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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>
274 lines
8.2 KiB
Go
274 lines
8.2 KiB
Go
package plugin
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import (
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"fmt"
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"log/slog"
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"math/rand/v2"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// ── TwinBee Character (fixed stats) ──────────────────────────────────────────
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var twinBeeChar = AdventureCharacter{
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DisplayName: "TwinBee 🐝",
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CombatLevel: 35,
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MiningSkill: 28,
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ForagingSkill: 22,
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Alive: true,
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}
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var twinBeeEquip = map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Slot: SlotWeapon, Tier: 4, Condition: 100, Name: "The Spread Gun"},
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SlotArmor: {Slot: SlotArmor, Tier: 4, Condition: 100, Name: "Enchanted Plate"},
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SlotHelmet: {Slot: SlotHelmet, Tier: 4, Condition: 100, Name: "Guardian's Helm"},
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SlotBoots: {Slot: SlotBoots, Tier: 4, Condition: 100, Name: "Ranger's Boots"},
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SlotTool: {Slot: SlotTool, Tier: 4, Condition: 100, Name: "Mithril Pickaxe"},
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}
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// ── TwinBee Action Selection ─────────────────────────────────────────────────
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type twinBeeActionWeight struct {
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Activity AdvActivityType
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Tier int
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Weight float64
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}
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var twinBeeWeights = []twinBeeActionWeight{
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{AdvActivityDungeon, 3, 0.35},
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{AdvActivityDungeon, 4, 0.25},
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{AdvActivityDungeon, 5, 0.10},
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{AdvActivityMining, 3, 0.15},
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{AdvActivityForaging, 3, 0.15},
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}
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func selectTwinBeeAction() (AdvActivityType, *AdvLocation) {
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roll := rand.Float64()
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cumulative := 0.0
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for _, w := range twinBeeWeights {
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cumulative += w.Weight
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if roll < cumulative {
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loc := findAdvLocationByTier(w.Activity, w.Tier)
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return w.Activity, loc
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}
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}
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// Fallback
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loc := findAdvLocationByTier(AdvActivityDungeon, 3)
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return AdvActivityDungeon, loc
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}
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// ── TwinBee Result ───────────────────────────────────────────────────────────
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type TwinBeeResult struct {
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Activity AdvActivityType
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Location *AdvLocation
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Outcome AdvOutcomeType
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LootValue int64
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LootDesc string
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FlavorText string
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}
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func (p *AdventurePlugin) runTwinBeeDaily() *TwinBeeResult {
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activity, loc := selectTwinBeeAction()
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if loc == nil {
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slog.Error("adventure: twinbee could not find location")
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return nil
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}
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bonuses := &AdvBonusSummary{} // TwinBee has no treasures/buffs
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result := resolveAdvAction(&twinBeeChar, twinBeeEquip, loc, bonuses, false)
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// TwinBee never dies — reroll death to empty
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if result.Outcome == AdvOutcomeDeath {
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result.Outcome = AdvOutcomeEmpty
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result.LootItems = nil
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result.TotalLootValue = 0
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result.EquipDamage = nil
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result.EquipBroken = nil
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}
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// No treasure drops for TwinBee
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result.TreasureFound = nil
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// Select TwinBee-specific flavor text
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tbResult := &TwinBeeResult{
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Activity: activity,
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Location: loc,
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Outcome: result.Outcome,
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LootValue: result.TotalLootValue,
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}
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// Build loot description
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if len(result.LootItems) > 0 {
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names := make([]string, len(result.LootItems))
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for i, item := range result.LootItems {
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names[i] = item.Name
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}
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tbResult.LootDesc = joinAdvItems(names)
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}
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// Select flavor
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tbResult.FlavorText = p.selectTwinBeeFlavor(tbResult)
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return tbResult
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}
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func (p *AdventurePlugin) selectTwinBeeFlavor(result *TwinBeeResult) string {
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var pool []string
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switch result.Outcome {
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case AdvOutcomeExceptional:
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pool = TwinBeeExceptional
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case AdvOutcomeSuccess:
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pool = TwinBeeSuccess
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case AdvOutcomeEmpty, AdvOutcomeHornets, AdvOutcomeCaveIn, AdvOutcomeBear, AdvOutcomeRiver:
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// Check if it was a "tactical withdrawal" (would have been death)
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// Since we rerolled death → empty, we can't distinguish here.
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// Use the empty pool; the withdrawal pool is for the summary one-liners.
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pool = TwinBeeEmpty
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default:
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pool = TwinBeeEmpty
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}
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if len(pool) == 0 {
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return "TwinBee went to " + result.Location.Name + ". Results pending."
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}
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text := pool[rand.IntN(len(pool))]
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vars := map[string]string{
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"{location}": result.Location.Name,
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"{loot}": result.LootDesc,
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"{value}": fmt.Sprintf("%.0f", float64(result.LootValue)),
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"{xp}": "0",
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}
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return advSubstituteFlavor(text, vars)
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}
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func joinAdvItems(names []string) string {
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switch len(names) {
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case 0:
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return ""
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case 1:
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return names[0]
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case 2:
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return names[0] + " and " + names[1]
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default:
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return fmt.Sprintf("%s, and %s", joinAdvItems(names[:len(names)-1]), names[len(names)-1])
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}
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}
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// ── TwinBee Reward Distribution ──────────────────────────────────────────────
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type TwinBeeRewardSummary struct {
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Eligible int
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GoldShare int64
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GiftCount int
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}
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func (p *AdventurePlugin) distributeTwinBeeRewards(result *TwinBeeResult) TwinBeeRewardSummary {
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summary := TwinBeeRewardSummary{}
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if result == nil {
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return summary
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}
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// Find eligible players: alive + took action today
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chars, err := loadAllAdvCharacters()
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if err != nil {
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slog.Error("adventure: twinbee rewards failed to load chars", "err", err)
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return summary
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}
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var eligible []id.UserID
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for _, c := range chars {
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if c.ActionTakenToday && c.Alive {
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eligible = append(eligible, c.UserID)
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}
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}
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summary.Eligible = len(eligible)
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if len(eligible) == 0 || result.LootValue == 0 {
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// Gift rolls still happen even if no loot
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if len(eligible) > 0 {
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for _, uid := range eligible {
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if rollTwinBeeGift(uid) {
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summary.GiftCount++
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}
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}
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}
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p.logTwinBeeResult(result, summary)
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return summary
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}
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// Distribute gold
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share := result.LootValue / int64(len(eligible))
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if share < 1 {
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share = 1
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}
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summary.GoldShare = share
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for _, uid := range eligible {
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p.euro.Credit(uid, float64(share), "twinbee_daily_share")
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if rollTwinBeeGift(uid) {
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summary.GiftCount++
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}
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}
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p.logTwinBeeResult(result, summary)
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return summary
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}
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// ── TwinBee Gifts (Temporary Buffs) ──────────────────────────────────────────
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type twinBeeGiftDef struct {
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BuffType string
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BuffName string
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Modifier float64
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Duration time.Duration
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Flavor string
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}
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var twinBeeGifts = []twinBeeGiftDef{
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{"success_chance", "TwinBee's Lucky Star ⭐", 10, 24 * time.Hour, "TwinBee sends a star. They have many stars. Use it well."},
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{"death_chance", "Bec's Blessing 🐝", -5, 48 * time.Hour, "Bec has blessed you. Bec does not do this lightly. Don't die."},
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{"loot_quality", "WinBee's Coin 🪙", 15, 24 * time.Hour, "WinBee flipped this coin and it came up you. Lucky."},
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{"mining_success", "Goemon's Pipe 🎋", 8, 48 * time.Hour, "Borrowed from Goemon. Return not expected. Results expected."},
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{"foraging_death", "Pentarou's Feather 🪶", -10, 24 * time.Hour, "Pentarou parted with this reluctantly. They like you enough. Mostly."},
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{"xp_multiplier", "TwinBee's Bell Fragment 🔔", 5, 48 * time.Hour, "A piece of the Bell. It rings when you're doing well. It will ring."},
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{"exceptional_chance", "Power Up Pod 🫛", 50, 48 * time.Hour, "TwinBee found extras. This is not a common occurrence. Don't waste it."},
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}
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const twinBeeGiftChance = 0.15
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func rollTwinBeeGift(userID id.UserID) bool {
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if rand.Float64() >= twinBeeGiftChance {
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return false
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}
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gift := twinBeeGifts[rand.IntN(len(twinBeeGifts))]
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expiresAt := time.Now().UTC().Add(gift.Duration)
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if err := addAdvBuff(userID, gift.BuffType, gift.BuffName, gift.Modifier, expiresAt); err != nil {
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slog.Error("adventure: failed to add twinbee gift", "user", userID, "err", err)
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return false
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}
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return true
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}
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// ── TwinBee Log ──────────────────────────────────────────────────────────────
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func (p *AdventurePlugin) logTwinBeeResult(result *TwinBeeResult, summary TwinBeeRewardSummary) {
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d := db.Get()
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_, err := d.Exec(`
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INSERT INTO adventure_twinbee_log (activity_type, location, outcome, loot_value, loot_desc, participant_count, gold_share, gift_count)
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VALUES (?, ?, ?, ?, ?, ?, ?, ?)`,
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string(result.Activity), result.Location.Name, string(result.Outcome),
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result.LootValue, result.LootDesc,
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summary.Eligible, summary.GoldShare, summary.GiftCount)
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if err != nil {
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slog.Error("adventure: failed to log twinbee result", "err", err)
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}
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}
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