mirror of
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Treasure, masterwork, and consumable drops each had zero call sites: they only ever fired from the legacy daily activity loop, which adventure.go now intercepts with a deprecation DM. Hook all three to the zone-combat seam. A1 - treasure: rollAdvTreasureDropDetailed takes a weight, applied to the base rate. Boss x4, elite x2, standard x1, plus one x1 roll on zone clear. Near-miss DMs now fire only for weighted moments; at x1 on autopilot they'd land on ~3% of every kill. A2 - masterwork: the catalog is keyed to mining/fishing/foraging, so the dungeon lookup returned nil and the hook would have been a silent no-op. masterworkDefForZone rolls across all three slot lines at the zone's tier. Flavor now follows loc.Activity rather than the item's catalog line, with a new dungeon pool - a crypt boss must not narrate a pickaxe striking ore. A3 - consumables + ingredients: the audit found more than the four named ingredients were stranded. generateAdvLoot is reachable only from resolveDungeonAction, which has no callers, so all four legacy loot tables were dead and every one of the 12 recipes was uncraftable. rollZoneIngredient draws from those tables directly at the zone's tier, reviving them wholesale rather than re-keying 24 ingredients into the per-zone slates.
446 lines
16 KiB
Go
446 lines
16 KiB
Go
package plugin
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import (
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"math/rand/v2"
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"strings"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// ── Treasure Bonus Type (DB row) ─────────────────────────────────────────────
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type AdvTreasureBonus struct {
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TreasureKey string
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Name string
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Tier int
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BonusType string
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BonusValue float64
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}
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// ── Treasure Definition ──────────────────────────────────────────────────────
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type AdvTreasureDef struct {
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Key string
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Name string
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Tier int
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Bonuses []advTreasureBonusDef
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InventoryDesc string
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RoomAnnounce string // non-empty for tier 5 and special items
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}
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type advTreasureBonusDef struct {
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Type string
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Value float64
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}
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type AdvTreasureDrop struct {
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Def *AdvTreasureDef
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}
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// ── Drop Rates ───────────────────────────────────────────────────────────────
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var advTreasureDropRates = map[int]float64{
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1: 0.015,
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2: 0.012,
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3: 0.008,
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4: 0.004,
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5: 0.0015,
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}
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const advMaxTreasures = 3
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// ── Treasure Definitions ─────────────────────────────────────────────────────
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var advAllTreasures = map[int][]AdvTreasureDef{
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1: {
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{
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Key: "soggy_cellar_crown_jewel", Name: "The Soggy Cellar Crown Jewel", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "foraging_skill", Value: 1}},
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InventoryDesc: "The Soggy Cellar Crown Jewel. A button. +1 Foraging.",
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},
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{
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Key: "1up_mushroom_expired", Name: "The 1-Up Mushroom (Expired)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "special_respawn_halve", Value: 1}}, // v2: not active in v1
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InventoryDesc: "The 1-Up Mushroom (Expired). Slightly grey. Once weekly: 12hr respawn.",
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},
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{
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Key: "rat_king_lucky_foot", Name: "The Rat King's Lucky Foot", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -2}},
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InventoryDesc: "The Rat King's Lucky Foot. Slightly damp. -2% death chance.",
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},
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{
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Key: "ancient_cellar_medallion", Name: "Ancient Cellar Medallion (Probably)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "xp_multiplier", Value: 5}},
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InventoryDesc: "Ancient Cellar Medallion (Probably). Illegible engravings. +5% dungeon XP.",
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},
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{
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Key: "bent_copper_coin", Name: "The Considerably Bent Copper Coin of Fortune", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 2}},
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InventoryDesc: "The Considerably Bent Copper Coin of Fortune. Very bent. +2% loot quality.",
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},
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{
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Key: "wooden_sword", Name: "The Wooden Sword (It Was Dangerous to Go Alone)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 1}},
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InventoryDesc: "The Wooden Sword. From an old man. +1 Combat. It was dangerous to go alone.",
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},
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{
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Key: "suspicious_mushroom", Name: "Suspicious Mushroom (Do Not Ask Where It's Been)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "exceptional_chance", Value: 2}},
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InventoryDesc: "Suspicious Mushroom. Glowing. Humming. Do not ask. +2% exceptional chance.",
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},
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{
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Key: "power_pellet", Name: "Power Pellet (Slightly Past Its Best)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -3}},
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InventoryDesc: "Power Pellet (Vintage). -3% death chance. The monsters remember.",
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},
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{
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Key: "konami_scroll", Name: "The Konami Scroll", Tier: 1,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 2},
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{Type: "mining_skill", Value: 2},
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{Type: "foraging_skill", Value: 2},
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},
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InventoryDesc: "The Konami Scroll. ↑↑↓↓←→←→. +2 all skills. You know what it means.",
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},
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},
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2: {
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{
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Key: "goblin_warchief_ring", Name: "Goblin Warchief's Signet Ring", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 2}},
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InventoryDesc: "Goblin Warchief's Signet Ring. Thumb-sized. +2 Combat.",
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},
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{
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Key: "kobold_compass", Name: "The Kobold Cartographer's Compass", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "mining_skill", Value: 3}},
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InventoryDesc: "Kobold Cartographer's Compass. Fish bone needle. +3 Mining.",
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},
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{
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Key: "spread_gun", Name: "The Spread Gun", Tier: 2,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 4},
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{Type: "success_chance", Value: 8},
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},
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InventoryDesc: "The Spread Gun. You know. +4 Combat, +8% dungeon success.",
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},
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{
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Key: "e_tank", Name: "E-Tank (Partially Full, Handle With Care)", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "special_monthly_respawn", Value: 1}}, // v2: not active in v1
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InventoryDesc: "E-Tank (Half Full). 12hr respawn on 2nd monthly death. Handle with care.",
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},
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{
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Key: "stone_of_jordan", Name: "The Stone of Jordan", Tier: 2,
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Bonuses: []advTreasureBonusDef{
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{Type: "mining_skill", Value: 3},
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{Type: "foraging_skill", Value: 3},
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},
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InventoryDesc: "The Stone of Jordan. Fits perfectly. Always. +3 Mining/Foraging.",
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},
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},
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3: {
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{
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Key: "draugr_memory_stone", Name: "The Draugr's Memory Stone", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 5},
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{Type: "special_weekly_death_pass", Value: 1}, // v2
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},
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InventoryDesc: "The Draugr's Memory Stone. Warm. +5 Combat, weekly death pass.",
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},
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{
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Key: "ghost_touched_lantern", Name: "Ghost-Touched Lantern", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "foraging_skill", Value: 4},
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{Type: "mining_skill", Value: 4},
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},
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InventoryDesc: "Ghost-Touched Lantern. Glows without fuel. +4 Foraging, +4 Mining.",
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},
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{
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Key: "estus_flask", Name: "The Estus Flask (Cracked But Functional)", Tier: 3,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -6}},
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InventoryDesc: "Estus Flask (Cracked). Warm. Always warm. -6% death, daily death mitigation.",
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},
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{
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Key: "twinbee_bell", Name: "TwinBee's Bell (Genuine Article)", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 6},
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{Type: "xp_multiplier", Value: 5},
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},
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InventoryDesc: "TwinBee's Bell. Rings on its own. Approves of you. +6 all skills, +5% XP.",
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},
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},
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4: {
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{
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Key: "hollow_crown", Name: "The Hollow Crown", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 10},
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{Type: "exceptional_chance", Value: 5},
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},
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InventoryDesc: "The Hollow Crown. Sits crooked. +10 Combat, +5% exceptional dungeon chance.",
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},
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{
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Key: "wardens_last_key", Name: "Warden's Last Key", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "mining_skill", Value: 8},
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{Type: "combat_level", Value: 8},
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{Type: "special_sealed_vault", Value: 1}, // v2
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},
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InventoryDesc: "Warden's Last Key. Cold to the touch. +8 Mining/Combat. One use.",
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},
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{
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Key: "thunderfury", Name: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 12},
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{Type: "success_chance", Value: 10},
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},
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InventoryDesc: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]. Yes you got it. +12 Combat.",
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RoomAnnounce: "⚡ Did {name} get Thunderfury? {name} got Thunderfury. [THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER] has been found in {location}.",
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},
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{
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Key: "ocarina", Name: "The Ocarina (Cracked, Still Plays)", Tier: 4,
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Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 10}},
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InventoryDesc: "The Ocarina (Cracked). Three songs. +10 all skills. Do not play the third one.",
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},
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},
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5: {
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{
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Key: "shard_of_unnamed", Name: "Shard of the Unnamed", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 15},
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{Type: "xp_multiplier", Value: 10},
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{Type: "death_chance", Value: -5},
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},
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InventoryDesc: "Shard of the Unnamed. +15 Combat, +10% XP, -5% death.",
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RoomAnnounce: "🔴 {name} has recovered the Shard of the Unnamed from the Abyssal Maw. The server feels different.",
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},
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{
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Key: "cartographers_final_map", Name: "The Cartographer's Final Map", Tier: 5,
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Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 12}},
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InventoryDesc: "The Cartographer's Final Map. Updates on its own. +12 all skills, full map.",
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RoomAnnounce: "🔴 {name} has found the Cartographer's Final Map in the Abyssal Maw. It has their name on it. It always did.",
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},
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{
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Key: "triforce_shard", Name: "The Triforce Shard (One Third of Something Larger)", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 5},
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{Type: "death_chance", Value: -8},
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// Note: +15 to chosen skill is v2 interactive
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},
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InventoryDesc: "Triforce Shard (×1/3). Warm. Waiting. +5 all skills, -8% death.",
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RoomAnnounce: "🔺 {name} has recovered a Triforce Shard from the Abyssal Maw. One third of something. The other two thirds are somewhere. Probably.",
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},
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{
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Key: "the_corridor", Name: "The Corridor (You Know the One)", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 12},
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{Type: "special_monthly_death_bypass", Value: 1}, // v2
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},
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InventoryDesc: "The Corridor. Folded. Don't look back. +12 all skills, monthly death bypass.",
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RoomAnnounce: "🔴 {name} found The Corridor in the Abyssal Maw. They know the one. So does it.",
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},
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},
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}
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// ── Treasure Drop Logic ──────────────────────────────────────────────────────
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// rollAdvTreasureDropDetailed returns the drop (or nil) plus the random roll
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// and the effective drop rate, so callers can surface near-miss feedback
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// ("rolled 1.8% vs 1.5% chance — just missed"). Players never see treasure
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// math otherwise, which makes rare drops feel mythical.
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//
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// weight scales the base rate for the moment that produced the roll: a boss
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// kill is worth more than a corridor skirmish. The chat-level bonus is added
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// after scaling so it stays a flat contribution rather than being multiplied
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// up alongside it.
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func rollAdvTreasureDropDetailed(tier int, userID id.UserID, chatLevel int, weight float64) (drop *AdvTreasureDrop, roll, rate float64) {
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r, ok := advTreasureDropRates[tier]
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if !ok {
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return nil, 0, 0
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}
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rate = r*weight + chatLevelRareBonus(chatLevel)
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roll = rand.Float64()
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if roll >= rate {
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return nil, roll, rate
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}
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pool, ok := advAllTreasures[tier]
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if !ok || len(pool) == 0 {
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return nil, roll, rate
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}
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// Pick random treasure
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def := &pool[rand.IntN(len(pool))]
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// Duplicate check
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owns, err := advUserOwnsTreasure(userID, def.Key)
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if err != nil || owns {
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// Reroll once
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def = &pool[rand.IntN(len(pool))]
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owns, err = advUserOwnsTreasure(userID, def.Key)
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if err != nil || owns {
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return nil, roll, rate // both rolls duplicated
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}
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}
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return &AdvTreasureDrop{Def: def}, roll, rate
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}
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// rollAdvTreasureDrop is the legacy single-return variant used by call sites
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// that don't surface near-miss feedback (auto-babysit, twinbee shares).
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func rollAdvTreasureDrop(tier int, userID id.UserID, chatLevel int) *AdvTreasureDrop {
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d, _, _ := rollAdvTreasureDropDetailed(tier, userID, chatLevel, 1)
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return d
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}
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// ── Treasure Comparison ─────────────────────────────────────────────────────
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// advTreasureIrreplaceable reports whether a treasure carries a bonus type
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// that can't be replicated by another drop (e.g. monthly death bypass).
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// Such treasures are excluded from auto-swap and fall back to the manual
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// discard prompt so the player consciously chooses to give one up.
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func advTreasureIrreplaceable(def *AdvTreasureDef) bool {
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if def == nil {
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return false
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}
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for _, b := range def.Bonuses {
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if strings.HasPrefix(b.Type, "special_") {
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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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// advTreasureRank produces a comparable triple (tier, bonusCount, key) for
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// auto-swap decisions. Bonuses are heterogeneous and there's no honest
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// scalar comparator — we use tier first, then bonus count as a tiebreaker,
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// then the deterministic key so equal-rank ties prefer the existing item
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// (no churn). Higher tuple = better treasure.
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type advTreasureRankKey struct {
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Tier int
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BonusCount int
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Key string
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}
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func advTreasureRank(def *AdvTreasureDef) advTreasureRankKey {
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if def == nil {
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return advTreasureRankKey{}
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}
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return advTreasureRankKey{Tier: def.Tier, BonusCount: len(def.Bonuses), Key: def.Key}
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}
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// advTreasureRankBetter reports whether a is strictly better than b.
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// Equal-rank returns false (caller treats this as "keep existing").
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func advTreasureRankBetter(a, b advTreasureRankKey) bool {
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if a.Tier != b.Tier {
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return a.Tier > b.Tier
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}
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if a.BonusCount != b.BonusCount {
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return a.BonusCount > b.BonusCount
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}
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// Deterministic but neutral tiebreak — different keys aren't "better"
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// than each other, so equal Tier+BonusCount means no swap.
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return false
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}
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// ── Treasure DB Operations ───────────────────────────────────────────────────
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func advSaveTreasure(userID id.UserID, def *AdvTreasureDef) error {
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d := db.Get()
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tx, err := d.Begin()
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if err != nil {
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return err
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}
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defer tx.Rollback()
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for _, bonus := range def.Bonuses {
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_, err := tx.Exec(`
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INSERT OR IGNORE INTO adventure_treasures (user_id, treasure_key, name, tier, bonus_type, bonus_value)
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VALUES (?, ?, ?, ?, ?, ?)`,
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string(userID), def.Key, def.Name, def.Tier, bonus.Type, bonus.Value)
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if err != nil {
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return err
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}
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}
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return tx.Commit()
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}
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func advDiscardTreasure(userID id.UserID, treasureKey string) error {
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d := db.Get()
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_, err := d.Exec(`DELETE FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
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string(userID), treasureKey)
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return err
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}
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func advCountTreasures(userID id.UserID) (int, error) {
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d := db.Get()
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var count int
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err := d.QueryRow(`
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SELECT COUNT(DISTINCT treasure_key) FROM adventure_treasures WHERE user_id = ?`,
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string(userID)).Scan(&count)
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return count, err
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}
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func advUserOwnsTreasure(userID id.UserID, treasureKey string) (bool, error) {
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d := db.Get()
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var count int
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err := d.QueryRow(`
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SELECT COUNT(*) FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
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string(userID), treasureKey).Scan(&count)
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return count > 0, err
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}
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func loadAdvTreasureBonuses(userID id.UserID) ([]AdvTreasureBonus, error) {
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d := db.Get()
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rows, err := d.Query(`
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SELECT treasure_key, name, tier, bonus_type, bonus_value
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FROM adventure_treasures WHERE user_id = ?`, string(userID))
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var bonuses []AdvTreasureBonus
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for rows.Next() {
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var b AdvTreasureBonus
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if err := rows.Scan(&b.TreasureKey, &b.Name, &b.Tier, &b.BonusType, &b.BonusValue); err != nil {
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return nil, err
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}
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bonuses = append(bonuses, b)
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}
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return bonuses, rows.Err()
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}
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// advUserTreasures returns the distinct treasures a user owns (for display/discard prompts).
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func advUserTreasures(userID id.UserID) ([]AdvTreasureDef, error) {
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d := db.Get()
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rows, err := d.Query(`
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SELECT DISTINCT treasure_key, name, tier
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FROM adventure_treasures WHERE user_id = ?
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ORDER BY tier, treasure_key`, string(userID))
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var treasures []AdvTreasureDef
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for rows.Next() {
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var t AdvTreasureDef
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if err := rows.Scan(&t.Key, &t.Name, &t.Tier); err != nil {
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return nil, err
|
||
}
|
||
// Look up full definition
|
||
for tier, defs := range advAllTreasures {
|
||
for _, def := range defs {
|
||
if def.Key == t.Key {
|
||
t = def
|
||
t.Tier = tier
|
||
break
|
||
}
|
||
}
|
||
}
|
||
treasures = append(treasures, t)
|
||
}
|
||
return treasures, rows.Err()
|
||
}
|