Files
gogobee/internal/plugin/adventure_pets.go
prosolis e5d4bd6dc5 adventure: tell Pete who else is on the expedition
Party seats ride the roster detail, beside the supply and threat numbers the
same expedition already publishes. Leader first, the hireling named without a
token he has no board row for, and an opted-out player's seat kept and
anonymised — dropping it would make a party of three read as a pair while the
burn rate and enemy scaling beside it still felt three bodies.

The board itself was wrong about this: it resolved an expedition with a lookup
keyed on dnd_expedition.user_id, which is blind to members, so for the whole
life of N3 parties a seated player has shown as idle in town while standing in
a dungeon.

Pets also send the engine's XP threshold for their current level band, so the
web can draw progress without keeping a copy of a curve that would drift.
2026-07-24 20:26:28 -07:00

602 lines
20 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"regexp"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// ── Pet XP & Leveling ──────────────────────────────────────────────────────
const petXPPerAction = 1.5
// petMaxLevel is where the curve stops. Named because two things read it for
// different reasons: the level-up loop stops here, and the web push reports "no
// more to earn" from it.
const petMaxLevel = 10
var petNameValid = regexp.MustCompile(`^[a-zA-Z0-9 '\-]+$`)
// petXPToNextLevel returns XP needed for a given pet level.
func petXPToNextLevel(level int) int {
switch {
case level < 3:
return 10
case level < 5:
return 20
case level < 8:
return 35
default:
return 50
}
}
// petXPNeededCenti is petXPToNextLevel in the unit the stored ledger actually
// uses — centi-XP — and 0 once the pet is capped, so a caller can tell "nothing
// left to earn" from "needs another 10 points". Every comparison against a
// stored PetXP multiplies by 100 (see advancePetLevelsFromXP); anything reading
// the curve for display has to do the same, and doing it in one place is how the
// web push avoids getting it wrong.
func petXPNeededCenti(level int) int {
if level >= petMaxLevel {
return 0
}
return petXPToNextLevel(level) * 100
}
// petGrantXP adds a per-action XP grant to the pet and handles level-ups.
// Returns true if leveled up. Shares the level-up loop with the babysit trickle
// via advancePetLevelsFromXP.
func petGrantXP(pet *PetState) bool {
if !pet.HasPet() {
return false
}
return advancePetLevelsFromXP(&pet.XP, &pet.Level, &pet.Level10Date, int(petXPPerAction*100))
}
// grantPetCombatXP pays both pet slots their per-action XP for a fight the
// player won, and returns the names of any pet that leveled so the caller can
// narrate it.
//
// This is the pet's only *earned* XP source. It used to ride the legacy daily
// activity loop, which R1 deleted — and for the whole life of Adventure 2.0
// nothing replaced it, leaving petGrantXP orphaned and every un-babysat pet
// frozen at the level it was adopted with. Pet level is not cosmetic
// (DerivePlayerStats scales PetAttackProc / PetDeflectProc / PetAttackDmg off
// it), so a frozen pet is a permanently dead combat slot.
//
// Both slots earn on the same win, matching the babysit trickle: combat only
// ever reads the two pets' *averaged* procs, so leveling both is not a spike.
//
// Writes go through the narrow per-slot pet upserts rather than
// saveAdvCharacter: this runs on the combat close-out path, which does not
// hold the per-user lock, and a full-row write from here could clobber a
// concurrent character save.
func grantPetCombatXP(userID id.UserID) []string {
var leveled []string
slots := []struct {
n int
load func(id.UserID) (PetState, error)
upsert func(id.UserID, PetState) error
}{
{1, loadPetState, upsertPlayerMetaPetState},
{2, loadPet2State, upsertPlayerMetaPet2State},
}
for _, s := range slots {
pet, err := s.load(userID)
if err != nil || !pet.HasPet() {
continue
}
didLevel := petGrantXP(&pet)
if uerr := s.upsert(userID, pet); uerr != nil {
slog.Error("adventure: pet xp persist", "user", userID, "slot", s.n, "err", uerr)
continue
}
if didLevel {
leveled = append(leveled, fmt.Sprintf("%s reached level %d", pet.Name, pet.Level))
}
}
return leveled
}
// advancePetLevelsFromXP adds centi-XP to a pet and applies any level-ups, up
// to the level-10 cap, stamping the level-10 date on first reaching it. Shared
// by both pet slots (the babysit trickle). Returns true if the pet leveled.
func advancePetLevelsFromXP(xp, level *int, level10Date *string, addCentiXP int) bool {
if *level >= petMaxLevel {
return false
}
*xp += addCentiXP
leveled := false
for *level < petMaxLevel {
needed := petXPNeededCenti(*level)
if *xp < needed {
break
}
*xp -= needed
*level++
leveled = true
}
if *level >= petMaxLevel && *level10Date == "" {
*level10Date = time.Now().UTC().Format("2006-01-02")
}
return leveled
}
// ── Pet Combat Action Probabilities ────────────────────────────────────────
// Base probabilities scale with pet level.
// Attack: 3% + 1.5% per level (max 18% at L10)
// Deflect: 2% + 1% per level (max 12% at L10) + armor bonus
// Ditch recovery: 5% + 2% per level (max 25% at L10)
func petAttackChance(level int) float64 {
return 0.03 + float64(level)*0.015
}
func petDeflectChance(level, armorTier int) float64 {
base := 0.02 + float64(level)*0.01
defs := petDogArmor // same bonuses for both types
for _, d := range defs {
if d.Tier == armorTier {
base += d.DeflectBonus
break
}
}
return base
}
func petDitchRecoveryChance(level int) float64 {
return 0.05 + float64(level)*0.02
}
// petDitchRecoveryTime returns the death timer based on pet level.
// Level 1: 5h, Level 5: ~3.5h, Level 10: 1h (linear interpolation).
func petDitchRecoveryTime(level int) time.Duration {
hours := 5.0 - float64(level-1)*4.0/9.0 // 5h at L1, 1h at L10
if hours < 1 {
hours = 1
}
return time.Duration(hours * float64(time.Hour))
}
// ── Pet Combat Results ─────────────────────────────────────────────────────
type PetCombatResult struct {
Attacked bool
AttackDamage int
AttackText string
Deflected bool
DeflectText string
DitchRecovery bool
DitchText string
VictoryText string
DeathText string
}
// petRollCombatActions rolls attack and deflect for a combat round.
func petRollCombatActions(pet PetState, enemyName string) *PetCombatResult {
if !pet.HasPet() {
return nil
}
result := &PetCombatResult{}
// Attack roll
if rand.Float64() < petAttackChance(pet.Level) {
result.Attacked = true
result.AttackDamage = 3 + rand.IntN(5) + pet.Level // 3-7 + level
var pool []string
if pet.Type == "dog" {
pool = PetDogAttack
} else {
pool = PetCatAttack
}
line := pool[rand.IntN(len(pool))]
line = strings.ReplaceAll(line, "{enemy}", enemyName)
line = strings.ReplaceAll(line, "{damage}", fmt.Sprintf("%d", result.AttackDamage))
result.AttackText = line
}
// Deflect roll
if rand.Float64() < petDeflectChance(pet.Level, pet.ArmorTier) {
result.Deflected = true
var pool []string
if pet.Type == "dog" {
pool = PetDogDeflect
} else {
pool = PetCatDeflect
}
line := pool[rand.IntN(len(pool))]
line = strings.ReplaceAll(line, "{enemy}", enemyName)
result.DeflectText = line
}
return result
}
// petRollDitchRecovery rolls for pet intervention on player death.
func petRollDitchRecovery(pet PetState) bool {
if !pet.HasPet() {
return false
}
return rand.Float64() < petDitchRecoveryChance(pet.Level)
}
// petVictoryText returns a random victory reaction line.
func petVictoryText(pet PetState) string {
if !pet.HasPet() {
return ""
}
var pool []string
if pet.Type == "dog" {
pool = PetDogVictory
} else {
pool = PetCatVictory
}
return pool[rand.IntN(len(pool))]
}
// petDeathText returns a random death reaction line.
func petDeathText(pet PetState) string {
if !pet.HasPet() {
return ""
}
var pool []string
if pet.Type == "dog" {
pool = PetDogDeath
} else {
pool = PetCatDeath
}
return pool[rand.IntN(len(pool))]
}
// ── Pet Arrival Flow ───────────────────────────────────────────────────────
// petShouldArrive checks if pet arrival should trigger.
// Fires randomly after Tier 1 house upgrade is complete. Housing and pet
// state come from player_meta via loadHouseState / loadPetState (L4d/L4e
// reader flip).
func petShouldArrive(pet PetState, house HouseState) bool {
if pet.Arrived {
return false
}
// Pet arrives after Tier 1 (Livable) upgrade = HouseTier >= 2
if house.Tier < 2 {
return false
}
// Pet was chased away and reactivated via Misty — allow re-arrival
if pet.ChasedAway {
return pet.Reactivated
}
// 30% daily chance after house tier 1 (~3 days average to arrival)
return rand.Float64() < 0.30
}
// petShouldArrive2 gates the SECOND companion (N4/E1). It needs a Tier-4 Estate
// and an established first pet — the second animal wanders in to join the first,
// not an empty house. A chased-away second pet does not re-arrive (Misty's
// reactivation is a pet-1 mechanic).
func petShouldArrive2(pet1, pet2 PetState, house HouseState) bool {
if pet2.Arrived || pet2.ChasedAway {
return false
}
if house.Tier < 4 {
return false
}
if !pet1.HasPet() {
return false
}
return rand.Float64() < 0.30
}
// maybeRollPetArrivalOnEmerge rolls the pet-arrival check when a player
// surfaces from an expedition (voluntary extract, abandon, or a survived
// forced extraction) or revives after death. The arrival roll lives on the
// emergence seam — not the legacy 08:00 overworld morning DM — because
// expedition players are almost never in the overworld at the scheduled hour,
// so the morning roll never reached them. Story beat: while the player was
// underground, an animal wandered into the empty house looking for food.
//
// Safe to call unconditionally on any emergence: petShouldArrive gates on
// house tier / not-yet-arrived, and petArrivalDM won't clobber an existing
// pending interaction.
func (p *AdventurePlugin) maybeRollPetArrivalOnEmerge(userID id.UserID) {
pet, _ := loadPetState(userID)
house, _ := loadHouseState(userID)
if petShouldArrive(pet, house) {
p.petArrivalDM(userID, 1)
return
}
// A Tier-4 Estate can draw a second companion once the first is settled.
pet2, _ := loadPet2State(userID)
if petShouldArrive2(pet, pet2, house) {
p.petArrivalDM(userID, 2)
}
}
// petArrivalDM sends the initial "there's an animal in your house" DM for the
// given slot (1 or 2).
func (p *AdventurePlugin) petArrivalDM(userID id.UserID, slot int) {
// Don't overwrite an existing pending interaction
if _, exists := p.pending.Load(string(userID)); exists {
return
}
intro := "There's an animal in your house. It looks like a..."
if slot == 2 {
intro = "There's *another* animal in your house. Your first pet seems unbothered. It looks like a..."
}
text := intro + "\n\n" +
"🚪 Chase it away\n" +
"🍖 Feed it\n\n" +
"Reply with `chase` or `feed`."
p.pending.Store(string(userID), &advPendingInteraction{
Type: "pet_arrival",
Data: &advPendingPetArrival{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
_ = p.SendDM(userID, text)
}
// petSlotFromData reads a Slot off any pending-pet payload, defaulting to slot 1
// for the zero value so older/first-pet interactions are unaffected.
func petSlotFromData(slot int) int {
if slot == 2 {
return 2
}
return 1
}
// resolvePetArrival handles the chase/feed response.
func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext, interaction *advPendingInteraction) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
char, _, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
slot := petSlotFromData(interaction.Data.(*advPendingPetArrival).Slot)
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
if reply == "chase" || reply == "🚪" {
if slot == 2 {
char.Pet2ChasedAway = true
char.Pet2Reactivated = false
} else {
char.PetChasedAway = true
char.PetReactivated = false
}
_ = saveAdvCharacter(char)
return p.SendDM(ctx.Sender, "You chased it away. It disappeared around the corner and didn't come back.\n\nThe house is quiet again.")
}
if reply == "feed" || reply == "🍖" {
// Ask what type
text := "It ate everything you put down. It's still here.\n\n" +
"It looks like a...\n\n" +
"🐶 Massive Dog\n" +
"🐱 Massive Cat\n\n" +
"Reply with `dog` or `cat`."
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_type",
Data: &advPendingPetType{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, text)
}
// Invalid response — re-prompt
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_arrival",
Data: &advPendingPetArrival{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, "Reply with `chase` or `feed`.")
}
// resolvePetType handles dog/cat selection.
func (p *AdventurePlugin) resolvePetType(ctx MessageContext, interaction *advPendingInteraction) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
slot := petSlotFromData(interaction.Data.(*advPendingPetType).Slot)
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
petType := ""
if reply == "dog" || reply == "🐶" {
petType = "dog"
} else if reply == "cat" || reply == "🐱" {
petType = "cat"
}
if petType == "" {
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_type",
Data: &advPendingPetType{Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
return p.SendDM(ctx.Sender, "Reply with `dog` or `cat`.")
}
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "pet_name",
Data: &advPendingPetName{PetType: petType, Slot: slot},
ExpiresAt: time.Now().Add(advDMResponseWindowLow),
})
article := "a"
if petType == "dog" {
article = "a"
}
return p.SendDM(ctx.Sender, fmt.Sprintf("It's %s Massive %s. What would you like to name it?\n\nReply with a name.",
article, titleCase(petType)))
}
// resolvePetName handles naming the pet. The dispatcher (handlePendingReply)
// has already deleted the pending interaction and passes it in, so this must
// NOT re-load from p.pending — doing so previously made every adoption fail
// silently (the carried PetType was lost and the save never ran).
func (p *AdventurePlugin) resolvePetName(ctx MessageContext, interaction *advPendingInteraction) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
char, _, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
data := interaction.Data.(*advPendingPetName)
name := strings.TrimSpace(ctx.Body)
if len(name) == 0 || len(name) > 30 {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "Name must be 1-30 characters. Try again.")
}
if !petNameValid.MatchString(name) {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "Name can only contain letters, numbers, spaces, hyphens, and apostrophes. Try again.")
}
if petSlotFromData(data.Slot) == 2 {
char.Pet2Type = data.PetType
char.Pet2Name = name
char.Pet2Arrived = true
char.Pet2ChasedAway = false
char.Pet2Level = 1
char.Pet2XP = 0
} else {
char.PetType = data.PetType
char.PetName = name
char.PetArrived = true
char.PetChasedAway = false
char.PetLevel = 1
char.PetXP = 0
}
if err := saveAdvCharacter(char); err != nil {
return p.SendDM(ctx.Sender, "Failed to save.")
}
emoji := "🐶"
if data.PetType == "cat" {
emoji = "🐱"
}
tail := fmt.Sprintf("%s will join you in combat. %s will not explain their decisions.", name, name)
if petSlotFromData(data.Slot) == 2 {
tail = fmt.Sprintf("%s fights alongside your first companion — the two share the spotlight, so together they're about as much help in a scrap as one seasoned pet. %s will not explain their decisions.", name, name)
}
return p.SendDM(ctx.Sender, fmt.Sprintf("%s **%s** has moved in.\n\nBreed: Massive %s.\nLevel: 1\n\n%s",
emoji, name, titleCase(data.PetType), tail))
}
// ── Morning Pet Events ─────────────────────────────────────────────────────
// petMorningEvent rolls for a morning pet event and returns flavor text.
// Returns empty string if no event fires.
func petMorningEvent(pet PetState) string {
if !pet.HasPet() {
return ""
}
// 25% chance of morning event
if rand.Float64() >= 0.25 {
return ""
}
if pet.Type == "cat" {
line := PetCatOffering[rand.IntN(len(PetCatOffering))]
return strings.ReplaceAll(line, "{pet_name}", pet.Name)
}
line := PetDogSmothering[rand.IntN(len(PetDogSmothering))]
return strings.ReplaceAll(line, "{pet_name}", pet.Name)
}
// ── Pet Supply Shop Unlock Check ───────────────────────────────────────────
// petCheckSupplyShopUnlock checks if 1 week has passed since pet hit level 10.
func petCheckSupplyShopUnlock(pet PetState) bool {
if pet.SupplyShopUnlocked || pet.Level10Date == "" {
return false
}
d, err := time.Parse("2006-01-02", pet.Level10Date)
if err != nil {
return false
}
return time.Now().UTC().After(d.Add(7 * 24 * time.Hour))
}
// ── Misty Housing Hint ─────────────────────────────────────────────────────
// mistyHousingHint returns a hint about housing/pets if conditions are met.
// Fires once, after 2+ Misty encounters, player has no house. Housing
// state comes from player_meta (L4e reader flip). Misty NPC counters still
// live on AdvCharacter (NPC migration is a later phase) so the caller
// passes them in directly.
func mistyHousingHint(mistyEncounterCount, mistyDonatedCount int, house HouseState) string {
if house.HasHouse() || mistyEncounterCount < 2 {
return ""
}
if mistyDonatedCount > 0 {
return "You seem like a good person. I can imagine you sitting in a house caring for a pet someday."
}
return "Thank you for your time."
}
// ── Misty Pet Reactivation ─────────────────────────────────────────────────
// mistyReactivatePet returns true when a chased-away pet should be marked
// as reactivated. Caller is responsible for flipping the flag on both
// AdvCharacter and player_meta.
func mistyReactivatePet(pet PetState) bool {
return pet.ChasedAway && !pet.Reactivated
}
// ── Pet Level 10 Ticker (runs daily at midnight) ───────────────────────────
func (p *AdventurePlugin) petMidnightCheck() {
chars, err := loadAllAdvCharacters()
if err != nil {
slog.Error("pet: failed to load characters", "err", err)
return
}
for _, char := range chars {
if !char.HasPet() {
continue
}
// Check supply shop unlock
pet, _ := loadPetState(char.UserID)
if petCheckSupplyShopUnlock(pet) {
char.PetSupplyShopUnlocked = true
_ = saveAdvCharacter(&char)
_ = upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(&char))
slog.Info("pet: supply shop unlocked", "user", char.UserID, "pet", char.PetName)
}
}
}
// ── Ditch Recovery Text ────────────────────────────────────────────────────
func petDitchRecoveryGameRoom(username, petName string, petInvolved bool) string {
base := fmt.Sprintf("🏥 %s was brought into St. Guildmore's on a stretcher. They have been returned to the ditch. They'll be fine eventually.", username)
if petInvolved {
base = fmt.Sprintf("🏥 St. Guildmore's notes that %s has once again intervened before our personnel could reach the scene. %s has been reminded that the ditch is not a medical facility. %s did not respond to this reminder.", petName, petName, petName)
}
return base
}