Files
gogobee/internal/plugin/adventure_robbie.go
prosolis 671773abd5 Adventure: protect consumables from Robbie and 'sell all'
Consumables (auto-crafted from foraged ingredients or dropped from T2+
activities) are a curated stockpile — selling them should be an explicit
choice, not a side effect.

Two surfaces tightened:
- Robbie's qualifying-items filter now skips Type == "consumable" the
  same way it skips Arena gear and cards.
- !adventure sell all leaves consumables in inventory and reports them
  in the kept-items tally. The merchant message points players at
  !adventure sell <name> for explicit consumable sales.

!adventure sell <name> still works fine on consumables — that path is
already explicit by definition.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-28 23:13:09 -07:00

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package plugin
import (
"fmt"
"log/slog"
"math/rand/v2"
"strings"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// ── Robbie the Friendly Bandit ───────────────────────────────────────────────
//
// Robbie is an automated NPC who visits players at a random hour each day,
// takes sub-tier inventory items, leaves €50 per item, donates everything
// to the community pot, and occasionally drops a Get Out of Medical Debt
// Free card when collecting Masterwork gear.
// In-memory target hour — picked fresh each day, regenerated on restart.
var (
robbieTargetHour int = -1
robbieTargetDay string // "2006-01-02"
)
// ── Ticker ───────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) robbieTicker() {
ticker := time.NewTicker(1 * time.Minute)
defer ticker.Stop()
for range ticker.C {
now := time.Now().UTC()
dateKey := now.Format("2006-01-02")
// At midnight (or first tick of the day), pick today's target hour.
if robbieTargetDay != dateKey {
robbieTargetHour = 8 + rand.IntN(14) // 821 inclusive
robbieTargetDay = dateKey
slog.Info("adventure: robbie target hour set", "hour", robbieTargetHour, "date", dateKey)
}
if now.Hour() < robbieTargetHour {
continue
}
jobName := "adventure_robbie"
if db.JobCompleted(jobName, dateKey) {
continue
}
slog.Info("adventure: robbie sweep starting")
p.robbieVisitAll()
db.MarkJobCompleted(jobName, dateKey)
}
}
// ── Visit All Players ────────────────────────────────────────────────────────
func (p *AdventurePlugin) robbieVisitAll() {
chars, err := loadAllAdvCharacters()
if err != nil {
slog.Error("adventure: robbie: failed to load characters", "err", err)
return
}
rand.Shuffle(len(chars), func(i, j int) { chars[i], chars[j] = chars[j], chars[i] })
for i, char := range chars {
if !char.Alive {
continue
}
// Jitter between players to avoid Matrix rate limits.
if i > 0 {
time.Sleep(time.Duration(1000+rand.IntN(2000)) * time.Millisecond)
}
p.robbieVisitPlayer(char.UserID, char.DisplayName)
}
}
// ── Single Player Visit ──────────────────────────────────────────────────────
func (p *AdventurePlugin) robbieVisitPlayer(userID id.UserID, displayName string) {
mu := p.advUserLock(userID)
mu.Lock()
defer mu.Unlock()
// Load inventory + equipped gear
inv, err := loadAdvInventory(userID)
if err != nil {
return
}
equip, err := loadAdvEquipment(userID)
if err != nil {
return
}
// Find qualifying items
qualifying := robbieQualifyingItems(inv, equip)
if len(qualifying) == 0 {
return
}
// 40% chance of visiting
if rand.Float64() >= 0.40 {
return
}
// Execute the visit — collect items
var totalPayout int64
var communityTotal int64
var masterworkTaken bool
var takenItems []AdvItem
for _, item := range qualifying {
if err := removeAdvInventoryItem(item.ID); err != nil {
slog.Error("adventure: robbie: failed to remove item", "item_id", item.ID, "err", err)
continue
}
takenItems = append(takenItems, item)
payout := item.Value / 4
if payout < 1 {
payout = 1
}
totalPayout += payout
communityTotal += item.Value
if item.Type == "MasterworkGear" {
masterworkTaken = true
}
}
if len(takenItems) == 0 {
return
}
// Credit player
p.euro.Credit(userID, float64(totalPayout), "robbie_handling_fee")
// Donate to community pot
if communityTotal > 0 {
communityPotAdd(int(communityTotal))
}
// Handle Get Out of Medical Debt Free card
hasCard := robbiePlayerHasCard(userID)
gaveCard := false
if masterworkTaken && !hasCard {
_ = addAdvInventoryItem(userID, AdvItem{
Name: "Get Out of Medical Debt Free",
Type: "card",
Tier: 0,
Value: 0,
})
gaveCard = true
}
// Update visit count
char, err := loadAdvCharacter(userID)
if err == nil {
char.RobbieVisitCount++
_ = saveAdvCharacter(char)
}
// Send DM
dm := renderRobbieDM(userID, takenItems, totalPayout, masterworkTaken, gaveCard)
if err := p.SendDM(userID, dm); err != nil {
slog.Error("adventure: robbie: failed to send DM", "user", userID, "err", err)
}
// Room announcement
gr := gamesRoom()
if gr != "" {
announcement := renderRobbieRoomAnnouncement(displayName, len(takenItems), totalPayout, masterworkTaken, gaveCard)
p.SendMessage(gr, announcement)
}
}
// ── Qualifying Items ─────────────────────────────────────────────────────────
func robbieQualifyingItems(inv []AdvItem, equip map[EquipmentSlot]*AdvEquipment) []AdvItem {
var result []AdvItem
for _, item := range inv {
// Never touch Arena gear, cards, or consumables. Consumables are a
// player-curated stockpile (crafted or dropped); selling them is an
// explicit decision the player must make themselves.
if item.Type == "ArenaGear" || item.Type == "card" || item.Type == "consumable" {
continue
}
// Non-gear items (ores, fish, junk, treasure, etc.) — always take
if item.Slot == "" {
result = append(result, item)
continue
}
// Slotted gear — check against equipped piece
eq, hasSlot := equip[item.Slot]
if !hasSlot {
continue
}
if item.Type == "MasterworkGear" {
// Take MW items only if equipped piece in same slot is also MW
// and has effective tier >= this item's effective tier.
if eq.Masterwork && advEffectiveTier(eq) >= float64(item.Tier)*1.25 {
result = append(result, item)
}
} else {
// Regular shop gear: take if item tier < equipped tier
if item.Tier < eq.Tier {
result = append(result, item)
}
}
}
return result
}
// ── Card Check ───────────────────────────────────────────────────────────────
func robbiePlayerHasCard(userID id.UserID) bool {
inv, err := loadAdvInventory(userID)
if err != nil {
return false
}
for _, item := range inv {
if item.Type == "card" && item.Name == "Get Out of Medical Debt Free" {
return true
}
}
return false
}
// ── DM Rendering ─────────────────────────────────────────────────────────────
func renderRobbieDM(userID id.UserID, items []AdvItem, total int64, mwTaken, gaveCard bool) string {
var sb strings.Builder
// Opening
opening, _ := advPickFlavor(robbieOpenings, userID, "robbie_opening")
if strings.Contains(opening, "%d") {
opening = fmt.Sprintf(opening, total)
}
sb.WriteString(opening)
sb.WriteString("\n\n")
// Itemized list
sb.WriteString("Items collected:\n\n")
cardShownOnLine := false
for _, item := range items {
emoji := slotEmoji(item.Slot)
payout := item.Value / 4
if payout < 1 {
payout = 1
}
if item.Type == "MasterworkGear" {
sb.WriteString(fmt.Sprintf(" %s %s (Masterwork T%d) → €%d", emoji, item.Name, item.Tier, payout))
if gaveCard && !cardShownOnLine {
sb.WriteString(" + 🃏 Get Out of Medical Debt Free card")
cardShownOnLine = true
}
} else {
sb.WriteString(fmt.Sprintf(" %s %s (T%d) → €%d", emoji, item.Name, item.Tier, payout))
}
sb.WriteByte('\n')
}
sb.WriteString(fmt.Sprintf("\nTotal left for you: €%d\n", total))
sb.WriteString("Everything else donated to the community pot. Good on ya.\n\n")
// Context line
if mwTaken {
if gaveCard {
sb.WriteString(robbieMasterworkGotCard)
} else {
sb.WriteString(robbieMasterworkAlreadyHas)
}
} else {
sb.WriteString(fmt.Sprintf(robbieAllShopGear, total))
}
sb.WriteString("\n\n")
// Closing
closing, _ := advPickFlavor(robbieClosings, userID, "robbie_closing")
sb.WriteString(closing)
return sb.String()
}
// ── Room Announcement ────────────────────────────────────────────────────────
func renderRobbieRoomAnnouncement(name string, count int, total int64, mwTaken, gaveCard bool) string {
if mwTaken && gaveCard {
return fmt.Sprintf(robbieRoomMasterworkCard, name, total)
}
if mwTaken && !gaveCard {
return fmt.Sprintf(robbieRoomMasterworkAlreadyHas, name, total)
}
return fmt.Sprintf(robbieRoomStandard, name, count, total)
}