mirror of
https://github.com/prosolis/gogobee.git
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Adventure — Masterwork Rework: - Expand from 3 generic items to 15 tiered masterwork items across mining (weapon), fishing (armor), and foraging (boots) with per-tier drop rates (5%/4%/3%/2%/1.5%) and location gating - Skill-specific cross-skill bonuses replace flat masterwork check - Auto-equip if better, silent discard for duplicates, inventory for rest - Add !adventure equip command for manual masterwork equipping - Tiered room announcements: T1-2 DM only, T3 quiet, T4-5 full - First-drop detection with special message - Character sheet shows ⭐/⚔️ markers for masterwork/arena gear - Sell protection for special gear in shop Adventure — Arena Combat Log: - Turn-based Dragon Quest style narrative for arena fights - Outcome-first design: roll determines win/loss, log assembled backward - No-repeat flavor text via actionPicker with per-pool tracking - 60 participation XP on arena loss Adventure — Death's Reprieve Fix: - All equipment set to 1 condition instead of death-level degradation Wordle: - Refactored word sourcing and expanded fallback word list - Simplified Wordnik integration Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
246 lines
5.9 KiB
Go
246 lines
5.9 KiB
Go
package plugin
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import (
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"fmt"
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"strings"
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)
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// letterEmoji returns the colored emoji for a LetterResult.
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func letterEmoji(r LetterResult) string {
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switch r {
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case LetterCorrect:
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return "🟩"
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case LetterPresent:
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return "🟨"
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default:
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return "⬛"
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}
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}
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// renderGrid renders the full emoji grid for the current puzzle state.
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func renderWordleGrid(puzzle *WordlePuzzle) string {
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var sb strings.Builder
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status := fmt.Sprintf("%d/6", len(puzzle.Guesses))
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if puzzle.Solved {
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status += " 🟩🟩🟩🟩🟩"
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}
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sb.WriteString(fmt.Sprintf("🟩 **Wordle #%d** — %s\n\n", puzzle.PuzzleNumber, status))
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for _, g := range puzzle.Guesses {
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// Emoji tiles.
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for _, r := range g.Results {
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sb.WriteString(letterEmoji(r))
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}
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// Word + player name.
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sb.WriteString(fmt.Sprintf(" %s (%s)", g.Word, g.PlayerName))
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if g.Word == puzzle.Answer {
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sb.WriteString(" ✅")
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}
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sb.WriteString("\n")
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}
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// Keyboard view.
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sb.WriteString("\n")
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sb.WriteString(renderKeyboard(puzzle.LetterStates))
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return sb.String()
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}
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// renderKeyboard renders the QWERTY keyboard with color-coded letter states.
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func renderKeyboard(states map[rune]LetterResult) string {
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rows := []string{
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"QWERTYUIOP",
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"ASDFGHJKL",
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"ZXCVBNM",
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}
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var sb strings.Builder
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for _, row := range rows {
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for i, ch := range row {
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if i > 0 {
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sb.WriteString(" ")
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}
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if state, ok := states[ch]; ok {
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sb.WriteString(letterEmoji(state))
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}
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sb.WriteRune(ch)
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}
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sb.WriteString("\n")
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}
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return sb.String()
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}
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// renderWordleStartAnnouncement renders the puzzle start message.
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func renderWordleStartAnnouncement(puzzleNumber, wordLength int, hint string) string {
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base := fmt.Sprintf(
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"🟩 **Daily Wordle #%d**\nA new %d-letter puzzle is ready! Work together — 6 guesses shared.",
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puzzleNumber, wordLength,
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)
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if hint != "" {
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base += fmt.Sprintf("\n💡 **Hint:** %s", hint)
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}
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base += "\n\nGuess with: `!wordle <word>`"
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return base
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}
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// renderSolvedAnnouncement renders the solved puzzle message.
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func renderSolvedAnnouncement(puzzle *WordlePuzzle, definition string, payouts []WordlePayout) string {
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var sb strings.Builder
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// Find the solver.
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lastGuess := puzzle.Guesses[len(puzzle.Guesses)-1]
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sb.WriteString(fmt.Sprintf("🎉 **Solved in %d/6!**\n", len(puzzle.Guesses)))
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sb.WriteString(fmt.Sprintf("The word was **%s** — solved by %s on guess %d.\n",
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puzzle.Answer, lastGuess.PlayerName, len(puzzle.Guesses)))
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if definition != "" {
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sb.WriteString(fmt.Sprintf("\n📖 *%s*\n", definition))
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}
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// Full grid.
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sb.WriteString("\n")
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for _, g := range puzzle.Guesses {
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for _, r := range g.Results {
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sb.WriteString(letterEmoji(r))
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}
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sb.WriteString(fmt.Sprintf(" %s (%s)", g.Word, g.PlayerName))
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if g.Word == puzzle.Answer {
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sb.WriteString(" ✅")
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}
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sb.WriteString("\n")
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}
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// Contributors with payouts.
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if len(payouts) > 0 {
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sb.WriteString("\n💰 **Payouts:**\n")
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for _, pay := range payouts {
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bonus := ""
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if pay.Solver {
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bonus = " 🏆 (solver bonus!)"
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}
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sb.WriteString(fmt.Sprintf(" **%s**: +€%d%s\n", pay.Name, pay.Amount, bonus))
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}
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} else {
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sb.WriteString("\n🏆 Today's contributors:\n")
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contributors := wordleContributors(puzzle)
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for _, c := range contributors {
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line := fmt.Sprintf(" %s — %d guess", c.name, c.guesses)
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if c.guesses != 1 {
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line += "es"
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}
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if c.solved {
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line += " 🏆"
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}
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sb.WriteString(line + "\n")
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}
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}
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return sb.String()
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}
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// renderFailedAnnouncement renders the failed puzzle message.
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func renderFailedAnnouncement(puzzle *WordlePuzzle, definition string) string {
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var sb strings.Builder
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sb.WriteString(fmt.Sprintf("💀 **Puzzle failed — 6/6**\nThe word was **%s**.\n", puzzle.Answer))
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if definition != "" {
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sb.WriteString(fmt.Sprintf("\n📖 *%s*\n", definition))
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}
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// Full grid.
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sb.WriteString("\n")
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for _, g := range puzzle.Guesses {
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for _, r := range g.Results {
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sb.WriteString(letterEmoji(r))
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}
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sb.WriteString(fmt.Sprintf(" %s (%s)\n", g.Word, g.PlayerName))
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}
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sb.WriteString("\nBetter luck tomorrow. Contributors:\n")
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contributors := wordleContributors(puzzle)
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for _, c := range contributors {
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line := fmt.Sprintf(" %s — %d guess", c.name, c.guesses)
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if c.guesses != 1 {
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line += "es"
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}
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sb.WriteString(line + "\n")
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}
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return sb.String()
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}
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type wordleContributor struct {
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name string
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guesses int
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solved bool
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}
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// wordleContributors tallies guess counts per player.
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func wordleContributors(puzzle *WordlePuzzle) []wordleContributor {
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type entry struct {
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name string
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guesses int
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solved bool
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}
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seen := map[string]*entry{}
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var order []string
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for i, g := range puzzle.Guesses {
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key := string(g.PlayerID)
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if e, ok := seen[key]; ok {
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e.guesses++
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if i == len(puzzle.Guesses)-1 && puzzle.Solved {
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e.solved = true
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}
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} else {
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e := &entry{name: g.PlayerName, guesses: 1}
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if i == len(puzzle.Guesses)-1 && puzzle.Solved {
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e.solved = true
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}
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seen[key] = e
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order = append(order, key)
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}
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}
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result := make([]wordleContributor, 0, len(order))
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for _, key := range order {
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e := seen[key]
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result = append(result, wordleContributor{name: e.name, guesses: e.guesses, solved: e.solved})
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}
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return result
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}
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// renderLeaderboard renders the all-time Wordle leaderboard.
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func renderWordleLeaderboard(stats []WordlePlayerStat, streak int) string {
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var sb strings.Builder
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sb.WriteString("📊 **Wordle Leaderboard**\n")
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for i, s := range stats {
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line := fmt.Sprintf(" %d. %s — %d solve", i+1, s.DisplayName, s.PuzzlesSolved)
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if s.PuzzlesSolved != 1 {
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line += "s"
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}
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if s.WinningGuesses > 0 {
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line += fmt.Sprintf(" | %d winning guess", s.WinningGuesses)
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if s.WinningGuesses != 1 {
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line += "es"
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}
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line += " 🏆"
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}
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sb.WriteString(line + "\n")
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}
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if streak > 0 {
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sb.WriteString(fmt.Sprintf("\nCommunity streak: %d day", streak))
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if streak != 1 {
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sb.WriteString("s")
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}
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sb.WriteString(" solved in a row 🔥\n")
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}
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return sb.String()
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}
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