Files
gogobee/internal/plugin/magic_items_gameplay.go
prosolis f9ebb116c5 UX: surface swap-back item on magic-item equip
resolveMagicEquipReply silently sold the previously equipped curio back
to inventory at full value, but the success DM only named the new item.
Players had to !sheet or !inv to confirm the old one wasn't lost.

Capture the prior occupant's name before the delete and append a
"📦 **<name>** moved back to inventory." line to the equip confirmation
when a swap actually happened.
2026-05-17 18:44:50 -07:00

589 lines
20 KiB
Go
Raw Permalink Blame History

This file contains invisible Unicode characters
This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"sort"
"strings"
"sync"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Magic-item gameplay layer — wires the vendored Open5e SRD registry
// (see magic_items.go) into three live surfaces:
//
// 1. Zone loot drops — dnd_zone_loot.go rolls registry items by rarity.
// 2. Luigi's "Curios" — adventure_shop.go sells a rotating slate.
// 3. Combat effects — equippable items grant CombatModifiers from a
// codified Rarity+Kind formula; potion/scroll items route through the
// existing consumable pipeline.
//
// The effects are *formulaic*, not hand-authored per item — 237 items is too
// many to tune by hand, and this mirrors the bestiary tuning pass: a codified
// formula fills the gap, and magicItemEffectOverlay is the hand-authored
// refinement path that wins on ID collision.
// ── Rarity / loot indexing ──────────────────────────────────────────────────
// magicItemsByRarity buckets the registry by rarity. Built once via
// sync.Once — concurrent loot rolls on cold start would otherwise race
// on the cache assignment below.
var (
magicItemsByRarityOnce sync.Once
magicItemsByRarityCache map[DnDRarity][]MagicItem
)
func magicItemsByRarity() map[DnDRarity][]MagicItem {
magicItemsByRarityOnce.Do(func() {
idx := make(map[DnDRarity][]MagicItem)
ids := make([]string, 0, len(magicItemRegistry))
for id := range magicItemRegistry {
ids = append(ids, id)
}
sort.Strings(ids) // deterministic bucket order
for _, id := range ids {
mi := magicItemRegistry[id]
idx[mi.Rarity] = append(idx[mi.Rarity], mi)
}
magicItemsByRarityCache = idx
})
return magicItemsByRarityCache
}
// pickMagicItemForRarity returns a uniform-random registry item of the given
// rarity. The §5 loot tiers only span Common..Legendary, so VeryRare items
// fold into the Epic bucket. Returns ok=false when no item matches.
func pickMagicItemForRarity(r DnDRarity, rng *rand.Rand) (MagicItem, bool) {
idx := magicItemsByRarity()
pool := append([]MagicItem(nil), idx[r]...)
if r == RarityEpic {
pool = append(pool, idx[RarityVeryRare]...)
}
if len(pool) == 0 {
return MagicItem{}, false
}
return pool[rngIntN(rng, len(pool))], true
}
// magicItemSell builds the AdvItem an inventory deposit uses for a magic item.
// Potions and scrolls land as "consumable" so the combat pipeline picks them
// up (see magicItemConsumableDefByName); everything else is a "magic_item".
func magicItemSell(mi MagicItem) AdvItem {
typ := "magic_item"
if mi.Kind == MagicItemPotion || mi.Kind == MagicItemScroll {
typ = "consumable"
}
return AdvItem{
Name: mi.Name,
Type: typ,
Tier: rarityLootTierNum(mi.Rarity),
Value: int64(mi.Value),
}
}
// rarityLootTierNum maps a rarity onto the 15 tier scale used by AdvItem.Tier
// and the inventory display, so magic items sort sensibly next to gear.
func rarityLootTierNum(r DnDRarity) int {
switch r {
case RarityCommon:
return 1
case RarityUncommon:
return 2
case RarityRare:
return 3
case RarityVeryRare, RarityEpic:
return 4
case RarityLegendary:
return 5
}
return 1
}
// ── Codified combat-effect formula ──────────────────────────────────────────
// magicItemEffect is the combat delta a single equipped magic item grants.
// DamageReductMult is multiplicative (1.0 = neutral); everything else is
// additive. Potion/scroll items carry a zero effect — they are consumables.
type magicItemEffect struct {
DamageBonus float64
DamageReductMult float64
FlatDmgStart int
InitiativeBias float64
MaxHP int
}
// magicItemEffectOverlay — hand-authored per-item effects that win over the
// codified formula. Empty for now; corrections land here rather than being
// folded into the formula, mirroring magicItemOverlay in magic_items.go.
var magicItemEffectOverlay = map[string]magicItemEffect{}
// rarityPowerScalar is the codified power axis: rarer item, bigger delta.
func rarityPowerScalar(r DnDRarity) float64 {
switch r {
case RarityCommon:
return 1
case RarityUncommon:
return 2
case RarityRare:
return 3
case RarityVeryRare, RarityEpic:
return 4
case RarityLegendary:
return 5
}
return 1
}
// magicItemEffectFor returns the combat delta for an item: the hand-authored
// overlay if present, else the codified Rarity+Kind formula.
func magicItemEffectFor(mi MagicItem) magicItemEffect {
if eff, ok := magicItemEffectOverlay[mi.ID]; ok {
return eff
}
s := rarityPowerScalar(mi.Rarity)
eff := magicItemEffect{DamageReductMult: 1.0}
switch mi.Kind {
case MagicItemWeapon:
eff.DamageBonus = 0.05 * s
case MagicItemStaff, MagicItemWand, MagicItemRod:
eff.DamageBonus = 0.03 * s
eff.FlatDmgStart = int(s)
case MagicItemArmor:
eff.DamageReductMult = 1.0 - 0.04*s
case MagicItemRing:
eff.DamageReductMult = 1.0 - 0.02*s
eff.DamageBonus = 0.02 * s
case MagicItemWondrous:
eff.InitiativeBias = 0.5 * s
eff.MaxHP = 2 * int(s)
default:
// potion / scroll — consumables, no equip effect.
}
return eff
}
// ── Equipped-item persistence ───────────────────────────────────────────────
// EquippedMagicItem is one row of magic_item_equipped, resolved against the
// registry. Item is the registry entry; Attuned mirrors the DB column.
type EquippedMagicItem struct {
Slot DnDSlot
Item MagicItem
Attuned bool
}
// dndMagicItemAttuneLimit — 5e's three-attunement cap. Items that require
// attunement only grant their effect while attuned, and a player may hold at
// most this many attunements at once.
const dndMagicItemAttuneLimit = 3
func loadEquippedMagicItems(userID id.UserID) (map[DnDSlot]EquippedMagicItem, error) {
d := db.Get()
rows, err := d.Query(`SELECT slot, item_id, attuned FROM magic_item_equipped WHERE user_id = ?`,
string(userID))
if err != nil {
return nil, err
}
defer rows.Close()
out := make(map[DnDSlot]EquippedMagicItem)
for rows.Next() {
var slot, itemID string
var attuned int
if err := rows.Scan(&slot, &itemID, &attuned); err != nil {
return nil, err
}
mi, ok := magicItemRegistry[itemID]
if !ok {
continue // registry shrank under us — skip stale rows
}
out[DnDSlot(slot)] = EquippedMagicItem{
Slot: DnDSlot(slot),
Item: mi,
Attuned: attuned == 1,
}
}
return out, rows.Err()
}
// equipMagicItem writes (or replaces) the item in its slot. attuned is only
// honoured when the item requires attunement.
func equipMagicItem(userID id.UserID, slot DnDSlot, itemID string, attuned bool) error {
d := db.Get()
a := 0
if attuned {
a = 1
}
_, err := d.Exec(`
INSERT INTO magic_item_equipped (user_id, slot, item_id, attuned)
VALUES (?, ?, ?, ?)
ON CONFLICT(user_id, slot) DO UPDATE SET item_id = excluded.item_id, attuned = excluded.attuned`,
string(userID), string(slot), itemID, a)
return err
}
func unequipMagicItem(userID id.UserID, slot DnDSlot) error {
d := db.Get()
_, err := d.Exec(`DELETE FROM magic_item_equipped WHERE user_id = ? AND slot = ?`,
string(userID), string(slot))
return err
}
// countAttunedMagicItems returns how many attunement slots the player is
// currently using — callers gate new attunements on dndMagicItemAttuneLimit.
func countAttunedMagicItems(equipped map[DnDSlot]EquippedMagicItem) int {
n := 0
for _, e := range equipped {
if e.Attuned {
n++
}
}
return n
}
// ── Combat hook ─────────────────────────────────────────────────────────────
// applyMagicItemEffects layers the player's equipped magic items onto their
// combat stats/modifiers. Called from the combat bridges right after the
// class/race/subclass passives, so its deltas compose on top of them.
//
// Items that require attunement only count while attuned; non-attunement
// items always count once equipped.
func applyMagicItemEffects(stats *CombatStats, mods *CombatModifiers, userID id.UserID) {
equipped, err := loadEquippedMagicItems(userID)
if err != nil || len(equipped) == 0 {
return
}
for _, e := range equipped {
if e.Item.Attunement && !e.Attuned {
continue // unattuned attunement item is inert
}
eff := magicItemEffectFor(e.Item)
mods.DamageBonus += eff.DamageBonus
if eff.DamageReductMult != 0 && eff.DamageReductMult != 1.0 {
mods.DamageReduct *= eff.DamageReductMult
}
mods.FlatDmgStart += eff.FlatDmgStart
mods.InitiativeBias += eff.InitiativeBias
if eff.MaxHP != 0 {
stats.MaxHP += eff.MaxHP
if stats.StartHP > 0 {
stats.StartHP += eff.MaxHP
}
}
}
}
// activeMagicItemsLine renders a one-shot combat-start line listing the
// player's currently-contributing magic items (attunement items only count
// while bonded). Returns "" when nothing is active so callers can no-op.
//
// Mirrors the "you fight better because of X" surfacing pattern players
// already get for class passives — the system is invisible otherwise, and
// invisible magic items are functionally indistinguishable from no magic
// items at all.
func activeMagicItemsLine(userID id.UserID) string {
equipped, err := loadEquippedMagicItems(userID)
if err != nil || len(equipped) == 0 {
return ""
}
var names []string
for _, ds := range dndSlotOrder {
e, ok := equipped[ds]
if !ok || e.Item.ID == "" {
continue
}
if e.Item.Attunement && !e.Attuned {
continue // worn but inert — contributes nothing
}
names = append(names, e.Item.Name)
}
if len(names) == 0 {
return ""
}
if len(names) == 1 {
return fmt.Sprintf("✨ _%s hums into the fight._", names[0])
}
return fmt.Sprintf("✨ _Your curios stir: %s._", strings.Join(names, ", "))
}
// ── Consumable bridge (potions / scrolls) ───────────────────────────────────
// magicItemConsumableDef classifies a potion/scroll magic item onto the
// existing ConsumableDef pipeline so it auto-resolves in combat. Effect is
// name-sniffed; value scales with rarity. Returns nil for non-consumable
// kinds. Buyable is false — these come from loot and the Curios shelf, not
// the Supplies menu.
func magicItemConsumableDef(mi MagicItem) *ConsumableDef {
if mi.Kind != MagicItemPotion && mi.Kind != MagicItemScroll {
return nil
}
s := rarityPowerScalar(mi.Rarity)
name := strings.ToLower(mi.Name)
def := &ConsumableDef{
Name: mi.Name,
Tier: rarityLootTierNum(mi.Rarity),
Buyable: false,
Price: int64(mi.Value),
}
switch {
case strings.Contains(name, "healing"), strings.Contains(name, "heal"),
strings.Contains(name, "vitality"), strings.Contains(name, "life"):
def.Effect = EffectHeal
def.Value = 20 + 15*s
def.Slot = "defensive"
case strings.Contains(name, "fire"), strings.Contains(name, "lightning"),
strings.Contains(name, "acid"), strings.Contains(name, "flame"):
def.Effect = EffectFlatDmg
def.Value = 6 * s
def.Slot = "offensive"
case strings.Contains(name, "protection"), strings.Contains(name, "shield"),
strings.Contains(name, "warding"), strings.Contains(name, "resistance"):
def.Effect = EffectWard
def.Value = 1
def.Slot = "defensive"
case strings.Contains(name, "speed"), strings.Contains(name, "haste"),
strings.Contains(name, "flying"):
def.Effect = EffectSpeedBoost
def.Value = 0.10 + 0.05*s
def.Slot = "offensive"
case strings.Contains(name, "heroism"), strings.Contains(name, "strength"),
strings.Contains(name, "rage"), strings.Contains(name, "giant"):
def.Effect = EffectAtkBoost
def.Value = 0.05 * s
def.Slot = "offensive"
case strings.Contains(name, "stoneskin"), strings.Contains(name, "barkskin"),
strings.Contains(name, "iron"):
def.Effect = EffectDefBoost
def.Value = 0.05 * s
def.Slot = "defensive"
default:
// Generic potion → modest heal; generic scroll → modest pre-damage.
if mi.Kind == MagicItemScroll {
def.Effect = EffectFlatDmg
def.Value = 4 * s
def.Slot = "offensive"
} else {
def.Effect = EffectHeal
def.Value = 15 + 10*s
def.Slot = "defensive"
}
}
return def
}
// magicItemConsumableDefByName resolves a consumable magic item by name. Used
// by consumableDefByName as a fall-through so loot/shop magic potions resolve
// in combat without being added to the hardcoded consumableDefs table.
func magicItemConsumableDefByName(name string) *ConsumableDef {
for _, mi := range magicItemRegistry {
if mi.Name == name {
return magicItemConsumableDef(mi)
}
}
return nil
}
// ── Equip command (`!adventure equip-magic`) ────────────────────────────────
// advPendingMagicEquip is the pending-interaction payload for the numbered
// equip-magic picker.
type advPendingMagicEquip struct {
Items []AdvItem
}
// magicItemFromAdvItem resolves the registry entry behind an inventory row.
// Inventory rows carry "magic_item:<id>" in SkillSource; name lookup is the
// fallback for rows written before that convention or by other paths.
func magicItemFromAdvItem(it AdvItem) (MagicItem, bool) {
if strings.HasPrefix(it.SkillSource, "magic_item:") {
if mi, ok := magicItemRegistry[strings.TrimPrefix(it.SkillSource, "magic_item:")]; ok {
return mi, true
}
}
for _, mi := range magicItemRegistry {
if mi.Name == it.Name {
return mi, true
}
}
return MagicItem{}, false
}
// magicItemEffectSummary renders the codified combat delta as a short,
// player-facing string (accessibility goal — surface the outcome, not math).
func magicItemEffectSummary(mi MagicItem) string {
eff := magicItemEffectFor(mi)
var parts []string
if eff.DamageBonus > 0 {
parts = append(parts, fmt.Sprintf("+%.0f%% damage", eff.DamageBonus*100))
}
if eff.DamageReductMult > 0 && eff.DamageReductMult < 1.0 {
parts = append(parts, fmt.Sprintf("-%.0f%% damage taken", (1.0-eff.DamageReductMult)*100))
}
if eff.FlatDmgStart > 0 {
parts = append(parts, fmt.Sprintf("%d opening damage", eff.FlatDmgStart))
}
if eff.MaxHP > 0 {
parts = append(parts, fmt.Sprintf("+%d HP", eff.MaxHP))
}
if eff.InitiativeBias > 0 {
parts = append(parts, "faster to act")
}
if len(parts) == 0 {
return "no combat effect"
}
return strings.Join(parts, ", ")
}
func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
items, err := loadAdvInventory(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to access your inventory.")
}
var magic []AdvItem
for _, it := range items {
if it.Type != "magic_item" {
continue
}
mi, ok := magicItemFromAdvItem(it)
if !ok || mi.Slot == "" {
continue // unslotted curios can't be worn
}
magic = append(magic, it)
}
if len(magic) == 0 {
return p.SendDM(ctx.Sender,
"No curios to equip yet — they drop from zones or Luigi's 🔮 shelf.")
}
equipped, _ := loadEquippedMagicItems(ctx.Sender)
var sb strings.Builder
sb.WriteString("🔮 **Equippable magic items:**\n\n")
for i, it := range magic {
mi, _ := magicItemFromAdvItem(it)
curDesc := "empty"
if cur, ok := equipped[mi.Slot]; ok && cur.Item.ID != "" {
curDesc = cur.Item.Name
}
att := ""
if mi.Attunement {
att = " _(needs bonding)_"
}
sb.WriteString(fmt.Sprintf("%d. **%s** _(%s)_ → %s slot — currently: %s%s\n %s\n",
i+1, mi.Name, magicItemRarityLabel(rarityLootTierNum(mi.Rarity)), mi.Slot, curDesc, att, magicItemEffectSummary(mi)))
}
sb.WriteString(fmt.Sprintf("\nBonds in use: %d/%d\n",
countAttunedMagicItems(equipped), dndMagicItemAttuneLimit))
sb.WriteString("Reply with a number to equip, or \"cancel\".")
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "magic_equip",
Data: &advPendingMagicEquip{Items: magic},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
return p.SendDM(ctx.Sender, sb.String())
}
func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction *advPendingInteraction) error {
data := interaction.Data.(*advPendingMagicEquip)
reply := strings.TrimSpace(ctx.Body)
if strings.EqualFold(reply, "cancel") {
return p.SendDM(ctx.Sender, "Equip cancelled.")
}
idx := 0
parsed := false
for _, c := range reply {
if c >= '0' && c <= '9' {
idx = idx*10 + int(c-'0')
parsed = true
} else {
break
}
}
idx-- // 1-indexed → 0-indexed
if !parsed || idx < 0 || idx >= len(data.Items) {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
}
it := data.Items[idx]
mi, ok := magicItemFromAdvItem(it)
if !ok || mi.Slot == "" {
return p.SendDM(ctx.Sender, "That item can't be equipped anymore.")
}
equipped, err := loadEquippedMagicItems(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your equipped magic items.")
}
// Return whatever currently occupies that slot to inventory at full
// value — swapping a curio shouldn't tax it. Evict from the local map
// too, so the attunement count below reflects the post-swap state and
// can re-open a slot the prior occupant was holding.
var swappedBackName string
if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
back := magicItemSell(prev.Item)
back.SkillSource = "magic_item:" + prev.Item.ID
if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
return p.SendDM(ctx.Sender, "Failed to return your currently-equipped item to inventory.")
}
swappedBackName = prev.Item.Name
delete(equipped, mi.Slot)
}
// Auto-attune when the item needs it and an attunement slot is free.
// Otherwise it equips inert until the player frees a slot.
attune := false
atCap := false
if mi.Attunement {
if countAttunedMagicItems(equipped) >= dndMagicItemAttuneLimit {
atCap = true
} else {
attune = true
}
}
// Remove the inventory row FIRST, then equip. If equip fails after the
// remove succeeded, restore inventory. Doing it in the other order
// meant a transient DB error on remove left the item both equipped
// *and* still in inventory — a free duplication.
if err := removeAdvInventoryItem(it.ID); err != nil {
slog.Error("magic-item: failed to remove from inventory before equip",
"user", ctx.Sender, "item", mi.ID, "err", err)
return p.SendDM(ctx.Sender, "Failed to equip that item.")
}
if err := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune); err != nil {
// Roll back: try to put the item back in inventory so the player
// doesn't lose it. Best-effort; log if the rollback also fails.
restored := magicItemSell(mi)
restored.Value = it.Value
restored.SkillSource = "magic_item:" + mi.ID
if rbErr := addAdvInventoryItem(ctx.Sender, restored); rbErr != nil {
slog.Error("magic-item: equip failed AND inventory rollback failed",
"user", ctx.Sender, "item", mi.ID, "equip_err", err, "rollback_err", rbErr)
}
return p.SendDM(ctx.Sender, "Failed to equip that item.")
}
var sb strings.Builder
sb.WriteString(fmt.Sprintf("✨ **%s** equipped in your %s slot — %s.",
mi.Name, mi.Slot, magicItemEffectSummary(mi)))
if swappedBackName != "" {
sb.WriteString(fmt.Sprintf("\n📦 **%s** moved back to inventory.", swappedBackName))
}
switch {
case mi.Attunement && attune:
sb.WriteString(fmt.Sprintf("\nBonded (%d/%d bond slots used).",
countAttunedMagicItems(equipped)+1, dndMagicItemAttuneLimit))
case mi.Attunement && atCap:
sb.WriteString(fmt.Sprintf("\n⚠ All %d bond slots are full — it's worn but **inert** until you free one (`!adventure equip-magic` to swap).",
dndMagicItemAttuneLimit))
}
return p.SendDM(ctx.Sender, sb.String())
}