Files
gogobee/internal/plugin/adventure.go
prosolis a1738e4a22 Adv 2.0 D&D Phase 11 D1c: !zone command surface
dnd_zone_cmd.go ships handleDnDZoneCmd with subdispatch over the D1b
state machine: list, enter <id|#|name>, status, map, advance, abandon.
Bare !zone (or !zone list) shows zones available at the player's level
with !zone enter hints; an active run is flagged inline so the player
can't lose track of it.

Enter resolves zone input by ID, 1-based list index, or display name
(case/whitespace-insensitive, "the " prefix tolerated), and rejects
unknown / tier-locked zones plus duplicate concurrent runs without
clobbering the active run. Status reports current room / cleared /
loot / GM mood with a band label (effusive/friendly/neutral/grumpy/
hostile per design doc §3.2). Map prints an ASCII layout with ✓ for
cleared rooms and ▶ for the current room. Advance is a deliberate D1c
stub that calls markRoomCleared and reports the next room — combat
resolution per room wires in D1e. Abandon delegates to abandonZoneRun
and is idempotent (no-active surfaces a friendly DM, not an error).

Wired into adventure.go OnMessage right after the existing D&D
commands. 10 new tests cover dispatch (no-char nudge, list with char,
enter by ID and by index, unknown-zone rejection, duplicate-run guard,
status/map with no run, advance moves the room cursor, abandon clears
active and is idempotent), resolveZoneInput across ID/display/index/
case forms, and gmMoodLabel band edges. Full repo test suite green
(modulo a pre-existing RNG flake in
TestSimulateCombat_FirstAttackBonusImprovesEarlyHits unrelated to this
change).

TwinBee narration + mood triggers land in D1d.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

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package plugin
import (
"database/sql"
"errors"
"fmt"
"log/slog"
"math/rand/v2"
"strconv"
"strings"
"sync"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix"
"maunium.net/go/mautrix/id"
)
// ── Plugin ───────────────────────────────────────────────────────────────────
type AdventurePlugin struct {
Base
euro *EuroPlugin
xp *XPPlugin
achievements *AchievementsPlugin
mu sync.Mutex
dmToPlayer map[id.RoomID]id.UserID
pending sync.Map // userID string -> *advPendingInteraction
userLocks sync.Map // userID string -> *sync.Mutex
dmRemindedDate sync.Map // userID string -> "2006-01-02" date string
dmMenuSentAt sync.Map // userID string -> time.Time (last time actionable menu was DM'd)
arenaDeadlines sync.Map // userID string -> time.Time (auto-cashout deadline)
arenaPending sync.Map // userID string -> int (pending tier number awaiting confirmation)
arenaBailCh sync.Map // userID string -> chan struct{} (bail signal for countdown goroutine)
shopSessions sync.Map // userID string -> *advShopSession
hospitalNudges sync.Map // userID string -> time.Time (when to send nudge)
craftResults sync.Map // userID string -> []CraftResult (pending craft results for narrative)
treasureUndo sync.Map // userID string -> *advTreasureUndoToken (10-min auto-swap reversal)
morningHour int
summaryHour int
}
// advUserLock returns a per-user mutex to prevent concurrent action resolution.
func (p *AdventurePlugin) advUserLock(userID id.UserID) *sync.Mutex {
val, _ := p.userLocks.LoadOrStore(string(userID), &sync.Mutex{})
return val.(*sync.Mutex)
}
const advDMResponseWindow = 3 * time.Hour
const advTreasureUndoWindow = 10 * time.Minute
// advTreasureUndoToken tracks a recent auto-swap so the player can undo it
// within the window by replying "undo" in DM. Holds the discarded def so
// the swap can be reversed exactly. AnnounceTimer is the deferred room
// announcement — fired once the undo window closes if the swap stands,
// stopped on undo so reversed swaps don't get publicly announced.
type advTreasureUndoToken struct {
Discarded *AdvTreasureDef
Kept *AdvTreasureDef
ExpiresAt time.Time
AnnounceTimer *time.Timer
}
// advMarkMenuSent records that an actionable adventure menu was DM'd to the user.
// Only bare-number DM replies within this window will be treated as adventure choices.
func (p *AdventurePlugin) advMarkMenuSent(userID id.UserID) {
p.dmMenuSentAt.Store(string(userID), time.Now())
}
// advIsInResponseWindow returns true if the user was recently sent an actionable menu.
func (p *AdventurePlugin) advIsInResponseWindow(userID id.UserID) bool {
val, ok := p.dmMenuSentAt.Load(string(userID))
if !ok {
return false
}
return time.Since(val.(time.Time)) < advDMResponseWindow
}
type advPendingInteraction struct {
Type string // "treasure_discard"
Data interface{}
ExpiresAt time.Time
}
type advPendingTreasureDiscard struct {
NewTreasure *AdvTreasureDef
Existing []AdvTreasureDef
}
func NewAdventurePlugin(client *mautrix.Client, euro *EuroPlugin, xp *XPPlugin) *AdventurePlugin {
return &AdventurePlugin{
Base: NewBase(client),
euro: euro,
xp: xp,
dmToPlayer: make(map[id.RoomID]id.UserID),
morningHour: envInt("ADVENTURE_MORNING_HOUR", 8),
summaryHour: envInt("ADVENTURE_SUMMARY_HOUR", 20),
}
}
// chatLevel returns the user's chat level for perk calculations.
func (p *AdventurePlugin) chatLevel(userID id.UserID) int {
if p.xp == nil {
return 0
}
return p.xp.GetLevel(userID)
}
func (p *AdventurePlugin) Name() string { return "adventure" }
func (p *AdventurePlugin) Version() string { return "2.5.0" }
// SetAchievements wires the achievements plugin after both are initialized.
func (p *AdventurePlugin) SetAchievements(ach *AchievementsPlugin) {
p.achievements = ach
}
func (p *AdventurePlugin) Commands() []CommandDef {
return []CommandDef{
{Name: "adventure", Description: "Daily adventure game — dungeon, mine, forage, or rest", Usage: "!adventure", Category: "Games"},
{Name: "arena", Description: "Arena combat — fight through 5 tiers of increasingly deadly monsters", Usage: "!arena", Category: "Games"},
{Name: "thom", Description: "Visit Thom Krooke — housing and loans", Usage: "!thom", Category: "Games"},
{Name: "setup", Description: "Create or continue your Adv 2.0 character (race, class, stats)", Usage: "!setup", Category: "Games"},
{Name: "sheet", Description: "View your Adv 2.0 character sheet", Usage: "!sheet", Category: "Games"},
{Name: "abilities", Description: "List your Adv 2.0 class and race abilities", Usage: "!abilities", Category: "Games"},
{Name: "respec", Description: "Wipe and rebuild your Adv 2.0 character (5000 euros, 7-day cooldown)", Usage: "!respec", Category: "Games"},
{Name: "subclass", Description: "View or choose your Adv 2.0 subclass (unlocks at L5; change costs 500 euros, 30-day cooldown)", Usage: "!subclass [name|number]", Category: "Games"},
{Name: "check", Description: "Roll an Adv 2.0 skill check (d20 + ability modifier vs DC)", Usage: "!check <skill> [dc]", Category: "Games"},
{Name: "rest", Description: "Take an Adv 2.0 rest (`short`: 1h cooldown, partial heal — `long`: 24h, full heal, requires housing or inn)", Usage: "!rest short|long", Category: "Games"},
{Name: "arm", Description: "Pre-arm an active Adv 2.0 ability for next combat (consumes resource)", Usage: "!arm <ability>", Category: "Games"},
{Name: "roll", Description: "Roll dice (NdN+M format, e.g. 2d6+3, d20, 4d6-1)", Usage: "!roll <dice>", Category: "Games"},
{Name: "stats", Description: "Show your Adv 2.0 ability scores and modifiers", Usage: "!stats", Category: "Games"},
{Name: "level", Description: "Show your Adv 2.0 level and XP progress", Usage: "!level", Category: "Games"},
{Name: "cast", Description: "Cast an Adv 2.0 spell (queues for next combat, or resolves out-of-combat)", Usage: "!cast <spell> [--upcast N] [--target @user]", Category: "Games"},
{Name: "spells", Description: "List your known spells, prepared spells, and spell slots", Usage: "!spells [learn <spell>]", Category: "Games"},
{Name: "prepare", Description: "Cleric: prepare a spell for the day (cap = WIS mod + level)", Usage: "!prepare <spell> | !prepare clear <spell>", Category: "Games"},
}
}
func (p *AdventurePlugin) Init() error {
// Rehydrate DM room mappings for existing characters
chars, err := loadAllAdvCharacters()
if err != nil {
slog.Warn("adventure: no characters to rehydrate", "err", err)
} else {
for _, c := range chars {
p.registerDMRoom(c.UserID)
}
slog.Info("adventure: rehydrated DM rooms", "count", len(chars))
}
// Always reset daily actions at startup — idempotent (WHERE clause
// only touches characters whose last_action_date < today). This handles
// the case where the old buggy code marked the midnight job as completed
// even though the actual reset failed due to SQLite contention.
if err := resetAllAdvDailyActions(); err != nil {
slog.Error("adventure: startup daily reset failed", "err", err)
}
if err := lockCoopCombatActions(); err != nil {
slog.Error("adventure: startup coop combat lock failed", "err", err)
}
// Revive any characters whose DeadUntil has expired
p.catchUpRespawns(chars)
// Start schedulers
go p.morningTicker()
go p.summaryTicker()
go p.midnightTicker()
go p.eventTicker()
// Arena auto-cashout ticker removed — replaced by per-session countdown goroutines
go p.rivalChallengeTicker()
go p.robbieTicker()
go p.hospitalNudgeTicker()
go p.mortgageTicker()
go p.coopTicker()
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
p.arenaCleanupStaleRuns()
return nil
}
func (p *AdventurePlugin) catchUpRespawns(chars []AdventureCharacter) {
now := time.Now().UTC()
for _, char := range chars {
if !char.Alive && char.DeadUntil != nil && now.After(*char.DeadUntil) {
char.Alive = true
char.DeadUntil = nil
if err := saveAdvCharacter(&char); err != nil {
slog.Error("adventure: catch-up revive failed", "user", char.UserID, "err", err)
continue
}
slog.Info("adventure: catch-up revived player", "user", char.UserID)
text := renderAdvRespawnDM(&char)
if err := p.SendDM(char.UserID, text); err != nil {
slog.Error("adventure: catch-up respawn DM failed", "user", char.UserID, "err", err)
}
}
}
}
func (p *AdventurePlugin) OnReaction(_ ReactionContext) error { return nil }
// ── Message Dispatch ─────────────────────────────────────────────────────────
func (p *AdventurePlugin) OnMessage(ctx MessageContext) error {
// 0. D&D layer commands (Phase 1 — work in rooms and DMs)
if p.IsCommand(ctx.Body, "setup") {
return p.handleDnDSetupCmd(ctx, p.GetArgs(ctx.Body, "setup"))
}
if p.IsCommand(ctx.Body, "sheet") {
return p.handleDnDSheetCmd(ctx)
}
if p.IsCommand(ctx.Body, "abilities") {
return p.handleDnDAbilitiesCmd(ctx)
}
if p.IsCommand(ctx.Body, "respec") {
return p.handleDnDRespecCmd(ctx)
}
if p.IsCommand(ctx.Body, "subclass") {
return p.handleDnDSubclassCmd(ctx, p.GetArgs(ctx.Body, "subclass"))
}
if p.IsCommand(ctx.Body, "check") {
return p.handleDnDCheckCmd(ctx, p.GetArgs(ctx.Body, "check"))
}
if p.IsCommand(ctx.Body, "rest") {
return p.handleDnDRestCmd(ctx, p.GetArgs(ctx.Body, "rest"))
}
if p.IsCommand(ctx.Body, "arm") {
return p.handleDnDArmCmd(ctx, p.GetArgs(ctx.Body, "arm"))
}
if p.IsCommand(ctx.Body, "cast") {
return p.handleDnDCastCmd(ctx, p.GetArgs(ctx.Body, "cast"))
}
if p.IsCommand(ctx.Body, "spells") {
return p.handleDnDSpellsCmd(ctx, p.GetArgs(ctx.Body, "spells"))
}
if p.IsCommand(ctx.Body, "prepare") {
return p.handleDnDPrepareCmd(ctx, p.GetArgs(ctx.Body, "prepare"))
}
if p.IsCommand(ctx.Body, "roll") {
return p.handleDnDRollCmd(ctx, p.GetArgs(ctx.Body, "roll"))
}
if p.IsCommand(ctx.Body, "stats") {
return p.handleDnDStatsCmd(ctx)
}
if p.IsCommand(ctx.Body, "level") {
return p.handleDnDLevelCmd(ctx)
}
if p.IsCommand(ctx.Body, "zone") {
return p.handleDnDZoneCmd(ctx, p.GetArgs(ctx.Body, "zone"))
}
// 1. Arena commands (work in rooms and DMs)
if p.IsCommand(ctx.Body, "bail") {
return p.handleArenaBail(ctx)
}
if p.IsCommand(ctx.Body, "arena") {
return p.dispatchArenaCommand(ctx)
}
// 1b. Hospital commands (work in rooms and DMs)
if p.IsCommand(ctx.Body, "hospital") {
return p.handleHospitalCmd(ctx)
}
// 1c. Co-op dungeon commands (work in rooms and DMs)
if p.IsCommand(ctx.Body, "coop") {
return p.handleCoopCmd(ctx)
}
// 2. Check if this is a DM reply from a registered player
p.mu.Lock()
playerID, isDM := p.dmToPlayer[ctx.RoomID]
p.mu.Unlock()
if isDM && playerID == ctx.Sender {
return p.handleDMReply(ctx)
}
// 3. NPC encounter tracking — count room messages from adventure players
if !isDM && !strings.HasPrefix(ctx.Body, "!") {
safeGo("npc-track", func() {
p.npcTrackMessage(ctx.Sender)
})
}
// 4. Thom Krooke commands (work in rooms and DMs)
if p.IsCommand(ctx.Body, "thom") {
return p.handleThomCmd(ctx)
}
// 5. Command dispatch
if !p.IsCommand(ctx.Body, "adventure") && !p.IsCommand(ctx.Body, "adv") {
return nil
}
return p.dispatchCommand(ctx)
}
func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
args := strings.TrimSpace(p.GetArgs(ctx.Body, "adventure"))
if args == "" && p.IsCommand(ctx.Body, "adv") {
args = strings.TrimSpace(p.GetArgs(ctx.Body, "adv"))
}
lower := strings.ToLower(args)
switch {
case args == "" || lower == "menu":
return p.handleMenu(ctx)
case lower == "status":
return p.handleStatus(ctx)
case strings.HasPrefix(lower, "sell "):
return p.handleSellCmd(ctx, strings.TrimSpace(args[5:]))
case lower == "shop" || strings.HasPrefix(lower, "shop "):
return p.handleShopCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "shop")))
case strings.HasPrefix(lower, "buy "):
return p.handleBuyCmd(ctx, strings.TrimSpace(args[4:]))
case lower == "equip":
return p.handleEquipCmd(ctx)
case lower == "inventory" || lower == "inv":
return p.handleInventoryCmd(ctx)
case lower == "leaderboard" || lower == "lb":
return p.handleLeaderboard(ctx)
case strings.HasPrefix(lower, "revive "):
return p.handleAdminRevive(ctx, strings.TrimSpace(args[7:]))
case lower == "summary":
return p.handleAdminSummary(ctx)
case lower == "respond":
return p.handleEventRespond(ctx)
case lower == "help":
return p.SendDM(ctx.Sender, advHelpText)
case lower == "rivals":
return p.handleRivalsCmd(ctx)
case lower == "babysit" || strings.HasPrefix(lower, "babysit "):
return p.handleBabysitCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "babysit")))
case lower == "blacksmith" || lower == "repair":
return p.handleBlacksmithCmd(ctx)
case lower == "repair all":
return p.handleRepairAllCmd(ctx)
case strings.HasPrefix(lower, "repair "):
return p.handleRepairSlotCmd(ctx, strings.TrimSpace(args[7:]))
case lower == "boost":
return p.handleBoostCmd(ctx)
case lower == "recipes":
return p.handleRecipesCmd(ctx)
case lower == "mastery":
return p.handleMasteryCmd(ctx)
case lower == "treasures" || strings.HasPrefix(lower, "treasures "):
return p.handleTreasuresCmd(ctx, strings.TrimSpace(strings.TrimPrefix(lower, "treasures")))
}
return p.SendDM(ctx.Sender, "Unknown command. Type `!adventure help` to see available commands.")
}
const advHelpText = `**Adventure Commands**
` + "`!adventure`" + ` — Show today's activity menu
` + "`!adventure status`" + ` — View your character sheet
` + "`!adventure shop`" + ` — Browse equipment categories
` + "`!adventure shop <category>`" + ` — View a category (weapon, armor, helmet, boots, tool)
` + "`!adventure buy <item>`" + ` — Buy equipment (e.g. ` + "`buy Enchanted Blade`" + ` or ` + "`buy 4 sword`" + `)
` + "`!adventure equip`" + ` — Equip Masterwork gear from inventory
` + "`!adventure sell <item>`" + ` — Sell an inventory item (or ` + "`sell all`" + `)
` + "`!adventure inventory`" + ` — View your inventory
` + "`!adventure leaderboard`" + ` — View the leaderboard
` + "`!adventure respond`" + ` — Respond to a mid-day event
` + "`!adventure rivals`" + ` — View rival duel records
` + "`!adventure babysit`" + ` — Adventurer Babysitting Service
` + "`!adventure babysit auto`" + ` — Toggle auto-babysit (protects streaks on missed days)
` + "`!adventure babysit focus <skill>`" + ` — Pick the skill auto-babysit trains (mining/fishing/foraging)
` + "`!adventure blacksmith`" + ` — Visit the blacksmith (view repair costs)
` + "`!adventure repair all`" + ` — Repair all damaged equipment
` + "`!adventure repair <slot>`" + ` — Repair a specific slot
` + "`!adventure recipes`" + ` — List crafting recipes known at your current Foraging level
` + "`!adventure mastery`" + ` — Per-slot equipment mastery progress and active bonus
` + "`!adventure treasures`" + ` — List your treasures · ` + "`treasures lock`" + ` to refuse swaps
` + "`!coop`" + ` — Co-op dungeons (multi-day party runs). See ` + "`!coop help`" + `.
` + "`!hospital`" + ` — Visit St. Guildmore's Memorial Hospital (same-day revival when dead)
` + "`!thom`" + ` — Visit Thom Krooke (housing and loans)
` + "`!adventure help`" + ` — This message
**Arena:**
` + "`!arena`" + ` — Show arena tier menu
` + "`!arena tier <1-5>`" + ` — Enter a tier
` + "`!arena fight`" + ` — Fight current round
` + "`!arena descend`" + ` — Descend to next tier (keep earnings at risk)
` + "`!arena cashout`" + ` — Take earnings and leave
` + "`!arena status`" + ` — Current run state
` + "`!arena leaderboard`" + ` — Top arena players
**Systems:**
• Foraging level 10+ unlocks auto-crafting consumables from loot ingredients before combat.
• A 5% community tax funds the lottery pot. Arena and hospital apply 10%.
**In DM:** Reply with a number (e.g. ` + "`1`" + `) or location name to take your daily action.`
// ── Command Handlers ─────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleMenu(ctx MessageContext) error {
char, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character.")
}
if !char.Alive {
// On-demand revive if death timer has expired
if char.DeadUntil != nil && time.Now().UTC().After(*char.DeadUntil) {
char.Alive = true
char.DeadUntil = nil
if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err)
} else {
text := renderAdvRespawnDM(char)
p.SendDM(ctx.Sender, text)
// Fall through to show menu
}
}
if !char.Alive {
text := renderAdvDeathStatusDM(char)
return p.SendDM(ctx.Sender, text)
}
}
isHol, holName := isHolidayToday()
if char.AllActionsUsed(isHol) {
now := time.Now().UTC()
midnight := time.Date(now.Year(), now.Month(), now.Day()+1, 0, 0, 0, 0, time.UTC)
remaining := midnight.Sub(now)
hours := int(remaining.Hours())
minutes := int(remaining.Minutes()) % 60
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You've used all your actions today. Tomorrow awaits. Try to survive it.\n\n"+
"Next action: 00:00 UTC (%dh %dm from now)\n"+
"Morning DM: %02d:00 UTC\n\n"+
"The Arena is always open: `!arena`",
hours, minutes, p.morningHour))
}
treasures, _ := loadAdvTreasureBonuses(char.UserID)
buffs, _ := loadAdvActiveBuffs(char.UserID)
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false)
balance := p.euro.GetBalance(char.UserID)
text := renderAdvMorningDM(char, equip, balance, bonuses, holName)
p.advMarkMenuSent(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
func (p *AdventurePlugin) handleStatus(ctx MessageContext) error {
char, err := loadAdvCharacter(ctx.Sender)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "No adventurer found. Type `!adventure` to create one.")
}
// On-demand revive if death timer has expired
if !char.Alive && char.DeadUntil != nil && time.Now().UTC().After(*char.DeadUntil) {
char.Alive = true
char.DeadUntil = nil
if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err)
} else {
p.SendDM(ctx.Sender, renderAdvRespawnDM(char))
}
}
equip, err := loadAdvEquipment(ctx.Sender)
if err != nil {
slog.Error("adventure: failed to load equipment for status", "user", ctx.Sender, "err", err)
}
items, err := loadAdvInventory(ctx.Sender)
if err != nil {
slog.Error("adventure: failed to load inventory for status", "user", ctx.Sender, "err", err)
}
treasures, err := loadAdvTreasureBonuses(ctx.Sender)
if err != nil {
slog.Error("adventure: failed to load treasures for status", "user", ctx.Sender, "err", err)
}
balance := p.euro.GetBalance(ctx.Sender)
text := renderAdvCharacterSheet(char, equip, items, treasures, balance)
return p.SendDM(ctx.Sender, text)
}
func (p *AdventurePlugin) handleShopCmd(ctx MessageContext, args string) error {
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
showAll := strings.Contains(strings.ToLower(args), "show all")
category := strings.TrimSpace(strings.Replace(strings.ToLower(args), "show all", "", 1))
p.shopSessionStart(ctx.Sender)
if category == "" {
text := luigiShopGreeting(ctx.Sender, equip, balance, showAll, p.chatLevel(ctx.Sender))
if disc := p.shopSessionAnnounceDiscount(ctx.Sender); disc != "" {
text += "\n\n" + disc
}
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_category",
Data: &advPendingShopCategory{ShowAll: showAll},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
p.shopScheduleBrowseNudge(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
slot := advParseShopCategory(category)
if slot == "" {
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown category '%s'. Try: weapon, armor, helmet, boots, or tool.", category))
}
text := luigiCategoryView(ctx.Sender, slot, equip, balance, showAll)
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_item",
Data: &advPendingShopItem{Slot: slot, ShowAll: showAll},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
p.shopScheduleBrowseNudge(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
func (p *AdventurePlugin) handleBuyCmd(ctx MessageContext, itemName string) error {
char, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` to create one first.")
}
if !char.Alive {
return p.SendDM(ctx.Sender, "You're dead. Shopping can wait until you've respawned.")
}
if itemName == "" {
return p.SendDM(ctx.Sender, "Usage: `!buy <item name>`. Type `!adventure shop` to browse.")
}
slot, def, found := advFindShopItem(itemName)
if !found {
return p.SendDM(ctx.Sender, fmt.Sprintf("No item matching '%s' found in the shop. Type `!adventure shop` to see what's available.", itemName))
}
result := p.advBuyEquipment(ctx.Sender, slot, def, equip)
return p.SendDM(ctx.Sender, result)
}
func (p *AdventurePlugin) handleSellCmd(ctx MessageContext, args string) error {
char, _, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character. Try `!adventure` to create one first.")
}
if !char.Alive {
return p.SendDM(ctx.Sender, "You're dead. No haggling from beyond the grave.")
}
var result string
if strings.ToLower(args) == "all" {
result = p.advSellAll(ctx.Sender)
} else {
result = p.advSellItem(ctx.Sender, args)
}
return p.SendDM(ctx.Sender, result)
}
func (p *AdventurePlugin) handleInventoryCmd(ctx MessageContext) error {
if _, _, err := p.ensureCharacter(ctx.Sender); err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load your character.")
}
text := advInventoryDisplay(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
func (p *AdventurePlugin) handleLeaderboard(ctx MessageContext) error {
chars, err := loadAllAdvCharacters()
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to load leaderboard.")
}
text := renderAdvLeaderboard(chars)
return p.SendReply(ctx.RoomID, ctx.EventID, text)
}
func (p *AdventurePlugin) handleAdminRevive(ctx MessageContext, target string) error {
if !p.IsAdmin(ctx.Sender) {
return nil
}
// Resolve user
targetID, found := p.ResolveUser(target, ctx.RoomID)
if !found {
return p.SendReply(ctx.RoomID, ctx.EventID, "Could not find that user.")
}
char, err := loadAdvCharacter(targetID)
if err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "That user has no adventurer.")
}
if char.Alive {
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("%s is already alive.", char.DisplayName))
}
char.Alive = true
char.DeadUntil = nil
if err := saveAdvCharacter(char); err != nil {
return p.SendReply(ctx.RoomID, ctx.EventID, "Failed to revive.")
}
p.SendDM(targetID, renderAdvRespawnDM(char))
if p.achievements != nil {
p.achievements.GrantAchievement(targetID, "adv_revived")
}
return p.SendReply(ctx.RoomID, ctx.EventID, fmt.Sprintf("✅ %s has been revived.", char.DisplayName))
}
func (p *AdventurePlugin) handleAdminSummary(ctx MessageContext) error {
if !p.IsAdmin(ctx.Sender) {
return nil
}
go p.postDailySummary()
return p.SendReply(ctx.RoomID, ctx.EventID, "Daily summary will be posted shortly.")
}
// ── DM Reply Handling ────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDMReply(ctx MessageContext) error {
body := strings.TrimSpace(ctx.Body)
// Skip if it looks like a command for another plugin
lower := strings.ToLower(body)
if strings.HasPrefix(body, "!") && !strings.HasPrefix(lower, "!adventure") && !strings.HasPrefix(lower, "!adv") && !strings.HasPrefix(lower, "!thom") {
return nil
}
// Handle !thom in DMs
if strings.HasPrefix(lower, "!thom") {
return p.handleThomCmd(ctx)
}
// Strip !adventure / !adv prefix if present — dispatch directly to avoid recursion
if strings.HasPrefix(lower, "!adventure") || strings.HasPrefix(lower, "!adv") {
return p.dispatchCommand(ctx)
}
// "undo" reverts a recent treasure auto-swap. Checked ahead of the
// pending-interaction block so it doesn't get consumed by an unrelated
// pending prompt.
if lower == "undo" {
if p.tryTreasureUndo(ctx.Sender) {
return nil
}
}
// Check for pending interaction first (always honored regardless of window)
if val, ok := p.pending.Load(string(ctx.Sender)); ok {
interaction := val.(*advPendingInteraction)
if time.Now().Before(interaction.ExpiresAt) {
return p.resolvePendingInteraction(ctx, interaction)
}
p.pending.Delete(string(ctx.Sender))
p.shopSessionEnd(ctx.Sender)
p.SendDM(ctx.Sender, "Your previous prompt expired. Moving on.")
}
// Only interpret bare messages as adventure choices if the user was recently
// shown an actionable menu. This prevents "1" typed during UNO (or any other
// DM-based game) from triggering adventure responses.
if !p.advIsInResponseWindow(ctx.Sender) {
return nil
}
// Parse as activity choice
return p.parseAndResolveChoice(ctx, body)
}
func (p *AdventurePlugin) resolvePendingInteraction(ctx MessageContext, interaction *advPendingInteraction) error {
p.pending.Delete(string(ctx.Sender))
switch interaction.Type {
case "treasure_discard":
return p.handleTreasureDiscard(ctx, interaction)
case "masterwork_equip":
return p.handleMasterworkEquipReply(ctx, interaction)
case "masterwork_equip_confirm":
return p.handleMasterworkEquipConfirm(ctx, interaction)
case "rival_rps":
return p.resolveRivalRPSRound(ctx, interaction)
case "blacksmith_slot":
return p.resolveBlacksmithSlotChoice(ctx, interaction)
case "blacksmith_confirm":
return p.resolveBlacksmithConfirm(ctx, interaction)
case "shop_category":
return p.resolveShopCategoryChoice(ctx, interaction)
case "shop_item":
return p.resolveShopItemChoice(ctx, interaction)
case "shop_supply":
return p.resolveShopSupplyChoice(ctx, interaction)
case "shop_confirm":
return p.resolveShopConfirm(ctx, interaction)
case "hospital_pay":
return p.resolveHospitalPay(ctx, interaction)
case "npc_encounter":
return p.resolveNPCEncounter(ctx, interaction)
case "pet_arrival":
return p.resolvePetArrival(ctx)
case "pet_type":
return p.resolvePetType(ctx)
case "pet_name":
return p.resolvePetName(ctx)
}
return nil
}
func (p *AdventurePlugin) handleTreasureDiscard(ctx MessageContext, interaction *advPendingInteraction) error {
data := interaction.Data.(*advPendingTreasureDiscard)
body := strings.TrimSpace(strings.ToLower(ctx.Body))
if body == "keep" {
return p.SendDM(ctx.Sender, fmt.Sprintf("You left the %s behind. It will stay where you found it, judging you, forever.", data.NewTreasure.Name))
}
choice, err := strconv.Atoi(body)
if err != nil || choice < 1 || choice > len(data.Existing) {
return p.SendDM(ctx.Sender, "Reply with 1, 2, or 3 to discard, or `keep` to leave the new treasure behind.")
}
// Discard the chosen treasure
discarded := data.Existing[choice-1]
if err := advDiscardTreasure(ctx.Sender, discarded.Key); err != nil {
return p.SendDM(ctx.Sender, "Failed to discard treasure. Try again.")
}
// Save the new treasure
if err := advSaveTreasure(ctx.Sender, data.NewTreasure); err != nil {
return p.SendDM(ctx.Sender, "Failed to save new treasure. Something went wrong.")
}
return p.SendDM(ctx.Sender, fmt.Sprintf("You discarded **%s** and kept **%s**.\n\n_%s_",
discarded.Name, data.NewTreasure.Name, data.NewTreasure.InventoryDesc))
}
// ── Activity Choice Parsing ──────────────────────────────────────────────────
func (p *AdventurePlugin) parseAndResolveChoice(ctx MessageContext, body string) error {
// Acquire per-user lock to prevent double actions from concurrent DM replies
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
char, err := loadAdvCharacter(ctx.Sender)
if err != nil {
return nil // not a registered player
}
if !char.Alive {
// On-demand revive if death timer has expired
if char.DeadUntil != nil && time.Now().UTC().After(*char.DeadUntil) {
char.Alive = true
char.DeadUntil = nil
if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: on-demand revive failed", "user", char.UserID, "err", err)
} else {
p.SendDM(ctx.Sender, renderAdvRespawnDM(char))
}
}
if !char.Alive {
return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char))
}
}
isHol, _ := isHolidayToday()
if char.AllActionsUsed(isHol) {
// Only send the reminder once per day — subsequent DM messages
// are silently ignored so they can be handled by other plugins (e.g. UNO).
today := time.Now().UTC().Format("2006-01-02")
if prev, ok := p.dmRemindedDate.Load(string(ctx.Sender)); ok && prev.(string) == today {
return nil
}
p.dmRemindedDate.Store(string(ctx.Sender), today)
now := time.Now().UTC()
midnight := time.Date(now.Year(), now.Month(), now.Day()+1, 0, 0, 0, 0, time.UTC)
remaining := midnight.Sub(now)
hours := int(remaining.Hours())
minutes := int(remaining.Minutes()) % 60
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You've used all your actions today. Rest now. Try again tomorrow.\n\n"+
"Next action: 00:00 UTC (%dh %dm from now)\n\n"+
"The Arena is always open: `!arena`",
hours, minutes))
}
lower := strings.ToLower(body)
// Parse "7" or "rest"
if lower == "7" || lower == "rest" {
return p.resolveRest(ctx, char)
}
// Parse "6" or "blacksmith"
if lower == "6" || lower == "blacksmith" {
return p.handleBlacksmithCmd(ctx)
}
// Parse "5" or "shop"
if lower == "5" || lower == "shop" {
return p.handleShopCmd(ctx, "")
}
// Parse activity + location
activity, loc := p.parseActivityLocation(lower, char)
if loc == nil {
return p.SendDM(ctx.Sender, "I didn't understand that. Reply with a number and location, e.g: `1 Soggy Cellar`, or just `1` for the first available.")
}
return p.resolveActivity(ctx, char, activity, loc)
}
func (p *AdventurePlugin) parseActivityLocation(input string, char *AdventureCharacter) (AdvActivityType, *AdvLocation) {
parts := strings.SplitN(input, " ", 2)
if len(parts) == 0 {
return "", nil
}
first := parts[0]
rest := ""
if len(parts) > 1 {
rest = strings.TrimSpace(parts[1])
}
var activity AdvActivityType
// Parse activity from number or word
switch first {
case "1", "dungeon", "d":
activity = AdvActivityDungeon
case "2", "mine", "m":
activity = AdvActivityMining
case "3", "forage", "f", "forest":
activity = AdvActivityForaging
case "4", "fish", "fishing":
activity = AdvActivityFishing
default:
// Try matching location name directly
for _, act := range []AdvActivityType{AdvActivityDungeon, AdvActivityMining, AdvActivityForaging, AdvActivityFishing} {
if loc := findAdvLocation(act, input); loc != nil {
return act, loc
}
}
return "", nil
}
// If no location specified, pick first eligible
if rest == "" {
equip, _ := loadAdvEquipment(char.UserID)
treasures, _ := loadAdvTreasureBonuses(char.UserID)
buffs, _ := loadAdvActiveBuffs(char.UserID)
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, false)
eligible := advEligibleLocations(char, equip, activity, bonuses)
if len(eligible) == 0 {
return activity, nil
}
return activity, eligible[0].Location
}
// Try to parse tier number
if tier, err := strconv.Atoi(rest); err == nil {
loc := findAdvLocationByTier(activity, tier)
if loc != nil {
return activity, loc
}
}
// Fuzzy match location name
loc := findAdvLocation(activity, rest)
return activity, loc
}
// ── Activity Resolution ──────────────────────────────────────────────────────
func (p *AdventurePlugin) resolveActivity(ctx MessageContext, char *AdventureCharacter, activity AdvActivityType, loc *AdvLocation) error {
isHol, _ := isHolidayToday()
if isCombatActivity(activity) && !char.CanDoCombat(isHol) {
return p.SendDM(ctx.Sender, "You've used your combat action for the day. Try a harvest activity (mining, fishing, foraging) or rest.")
}
if isHarvestActivity(activity) && !char.CanDoHarvest(isHol) {
return p.SendDM(ctx.Sender, "You've used all your harvest actions for the day. Try combat (dungeon) or rest.")
}
equip, err := loadAdvEquipment(char.UserID)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your equipment.")
}
treasures, _ := loadAdvTreasureBonuses(char.UserID)
buffs, _ := loadAdvActiveBuffs(char.UserID)
// Check grudge
hasGrudge := char.GrudgeLocation == loc.Name
bonuses := computeAdvBonuses(treasures, buffs, char.CurrentStreak, hasGrudge)
// Check eligibility
eligible, inPenaltyZone := advIsEligible(char, equip, loc, bonuses)
if !eligible {
return p.SendDM(ctx.Sender, fmt.Sprintf("You are not eligible for %s. Your level or equipment tier is too low.", loc.Name))
}
// Per-location cooldown: 3 hours after a successful run
if remaining := advLocationCooldown(char.UserID, loc.Name); remaining > 0 {
mins := int(remaining.Minutes())
if mins < 1 {
return p.SendDM(ctx.Sender, fmt.Sprintf("🕐 %s is still being cleared out. Try again in less than a minute, or pick a different location.", loc.Name))
}
h, m := mins/60, mins%60
if h > 0 {
return p.SendDM(ctx.Sender, fmt.Sprintf("🕐 %s is still being cleared out. Try again in %dh %dm, or pick a different location.", loc.Name, h, m))
}
return p.SendDM(ctx.Sender, fmt.Sprintf("🕐 %s is still being cleared out. Try again in %d minutes, or pick a different location.", loc.Name, m))
}
// Resolve the action — dungeon uses combat engine, others use probability bands
var result *AdvActionResult
if loc.Activity == AdvActivityDungeon {
result = p.resolveDungeonAction(char, equip, loc, bonuses, inPenaltyZone)
} else {
result = resolveAdvAction(char, equip, loc, bonuses, inPenaltyZone)
}
// Select flavor text
result.FlavorText, result.FlavorKey = p.selectFlavorText(char, result)
// Chat level XP bonus
if bonus := chatLevelXPBonus(p.chatLevel(char.UserID)); bonus > 0 {
result.XPGained = int(float64(result.XPGained) * (1.0 + bonus))
}
// Double XP/money boost
advApplyBoost(result)
// Apply XP
switch result.XPSkill {
case "combat":
char.CombatXP += result.XPGained
case "mining":
char.MiningXP += result.XPGained
case "foraging":
char.ForagingXP += result.XPGained
case "fishing":
char.FishingXP += result.XPGained
}
// Check level up
result.LeveledUp, result.NewLevel = checkAdvLevelUp(char, result.XPSkill)
if result.LeveledUp && result.XPSkill == "combat" {
p.checkRivalPoolUnlock(char)
}
engineDeathSaved := result.CombatLog != nil && checkDeathSaveEvent(result.CombatLog.Events)
// Handle death
deathReprieved := false
pardonFired := false
petRecovered := false
if result.Outcome == AdvOutcomeDeath {
dt := transitionDeath(DeathTransitionParams{
Char: char,
Equip: equip,
ChatLevel: p.chatLevel(char.UserID),
Location: loc.Name,
Source: "adventure",
DeathLocation: loc.Name,
AllowPardon: true,
AllowSovereign: true,
EngineSaved: engineDeathSaved,
})
pardonFired = dt.Pardoned
deathReprieved = dt.Pardoned || dt.Reprieved
petRecovered = dt.PetRecovered
if dt.Pardoned {
result.Outcome = AdvOutcomeEmpty
}
if dt.Reprieved {
nextWindow := time.Now().UTC().Add(168 * time.Hour)
gr := gamesRoom()
if gr != "" {
p.SendMessage(gr, renderArenaDeathReprieve(char.DisplayName, loc.Name, nextWindow))
}
}
} else if hasGrudge && (result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional) {
// Clear grudge on successful return
char.GrudgeLocation = ""
}
// Add loot to inventory
for _, item := range result.LootItems {
_ = addAdvInventoryItem(char.UserID, item)
}
// Roll for consumable drop on success/exceptional at T2+
if (result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional) && loc.Tier >= 2 {
if drop := RollConsumableDrop(loc.Activity, loc.Tier); drop != nil {
_ = addAdvInventoryItem(char.UserID, *drop)
result.LootItems = append(result.LootItems, *drop)
}
}
// Mark action consumed in the correct bucket
if isCombatActivity(activity) {
char.CombatActionsUsed++
} else if isHarvestActivity(activity) {
char.HarvestActionsUsed++
}
char.ActionTakenToday = true
char.LastActionDate = time.Now().UTC().Format("2006-01-02")
// Update streak info
result.StreakBonus = char.CurrentStreak
// Save character
if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: failed to save character", "user", char.UserID, "err", err)
return p.SendDM(ctx.Sender, "Something went wrong saving your progress. Your action was not recorded. Try again.")
}
// Pet XP
if char.HasPet() && result.Outcome != AdvOutcomeDeath {
if petGrantXP(char) {
_ = saveAdvCharacter(char)
_ = p.SendDM(char.UserID, fmt.Sprintf("🐾 %s leveled up to **Level %d**!", char.PetName, char.PetLevel))
} else {
_ = saveAdvCharacter(char)
}
}
// Save equipment changes
for _, slot := range allSlots {
if eq, ok := equip[slot]; ok {
if err := saveAdvEquipment(char.UserID, eq); err != nil {
slog.Error("adventure: failed to save equipment", "user", char.UserID, "slot", slot, "err", err)
}
}
}
// Log activity BEFORE party bonus check so both visitors can see each other
logAdvActivity(char.UserID, string(activity), loc.Name, string(result.Outcome),
result.TotalLootValue, result.XPGained, result.FlavorKey)
// Party bonus: check if someone else visited the same location today
if result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional {
if advCheckPartyBonus(char.UserID, loc.Name) {
// Apply party bonus: +10% loot value
partyBonus := int64(float64(result.TotalLootValue) * 0.10)
if partyBonus > 0 {
result.TotalLootValue += partyBonus
net, _ := communityTax(char.UserID, float64(partyBonus), 0.05)
p.euro.Credit(char.UserID, net, "adventure_party_bonus")
}
}
}
// Send resolution DM with closing block
text := renderAdvResolutionDM(result, char)
if result.CombatLog != nil {
// Combat closing narrative — victory or death depending on outcome.
text += dndItalicize(dndCombatClosingLine(result.CombatLog.PlayerWon, false))
if rollLine := dndRollSummaryLine(*result.CombatLog); rollLine != "" {
text += "\n" + rollLine
}
}
if deathReprieved {
nextWindow := char.DeathReprieveLast.Add(168 * time.Hour)
text += fmt.Sprintf("\n\n⚔ **Death's Reprieve activated.** Your Sovereign gear absorbed the killing blow. "+
"You survived — barely. All equipment took heavy damage.\n"+
"Next reprieve window: %s", nextWindow.Format("2006-01-02 15:04 UTC"))
}
closing := advClosingBlock(result.Outcome, char.UserID, loc.Name, p.morningHour, p.summaryHour)
if closing != "" {
text += "\n" + closing
}
// Dungeon combat: send phased combat messages with delays, then resolution DM
if result.CombatLog != nil {
phaseMessages := RenderCombatLog(*result.CombatLog, char.DisplayName, loc.Denizens)
phaseMessages = p.prependCraftNarrative(ctx.Sender, phaseMessages)
if open := dndCombatOpeningLine(); open != "" && len(phaseMessages) > 0 {
phaseMessages[0] = "_" + open + "_\n\n" + phaseMessages[0]
}
done := p.sendCombatMessages(ctx.Sender, phaseMessages, text)
go func() {
<-done
if pardonFired {
p.SendDM(ctx.Sender, "The crowd intervened. A healer pulled you back at the last second. Don't count on this again — 7-day cooldown.")
}
if petRecovered && char.PetName != "" {
p.SendDM(ctx.Sender, fmt.Sprintf("Your pet %s dragged you to safety. Death timer reduced.", char.PetName))
}
if result.Outcome == AdvOutcomeDeath && !deathReprieved {
p.sendHospitalAd(ctx.Sender, char)
}
}()
} else {
if err := p.SendDM(ctx.Sender, text); err != nil {
slog.Error("adventure: failed to send resolution DM", "user", ctx.Sender, "err", err)
}
if pardonFired {
p.SendDM(ctx.Sender, "The crowd intervened. A healer pulled you back at the last second. Don't count on this again — 7-day cooldown.")
}
if petRecovered && char.PetName != "" {
p.SendDM(ctx.Sender, fmt.Sprintf("Your pet %s dragged you to safety. Death timer reduced.", char.PetName))
}
if result.Outcome == AdvOutcomeDeath && !deathReprieved {
p.sendHospitalAd(ctx.Sender, char)
}
}
// Check for treasure drop
if result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional {
p.checkTreasureDrop(ctx.Sender, char, loc)
p.checkMasterworkDrop(ctx.Sender, char, equip, loc, result.Outcome)
}
// Equipment mastery — celebrate threshold crossings so the silent
// per-slot counter becomes visible to the player.
for _, mc := range result.MasteryCrossings {
p.SendDM(ctx.Sender, fmt.Sprintf(
"🛠️ **Mastery: %s — %d uses!** Your %s is paying it back: +1%% loot quality from this slot.",
mc.ItemName, mc.Threshold, mc.Slot))
}
// If the player still has actions remaining, nudge them
if !char.AllActionsUsed(isHol) && (result.Outcome != AdvOutcomeDeath || deathReprieved) {
remaining := []string{}
if char.CanDoCombat(isHol) {
remaining = append(remaining, "combat")
}
if char.CanDoHarvest(isHol) {
harvestMax := maxHarvestActions
if isHol {
harvestMax++
}
harvestLeft := harvestMax - char.HarvestActionsUsed
remaining = append(remaining, fmt.Sprintf("%d harvest", harvestLeft))
}
p.SendDM(ctx.Sender, fmt.Sprintf("Actions remaining today: %s. Type `!adv` for the menu.", strings.Join(remaining, ", ")))
}
return nil
}
func (p *AdventurePlugin) resolveRest(ctx MessageContext, char *AdventureCharacter) error {
isHol, _ := isHolidayToday()
// Rest consumes all remaining actions
combatMax := maxCombatActions
harvestMax := maxHarvestActions
if isHol {
combatMax++
harvestMax++
}
char.CombatActionsUsed = combatMax
char.HarvestActionsUsed = harvestMax
char.ActionTakenToday = true
char.LastActionDate = time.Now().UTC().Format("2006-01-02")
if err := saveAdvCharacter(char); err != nil {
return p.SendDM(ctx.Sender, "Failed to save. Even resting is broken.")
}
logAdvActivity(char.UserID, string(AdvActivityRest), "", "rest", 0, 0, "")
// Compute reset countdown
now := time.Now().UTC()
midnight := time.Date(now.Year(), now.Month(), now.Day()+1, 0, 0, 0, 0, time.UTC)
remaining := midnight.Sub(now)
hours := int(remaining.Hours())
minutes := int(remaining.Minutes()) % 60
restMsg := fmt.Sprintf(
"%s, you chose rest. No loot. No XP. No death.\n\n"+
"You sat in your hovel and stared at the wall and achieved absolutely nothing. "+
"Tomorrow awaits. It will probably be the same.\n\n"+
"─────────────────────────────\n"+
"Next action: 00:00 UTC (%dh %dm from now)\n"+
"Morning DM: %02d:00 UTC\n"+
"Evening summary: %02d:00 UTC\n\n"+
"The Arena is always open: `!arena`",
char.DisplayName, hours, minutes, p.morningHour, p.summaryHour)
if err := p.SendDM(ctx.Sender, restMsg); err != nil {
slog.Error("adventure: failed to send rest DM", "user", ctx.Sender, "err", err)
}
return nil
}
// ── Treasure Drop Check ─────────────────────────────────────────────────────
func (p *AdventurePlugin) checkTreasureDrop(userID id.UserID, char *AdventureCharacter, loc *AdvLocation) {
drop, roll, rate := rollAdvTreasureDropDetailed(loc.Tier, userID, p.chatLevel(userID))
if drop == nil {
// Near-miss feedback: when the roll was within 2× of the drop rate,
// tell the player they almost got it. Treasure rates are 0.151.5%
// so without this signal the system feels invisible.
if rate > 0 && roll < rate*2 {
p.SendDM(userID, fmt.Sprintf("🎁 *Treasure: just missed* — rolled %.2f%% against %.2f%% drop chance.",
roll*100, rate*100))
}
return
}
// Check treasure count
count, err := advCountTreasures(userID)
if err != nil {
return
}
if count < advMaxTreasures {
// Directly save
if err := advSaveTreasure(userID, drop.Def); err != nil {
slog.Error("adventure: failed to save treasure", "user", userID, "err", err)
return
}
// Send discovery flavor
p.sendTreasureDiscoveryDM(userID, char, drop.Def, loc)
return
}
// At cap — try the auto-swap path before falling back to the manual
// discard prompt. The prompt was the wound; most players don't want
// agency at the rare moment of finding a treasure, they want the swap.
existing, err := advUserTreasures(userID)
if err != nil || len(existing) == 0 {
return
}
// Lock honors the player's "I'm done curating" state — refuse the drop
// instead of churning their set.
if char.TreasuresLocked {
p.SendDM(userID, fmt.Sprintf("💎 *Treasure refused* — found **%s** (Tier %d) but your treasures are locked. Unlock with `!adventure treasures unlock` to allow swaps.",
drop.Def.Name, drop.Def.Tier))
return
}
// Pick the worst replaceable existing treasure as the swap candidate.
// Irreplaceable treasures (special_* bonuses) are protected — never
// auto-discarded, even by a higher-tier drop.
worstIdx := -1
var worstRank advTreasureRankKey
for i := range existing {
ex := existing[i]
if advTreasureIrreplaceable(&ex) {
continue
}
r := advTreasureRank(&ex)
if worstIdx < 0 || advTreasureRankBetter(worstRank, r) {
worstIdx, worstRank = i, r
}
}
newRank := advTreasureRank(drop.Def)
// All existing are irreplaceable — fall back to the manual prompt so
// the player consciously chooses what to give up.
if worstIdx < 0 {
p.pending.Store(string(userID), &advPendingInteraction{
Type: "treasure_discard",
Data: &advPendingTreasureDiscard{
NewTreasure: drop.Def,
Existing: existing,
},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.SendDM(userID, renderAdvTreasureDiscardPrompt(drop.Def, existing))
return
}
// New treasure is irreplaceable but would force out a replaceable —
// auto-swap is fine here, the protection rule is about not removing
// existing irreplaceables.
if !advTreasureRankBetter(newRank, worstRank) {
// New is no better than the worst we'd give up. Don't churn —
// just tell the player about the find passively.
p.SendDM(userID, fmt.Sprintf("💎 *Found %s (Tier %d)* — left behind: your current set ranks higher.",
drop.Def.Name, drop.Def.Tier))
return
}
// Swap: discard worst, save new, store undo token.
discarded := existing[worstIdx]
if err := advDiscardTreasure(userID, discarded.Key); err != nil {
slog.Error("adventure: failed to discard for auto-swap", "user", userID, "err", err)
return
}
if err := advSaveTreasure(userID, drop.Def); err != nil {
slog.Error("adventure: failed to save auto-swapped treasure", "user", userID, "err", err)
// Best-effort recovery — restore the discarded one.
_ = advSaveTreasure(userID, &discarded)
return
}
// High-tier story items earn a public moment even via auto-swap, but
// defer the announce until after the undo window so reversed swaps
// don't get publicly announced. Capture the data we need on close
// over so the timer doesn't reach back into mutable state.
announceChar := *char
announceDef := *drop.Def
announceLoc := *loc
announceTimer := time.AfterFunc(advTreasureUndoWindow, func() {
// Token is deleted on undo, so only fire when it's still present.
// The map entry also gets cleared lazily below by future undo
// attempts; firing once based on Timer presence is enough.
if _, ok := p.treasureUndo.Load(string(userID)); !ok {
return
}
p.treasureUndo.Delete(string(userID))
p.announceTreasureToRoom(&announceChar, &announceDef, &announceLoc)
})
p.treasureUndo.Store(string(userID), &advTreasureUndoToken{
Discarded: &discarded,
Kept: drop.Def,
ExpiresAt: time.Now().Add(advTreasureUndoWindow),
AnnounceTimer: announceTimer,
})
p.SendDM(userID, fmt.Sprintf(
"💎 **Found %s** (Tier %d)\nAuto-swapped for **%s** (Tier %d, lowest in your set).\n_Reply `undo` within %d min to revert, or `!adventure treasures` to review._",
drop.Def.Name, drop.Def.Tier,
discarded.Name, discarded.Tier,
int(advTreasureUndoWindow.Minutes())))
}
// tryTreasureUndo reverses a recent auto-swap. Returns true when an undo
// was applied. Stale or missing tokens return false so the caller falls
// through to the regular DM dispatch.
func (p *AdventurePlugin) tryTreasureUndo(userID id.UserID) bool {
val, ok := p.treasureUndo.Load(string(userID))
if !ok {
return false
}
tok := val.(*advTreasureUndoToken)
p.treasureUndo.Delete(string(userID))
// Cancel the deferred room announcement — a reversed swap shouldn't
// produce a public "X recovered Y" line.
if tok.AnnounceTimer != nil {
tok.AnnounceTimer.Stop()
}
if time.Now().After(tok.ExpiresAt) {
p.SendDM(userID, "⌛ The undo window expired. Your treasure swap stands.")
return true
}
// Reverse: discard the kept one, restore the discarded one.
if err := advDiscardTreasure(userID, tok.Kept.Key); err != nil {
slog.Error("adventure: failed to discard kept on undo", "user", userID, "err", err)
return true
}
if err := advSaveTreasure(userID, tok.Discarded); err != nil {
slog.Error("adventure: failed to restore on undo", "user", userID, "err", err)
return true
}
p.SendDM(userID, fmt.Sprintf("↩️ Reverted. Your **%s** is back, **%s** released.",
tok.Discarded.Name, tok.Kept.Name))
return true
}
func (p *AdventurePlugin) sendTreasureDiscoveryDM(userID id.UserID, char *AdventureCharacter, def *AdvTreasureDef, loc *AdvLocation) {
// Pick from discovery pool
pool, ok := TreasureDiscovery[def.Tier]
if !ok || len(pool) == 0 {
return
}
text := pool[rand.IntN(len(pool))]
text = advSubstituteFlavor(text, map[string]string{
"{treasure_name}": def.Name,
"{bonus_desc}": def.InventoryDesc,
"{location}": loc.Name,
})
p.SendDM(userID, text)
p.announceTreasureToRoom(char, def, loc)
}
// announceTreasureToRoom posts the public "X recovered Y from Z" notice for
// treasures that carry a RoomAnnounce string (typically tier 5 / story
// items). Called from both the normal discovery path and the auto-swap
// path so high-tier finds keep their public moment regardless of whether
// they arrived under or at the treasure cap.
func (p *AdventurePlugin) announceTreasureToRoom(char *AdventureCharacter, def *AdvTreasureDef, loc *AdvLocation) {
if def == nil || def.RoomAnnounce == "" {
return
}
gr := gamesRoom()
if gr == "" {
return
}
announce := advSubstituteFlavor(def.RoomAnnounce, map[string]string{
"{name}": char.DisplayName,
"{location}": loc.Name,
})
p.SendMessage(id.RoomID(gr), announce)
}
// ── Flavor Text Selection ────────────────────────────────────────────────────
func (p *AdventurePlugin) selectFlavorText(char *AdventureCharacter, result *AdvActionResult) (string, string) {
loc := result.Location
vars := map[string]string{
"{name}": char.DisplayName,
"{location}": loc.Name,
"{value}": fmt.Sprintf("%d", result.TotalLootValue),
"{xp}": fmt.Sprintf("%d", result.XPGained),
}
// Add item names
if len(result.LootItems) > 0 {
names := make([]string, len(result.LootItems))
for i, item := range result.LootItems {
names[i] = item.Name
}
vars["{item}"] = joinAdvItems(names)
vars["{ore}"] = names[0]
vars["{item_2}"] = ""
if len(names) > 1 {
vars["{item_2}"] = names[1]
}
} else {
vars["{item}"] = ""
vars["{ore}"] = ""
}
// Equipment names for flavor
equip, _ := loadAdvEquipment(char.UserID)
if eq, ok := equip[SlotTool]; ok {
vars["{tool}"] = eq.Name
}
if eq, ok := equip[SlotArmor]; ok {
vars["{armor}"] = eq.Name
}
var pool []string
category := fmt.Sprintf("%s_%s", loc.Activity, result.Outcome)
switch loc.Activity {
case AdvActivityDungeon:
switch result.Outcome {
case AdvOutcomeDeath:
if tierPool, ok := DungeonDeath[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeEmpty:
if tierPool, ok := DungeonEmpty[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeSuccess:
if tierPool, ok := DungeonSuccess[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeExceptional:
if tierPool, ok := DungeonExceptional[loc.Tier]; ok {
pool = tierPool
}
}
case AdvActivityMining:
switch result.Outcome {
case AdvOutcomeDeath:
if tierPool, ok := MiningDeath[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeCaveIn:
pool = MiningCaveIn
case AdvOutcomeEmpty:
if tierPool, ok := MiningEmpty[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeSuccess, AdvOutcomeExceptional:
if tierPool, ok := MiningSuccess[loc.Tier]; ok {
pool = tierPool
}
}
case AdvActivityForaging:
switch result.Outcome {
case AdvOutcomeDeath:
pool = ForagingDeath
case AdvOutcomeHornets:
pool = ForagingHornets
case AdvOutcomeBear:
pool = ForagingBear
case AdvOutcomeRiver:
pool = ForagingRiver
case AdvOutcomeSuccess, AdvOutcomeExceptional:
if tierPool, ok := ForagingGoodHaul[loc.Tier]; ok {
pool = tierPool
}
}
case AdvActivityFishing:
switch result.Outcome {
case AdvOutcomeDeath:
if tierPool, ok := FishingDeath[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeEmpty:
if tierPool, ok := FishingEmpty[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeSuccess:
if tierPool, ok := FishingSuccess[loc.Tier]; ok {
pool = tierPool
}
case AdvOutcomeExceptional:
if tierPool, ok := FishingExceptional[loc.Tier]; ok {
pool = tierPool
}
}
}
if len(pool) == 0 {
return fmt.Sprintf("You went to %s. Things happened.", loc.Name), ""
}
text, idx := advPickFlavor(pool, char.UserID, category)
key := fmt.Sprintf("%s_%d", category, idx)
return advSubstituteFlavor(text, vars), key
}
// ── Character Ensurance ──────────────────────────────────────────────────────
func (p *AdventurePlugin) ensureCharacter(userID id.UserID) (*AdventureCharacter, map[EquipmentSlot]*AdvEquipment, error) {
char, err := loadAdvCharacter(userID)
if err != nil {
if !errors.Is(err, sql.ErrNoRows) {
// Query error (e.g. missing column) — do NOT auto-create over existing data
slog.Error("adventure: loadAdvCharacter failed", "user", userID, "err", err)
return nil, nil, fmt.Errorf("failed to load character: %w", err)
}
// Genuinely new player — auto-create
displayName := p.DisplayName(userID)
if err := createAdvCharacter(userID, displayName); err != nil {
return nil, nil, err
}
char, err = loadAdvCharacter(userID)
if err != nil {
return nil, nil, err
}
// Register DM room
p.registerDMRoom(userID)
// Send onboarding
text := renderAdvOnboardingDM(char)
p.SendDM(userID, text)
}
equip, err := loadAdvEquipment(userID)
if err != nil {
return char, nil, err
}
return char, equip, nil
}
// ── Double XP/Money Boost ───────────────────────────────────────────────────
const advBoostCacheKey = "adv_boost_active"
func advBoostActive() bool {
return db.CacheGet(advBoostCacheKey, 365*86400) == "1"
}
func advSetBoost(active bool) {
v := "0"
if active {
v = "1"
}
db.CacheSet(advBoostCacheKey, v)
}
func advApplyBoost(result *AdvActionResult) {
if !advBoostActive() {
return
}
result.XPGained *= 2
result.TotalLootValue = 0
for i := range result.LootItems {
result.LootItems[i].Value *= 2
result.TotalLootValue += result.LootItems[i].Value
}
}
func (p *AdventurePlugin) handleRecipesCmd(ctx MessageContext) error {
char, _, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
return p.SendDM(ctx.Sender, renderRecipesKnown(char.ForagingSkill))
}
func (p *AdventurePlugin) handleTreasuresCmd(ctx MessageContext, arg string) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
char, err := loadAdvCharacter(ctx.Sender)
if err != nil || char == nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
switch arg {
case "lock":
char.TreasuresLocked = true
if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: failed to save treasures_locked", "user", ctx.Sender, "err", err)
return p.SendDM(ctx.Sender, "Something went wrong. Try again.")
}
return p.SendDM(ctx.Sender, "🔒 **Treasures locked.** Drops at cap will be refused — no auto-swap. Unlock with `!adventure treasures unlock`.")
case "unlock":
char.TreasuresLocked = false
if err := saveAdvCharacter(char); err != nil {
slog.Error("adventure: failed to save treasures_locked", "user", ctx.Sender, "err", err)
return p.SendDM(ctx.Sender, "Something went wrong. Try again.")
}
return p.SendDM(ctx.Sender, "🔓 **Treasures unlocked.** Higher-tier drops will auto-swap your lowest replaceable treasure (with 10-min undo).")
case "":
treasures, err := advUserTreasures(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your treasures.")
}
return p.SendDM(ctx.Sender, renderAdvTreasureList(treasures, char.TreasuresLocked))
default:
return p.SendDM(ctx.Sender, "Usage: `!adventure treasures` (list) · `!adventure treasures lock` · `!adventure treasures unlock`")
}
}
func (p *AdventurePlugin) handleMasteryCmd(ctx MessageContext) error {
if _, _, err := p.ensureCharacter(ctx.Sender); err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
equip, err := loadAdvEquipment(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your equipment.")
}
return p.SendDM(ctx.Sender, renderAdvMasteryView(equip))
}
func (p *AdventurePlugin) handleBoostCmd(ctx MessageContext) error {
if !p.IsAdmin(ctx.Sender) {
return nil
}
if advBoostActive() {
advSetBoost(false)
return p.SendReply(ctx.RoomID, ctx.EventID, "⚡ Double XP/money boost **disabled**.")
}
advSetBoost(true)
return p.SendReply(ctx.RoomID, ctx.EventID, "⚡ Double XP/money boost **enabled**! All adventure XP and loot values are doubled.")
}