Files
gogobee/internal/plugin/pete_equip_manage.go
prosolis 68c8cdff2d adventure: ask 7 — apply web equipment management (poll half)
Mirror of Pete's ask 7. gogobee polls the equip queue and applies the new
actions against the five standard gear slots:
  - equip: routes MasterworkGear/ArenaGear to applyMasterworkEquip (evicts
    any special occupant back to the pack; downgrade-blocked), else the
    existing applyMagicEquip.
  - unequip: EquipmentSlot vocabulary -> applyMasterworkUnequip (resets the
    slot to its tier-0 default, keeps the row), else applyMagicUnequip.
  - upgrade: purchaseEquipmentTier, euro-idempotent (DebitIdem keyed on the
    order GUID), downgrade + max-tier guarded.
  - repair: repair(), euro-idempotent, recomputes blacksmithRepairCost.

Detail push now carries Slots (EquipSlotView x5) + Balance; itemViews gives
masterwork/arena backpack rows an equip id; the compare decorator is guarded
to magic-only. buildDetailSnapshot is a method so it can read the euro balance.

Retry-safety: no CreditIdem refund on a later save fault (would double-pay a
guid-guarded retry) — we return retry=true and let the next poll re-run, since
the debit is guid-idempotent and the slot write is idempotent. Matches the
casino escrow precedent. Unit tests cover downgrade block, max-tier,
insufficient funds, idempotent replay, eviction, and take-off reset.

Deploy AFTER Pete: Pete's ingest must accept the new verdict strings before
this side emits them.
2026-07-17 20:34:56 -07:00

324 lines
12 KiB
Go

package plugin
// Ask 7: full equipment management from the web.
//
// The magic-item equip path (magic_items_gameplay.go) only ever touched the DnD
// slots — off_hand, rings, and the like — which are almost always empty. Almost
// everything a player actually wears lives in the OTHER two systems: the 5
// standard EquipmentSlots (weapon/armor/helmet/boots/tool), whose power is the
// slot's integer Tier, and the masterwork/arena pieces that get equipped INTO a
// standard slot. This file is the game-side of managing all of that from Pete:
//
// - applyMasterworkEquip / applyMasterworkUnequip — move a masterwork/arena
// piece between the pack and a standard slot (no money).
// - purchaseEquipmentTier — buy the next standard tier with euros (confirm-gated
// on the web), the headless twin of the shop's advBuyEquipment.
// - repairSlot — mend a slot's condition with euros, the headless twin of the
// blacksmith's executeRepair.
// - buildEquipSlotViews — the owner-only snapshot the web panel renders from.
//
// The two euro-spending mutators run on the retrying poll wire, so every money
// move goes through the idempotent euro variants keyed on the order guid: a
// re-offered order that already debited skips the charge and just re-runs the
// idempotent slot write. That is why neither refunds on a later DB fault — a
// refund keyed on a fresh id, followed by a guid-guarded retry that no longer
// re-debits, would hand the player both the gear and their money back. The casino
// escrow (pete_games.go) settles the same way: idempotent move, then retry.
import (
"errors"
"fmt"
"log/slog"
"gogobee/internal/peteclient"
"maunium.net/go/mautrix/id"
)
// errEquipDowngrade is a permanent refusal: the incoming piece is no better than
// what is worn. Downgrades are blocked by user decision (equip and upgrade both).
var errEquipDowngrade = errors.New("equip: would be a downgrade")
// mwEquipOutcome is what a masterwork/arena equip did, for the verdict note.
type mwEquipOutcome struct {
Name string
Slot EquipmentSlot
Tier int
Arena bool
SwappedBack string // the special occupant evicted back to the pack, or ""
}
// applyMasterworkEquip wears one masterwork/arena backpack piece into its standard
// slot, mirroring the magic path's anti-duplication ordering: evict any special
// occupant, then remove the incoming row FIRST, then write the slot, restoring the
// row on a save fault. One implementation of that ordering per family of gear —
// the DM confirm handler (adventure_masterwork.go) is the message-carrying twin.
func applyMasterworkEquip(uid id.UserID, it AdvItem) (mwEquipOutcome, error) {
if it.Slot == "" || (it.Type != "MasterworkGear" && it.Type != "ArenaGear") {
return mwEquipOutcome{}, errItemNotEquippable
}
equip, err := loadAdvEquipment(uid)
if err != nil {
return mwEquipOutcome{}, err
}
slot := it.Slot
cur := equip[slot]
// Downgrade block: the incoming effective tier must beat the current occupant.
incoming := &AdvEquipment{Tier: it.Tier}
if it.Type == "ArenaGear" {
incoming.ArenaTier = it.Tier
} else {
incoming.Masterwork = true
}
if advEffectiveTier(incoming) <= advEffectiveTier(cur) {
return mwEquipOutcome{}, errEquipDowngrade
}
// Evict a special occupant back to the pack. A plain shop-tier occupant is not
// an item — it is just the slot's tier — so it is overwritten, not evicted, the
// same as the DM confirm handler and the shop.
var swappedBack string
if cur != nil && (cur.Masterwork || cur.ArenaTier > 0) {
old := AdvItem{Name: cur.Name, Type: "MasterworkGear", Tier: cur.Tier, Slot: slot, SkillSource: cur.SkillSource}
if cur.ArenaTier > 0 {
old.Type = "ArenaGear"
}
if err := addAdvInventoryItem(uid, old); err != nil {
return mwEquipOutcome{}, err
}
swappedBack = cur.Name
}
// Destructive op first: pull the incoming row before writing the slot, so a save
// fault can't leave it both worn and in the pack. Restore it on failure.
if err := removeAdvInventoryItem(it.ID); err != nil {
return mwEquipOutcome{}, err
}
eq := cur
if eq == nil {
eq = &AdvEquipment{Slot: slot}
}
eq.Tier = it.Tier
eq.Condition = 100
eq.Name = it.Name
eq.ActionsUsed = 0
if it.Type == "ArenaGear" {
eq.Masterwork = false
eq.SkillSource = ""
eq.ArenaTier = it.Tier
eq.ArenaSet = ""
if gs := arenaGearByName(it.Name); gs != nil {
eq.ArenaSet = gs.SetKey
}
} else {
eq.ArenaTier = 0
eq.ArenaSet = ""
eq.Masterwork = true
eq.SkillSource = it.SkillSource
}
if err := saveAdvEquipment(uid, eq); err != nil {
restored := AdvItem{Name: it.Name, Type: it.Type, Tier: it.Tier, Value: it.Value, Slot: it.Slot, SkillSource: it.SkillSource}
if rbErr := addAdvInventoryItem(uid, restored); rbErr != nil {
slog.Error("equip: masterwork save failed AND inventory rollback failed",
"user", uid, "item", it.Name, "save_err", err, "rollback_err", rbErr)
}
return mwEquipOutcome{}, err
}
return mwEquipOutcome{Name: it.Name, Slot: slot, Tier: it.Tier, Arena: it.Type == "ArenaGear", SwappedBack: swappedBack}, nil
}
// mwUnequipOutcome is what a masterwork/arena take-off did.
type mwUnequipOutcome struct {
Name string
Slot EquipmentSlot
}
// applyMasterworkUnequip takes a worn masterwork/arena piece off a standard slot,
// returns it to the pack, and resets the slot to its tier-0 default. A plain
// shop-tier slot has nothing round-trippable (its tier is not an item), so that is
// errSlotEmpty — reverting a shop tier is not a take-off. The 5 slot rows are an
// invariant (PK user_id+slot), so the row is reset, never deleted. Destructive op
// first — reset the slot, then mint the pack row, restoring the slot on failure —
// mirroring the magic unequip so a fault can't duplicate the piece.
func applyMasterworkUnequip(uid id.UserID, slot EquipmentSlot) (mwUnequipOutcome, error) {
equip, err := loadAdvEquipment(uid)
if err != nil {
return mwUnequipOutcome{}, err
}
cur := equip[slot]
if cur == nil || (!cur.Masterwork && cur.ArenaTier == 0) {
return mwUnequipOutcome{}, errSlotEmpty
}
prev := *cur // snapshot for rollback
def0 := equipmentTiers[slot][0]
reset := &AdvEquipment{Slot: slot, Tier: 0, Condition: 100, Name: def0.Name, ActionsUsed: 0, ArenaTier: 0, ArenaSet: "", Masterwork: false, SkillSource: ""}
if err := saveAdvEquipment(uid, reset); err != nil {
return mwUnequipOutcome{}, err
}
old := AdvItem{Name: cur.Name, Type: "MasterworkGear", Tier: cur.Tier, Slot: slot, SkillSource: cur.SkillSource}
if cur.ArenaTier > 0 {
old.Type = "ArenaGear"
}
if err := addAdvInventoryItem(uid, old); err != nil {
if rbErr := saveAdvEquipment(uid, &prev); rbErr != nil {
slog.Error("equip: masterwork take-off failed AND slot rollback failed",
"user", uid, "slot", slot, "add_err", err, "rollback_err", rbErr)
}
return mwUnequipOutcome{}, err
}
return mwUnequipOutcome{Name: cur.Name, Slot: slot}, nil
}
// purchaseEquipmentTier buys a standard slot's tier with euros — the headless twin
// of advBuyEquipment, minus flavor. It returns a terminal verdict for Pete or
// retry=true for a transient fault. Money moves once, keyed on the order guid; the
// web only ever offers the next tier over a PLAIN shop-tier slot (buildEquipSlotViews
// suppresses the offer on special gear), so there is no occupant to evict here and
// the whole body is idempotent under a re-offered order.
func (p *AdventurePlugin) purchaseEquipmentTier(uid id.UserID, slot EquipmentSlot, tier int, guid string) (status, detail string, retry bool) {
defs, ok := equipmentTiers[slot]
if !ok {
return "rejected_not_equippable", "That isn't an equipment slot.", false
}
if tier < 1 || tier >= len(defs) {
// tier 0 is the free default, not a purchase; >= len is past the top tier.
return "rejected_max_tier", "That slot is already at the top tier.", false
}
def := defs[tier]
equip, err := loadAdvEquipment(uid)
if err != nil {
return "", "", true
}
cur := equip[slot]
if cur != nil {
// Buying a shop tier over a special piece strips its bonus — a downgrade in
// practice even when the raw number rises. Take it off first, then buy.
if cur.Masterwork || cur.ArenaTier > 0 {
return "rejected_downgrade", "Take off your special gear in that slot before buying a tier.", false
}
if cur.Tier >= def.Tier {
return "rejected_downgrade", "You already have that tier or better.", false
}
}
price := def.Price
if !p.euro.HasExternalTx(guid) {
ok, _, err := p.euro.DebitIdem(uid, price, "adventure_equip_upgrade", guid)
if err != nil {
return "", "", true
}
if !ok {
return "rejected_insufficient_funds", fmt.Sprintf("That upgrade costs €%.0f and you can't cover it.", price), false
}
}
eq := &AdvEquipment{Slot: slot, Tier: def.Tier, Condition: 100, Name: def.Name, ActionsUsed: 0}
if err := saveAdvEquipment(uid, eq); err != nil {
// No refund: the debit is guid-idempotent, so the next poll re-runs this with
// the charge already settled and only the (idempotent) slot write left to do.
// Refunding here would double-pay once that retry lands the gear.
return "", "", true
}
return "applied", fmt.Sprintf("Upgraded your %s to %s (T%d) for €%.0f.", slot, def.Name, def.Tier, price), false
}
// repairSlot mends one standard slot's condition with euros — the headless twin of
// the blacksmith's executeRepair. Idempotent on the order guid: the debit runs
// once, and setting condition to 100 is itself idempotent, so a re-offered order is
// safe with no refund.
func (p *AdventurePlugin) repairSlot(uid id.UserID, slot EquipmentSlot, guid string) (status, detail string, retry bool) {
equip, err := loadAdvEquipment(uid)
if err != nil {
return "", "", true
}
eq := equip[slot]
if eq == nil {
return "rejected_not_worn", "There's nothing in that slot to repair.", false
}
cost := blacksmithRepairCost(eq)
if cost <= 0 {
// Already full — nothing to charge for. Report it as applied so the order
// reaches a terminal state rather than parking.
return "applied", "That piece was already at full condition.", false
}
if !p.euro.HasExternalTx(guid) {
ok, _, err := p.euro.DebitIdem(uid, float64(cost), "adventure_repair", guid)
if err != nil {
return "", "", true
}
if !ok {
return "rejected_insufficient_funds", fmt.Sprintf("The repair costs €%d and you can't cover it.", cost), false
}
}
eq.Condition = 100
if err := saveAdvEquipment(uid, eq); err != nil {
return "", "", true // retry; the idempotent debit means no double-charge
}
return "applied", fmt.Sprintf("Repaired your %s for €%d.", eq.Name, cost), false
}
// buildEquipSlotViews is the owner-only snapshot of the 5 standard slots the web
// management panel renders from. Worn masterwork/arena pieces surface here (via
// CanTakeOff), not in the magic Equipped set. An upgrade is offered only over a
// plain shop-tier slot below max — a special piece is taken off, not shop-upgraded.
func buildEquipSlotViews(uid id.UserID) []peteclient.EquipSlotView {
equip, err := loadAdvEquipment(uid)
if err != nil {
return nil
}
var out []peteclient.EquipSlotView
for _, slot := range allSlots {
eq := equip[slot]
if eq == nil {
continue
}
v := peteclient.EquipSlotView{
Slot: string(slot),
Name: eq.Name,
Tier: eq.Tier,
Condition: eq.Condition,
Masterwork: eq.Masterwork,
ArenaTier: eq.ArenaTier,
CanTakeOff: eq.Masterwork || eq.ArenaTier > 0,
RepairCost: blacksmithRepairCost(eq),
}
if !eq.Masterwork && eq.ArenaTier == 0 && eq.Tier < 5 {
next := equipmentTiers[slot][eq.Tier+1]
v.NextTier = next.Tier
v.NextName = next.Name
v.NextPrice = next.Price
}
out = append(out, v)
}
return out
}
// masterworkEquipDetail turns a masterwork/arena equip outcome into the verdict
// note Pete shows.
func masterworkEquipDetail(out mwEquipOutcome) string {
kind := "masterwork"
if out.Arena {
kind = "arena"
}
b := fmt.Sprintf("Now worn in your %s slot (%s T%d).", out.Slot, kind, out.Tier)
if out.SwappedBack != "" {
b += fmt.Sprintf(" %s went back to your pack.", out.SwappedBack)
}
return b
}
// isEquipmentSlot reports whether a slot string names one of the 5 standard slots.
// The magic DnD slots and the standard slots are disjoint vocabularies, so this
// alone routes an unequip to the right path.
func isEquipmentSlot(slot string) bool {
for _, s := range allSlots {
if string(s) == slot {
return true
}
}
return false
}