Files
gogobee/internal/plugin/adventure.go
prosolis 45863bd5f3 Adv 2.0 D&D Phase R7: post-completion audit hardening
High-priority fixes from the multi-agent audit of Adventure 2.0:

- Phase 11 nil-deref cluster: zoneOrFallback() helper replaces 8 unsafe
  getZone(_) sites in dnd_zone_cmd.go. Corrupted zone IDs render a
  placeholder instead of panicking.
- Briefing/recap idempotency: deliverBriefing/deliverRecap now claim
  the rollover via a conditional UPDATE. Double-fires from clock skew
  or restart become no-ops; supply burn and day++ no longer reapply.
- Graceful ticker shutdown: AdventurePlugin gains stopCh + Stop(); all
  11 background tickers now select on stopCh in addition to ticker.C.
- Mood decay (§3.2): math.Round(elapsed*2) replaces int() truncation
  so sub-hour gaps decay correctly.
- 24h auto-abandon (§4.3): getActiveZoneRun returns clean slate and
  abandons stale runs whose LastActionAt is over 24h old.
- Respec / auto-migrate orphan cleanup: !respec and the auto-migrated
  draft wipe now abandon active zone runs and expeditions before
  deleting the dnd_character row.
- Phase R combat-link: applyBossDefeatThreat now wired from
  resolveBossRoom (-20 threat); applyRoomCombatThreatForUser adds
  +5/+8 from non-boss/elite kills (§8.1).
- Starvation → forced extraction: briefing-time check forces extract
  with §10.2 coin tax when supplies hit zero.
- GMNat20/Nat1 narration wired into resolveCombatRoom and
  resolveBossRoom (nat-20 takes precedence over nat-1).
- Treasure-undo race: LoadAndDelete on both timer-fire and `undo`
  paths so only one side wins.
- Battle Master: Disarming, Menacing, Parry maneuvers added (3 → 6
  of 10). Remaining 4 (Pushing, Goading, Riposte, Commander's Strike)
  documented inline as needing ally/reaction mechanics the engine
  doesn't model.
- Threat-70 warning: tracked in RegionState["siege_warning_fired"]
  so a drop-and-recross doesn't re-fire the beat.
- region_state JSON decode error now logged via slog.Warn instead
  of silently discarded.

Failing TestProdDB_DnDLayer fixed via option (a): track migrated
characters and only run round-trip / idempotency assertions on those,
skipping pre-existing prod-DB rows accumulated from live bot use.

New tests in dnd_audit_phase_R7_test.go cover: 24h auto-abandon,
briefing double-fire idempotency, threat-70 warning idempotency,
multi-region extract→resume state preservation, and starvation
forced-extraction.

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

1474 lines
53 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
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
// stopCh is closed by Stop() to signal all background tickers
// (morning/summary/midnight/event/rival/robbie/hospital/mortgage/
// coop/expedition briefing+recap) to exit. Each ticker selects
// on its time.Ticker channel and stopCh; the second branch returns.
stopCh chan struct{}
}
// Stop signals all background tickers to exit and waits for them via
// the closed channel. Idempotent — closing a closed channel would
// panic, so we guard with a sync.Once-style nil check.
func (p *AdventurePlugin) Stop() {
p.mu.Lock()
defer p.mu.Unlock()
if p.stopCh == nil {
return
}
select {
case <-p.stopCh:
// already closed
default:
close(p.stopCh)
}
}
// 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: "Town services menu (expeditions: see !expedition)", 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"},
{Name: "forage", Description: "Forage in your current expedition region (WIS / Survival)", Usage: "!forage", Category: "Games"},
{Name: "mine", Description: "Mine or salvage in your current expedition region (STR / Athletics)", Usage: "!mine", Category: "Games"},
{Name: "scavenge", Description: "Scavenge in your current expedition region (INT / Investigation)", Usage: "!scavenge", Category: "Games"},
{Name: "essence", Description: "Harvest magical essence in your current expedition region (INT / Arcana)", Usage: "!essence", Category: "Games"},
{Name: "commune", Description: "Commune with spiritual energy in your current expedition region (Cleric primary)", Usage: "!commune", Category: "Games"},
{Name: "fish", Description: "Fish in your current expedition region (DEX / Sleight of Hand; water zones only)", Usage: "!fish", Category: "Games"},
{Name: "resources", Description: "List harvestable resources in your current expedition region", Usage: "!resources", Category: "Games"},
{Name: "sell", Description: "Sell harvested materials/fish/items to Thom Krooke (post-expedition; CHA Persuasion DC 17 = +15%)", Usage: "!sell [list|all|<item>]", Category: "Games"},
{Name: "craft", Description: "Craft a discovered recipe at Thom Krooke (consumes ingredients)", Usage: "!craft [list|<recipe>]", Category: "Games"},
{Name: "lore", Description: "Dig through Thom Krooke's lore stacks for an undiscovered recipe (INT/Arcana DC 15)", Usage: "!lore", 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)
}
// Phase R1 — archive any active dnd_zone_run rows that aren't linked to
// an active expedition. Idempotent: re-running it does nothing once the
// orphan set is empty.
if n, err := archiveOrphanZoneRuns(); err != nil {
slog.Error("adventure: R1 orphan zone-run archive failed", "err", err)
} else if n > 0 {
slog.Info("adventure: R1 archived orphan zone runs", "count", n)
}
// Revive any characters whose DeadUntil has expired
p.catchUpRespawns(chars)
// Start schedulers — single shared stopCh allows graceful shutdown.
if p.stopCh == nil {
p.stopCh = make(chan struct{})
}
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()
go p.expeditionBriefingTicker()
go p.expeditionRecapTicker()
// 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"))
}
if p.IsCommand(ctx.Body, "expedition") {
return p.handleDnDExpeditionCmd(ctx, p.GetArgs(ctx.Body, "expedition"))
}
if p.IsCommand(ctx.Body, "camp") {
return p.handleCampCmd(ctx, p.GetArgs(ctx.Body, "camp"))
}
if p.IsCommand(ctx.Body, "threat") {
return p.handleThreatCmd(ctx)
}
if p.IsCommand(ctx.Body, "region") {
return p.handleRegionCmd(ctx, p.GetArgs(ctx.Body, "region"))
}
if p.IsCommand(ctx.Body, "extract") {
return p.handleExtractCmd(ctx, p.GetArgs(ctx.Body, "extract"))
}
if p.IsCommand(ctx.Body, "resume") {
return p.handleResumeCmd(ctx, p.GetArgs(ctx.Body, "resume"))
}
if p.IsCommand(ctx.Body, "map") {
return p.handleExpeditionMapCmd(ctx, p.GetArgs(ctx.Body, "map"))
}
if p.IsCommand(ctx.Body, "forage") {
return p.handleHarvestCmd(ctx, HarvestForage)
}
if p.IsCommand(ctx.Body, "mine") {
return p.handleHarvestCmd(ctx, HarvestMine)
}
if p.IsCommand(ctx.Body, "scavenge") {
return p.handleHarvestCmd(ctx, HarvestScavenge)
}
if p.IsCommand(ctx.Body, "essence") {
return p.handleHarvestCmd(ctx, HarvestEssence)
}
if p.IsCommand(ctx.Body, "commune") {
return p.handleHarvestCmd(ctx, HarvestCommune)
}
if p.IsCommand(ctx.Body, "fish") {
return p.handleHarvestCmd(ctx, HarvestFish)
}
if p.IsCommand(ctx.Body, "resources") {
return p.handleResourcesCmd(ctx)
}
if p.IsCommand(ctx.Body, "sell") {
return p.handleResourceSellCmd(ctx, p.GetArgs(ctx.Body, "sell"))
}
if p.IsCommand(ctx.Body, "craft") {
return p.handleCraftCmd(ctx, p.GetArgs(ctx.Body, "craft"))
}
if p.IsCommand(ctx.Body, "lore") {
return p.handleLoreCmd(ctx)
}
// 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 town services menu (expeditions are run via ` + "`!expedition`" + `)
` + "`!adventure status`" + ` — View your character sheet
` + "`!expedition`" + ` — Adventure: pick a zone, advance through rooms, harvest as you go
` + "`!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, "")
}
// Phase R1 — legacy activity loop (1/dungeon, 2/mine, 3/forage, 4/fish + tier-or-name) is
// deprecated. The new path is the expedition system. Anything that parses as a legacy
// activity is intercepted here and routed to a deprecation notice; non-matches still
// fall through to the unknown-command response so other plugins can pick it up.
if isLegacyActivityInput(lower, char) {
return p.SendDM(ctx.Sender, renderLegacyActivityDeprecation(char))
}
return p.SendDM(ctx.Sender, "I didn't understand that. Type `!adventure help` for commands, or `!expedition` to head into a zone.")
}
// isLegacyActivityInput reports whether `input` looks like a legacy activity-loop
// dispatch (1/dungeon, 2/mine, 3/forage, 4/fish, with or without tier/location).
// Used by the Phase R1 deprecation gate to redirect the player to !expedition
// without swallowing arbitrary unrelated DMs.
func isLegacyActivityInput(input string, char *AdventureCharacter) bool {
if input == "" {
return false
}
parts := strings.SplitN(input, " ", 2)
first := parts[0]
switch first {
case "1", "2", "3", "4",
"d", "m", "f",
"dungeon", "mine", "forage", "forest", "fish", "fishing":
return true
}
for _, act := range []AdvActivityType{AdvActivityDungeon, AdvActivityMining, AdvActivityForaging, AdvActivityFishing} {
if findAdvLocation(act, input) != nil {
return true
}
}
return false
}
// renderLegacyActivityDeprecation is the Phase R1 deprecation DM. The standalone
// daily activity loop is gone; players now run expeditions and harvest inside
// rooms instead.
func renderLegacyActivityDeprecation(char *AdventureCharacter) string {
var sb strings.Builder
sb.WriteString("⚠️ **The daily adventure loop has retired.**\n\n")
sb.WriteString("Solo dungeon runs, mining, foraging, and fishing are now part of the **expedition system** — pick a zone, advance through rooms, harvest as you go.\n\n")
sb.WriteString("Get started:\n")
sb.WriteString("• `!expedition` — overview & open expeditions\n")
sb.WriteString("• `!expedition start <zone>` — begin a new run\n")
sb.WriteString("• `!forage` · `!mine` · `!scavenge` · `!fish` · `!essence` · `!commune` — harvest in cleared rooms\n")
sb.WriteString("• `!resources` — list nodes in your current room\n\n")
sb.WriteString("Shop, blacksmith, rest, and Thom Krooke are still here on `!adventure`.")
return sb.String()
}
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() {
// Atomically claim the token so a concurrent `undo` reply
// can't also fire the announcement (or vice-versa).
if _, ok := p.treasureUndo.LoadAndDelete(string(userID)); !ok {
return
}
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 {
// LoadAndDelete races against the announce timer's claim — only
// one side wins, the other no-ops.
val, ok := p.treasureUndo.LoadAndDelete(string(userID))
if !ok {
return false
}
tok := val.(*advTreasureUndoToken)
// 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.")
}