Files
gogobee/internal/plugin/dnd_rest.go
prosolis 9e1a1f606c Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2
Combines all uncommitted D&D work into one checkpoint:

Phases 1-8 (per gogobee_dnd_session_summary.md):
- Race/class/stats system, !setup flow, !sheet, !respec
- d20-vs-AC combat with race/class passives, auto-migration
- XP/level-up, skill checks, NPC refund hooks
- Equipment slot mapping, rarity, !rest short/long
- Pre-arm active abilities, resource pools
- Bestiary, !roll/!stats/!level, onboarding DM
- Audit fixes A-I, flavor wiring under internal/flavor/
- Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix)

Phase 9 SP1 — spell system foundations:
- 79 SpellDefinitions (76 in-scope + 3 reaction-deferred)
- dnd_known_spells, dnd_spell_slots tables
- pending_cast / concentration_* columns on dnd_character
- Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math
- Long-rest refreshes slots; respec wipes spell state
- Auto-grant default known list on !setup confirm and auto-migration

Phase 9 SP2 — !cast / !spells / !prepare commands:
- Out-of-combat HEAL and UTILITY resolve immediately
- Damage/control/buff queue as pending_cast for next combat
- Audit-style save-then-debit, slot refund on save failure
- !cast --drop, concentration supersession, prep-cap enforcement
- Reaction spells refused with Phase 11 note

SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn
tests) are next. Build clean, full test suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00

174 lines
5.5 KiB
Go

package plugin
import (
"fmt"
"math/rand/v2"
"strings"
"time"
)
// Phase 6 — !rest short / !rest long.
//
// Short rest: 1h cooldown, no daily-action cost. Recovers 1d6+CON HP at L1-4
// and 2*(1d6+CON) at L5+ (matching v1.0 §10.1's "x2 at level 5+" line).
//
// Long rest: 24h cooldown. Requires housing (HouseTier > 0) OR pays the
// Thom Krooke inn (200 euros). Full HP recovery; resources reset (none yet
// in Phase 6, but the wiring is in place for Phase 7+).
//
// These commands operate on the D&D layer only. The legacy `!adventure` menu
// "rest" choice is unchanged — it remains the daily-action narrative day-skip.
const (
dndShortRestCooldown = 1 * time.Hour
dndLongRestCooldown = 24 * time.Hour
dndInnCost = 200
)
func (p *AdventurePlugin) handleDnDRestCmd(ctx MessageContext, args string) error {
args = strings.TrimSpace(strings.ToLower(args))
switch args {
case "short":
return p.handleDnDShortRest(ctx)
case "long":
return p.handleDnDLongRest(ctx)
case "":
return p.SendDM(ctx.Sender, dndRestHelpText())
}
return p.SendDM(ctx.Sender, "Unknown rest type. Use `!rest short` or `!rest long`.")
}
func dndRestHelpText() string {
return "🛌 **Adv 2.0 Rest**\n\n" +
"`!rest short` — 1h cooldown. Recovers 1d6 + CON HP. No action cost.\n" +
"`!rest long` — 24h cooldown. Full HP recovery. Requires housing or pays the inn (€200)."
}
// ── Short rest ───────────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDnDShortRest(ctx MessageContext) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
advChar, _ := loadAdvCharacter(ctx.Sender)
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your character.")
}
if c.LastShortRestAt != nil {
elapsed := time.Since(*c.LastShortRestAt)
if elapsed < dndShortRestCooldown {
remaining := dndShortRestCooldown - elapsed
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Short rest on cooldown — %s remaining.", formatRespecDuration(remaining)))
}
}
if c.HPCurrent >= c.HPMax {
return p.SendDM(ctx.Sender, "You're already at full HP. Save the rest for when you need it.")
}
conMod := abilityModifier(c.CON)
healDie := 1 + rand.IntN(6) // 1d6
heal := healDie + conMod
if heal < 1 {
heal = 1
}
if c.Level >= 5 {
heal *= 2 // v1.0 §10.1: "x2 at levels 5+"
}
before := c.HPCurrent
c.HPCurrent += heal
if c.HPCurrent > c.HPMax {
c.HPCurrent = c.HPMax
}
now := time.Now().UTC()
c.LastShortRestAt = &now
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
}
msg := fmt.Sprintf(
"🛌 **Short rest.** You recover **%d HP** (%d→%d / %d).\n_Next short rest available in 1 hour._",
c.HPCurrent-before, before, c.HPCurrent, c.HPMax)
if line := dndRestShortFlavorLine(); line != "" {
msg += "\n\n_" + line + "_"
}
return p.SendDM(ctx.Sender, msg)
}
// ── Long rest ────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) handleDnDLongRest(ctx MessageContext) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
advChar, err := loadAdvCharacter(ctx.Sender)
if err != nil || advChar == nil {
return p.SendDM(ctx.Sender, "Couldn't load your character.")
}
c, err := p.ensureCharForDnDCmd(ctx.Sender, advChar)
if err != nil || c == nil {
return p.SendDM(ctx.Sender, "Couldn't load your Adv 2.0 sheet.")
}
if c.LastLongRestAt != nil {
elapsed := time.Since(*c.LastLongRestAt)
if elapsed < dndLongRestCooldown {
remaining := dndLongRestCooldown - elapsed
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Long rest on cooldown — %s remaining.", formatRespecDuration(remaining)))
}
}
// Eligibility: housing OR pay inn fee.
hasHousing := advChar.HouseTier > 0
innPaid := false
if !hasHousing {
if p.euro == nil || !p.euro.Debit(ctx.Sender, float64(dndInnCost), "dnd_inn_long_rest") {
return p.SendDM(ctx.Sender, fmt.Sprintf(
"You need housing or €%d for the inn at Thom Krooke's. Run `!thom` to see housing options.",
dndInnCost))
}
innPaid = true
}
c.HPCurrent = c.HPMax
c.TempHP = 0
now := time.Now().UTC()
c.LastLongRestAt = &now
if err := SaveDnDCharacter(c); err != nil {
return p.SendDM(ctx.Sender, "Couldn't save rest state: "+err.Error())
}
_ = refreshAllResources(ctx.Sender)
// Phase 9: spell slots refresh on long rest.
_ = refreshSpellSlots(ctx.Sender)
// Phase 9: Cleric prep flags reset (SP4) — until SP4 ships, default
// Cleric grants are already prepared=1 so this is a no-op for them.
// Voluntary concentration ends at long rest (mage_armor's 8h is exactly
// the rest interval; resetting here keeps state clean).
c.ConcentrationSpell = ""
c.ConcentrationExpiresAt = nil
c.PendingCast = ""
_ = SaveDnDCharacter(c)
loc := "your home"
if innPaid {
loc = fmt.Sprintf("the inn (€%d spent)", dndInnCost)
}
msg := fmt.Sprintf(
"🌙 **Long rest** at %s. Full HP recovered (%d/%d).\n_Next long rest available in 24 hours._",
loc, c.HPCurrent, c.HPMax)
// HomeLongRest pool when at home; generic RestLong otherwise.
if line := dndRestLongFlavorLine(hasHousing); line != "" {
msg += "\n\n_" + line + "_"
}
return p.SendDM(ctx.Sender, msg)
}