Files
gogobee/internal/plugin/adventure_hospital.go
prosolis 5d98e5684a Adv 2.0 post-L5 audit cleanup: drop redundant dual-writes + refresh stale comments
Audit confirmed saveAdvCharacter's fan-out (upsertAllPlayerMetaFromAdvChar)
covers all 13 migrated subsystems, so the per-call-site upsertPlayerMetaXxx
calls retained "as defense" through the L4-L5 migration are redundant
post-L5h. Removed 16 such call sites across arena (2), scheduler (4),
hospital (1), consumables (2), rival (1), housing (11), and reordered
masterwork to drop a now-pointless explicit upsert before the load+save.

Refreshed nine stale doc comments referencing the legacy
adventure_characters table or "soak window / fallback" language that no
longer applies after the L5 close-out (commit 596b2b7). No behavior
change; go vet + go test ./... pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:23 -07:00

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package plugin
import (
"fmt"
"log/slog"
"math"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// ── Pending Interaction Types ──────────────────────────────────────────────
type advPendingHospitalPay struct {
Cost int64 // after-insurance amount (recomputed at confirm time for TOCTOU safety)
}
// hospitalCostsForUser returns (beforeInsurance, afterInsurance) for the
// hospital revival bill. Phase L4a switches the formula off CombatLevel
// onto DnDCharacter.Level: `Level × 50_000` after insurance, 5× that
// before. Post-L5g every legacy player has a DnDCharacter row, so the
// CombatLevel-derived fallback has been retired. Floors at level 1.
func hospitalCostsForUser(char *AdventureCharacter) (int64, int64) {
level := 1
if dnd, err := LoadDnDCharacter(char.UserID); err == nil && dnd != nil && dnd.Level > 0 {
level = dnd.Level
}
after := int64(level) * 50_000
before := after * 5
return before, after
}
// ── Hospital Command ───────────────────────────────────────────────────────
func (p *AdventurePlugin) handleHospitalCmd(ctx MessageContext) error {
char, err := loadAdvCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "You're not registered for Adventure yet. Type `!adventure` to begin.")
}
// If alive, reject
if char.Alive {
text, _ := advPickFlavor(nurseJoyAlive, ctx.Sender, "hospital_alive")
return p.SendDM(ctx.Sender, text)
}
// On-demand revive if death timer already expired
if char.DeadUntil != nil && time.Now().UTC().After(*char.DeadUntil) {
char.Alive = true
char.DeadUntil = nil
if err := saveAdvCharacter(char); err != nil {
slog.Error("hospital: on-demand revive failed", "user", char.UserID, "err", err)
return p.SendDM(ctx.Sender, "Something went wrong at the hospital. Try again in a moment.")
}
if dnd, err := LoadDnDCharacter(char.UserID); err == nil && dnd != nil {
dnd.HPCurrent = dnd.HPMax
if err := SaveDnDCharacter(dnd); err != nil {
slog.Error("hospital: failed to restore DnDCharacter HP on natural revive", "user", char.UserID, "err", err)
}
}
return p.SendDM(ctx.Sender, nurseJoyAlreadyRevived)
}
// Compute costs (Phase L4a: DnD level × 50k after insurance, 5× before)
beforeInsurance, afterInsurance := hospitalCostsForUser(char)
// Check balance
balance := p.euro.GetBalance(ctx.Sender)
if balance < float64(afterInsurance) {
// Can't afford — back to the ditch
text, _ := advPickFlavor(nurseJoyCantAfford, ctx.Sender, "hospital_broke")
p.SendDM(ctx.Sender, text)
// Room announcement
gr := gamesRoom()
if gr != "" {
name, _ := loadDisplayName(char.UserID)
p.SendMessage(gr, fmt.Sprintf(hospitalDitchAnnounce, name))
}
return nil
}
// Check if holiday for bill surcharge
isHol, _ := isHolidayToday()
// Build the full multi-act DM
var sb strings.Builder
// Phase L4a: HospitalVisits sourced from player_meta (with AdvCharacter
// fallback during soak).
visits, _ := loadHospitalVisits(char.UserID)
// Act 1 — Admission
if visits == 0 {
sb.WriteString(nurseJoyFirstVisit)
}
admission, _ := advPickFlavor(nurseJoyAdmission, ctx.Sender, "hospital_admit")
sb.WriteString(admission)
sb.WriteString("\n\n")
// Act 2 — The Bill
sb.WriteString(generateItemizedBill(beforeInsurance, afterInsurance, visits, isHol))
sb.WriteString("\n\n")
delivery, _ := advPickFlavor(nurseJoyBillDelivery, ctx.Sender, "hospital_delivery")
sb.WriteString(delivery)
sb.WriteString("\n\n───\n\n")
// Act 3 — After Insurance
afterText, _ := advPickFlavor(nurseJoyAfterInsurance, ctx.Sender, "hospital_after")
// Some entries have two %d placeholders (she says the number twice)
count := strings.Count(afterText, "%d")
switch count {
case 1:
afterText = fmt.Sprintf(afterText, afterInsurance)
case 2:
afterText = fmt.Sprintf(afterText, afterInsurance, afterInsurance)
}
sb.WriteString(afterText)
sb.WriteString("\n\n")
// Payment prompt
sb.WriteString(fmt.Sprintf("**St. Guildmore's Memorial Hospital**\nAmount due: **%s**\n\n", fmtEuro(afterInsurance)))
sb.WriteString("Pay now? (yes / no)\n\n")
sb.WriteString("*Note: Declining payment will result in discharge to the natural respawn queue. " +
"You'll be back tomorrow. The chair in the waiting room is available in the meantime.*")
// Store pending interaction
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "hospital_pay",
Data: &advPendingHospitalPay{Cost: afterInsurance},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
return p.SendDM(ctx.Sender, sb.String())
}
// ── Payment Resolution ─────────────────────────────────────────────────────
func (p *AdventurePlugin) resolveHospitalPay(ctx MessageContext, interaction *advPendingInteraction) error {
reply := strings.TrimSpace(strings.ToLower(ctx.Body))
if reply == "yes" || reply == "y" {
// Acquire lock
mu := p.advUserLock(ctx.Sender)
mu.Lock()
defer mu.Unlock()
// Reload fresh (TOCTOU protection)
char, err := loadAdvCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Something went wrong loading your character.")
}
// Already alive (or timer expired while they were deciding)?
if char.Alive {
return p.SendDM(ctx.Sender, nurseJoyAlreadyRevived)
}
if char.DeadUntil != nil && time.Now().UTC().After(*char.DeadUntil) {
char.Alive = true
char.DeadUntil = nil
_ = saveAdvCharacter(char)
if dnd, err := LoadDnDCharacter(char.UserID); err == nil && dnd != nil {
dnd.HPCurrent = dnd.HPMax
_ = SaveDnDCharacter(dnd)
}
return p.SendDM(ctx.Sender, nurseJoyAlreadyRevived)
}
// Recompute cost from current DnD level (don't trust cached value)
_, cost := hospitalCostsForUser(char)
// Check balance
balance := p.euro.GetBalance(ctx.Sender)
if balance < float64(cost) {
text, _ := advPickFlavor(nurseJoyCantAfford, ctx.Sender, "hospital_broke")
p.SendDM(ctx.Sender, text)
gr := gamesRoom()
if gr != "" {
name, _ := loadDisplayName(char.UserID)
p.SendMessage(gr, fmt.Sprintf(hospitalDitchAnnounce, name))
}
return nil
}
// Debit
if !p.euro.Debit(ctx.Sender, float64(cost), "hospital_revival") {
text, _ := advPickFlavor(nurseJoyCantAfford, ctx.Sender, "hospital_broke")
return p.SendDM(ctx.Sender, text)
}
// Community health fund: 10% of revival cost.
if potCut := int(math.Round(float64(cost) * 0.1)); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(ctx.Sender, potCut)
}
// Revive. Restore DnDCharacter HP to full (canonical post-L5 path);
// AdvCharacter.Alive flip + HospitalVisits++ propagate through the
// saveAdvCharacter fan-out into player_meta.
char.Alive = true
char.DeadUntil = nil
char.HospitalVisits++
if err := saveAdvCharacter(char); err != nil {
slog.Error("hospital: failed to save character after revival", "user", char.UserID, "err", err)
// Refund on save failure
p.euro.Credit(ctx.Sender, float64(cost), "hospital_revival_refund")
return p.SendDM(ctx.Sender, "Something went wrong during recovery. Your payment has been refunded.")
}
if dnd, err := LoadDnDCharacter(char.UserID); err == nil && dnd != nil {
dnd.HPCurrent = dnd.HPMax
if err := SaveDnDCharacter(dnd); err != nil {
slog.Error("hospital: failed to restore DnDCharacter HP", "user", char.UserID, "err", err)
}
}
// Discharge DM
p.SendDM(ctx.Sender, fmt.Sprintf(
"✅ **Discharged — you're alive!**\n\n"+
"%s deducted. Nurse Joy wishes you the best. "+
"She means it. She always means it.\n\n"+
"Go get 'em. Type `!adventure` when you're ready.",
fmtEuro(cost)))
// Room announcement
gr := gamesRoom()
if gr != "" {
name, _ := loadDisplayName(char.UserID)
p.SendMessage(gr, fmt.Sprintf(hospitalDischargeAnnounce, name))
}
return nil
}
// Declined or anything else — back to the ditch
p.SendDM(ctx.Sender, "Understood. Nurse Joy nods cheerfully and signals the orderlies. "+
"You're wheeled back to where they found you.\n\n"+
"Natural respawn will occur in due time. Rest up.")
char, err := loadAdvCharacter(ctx.Sender)
if err == nil {
gr := gamesRoom()
if gr != "" {
name, _ := loadDisplayName(char.UserID)
p.SendMessage(gr, fmt.Sprintf(hospitalDitchAnnounce, name))
}
}
return nil
}
// ── Hospital Ad (sent after death) ─────────────────────────────────────────
func (p *AdventurePlugin) sendHospitalAd(userID id.UserID, char *AdventureCharacter) {
beforeInsurance, afterInsurance := hospitalCostsForUser(char)
respawnTime := "unknown"
if char.DeadUntil != nil {
respawnTime = char.DeadUntil.Format("15:04")
}
text := fmt.Sprintf(
"🏥 **St. Guildmore's Memorial Hospital**\n\n"+
"Nurse Joy has been notified. A bed is being prepared.\n\n"+
"Type `!hospital` to check in for same-day revival.\n"+
"Estimated bill: %s (Guild insurance covers %s → you pay %s)\n\n"+
"Or rest up — natural respawn at %s UTC.",
fmtEuro(beforeInsurance), fmtEuro(beforeInsurance-afterInsurance), fmtEuro(afterInsurance), respawnTime)
time.AfterFunc(10*time.Second, func() {
if err := p.SendDM(userID, text); err != nil {
slog.Error("hospital: failed to send hospital ad", "user", userID, "err", err)
return
}
// Schedule nudge for 2 hours from now — checked by hospitalNudgeTicker
p.hospitalNudges.Store(string(userID), time.Now().UTC().Add(2*time.Hour))
})
}
// ── Hospital Nudge Ticker ──────────────────────────────────────────────────
// Runs every minute, checks for nudges that are due. No long-lived goroutines.
func (p *AdventurePlugin) hospitalNudgeTicker() {
ticker := time.NewTicker(1 * time.Minute)
defer ticker.Stop()
for {
select {
case <-p.stopCh:
return
case <-ticker.C:
now := time.Now().UTC()
p.hospitalNudges.Range(func(key, val any) bool {
uid := key.(string)
nudgeAt := val.(time.Time)
if now.Before(nudgeAt) {
return true
}
// Due — remove regardless of outcome
p.hospitalNudges.Delete(uid)
userID := id.UserID(uid)
char, err := loadAdvCharacter(userID)
if err != nil || char.Alive {
return true
}
// Don't nudge if already in hospital flow
if v, ok := p.pending.Load(uid); ok {
if pi, ok := v.(*advPendingInteraction); ok && pi.Type == "hospital_pay" {
return true
}
}
text, _ := advPickFlavor(nurseJoyNudge, userID, "hospital_nudge")
if err := p.SendDM(userID, text); err != nil {
slog.Error("hospital: failed to send nudge", "user", userID, "err", err)
}
return true
})
}
}
}