mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
GM→DM rename across docs and code (GMNarrationType→DMNarrationType, GMState→DMState, narration constants, comments) so the system reads as "Dungeon Master" everywhere. Player-visible "GM mood" wording stays where it appears in flavor. Streamed zone/expedition combat: zone advance now stages patrol → patrol play-by-play → patrol resolution → room intro → room play-by-play → final outcome through sendZoneCombatMessages with 2–3s pacing (arena keeps its 5–8s window). Combat narrative lines pick up a compact d20-vs-AC roll annotation for hit/crit/miss/block events. Combat outcome polish: dndHPSnapshot lets narration show sheet HP rather than legacy combat-engine HP, and markAdventureDead clears the zombie state where hp_current was 0 but the legacy alive flag stayed true after a D&D-layer KO. Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite covering the new layer, and adv2_scenario_test.go — a full zone-run + expedition + harvest playthrough against a copy of the prod DB asserting persisted state end-to-end. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
156 lines
5.3 KiB
Go
156 lines
5.3 KiB
Go
package plugin
|
|
|
|
import (
|
|
"fmt"
|
|
"strings"
|
|
"time"
|
|
)
|
|
|
|
// !subclass — Phase 10 SUB1.
|
|
//
|
|
// Usage:
|
|
//
|
|
// !subclass → show selection prompt for player's class
|
|
// !subclass <name|number> → choose / change subclass
|
|
//
|
|
// Rules:
|
|
// - L<5: blocked with hint message.
|
|
// - First selection (Subclass == ""): free, no cooldown.
|
|
// - Subsequent change: 30-day cooldown + 500-coin cost. Same surface
|
|
// command — no separate `respec` subcommand. The full-character-wipe
|
|
// `!respec` command is unchanged.
|
|
//
|
|
// Mechanical effects of L5/7/10/15 subclass abilities arrive in SUB2/SUB3.
|
|
|
|
const (
|
|
dndSubclassMinLevel = 5
|
|
dndSubclassRespecCost = 500
|
|
dndSubclassRespecCooldown = 30 * 24 * time.Hour
|
|
)
|
|
|
|
func (p *AdventurePlugin) handleDnDSubclassCmd(ctx MessageContext, args string) error {
|
|
userMu := p.advUserLock(ctx.Sender)
|
|
userMu.Lock()
|
|
defer userMu.Unlock()
|
|
|
|
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).")
|
|
}
|
|
if c.Level < dndSubclassMinLevel {
|
|
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
|
"Subclass selection unlocks at **Level %d**. You're currently L%d.",
|
|
dndSubclassMinLevel, c.Level))
|
|
}
|
|
if len(subclassesForClass(c.Class)) == 0 {
|
|
return p.SendDM(ctx.Sender, "Your class has no subclasses registered yet.")
|
|
}
|
|
|
|
args = strings.TrimSpace(args)
|
|
|
|
// Bare `!subclass` → prompt or current.
|
|
if args == "" {
|
|
if c.Subclass == "" {
|
|
return p.SendDM(ctx.Sender, renderSubclassPrompt(c.Class))
|
|
}
|
|
info, _ := subclassInfo(c.Subclass)
|
|
var b strings.Builder
|
|
b.WriteString(fmt.Sprintf("**Current subclass:** %s — _%s_\n\n", info.Display, info.Tagline))
|
|
b.WriteString(fmt.Sprintf(
|
|
"To change: `!subclass <name>` — costs **%d euros**, **%d-day** cooldown.\n",
|
|
dndSubclassRespecCost, int(dndSubclassRespecCooldown/(24*time.Hour))))
|
|
return p.SendDM(ctx.Sender, b.String())
|
|
}
|
|
|
|
// `!subclass <name|number>` → set or change.
|
|
chosen, ok := resolveSubclassInput(c.Class, args)
|
|
if !ok {
|
|
var b strings.Builder
|
|
b.WriteString("Unknown subclass for your class. Options:\n\n")
|
|
b.WriteString(renderSubclassPrompt(c.Class))
|
|
return p.SendDM(ctx.Sender, b.String())
|
|
}
|
|
|
|
// First selection — free.
|
|
if c.Subclass == "" {
|
|
return p.applySubclassChoice(ctx, c, chosen, false)
|
|
}
|
|
|
|
// Same subclass already chosen — no-op.
|
|
if c.Subclass == chosen {
|
|
info, _ := subclassInfo(chosen)
|
|
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
|
"You're already a **%s**. No change made.", info.Display))
|
|
}
|
|
|
|
// Change — gated by cooldown + cost.
|
|
if c.LastSubclassRespecAt != nil {
|
|
elapsed := time.Since(*c.LastSubclassRespecAt)
|
|
if elapsed < dndSubclassRespecCooldown {
|
|
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
|
"Subclass change is on cooldown — %s remaining.",
|
|
formatRespecDuration(dndSubclassRespecCooldown-elapsed)))
|
|
}
|
|
}
|
|
if p.euro == nil || p.euro.GetBalance(ctx.Sender) < float64(dndSubclassRespecCost) {
|
|
return p.SendDM(ctx.Sender, fmt.Sprintf(
|
|
"Changing subclass costs **%d euros** — you don't have enough.",
|
|
dndSubclassRespecCost))
|
|
}
|
|
return p.applySubclassChoice(ctx, c, chosen, true)
|
|
}
|
|
|
|
// applySubclassChoice writes the new subclass to the character and (if
|
|
// charged) debits the cost. Saves before debiting (audit pattern from
|
|
// !respec): if the save fails the player keeps their euros.
|
|
func (p *AdventurePlugin) applySubclassChoice(
|
|
ctx MessageContext, c *DnDCharacter, chosen DnDSubclass, charged bool,
|
|
) error {
|
|
prev := c.Subclass
|
|
c.Subclass = chosen
|
|
if charged {
|
|
now := time.Now().UTC()
|
|
c.LastSubclassRespecAt = &now
|
|
}
|
|
if err := SaveDnDCharacter(c); err != nil {
|
|
return p.SendDM(ctx.Sender, "Couldn't save subclass choice: "+err.Error())
|
|
}
|
|
// Phase 10 SUB2a-ii — provision subclass-specific resource pools (e.g.
|
|
// Battle Master superiority dice). Idempotent. Failure is non-fatal —
|
|
// the player still gets the subclass; resources can be re-initialized
|
|
// next long rest.
|
|
_ = initSubclassResources(ctx.Sender, chosen, c.Level)
|
|
// Phase 10 SUB2-AT — Arcane Trickster bootstraps a Mage-list spellbook
|
|
// + third-caster slot pool on selection. Idempotent and non-fatal: the
|
|
// next `!cast`/`!spells` call also runs ensureSpellsForCharacter.
|
|
if chosen == SubclassArcaneTrickster {
|
|
_ = ensureSpellsForCharacter(c)
|
|
}
|
|
if charged {
|
|
// Debit last; race vs. balance change is rare and strictly safer
|
|
// to favor the player than risk taking euros without applying the
|
|
// change (matches the !respec ordering).
|
|
// Race vs. balance change is rare; if Debit fails the save
|
|
// already landed. Mirrors the !respec ordering in dnd_setup.go.
|
|
_ = p.euro.Debit(ctx.Sender, float64(dndSubclassRespecCost), "dnd subclass change")
|
|
}
|
|
|
|
info, _ := subclassInfo(chosen)
|
|
var b strings.Builder
|
|
if prev == "" {
|
|
b.WriteString(fmt.Sprintf("🎯 **Subclass selected: %s**\n\n", info.Display))
|
|
} else {
|
|
prevInfo, _ := subclassInfo(prev)
|
|
b.WriteString(fmt.Sprintf("🎯 **Subclass changed: %s → %s**\n\n",
|
|
prevInfo.Display, info.Display))
|
|
b.WriteString(fmt.Sprintf("_%d euros spent. Cooldown: %dd before next change._\n\n",
|
|
dndSubclassRespecCost, int(dndSubclassRespecCooldown/(24*time.Hour))))
|
|
}
|
|
b.WriteString("_" + info.Flavor + "_")
|
|
return p.SendDM(ctx.Sender, b.String())
|
|
}
|