Files
gogobee/internal/plugin/dnd_sheet.go
prosolis 341b1fc8e5 Adv 2.0 Phase L2 step 5: arena counters → player_meta
Creates the player_meta table (gogobee_legacy_migration.md §2.1) with the
three columns L2 needs: arena_wins, arena_losses, invasion_score. Future
phases ALTER in their own columns. Naming follows the §2.0 callout — no
dnd_ prefix on new tables.

Helpers in internal/plugin/player_meta.go: loadPlayerMeta,
upsertPlayerMetaArena, backfillPlayerMetaArena (INSERT OR IGNORE,
idempotent, logs row count per Phase R1 precedent). Plugin Init runs
the backfill once on startup.

Dual-write per §11: every char.ArenaWins++/ArenaLosses++ in
adventure_arena.go also calls upsertPlayerMetaArena. AdvCharacter
columns stay in place — reads will switch back to AdvCharacter trivially
if a rollback is needed before L5 teardown.

Read swap: handleArenaStats and renderDnDSheet now load player_meta and
prefer its values (falling back to AdvCharacter if the row is missing,
which only matters during the deploy window before backfill runs).
renderArenaPersonalStats's signature changed from (char, stats) to
(displayName, wins, losses, stats) so the render is DB-free.

Tests: TestPlayerMetaArenaBackfill_Idempotent verifies double-run
backfill is a no-op and doesn't clobber post-backfill dual-writes;
TestUpsertPlayerMetaArena_RoundTrip covers insert/update/missing-user
paths.

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

184 lines
6.2 KiB
Go

package plugin
import (
"fmt"
"sort"
"strings"
)
func (p *AdventurePlugin) handleDnDAbilitiesCmd(ctx MessageContext) error {
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your character: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender, "No Adv 2.0 character yet — run `!setup` (or just enter combat and we'll auto-build one).")
}
ri, _ := raceInfo(c.Race)
ci, _ := classInfo(c.Class)
ab := dndClassAbilities[c.Class]
var b strings.Builder
b.WriteString(fmt.Sprintf("**%s %s — Abilities**\n\n", ri.Display, ci.Display))
b.WriteString(fmt.Sprintf("**Class passive — %s**\n %s\n\n", ab.Name, ab.Description))
b.WriteString(fmt.Sprintf("**Race trait**\n %s\n", ri.Passive))
// Active abilities (Phase 6 + Phase 10 subclass-gated)
actives := characterActiveAbilities(c)
if len(actives) > 0 {
resType, _ := classResourceMax(c.Class)
cur, max, _ := getResource(c.UserID, resType)
b.WriteString(fmt.Sprintf("\n**Active abilities** (%s %d/%d)\n", resType, cur, max))
for _, a := range actives {
b.WriteString(fmt.Sprintf(" • **%s** (1 %s) — %s\n", a.Name, a.Resource, a.Description))
}
b.WriteString("\nUse `!arm <ability>` to ready one for your next combat. Refreshes on long rest.\n")
if c.ArmedAbility != "" {
b.WriteString(fmt.Sprintf("\n_Currently armed: **%s**_\n", displayAbility(c.ArmedAbility)))
}
}
return p.SendDM(ctx.Sender, b.String())
}
// !sheet — read-only D&D character sheet renderer.
//
// Joins:
// dnd_character (D&D layer)
// adventure_characters (legacy skills, pet, housing — for at-a-glance context)
// adventure_equipment (current gear; renders with legacy fields until Phase 4)
// adventure_treasures (= attunement substrate per v1.1 §7.4)
func (p *AdventurePlugin) handleDnDSheetCmd(ctx MessageContext) error {
c, err := LoadDnDCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Couldn't load your sheet: "+err.Error())
}
if c == nil || c.PendingSetup {
return p.SendDM(ctx.Sender,
"You don't have an Adv 2.0 character yet.\n\nRun `!setup` to begin character creation. "+
"Your existing adventure progress (skills, pets, coins, arena streak) will be preserved.")
}
advChar, _ := loadAdvCharacter(ctx.Sender)
equip, _ := loadAdvEquipment(ctx.Sender)
treasures, _ := loadAdvTreasureBonuses(ctx.Sender)
meta, _ := loadPlayerMeta(ctx.Sender)
return p.SendDM(ctx.Sender, renderDnDSheet(c, advChar, meta, equip, treasures))
}
func renderDnDSheet(c *DnDCharacter, adv *AdventureCharacter, meta *PlayerMeta, equip map[EquipmentSlot]*AdvEquipment, treasures []AdvTreasureBonus) string {
ri, _ := raceInfo(c.Race)
ci, _ := classInfo(c.Class)
mods := c.Modifiers()
var b strings.Builder
name := string(c.UserID)
if adv != nil && adv.DisplayName != "" {
name = adv.DisplayName
}
b.WriteString(fmt.Sprintf("⚔️ **%s** — Level %d %s %s\n", name, c.Level, ri.Display, ci.Display))
if c.Subclass != "" {
if si, ok := subclassInfo(c.Subclass); ok {
b.WriteString(fmt.Sprintf(" _%s_\n", si.Display))
}
} else if c.Level >= dndSubclassMinLevel {
b.WriteString(" _Subclass: unchosen — run `!subclass`_\n")
}
b.WriteString(strings.Repeat("─", 36) + "\n")
// Vitals
b.WriteString(fmt.Sprintf("**HP** %d/%d", c.HPCurrent, c.HPMax))
if c.TempHP > 0 {
b.WriteString(fmt.Sprintf(" (+%d temp)", c.TempHP))
}
b.WriteString(fmt.Sprintf(" **AC** %d", c.ArmorClass))
if c.Level >= dndMaxLevel {
b.WriteString(" **XP** capped (L20)\n")
} else {
b.WriteString(fmt.Sprintf(" **XP** %d / %d (next L%d)\n",
c.XP, dndXPToNextLevel(c.Level), c.Level+1))
}
// Ability scores with modifiers
b.WriteString(fmt.Sprintf("STR %2d (%+d) DEX %2d (%+d) CON %2d (%+d)\n",
c.STR, mods[0], c.DEX, mods[1], c.CON, mods[2]))
b.WriteString(fmt.Sprintf("INT %2d (%+d) WIS %2d (%+d) CHA %2d (%+d)\n",
c.INT, mods[3], c.WIS, mods[4], c.CHA, mods[5]))
b.WriteString(fmt.Sprintf("\n_%s_\n", ri.Passive))
// Equipment — D&D 10-slot view, with rarity inferred from legacy fields.
b.WriteString("\n**Equipment**\n")
dndEquip := map[DnDSlot]*AdvEquipment{}
for _, slot := range allSlots {
eq, ok := equip[slot]
if !ok || eq == nil {
continue
}
dndEquip[mapLegacySlot(slot)] = eq
}
anyEquipped := false
for _, ds := range dndSlotOrder {
eq := dndEquip[ds]
if eq == nil {
continue
}
anyEquipped = true
rarity := equipmentRarity(eq)
tag := ""
if eq.Masterwork {
tag = " ★"
}
b.WriteString(fmt.Sprintf(" %s %-9s T%d %d%%%s %s _(%s)_\n",
rarityIcon(rarity), string(ds), eq.Tier, eq.Condition, tag, eq.Name, rarity))
}
if !anyEquipped {
b.WriteString(" _(none equipped)_\n")
}
// Attunements (re-using adventure_treasures per v1.1 §7.4)
if len(treasures) > 0 {
b.WriteString("\n**Attunements** (treasures)\n")
// Group by treasure_key — one treasure can have multiple bonuses.
byKey := map[string][]AdvTreasureBonus{}
var keys []string
for _, t := range treasures {
if _, seen := byKey[t.TreasureKey]; !seen {
keys = append(keys, t.TreasureKey)
}
byKey[t.TreasureKey] = append(byKey[t.TreasureKey], t)
}
sort.Strings(keys)
for _, k := range keys {
bonuses := byKey[k]
name := bonuses[0].Name
parts := make([]string, 0, len(bonuses))
for _, bn := range bonuses {
parts = append(parts, fmt.Sprintf("%s %+.1f", bn.BonusType, bn.BonusValue))
}
b.WriteString(fmt.Sprintf(" • %s — %s\n", name, strings.Join(parts, ", ")))
}
}
// Legacy adventure context — preserved progress at a glance
if adv != nil {
b.WriteString("\n**Adventure progress** _(preserved)_\n")
b.WriteString(fmt.Sprintf(" Mining %d Foraging %d Fishing %d Combat (legacy) %d\n",
adv.MiningSkill, adv.ForagingSkill, adv.FishingSkill, adv.CombatLevel))
wins, losses := adv.ArenaWins, adv.ArenaLosses
if meta != nil {
wins, losses = meta.ArenaWins, meta.ArenaLosses
}
b.WriteString(fmt.Sprintf(" Arena %dW/%dL Streak %d (best %d)\n",
wins, losses, adv.CurrentStreak, adv.BestStreak))
if adv.PetName != "" {
b.WriteString(fmt.Sprintf(" Pet: %s the %s (lv %d)\n", adv.PetName, adv.PetType, adv.PetLevel))
}
if adv.HouseTier > 0 {
b.WriteString(fmt.Sprintf(" Housing: tier %d\n", adv.HouseTier))
}
}
return b.String()
}