Files
gogobee/internal/plugin/adventure_shop.go
prosolis c7c1b76589 Add adventure plugin, holdem CFR fixes, and wordle plugin
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>
2026-03-22 10:09:57 -07:00

188 lines
6.3 KiB
Go

package plugin
import (
"fmt"
"strings"
"maunium.net/go/mautrix/id"
)
// ── Shop Listings ────────────────────────────────────────────────────────────
func advShopListings(equip map[EquipmentSlot]*AdvEquipment, balance float64) string {
var sb strings.Builder
sb.WriteString("🛒 **Equipment Shop**\n")
sb.WriteString(fmt.Sprintf("💰 Your balance: €%.0f\n\n", balance))
for _, slot := range allSlots {
current := equip[slot]
currentTier := 0
if current != nil {
currentTier = current.Tier
}
defs := equipmentTiers[slot]
currentName := "None"
if current != nil {
currentName = current.Name
}
sb.WriteString(fmt.Sprintf("**%s** (current: %s, Tier %d)\n", strings.Title(string(slot)), currentName, currentTier))
hasUpgrades := false
for _, def := range defs {
if def.Tier <= currentTier || def.Price == 0 {
continue
}
hasUpgrades = true
affordable := ""
if balance < def.Price {
affordable = " ❌"
}
sb.WriteString(fmt.Sprintf(" Tier %d: %s — €%.0f%s\n", def.Tier, def.Name, def.Price, affordable))
sb.WriteString(fmt.Sprintf(" _%s_\n", advTruncate(def.Description, 120)))
}
if !hasUpgrades {
sb.WriteString(" ✨ Max tier reached!\n")
}
sb.WriteString("\n")
}
sb.WriteString("To buy: reply with `buy <item name>`\n")
sb.WriteString("Example: `buy Sad Iron Sword`")
return sb.String()
}
func advTruncate(s string, n int) string {
if len(s) <= n {
return s
}
return s[:n-3] + "..."
}
// ── Find Shop Item ───────────────────────────────────────────────────────────
func advFindShopItem(name string) (EquipmentSlot, *EquipmentDef, bool) {
name = strings.ToLower(strings.TrimSpace(name))
for _, slot := range allSlots {
for i := range equipmentTiers[slot] {
def := &equipmentTiers[slot][i]
if def.Price == 0 {
continue // can't buy tier 0
}
if strings.EqualFold(def.Name, name) || containsFold(def.Name, name) {
return slot, def, true
}
}
}
return "", nil, false
}
// ── Buy Equipment ────────────────────────────────────────────────────────────
func (p *AdventurePlugin) advBuyEquipment(userID id.UserID, slot EquipmentSlot, def *EquipmentDef, equip map[EquipmentSlot]*AdvEquipment) string {
current := equip[slot]
if current != nil && current.Tier >= def.Tier {
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.",
current.Name, current.Tier, def.Name, def.Tier)
}
balance := p.euro.GetBalance(userID)
if balance < def.Price {
return fmt.Sprintf("You cannot afford %s. You have €%.0f. %s costs €%.0f. "+
"The gap between these numbers is both mathematical and deeply personal. "+
"Go do something about it. Not gambling. You know what I mean.",
def.Name, balance, def.Name, def.Price)
}
if !p.euro.Debit(userID, def.Price, "adventure_shop_"+string(slot)) {
return "Transaction failed. The economy is having a moment."
}
// Update equipment
eq := &AdvEquipment{
Slot: slot,
Tier: def.Tier,
Condition: 100,
Name: def.Name,
ActionsUsed: 0,
}
if err := saveAdvEquipment(userID, eq); err != nil {
// Refund on DB error
p.euro.Credit(userID, def.Price, "adventure_shop_refund")
return "Something went wrong saving your equipment. You've been refunded."
}
equip[slot] = eq
return fmt.Sprintf("You have purchased **%s** for €%.0f.\n\n_%s_\n\n"+
"This is an upgrade over what you had. That bar was underground, but you cleared it. "+
"Equip it now before you do something stupid with the money instead.",
def.Name, def.Price, def.Description)
}
// ── Sell Items ────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) advSellAll(userID id.UserID) string {
items, err := clearAdvInventory(userID)
if err != nil {
return "Failed to access your inventory. Try again."
}
if len(items) == 0 {
return "Your inventory is empty. There is nothing to sell. This is a metaphor for something but now is not the time."
}
var total float64
for _, item := range items {
total += float64(item.Value)
}
p.euro.Credit(userID, total, "adventure_sell_all")
return fmt.Sprintf("Sold %d items for **€%.0f**.\n\nThe merchant took everything without comment. "+
"This is the most respect anyone has shown your loot collection. Take the money.",
len(items), total)
}
func (p *AdventurePlugin) advSellItem(userID id.UserID, itemName string) string {
items, err := loadAdvInventory(userID)
if err != nil {
return "Failed to access your inventory."
}
// Fuzzy match
for _, item := range items {
if containsFold(item.Name, itemName) {
if err := removeAdvInventoryItem(item.ID); err != nil {
return "Failed to sell that item."
}
p.euro.Credit(userID, float64(item.Value), "adventure_sell_"+item.Name)
return fmt.Sprintf("Sold **%s** for **€%d**. The merchant nodded. That's it. That's the transaction.", item.Name, item.Value)
}
}
return fmt.Sprintf("No item matching '%s' found in your inventory.", itemName)
}
// ── Inventory Display ────────────────────────────────────────────────────────
func advInventoryDisplay(userID id.UserID) string {
items, err := loadAdvInventory(userID)
if err != nil {
return "Failed to load inventory."
}
if len(items) == 0 {
return "🎒 Your inventory is empty. Go adventure."
}
var sb strings.Builder
sb.WriteString("🎒 **Inventory**\n\n")
var total int64
for _, item := range items {
sb.WriteString(fmt.Sprintf(" %s (T%d %s) — €%d\n", item.Name, item.Tier, item.Type, item.Value))
total += item.Value
}
sb.WriteString(fmt.Sprintf("\n%d items — total value ~€%d", len(items), total))
sb.WriteString("\n\nTo sell: `!adventure sell all` or `!adventure sell <item>`")
return sb.String()
}