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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.
180 lines
5.7 KiB
Go
180 lines
5.7 KiB
Go
package plugin
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import (
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"fmt"
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"math/rand/v2"
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"strings"
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"time"
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)
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// Phase 6 — !rest short / !rest long.
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//
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// Short rest: 1h cooldown, no daily-action cost. Recovers 1d6+CON HP at L1-4
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// and 2*(1d6+CON) at L5+ (matching v1.0 §10.1's "x2 at level 5+" line).
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//
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// Long rest: 24h cooldown. Requires housing (HouseTier > 0) OR pays the
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// Thom Krooke inn (200 euros). Full HP recovery; resources reset (none yet
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// in Phase 6, but the wiring is in place for Phase 7+).
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//
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// These commands operate on the D&D layer only. The legacy `!adventure` menu
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// "rest" choice is unchanged — it remains the daily-action narrative day-skip.
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const (
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dndShortRestCooldown = 1 * time.Hour
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dndLongRestCooldown = 24 * time.Hour
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dndInnCost = 200
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)
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func (p *AdventurePlugin) handleDnDRestCmd(ctx MessageContext, args string) error {
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args = strings.TrimSpace(strings.ToLower(args))
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switch args {
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case "short":
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return p.handleDnDShortRest(ctx)
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case "long":
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return p.handleDnDLongRest(ctx)
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case "":
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return p.SendDM(ctx.Sender, dndRestHelpText())
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}
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return p.SendDM(ctx.Sender, "Unknown rest type. Use `!rest short` or `!rest long`.")
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}
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func dndRestHelpText() string {
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return "🛌 **Adv 2.0 Rest**\n\n" +
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"`!rest short` — 1h cooldown. Recovers 1d6 + CON HP. No action cost.\n" +
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"`!rest long` — 24h cooldown. Full HP recovery. Requires housing or pays the inn (€200)."
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}
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// ── Short rest ───────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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advChar, _ := loadAdvCharacter(ctx.Sender)
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c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
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if err != nil || c == nil {
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return p.SendDM(ctx.Sender, "Couldn't load your character.")
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}
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if c.LastShortRestAt != nil {
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elapsed := time.Since(*c.LastShortRestAt)
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if elapsed < dndShortRestCooldown {
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remaining := dndShortRestCooldown - elapsed
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"Short rest on cooldown — %s remaining.", formatRespecDuration(remaining)))
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}
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}
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if c.HPCurrent >= c.HPMax {
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return p.SendDM(ctx.Sender, "You're already at full HP. Save the rest for when you need it.")
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}
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conMod := abilityModifier(c.CON)
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healDie := 1 + rand.IntN(6) // 1d6
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heal := healDie + conMod
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if heal < 1 {
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heal = 1
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}
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if c.Level >= 5 {
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heal *= 2 // v1.0 §10.1: "x2 at levels 5+"
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}
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before := c.HPCurrent
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c.HPCurrent += heal
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if c.HPCurrent > c.HPMax {
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c.HPCurrent = c.HPMax
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}
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now := time.Now().UTC()
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c.LastShortRestAt = &now
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if err := SaveDnDCharacter(c); err != nil {
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return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
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}
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msg := fmt.Sprintf(
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"🛌 **Short rest.** You recover **%d HP** (%d→%d / %d).\n_Next short rest available in 1 hour._",
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c.HPCurrent-before, before, c.HPCurrent, c.HPMax)
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if line := dndRestShortFlavorLine(); line != "" {
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msg += "\n\n_" + line + "_"
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}
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return p.SendDM(ctx.Sender, msg)
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}
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// ── Long rest ────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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advChar, err := loadAdvCharacter(ctx.Sender)
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if err != nil || advChar == nil {
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return p.SendDM(ctx.Sender, "Couldn't load your character.")
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}
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c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
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if err != nil || c == nil {
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return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
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}
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if c.LastLongRestAt != nil {
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elapsed := time.Since(*c.LastLongRestAt)
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if elapsed < dndLongRestCooldown {
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remaining := dndLongRestCooldown - elapsed
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"Long rest on cooldown — %s remaining.", formatRespecDuration(remaining)))
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}
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}
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// Eligibility: housing OR pay inn fee.
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hasHousing := advChar.HouseTier > 0
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innPaid := false
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if !hasHousing {
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if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(dndInnCost), "dnd_inn_long_rest") {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You need housing or €%d for the inn at Thom Krooke's. Run `!thom` to see housing options.",
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dndInnCost))
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}
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innPaid = true
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}
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c.HPCurrent = c.HPMax
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c.TempHP = 0
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// Phase 10 SUB2a — long rest clears one level of exhaustion (5e: a
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// long rest clears one). For Berserker who racks up exhaustion via
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// Frenzy, this is the recovery cadence.
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if c.Exhaustion > 0 {
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c.Exhaustion--
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}
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now := time.Now().UTC()
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c.LastLongRestAt = &now
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if err := SaveDnDCharacter(c); err != nil {
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return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
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}
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_ = refreshAllResources(ctx.Sender)
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// Phase 9: spell slots refresh on long rest.
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_ = refreshSpellSlots(ctx.Sender)
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// Phase 9: Cleric prep flags reset (SP4) — until SP4 ships, default
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// Cleric grants are already prepared=1 so this is a no-op for them.
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// Voluntary concentration ends at long rest (mage_armor's 8h is exactly
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// the rest interval; resetting here keeps state clean).
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c.ConcentrationSpell = ""
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c.ConcentrationExpiresAt = nil
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c.PendingCast = ""
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_ = SaveDnDCharacter(c)
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loc := "your home"
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if innPaid {
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loc = fmt.Sprintf("the inn (€%d spent)", dndInnCost)
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}
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msg := fmt.Sprintf(
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"🌙 **Long rest** at %s. Full HP recovered (%d/%d).\n_Next long rest available in 24 hours._",
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loc, c.HPCurrent, c.HPMax)
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// HomeLongRest pool when at home; generic RestLong otherwise.
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if line := dndRestLongFlavorLine(hasHousing); line != "" {
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msg += "\n\n_" + line + "_"
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}
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return p.SendDM(ctx.Sender, msg)
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}
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