mirror of
https://github.com/prosolis/gogobee.git
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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>
377 lines
13 KiB
Go
377 lines
13 KiB
Go
package plugin
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import (
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"math/rand/v2"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// ── Treasure Bonus Type (DB row) ─────────────────────────────────────────────
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type AdvTreasureBonus struct {
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TreasureKey string
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Name string
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Tier int
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BonusType string
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BonusValue float64
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}
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// ── Treasure Definition ──────────────────────────────────────────────────────
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type AdvTreasureDef struct {
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Key string
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Name string
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Tier int
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Bonuses []advTreasureBonusDef
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InventoryDesc string
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RoomAnnounce string // non-empty for tier 5 and special items
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}
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type advTreasureBonusDef struct {
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Type string
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Value float64
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}
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type AdvTreasureDrop struct {
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Def *AdvTreasureDef
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}
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// ── Drop Rates ───────────────────────────────────────────────────────────────
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var advTreasureDropRates = map[int]float64{
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1: 0.015,
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2: 0.012,
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3: 0.008,
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4: 0.004,
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5: 0.0015,
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}
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const advMaxTreasures = 3
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// ── Treasure Definitions ─────────────────────────────────────────────────────
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var advAllTreasures = map[int][]AdvTreasureDef{
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1: {
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{
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Key: "soggy_cellar_crown_jewel", Name: "The Soggy Cellar Crown Jewel", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "foraging_skill", Value: 1}},
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InventoryDesc: "The Soggy Cellar Crown Jewel. A button. +1 Foraging.",
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},
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{
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Key: "1up_mushroom_expired", Name: "The 1-Up Mushroom (Expired)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "special_respawn_halve", Value: 1}}, // v2: not active in v1
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InventoryDesc: "The 1-Up Mushroom (Expired). Slightly grey. Once weekly: 12hr respawn.",
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},
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{
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Key: "rat_king_lucky_foot", Name: "The Rat King's Lucky Foot", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -2}},
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InventoryDesc: "The Rat King's Lucky Foot. Slightly damp. -2% death chance.",
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},
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{
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Key: "ancient_cellar_medallion", Name: "Ancient Cellar Medallion (Probably)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "xp_multiplier", Value: 5}},
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InventoryDesc: "Ancient Cellar Medallion (Probably). Illegible engravings. +5% dungeon XP.",
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},
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{
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Key: "bent_copper_coin", Name: "The Considerably Bent Copper Coin of Fortune", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "loot_quality", Value: 2}},
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InventoryDesc: "The Considerably Bent Copper Coin of Fortune. Very bent. +2% loot quality.",
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},
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{
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Key: "wooden_sword", Name: "The Wooden Sword (It Was Dangerous to Go Alone)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 1}},
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InventoryDesc: "The Wooden Sword. From an old man. +1 Combat. It was dangerous to go alone.",
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},
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{
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Key: "suspicious_mushroom", Name: "Suspicious Mushroom (Do Not Ask Where It's Been)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "exceptional_chance", Value: 2}},
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InventoryDesc: "Suspicious Mushroom. Glowing. Humming. Do not ask. +2% exceptional chance.",
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},
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{
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Key: "power_pellet", Name: "Power Pellet (Slightly Past Its Best)", Tier: 1,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -3}},
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InventoryDesc: "Power Pellet (Vintage). -3% death chance. The monsters remember.",
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},
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{
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Key: "konami_scroll", Name: "The Konami Scroll", Tier: 1,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 2},
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{Type: "mining_skill", Value: 2},
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{Type: "foraging_skill", Value: 2},
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},
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InventoryDesc: "The Konami Scroll. ↑↑↓↓←→←→. +2 all skills. You know what it means.",
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},
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},
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2: {
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{
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Key: "goblin_warchief_ring", Name: "Goblin Warchief's Signet Ring", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "combat_level", Value: 2}},
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InventoryDesc: "Goblin Warchief's Signet Ring. Thumb-sized. +2 Combat.",
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},
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{
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Key: "kobold_compass", Name: "The Kobold Cartographer's Compass", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "mining_skill", Value: 3}},
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InventoryDesc: "Kobold Cartographer's Compass. Fish bone needle. +3 Mining.",
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},
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{
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Key: "spread_gun", Name: "The Spread Gun", Tier: 2,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 4},
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{Type: "success_chance", Value: 8},
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},
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InventoryDesc: "The Spread Gun. You know. +4 Combat, +8% dungeon success.",
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},
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{
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Key: "e_tank", Name: "E-Tank (Partially Full, Handle With Care)", Tier: 2,
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Bonuses: []advTreasureBonusDef{{Type: "special_monthly_respawn", Value: 1}}, // v2: not active in v1
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InventoryDesc: "E-Tank (Half Full). 12hr respawn on 2nd monthly death. Handle with care.",
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},
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{
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Key: "stone_of_jordan", Name: "The Stone of Jordan", Tier: 2,
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Bonuses: []advTreasureBonusDef{
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{Type: "mining_skill", Value: 3},
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{Type: "foraging_skill", Value: 3},
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},
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InventoryDesc: "The Stone of Jordan. Fits perfectly. Always. +3 Mining/Foraging.",
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},
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},
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3: {
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{
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Key: "draugr_memory_stone", Name: "The Draugr's Memory Stone", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 5},
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{Type: "special_weekly_death_pass", Value: 1}, // v2
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},
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InventoryDesc: "The Draugr's Memory Stone. Warm. +5 Combat, weekly death pass.",
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},
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{
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Key: "ghost_touched_lantern", Name: "Ghost-Touched Lantern", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "foraging_skill", Value: 4},
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{Type: "mining_skill", Value: 4},
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},
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InventoryDesc: "Ghost-Touched Lantern. Glows without fuel. +4 Foraging, +4 Mining.",
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},
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{
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Key: "estus_flask", Name: "The Estus Flask (Cracked But Functional)", Tier: 3,
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Bonuses: []advTreasureBonusDef{{Type: "death_chance", Value: -6}},
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InventoryDesc: "Estus Flask (Cracked). Warm. Always warm. -6% death, daily death mitigation.",
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},
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{
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Key: "twinbee_bell", Name: "TwinBee's Bell (Genuine Article)", Tier: 3,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 6},
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{Type: "xp_multiplier", Value: 5},
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},
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InventoryDesc: "TwinBee's Bell. Rings on its own. Approves of you. +6 all skills, +5% XP.",
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},
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},
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4: {
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{
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Key: "hollow_crown", Name: "The Hollow Crown", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 10},
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{Type: "exceptional_chance", Value: 5},
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},
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InventoryDesc: "The Hollow Crown. Sits crooked. +10 Combat, +5% exceptional dungeon chance.",
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},
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{
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Key: "wardens_last_key", Name: "Warden's Last Key", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "mining_skill", Value: 8},
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{Type: "combat_level", Value: 8},
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{Type: "special_sealed_vault", Value: 1}, // v2
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},
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InventoryDesc: "Warden's Last Key. Cold to the touch. +8 Mining/Combat. One use.",
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},
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{
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Key: "thunderfury", Name: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]", Tier: 4,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 12},
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{Type: "success_chance", Value: 10},
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},
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InventoryDesc: "[THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER]. Yes you got it. +12 Combat.",
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RoomAnnounce: "⚡ Did {name} get Thunderfury? {name} got Thunderfury. [THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER] has been found in {location}.",
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},
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{
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Key: "ocarina", Name: "The Ocarina (Cracked, Still Plays)", Tier: 4,
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Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 10}},
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InventoryDesc: "The Ocarina (Cracked). Three songs. +10 all skills. Do not play the third one.",
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},
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},
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5: {
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{
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Key: "shard_of_unnamed", Name: "Shard of the Unnamed", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "combat_level", Value: 15},
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{Type: "xp_multiplier", Value: 10},
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{Type: "death_chance", Value: -5},
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},
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InventoryDesc: "Shard of the Unnamed. +15 Combat, +10% XP, -5% death.",
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RoomAnnounce: "🔴 {name} has recovered the Shard of the Unnamed from the Abyssal Maw. The server feels different.",
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},
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{
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Key: "cartographers_final_map", Name: "The Cartographer's Final Map", Tier: 5,
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Bonuses: []advTreasureBonusDef{{Type: "all_skills", Value: 12}},
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InventoryDesc: "The Cartographer's Final Map. Updates on its own. +12 all skills, full map.",
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RoomAnnounce: "🔴 {name} has found the Cartographer's Final Map in the Abyssal Maw. It has their name on it. It always did.",
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},
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{
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Key: "triforce_shard", Name: "The Triforce Shard (One Third of Something Larger)", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 5},
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{Type: "death_chance", Value: -8},
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// Note: +15 to chosen skill is v2 interactive
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},
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InventoryDesc: "Triforce Shard (×1/3). Warm. Waiting. +5 all skills, -8% death.",
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RoomAnnounce: "🔺 {name} has recovered a Triforce Shard from the Abyssal Maw. One third of something. The other two thirds are somewhere. Probably.",
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},
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{
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Key: "the_corridor", Name: "The Corridor (You Know the One)", Tier: 5,
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Bonuses: []advTreasureBonusDef{
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{Type: "all_skills", Value: 12},
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{Type: "special_monthly_death_bypass", Value: 1}, // v2
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},
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InventoryDesc: "The Corridor. Folded. Don't look back. +12 all skills, monthly death bypass.",
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RoomAnnounce: "🔴 {name} found The Corridor in the Abyssal Maw. They know the one. So does it.",
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},
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},
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}
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// ── Treasure Drop Logic ──────────────────────────────────────────────────────
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func rollAdvTreasureDrop(tier int, userID id.UserID) *AdvTreasureDrop {
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rate, ok := advTreasureDropRates[tier]
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if !ok {
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return nil
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}
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if rand.Float64() >= rate {
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return nil
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}
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pool, ok := advAllTreasures[tier]
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if !ok || len(pool) == 0 {
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return nil
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}
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// Pick random treasure
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def := &pool[rand.IntN(len(pool))]
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// Duplicate check
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owns, err := advUserOwnsTreasure(userID, def.Key)
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if err != nil || owns {
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// Reroll once
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def = &pool[rand.IntN(len(pool))]
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owns, err = advUserOwnsTreasure(userID, def.Key)
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if err != nil || owns {
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return nil // both rolls duplicated
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}
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}
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return &AdvTreasureDrop{Def: def}
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}
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// ── Treasure DB Operations ───────────────────────────────────────────────────
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func advSaveTreasure(userID id.UserID, def *AdvTreasureDef) error {
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d := db.Get()
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tx, err := d.Begin()
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if err != nil {
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return err
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}
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for _, bonus := range def.Bonuses {
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_, err := tx.Exec(`
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INSERT OR IGNORE INTO adventure_treasures (user_id, treasure_key, name, tier, bonus_type, bonus_value)
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VALUES (?, ?, ?, ?, ?, ?)`,
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string(userID), def.Key, def.Name, def.Tier, bonus.Type, bonus.Value)
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if err != nil {
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tx.Rollback()
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return err
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}
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}
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return tx.Commit()
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}
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func advDiscardTreasure(userID id.UserID, treasureKey string) error {
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d := db.Get()
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_, err := d.Exec(`DELETE FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
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string(userID), treasureKey)
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return err
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}
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func advCountTreasures(userID id.UserID) (int, error) {
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d := db.Get()
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var count int
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err := d.QueryRow(`
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SELECT COUNT(DISTINCT treasure_key) FROM adventure_treasures WHERE user_id = ?`,
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string(userID)).Scan(&count)
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return count, err
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}
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func advUserOwnsTreasure(userID id.UserID, treasureKey string) (bool, error) {
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d := db.Get()
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var count int
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err := d.QueryRow(`
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SELECT COUNT(*) FROM adventure_treasures WHERE user_id = ? AND treasure_key = ?`,
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string(userID), treasureKey).Scan(&count)
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return count > 0, err
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}
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func loadAdvTreasureBonuses(userID id.UserID) ([]AdvTreasureBonus, error) {
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d := db.Get()
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rows, err := d.Query(`
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SELECT treasure_key, name, tier, bonus_type, bonus_value
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FROM adventure_treasures WHERE user_id = ?`, string(userID))
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var bonuses []AdvTreasureBonus
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for rows.Next() {
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var b AdvTreasureBonus
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if err := rows.Scan(&b.TreasureKey, &b.Name, &b.Tier, &b.BonusType, &b.BonusValue); err != nil {
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return nil, err
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}
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bonuses = append(bonuses, b)
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}
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return bonuses, rows.Err()
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}
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// advUserTreasures returns the distinct treasures a user owns (for display/discard prompts).
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func advUserTreasures(userID id.UserID) ([]AdvTreasureDef, error) {
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d := db.Get()
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rows, err := d.Query(`
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SELECT DISTINCT treasure_key, name, tier
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FROM adventure_treasures WHERE user_id = ?
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ORDER BY tier, treasure_key`, string(userID))
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var treasures []AdvTreasureDef
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for rows.Next() {
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var t AdvTreasureDef
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if err := rows.Scan(&t.Key, &t.Name, &t.Tier); err != nil {
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return nil, err
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}
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// Look up full definition
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for tier, defs := range advAllTreasures {
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for _, def := range defs {
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if def.Key == t.Key {
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t = def
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t.Tier = tier
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break
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}
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}
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}
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treasures = append(treasures, t)
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}
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return treasures, rows.Err()
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}
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