Files
gogobee/internal/plugin/dnd.go
prosolis dfa7beeb96 Adv 2.0 D&D polish: GM→DM rename, streamed zone combat, end-to-end scenario test
GM→DM rename across docs and code (GMNarrationType→DMNarrationType,
GMState→DMState, narration constants, comments) so the system reads as
"Dungeon Master" everywhere. Player-visible "GM mood" wording stays
where it appears in flavor.

Streamed zone/expedition combat: zone advance now stages patrol →
patrol play-by-play → patrol resolution → room intro → room play-by-play
→ final outcome through sendZoneCombatMessages with 2–3s pacing
(arena keeps its 5–8s window). Combat narrative lines pick up a compact
d20-vs-AC roll annotation for hit/crit/miss/block events.

Combat outcome polish: dndHPSnapshot lets narration show sheet HP
rather than legacy combat-engine HP, and markAdventureDead clears the
zombie state where hp_current was 0 but the legacy alive flag stayed
true after a D&D-layer KO.

Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite
covering the new layer, and adv2_scenario_test.go — a full
zone-run + expedition + harvest playthrough against a copy of the prod
DB asserting persisted state end-to-end.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

354 lines
12 KiB
Go

package plugin
import (
"database/sql"
"errors"
"fmt"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Phase 1 of the D&D integration layer. See gogobee_dnd_design_doc_v1.1.md.
//
// This file defines the additive D&D character layer that sits alongside
// adventure_characters. A player without a dnd_character row continues to
// use the legacy adventure system unchanged.
// ── Race / Class ─────────────────────────────────────────────────────────────
type DnDRace string
type DnDClass string
const (
RaceHuman DnDRace = "human"
RaceElf DnDRace = "elf"
RaceDwarf DnDRace = "dwarf"
RaceHalfling DnDRace = "halfling"
RaceOrc DnDRace = "orc"
RaceTiefling DnDRace = "tiefling"
RaceHalfElf DnDRace = "half_elf"
ClassFighter DnDClass = "fighter"
ClassRogue DnDClass = "rogue"
ClassMage DnDClass = "mage"
ClassCleric DnDClass = "cleric"
ClassRanger DnDClass = "ranger"
)
type DnDRaceInfo struct {
Key DnDRace
Display string
// Stat modifiers applied at setup-confirm time. STR/DEX/CON/INT/WIS/CHA.
// Human's "+1 to any" is not yet implemented in Phase 1 — Human gets +0
// across the board and we'll add the floating bonus in a later phase.
Mods [6]int
Passive string
}
type DnDClassInfo struct {
Key DnDClass
Display string
HPDie int // d10 → 10, d8 → 8, d6 → 6
HPAvg int // per-level average after L1 (roundup of die/2 + 1)
PrimaryA string // primary stat for narrative (not mechanical in Phase 1)
PrimaryB string
}
var dndRaces = []DnDRaceInfo{
{RaceHuman, "Human", [6]int{0, 0, 0, 0, 0, 0}, "Versatile (floating +1 bonus not yet implemented)"},
{RaceElf, "Elf", [6]int{0, 2, -1, 1, 1, 0}, "Darkvision; immune to sleep effects"},
{RaceDwarf, "Dwarf", [6]int{1, -1, 2, 0, 1, -1}, "Poison resistance; bonus vs. underground enemies"},
{RaceHalfling, "Halfling", [6]int{0, 2, 0, 0, 1, 0}, "Lucky: once per combat, reroll a natural 1"},
{RaceOrc, "Orc", [6]int{3, -1, 2, -1, -1, -1}, "Rage: once per combat, +50% damage for one turn"},
{RaceTiefling, "Tiefling", [6]int{0, 1, 0, 1, 0, 2}, "Fire resistance; bonus on CHA checks"},
{RaceHalfElf, "Half-Elf", [6]int{0, 1, 0, 1, 0, 2}, "Two bonus skill proficiencies"},
}
var dndClasses = []DnDClassInfo{
{ClassFighter, "Fighter", 10, 6, "STR", "CON"},
{ClassRogue, "Rogue", 8, 5, "DEX", "INT"},
{ClassMage, "Mage", 6, 4, "INT", "WIS"},
{ClassCleric, "Cleric", 8, 5, "WIS", "CHA"},
{ClassRanger, "Ranger", 8, 5, "DEX", "WIS"},
}
func raceInfo(r DnDRace) (DnDRaceInfo, bool) {
for _, ri := range dndRaces {
if ri.Key == r {
return ri, true
}
}
return DnDRaceInfo{}, false
}
func classInfo(c DnDClass) (DnDClassInfo, bool) {
for _, ci := range dndClasses {
if ci.Key == c {
return ci, true
}
}
return DnDClassInfo{}, false
}
// ── Stat math ────────────────────────────────────────────────────────────────
// StandardArray is the set of values a player assigns at !setup stats.
var standardArray = [6]int{15, 14, 13, 12, 10, 8}
// abilityModifier implements the standard D&D modifier formula:
// floor((score - 10) / 2). Works for negative-going scores (Go's integer
// division rounds toward zero, so we shift by 10 first via score-10
// arithmetic; for the legal score range 1..30 this matches floor exactly).
func abilityModifier(score int) int {
diff := score - 10
if diff >= 0 || diff%2 == 0 {
return diff / 2
}
// negative odd → step toward -inf
return diff/2 - 1
}
// computeMaxHP — D&D5e style. L1: full HP die + CON mod (min 1).
// Per level after: average HP die (roundup of die/2 + 1) + CON mod.
func computeMaxHP(class DnDClass, conMod, level int) int {
ci, ok := classInfo(class)
if !ok {
return 1
}
hp := ci.HPDie + conMod
if hp < 1 {
hp = 1
}
for i := 2; i <= level; i++ {
gain := ci.HPAvg + conMod
if gain < 1 {
gain = 1
}
hp += gain
}
return hp
}
// computeAC — Phase 1 baseline. Equipment-derived AC arrives in Phase 4
// (per design doc §7.3 slot mapping). For now: 10 + DEX modifier, with a
// small class armor floor reflecting starting proficiency.
func computeAC(class DnDClass, dexMod int) int {
floor := 0
switch class {
case ClassFighter:
floor = 6 // medium-armor baseline
case ClassCleric, ClassRanger:
floor = 3
case ClassRogue:
floor = 1
}
return 10 + dexMod + floor
}
// ── DnDCharacter struct + repository ─────────────────────────────────────────
type DnDCharacter struct {
UserID id.UserID
Race DnDRace
Class DnDClass
Level int
XP int
STR, DEX, CON int
INT, WIS, CHA int
HPCurrent int
HPMax int
TempHP int
ArmorClass int
PendingSetup bool
AutoMigrated bool
OnboardingSent bool
ArmedAbility string
// Phase 9 — spell layer.
// PendingCast: JSON blob describing the queued spell to fire on next
// one-shot combat (empty string = nothing queued). Set by !cast for
// damage/control/buff spells; cleared after combat resolution.
// ConcentrationSpell: id of the currently-active concentration spell
// (empty = nothing active). ConcentrationExpiresAt is the wall-clock
// expiry; nil for indefinite. Casting another concentration spell
// supersedes whatever's here.
PendingCast string
ConcentrationSpell string
ConcentrationExpiresAt *time.Time
// Phase 10 — subclass.
// Subclass: empty until the player runs !subclass at L5+. Once set,
// changing requires `!subclass <name>` again subject to a 30-day
// cooldown (LastSubclassRespecAt) and 500-coin cost.
Subclass DnDSubclass
LastSubclassRespecAt *time.Time
// Phase 10 SUB2a — Berserker Frenzy increments after each rage'd
// combat; future class abilities will also tick this. Cleared on
// long rest. 5e caps at 6 (death); we let it grow and let consumers
// clamp where needed.
Exhaustion int
LastRespecAt *time.Time
LastShortRestAt *time.Time
LastLongRestAt *time.Time
CreatedAt time.Time
UpdatedAt time.Time
}
// Modifiers returns the six ability modifiers in STR/DEX/CON/INT/WIS/CHA order.
func (c *DnDCharacter) Modifiers() [6]int {
return [6]int{
abilityModifier(c.STR),
abilityModifier(c.DEX),
abilityModifier(c.CON),
abilityModifier(c.INT),
abilityModifier(c.WIS),
abilityModifier(c.CHA),
}
}
// LoadDnDCharacter returns the player's D&D row, or (nil, nil) if absent.
// Absent means the player has not run !setup at all.
func LoadDnDCharacter(userID id.UserID) (*DnDCharacter, error) {
row := db.Get().QueryRow(`
SELECT user_id, race, class, dnd_level, dnd_xp,
str_score, dex_score, con_score, int_score, wis_score, cha_score,
hp_current, hp_max, temp_hp, armor_class,
pending_setup, auto_migrated, onboarding_sent, armed_ability,
pending_cast, concentration_spell, concentration_expires_at,
subclass, last_subclass_respec_at, exhaustion,
last_respec_at, last_short_rest_at, last_long_rest_at,
created_at, updated_at
FROM dnd_character WHERE user_id = ?`, string(userID))
c := &DnDCharacter{}
var pending, autoMig, onboard int
var raceStr, classStr, subclassStr string
var uidStr string
err := row.Scan(&uidStr, &raceStr, &classStr, &c.Level, &c.XP,
&c.STR, &c.DEX, &c.CON, &c.INT, &c.WIS, &c.CHA,
&c.HPCurrent, &c.HPMax, &c.TempHP, &c.ArmorClass,
&pending, &autoMig, &onboard, &c.ArmedAbility,
&c.PendingCast, &c.ConcentrationSpell, &c.ConcentrationExpiresAt,
&subclassStr, &c.LastSubclassRespecAt, &c.Exhaustion,
&c.LastRespecAt, &c.LastShortRestAt, &c.LastLongRestAt,
&c.CreatedAt, &c.UpdatedAt)
if errors.Is(err, sql.ErrNoRows) {
return nil, nil
}
if err != nil {
return nil, fmt.Errorf("load dnd_character: %w", err)
}
c.UserID = id.UserID(uidStr)
c.Race = DnDRace(raceStr)
c.Class = DnDClass(classStr)
c.Subclass = DnDSubclass(subclassStr)
c.PendingSetup = pending == 1
c.AutoMigrated = autoMig == 1
c.OnboardingSent = onboard == 1
return c, nil
}
// SaveDnDCharacter upserts the row.
func SaveDnDCharacter(c *DnDCharacter) error {
pending := 0
if c.PendingSetup {
pending = 1
}
autoMig := 0
if c.AutoMigrated {
autoMig = 1
}
onboard := 0
if c.OnboardingSent {
onboard = 1
}
_, err := db.Get().Exec(`
INSERT INTO dnd_character (user_id, race, class, dnd_level, dnd_xp,
str_score, dex_score, con_score, int_score, wis_score, cha_score,
hp_current, hp_max, temp_hp, armor_class,
pending_setup, auto_migrated, onboarding_sent, armed_ability,
pending_cast, concentration_spell, concentration_expires_at,
subclass, last_subclass_respec_at, exhaustion,
last_respec_at, last_short_rest_at, last_long_rest_at, updated_at)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP)
ON CONFLICT(user_id) DO UPDATE SET
race=excluded.race, class=excluded.class,
dnd_level=excluded.dnd_level, dnd_xp=excluded.dnd_xp,
str_score=excluded.str_score, dex_score=excluded.dex_score,
con_score=excluded.con_score, int_score=excluded.int_score,
wis_score=excluded.wis_score, cha_score=excluded.cha_score,
hp_current=excluded.hp_current, hp_max=excluded.hp_max,
temp_hp=excluded.temp_hp, armor_class=excluded.armor_class,
pending_setup=excluded.pending_setup,
auto_migrated=excluded.auto_migrated,
onboarding_sent=excluded.onboarding_sent,
armed_ability=excluded.armed_ability,
pending_cast=excluded.pending_cast,
concentration_spell=excluded.concentration_spell,
concentration_expires_at=excluded.concentration_expires_at,
subclass=excluded.subclass,
last_subclass_respec_at=excluded.last_subclass_respec_at,
exhaustion=excluded.exhaustion,
last_respec_at=excluded.last_respec_at,
last_short_rest_at=excluded.last_short_rest_at,
last_long_rest_at=excluded.last_long_rest_at,
updated_at=CURRENT_TIMESTAMP`,
string(c.UserID), string(c.Race), string(c.Class), c.Level, c.XP,
c.STR, c.DEX, c.CON, c.INT, c.WIS, c.CHA,
c.HPCurrent, c.HPMax, c.TempHP, c.ArmorClass,
pending, autoMig, onboard, c.ArmedAbility,
c.PendingCast, c.ConcentrationSpell, c.ConcentrationExpiresAt,
string(c.Subclass), c.LastSubclassRespecAt, c.Exhaustion,
c.LastRespecAt, c.LastShortRestAt, c.LastLongRestAt)
if err != nil {
return fmt.Errorf("save dnd_character: %w", err)
}
return nil
}
// HasCompletedSetup returns true if the player has a confirmed D&D character.
// Returns false for both "no row" and "row with pending_setup=1".
func HasCompletedSetup(userID id.UserID) bool {
var pending int
err := db.Get().QueryRow(
`SELECT pending_setup FROM dnd_character WHERE user_id = ?`,
string(userID),
).Scan(&pending)
if err != nil {
return false
}
return pending == 0
}
// dndLevelFromCombatLevel maps the legacy combat_level onto the D&D level
// scale. Empirical: legacy levels reach 50+, but the D&D progression curve
// is specced through L20. We compress 5:1 — five legacy levels of grinding
// roughly equals one D&D level — and clamp into [1, 20].
//
// Examples: legacy 0-4 → 1, 5-9 → 1, 10 → 2, 20 → 4, 49 → 9, 100+ → 20.
//
// Used by !setup confirm and by ensureDnDCharacterForCombat (auto-migration)
// to seed the initial D&D level. After migration, dnd_level advances on its
// own via XP earned in combat (see dnd_xp.go).
func dndLevelFromCombatLevel(combatLevel int) int {
lvl := combatLevel / 5
if lvl < 1 {
lvl = 1
}
if lvl > dndMaxLevel {
lvl = dndMaxLevel
}
return lvl
}
// applyRaceMods adds the race's ability modifiers to a base score block.
func applyRaceMods(race DnDRace, scores [6]int) [6]int {
ri, ok := raceInfo(race)
if !ok {
return scores
}
for i := 0; i < 6; i++ {
scores[i] += ri.Mods[i]
}
return scores
}