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An Established (Tier-4) home can draw a second companion. Both pets show up on the sheet and the town showcase, level via babysitting, and wear their own barding (!thom pet2buy <tier>). Combat: both pets contribute their attack/deflect/whiff procs at half weight — DerivePlayerStats now averages over the active pets, so a pair reads as roughly one full pet (flavor-forward, not a stat spike; difficulty-neutral). The average reduces to identity over a single pet (x/1==x, 0.0+x==x, 3+(2L+1)/2==3+L), and the engines still roll one proc per channel per round, so the single-pet path and TestCombatCharacterization golden stay byte-identical. Pinned by TestDerivePlayerStats_OnePetIsByteIdentical + the golden. Scope kept deliberately flavor-forward: pet 2 carries identity/level/barding and the three combat procs only. The morning-defense buff, death/ditch-recovery save, and the level-10 supply-shop unlock stay pet-1 mechanics — no second defensive multiplier stacks, and the one-pet path is untouched by construction. Storage: parallel pet2_* columns on player_meta + Pet2* mirror on AdventureCharacter (absent == no second pet, DEFAULT '' correct for every pre-existing row, no backfill — the N2-temper / P4-party precedent). Pet-1 code paths are untouched. Arrival reuses the chase/feed/type/name DM flow, slot-aware, gated HouseTier>=4 with an established first pet. Review fixes folded in (high-effort /code-review, 3 angles): pet-2 barding block no longer hidden when pet-1 is chased away; showcase tie-break restored (level desc, then name); petGrantXP collapsed onto the shared level-up helper; dead-param armor-buy wrappers inlined; pet-2 barding tagged with its own euro ledger reason. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
225 lines
7.7 KiB
Go
225 lines
7.7 KiB
Go
package plugin
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import (
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"fmt"
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"sort"
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"strings"
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)
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func (p *AdventurePlugin) handleDnDAbilitiesCmd(ctx MessageContext) error {
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c, err := LoadDnDCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
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}
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if c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
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}
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ri, _ := raceInfo(c.Race)
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ci, _ := classInfo(c.Class)
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ab := dndClassAbilities[c.Class]
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var b strings.Builder
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b.WriteString(fmt.Sprintf("**%s %s — Abilities**\n\n", ri.Display, ci.Display))
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b.WriteString(fmt.Sprintf("**Class passive — %s**\n %s\n\n", ab.Name, ab.Description))
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b.WriteString(fmt.Sprintf("**Race trait**\n %s\n", ri.Passive))
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// Active abilities (Phase 6 + Phase 10 subclass-gated)
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actives := characterActiveAbilities(c)
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if len(actives) > 0 {
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resType, _ := classResourceMax(c.Class)
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cur, max, _ := getResource(c.UserID, resType)
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b.WriteString(fmt.Sprintf("\n**Active abilities** (%s %d/%d)\n", resType, cur, max))
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for _, a := range actives {
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b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
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}
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b.WriteString("\nUse `!arm <ability>` to ready one for your next combat. Refreshes on long rest.\n")
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if c.ArmedAbility != "" {
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b.WriteString(fmt.Sprintf("\n_Currently armed: **%s**_\n", displayAbility(c.ArmedAbility)))
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}
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}
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return p.SendDM(ctx.Sender, b.String())
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}
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// !sheet — read-only D&D character sheet renderer.
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//
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// Sources:
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// dnd_character (D&D layer)
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// player_meta (skills, pet, housing — for at-a-glance context)
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// adventure_equipment (current gear)
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// adventure_treasures (= attunement substrate per v1.1 §7.4)
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func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
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c, err := LoadDnDCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load your sheet: "+err.Error())
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}
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if c == nil || c.PendingSetup {
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return p.SendDM(ctx.Sender,
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"You don't have an Adv 2.0 character yet.\n\nRun `!setup` to begin character creation. "+
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"Your existing adventure progress (skills, pets, coins, arena streak) will be preserved.")
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}
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advChar, _ := loadAdvCharacter(ctx.Sender)
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equip, _ := loadAdvEquipment(ctx.Sender)
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treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
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meta, _ := loadPlayerMeta(ctx.Sender)
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house, _ := loadHouseState(ctx.Sender)
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magicEquip, _ := loadEquippedMagicItems(ctx.Sender)
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return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, house, equip, treasures, magicEquip))
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}
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func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, house HouseState, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus, magicEquip map[DnDSlot]EquippedMagicItem) string {
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ri, _ := raceInfo(c.Race)
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ci, _ := classInfo(c.Class)
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mods := c.Modifiers()
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var b strings.Builder
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name := string(c.UserID)
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if adv != nil && adv.DisplayName != "" {
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name = adv.DisplayName
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}
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b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
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if c.Subclass != "" {
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if si, ok := subclassInfo(c.Subclass); ok {
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b.WriteString(fmt.Sprintf(" _%s_\n", si.Display))
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}
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} else if c.Level >= dndSubclassMinLevel {
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b.WriteString(" _Subclass: unchosen — run `!subclass`_\n")
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}
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b.WriteString(strings.Repeat("─", 36) + "\n")
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// Vitals
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b.WriteString(fmt.Sprintf("**HP** %d/%d", c.HPCurrent, c.HPMax))
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if c.TempHP > 0 {
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b.WriteString(fmt.Sprintf(" (+%d temp)", c.TempHP))
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}
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b.WriteString(fmt.Sprintf(" **AC** %d", c.ArmorClass))
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if c.Level >= dndMaxLevel {
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b.WriteString(" **XP** capped (L20)\n")
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} else {
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b.WriteString(fmt.Sprintf(" **XP** %d / %d (next L%d)\n",
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c.XP, dndXPToNextLevel(c.Level), c.Level+1))
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}
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// Ability scores with modifiers
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b.WriteString(fmt.Sprintf("STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\n",
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c.STR, mods[0], c.DEX, mods[1], c.CON, mods[2]))
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b.WriteString(fmt.Sprintf("INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\n",
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c.INT, mods[3], c.WIS, mods[4], c.CHA, mods[5]))
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b.WriteString(fmt.Sprintf("\n_%s_\n", ri.Passive))
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// Equipment — D&D 10-slot view, with rarity inferred from legacy fields.
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b.WriteString("\n**Equipment**\n")
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dndEquip := map[DnDSlot]*AdvEquipment{}
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for _, slot := range allSlots {
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eq, ok := equip[slot]
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if !ok || eq == nil {
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continue
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}
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dndEquip[mapLegacySlot(slot)] = eq
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}
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anyEquipped := false
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for _, ds := range dndSlotOrder {
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eq := dndEquip[ds]
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if eq == nil {
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continue
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}
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anyEquipped = true
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rarity := equipmentRarity(eq)
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tag := ""
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if eq.Masterwork {
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tag = " ★"
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}
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b.WriteString(fmt.Sprintf(" %s %-9s T%d %d%%%s %s _(%s)_\n",
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rarityIcon(rarity), string(ds), eq.Tier, eq.Condition, tag, eq.Name, rarity))
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}
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if !anyEquipped {
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b.WriteString(" _(none equipped)_\n")
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}
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// Magic items — registry items worn in the D&D slots (separate from the
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// legacy tier-gear above). Attunement items mark themselves "(inactive)"
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// when worn but not bonded — they grant nothing until the player frees
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// an attunement slot via `!adventure equip-magic`.
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if len(magicEquip) > 0 {
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attunedNow := countAttunedMagicItems(magicEquip)
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b.WriteString("\n**Magic Items**\n")
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for _, ds := range dndSlotOrder {
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e, ok := magicEquip[ds]
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if !ok || e.Item.ID == "" {
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continue
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}
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status := ""
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if e.Item.Attunement {
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switch {
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case e.Attuned:
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status = fmt.Sprintf(" — bonded (%d/%d)", attunedNow, dndMagicItemAttuneLimit)
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case attunedNow >= dndMagicItemAttuneLimit:
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status = " — **(inactive)** _bond cap full_"
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default:
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status = " — **(inactive)** _unbonded_"
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}
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}
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mi := e.Effective()
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temperMark := ""
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if e.Temper > 0 {
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temperMark = " 🔨"
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}
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b.WriteString(fmt.Sprintf(" %s %-9s %s%s _(%s)_%s\n %s\n",
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rarityIcon(mi.Rarity), string(ds), mi.Name, temperMark, mi.Rarity,
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status, magicItemEffectSummary(mi)))
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}
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}
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// Treasure bonuses (re-using adventure_treasures per v1.1 §7.4).
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// Player-facing label kept distinct from the magic-item "bond" vocab
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// so the sheet doesn't read as two competing attunement systems.
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if len(treasures) > 0 {
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b.WriteString("\n**Treasures**\n")
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// Group by treasure_key — one treasure can have multiple bonuses.
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byKey := map[string][]AdvTreasureBonus{}
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var keys []string
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for _, t := range treasures {
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if _, seen := byKey[t.TreasureKey]; !seen {
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keys = append(keys, t.TreasureKey)
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}
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byKey[t.TreasureKey] = append(byKey[t.TreasureKey], t)
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}
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sort.Strings(keys)
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for _, k := range keys {
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bonuses := byKey[k]
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name := bonuses[0].Name
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parts := make([]string, 0, len(bonuses))
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for _, bn := range bonuses {
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parts = append(parts, fmt.Sprintf("%s %+.1f", bn.BonusType, bn.BonusValue))
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}
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b.WriteString(fmt.Sprintf(" • %s — %s\n", name, strings.Join(parts, ", ")))
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}
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}
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// Legacy adventure context — preserved progress at a glance
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if adv != nil {
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b.WriteString("\n**Adventure progress** _(preserved)_\n")
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b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d\n",
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adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill))
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wins, losses := adv.ArenaWins, adv.ArenaLosses
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if meta != nil {
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wins, losses = meta.ArenaWins, meta.ArenaLosses
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}
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b.WriteString(fmt.Sprintf(" Arena %dW/%dL Streak %d (best %d)\n",
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wins, losses, adv.CurrentStreak, adv.BestStreak))
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if adv.PetName != "" {
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b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.PetName, adv.PetType, adv.PetLevel))
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}
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if adv.Pet2Name != "" {
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b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.Pet2Name, adv.Pet2Type, adv.Pet2Level))
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}
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if house.Tier > 0 {
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b.WriteString(fmt.Sprintf(" Housing: tier %d\n", house.Tier))
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}
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}
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return b.String()
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}
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