Files
gogobee/internal/plugin/adventure_render.go
prosolis a6f1de4e74 N7/E4: Seasonal events — 1-week holiday skins
Four anchor holidays (Hallowtide, Midwinter Feast, Sweethearts' Revel,
First Bloom) each get a 7-day window (anchor ±3 days) that layers three
things on the world, all reusing existing machinery:

  1. A themed Omen that overrides the weekly rotation. Reuses the B3 omen
     effect fields, so the non-combat rule holds; kept behind activeOmen's
     simOmenDisabled guard (and activeSeason honours it too) so no season
     path can reach the balance sim or move the golden.
  2. A curated curio shelf at Luigi's — existing registry items rotated to
     the front of dailyCuriosStock, so no net-new power enters the economy.
     Off-season output is byte-identical to before.
  3. A themed road visitor via the ambient seam — a season_visitor event
     that leaves a sellable keepsake + coin gift. No combat: the ambient
     seam still never opens a fight.

Pure function of the UTC date + anchor calendar — no schema, ticker, or
persistence, same discipline as the Omen and holiday calendar. Season
banner rides the existing morning DM (no net-new scheduled message).

go test ./internal/plugin ./internal/db green; combat golden byte-identical.

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
2026-07-10 20:30:15 -07:00

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package plugin
import (
"fmt"
"hash/fnv"
"math/rand/v2"
"strings"
"sync"
"time"
"maunium.net/go/mautrix/id"
)
// ── Flavor Text Selection ────────────────────────────────────────────────────
// flavorHistory tracks last N used indices per player per category to avoid repetition.
var flavorHistory sync.Map // key: "userID:category" -> []int
const flavorHistorySize = 5
func advPickFlavor(pool []string, userID id.UserID, category string) (string, int) {
if len(pool) == 0 {
return "", 0
}
if len(pool) == 1 {
return pool[0], 0
}
key := string(userID) + ":" + category
// Load history
var history []int
if val, ok := flavorHistory.Load(key); ok {
history = val.([]int)
}
// Try to pick an index not in recent history
var idx int
for attempts := 0; attempts < 20; attempts++ {
idx = rand.IntN(len(pool))
if !intSliceContains(history, idx) {
break
}
}
// Update history
history = append(history, idx)
if len(history) > flavorHistorySize {
history = history[len(history)-flavorHistorySize:]
}
flavorHistory.Store(key, history)
return pool[idx], idx
}
func intSliceContains(s []int, v int) bool {
for _, x := range s {
if x == v {
return true
}
}
return false
}
// advClearFlavorHistory resets the dedup tracker. Called at midnight reset.
func advClearFlavorHistory() {
flavorHistory.Range(func(key, _ any) bool {
flavorHistory.Delete(key)
return true
})
}
// advSubstituteFlavor replaces {var} placeholders in a flavor text string.
func advSubstituteFlavor(template string, vars map[string]string) string {
pairs := make([]string, 0, len(vars)*2)
for k, v := range vars {
// Prevent "The The Soggy Cellar" — if the value starts with "The "
// and the template says "The {location}", replace that as a unit first.
if strings.HasPrefix(v, "The ") {
theKey := "The " + k
if strings.Contains(template, theKey) {
pairs = append(pairs, theKey, v)
}
}
pairs = append(pairs, k, v)
}
return strings.NewReplacer(pairs...).Replace(template)
}
// ── Character Sheet ──────────────────────────────────────────────────────────
func renderAdvCharacterSheet(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment, items []AdvItem, treasures []AdvTreasureBonus, balance float64) string {
var sb strings.Builder
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return "No adventurer found. Type `!adventure` to begin."
}
displayName, _ := loadDisplayName(userID)
sb.WriteString(fmt.Sprintf("⚔️ **%s's Adventurer**\n\n", displayName))
// Stats — Combat line shows D&D Level (CombatXP display retired in L4f).
dndLevel := dndLevelForUser(userID)
sb.WriteString("📊 Stats:\n")
sb.WriteString(fmt.Sprintf(" Combat: Lv.%d\n", dndLevel))
sb.WriteString(fmt.Sprintf(" Mining: Lv.%d (%d/%d XP)\n", char.MiningSkill, char.MiningXP, xpToNextLevel(char.MiningSkill)))
sb.WriteString(fmt.Sprintf(" Forage: Lv.%d (%d/%d XP)\n", char.ForagingSkill, char.ForagingXP, xpToNextLevel(char.ForagingSkill)))
sb.WriteString(fmt.Sprintf(" Fishing: Lv.%d (%d/%d XP)\n", char.FishingSkill, char.FishingXP, xpToNextLevel(char.FishingSkill)))
// Status
if char.Alive {
sb.WriteString(" Status: Alive\n")
} else if char.DeadUntil != nil {
sb.WriteString(fmt.Sprintf(" Status: 💀 Dead — revives %s UTC\n", char.DeadUntil.Format("15:04")))
}
// Streak
if char.CurrentStreak > 0 {
sb.WriteString(fmt.Sprintf(" 🔥 Streak: %d days", char.CurrentStreak))
if char.CurrentStreak >= 30 {
sb.WriteString(" 🏆")
} else if char.CurrentStreak >= 14 {
sb.WriteString(" ⭐")
} else if char.CurrentStreak >= 7 {
sb.WriteString(" 🔥")
}
sb.WriteString(fmt.Sprintf(" (best: %d)\n", char.BestStreak))
}
// Crafting (only show once they've actually crafted something)
if char.CraftsSucceeded > 0 {
sb.WriteString(fmt.Sprintf("🧪 Crafts: %d successful (Foraging Lv.%d — `!adventure recipes`)\n",
char.CraftsSucceeded, char.ForagingSkill))
}
// Equipment
sb.WriteString("\n🛡 Equipment:\n")
eqScore := advEquipmentScore(equip)
for _, slot := range allSlots {
eq := equip[slot]
if eq == nil {
continue
}
marker := ""
if eq.Masterwork {
marker = " ⭐"
} else if eq.ArenaTier > 0 {
marker = " ⚔️"
}
// Mastery segment is appended as a third inline field after
// condition only when there's progress — keeps rows tight for
// freshly-equipped gear and grows with use.
mastery := ""
if seg := advMasteryRowSegment(eq.ActionsUsed); seg != "" {
mastery = " | " + seg
}
sb.WriteString(fmt.Sprintf(" %s %s: %s%s (Tier %d | %d%% cond%s)\n",
slotEmoji(slot), slotTitle(slot), eq.Name, marker, eq.Tier, eq.Condition, mastery))
}
sb.WriteString(fmt.Sprintf(" Equipment Score: %.1f\n", eqScore))
if line := renderAdvMasteryAggregate(equip); line != "" {
sb.WriteString(" " + line + "\n")
}
// Treasures
if len(treasures) > 0 {
seen := make(map[string]bool)
sb.WriteString("\n💎 Treasures:\n")
for _, t := range treasures {
if seen[t.TreasureKey] {
continue
}
seen[t.TreasureKey] = true
if def := lookupAdvTreasureDef(t.TreasureKey); def != nil {
sb.WriteString(fmt.Sprintf(" %s\n", def.InventoryDesc))
}
}
}
// Inventory summary
var invValue int64
for _, item := range items {
invValue += item.Value
}
sb.WriteString(fmt.Sprintf("\n🎒 Inventory: %d items (total value ~€%d)\n", len(items), invValue))
sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n", balance))
// Babysit status
if char.BabysitActive {
remaining := "active"
if char.BabysitExpiresAt != nil {
days := int(time.Until(*char.BabysitExpiresAt).Hours() / 24)
if days < 1 {
remaining = "less than a day left"
} else {
remaining = fmt.Sprintf("%d days left", days)
}
}
sb.WriteString(fmt.Sprintf("\n🍼 Babysitting: %s (focus: %s)\n", remaining, char.BabysitSkillFocus))
}
// Rival status — read from player_meta (Adv 2.0 Phase L4b).
rivalPoolFlag, _, _ := loadRivalState(userID)
if rivalPoolFlag == 1 {
records, _ := loadAllRivalRecords(userID)
sb.WriteString("\n⚔ Rivals: Unlocked")
if len(records) > 0 {
totalW, totalL := 0, 0
for _, r := range records {
totalW += r.Wins
totalL += r.Losses
}
sb.WriteString(fmt.Sprintf(" (%dW / %dL)", totalW, totalL))
}
sb.WriteString(" — `!adventure rivals` for details\n")
}
return sb.String()
}
// ── Morning DM ───────────────────────────────────────────────────────────────
// renderCraftingTeaser surfaces the crafting system before and just after
// the Foraging-10 auto-unlock, so it doesn't stay invisible to players who
// never type !adventure recipes. Returns "" when the teaser shouldn't fire
// today (out of pre-unlock window, or already deep into post-unlock).
func renderCraftingTeaser(userID id.UserID) string {
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return ""
}
return craftingTeaserText(char.ForagingSkill, char.CraftsSucceeded, userID)
}
// craftingTeaserText is the pure-logic core of renderCraftingTeaser, split
// out so unit tests can exercise the bracket boundaries without a DB.
func craftingTeaserText(foragingSkill, craftsSucceeded int, userID id.UserID) string {
const unlock = 10
if foragingSkill < unlock {
// Pre-unlock teaser: only when within 3 levels.
if foragingSkill < unlock-3 {
return ""
}
levelsToGo := unlock - foragingSkill
return fmt.Sprintf("🧪 **Crafting unlocks in %d Foraging level%s** — auto-craft consumables from gathered ingredients (Berry Poultice, Herb Salve, etc.).",
levelsToGo, plural(levelsToGo))
}
// Post-unlock: nudge when no successful crafts yet (gentle), or once a
// week (loose periodicity via day-of-year %).
if craftsSucceeded == 0 {
return "🧪 **Crafting is unlocked.** Gather a couple of matching ingredients and I will auto-craft consumables — try `!adventure recipes` to see what your level supports."
}
if int(time.Now().UTC().Weekday()) == craftingReminderWeekday(userID, time.Now().UTC()) {
return "🧪 *Crafting reminder* — `!adventure recipes` shows what's available at Foraging Lv." + fmt.Sprintf("%d.", foragingSkill)
}
return ""
}
// craftingReminderWeekday picks the day-of-week (0=Sunday..6=Saturday) on
// which a given player gets the weekly crafting nudge during the given
// week. Stable within an ISO week (predictable, not annoying), rotates
// across weeks (not always the same day long-term).
func craftingReminderWeekday(userID id.UserID, now time.Time) int {
year, week := now.ISOWeek()
h := fnv.New32a()
fmt.Fprintf(h, "%s|%d|%d", string(userID), year, week)
return int(h.Sum32() % 7)
}
func plural(n int) string {
if n == 1 {
return ""
}
return "s"
}
// renderRivalNudge surfaces a pending rival challenge in the morning DM so
// players who missed or ignored the dramatic challenge DM see a reminder
// before it expires. Returns "" if there's no pending challenge against
// this player.
func renderRivalNudge(userID id.UserID) string {
c := pendingRivalChallengeForChallenged(userID)
if c == nil {
return ""
}
hours := int(time.Until(c.ExpiresAt).Hours())
if hours < 1 {
hours = 1 // floor — "<1h" feels worse than "1h"
}
rivalName := string(c.ChallengerID)
if name, err := loadDisplayName(c.ChallengerID); err == nil && name != "" {
rivalName = name
}
return fmt.Sprintf("⚔️ **Rival challenge open** — %s, round %d/3, €%d on the line · expires in %dh · reply **rock**, **paper**, or **scissors**",
rivalName, c.Round, c.Stake, hours)
}
func renderAdvMorningDM(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment, balance float64, bonuses *AdvBonusSummary, holidayName string) string {
var sb strings.Builder
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return ""
}
// Holiday notice (before greeting). Today's perks: TwinBee starts new
// runs in a slightly better mood (+5), expedition outfitting includes a
// complimentary standard pack, and every harvest yields one extra unit.
if holidayName != "" {
sb.WriteString(fmt.Sprintf("🎉 Happy %s! In recognition of %s, today's adventures come with TwinBee's blessing — new zone & expedition runs start at +5 mood, expedition outfitting includes a complimentary standard pack, and every harvest yields one extra unit.\n\n", holidayName, holidayName))
}
// N7/B3 the Omen — this week's world modifier, in TwinBee's voice. Rides the
// existing morning DM (no net-new scheduled message); persistent one-liner so
// a mid-week arrival still learns the active omen.
sb.WriteString(omenMorningLine(activeOmen()))
sb.WriteString("\n\n")
// N7/E4 — a live season adds a "what's live this week" banner under the Omen
// line (its themed omen already rode the line above). Same morning DM, no
// net-new scheduled message.
if s, ok := activeSeason(); ok {
sb.WriteString(seasonBannerLine(s))
sb.WriteString("\n\n")
}
// Pick a morning greeting
greeting, _ := advPickFlavor(MorningDM, userID, "morning_dm")
displayName, _ := loadDisplayName(userID)
dndLevel := dndLevelForUser(userID)
vars := map[string]string{
"{name}": displayName,
"{character_sheet}": fmt.Sprintf(
" ⚔️ Combat Lv.%d ⛏️ Mining Lv.%d 🌿 Foraging Lv.%d 🎣 Fishing Lv.%d\n 💰 €%.0f",
dndLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill, balance),
}
sb.WriteString(advSubstituteFlavor(greeting, vars))
sb.WriteString("\n\n")
// Active buffs
buffs, _ := loadAdvActiveBuffs(userID)
if len(buffs) > 0 {
sb.WriteString("✨ **Active buffs:**\n")
for _, b := range buffs {
remaining := time.Until(b.ExpiresAt).Truncate(time.Hour)
sb.WriteString(fmt.Sprintf(" %s (%.0fh remaining)\n", b.BuffName, remaining.Hours()))
}
sb.WriteString("\n")
}
// Streak info
if char.CurrentStreak >= 3 {
sb.WriteString(fmt.Sprintf("🔥 **Streak: %d days** — ", char.CurrentStreak))
switch {
case char.CurrentStreak >= 30:
sb.WriteString("+20% XP, +15% loot, -5% death")
case char.CurrentStreak >= 14:
sb.WriteString("+15% XP, +10% loot, -3% death")
case char.CurrentStreak >= 7:
sb.WriteString("+10% XP, +5% loot")
case char.CurrentStreak >= 3:
sb.WriteString("+5% XP")
}
sb.WriteString("\n\n")
}
// L3 closure announcement — surfaced for one-week post-deploy soak so
// active co-op participants see why the system is gone. Remove after
// 2026-05-16 (TODO: drop announcement block at that revisit).
sb.WriteString("📋 **Co-op dungeons closed for now** — `!expedition` is the way forward; a better co-op design is on the way.\n\n")
// Rival nudge — a pending challenge waits for action.
if line := renderRivalNudge(userID); line != "" {
sb.WriteString(line)
sb.WriteString("\n")
}
// Crafting teaser — surface the system when it's near unlock or post-unlock.
if line := renderCraftingTeaser(userID); line != "" {
sb.WriteString(line)
sb.WriteString("\n")
}
// Phase R1 — the daily activity loop (dungeon/mine/forage/fish) has been
// retired in favor of the expedition system. The menu now shows the new
// entry points for adventuring and keeps the still-active town services.
sb.WriteString("**🗺️ Adventure** — head into a zone:\n")
sb.WriteString("• `!expedition` — overview & open expeditions\n")
sb.WriteString("• `!expedition start <zone>` — begin a new run\n")
sb.WriteString("• Harvest is automatic — yields land as you walk through cleared rooms.\n")
sb.WriteString("\n")
sb.WriteString("**🏘️ In town:**\n")
sb.WriteString("• `5` / `shop` — buy/sell gear and loot\n")
sb.WriteString("• `6` / `blacksmith` — repair damaged equipment\n")
sb.WriteString("• `7` / `rest` — skip today, bank your luck\n")
sb.WriteString("• `!thom` — visit Krooke Realty 🏠\n\n")
sb.WriteString("Reply with a number for in-town services, or run an expedition command directly.\n")
sb.WriteString("You have until midnight UTC to rest.")
return sb.String()
}
// ── Resolution DM ────────────────────────────────────────────────────────────
func renderAdvResolutionDM(result *AdvActionResult, userID id.UserID) string {
var sb strings.Builder
sb.WriteString(result.FlavorText)
sb.WriteString("\n\n")
// Summary line
sb.WriteString("───────────────────\n")
if result.Outcome == AdvOutcomeDeath {
sb.WriteString("💀 **You died.**\n")
if char, err := loadAdvCharacter(userID); err == nil && char != nil && char.DeadUntil != nil {
sb.WriteString(fmt.Sprintf("Expected return: %s UTC\n", char.DeadUntil.Format("2006-01-02 15:04")))
}
}
if result.NearDeath && result.Outcome != AdvOutcomeDeath {
sb.WriteString("😰 **Near death!** You survived by the thinnest margin. +15% XP bonus.\n")
}
if len(result.LootItems) > 0 {
sb.WriteString(fmt.Sprintf("💰 Loot: %s total\n", fmtEuro(result.TotalLootValue)))
for _, item := range result.LootItems {
sb.WriteString(fmt.Sprintf(" • %s — %s\n", item.Name, fmtEuro(item.Value)))
}
}
sb.WriteString(fmt.Sprintf("✨ +%d %s XP", result.XPGained, result.XPSkill))
if result.XPBreakdown != "" {
sb.WriteString(fmt.Sprintf(" (%s)", result.XPBreakdown))
}
if result.LeveledUp {
sb.WriteString(fmt.Sprintf(" — **LEVEL UP! %s Lv.%d!** 🎉", titleCase(result.XPSkill), result.NewLevel))
}
sb.WriteString("\n")
// Equipment damage
if len(result.EquipDamage) > 0 {
sb.WriteString("🔧 Equipment damage:\n")
for slot, dmg := range result.EquipDamage {
if dmg > 0 {
sb.WriteString(fmt.Sprintf(" • %s: -%d condition\n", slotTitle(slot), dmg))
}
}
}
// Equipment broken
if len(result.EquipBroken) > 0 {
for _, slot := range result.EquipBroken {
breakPool, ok := EquipmentBreaking[string(slot)]
if ok && len(breakPool) > 0 {
text := breakPool[rand.IntN(len(breakPool))]
replacement := tier0Equipment(slot)
text = advSubstituteFlavor(text, map[string]string{
"{item}": string(slot),
"{replacement}": replacement,
})
sb.WriteString("\n" + text + "\n")
}
}
}
// Streak
if result.StreakBonus > 0 {
sb.WriteString(fmt.Sprintf("\n🔥 Streak: %d days\n", result.StreakBonus))
}
return sb.String()
}
// advClosingBlock selects and formats a closing block based on outcome.
func advClosingBlock(outcome AdvOutcomeType, userID id.UserID, location string, morningHour, summaryHour int) string {
var pool []string
var category string
switch outcome {
case AdvOutcomeExceptional:
pool = ClosingExceptional
category = "closing_exceptional"
case AdvOutcomeSuccess:
pool = ClosingSuccess
category = "closing_success"
case AdvOutcomeDeath:
pool = ClosingDeath
category = "closing_death"
default:
// Empty, cave-in, hornets, bear, river — all failure closings
pool = ClosingFailure
category = "closing_failure"
}
if len(pool) == 0 {
return ""
}
text, _ := advPickFlavor(pool, userID, category)
// Compute reset time (next midnight UTC)
now := time.Now().UTC()
midnight := time.Date(now.Year(), now.Month(), now.Day()+1, 0, 0, 0, 0, time.UTC)
remaining := midnight.Sub(now)
hours := int(remaining.Hours())
minutes := int(remaining.Minutes()) % 60
timeUntil := fmt.Sprintf("%dh %dm", hours, minutes)
return advSubstituteFlavor(text, map[string]string{
"{location}": location,
"{reset_time}": "00:00 UTC",
"{time_until}": timeUntil,
"{morning_time}": fmt.Sprintf("%02d:00", morningHour),
"{summary_time}": fmt.Sprintf("%02d:00", summaryHour),
})
}
// ── Death Status DM ──────────────────────────────────────────────────────────
func renderAdvDeathStatusDM(userID id.UserID) string {
char, err := loadAdvCharacter(userID)
if err != nil || char == nil {
return "💀 You're still dead."
}
// Cost mirrors hospitalCostsForUser (post-L4a): D&D Level × 50k after insurance.
_, cost := hospitalCostsForUser(char)
remaining := "unknown"
if char.DeadUntil != nil {
remaining = char.DeadUntil.Format("15:04")
}
return fmt.Sprintf("💀 You're still dead.\n\n"+
"🏥 Type `!hospital` for same-day revival (€%d after insurance)\n"+
"⏳ Or wait — natural respawn at %s UTC",
cost, remaining)
}
// ── Respawn DM ───────────────────────────────────────────────────────────────
func renderAdvRespawnDM(userID id.UserID) string {
text, _ := advPickFlavor(RespawnDM, userID, "respawn_dm")
displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{
"{name}": displayName,
})
}
// ── Treasure List ───────────────────────────────────────────────────────────
// lookupAdvTreasureDef returns the canonical definition for a treasure key,
// or nil if unknown. Walks the tiered table; cheap because the total count
// is small.
func lookupAdvTreasureDef(key string) *AdvTreasureDef {
for _, defs := range advAllTreasures {
for i := range defs {
if defs[i].Key == key {
d := defs[i]
return &d
}
}
}
return nil
}
// renderAdvTreasureList renders the standalone treasure listing for
// `!adventure treasures`. Shows each treasure, marks irreplaceable ones,
// and surfaces the lock state so players know whether new drops will
// auto-swap or be refused.
func renderAdvTreasureList(treasures []AdvTreasureDef, locked bool) string {
var sb strings.Builder
sb.WriteString("💎 **Your Treasures**")
if locked {
sb.WriteString(" 🔒 _(locked — drops at cap refused)_")
}
sb.WriteString("\n\n")
if len(treasures) == 0 {
sb.WriteString("_No treasures yet. Higher-tier locations have higher drop rates._")
return sb.String()
}
for _, t := range treasures {
t := t
marker := ""
if advTreasureIrreplaceable(&t) {
marker = " 🛡️"
}
sb.WriteString(fmt.Sprintf(" • Tier %d · %s%s\n _%s_\n", t.Tier, t.Name, marker, t.InventoryDesc))
}
if locked {
sb.WriteString("\n_Unlock with `!adventure treasures unlock` to allow higher-tier auto-swaps._")
} else {
sb.WriteString("\n_Higher-tier drops auto-swap your lowest replaceable treasure (10-min undo). 🛡️ = irreplaceable, never auto-discarded._\n_Lock with `!adventure treasures lock` to refuse drops at cap._")
}
return sb.String()
}
// renderAdvMasteryAggregate produces the one-line summary shown under the
// equipment block on the character sheet. Three states:
// - Bonus active: shows percent, threshold count, cap-reached when at +10%.
// - No bonus but some progress: hints that a threshold is approaching.
// - No progress: empty (don't bloat sheets for new players).
func renderAdvMasteryAggregate(equip map[EquipmentSlot]*AdvEquipment) string {
r := advMasteryRollup(equip)
if !r.AnyProgress {
return ""
}
if r.Bonus > 0 {
base := fmt.Sprintf("🎯 Mastery: +%.0f%% loot quality · %d threshold%s crossed",
r.Bonus, r.ThresholdsCrossed, plural(r.ThresholdsCrossed))
if r.MaxedSlots > 0 {
base += fmt.Sprintf(" · %d slot%s maxed", r.MaxedSlots, plural(r.MaxedSlots))
}
// Cap is +10%; the raw count keeps rising past it. Flag when the
// player is paying threshold tax for nothing.
if r.Bonus >= 10 {
base += " (cap reached)"
}
base += " · `!adventure mastery`"
return base
}
// Some progress, no thresholds crossed yet — surface the next gate.
return "🎯 Mastery: building up — first threshold at 50 actions/slot · `!adventure mastery`"
}
// ── Equipment Mastery View ──────────────────────────────────────────────────
// renderAdvMasteryView renders a per-slot mastery readout: progress bar,
// tier marker, and next threshold so players can see "where am I" between
// the discrete celebration DMs that fire at threshold crossings.
func renderAdvMasteryView(equip map[EquipmentSlot]*AdvEquipment) string {
var sb strings.Builder
sb.WriteString("🎯 **Equipment Mastery**\n\n")
any := false
for _, slot := range allSlots {
eq := equip[slot]
if eq == nil {
sb.WriteString(fmt.Sprintf(" %s %s — _empty_\n", slotEmoji(slot), slotTitle(slot)))
continue
}
any = true
tier, next := advMasteryTier(eq.ActionsUsed)
marker := advMasteryMarker(eq.ActionsUsed)
if marker == "" {
marker = "·"
}
// Bar against the next threshold (or against 250 when at max so the
// bar visually maxes out rather than disappearing).
var barTotal int
if next > 0 {
barTotal = next
} else {
barTotal = advMasteryThresholds[len(advMasteryThresholds)-1]
}
bar := masteryBar(eq.ActionsUsed, barTotal)
_ = tier
if next > 0 {
sb.WriteString(fmt.Sprintf(" %s %s · %s · %d/%d %s %s\n",
slotEmoji(slot), slotTitle(slot), eq.Name, eq.ActionsUsed, next, bar, marker))
} else {
sb.WriteString(fmt.Sprintf(" %s %s · %s · %d (max) %s %s\n",
slotEmoji(slot), slotTitle(slot), eq.Name, eq.ActionsUsed, bar, marker))
}
}
bonus := advEquipmentMasteryBonus(equip)
sb.WriteString("\n")
if !any {
sb.WriteString("_No equipment yet — gear up first._")
return sb.String()
}
if bonus > 0 {
sb.WriteString(fmt.Sprintf("**Active mastery bonus: +%.0f%% loot quality** (cap +10%%)\n", bonus))
} else {
sb.WriteString("_No mastery bonus yet — first threshold at 50 actions per slot._\n")
}
sb.WriteString("Thresholds: 50 ✦ · 100 ✦✦ · 250 ✦✦✦. Each crossed threshold per slot adds +1% loot quality.")
return sb.String()
}
// masteryBar builds a 10-cell progress bar for the mastery view.
func masteryBar(value, total int) string {
if total <= 0 {
return "▱▱▱▱▱▱▱▱▱▱"
}
filled := value * 10 / total
if filled > 10 {
filled = 10
}
if filled < 0 {
filled = 0
}
return strings.Repeat("▰", filled) + strings.Repeat("▱", 10-filled)
}
// ── Idle Shame DM ────────────────────────────────────────────────────────────
func renderAdvIdleShameDM(userID id.UserID) string {
text, _ := advPickFlavor(IdleShameDM, userID, "idle_shame")
displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{
"{name}": displayName,
})
}
// ── Onboarding DM ────────────────────────────────────────────────────────────
func renderAdvOnboardingDM(userID id.UserID) string {
text, _ := advPickFlavor(OnboardingDM, userID, "onboarding")
displayName, _ := loadDisplayName(userID)
return advSubstituteFlavor(text, map[string]string{
"{name}": displayName,
})
}
// ── Daily Summary ────────────────────────────────────────────────────────────
type AdvPlayerDaySummary struct {
DisplayName string
// D&D layer (preferred render). HasDnDChar=false → fall back to legacy
// skill-line render and "needs !setup" hint.
HasDnDChar bool
DnDLevel int
DnDRace string
DnDClass string
HPCurrent int
HPMax int
// Legacy AdventureCharacter skill levels (rendered as fallback when
// HasDnDChar is false).
Level int // legacy combat level
MiningSkill int
ForagingSkill int
FishingSkill int
Activity string
Location string
Outcome string
LootValue int64
IsDead bool
DeadUntil string
// DeadUntilHours is the integer hours-from-now until revival, used by
// the standout-death template's {hours} placeholder. Computed when
// the summary row is built; 0 if not dead or already past revival.
DeadUntilHours int
// DeadUntilDuration is the human-readable hours+minutes form of the
// remaining respawn time ("5h 27m", "47m", "2h"). Used by the
// {duration} placeholder for templates that want precision over the
// rounded {hours} count.
DeadUntilDuration string
IsResting bool
SummaryLine string
HolidayActions int // 0 = not holiday or no action; 1 = took one; 2 = took both
DeathSource string
DeathLocation string
}
// advPlayerHeadline renders the per-player headline for the daily report.
// D&D shape ("Lv.4 Half-Elf Cleric — HP 27/27") is preferred; falls back to
// the legacy four-skill line for accounts that haven't run !setup yet.
func advPlayerHeadline(p *AdvPlayerDaySummary) string {
if p.HasDnDChar {
race := titleizeDnDToken(p.DnDRace)
class := titleizeDnDToken(p.DnDClass)
return fmt.Sprintf("Lv.%d %s %s — HP %d/%d",
p.DnDLevel, race, class, p.HPCurrent, p.HPMax)
}
return fmt.Sprintf("Combat Lv.%d | Mining Lv.%d | Forage Lv.%d | Fishing Lv.%d _(no D&D sheet — run `!setup`)_",
p.Level, p.MiningSkill, p.ForagingSkill, p.FishingSkill)
}
// titleizeDnDToken converts a snake_case D&D enum token like "half_elf" into
// a human-readable label like "Half-Elf". Single-word tokens just title-case.
func titleizeDnDToken(s string) string {
if s == "" {
return ""
}
parts := strings.Split(s, "_")
for i, p := range parts {
if p == "" {
continue
}
parts[i] = strings.ToUpper(p[:1]) + p[1:]
}
return strings.Join(parts, "-")
}
func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewardSummary, players []AdvPlayerDaySummary, holidayName string) string {
var sb strings.Builder
sb.WriteString(fmt.Sprintf("📜 **ADVENTURER DAILY REPORT**\n%s\n\n", date))
if holidayName != "" {
sb.WriteString(fmt.Sprintf("🎉 In recognition of **%s**, adventurers ran with TwinBee's blessing today: +5 starting mood, a free standard pack at outfitting, and +1 to every harvest yield.\n\n", holidayName))
}
// TwinBee section
if tb != nil {
sb.WriteString("🐝 **TwinBee's Daily Report**\n")
sb.WriteString(fmt.Sprintf("Went to: %s (Tier %d)\n", tb.Location.Name, tb.Location.Tier))
// One-liner for TwinBee
var tbSummaryPool []string
switch tb.Outcome {
case AdvOutcomeSuccess, AdvOutcomeExceptional:
tbSummaryPool = TwinBeeSummarySuccess
case AdvOutcomeEmpty, AdvOutcomeHornets, AdvOutcomeCaveIn, AdvOutcomeBear, AdvOutcomeRiver:
tbSummaryPool = TwinBeeSummaryWithdrawal
default:
tbSummaryPool = TwinBeeSummaryEmpty
}
if len(tbSummaryPool) > 0 {
line := tbSummaryPool[rand.IntN(len(tbSummaryPool))]
line = advSubstituteFlavor(line, map[string]string{
"{location}": tb.Location.Name,
"{loot}": tb.LootDesc,
"{value}": fmt.Sprintf("%d", tb.LootValue),
})
sb.WriteString(fmt.Sprintf("Outcome: %s\n", line))
}
if tb.LootValue > 0 {
sb.WriteString(fmt.Sprintf("Haul: €%d in %s\n", tb.LootValue, tb.LootDesc))
} else {
sb.WriteString("Haul: Strategic withdrawal. No haul.\n")
}
sb.WriteString("\n")
if tbRewards.Eligible > 0 {
hasRewards := tbRewards.GoldShare > 0 || tbRewards.GiftCount > 0
if hasRewards {
sb.WriteString(fmt.Sprintf("Rewards distributed to %d participating adventurers (scaled by level):\n", tbRewards.Eligible))
if tbRewards.GoldShare > 0 {
sb.WriteString(fmt.Sprintf(" 💰 ~€%d avg\n", tbRewards.GoldShare))
}
if tbRewards.GiftCount > 0 {
sb.WriteString(fmt.Sprintf(" ⭐ %d players received a gift item\n", tbRewards.GiftCount))
}
} else {
sb.WriteString(fmt.Sprintf("Rewards distributed to %d participating adventurers: jackshit.\n", tbRewards.Eligible))
}
}
sb.WriteString("\n(Players who rested today received nothing. Fallen adventurers still earn their share. I noticed.)\n\n")
sb.WriteString("───────────────────\n\n")
}
// Player summaries
var dead []AdvPlayerDaySummary
var resting []AdvPlayerDaySummary
var bestPlayer *AdvPlayerDaySummary
var worstPlayer *AdvPlayerDaySummary
for i := range players {
p := &players[i]
if p.IsDead {
dead = append(dead, *p)
// Dead players who acted today still show in the main section.
// If they died OUTSIDE the adventure (e.g. Arena), the adventure
// itself was successful — show the alive icon for that block and
// append a "later fell" note. Empty DeathSource is legacy and
// treated as adventure-death (current behavior).
if p.Location != "" {
diedOnAdventure := p.DeathSource == "" || p.DeathSource == "adventure"
icon := "💀"
if !diedOnAdventure {
icon = "⚔️"
}
sb.WriteString(fmt.Sprintf("%s **%s** — %s\n", icon, p.DisplayName, advPlayerHeadline(p)))
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n", p.SummaryLine))
if !diedOnAdventure {
where := p.DeathLocation
if where == "" {
where = "elsewhere"
}
sb.WriteString(fmt.Sprintf(" 💀 Later fell in %s.\n", where))
}
sb.WriteString("\n")
if worstPlayer == nil {
worstPlayer = p
}
}
continue
}
if p.IsResting {
resting = append(resting, *p)
continue
}
sb.WriteString(fmt.Sprintf("⚔️ **%s** — %s\n", p.DisplayName, advPlayerHeadline(p)))
if p.Location != "" {
sb.WriteString(fmt.Sprintf(" Went to: %s\n", p.Location))
sb.WriteString(fmt.Sprintf(" Outcome: %s\n\n", p.SummaryLine))
} else {
sb.WriteString(" Acted today — no log recorded.\n\n")
}
if bestPlayer == nil || p.LootValue > bestPlayer.LootValue {
bestPlayer = p
}
}
// Dead list (players who didn't act today but are still dead from before)
var deadNoAction []AdvPlayerDaySummary
for _, d := range dead {
if d.Location == "" {
deadNoAction = append(deadNoAction, d)
}
}
if len(deadNoAction) > 0 {
sb.WriteString("💀 **Currently Dead:**\n")
for _, d := range deadNoAction {
sb.WriteString(fmt.Sprintf(" %s — returns %s\n", d.DisplayName, d.DeadUntil))
}
sb.WriteString("\n")
}
// Resting list
if len(resting) > 0 {
sb.WriteString("😴 **Resting/Idle:**\n")
for _, r := range resting {
sb.WriteString(fmt.Sprintf(" %s\n", r.DisplayName))
}
sb.WriteString("\n")
}
// Standout
if bestPlayer != nil && bestPlayer.LootValue > 0 {
pool := SummaryStandoutGood
if len(pool) > 0 {
line := pool[rand.IntN(len(pool))]
line = advSubstituteFlavor(line, map[string]string{
"{name}": bestPlayer.DisplayName,
"{item}": "",
"{value}": fmt.Sprintf("%d", bestPlayer.LootValue),
"{location}": bestPlayer.Location,
})
sb.WriteString(fmt.Sprintf("🏆 **Today's standout:** %s\n", line))
}
} else if worstPlayer != nil {
pool := SummaryStandoutDeath
if len(pool) > 0 {
line := pool[rand.IntN(len(pool))]
lossLoc := worstPlayer.DeathLocation
if lossLoc == "" {
lossLoc = worstPlayer.Location
}
hours := worstPlayer.DeadUntilHours
if hours <= 0 {
hours = 6 // canonical respawn duration when revival time isn't computable
}
duration := worstPlayer.DeadUntilDuration
if duration == "" {
duration = fmt.Sprintf("%dh", hours)
}
line = advSubstituteFlavor(line, map[string]string{
"{name}": worstPlayer.DisplayName,
"{location}": lossLoc,
"{hours}": fmt.Sprintf("%d", hours),
"{duration}": duration,
})
sb.WriteString(fmt.Sprintf("🏆 **Today's standout:** %s\n", line))
}
}
return sb.String()
}
// ── Leaderboard ──────────────────────────────────────────────────────────────
// AdvLeaderboardEntry is the view-model the leaderboard renderer consumes.
// Callers populate it from AdvCharacter rows + a D&D level lookup so the
// renderer doesn't depend on the legacy character type.
type AdvLeaderboardEntry struct {
UserID id.UserID
Level int
MiningSkill int
ForagingSkill int
FishingSkill int
CurrentStreak int
Renown int // N7/B2 — prestige level, cosmetic marker only
}
func renderAdvLeaderboard(chars []AdvLeaderboardEntry) string {
if len(chars) == 0 {
return "No adventurers registered yet. Type `!adventure` to begin."
}
// Sort by score
type entry struct {
Name string
Score int
Levels string
Streak int
Renown int
}
var entries []entry
for _, c := range chars {
// Renown adds to the ranking score so a capped, prestigious player still
// climbs — it's the only progression they have left past L20.
score := (c.Level + c.MiningSkill + c.ForagingSkill + c.FishingSkill) * 10
score += c.Renown * 10
name, _ := loadDisplayName(c.UserID)
entries = append(entries, entry{
Name: name,
Score: score,
Levels: fmt.Sprintf("⚔️%d ⛏️%d 🌿%d 🎣%d", c.Level, c.MiningSkill, c.ForagingSkill, c.FishingSkill),
Streak: c.CurrentStreak,
Renown: c.Renown,
})
}
// Simple sort (small list)
for i := range entries {
for j := i + 1; j < len(entries); j++ {
if entries[j].Score > entries[i].Score {
entries[i], entries[j] = entries[j], entries[i]
}
}
}
var sb strings.Builder
sb.WriteString("🏆 **Adventure Leaderboard**\n\n")
limit := 10
if len(entries) < limit {
limit = len(entries)
}
medals := []string{"🥇", "🥈", "🥉"}
for i := 0; i < limit; i++ {
e := entries[i]
prefix := fmt.Sprintf("%2d.", i+1)
if i < len(medals) {
prefix = medals[i]
}
streak := ""
if e.Streak >= 7 {
streak = fmt.Sprintf(" 🔥%d", e.Streak)
}
renownBadge := ""
if m := renownMarker(e.Renown); m != "" {
renownBadge = " " + m
}
sb.WriteString(fmt.Sprintf("%s **%s**%s — %s (score: %d%s)\n", prefix, e.Name, renownBadge, e.Levels, e.Score, streak))
}
return sb.String()
}
// ── Treasure Discard Prompt ──────────────────────────────────────────────────
func renderAdvTreasureDiscardPrompt(newTreasure *AdvTreasureDef, existing []AdvTreasureDef) string {
// The flavor templates below are written for the base 3-slot set. With a
// T3 trophy room the set can hold 4, so fall back to a plain dynamic list
// whenever it isn't exactly 3 — every slot has to be visible to choose it.
if len(TreasureInventoryCap) == 0 || len(existing) != 3 {
var b strings.Builder
fmt.Fprintf(&b, "You found **%s** but your treasure slots are full. Discard one to make room:\n", newTreasure.Name)
for i, ex := range existing {
fmt.Fprintf(&b, "%d. %s — %s\n", i+1, ex.Name, ex.InventoryDesc)
}
fmt.Fprintf(&b, "\nReply with the number to discard, or `keep` to leave the new one behind.")
return b.String()
}
// Build substitution map with existing treasure info
subs := map[string]string{
"{treasure_name}": newTreasure.Name,
"{location}": "",
}
for i := 0; i < 3; i++ {
key := fmt.Sprintf("%d", i+1)
if i < len(existing) {
subs["{treasure_"+key+"}"] = existing[i].Name
subs["{bonus_"+key+"}"] = existing[i].InventoryDesc
} else {
subs["{treasure_"+key+"}"] = "(empty)"
subs["{bonus_"+key+"}"] = ""
}
}
text := TreasureInventoryCap[rand.IntN(len(TreasureInventoryCap))]
return advSubstituteFlavor(text, subs)
}
// ── Summary One-Liners ───────────────────────────────────────────────────────
func advSummaryOneLiner(userID id.UserID, activity AdvActivityType, outcome AdvOutcomeType, lootValue int64, location string) string {
var pool []string
switch activity {
case AdvActivityDungeon:
switch outcome {
case AdvOutcomeDeath:
pool = SummaryDungeonDeath
case AdvOutcomeEmpty:
pool = SummaryDungeonEmpty
case AdvOutcomeSuccess:
pool = SummaryDungeonSuccess
case AdvOutcomeExceptional:
pool = SummaryDungeonExceptional
}
case AdvActivityMining:
switch outcome {
case AdvOutcomeDeath:
pool = SummaryMiningDeath
case AdvOutcomeEmpty, AdvOutcomeCaveIn:
pool = SummaryMiningEmpty
case AdvOutcomeSuccess, AdvOutcomeExceptional:
pool = SummaryMiningSuccess
}
case AdvActivityForaging:
switch outcome {
case AdvOutcomeDeath:
pool = SummaryForagingDeath
case AdvOutcomeHornets:
pool = SummaryForagingHornets
case AdvOutcomeBear:
pool = SummaryForagingBear
case AdvOutcomeRiver:
pool = SummaryForagingRiver
case AdvOutcomeEmpty:
pool = SummaryForagingEmpty
case AdvOutcomeSuccess, AdvOutcomeExceptional:
pool = SummaryForagingSuccess
}
case AdvActivityFishing:
switch outcome {
case AdvOutcomeDeath:
pool = SummaryFishingDeath
case AdvOutcomeEmpty:
pool = SummaryFishingEmpty
case AdvOutcomeSuccess, AdvOutcomeExceptional:
pool = SummaryFishingSuccess
}
}
if len(pool) == 0 {
return fmt.Sprintf("Went to %s. Things happened.", location)
}
text, _ := advPickFlavor(pool, userID, fmt.Sprintf("summary_%s_%s", activity, outcome))
return advSubstituteFlavor(text, map[string]string{
"{name}": "",
"{item}": "",
"{value}": fmt.Sprintf("%d", lootValue),
"{location}": location,
"{hours}": "24",
"{ore}": "",
"{tool}": "",
"{xp}": "",
})
}