Files
gogobee/internal/plugin/dnd_sheet.go
prosolis f424300d87 Ship-audit P0/P1 sweep on open5e: prose, combat math, UX hygiene
P0 — actual bugs:
- eldritch_blast: SRD-imported "Whatever" placeholder leaked to players;
  overlay added in dnd_spells_data.go.
- Battle Master disarming_attack + parry: math.Max on multiplicative
  DamageReduct was a no-op vs the 1.0 default. Switched to *= and added
  regression tests covering the stacking case too.
- Extended TestSpellDescriptionsAreJargonFree to catch "Whatever",
  trailing ellipses, mid-word truncation, and empty-size phrases. This
  surfaced 4 more genuinely-broken SRD descriptions (find_familiar,
  clairvoyance, glyph_of_warding, teleportation_circle); all now
  overlayed in dnd_spells_data.go.

P1 — UX hygiene:
- Setup completion now nudges new casters toward !spells/!cast.
- Magic-item attunement vocab unified to "bond" everywhere user-facing;
  renamed the Treasures sheet section to avoid clashing with the bond
  vocab.
- Ambient DM footers stripped of "Threat +N" / "Supplies −N SU" hidden-
  meter leakage; verb-form footers instead.
- !expedition status defaults to a days-left + threat-label summary;
  raw SU / threat-out-of-100 / zone-stack / roll-modifier moved behind
  `!expedition status --debug`.
- !zone taunt/compliment help text dropped the "(mood −10)" / "(mood +5)"
  numerics that turned the hidden TwinBee-mood mechanic into a min/max
  knob.
- TwinBee pronoun pass: switched she/her to singular they on the two
  surfaces I touched plus achievements.bj_beat_twinbee.

P1 — correctness/scale:
- adventure_shop curio purchase now guards the euro.Debit bool return
  before inventory grant + pot cut; the GetBalance preflight isn't
  enough since a concurrent blackjack/lottery debit can slip the balance
  across BLACKJACK_DEBT_LIMIT between read and write.
- equipMagicItem reordered: remove inventory item BEFORE equip, with a
  best-effort rollback if equip fails. The prior order left a dup
  window if the inventory delete tripped on a transient DB error.
- magicItemsByRarityCache promoted to sync.Once — concurrent cold-start
  loot rolls otherwise raced on the lazy assignment.

Stale-audit verifications (no code change needed):
- light / druidcraft / water_walk overlays already exist and win the
  SRD merge — the broken raw text never reaches players.
- bootstrapPhase5BHPRefresh is already wired at adventure.go:228.

Deferred:
- combatantsForSession per-turn 6-load DB chatter (perf P1-A): touches
  the hot combat path; needs its own test pass before shipping. Tracked
  in memory at project_combat_session_cache_deferred.

go vet clean; go test -race ./... green (229s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:43:11 -07:00

217 lines
7.4 KiB
Go

package plugin
import (
"fmt"
"sort"
"strings"
)
func (p *AdventurePlugin) handleDnDAbilitiesCmd(ctx MessageContext) error {
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).")
}
ri, _ := raceInfo(c.Race)
ci, _ := classInfo(c.Class)
ab := dndClassAbilities[c.Class]
var b strings.Builder
b.WriteString(fmt.Sprintf("**%s %s — Abilities**\n\n", ri.Display, ci.Display))
b.WriteString(fmt.Sprintf("**Class passive — %s**\n %s\n\n", ab.Name, ab.Description))
b.WriteString(fmt.Sprintf("**Race trait**\n %s\n", ri.Passive))
// Active abilities (Phase 6 + Phase 10 subclass-gated)
actives := characterActiveAbilities(c)
if len(actives) > 0 {
resType, _ := classResourceMax(c.Class)
cur, max, _ := getResource(c.UserID, resType)
b.WriteString(fmt.Sprintf("\n**Active abilities** (%s %d/%d)\n", resType, cur, max))
for _, a := range actives {
b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
}
b.WriteString("\nUse `!arm <ability>` to ready one for your next combat. Refreshes on long rest.\n")
if c.ArmedAbility != "" {
b.WriteString(fmt.Sprintf("\n_Currently armed: **%s**_\n", displayAbility(c.ArmedAbility)))
}
}
return p.SendDM(ctx.Sender, b.String())
}
// !sheet — read-only D&D character sheet renderer.
//
// Sources:
// dnd_character (D&D layer)
// player_meta (skills, pet, housing — for at-a-glance context)
// adventure_equipment (current gear)
// adventure_treasures (= attunement substrate per v1.1 §7.4)
func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your sheet: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender,
"You don't have an Adv 2.0 character yet.\n\nRun `!setup` to begin character creation. "+
"Your existing adventure progress (skills, pets, coins, arena streak) will be preserved.")
}
advChar, _ := loadAdvCharacter(ctx.Sender)
equip, _ := loadAdvEquipment(ctx.Sender)
treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
meta, _ := loadPlayerMeta(ctx.Sender)
house, _ := loadHouseState(ctx.Sender)
magicEquip, _ := loadEquippedMagicItems(ctx.Sender)
return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, house, equip, treasures, magicEquip))
}
func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, house HouseState, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus, magicEquip map[DnDSlot]EquippedMagicItem) string {
ri, _ := raceInfo(c.Race)
ci, _ := classInfo(c.Class)
mods := c.Modifiers()
var b strings.Builder
name := string(c.UserID)
if adv != nil && adv.DisplayName != "" {
name = adv.DisplayName
}
b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
if c.Subclass != "" {
if si, ok := subclassInfo(c.Subclass); ok {
b.WriteString(fmt.Sprintf(" _%s_\n", si.Display))
}
} else if c.Level >= dndSubclassMinLevel {
b.WriteString(" _Subclass: unchosen — run `!subclass`_\n")
}
b.WriteString(strings.Repeat("─", 36) + "\n")
// Vitals
b.WriteString(fmt.Sprintf("**HP** %d/%d", c.HPCurrent, c.HPMax))
if c.TempHP > 0 {
b.WriteString(fmt.Sprintf(" (+%d temp)", c.TempHP))
}
b.WriteString(fmt.Sprintf(" **AC** %d", c.ArmorClass))
if c.Level >= dndMaxLevel {
b.WriteString(" **XP** capped (L20)\n")
} else {
b.WriteString(fmt.Sprintf(" **XP** %d / %d (next L%d)\n",
c.XP, dndXPToNextLevel(c.Level), c.Level+1))
}
// Ability scores with modifiers
b.WriteString(fmt.Sprintf("STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\n",
c.STR, mods[0], c.DEX, mods[1], c.CON, mods[2]))
b.WriteString(fmt.Sprintf("INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\n",
c.INT, mods[3], c.WIS, mods[4], c.CHA, mods[5]))
b.WriteString(fmt.Sprintf("\n_%s_\n", ri.Passive))
// Equipment — D&D 10-slot view, with rarity inferred from legacy fields.
b.WriteString("\n**Equipment**\n")
dndEquip := map[DnDSlot]*AdvEquipment{}
for _, slot := range allSlots {
eq, ok := equip[slot]
if !ok || eq == nil {
continue
}
dndEquip[mapLegacySlot(slot)] = eq
}
anyEquipped := false
for _, ds := range dndSlotOrder {
eq := dndEquip[ds]
if eq == nil {
continue
}
anyEquipped = true
rarity := equipmentRarity(eq)
tag := ""
if eq.Masterwork {
tag = " ★"
}
b.WriteString(fmt.Sprintf(" %s %-9s T%d %d%%%s %s _(%s)_\n",
rarityIcon(rarity), string(ds), eq.Tier, eq.Condition, tag, eq.Name, rarity))
}
if !anyEquipped {
b.WriteString(" _(none equipped)_\n")
}
// Magic items — registry items worn in the D&D slots (separate from the
// legacy tier-gear above). Attunement items mark themselves "(inactive)"
// when worn but not bonded — they grant nothing until the player frees
// an attunement slot via `!adventure equip-magic`.
if len(magicEquip) > 0 {
attunedNow := countAttunedMagicItems(magicEquip)
b.WriteString("\n**Magic Items**\n")
for _, ds := range dndSlotOrder {
e, ok := magicEquip[ds]
if !ok || e.Item.ID == "" {
continue
}
status := ""
if e.Item.Attunement {
switch {
case e.Attuned:
status = fmt.Sprintf(" — bonded (%d/%d)", attunedNow, dndMagicItemAttuneLimit)
case attunedNow >= dndMagicItemAttuneLimit:
status = " — **(inactive)** _bond cap full_"
default:
status = " — **(inactive)** _unbonded_"
}
}
b.WriteString(fmt.Sprintf(" %s %-9s %s _(%s)_%s\n %s\n",
rarityIcon(e.Item.Rarity), string(ds), e.Item.Name, e.Item.Rarity,
status, magicItemEffectSummary(e.Item)))
}
}
// Treasure bonuses (re-using adventure_treasures per v1.1 §7.4).
// Player-facing label kept distinct from the magic-item "bond" vocab
// so the sheet doesn't read as two competing attunement systems.
if len(treasures) > 0 {
b.WriteString("\n**Treasures**\n")
// Group by treasure_key — one treasure can have multiple bonuses.
byKey := map[string][]AdvTreasureBonus{}
var keys []string
for _, t := range treasures {
if _, seen := byKey[t.TreasureKey]; !seen {
keys = append(keys, t.TreasureKey)
}
byKey[t.TreasureKey] = append(byKey[t.TreasureKey], t)
}
sort.Strings(keys)
for _, k := range keys {
bonuses := byKey[k]
name := bonuses[0].Name
parts := make([]string, 0, len(bonuses))
for _, bn := range bonuses {
parts = append(parts, fmt.Sprintf("%s %+.1f", bn.BonusType, bn.BonusValue))
}
b.WriteString(fmt.Sprintf(" • %s — %s\n", name, strings.Join(parts, ", ")))
}
}
// Legacy adventure context — preserved progress at a glance
if adv != nil {
b.WriteString("\n**Adventure progress** _(preserved)_\n")
b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d\n",
adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill))
wins, losses := adv.ArenaWins, adv.ArenaLosses
if meta != nil {
wins, losses = meta.ArenaWins, meta.ArenaLosses
}
b.WriteString(fmt.Sprintf(" Arena %dW/%dL Streak %d (best %d)\n",
wins, losses, adv.CurrentStreak, adv.BestStreak))
if adv.PetName != "" {
b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.PetName, adv.PetType, adv.PetLevel))
}
if house.Tier > 0 {
b.WriteString(fmt.Sprintf(" Housing: tier %d\n", house.Tier))
}
}
return b.String()
}