Files
gogobee/internal/plugin/dnd_abilities.go
prosolis 437460c9b2 Adv 2.0 D&D Phase 10 SUB2a-i: Champion + Berserker + Thief L5/L7
First mechanical slice of the subclass system. Each subclass gets its L5
and L7 abilities wired through the existing combat engine + skill check
substrate; no new resource pools introduced.

Champion (L5/L7):
- Improved Critical: new Mods.CritThreshold lowers crit floor to nat 19+
  in resolvePlayerAttack. Default 20 preserved for non-Champions.
- Remarkable Athlete: +½ proficiency bonus to STR/DEX/CON skill checks
  via subclassSkillBonus, layered on raceSkillBonus.

Berserker (L5/L7):
- Rage: new !arm-able active ability gated to Berserker subclass via
  DnDAbility.Subclass field. Reuses the Fighter stamina pool (3/long-rest
  matches 5e's rage uses). On fire: +2 flat damage per hit, halve incoming
  weapon damage, +50% damage approximation for Frenzy's bonus-attack-per-
  turn (one-shot combat can't model that literally).
- Frenzy exhaustion: new exhaustion column on dnd_character; incremented
  by persistDnDPostCombatSubclass after any rage'd combat. Decremented by
  one per long rest.
- Mindless Rage: documented; charm/frighten conditions don't exist in the
  combat engine yet, so no functional effect until P11 zone bosses land.

Thief (L5/L7):
- Sleight of Hand added to dndSkillTable.
- Fast Hands: +5 to Sleight of Hand checks via subclassSkillBonus.
- Supreme Sneak: advantage on Stealth (best of two d20s) via new
  subclassSkillAdvantage hook in performSkillCheck. 5e's half-speed gate
  dropped — we don't track movement speed.

Plumbing:
- applySubclassPassives layered after applyClassPassives in both arena
  and dungeon combat bridges.
- DnDAbility.Subclass enables per-subclass gating; characterActiveAbilities
  filters !arm and !abilities lists by both class and subclass.
- Existing !respec full-wipe also clears Exhaustion.

Tests: Champion CritThreshold gating across L4/L5/no-subclass; rage Apply
flag-set; rage probabilistic win-rate lift vs tougher enemy; exhaustion
increment only on raged combats; long-rest decrement; Champion bonus on
STR/DEX/CON only and only at L7+; Thief Fast Hands SoH-only; Thief
Supreme Sneak L7+ Stealth-only; statistical advantage roll lifts Thief
stealth average by ≥2 vs plain Rogue; !arm rage subclass gating; schema
roundtrip; characterActiveAbilities visibility.
2026-05-09 14:25:21 -07:00

325 lines
10 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 (
"database/sql"
"errors"
"fmt"
"log/slog"
"strings"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 6 — active abilities via pre-arm model.
//
// The combat engine is one-shot, so player-activated abilities use a pre-arm
// pattern: !arm <ability> reserves it (consumes one resource immediately)
// and the next combat auto-fires it via existing CombatModifiers fields.
// The armed flag is cleared on combat completion regardless of outcome.
//
// Resources refresh on long rest (Phase 6 simplification — short-rest classes
// also use long-rest refresh until we split short/long resource pools).
// ── Ability definitions ──────────────────────────────────────────────────────
type DnDAbility struct {
ID string
Name string
Class DnDClass
// Subclass: if non-empty, ability is only available when the player's
// subclass matches. Phase 10 adds the first such ability (Berserker
// rage). Used by parseAbility/arm gating and by classActiveAbilities
// when listing for !arm / !abilities.
Subclass DnDSubclass
Resource string // "stamina", "spell_slot", "favor", etc.
Description string
// Effect — applied to mods at combat start when armed
Apply func(c *DnDCharacter, mods *CombatModifiers)
}
var dndActiveAbilities = map[string]DnDAbility{
"second_wind": {
ID: "second_wind",
Name: "Second Wind",
Class: ClassFighter,
Resource: "stamina",
Description: "Restore HP at low health: 1d10 + level (consumes 1 stamina).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
// HealItem fires once when player drops below 50% HP.
// Avg of 1d10 + level: 5.5 + level.
mods.HealItem += 5 + c.Level
},
},
"magic_missile": {
ID: "magic_missile",
Name: "Magic Missile",
Class: ClassMage,
Resource: "spell_slot",
Description: "Three darts strike unerringly at the start of combat: 3 × (1d4+1) force damage.",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
// 3 darts × avg 3.5 = ~10. Auto-hit pre-combat damage.
mods.FlatDmgStart += 9 + abilityModifier(c.INT)
},
},
"healing_word": {
ID: "healing_word",
Name: "Healing Word",
Class: ClassCleric,
Resource: "favor",
Description: "Restore 1d4 + WIS HP at low health (consumes 1 divine favor).",
Apply: func(c *DnDCharacter, mods *CombatModifiers) {
mods.HealItem += 3 + abilityModifier(c.WIS)
},
},
}
func parseAbility(s string) (DnDAbility, bool) {
s = strings.ToLower(strings.TrimSpace(strings.ReplaceAll(s, " ", "_")))
s = strings.ReplaceAll(s, "-", "_")
if a, ok := dndActiveAbilities[s]; ok {
return a, true
}
for _, a := range dndActiveAbilities {
if strings.EqualFold(a.Name, s) {
return a, true
}
}
return DnDAbility{}, false
}
// classActiveAbilities returns the active abilities a class can know,
// excluding subclass-gated entries (those are listed by characterActiveAbilities).
func classActiveAbilities(class DnDClass) []DnDAbility {
var out []DnDAbility
for _, a := range dndActiveAbilities {
if a.Class == class && a.Subclass == "" {
out = append(out, a)
}
}
return out
}
// characterActiveAbilities returns abilities available to a given character,
// including their subclass-gated abilities. Used for !arm listing so the
// Berserker sees `rage` once they've chosen the subclass.
func characterActiveAbilities(c *DnDCharacter) []DnDAbility {
var out []DnDAbility
for _, a := range dndActiveAbilities {
if a.Class != c.Class {
continue
}
if a.Subclass != "" && a.Subclass != c.Subclass {
continue
}
out = append(out, a)
}
return out
}
// ── Resource pool ────────────────────────────────────────────────────────────
// classResourceMax returns (resource_type, max_value) for a class.
// Phase 6: each class has one active resource pool.
func classResourceMax(class DnDClass) (string, int) {
switch class {
case ClassFighter:
return "stamina", 3
case ClassRogue:
return "focus", 2
case ClassMage:
return "spell_slot", 1
case ClassCleric:
return "favor", 3
case ClassRanger:
return "focus", 2
}
return "", 0
}
// initResources writes a fresh resource row for the class. Idempotent —
// won't overwrite an existing pool. Called on !setup confirm and on
// auto-migration.
func initResources(userID id.UserID, class DnDClass) error {
resType, max := classResourceMax(class)
if resType == "" {
return nil
}
_, err := db.Get().Exec(`
INSERT OR IGNORE INTO dnd_resources (user_id, resource_type, current_value, max_value)
VALUES (?, ?, ?, ?)`,
string(userID), resType, max, max)
return err
}
// getResource returns (current, max). Returns (0, 0, true) if no row exists.
func getResource(userID id.UserID, resType string) (int, int, error) {
var cur, max int
err := db.Get().QueryRow(
`SELECT current_value, max_value FROM dnd_resources
WHERE user_id = ? AND resource_type = ?`,
string(userID), resType,
).Scan(&cur, &max)
if errors.Is(err, sql.ErrNoRows) {
return 0, 0, nil
}
return cur, max, err
}
// spendResource decrements current_value if at least amount is available.
// Returns true on success.
func spendResource(userID id.UserID, resType string, amount int) (bool, error) {
res, err := db.Get().Exec(`
UPDATE dnd_resources
SET current_value = current_value - ?,
last_reset_at = last_reset_at -- no-op, keep timestamp
WHERE user_id = ? AND resource_type = ?
AND current_value >= ?`,
amount, string(userID), resType, amount)
if err != nil {
return false, err
}
n, _ := res.RowsAffected()
return n > 0, nil
}
// refreshAllResources sets current_value = max_value for every resource of a user.
// Called on long rest.
func refreshAllResources(userID id.UserID) error {
_, err := db.Get().Exec(`
UPDATE dnd_resources SET current_value = max_value, last_reset_at = CURRENT_TIMESTAMP
WHERE user_id = ?`,
string(userID))
return err
}
// ── !arm command ─────────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDnDArmCmd(ctx MessageContext, args string) error {
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 character.")
}
if args == "" || strings.ToLower(args) == "list" {
return p.SendDM(ctx.Sender, renderArmList(c))
}
if strings.ToLower(args) == "clear" {
c.ArmedAbility = ""
_ = SaveDnDCharacter(c)
return p.SendDM(ctx.Sender, "Disarmed. Resource is not refunded.")
}
ab, ok := parseAbility(args)
if !ok {
return p.SendDM(ctx.Sender, "Unknown ability. Run `!arm` to see your options.")
}
if ab.Class != c.Class {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s is a %s ability — your class is %s.", ab.Name, titleClass(ab.Class), titleClass(c.Class)))
}
if ab.Subclass != "" && ab.Subclass != c.Subclass {
needed, _ := subclassInfo(ab.Subclass)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"%s is a %s subclass ability — choose that subclass via `!subclass`.",
ab.Name, needed.Display))
}
if c.ArmedAbility != "" {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You already have **%s** armed. Run `!arm clear` to disarm first.",
displayAbility(c.ArmedAbility)))
}
cur, _, err := getResource(ctx.Sender, ab.Resource)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load resources.")
}
if cur < 1 {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"No %s remaining. Take a long rest to refresh.", ab.Resource))
}
// Audit fix C: save the armed-ability flag FIRST. If save fails, no
// resource was spent. If save succeeds and spend fails (rare — single
// writer SQLite makes it nearly impossible after a successful save in
// the same connection), revert the armed flag.
c.ArmedAbility = ab.ID
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save armed state: "+err.Error())
}
ok, err = spendResource(ctx.Sender, ab.Resource, 1)
if err != nil || !ok {
// Roll back the armed flag.
c.ArmedAbility = ""
if rerr := SaveDnDCharacter(c); rerr != nil {
slog.Error("dnd: failed to revert armed flag after spend failure",
"user", ctx.Sender, "err", rerr)
}
return p.SendDM(ctx.Sender, "Couldn't spend resource — armed state reverted.")
}
curAfter, max, _ := getResource(ctx.Sender, ab.Resource)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"⚡ **%s** armed for next combat. (%s: %d/%d remaining)",
ab.Name, ab.Resource, curAfter, max))
}
func renderArmList(c *DnDCharacter) string {
abilities := characterActiveAbilities(c)
var b strings.Builder
b.WriteString("**Active Abilities** (pre-arm via `!arm <name>`)\n\n")
if len(abilities) == 0 {
b.WriteString("_No active abilities for your class yet._\n")
} else {
resType, _ := classResourceMax(c.Class)
cur, max, _ := getResource(c.UserID, resType)
b.WriteString(fmt.Sprintf("Resource: **%s** %d/%d\n\n", resType, cur, max))
for _, a := range abilities {
b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
}
}
if c.ArmedAbility != "" {
b.WriteString(fmt.Sprintf("\n_Currently armed: **%s** (will fire on next combat)_\n", displayAbility(c.ArmedAbility)))
}
b.WriteString("\nResources refresh on long rest.")
return b.String()
}
func displayAbility(id string) string {
if a, ok := dndActiveAbilities[id]; ok {
return a.Name
}
return id
}
// ── Combat hook ──────────────────────────────────────────────────────────────
// applyArmedAbility checks for a pre-armed ability on the character and
// applies its effect to the player's CombatModifiers, then clears the armed
// flag. Called from combat_bridge.go before SimulateCombat.
func applyArmedAbility(c *DnDCharacter, mods *CombatModifiers) (string, bool) {
if c == nil || c.ArmedAbility == "" {
return "", false
}
ab, ok := dndActiveAbilities[c.ArmedAbility]
if !ok {
c.ArmedAbility = ""
_ = SaveDnDCharacter(c)
return "", false
}
ab.Apply(c, mods)
firedName := ab.Name
c.ArmedAbility = ""
_ = SaveDnDCharacter(c)
return firedName, true
}