Files
gogobee/internal/plugin/achievements.go
prosolis c0f03a41b5 Adv 2.0 L5 close-out: loader rewire + adventure_characters purge gate
Rewires loadAdvCharacter / createAdvCharacter to source from player_meta,
drops every legacy-table fallback in the loadXxxState helpers, and adds a
GOGOBEE_LEGACY_PURGE=1 gate to drop the now-cold adventure_characters
table. Schema CREATE removed and column migrations tolerate the missing
table so the purge stays sticky across reboots.

§7.4 of the migration plan is reconciled to document that
player_meta.combat_level stays — combat_stats.go consumes it via the
overlay and is shared infrastructure, not legacy.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:23 -07:00

1218 lines
39 KiB
Go

package plugin
import (
"database/sql"
"fmt"
"log/slog"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix"
"maunium.net/go/mautrix/id"
)
// AchievementRegistry provides cross-plugin query access for achievements.
type AchievementRegistry interface {
GetCommands() []CommandDef
}
// achievementDef describes a single achievement with its check function.
type achievementDef struct {
ID string
Name string
Description string
Emoji string
Check func(d *sql.DB, userID id.UserID) bool
}
// AchievementsPlugin checks and grants achievements silently on every message.
type AchievementsPlugin struct {
Base
registry AchievementRegistry
achievements []achievementDef
}
// NewAchievementsPlugin creates a new achievements plugin.
func NewAchievementsPlugin(client *mautrix.Client, registry AchievementRegistry) *AchievementsPlugin {
p := &AchievementsPlugin{
Base: NewBase(client),
registry: registry,
}
p.achievements = p.buildAchievements()
return p
}
func (p *AchievementsPlugin) Name() string { return "achievements" }
func (p *AchievementsPlugin) Version() string { return "1.2.0" }
func (p *AchievementsPlugin) Commands() []CommandDef {
return []CommandDef{
{Name: "achievements", Description: "List unlocked achievements", Usage: "!achievements [@user]", Category: "Leveling & Stats"},
}
}
func (p *AchievementsPlugin) Init() error { return nil }
func (p *AchievementsPlugin) OnReaction(_ ReactionContext) error { return nil }
func (p *AchievementsPlugin) OnMessage(ctx MessageContext) error {
if p.IsCommand(ctx.Body, "achievements") {
return p.handleAchievements(ctx)
}
// Passive: check achievements for the sender
p.checkAndGrant(ctx.Sender)
return nil
}
// checkAndGrant evaluates all achievement definitions and grants any newly unlocked ones.
func (p *AchievementsPlugin) checkAndGrant(userID id.UserID) {
d := db.Get()
// Batch-fetch already unlocked achievements to avoid redundant checks
unlocked := make(map[string]bool)
rows, err := d.Query(`SELECT achievement_id FROM achievements WHERE user_id = ?`, string(userID))
if err != nil {
slog.Error("achievements: query unlocked", "err", err)
return
}
defer rows.Close()
for rows.Next() {
var aid string
if err := rows.Scan(&aid); err != nil {
continue
}
unlocked[aid] = true
}
// Only check achievements not yet unlocked
for _, ach := range p.achievements {
if unlocked[ach.ID] {
continue
}
if ach.Check(d, userID) {
p.grant(d, userID, ach.ID)
}
}
}
func (p *AchievementsPlugin) grant(d *sql.DB, userID id.UserID, achievementID string) {
_, err := d.Exec(
`INSERT INTO achievements (user_id, achievement_id) VALUES (?, ?) ON CONFLICT DO NOTHING`,
string(userID), achievementID,
)
if err != nil {
slog.Error("achievements: grant", "user", userID, "achievement", achievementID, "err", err)
return
}
slog.Info("achievements: granted", "user", userID, "achievement", achievementID)
}
func (p *AchievementsPlugin) handleAchievements(ctx MessageContext) error {
target := ctx.Sender
args := p.GetArgs(ctx.Body, "achievements")
if args != "" {
if resolved, ok := p.ResolveUser(args, ctx.RoomID); ok {
target = resolved
}
}
d := db.Get()
rows, err := d.Query(
`SELECT achievement_id, unlocked_at FROM achievements WHERE user_id = ? ORDER BY unlocked_at ASC`,
string(target),
)
if err != nil {
slog.Error("achievements: list query", "err", err)
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load achievements.")
}
defer rows.Close()
// Build a lookup map from achievement defs
defMap := make(map[string]achievementDef)
for _, a := range p.achievements {
defMap[a.ID] = a
}
var sb strings.Builder
sb.WriteString(fmt.Sprintf("Achievements for %s:\n\n", string(target)))
count := 0
for rows.Next() {
var achID string
var unlockedAt int64
if err := rows.Scan(&achID, &unlockedAt); err != nil {
continue
}
def, ok := defMap[achID]
if !ok {
continue
}
t := time.Unix(unlockedAt, 0).UTC().Format("2006-01-02")
sb.WriteString(fmt.Sprintf("%s %s — %s (unlocked %s)\n", def.Emoji, def.Name, def.Description, t))
count++
}
if count == 0 {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("%s hasn't unlocked any achievements yet.", string(target)))
}
sb.WriteString(fmt.Sprintf("\n%d / %d achievements unlocked", count, len(p.achievements)))
return p.SendReply(ctx.RoomID, ctx.EventID, sb.String())
}
// buildAchievements returns all achievement definitions.
func (p *AchievementsPlugin) buildAchievements() []achievementDef {
return []achievementDef{
// Message milestones
{
ID: "first_message", Name: "First Steps", Description: "Sent your first message",
Emoji: "👶",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_messages", 1) },
},
{
ID: "100_messages", Name: "Chatterbox", Description: "Sent 100 messages",
Emoji: "💬",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_messages", 100) },
},
{
ID: "1000_messages", Name: "Motor Mouth", Description: "Sent 1,000 messages",
Emoji: "🗣️",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_messages", 1000) },
},
{
ID: "10000_messages", Name: "Legend", Description: "Sent 10,000 messages",
Emoji: "🏛️",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_messages", 10000) },
},
// Time-based
{
ID: "night_owl", Name: "Night Owl", Description: "Sent 100 messages between midnight and 6am",
Emoji: "🦉",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "night_messages", 100) },
},
{
ID: "early_bird", Name: "Early Bird", Description: "Sent 100 messages between 6am and noon",
Emoji: "🐦",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "morning_messages", 100) },
},
// Content
{
ID: "wordsmith", Name: "Wordsmith", Description: "Average message length over 8 words",
Emoji: "✍️",
Check: func(d *sql.DB, u id.UserID) bool {
var totalMessages, totalWords int
err := d.QueryRow(
`SELECT total_messages, total_words FROM user_stats WHERE user_id = ?`,
string(u),
).Scan(&totalMessages, &totalWords)
if err != nil || totalMessages < 50 {
return false
}
return float64(totalWords)/float64(totalMessages) > 8.0
},
},
{
ID: "link_collector", Name: "Link Collector", Description: "Shared 50 links",
Emoji: "🔗",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_links", 50) },
},
{
ID: "shutterbug", Name: "Shutterbug", Description: "Shared 20 images",
Emoji: "📸",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_images", 20) },
},
{
ID: "question_master", Name: "Question Master", Description: "Asked 100 questions",
Emoji: "❓",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_questions", 100) },
},
// Social
{
ID: "welcome_wagon", Name: "Welcome Wagon", Description: "Welcomed a new member to the community",
Emoji: "👋",
Check: func(d *sql.DB, u id.UserID) bool {
// This is checked externally when a new user joins
// Here we just check if it was already granted
return false
},
},
{
ID: "rep_magnet", Name: "Rep Magnet", Description: "Received 10 reputation points",
Emoji: "💜",
Check: func(d *sql.DB, u id.UserID) bool {
var total int
err := d.QueryRow(
`SELECT COALESCE(SUM(amount), 0) FROM xp_log WHERE user_id = ? AND reason = 'reputation'`,
string(u),
).Scan(&total)
if err != nil {
return false
}
return total/5 >= 10
},
},
// Streaks
{
ID: "week_streak", Name: "Weekly Warrior", Description: "Active for 7 consecutive days",
Emoji: "📅",
Check: func(d *sql.DB, u id.UserID) bool { return checkStreak(d, u, 7) },
},
{
ID: "month_streak", Name: "Monthly Marvel", Description: "Active for 30 consecutive days",
Emoji: "🗓️",
Check: func(d *sql.DB, u id.UserID) bool { return checkStreak(d, u, 30) },
},
// Trivia
{
ID: "trivia_novice", Name: "Trivia Novice", Description: "Answered 10 trivia questions correctly",
Emoji: "🧠",
Check: func(d *sql.DB, u id.UserID) bool {
var correct int
err := d.QueryRow(
`SELECT COALESCE(SUM(correct), 0) FROM trivia_scores WHERE user_id = ?`,
string(u),
).Scan(&correct)
return err == nil && correct >= 10
},
},
{
ID: "trivia_master", Name: "Trivia Master", Description: "Answered 100 trivia questions correctly",
Emoji: "🎓",
Check: func(d *sql.DB, u id.UserID) bool {
var correct int
err := d.QueryRow(
`SELECT COALESCE(SUM(correct), 0) FROM trivia_scores WHERE user_id = ?`,
string(u),
).Scan(&correct)
return err == nil && correct >= 100
},
},
// Special
{
ID: "markov_victim", Name: "Markov Victim", Description: "Had your words remixed by the Markov chain",
Emoji: "🤖",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted externally by the markov plugin
return false
},
},
{
ID: "logophile", Name: "Logophile", Description: "Used 10 different Words of the Day",
Emoji: "📖",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(DISTINCT date) FROM wotd_usage WHERE user_id = ? AND count > 0`,
string(u),
).Scan(&count)
return err == nil && count >= 10
},
},
// Additional milestones to reach 32 total
{
ID: "emoji_lover", Name: "Emoji Lover", Description: "Used 500 emojis in messages",
Emoji: "😍",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_emojis", 500) },
},
{
ID: "exclaimer", Name: "Exclaimer", Description: "Used 200 exclamation marks",
Emoji: "❗",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_exclamations", 200) },
},
{
ID: "two_week_streak", Name: "Fortnight Fighter", Description: "Active for 14 consecutive days",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool { return checkStreak(d, u, 14) },
},
{
ID: "quarter_streak", Name: "Seasonal Sage", Description: "Active for 90 consecutive days",
Emoji: "🌿",
Check: func(d *sql.DB, u id.UserID) bool { return checkStreak(d, u, 90) },
},
{
ID: "500_messages", Name: "Conversationalist", Description: "Sent 500 messages",
Emoji: "🎙️",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_messages", 500) },
},
{
ID: "5000_messages", Name: "Veteran", Description: "Sent 5,000 messages",
Emoji: "🎖️",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_messages", 5000) },
},
{
ID: "link_hoarder", Name: "Link Hoarder", Description: "Shared 200 links",
Emoji: "🌐",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_links", 200) },
},
{
ID: "photographer", Name: "Photographer", Description: "Shared 100 images",
Emoji: "🖼️",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "total_images", 100) },
},
{
ID: "trivia_legend", Name: "Trivia Legend", Description: "Answered 500 trivia questions correctly",
Emoji: "👑",
Check: func(d *sql.DB, u id.UserID) bool {
var correct int
err := d.QueryRow(
`SELECT COALESCE(SUM(correct), 0) FROM trivia_scores WHERE user_id = ?`,
string(u),
).Scan(&correct)
return err == nil && correct >= 500
},
},
{
ID: "rep_star", Name: "Reputation Star", Description: "Received 50 reputation points",
Emoji: "⭐",
Check: func(d *sql.DB, u id.UserID) bool {
var total int
err := d.QueryRow(
`SELECT COALESCE(SUM(amount), 0) FROM xp_log WHERE user_id = ? AND reason = 'reputation'`,
string(u),
).Scan(&total)
return err == nil && total/5 >= 50
},
},
{
ID: "night_dweller", Name: "Night Dweller", Description: "Sent 500 night messages",
Emoji: "🌙",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "night_messages", 500) },
},
{
ID: "dawn_patrol", Name: "Dawn Patrol", Description: "Sent 500 morning messages",
Emoji: "🌅",
Check: func(d *sql.DB, u id.UserID) bool { return statGTE(d, u, "morning_messages", 500) },
},
{
ID: "wotd_apprentice", Name: "WOTD Apprentice", Description: "Used 5 different Words of the Day",
Emoji: "📝",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(DISTINCT date) FROM wotd_usage WHERE user_id = ? AND count > 0`,
string(u),
).Scan(&count)
return err == nil && count >= 5
},
},
{
ID: "year_streak", Name: "Year-Long Devotion", Description: "Active for 365 consecutive days",
Emoji: "🏆",
Check: func(d *sql.DB, u id.UserID) bool { return checkStreak(d, u, 365) },
},
// Profile completeness
{
ID: "birthday_set", Name: "Born to Party", Description: "Set your birthday",
Emoji: "🎂",
Check: func(d *sql.DB, u id.UserID) bool {
var month int
err := d.QueryRow(
`SELECT month FROM birthdays WHERE user_id = ? AND month > 0`,
string(u),
).Scan(&month)
return err == nil && month > 0
},
},
{
ID: "timezone_set", Name: "Time Traveler", Description: "Set your timezone",
Emoji: "🌍",
Check: func(d *sql.DB, u id.UserID) bool {
var tz string
err := d.QueryRow(
`SELECT timezone FROM birthdays WHERE user_id = ? AND timezone != ''`,
string(u),
).Scan(&tz)
return err == nil && tz != ""
},
},
{
ID: "profile_complete", Name: "Identity Established", Description: "Set both birthday and timezone",
Emoji: "🪪",
Check: func(d *sql.DB, u id.UserID) bool {
var month int
var tz string
err := d.QueryRow(
`SELECT month, timezone FROM birthdays WHERE user_id = ? AND month > 0 AND timezone != ''`,
string(u),
).Scan(&month, &tz)
return err == nil && month > 0 && tz != ""
},
},
// ── Economy ─────────────────────────────────────────────────────────
{
ID: "euro_first", Name: "First Paycheck", Description: "The economy has claimed another victim.",
Emoji: "💶",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(*) FROM euro_transactions WHERE user_id = ? AND amount > 0`,
string(u),
).Scan(&count)
return err == nil && count >= 1
},
},
{
ID: "euro_1k", Name: "Four Figures", Description: "You are now, technically, a thousandaire.",
Emoji: "💰",
Check: func(d *sql.DB, u id.UserID) bool {
var balance float64
err := d.QueryRow(
`SELECT balance FROM euro_balances WHERE user_id = ?`,
string(u),
).Scan(&balance)
return err == nil && balance >= 1000
},
},
{
ID: "euro_10k", Name: "High Roller", Description: "Someone stop this person.",
Emoji: "🤑",
Check: func(d *sql.DB, u id.UserID) bool {
var balance float64
err := d.QueryRow(
`SELECT balance FROM euro_balances WHERE user_id = ?`,
string(u),
).Scan(&balance)
return err == nil && balance >= 10000
},
},
{
ID: "euro_broke", Name: "Overdrafted", Description: "Character-building experience.",
Emoji: "📉",
Check: func(d *sql.DB, u id.UserID) bool {
var balance float64
err := d.QueryRow(
`SELECT balance FROM euro_balances WHERE user_id = ?`,
string(u),
).Scan(&balance)
return err == nil && balance < 0
},
},
{
ID: "euro_comeback", Name: "Comeback Kid", Description: "Against all odds.",
Emoji: "🔄",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by euro plugin when recovering from debt
return false
},
},
{
ID: "euro_generous", Name: "Philanthropist", Description: "Money is just a social construct anyway.",
Emoji: "🎁",
Check: func(d *sql.DB, u id.UserID) bool {
var total float64
err := d.QueryRow(
`SELECT COALESCE(SUM(ABS(amount)), 0) FROM euro_transactions WHERE user_id = ? AND reason = 'transfer' AND amount < 0`,
string(u),
).Scan(&total)
return err == nil && total >= 1000
},
},
// ── Blackjack ───────────────────────────────────────────────────────
{
ID: "bj_first_win", Name: "Natural", Description: "The table fears you. Slightly.",
Emoji: "🃏",
Check: func(d *sql.DB, u id.UserID) bool {
var won int
err := d.QueryRow(
`SELECT games_won FROM blackjack_scores WHERE user_id = ?`,
string(u),
).Scan(&won)
return err == nil && won >= 1
},
},
{
ID: "bj_blackjack", Name: "Blackjack", Description: "21. As the prophecy foretold.",
Emoji: "🎰",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by blackjack plugin on natural 21
return false
},
},
{
ID: "bj_bust", Name: "Going for It", Description: "Hope is a beautiful thing.",
Emoji: "💥",
Check: func(d *sql.DB, u id.UserID) bool {
var played, won int
err := d.QueryRow(
`SELECT games_played, games_won FROM blackjack_scores WHERE user_id = ?`,
string(u),
).Scan(&played, &won)
// Busts are approximated as losses (played - won)
return err == nil && (played-won) >= 10
},
},
{
ID: "bj_beat_twinbee", Name: "Gotcha 🐝", Description: "She is furious and will not forget this.",
Emoji: "🐝",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by blackjack plugin when beating the bot
return false
},
},
{
ID: "bj_100_hands", Name: "Card Shark", Description: "Statistically, you should have stopped.",
Emoji: "🦈",
Check: func(d *sql.DB, u id.UserID) bool {
var played int
err := d.QueryRow(
`SELECT games_played FROM blackjack_scores WHERE user_id = ?`,
string(u),
).Scan(&played)
return err == nil && played >= 100
},
},
// ── UNO ─────────────────────────────────────────────────────────────
{
ID: "uno_first_win", Name: "UNO!", Description: "One card. Victory. Glory.",
Emoji: "🟥",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by UNO plugin on first win
return false
},
},
{
ID: "uno_nomercy_win", Name: "No Mercy", Description: "You are a monster and we respect it.",
Emoji: "😈",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by UNO plugin on No Mercy mode win
return false
},
},
{
ID: "uno_draw_stack", Name: "Stack Overflow", Description: "The pile grows. Your opponents weep.",
Emoji: "📚",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by UNO plugin on 3+ draw stacks in one game
return false
},
},
{
ID: "uno_comeback", Name: "Down to Zero", Description: "The math said no. You said yes.",
Emoji: "🔥",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by UNO plugin on winning from 10+ cards
return false
},
},
// ── Texas Hold'em ───────────────────────────────────────────────────
{
ID: "holdem_first_win", Name: "Ante Up", Description: "A pot has been claimed.",
Emoji: "♠️",
Check: func(d *sql.DB, u id.UserID) bool {
var won int
err := d.QueryRow(
`SELECT total_won FROM holdem_scores WHERE user_id = ?`,
string(u),
).Scan(&won)
return err == nil && won > 0
},
},
{
ID: "holdem_royal_flush", Name: "Royal Flush", Description: "This has never happened before in recorded history.",
Emoji: "👑",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by holdem plugin on royal flush
return false
},
},
{
ID: "holdem_bluff", Name: "Poker Face", Description: "The audacity. Incredible.",
Emoji: "😶",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by holdem plugin on high-card-only win
return false
},
},
{
ID: "holdem_beat_npc", Name: "Outsmarted the Bot", Description: "CFR trained on millions of hands. You trained on vibes.",
Emoji: "🤖",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by holdem plugin on beating CFR NPC
return false
},
},
{
ID: "holdem_allin_win", Name: "All In", Description: "Everything on the line. Everything gained.",
Emoji: "💎",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by holdem plugin on all-in win
return false
},
},
{
ID: "holdem_bounty", Name: "Bounty Hunter", Description: "They had families.",
Emoji: "🎯",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by holdem plugin on knocking out a player
return false
},
},
// ── Hangman ─────────────────────────────────────────────────────────
{
ID: "hangman_solve", Name: "Lexicographer", Description: "Language. You understand it.",
Emoji: "📖",
Check: func(d *sql.DB, u id.UserID) bool {
var won int
err := d.QueryRow(
`SELECT games_won FROM hangman_scores WHERE user_id = ?`,
string(u),
).Scan(&won)
return err == nil && won >= 1
},
},
{
ID: "hangman_first_guess", Name: "Mind Reader", Description: "How.",
Emoji: "🔮",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by hangman plugin on first-guess solve
return false
},
},
{
ID: "hangman_submitted", Name: "Contributor", Description: "Your words. Their suffering.",
Emoji: "✏️",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by hangman plugin when a submitted phrase is used
return false
},
},
{
ID: "hangman_executioner", Name: "Executioner", Description: "You did this.",
Emoji: "⚰️",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by hangman plugin on final wrong letter
return false
},
},
// ── Wordle ──────────────────────────────────────────────────────────
{
ID: "wordle_solve", Name: "Wordled", Description: "The letters obeyed you.",
Emoji: "🟩",
Check: func(d *sql.DB, u id.UserID) bool {
var solved int
err := d.QueryRow(
`SELECT puzzles_solved FROM wordle_stats WHERE user_id = ?`,
string(u),
).Scan(&solved)
return err == nil && solved >= 1
},
},
{
ID: "wordle_first_guess", Name: "Omniscient", Description: "That was statistically impossible.",
Emoji: "🧿",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by wordle plugin on 1-guess community solve
return false
},
},
{
ID: "wordle_streak_3", Name: "Hot Streak", Description: "Momentum.",
Emoji: "🔥",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by wordle plugin on 3 consecutive community wins
return false
},
},
{
ID: "wordle_bonus", Name: "Nerd", Description: "One of us.",
Emoji: "🎮",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by wordle plugin on bonus word solve
return false
},
},
{
ID: "wordle_closer", Name: "Closer", Description: "The community thanks you. Sort of.",
Emoji: "🏁",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by wordle plugin on submitting the winning guess
return false
},
},
// ── Adventure ───────────────────────────────────────────────────────
{
ID: "adv_first", Name: "Adventurer", Description: "The dungeon awaits. Probably.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(*) FROM adventure_activity_log WHERE user_id = ?`,
string(u),
).Scan(&count)
return err == nil && count >= 1
},
},
{
ID: "adv_died", Name: "Respawning", Description: "This is fine.",
Emoji: "💀",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by adventure plugin on death
return false
},
},
{
ID: "adv_revived", Name: "Second Life", Description: "Someone cared enough.",
Emoji: "✨",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by adventure plugin on admin revive
return false
},
},
{
ID: "adv_streak_7", Name: "Daily Grind", Description: "Committed. Concerningly so.",
Emoji: "📅",
Check: func(d *sql.DB, u id.UserID) bool {
var streak int
err := d.QueryRow(
`SELECT best_streak FROM player_meta WHERE user_id = ?`,
string(u),
).Scan(&streak)
return err == nil && streak >= 7
},
},
{
ID: "adv_streak_30", Name: "Devoted", Description: "Please go outside.",
Emoji: "🗓️",
Check: func(d *sql.DB, u id.UserID) bool {
var streak int
err := d.QueryRow(
`SELECT best_streak FROM player_meta WHERE user_id = ?`,
string(u),
).Scan(&streak)
return err == nil && streak >= 30
},
},
{
ID: "adv_max_level", Name: "Legendary", Description: "What's next? Nothing. You've done it.",
Emoji: "🏆",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by adventure plugin on reaching max level
return false
},
},
{
ID: "adv_treasure_cap", Name: "Hoarder", Description: "No more pockets.",
Emoji: "💎",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(*) FROM adventure_treasures WHERE user_id = ?`,
string(u),
).Scan(&count)
return err == nil && count >= 3
},
},
{
ID: "adv_grudge_win", Name: "Revenge", Description: "Redemption arc complete.",
Emoji: "⚡",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by adventure plugin on grudge location success
return false
},
},
{
ID: "adv_party", Name: "Party of Two", Description: "Accidental cooperation.",
Emoji: "🤝",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by adventure plugin on party bonus
return false
},
},
{
ID: "adv_twinbee_gift", Name: "Blessed by TwinBee", Description: "The bee has chosen you. Unknown why.",
Emoji: "🐝",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by adventure plugin on TwinBee NPC buff
return false
},
},
// ── Word of the Day ─────────────────────────────────────────────────
{
ID: "wotd_first", Name: "Logophile Jr.", Description: "25 XP well earned.",
Emoji: "📝",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(DISTINCT date) FROM wotd_usage WHERE user_id = ? AND count > 0`,
string(u),
).Scan(&count)
return err == nil && count >= 1
},
},
{
ID: "wotd_week", Name: "Vocabulary Builder", Description: "The dictionary approves.",
Emoji: "📚",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(DISTINCT date) FROM wotd_usage WHERE user_id = ? AND count > 0`,
string(u),
).Scan(&count)
return err == nil && count >= 7
},
},
{
ID: "wotd_30", Name: "Wordsmith Elite", Description: "You have transcended mere communication.",
Emoji: "🎓",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
err := d.QueryRow(
`SELECT COUNT(DISTINCT date) FROM wotd_usage WHERE user_id = ? AND count > 0`,
string(u),
).Scan(&count)
return err == nil && count >= 30
},
},
// ── Community & Social ──────────────────────────────────────────────
{
ID: "quote_saved", Name: "Quotable", Description: "Posterity has noted your words.",
Emoji: "💬",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by quote plugin when a quote is saved for the user
return false
},
},
{
ID: "quote_saved_10", Name: "Memorable", Description: "You say things worth remembering. Allegedly.",
Emoji: "🏅",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by quote plugin when 10 quotes are saved for the user
return false
},
},
{
ID: "missing_poster", Name: "Milk Carton", Description: "Someone noticed you were gone. Eventually.",
Emoji: "🥛",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by missing poster plugin
return false
},
},
{
ID: "tarot_spread", Name: "The Fool's Journey", Description: "Past, present, future. All vibes.",
Emoji: "🔮",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by tarot plugin on three-card spread
return false
},
},
// ── Arena ──────────────────────────────────────────────────────────
{
ID: "arena_first_blood", Name: "First Blood", Description: "The Arena has noted your existence.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by arena plugin on first round survived
return false
},
},
{
ID: "arena_tier1", Name: "Scrub Slayer", Description: "Gelatinous Homunculus has been avenged by no one.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND tier = 1 AND outcome IN ('completed','cashed_out')`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "arena_tier2", Name: "Promoted to Violence", Description: "The Impersonator was not, in fact, a chest.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND tier = 2 AND outcome IN ('completed','cashed_out')`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "arena_tier3", Name: "Brute Force", Description: "The Inevitable was, on this occasion, avoidable.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND tier = 3 AND outcome IN ('completed','cashed_out')`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "arena_tier4", Name: "Horror Show", Description: "The Collector of Faces does not have yours. Yet.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND tier = 4 AND outcome IN ('completed','cashed_out')`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "arena_tier5", Name: "World Eater", Description: "That Which Has Always Been has now lost once.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND tier = 5 AND outcome = 'completed'`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "arena_descend", Name: "Going Deeper", Description: "Greed is a valid strategy.",
Emoji: "⚔️",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by arena plugin on descend
return false
},
},
{
ID: "arena_full_run", Name: "All the Way Down", Description: "Statistically impossible. Empirically: you.",
Emoji: "🏆",
Check: func(d *sql.DB, u id.UserID) bool {
// A full run = cleared all 5 tiers without cashing out
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND tier = 5 AND outcome = 'completed' AND rounds_survived = 20`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "arena_death_t5", Name: "Acceptable Losses", Description: "You made it to Tier 5. That's something.",
Emoji: "💀",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND tier = 5 AND outcome = 'dead'`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "arena_omega", Name: "The Test", Description: "The machine has logged a loss for the first time.",
Emoji: "🤖",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by arena plugin when defeating Omega Mk. Zero
return false
},
},
{
ID: "arena_cashout_big", Name: "Take the Money", Description: "Discretion. Valor. Etc.",
Emoji: "💰",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM arena_history WHERE user_id = ? AND outcome = 'cashed_out' AND earnings >= 10000`, string(u)).Scan(&count)
return count > 0
},
},
// ── Streak & Babysit ────────────────────────────────────────────────
{
ID: "adv_streaker", Name: "Streaker", Description: "Maintained a 7-day streak. Running wild.",
Emoji: "🏃",
Check: func(d *sql.DB, u id.UserID) bool {
var streak int
_ = d.QueryRow(`SELECT best_streak FROM player_meta WHERE user_id = ?`, string(u)).Scan(&streak)
return streak >= 7
},
},
{
ID: "adv_streak_60", Name: "Obsessed", Description: "60 days. The game plays you now.",
Emoji: "🔥",
Check: func(d *sql.DB, u id.UserID) bool {
var streak int
_ = d.QueryRow(`SELECT best_streak FROM player_meta WHERE user_id = ?`, string(u)).Scan(&streak)
return streak >= 60
},
},
{
ID: "adv_streak_100", Name: "Centurion", Description: "100 days. This is your life now.",
Emoji: "💯",
Check: func(d *sql.DB, u id.UserID) bool {
var streak int
_ = d.QueryRow(`SELECT best_streak FROM player_meta WHERE user_id = ?`, string(u)).Scan(&streak)
return streak >= 100
},
},
{
ID: "adv_babysit_hired", Name: "Delegation", Description: "Hired someone to do the hard part.",
Emoji: "🍼",
Check: func(d *sql.DB, u id.UserID) bool {
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM adventure_babysit_log WHERE user_id = ?`, string(u)).Scan(&count)
return count > 0
},
},
{
ID: "adv_auto_babysit", Name: "Safety Net", Description: "Auto-babysit saved your streak. Worth every euro.",
Emoji: "🛡️",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by scheduler when auto-babysit fires
return false
},
},
{
ID: "adv_streak_survivor", Name: "Streak Survivor", Description: "Rebuilt your streak to 14 after losing it.",
Emoji: "🔄",
Check: func(d *sql.DB, u id.UserID) bool {
var current, best, decayed int
err := d.QueryRow(`SELECT current_streak, best_streak, streak_decayed FROM player_meta WHERE user_id = ?`, string(u)).Scan(&current, &best, &decayed)
return err == nil && current >= 14 && decayed > 0
},
},
// ── Combat Moments ──────────────────────────────────────────────────
{
ID: "combat_near_death", Name: "Clutch", Description: "Won with less than 15% HP. Barely.",
Emoji: "💔",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on near-death victory
return false
},
},
{
ID: "combat_pet_save", Name: "Good Boy", Description: "Your pet distracted the enemy at exactly the right moment.",
Emoji: "🐾",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on pet whiff event
return false
},
},
{
ID: "combat_sniper_kill", Name: "One Shot", Description: "Arina ended the fight before it started.",
Emoji: "🎯",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on sniper kill
return false
},
},
{
ID: "combat_death_save", Name: "Sovereign's Reprieve", Description: "The crown said not today.",
Emoji: "👑",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on death save event
return false
},
},
{
ID: "combat_misty_clutch", Name: "Misty's Touch", Description: "Healed mid-combat. She was watching.",
Emoji: "💚",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on Misty heal event
return false
},
},
{
ID: "combat_consumable_used", Name: "Prepared", Description: "Used a consumable in combat. Preparation pays off.",
Emoji: "🧪",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on consumable use event
return false
},
},
{
ID: "adv_first_craft", Name: "Apprentice Herbalist", Description: "Crafted your first consumable. The wilds provide.",
Emoji: "🌿",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on first successful craft
return false
},
},
{
ID: "adv_craft_t5", Name: "Master Alchemist", Description: "Crafted a Tier 5 consumable. Nature bends to your will.",
Emoji: "⚗️",
Check: func(d *sql.DB, u id.UserID) bool {
// Granted by combat bridge on T5 craft
return false
},
},
}
}
// statGTE checks if a user_stats column is >= threshold.
var allowedStatColumns = map[string]bool{
"total_messages": true,
"night_messages": true,
"morning_messages": true,
"total_links": true,
"total_images": true,
"total_questions": true,
"total_emojis": true,
"total_exclamations": true,
}
func statGTE(d *sql.DB, userID id.UserID, column string, threshold int) bool {
if !allowedStatColumns[column] {
slog.Error("statGTE: unknown column", "column", column)
return false
}
var val int
query := fmt.Sprintf(`SELECT COALESCE(%s, 0) FROM user_stats WHERE user_id = ?`, column)
err := d.QueryRow(query, string(userID)).Scan(&val)
if err != nil {
return false
}
return val >= threshold
}
// checkStreak checks if a user has been active for N consecutive days ending today (or recently).
func checkStreak(d *sql.DB, userID id.UserID, days int) bool {
rows, err := d.Query(
`SELECT date FROM daily_activity WHERE user_id = ? ORDER BY date DESC LIMIT ?`,
string(userID), days+7, // fetch a few extra to find the streak
)
if err != nil {
return false
}
defer rows.Close()
dates := make(map[string]bool)
for rows.Next() {
var date string
if err := rows.Scan(&date); err != nil {
continue
}
dates[date] = true
}
if len(dates) < days {
return false
}
// Check for a consecutive run of `days` days ending at any recent date
today := time.Now().UTC()
for offset := 0; offset < 7; offset++ {
streak := 0
for i := 0; i < days; i++ {
dateStr := today.AddDate(0, 0, -(offset + i)).Format("2006-01-02")
if dates[dateStr] {
streak++
} else {
break
}
}
if streak >= days {
return true
}
}
return false
}
// GrantAchievement allows external plugins to grant specific achievements.
func (p *AchievementsPlugin) GrantAchievement(userID id.UserID, achievementID string) {
d := db.Get()
p.grant(d, userID, achievementID)
}