mirror of
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Adventure: Complete v1 daily idle RPG with DM-driven gameplay, equipment shop, treasure system, TwinBee NPC, streak/grudge/party mechanics, flavor text, and scheduled morning/evening/midnight tickers. Holdem CFR: Fix three critical training bugs (fold not forfeiting pot, free calls after raises, training/runtime key mismatch). Add performance optimizations (preflop lookup table, zero-alloc equity, integer keys, raise cap, regret pruning). Enrich abstraction with 12 equity buckets, board texture dimension, and 6-char action history. Replace validation with proper multi-street simulation. Also includes wordle plugin, holdem seed tooling, and schema additions. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
188 lines
6.3 KiB
Go
188 lines
6.3 KiB
Go
package plugin
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import (
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"fmt"
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"strings"
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"maunium.net/go/mautrix/id"
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)
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// ── Shop Listings ────────────────────────────────────────────────────────────
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func advShopListings(equip map[EquipmentSlot]*AdvEquipment, balance float64) string {
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var sb strings.Builder
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sb.WriteString("🛒 **Equipment Shop**\n")
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sb.WriteString(fmt.Sprintf("💰 Your balance: €%.0f\n\n", balance))
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for _, slot := range allSlots {
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current := equip[slot]
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currentTier := 0
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if current != nil {
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currentTier = current.Tier
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}
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defs := equipmentTiers[slot]
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currentName := "None"
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if current != nil {
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currentName = current.Name
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}
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sb.WriteString(fmt.Sprintf("**%s** (current: %s, Tier %d)\n", strings.Title(string(slot)), currentName, currentTier))
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hasUpgrades := false
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for _, def := range defs {
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if def.Tier <= currentTier || def.Price == 0 {
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continue
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}
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hasUpgrades = true
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affordable := ""
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if balance < def.Price {
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affordable = " ❌"
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}
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sb.WriteString(fmt.Sprintf(" Tier %d: %s — €%.0f%s\n", def.Tier, def.Name, def.Price, affordable))
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sb.WriteString(fmt.Sprintf(" _%s_\n", advTruncate(def.Description, 120)))
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}
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if !hasUpgrades {
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sb.WriteString(" ✨ Max tier reached!\n")
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}
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sb.WriteString("\n")
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}
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sb.WriteString("To buy: reply with `buy <item name>`\n")
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sb.WriteString("Example: `buy Sad Iron Sword`")
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return sb.String()
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}
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func advTruncate(s string, n int) string {
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if len(s) <= n {
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return s
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}
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return s[:n-3] + "..."
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}
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// ── Find Shop Item ───────────────────────────────────────────────────────────
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func advFindShopItem(name string) (EquipmentSlot, *EquipmentDef, bool) {
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name = strings.ToLower(strings.TrimSpace(name))
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for _, slot := range allSlots {
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for i := range equipmentTiers[slot] {
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def := &equipmentTiers[slot][i]
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if def.Price == 0 {
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continue // can't buy tier 0
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}
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if strings.EqualFold(def.Name, name) || containsFold(def.Name, name) {
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return slot, def, true
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}
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}
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}
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return "", nil, false
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}
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// ── Buy Equipment ────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) advBuyEquipment(userID id.UserID, slot EquipmentSlot, def *EquipmentDef, equip map[EquipmentSlot]*AdvEquipment) string {
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current := equip[slot]
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if current != nil && current.Tier >= def.Tier {
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return fmt.Sprintf("You already have %s (Tier %d). %s is Tier %d. That's not an upgrade, that's a lateral move at best.",
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current.Name, current.Tier, def.Name, def.Tier)
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}
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balance := p.euro.GetBalance(userID)
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if balance < def.Price {
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return fmt.Sprintf("You cannot afford %s. You have €%.0f. %s costs €%.0f. "+
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"The gap between these numbers is both mathematical and deeply personal. "+
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"Go do something about it. Not gambling. You know what I mean.",
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def.Name, balance, def.Name, def.Price)
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}
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if !p.euro.Debit(userID, def.Price, "adventure_shop_"+string(slot)) {
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return "Transaction failed. The economy is having a moment."
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}
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// Update equipment
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eq := &AdvEquipment{
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Slot: slot,
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Tier: def.Tier,
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Condition: 100,
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Name: def.Name,
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ActionsUsed: 0,
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}
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if err := saveAdvEquipment(userID, eq); err != nil {
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// Refund on DB error
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p.euro.Credit(userID, def.Price, "adventure_shop_refund")
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return "Something went wrong saving your equipment. You've been refunded."
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}
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equip[slot] = eq
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return fmt.Sprintf("You have purchased **%s** for €%.0f.\n\n_%s_\n\n"+
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"This is an upgrade over what you had. That bar was underground, but you cleared it. "+
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"Equip it now before you do something stupid with the money instead.",
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def.Name, def.Price, def.Description)
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}
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// ── Sell Items ────────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) advSellAll(userID id.UserID) string {
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items, err := clearAdvInventory(userID)
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if err != nil {
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return "Failed to access your inventory. Try again."
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}
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if len(items) == 0 {
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return "Your inventory is empty. There is nothing to sell. This is a metaphor for something but now is not the time."
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}
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var total float64
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for _, item := range items {
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total += float64(item.Value)
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}
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p.euro.Credit(userID, total, "adventure_sell_all")
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return fmt.Sprintf("Sold %d items for **€%.0f**.\n\nThe merchant took everything without comment. "+
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"This is the most respect anyone has shown your loot collection. Take the money.",
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len(items), total)
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}
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func (p *AdventurePlugin) advSellItem(userID id.UserID, itemName string) string {
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items, err := loadAdvInventory(userID)
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if err != nil {
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return "Failed to access your inventory."
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}
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// Fuzzy match
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for _, item := range items {
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if containsFold(item.Name, itemName) {
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if err := removeAdvInventoryItem(item.ID); err != nil {
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return "Failed to sell that item."
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}
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p.euro.Credit(userID, float64(item.Value), "adventure_sell_"+item.Name)
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return fmt.Sprintf("Sold **%s** for **€%d**. The merchant nodded. That's it. That's the transaction.", item.Name, item.Value)
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}
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}
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return fmt.Sprintf("No item matching '%s' found in your inventory.", itemName)
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}
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// ── Inventory Display ────────────────────────────────────────────────────────
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func advInventoryDisplay(userID id.UserID) string {
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items, err := loadAdvInventory(userID)
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if err != nil {
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return "Failed to load inventory."
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}
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if len(items) == 0 {
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return "🎒 Your inventory is empty. Go adventure."
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}
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var sb strings.Builder
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sb.WriteString("🎒 **Inventory**\n\n")
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var total int64
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for _, item := range items {
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sb.WriteString(fmt.Sprintf(" %s (T%d %s) — €%d\n", item.Name, item.Tier, item.Type, item.Value))
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total += item.Value
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}
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sb.WriteString(fmt.Sprintf("\n%d items — total value ~€%d", len(items), total))
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sb.WriteString("\n\nTo sell: `!adventure sell all` or `!adventure sell <item>`")
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return sb.String()
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}
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