Files
gogobee/internal/plugin/adventure_town.go
prosolis 57a0ea90f2 N4/E1: second pet slot for the Tier-4 Estate
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
2026-07-10 15:03:57 -07:00

488 lines
15 KiB
Go

package plugin
import (
"database/sql"
"encoding/json"
"fmt"
"sort"
"strings"
"time"
"gogobee/internal/db"
)
// E3 — Surfacing the buried social data. Three read-only registries that
// render data the game already stores: !town (civic pride + housing + pets),
// !graveyard (recent deaths), and !rivals board (room-wide duel standings).
//
// Leak-check (gogobee_engagement_plan.md §E3): the civic-pride board ranks
// tax_ledger.total_paid, which is dominated by gambling/shop/arena rake and
// carries ZERO Misty/Arina donation signal — those debits never touch
// tax_ledger (adventure_npcs.go routes them through euro.Debit with their own
// reason strings, counters live in player_meta.misty_*/arina_* columns). So no
// board here can let a player correlate donations with the hidden NPC buffs.
const (
// townCivicBoardLimit caps the civic-pride board.
townCivicBoardLimit = 10
// townListCap caps the housing/pet showcase lists.
townListCap = 15
// graveyardLimit caps the graveyard.
graveyardLimit = 12
// rivalsBoardLimit caps the room-wide rivalry standings.
rivalsBoardLimit = 10
)
// ── Civic pride ──────────────────────────────────────────────────────────────
type civicEntry struct {
Name string
TotalPaid int64
}
// loadCivicPrideBoard returns the top contributors to the community pot by
// lifetime tax paid. Safe to rank — see the leak-check note above.
func loadCivicPrideBoard(limit int) ([]civicEntry, error) {
rows, err := db.Get().Query(
`SELECT COALESCE(NULLIF(c.display_name, ''), t.user_id), t.total_paid
FROM tax_ledger t
LEFT JOIN player_meta c ON c.user_id = t.user_id
WHERE t.total_paid > 0
ORDER BY t.total_paid DESC
LIMIT ?`, limit)
if err != nil {
return nil, err
}
defer rows.Close()
var out []civicEntry
for rows.Next() {
var e civicEntry
if err := rows.Scan(&e.Name, &e.TotalPaid); err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// ── Housing street ───────────────────────────────────────────────────────────
type housingEntry struct {
Name string
Tier int
}
// loadHousingStreet returns everyone who owns a house, best homes first.
func loadHousingStreet(limit int) ([]housingEntry, error) {
rows, err := db.Get().Query(
`SELECT COALESCE(NULLIF(display_name, ''), user_id), house_tier
FROM player_meta
WHERE house_tier > 0
ORDER BY house_tier DESC, display_name
LIMIT ?`, limit)
if err != nil {
return nil, err
}
defer rows.Close()
var out []housingEntry
for rows.Next() {
var e housingEntry
if err := rows.Scan(&e.Name, &e.Tier); err != nil {
return nil, err
}
out = append(out, e)
}
return out, rows.Err()
}
// ── Pet showcase ─────────────────────────────────────────────────────────────
type petShowcaseEntry struct {
Name string
Type string
Level int
ArmorName string
}
// loadPetShowcase returns every active pet — both slots — across all players,
// highest level first. The arrived/chased flags live in the *_flags_json
// columns, so they're decoded in Go rather than in SQL.
func loadPetShowcase(limit int) ([]petShowcaseEntry, error) {
rows, err := db.Get().Query(
`SELECT COALESCE(NULLIF(display_name, ''), user_id),
pet_name, pet_type, pet_level, pet_armor_tier, pet_flags_json,
pet2_name, pet2_type, pet2_level, pet2_armor_tier, pet2_flags_json
FROM player_meta
WHERE pet_type != '' OR pet2_type != ''`)
if err != nil {
return nil, err
}
defer rows.Close()
var out []petShowcaseEntry
for rows.Next() {
var (
owner string
petName, petType, flagsRaw string
level, armorTier int
pet2Name, pet2Type, flags2Raw string
pet2Level, pet2Armor int
)
if err := rows.Scan(&owner, &petName, &petType, &level, &armorTier, &flagsRaw,
&pet2Name, &pet2Type, &pet2Level, &pet2Armor, &flags2Raw); err != nil {
return nil, err
}
if e, ok := showcaseEntryFor(owner, petName, petType, level, armorTier, flagsRaw); ok {
out = append(out, e)
}
if e, ok := showcaseEntryFor(owner, pet2Name, pet2Type, pet2Level, pet2Armor, flags2Raw); ok {
out = append(out, e)
}
}
if err := rows.Err(); err != nil {
return nil, err
}
sort.SliceStable(out, func(i, j int) bool {
if out[i].Level != out[j].Level {
return out[i].Level > out[j].Level
}
return out[i].Name < out[j].Name
})
if len(out) > limit {
out = out[:limit]
}
return out, nil
}
// showcaseEntryFor builds a showcase entry for one pet slot, returning ok=false
// if the slot is empty or its pet was chased away.
func showcaseEntryFor(owner, petName, petType string, level, armorTier int, flagsRaw string) (petShowcaseEntry, bool) {
if petType == "" {
return petShowcaseEntry{}, false
}
var flags petFlagsJSON
if flagsRaw != "" {
_ = json.Unmarshal([]byte(flagsRaw), &flags)
}
if !flags.Arrived || flags.ChasedAway {
return petShowcaseEntry{}, false
}
return petShowcaseEntry{
Name: firstNonEmpty(petName, "an unnamed companion") + " (" + owner + ")",
Type: petType,
Level: level,
ArmorName: petArmorName(petType, armorTier),
}, true
}
// petArmorName maps a pet's armor tier to its barding name, or "" for none.
func petArmorName(petType string, tier int) string {
if tier <= 0 {
return ""
}
for _, a := range petArmorDefs(petType) {
if a.Tier == tier {
return a.Name
}
}
return ""
}
// ── Graveyard ────────────────────────────────────────────────────────────────
type graveEntry struct {
Name string
Source string // "adventure" | "arena" | ""
Location string
LastDeathDate string // "2006-01-02"
StillDown bool // alive == 0 (inside the 6h respawn window)
}
// loadGraveyard returns the most recent deaths across all players. Deaths are
// day-granularity (last_death_date), so ordering falls back to dead_until for
// the still-in-the-ground; a revived player keeps their last_death_date but
// clears dead_until.
func loadGraveyard(limit int) ([]graveEntry, error) {
rows, err := db.Get().Query(
`SELECT COALESCE(NULLIF(display_name, ''), user_id),
alive, death_source, death_location, last_death_date, dead_until
FROM player_meta
WHERE last_death_date != ''
ORDER BY last_death_date DESC, dead_until DESC
LIMIT ?`, limit)
if err != nil {
return nil, err
}
defer rows.Close()
var out []graveEntry
for rows.Next() {
var (
e graveEntry
aliveInt int
deadUntil sql.NullTime
)
if err := rows.Scan(&e.Name, &aliveInt, &e.Source, &e.Location, &e.LastDeathDate, &deadUntil); err != nil {
return nil, err
}
e.StillDown = aliveInt == 0
out = append(out, e)
}
return out, rows.Err()
}
// ── Rivals board ─────────────────────────────────────────────────────────────
type rivalBoardEntry struct {
Name string
Wins int
Losses int
LastDuelAt *time.Time
}
// loadRivalsBoard aggregates adventure_rival_records into room-wide standings.
// The table is a directed per-pair ledger written from both duellists' sides,
// so summing a user_id's rows gives that player's total record.
func loadRivalsBoard(limit int) ([]rivalBoardEntry, error) {
rows, err := db.Get().Query(
`SELECT COALESCE(NULLIF(c.display_name, ''), r.user_id),
SUM(r.wins), SUM(r.losses), MAX(r.last_duel_at)
FROM adventure_rival_records r
LEFT JOIN player_meta c ON c.user_id = r.user_id
GROUP BY r.user_id
ORDER BY SUM(r.wins) DESC, SUM(r.losses) ASC
LIMIT ?`, limit)
if err != nil {
return nil, err
}
defer rows.Close()
var out []rivalBoardEntry
for rows.Next() {
var (
e rivalBoardEntry
lastDuel sql.NullString
)
if err := rows.Scan(&e.Name, &e.Wins, &e.Losses, &lastDuel); err != nil {
return nil, err
}
// MAX() over a DATETIME column loses SQLite's type affinity and comes
// back as text, so parse it by hand rather than scanning a NullTime.
if lastDuel.Valid {
if t, ok := parseSQLiteTime(lastDuel.String); ok {
e.LastDuelAt = &t
}
}
out = append(out, e)
}
return out, rows.Err()
}
// ── Rendering (client-free, unit-testable) ───────────────────────────────────
func renderTownRegistry(civic []civicEntry, houses []housingEntry, pets []petShowcaseEntry) string {
var sb strings.Builder
sb.WriteString("🏛️ **The Town Registry**\n\n")
sb.WriteString("**Civic Pride** — the guild's most generous coffers-fillers\n")
if len(civic) == 0 {
sb.WriteString(" _The collection plate is empty. Tragic._\n")
} else {
for i, e := range civic {
sb.WriteString(fmt.Sprintf(" %2d. %-18s %s\n", i+1, truncName(e.Name, 18), fmtEuro(e.TotalPaid)))
}
}
sb.WriteString("\n")
sb.WriteString("**Housing Street** — who's put down roots\n")
if len(houses) == 0 {
sb.WriteString(" _Not a single deed on file. A town of drifters._\n")
} else {
for _, e := range houses {
tierName := "a house"
if def := houseTierByTier(e.Tier); def != nil {
tierName = def.Name
}
sb.WriteString(fmt.Sprintf(" %-18s %s\n", truncName(e.Name, 18), tierName))
}
}
sb.WriteString("\n")
sb.WriteString("**Pet Showcase** — the good companions\n")
if len(pets) == 0 {
sb.WriteString(" _No pets in town. Somebody adopt something._\n")
} else {
for _, e := range pets {
line := fmt.Sprintf(" %-30s L%d %s", truncName(e.Name, 30), e.Level, e.Type)
if e.ArmorName != "" {
line += " · " + e.ArmorName
}
sb.WriteString(line + "\n")
}
}
return strings.TrimRight(sb.String(), "\n")
}
func renderGraveyard(deaths []graveEntry, now time.Time) string {
var sb strings.Builder
sb.WriteString("⚰️ **St. Guildmore's Memorial Garden**\n")
sb.WriteString("_The groundskeeper tips his hat. \"They gave their all. Well — they gave enough.\"_\n\n")
if len(deaths) == 0 {
sb.WriteString("_Nobody's died lately. The garden's quiet. Enjoy it while it lasts._")
return sb.String()
}
for _, e := range deaths {
place := e.Location
if place == "" {
place = "parts unknown"
}
verb := "fell"
if e.Source == "arena" {
verb = "fell in the arena"
}
when := humanizeDeathDate(e.LastDeathDate, now)
line := fmt.Sprintf(" ⚰️ **%s** — %s at %s (%s)", truncName(e.Name, 24), verb, place, when)
if e.StillDown {
line += " · _still resting_"
} else {
line += " · _back on their feet_"
}
sb.WriteString(line + "\n")
}
return strings.TrimRight(sb.String(), "\n")
}
func renderRivalsBoard(board []rivalBoardEntry, now time.Time) string {
var sb strings.Builder
sb.WriteString("⚔️ **Rivalry Standings** — duels across the guild\n\n")
if len(board) == 0 {
sb.WriteString("_No duels on record. A suspiciously peaceful town._")
return sb.String()
}
for i, e := range board {
last := "—"
if e.LastDuelAt != nil {
last = humanizeDaysAgo(*e.LastDuelAt, now)
}
sb.WriteString(fmt.Sprintf(" %2d. %-18s %dW - %dL last duel: %s\n",
i+1, truncName(e.Name, 18), e.Wins, e.Losses, last))
}
return strings.TrimRight(sb.String(), "\n")
}
// ── Small render helpers ─────────────────────────────────────────────────────
func truncName(s string, max int) string {
r := []rune(s)
if len(r) <= max {
return s
}
if max <= 1 {
return string(r[:max])
}
return string(r[:max-1]) + "…"
}
func firstNonEmpty(s, fallback string) string {
if strings.TrimSpace(s) == "" {
return fallback
}
return s
}
// parseSQLiteTime parses a SQLite CURRENT_TIMESTAMP string ("2006-01-02
// 15:04:05", UTC), tolerating an RFC3339 variant. Aggregates like MAX() strip
// the column's type affinity so the driver hands back text.
func parseSQLiteTime(s string) (time.Time, bool) {
for _, layout := range []string{"2006-01-02 15:04:05", time.RFC3339} {
if t, err := time.Parse(layout, s); err == nil {
return t.UTC(), true
}
}
return time.Time{}, false
}
// humanizeDaysAgo renders a duel/event time as "today" / "1 day ago" / "N days
// ago", matching the inline style in handleRivalsCmd.
func humanizeDaysAgo(t, now time.Time) string {
days := int(now.Sub(t).Hours() / 24)
switch {
case days <= 0:
return "today"
case days == 1:
return "1 day ago"
default:
return fmt.Sprintf("%d days ago", days)
}
}
// humanizeDeathDate renders a "2006-01-02" death date relative to now. Falls
// back to the raw string if it doesn't parse.
func humanizeDeathDate(dateStr string, now time.Time) string {
t, err := time.Parse("2006-01-02", dateStr)
if err != nil {
if dateStr == "" {
return "some time ago"
}
return dateStr
}
days := int(now.UTC().Truncate(24*time.Hour).Sub(t).Hours() / 24)
switch {
case days <= 0:
return "today"
case days == 1:
return "yesterday"
default:
return fmt.Sprintf("%d days ago", days)
}
}
// ── Handlers ─────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleTownCmd(ctx MessageContext) error {
civic, err := loadCivicPrideBoard(townCivicBoardLimit)
if err != nil {
return err
}
houses, err := loadHousingStreet(townListCap)
if err != nil {
return err
}
pets, err := loadPetShowcase(townListCap)
if err != nil {
return err
}
return p.SendReply(ctx.RoomID, ctx.EventID, renderTownRegistry(civic, houses, pets))
}
func (p *AdventurePlugin) handleGraveyardCmd(ctx MessageContext) error {
deaths, err := loadGraveyard(graveyardLimit)
if err != nil {
return err
}
return p.SendReply(ctx.RoomID, ctx.EventID, renderGraveyard(deaths, time.Now().UTC()))
}
// handleRivalsTopCmd routes the top-level !rivals command: "!rivals board" is
// the room-wide standings; anything else defers to the per-user record view.
func (p *AdventurePlugin) handleRivalsTopCmd(ctx MessageContext, args string) error {
if strings.EqualFold(strings.TrimSpace(args), "board") {
board, err := loadRivalsBoard(rivalsBoardLimit)
if err != nil {
return err
}
return p.SendReply(ctx.RoomID, ctx.EventID, renderRivalsBoard(board, time.Now().UTC()))
}
return p.handleRivalsCmd(ctx)
}