Files
gogobee/internal/plugin/dnd_cast.go
prosolis c48e12a296 UX S2: caster onboarding — strip reaction defaults, deterministic healing_word, route hints
B2: Removed shield/counterspell from Mage/Sorcerer defaults and hellish_rebuke/counterspell
    from Warlock — reactions are EffectReaction and combat has no reaction window yet, so
    auto-granting them just litters the spellbook with dead entries. Substituted L1/L3
    staples (sleep, fly, burning_hands, chromatic_orb where class-tagged appropriately).

B3: Replaced the stale "Mage, Cleric, Ranger, and Arcane Trickster (L5+)" enumeration in
    !cast/!spells learn/!prepare error paths with class-aware route hints via a new
    spellRouteHintFor() helper.

R15: Removed the duplicate hand-authored healing_word_spell entry; Cleric default now
     references the canonical SRD healing_word (cleric/druid/bard tagged). parseSpell
     and lookupSpell now resolve "healing word" deterministically.

R16: !cast --drop now appends "(slot refunded)" when applicable.

R17: Prep-cap message rewritten to "Your prepared list is full (N/N)."

R19: Removed shillelagh from Druid default — the overlay flags it cleric/ranger only and
     it has no real attack profile yet (BuffSelf, no DamageDice).

Bonus correctness: dndSpellRegistry now unions Classes on overlay collision instead of
replacing wholesale. The hand-authored buildSpellList() entries were tagged Mage-only,
so every Sorcerer/Warlock/Bard/Druid spell that collided with the SRD silently lost its
class list — meaning auto-granted defaults were rejected at the classOK gate. Union
merge restores SRD coverage without forcing a hand-edit of every overlay entry.

Tests:
- TestDefaultKnownSpellsHaveNoReactions covers B2.
- TestDefaultKnownSpellsAreCastableByClass guards the overlay-narrow regression.
- TestHealingWordResolvesDeterministically covers R15.
- TestCastNonCasterErrorHasNoClassEnumeration covers B3.
- Existing dnd_prepare_test.go updated to reference healing_word.
2026-05-14 21:30:15 -07:00

732 lines
23 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters
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 (
"encoding/json"
"fmt"
"log/slog"
"math/rand/v2"
"sort"
"strconv"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// Phase 9 SP2 — !cast / !spells / !prepare commands and out-of-combat
// resolution. Combat-time resolution of pending_cast lives in dnd_combat.go
// (SP3).
//
// Casting model:
// - Cantrips: no slot cost. Damage cantrips queue as pending_cast for
// next combat. Utility cantrips (Mending, Message, Minor Illusion,
// Guidance) resolve immediately with a flavorful response.
// - Leveled spells: consume a slot at cast time (audit-style save-then-
// debit). DAMAGE_*, CONTROL, BUFF_SELF/ALLY queue as pending_cast.
// HEAL and UTILITY resolve immediately.
// - Reaction spells (Shield, Counterspell, Absorb Elements) refuse with
// a "Phase 11" note — they require the boss turn-based engine.
//
// Cross-player targeting (--target @user) is deliberately deferred. SP2
// supports self-target only. Heals on self work; ally buffs queue with the
// caster as the target until SP3 wires up the multi-player resolution.
// PendingCast is the shape stored in dnd_character.pending_cast (JSON blob).
// Keep this minimal — the combat layer resolves the actual numbers on fire.
type PendingCast struct {
SpellID string `json:"spell"`
SlotLevel int `json:"slot"` // 0 for cantrips
Target string `json:"target,omitempty"`
}
func encodePendingCast(p PendingCast) string {
b, _ := json.Marshal(p)
return string(b)
}
func decodePendingCast(s string) (PendingCast, bool) {
if s == "" {
return PendingCast{}, false
}
var p PendingCast
if err := json.Unmarshal([]byte(s), &p); err != nil {
return PendingCast{}, false
}
if p.SpellID == "" {
return PendingCast{}, false
}
return p, true
}
// ── !cast command ────────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDnDCastCmd(ctx MessageContext, args string) error {
// In a turn-based Elite/Boss fight, !cast resolves as the player's turn
// for the round rather than queuing for "next combat". handleCombatCastCmd
// takes the per-user lock itself and re-checks the session under it.
if sess, _ := getActiveCombatSession(ctx.Sender); sess != nil {
return p.handleCombatCastCmd(ctx, args)
}
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
args = strings.TrimSpace(args)
advChar, _ := loadAdvCharacter(ctx.Sender)
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
}
if !isSpellcaster(c) {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s doesn't cast spells.", titleClass(c.Class)))
}
if args == "" {
return p.SendDM(ctx.Sender, renderCastHelp(c))
}
// Parse: --drop is a special form ("!cast --drop" or "!cast drop").
lower := strings.ToLower(args)
if lower == "--drop" || lower == "drop" {
return p.dndCastDrop(ctx, c)
}
// Parse spell name + optional --upcast N.
tokens := strings.Fields(args)
upcast := 0
var spellTokens []string
for i := 0; i < len(tokens); i++ {
switch tokens[i] {
case "--upcast":
if i+1 < len(tokens) {
n, err := strconv.Atoi(tokens[i+1])
if err == nil {
upcast = n
}
i++
}
case "--target":
// Reserved for SP3 — accept and ignore for now.
if i+1 < len(tokens) {
i++
}
default:
spellTokens = append(spellTokens, tokens[i])
}
}
if len(spellTokens) == 0 {
return p.SendDM(ctx.Sender, "Usage: `!cast <spell> [--upcast N]`. Run `!spells` to list options.")
}
spell, ok := parseSpell(strings.Join(spellTokens, " "))
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Unknown spell %q. Run `!spells` to list what you know.", strings.Join(spellTokens, " ")))
}
// Class gate. Arcane Trickster Rogues use the Mage spell list (Phase 10
// SUB2-AT), so accept Mage-tagged spells when the player has that subclass.
effectiveClass := c.Class
if c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster {
effectiveClass = ClassMage
}
classOK := false
for _, cl := range spell.Classes {
if cl == effectiveClass {
classOK = true
break
}
}
if !classOK {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s is not on the %s spell list.", spell.Name, titleClass(c.Class)))
}
// AT slot ceiling — capped at L1 until L7 (then L2), tracks third-caster
// progression. Refuse upcasting beyond what the subclass actually has.
if c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster {
if max := highestAvailableSlotForChar(c); spell.Level > max {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Arcane Trickster L%d only has up to L%d slots.", c.Level, max))
}
}
// Reaction spells deferred — combat is one-shot SimulateCombat, no
// per-turn windows where a reaction could trigger. Will land alongside
// turn-based combat when that arrives.
if spell.Effect == EffectReaction {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s is a reaction spell — those aren't usable yet (combat resolves in one beat, no reaction window). Pick a different spell.", spell.Name))
}
// Known + prepared check.
known, prepared, err := playerKnowsSpell(ctx.Sender, spell.ID)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't check your spell list.")
}
if !known {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You don't know %s yet.", spell.Name))
}
if !prepared {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s isn't prepared today. Run `!prepare %s` first.", spell.Name, spell.ID))
}
// Determine slot level.
slotLevel := spell.Level
if upcast > slotLevel && spell.Level > 0 {
slotLevel = upcast
}
if slotLevel < 0 || slotLevel > 5 {
return p.SendDM(ctx.Sender, "Slot level out of range (15).")
}
// Concentration conflict: if spell needs concentration and player has
// another active, warn (we'll supersede on the actual cast).
supersedes := ""
if spell.Concentration {
if active := concentrationActive(c); active != "" && active != spell.ID {
supersedes = active
}
}
// Material cost (Revivify, Raise Dead).
if spell.MaterialCost > 0 {
if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(spell.MaterialCost), "dnd_spell_component") {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s needs a %d-coin diamond component you can't afford.", spell.Name, spell.MaterialCost))
}
}
// Slot consumption (cantrips skip).
if spell.Level > 0 {
ok, err := consumeSpellSlot(ctx.Sender, slotLevel)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't consume slot: "+err.Error())
}
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"No L%d slot available. %s", slotLevel, renderSlotsBrief(ctx.Sender)))
}
}
// Resolve. Audit pattern: for queueing effects, save state BEFORE we
// would otherwise consider the action committed. The slot is already
// debited above; if SaveDnDCharacter fails we refund.
switch spell.Effect {
case EffectSpellHeal:
return p.resolveHealOutOfCombat(ctx, c, spell, slotLevel)
case EffectUtility:
return p.resolveUtility(ctx, c, spell, slotLevel)
default:
// DAMAGE_*, CONTROL, BUFF_SELF/ALLY → queue for next combat.
return p.queuePendingCast(ctx, c, spell, slotLevel, supersedes)
}
}
// ── Out-of-combat: HEAL ──────────────────────────────────────────────────────
func (p *AdventurePlugin) resolveHealOutOfCombat(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
dice, faces, _ := parseDamageDice(spell.DamageDice)
if dice == 0 {
dice, faces = 1, 8 // safety fallback
}
// Upcast scales healing. Most heal spells are "+1d8 per slot above 1st".
extra := slotLevel - spell.Level
if extra < 0 {
extra = 0
}
totalDice := dice + extra
heal := 0
supreme := lifeDomainSupremeHealing(c)
for i := 0; i < totalDice; i++ {
if supreme {
heal += faces
} else {
heal += 1 + rand.IntN(faces)
}
}
heal += abilityModifier(c.WIS)
heal += lifeDomainHealBonus(c, spell, slotLevel)
before := c.HPCurrent
c.HPCurrent = min(c.HPMax, c.HPCurrent+heal)
delta := c.HPCurrent - before
if err := SaveDnDCharacter(c); err != nil {
// Refund the slot.
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
return p.SendDM(ctx.Sender, "Couldn't apply heal: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf(
"🩹 **%s** — restored %d HP (%d → %d / %d). %s",
spell.Name, delta, before, c.HPCurrent, c.HPMax,
renderSlotsBrief(ctx.Sender)))
}
// ── Out-of-combat: UTILITY ──────────────────────────────────────────────────
func (p *AdventurePlugin) resolveUtility(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int) error {
// Most utility spells are pure narrative — they produce a flavor line
// and a confirmation. A few (Mage Armor, Hunter's Mark, etc.) are
// concentration buffs that fire as pending_cast in combat. Those are
// classified as BUFF_* in the registry, not UTILITY, so we don't see
// them here. Concentration UTILITY spells (Detect Magic, Beast Sense)
// merely set the concentration flag; combat doesn't care.
supersedes := ""
if spell.Concentration {
supersedes = setConcentration(c, spell.ID, utilityConcentrationDuration(spell))
}
if err := SaveDnDCharacter(c); err != nil {
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
return p.SendDM(ctx.Sender, "Couldn't save state: "+err.Error())
}
msg := fmt.Sprintf("✨ **%s** — %s", spell.Name, spell.Description)
if supersedes != "" {
msg += fmt.Sprintf("\n_(Concentration shifts: %s ended.)_", displaySpellName(supersedes))
}
if spell.Level > 0 {
msg += "\n" + renderSlotsBrief(ctx.Sender)
}
return p.SendDM(ctx.Sender, msg)
}
func utilityConcentrationDuration(spell SpellDefinition) time.Duration {
// Phase 9 keeps durations narrative — anything that lasts past a long
// rest is reset by long rest anyway. Use a generous default.
switch spell.ID {
case "detect_magic", "beast_sense":
return 10 * time.Minute
}
return 1 * time.Hour
}
// ── Queue for next combat ───────────────────────────────────────────────────
func (p *AdventurePlugin) queuePendingCast(ctx MessageContext, c *DnDCharacter, spell SpellDefinition, slotLevel int, supersedes string) error {
if c.PendingCast != "" {
// Refund the slot we just consumed.
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
prev, _ := decodePendingCast(c.PendingCast)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You already have **%s** queued. Cast `!cast --drop` to clear it first.",
displaySpellName(prev.SpellID)))
}
pc := PendingCast{SpellID: spell.ID, SlotLevel: slotLevel}
c.PendingCast = encodePendingCast(pc)
if spell.Concentration {
setConcentration(c, spell.ID, 1*time.Hour)
}
// Audit pattern (Fix C): save-then-the-rest. Slot already debited; on
// save failure, refund slot and concentration.
if err := SaveDnDCharacter(c); err != nil {
if spell.Level > 0 {
_ = refundSpellSlot(ctx.Sender, slotLevel)
}
c.ConcentrationSpell = ""
c.ConcentrationExpiresAt = nil
return p.SendDM(ctx.Sender, "Couldn't queue spell: "+err.Error())
}
msg := fmt.Sprintf("✨ **%s** queued for next combat.", spell.Name)
if slotLevel > spell.Level {
msg += fmt.Sprintf(" _(upcast to L%d)_", slotLevel)
}
if supersedes != "" {
msg += fmt.Sprintf("\n_(Concentration shifts: %s ended.)_", displaySpellName(supersedes))
}
if spell.Level > 0 {
msg += "\n" + renderSlotsBrief(ctx.Sender)
}
return p.SendDM(ctx.Sender, msg)
}
// ── !cast --drop ─────────────────────────────────────────────────────────────
func (p *AdventurePlugin) dndCastDrop(ctx MessageContext, c *DnDCharacter) error {
if c.PendingCast == "" && c.ConcentrationSpell == "" {
return p.SendDM(ctx.Sender, "Nothing queued and no concentration active.")
}
// Refund the queued slot (if any) — voluntary drop is the player's
// choice; restore the slot rather than forfeit it.
slotRefunded := false
if pc, ok := decodePendingCast(c.PendingCast); ok && pc.SlotLevel > 0 {
_ = refundSpellSlot(ctx.Sender, pc.SlotLevel)
slotRefunded = true
}
dropped := []string{}
if pc, ok := decodePendingCast(c.PendingCast); ok {
dropped = append(dropped, displaySpellName(pc.SpellID)+" (queued)")
}
if c.ConcentrationSpell != "" {
dropped = append(dropped, displaySpellName(c.ConcentrationSpell)+" (concentration)")
}
c.PendingCast = ""
c.ConcentrationSpell = ""
c.ConcentrationExpiresAt = nil
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't drop: "+err.Error())
}
msg := "Dropped: " + strings.Join(dropped, ", ") + "."
if slotRefunded {
msg += " _(slot refunded)_"
}
return p.SendDM(ctx.Sender, msg)
}
// ── !spells command ─────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDnDSpellsCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
advChar, _ := loadAdvCharacter(ctx.Sender)
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
}
if !isSpellcaster(c) {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s isn't a caster class.", titleClass(c.Class)))
}
args = strings.TrimSpace(args)
if strings.HasPrefix(strings.ToLower(args), "learn ") {
return p.handleSpellsLearn(ctx, c, strings.TrimSpace(args[6:]))
}
return p.SendDM(ctx.Sender, renderSpellsList(c))
}
func renderSpellsList(c *DnDCharacter) string {
var b strings.Builder
b.WriteString(fmt.Sprintf("**Spellbook — %s L%d**\n\n",
titleClass(c.Class), c.Level))
known, _ := listKnownSpells(c.UserID)
if len(known) == 0 {
b.WriteString("_No spells known. Run `!spells learn <name>` to add one._\n")
} else {
// Group by spell level.
byLevel := map[int][]knownSpellRow{}
for _, k := range known {
s, ok := lookupSpell(k.SpellID)
if !ok {
continue
}
byLevel[s.Level] = append(byLevel[s.Level], k)
}
levels := []int{}
for lvl := range byLevel {
levels = append(levels, lvl)
}
sort.Ints(levels)
for _, lvl := range levels {
label := fmt.Sprintf("L%d", lvl)
if lvl == 0 {
label = "Cantrip"
}
b.WriteString(fmt.Sprintf("__%s__\n", label))
for _, k := range byLevel[lvl] {
s, _ := lookupSpell(k.SpellID)
prepStr := ""
if c.Class == ClassCleric && s.Level > 0 {
if k.Prepared {
prepStr = " ✅"
} else {
prepStr = " ⬜"
}
}
b.WriteString(fmt.Sprintf(" • **%s**%s — %s\n", s.Name, prepStr, s.Description))
}
}
}
slots, _ := getSpellSlots(c.UserID)
b.WriteString("\n**Slots:** " + renderSlotLine(slots) + "\n")
b.WriteString(fmt.Sprintf("**Spell DC:** %d **Spell Atk:** +%d\n",
spellSaveDC(c), spellAttackBonus(c)))
if c.Class == ClassMage {
count, _ := mageLeveledKnownCount(c.UserID)
cap := mageKnownSpellsCap(c.Level)
b.WriteString(fmt.Sprintf("**Spellbook:** %d/%d leveled spells", count, cap))
if avail := cap - count; avail > 0 {
b.WriteString(fmt.Sprintf(" _(can learn %d more)_", avail))
}
b.WriteString("\n")
}
if pc, ok := decodePendingCast(c.PendingCast); ok {
b.WriteString(fmt.Sprintf("\n_Queued: **%s**", displaySpellName(pc.SpellID)))
if pc.SlotLevel > 0 {
b.WriteString(fmt.Sprintf(" (L%d slot)", pc.SlotLevel))
}
b.WriteString(" — fires next combat._\n")
}
if c.ConcentrationSpell != "" && concentrationActive(c) != "" {
b.WriteString(fmt.Sprintf("_Concentrating on **%s**._\n",
displaySpellName(c.ConcentrationSpell)))
}
b.WriteString("\nSlots refresh on long rest.")
return b.String()
}
// ── !spells learn (Mage spellbook) ───────────────────────────────────────────
func (p *AdventurePlugin) handleSpellsLearn(ctx MessageContext, c *DnDCharacter, raw string) error {
if c.Class != ClassMage {
return p.SendDM(ctx.Sender, "`!spells learn` is for Mage. "+spellRouteHintFor(c)+
" Run `!spells` to see what you already know.")
}
if raw == "" {
return p.SendDM(ctx.Sender, "Usage: `!spells learn <spell name>`")
}
spell, ok := parseSpell(raw)
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown spell %q.", raw))
}
classOK := false
for _, cl := range spell.Classes {
if cl == ClassMage {
classOK = true
}
}
if !classOK {
return p.SendDM(ctx.Sender, fmt.Sprintf("%s isn't on the Mage spell list.", spell.Name))
}
if spell.Level > highestAvailableSlot(ClassMage, c.Level) && spell.Level > 0 {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"L%d spells require Mage level %d+.", spell.Level, requiredMageLevelFor(spell.Level)))
}
known, _, err := playerKnowsSpell(ctx.Sender, spell.ID)
if err == nil && known {
return p.SendDM(ctx.Sender, "You already know "+spell.Name+".")
}
// Cap applies to leveled spells only — cantrips are unbounded.
if spell.Level > 0 {
count, err := mageLeveledKnownCount(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't check your spellbook.")
}
cap := mageKnownSpellsCap(c.Level)
if count >= cap {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Spellbook is full (%d/%d). Level up to learn more leveled spells.",
count, cap))
}
}
if err := addKnownSpell(ctx.Sender, spell.ID, "class", true); err != nil {
return p.SendDM(ctx.Sender, "Couldn't learn: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 Learned **%s**.", spell.Name))
}
func requiredMageLevelFor(slotLevel int) int {
switch slotLevel {
case 1:
return 1
case 2:
return 3
case 3:
return 5
case 4:
return 7
case 5:
return 9
}
return 1
}
// ── !prepare command (Cleric stub — full SP4) ───────────────────────────────
func (p *AdventurePlugin) handleDnDPrepareCmd(ctx MessageContext, args string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
advChar, _ := loadAdvCharacter(ctx.Sender)
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
}
if c.Class != ClassCleric {
return p.SendDM(ctx.Sender, "`!prepare` is for Cleric. "+spellRouteHintFor(c)+
" Run `!spells` to see what you already know.")
}
args = strings.TrimSpace(args)
if args == "" {
return p.SendDM(ctx.Sender, renderClericPrepStatus(c))
}
clear := false
if strings.HasPrefix(strings.ToLower(args), "clear ") {
clear = true
args = strings.TrimSpace(args[6:])
}
spell, ok := parseSpell(args)
if !ok {
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown spell %q.", args))
}
if spell.Level == 0 {
return p.SendDM(ctx.Sender, "Cantrips are always prepared.")
}
known, _, err := playerKnowsSpell(ctx.Sender, spell.ID)
if err != nil || !known {
return p.SendDM(ctx.Sender, fmt.Sprintf("%s isn't on your known list.", spell.Name))
}
if clear {
if err := setSpellPrepared(ctx.Sender, spell.ID, false); err != nil {
return p.SendDM(ctx.Sender, "Couldn't unprepare: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf("Unprepared **%s**.", spell.Name))
}
// Cap = WIS mod + Cleric level. Cantrips don't count.
cap := abilityModifier(c.WIS) + c.Level
if cap < 1 {
cap = 1
}
rows, _ := listKnownSpells(ctx.Sender)
prepCount := 0
for _, r := range rows {
s, ok := lookupSpell(r.SpellID)
if !ok || s.Level == 0 {
continue
}
if r.Prepared && r.SpellID != spell.ID {
prepCount++
}
}
if prepCount+1 > cap {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Your prepared list is full (%d/%d). Unprepare one first: `!prepare clear <name>`.",
prepCount, cap))
}
if err := setSpellPrepared(ctx.Sender, spell.ID, true); err != nil {
return p.SendDM(ctx.Sender, "Couldn't prepare: "+err.Error())
}
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 Prepared **%s** (%d/%d).",
spell.Name, prepCount+1, cap))
}
func renderClericPrepStatus(c *DnDCharacter) string {
cap := abilityModifier(c.WIS) + c.Level
if cap < 1 {
cap = 1
}
rows, _ := listKnownSpells(c.UserID)
prepCount := 0
for _, r := range rows {
s, ok := lookupSpell(r.SpellID)
if !ok || s.Level == 0 {
continue
}
if r.Prepared {
prepCount++
}
}
return fmt.Sprintf("**Prepared spells:** %d/%d. Run `!prepare <spell>` to add, `!prepare clear <spell>` to remove. Long rest re-opens choices.",
prepCount, cap)
}
// spellRouteHintFor returns a one-sentence pointer telling the player which
// command actually advances their spellbook, scoped to their class. Used by
// the !spells learn / !prepare wrong-class error messages so the player isn't
// left guessing after we reject them.
func spellRouteHintFor(c *DnDCharacter) string {
if c == nil {
return ""
}
switch c.Class {
case ClassMage:
return "Mage learns spells with `!spells learn <name>`."
case ClassCleric:
return "Cleric picks today's spells with `!prepare <name>`."
case ClassRogue:
if c.Subclass == SubclassArcaneTrickster {
return "Arcane Trickster learns spells with `!spells learn <name>` once it unlocks."
}
return ""
case ClassDruid, ClassBard, ClassSorcerer, ClassWarlock, ClassPaladin, ClassRanger:
return "Your class learns spells automatically as you level — nothing to prepare."
}
return ""
}
// ── helpers ──────────────────────────────────────────────────────────────────
func renderCastHelp(c *DnDCharacter) string {
var b strings.Builder
b.WriteString("**Cast a spell**\n\n")
b.WriteString("Usage: `!cast <spell> [--upcast N]`\n")
b.WriteString(" `!cast --drop` to clear queued/concentration.\n\n")
b.WriteString("Run `!spells` for your full list.\n\n")
if pc, ok := decodePendingCast(c.PendingCast); ok {
b.WriteString(fmt.Sprintf("_Currently queued: **%s**._\n", displaySpellName(pc.SpellID)))
}
if c.ConcentrationSpell != "" && concentrationActive(c) != "" {
b.WriteString(fmt.Sprintf("_Concentrating on **%s**._\n",
displaySpellName(c.ConcentrationSpell)))
}
b.WriteString("\n" + renderSlotsBrief(c.UserID))
return b.String()
}
func renderSlotsBrief(userID id.UserID) string {
slots, err := getSpellSlots(userID)
if err != nil {
slog.Warn("dnd: getSpellSlots", "user", userID, "err", err)
}
return "**Slots:** " + renderSlotLine(slots)
}
// parseDamageDice extracts (count, faces, flatBonus) from "3d6", "1d8",
// "3d4+3" style strings. Returns (0,0,0) on failure.
func parseDamageDice(s string) (int, int, int) {
s = strings.TrimSpace(strings.ToLower(s))
if s == "" {
return 0, 0, 0
}
// Optional flat bonus: split on +.
flat := 0
if i := strings.Index(s, "+"); i > 0 {
f, err := strconv.Atoi(strings.TrimSpace(s[i+1:]))
if err == nil {
flat = f
}
s = strings.TrimSpace(s[:i])
}
i := strings.Index(s, "d")
if i <= 0 {
return 0, 0, flat
}
count, err := strconv.Atoi(s[:i])
if err != nil {
return 0, 0, flat
}
faces, err := strconv.Atoi(s[i+1:])
if err != nil {
return 0, 0, flat
}
return count, faces, flat
}