mirror of
https://github.com/prosolis/gogobee.git
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Turn the dead top housing tiers into something worth buying. All three
land without a schema bump, and TestCombatCharacterization stays
byte-identical (the balance corpus never sets the new fields).
T3 trophy room: treasure cap 3->4 at HouseTier>=3 (maxTreasuresForTier).
Enforced at the save gate only -- HouseTier is never written downward,
so a held 4th treasure below tier 3 is unreachable and a load-time cap in
computeAdvBonuses would just add a query for an impossible state. The
all-irreplaceable manual discard prompt now lists the 4th slot too.
T3 workshop: +5% craft success at HouseTier>=3, lifting the cap 0.95->0.98
so a maxed forager still gains. craftingSuccessRate takes a workshopBonus,
threaded through autoCraftConsumables and renderRecipesKnown.
Well-rested buff (replaces the plan's T4 "inn-quality rest", a verified
no-op -- home rest already equals inn rest). Home-only (the inn and a
tier-1 shack grant nothing), starts at T2 and grows through T4, expires at
the next long rest:
- Temp HP cushion (8/12/16% of MaxHP). TempHP was a dormant field; wired
into applyDnDHPScaling as MaxHP headroom -- additive and golden-safe.
- Bonus spell slots (+1/+2/+3 at the caster's highest slot level), the
real reward, lifting casters who trail on spell-pool richness.
applyLongRestSpellSlots resets the pool to base then folds in the
bonus; expiry is stateless (next rest's reset drops it).
Magnitudes are tunable defaults; revisit against the post-parties
re-baseline.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
466 lines
16 KiB
Go
466 lines
16 KiB
Go
package plugin
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import (
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"math/rand/v2"
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"strings"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// ── Treasure Bonus Type (DB row) ─────────────────────────────────────────────
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type AdvTreasureBonus struct {
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TreasureKey string
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Name string
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Tier int
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BonusType string
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BonusValue float64
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}
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// ── Treasure Definition ──────────────────────────────────────────────────────
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type AdvTreasureDef struct {
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Key string
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Name string
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Tier int
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Bonuses []advTreasureBonusDef
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InventoryDesc string
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RoomAnnounce string // non-empty for tier 5 and special items
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}
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type advTreasureBonusDef struct {
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Type string
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Value float64
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}
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type AdvTreasureDrop struct {
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Def *AdvTreasureDef
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}
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// ── Drop Rates ───────────────────────────────────────────────────────────────
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var advTreasureDropRates = map[int]float64{
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1: 0.015,
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2: 0.012,
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3: 0.008,
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4: 0.004,
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5: 0.0015,
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}
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const advMaxTreasures = 3
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// houseTierTrophyRoom is the T3 "Comfortable" house that unlocks the trophy
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// room — a fourth treasure slot.
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const houseTierTrophyRoom = 3
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// maxTreasuresForTier returns how many treasures a player may hold. The base
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// cap is 3; a T3+ house adds the trophy-room slot for a 4th.
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//
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// The extra slot is a housing perk, but HouseTier is only ever written upward
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// (purchase paths; there is no foreclosure/downgrade that writes it back down),
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// so a player can only ever hold a 4th treasure while tier>=3. There is
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// therefore no reachable state where a held treasure must be revoked at
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// bonus-computation time, and the cap is enforced only at the save gate.
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func maxTreasuresForTier(houseTier int) int {
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n := advMaxTreasures
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if houseTier >= houseTierTrophyRoom {
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n++
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}
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return n
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}
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// ── Treasure Definitions ─────────────────────────────────────────────────────
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var advAllTreasures = map[int][]AdvTreasureDef{
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1: {
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{
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Key: "soggy_cellar_crown_jewel", Name: "The Soggy Cellar Crown Jewel", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "foraging_skill", Value: 1}},
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InventoryDesc: "The Soggy Cellar Crown Jewel. A button. +1 Foraging.",
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},
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{
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Key: "1up_mushroom_expired", Name: "The 1-Up Mushroom (Expired)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "special_respawn_halve", Value: 1}}, // v2: not active in v1
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InventoryDesc: "The 1-Up Mushroom (Expired). Slightly grey. Once weekly: 12hr respawn.",
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},
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{
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Key: "rat_king_lucky_foot", Name: "The Rat King's Lucky Foot", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -2}},
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InventoryDesc: "The Rat King's Lucky Foot. Slightly damp. -2% death chance.",
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},
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{
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Key: "ancient_cellar_medallion", Name: "Ancient Cellar Medallion (Probably)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "xp_multiplier", Value: 5}},
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InventoryDesc: "Ancient Cellar Medallion (Probably). Illegible engravings. +5% dungeon XP.",
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},
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{
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Key: "bent_copper_coin", Name: "The Considerably Bent Copper Coin of Fortune", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 2}},
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InventoryDesc: "The Considerably Bent Copper Coin of Fortune. Very bent. +2% loot quality.",
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},
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{
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Key: "wooden_sword", Name: "The Wooden Sword (It Was Dangerous to Go Alone)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 1}},
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InventoryDesc: "The Wooden Sword. From an old man. +1 Combat. It was dangerous to go alone.",
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},
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{
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Key: "suspicious_mushroom", Name: "Suspicious Mushroom (Do Not Ask Where It's Been)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "exceptional_chance", Value: 2}},
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InventoryDesc: "Suspicious Mushroom. Glowing. Humming. Do not ask. +2% exceptional chance.",
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},
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{
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Key: "power_pellet", Name: "Power Pellet (Slightly Past Its Best)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -3}},
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InventoryDesc: "Power Pellet (Vintage). -3% death chance. The monsters remember.",
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},
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{
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Key: "konami_scroll", Name: "The Konami Scroll", Tier: 1,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 2},
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{Type: "mining_skill", Value: 2},
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{Type: "foraging_skill", Value: 2},
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},
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InventoryDesc: "The Konami Scroll. ↑↑↓↓←→←→. +2 all skills. You know what it means.",
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},
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},
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2: {
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{
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Key: "goblin_warchief_ring", Name: "Goblin Warchief's Signet Ring", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 2}},
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InventoryDesc: "Goblin Warchief's Signet Ring. Thumb-sized. +2 Combat.",
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},
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{
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Key: "kobold_compass", Name: "The Kobold Cartographer's Compass", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "mining_skill", Value: 3}},
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InventoryDesc: "Kobold Cartographer's Compass. Fish bone needle. +3 Mining.",
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},
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{
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Key: "spread_gun", Name: "The Spread Gun", Tier: 2,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 4},
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{Type: "success_chance", Value: 8},
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},
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InventoryDesc: "The Spread Gun. You know. +4 Combat, +8% dungeon success.",
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},
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{
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Key: "e_tank", Name: "E-Tank (Partially Full, Handle With Care)", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "special_monthly_respawn", Value: 1}}, // v2: not active in v1
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InventoryDesc: "E-Tank (Half Full). 12hr respawn on 2nd monthly death. Handle with care.",
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},
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{
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Key: "stone_of_jordan", Name: "The Stone of Jordan", Tier: 2,
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Bonuses: []advTreasureBonusDef{
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{Type: "mining_skill", Value: 3},
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{Type: "foraging_skill", Value: 3},
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},
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InventoryDesc: "The Stone of Jordan. Fits perfectly. Always. +3 Mining/Foraging.",
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},
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},
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3: {
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{
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Key: "draugr_memory_stone", Name: "The Draugr's Memory Stone", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 5},
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{Type: "special_weekly_death_pass", Value: 1}, // v2
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},
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InventoryDesc: "The Draugr's Memory Stone. Warm. +5 Combat, weekly death pass.",
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},
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{
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Key: "ghost_touched_lantern", Name: "Ghost-Touched Lantern", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "foraging_skill", Value: 4},
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{Type: "mining_skill", Value: 4},
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},
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InventoryDesc: "Ghost-Touched Lantern. Glows without fuel. +4 Foraging, +4 Mining.",
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},
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{
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Key: "estus_flask", Name: "The Estus Flask (Cracked But Functional)", Tier: 3,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -6}},
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InventoryDesc: "Estus Flask (Cracked). Warm. Always warm. -6% death, daily death mitigation.",
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},
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{
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Key: "twinbee_bell", Name: "TwinBee's Bell (Genuine Article)", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 6},
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{Type: "xp_multiplier", Value: 5},
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},
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InventoryDesc: "TwinBee's Bell. Rings on its own. Approves of you. +6 all skills, +5% XP.",
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},
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},
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4: {
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{
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Key: "hollow_crown", Name: "The Hollow Crown", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 10},
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{Type: "exceptional_chance", Value: 5},
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},
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InventoryDesc: "The Hollow Crown. Sits crooked. +10 Combat, +5% exceptional dungeon chance.",
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},
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{
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Key: "wardens_last_key", Name: "Warden's Last Key", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "mining_skill", Value: 8},
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{Type: "combat_level", Value: 8},
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{Type: "special_sealed_vault", Value: 1}, // v2
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},
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InventoryDesc: "Warden's Last Key. Cold to the touch. +8 Mining/Combat. One use.",
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},
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{
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Key: "thunderfury", Name: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 12},
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{Type: "success_chance", Value: 10},
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},
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InventoryDesc: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]. Yes you got it. +12 Combat.",
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RoomAnnounce: "⚡ Did {name} get Thunderfury? {name} got Thunderfury. [THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER] has been found in {location}.",
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},
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{
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Key: "ocarina", Name: "The Ocarina (Cracked, Still Plays)", Tier: 4,
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Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 10}},
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InventoryDesc: "The Ocarina (Cracked). Three songs. +10 all skills. Do not play the third one.",
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},
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},
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5: {
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{
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Key: "shard_of_unnamed", Name: "Shard of the Unnamed", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 15},
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{Type: "xp_multiplier", Value: 10},
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{Type: "death_chance", Value: -5},
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},
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InventoryDesc: "Shard of the Unnamed. +15 Combat, +10% XP, -5% death.",
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RoomAnnounce: "🔴 {name} has recovered the Shard of the Unnamed from the Abyssal Maw. The server feels different.",
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},
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{
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Key: "cartographers_final_map", Name: "The Cartographer's Final Map", Tier: 5,
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Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 12}},
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InventoryDesc: "The Cartographer's Final Map. Updates on its own. +12 all skills, full map.",
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RoomAnnounce: "🔴 {name} has found the Cartographer's Final Map in the Abyssal Maw. It has their name on it. It always did.",
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},
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{
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Key: "triforce_shard", Name: "The Triforce Shard (One Third of Something Larger)", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 5},
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{Type: "death_chance", Value: -8},
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// Note: +15 to chosen skill is v2 interactive
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},
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InventoryDesc: "Triforce Shard (×1/3). Warm. Waiting. +5 all skills, -8% death.",
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RoomAnnounce: "🔺 {name} has recovered a Triforce Shard from the Abyssal Maw. One third of something. The other two thirds are somewhere. Probably.",
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},
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{
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Key: "the_corridor", Name: "The Corridor (You Know the One)", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 12},
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{Type: "special_monthly_death_bypass", Value: 1}, // v2
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},
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InventoryDesc: "The Corridor. Folded. Don't look back. +12 all skills, monthly death bypass.",
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RoomAnnounce: "🔴 {name} found The Corridor in the Abyssal Maw. They know the one. So does it.",
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},
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},
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}
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// ── Treasure Drop Logic ──────────────────────────────────────────────────────
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// rollAdvTreasureDropDetailed returns the drop (or nil) plus the random roll
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// and the effective drop rate, so callers can surface near-miss feedback
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// ("rolled 1.8% vs 1.5% chance — just missed"). Players never see treasure
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// math otherwise, which makes rare drops feel mythical.
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//
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// weight scales the base rate for the moment that produced the roll: a boss
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// kill is worth more than a corridor skirmish. The chat-level bonus is added
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// after scaling so it stays a flat contribution rather than being multiplied
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// up alongside it.
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func rollAdvTreasureDropDetailed(tier int, userID id.UserID, chatLevel int, weight float64) (drop *AdvTreasureDrop, roll, rate float64) {
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r, ok := advTreasureDropRates[tier]
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if !ok {
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return nil, 0, 0
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}
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rate = r*weight + chatLevelRareBonus(chatLevel)
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roll = rand.Float64()
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if roll >= rate {
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return nil, roll, rate
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}
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pool, ok := advAllTreasures[tier]
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if !ok || len(pool) == 0 {
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return nil, roll, rate
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}
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// Pick random treasure
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def := &pool[rand.IntN(len(pool))]
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// Duplicate check
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owns, err := advUserOwnsTreasure(userID, def.Key)
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if err != nil || owns {
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// Reroll once
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def = &pool[rand.IntN(len(pool))]
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owns, err = advUserOwnsTreasure(userID, def.Key)
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if err != nil || owns {
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return nil, roll, rate // both rolls duplicated
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}
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}
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return &AdvTreasureDrop{Def: def}, roll, rate
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}
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// rollAdvTreasureDrop is the legacy single-return variant used by call sites
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// that don't surface near-miss feedback (auto-babysit, twinbee shares).
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func rollAdvTreasureDrop(tier int, userID id.UserID, chatLevel int) *AdvTreasureDrop {
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d, _, _ := rollAdvTreasureDropDetailed(tier, userID, chatLevel, 1)
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return d
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}
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// ── Treasure Comparison ─────────────────────────────────────────────────────
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// advTreasureIrreplaceable reports whether a treasure carries a bonus type
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// that can't be replicated by another drop (e.g. monthly death bypass).
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// Such treasures are excluded from auto-swap and fall back to the manual
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// discard prompt so the player consciously chooses to give one up.
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func advTreasureIrreplaceable(def *AdvTreasureDef) bool {
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if def == nil {
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return false
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}
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for _, b := range def.Bonuses {
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if strings.HasPrefix(b.Type, "special_") {
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return true
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}
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}
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return false
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}
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// advTreasureRank produces a comparable triple (tier, bonusCount, key) for
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// auto-swap decisions. Bonuses are heterogeneous and there's no honest
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// scalar comparator — we use tier first, then bonus count as a tiebreaker,
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// then the deterministic key so equal-rank ties prefer the existing item
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// (no churn). Higher tuple = better treasure.
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type advTreasureRankKey struct {
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Tier int
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BonusCount int
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Key string
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}
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func advTreasureRank(def *AdvTreasureDef) advTreasureRankKey {
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if def == nil {
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return advTreasureRankKey{}
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}
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return advTreasureRankKey{Tier: def.Tier, BonusCount: len(def.Bonuses), Key: def.Key}
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}
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// advTreasureRankBetter reports whether a is strictly better than b.
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// Equal-rank returns false (caller treats this as "keep existing").
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func advTreasureRankBetter(a, b advTreasureRankKey) bool {
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if a.Tier != b.Tier {
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return a.Tier > b.Tier
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}
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if a.BonusCount != b.BonusCount {
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return a.BonusCount > b.BonusCount
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}
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// Deterministic but neutral tiebreak — different keys aren't "better"
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// than each other, so equal Tier+BonusCount means no swap.
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return false
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}
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// ── Treasure DB Operations ───────────────────────────────────────────────────
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func advSaveTreasure(userID id.UserID, def *AdvTreasureDef) error {
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d := db.Get()
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tx, err := d.Begin()
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if err != nil {
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return err
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}
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defer tx.Rollback()
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for _, bonus := range def.Bonuses {
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_, err := tx.Exec(`
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INSERT OR IGNORE INTO adventure_treasures (user_id, treasure_key, name, tier, bonus_type, bonus_value)
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VALUES (?, ?, ?, ?, ?, ?)`,
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string(userID), def.Key, def.Name, def.Tier, bonus.Type, bonus.Value)
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if err != nil {
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return err
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}
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}
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return tx.Commit()
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}
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func advDiscardTreasure(userID id.UserID, treasureKey string) error {
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d := db.Get()
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_, err := d.Exec(`DELETE FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
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string(userID), treasureKey)
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return err
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}
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func advCountTreasures(userID id.UserID) (int, error) {
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d := db.Get()
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var count int
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err := d.QueryRow(`
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SELECT COUNT(DISTINCT treasure_key) FROM adventure_treasures WHERE user_id = ?`,
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string(userID)).Scan(&count)
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return count, err
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}
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func advUserOwnsTreasure(userID id.UserID, treasureKey string) (bool, error) {
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d := db.Get()
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var count int
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err := d.QueryRow(`
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SELECT COUNT(*) FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
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string(userID), treasureKey).Scan(&count)
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return count > 0, err
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}
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func loadAdvTreasureBonuses(userID id.UserID) ([]AdvTreasureBonus, error) {
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d := db.Get()
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rows, err := d.Query(`
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SELECT treasure_key, name, tier, bonus_type, bonus_value
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FROM adventure_treasures WHERE user_id = ?`, string(userID))
|
||
if err != nil {
|
||
return nil, err
|
||
}
|
||
defer rows.Close()
|
||
|
||
var bonuses []AdvTreasureBonus
|
||
for rows.Next() {
|
||
var b AdvTreasureBonus
|
||
if err := rows.Scan(&b.TreasureKey, &b.Name, &b.Tier, &b.BonusType, &b.BonusValue); err != nil {
|
||
return nil, err
|
||
}
|
||
bonuses = append(bonuses, b)
|
||
}
|
||
return bonuses, rows.Err()
|
||
}
|
||
|
||
// advUserTreasures returns the distinct treasures a user owns (for display/discard prompts).
|
||
func advUserTreasures(userID id.UserID) ([]AdvTreasureDef, error) {
|
||
d := db.Get()
|
||
rows, err := d.Query(`
|
||
SELECT DISTINCT treasure_key, name, tier
|
||
FROM adventure_treasures WHERE user_id = ?
|
||
ORDER BY tier, treasure_key`, string(userID))
|
||
if err != nil {
|
||
return nil, err
|
||
}
|
||
defer rows.Close()
|
||
|
||
var treasures []AdvTreasureDef
|
||
for rows.Next() {
|
||
var t AdvTreasureDef
|
||
if err := rows.Scan(&t.Key, &t.Name, &t.Tier); err != nil {
|
||
return nil, err
|
||
}
|
||
// Look up full definition
|
||
for tier, defs := range advAllTreasures {
|
||
for _, def := range defs {
|
||
if def.Key == t.Key {
|
||
t = def
|
||
t.Tier = tier
|
||
break
|
||
}
|
||
}
|
||
}
|
||
treasures = append(treasures, t)
|
||
}
|
||
return treasures, rows.Err()
|
||
}
|