Files
gogobee/internal/plugin/adventure_shop.go
prosolis f424300d87 Ship-audit P0/P1 sweep on open5e: prose, combat math, UX hygiene
P0 — actual bugs:
- eldritch_blast: SRD-imported "Whatever" placeholder leaked to players;
  overlay added in dnd_spells_data.go.
- Battle Master disarming_attack + parry: math.Max on multiplicative
  DamageReduct was a no-op vs the 1.0 default. Switched to *= and added
  regression tests covering the stacking case too.
- Extended TestSpellDescriptionsAreJargonFree to catch "Whatever",
  trailing ellipses, mid-word truncation, and empty-size phrases. This
  surfaced 4 more genuinely-broken SRD descriptions (find_familiar,
  clairvoyance, glyph_of_warding, teleportation_circle); all now
  overlayed in dnd_spells_data.go.

P1 — UX hygiene:
- Setup completion now nudges new casters toward !spells/!cast.
- Magic-item attunement vocab unified to "bond" everywhere user-facing;
  renamed the Treasures sheet section to avoid clashing with the bond
  vocab.
- Ambient DM footers stripped of "Threat +N" / "Supplies −N SU" hidden-
  meter leakage; verb-form footers instead.
- !expedition status defaults to a days-left + threat-label summary;
  raw SU / threat-out-of-100 / zone-stack / roll-modifier moved behind
  `!expedition status --debug`.
- !zone taunt/compliment help text dropped the "(mood −10)" / "(mood +5)"
  numerics that turned the hidden TwinBee-mood mechanic into a min/max
  knob.
- TwinBee pronoun pass: switched she/her to singular they on the two
  surfaces I touched plus achievements.bj_beat_twinbee.

P1 — correctness/scale:
- adventure_shop curio purchase now guards the euro.Debit bool return
  before inventory grant + pot cut; the GetBalance preflight isn't
  enough since a concurrent blackjack/lottery debit can slip the balance
  across BLACKJACK_DEBT_LIMIT between read and write.
- equipMagicItem reordered: remove inventory item BEFORE equip, with a
  best-effort rollback if equip fails. The prior order left a dup
  window if the inventory delete tripped on a transient DB error.
- magicItemsByRarityCache promoted to sync.Once — concurrent cold-start
  loot rolls otherwise raced on the lazy assignment.

Stale-audit verifications (no code change needed):
- light / druidcraft / water_walk overlays already exist and win the
  SRD merge — the broken raw text never reaches players.
- bootstrapPhase5BHPRefresh is already wired at adventure.go:228.

Deferred:
- combatantsForSession per-turn 6-load DB chatter (perf P1-A): touches
  the hot combat path; needs its own test pass before shipping. Tracked
  in memory at project_combat_session_cache_deferred.

go vet clean; go test -race ./... green (229s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:43:11 -07:00

1330 lines
46 KiB
Go

package plugin
import (
"fmt"
"log/slog"
"math"
"math/rand/v2"
"sort"
"strings"
"time"
"maunium.net/go/mautrix/id"
)
// ── Shop Listings ────────────────────────────────────────────────────────────
// slotEmoji returns a display emoji for a slot category.
func slotEmoji(slot EquipmentSlot) string {
switch slot {
case SlotWeapon:
return "⚔️"
case SlotArmor:
return "🛡️"
case SlotHelmet:
return "🪖"
case SlotBoots:
return "👢"
case SlotTool:
return "⛏️"
default:
return "📦"
}
}
// slotTitle returns a capitalized display name for a slot.
func slotTitle(slot EquipmentSlot) string {
s := string(slot)
if len(s) == 0 {
return s
}
return strings.ToUpper(s[:1]) + s[1:]
}
// ── Pending Interaction Types ───────────────────────────────────────────────
type advPendingShopCategory struct {
ShowAll bool
}
type advPendingShopItem struct {
Slot EquipmentSlot
ShowAll bool
}
type advPendingShopConfirm struct {
Slot EquipmentSlot
Tier int
}
// ── Session Tracking ────────────────────────────────────────────────────────
type advShopSession struct {
StartedAt time.Time
ItemsBought int
// Persuasion discount: 0.10 if the player passed Persuasion DC 15 on
// session start, else 0. Applied to all purchases this session.
// Expires `dndPersuasionDiscountTTL` after StartedAt — players can't
// hold a discount session open indefinitely.
PersuasionDiscount float64
}
// dndPersuasionDiscountTTL — how long after shop entry the Persuasion
// discount remains valid. After this, prices return to full.
const dndPersuasionDiscountTTL = 30 * time.Minute
func (p *AdventurePlugin) shopSessionGet(userID id.UserID) *advShopSession {
if val, ok := p.shopSessions.Load(string(userID)); ok {
return val.(*advShopSession)
}
return nil
}
func (p *AdventurePlugin) shopSessionStart(userID id.UserID) {
if p.shopSessionGet(userID) == nil {
discount := 0.0
if dndNPCPersuasionDiscount(userID) {
discount = 0.10
}
p.shopSessions.Store(string(userID), &advShopSession{
StartedAt: time.Now(),
PersuasionDiscount: discount,
})
}
}
// shopSessionPriceFactor returns the multiplier to apply to shop prices for
// the given user's current session. 1.0 normally, 0.9 if Persuasion passed.
// The discount expires after dndPersuasionDiscountTTL to prevent indefinite
// session-holding (audit fix G).
func (p *AdventurePlugin) shopSessionPriceFactor(userID id.UserID) float64 {
sess := p.shopSessionGet(userID)
if sess == nil {
return 1.0
}
if sess.PersuasionDiscount > 0 && time.Since(sess.StartedAt) > dndPersuasionDiscountTTL {
return 1.0
}
return 1.0 - sess.PersuasionDiscount
}
// shopSessionAnnounceDiscount returns flavor text to surface a passed
// Persuasion check, or empty string if none/expired.
func (p *AdventurePlugin) shopSessionAnnounceDiscount(userID id.UserID) string {
sess := p.shopSessionGet(userID)
if sess == nil || sess.PersuasionDiscount <= 0 {
return ""
}
if time.Since(sess.StartedAt) > dndPersuasionDiscountTTL {
return ""
}
return "_(Persuasion DC 15 passed — 10% discount applied; expires 30 minutes after shop entry.)_"
}
func (p *AdventurePlugin) shopSessionBump(userID id.UserID) {
sess := p.shopSessionGet(userID)
if sess != nil {
sess.ItemsBought++
}
}
func (p *AdventurePlugin) shopSessionEnd(userID id.UserID) {
p.shopSessions.Delete(string(userID))
}
// ── Browse Timeout ──────────────────────────────────────────────────────────
// shopNudgeGen tracks a generation counter per user so only the latest nudge fires.
// Key: userID string, Value: *int64 (atomic counter)
func (p *AdventurePlugin) shopScheduleBrowseNudge(userID id.UserID) {
// Bump generation so any prior goroutine becomes stale.
var gen int64
if val, ok := p.shopSessions.Load(string(userID) + ":nudge_gen"); ok {
gen = val.(int64) + 1
}
p.shopSessions.Store(string(userID)+":nudge_gen", gen)
capturedGen := gen
safeGo("shop-nudge", func() {
time.Sleep(2 * time.Minute)
// Check if this goroutine is still the latest.
if val, ok := p.shopSessions.Load(string(userID) + ":nudge_gen"); !ok || val.(int64) != capturedGen {
return
}
val, ok := p.pending.Load(string(userID))
if !ok {
return
}
pi, ok := val.(*advPendingInteraction)
if !ok || !strings.HasPrefix(pi.Type, "shop_") {
return
}
flavor, _ := advPickFlavor(luigiBrowseTimeout, userID, "luigi_browse")
p.SendDM(userID, fmt.Sprintf("*%s*", flavor))
})
}
// ── Display: Luigi Greeting + Category Menu ─────────────────────────────────
func luigiShopGreeting(userID id.UserID, equip map[EquipmentSlot]*AdvEquipment, balance float64, showAll bool, chatLevel int) string {
var sb strings.Builder
// Check if fully maxed out.
allMaxed := true
for _, slot := range allSlots {
eq := equip[slot]
if eq == nil || eq.Tier < 5 {
allMaxed = false
break
}
}
if allMaxed {
flavor, _ := advPickFlavor(luigiMaxedOut, userID, "luigi_maxed")
sb.WriteString(fmt.Sprintf("🛒 **Luigi's**\n\n*%s*", flavor))
return sb.String()
}
var greet string
if chatLevel >= 10 {
greet = shopGreeting(chatLevel)
} else {
greet, _ = advPickFlavor(luigiGreetings, userID, "luigi_greet")
}
sb.WriteString(fmt.Sprintf("🛒 **Luigi's**\n💰 Balance: €%.0f\n\n", balance))
sb.WriteString(fmt.Sprintf("*%s*\n\n", greet))
// Two-column grid; the Exit chip squares the layout so Curios doesn't
// dangle on its own row and players have a one-word out from here.
sb.WriteString("⚔️ Weapons 🛡️ Armor\n")
sb.WriteString("🪖 Helmets 👢 Boots\n")
sb.WriteString("⛏️ Tools 🧪 Supplies\n")
sb.WriteString("🔮 Curios 🚪 Exit\n\n")
if showAll {
flavor, _ := advPickFlavor(luigiShowAllComment, userID, "luigi_showall")
sb.WriteString(fmt.Sprintf("*%s*\n\n", flavor))
}
sb.WriteString("Reply with a category name to browse.")
return sb.String()
}
// ── Display: Category Item List ─────────────────────────────────────────────
func luigiCategoryView(userID id.UserID, slot EquipmentSlot, equip map[EquipmentSlot]*AdvEquipment, balance float64, showAll bool) string {
var sb strings.Builder
current := equip[slot]
currentTier := 0
currentName := "None"
isMWOrArena := false
if current != nil {
currentTier = current.Tier
currentName = current.Name
isMWOrArena = current.Masterwork || current.ArenaTier > 0
}
emoji := slotEmoji(slot)
title := strings.ToUpper(string(slot))
// Category intro
if intros, ok := luigiCategoryIntros[slot]; ok && len(intros) > 0 {
intro, _ := advPickFlavor(intros, userID, "luigi_cat_"+string(slot))
sb.WriteString(fmt.Sprintf("*%s*\n\n", intro))
}
sb.WriteString(fmt.Sprintf("%s **%s** — Your current: %s (T%d)", emoji, title, currentName, currentTier))
if isMWOrArena {
sb.WriteString(" ⭐")
}
sb.WriteString("\n\n")
if isMWOrArena {
ack, _ := advPickFlavor(luigiMasterworkAck, userID, "luigi_mw_ack")
sb.WriteString(fmt.Sprintf("*%s*\n\n", ack))
}
defs := equipmentTiers[slot]
hasItems := false
// Show current equipped item first.
if current != nil {
for _, def := range defs {
if def.Tier == currentTier {
sb.WriteString(fmt.Sprintf("🟢 %-28s T%d €%.0f Currently equipped\n",
def.Name, def.Tier, def.Price))
break
}
}
}
for _, def := range defs {
if def.Price == 0 {
continue // skip tier 0
}
if def.Tier == currentTier {
continue // already shown as 🟢
}
if !showAll && def.Tier < currentTier {
continue // skip downgrades unless show all
}
hasItems = true
// Upgrade indicator
var indicator string
switch {
case def.Tier > currentTier:
indicator = "⬆️"
case def.Tier == currentTier:
indicator = "➡️"
default:
indicator = "⬇️"
}
// Affordability
afford := "✅"
if balance < def.Price {
afford = "💸"
}
// One-liner
oneLiner := ""
if line, ok := luigiItemOneLiners[luigiItemKey{slot, def.Tier}]; ok {
oneLiner = fmt.Sprintf(" \"%s\"", line)
}
sb.WriteString(fmt.Sprintf("%s %-28s T%d €%-8.0f %s%s\n",
indicator, def.Name, def.Tier, def.Price, afford, oneLiner))
}
// Occasional unprompted Luigi commentary (~30% chance).
if hasItems && rand.IntN(100) < 30 {
comment, _ := advPickFlavor(luigiCommentary, userID, "luigi_comment")
sb.WriteString(fmt.Sprintf("\n*%s*\n", comment))
}
if !hasItems {
sb.WriteString("✨ You've reached max tier! Nothing left to buy here.\n")
}
if !showAll && currentTier > 1 {
sb.WriteString(fmt.Sprintf("\nTiers below T%d omitted. Use `!adventure shop show all` to see everything.\n", currentTier))
}
sb.WriteString("\nReply with an item name to buy, or \"back\" to return to categories.")
return sb.String()
}
// ── Display: Item Confirm ───────────────────────────────────────────────────
func luigiItemConfirm(userID id.UserID, slot EquipmentSlot, def *EquipmentDef, current *AdvEquipment, balance float64) string {
var sb strings.Builder
currentTier := 0
currentName := "None"
if current != nil {
currentTier = current.Tier
currentName = current.Name
}
// Upgrade indicator
indicator := "⬆️"
if def.Tier == currentTier {
indicator = "➡️"
} else if def.Tier < currentTier {
indicator = "⬇️"
}
sb.WriteString(fmt.Sprintf("%s **%s** — T%d %s — €%.0f\n\n", indicator, def.Name, def.Tier, slotTitle(slot), def.Price))
if def.Tier > currentTier {
sb.WriteString(fmt.Sprintf("An upgrade from your %s (T%d).\n", currentName, currentTier))
} else if def.Tier == currentTier {
sb.WriteString(fmt.Sprintf("Same tier as your current %s.\n", currentName))
} else {
sb.WriteString(fmt.Sprintf("A downgrade from your %s (T%d).\n", currentName, currentTier))
}
// Full Luigi description
if desc, ok := luigiItemDescriptions[luigiItemKey{slot, def.Tier}]; ok {
sb.WriteString(fmt.Sprintf("\n\"%s\"\n", desc))
}
afterBalance := balance - def.Price
sb.WriteString(fmt.Sprintf("\nYour balance: €%.0f → €%.0f after purchase\n\n", balance, afterBalance))
sb.WriteString("Confirm? (yes / no)")
return sb.String()
}
// ── Resolver: Category Choice ───────────────────────────────────────────────
func (p *AdventurePlugin) resolveShopCategoryChoice(ctx MessageContext, interaction *advPendingInteraction) error {
data := interaction.Data.(*advPendingShopCategory)
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
if reply == "back" || reply == "exit" || reply == "cancel" {
p.shopSessionEnd(ctx.Sender)
flavor, _ := advPickFlavor(luigiCancellation, ctx.Sender, "luigi_cancel")
return p.SendDM(ctx.Sender, fmt.Sprintf("*%s*", flavor))
}
// Check for supplies category first
if reply == "supplies" || reply == "supply" || reply == "consumables" || reply == "potions" {
balance := p.euro.GetBalance(ctx.Sender)
text := luigiSuppliesView(ctx.Sender, balance)
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_supply",
Data: data,
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
p.shopScheduleBrowseNudge(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
// Curios — Open5e magic items, daily rotating stock.
if reply == "curios" || reply == "curio" || reply == "magic" || reply == "trinkets" {
balance := p.euro.GetBalance(ctx.Sender)
text := p.luigiCuriosView(ctx.Sender, balance)
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_curio",
Data: data,
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
p.shopScheduleBrowseNudge(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
slot := advParseShopCategory(reply)
if slot == "" {
// Re-store pending and reprompt.
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "I didn't catch that. Reply with a category: weapons, armor, helmets, boots, tools, supplies, or curios.")
}
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
text := luigiCategoryView(ctx.Sender, slot, equip, balance, data.ShowAll)
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_item",
Data: &advPendingShopItem{Slot: slot, ShowAll: data.ShowAll},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
p.shopScheduleBrowseNudge(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
// ── Resolver: Item Choice ───────────────────────────────────────────────────
func (p *AdventurePlugin) resolveShopItemChoice(ctx MessageContext, interaction *advPendingInteraction) error {
data := interaction.Data.(*advPendingShopItem)
reply := strings.TrimSpace(ctx.Body)
lower := strings.ToLower(reply)
if lower == "back" {
// Return to category menu.
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
text := luigiShopGreeting(ctx.Sender, equip, balance, data.ShowAll, p.chatLevel(ctx.Sender))
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_category",
Data: &advPendingShopCategory{ShowAll: data.ShowAll},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
if lower == "exit" || lower == "cancel" {
p.shopSessionEnd(ctx.Sender)
flavor, _ := advPickFlavor(luigiCancellation, ctx.Sender, "luigi_cancel")
return p.SendDM(ctx.Sender, fmt.Sprintf("*%s*", flavor))
}
// Try to find the item scoped to the current slot first, then globally.
slot, def, found := advFindShopItemInSlot(reply, data.Slot)
if !found {
slot, def, found = advFindShopItem(reply)
}
if !found {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, fmt.Sprintf("I don't have anything matching \"%s\". Reply with an item name from the list, or \"back\" to return.", reply))
}
// Load fresh data.
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
current := equip[slot]
// Check Arena/Masterwork block — only block if shop item isn't clearly better.
// Arena gear always blocks (1.5x multiplier, earned through combat).
// Masterwork blocks only if the shop item's tier doesn't exceed the MW effective tier.
if current != nil && current.ArenaTier > 0 && def.Tier <= current.ArenaTier {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, fmt.Sprintf("You have **%s** (Arena gear, T%d) in that slot. That T%d shop item isn't an upgrade.\n\nPick something else, or \"back\" to return.",
current.Name, current.ArenaTier, def.Tier))
}
if current != nil && current.Masterwork && float64(def.Tier) <= advEffectiveTier(current) {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, fmt.Sprintf("You have **%s** (Masterwork ⭐) in that slot. That T%d shop item isn't an upgrade over your T%d Masterwork.\n\nPick something else, or \"back\" to return.",
current.Name, def.Tier, current.Tier))
}
text := luigiItemConfirm(ctx.Sender, slot, def, current, balance)
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_confirm",
Data: &advPendingShopConfirm{Slot: slot, Tier: def.Tier},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
p.advMarkMenuSent(ctx.Sender)
p.shopScheduleBrowseNudge(ctx.Sender)
return p.SendDM(ctx.Sender, text)
}
// ── Resolver: Purchase Confirm ──────────────────────────────────────────────
func (p *AdventurePlugin) resolveShopConfirm(ctx MessageContext, interaction *advPendingInteraction) error {
userMu := p.advUserLock(ctx.Sender)
userMu.Lock()
defer userMu.Unlock()
data := interaction.Data.(*advPendingShopConfirm)
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
if reply != "yes" && reply != "y" && reply != "confirm" {
p.shopSessionEnd(ctx.Sender)
flavor, _ := advPickFlavor(luigiCancellation, ctx.Sender, "luigi_cancel")
return p.SendDM(ctx.Sender, fmt.Sprintf("*%s*", flavor))
}
// Reload fresh equipment and balance (TOCTOU protection).
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
// Find the def fresh.
defs := equipmentTiers[data.Slot]
var def *EquipmentDef
for i := range defs {
if defs[i].Tier == data.Tier {
def = &defs[i]
break
}
}
if def == nil {
return p.SendDM(ctx.Sender, "Something went wrong. Item not found.")
}
current := equip[data.Slot]
// Re-check Arena/Masterwork block.
if current != nil && current.ArenaTier > 0 && def.Tier <= current.ArenaTier {
return p.SendDM(ctx.Sender, fmt.Sprintf("Your **%s** (Arena gear T%d) is not worse than that T%d shop item.", current.Name, current.ArenaTier, def.Tier))
}
if current != nil && current.Masterwork && float64(def.Tier) <= advEffectiveTier(current) {
return p.SendDM(ctx.Sender, fmt.Sprintf("Your **%s** (Masterwork ⭐) is better than that T%d shop item.", current.Name, def.Tier))
}
// Persuasion-discounted price.
price := def.Price * p.shopSessionPriceFactor(ctx.Sender)
// Affordability.
if balance < price {
flavor, _ := advPickFlavor(luigiInsufficientFunds, ctx.Sender, "luigi_broke")
return p.SendDM(ctx.Sender, fmt.Sprintf("*%s*\n\nYou have €%.0f. %s costs €%.0f.", flavor, balance, def.Name, price))
}
// Debit.
if !p.euro.Debit(ctx.Sender, price, "adventure_shop_"+string(data.Slot)) {
return p.SendDM(ctx.Sender, "Transaction failed. The economy is having a moment.")
}
// Community contribution: 5% of purchase price.
if potCut := int(price * 0.05); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(ctx.Sender, potCut)
}
// Move old gear to inventory before replacing.
if current != nil && current.Tier > 0 {
itemType := "ShopGear"
var resaleValue int64
if current.Masterwork {
itemType = "MasterworkGear"
// Masterwork has no resale value (it's special, not shop-priced)
} else if current.ArenaTier > 0 {
itemType = "ArenaGear"
} else if current.Tier < len(equipmentTiers[data.Slot]) {
resaleValue = int64(equipmentTiers[data.Slot][current.Tier].Price * 0.3)
}
err := addAdvInventoryItem(ctx.Sender, AdvItem{
Name: current.Name,
Type: itemType,
Tier: current.Tier,
Value: resaleValue,
Slot: data.Slot,
SkillSource: current.SkillSource,
})
if err != nil {
slog.Error("shop: failed to move old gear to inventory", "user", ctx.Sender, "slot", data.Slot, "err", err)
}
}
// Save new equipment.
eq := &AdvEquipment{
Slot: data.Slot,
Tier: def.Tier,
Condition: 100,
Name: def.Name,
ActionsUsed: 0,
}
if err := saveAdvEquipment(ctx.Sender, eq); err != nil {
// Refund on DB error.
p.euro.Credit(ctx.Sender, def.Price, "adventure_shop_refund")
return p.SendDM(ctx.Sender, "Something went wrong saving your equipment. You've been refunded.")
}
// Build confirmation message.
p.shopSessionBump(ctx.Sender)
var confirmText string
sess := p.shopSessionGet(ctx.Sender)
isCombo := sess != nil && sess.ItemsBought >= 3
if isCombo {
flavor, _ := advPickFlavor(luigiComboConfirm, ctx.Sender, "luigi_combo")
confirmText = fmt.Sprintf(flavor, int(def.Price), def.Name)
} else if def.Tier == 5 {
flavor, _ := advPickFlavor(luigiTier5Confirm, ctx.Sender, "luigi_t5")
confirmText = fmt.Sprintf(flavor, int(def.Price), def.Name)
} else {
flavor, _ := advPickFlavor(luigiPurchaseConfirm, ctx.Sender, "luigi_buy")
confirmText = fmt.Sprintf(flavor, def.Name, int(def.Price))
}
var sb strings.Builder
sb.WriteString(confirmText)
sb.WriteString(fmt.Sprintf("\n\n✅ **%s** equipped.", def.Name))
if current != nil && current.Tier > 0 {
sb.WriteString(fmt.Sprintf(" %s moved to inventory.", current.Name))
}
sb.WriteString(fmt.Sprintf("\nBalance: €%.0f", balance-def.Price))
return p.SendDM(ctx.Sender, sb.String())
}
// ── Find Shop Item ───────────────────────────────────────────────────────────
// normalizeQuotes replaces common Unicode quotes/apostrophes with ASCII equivalents.
var quoteReplacer = strings.NewReplacer(
"\u2018", "'", "\u2019", "'", // left/right single curly quotes
"\u201C", "\"", "\u201D", "\"", // left/right double curly quotes
"\u2032", "'", // prime
)
func normalizeQuotes(s string) string {
return quoteReplacer.Replace(s)
}
func advFindShopItem(name string) (EquipmentSlot, *EquipmentDef, bool) {
name = normalizeQuotes(strings.TrimSpace(name))
// Support tier+category shorthand: "3 sword", "tier 3 weapon", "t3 boots", etc.
if slot, def, ok := advFindByTierShorthand(name); ok {
return slot, def, true
}
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(normalizeQuotes(def.Name), name) {
return slot, def, true
}
}
}
return "", nil, false
}
// advFindShopItemInSlot finds an item scoped to a specific slot.
func advFindShopItemInSlot(name string, slot EquipmentSlot) (EquipmentSlot, *EquipmentDef, bool) {
name = normalizeQuotes(strings.TrimSpace(name))
for i := range equipmentTiers[slot] {
def := &equipmentTiers[slot][i]
if def.Price == 0 {
continue
}
if strings.EqualFold(def.Name, name) || containsFold(normalizeQuotes(def.Name), name) {
return slot, def, true
}
}
return "", nil, false
}
// advFindByTierShorthand matches patterns like "3 sword", "tier 3 weapon", "t3 boots".
func advFindByTierShorthand(input string) (EquipmentSlot, *EquipmentDef, bool) {
lower := strings.ToLower(input)
// Strip optional "tier " or "t" prefix.
lower = strings.TrimPrefix(lower, "tier ")
lower = strings.TrimPrefix(lower, "t")
// Expect "<number> <category>" or "<number><category>".
parts := strings.SplitN(strings.TrimSpace(lower), " ", 2)
if len(parts) < 2 {
return "", nil, false
}
tierStr := strings.TrimSpace(parts[0])
category := strings.TrimSpace(parts[1])
tier := 0
for _, c := range tierStr {
if c < '0' || c > '9' {
return "", nil, false
}
tier = tier*10 + int(c-'0')
}
slot := advParseShopCategory(category)
if slot == "" {
return "", nil, false
}
defs := equipmentTiers[slot]
for i := range defs {
if defs[i].Tier == tier && defs[i].Price > 0 {
return slot, &defs[i], true
}
}
return "", nil, false
}
var shopCategoryAliases = map[string]EquipmentSlot{
"weapon": SlotWeapon, "weapons": SlotWeapon, "sword": SlotWeapon, "swords": SlotWeapon,
"armor": SlotArmor, "armour": SlotArmor,
"helmet": SlotHelmet, "helm": SlotHelmet, "helmets": SlotHelmet,
"boots": SlotBoots, "boot": SlotBoots,
"tool": SlotTool, "tools": SlotTool, "pickaxe": SlotTool,
}
// advParseShopCategory maps user input to an EquipmentSlot.
func advParseShopCategory(input string) EquipmentSlot {
return shopCategoryAliases[strings.ToLower(strings.TrimSpace(input))]
}
// ── Buy Equipment (legacy !adventure buy path) ──────────────────────────────
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)
}
// Block shop purchases that would overwrite arena gear (always) or
// masterwork gear (only if shop item isn't clearly better).
if current != nil && current.ArenaTier > 0 && def.Tier <= current.ArenaTier {
return fmt.Sprintf("You already have **%s** (Arena gear T%d). That T%d shop item isn't an upgrade.",
current.Name, current.ArenaTier, def.Tier)
}
if current != nil && current.Masterwork && float64(def.Tier) <= advEffectiveTier(current) {
return fmt.Sprintf("You already have **%s** (Masterwork ⭐ T%d). That T%d shop item isn't an upgrade.",
current.Name, current.Tier, def.Tier)
}
price := def.Price * p.shopSessionPriceFactor(userID)
balance := p.euro.GetBalance(userID)
if balance < price {
flavor, _ := advPickFlavor(luigiInsufficientFunds, userID, "luigi_broke")
return fmt.Sprintf("*%s*\n\nYou have €%.0f. %s costs €%.0f.", flavor, balance, def.Name, price)
}
if !p.euro.Debit(userID, price, "adventure_shop_"+string(slot)) {
return "Transaction failed. The economy is having a moment."
}
// Community contribution: 5% of purchase price.
if potCut := int(price * 0.05); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(userID, potCut)
}
// Move old gear to inventory.
if current != nil && current.Tier > 0 {
itemType := "ShopGear"
var resaleValue int64
if current.Masterwork {
itemType = "MasterworkGear"
} else if current.ArenaTier > 0 {
itemType = "ArenaGear"
} else if current.Tier < len(equipmentTiers[slot]) {
resaleValue = int64(equipmentTiers[slot][current.Tier].Price * 0.3)
}
err := addAdvInventoryItem(userID, AdvItem{
Name: current.Name,
Type: itemType,
Tier: current.Tier,
Value: resaleValue,
Slot: slot,
SkillSource: current.SkillSource,
})
if err != nil {
slog.Error("shop: failed to move old gear to inventory", "user", userID, "slot", slot, "err", err)
}
}
// 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
var sb strings.Builder
if def.Tier == 5 {
flavor, _ := advPickFlavor(luigiTier5Confirm, userID, "luigi_t5")
sb.WriteString(fmt.Sprintf(flavor, int(def.Price), def.Name))
} else {
flavor, _ := advPickFlavor(luigiPurchaseConfirm, userID, "luigi_buy")
sb.WriteString(fmt.Sprintf(flavor, def.Name, int(def.Price)))
}
sb.WriteString(fmt.Sprintf("\n\n✅ **%s** equipped.", def.Name))
if current != nil && current.Tier > 0 {
sb.WriteString(fmt.Sprintf(" %s moved to inventory.", current.Name))
}
return sb.String()
}
// ── Sell Items ────────────────────────────────────────────────────────────────
func (p *AdventurePlugin) advSellAll(userID id.UserID) string {
items, err := loadAdvInventory(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
var sold int
var keptSpecial int
var keptConsumable int
var keptMagic int
for _, item := range items {
if item.Type == "MasterworkGear" || item.Type == "ArenaGear" || item.Type == "card" {
keptSpecial++
continue
}
if item.Type == "magic_item" {
// B1: magic items are bonded curios, not bulk loot — sell-all must
// never silently delete them. Route the player to !adventure
// equip-magic instead.
keptMagic++
continue
}
if item.Type == "consumable" {
keptConsumable++
continue
}
if err := removeAdvInventoryItem(item.ID); err != nil {
continue
}
total += float64(item.Value)
sold++
}
if sold == 0 {
switch {
case keptMagic > 0 && (keptSpecial > 0 || keptConsumable > 0):
return "Your inventory only contains special gear, curios, and/or consumables. The merchant won't touch any of it. Use `!adventure equip-magic` for curios, `!adventure equip` for gear, or `!adventure sell <name>` for individual consumables."
case keptMagic > 0:
return "Your inventory only contains curios (magic items). The merchant doesn't deal in those. Use `!adventure equip-magic` instead."
case keptSpecial > 0 && keptConsumable > 0:
return "Your inventory only contains special gear and consumables. The merchant won't touch any of it. Use `!adventure equip` for gear or `!adventure sell <name>` for individual consumables."
case keptSpecial > 0:
return "Your inventory only contains Masterwork and Arena gear. The merchant doesn't deal in that. Use `!adventure equip` instead."
case keptConsumable > 0:
return "Your inventory only contains consumables. `sell all` won't touch them — use `!adventure sell <name>` to sell a specific consumable."
}
return "Your inventory is empty. There is nothing to sell. This is a metaphor for something but now is not the time."
}
potCut := math.Round(total * 0.05)
payout := total - potCut
p.euro.Credit(userID, payout, "adventure_sell_all")
if int(potCut) > 0 {
communityPotAdd(int(potCut))
trackTaxPaid(userID, int(potCut))
}
msg := fmt.Sprintf("Sold %d items for **%s** (%s after 5%% broker fee → community pot).\n\nThe merchant took everything without comment. "+
"This is the most respect anyone has shown your loot collection. Take the money.",
sold, fmtEuro(total), fmtEuro(payout))
if keptSpecial > 0 {
msg += fmt.Sprintf("\n\n(%d special gear items kept — the merchant knows better than to touch those.)", keptSpecial)
}
if keptConsumable > 0 {
msg += fmt.Sprintf("\n(%d consumable(s) kept — `sell all` doesn't touch them. Sell explicitly with `!adventure sell <name>`.)", keptConsumable)
}
if keptMagic > 0 {
msg += fmt.Sprintf("\n(%d curio(s) kept — `!adventure equip-magic` to bond them. The merchant wouldn't know what to do with them.)", keptMagic)
}
return msg
}
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 item.Type == "MasterworkGear" || item.Type == "ArenaGear" || item.Type == "card" {
return fmt.Sprintf("**%s** is special gear. The merchant won't touch it. Use `!adventure equip` to equip it.", item.Name)
}
if item.Type == "magic_item" {
return fmt.Sprintf("**%s** is a curio — the merchant doesn't deal in those. Use `!adventure equip-magic` to bond it instead.", item.Name)
}
if err := removeAdvInventoryItem(item.ID); err != nil {
return "Failed to sell that item."
}
potCut := int(math.Round(float64(item.Value) * 0.05))
payout := int(item.Value) - potCut
p.euro.Credit(userID, float64(payout), "adventure_sell_"+item.Name)
if potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(userID, potCut)
}
return fmt.Sprintf("Sold **%s** for **%s** (%s after 5%% broker fee → community pot). The merchant nodded. That's it. That's the transaction.", item.Name, fmtEuro(item.Value), fmtEuro(payout))
}
}
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
hasMagic := false
for _, item := range items {
switch item.Type {
case "MasterworkGear":
sb.WriteString(fmt.Sprintf(" ⭐ %s (T%d Masterwork %s)\n", item.Name, item.Tier, slotTitle(item.Slot)))
case "ArenaGear":
sb.WriteString(fmt.Sprintf(" ⚔️ %s (T%d Arena %s)\n", item.Name, item.Tier, slotTitle(item.Slot)))
case "card":
sb.WriteString(fmt.Sprintf(" 🃏 %s\n", item.Name))
case "magic_item":
// Tag magic items so they read as a separate class — they don't
// behave like sellable loot, and the equip-magic footer below
// only fires when the player actually has one.
hasMagic = true
sb.WriteString(fmt.Sprintf(" 🔮 %s (%s)\n", item.Name, magicItemRarityLabel(item.Tier)))
default:
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 — sellable value ~€%d", len(items), total))
sb.WriteString("\n\nTo sell: `!adventure sell all` or `!adventure sell <item>`")
sb.WriteString("\nTo equip Masterwork gear: `!adventure equip`")
if hasMagic {
sb.WriteString("\nTo wear a 🔮 curio: `!adventure equip-magic`")
}
return sb.String()
}
// magicItemRarityLabel pretty-prints the tier number magic items use as a
// rarity stand-in. Inventory is the only surface that sees the bare tier;
// the shop builds its rarity string from the registry directly.
func magicItemRarityLabel(tier int) string {
switch tier {
case 1:
return "Common"
case 2:
return "Uncommon"
case 3:
return "Rare"
case 4:
return "Very Rare"
case 5:
return "Legendary"
}
return fmt.Sprintf("T%d", tier)
}
// ── Supplies (Consumables) ──────────────────────────────────────────────────
func luigiSuppliesView(_ id.UserID, balance float64) string {
var sb strings.Builder
sb.WriteString("🧪 **Supplies** — combat consumables (auto-used)\n")
sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n\n", balance))
sb.WriteString("Items are used automatically during combat. The engine picks up to 2 per fight based on threat level — it won't waste them on easy fights.\n\n")
defs := BuyableConsumables()
if len(defs) == 0 {
sb.WriteString("_Nothing in stock right now._\n\n")
} else {
for _, def := range defs {
effectDesc := consumableEffectDescription(def.Effect, def.Value)
sb.WriteString(fmt.Sprintf("**%s** (T%d) — €%d\n %s\n\n", def.Name, def.Tier, def.Price, effectDesc))
}
}
sb.WriteString("Reply with an item name to buy, or `back` to return.\n")
sb.WriteString("Stronger consumables drop from foraging, mining, fishing, and dungeons at T2+.")
return sb.String()
}
func consumableEffectDescription(effect ConsumableEffect, value float64) string {
switch effect {
case EffectHeal:
return fmt.Sprintf("Restores %d HP mid-combat (triggers at <50%% HP)", int(value))
case EffectDefBoost:
return fmt.Sprintf("+%.0f%% Defense for the fight", value*100)
case EffectAtkBoost:
return fmt.Sprintf("+%.0f%% Attack for the fight", value*100)
case EffectWard:
return "Blocks one hit completely"
case EffectSpeedBoost:
return fmt.Sprintf("+%.0f%% Speed for the fight (evasion boost)", value*100)
case EffectCritBoost:
return fmt.Sprintf("+%.0f%% Crit Rate for the fight", value*100)
case EffectFlatDmg:
return fmt.Sprintf("Deals %d damage at fight start", int(value))
case EffectSpore:
return fmt.Sprintf("15%% enemy miss chance for %d rounds", int(value))
case EffectReflect:
return fmt.Sprintf("Reflects %.0f%% of next hit back at enemy", value*100)
case EffectAutoCrit:
return fmt.Sprintf("First hit is auto-crit + %.0f%% Attack", value*100)
}
return ""
}
func (p *AdventurePlugin) resolveShopSupplyChoice(ctx MessageContext, interaction *advPendingInteraction) error {
reply := strings.ToLower(strings.TrimSpace(ctx.Body))
if reply == "back" {
data := interaction.Data.(*advPendingShopCategory)
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
text := luigiShopGreeting(ctx.Sender, equip, balance, data.ShowAll, p.chatLevel(ctx.Sender))
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_category",
Data: &advPendingShopCategory{ShowAll: data.ShowAll},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
return p.SendDM(ctx.Sender, text)
}
if reply == "exit" || reply == "cancel" {
p.shopSessionEnd(ctx.Sender)
return p.SendDM(ctx.Sender, "*Luigi nods and gestures toward the main counter.*")
}
// Find matching consumable
var match *ConsumableDef
for i := range consumableDefs {
if consumableDefs[i].Buyable && containsFold(consumableDefs[i].Name, reply) {
match = &consumableDefs[i]
break
}
}
if match == nil {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "I don't have that. Reply with an item name from the list, or `back` to return.")
}
consumablePrice := float64(match.Price) * p.shopSessionPriceFactor(ctx.Sender)
balance := p.euro.GetBalance(ctx.Sender)
if balance < consumablePrice {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, fmt.Sprintf("You need €%.0f for %s but only have €%.0f.", consumablePrice, match.Name, balance))
}
// Purchase the consumable
p.euro.Debit(ctx.Sender, consumablePrice, "shop_consumable")
if potCut := int(math.Round(consumablePrice * 0.05)); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(ctx.Sender, potCut)
}
item := AdvItem{
Name: match.Name,
Type: "consumable",
Tier: match.Tier,
Value: match.Price / 2,
}
_ = addAdvInventoryItem(ctx.Sender, item)
// Stay in supplies view for more purchases
p.pending.Store(string(ctx.Sender), interaction)
newBalance := p.euro.GetBalance(ctx.Sender)
return p.SendDM(ctx.Sender, fmt.Sprintf("Purchased **%s** for €%.0f. Added to inventory.\n💰 Balance: €%.0f\n\nReply with another item name or `back` to return.",
match.Name, consumablePrice, newBalance))
}
// ── Curios (Magic Items) ────────────────────────────────────────────────────
// curiosStockSize — how many registry magic items Luigi stocks per day.
const curiosStockSize = 8
// dailyCuriosStock returns the deterministic per-day rotation of magic items
// on Luigi's Curios shelf. Seeded by UTC date so the slate is stable for the
// day and identical for every player. 237 registry items is far too many to
// list, so a rotating shelf keeps the menu legible and gives players a reason
// to check back.
//
// The day flips at 06:00 UTC instead of midnight so EU-evening players see
// "yesterday's stock" through the night and a fresh shelf with their morning
// coffee, not at 1 a.m. mid-session.
func dailyCuriosStock() []MagicItem {
ids := make([]string, 0, len(magicItemRegistry))
for id := range magicItemRegistry {
ids = append(ids, id)
}
sort.Strings(ids)
// FNV-1a over the offset-UTC date string → PCG seed.
day := time.Now().UTC().Add(-6 * time.Hour).Format("2006-01-02")
var seed uint64 = 1469598103934665603
for _, b := range []byte(day) {
seed ^= uint64(b)
seed *= 1099511628211
}
rng := rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))
rng.Shuffle(len(ids), func(i, j int) { ids[i], ids[j] = ids[j], ids[i] })
n := curiosStockSize
if n > len(ids) {
n = len(ids)
}
stock := make([]MagicItem, 0, n)
for _, id := range ids[:n] {
stock = append(stock, magicItemRegistry[id])
}
// Stable display order: rarity ascending, then name.
sort.Slice(stock, func(i, j int) bool {
ri, rj := rarityPowerScalar(stock[i].Rarity), rarityPowerScalar(stock[j].Rarity)
if ri != rj {
return ri < rj
}
return stock[i].Name < stock[j].Name
})
return stock
}
func (p *AdventurePlugin) luigiCuriosView(userID id.UserID, balance float64) string {
var sb strings.Builder
sb.WriteString("🔮 **Curios** — fresh stock daily at dawn\n")
sb.WriteString(fmt.Sprintf("💰 Balance: €%.0f\n\n", balance))
factor := p.shopSessionPriceFactor(userID)
for _, mi := range dailyCuriosStock() {
price := float64(mi.Value) * factor
// Pretty rarity ("Very Rare" not "very_rare"), drop the bare "wondrous"
// (the effect line already tells the player what it does), and call
// attunement what it actually means.
tag := magicItemRarityLabel(rarityLootTierNum(mi.Rarity))
if mi.Kind != MagicItemWondrous {
tag = string(prettyMagicItemKind(mi.Kind)) + " · " + tag
}
if mi.Attunement {
tag += " · needs bonding"
}
if mi.Kind == MagicItemPotion || mi.Kind == MagicItemScroll {
tag += " · auto-uses"
}
afford := "✅"
if balance < price {
afford = "💸"
}
sb.WriteString(fmt.Sprintf("**%s** _(%s)_ — €%.0f %s\n", mi.Name, tag, price, afford))
// The codified effect is what actually fires in combat; the SRD desc
// is flavour. Lead with the effect, then the flavour line.
if eff := magicItemEffectSummary(mi); eff != "" && eff != "no combat effect" {
sb.WriteString(fmt.Sprintf(" → %s\n", eff))
}
if mi.Desc != "" {
sb.WriteString(fmt.Sprintf(" _%s_\n", mi.Desc))
}
}
sb.WriteString("\nReply with an item name to buy, or `back` to return.\n")
sb.WriteString("_Bonding_ = at most 3 magic items can be \"on\" at once. Worn-but-unbonded curios are inert until you free a slot. Potions & scrolls fire automatically in combat.")
return sb.String()
}
// prettyMagicItemKind renders the registry's machine kind in a way a player
// would actually use ("staff" not "MagicItemStaff", "scroll" not the raw
// const).
func prettyMagicItemKind(k MagicItemKind) string {
switch k {
case MagicItemWeapon:
return "weapon"
case MagicItemArmor:
return "armor"
case MagicItemRing:
return "ring"
case MagicItemWand:
return "wand"
case MagicItemRod:
return "rod"
case MagicItemStaff:
return "staff"
case MagicItemPotion:
return "potion"
case MagicItemScroll:
return "scroll"
}
return string(k)
}
func (p *AdventurePlugin) resolveShopCurioChoice(ctx MessageContext, interaction *advPendingInteraction) error {
reply := strings.TrimSpace(ctx.Body)
lower := strings.ToLower(reply)
if lower == "back" {
data := interaction.Data.(*advPendingShopCategory)
_, equip, err := p.ensureCharacter(ctx.Sender)
if err != nil {
return p.SendDM(ctx.Sender, "Failed to load your character.")
}
balance := p.euro.GetBalance(ctx.Sender)
text := luigiShopGreeting(ctx.Sender, equip, balance, data.ShowAll, p.chatLevel(ctx.Sender))
p.pending.Store(string(ctx.Sender), &advPendingInteraction{
Type: "shop_category",
Data: &advPendingShopCategory{ShowAll: data.ShowAll},
ExpiresAt: time.Now().Add(advDMResponseWindow),
})
return p.SendDM(ctx.Sender, text)
}
if lower == "exit" || lower == "cancel" {
p.shopSessionEnd(ctx.Sender)
return p.SendDM(ctx.Sender, "*Luigi nods and gestures toward the main counter.*")
}
// Match against today's stock. Exact (case-fold) name wins outright;
// otherwise we accumulate substring hits and require a unique candidate
// so "ring" doesn't silently sell whichever ring came first in the slate.
var (
match *MagicItem
candidates []MagicItem
)
stock := dailyCuriosStock()
for _, mi := range stock {
if strings.EqualFold(mi.Name, reply) {
m := mi
match = &m
candidates = nil
break
}
if containsFold(mi.Name, reply) {
candidates = append(candidates, mi)
}
}
if match == nil {
switch len(candidates) {
case 0:
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, "That's not on the shelf today. Reply with an item name from the list, or `back` to return.")
case 1:
m := candidates[0]
match = &m
default:
p.pending.Store(string(ctx.Sender), interaction)
var sb strings.Builder
sb.WriteString(fmt.Sprintf("Several curios match \"%s\":\n", reply))
for _, c := range candidates {
sb.WriteString(fmt.Sprintf(" • %s\n", c.Name))
}
sb.WriteString("Reply with the full name (or enough to be unique), or `back` to return.")
return p.SendDM(ctx.Sender, sb.String())
}
}
price := float64(match.Value) * p.shopSessionPriceFactor(ctx.Sender)
balance := p.euro.GetBalance(ctx.Sender)
if balance < price {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, fmt.Sprintf("You need €%.0f for %s but only have €%.0f.", price, match.Name, balance))
}
// Guard the Debit return: GetBalance above is a snapshot read, but
// the debt-limit check inside Debit (BLACKJACK_DEBT_LIMIT) can refuse
// the write if a concurrent debit (blackjack, lottery, etc.) has
// slipped the balance across the limit between read and write.
// Without this guard the curio would be granted on a refused debit.
if !p.euro.Debit(ctx.Sender, price, "shop_curio") {
p.pending.Store(string(ctx.Sender), interaction)
return p.SendDM(ctx.Sender, fmt.Sprintf(
"Tried to charge €%.0f for %s, but the purse refused — your balance moved out from under us. Try again.",
price, match.Name))
}
if potCut := int(math.Round(price * 0.05)); potCut > 0 {
communityPotAdd(potCut)
trackTaxPaid(ctx.Sender, potCut)
}
item := magicItemSell(*match)
item.Value = int64(match.Value) / 2 // resale at half, like gear/consumables
item.SkillSource = "magic_item:" + match.ID
_ = addAdvInventoryItem(ctx.Sender, item)
// Stay in the Curios view for more purchases.
p.pending.Store(string(ctx.Sender), interaction)
newBalance := p.euro.GetBalance(ctx.Sender)
return p.SendDM(ctx.Sender, fmt.Sprintf("Purchased **%s** for €%.0f. Added to inventory.\n💰 Balance: €%.0f\n\nReply with another item name or `back` to return.",
match.Name, price, newBalance))
}