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An Established (Tier-4) home can draw a second companion. Both pets show up on the sheet and the town showcase, level via babysitting, and wear their own barding (!thom pet2buy <tier>). Combat: both pets contribute their attack/deflect/whiff procs at half weight — DerivePlayerStats now averages over the active pets, so a pair reads as roughly one full pet (flavor-forward, not a stat spike; difficulty-neutral). The average reduces to identity over a single pet (x/1==x, 0.0+x==x, 3+(2L+1)/2==3+L), and the engines still roll one proc per channel per round, so the single-pet path and TestCombatCharacterization golden stay byte-identical. Pinned by TestDerivePlayerStats_OnePetIsByteIdentical + the golden. Scope kept deliberately flavor-forward: pet 2 carries identity/level/barding and the three combat procs only. The morning-defense buff, death/ditch-recovery save, and the level-10 supply-shop unlock stay pet-1 mechanics — no second defensive multiplier stacks, and the one-pet path is untouched by construction. Storage: parallel pet2_* columns on player_meta + Pet2* mirror on AdventureCharacter (absent == no second pet, DEFAULT '' correct for every pre-existing row, no backfill — the N2-temper / P4-party precedent). Pet-1 code paths are untouched. Arrival reuses the chase/feed/type/name DM flow, slot-aware, gated HouseTier>=4 with an established first pet. Review fixes folded in (high-effort /code-review, 3 angles): pet-2 barding block no longer hidden when pet-1 is chased away; showcase tie-break restored (level desc, then name); petGrantXP collapsed onto the shared level-up helper; dead-param armor-buy wrappers inlined; pet-2 barding tagged with its own euro ledger reason. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
539 lines
17 KiB
Go
539 lines
17 KiB
Go
package plugin
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import (
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"fmt"
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"log/slog"
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"math/rand/v2"
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"regexp"
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"strings"
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"time"
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"maunium.net/go/mautrix/id"
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)
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// ── Pet XP & Leveling ──────────────────────────────────────────────────────
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const petXPPerAction = 1.5
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var petNameValid = regexp.MustCompile(`^[a-zA-Z0-9 '\-]+$`)
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// petXPToNextLevel returns XP needed for a given pet level.
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func petXPToNextLevel(level int) int {
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switch {
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case level < 3:
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return 10
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case level < 5:
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return 20
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case level < 8:
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return 35
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default:
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return 50
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}
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}
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// petGrantXP adds a per-action XP grant to the pet and handles level-ups.
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// Returns true if leveled up. Shares the level-up loop with the babysit trickle
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// via advancePetLevelsFromXP.
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func petGrantXP(pet *PetState) bool {
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if !pet.HasPet() {
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return false
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}
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return advancePetLevelsFromXP(&pet.XP, &pet.Level, &pet.Level10Date, int(petXPPerAction*100))
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}
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// advancePetLevelsFromXP adds centi-XP to a pet and applies any level-ups, up
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// to the level-10 cap, stamping the level-10 date on first reaching it. Shared
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// by both pet slots (the babysit trickle). Returns true if the pet leveled.
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func advancePetLevelsFromXP(xp, level *int, level10Date *string, addCentiXP int) bool {
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if *level >= 10 {
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return false
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}
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*xp += addCentiXP
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leveled := false
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for *level < 10 {
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needed := petXPToNextLevel(*level) * 100
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if *xp < needed {
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break
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}
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*xp -= needed
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*level++
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leveled = true
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}
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if *level >= 10 && *level10Date == "" {
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*level10Date = time.Now().UTC().Format("2006-01-02")
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}
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return leveled
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}
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// ── Pet Combat Action Probabilities ────────────────────────────────────────
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// Base probabilities scale with pet level.
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// Attack: 3% + 1.5% per level (max 18% at L10)
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// Deflect: 2% + 1% per level (max 12% at L10) + armor bonus
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// Ditch recovery: 5% + 2% per level (max 25% at L10)
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func petAttackChance(level int) float64 {
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return 0.03 + float64(level)*0.015
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}
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func petDeflectChance(level, armorTier int) float64 {
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base := 0.02 + float64(level)*0.01
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defs := petDogArmor // same bonuses for both types
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for _, d := range defs {
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if d.Tier == armorTier {
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base += d.DeflectBonus
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break
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}
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}
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return base
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}
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func petDitchRecoveryChance(level int) float64 {
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return 0.05 + float64(level)*0.02
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}
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// petDitchRecoveryTime returns the death timer based on pet level.
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// Level 1: 5h, Level 5: ~3.5h, Level 10: 1h (linear interpolation).
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func petDitchRecoveryTime(level int) time.Duration {
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hours := 5.0 - float64(level-1)*4.0/9.0 // 5h at L1, 1h at L10
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if hours < 1 {
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hours = 1
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}
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return time.Duration(hours * float64(time.Hour))
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}
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// ── Pet Combat Results ─────────────────────────────────────────────────────
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type PetCombatResult struct {
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Attacked bool
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AttackDamage int
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AttackText string
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Deflected bool
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DeflectText string
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DitchRecovery bool
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DitchText string
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VictoryText string
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DeathText string
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}
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// petRollCombatActions rolls attack and deflect for a combat round.
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func petRollCombatActions(pet PetState, enemyName string) *PetCombatResult {
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if !pet.HasPet() {
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return nil
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}
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result := &PetCombatResult{}
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// Attack roll
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if rand.Float64() < petAttackChance(pet.Level) {
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result.Attacked = true
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result.AttackDamage = 3 + rand.IntN(5) + pet.Level // 3-7 + level
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var pool []string
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if pet.Type == "dog" {
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pool = PetDogAttack
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} else {
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pool = PetCatAttack
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}
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line := pool[rand.IntN(len(pool))]
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line = strings.ReplaceAll(line, "{enemy}", enemyName)
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line = strings.ReplaceAll(line, "{damage}", fmt.Sprintf("%d", result.AttackDamage))
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result.AttackText = line
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}
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// Deflect roll
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if rand.Float64() < petDeflectChance(pet.Level, pet.ArmorTier) {
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result.Deflected = true
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var pool []string
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if pet.Type == "dog" {
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pool = PetDogDeflect
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} else {
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pool = PetCatDeflect
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}
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line := pool[rand.IntN(len(pool))]
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line = strings.ReplaceAll(line, "{enemy}", enemyName)
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result.DeflectText = line
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}
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return result
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}
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// petRollDitchRecovery rolls for pet intervention on player death.
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func petRollDitchRecovery(pet PetState) bool {
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if !pet.HasPet() {
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return false
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}
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return rand.Float64() < petDitchRecoveryChance(pet.Level)
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}
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// petVictoryText returns a random victory reaction line.
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func petVictoryText(pet PetState) string {
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if !pet.HasPet() {
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return ""
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}
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var pool []string
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if pet.Type == "dog" {
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pool = PetDogVictory
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} else {
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pool = PetCatVictory
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}
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return pool[rand.IntN(len(pool))]
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}
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// petDeathText returns a random death reaction line.
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func petDeathText(pet PetState) string {
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if !pet.HasPet() {
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return ""
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}
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var pool []string
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if pet.Type == "dog" {
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pool = PetDogDeath
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} else {
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pool = PetCatDeath
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}
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return pool[rand.IntN(len(pool))]
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}
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// ── Pet Arrival Flow ───────────────────────────────────────────────────────
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// petShouldArrive checks if pet arrival should trigger.
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// Fires randomly after Tier 1 house upgrade is complete. Housing and pet
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// state come from player_meta via loadHouseState / loadPetState (L4d/L4e
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// reader flip).
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func petShouldArrive(pet PetState, house HouseState) bool {
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if pet.Arrived {
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return false
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}
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// Pet arrives after Tier 1 (Livable) upgrade = HouseTier >= 2
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if house.Tier < 2 {
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return false
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}
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// Pet was chased away and reactivated via Misty — allow re-arrival
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if pet.ChasedAway {
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return pet.Reactivated
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}
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// 30% daily chance after house tier 1 (~3 days average to arrival)
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return rand.Float64() < 0.30
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}
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// petShouldArrive2 gates the SECOND companion (N4/E1). It needs a Tier-4 Estate
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// and an established first pet — the second animal wanders in to join the first,
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// not an empty house. A chased-away second pet does not re-arrive (Misty's
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// reactivation is a pet-1 mechanic).
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func petShouldArrive2(pet1, pet2 PetState, house HouseState) bool {
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if pet2.Arrived || pet2.ChasedAway {
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return false
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}
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if house.Tier < 4 {
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return false
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}
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if !pet1.HasPet() {
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return false
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}
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return rand.Float64() < 0.30
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}
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// maybeRollPetArrivalOnEmerge rolls the pet-arrival check when a player
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// surfaces from an expedition (voluntary extract, abandon, or a survived
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// forced extraction) or revives after death. The arrival roll lives on the
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// emergence seam — not the legacy 08:00 overworld morning DM — because
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// expedition players are almost never in the overworld at the scheduled hour,
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// so the morning roll never reached them. Story beat: while the player was
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// underground, an animal wandered into the empty house looking for food.
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//
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// Safe to call unconditionally on any emergence: petShouldArrive gates on
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// house tier / not-yet-arrived, and petArrivalDM won't clobber an existing
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// pending interaction.
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func (p *AdventurePlugin) maybeRollPetArrivalOnEmerge(userID id.UserID) {
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pet, _ := loadPetState(userID)
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house, _ := loadHouseState(userID)
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if petShouldArrive(pet, house) {
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p.petArrivalDM(userID, 1)
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return
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}
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// A Tier-4 Estate can draw a second companion once the first is settled.
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pet2, _ := loadPet2State(userID)
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if petShouldArrive2(pet, pet2, house) {
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p.petArrivalDM(userID, 2)
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}
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}
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// petArrivalDM sends the initial "there's an animal in your house" DM for the
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// given slot (1 or 2).
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func (p *AdventurePlugin) petArrivalDM(userID id.UserID, slot int) {
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// Don't overwrite an existing pending interaction
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if _, exists := p.pending.Load(string(userID)); exists {
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return
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}
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intro := "There's an animal in your house. It looks like a..."
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if slot == 2 {
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intro = "There's *another* animal in your house. Your first pet seems unbothered. It looks like a..."
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}
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text := intro + "\n\n" +
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"🚪 Chase it away\n" +
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"🍖 Feed it\n\n" +
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"Reply with `chase` or `feed`."
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p.pending.Store(string(userID), &advPendingInteraction{
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Type: "pet_arrival",
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Data: &advPendingPetArrival{Slot: slot},
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ExpiresAt: time.Now().Add(advDMResponseWindowLow),
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})
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_ = p.SendDM(userID, text)
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}
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// petSlotFromData reads a Slot off any pending-pet payload, defaulting to slot 1
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// for the zero value so older/first-pet interactions are unaffected.
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func petSlotFromData(slot int) int {
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if slot == 2 {
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return 2
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}
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return 1
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}
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// resolvePetArrival handles the chase/feed response.
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func (p *AdventurePlugin) resolvePetArrival(ctx MessageContext, interaction *advPendingInteraction) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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char, _, err := p.ensureCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Failed to load your character.")
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}
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slot := petSlotFromData(interaction.Data.(*advPendingPetArrival).Slot)
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reply := strings.ToLower(strings.TrimSpace(ctx.Body))
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if reply == "chase" || reply == "🚪" {
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if slot == 2 {
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char.Pet2ChasedAway = true
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char.Pet2Reactivated = false
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} else {
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char.PetChasedAway = true
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char.PetReactivated = false
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}
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_ = saveAdvCharacter(char)
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return p.SendDM(ctx.Sender, "You chased it away. It disappeared around the corner and didn't come back.\n\nThe house is quiet again.")
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}
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if reply == "feed" || reply == "🍖" {
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// Ask what type
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text := "It ate everything you put down. It's still here.\n\n" +
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"It looks like a...\n\n" +
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"🐶 Massive Dog\n" +
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"🐱 Massive Cat\n\n" +
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"Reply with `dog` or `cat`."
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "pet_type",
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Data: &advPendingPetType{Slot: slot},
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ExpiresAt: time.Now().Add(advDMResponseWindowLow),
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})
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return p.SendDM(ctx.Sender, text)
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}
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// Invalid response — re-prompt
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "pet_arrival",
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Data: &advPendingPetArrival{Slot: slot},
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ExpiresAt: time.Now().Add(advDMResponseWindowLow),
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})
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return p.SendDM(ctx.Sender, "Reply with `chase` or `feed`.")
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}
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// resolvePetType handles dog/cat selection.
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func (p *AdventurePlugin) resolvePetType(ctx MessageContext, interaction *advPendingInteraction) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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slot := petSlotFromData(interaction.Data.(*advPendingPetType).Slot)
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reply := strings.ToLower(strings.TrimSpace(ctx.Body))
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petType := ""
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if reply == "dog" || reply == "🐶" {
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petType = "dog"
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} else if reply == "cat" || reply == "🐱" {
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petType = "cat"
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}
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if petType == "" {
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "pet_type",
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Data: &advPendingPetType{Slot: slot},
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ExpiresAt: time.Now().Add(advDMResponseWindowLow),
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})
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return p.SendDM(ctx.Sender, "Reply with `dog` or `cat`.")
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}
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p.pending.Store(string(ctx.Sender), &advPendingInteraction{
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Type: "pet_name",
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Data: &advPendingPetName{PetType: petType, Slot: slot},
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ExpiresAt: time.Now().Add(advDMResponseWindowLow),
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})
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article := "a"
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if petType == "dog" {
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article = "a"
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}
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return p.SendDM(ctx.Sender, fmt.Sprintf("It's %s Massive %s. What would you like to name it?\n\nReply with a name.",
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article, titleCase(petType)))
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}
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// resolvePetName handles naming the pet. The dispatcher (handlePendingReply)
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// has already deleted the pending interaction and passes it in, so this must
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// NOT re-load from p.pending — doing so previously made every adoption fail
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// silently (the carried PetType was lost and the save never ran).
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func (p *AdventurePlugin) resolvePetName(ctx MessageContext, interaction *advPendingInteraction) error {
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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char, _, err := p.ensureCharacter(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Failed to load your character.")
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}
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data := interaction.Data.(*advPendingPetName)
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name := strings.TrimSpace(ctx.Body)
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if len(name) == 0 || len(name) > 30 {
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p.pending.Store(string(ctx.Sender), interaction)
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return p.SendDM(ctx.Sender, "Name must be 1-30 characters. Try again.")
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}
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if !petNameValid.MatchString(name) {
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p.pending.Store(string(ctx.Sender), interaction)
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return p.SendDM(ctx.Sender, "Name can only contain letters, numbers, spaces, hyphens, and apostrophes. Try again.")
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}
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if petSlotFromData(data.Slot) == 2 {
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char.Pet2Type = data.PetType
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char.Pet2Name = name
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char.Pet2Arrived = true
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char.Pet2ChasedAway = false
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char.Pet2Level = 1
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char.Pet2XP = 0
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} else {
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char.PetType = data.PetType
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char.PetName = name
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char.PetArrived = true
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char.PetChasedAway = false
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char.PetLevel = 1
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char.PetXP = 0
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}
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if err := saveAdvCharacter(char); err != nil {
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return p.SendDM(ctx.Sender, "Failed to save.")
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}
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emoji := "🐶"
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if data.PetType == "cat" {
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emoji = "🐱"
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}
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tail := fmt.Sprintf("%s will join you in combat. %s will not explain their decisions.", name, name)
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if petSlotFromData(data.Slot) == 2 {
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tail = fmt.Sprintf("%s fights alongside your first companion — the two share the spotlight, so together they're about as much help in a scrap as one seasoned pet. %s will not explain their decisions.", name, name)
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}
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return p.SendDM(ctx.Sender, fmt.Sprintf("%s **%s** has moved in.\n\nBreed: Massive %s.\nLevel: 1\n\n%s",
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emoji, name, titleCase(data.PetType), tail))
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}
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// ── Morning Pet Events ─────────────────────────────────────────────────────
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// petMorningEvent rolls for a morning pet event and returns flavor text.
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// Returns empty string if no event fires.
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func petMorningEvent(pet PetState) string {
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if !pet.HasPet() {
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return ""
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}
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// 25% chance of morning event
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if rand.Float64() >= 0.25 {
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return ""
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}
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if pet.Type == "cat" {
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line := PetCatOffering[rand.IntN(len(PetCatOffering))]
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return strings.ReplaceAll(line, "{pet_name}", pet.Name)
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}
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line := PetDogSmothering[rand.IntN(len(PetDogSmothering))]
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return strings.ReplaceAll(line, "{pet_name}", pet.Name)
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}
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// ── Pet Supply Shop Unlock Check ───────────────────────────────────────────
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// petCheckSupplyShopUnlock checks if 1 week has passed since pet hit level 10.
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func petCheckSupplyShopUnlock(pet PetState) bool {
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if pet.SupplyShopUnlocked || pet.Level10Date == "" {
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return false
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}
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d, err := time.Parse("2006-01-02", pet.Level10Date)
|
|
if err != nil {
|
|
return false
|
|
}
|
|
return time.Now().UTC().After(d.Add(7 * 24 * time.Hour))
|
|
}
|
|
|
|
// ── Misty Housing Hint ─────────────────────────────────────────────────────
|
|
|
|
// mistyHousingHint returns a hint about housing/pets if conditions are met.
|
|
// Fires once, after 2+ Misty encounters, player has no house. Housing
|
|
// state comes from player_meta (L4e reader flip). Misty NPC counters still
|
|
// live on AdvCharacter (NPC migration is a later phase) so the caller
|
|
// passes them in directly.
|
|
func mistyHousingHint(mistyEncounterCount, mistyDonatedCount int, house HouseState) string {
|
|
if house.HasHouse() || mistyEncounterCount < 2 {
|
|
return ""
|
|
}
|
|
if mistyDonatedCount > 0 {
|
|
return "You seem like a good person. I can imagine you sitting in a house caring for a pet someday."
|
|
}
|
|
return "Thank you for your time."
|
|
}
|
|
|
|
// ── Misty Pet Reactivation ─────────────────────────────────────────────────
|
|
|
|
// mistyReactivatePet returns true when a chased-away pet should be marked
|
|
// as reactivated. Caller is responsible for flipping the flag on both
|
|
// AdvCharacter and player_meta.
|
|
func mistyReactivatePet(pet PetState) bool {
|
|
return pet.ChasedAway && !pet.Reactivated
|
|
}
|
|
|
|
// ── Pet Level 10 Ticker (runs daily at midnight) ───────────────────────────
|
|
|
|
func (p *AdventurePlugin) petMidnightCheck() {
|
|
chars, err := loadAllAdvCharacters()
|
|
if err != nil {
|
|
slog.Error("pet: failed to load characters", "err", err)
|
|
return
|
|
}
|
|
|
|
for _, char := range chars {
|
|
if !char.HasPet() {
|
|
continue
|
|
}
|
|
|
|
// Check supply shop unlock
|
|
pet, _ := loadPetState(char.UserID)
|
|
if petCheckSupplyShopUnlock(pet) {
|
|
char.PetSupplyShopUnlocked = true
|
|
_ = saveAdvCharacter(&char)
|
|
_ = upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(&char))
|
|
slog.Info("pet: supply shop unlocked", "user", char.UserID, "pet", char.PetName)
|
|
}
|
|
}
|
|
}
|
|
|
|
// ── Ditch Recovery Text ────────────────────────────────────────────────────
|
|
|
|
func petDitchRecoveryGameRoom(username, petName string, petInvolved bool) string {
|
|
base := fmt.Sprintf("🏥 %s was brought into St. Guildmore's on a stretcher. They have been returned to the ditch. They'll be fine eventually.", username)
|
|
if petInvolved {
|
|
base = fmt.Sprintf("🏥 St. Guildmore's notes that %s has once again intervened before our personnel could reach the scene. %s has been reminded that the ditch is not a medical facility. %s did not respond to this reminder.", petName, petName, petName)
|
|
}
|
|
return base
|
|
}
|