Files
gogobee/internal/plugin/dnd_sheet.go
prosolis 0004a2e35c Adv 2.0 L4e reader flip (read-only sites): house state via loadHouseState
dnd_rest long-rest eligibility, dnd_sheet housing display, and
petShouldArrive / mistyHousingHint now source house state from
player_meta via loadHouseState(userID) instead of *AdventureCharacter.
petShouldArrive, mistyHousingHint, and renderDnDSheet gained a
HouseState parameter; scheduler and Misty NPC callers load it.
Reader flip inside adventure_housing.go itself stays deferred — its
mutation paths bundle with cutting AdvCharacter writes post-soak.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

185 lines
6.3 KiB
Go

package plugin
import (
"fmt"
"sort"
"strings"
)
func (p *AdventurePlugin) handleDnDAbilitiesCmd(ctx MessageContext) error {
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
}
ri, _ := raceInfo(c.Race)
ci, _ := classInfo(c.Class)
ab := dndClassAbilities[c.Class]
var b strings.Builder
b.WriteString(fmt.Sprintf("**%s %s — Abilities**\n\n", ri.Display, ci.Display))
b.WriteString(fmt.Sprintf("**Class passive — %s**\n %s\n\n", ab.Name, ab.Description))
b.WriteString(fmt.Sprintf("**Race trait**\n %s\n", ri.Passive))
// Active abilities (Phase 6 + Phase 10 subclass-gated)
actives := characterActiveAbilities(c)
if len(actives) > 0 {
resType, _ := classResourceMax(c.Class)
cur, max, _ := getResource(c.UserID, resType)
b.WriteString(fmt.Sprintf("\n**Active abilities** (%s %d/%d)\n", resType, cur, max))
for _, a := range actives {
b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
}
b.WriteString("\nUse `!arm <ability>` to ready one for your next combat. Refreshes on long rest.\n")
if c.ArmedAbility != "" {
b.WriteString(fmt.Sprintf("\n_Currently armed: **%s**_\n", displayAbility(c.ArmedAbility)))
}
}
return p.SendDM(ctx.Sender, b.String())
}
// !sheet — read-only D&D character sheet renderer.
//
// Joins:
// dnd_character (D&D layer)
// adventure_characters (legacy skills, pet, housing — for at-a-glance context)
// adventure_equipment (current gear; renders with legacy fields until Phase 4)
// adventure_treasures (= attunement substrate per v1.1 §7.4)
func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your sheet: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender,
"You don't have an Adv 2.0 character yet.\n\nRun `!setup` to begin character creation. "+
"Your existing adventure progress (skills, pets, coins, arena streak) will be preserved.")
}
advChar, _ := loadAdvCharacter(ctx.Sender)
equip, _ := loadAdvEquipment(ctx.Sender)
treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
meta, _ := loadPlayerMeta(ctx.Sender)
house, _ := loadHouseState(ctx.Sender)
return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, house, equip, treasures))
}
func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, house HouseState, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus) string {
ri, _ := raceInfo(c.Race)
ci, _ := classInfo(c.Class)
mods := c.Modifiers()
var b strings.Builder
name := string(c.UserID)
if adv != nil && adv.DisplayName != "" {
name = adv.DisplayName
}
b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
if c.Subclass != "" {
if si, ok := subclassInfo(c.Subclass); ok {
b.WriteString(fmt.Sprintf(" _%s_\n", si.Display))
}
} else if c.Level >= dndSubclassMinLevel {
b.WriteString(" _Subclass: unchosen — run `!subclass`_\n")
}
b.WriteString(strings.Repeat("─", 36) + "\n")
// Vitals
b.WriteString(fmt.Sprintf("**HP** %d/%d", c.HPCurrent, c.HPMax))
if c.TempHP > 0 {
b.WriteString(fmt.Sprintf(" (+%d temp)", c.TempHP))
}
b.WriteString(fmt.Sprintf(" **AC** %d", c.ArmorClass))
if c.Level >= dndMaxLevel {
b.WriteString(" **XP** capped (L20)\n")
} else {
b.WriteString(fmt.Sprintf(" **XP** %d / %d (next L%d)\n",
c.XP, dndXPToNextLevel(c.Level), c.Level+1))
}
// Ability scores with modifiers
b.WriteString(fmt.Sprintf("STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\n",
c.STR, mods[0], c.DEX, mods[1], c.CON, mods[2]))
b.WriteString(fmt.Sprintf("INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\n",
c.INT, mods[3], c.WIS, mods[4], c.CHA, mods[5]))
b.WriteString(fmt.Sprintf("\n_%s_\n", ri.Passive))
// Equipment — D&D 10-slot view, with rarity inferred from legacy fields.
b.WriteString("\n**Equipment**\n")
dndEquip := map[DnDSlot]*AdvEquipment{}
for _, slot := range allSlots {
eq, ok := equip[slot]
if !ok || eq == nil {
continue
}
dndEquip[mapLegacySlot(slot)] = eq
}
anyEquipped := false
for _, ds := range dndSlotOrder {
eq := dndEquip[ds]
if eq == nil {
continue
}
anyEquipped = true
rarity := equipmentRarity(eq)
tag := ""
if eq.Masterwork {
tag = " ★"
}
b.WriteString(fmt.Sprintf(" %s %-9s T%d %d%%%s %s _(%s)_\n",
rarityIcon(rarity), string(ds), eq.Tier, eq.Condition, tag, eq.Name, rarity))
}
if !anyEquipped {
b.WriteString(" _(none equipped)_\n")
}
// Attunements (re-using adventure_treasures per v1.1 §7.4)
if len(treasures) > 0 {
b.WriteString("\n**Attunements** (treasures)\n")
// Group by treasure_key — one treasure can have multiple bonuses.
byKey := map[string][]AdvTreasureBonus{}
var keys []string
for _, t := range treasures {
if _, seen := byKey[t.TreasureKey]; !seen {
keys = append(keys, t.TreasureKey)
}
byKey[t.TreasureKey] = append(byKey[t.TreasureKey], t)
}
sort.Strings(keys)
for _, k := range keys {
bonuses := byKey[k]
name := bonuses[0].Name
parts := make([]string, 0, len(bonuses))
for _, bn := range bonuses {
parts = append(parts, fmt.Sprintf("%s %+.1f", bn.BonusType, bn.BonusValue))
}
b.WriteString(fmt.Sprintf(" • %s — %s\n", name, strings.Join(parts, ", ")))
}
}
// Legacy adventure context — preserved progress at a glance
if adv != nil {
b.WriteString("\n**Adventure progress** _(preserved)_\n")
b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d Combat (legacy) %d\n",
adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill, adv.CombatLevel))
wins, losses := adv.ArenaWins, adv.ArenaLosses
if meta != nil {
wins, losses = meta.ArenaWins, meta.ArenaLosses
}
b.WriteString(fmt.Sprintf(" Arena %dW/%dL Streak %d (best %d)\n",
wins, losses, adv.CurrentStreak, adv.BestStreak))
if adv.PetName != "" {
b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.PetName, adv.PetType, adv.PetLevel))
}
if house.Tier > 0 {
b.WriteString(fmt.Sprintf(" Housing: tier %d\n", house.Tier))
}
}
return b.String()
}