mirror of
https://github.com/prosolis/gogobee.git
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L: openParty had no production callers (invite path uses joinParty -> seatLeader, which seats the leader the same way but reads the owner off the expedition row). Removed it; the tests now seat the leader through a seatLeaderFixture that wraps seatLeader in a transaction. I: promoted parseTemperIndex to parseMenuIndex and routed resolveMagicEquipReply and handleMasterworkEquipReply through it, replacing two hand-inlined copies of the same digit parser. Behaviour-preserving (the parsed flag was redundant with the idx<0 guard); the retry-on-bad-parse disagreement is left as-is since this is a pure dedup. Full plugin suite green. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
664 lines
23 KiB
Go
664 lines
23 KiB
Go
package plugin
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import (
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"fmt"
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"log/slog"
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"math/rand/v2"
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"sort"
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"strings"
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"sync"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// Magic-item gameplay layer — wires the vendored Open5e SRD registry
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// (see magic_items.go) into three live surfaces:
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//
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// 1. Zone loot drops — dnd_zone_loot.go rolls registry items by rarity.
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// 2. Luigi's "Curios" — adventure_shop.go sells a rotating slate.
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// 3. Combat effects — equippable items grant CombatModifiers from a
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// codified Rarity+Kind formula; potion/scroll items route through the
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// existing consumable pipeline.
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//
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// The effects are *formulaic*, not hand-authored per item — 237 items is too
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// many to tune by hand, and this mirrors the bestiary tuning pass: a codified
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// formula fills the gap, and magicItemEffectOverlay is the hand-authored
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// refinement path that wins on ID collision.
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// ── Rarity / loot indexing ──────────────────────────────────────────────────
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// magicItemsByRarity buckets the registry by rarity. Built once via
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// sync.Once — concurrent loot rolls on cold start would otherwise race
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// on the cache assignment below.
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var (
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magicItemsByRarityOnce sync.Once
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magicItemsByRarityCache map[DnDRarity][]MagicItem
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)
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func magicItemsByRarity() map[DnDRarity][]MagicItem {
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magicItemsByRarityOnce.Do(func() {
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idx := make(map[DnDRarity][]MagicItem)
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ids := make([]string, 0, len(magicItemRegistry))
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for id := range magicItemRegistry {
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ids = append(ids, id)
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}
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sort.Strings(ids) // deterministic bucket order
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for _, id := range ids {
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mi := magicItemRegistry[id]
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idx[mi.Rarity] = append(idx[mi.Rarity], mi)
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}
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magicItemsByRarityCache = idx
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})
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return magicItemsByRarityCache
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}
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// pickMagicItemForRarity returns a uniform-random registry item of the given
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// rarity. The §5 loot tiers only span Common..Legendary, so VeryRare items
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// fold into the Epic bucket. Returns ok=false when no item matches.
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func pickMagicItemForRarity(r DnDRarity, rng *rand.Rand) (MagicItem, bool) {
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idx := magicItemsByRarity()
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pool := append([]MagicItem(nil), idx[r]...)
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if r == RarityEpic {
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pool = append(pool, idx[RarityVeryRare]...)
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}
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if len(pool) == 0 {
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return MagicItem{}, false
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}
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return pool[rngIntN(rng, len(pool))], true
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}
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// magicItemSell builds the AdvItem an inventory deposit uses for a magic item.
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// Potions and scrolls land as "consumable" so the combat pipeline picks them
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// up (see magicItemConsumableDefByName); everything else is a "magic_item".
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func magicItemSell(mi MagicItem) AdvItem { return magicItemSellAt(mi, 0) }
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// magicItemSellAt is magicItemSell for an instance carrying temper steps: the
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// row it produces is priced and tiered at the item's effective rarity, and
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// remembers the temper so equipping it again restores the upgrade.
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func magicItemSellAt(mi MagicItem, temper int) AdvItem {
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typ := "magic_item"
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if mi.Kind == MagicItemPotion || mi.Kind == MagicItemScroll {
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typ = "consumable"
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}
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eff := temperedItem(mi, temper)
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return AdvItem{
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Name: eff.Name,
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Type: typ,
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Tier: rarityLootTierNum(eff.Rarity),
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Value: int64(eff.Value),
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Temper: temper,
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}
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}
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// rarityLootTierNum maps a rarity onto the 1–5 tier scale used by AdvItem.Tier
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// and the inventory display, so magic items sort sensibly next to gear.
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func rarityLootTierNum(r DnDRarity) int {
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switch r {
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case RarityCommon:
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return 1
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case RarityUncommon:
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return 2
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case RarityRare:
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return 3
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case RarityVeryRare, RarityEpic:
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return 4
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case RarityLegendary:
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return 5
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}
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return 1
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}
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// ── Tempering: per-instance rarity above the definition's base ──────────────
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// temperLadder is the rarity ladder tempering walks. VeryRare is absent by
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// design: it collapses onto Epic in both rarityLootTierNum and
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// rarityPowerScalar, so treating it as a distinct rung would sell the player
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// a step that changes no number.
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var temperLadder = []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary}
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// temperRung locates a rarity on temperLadder, folding VeryRare onto Epic.
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func temperRung(r DnDRarity) int {
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if r == RarityVeryRare {
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r = RarityEpic
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}
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for i, lr := range temperLadder {
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if lr == r {
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return i
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}
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}
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return 0
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}
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// temperedRarity applies steps rungs of tempering to a base rarity, clamped at
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// Legendary. Callers derive this on read — the base rarity on the registry
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// definition stays authoritative, so an item can never double-bump across a
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// load/save round-trip.
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func temperedRarity(base DnDRarity, steps int) DnDRarity {
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if steps <= 0 {
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return base
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}
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rung := temperRung(base) + steps
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if rung >= len(temperLadder) {
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rung = len(temperLadder) - 1
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}
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return temperLadder[rung]
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}
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// temperStepsToLegendary reports how many tempers an item at this base rarity
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// and temper count still has ahead of it.
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func temperStepsToLegendary(base DnDRarity, steps int) int {
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return (len(temperLadder) - 1) - temperRung(temperedRarity(base, steps))
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}
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// temperedItem returns a copy of mi at its effective rarity. Everything that
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// reads rarity for gameplay — effects, sell value, display — goes through here.
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func temperedItem(mi MagicItem, steps int) MagicItem {
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if steps <= 0 {
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return mi
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}
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eff := temperedRarity(mi.Rarity, steps)
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if eff == mi.Rarity {
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return mi
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}
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// Value tracks the power axis, so a tempered item is worth what an item
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// of its effective rarity is worth.
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scaled := float64(mi.Value) * (rarityPowerScalar(eff) / rarityPowerScalar(mi.Rarity))
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mi.Value = int(scaled)
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mi.Rarity = eff
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return mi
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}
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// ── Codified combat-effect formula ──────────────────────────────────────────
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// magicItemEffect is the combat delta a single equipped magic item grants.
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// DamageReductMult is multiplicative (1.0 = neutral); everything else is
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// additive. Potion/scroll items carry a zero effect — they are consumables.
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type magicItemEffect struct {
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DamageBonus float64
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DamageReductMult float64
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FlatDmgStart int
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InitiativeBias float64
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MaxHP int
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}
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// magicItemEffectOverlay — hand-authored per-item effects that win over the
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// codified formula. Empty for now; corrections land here rather than being
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// folded into the formula, mirroring magicItemOverlay in magic_items.go.
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var magicItemEffectOverlay = map[string]magicItemEffect{}
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// rarityPowerScalar is the codified power axis: rarer item, bigger delta.
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func rarityPowerScalar(r DnDRarity) float64 {
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switch r {
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case RarityCommon:
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return 1
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case RarityUncommon:
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return 2
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case RarityRare:
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return 3
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case RarityVeryRare, RarityEpic:
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return 4
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case RarityLegendary:
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return 5
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}
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return 1
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}
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// magicItemEffectFor returns the combat delta for an item: the hand-authored
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// overlay if present, else the codified Rarity+Kind formula.
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func magicItemEffectFor(mi MagicItem) magicItemEffect {
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if eff, ok := magicItemEffectOverlay[mi.ID]; ok {
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return eff
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}
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s := rarityPowerScalar(mi.Rarity)
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eff := magicItemEffect{DamageReductMult: 1.0}
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switch mi.Kind {
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case MagicItemWeapon:
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eff.DamageBonus = 0.05 * s
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case MagicItemStaff, MagicItemWand, MagicItemRod:
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eff.DamageBonus = 0.03 * s
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eff.FlatDmgStart = int(s)
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case MagicItemArmor:
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eff.DamageReductMult = 1.0 - 0.04*s
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case MagicItemRing:
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eff.DamageReductMult = 1.0 - 0.02*s
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eff.DamageBonus = 0.02 * s
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case MagicItemWondrous:
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eff.InitiativeBias = 0.5 * s
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eff.MaxHP = 2 * int(s)
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default:
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// potion / scroll — consumables, no equip effect.
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}
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return eff
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}
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// ── Equipped-item persistence ───────────────────────────────────────────────
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// EquippedMagicItem is one row of magic_item_equipped, resolved against the
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// registry. Item is the registry entry; Attuned mirrors the DB column.
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type EquippedMagicItem struct {
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Slot DnDSlot
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Item MagicItem // registry definition, at its BASE rarity
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Attuned bool
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Temper int
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}
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// Effective is the item as the game should see it: base definition plus any
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// tempering the player has paid for. Item stays at base rarity so re-saving an
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// equipped row can't compound the bump.
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func (e EquippedMagicItem) Effective() MagicItem { return temperedItem(e.Item, e.Temper) }
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// dndMagicItemAttuneLimit — 5e's three-attunement cap. Items that require
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// attunement only grant their effect while attuned, and a player may hold at
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// most this many attunements at once.
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const dndMagicItemAttuneLimit = 3
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func loadEquippedMagicItems(userID id.UserID) (map[DnDSlot]EquippedMagicItem, error) {
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d := db.Get()
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rows, err := d.Query(`SELECT slot, item_id, attuned, temper FROM magic_item_equipped WHERE user_id = ?`,
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string(userID))
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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out := make(map[DnDSlot]EquippedMagicItem)
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for rows.Next() {
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var slot, itemID string
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var attuned, temper int
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if err := rows.Scan(&slot, &itemID, &attuned, &temper); err != nil {
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return nil, err
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}
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mi, ok := magicItemRegistry[itemID]
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if !ok {
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continue // registry shrank under us — skip stale rows
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}
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out[DnDSlot(slot)] = EquippedMagicItem{
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Slot: DnDSlot(slot),
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Item: mi,
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Attuned: attuned == 1,
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Temper: temper,
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}
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}
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return out, rows.Err()
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}
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// equipMagicItem writes (or replaces) the item in its slot. attuned is only
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// honoured when the item requires attunement. temper rides along from the
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// inventory row so tempering survives being worn.
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func equipMagicItem(userID id.UserID, slot DnDSlot, itemID string, attuned bool, temper int) error {
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d := db.Get()
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a := 0
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if attuned {
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a = 1
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}
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_, err := d.Exec(`
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INSERT INTO magic_item_equipped (user_id, slot, item_id, attuned, temper)
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VALUES (?, ?, ?, ?, ?)
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ON CONFLICT(user_id, slot) DO UPDATE SET
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item_id = excluded.item_id, attuned = excluded.attuned, temper = excluded.temper`,
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string(userID), string(slot), itemID, a, temper)
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return err
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}
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// temperEquippedItem bumps the temper on a worn item in place.
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func temperEquippedItem(userID id.UserID, slot DnDSlot, temper int) error {
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_, err := db.Get().Exec(`UPDATE magic_item_equipped SET temper = ? WHERE user_id = ? AND slot = ?`,
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temper, string(userID), string(slot))
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return err
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}
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func unequipMagicItem(userID id.UserID, slot DnDSlot) error {
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d := db.Get()
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_, err := d.Exec(`DELETE FROM magic_item_equipped WHERE user_id = ? AND slot = ?`,
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string(userID), string(slot))
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return err
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}
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// countAttunedMagicItems returns how many attunement slots the player is
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// currently using — callers gate new attunements on dndMagicItemAttuneLimit.
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func countAttunedMagicItems(equipped map[DnDSlot]EquippedMagicItem) int {
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n := 0
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for _, e := range equipped {
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if e.Attuned {
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n++
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}
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}
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return n
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}
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// ── Combat hook ─────────────────────────────────────────────────────────────
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// applyMagicItemEffects layers the player's equipped magic items onto their
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// combat stats/modifiers. Called from the combat bridges right after the
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// class/race/subclass passives, so its deltas compose on top of them.
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//
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// Items that require attunement only count while attuned; non-attunement
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// items always count once equipped.
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func applyMagicItemEffects(stats *CombatStats, mods *CombatModifiers, userID id.UserID) {
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equipped, err := loadEquippedMagicItems(userID)
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if err != nil || len(equipped) == 0 {
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return
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}
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for _, e := range equipped {
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if e.Item.Attunement && !e.Attuned {
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continue // unattuned attunement item is inert
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}
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eff := magicItemEffectFor(e.Effective())
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mods.DamageBonus += eff.DamageBonus
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if eff.DamageReductMult != 0 && eff.DamageReductMult != 1.0 {
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mods.DamageReduct *= eff.DamageReductMult
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}
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mods.FlatDmgStart += eff.FlatDmgStart
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mods.InitiativeBias += eff.InitiativeBias
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if eff.MaxHP != 0 {
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stats.MaxHP += eff.MaxHP
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if stats.StartHP > 0 {
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stats.StartHP += eff.MaxHP
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}
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}
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}
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||
}
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// activeMagicItemsLine renders a one-shot combat-start line listing the
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// player's currently-contributing magic items (attunement items only count
|
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// while bonded). Returns "" when nothing is active so callers can no-op.
|
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//
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// Mirrors the "you fight better because of X" surfacing pattern players
|
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// already get for class passives — the system is invisible otherwise, and
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// invisible magic items are functionally indistinguishable from no magic
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// items at all.
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func activeMagicItemsLine(userID id.UserID) string {
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equipped, err := loadEquippedMagicItems(userID)
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if err != nil || len(equipped) == 0 {
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return ""
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||
}
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var names []string
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for _, ds := range dndSlotOrder {
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e, ok := equipped[ds]
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if !ok || e.Item.ID == "" {
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||
continue
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||
}
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if e.Item.Attunement && !e.Attuned {
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continue // worn but inert — contributes nothing
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||
}
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names = append(names, e.Item.Name)
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||
}
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||
if len(names) == 0 {
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return ""
|
||
}
|
||
if len(names) == 1 {
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return fmt.Sprintf("✨ _%s hums into the fight._", names[0])
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||
}
|
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return fmt.Sprintf("✨ _Your curios stir: %s._", strings.Join(names, ", "))
|
||
}
|
||
|
||
// ── Consumable bridge (potions / scrolls) ───────────────────────────────────
|
||
|
||
// magicItemConsumableDef classifies a potion/scroll magic item onto the
|
||
// existing ConsumableDef pipeline so it auto-resolves in combat. Effect is
|
||
// name-sniffed; value scales with rarity. Returns nil for non-consumable
|
||
// kinds. Buyable is false — these come from loot and the Curios shelf, not
|
||
// the Supplies menu.
|
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func magicItemConsumableDef(mi MagicItem) *ConsumableDef {
|
||
if mi.Kind != MagicItemPotion && mi.Kind != MagicItemScroll {
|
||
return nil
|
||
}
|
||
s := rarityPowerScalar(mi.Rarity)
|
||
name := strings.ToLower(mi.Name)
|
||
def := &ConsumableDef{
|
||
Name: mi.Name,
|
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Tier: rarityLootTierNum(mi.Rarity),
|
||
Buyable: false,
|
||
Price: int64(mi.Value),
|
||
}
|
||
switch {
|
||
case strings.Contains(name, "healing"), strings.Contains(name, "heal"),
|
||
strings.Contains(name, "vitality"), strings.Contains(name, "life"):
|
||
def.Effect = EffectHeal
|
||
def.Value = 20 + 15*s
|
||
def.Slot = "defensive"
|
||
case strings.Contains(name, "fire"), strings.Contains(name, "lightning"),
|
||
strings.Contains(name, "acid"), strings.Contains(name, "flame"):
|
||
def.Effect = EffectFlatDmg
|
||
def.Value = 6 * s
|
||
def.Slot = "offensive"
|
||
case strings.Contains(name, "protection"), strings.Contains(name, "shield"),
|
||
strings.Contains(name, "warding"), strings.Contains(name, "resistance"):
|
||
def.Effect = EffectWard
|
||
def.Value = 1
|
||
def.Slot = "defensive"
|
||
case strings.Contains(name, "speed"), strings.Contains(name, "haste"),
|
||
strings.Contains(name, "flying"):
|
||
def.Effect = EffectSpeedBoost
|
||
def.Value = 0.10 + 0.05*s
|
||
def.Slot = "offensive"
|
||
case strings.Contains(name, "heroism"), strings.Contains(name, "strength"),
|
||
strings.Contains(name, "rage"), strings.Contains(name, "giant"):
|
||
def.Effect = EffectAtkBoost
|
||
def.Value = 0.05 * s
|
||
def.Slot = "offensive"
|
||
case strings.Contains(name, "stoneskin"), strings.Contains(name, "barkskin"),
|
||
strings.Contains(name, "iron"):
|
||
def.Effect = EffectDefBoost
|
||
def.Value = 0.05 * s
|
||
def.Slot = "defensive"
|
||
default:
|
||
// Generic potion → modest heal; generic scroll → modest pre-damage.
|
||
if mi.Kind == MagicItemScroll {
|
||
def.Effect = EffectFlatDmg
|
||
def.Value = 4 * s
|
||
def.Slot = "offensive"
|
||
} else {
|
||
def.Effect = EffectHeal
|
||
def.Value = 15 + 10*s
|
||
def.Slot = "defensive"
|
||
}
|
||
}
|
||
return def
|
||
}
|
||
|
||
// magicItemConsumableDefByName resolves a consumable magic item by name. Used
|
||
// by consumableDefByName as a fall-through so loot/shop magic potions resolve
|
||
// in combat without being added to the hardcoded consumableDefs table.
|
||
func magicItemConsumableDefByName(name string) *ConsumableDef {
|
||
for _, mi := range magicItemRegistry {
|
||
if mi.Name == name {
|
||
return magicItemConsumableDef(mi)
|
||
}
|
||
}
|
||
return nil
|
||
}
|
||
|
||
// ── Equip command (`!adventure equip-magic`) ────────────────────────────────
|
||
|
||
// advPendingMagicEquip is the pending-interaction payload for the numbered
|
||
// equip-magic picker.
|
||
type advPendingMagicEquip struct {
|
||
Items []AdvItem
|
||
}
|
||
|
||
// magicItemFromAdvItem resolves the registry entry behind an inventory row.
|
||
// Inventory rows carry "magic_item:<id>" in SkillSource; name lookup is the
|
||
// fallback for rows written before that convention or by other paths.
|
||
func magicItemFromAdvItem(it AdvItem) (MagicItem, bool) {
|
||
if strings.HasPrefix(it.SkillSource, "magic_item:") {
|
||
if mi, ok := magicItemRegistry[strings.TrimPrefix(it.SkillSource, "magic_item:")]; ok {
|
||
return mi, true
|
||
}
|
||
}
|
||
for _, mi := range magicItemRegistry {
|
||
if mi.Name == it.Name {
|
||
return mi, true
|
||
}
|
||
}
|
||
return MagicItem{}, false
|
||
}
|
||
|
||
// magicItemEffectSummary renders the codified combat delta as a short,
|
||
// player-facing string (accessibility goal — surface the outcome, not math).
|
||
func magicItemEffectSummary(mi MagicItem) string {
|
||
eff := magicItemEffectFor(mi)
|
||
var parts []string
|
||
if eff.DamageBonus > 0 {
|
||
parts = append(parts, fmt.Sprintf("+%.0f%% damage", eff.DamageBonus*100))
|
||
}
|
||
if eff.DamageReductMult > 0 && eff.DamageReductMult < 1.0 {
|
||
parts = append(parts, fmt.Sprintf("-%.0f%% damage taken", (1.0-eff.DamageReductMult)*100))
|
||
}
|
||
if eff.FlatDmgStart > 0 {
|
||
parts = append(parts, fmt.Sprintf("%d opening damage", eff.FlatDmgStart))
|
||
}
|
||
if eff.MaxHP > 0 {
|
||
parts = append(parts, fmt.Sprintf("+%d HP", eff.MaxHP))
|
||
}
|
||
if eff.InitiativeBias > 0 {
|
||
parts = append(parts, "faster to act")
|
||
}
|
||
if len(parts) == 0 {
|
||
return "no combat effect"
|
||
}
|
||
return strings.Join(parts, ", ")
|
||
}
|
||
|
||
func (p *AdventurePlugin) handleEquipMagicCmd(ctx MessageContext) error {
|
||
items, err := loadAdvInventory(ctx.Sender)
|
||
if err != nil {
|
||
return p.SendDM(ctx.Sender, "Failed to access your inventory.")
|
||
}
|
||
var magic []AdvItem
|
||
for _, it := range items {
|
||
if it.Type != "magic_item" {
|
||
continue
|
||
}
|
||
mi, ok := magicItemFromAdvItem(it)
|
||
if !ok || mi.Slot == "" {
|
||
continue // unslotted curios can't be worn
|
||
}
|
||
magic = append(magic, it)
|
||
}
|
||
if len(magic) == 0 {
|
||
return p.SendDM(ctx.Sender,
|
||
"No curios to equip yet — they drop from zones or Luigi's 🔮 shelf.")
|
||
}
|
||
|
||
equipped, _ := loadEquippedMagicItems(ctx.Sender)
|
||
var sb strings.Builder
|
||
sb.WriteString("🔮 **Equippable magic items:**\n\n")
|
||
for i, it := range magic {
|
||
base, _ := magicItemFromAdvItem(it)
|
||
mi := temperedItem(base, it.Temper)
|
||
curDesc := "empty"
|
||
if cur, ok := equipped[mi.Slot]; ok && cur.Item.ID != "" {
|
||
curDesc = cur.Item.Name
|
||
}
|
||
att := ""
|
||
if mi.Attunement {
|
||
att = " _(needs bonding)_"
|
||
}
|
||
sb.WriteString(fmt.Sprintf("%d. **%s** _(%s)_ → %s slot — currently: %s%s\n %s\n",
|
||
i+1, mi.Name, magicItemRarityLabel(rarityLootTierNum(mi.Rarity)), mi.Slot, curDesc, att, magicItemEffectSummary(mi)))
|
||
}
|
||
sb.WriteString(fmt.Sprintf("\nBonds in use: %d/%d\n",
|
||
countAttunedMagicItems(equipped), dndMagicItemAttuneLimit))
|
||
sb.WriteString("Reply with a number to equip, or \"cancel\".")
|
||
|
||
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
|
||
Type: "magic_equip",
|
||
Data: &advPendingMagicEquip{Items: magic},
|
||
ExpiresAt: time.Now().Add(advDMResponseWindow),
|
||
})
|
||
return p.SendDM(ctx.Sender, sb.String())
|
||
}
|
||
|
||
func (p *AdventurePlugin) resolveMagicEquipReply(ctx MessageContext, interaction *advPendingInteraction) error {
|
||
data := interaction.Data.(*advPendingMagicEquip)
|
||
reply := strings.TrimSpace(ctx.Body)
|
||
if strings.EqualFold(reply, "cancel") {
|
||
return p.SendDM(ctx.Sender, "Equip cancelled.")
|
||
}
|
||
|
||
idx, ok := parseMenuIndex(reply, len(data.Items))
|
||
if !ok {
|
||
p.pending.Store(string(ctx.Sender), interaction)
|
||
return p.SendDM(ctx.Sender, "Invalid selection. Reply with a number from the list, or \"cancel\".")
|
||
}
|
||
|
||
it := data.Items[idx]
|
||
mi, ok := magicItemFromAdvItem(it)
|
||
if !ok || mi.Slot == "" {
|
||
return p.SendDM(ctx.Sender, "That item can't be equipped anymore.")
|
||
}
|
||
|
||
equipped, err := loadEquippedMagicItems(ctx.Sender)
|
||
if err != nil {
|
||
return p.SendDM(ctx.Sender, "Failed to load your equipped magic items.")
|
||
}
|
||
|
||
// Return whatever currently occupies that slot to inventory at full
|
||
// value — swapping a curio shouldn't tax it. Evict from the local map
|
||
// too, so the attunement count below reflects the post-swap state and
|
||
// can re-open a slot the prior occupant was holding.
|
||
var swappedBackName string
|
||
if prev, exists := equipped[mi.Slot]; exists && prev.Item.ID != "" {
|
||
back := magicItemSellAt(prev.Item, prev.Temper)
|
||
back.SkillSource = "magic_item:" + prev.Item.ID
|
||
if err := addAdvInventoryItem(ctx.Sender, back); err != nil {
|
||
return p.SendDM(ctx.Sender, "Failed to return your currently-equipped item to inventory.")
|
||
}
|
||
swappedBackName = prev.Item.Name
|
||
delete(equipped, mi.Slot)
|
||
}
|
||
|
||
// Auto-attune when the item needs it and an attunement slot is free.
|
||
// Otherwise it equips inert until the player frees a slot.
|
||
attune := false
|
||
atCap := false
|
||
if mi.Attunement {
|
||
if countAttunedMagicItems(equipped) >= dndMagicItemAttuneLimit {
|
||
atCap = true
|
||
} else {
|
||
attune = true
|
||
}
|
||
}
|
||
// Remove the inventory row FIRST, then equip. If equip fails after the
|
||
// remove succeeded, restore inventory. Doing it in the other order
|
||
// meant a transient DB error on remove left the item both equipped
|
||
// *and* still in inventory — a free duplication.
|
||
if err := removeAdvInventoryItem(it.ID); err != nil {
|
||
slog.Error("magic-item: failed to remove from inventory before equip",
|
||
"user", ctx.Sender, "item", mi.ID, "err", err)
|
||
return p.SendDM(ctx.Sender, "Failed to equip that item.")
|
||
}
|
||
if err := equipMagicItem(ctx.Sender, mi.Slot, mi.ID, attune, it.Temper); err != nil {
|
||
// Roll back: try to put the item back in inventory so the player
|
||
// doesn't lose it. Best-effort; log if the rollback also fails.
|
||
restored := magicItemSellAt(mi, it.Temper)
|
||
restored.Value = it.Value
|
||
restored.SkillSource = "magic_item:" + mi.ID
|
||
if rbErr := addAdvInventoryItem(ctx.Sender, restored); rbErr != nil {
|
||
slog.Error("magic-item: equip failed AND inventory rollback failed",
|
||
"user", ctx.Sender, "item", mi.ID, "equip_err", err, "rollback_err", rbErr)
|
||
}
|
||
return p.SendDM(ctx.Sender, "Failed to equip that item.")
|
||
}
|
||
|
||
eqMI := temperedItem(mi, it.Temper)
|
||
var sb strings.Builder
|
||
sb.WriteString(fmt.Sprintf("✨ **%s** equipped in your %s slot — %s.",
|
||
eqMI.Name, eqMI.Slot, magicItemEffectSummary(eqMI)))
|
||
if swappedBackName != "" {
|
||
sb.WriteString(fmt.Sprintf("\n📦 **%s** moved back to inventory.", swappedBackName))
|
||
}
|
||
switch {
|
||
case mi.Attunement && attune:
|
||
sb.WriteString(fmt.Sprintf("\nBonded (%d/%d bond slots used).",
|
||
countAttunedMagicItems(equipped)+1, dndMagicItemAttuneLimit))
|
||
case mi.Attunement && atCap:
|
||
sb.WriteString(fmt.Sprintf("\n⚠️ All %d bond slots are full — it's worn but **inert** until you free one (`!adventure equip-magic` to swap).",
|
||
dndMagicItemAttuneLimit))
|
||
}
|
||
return p.SendDM(ctx.Sender, sb.String())
|
||
}
|