exec(`
|
||||
INSERT INTO adventure_inventory (user_id, name, item_type, tier, value, slot, skill_source)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?)`,
|
||||
string(userID), item.Name, item.Type, item.Tier, item.Value, string(item.Slot), item.SkillSource)
|
||||
INSERT INTO adventure_inventory (user_id, name, item_type, tier, value, slot, skill_source, temper)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?)`,
|
||||
string(userID), item.Name, item.Type, item.Tier, item.Value, string(item.Slot), item.SkillSource, item.Temper)
|
||||
return err
|
||||
}
|
||||
|
||||
// temperInventoryItem records a tempering step on an un-equipped magic item.
|
||||
// Tier and value move with the item's new effective rarity so it keeps sorting
|
||||
// and selling correctly.
|
||||
func temperInventoryItem(itemID int64, temper, tier int, value int64) error {
|
||||
_, err := db.Get().Exec(
|
||||
`UPDATE adventure_inventory SET temper = ?, tier = ?, value = ? WHERE id = ?`,
|
||||
temper, tier, value, itemID)
|
||||
return err
|
||||
}
|
||||
|
||||
@@ -518,7 +687,10 @@ func clearAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
||||
return nil, err
|
||||
}
|
||||
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 {
|
||||
return nil, err
|
||||
}
|
||||
@@ -528,74 +700,89 @@ func clearAdvInventory(userID id.UserID) ([]AdvItem, error) {
|
||||
func advInventoryCount(userID id.UserID) int {
|
||||
d := db.Get()
|
||||
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
|
||||
}
|
||||
|
||||
func loadAllAdvCharacters() ([]AdventureCharacter, error) {
|
||||
// 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 user_id, display_name,
|
||||
combat_level, mining_skill, foraging_skill, fishing_skill,
|
||||
combat_xp, mining_xp, foraging_xp, fishing_xp,
|
||||
alive, dead_until, action_taken_today, holiday_action_taken,
|
||||
arena_wins, arena_losses, invasion_score, title,
|
||||
current_streak, best_streak, last_action_date, grudge_location,
|
||||
created_at, last_active_at, death_reprieve_last,
|
||||
masterwork_drops_received,
|
||||
rival_pool, rival_unlocked_notified,
|
||||
babysit_active, babysit_expires_at, babysit_skill_focus
|
||||
FROM adventure_characters`)
|
||||
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 chars []AdventureCharacter
|
||||
var items []AdvItem
|
||||
for rows.Next() {
|
||||
c := AdventureCharacter{}
|
||||
var alive, actionTaken, holidayTaken, rivalUnlocked, babysitAct int
|
||||
var deadUntil, reprieveLast, babysitExp sql.NullTime
|
||||
if err := rows.Scan(
|
||||
&c.UserID, &c.DisplayName,
|
||||
&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
|
||||
&c.CombatXP, &c.MiningXP, &c.ForagingXP, &c.FishingXP,
|
||||
&alive, &deadUntil, &actionTaken, &holidayTaken,
|
||||
&c.ArenaWins, &c.ArenaLosses, &c.InvasionScore, &c.Title,
|
||||
&c.CurrentStreak, &c.BestStreak, &c.LastActionDate, &c.GrudgeLocation,
|
||||
&c.CreatedAt, &c.LastActiveAt, &reprieveLast,
|
||||
&c.MasterworkDropsReceived,
|
||||
&c.RivalPool, &rivalUnlocked,
|
||||
&babysitAct, &babysitExp, &c.BabysitSkillFocus,
|
||||
); err != nil {
|
||||
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
|
||||
}
|
||||
c.Alive = alive == 1
|
||||
c.ActionTakenToday = actionTaken == 1
|
||||
c.HolidayActionTaken = holidayTaken == 1
|
||||
c.RivalUnlockedNotified = rivalUnlocked == 1
|
||||
c.BabysitActive = babysitAct == 1
|
||||
if deadUntil.Valid {
|
||||
c.DeadUntil = &deadUntil.Time
|
||||
}
|
||||
if reprieveLast.Valid {
|
||||
c.DeathReprieveLast = &reprieveLast.Time
|
||||
}
|
||||
if babysitExp.Valid {
|
||||
c.BabysitExpiresAt = &babysitExp.Time
|
||||
}
|
||||
chars = append(chars, c)
|
||||
it.Slot = EquipmentSlot(slot)
|
||||
items = append(items, it)
|
||||
}
|
||||
return chars, rows.Err()
|
||||
return items, rows.Err()
|
||||
}
|
||||
|
||||
func resetAllAdvDailyActions() error {
|
||||
// advVaultCount returns how many of a user's items are stowed in the vault.
|
||||
func advVaultCount(userID id.UserID) int {
|
||||
d := db.Get()
|
||||
// Only reset actions taken before today — protects against race if a player
|
||||
// resolves their action at exactly midnight.
|
||||
today := time.Now().UTC().Format("2006-01-02")
|
||||
_, err := d.Exec(`UPDATE adventure_characters SET action_taken_today = 0, holiday_action_taken = 0 WHERE last_action_date < ? OR last_action_date IS NULL`, today)
|
||||
return err
|
||||
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) {
|
||||
d := db.Get()
|
||||
rows, err := d.Query(`SELECT user_id FROM player_meta`)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var uids []string
|
||||
for rows.Next() {
|
||||
var uid string
|
||||
if err := rows.Scan(&uid); err != nil {
|
||||
rows.Close()
|
||||
return nil, err
|
||||
}
|
||||
uids = append(uids, uid)
|
||||
}
|
||||
rows.Close()
|
||||
if err := rows.Err(); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
chars := make([]AdventureCharacter, 0, len(uids))
|
||||
for _, uid := range uids {
|
||||
c := AdventureCharacter{UserID: id.UserID(uid), Alive: true}
|
||||
applyPlayerMetaOverlay(&c)
|
||||
chars = append(chars, c)
|
||||
}
|
||||
return chars, nil
|
||||
}
|
||||
|
||||
func logAdvActivity(userID id.UserID, activityType, location, outcome string, lootValue int64, xpGained int, flavorKey string) {
|
||||
@@ -655,14 +842,13 @@ type AdvDayLog struct {
|
||||
XPGained int
|
||||
}
|
||||
|
||||
func loadAdvTodayLogs() ([]AdvDayLog, error) {
|
||||
func loadAdvLogsForDate(date string) ([]AdvDayLog, error) {
|
||||
d := db.Get()
|
||||
today := time.Now().UTC().Format("2006-01-02")
|
||||
rows, err := d.Query(`
|
||||
SELECT user_id, activity_type, COALESCE(location,''), outcome, loot_value, xp_gained
|
||||
FROM adventure_activity_log
|
||||
WHERE logged_at >= ? AND logged_at < DATE(?, '+1 day')
|
||||
ORDER BY logged_at`, today, today)
|
||||
ORDER BY logged_at`, date, date)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
38
internal/plugin/adventure_chat_perks.go
Normal file
38
internal/plugin/adventure_chat_perks.go
Normal file
@@ -0,0 +1,38 @@
|
||||
package plugin
|
||||
|
||||
// ── Chat Level Perks ────────────────────────────────────────────────────────
|
||||
// Passive bonuses based on community chat level. All perks are automatic.
|
||||
|
||||
// chatLevelXPBonus returns the fractional XP bonus for the given chat level.
|
||||
// +5% per 10 levels, capped at +25% at level 50+.
|
||||
func chatLevelXPBonus(chatLevel int) float64 {
|
||||
tier := chatLevel / 10
|
||||
if tier > 5 {
|
||||
tier = 5
|
||||
}
|
||||
return float64(tier) * 0.05
|
||||
}
|
||||
|
||||
// chatLevelRareBonus returns the additive rare drop rate bonus.
|
||||
// +0.5% per 10 levels, capped at +2.5% at level 50+.
|
||||
func chatLevelRareBonus(chatLevel int) float64 {
|
||||
tier := chatLevel / 10
|
||||
if tier > 5 {
|
||||
tier = 5
|
||||
}
|
||||
return float64(tier) * 0.005
|
||||
}
|
||||
|
||||
// shopGreeting returns the shopkeeper's greeting based on chat level.
|
||||
func shopGreeting(chatLevel int) string {
|
||||
switch {
|
||||
case chatLevel >= 50:
|
||||
return "I saw you coming from down the street. Your usual is already on the counter. The shop is open."
|
||||
case chatLevel >= 30:
|
||||
return "Back again. I've started keeping your usual in the back. The shop is open."
|
||||
case chatLevel >= 10:
|
||||
return "Ah. You again. The shop is open."
|
||||
default:
|
||||
return "The shop is open. What do you need?"
|
||||
}
|
||||
}
|
||||
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")
|
||||
}
|
||||
}
|
||||
607
internal/plugin/adventure_consumables.go
Normal file
607
internal/plugin/adventure_consumables.go
Normal file
@@ -0,0 +1,607 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// ── Consumable Definitions ───────────────────────────────────────────────────
|
||||
// Items that are auto-consumed during combat. Players don't choose when to use
|
||||
// them — the engine selects up to 2 (1 offensive + 1 defensive) based on threat
|
||||
// assessment to avoid wasting items on trivial fights.
|
||||
|
||||
type ConsumableEffect string
|
||||
|
||||
const (
|
||||
EffectHeal ConsumableEffect = "heal"
|
||||
EffectDefBoost ConsumableEffect = "def_boost"
|
||||
EffectAtkBoost ConsumableEffect = "atk_boost"
|
||||
EffectWard ConsumableEffect = "ward"
|
||||
EffectSpeedBoost ConsumableEffect = "speed_boost"
|
||||
EffectCritBoost ConsumableEffect = "crit_boost"
|
||||
EffectFlatDmg ConsumableEffect = "flat_dmg"
|
||||
EffectSpore ConsumableEffect = "spore"
|
||||
EffectReflect ConsumableEffect = "reflect"
|
||||
EffectAutoCrit ConsumableEffect = "auto_crit"
|
||||
)
|
||||
|
||||
type ConsumableDef struct {
|
||||
Name string
|
||||
Effect ConsumableEffect
|
||||
Value float64 // meaning depends on effect
|
||||
Tier int
|
||||
Buyable bool
|
||||
Price int64
|
||||
Slot string // "offensive" or "defensive"
|
||||
}
|
||||
|
||||
// ConsumableItem is an AdvItem that has consumable properties.
|
||||
type ConsumableItem struct {
|
||||
InventoryID int64
|
||||
Def *ConsumableDef
|
||||
}
|
||||
|
||||
var consumableDefs = []ConsumableDef{
|
||||
// T1
|
||||
{Name: "Berry Poultice", Effect: EffectHeal, Value: 12, Tier: 1, Buyable: true, Price: 400, Slot: "defensive"},
|
||||
// T2 — drop only (forage, mine, dungeon)
|
||||
{Name: "Herb Salve", Effect: EffectHeal, Value: 20, Tier: 2, Slot: "defensive"},
|
||||
{Name: "Mushroom Brew", Effect: EffectDefBoost, Value: 0.20, Tier: 2, Slot: "defensive"},
|
||||
{Name: "Coal Bomb", Effect: EffectFlatDmg, Value: 8, Tier: 2, Slot: "offensive"},
|
||||
// T3 — drop only
|
||||
{Name: "Goblin Grease", Effect: EffectAtkBoost, Value: 0.25, Tier: 3, Slot: "offensive"},
|
||||
{Name: "Quartz Ward", Effect: EffectWard, Value: 1, Tier: 3, Slot: "defensive"},
|
||||
{Name: "Blooper Ink Vial", Effect: EffectSpeedBoost, Value: 0.30, Tier: 3, Slot: "offensive"},
|
||||
{Name: "Spore Cloud", Effect: EffectSpore, Value: 2, Tier: 3, Slot: "defensive"},
|
||||
// T4
|
||||
{Name: "Spirit Tonic", Effect: EffectHeal, Value: 40, Tier: 4, Buyable: false, Slot: "defensive"},
|
||||
{Name: "Sapphire Elixir", Effect: EffectCritBoost, Value: 0.15, Tier: 4, Buyable: false, Slot: "offensive"},
|
||||
// T5
|
||||
{Name: "Ancient Artifact Oil", Effect: EffectAutoCrit, Value: 0.35, Tier: 5, Buyable: false, Slot: "offensive"},
|
||||
{Name: "Voidstone Shard", Effect: EffectReflect, Value: 0.50, Tier: 5, Buyable: false, Slot: "defensive"},
|
||||
}
|
||||
|
||||
// consumableDefByName returns the definition for a consumable by name. Falls
|
||||
// through to the magic-item registry so SRD potions/scrolls picked up as loot
|
||||
// or bought from Luigi's Curios shelf resolve in combat without being added
|
||||
// to the hardcoded consumableDefs table (see magic_items_gameplay.go).
|
||||
func consumableDefByName(name string) *ConsumableDef {
|
||||
for i := range consumableDefs {
|
||||
if consumableDefs[i].Name == name {
|
||||
return &consumableDefs[i]
|
||||
}
|
||||
}
|
||||
return magicItemConsumableDefByName(name)
|
||||
}
|
||||
|
||||
// ── Threat Assessment ────────────────────────────────────────────────────────
|
||||
|
||||
type threatLevel int
|
||||
|
||||
const (
|
||||
threatTrivial threatLevel = iota // < 0.4
|
||||
threatEasy // 0.4–0.7
|
||||
threatCompetitive // 0.7–1.0
|
||||
threatDangerous // > 1.0
|
||||
)
|
||||
|
||||
// assessThreat estimates rounds-to-kill in both directions using the same
|
||||
// penetration model as the combat engine, then bands the threat by the ratio
|
||||
// of player-RTK to enemy-RTK. Old additive HP+Attack model ignored Defense and
|
||||
// rated even fights as "trivial" — players died after consumables were skipped.
|
||||
func assessThreat(player, enemy CombatStats) threatLevel {
|
||||
const K = 40.0
|
||||
dprPlayer := float64(player.Attack) * (K / (K + float64(enemy.Defense)))
|
||||
dprEnemy := float64(enemy.Attack) * (K / (K + float64(player.Defense)))
|
||||
if dprPlayer < 1 {
|
||||
dprPlayer = 1
|
||||
}
|
||||
if dprEnemy < 1 {
|
||||
dprEnemy = 1
|
||||
}
|
||||
rtkEnemy := float64(enemy.MaxHP) / dprPlayer // rounds for player to kill enemy
|
||||
rtkPlayer := float64(player.MaxHP) / dprEnemy // rounds for enemy to kill player
|
||||
if rtkPlayer <= 0 {
|
||||
return threatDangerous
|
||||
}
|
||||
// ratio < 1: player wins the race (lower = more dominant). >1: enemy wins.
|
||||
ratio := rtkEnemy / rtkPlayer
|
||||
switch {
|
||||
case ratio < 0.35:
|
||||
return threatTrivial
|
||||
case ratio < 0.65:
|
||||
return threatEasy
|
||||
case ratio < 1.0:
|
||||
return threatCompetitive
|
||||
default:
|
||||
return threatDangerous
|
||||
}
|
||||
}
|
||||
|
||||
// ── Selection Logic ──────────────────────────────────────────────────────────
|
||||
|
||||
// SelectConsumables picks up to 2 items (1 offensive + 1 defensive) from inventory.
|
||||
// contentTier is retained on the signature for callers but no longer caps
|
||||
// what gets considered — if it's in your bag, the picker can use it.
|
||||
// allowSkipTrivial=true lets the picker bail out of obvious wins to save
|
||||
// items — appropriate for dungeon dives full of chump rooms, but wrong for
|
||||
// arena/zone elite/boss encounters where the legacy threat assessor
|
||||
// underestimates d20-mode lethality (one bad nat-20 streak ends the run).
|
||||
//
|
||||
// Resource-saving still happens via betterOffensive/betterDefensive, which
|
||||
// prefer lower-tier items on non-Dangerous threats. Players with mixed
|
||||
// inventories don't burn a Voidstone Shard on a goblin; players with only
|
||||
// high-tier items now actually get to use them.
|
||||
func SelectConsumables(inventory []ConsumableItem, playerStats, enemyStats CombatStats, arenaRound int, contentTier int, allowSkipTrivial bool) []ConsumableItem {
|
||||
_ = contentTier // retained for caller compatibility
|
||||
threat := assessThreat(playerStats, enemyStats)
|
||||
if threat == threatTrivial && allowSkipTrivial && arenaRound == 0 {
|
||||
return nil
|
||||
}
|
||||
|
||||
var bestOffensive, bestDefensive *ConsumableItem
|
||||
|
||||
for i := range inventory {
|
||||
item := &inventory[i]
|
||||
switch item.Def.Slot {
|
||||
case "offensive":
|
||||
if bestOffensive == nil || betterOffensive(item, bestOffensive, threat) {
|
||||
bestOffensive = item
|
||||
}
|
||||
case "defensive":
|
||||
if bestDefensive == nil || betterDefensive(item, bestDefensive, threat, playerStats, enemyStats) {
|
||||
bestDefensive = item
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var selected []ConsumableItem
|
||||
if bestOffensive != nil {
|
||||
selected = append(selected, *bestOffensive)
|
||||
}
|
||||
if bestDefensive != nil {
|
||||
selected = append(selected, *bestDefensive)
|
||||
}
|
||||
return selected
|
||||
}
|
||||
|
||||
// betterOffensive prefers lowest tier that's appropriate for the threat.
|
||||
func betterOffensive(candidate, current *ConsumableItem, threat threatLevel) bool {
|
||||
if threat == threatDangerous {
|
||||
return candidate.Def.Tier > current.Def.Tier
|
||||
}
|
||||
return candidate.Def.Tier < current.Def.Tier
|
||||
}
|
||||
|
||||
// betterDefensive picks heal items for longer fights, wards for burst threats.
|
||||
func betterDefensive(candidate, current *ConsumableItem, threat threatLevel, player, enemy CombatStats) bool {
|
||||
if threat == threatDangerous {
|
||||
return candidate.Def.Tier > current.Def.Tier
|
||||
}
|
||||
// Prefer wards against high-attack enemies
|
||||
if enemy.Attack > player.MaxHP/4 && candidate.Def.Effect == EffectWard {
|
||||
return true
|
||||
}
|
||||
return candidate.Def.Tier < current.Def.Tier
|
||||
}
|
||||
|
||||
// ── Modifier Application ─────────────────────────────────────────────────────
|
||||
|
||||
// consumableDropTable maps activity types to consumable names available at each tier.
|
||||
// Drop chance is 15% per activity completion at T2+.
|
||||
var consumableDropTable = map[AdvActivityType]map[int][]string{
|
||||
AdvActivityForaging: {
|
||||
2: {"Herb Salve"},
|
||||
3: {"Spore Cloud"},
|
||||
4: {"Spirit Tonic"},
|
||||
5: {"Spirit Tonic", "Voidstone Shard"},
|
||||
},
|
||||
AdvActivityMining: {
|
||||
2: {"Coal Bomb"},
|
||||
3: {"Quartz Ward"},
|
||||
4: {"Sapphire Elixir"},
|
||||
5: {"Voidstone Shard"},
|
||||
},
|
||||
AdvActivityFishing: {
|
||||
2: {"Herb Salve"},
|
||||
3: {"Blooper Ink Vial"},
|
||||
4: {"Blooper Ink Vial", "Spirit Tonic"},
|
||||
5: {"Blooper Ink Vial", "Voidstone Shard"},
|
||||
},
|
||||
AdvActivityDungeon: {
|
||||
2: {"Herb Salve", "Coal Bomb"},
|
||||
3: {"Goblin Grease", "Quartz Ward"},
|
||||
4: {"Sapphire Elixir", "Spirit Tonic"},
|
||||
5: {"Ancient Artifact Oil", "Voidstone Shard"},
|
||||
},
|
||||
}
|
||||
|
||||
// RollConsumableDrop checks whether a consumable item drops from an activity.
|
||||
// Returns a consumable AdvItem or nil.
|
||||
func RollConsumableDrop(activity AdvActivityType, tier int) *AdvItem {
|
||||
actTable, ok := consumableDropTable[activity]
|
||||
if !ok {
|
||||
return nil
|
||||
}
|
||||
names, ok := actTable[tier]
|
||||
if !ok || len(names) == 0 {
|
||||
return nil
|
||||
}
|
||||
if rand.Float64() >= 0.15 {
|
||||
return nil
|
||||
}
|
||||
return consumableAdvItem(consumableDefByName(names[rand.IntN(len(names))]))
|
||||
}
|
||||
|
||||
// consumableAdvItem builds the inventory row for a consumable def. Drop-only
|
||||
// consumables carry no shop price, so their sell value falls back to a
|
||||
// per-tier baseline.
|
||||
func consumableAdvItem(def *ConsumableDef) *AdvItem {
|
||||
if def == nil {
|
||||
return nil
|
||||
}
|
||||
sellValue := def.Price / 2
|
||||
if sellValue == 0 {
|
||||
tierSellValues := map[int]int64{1: 200, 2: 600, 3: 1500, 4: 3000, 5: 6000}
|
||||
sellValue = tierSellValues[def.Tier]
|
||||
}
|
||||
return &AdvItem{
|
||||
Name: def.Name,
|
||||
Type: "consumable",
|
||||
Tier: def.Tier,
|
||||
Value: sellValue,
|
||||
}
|
||||
}
|
||||
|
||||
// consumableCache draws n consumables from the dungeon drop pool at `tier`,
|
||||
// used by guaranteed grants (milestone caches) rather than the drop roll.
|
||||
// Tier 1 has no dungeon pool, so it yields the buyable Berry Poultice.
|
||||
func consumableCache(tier, n int) []AdvItem {
|
||||
names := consumableDropTable[AdvActivityDungeon][tier]
|
||||
if len(names) == 0 {
|
||||
names = []string{"Berry Poultice"}
|
||||
}
|
||||
out := make([]AdvItem, 0, n)
|
||||
for range n {
|
||||
if item := consumableAdvItem(consumableDefByName(names[rand.IntN(len(names))])); item != nil {
|
||||
out = append(out, *item)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// BuyableConsumables returns all consumable defs that can be purchased from the shop.
|
||||
func BuyableConsumables() []ConsumableDef {
|
||||
var result []ConsumableDef
|
||||
for _, def := range consumableDefs {
|
||||
if def.Buyable {
|
||||
result = append(result, def)
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
// ApplyConsumableMods adjusts the CombatStats and CombatModifiers for selected consumables.
|
||||
func ApplyConsumableMods(stats *CombatStats, mods *CombatModifiers, items []ConsumableItem) {
|
||||
for _, item := range items {
|
||||
switch item.Def.Effect {
|
||||
case EffectHeal:
|
||||
mods.HealItem = int(item.Def.Value)
|
||||
case EffectDefBoost:
|
||||
mods.DamageReduct *= (1 - item.Def.Value) // 0.20 → 0.80x damage taken
|
||||
case EffectAtkBoost:
|
||||
mods.DamageBonus += item.Def.Value
|
||||
case EffectWard:
|
||||
mods.WardCharges = int(item.Def.Value)
|
||||
case EffectSpeedBoost:
|
||||
stats.Speed = int(float64(stats.Speed) * (1 + item.Def.Value))
|
||||
case EffectCritBoost:
|
||||
stats.CritRate += item.Def.Value
|
||||
case EffectFlatDmg:
|
||||
mods.FlatDmgStart = int(item.Def.Value)
|
||||
case EffectSpore:
|
||||
mods.SporeCloud = int(item.Def.Value)
|
||||
case EffectReflect:
|
||||
mods.ReflectNext = item.Def.Value
|
||||
case EffectAutoCrit:
|
||||
mods.AutoCritFirst = true
|
||||
mods.DamageBonus += item.Def.Value // +35% attack too
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Crafting System ─────────────────────────────────────────────────────────
|
||||
// Auto-crafting happens before combat. If the player has sufficient foraging
|
||||
// level and the right ingredients in inventory, consumables are assembled
|
||||
// automatically. Failed crafts consume one ingredient.
|
||||
|
||||
type CraftingRecipe struct {
|
||||
Result string // consumable name to produce
|
||||
Ingredients []string // required item names (matched by inventory Name)
|
||||
MinForaging int // foraging level required
|
||||
Tier int
|
||||
}
|
||||
|
||||
var craftingRecipes = []CraftingRecipe{
|
||||
// T1 — Foraging 10
|
||||
{Result: "Berry Poultice", Ingredients: []string{"Berries", "Common Herbs"}, MinForaging: 10, Tier: 1},
|
||||
// T2 — Foraging 15
|
||||
{Result: "Herb Salve", Ingredients: []string{"Rare Herbs", "Honey"}, MinForaging: 15, Tier: 2},
|
||||
{Result: "Mushroom Brew", Ingredients: []string{"Mushrooms", "Hardwood"}, MinForaging: 15, Tier: 2},
|
||||
{Result: "Coal Bomb", Ingredients: []string{"Coal", "Saltpetre"}, MinForaging: 15, Tier: 2},
|
||||
// T3 — Foraging 20
|
||||
{Result: "Goblin Grease", Ingredients: []string{"Goblin Trinket", "Honey"}, MinForaging: 20, Tier: 3},
|
||||
{Result: "Quartz Ward", Ingredients: []string{"Quartz", "Iron Ore"}, MinForaging: 20, Tier: 3},
|
||||
{Result: "Blooper Ink Vial", Ingredients: []string{"Blooper Ink", "River Pearl"}, MinForaging: 20, Tier: 3},
|
||||
{Result: "Spore Cloud", Ingredients: []string{"Spores", "Rare Herbs"}, MinForaging: 20, Tier: 3},
|
||||
// T4 — Foraging 25
|
||||
{Result: "Spirit Tonic", Ingredients: []string{"Spirit Herbs", "Starfruit"}, MinForaging: 25, Tier: 4},
|
||||
{Result: "Sapphire Elixir", Ingredients: []string{"Sapphire", "Dragon Crystal"}, MinForaging: 25, Tier: 4},
|
||||
// T5 — Foraging 30
|
||||
{Result: "Ancient Artifact Oil", Ingredients: []string{"Ancient Artifact", "Dragon Scale"}, MinForaging: 30, Tier: 5},
|
||||
{Result: "Voidstone Shard", Ingredients: []string{"Voidstone", "Mythril Ore"}, MinForaging: 30, Tier: 5},
|
||||
}
|
||||
|
||||
// houseTierWorkshop is the T3 "Comfortable" house that unlocks the workshop —
|
||||
// a flat craft-success bonus while crafting at home.
|
||||
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
|
||||
levelsAbove := foragingLevel - minForaging
|
||||
bonus := float64(levelsAbove) / 5.0 * 0.03
|
||||
rate := base + bonus + workshopBonus
|
||||
cap := 0.95
|
||||
if workshopBonus > 0 {
|
||||
cap = 0.98
|
||||
}
|
||||
if rate > cap {
|
||||
return cap
|
||||
}
|
||||
return rate
|
||||
}
|
||||
|
||||
// CraftResult records what happened during auto-crafting for narrative output.
|
||||
type CraftResult struct {
|
||||
Recipe *CraftingRecipe
|
||||
Success bool
|
||||
}
|
||||
|
||||
// renderRecipesKnown returns a player-facing list of recipes available at
|
||||
// their current foraging level, plus a teaser line for the next unlock
|
||||
// threshold. Hides exact ingredient lists for recipes the player hasn't
|
||||
// unlocked — only the count of locked recipes is shown.
|
||||
func renderRecipesKnown(foragingLevel int, workshopBonus float64) string {
|
||||
var sb strings.Builder
|
||||
sb.WriteString(fmt.Sprintf("🧪 **Crafting Recipes** — Foraging Lv.%d\n\n", foragingLevel))
|
||||
|
||||
if foragingLevel < 10 {
|
||||
sb.WriteString("_Auto-crafting unlocks at Foraging Lv.10. Keep gathering._")
|
||||
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.
|
||||
known := map[int][]CraftingRecipe{}
|
||||
totalKnown := 0
|
||||
totalLocked := 0
|
||||
nextUnlock := 0
|
||||
for _, r := range craftingRecipes {
|
||||
if r.MinForaging <= foragingLevel {
|
||||
known[r.Tier] = append(known[r.Tier], r)
|
||||
totalKnown++
|
||||
} else {
|
||||
totalLocked++
|
||||
if nextUnlock == 0 || r.MinForaging < nextUnlock {
|
||||
nextUnlock = r.MinForaging
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for tier := 1; tier <= 5; tier++ {
|
||||
recipes := known[tier]
|
||||
if len(recipes) == 0 {
|
||||
continue
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("**Tier %d** (Foraging %d+)\n", tier, recipes[0].MinForaging))
|
||||
for _, r := range recipes {
|
||||
rate := craftingSuccessRate(foragingLevel, r.MinForaging, workshopBonus) * 100
|
||||
sb.WriteString(fmt.Sprintf(" • %s — %s (%.0f%% success)\n",
|
||||
r.Result, strings.Join(r.Ingredients, " + "), rate))
|
||||
}
|
||||
}
|
||||
|
||||
sb.WriteString(fmt.Sprintf("\nKnown: %d · ", totalKnown))
|
||||
if totalLocked == 0 {
|
||||
sb.WriteString("All recipes unlocked. ⭐")
|
||||
} else {
|
||||
sb.WriteString(fmt.Sprintf("Locked: %d (next unlock at Foraging Lv.%d)", totalLocked, nextUnlock))
|
||||
}
|
||||
|
||||
maxCrafts := 1 + (foragingLevel-10)/10
|
||||
sb.WriteString(fmt.Sprintf("\nMax auto-crafts per combat: %d.", maxCrafts))
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// craftXPRewards: per-tier foraging XP granted on successful (and tiny on
|
||||
// failed) auto-crafts. Successful T1 ≈ 30% of a Foraging Success haul, scaling
|
||||
// up so T5 grants are meaningful. Failures get a token consolation grant —
|
||||
// you tried.
|
||||
var craftXPSuccess = map[int]int{1: 12, 2: 25, 3: 40, 4: 60, 5: 90}
|
||||
var craftXPFailure = map[int]int{1: 3, 2: 5, 3: 8, 4: 12, 5: 18}
|
||||
|
||||
// autoCraftConsumables scans the player's inventory for craftable recipes and
|
||||
// attempts to craft the highest-tier recipe available. Consumes ingredients on
|
||||
// attempt; on failure one ingredient is lost. Returns crafted items and results.
|
||||
//
|
||||
// Side effects: grants foraging XP per attempt (success > failure) and bumps
|
||||
// the player's CraftsSucceeded counter on each success.
|
||||
func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int, workshopBonus float64) ([]CraftResult, []AdvItem) {
|
||||
if foragingLevel < 10 {
|
||||
return nil, items
|
||||
}
|
||||
|
||||
remaining := make([]AdvItem, len(items))
|
||||
copy(remaining, items)
|
||||
|
||||
var results []CraftResult
|
||||
crafted := 0
|
||||
maxCrafts := 1 + (foragingLevel-10)/10 // 1 at lv10, 2 at lv20, 3 at lv30
|
||||
|
||||
// Try recipes from highest tier down
|
||||
for attempt := 0; attempt < maxCrafts; attempt++ {
|
||||
bestRecipe, ingredientIDs := findBestCraftable(remaining, foragingLevel)
|
||||
if bestRecipe == nil {
|
||||
break
|
||||
}
|
||||
|
||||
rate := craftingSuccessRate(foragingLevel, bestRecipe.MinForaging, workshopBonus)
|
||||
success := rand.Float64() < rate
|
||||
|
||||
if success {
|
||||
// Remove all ingredients from inventory
|
||||
for _, id := range ingredientIDs {
|
||||
removeAdvInventoryItem(id)
|
||||
}
|
||||
remaining = removeItemsByIDs(remaining, ingredientIDs)
|
||||
|
||||
// Add crafted consumable to inventory
|
||||
def := consumableDefByName(bestRecipe.Result)
|
||||
if def == nil {
|
||||
continue
|
||||
}
|
||||
sellValue := def.Price / 2
|
||||
if sellValue == 0 {
|
||||
tierSellValues := map[int]int64{1: 200, 2: 600, 3: 1500, 4: 3000, 5: 6000}
|
||||
sellValue = tierSellValues[def.Tier]
|
||||
}
|
||||
craftedItem := AdvItem{
|
||||
Name: def.Name,
|
||||
Type: "consumable",
|
||||
Tier: def.Tier,
|
||||
Value: sellValue,
|
||||
}
|
||||
if err := addAdvInventoryItem(userID, craftedItem); err != nil {
|
||||
slog.Error("crafting: failed to add crafted item", "item", def.Name, "err", err)
|
||||
continue
|
||||
}
|
||||
results = append(results, CraftResult{Recipe: bestRecipe, Success: true})
|
||||
crafted++
|
||||
// Foraging XP + lifetime counter bump.
|
||||
if char, err := loadAdvCharacter(userID); err == nil {
|
||||
char.ForagingXP += craftXPSuccess[bestRecipe.Tier]
|
||||
char.CraftsSucceeded++
|
||||
checkAdvLevelUp(char, "foraging")
|
||||
_ = saveAdvCharacter(char)
|
||||
}
|
||||
} else {
|
||||
// Failure: all ingredients destroyed
|
||||
for _, id := range ingredientIDs {
|
||||
removeAdvInventoryItem(id)
|
||||
}
|
||||
remaining = removeItemsByIDs(remaining, ingredientIDs)
|
||||
results = append(results, CraftResult{Recipe: bestRecipe, Success: false})
|
||||
// Token foraging XP for the attempt.
|
||||
if char, err := loadAdvCharacter(userID); err == nil {
|
||||
char.ForagingXP += craftXPFailure[bestRecipe.Tier]
|
||||
checkAdvLevelUp(char, "foraging")
|
||||
_ = saveAdvCharacter(char)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reload remaining if we crafted anything (IDs changed)
|
||||
if crafted > 0 {
|
||||
reloaded, err := loadAdvInventory(userID)
|
||||
if err == nil {
|
||||
remaining = reloaded
|
||||
}
|
||||
}
|
||||
|
||||
return results, remaining
|
||||
}
|
||||
|
||||
// findBestCraftable returns the highest-tier recipe the player can craft
|
||||
// from their current inventory, along with the inventory IDs of the ingredients.
|
||||
func findBestCraftable(items []AdvItem, foragingLevel int) (*CraftingRecipe, []int64) {
|
||||
var bestRecipe *CraftingRecipe
|
||||
var bestIDs []int64
|
||||
|
||||
for i := range craftingRecipes {
|
||||
recipe := &craftingRecipes[i]
|
||||
if foragingLevel < recipe.MinForaging {
|
||||
continue
|
||||
}
|
||||
|
||||
ids := matchIngredients(items, recipe.Ingredients)
|
||||
if ids == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
if bestRecipe == nil || recipe.Tier > bestRecipe.Tier {
|
||||
bestRecipe = recipe
|
||||
bestIDs = ids
|
||||
}
|
||||
}
|
||||
|
||||
return bestRecipe, bestIDs
|
||||
}
|
||||
|
||||
// matchIngredients checks if inventory contains all ingredients for a recipe.
|
||||
// Returns the inventory item IDs to consume, or nil if not all found.
|
||||
func matchIngredients(items []AdvItem, ingredients []string) []int64 {
|
||||
used := make(map[int]bool)
|
||||
var ids []int64
|
||||
|
||||
for _, need := range ingredients {
|
||||
found := false
|
||||
for j, item := range items {
|
||||
if used[j] {
|
||||
continue
|
||||
}
|
||||
if item.Name == need && item.Type != "consumable" && item.Type != "MasterworkGear" && item.Type != "ArenaGear" && item.Type != "card" {
|
||||
used[j] = true
|
||||
ids = append(ids, item.ID)
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
return nil
|
||||
}
|
||||
}
|
||||
return ids
|
||||
}
|
||||
|
||||
func removeItemsByIDs(items []AdvItem, ids []int64) []AdvItem {
|
||||
idSet := make(map[int64]bool, len(ids))
|
||||
for _, id := range ids {
|
||||
idSet[id] = true
|
||||
}
|
||||
var result []AdvItem
|
||||
for _, item := range items {
|
||||
if !idSet[item.ID] {
|
||||
result = append(result, item)
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
279
internal/plugin/adventure_consumables_test.go
Normal file
279
internal/plugin/adventure_consumables_test.go
Normal file
@@ -0,0 +1,279 @@
|
||||
package plugin
|
||||
|
||||
import "testing"
|
||||
|
||||
func makeInventory(names ...string) []ConsumableItem {
|
||||
var items []ConsumableItem
|
||||
for i, name := range names {
|
||||
def := consumableDefByName(name)
|
||||
if def == nil {
|
||||
panic("unknown consumable: " + name)
|
||||
}
|
||||
items = append(items, ConsumableItem{InventoryID: int64(i + 1), Def: def})
|
||||
}
|
||||
return items
|
||||
}
|
||||
|
||||
func TestSelectConsumables_TrivialFightSkips(t *testing.T) {
|
||||
strong := CombatStats{MaxHP: 200, Attack: 60}
|
||||
weak := CombatStats{MaxHP: 30, Attack: 5}
|
||||
inv := makeInventory("Berry Poultice", "Coal Bomb")
|
||||
|
||||
selected := SelectConsumables(inv, strong, weak, 0, 0, true)
|
||||
if len(selected) != 0 {
|
||||
t.Errorf("should skip consumables for trivial fight, got %d", len(selected))
|
||||
}
|
||||
}
|
||||
|
||||
func TestSelectConsumables_DangerousUsesHighTier(t *testing.T) {
|
||||
weak := CombatStats{MaxHP: 80, Attack: 15}
|
||||
strong := CombatStats{MaxHP: 200, Attack: 50}
|
||||
inv := makeInventory("Berry Poultice", "Spirit Tonic", "Coal Bomb", "Ancient Artifact Oil")
|
||||
|
||||
selected := SelectConsumables(inv, weak, strong, 0, 0, true)
|
||||
if len(selected) != 2 {
|
||||
t.Fatalf("expected 2 consumables, got %d", len(selected))
|
||||
}
|
||||
|
||||
hasHighTierOff, hasHighTierDef := false, false
|
||||
for _, s := range selected {
|
||||
if s.Def.Tier >= 4 && s.Def.Slot == "offensive" {
|
||||
hasHighTierOff = true
|
||||
}
|
||||
if s.Def.Tier >= 4 && s.Def.Slot == "defensive" {
|
||||
hasHighTierDef = true
|
||||
}
|
||||
}
|
||||
if !hasHighTierOff {
|
||||
t.Error("should pick high-tier offensive for dangerous fight")
|
||||
}
|
||||
if !hasHighTierDef {
|
||||
t.Error("should pick high-tier defensive for dangerous fight")
|
||||
}
|
||||
}
|
||||
|
||||
func TestSelectConsumables_MaxTwo(t *testing.T) {
|
||||
player := CombatStats{MaxHP: 100, Attack: 30}
|
||||
enemy := CombatStats{MaxHP: 120, Attack: 35}
|
||||
inv := makeInventory(
|
||||
"Berry Poultice", "Herb Salve", "Mushroom Brew",
|
||||
"Coal Bomb", "Goblin Grease", "Blooper Ink Vial",
|
||||
)
|
||||
|
||||
selected := SelectConsumables(inv, player, enemy, 0, 0, true)
|
||||
if len(selected) > 2 {
|
||||
t.Errorf("max 2 consumables, got %d", len(selected))
|
||||
}
|
||||
|
||||
offCount, defCount := 0, 0
|
||||
for _, s := range selected {
|
||||
if s.Def.Slot == "offensive" {
|
||||
offCount++
|
||||
} else {
|
||||
defCount++
|
||||
}
|
||||
}
|
||||
if offCount > 1 {
|
||||
t.Errorf("max 1 offensive, got %d", offCount)
|
||||
}
|
||||
if defCount > 1 {
|
||||
t.Errorf("max 1 defensive, got %d", defCount)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSelectConsumables_EasyUsesLowTier(t *testing.T) {
|
||||
player := CombatStats{MaxHP: 100, Attack: 30}
|
||||
enemy := CombatStats{MaxHP: 50, Attack: 15} // easy: ratio ~0.55
|
||||
|
||||
inv := makeInventory("Berry Poultice", "Spirit Tonic", "Coal Bomb", "Ancient Artifact Oil")
|
||||
|
||||
selected := SelectConsumables(inv, player, enemy, 0, 0, true)
|
||||
for _, s := range selected {
|
||||
if s.Def.Tier > 2 {
|
||||
t.Errorf("easy fight should use T1-T2, got %s (T%d)", s.Def.Name, s.Def.Tier)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestSelectConsumables_ArenaRoundEscalation(t *testing.T) {
|
||||
player := CombatStats{MaxHP: 100, Attack: 30}
|
||||
enemy := CombatStats{MaxHP: 80, Attack: 25} // competitive
|
||||
|
||||
inv := makeInventory("Berry Poultice", "Spirit Tonic", "Coal Bomb", "Sapphire Elixir")
|
||||
|
||||
r1 := SelectConsumables(inv, player, enemy, 1, 0, true)
|
||||
r4 := SelectConsumables(inv, player, enemy, 4, 0, true)
|
||||
|
||||
maxTierR1 := 0
|
||||
for _, s := range r1 {
|
||||
if s.Def.Tier > maxTierR1 {
|
||||
maxTierR1 = s.Def.Tier
|
||||
}
|
||||
}
|
||||
maxTierR4 := 0
|
||||
for _, s := range r4 {
|
||||
if s.Def.Tier > maxTierR4 {
|
||||
maxTierR4 = s.Def.Tier
|
||||
}
|
||||
}
|
||||
if maxTierR4 <= maxTierR1 && len(r4) > 0 && len(r1) > 0 {
|
||||
t.Logf("arena round escalation: R1 maxTier=%d, R4 maxTier=%d", maxTierR1, maxTierR4)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_Heal(t *testing.T) {
|
||||
stats := CombatStats{MaxHP: 100}
|
||||
mods := CombatModifiers{DamageReduct: 1.0}
|
||||
items := makeInventory("Herb Salve")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if mods.HealItem != 20 {
|
||||
t.Errorf("heal item = %d, want 20", mods.HealItem)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_AtkBoost(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Goblin Grease")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if mods.DamageBonus < 0.24 || mods.DamageBonus > 0.26 {
|
||||
t.Errorf("damage bonus = %f, want ~0.25", mods.DamageBonus)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_Ward(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Quartz Ward")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if mods.WardCharges != 1 {
|
||||
t.Errorf("ward charges = %d, want 1", mods.WardCharges)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_AutoCrit(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Ancient Artifact Oil")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if !mods.AutoCritFirst {
|
||||
t.Error("AutoCritFirst should be true")
|
||||
}
|
||||
if mods.DamageBonus < 0.34 {
|
||||
t.Errorf("damage bonus = %f, want ~0.35", mods.DamageBonus)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_SporeCloud(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Spore Cloud")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if mods.SporeCloud != 2 {
|
||||
t.Errorf("spore rounds = %d, want 2", mods.SporeCloud)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_Reflect(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Voidstone Shard")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if mods.ReflectNext < 0.49 {
|
||||
t.Errorf("reflect = %f, want ~0.50", mods.ReflectNext)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_DefBoost(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
mods := CombatModifiers{DamageReduct: 1.0}
|
||||
items := makeInventory("Mushroom Brew")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if mods.DamageReduct < 0.79 || mods.DamageReduct > 0.81 {
|
||||
t.Errorf("damage reduct = %f, want ~0.80", mods.DamageReduct)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_SpeedBoost(t *testing.T) {
|
||||
stats := CombatStats{Speed: 10}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Blooper Ink Vial")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if stats.Speed != 13 { // 10 * 1.30 = 13
|
||||
t.Errorf("speed = %d, want 13", stats.Speed)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_CritBoost(t *testing.T) {
|
||||
stats := CombatStats{CritRate: 0.05}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Sapphire Elixir")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if stats.CritRate < 0.19 || stats.CritRate > 0.21 {
|
||||
t.Errorf("crit rate = %f, want ~0.20", stats.CritRate)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyConsumableMods_FlatDmg(t *testing.T) {
|
||||
stats := CombatStats{}
|
||||
mods := CombatModifiers{}
|
||||
items := makeInventory("Coal Bomb")
|
||||
ApplyConsumableMods(&stats, &mods, items)
|
||||
if mods.FlatDmgStart != 8 {
|
||||
t.Errorf("flat damage = %d, want 8", mods.FlatDmgStart)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRollConsumableDrop_ValidActivity(t *testing.T) {
|
||||
drops := 0
|
||||
for i := 0; i < 1000; i++ {
|
||||
item := RollConsumableDrop(AdvActivityMining, 3)
|
||||
if item != nil {
|
||||
drops++
|
||||
if item.Type != "consumable" {
|
||||
t.Errorf("drop type = %q, want consumable", item.Type)
|
||||
}
|
||||
if item.Name != "Quartz Ward" {
|
||||
t.Errorf("mining T3 drop = %q, want Quartz Ward", item.Name)
|
||||
}
|
||||
if item.Value <= 0 {
|
||||
t.Errorf("drop sell value = %d, want > 0", item.Value)
|
||||
}
|
||||
}
|
||||
}
|
||||
// 15% chance → expect ~150 in 1000
|
||||
if drops < 100 || drops > 220 {
|
||||
t.Errorf("drop rate: %d/1000 (expect ~150 at 15%%)", drops)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRollConsumableDrop_InvalidActivity(t *testing.T) {
|
||||
item := RollConsumableDrop(AdvActivityRest, 3)
|
||||
if item != nil {
|
||||
t.Error("rest activity should not drop consumables")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRollConsumableDrop_T1NoDrop(t *testing.T) {
|
||||
for i := 0; i < 100; i++ {
|
||||
item := RollConsumableDrop(AdvActivityForaging, 1)
|
||||
if item != nil {
|
||||
t.Fatal("T1 should not drop consumables")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuyableConsumables(t *testing.T) {
|
||||
buyable := BuyableConsumables()
|
||||
if len(buyable) == 0 {
|
||||
t.Fatal("should have buyable consumables")
|
||||
}
|
||||
for _, def := range buyable {
|
||||
if !def.Buyable {
|
||||
t.Errorf("%s marked buyable=false but returned by BuyableConsumables", def.Name)
|
||||
}
|
||||
if def.Price <= 0 {
|
||||
t.Errorf("%s has no price", def.Name)
|
||||
}
|
||||
}
|
||||
}
|
||||
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")
|
||||
}
|
||||
}
|
||||
@@ -23,26 +23,76 @@ type advActiveEvent struct {
|
||||
ExpiresAt time.Time
|
||||
}
|
||||
|
||||
// ── In-memory schedule ───────────────────────────────────────────────────────
|
||||
// Each day, every eligible player is assigned a random minute between 10:00
|
||||
// and 16:00 UTC at which the 0.5% trigger roll happens.
|
||||
|
||||
var (
|
||||
advEventScheduleMu sync.Mutex
|
||||
advEventSchedule map[string]int // userID string -> minute-of-day (600..959)
|
||||
advEventScheduleDay string // "2006-01-02" the schedule was built for
|
||||
// ── Event anchors ────────────────────────────────────────────────────────────
|
||||
// N1/A6 — events used to roll at 0.5%/player/day from a deferred ticker slot,
|
||||
// which put one sighting in front of a daily player roughly every 200 days.
|
||||
// They now roll at moments the player is demonstrably present and reading a
|
||||
// DM: the end-of-day digest, a sale at Thom's, and an arena cashout. Each
|
||||
// player still sees at most one event per UTC day.
|
||||
//
|
||||
// The per-anchor chances below put a player who hits all three at ~1 event
|
||||
// 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 (
|
||||
advEventChanceDigest = 0.08
|
||||
advEventChanceSell = 0.05
|
||||
advEventChanceArena = 0.05
|
||||
advEventChanceZoneClear = 0.08
|
||||
)
|
||||
|
||||
func advBuildEventSchedule(chars []AdventureCharacter) {
|
||||
advEventSchedule = make(map[string]int, len(chars))
|
||||
for _, c := range chars {
|
||||
if !c.Alive {
|
||||
continue
|
||||
}
|
||||
// Random minute between 600 (10:00) and 959 (15:59)
|
||||
advEventSchedule[string(c.UserID)] = 600 + rand.IntN(360)
|
||||
var (
|
||||
advEventFiredMu sync.Mutex
|
||||
advEventFired map[string]bool // userID -> an event already fired today
|
||||
advEventFiredDay string // "2006-01-02" the map belongs to
|
||||
)
|
||||
|
||||
// claimDailyEventSlot reserves today's single event slot for `userID`.
|
||||
// Returns false when the player already had one fire today.
|
||||
func claimDailyEventSlot(userID id.UserID, day string) bool {
|
||||
advEventFiredMu.Lock()
|
||||
defer advEventFiredMu.Unlock()
|
||||
if advEventFiredDay != day {
|
||||
advEventFired = make(map[string]bool)
|
||||
advEventFiredDay = day
|
||||
}
|
||||
if advEventFired[string(userID)] {
|
||||
return false
|
||||
}
|
||||
advEventFired[string(userID)] = true
|
||||
return true
|
||||
}
|
||||
|
||||
// releaseDailyEventSlot hands the slot back when the trigger bailed before
|
||||
// anything reached the player, so a later anchor the same day can still fire.
|
||||
func releaseDailyEventSlot(userID id.UserID) {
|
||||
advEventFiredMu.Lock()
|
||||
defer advEventFiredMu.Unlock()
|
||||
delete(advEventFired, string(userID))
|
||||
}
|
||||
|
||||
// maybeFireAnchoredEvent rolls `chance` at one of the A6 anchor moments and,
|
||||
// on a hit, triggers the player's one mid-day event for today.
|
||||
func (p *AdventurePlugin) maybeFireAnchoredEvent(userID id.UserID, chance float64) {
|
||||
if rand.Float64() >= chance {
|
||||
return
|
||||
}
|
||||
if !claimDailyEventSlot(userID, time.Now().UTC().Format("2006-01-02")) {
|
||||
return
|
||||
}
|
||||
if !p.tryTriggerEvent(userID) {
|
||||
releaseDailyEventSlot(userID)
|
||||
}
|
||||
advEventScheduleDay = time.Now().UTC().Format("2006-01-02")
|
||||
}
|
||||
|
||||
// ── Event Ticker ─────────────────────────────────────────────────────────────
|
||||
@@ -51,63 +101,58 @@ func (p *AdventurePlugin) eventTicker() {
|
||||
ticker := time.NewTicker(1 * time.Minute)
|
||||
defer ticker.Stop()
|
||||
|
||||
for range ticker.C {
|
||||
now := time.Now().UTC()
|
||||
dateKey := now.Format("2006-01-02")
|
||||
for {
|
||||
select {
|
||||
case <-p.stopCh:
|
||||
return
|
||||
case <-ticker.C:
|
||||
// Expire stale pending events every tick
|
||||
expireAdvPendingEvents()
|
||||
|
||||
// Expire stale pending events every tick
|
||||
expireAdvPendingEvents()
|
||||
// Auto-play any combat sessions past their 1h timeout.
|
||||
p.reapExpiredCombatSessions()
|
||||
|
||||
// Outside the trigger window — nothing to do
|
||||
if now.Hour() < 10 || now.Hour() >= 16 {
|
||||
continue
|
||||
}
|
||||
// Latch away party members onto autopilot so one absent player
|
||||
// can't hold a co-op fight hostage (N3/P5). Solo fights are never
|
||||
// listed — they answer to the reaper above.
|
||||
p.nudgeStalledPartyTurns()
|
||||
|
||||
// Rebuild schedule if it's a new day or uninitialised
|
||||
advEventScheduleMu.Lock()
|
||||
if advEventScheduleDay != dateKey {
|
||||
chars, err := loadAllAdvCharacters()
|
||||
if err != nil {
|
||||
slog.Error("adventure: events: failed to load chars for schedule", "err", err)
|
||||
advEventScheduleMu.Unlock()
|
||||
continue
|
||||
}
|
||||
advBuildEventSchedule(chars)
|
||||
slog.Info("adventure: event schedule built", "players", len(advEventSchedule))
|
||||
}
|
||||
// Reclaim invites nobody answered (N3/P6b). Every read already
|
||||
// filters on the TTL; this just stops the rows accumulating.
|
||||
purgeExpiredInvites()
|
||||
|
||||
// Find players whose roll minute is now
|
||||
currentMinute := now.Hour()*60 + now.Minute()
|
||||
var toRoll []id.UserID
|
||||
for uid, minute := range advEventSchedule {
|
||||
if minute == currentMinute {
|
||||
toRoll = append(toRoll, id.UserID(uid))
|
||||
}
|
||||
}
|
||||
advEventScheduleMu.Unlock()
|
||||
// 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()
|
||||
|
||||
for _, uid := range toRoll {
|
||||
p.tryTriggerEvent(uid)
|
||||
// Duels (N6/C2): refund and clear any challenge whose 24h accept
|
||||
// window lapsed.
|
||||
p.expireDuelChallenges()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) tryTriggerEvent(userID id.UserID) {
|
||||
// Load character — must be alive and have acted today
|
||||
// tryTriggerEvent fires the player's mid-day event. Reports whether an event
|
||||
// actually reached them — a false return means the caller's daily slot was
|
||||
// never spent. The trigger roll itself lives in maybeFireAnchoredEvent.
|
||||
func (p *AdventurePlugin) tryTriggerEvent(userID id.UserID) bool {
|
||||
// Load character — must be alive.
|
||||
char, err := loadAdvCharacter(userID)
|
||||
if err != nil || char == nil || !char.Alive || !char.ActionTakenToday {
|
||||
return
|
||||
if err != nil || char == nil || !char.Alive {
|
||||
return false
|
||||
}
|
||||
|
||||
// Already has an active event?
|
||||
active, _ := loadAdvActiveEvent(userID)
|
||||
if active != nil {
|
||||
return
|
||||
return false
|
||||
}
|
||||
|
||||
// 0.5% chance
|
||||
if rand.Float64() >= 0.005 {
|
||||
return
|
||||
// Mid-fight: a turn-based session locks the run. Don't drop a random
|
||||
// overworld event into a live fight — the player can't act on it without
|
||||
// finishing the fight first, and the trigger DM talks over the combat feed.
|
||||
if hasActiveCombatSession(userID) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Determine today's activity for filtering
|
||||
@@ -116,7 +161,7 @@ func (p *AdventurePlugin) tryTriggerEvent(userID id.UserID) {
|
||||
// Pick an event
|
||||
event := advPickRandomEvent(userID, activityType)
|
||||
if event == nil {
|
||||
return
|
||||
return false
|
||||
}
|
||||
|
||||
// Insert into DB
|
||||
@@ -125,14 +170,16 @@ func (p *AdventurePlugin) tryTriggerEvent(userID id.UserID) {
|
||||
eventID, err := insertAdvEvent(userID, event.Key, expiresAt)
|
||||
if err != nil {
|
||||
slog.Error("adventure: events: failed to insert event", "user", userID, "err", err)
|
||||
return
|
||||
return false
|
||||
}
|
||||
|
||||
slog.Info("adventure: mid-day event triggered", "user", userID, "event", event.Key, "id", eventID)
|
||||
|
||||
displayName, _ := loadDisplayName(userID)
|
||||
|
||||
// DM the player
|
||||
triggerDM := advSubstituteFlavor(event.TriggerDM, map[string]string{
|
||||
"{name}": char.DisplayName,
|
||||
"{name}": displayName,
|
||||
})
|
||||
if err := p.SendDM(userID, triggerDM); err != nil {
|
||||
slog.Error("adventure: events: failed to send trigger DM", "user", userID, "err", err)
|
||||
@@ -142,10 +189,11 @@ func (p *AdventurePlugin) tryTriggerEvent(userID id.UserID) {
|
||||
gr := gamesRoom()
|
||||
if gr != "" {
|
||||
roomLine := advSubstituteFlavor(advEventRoomTriggerWrapper, map[string]string{
|
||||
"{trigger_room_line}": advSubstituteFlavor(event.TriggerRoomLine, map[string]string{"{name}": char.DisplayName}),
|
||||
"{trigger_room_line}": advSubstituteFlavor(event.TriggerRoomLine, map[string]string{"{name}": displayName}),
|
||||
})
|
||||
_ = p.SendMessage(id.RoomID(gr), roomLine)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// handleEventRespond processes `!adventure respond`.
|
||||
@@ -176,8 +224,9 @@ func (p *AdventurePlugin) handleEventRespond(ctx MessageContext) error {
|
||||
gold += rand.Int64N(event.GoldMax - event.GoldMin + 1)
|
||||
}
|
||||
|
||||
// Credit gold
|
||||
p.euro.Credit(ctx.Sender, float64(gold), "adventure_event_"+event.Key)
|
||||
// Credit gold (5% community tax)
|
||||
net, _ := communityTax(ctx.Sender, float64(gold), 0.05)
|
||||
p.euro.Credit(ctx.Sender, net, "adventure_event_"+event.Key)
|
||||
|
||||
// Apply XP if applicable
|
||||
xpSkill := event.XPSkill
|
||||
@@ -200,6 +249,7 @@ func (p *AdventurePlugin) handleEventRespond(ctx MessageContext) error {
|
||||
}
|
||||
checkAdvLevelUp(char, xpSkill)
|
||||
_ = saveAdvCharacter(char)
|
||||
_ = upsertPlayerMetaSkillState(ctx.Sender, skillStateFromAdvChar(char))
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
120
internal/plugin/adventure_events_test.go
Normal file
120
internal/plugin/adventure_events_test.go
Normal file
@@ -0,0 +1,120 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"testing"
|
||||
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// TestAnchoredEventWeeklyRate pins the A6 rebalance: a player who reads an
|
||||
// end-of-day digest, sells at Thom's, and cashes out of the arena every day
|
||||
// should see roughly one mid-day event per week. The old 0.5%/day roll put
|
||||
// that at one per ~200 days.
|
||||
//
|
||||
// The simulation drives its own seeded RNG rather than the package-global
|
||||
// one, so it measures the policy — the chance constants and the one-event-
|
||||
// per-day cap — and never flakes on RNG ordering elsewhere in the suite.
|
||||
func TestAnchoredEventWeeklyRate(t *testing.T) {
|
||||
anchors := []float64{advEventChanceDigest, advEventChanceSell, advEventChanceArena}
|
||||
|
||||
const weeks = 20000
|
||||
rng := rand.New(rand.NewPCG(0x5EED, 0xA6))
|
||||
events := 0
|
||||
for range weeks {
|
||||
for range 7 {
|
||||
firedToday := false
|
||||
for _, chance := range anchors {
|
||||
if firedToday {
|
||||
break // one event per player per UTC day
|
||||
}
|
||||
if rng.Float64() < chance {
|
||||
firedToday = true
|
||||
}
|
||||
}
|
||||
if firedToday {
|
||||
events++
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
perWeek := float64(events) / weeks
|
||||
if perWeek < 0.8 || perWeek > 1.5 {
|
||||
t.Errorf("anchored events = %.3f/week, want ~1 (0.8–1.5)", perWeek)
|
||||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
func TestClaimDailyEventSlot_OnePerDay(t *testing.T) {
|
||||
uid := id.UserID("@events-slot:example")
|
||||
const day = "2026-07-09"
|
||||
|
||||
advEventFiredMu.Lock()
|
||||
advEventFired = nil
|
||||
advEventFiredDay = ""
|
||||
advEventFiredMu.Unlock()
|
||||
|
||||
if !claimDailyEventSlot(uid, day) {
|
||||
t.Fatal("first claim of the day should succeed")
|
||||
}
|
||||
if claimDailyEventSlot(uid, day) {
|
||||
t.Error("second claim on the same day should be refused")
|
||||
}
|
||||
// A trigger that bailed before reaching the player hands the slot back.
|
||||
releaseDailyEventSlot(uid)
|
||||
if !claimDailyEventSlot(uid, day) {
|
||||
t.Error("claim after release should succeed")
|
||||
}
|
||||
// A new UTC day resets everyone.
|
||||
if !claimDailyEventSlot(uid, "2026-07-10") {
|
||||
t.Error("claim on a new day should succeed")
|
||||
}
|
||||
}
|
||||
|
||||
// TestClaimDailyEventSlot_PerUser — one player's event doesn't consume another's.
|
||||
func TestClaimDailyEventSlot_PerUser(t *testing.T) {
|
||||
const day = "2026-07-11"
|
||||
if !claimDailyEventSlot(id.UserID("@events-a:example"), day) {
|
||||
t.Fatal("player A should claim")
|
||||
}
|
||||
if !claimDailyEventSlot(id.UserID("@events-b:example"), day) {
|
||||
t.Error("player B should claim independently of A")
|
||||
}
|
||||
}
|
||||
@@ -28,6 +28,17 @@ var babysitDiaperLines = []string{
|
||||
"The diapers. They happened. They were handled. Moving on.",
|
||||
}
|
||||
|
||||
// babysitHighlightLines fire on auto-babysit days when the haul was unusually
|
||||
// good — making the babysitter feel like a companion rather than a silent
|
||||
// insurance product. Each line takes one %s slot for the focused skill name.
|
||||
var babysitHighlightLines = []string{
|
||||
"The babysitter says your kid was a natural at %s today. They want it noted.",
|
||||
"Solid day on the %s circuit, apparently. The babysitter looked smug about it.",
|
||||
"Whatever the babysitter did with your %s gear — it worked. The numbers don't lie.",
|
||||
"The babysitter handed in a %s haul and said nothing. The smug silence said plenty.",
|
||||
"Your kid is, against the odds, getting alarmingly good at %s under TwinBee's care.",
|
||||
}
|
||||
|
||||
// pickBabysitFlavor returns a random entry from the given pool.
|
||||
func pickBabysitFlavor(pool []string) string {
|
||||
if len(pool) == 0 {
|
||||
|
||||
@@ -49,6 +49,22 @@ var blacksmithArena = []string{
|
||||
"The Arena gear gets the good tools. I don't use these for everything. Just for things that matter.",
|
||||
}
|
||||
|
||||
var blacksmithTemperGreetings = []string{
|
||||
"_sets aside the repair work_ You want me to make something _more_ than it is. That's different. That's the good work.",
|
||||
"Tempering. _rolls his shoulders_ I don't repair it. I take it apart and I convince it to come back stronger. It doesn't always want to.",
|
||||
"_wipes the counter clean with one sweep_ Put it down. Right there. Let me see what it could be instead of what it is.",
|
||||
"Anything can be pushed further. Anything. It's just a question of what you're willing to spend and how much heat it can take before it gives in.",
|
||||
"_eyes light up_ Oh, you've come for the real thing. Not a patch. A _change_. Show me. Show me everything you've got.",
|
||||
}
|
||||
|
||||
var blacksmithTemperCompletion = []string{
|
||||
"_lifts it from the quench, steam everywhere_ Feel the weight of it now. It's not the same thing you handed me. It never will be again.",
|
||||
"_breathing hard_ It fought me. Right to the end it fought me. And now look at it. Look what it became.",
|
||||
"There. _sets it down with enormous care_ I pushed it further than it wanted to go, and it thanked me for it. They always do.",
|
||||
"_holds it up, turning it slowly_ I've been doing this a long time and this one still surprised me. Take it before I change my mind about giving it back.",
|
||||
"It's still hot. It'll be hot for a while. That's what happens when you ask something to become more than it was.",
|
||||
}
|
||||
|
||||
var blacksmithFullCondition = []string{
|
||||
"_looks it over_ There's nothing to do here. It doesn't need me. _sounds slightly disappointed_ Come back when it does.",
|
||||
"Full condition. You've been taking care of it. Good. I appreciate that in a person.",
|
||||
@@ -63,4 +79,3 @@ var blacksmithBrokenCondition = []string{
|
||||
"_looks at the condition, looks at you, looks back at the condition_ You know it costs more when you let it get like this. Of course you know. You just didn't care. That's fine. I care enough for both of us. It'll cost you.",
|
||||
"This could have been avoided with regular visits. _slides the cost estimate across the counter without breaking eye contact_",
|
||||
}
|
||||
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -79,7 +79,7 @@ var ClosingSuccess = []string{
|
||||
"in business and out of the deeper healthcare plans.\n\n" +
|
||||
"Next action: {reset_time} ({time_until})\n" +
|
||||
"Morning DM: {morning_time} UTC\n" +
|
||||
"Evening summary: {summary_time} UTC — TwinBee will be there.\n\n" +
|
||||
"Evening summary: {summary_time} UTC — I will be there.\n\n" +
|
||||
"So will everyone else who showed up today.",
|
||||
}
|
||||
|
||||
@@ -171,7 +171,7 @@ var ClosingFailure = []string{
|
||||
"So will you, which is the important part.\n\n" +
|
||||
"Next action: {reset_time} ({time_until})\n" +
|
||||
"Tomorrow's choices at {morning_time} UTC.\n" +
|
||||
"TwinBee had a better day. The summary at {summary_time} UTC will confirm this.\n\n" +
|
||||
"I had a better day. The summary at {summary_time} UTC will confirm this.\n\n" +
|
||||
"Rest. You've earned the rest, at least.",
|
||||
|
||||
"─────────────────────────────\n" +
|
||||
|
||||
@@ -924,4 +924,4 @@ var DungeonExceptional = map[int][]string{
|
||||
"in a dungeon. Write it down. " +
|
||||
"The dungeon will tell this story differently.",
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,8 +51,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"Some questions are better left unasked. You have €{gold}.\n\n" +
|
||||
"S. Kelly watches you go.",
|
||||
OutcomeRoomLine: "✅ {name} handled the situation. S. Kelly was involved. Nobody is elaborating.",
|
||||
GoldMin: 35,
|
||||
GoldMax: 80,
|
||||
GoldMin: 3500,
|
||||
GoldMax: 8000,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -78,8 +78,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You accept this.\n\n" +
|
||||
"€{gold}. You are on fire slightly less than before.",
|
||||
OutcomeRoomLine: "✅ {name} ran into a burning building. Nobody was inside. {name} was briefly on fire.",
|
||||
GoldMin: 80,
|
||||
GoldMax: 200,
|
||||
GoldMin: 8000,
|
||||
GoldMax: 20000,
|
||||
XP: 10,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -109,8 +109,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You walk away. The owner is still laughing. " +
|
||||
"You can hear it for quite some time.",
|
||||
OutcomeRoomLine: "✅ {name} confronted four bandits. The carriage owner let it play out for a while first.",
|
||||
GoldMin: 120,
|
||||
GoldMax: 250,
|
||||
GoldMin: 12000,
|
||||
GoldMax: 25000,
|
||||
XP: 25,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -132,8 +132,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You will never find the stranger. " +
|
||||
"This is fine. Some things are better as open wounds.",
|
||||
OutcomeRoomLine: "✅ {name} ate the stew. {name} will not be discussing the stew.",
|
||||
GoldMin: 20,
|
||||
GoldMax: 50,
|
||||
GoldMin: 2000,
|
||||
GoldMax: 5000,
|
||||
XP: 15,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -160,8 +160,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"and no memory of what it referred to.\n\n" +
|
||||
"This haunts them. Good.",
|
||||
OutcomeRoomLine: "✅ {name} made a financial decision at the market. The merchant will be confused later.",
|
||||
GoldMin: 40,
|
||||
GoldMax: 120,
|
||||
GoldMin: 4000,
|
||||
GoldMax: 12000,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -185,8 +185,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You go to the bakery. You sell the loaf you bought before knowing about the voucher for €{gold}.\n\n" +
|
||||
"The justice system has, in its way, provided.",
|
||||
OutcomeRoomLine: "✅ {name} was detained and compensated with bread. The system works, loosely.",
|
||||
GoldMin: 25,
|
||||
GoldMax: 60,
|
||||
GoldMin: 2500,
|
||||
GoldMax: 6000,
|
||||
XP: 5,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -209,8 +209,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"is still waiting on their refund.\n\n" +
|
||||
"Not your problem.",
|
||||
OutcomeRoomLine: "✅ {name} accepted a refund for taxes they never paid. The city apologised.",
|
||||
GoldMin: 100,
|
||||
GoldMax: 250,
|
||||
GoldMin: 10000,
|
||||
GoldMax: 25000,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -238,8 +238,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"They do not follow you. They sit down on the nearest step " +
|
||||
"and think about their choices. Good.",
|
||||
OutcomeRoomLine: "✅ {name} was pickpocketed and immediately pickpocketed back. Net outcome: positive.",
|
||||
GoldMin: 30,
|
||||
GoldMax: 85,
|
||||
GoldMin: 3000,
|
||||
GoldMax: 8500,
|
||||
XP: 10,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -262,8 +262,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"The shouting was bad. " +
|
||||
"You do not ask what happened to the pig.",
|
||||
OutcomeRoomLine: "✅ {name} avoided the pig and was paid for it. The pig's status is unknown.",
|
||||
GoldMin: 15,
|
||||
GoldMax: 40,
|
||||
GoldMin: 1500,
|
||||
GoldMax: 4000,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -289,8 +289,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"The crow looks up at you. Brief eye contact.\n\n" +
|
||||
"The crow looks away. Business as usual.",
|
||||
OutcomeRoomLine: "✅ The crow gave {name} a ring and left. It gives everyone rings. Questions: none.",
|
||||
GoldMin: 50,
|
||||
GoldMax: 110,
|
||||
GoldMin: 5000,
|
||||
GoldMax: 11000,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -314,8 +314,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"The horse bites them immediately.\n\n" +
|
||||
"You do not look back.",
|
||||
OutcomeRoomLine: "✅ {name} said something to a horse and it worked. The next person was bitten immediately. {name} cannot explain this.",
|
||||
GoldMin: 20,
|
||||
GoldMax: 55,
|
||||
GoldMin: 2000,
|
||||
GoldMax: 5500,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -343,8 +343,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"The money was apparently for you. " +
|
||||
"You do not understand any part of this and you never will.",
|
||||
OutcomeRoomLine: "✅ A cat led {name} to a lockbox. The note inside was for the cat. The money was for {name}.",
|
||||
GoldMin: 45,
|
||||
GoldMax: 100,
|
||||
GoldMin: 4500,
|
||||
GoldMax: 10000,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -376,8 +376,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You have his money now. " +
|
||||
"Karma is imprecise but directionally sound.",
|
||||
OutcomeRoomLine: "✅ {name} attended Roderick Hannaway's funeral uninvited. Roderick was difficult. {name} has the money.",
|
||||
GoldMin: 60,
|
||||
GoldMax: 130,
|
||||
GoldMin: 6000,
|
||||
GoldMax: 13000,
|
||||
XP: 10,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -417,8 +417,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"Friends made today: -20.\n" +
|
||||
"Money made today: €{gold}. A whole lot.",
|
||||
OutcomeRoomLine: "✅ {name} treated the bar fight wounded on a sliding scale. The child paid the most. Friends made: -20.",
|
||||
GoldMin: 85,
|
||||
GoldMax: 190,
|
||||
GoldMin: 8500,
|
||||
GoldMax: 19000,
|
||||
XP: 10,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -450,8 +450,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"They don't know. They will find out. " +
|
||||
"That is not your problem.",
|
||||
OutcomeRoomLine: "✅ {name} accepted a duel meant for someone else. Error discovered mid-duel. Compensation paid.",
|
||||
GoldMin: 80,
|
||||
GoldMax: 170,
|
||||
GoldMin: 8000,
|
||||
GoldMax: 17000,
|
||||
XP: 30,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -484,8 +484,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You stand on the step for a moment.\n\n" +
|
||||
"You walk home.",
|
||||
OutcomeRoomLine: "✅ {name} sat at a stranger's dinner table. Was served. Was paid. The chair was waiting.",
|
||||
GoldMin: 30,
|
||||
GoldMax: 80,
|
||||
GoldMin: 3000,
|
||||
GoldMax: 8000,
|
||||
XP: 10,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -517,8 +517,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"The prophet makes eye contact with you briefly.\n\n" +
|
||||
"The prophet looks away.",
|
||||
OutcomeRoomLine: "✅ {name} is in a prophecy. A door will know them. Nobody can say which door.",
|
||||
GoldMin: 50,
|
||||
GoldMax: 110,
|
||||
GoldMin: 5000,
|
||||
GoldMax: 11000,
|
||||
XP: 20,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -552,8 +552,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"That explosion would have probably had your ears ringing for a bit. " +
|
||||
"Whew.",
|
||||
OutcomeRoomLine: "✅ {name} received a clock and an apology from T. Both have been processed.",
|
||||
GoldMin: 55,
|
||||
GoldMax: 120,
|
||||
GoldMin: 5500,
|
||||
GoldMax: 12000,
|
||||
XP: 0,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -580,8 +580,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"The letter is the other well's problem. " +
|
||||
"You are not thinking about the letter.",
|
||||
OutcomeRoomLine: "✅ {name} went into a well. Came out. The letter has been re-disposed of in a different well.",
|
||||
GoldMin: 90,
|
||||
GoldMax: 210,
|
||||
GoldMin: 9000,
|
||||
GoldMax: 21000,
|
||||
XP: 10,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -602,8 +602,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You replace the flagstone. You pocket the money.\n\n" +
|
||||
"You are telling everyone.",
|
||||
OutcomeRoomLine: "✅ {name} followed the X. It worked. {name} has been asked to tell no one.",
|
||||
GoldMin: 70,
|
||||
GoldMax: 160,
|
||||
GoldMin: 7000,
|
||||
GoldMax: 16000,
|
||||
XP: 5,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -637,8 +637,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"The lock has already been changed.\n\n" +
|
||||
"€{gold}. The food was decent.",
|
||||
OutcomeRoomLine: "✅ {name} found the dungeon staff area. The goblins were on break. An agreement was reached.",
|
||||
GoldMin: 80,
|
||||
GoldMax: 180,
|
||||
GoldMin: 8000,
|
||||
GoldMax: 18000,
|
||||
XP: 20,
|
||||
XPSkill: "combat",
|
||||
Activity: "dungeon",
|
||||
@@ -665,8 +665,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You will not be thinking about it. " +
|
||||
"€{gold} has a clarifying effect on the mind.",
|
||||
OutcomeRoomLine: "✅ {name} picked up free ore off the ground. Nothing happened. €{gold}.",
|
||||
GoldMin: 20,
|
||||
GoldMax: 65,
|
||||
GoldMin: 2000,
|
||||
GoldMax: 6500,
|
||||
XP: 5,
|
||||
XPSkill: "mining",
|
||||
Activity: "mining",
|
||||
@@ -692,8 +692,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You don't ask what it is. " +
|
||||
"Whatever you just sold, the foraging skill has decided it counts.",
|
||||
OutcomeRoomLine: "✅ {name} sold an unidentified plant to a herbalist who was very controlled about wanting it.",
|
||||
GoldMin: 60,
|
||||
GoldMax: 140,
|
||||
GoldMin: 6000,
|
||||
GoldMax: 14000,
|
||||
XP: 25,
|
||||
XPSkill: "foraging",
|
||||
Activity: "foraging",
|
||||
@@ -735,8 +735,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You do have a shiny button and €{gold} in back-pay for the twelve minutes you were technically enlisted.\n\n" +
|
||||
"Huzzah.",
|
||||
OutcomeRoomLine: "✅ {name} accidentally enlisted in an army and immediately got the General killed. Has a button and €{gold}.",
|
||||
GoldMin: 8,
|
||||
GoldMax: 22,
|
||||
GoldMin: 800,
|
||||
GoldMax: 2200,
|
||||
XP: 5,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -791,8 +791,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"This ought to sell for a decent amount.\n\n" +
|
||||
"Mission accomplished.",
|
||||
OutcomeRoomLine: "✅ {name} climbed a tower, broke an egg, got knocked off the ladder, and landed in manure. Has a claw.",
|
||||
GoldMin: 45,
|
||||
GoldMax: 95,
|
||||
GoldMin: 4500,
|
||||
GoldMax: 9500,
|
||||
XP: 10,
|
||||
Activity: "any",
|
||||
},
|
||||
@@ -838,8 +838,8 @@ var advRandomEvents = []AdvRandomEvent{
|
||||
"You did it.\n\n" +
|
||||
"Congratulations.",
|
||||
OutcomeRoomLine: "✅ {name} outsmarted a monkey. The monkey took the bananas and gave back the coin out of pity.",
|
||||
GoldMin: 1,
|
||||
GoldMax: 1,
|
||||
GoldMin: 100,
|
||||
GoldMax: 100,
|
||||
XP: 40,
|
||||
Activity: "any",
|
||||
},
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
package plugin
|
||||
|
||||
// ── IMPORTANT: DO NOT REWRITE, SUMMARIZE, OR SHORTEN ANY ENTRIES IN THIS FILE ──
|
||||
//
|
||||
// This file contains hand-written flavor text. Every entry is the length it is
|
||||
// on purpose. The voice, pacing, and specific wording are intentional.
|
||||
// If an entry seems too long: it isn't. Leave it alone.
|
||||
// If you are tempted to "clean up" or "condense" entries: don't.
|
||||
// If your context window is too small to fit this file: that is your problem, not ours.
|
||||
//
|
||||
// ── FISHING FLAVOR TEXT ───────────────────────────────────────────────────────
|
||||
//
|
||||
// Tier 1: Muddy Pond — garbage, sad fish, puns, Stardew energy
|
||||
|
||||
@@ -52,6 +52,41 @@ var nurseJoyNudge = []string{
|
||||
"Type `!hospital` to check in.",
|
||||
}
|
||||
|
||||
// nurseJoyHaggleFlavor — Nurse Joy's reaction to the player's CHA haggle roll.
|
||||
// Indexed by hospitalHaggleOutcome (haggleFumble=0, haggleFail=1, haggleWin=2, haggleCrit=3).
|
||||
var nurseJoyHaggleFlavor = [][]string{
|
||||
// haggleFumble — nat 1
|
||||
{
|
||||
"_you have drooled on the clipboard_ Oh sweetie. _gently dabs at it_ That's okay! We see this all the time. _has not seen this all the time._ Full price, but on the house emotionally!",
|
||||
"You opened your mouth and a single, low groan came out. _she nods supportively_ I'll take that as 'fine with the full bill!' Wonderful negotiating!",
|
||||
"_you tried to wink and both eyes closed_ Bless. We'll just go with the standard rate, sugar. Don't strain yourself.",
|
||||
"You attempted charm. You produced a wet, rattling exhale. _Nurse Joy beams._ \"That's a yes to the full price! Great chat!\"",
|
||||
"_you mumbled what you thought was a compliment about her hair_ That was a tube. That was the oxygen tube, honey. Full price!",
|
||||
},
|
||||
// haggleFail — d20+CHA below DC
|
||||
{
|
||||
"_smiles, doesn't blink_ I hear you, I do, but our pricing is set by the regional billing council and they are not sentimental people. Full bill it is!",
|
||||
"That was a nice try! Really. _pats your hand_ Unfortunately I don't actually have the authority to discount anything, but it's so cute that you asked!",
|
||||
"_tilts head sympathetically_ Oh, I would if I could! I really would. _she would not_ Standard rate, sugar.",
|
||||
"Mm, no, that one didn't quite land for me. _still smiling_ But you're so brave for trying! Standard pricing applies.",
|
||||
},
|
||||
// haggleWin — pass
|
||||
{
|
||||
"_leans in conspiratorially_ You know what? You've been so polite. _types something_ I'm going to push this through as a 'goodwill adjustment.' Half off! Don't tell Derek.",
|
||||
"_genuinely charmed_ Oh you're sweet. Okay, okay, I can flag this as a hardship case. Fifty percent off! _winks, has never winked at anyone before_",
|
||||
"You know, the system has this little box for 'compassionate review' and I'm just _click_ going to go ahead and check that. There. Half price! Our little secret.",
|
||||
"_giggles_ You're trouble. Okay — half off, but only because I like you, and because Derek is on lunch.",
|
||||
},
|
||||
// haggleCrit — nat 20
|
||||
{
|
||||
"_completely disarmed_ Oh my god. _puts down clipboard_ I haven't laughed like that on shift in YEARS. You know what? This one's on the house. Derek is going to have a complete meltdown and I do not care.",
|
||||
"_dabs at her eye, recovering_ Sir. Ma'am. Whatever-you-are. That was the single most charming thing a corpse has ever said to me. Bill: waived. Walk it off.",
|
||||
"_actually blushing_ I — okay. Okay! You know what? Free. It's free. _whispers to the ceiling_ Sorry Derek.",
|
||||
"_stares at you for a long moment_ I'm calling it a clinical trial. You're the trial. There is no charge. Get out of here before I change my mind. _winks for real this time_",
|
||||
"_to the orderlies_ Tear up the bill. _to you_ You, sugar, are a treasure. Discharge papers, no charge, complimentary water for the road.",
|
||||
},
|
||||
}
|
||||
|
||||
var nurseJoyAlive = []string{
|
||||
"_looks up from clipboard_ You don't appear to be dead! That's great news! We love when people aren't dead. Come back if that changes! _cheerfully_",
|
||||
"_tilts head_ Our records show you're... alive? That's wonderful! We don't actually treat alive people here. It's a whole different department. _waves vaguely_",
|
||||
@@ -63,8 +98,22 @@ var nurseJoyAlreadyRevived = "You seem to have recovered on your own! " +
|
||||
|
||||
// ── Room Announcements ───────────────────────────────────────────────────<E29480><E29480>─
|
||||
|
||||
var hospitalDischargeAnnounce = "🏥 %s has been discharged from St. Guildmore's Memorial Hospital. " +
|
||||
"Recovered. Back in action. The bill has been described as \"a lot.\""
|
||||
// hospitalDischargeBillDescriptors are the variants used for the
|
||||
// "The bill has been described as ..." sentence in the discharge announcement.
|
||||
// Some are bare adjectives ("devastating"); others are full quoted phrases.
|
||||
var hospitalDischargeBillDescriptors = []string{
|
||||
"\"inhumane but probably normal by USA standards.\"",
|
||||
"devastating.",
|
||||
"ruinous.",
|
||||
"soul-crushing.",
|
||||
"\"proof that someone, somewhere, hates me specifically.\"",
|
||||
"\"tearing to shreds what little hope I had left for humanity.\"",
|
||||
"\"what I imagine my greatest enemies would charge me.\"",
|
||||
"\"enough to make me reconsider the whole 'surviving' part.\"",
|
||||
}
|
||||
|
||||
var hospitalDischargeAnnouncePrefix = "🏥 %s has been discharged from St. Guildmore's Memorial Hospital. " +
|
||||
"Recovered. Back in action. The bill has been described as %s"
|
||||
|
||||
var hospitalDitchAnnounce = "🏥 %s was brought into St. Guildmore's on a stretcher. " +
|
||||
"They have been returned to the ditch. They'll be fine tomorrow."
|
||||
|
||||
@@ -363,9 +363,9 @@ var MiningSuccess = map[int][]string{
|
||||
|
||||
"In and out. {ore}, €{value}, zero cave-ins, one bat that thought about it " +
|
||||
"and decided not to. Your {tool} is slightly worse. Everything else is better. " +
|
||||
"By Surface Pits standards, a professional operation.",
|
||||
"By {location} standards, a professional operation.",
|
||||
|
||||
"The copper vein ran further than the map suggested. Further and richer. " +
|
||||
"The seam ran further than the map suggested. Further and richer. " +
|
||||
"You took {ore} worth €{value} and left more than you could carry. " +
|
||||
"This is the correct response to a rich vein. Come back tomorrow. " +
|
||||
"Bring a bigger bag. Bring a better pickaxe.",
|
||||
@@ -380,68 +380,69 @@ var MiningSuccess = map[int][]string{
|
||||
"and the rock rewarded you for it. This is the entire transaction. " +
|
||||
"It is, when it works, genuinely satisfying.",
|
||||
|
||||
"The tin seam yielded more than expected and the coal beneath it " +
|
||||
"turned out to have a copper pocket behind it " +
|
||||
"The upper seam yielded more than expected and the layer beneath it " +
|
||||
"turned out to have a pocket behind it " +
|
||||
"that wasn't on any map because nobody had gone that far before. " +
|
||||
"You went that far. {ore} total, €{value}. " +
|
||||
"The {tool} is worse. The discovery is better.",
|
||||
},
|
||||
|
||||
2: {
|
||||
"Iron Ridge delivered today. {ore} extracted, €{value} assessed, " +
|
||||
"{location} delivered today. {ore} extracted, €{value} assessed, " +
|
||||
"cave troll acknowledged and navigated around with something approaching grace. " +
|
||||
"The {tool} performed admirably. Your back has filed a formal complaint. " +
|
||||
"The back's complaint is noted and will not change the outcome.",
|
||||
|
||||
"A good seam. A real seam — proper iron, " +
|
||||
"the kind where the rock splits cleanly and the ore sits in it " +
|
||||
"like it's been waiting. {ore} worth €{value}. {xp} XP. " +
|
||||
"A good seam. A real seam — the kind where the rock splits cleanly " +
|
||||
"and the ore sits in it like it's been waiting. " +
|
||||
"{ore} worth €{value}. {xp} XP. " +
|
||||
"This is what mining is supposed to feel like. " +
|
||||
"Remember it for the days it doesn't.",
|
||||
|
||||
"The lead pocket was deeper than the iron, which meant going deeper " +
|
||||
"than planned, which meant more exposure to everything Iron Ridge contains. " +
|
||||
"The deeper pocket was further in than the surface yield suggested, " +
|
||||
"which meant going deeper than planned, " +
|
||||
"which meant more exposure to everything {location} contains. " +
|
||||
"You made it. {ore} worth €{value}. The depth was worth it. " +
|
||||
"The {tool} has opinions about the depth. The opinions are structural.",
|
||||
},
|
||||
|
||||
3: {
|
||||
"Silver. Real silver, properly embedded, not quartz, not illusion, " +
|
||||
"not iron-coloured rock lying about its nature. Silver. " +
|
||||
"Whatever you came down here for, you took it. No illusions, no " +
|
||||
"iron-coloured rock lying about its nature. " +
|
||||
"{ore} worth €{value}. {xp} XP. Your {tool} is a real tool " +
|
||||
"and this was a real seam and you extracted the silver. " +
|
||||
"and this was a real seam and you extracted what was in it. " +
|
||||
"That's the whole job. Today the whole job got done.",
|
||||
|
||||
"The Silver Seam at depth, past the quartz formations, " +
|
||||
"{location} at depth, past the decorative formations, " +
|
||||
"past the section that looks better than it is, " +
|
||||
"down to where the silver sits in the rock like an argument for effort. " +
|
||||
"down to where the yield sits in the rock like an argument for effort. " +
|
||||
"{ore}, €{value}, {xp} XP, home by sunset. " +
|
||||
"A good day. In a mine. Those exist.",
|
||||
},
|
||||
|
||||
4: {
|
||||
"Deeprock gold. Actual gold, not pyrite, not gold-coloured copper, " +
|
||||
"not optimism in mineral form. Gold. {ore} worth €{value}. " +
|
||||
"The Deeprock tried to discourage you with atmosphere and pressure. " +
|
||||
"You brought a Mithril Pickaxe and ignored the atmosphere.",
|
||||
"Proper haul. No pyrite, no gold-coloured copper, " +
|
||||
"no optimism in mineral form. {ore} worth €{value}. " +
|
||||
"{location} tried to discourage you with atmosphere and pressure. " +
|
||||
"You brought a {tool} and ignored the atmosphere.",
|
||||
|
||||
"You went to the fourth level of the Deeprock and you came back " +
|
||||
"You went to the fourth level of {location} and you came back " +
|
||||
"with {ore} worth €{value} and {xp} XP and a story " +
|
||||
"that mostly involves how far down the fourth level is. " +
|
||||
"It is very far down. The ore was worth being very far down. Today.",
|
||||
},
|
||||
|
||||
5: {
|
||||
"Mythril. You found mythril and extracted mythril " +
|
||||
"and brought mythril home and mythril is worth €{value} per unit. " +
|
||||
"The {ore} you're carrying is worth €{value} total. " +
|
||||
"{xp} XP. The Diamond Pickaxe is a Diamond Pickaxe for a reason. " +
|
||||
"You found the seam and you extracted the seam " +
|
||||
"and brought the seam home. " +
|
||||
"{ore} worth €{value} total. " +
|
||||
"{xp} XP. The {tool} is a {tool} for a reason. " +
|
||||
"Today you proved the reason.",
|
||||
|
||||
"The Voidstone was present but passive today. " +
|
||||
"The Dragon Crystals were warm but not hostile. " +
|
||||
"The mythril seam was open and you took {ore} worth €{value} from it. " +
|
||||
"{xp} XP. The Mythril Caverns had a good day at the same time you did. " +
|
||||
"The seam was open and you took {ore} worth €{value} from it. " +
|
||||
"{xp} XP. {location} had a good day at the same time you did. " +
|
||||
"This does not happen often. Don't examine it. Take the ore home.",
|
||||
},
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user