Files
gogobee/internal/plugin/adventure_character.go
prosolis 01d2329993 Auto-walk: gate on fork/rest, slow cadence, credit DnD streak
Four fixes for the auto-walk loop that was re-clearing the same room
every 15 min while a fork was pending, ignoring the rest lockout, and
not counting expedition activity toward the daily streak:

- advanceOnceWithOpts / runAutopilotWalk now short-circuit to stopFork
  when NodeChoices has a pending fork. Stops phantom kills + duplicate
  loot drops + fork re-prompts on the same cleared room.
- fireExpeditionAutoRuns honors restingLockoutRemaining so the
  background ticker no longer walks through a long rest.
- autoRunCooldown 15m -> 2h, autoRunTickInterval 5m -> 15m. Auto-walk
  DMs are now a once-in-a-while ping, not a steady drip.
- markActedToday + HasActedToday recognise LastActionDate. Wired into
  !rest short/long, !expedition start/abandon, !extract, foreground
  !zone advance, and !zone go so DnD-side activity credits the streak
  even when the expedition ends before midnight.

(cherry picked from commit 9e27fd8257a4c92150ad584b393bf5a72270b82c)
2026-05-21 23:56:23 -07:00

727 lines
26 KiB
Go

package plugin
import (
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// ── Equipment Slot Constants ─────────────────────────────────────────────────
type EquipmentSlot string
const (
SlotWeapon EquipmentSlot = "weapon"
SlotArmor EquipmentSlot = "armor"
SlotHelmet EquipmentSlot = "helmet"
SlotBoots EquipmentSlot = "boots"
SlotTool EquipmentSlot = "tool"
)
var allSlots = []EquipmentSlot{SlotWeapon, SlotArmor, SlotHelmet, SlotBoots, SlotTool}
// ── Core Types ───────────────────────────────────────────────────────────────
type AdventureCharacter struct {
UserID id.UserID
DisplayName string
CombatLevel int
MiningSkill int
ForagingSkill int
FishingSkill int // v2
CombatXP int
MiningXP int
ForagingXP int
FishingXP int // v2
Alive bool
DeadUntil *time.Time
ActionTakenToday bool
HolidayActionTaken bool
CombatActionsUsed int
HarvestActionsUsed int
ArenaWins int // v2
ArenaLosses int // v2
InvasionScore int // v2
Title string // v2
CurrentStreak int
BestStreak int
LastActionDate string
GrudgeLocation string
CreatedAt time.Time
LastActiveAt time.Time
DeathReprieveLast *time.Time
MasterworkDropsReceived int
RivalPool int
RivalUnlockedNotified bool
BabysitActive bool
BabysitExpiresAt *time.Time
BabysitSkillFocus string
HospitalVisits int
RobbieVisitCount int
LastDeathDate string
LastPardonUsed *time.Time
MistyLastSeen *time.Time
ArinaLastSeen *time.Time
MistyBuffExpires *time.Time
MistyDebuffExpires *time.Time
ArinaBuffExpires *time.Time
NPCMsgCount int
NPCMsgCountDate string
MistyRollTarget int
ArinaRollTarget int
// Housing
HouseTier int
HouseLoanBalance int
HouseLoanFrozen bool
HouseMissedPayments int
HouseAutopay bool
HouseCurrentRate float64
// Pets
PetType string
PetName string
PetXP int
PetLevel int
PetArmorTier int
PetChasedAway bool
PetReactivated bool
PetArrived bool
MistyEncounterCount int
MistyDonatedCount int
ThomAnimalLineFired bool
PetSupplyShopUnlocked bool
PetLevel10Date string
PetMorningDefense bool
AutoBabysit bool
AutoBabysitFocus string // mining|fishing|foraging — preferred skill for auto-babysit; "" defaults to weakest
TreasuresLocked bool // when true, treasure drops at cap are refused instead of auto-swapping
StreakDecayed bool
CraftsSucceeded int
DeathSource string // "adventure" | "arena" | "" (legacy/unknown — treated as adventure)
DeathLocation string // human-readable location of last death; cleared on revive is not required
}
type AdvEquipment struct {
Slot EquipmentSlot
Tier int
Condition int
Name string
ActionsUsed int
ArenaTier int
ArenaSet string
Masterwork bool
SkillSource string
}
type AdvItem struct {
ID int64
Name string
Type string // ore, wood, fruit, treasure, gem, MasterworkGear
Tier int
Value int64
Slot EquipmentSlot // non-empty for MasterworkGear
SkillSource string // non-empty for MasterworkGear
}
type AdvBuff struct {
ID int64
UserID id.UserID
BuffType string
BuffName string
Modifier float64
ExpiresAt time.Time
}
// ── Equipment Tier Definitions ───────────────────────────────────────────────
type EquipmentDef struct {
Name string
Tier int
Description string
Price float64
}
var equipmentTiers = map[EquipmentSlot][]EquipmentDef{
SlotWeapon: {
{Name: "Basic Ass Sword", Tier: 0, Description: "It's a sword in the same way a parking ticket is legal documentation. A profound object of shame.", Price: 0},
{Name: "Sad Iron Sword", Tier: 1, Description: "It's iron. It holds an edge if you squint. An improvement over the last thing in the same way a bruise improves on a fracture.", Price: 100},
{Name: "Dull Steel Sword of Mediocrity", Tier: 2, Description: "Steel, technically. Holds an edge longer than the last one, which isn't saying much. A sword for someone who has given up dreaming but not yet given up entirely.", Price: 450},
{Name: "Sword (It's Fine)", Tier: 3, Description: "Fine. It's a fine sword. Not good. Not impressive. Nobody will write songs about it. It will not let you down in a straightforward fight.", Price: 1500},
{Name: "Enchanted Blade", Tier: 4, Description: "Enchanted. Glows faintly, hums with something that feels like intent. For the first time in your miserable adventuring career, the weapon is not the problem.", Price: 7500},
{Name: "Vorpal Sword", Tier: 5, Description: "Vorpal. You know what it does. The things in the dark know too. They remember the last person who carried this.", Price: 30000},
},
SlotArmor: {
{Name: "Shitty Armor", Tier: 0, Description: "Offers the protection of a strongly-worded letter. Looks worse than it sounds.", Price: 0},
{Name: "Leather Scraps (Stitched)", Tier: 1, Description: "Leather. Most of it. Keeps the wind out and occasionally a very polite blade.", Price: 100},
{Name: "Embarrassing Chain Mail", Tier: 2, Description: "Chain mail. Heavy, loud, and genuinely better than dying, which is its only selling point and honestly sufficient.", Price: 450},
{Name: "Armor (Functional, Ugly)", Tier: 3, Description: "Plate armor. Heavy as bad decisions, protective as a real piece of equipment. Doesn't fit great. Works fine.", Price: 1500},
{Name: "Enchanted Plate", Tier: 4, Description: "Enchanted plate. Lighter than it has any right to be, tougher than physics should allow. You feel, for the first time, like someone who is supposed to be doing this.", Price: 7500},
{Name: "Dragonscale", Tier: 5, Description: "Dragonscale. An actual dragon died for this. Someone killed it. Maybe you, eventually. For now you wear the proof that such things are possible.", Price: 30000},
},
SlotHelmet: {
{Name: "Goddamn Offensive Helmet", Tier: 0, Description: "Bad for your head. An insult to everyone in the immediate vicinity.", Price: 0},
{Name: "Iron Pot with Eyeholes", Tier: 1, Description: "Someone used this as a chamber pot before it was a helmet. There are theories. It has eyeholes now.", Price: 75},
{Name: "Helmet of Questionable Provenance", Tier: 2, Description: "The scratches were there when you bought it. The steel is sound. Nobody will compliment this helmet.", Price: 350},
{Name: "Helm of Unremarkable Adequacy", Tier: 3, Description: "Reinforced. Fitted, roughly. Doesn't make you look competent but stops the top of your head from becoming someone else's problem.", Price: 1200},
{Name: "Guardian's Helm", Tier: 4, Description: "Guardian-grade. This helm has seen real battles, kept real heads intact, and carries itself with the quiet dignity you are only just beginning to deserve.", Price: 6000},
{Name: "Crown of the Fallen", Tier: 5, Description: "Crown of the Fallen. Every previous owner died in it. None of them died because of it. It will outlast you too.", Price: 25000},
},
SlotBoots: {
{Name: "Knobby-Ass Boots", Tier: 0, Description: "The knobs are not a feature. Nobody knows what they are. Stop looking at them.", Price: 0},
{Name: "Dead Man's Boots", Tier: 1, Description: "Taken off a corpse. The corpse didn't need them. You do. Don't think about it too hard.", Price: 75},
{Name: "Boots of Mild Discomfort", Tier: 2, Description: "They've been places. Bad places. Places that did things to the leather you'd rather not examine. They'll hold together. Probably.", Price: 350},
{Name: "Boots of Getting There Eventually", Tier: 3, Description: "Light enough. Grip is decent. Built for someone who moves with purpose, which you are in the process of becoming.", Price: 1200},
{Name: "Ranger's Boots", Tier: 4, Description: "Ranger's boots. You move quieter. Faster. Longer. The ground cooperates. The forest notices. Something has shifted.", Price: 6000},
{Name: "Boots of the Wind", Tier: 5, Description: "The wind doesn't slow you. Terrain offers suggestions you are free to decline. These boots are an affront to the concept of obstacles.", Price: 25000},
},
SlotTool: {
{Name: "Rusted PoS Pickaxe", Tier: 0, Description: "Technically a pickaxe. That is the single nicest thing anyone can say about it.", Price: 0},
{Name: "Dull Copper Pickaxe", Tier: 1, Description: "Copper. Soft. Gets the job done if you hit very hard and the ore is feeling cooperative.", Price: 100},
{Name: "Chipped Iron Pickaxe", Tier: 2, Description: "Iron. Chipped to hell but bites the rock with something approaching intention. A pickaxe that exists and functions.", Price: 450},
{Name: "Serviceable Steel Pickaxe", Tier: 3, Description: "Steel, properly weighted, properly edged. The mountain will acknowledge this pickaxe. Not respect it. Acknowledge it.", Price: 1500},
{Name: "Mithril Pickaxe", Tier: 4, Description: "Mithril. Weighs nothing. Hits like consequence. Ores don't resist so much as rearrange themselves out of respect.", Price: 7500},
{Name: "Diamond Pickaxe", Tier: 5, Description: "Diamond. Breaks anything short of fate and occasionally that too. The only limits left are your arm, your nerve, and the number of hours in a day.", Price: 30000},
},
}
// tier0Equipment returns the name for a given slot at tier 0.
func tier0Equipment(slot EquipmentSlot) string {
return equipmentTiers[slot][0].Name
}
// equipmentDefByTier returns the definition for a slot at a given tier.
func equipmentDefByTier(slot EquipmentSlot, tier int) EquipmentDef {
defs := equipmentTiers[slot]
if tier < 0 || tier >= len(defs) {
return defs[0]
}
return defs[tier]
}
// ── Arena Gear Helpers ──────────────────────────────────────────────────────
// advEquippedArenaSets returns the unique arena set names currently equipped.
func advEquippedArenaSets(equip map[EquipmentSlot]*AdvEquipment) map[string]bool {
sets := make(map[string]bool)
for _, eq := range equip {
if eq.ArenaSet != "" {
sets[eq.ArenaSet] = true
}
}
return sets
}
// advMasterworkSkillBonus returns true if any equipped masterwork piece's
// SkillSource matches the given activity type.
func advMasterworkSkillBonus(equip map[EquipmentSlot]*AdvEquipment, activity AdvActivityType) bool {
source := ""
switch activity {
case AdvActivityMining:
source = "mining"
case AdvActivityFishing:
source = "fishing"
case AdvActivityForaging:
source = "foraging"
}
if source == "" {
return false
}
for _, eq := range equip {
if eq.Masterwork && eq.SkillSource == source {
return true
}
}
return false
}
// DeathReprieveAvailable returns true if the Sovereign Death's Reprieve
// cooldown has expired (or was never triggered).
func (c *AdventureCharacter) DeathReprieveAvailable() bool {
if c.DeathReprieveLast == nil {
return true
}
return time.Since(*c.DeathReprieveLast) >= 168*time.Hour
}
// PardonAvailable returns true if the chat level death pardon cooldown
// has expired (or was never triggered). 7-day rolling cooldown.
func (c *AdventureCharacter) PardonAvailable() bool {
if c.LastPardonUsed == nil {
return true
}
return time.Since(*c.LastPardonUsed) >= 168*time.Hour
}
// Kill marks the character as dead with a 6-hour respawn timer. source is
// "adventure" or "arena"; location is a human-readable place name used by the
// daily report and standout-loss flavor.
func (c *AdventureCharacter) Kill(source, location string) {
c.Alive = false
deadUntil := time.Now().UTC().Add(6 * time.Hour)
c.DeadUntil = &deadUntil
c.LastDeathDate = time.Now().UTC().Format("2006-01-02")
c.DeathSource = source
c.DeathLocation = location
}
// HasPet returns true if the player has an active pet (not chased away).
func (c *AdventureCharacter) HasPet() bool {
return c.PetType != "" && c.PetArrived && !c.PetChasedAway
}
// HasHouse returns true if the player has purchased at least a base house.
func (c *AdventureCharacter) HasHouse() bool {
return c.HouseTier > 0 || c.HouseLoanBalance > 0
}
// HouseHPBonus returns the HP bonus percentage from housing tier.
// Tier 1 (Base) = +0%, Tier 2 (Livable) = +5%, Tier 3 (Comfortable) = +12%, Tier 4 (Established) = +20%
func (c *AdventureCharacter) HouseHPBonus() float64 {
switch c.HouseTier {
case 2:
return 0.05
case 3:
return 0.12
case 4:
return 0.20
default:
return 0
}
}
// ── Action Economy ──────────────────────────────────────────────────────────
const maxCombatActions = 1
const maxHarvestActions = 3
func (c *AdventureCharacter) CanDoCombat(isHoliday bool) bool {
max := maxCombatActions
if isHoliday {
max++
}
return c.CombatActionsUsed < max
}
func (c *AdventureCharacter) CanDoHarvest(isHoliday bool) bool {
max := maxHarvestActions
if isHoliday {
max++
}
return c.HarvestActionsUsed < max
}
func (c *AdventureCharacter) HasActedToday() bool {
if c.CombatActionsUsed > 0 || c.HarvestActionsUsed > 0 {
return true
}
// DnD-side flows (expedition / zone / rest / autopilot) don't touch
// the legacy action counters; they credit the day via LastActionDate
// instead. Honor that so a player who ran an expedition all day and
// extracted before midnight still counts as having acted.
return c.LastActionDate == time.Now().UTC().Format("2006-01-02")
}
// markActedToday stamps the player's LastActionDate to today so the
// midnight reset credits the day. Safe to call on every DnD-side action;
// no-ops if the date is already today.
func markActedToday(userID id.UserID) {
today := time.Now().UTC().Format("2006-01-02")
c, err := loadAdvCharacter(userID)
if err != nil || c == nil {
return
}
if c.LastActionDate == today {
return
}
c.LastActionDate = today
_ = saveAdvCharacter(c)
}
func (c *AdventureCharacter) AllActionsUsed(isHoliday bool) bool {
return !c.CanDoCombat(isHoliday) && !c.CanDoHarvest(isHoliday)
}
func isCombatActivity(activity AdvActivityType) bool {
return activity == AdvActivityDungeon
}
func isHarvestActivity(activity AdvActivityType) bool {
return activity == AdvActivityMining || activity == AdvActivityForaging || activity == AdvActivityFishing
}
// ── Equipment Score ──────────────────────────────────────────────────────────
func advEquipmentScore(equip map[EquipmentSlot]*AdvEquipment) float64 {
score := 0.0
arenaSets := advEquippedArenaSets(equip)
for _, slot := range allSlots {
eq, ok := equip[slot]
if !ok {
continue
}
contrib := advEffectiveTier(eq)
if slot == SlotWeapon {
contrib *= 2
}
// Condition modifier: below 50 halves contribution
if eq.Condition < 50 {
contrib /= 2
}
score += contrib
}
// Champion's set: Commanding Presence — +10% equipment score
if arenaSets["champions"] {
score *= 1.10
}
return score
}
// advEffectiveTier returns the effective tier of a piece of equipment,
// accounting for Masterwork (1.25x) and Arena (1.5x) bonuses.
func advEffectiveTier(eq *AdvEquipment) float64 {
if eq == nil {
return 0
}
if eq.ArenaTier > 0 {
return float64(eq.Tier) * 1.5
}
if eq.Masterwork {
return float64(eq.Tier) * 1.25
}
return float64(eq.Tier)
}
// ── XP & Level-Up ────────────────────────────────────────────────────────────
const maxAdvLevel = 50
// xpToNextLevel returns XP needed to advance from level to level+1.
func xpToNextLevel(level int) int {
return 100 + (level * 3)
}
// checkAdvLevelUp checks if a character leveled up in the given skill and applies it.
// Returns whether a level-up occurred and the new level.
//
// Combat is special-cased: once a player has confirmed a D&D character,
// combat_level freezes. dnd_level (driven by dnd_xp via grantDnDXP) is
// canonical going forward. Combat XP still accrues into combat_xp for
// historical display, but never causes combat_level to advance.
// Skill levels (mining/foraging/fishing) are unaffected and continue to
// progress on their own track per v1.1 §4.
func checkAdvLevelUp(char *AdventureCharacter, skill string) (bool, int) {
if skill == "combat" && HasCompletedSetup(char.UserID) {
return false, char.CombatLevel
}
var xp *int
var level *int
switch skill {
case "combat":
xp = &char.CombatXP
level = &char.CombatLevel
case "mining":
xp = &char.MiningXP
level = &char.MiningSkill
case "foraging":
xp = &char.ForagingXP
level = &char.ForagingSkill
case "fishing":
xp = &char.FishingXP
level = &char.FishingSkill
default:
return false, 0
}
if *level >= maxAdvLevel {
return false, *level
}
leveled := false
for *level < maxAdvLevel {
needed := xpToNextLevel(*level)
if *xp < needed {
break
}
*xp -= needed
*level++
leveled = true
}
return leveled, *level
}
// ── DB CRUD ──────────────────────────────────────────────────────────────────
func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
d := db.Get()
var uid string
if err := d.QueryRow(
`SELECT user_id FROM player_meta WHERE user_id = ?`,
string(userID),
).Scan(&uid); err != nil {
return nil, err
}
c := &AdventureCharacter{UserID: id.UserID(uid), Alive: true}
applyPlayerMetaOverlay(c)
return c, nil
}
func createAdvCharacter(userID id.UserID, displayName string) error {
d := db.Get()
tx, err := d.Begin()
if err != nil {
return err
}
defer tx.Rollback()
// Adv 2.0 Phase L5 close-out: player_meta is the canonical seed row.
// adventure_characters is no longer written; loadAdvCharacter sources
// the user_id from player_meta and overlays every subsystem's state.
if _, err = tx.Exec(
`INSERT INTO player_meta (user_id, display_name, created_at, last_active_at, alive)
VALUES (?, ?, CURRENT_TIMESTAMP, CURRENT_TIMESTAMP, 1)
ON CONFLICT(user_id) DO UPDATE SET display_name = excluded.display_name`,
string(userID), displayName,
); err != nil {
return err
}
// Create tier-0 equipment in all slots
for _, slot := range allSlots {
def := equipmentTiers[slot][0]
_, err = tx.Exec(`
INSERT INTO adventure_equipment (user_id, slot, tier, condition, name, actions_used, arena_tier, arena_set, masterwork, skill_source)
VALUES (?, ?, 0, 100, ?, 0, 0, '', 0, '')`, string(userID), string(slot), def.Name)
if err != nil {
return err
}
}
return tx.Commit()
}
// saveAdvCharacter persists every mutable AdventureCharacter field to
// player_meta. Phase L5h: the legacy adventure_characters UPDATE has been
// retired — the row is now read-only after createAdvCharacter seeds it,
// and saveAdvCharacter routes the entire mutable state set through the
// per-subsystem player_meta upserts. LastActiveAt is auto-bumped to mirror
// the previous CURRENT_TIMESTAMP semantics on save.
func saveAdvCharacter(char *AdventureCharacter) error {
char.LastActiveAt = time.Now().UTC()
return upsertAllPlayerMetaFromAdvChar(char)
}
func boolToInt(b bool) int {
if b {
return 1
}
return 0
}
func loadAdvEquipment(userID id.UserID) (map[EquipmentSlot]*AdvEquipment, error) {
d := db.Get()
rows, err := d.Query(`
SELECT slot, tier, condition, name, actions_used, arena_tier, arena_set, masterwork, skill_source
FROM adventure_equipment WHERE user_id = ?`, string(userID))
if err != nil {
return nil, err
}
defer rows.Close()
equip := make(map[EquipmentSlot]*AdvEquipment)
for rows.Next() {
e := &AdvEquipment{}
var slot string
var mw int
if err := rows.Scan(&slot, &e.Tier, &e.Condition, &e.Name, &e.ActionsUsed, &e.ArenaTier, &e.ArenaSet, &mw, &e.SkillSource); err != nil {
return nil, err
}
e.Slot = EquipmentSlot(slot)
e.Masterwork = mw == 1
equip[e.Slot] = e
}
return equip, rows.Err()
}
func saveAdvEquipment(userID id.UserID, eq *AdvEquipment) error {
d := db.Get()
mw := 0
if eq.Masterwork {
mw = 1
}
_, err := d.Exec(`
UPDATE adventure_equipment
SET tier = ?, condition = ?, name = ?, actions_used = ?, arena_tier = ?, arena_set = ?, masterwork = ?, skill_source = ?
WHERE user_id = ? AND slot = ?`,
eq.Tier, eq.Condition, eq.Name, eq.ActionsUsed, eq.ArenaTier, eq.ArenaSet, mw, eq.SkillSource,
string(userID), string(eq.Slot))
return err
}
func loadAdvInventory(userID id.UserID) ([]AdvItem, error) {
d := db.Get()
rows, err := d.Query(`
SELECT id, name, item_type, tier, value, slot, skill_source
FROM adventure_inventory WHERE user_id = ?
ORDER BY tier DESC, value DESC`, string(userID))
if err != nil {
return nil, err
}
defer rows.Close()
var items []AdvItem
for rows.Next() {
var it AdvItem
var slot string
if err := rows.Scan(&it.ID, &it.Name, &it.Type, &it.Tier, &it.Value, &slot, &it.SkillSource); err != nil {
return nil, err
}
it.Slot = EquipmentSlot(slot)
items = append(items, it)
}
return items, rows.Err()
}
func addAdvInventoryItem(userID id.UserID, item AdvItem) error {
d := db.Get()
_, err := d.Exec(`
INSERT INTO adventure_inventory (user_id, name, item_type, tier, value, slot, skill_source)
VALUES (?, ?, ?, ?, ?, ?, ?)`,
string(userID), item.Name, item.Type, item.Tier, item.Value, string(item.Slot), item.SkillSource)
return err
}
func removeAdvInventoryItem(itemID int64) error {
d := db.Get()
_, err := d.Exec(`DELETE FROM adventure_inventory WHERE id = ?`, itemID)
return err
}
func clearAdvInventory(userID id.UserID) ([]AdvItem, error) {
items, err := loadAdvInventory(userID)
if err != nil {
return nil, err
}
d := db.Get()
_, err = d.Exec(`DELETE FROM adventure_inventory WHERE user_id = ?`, string(userID))
if err != nil {
return nil, err
}
return items, nil
}
func advInventoryCount(userID id.UserID) int {
d := db.Get()
var count int
_ = d.QueryRow(`SELECT COUNT(*) FROM adventure_inventory WHERE user_id = ?`, string(userID)).Scan(&count)
return count
}
func loadAllAdvCharacters() ([]AdventureCharacter, error) {
d := db.Get()
rows, err := d.Query(`SELECT user_id FROM player_meta`)
if err != nil {
return nil, err
}
var uids []string
for rows.Next() {
var uid string
if err := rows.Scan(&uid); err != nil {
rows.Close()
return nil, err
}
uids = append(uids, uid)
}
rows.Close()
if err := rows.Err(); err != nil {
return nil, err
}
chars := make([]AdventureCharacter, 0, len(uids))
for _, uid := range uids {
c := AdventureCharacter{UserID: id.UserID(uid), Alive: true}
applyPlayerMetaOverlay(&c)
chars = append(chars, c)
}
return chars, nil
}
func logAdvActivity(userID id.UserID, activityType, location, outcome string, lootValue int64, xpGained int, flavorKey string) {
db.Exec("adventure: log activity",
`INSERT INTO adventure_activity_log (user_id, activity_type, location, outcome, loot_value, xp_gained, flavor_key)
VALUES (?, ?, ?, ?, ?, ?, ?)`,
string(userID), activityType, location, outcome, lootValue, xpGained, flavorKey)
}
// ── Buff CRUD ────────────────────────────────────────────────────────────────
func loadAdvActiveBuffs(userID id.UserID) ([]AdvBuff, error) {
d := db.Get()
rows, err := d.Query(`
SELECT id, user_id, buff_type, buff_name, modifier, expires_at
FROM adventure_buffs
WHERE user_id = ? AND expires_at > CURRENT_TIMESTAMP`, string(userID))
if err != nil {
return nil, err
}
defer rows.Close()
var buffs []AdvBuff
for rows.Next() {
var b AdvBuff
if err := rows.Scan(&b.ID, &b.UserID, &b.BuffType, &b.BuffName, &b.Modifier, &b.ExpiresAt); err != nil {
return nil, err
}
buffs = append(buffs, b)
}
return buffs, rows.Err()
}
func addAdvBuff(userID id.UserID, buffType, buffName string, modifier float64, expiresAt time.Time) error {
d := db.Get()
_, err := d.Exec(`
INSERT INTO adventure_buffs (user_id, buff_type, buff_name, modifier, expires_at)
VALUES (?, ?, ?, ?, ?)`,
string(userID), buffType, buffName, modifier, expiresAt)
return err
}
func pruneAdvExpiredBuffs() error {
d := db.Get()
_, err := d.Exec(`DELETE FROM adventure_buffs WHERE expires_at < CURRENT_TIMESTAMP`)
return err
}
// ── Today's Activity Log ─────────────────────────────────────────────────────
type AdvDayLog struct {
UserID id.UserID
ActivityType string
Location string
Outcome string
LootValue int64
XPGained int
}
func loadAdvLogsForDate(date string) ([]AdvDayLog, error) {
d := db.Get()
rows, err := d.Query(`
SELECT user_id, activity_type, COALESCE(location,''), outcome, loot_value, xp_gained
FROM adventure_activity_log
WHERE logged_at >= ? AND logged_at < DATE(?, '+1 day')
ORDER BY logged_at`, date, date)
if err != nil {
return nil, err
}
defer rows.Close()
var logs []AdvDayLog
for rows.Next() {
var l AdvDayLog
if err := rows.Scan(&l.UserID, &l.ActivityType, &l.Location, &l.Outcome, &l.LootValue, &l.XPGained); err != nil {
return nil, err
}
logs = append(logs, l)
}
return logs, rows.Err()
}