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Per-zone resource registry (§3, all 10 zones) and full per-room harvest layer wired into expeditions: !forage / !mine / !scavenge / !essence / !commune / !resources. Auto-spawns a DungeonRun per region on !expedition start, swaps it on !region travel, retires on abandon/extract. Long rest at camp replenishes nodes across every room and region. Reuses existing flavor.Harvest* / RichYield / NodeDepleted / per-zone Harvest<Zone> pools. Also clears two pre-existing test failures introduced by the E6c flavor expansion (briefing substring list + combat-lift trial count). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
733 lines
22 KiB
Go
733 lines
22 KiB
Go
package plugin
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// Phase R2 — Expedition harvest nodes & commands (full implementation).
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// Spec: gogobee_resource_combat_integration.md §2 + §3.
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//
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// Architecture:
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// - On !expedition start, ensureRegionRun spawns a DungeonRun for the
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// current region and pins it via Expedition.RunID. Multi-region zones
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// get one run per region, indexed in RegionState["region_runs"].
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// - On !region travel, the outgoing region's run is abandoned and a
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// fresh run is spawned for the new region.
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// - HarvestNode tables are keyed by (regionKey, roomIdx) under
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// RegionState["harvest_nodes"]. Each room's nodes are lazy-seeded
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// from the §3 zone registry on first harvest in that room.
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// - Harvest only succeeds in cleared rooms (entry rooms auto-pass;
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// non-entry require roomIdx ∈ DungeonRun.RoomsCleared).
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// - Long rest at camp replenishes every node across every room and
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// region (§2.3).
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//
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// Deferred to R3 (combat-link):
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// - Combat Interrupt rolls (§4.2)
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// - RequiresKill resources (writer for RegionState["kills"] not yet wired)
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import (
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"encoding/json"
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"fmt"
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"math/rand/v2"
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"strconv"
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"strings"
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"gogobee/internal/flavor"
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"maunium.net/go/mautrix/id"
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)
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// RegionState slot keys used by the harvest layer.
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//
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// RegionState["harvest_nodes"][regionKey][roomKey] = []HarvestNode
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// RegionState["region_runs"][regionKey] = runID string
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const (
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regionStateHarvestKey = "harvest_nodes"
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regionStateRegionRuns = "region_runs"
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)
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// HarvestNode is one resource node in a specific room.
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type HarvestNode struct {
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ResourceID string `json:"resource_id"`
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CurrentCharges int `json:"current_charges"`
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MaxCharges int `json:"max_charges"`
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}
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// HarvestOutcome enumerates §2.2 outcomes.
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type HarvestOutcome string
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const (
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OutcomeNothing HarvestOutcome = "nothing"
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OutcomeCommon HarvestOutcome = "common"
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OutcomeStandard HarvestOutcome = "standard"
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OutcomeRich HarvestOutcome = "rich"
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)
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// resolveHarvestOutcome maps (roll, dc) to the §2.2 bracket.
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func resolveHarvestOutcome(roll, dc int) HarvestOutcome {
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delta := roll - dc
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switch {
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case delta >= 5:
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return OutcomeRich
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case delta >= 0:
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return OutcomeStandard
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case delta >= -4:
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return OutcomeCommon
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default:
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return OutcomeNothing
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}
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}
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// classHarvestBonus implements §2.1 +2 class affinity.
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func classHarvestBonus(class DnDClass, action HarvestAction) int {
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match := false
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switch action {
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case HarvestForage, HarvestFish:
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match = class == ClassRanger
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case HarvestMine:
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match = class == ClassFighter
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case HarvestScavenge:
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match = class == ClassRogue
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case HarvestEssence:
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match = class == ClassMage
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case HarvestCommune:
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match = class == ClassCleric
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}
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if match {
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return 2
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}
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return 0
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}
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// harvestActionAbility returns the §2.1 ability modifier for `action`.
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func harvestActionAbility(c *DnDCharacter, action HarvestAction) int {
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switch action {
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case HarvestForage:
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return abilityModifier(c.WIS)
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case HarvestMine:
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return abilityModifier(c.STR)
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case HarvestScavenge:
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return abilityModifier(c.INT)
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case HarvestEssence:
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return abilityModifier(c.INT)
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case HarvestCommune:
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return abilityModifier(c.WIS)
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case HarvestFish:
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return abilityModifier(c.DEX)
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}
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return 0
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}
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// regionHarvestKey returns the storage key for the player's current region.
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// Single-region zones store under "".
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func regionHarvestKey(e *Expedition) string { return e.CurrentRegion }
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// roomHarvestKey returns the JSON-safe key for a 0-based room index.
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func roomHarvestKey(roomIdx int) string { return strconv.Itoa(roomIdx) }
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// loadHarvestNodes returns the (region, room)'s nodes, lazy-seeding from
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// the §3 registry on first access. Caller must persist via
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// saveHarvestNodes after mutation.
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func loadHarvestNodes(e *Expedition, roomIdx int) []HarvestNode {
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if e == nil {
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return nil
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}
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if e.RegionState == nil {
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e.RegionState = map[string]any{}
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}
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table := loadHarvestTable(e)
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regionKey := regionHarvestKey(e)
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roomKey := roomHarvestKey(roomIdx)
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regionMap, ok := table[regionKey]
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if !ok {
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regionMap = map[string][]HarvestNode{}
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table[regionKey] = regionMap
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}
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if existing, ok := regionMap[roomKey]; ok {
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return existing
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}
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seeded := seedRoomNodes(e.ZoneID)
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regionMap[roomKey] = seeded
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table[regionKey] = regionMap
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e.RegionState[regionStateHarvestKey] = table
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return seeded
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}
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// saveHarvestNodes writes the supplied node slice into the (region, room)
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// slot and persists the expedition state.
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func saveHarvestNodes(e *Expedition, roomIdx int, nodes []HarvestNode) error {
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if e.RegionState == nil {
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e.RegionState = map[string]any{}
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}
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table := loadHarvestTable(e)
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regionKey := regionHarvestKey(e)
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roomKey := roomHarvestKey(roomIdx)
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regionMap, ok := table[regionKey]
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if !ok {
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regionMap = map[string][]HarvestNode{}
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}
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regionMap[roomKey] = nodes
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table[regionKey] = regionMap
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e.RegionState[regionStateHarvestKey] = table
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return persistRegionState(e)
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}
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// loadHarvestTable parses RegionState["harvest_nodes"] into the typed
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// nested-map shape, regardless of how JSON unmarshalled it.
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func loadHarvestTable(e *Expedition) map[string]map[string][]HarvestNode {
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table := map[string]map[string][]HarvestNode{}
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if e == nil || e.RegionState == nil {
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return table
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}
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raw, ok := e.RegionState[regionStateHarvestKey]
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if !ok {
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return table
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}
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switch v := raw.(type) {
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case map[string]map[string][]HarvestNode:
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return v
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default:
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// JSON path: re-marshal the generic shape and re-parse into the
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// typed nested shape.
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b, err := json.Marshal(v)
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if err != nil {
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return table
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}
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_ = json.Unmarshal(b, &table)
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}
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return table
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}
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// seedRoomNodes constructs the initial node set for a single room from
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// the zone registry. Each ZoneResource becomes one node sized to its
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// MaxCharges entry.
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func seedRoomNodes(zoneID ZoneID) []HarvestNode {
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all := ZoneResourcesAll(zoneID)
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nodes := make([]HarvestNode, 0, len(all))
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for _, r := range all {
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max := r.MaxCharges
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if max <= 0 {
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max = 1
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}
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nodes = append(nodes, HarvestNode{
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ResourceID: r.ID,
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CurrentCharges: max,
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MaxCharges: max,
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})
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}
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return nodes
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}
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// ReplenishHarvestNodes resets every node's CurrentCharges across every
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// (region, room) tracked under this expedition. Called from the long-rest
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// path (processOvernightCamp).
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func ReplenishHarvestNodes(e *Expedition) error {
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if e == nil {
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return nil
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}
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table := loadHarvestTable(e)
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if len(table) == 0 {
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return nil
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}
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for regionKey, regionMap := range table {
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for roomKey, nodes := range regionMap {
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for i := range nodes {
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nodes[i].CurrentCharges = nodes[i].MaxCharges
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}
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regionMap[roomKey] = nodes
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}
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table[regionKey] = regionMap
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}
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if e.RegionState == nil {
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e.RegionState = map[string]any{}
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}
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e.RegionState[regionStateHarvestKey] = table
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return persistRegionState(e)
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}
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// regionKillsContains reports whether RegionState["kills"][region] holds
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// `kind`. Combat-link writes this list (R3); until then it's empty.
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func regionKillsContains(e *Expedition, kind string) bool {
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if e == nil || e.RegionState == nil || kind == "" {
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return false
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}
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raw, ok := e.RegionState["kills"]
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if !ok {
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return false
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}
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table := map[string][]string{}
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switch v := raw.(type) {
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case map[string][]string:
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table = v
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case map[string]any:
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if b, err := json.Marshal(v); err == nil {
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_ = json.Unmarshal(b, &table)
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}
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default:
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return false
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}
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for _, k := range table[regionHarvestKey(e)] {
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if k == kind {
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return true
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}
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}
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return false
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}
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// pickAvailableNode picks the lowest-DC eligible node matching `action`
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// in `nodes`. Returns the node index or -1 if none usable.
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func pickAvailableNode(nodes []HarvestNode, e *Expedition, char *DnDCharacter, action HarvestAction) int {
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bestIdx := -1
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bestDC := 1<<31 - 1
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for i := range nodes {
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n := &nodes[i]
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if n.CurrentCharges <= 0 {
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continue
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}
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res, ok := FindZoneResource(e.ZoneID, n.ResourceID)
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if !ok || res.Action != action {
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continue
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}
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if res.ClassRestrict != "" && res.ClassRestrict != char.Class {
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continue
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}
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if res.RequiresKill != "" && !regionKillsContains(e, res.RequiresKill) {
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continue
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}
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if res.ConditionalEvent != "" && !regionEventActive(e, res.ConditionalEvent) {
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continue
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}
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if res.DC < bestDC {
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bestDC = res.DC
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bestIdx = i
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}
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}
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return bestIdx
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}
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// regionEventActive checks RegionState for an event flag (e.g. tidal_event).
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func regionEventActive(e *Expedition, eventID string) bool {
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if e == nil || e.RegionState == nil {
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return false
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}
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switch eventID {
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case "tidal_event":
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v, _ := e.RegionState["tidal_active"].(bool)
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return v
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}
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return false
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}
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// ── room-state helpers ──────────────────────────────────────────────────────
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// currentRoomCleared reports whether the player's current room is safe
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// for harvest. Entry rooms auto-clear; otherwise the index must be in
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// run.RoomsCleared.
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func currentRoomCleared(run *DungeonRun) bool {
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if run == nil {
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return false
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}
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if run.CurrentRoomType() == RoomEntry {
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return true
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}
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for _, idx := range run.RoomsCleared {
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if idx == run.CurrentRoom {
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return true
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}
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}
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return false
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}
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// ── command surface ────────────────────────────────────────────────────────
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// handleHarvestCmd is the shared dispatcher for !forage/!mine/!scavenge/
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// !essence/!commune. Resolves a single attempt and DMs the outcome.
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func (p *AdventurePlugin) handleHarvestCmd(ctx MessageContext, action HarvestAction) error {
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exp, err := getActiveExpedition(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Couldn't load expedition state.")
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}
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if exp == nil {
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return p.SendDM(ctx.Sender, "You're not on an expedition. Start one with `!expedition start <zone>`.")
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}
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char, err := LoadDnDCharacter(ctx.Sender)
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if err != nil || char == nil {
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return p.SendDM(ctx.Sender, "No D&D character found. Run `!setup` first.")
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}
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if exp.RunID == "" {
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return p.SendDM(ctx.Sender, "No active region run. Try `!region` to refresh, or restart the expedition.")
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}
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run, err := getZoneRun(exp.RunID)
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if err != nil || run == nil {
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return p.SendDM(ctx.Sender, "Couldn't load region state.")
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}
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if !currentRoomCleared(run) {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"You can't harvest here — the room (%s) isn't cleared. Resolve combat first.",
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prettyRoomType(run.CurrentRoomType())))
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}
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roomIdx := run.CurrentRoom
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nodes := loadHarvestNodes(exp, roomIdx)
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idx := pickAvailableNode(nodes, exp, char, action)
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if idx < 0 {
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return p.SendDM(ctx.Sender, fmt.Sprintf(
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"Nothing left to %s in this room. Try `!resources` to see what's still gatherable.", action))
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}
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res, _ := FindZoneResource(exp.ZoneID, nodes[idx].ResourceID)
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roll := rand.IntN(20) + 1
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mod := harvestActionAbility(char, action) + classHarvestBonus(char.Class, action)
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total := roll + mod
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outcome := resolveHarvestOutcome(total, res.DC)
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var b strings.Builder
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verb := strings.ToTitle(string(action)[:1]) + string(action)[1:]
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b.WriteString(fmt.Sprintf("**%s · %s** — d20=%d + %d = **%d** vs DC %d\n\n",
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verb, res.Name, roll, mod, total, res.DC))
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switch outcome {
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case OutcomeNothing:
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b.WriteString(flavor.Pick(flavor.HarvestFail))
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b.WriteString("\n\n_No yield. The node is still here — try again._")
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case OutcomeCommon:
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_ = grantHarvestYield(ctx.Sender, res, 1)
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b.WriteString(harvestSuccessLine(action, exp.ZoneID))
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b.WriteString(fmt.Sprintf("\n\n_+1 %s._", res.Name))
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nodes[idx].CurrentCharges--
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case OutcomeStandard:
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qty := rand.IntN(3) + 1
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_ = grantHarvestYield(ctx.Sender, res, qty)
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b.WriteString(harvestSuccessLine(action, exp.ZoneID))
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b.WriteString(fmt.Sprintf("\n\n_+%d %s._", qty, res.Name))
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nodes[idx].CurrentCharges--
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case OutcomeRich:
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qty := rand.IntN(3) + 1
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_ = grantHarvestYield(ctx.Sender, res, qty)
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bonus := pickRichBonus(exp.ZoneID, res.ID)
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bonusLine := ""
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if bonus != nil {
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_ = grantHarvestYield(ctx.Sender, *bonus, 1)
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bonusLine = fmt.Sprintf(" + 1 %s (bonus)", bonus.Name)
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}
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b.WriteString(flavor.Pick(flavor.RichYield))
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b.WriteString(fmt.Sprintf("\n\n_+%d %s%s._", qty, res.Name, bonusLine))
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nodes[idx].CurrentCharges--
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}
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if outcome != OutcomeNothing && nodes[idx].CurrentCharges <= 0 {
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b.WriteString("\n\n")
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b.WriteString(flavor.Pick(flavor.NodeDepleted))
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}
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if err := saveHarvestNodes(exp, roomIdx, nodes); err != nil {
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_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "harvest",
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fmt.Sprintf("persistence error: %v", err), "")
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}
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_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "harvest",
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fmt.Sprintf("%s %s d20=%d total=%d dc=%d → %s",
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string(action), res.ID, roll, total, res.DC, string(outcome)), "")
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return p.SendDM(ctx.Sender, b.String())
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}
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// harvestSuccessLine picks the action's generic success pool and
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// occasionally layers a zone-specific Harvest* postscript.
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func harvestSuccessLine(action HarvestAction, zoneID ZoneID) string {
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var generic []string
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switch action {
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case HarvestForage:
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generic = flavor.HarvestForageSuccess
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case HarvestMine:
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generic = flavor.HarvestMineSuccess
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case HarvestScavenge:
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generic = flavor.HarvestScavengeSuccess
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case HarvestEssence:
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generic = flavor.HarvestEssenceSuccess
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case HarvestCommune:
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generic = flavor.HarvestCommuneSuccess
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case HarvestFish:
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generic = flavor.HarvestFishSuccess
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}
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line := flavor.Pick(generic)
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if rand.IntN(3) == 0 {
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if zoneLine := zoneHarvestLine(zoneID); zoneLine != "" {
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return line + " " + zoneLine
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}
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}
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return line
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}
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// zoneHarvestLine picks one entry from the zone-specific Harvest* pool.
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func zoneHarvestLine(zoneID ZoneID) string {
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switch zoneID {
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case ZoneGoblinWarrens:
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return flavor.Pick(flavor.HarvestGoblinWarrens)
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case ZoneCryptValdris:
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return flavor.Pick(flavor.HarvestCryptValdris)
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case ZoneForestShadows:
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return flavor.Pick(flavor.HarvestForestShadows)
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case ZoneSunkenTemple:
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return flavor.Pick(flavor.HarvestSunkenTemple)
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case ZoneManorBlackspire:
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return flavor.Pick(flavor.HarvestHauntedManor)
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case ZoneUnderforge:
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return flavor.Pick(flavor.HarvestUnderforge)
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case ZoneUnderdark:
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return flavor.Pick(flavor.HarvestUnderdark)
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case ZoneFeywildCrossing:
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return flavor.Pick(flavor.HarvestFeywild)
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case ZoneDragonsLair:
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return flavor.Pick(flavor.HarvestDragonsLair)
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case ZoneAbyssPortal:
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return flavor.Pick(flavor.HarvestAbyssPortal)
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}
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return ""
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}
|
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|
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// pickRichBonus picks a higher-rarity zone resource (different ID, any
|
|
// action) as the §2.2 rich-yield bonus drop. Returns nil if no candidate.
|
|
func pickRichBonus(zoneID ZoneID, baseID string) *ZoneResource {
|
|
all := ZoneResourcesAll(zoneID)
|
|
candidates := make([]ZoneResource, 0, len(all))
|
|
for _, r := range all {
|
|
if r.ID == baseID {
|
|
continue
|
|
}
|
|
switch r.Rarity {
|
|
case RarityUncommon, RarityRare, RarityVeryRare:
|
|
candidates = append(candidates, r)
|
|
}
|
|
}
|
|
if len(candidates) == 0 {
|
|
return nil
|
|
}
|
|
pick := candidates[rand.IntN(len(candidates))]
|
|
return &pick
|
|
}
|
|
|
|
// grantHarvestYield deposits the resource into the player's inventory.
|
|
func grantHarvestYield(userID id.UserID, res ZoneResource, qty int) error {
|
|
if qty <= 0 {
|
|
return nil
|
|
}
|
|
tier := zoneTierFromID(res.ZoneID)
|
|
for i := 0; i < qty; i++ {
|
|
item := AdvItem{
|
|
Name: res.Name,
|
|
Type: "material",
|
|
Tier: tier,
|
|
Value: int64(res.SellValue),
|
|
SkillSource: string(res.Action),
|
|
}
|
|
if err := addAdvInventoryItem(userID, item); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// zoneTierFromID returns the zone's tier for sell-value bookkeeping.
|
|
func zoneTierFromID(zoneID ZoneID) int {
|
|
z, ok := getZone(zoneID)
|
|
if !ok {
|
|
return 1
|
|
}
|
|
return int(z.Tier)
|
|
}
|
|
|
|
// ── !resources ────────────────────────────────────────────────────────────
|
|
|
|
// handleResourcesCmd lists active nodes in the current room.
|
|
func (p *AdventurePlugin) handleResourcesCmd(ctx MessageContext) error {
|
|
exp, err := getActiveExpedition(ctx.Sender)
|
|
if err != nil {
|
|
return p.SendDM(ctx.Sender, "Couldn't load expedition state.")
|
|
}
|
|
if exp == nil {
|
|
return p.SendDM(ctx.Sender, "You're not on an expedition. Start one with `!expedition start <zone>`.")
|
|
}
|
|
char, err := LoadDnDCharacter(ctx.Sender)
|
|
if err != nil || char == nil {
|
|
return p.SendDM(ctx.Sender, "No D&D character found. Run `!setup` first.")
|
|
}
|
|
if exp.RunID == "" {
|
|
return p.SendDM(ctx.Sender, "No active region run. Try `!region` to refresh, or restart the expedition.")
|
|
}
|
|
run, err := getZoneRun(exp.RunID)
|
|
if err != nil || run == nil {
|
|
return p.SendDM(ctx.Sender, "Couldn't load region state.")
|
|
}
|
|
roomIdx := run.CurrentRoom
|
|
nodes := loadHarvestNodes(exp, roomIdx)
|
|
_ = saveHarvestNodes(exp, roomIdx, nodes) // persist seed if first touch
|
|
|
|
zone, _ := getZone(exp.ZoneID)
|
|
regionLabel := exp.CurrentRegion
|
|
if regionLabel == "" {
|
|
regionLabel = string(exp.ZoneID)
|
|
}
|
|
cleared := currentRoomCleared(run)
|
|
|
|
var b strings.Builder
|
|
b.WriteString(fmt.Sprintf("**Resources — %s · %s · Room %d/%d (%s)**\n\n",
|
|
zone.Display, regionLabel, run.CurrentRoom+1, run.TotalRooms, prettyRoomType(run.CurrentRoomType())))
|
|
if !cleared {
|
|
b.WriteString("_Room not cleared — harvest blocked until combat resolves._\n\n")
|
|
}
|
|
|
|
any := false
|
|
for _, n := range nodes {
|
|
res, ok := FindZoneResource(exp.ZoneID, n.ResourceID)
|
|
if !ok {
|
|
continue
|
|
}
|
|
gates := []string{}
|
|
if res.ClassRestrict != "" && res.ClassRestrict != char.Class {
|
|
gates = append(gates, fmt.Sprintf("%s only", strings.Title(string(res.ClassRestrict))))
|
|
}
|
|
if res.RequiresKill != "" && !regionKillsContains(exp, res.RequiresKill) {
|
|
gates = append(gates, "post-"+res.RequiresKill+" kill")
|
|
}
|
|
if res.ConditionalEvent != "" && !regionEventActive(exp, res.ConditionalEvent) {
|
|
gates = append(gates, res.ConditionalEvent+" only")
|
|
}
|
|
status := fmt.Sprintf("%d/%d", n.CurrentCharges, n.MaxCharges)
|
|
if n.CurrentCharges == 0 {
|
|
status = "depleted"
|
|
}
|
|
gateStr := ""
|
|
if len(gates) > 0 {
|
|
gateStr = " _(" + strings.Join(gates, "; ") + ")_"
|
|
}
|
|
b.WriteString(fmt.Sprintf("• `!%s` · **%s** (DC %d, %s) — %s%s\n",
|
|
res.Action, res.Name, res.DC, res.Rarity, status, gateStr))
|
|
any = true
|
|
}
|
|
if !any {
|
|
b.WriteString("_Zone has no harvest registry._")
|
|
} else {
|
|
b.WriteString("\n_Long rest at camp replenishes nodes across every room._")
|
|
}
|
|
return p.SendDM(ctx.Sender, b.String())
|
|
}
|
|
|
|
// ── region-run linkage (auto-spawn DungeonRun per region) ─────────────────
|
|
|
|
// regionRunsMap reads the regionKey→runID pointer table from RegionState.
|
|
func regionRunsMap(e *Expedition) map[string]string {
|
|
out := map[string]string{}
|
|
if e == nil || e.RegionState == nil {
|
|
return out
|
|
}
|
|
raw, ok := e.RegionState[regionStateRegionRuns]
|
|
if !ok {
|
|
return out
|
|
}
|
|
switch v := raw.(type) {
|
|
case map[string]string:
|
|
return v
|
|
case map[string]any:
|
|
for k, vv := range v {
|
|
if s, ok := vv.(string); ok {
|
|
out[k] = s
|
|
}
|
|
}
|
|
}
|
|
return out
|
|
}
|
|
|
|
// setRegionRun persists `runID` as the region's run pointer and rewrites
|
|
// exp.RunID to match. The caller is responsible for actually creating
|
|
// (or having created) the run. Pass "" to clear.
|
|
func setRegionRun(e *Expedition, regionKey, runID string) error {
|
|
if e.RegionState == nil {
|
|
e.RegionState = map[string]any{}
|
|
}
|
|
m := regionRunsMap(e)
|
|
if runID == "" {
|
|
delete(m, regionKey)
|
|
} else {
|
|
m[regionKey] = runID
|
|
}
|
|
e.RegionState[regionStateRegionRuns] = m
|
|
if err := persistRegionState(e); err != nil {
|
|
return err
|
|
}
|
|
e.RunID = runID
|
|
return setExpeditionRunID(e.ID, runID)
|
|
}
|
|
|
|
// ensureRegionRun guarantees a DungeonRun exists for the player's current
|
|
// region and that exp.RunID points at it. If a run already exists for
|
|
// the region, it is reloaded; otherwise a fresh one is started after
|
|
// abandoning any other active run for the player.
|
|
//
|
|
// charLevel is needed for the zone-tier gate inside startZoneRun.
|
|
func ensureRegionRun(exp *Expedition, charLevel int) (*DungeonRun, error) {
|
|
regionKey := regionHarvestKey(exp)
|
|
runs := regionRunsMap(exp)
|
|
if existing, ok := runs[regionKey]; ok && existing != "" {
|
|
run, err := getZoneRun(existing)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
if run != nil {
|
|
if exp.RunID != run.RunID {
|
|
if err := setExpeditionRunID(exp.ID, run.RunID); err != nil {
|
|
return nil, err
|
|
}
|
|
exp.RunID = run.RunID
|
|
}
|
|
return run, nil
|
|
}
|
|
}
|
|
|
|
// No run mapped for this region; if a different active run exists for
|
|
// the player (stale link from prior region), abandon it first.
|
|
if other, _ := getActiveZoneRun(id.UserID(exp.UserID)); other != nil {
|
|
if err := abandonZoneRunByID(other.RunID); err != nil {
|
|
return nil, err
|
|
}
|
|
}
|
|
|
|
run, err := startZoneRun(id.UserID(exp.UserID), exp.ZoneID, charLevel, nil)
|
|
if err != nil {
|
|
return nil, fmt.Errorf("ensureRegionRun: %w", err)
|
|
}
|
|
if err := setRegionRun(exp, regionKey, run.RunID); err != nil {
|
|
return nil, err
|
|
}
|
|
return run, nil
|
|
}
|
|
|
|
// retireRegionRun abandons the player's run for the given regionKey (or
|
|
// the current region if regionKey == "" matches CurrentRegion). Idempotent.
|
|
// Used by handleRegionCmd "travel" before transitioning.
|
|
func retireRegionRun(exp *Expedition, regionKey string) error {
|
|
runs := regionRunsMap(exp)
|
|
runID, ok := runs[regionKey]
|
|
if !ok || runID == "" {
|
|
return nil
|
|
}
|
|
if err := abandonZoneRunByID(runID); err != nil {
|
|
return err
|
|
}
|
|
return setRegionRun(exp, regionKey, "")
|
|
}
|
|
|
|
// retireAllRegionRuns abandons every region's linked run. Called from the
|
|
// expedition-end paths (abandon, complete, forced extract) so that the
|
|
// per-user "active zone run" guard stays clean for the next adventure.
|
|
func retireAllRegionRuns(exp *Expedition) error {
|
|
if exp == nil {
|
|
return nil
|
|
}
|
|
for region := range regionRunsMap(exp) {
|
|
if err := retireRegionRun(exp, region); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
// Also clear any unmapped active run for the user (defensive).
|
|
if other, _ := getActiveZoneRun(id.UserID(exp.UserID)); other != nil {
|
|
_ = abandonZoneRunByID(other.RunID)
|
|
}
|
|
return nil
|
|
}
|