Files
gogobee/internal/plugin/adventure.go
prosolis 81e6cecad9 Add markov, emojiboard, achievements, miniflux plugins and adventure catch-up fix
New plugins: encrypted Markov chain generation (9 commands), emojiboard
reaction stats (5 views), Miniflux RSS feed integration (8 commands),
and 48 new achievements across 9 categories. Adventure startup now
unconditionally resets daily actions and respawns expired deaths to
handle missed resets from SQLite contention. README updated with all
new features.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-27 11:55:47 -07:00

881 lines
28 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"strconv"
"strings"
"sync"
"time"
"maunium.net/go/mautrix"
"maunium.net/go/mautrix/id"
)
// ── Plugin ───────────────────────────────────────────────────────────────────
type AdventurePlugin struct {
Base
euro *EuroPlugin
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
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)
}
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) *AdventurePlugin {
return &AdventurePlugin{
Base: NewBase(client),
euro: euro,
dmToPlayer: make(map[id.RoomID]id.UserID),
morningHour: envInt("ADVENTURE_MORNING_HOUR", 8),
summaryHour: envInt("ADVENTURE_SUMMARY_HOUR", 20),
}
}
func (p *AdventurePlugin) Name() string { return "adventure" }
func (p *AdventurePlugin) Commands() []CommandDef {
return []CommandDef{
{Name: "adventure", Description: "Daily adventure game — dungeon, mine, forage, or rest", Usage: "!adventure", 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)
}
// Revive any characters whose DeadUntil has expired
p.catchUpRespawns(chars)
// Start schedulers
go p.morningTicker()
go p.summaryTicker()
go p.midnightTicker()
go p.eventTicker()
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 {
// 1. 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)
}
// 2. Command dispatch
if !p.IsCommand(ctx.Body, "adventure") {
return nil
}
return p.dispatchCommand(ctx)
}
func (p *AdventurePlugin) dispatchCommand(ctx MessageContext) error {
args := strings.TrimSpace(p.GetArgs(ctx.Body, "adventure"))
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 == "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)
}
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 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 help`" + ` — This message
**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 {
text := renderAdvDeathStatusDM(char)
return p.SendDM(ctx.Sender, text)
}
if char.ActionTakenToday {
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 already taken your action today. Tomorrow awaits. Try to survive it.\n\n"+
"Next action: 00:00 UTC (%dh %dm from now)\n"+
"Morning DM: %02d:00 UTC",
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)
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.")
}
equip, _ := loadAdvEquipment(ctx.Sender)
items, _ := loadAdvInventory(ctx.Sender)
treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
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, category 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)
if category == "" {
return p.SendDM(ctx.Sender, advShopOverview(equip, balance))
}
slot := advParseShopCategory(category)
if slot == "" {
return p.SendDM(ctx.Sender, fmt.Sprintf("Unknown category '%s'. Try: weapon, armor, helmet, boots, or tool.", category))
}
return p.SendDM(ctx.Sender, advShopCategory(slot, equip, balance))
}
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.")
}
if !char.Alive {
return p.SendDM(ctx.Sender, "You're dead. Shopping can wait until you've respawned.")
}
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.")
}
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))
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
if strings.HasPrefix(body, "!") && !strings.HasPrefix(strings.ToLower(body), "!adventure") {
return nil
}
// Strip !adventure prefix if present — dispatch directly to avoid recursion
if strings.HasPrefix(strings.ToLower(body), "!adventure") {
return p.dispatchCommand(ctx)
}
// Check for pending interaction first
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.SendDM(ctx.Sender, "Your previous prompt expired. Moving on.")
}
// 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)
}
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 {
return p.SendDM(ctx.Sender, renderAdvDeathStatusDM(char))
}
if char.ActionTakenToday {
// 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 already taken your action today. Rest now. Try again tomorrow.\n\n"+
"Next action: 00:00 UTC (%dh %dm from now)",
hours, minutes))
}
lower := strings.ToLower(body)
// Parse "5" or "rest"
if lower == "5" || lower == "rest" {
return p.resolveRest(ctx, char)
}
// Parse "4" or "shop"
if lower == "4" || lower == "shop" {
equip, _ := loadAdvEquipment(ctx.Sender)
balance := p.euro.GetBalance(ctx.Sender)
return p.SendDM(ctx.Sender, advShopOverview(equip, balance))
}
// 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
default:
// Try matching location name directly
for _, act := range []AdvActivityType{AdvActivityDungeon, AdvActivityMining, AdvActivityForaging} {
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 {
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))
}
// Resolve the action
result := resolveAdvAction(char, equip, loc, bonuses, inPenaltyZone)
// Select flavor text
result.FlavorText, result.FlavorKey = p.selectFlavorText(char, result)
// Apply XP
switch result.XPSkill {
case "combat":
char.CombatXP += result.XPGained
case "mining":
char.MiningXP += result.XPGained
case "foraging":
char.ForagingXP += result.XPGained
}
// Check level up
result.LeveledUp, result.NewLevel = checkAdvLevelUp(char, result.XPSkill)
// Handle death
if result.Outcome == AdvOutcomeDeath {
char.Alive = false
deadUntil := time.Now().UTC().Add(24 * time.Hour)
char.DeadUntil = &deadUntil
char.GrudgeLocation = loc.Name
} 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)
}
// Mark action taken and record the date for streak tracking
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.")
}
// 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
// Credit the bonus directly
p.euro.Credit(char.UserID, float64(partyBonus), "adventure_party_bonus")
}
}
}
// Send resolution DM with closing block
text := renderAdvResolutionDM(result, char)
closing := advClosingBlock(result.Outcome, char.UserID, loc.Name, p.morningHour, p.summaryHour)
if closing != "" {
text += "\n" + closing
}
if err := p.SendDM(ctx.Sender, text); err != nil {
slog.Error("adventure: failed to send resolution DM", "user", ctx.Sender, "err", err)
}
// Check for treasure drop
if result.Outcome == AdvOutcomeSuccess || result.Outcome == AdvOutcomeExceptional {
p.checkTreasureDrop(ctx.Sender, char, loc)
}
return nil
}
func (p *AdventurePlugin) resolveRest(ctx MessageContext, char *AdventureCharacter) error {
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
return p.SendDM(ctx.Sender, 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",
char.DisplayName, hours, minutes, p.morningHour, p.summaryHour))
}
// ── Treasure Drop Check ─────────────────────────────────────────────────────
func (p *AdventurePlugin) checkTreasureDrop(userID id.UserID, char *AdventureCharacter, loc *AdvLocation) {
drop := rollAdvTreasureDrop(loc.Tier, userID)
if drop == nil {
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 — prompt for discard
existing, err := advUserTreasures(userID)
if err != nil || len(existing) == 0 {
return
}
// Set pending interaction
p.pending.Store(string(userID), &advPendingInteraction{
Type: "treasure_discard",
Data: &advPendingTreasureDiscard{
NewTreasure: drop.Def,
Existing: existing,
},
ExpiresAt: time.Now().Add(5 * time.Minute),
})
text := renderAdvTreasureDiscardPrompt(drop.Def, existing)
p.SendDM(userID, text)
}
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)
// Room announcement for tier 5 or special items
if def.RoomAnnounce != "" {
gr := gamesRoom()
if gr != "" {
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
}
}
}
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 {
// 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
}