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gogobee/internal/plugin/adventure_treasure.go
T
prosolis 3f9c338e67 adventure: give tier 6 a treasure rate, and stop it lying about near misses
advTreasureDropRates stopped at tier 5, so every Mythic-zone roll returned
nil before it reached a pool: postgame zones have dropped no treasure at
all since T6 shipped. Add the rate, deliberately above T5's rather than
continuing the downward curve — a Mythic run is gated behind L18 and both
T5 bosses, so the same declining rate would mean a postgame player never
sees one.

The rate alone drops nothing: there is no advAllTreasures[6] yet, and
writing those four items is content work, not a code fix. TODO in place
where the pool goes, and a test that goes red the day it lands.

An empty pool now reports a zero rate instead of the configured one. The
caller reads a close roll as "treasure: just missed" — with a rate but no
pool that DM fires on the rolls the player actually won, for a treasure
that cannot be won. Better to say nothing until there is something to win.
2026-07-25 10:33:59 -07:00

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package plugin
import (
"math/rand/v2"
"strings"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// ── Treasure Bonus Type (DB row) ─────────────────────────────────────────────
type AdvTreasureBonus struct {
TreasureKey string
Name string
Tier int
BonusType string
BonusValue float64
}
// ── Treasure Definition ──────────────────────────────────────────────────────
type AdvTreasureDef struct {
Key string
Name string
Tier int
Bonuses []advTreasureBonusDef
InventoryDesc string
RoomAnnounce string // non-empty for tier 5 and special items
}
type advTreasureBonusDef struct {
Type string
Value float64
}
type AdvTreasureDrop struct {
Def *AdvTreasureDef
}
// ── Drop Rates ───────────────────────────────────────────────────────────────
var advTreasureDropRates = map[int]float64{
1: 0.015,
2: 0.012,
3: 0.008,
4: 0.004,
5: 0.0015,
// Tier 6 (Mythic post-game) breaks the downward curve on purpose. The rate
// per roll falls tier over tier because the lower tiers are ground daily;
// a Mythic run is gated behind L18 and both T5 bosses and happens rarely,
// so the same declining rate would mean a postgame player effectively never
// sees a treasure. Slightly above T5 keeps the per-run odds in the band the
// other tiers land in.
//
// NOTE: this rate is inert until advAllTreasures gains a tier 6 pool — see
// the TODO there. A tier with a rate but no pool drops nothing.
6: 0.002,
}
const advMaxTreasures = 3
// houseTierTrophyRoom is the T3 "Comfortable" house that unlocks the trophy
// room — a fourth treasure slot.
const houseTierTrophyRoom = 3
// maxTreasuresForTier returns how many treasures a player may hold. The base
// cap is 3; a T3+ house adds the trophy-room slot for a 4th.
//
// The extra slot is a housing perk, but HouseTier is only ever written upward
// (purchase paths; there is no foreclosure/downgrade that writes it back down),
// so a player can only ever hold a 4th treasure while tier>=3. There is
// therefore no reachable state where a held treasure must be revoked at
// bonus-computation time, and the cap is enforced only at the save gate.
func maxTreasuresForTier(houseTier int) int {
n := advMaxTreasures
if houseTier >= houseTierTrophyRoom {
n++
}
return n
}
// ── Treasure Definitions ─────────────────────────────────────────────────────
var advAllTreasures = map[int][]AdvTreasureDef{
1: {
{
Key: "soggy_cellar_crown_jewel", Name: "The Soggy Cellar Crown Jewel", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "foraging_skill", Value: 1}},
InventoryDesc: "The Soggy Cellar Crown Jewel. A button. +1 Foraging.",
},
{
Key: "1up_mushroom_expired", Name: "The 1-Up Mushroom (Expired)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "special_respawn_halve", Value: 1}}, // v2: not active in v1
InventoryDesc: "The 1-Up Mushroom (Expired). Slightly grey. Once weekly: 12hr respawn.",
},
{
Key: "rat_king_lucky_foot", Name: "The Rat King's Lucky Foot", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -2}},
InventoryDesc: "The Rat King's Lucky Foot. Slightly damp. -2% death chance.",
},
{
Key: "ancient_cellar_medallion", Name: "Ancient Cellar Medallion (Probably)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "xp_multiplier", Value: 5}},
InventoryDesc: "Ancient Cellar Medallion (Probably). Illegible engravings. +5% dungeon XP.",
},
{
Key: "bent_copper_coin", Name: "The Considerably Bent Copper Coin of Fortune", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 2}},
InventoryDesc: "The Considerably Bent Copper Coin of Fortune. Very bent. +2% loot quality.",
},
{
Key: "wooden_sword", Name: "The Wooden Sword (It Was Dangerous to Go Alone)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 1}},
InventoryDesc: "The Wooden Sword. From an old man. +1 Combat. It was dangerous to go alone.",
},
{
Key: "suspicious_mushroom", Name: "Suspicious Mushroom (Do Not Ask Where It's Been)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "exceptional_chance", Value: 2}},
InventoryDesc: "Suspicious Mushroom. Glowing. Humming. Do not ask. +2% exceptional chance.",
},
{
Key: "power_pellet", Name: "Power Pellet (Slightly Past Its Best)", Tier: 1,
Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -3}},
InventoryDesc: "Power Pellet (Vintage). -3% death chance. The monsters remember.",
},
{
Key: "konami_scroll", Name: "The Konami Scroll", Tier: 1,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 2},
{Type: "mining_skill", Value: 2},
{Type: "foraging_skill", Value: 2},
},
InventoryDesc: "The Konami Scroll. ↑↑↓↓←→←→. +2 all skills. You know what it means.",
},
},
2: {
{
Key: "goblin_warchief_ring", Name: "Goblin Warchief's Signet Ring", Tier: 2,
Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 2}},
InventoryDesc: "Goblin Warchief's Signet Ring. Thumb-sized. +2 Combat.",
},
{
Key: "kobold_compass", Name: "The Kobold Cartographer's Compass", Tier: 2,
Bonuses: []advTreasureBonusDef{{Type: "mining_skill", Value: 3}},
InventoryDesc: "Kobold Cartographer's Compass. Fish bone needle. +3 Mining.",
},
{
Key: "spread_gun", Name: "The Spread Gun", Tier: 2,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 4},
{Type: "success_chance", Value: 8},
},
InventoryDesc: "The Spread Gun. You know. +4 Combat, +8% dungeon success.",
},
{
Key: "e_tank", Name: "E-Tank (Partially Full, Handle With Care)", Tier: 2,
Bonuses: []advTreasureBonusDef{{Type: "special_monthly_respawn", Value: 1}}, // v2: not active in v1
InventoryDesc: "E-Tank (Half Full). 12hr respawn on 2nd monthly death. Handle with care.",
},
{
Key: "stone_of_jordan", Name: "The Stone of Jordan", Tier: 2,
Bonuses: []advTreasureBonusDef{
{Type: "mining_skill", Value: 3},
{Type: "foraging_skill", Value: 3},
},
InventoryDesc: "The Stone of Jordan. Fits perfectly. Always. +3 Mining/Foraging.",
},
},
3: {
{
Key: "draugr_memory_stone", Name: "The Draugr's Memory Stone", Tier: 3,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 5},
{Type: "special_weekly_death_pass", Value: 1}, // v2
},
InventoryDesc: "The Draugr's Memory Stone. Warm. +5 Combat, weekly death pass.",
},
{
Key: "ghost_touched_lantern", Name: "Ghost-Touched Lantern", Tier: 3,
Bonuses: []advTreasureBonusDef{
{Type: "foraging_skill", Value: 4},
{Type: "mining_skill", Value: 4},
},
InventoryDesc: "Ghost-Touched Lantern. Glows without fuel. +4 Foraging, +4 Mining.",
},
{
Key: "estus_flask", Name: "The Estus Flask (Cracked But Functional)", Tier: 3,
Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -6}},
InventoryDesc: "Estus Flask (Cracked). Warm. Always warm. -6% death, daily death mitigation.",
},
{
Key: "twinbee_bell", Name: "TwinBee's Bell (Genuine Article)", Tier: 3,
Bonuses: []advTreasureBonusDef{
{Type: "all_skills", Value: 6},
{Type: "xp_multiplier", Value: 5},
},
InventoryDesc: "TwinBee's Bell. Rings on its own. Approves of you. +6 all skills, +5% XP.",
},
},
4: {
{
Key: "hollow_crown", Name: "The Hollow Crown", Tier: 4,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 10},
{Type: "exceptional_chance", Value: 5},
},
InventoryDesc: "The Hollow Crown. Sits crooked. +10 Combat, +5% exceptional dungeon chance.",
},
{
Key: "wardens_last_key", Name: "Warden's Last Key", Tier: 4,
Bonuses: []advTreasureBonusDef{
{Type: "mining_skill", Value: 8},
{Type: "combat_level", Value: 8},
{Type: "special_sealed_vault", Value: 1}, // v2
},
InventoryDesc: "Warden's Last Key. Cold to the touch. +8 Mining/Combat. One use.",
},
{
Key: "thunderfury", Name: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]", Tier: 4,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 12},
{Type: "success_chance", Value: 10},
},
InventoryDesc: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]. Yes you got it. +12 Combat.",
RoomAnnounce: "⚡ Did {name} get Thunderfury? {name} got Thunderfury. [THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER] has been found in {location_mid}.",
},
{
Key: "ocarina", Name: "The Ocarina (Cracked, Still Plays)", Tier: 4,
Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 10}},
InventoryDesc: "The Ocarina (Cracked). Three songs. +10 all skills. Do not play the third one.",
},
},
// TODO(t6-treasures): there is no tier 6 pool yet, so Mythic zones drop no
// treasure at all — advTreasureDropRates has a tier 6 rate waiting for it.
// What's missing is the content: four Mythic treasures with bonuses above
// the T5 line, InventoryDesc + RoomAnnounce strings for each (RoomAnnounce
// must use {location_mid}, never a literal zone name), and a TIER 6 register
// in TreasureDiscovery. Write them against internal/flavor/VOICE_CANON.md;
// the T5 pool below is the tonal floor to clear, not the ceiling.
5: {
{
Key: "shard_of_unnamed", Name: "Shard of the Unnamed", Tier: 5,
Bonuses: []advTreasureBonusDef{
{Type: "combat_level", Value: 15},
{Type: "xp_multiplier", Value: 10},
{Type: "death_chance", Value: -5},
},
InventoryDesc: "Shard of the Unnamed. +15 Combat, +10% XP, -5% death.",
RoomAnnounce: "🔴 {name} has recovered the Shard of the Unnamed from {location_mid}. The server feels different.",
},
{
Key: "cartographers_final_map", Name: "The Cartographer's Final Map", Tier: 5,
Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 12}},
InventoryDesc: "The Cartographer's Final Map. Updates on its own. +12 all skills, full map.",
RoomAnnounce: "🔴 {name} has found the Cartographer's Final Map in {location_mid}. It has their name on it. It always did.",
},
{
Key: "triforce_shard", Name: "The Triforce Shard (One Third of Something Larger)", Tier: 5,
Bonuses: []advTreasureBonusDef{
{Type: "all_skills", Value: 5},
{Type: "death_chance", Value: -8},
// Note: +15 to chosen skill is v2 interactive
},
InventoryDesc: "Triforce Shard (×1/3). Warm. Waiting. +5 all skills, -8% death.",
RoomAnnounce: "🔺 {name} has recovered a Triforce Shard from {location_mid}. One third of something. The other two thirds are somewhere. Probably.",
},
{
Key: "the_corridor", Name: "The Corridor (You Know the One)", Tier: 5,
Bonuses: []advTreasureBonusDef{
{Type: "all_skills", Value: 12},
{Type: "special_monthly_death_bypass", Value: 1}, // v2
},
InventoryDesc: "The Corridor. Folded. Don't look back. +12 all skills, monthly death bypass.",
RoomAnnounce: "🔴 {name} found The Corridor in {location_mid}. They know the one. So does it.",
},
},
}
// ── Treasure Drop Logic ──────────────────────────────────────────────────────
// rollAdvTreasureDropDetailed returns the drop (or nil) plus the random roll
// and the effective drop rate, so callers can surface near-miss feedback
// ("rolled 1.8% vs 1.5% chance — just missed"). Players never see treasure
// math otherwise, which makes rare drops feel mythical.
//
// weight scales the base rate for the moment that produced the roll: a boss
// kill is worth more than a corridor skirmish. The chat-level bonus is added
// after scaling so it stays a flat contribution rather than being multiplied
// up alongside it.
func rollAdvTreasureDropDetailed(tier int, userID id.UserID, chatLevel int, weight float64) (drop *AdvTreasureDrop, roll, rate float64) {
r, ok := advTreasureDropRates[tier]
if !ok {
return nil, 0, 0
}
rate = r*weight + chatLevelRareBonus(chatLevel)
roll = rand.Float64()
if roll >= rate {
return nil, roll, rate
}
pool, ok := advAllTreasures[tier]
if !ok || len(pool) == 0 {
// A tier that has a rate but no pool (tier 6, until the TODO above is
// filled) cannot drop anything. Report a zero rate rather than the
// configured one: the caller turns a close roll into a "just missed"
// DM, and telling a postgame player they nearly won a treasure that
// cannot be won is worse than staying quiet.
return nil, 0, 0
}
// Pick random treasure
def := &pool[rand.IntN(len(pool))]
// Duplicate check
owns, err := advUserOwnsTreasure(userID, def.Key)
if err != nil || owns {
// Reroll once
def = &pool[rand.IntN(len(pool))]
owns, err = advUserOwnsTreasure(userID, def.Key)
if err != nil || owns {
return nil, roll, rate // both rolls duplicated
}
}
return &AdvTreasureDrop{Def: def}, roll, rate
}
// rollAdvTreasureDrop is the legacy single-return variant used by call sites
// that don't surface near-miss feedback (auto-babysit, twinbee shares).
func rollAdvTreasureDrop(tier int, userID id.UserID, chatLevel int) *AdvTreasureDrop {
d, _, _ := rollAdvTreasureDropDetailed(tier, userID, chatLevel, 1)
return d
}
// ── Treasure Comparison ─────────────────────────────────────────────────────
// advTreasureIrreplaceable reports whether a treasure carries a bonus type
// that can't be replicated by another drop (e.g. monthly death bypass).
// Such treasures are excluded from auto-swap and fall back to the manual
// discard prompt so the player consciously chooses to give one up.
func advTreasureIrreplaceable(def *AdvTreasureDef) bool {
if def == nil {
return false
}
for _, b := range def.Bonuses {
if strings.HasPrefix(b.Type, "special_") {
return true
}
}
return false
}
// advTreasureRank produces a comparable triple (tier, bonusCount, key) for
// auto-swap decisions. Bonuses are heterogeneous and there's no honest
// scalar comparator — we use tier first, then bonus count as a tiebreaker,
// then the deterministic key so equal-rank ties prefer the existing item
// (no churn). Higher tuple = better treasure.
type advTreasureRankKey struct {
Tier int
BonusCount int
Key string
}
func advTreasureRank(def *AdvTreasureDef) advTreasureRankKey {
if def == nil {
return advTreasureRankKey{}
}
return advTreasureRankKey{Tier: def.Tier, BonusCount: len(def.Bonuses), Key: def.Key}
}
// advTreasureRankBetter reports whether a is strictly better than b.
// Equal-rank returns false (caller treats this as "keep existing").
func advTreasureRankBetter(a, b advTreasureRankKey) bool {
if a.Tier != b.Tier {
return a.Tier > b.Tier
}
if a.BonusCount != b.BonusCount {
return a.BonusCount > b.BonusCount
}
// Deterministic but neutral tiebreak — different keys aren't "better"
// than each other, so equal Tier+BonusCount means no swap.
return false
}
// ── Treasure DB Operations ───────────────────────────────────────────────────
func advSaveTreasure(userID id.UserID, def *AdvTreasureDef) error {
d := db.Get()
tx, err := d.Begin()
if err != nil {
return err
}
defer tx.Rollback()
for _, bonus := range def.Bonuses {
_, err := tx.Exec(`
INSERT OR IGNORE INTO adventure_treasures (user_id, treasure_key, name, tier, bonus_type, bonus_value)
VALUES (?, ?, ?, ?, ?, ?)`,
string(userID), def.Key, def.Name, def.Tier, bonus.Type, bonus.Value)
if err != nil {
return err
}
}
return tx.Commit()
}
func advDiscardTreasure(userID id.UserID, treasureKey string) error {
d := db.Get()
_, err := d.Exec(`DELETE FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
string(userID), treasureKey)
return err
}
func advCountTreasures(userID id.UserID) (int, error) {
d := db.Get()
var count int
err := d.QueryRow(`
SELECT COUNT(DISTINCT treasure_key) FROM adventure_treasures WHERE user_id = ?`,
string(userID)).Scan(&count)
return count, err
}
func advUserOwnsTreasure(userID id.UserID, treasureKey string) (bool, error) {
d := db.Get()
var count int
err := d.QueryRow(`
SELECT COUNT(*) FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
string(userID), treasureKey).Scan(&count)
return count > 0, err
}
func loadAdvTreasureBonuses(userID id.UserID) ([]AdvTreasureBonus, error) {
d := db.Get()
rows, err := d.Query(`
SELECT treasure_key, name, tier, bonus_type, bonus_value
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()
}