Files
gogobee/internal/plugin/adventure_twinbee.go
prosolis 1953eec3b5 Adv 2.0 Phase L1: Babysit pivot + legacy resolver retire
Babysit pivots from harvest service to pet-care + safe-rest perk:
- runBabysitDaily/runAutoBabysitDay/runBabysitAction deleted; replaced
  by runBabysitDailyTrickle (3 pet XP/day while subscribed).
- BabysitSafeRest predicate promotes Standard camps to Fortified-tier
  rest (HP+1d6, threat -5, resources refresh) and reduces wandering
  monster check campMod from 0 to -4. Hooks live in
  dnd_expedition_camp.go and dnd_expedition_night.go.
- !adventure babysit auto/focus subcommands removed; status/purchase
  DMs reflect the new perks.

Scheduler drops the auto-babysit fallback block (no more silent
debits + harvest-day for missed logins). Babysit subscribers still
skip the morning DM; trickle runs in the background.

TwinBee daily simulator self-contained: simulateTwinBeeOutcome +
simulateTwinBeeLoot replace the resolveAdvAction call against a
fake CombatLevel=35 character. Outcome distribution and reward
shape preserved; gold-share to active players unchanged.

Legacy activity resolver retired: resolveAdvAction,
advEligibleLocations, AdvEligibleLocation, resolveAdvEmptyOutcome
deleted from adventure_activities.go (zero production callers
post-babysit/twinbee). AdvActionResult kept — combat_bridge still
produces it for arena/dungeon flows; dies in L2/L3.

Migration plan doc gogobee_legacy_migration.md added: five-phase
L1-L5 plan covering arena (Adv 2.0 boss flow rebuild), co-op
deletion, perk-gate sweep, and final teardown of AdventureCharacter
+ CombatLevel + combat_engine.

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

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package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// ── TwinBee Action Selection ─────────────────────────────────────────────────
type twinBeeActionWeight struct {
Activity AdvActivityType
Tier int
Weight float64
}
var twinBeeWeights = []twinBeeActionWeight{
{AdvActivityDungeon, 3, 0.35},
{AdvActivityDungeon, 4, 0.25},
{AdvActivityDungeon, 5, 0.10},
{AdvActivityMining, 3, 0.15},
{AdvActivityForaging, 3, 0.15},
}
// twinBeeMaxTier returns the highest tier TwinBee should visit,
// based on the best player's combined adventure level.
func twinBeeMaxTier() int {
chars, err := loadAllAdvCharacters()
if err != nil || len(chars) == 0 {
return 3
}
bestLevel := 0
for _, c := range chars {
if !c.Alive {
continue
}
combined := c.CombatLevel + c.MiningSkill + c.ForagingSkill + c.FishingSkill
if combined > bestLevel {
bestLevel = combined
}
}
// Tier 3: anyone (combined 3+)
// Tier 4: best player has combined 12+ (avg level 4 per skill)
// Tier 5: best player has combined 21+ (avg level 7 per skill)
switch {
case bestLevel >= 21:
return 5
case bestLevel >= 12:
return 4
default:
return 3
}
}
func selectTwinBeeAction() (AdvActivityType, *AdvLocation) {
maxTier := twinBeeMaxTier()
// Filter weights to only include tiers within range.
var filtered []twinBeeActionWeight
var totalWeight float64
for _, w := range twinBeeWeights {
if w.Tier <= maxTier {
filtered = append(filtered, w)
totalWeight += w.Weight
}
}
if len(filtered) == 0 {
loc := findAdvLocationByTier(AdvActivityDungeon, 3)
return AdvActivityDungeon, loc
}
roll := rand.Float64() * totalWeight
cumulative := 0.0
for _, w := range filtered {
cumulative += w.Weight
if roll < cumulative {
loc := findAdvLocationByTier(w.Activity, w.Tier)
return w.Activity, loc
}
}
// Fallback
loc := findAdvLocationByTier(filtered[0].Activity, filtered[0].Tier)
return filtered[0].Activity, loc
}
// ── TwinBee Result ───────────────────────────────────────────────────────────
type TwinBeeResult struct {
Activity AdvActivityType
Location *AdvLocation
Outcome AdvOutcomeType
LootValue int64
LootDesc string
FlavorText string
}
// simulateTwinBeeOutcome rolls a flat outcome distribution for TwinBee's
// off-screen daily run. TwinBee never dies — death rolls become empty.
// Distribution by tier roughly matches the legacy simulator's spread:
// tier 3 → 60% success / 25% exceptional / 15% empty; tier 4 → 55/20/25;
// tier 5 → 50/15/35 (deeper places are stingier even for TwinBee).
func simulateTwinBeeOutcome(tier int) AdvOutcomeType {
roll := rand.IntN(100)
var emptyPct, successPct int
switch tier {
case 5:
emptyPct, successPct = 35, 50
case 4:
emptyPct, successPct = 25, 55
default:
emptyPct, successPct = 15, 60
}
switch {
case roll < emptyPct:
return AdvOutcomeEmpty
case roll < emptyPct+successPct:
return AdvOutcomeSuccess
default:
return AdvOutcomeExceptional
}
}
// simulateTwinBeeLoot returns gold value + 13 themed item names for the
// rolled outcome. Empty → zero/no items. Exceptional ≈ 2.2× success base.
func simulateTwinBeeLoot(loc *AdvLocation, outcome AdvOutcomeType) (int64, []string) {
if outcome == AdvOutcomeEmpty || loc == nil {
return 0, nil
}
tier := loc.Tier
if tier < 1 {
tier = 1
}
// Base loot scales as tier^2 * 75 with ±25% jitter.
base := int64(tier*tier*75) + int64(rand.IntN(tier*tier*40))
if outcome == AdvOutcomeExceptional {
base = base * 22 / 10
}
// Item names borrow from the location's denizens string for flavor; no
// inventory is actually deposited for TwinBee — these are display only.
names := strings.Split(loc.Denizens, ", ")
picks := 1 + rand.IntN(2)
if outcome == AdvOutcomeExceptional {
picks = 2 + rand.IntN(2)
}
if picks > len(names) {
picks = len(names)
}
chosen := make([]string, 0, picks)
rand.Shuffle(len(names), func(i, j int) { names[i], names[j] = names[j], names[i] })
for i := 0; i < picks && i < len(names); i++ {
chosen = append(chosen, strings.TrimSpace(names[i]))
}
return base, chosen
}
func (p *AdventurePlugin) runTwinBeeDaily() *TwinBeeResult {
activity, loc := selectTwinBeeAction()
if loc == nil {
slog.Error("adventure: twinbee could not find location")
return nil
}
outcome := simulateTwinBeeOutcome(loc.Tier)
value, items := simulateTwinBeeLoot(loc, outcome)
tbResult := &TwinBeeResult{
Activity: activity,
Location: loc,
Outcome: outcome,
LootValue: value,
}
if len(items) > 0 {
tbResult.LootDesc = joinAdvItems(items)
}
tbResult.FlavorText = p.selectTwinBeeFlavor(tbResult)
return tbResult
}
func (p *AdventurePlugin) selectTwinBeeFlavor(result *TwinBeeResult) string {
var pool []string
switch result.Outcome {
case AdvOutcomeExceptional:
pool = TwinBeeExceptional
case AdvOutcomeSuccess:
pool = TwinBeeSuccess
case AdvOutcomeEmpty, AdvOutcomeHornets, AdvOutcomeCaveIn, AdvOutcomeBear, AdvOutcomeRiver:
// Check if it was a "tactical withdrawal" (would have been death)
// Since we rerolled death → empty, we can't distinguish here.
// Use the empty pool; the withdrawal pool is for the summary one-liners.
pool = TwinBeeEmpty
default:
pool = TwinBeeEmpty
}
if len(pool) == 0 {
return "TwinBee went to " + result.Location.Name + ". Results pending."
}
text := pool[rand.IntN(len(pool))]
vars := map[string]string{
"{location}": result.Location.Name,
"{loot}": result.LootDesc,
"{value}": fmt.Sprintf("%.0f", float64(result.LootValue)),
"{xp}": "0",
}
return advSubstituteFlavor(text, vars)
}
func joinAdvItems(names []string) string {
switch len(names) {
case 0:
return ""
case 1:
return names[0]
case 2:
return names[0] + " and " + names[1]
default:
return fmt.Sprintf("%s, and %s", joinAdvItems(names[:len(names)-1]), names[len(names)-1])
}
}
// ── TwinBee Reward Distribution ──────────────────────────────────────────────
type TwinBeeRewardSummary struct {
Eligible int
GoldShare int64
GiftCount int
}
func (p *AdventurePlugin) distributeTwinBeeRewards(result *TwinBeeResult) TwinBeeRewardSummary {
summary := TwinBeeRewardSummary{}
if result == nil {
return summary
}
// Find eligible players: anyone who took action today (including dead)
chars, err := loadAllAdvCharacters()
if err != nil {
slog.Error("adventure: twinbee rewards failed to load chars", "err", err)
return summary
}
var eligible []id.UserID
for _, c := range chars {
if c.HasActedToday() {
eligible = append(eligible, c.UserID)
}
}
summary.Eligible = len(eligible)
if len(eligible) == 0 || result.LootValue == 0 {
// Gift rolls still happen even if no loot
if len(eligible) > 0 {
for _, uid := range eligible {
if rollTwinBeeGift(uid) {
summary.GiftCount++
}
}
}
p.logTwinBeeResult(result, summary)
return summary
}
// Distribute gold weighted by combined adventure level.
// Higher-level players get a proportionally larger share.
type eligiblePlayer struct {
uid id.UserID
weight int
}
var players []eligiblePlayer
totalWeight := 0
for _, uid := range eligible {
weight := 4 // minimum (level 1 in all 4 skills)
for _, c := range chars {
if c.UserID == uid {
weight = c.CombatLevel + c.MiningSkill + c.ForagingSkill + c.FishingSkill
if weight < 4 {
weight = 4
}
break
}
}
weight = weight * weight // quadratic scaling — veterans get much more
players = append(players, eligiblePlayer{uid: uid, weight: weight})
totalWeight += weight
}
if totalWeight == 0 {
totalWeight = 1
}
var totalDistributed int64
for _, ep := range players {
share := result.LootValue * int64(ep.weight) / int64(totalWeight)
if share < 1 {
share = 1
}
net, _ := communityTax(ep.uid, float64(share), 0.05)
p.euro.Credit(ep.uid, net, "twinbee_daily_share")
totalDistributed += share
if rollTwinBeeGift(ep.uid) {
summary.GiftCount++
}
}
// Report average share for the summary display.
summary.GoldShare = totalDistributed / int64(len(eligible))
p.logTwinBeeResult(result, summary)
return summary
}
// ── TwinBee Gifts (Temporary Buffs) ──────────────────────────────────────────
type twinBeeGiftDef struct {
BuffType string
BuffName string
Modifier float64
Duration time.Duration
Flavor string
}
var twinBeeGifts = []twinBeeGiftDef{
{"success_chance", "TwinBee's Lucky Star ⭐", 10, 24 * time.Hour, "TwinBee sends a star. They have many stars. Use it well."},
{"death_chance", "Bec's Blessing 🐝", -5, 48 * time.Hour, "Bec has blessed you. Bec does not do this lightly. Don't die."},
{"loot_quality", "WinBee's Coin 🪙", 15, 24 * time.Hour, "WinBee flipped this coin and it came up you. Lucky."},
{"mining_success", "Goemon's Pipe 🎋", 8, 48 * time.Hour, "Borrowed from Goemon. Return not expected. Results expected."},
{"foraging_death", "Pentarou's Feather 🪶", -10, 24 * time.Hour, "Pentarou parted with this reluctantly. They like you enough. Mostly."},
{"xp_multiplier", "TwinBee's Bell Fragment 🔔", 5, 48 * time.Hour, "A piece of the Bell. It rings when you're doing well. It will ring."},
{"exceptional_chance", "Power Up Pod 🫛", 50, 48 * time.Hour, "TwinBee found extras. This is not a common occurrence. Don't waste it."},
}
const twinBeeGiftChance = 0.15
func rollTwinBeeGift(userID id.UserID) bool {
if rand.Float64() >= twinBeeGiftChance {
return false
}
gift := twinBeeGifts[rand.IntN(len(twinBeeGifts))]
expiresAt := time.Now().UTC().Add(gift.Duration)
if err := addAdvBuff(userID, gift.BuffType, gift.BuffName, gift.Modifier, expiresAt); err != nil {
slog.Error("adventure: failed to add twinbee gift", "user", userID, "err", err)
return false
}
return true
}
// ── TwinBee Log ──────────────────────────────────────────────────────────────
func (p *AdventurePlugin) logTwinBeeResult(result *TwinBeeResult, summary TwinBeeRewardSummary) {
db.Exec("adventure: log twinbee result",
`INSERT INTO adventure_twinbee_log (activity_type, location, outcome, loot_value, loot_desc, participant_count, gold_share, gift_count)
VALUES (?, ?, ?, ?, ?, ?, ?, ?)`,
string(result.Activity), result.Location.Name, string(result.Outcome),
result.LootValue, result.LootDesc,
summary.Eligible, summary.GoldShare, summary.GiftCount)
}