Files
gogobee/internal/plugin/adventure_robbie.go
T
prosolis 71b97763ce robbie: pay for the haul, not just for showing up
The gift was one consumable every 10th visit, flat. A visit is a 40%
daily roll, so that works out to one item per ~25 real days — and it paid
exactly the same for a stockpile of sixty items as it did for one rock.
The player controls volume, not visit count, so volume is what the new
track pays on: one consumable per 15 items carried off, capped at 3,
stacking with the existing loyalty gift.

Also stop Robbie stealing thieves' tools. He skips keys already, for
exactly this reason — a key is bought to open something later, and a
bandit who pockets it between the purchase and the door has taken the
thing the player paid to still have. Tools are the same shape of promise.
2026-07-20 23:52:03 -07:00

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package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// ── Robbie the Friendly Bandit ───────────────────────────────────────────────
//
// Robbie is an automated NPC who visits players at a random hour each day,
// takes sub-tier inventory items, leaves €50 per item, donates everything
// to the community pot, and occasionally drops a Get Out of Medical Debt
// Free card when collecting Masterwork gear.
// In-memory target hour — picked fresh each day, regenerated on restart.
var (
robbieTargetHour int = -1
robbieTargetDay string // "2006-01-02"
)
// ── Ticker ───────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) robbieTicker() {
ticker := time.NewTicker(1 * time.Minute)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
now := time.Now().UTC()
dateKey := now.Format("2006-01-02")
// At midnight (or first tick of the day), pick today's target hour.
if robbieTargetDay != dateKey {
robbieTargetHour = 8 + rand.IntN(14) // 821 inclusive
robbieTargetDay = dateKey
slog.Info("adventure: robbie target hour set", "hour", robbieTargetHour, "date", dateKey)
}
if now.Hour() < robbieTargetHour {
continue
}
jobName := "adventure_robbie"
if db.JobCompleted(jobName, dateKey) {
continue
}
slog.Info("adventure: robbie sweep starting")
p.robbieVisitAll()
db.MarkJobCompleted(jobName, dateKey)
}
}
}
// ── Visit All Players ────────────────────────────────────────────────────────
func (p *AdventurePlugin) robbieVisitAll() {
chars, err := loadAllAdvCharacters()
if err != nil {
slog.Error("adventure: robbie: failed to load characters", "err", err)
return
}
rand.Shuffle(len(chars), func(i, j int) { chars[i], chars[j] = chars[j], chars[i] })
for i, char := range chars {
if !char.Alive {
continue
}
// Jitter between players to avoid Matrix rate limits.
if i > 0 {
time.Sleep(time.Duration(1000+rand.IntN(2000)) * time.Millisecond)
}
name, _ := loadDisplayName(char.UserID)
p.robbieVisitPlayer(char.UserID, name)
}
}
// ── Single Player Visit ──────────────────────────────────────────────────────
func (p *AdventurePlugin) robbieVisitPlayer(userID id.UserID, displayName string) {
mu := p.advUserLock(userID)
mu.Lock()
defer mu.Unlock()
// Load inventory + equipped gear
inv, err := loadAdvInventory(userID)
if err != nil {
return
}
equip, err := loadAdvEquipment(userID)
if err != nil {
return
}
// Find qualifying items
qualifying := robbieQualifyingItems(inv, equip)
if len(qualifying) == 0 {
return
}
// 40% chance of visiting
if rand.Float64() >= 0.40 {
return
}
// Execute the visit — collect items
var totalPayout int64
var communityTotal int64
var masterworkTaken bool
var takenItems []AdvItem
for _, item := range qualifying {
if err := removeAdvInventoryItem(item.ID); err != nil {
slog.Error("adventure: robbie: failed to remove item", "item_id", item.ID, "err", err)
continue
}
takenItems = append(takenItems, item)
payout := item.Value / 4
if payout < 1 {
payout = 1
}
totalPayout += payout
communityTotal += item.Value
if item.Type == "MasterworkGear" {
masterworkTaken = true
}
}
if len(takenItems) == 0 {
return
}
// Credit player
p.euro.Credit(userID, float64(totalPayout), "robbie_handling_fee")
// Donate to community pot
if communityTotal > 0 {
communityPotAdd(int(communityTotal))
}
// Handle Get Out of Medical Debt Free card
hasCard := robbiePlayerHasCard(userID)
gaveCard := false
if masterworkTaken && !hasCard {
_ = addAdvInventoryItem(userID, AdvItem{
Name: "Get Out of Medical Debt Free",
Type: "card",
Tier: 0,
Value: 0,
})
gaveCard = true
}
// Update visit count and work out what he leaves behind.
var leftGifts []AdvItem
char, err := loadAdvCharacter(userID)
if err == nil {
char.RobbieVisitCount++
// Use the canonical DnD level (like the arena's tier gate), not the
// frozen legacy CombatLevel — that snapshots at 13 once D&D setup
// completes, so reading it here would peg every gift at tier 1.
tier := robbieGiftTier(arenaDnDLevelOrZero(userID))
for range robbieGiftCount(char.RobbieVisitCount, len(takenItems)) {
gifts := consumableCache(tier, 1)
if len(gifts) == 0 {
break
}
if err := addAdvInventoryItem(userID, gifts[0]); err == nil {
leftGifts = append(leftGifts, gifts[0])
}
}
_ = saveAdvCharacter(char)
_ = upsertPlayerMetaNPCState(userID, npcStateFromAdvChar(char))
}
// Send DM
dm := renderRobbieDM(userID, takenItems, totalPayout, masterworkTaken, gaveCard, leftGifts)
if err := p.SendDM(userID, dm); err != nil {
slog.Error("adventure: robbie: failed to send DM", "user", userID, "err", err)
}
// Room announcement — but not for a player who isn't there.
//
// A bored adventurer (gogobee_boredom_plan.md) auto-harvests ore and junk
// into inventory on every run, and Robbie takes all of it, every day. Left
// alone, each abandoned character would file a public bulletin every single
// day, indefinitely, about somebody who stopped playing weeks ago. He still
// visits and still pays — that income is what keeps the neglected adventurer
// walking — he just doesn't announce a house with nobody in it.
if playerIsIdle(userID, time.Now().UTC()) {
return
}
gr := gamesRoom()
if gr != "" {
announcement := renderRobbieRoomAnnouncement(displayName, len(takenItems), totalPayout, masterworkTaken, gaveCard)
p.SendMessage(gr, announcement)
}
}
// ── Qualifying Items ─────────────────────────────────────────────────────────
func robbieQualifyingItems(inv []AdvItem, equip map[EquipmentSlot]*AdvEquipment) []AdvItem {
var result []AdvItem
for _, item := range inv {
// Never touch Arena gear, cards, consumables, keys, or tools.
// Consumables are a player-curated stockpile (crafted or dropped);
// selling them is an explicit decision the player must make themselves.
// Keys are cross-zone unlock tokens (N5/D4) that must persist in
// inventory to open their vault later — sweeping one permanently breaks
// that unlock. Tools are the same shape of promise: thieves' tools are
// bought precisely so a locked fork can be opened *later*, and a bandit
// who pockets them between the purchase and the door has taken the
// thing the player paid to still have.
switch item.Type {
case "ArenaGear", "card", "consumable", "key", thievesToolsItemType:
continue
}
// Non-gear items (ores, fish, junk, treasure, etc.) — always take
if item.Slot == "" {
result = append(result, item)
continue
}
// Slotted gear — check against equipped piece
eq, hasSlot := equip[item.Slot]
if !hasSlot {
continue
}
if item.Type == "MasterworkGear" {
// Take MW items only if equipped piece in same slot is also MW
// and has effective tier >= this item's effective tier.
if eq.Masterwork && advEffectiveTier(eq) >= float64(item.Tier)*1.25 {
result = append(result, item)
}
} else {
// Regular shop gear: take if item tier < equipped tier
if item.Tier < eq.Tier {
result = append(result, item)
}
}
}
return result
}
// ── Card Check ───────────────────────────────────────────────────────────────
func robbiePlayerHasCard(userID id.UserID) bool {
inv, err := loadAdvInventory(userID)
if err != nil {
return false
}
for _, item := range inv {
if item.Type == "card" && item.Name == "Get Out of Medical Debt Free" {
return true
}
}
return false
}
// ── DM Rendering ─────────────────────────────────────────────────────────────
// robbieGiftEveryNVisits is how often Robbie leaves a consumable behind on the
// loyalty track alone, independent of how much he hauled off.
const robbieGiftEveryNVisits = 10
// robbieHaulPerGift is how many items one visit has to be worth before Robbie
// leaves something for the trouble, and robbieMaxHaulGifts caps how generous a
// single monster haul can get.
//
// The loyalty track on its own was far too thin to read as a reward: a visit is
// a 40% daily roll, so every-10-visits works out to one consumable per ~25 real
// days — and it paid exactly the same for a stockpile of sixty items as it did
// for one rock. Volume is the thing the player actually controls, so volume is
// what the haul track pays on.
const (
robbieHaulPerGift = 15
robbieMaxHaulGifts = 3
)
// robbieGiftCount returns how many consumables Robbie leaves this visit: the
// every-Nth-visit loyalty gift plus one per robbieHaulPerGift items carried
// off, capped. Pure so the curve is testable without a DB or a Matrix stub.
func robbieGiftCount(visitCount, itemsTaken int) int {
n := 0
if visitCount > 0 && visitCount%robbieGiftEveryNVisits == 0 {
n++
}
if haul := itemsTaken / robbieHaulPerGift; haul > 0 {
n += min(haul, robbieMaxHaulGifts)
}
return n
}
// joinAnd renders a list as "a", "a and b", or "a, b and c".
func joinAnd(xs []string) string {
switch len(xs) {
case 0:
return ""
case 1:
return xs[0]
}
return strings.Join(xs[:len(xs)-1], ", ") + " and " + xs[len(xs)-1]
}
// robbieGiftTier maps a player's combat level to a consumable tier, matching
// the arena tier bands (13 / 47 / 812 / 1317 / 18+).
func robbieGiftTier(level int) int {
switch {
case level >= 18:
return 5
case level >= 13:
return 4
case level >= 8:
return 3
case level >= 4:
return 2
default:
return 1
}
}
func renderRobbieDM(userID id.UserID, items []AdvItem, total int64, mwTaken, gaveCard bool, leftGifts []AdvItem) string {
var sb strings.Builder
// Opening
opening, _ := advPickFlavor(robbieOpenings, userID, "robbie_opening")
if strings.Contains(opening, "%d") {
opening = fmt.Sprintf(opening, total)
}
sb.WriteString(opening)
sb.WriteString("\n\n")
// Itemized list
sb.WriteString("Items collected:\n\n")
cardShownOnLine := false
for _, item := range items {
emoji := slotEmoji(item.Slot)
payout := item.Value / 4
if payout < 1 {
payout = 1
}
if item.Type == "MasterworkGear" {
sb.WriteString(fmt.Sprintf(" %s %s (Masterwork T%d) → €%d", emoji, item.Name, item.Tier, payout))
if gaveCard && !cardShownOnLine {
sb.WriteString(" + 🃏 Get Out of Medical Debt Free card")
cardShownOnLine = true
}
} else {
sb.WriteString(fmt.Sprintf(" %s %s (T%d) → €%d", emoji, item.Name, item.Tier, payout))
}
sb.WriteByte('\n')
}
sb.WriteString(fmt.Sprintf("\nTotal left for you: €%d\n", total))
sb.WriteString("Everything else donated to the community pot. Good on ya.\n\n")
// Context line
if mwTaken {
if gaveCard {
sb.WriteString(robbieMasterworkGotCard)
} else {
sb.WriteString(robbieMasterworkAlreadyHas)
}
} else {
sb.WriteString(fmt.Sprintf(robbieAllShopGear, total))
}
sb.WriteString("\n\n")
// What he left behind: the every-10th-visit loyalty consumable (D2), the
// big-haul thank-you, or both rolled into one line. A single gift keeps the
// original loyalty phrasing; anything more is the haul talking.
if len(leftGifts) > 0 {
names := make([]string, 0, len(leftGifts))
for _, g := range leftGifts {
names = append(names, g.Name)
}
if len(names) == 1 {
sb.WriteString(fmt.Sprintf(robbieLeftConsumable, names[0]))
} else {
sb.WriteString(fmt.Sprintf(robbieLeftForTheHaul, joinAnd(names)))
}
sb.WriteString("\n\n")
}
// Closing
closing, _ := advPickFlavor(robbieClosings, userID, "robbie_closing")
sb.WriteString(closing)
return sb.String()
}
// ── Room Announcement ────────────────────────────────────────────────────────
func renderRobbieRoomAnnouncement(name string, count int, total int64, mwTaken, gaveCard bool) string {
if mwTaken && gaveCard {
return fmt.Sprintf(robbieRoomMasterworkCard, name, total)
}
if mwTaken && !gaveCard {
return fmt.Sprintf(robbieRoomMasterworkAlreadyHas, name, total)
}
return fmt.Sprintf(robbieRoomStandard, name, count, total)
}